14

EXAMPLE OF PLAY

The remote planet of Tarrus 5 is a primitive word, low in technology but rich in minerals and ores that are vita to interstellar space travel. Both the Empire Polaris and Trade Protectorate armies want control of this planet.

For two days now a batte has raged, a fierce encounter between war machines and elite troopers of both armies. With both sides close to the depletion of their ammunition a final last ditched attack by the Empire Commander takes pace...

EMPIRE FORCES
Locust
Trooper - Bomber
Trooper - Sniper

TRADE PROTECTORATE FORCES
T-Rex
Trooper - Bomber
Trooper - Rifleman

INITIAL SETUP
Both forces begin the batte 20 steps from one another with no obstacles between them.

INITIATIVE
Both force commanders roll a D6 and the Empire rolls a 4 and the Protectorate a 3, the Empire gets to go first.


EMPIRE'S GO 1

The Empire Locust War Walker charges into combat, wasting no time engaging the enemy. The commander of vehicle, alarmed by facing the mighty T-Rex, swallows his fear and charges in!

He uses 4 resource points to move 8 steps (2 for each point used) and this aows him to use 2 more points to fire each of the Locust's Rapid Fire AP guns. Measuring the range at 12 steps to T-Rex, the Commander reailses he is at medium range.

He needs to roll a 4 on each of his weapon dice to score a hit, but Locust has an advanced targeting system which gives a +1 bonus to hit, so only a 3 is needed to hit. Two dice are rolled - a 3 and a 6 - and both count. But one of the hits is a 6, which means it could be a critical hit. Another dice must now be rolled again and is a 3 or more is scored the damage will be double. But only a 2 is rolled, which means the damage is not doubled.

BUT the T-Rex still staggers back as a massive 10 damage is inflicted.

PROTECTORATE'S GO 1

Sub Commander Vard, the man controlling the T-Rex, was shaken by the Locust's attack. t was the first time he'd seen this machine in action, and he wasn't amused. t was time to show the Empire what a T-Rex can do when it gets angry.

The tricky part for Vard is to decide what range to attack from. He decides that it is best go for short range and hit the Locust with his Machineguns.

Having taken 10 damage already his armour is down to 10 which means he ony has 4 resource points left with which make an impact. This isn't enough to allow him to fire a of his weapons, so Vard uses 2 points to move 4 steps, taking him into short range of Locust because he is now only 8 steps away. He then fires both Machineguns.

He ros two dice and needs a 3 or higher (short range) to hit. He rolls a 4 and a 5 - both hit! At this range that's a massive 14 points of damage which shatters the Locust and reduces it to only 1 armour.

EMPIRE'S GO 2

Seeing that Locust is in trouble the troopers charge in and open fire on T-Rex. The troopers all move together and enter combat as a single squad. The Bomber has 5 resource points to use, but it takes 2 points to fire his gun. This means he can move 3 steps (1 step per resource point) and then fire his weapon.

He is at medium range to T-Rex which means he needs to roll a 5 to hit. With a stroke of luck he gets a 6 and rolls again, another 6! That means a critical hit which means he does 6 damage, taking T-Rex down to 4 armour points. Sniper now spends 5 points moving 5 steps and uses 2 points to take an aimed shot. He gets a +1 accuracy bonus so he only needs a 4 to hit at medium range - another 6 is rolled and then a 4, another critical hit. That's 4 more damage and T-Rex is down to 0 armour points and is destroyed.

PROTECTORATE'S GO 2

With T-Rex gone the Trade Protectorate Troopers need to destroy Locust and then either engage the Empire troopers or retreat. They are currently 12 steps from Locust and Bomber decides to move 3 steps, closing him to 9 steps and medium range. He needs a 5 to hit - a 4 is rolled, a miss. The Rifleman moves 6 steps (he has 7 resource points and only needs 1 to shoot) which will get him to б steps and at short range. He steadies himself and squeezes the trigger, praying for a 5 on his dice - he gets it and inflicts 2 points of damage ' and Locust falls to the floor a smoking heap of tangled metal.

END OF TURN

With both of their War Walkers destroyed the Troopers elect to retreat and call it a day. Moving towards the back of the battlefield this combat comes to an end!



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