Thursday, March 4, 2010

Initiative and turns

Initiative works much like in the 4th Ed rules. Each pilot rolls a d20, with their rolls modified by 1/2 their level and by any pilot feats, such as Improved Initiative, and finally by any special equipment onboard the Mecha, such as a Heads-up (TM) First Warning System.

Each player then takes their turns normally. If a pilot delays, they can jump back in at any point, but then they move to that position in the initiative order. Players may set interrupts such as "I anyone moves within my range, I will take my turn", etc.

Effects that come into play during a player's turn (such as movement markers, weapons fired, and defensive measures enabled) remain on the table until their next turn. This makes it easier for other pilots to calculate their to hit rolls and understand the current effects on the field of battle. This also enables 4th ed effects such as stunned, weakened, poisoned, etc. to remain in effect until the pilot's next turn.

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