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Post by Adam on Jul 14, 2008 14:56:41 GMT -5
Alternating activations between models on opposite sides. There's a D10 initiative roll-off at the start of the turn, the winner getting to choose whether he goes first or second. Meeting victory conditions (objectives etc) can possibly get modifiers to this roll, or strategic locations (which I haven't added yet). If one leader has a higher Ps than the enemy's, you get +1.
Spider mines, etc happen at the start of the turn. (Separate phases perhaps? Environment phase and Action phase?) Broken models activate before others on the team (in another separate phase? Morale phase?), but multiple broken models can be activated in any order. If a model breaks during the turn and hasn't activated yet, it runs away during its next activation. If they pass the Ps test they can If you have more models than the enemy you can activate two models in a row, but can only do it if the leader passes a Psychology test or some similar characteristic. (I want more emphasis on the role of leaders in the game - they should be more vital than just a Ps10 bubble and a few stat bonuses.)
That's it in a nutshell. Your thoughts? Any further ideas?
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