Its time for one of the most important moment in a Clan Cadets lifetime. A trial of position. It is here that he can become a warrior and ascend to the greatest caste in the Clans. It is here that his life is decided.
I have Jemal and Caros's stats already, and I will take the liberty of rolling the initiative myself. The roll is 2d6 - piloting. To begin with, I'm going to add the map/program to open the map.
Hex locations will be number from left to right, followed by top to bottom. I.E., Jemals starting location will be 42,10 with an initiative of 1a, and Caros' starting location will be 37,7 with an initiative of 6.
Enemy Starting Locations:
Caros:
1st (Shadowcat) = 11,29 Initiative = 7
2nd (Vulture) = 8,30
3rd (Thor) = 6,32
Jemal:
1st (Stooping Hawk) = 14,34. Initiative = 1b
2nd (Thor) = 12,36
3rd (Turkina) = 9,38
The first phase of combat is movement phase. The movement modes are walking, running, and jumping. Movement has an effect on the difficulty of opponents to hit you. 0-2 hexes moved increases hit difficulty by 0, 3-4 increases it by 1, 5-6 is 2, 7-9 is 3, and 10 + is 4.
Walking: Base movement rate. Increases your difficulty to hit your targets by 1. Increases heat by 1.
Runnig: 1.5x walking speed. Increases difficulty to hit your targets by 2. Cannot back up at running speed. Increases heat by 2.
Jumping: Speed = to number of jumpjets on mech. Bypasses all terrain movement rules. You may choose facing when you land. Increases the difficulty to hit opponents by 3. Increases opponents difficulty to hit you by 1. Increases heat by 3.
*House Rule* Running Jump: Allows you to use running speed while jumping, though you can only ignore a number of hexes of terrain = to your jump speed (must be consecutive). Increases difficulty to hit your targets by 4. Increases difficulty to hit you by 1. Heat Increased by 4.
Facing: Facing matters for use of your weapons, which fire at an arc of the front three hexes of your mech, with the exception of the arms, which can fire all weapons on the arm at the back hex on its side (not directly behind). In order to change your facing, it cost 1 movement point to change to facing the hex to the left or right (movement points being the speed of whatever mode of movement you choose to use). Facing also matters because it determines the hit tables you use, and decide wether or not you hit back or front armor.
Terrain: Terrain effects movement through squares, increasing the number of movement points it requires to go through them. Terrain also increase hit difficulty. The terrain used in the starting map involves light and heavy woods which increase MP to 2 for light, and 3 for heavy.
So now, Jemal and Caros can post their movements and we can get started. People with the lowest initiative go first in this phase. For this round, Jemals 1st opponent decides not to move (In the trial, your opponents will let you move first when you fight them until a Grand Melee is opened up). Now Jemal and Caros can go.
I have Jemal and Caros's stats already, and I will take the liberty of rolling the initiative myself. The roll is 2d6 - piloting. To begin with, I'm going to add the map/program to open the map.
Hex locations will be number from left to right, followed by top to bottom. I.E., Jemals starting location will be 42,10 with an initiative of 1a, and Caros' starting location will be 37,7 with an initiative of 6.
Enemy Starting Locations:
Caros:
1st (Shadowcat) = 11,29 Initiative = 7
2nd (Vulture) = 8,30
3rd (Thor) = 6,32
Jemal:
1st (Stooping Hawk) = 14,34. Initiative = 1b
2nd (Thor) = 12,36
3rd (Turkina) = 9,38
The first phase of combat is movement phase. The movement modes are walking, running, and jumping. Movement has an effect on the difficulty of opponents to hit you. 0-2 hexes moved increases hit difficulty by 0, 3-4 increases it by 1, 5-6 is 2, 7-9 is 3, and 10 + is 4.
Walking: Base movement rate. Increases your difficulty to hit your targets by 1. Increases heat by 1.
Runnig: 1.5x walking speed. Increases difficulty to hit your targets by 2. Cannot back up at running speed. Increases heat by 2.
Jumping: Speed = to number of jumpjets on mech. Bypasses all terrain movement rules. You may choose facing when you land. Increases the difficulty to hit opponents by 3. Increases opponents difficulty to hit you by 1. Increases heat by 3.
*House Rule* Running Jump: Allows you to use running speed while jumping, though you can only ignore a number of hexes of terrain = to your jump speed (must be consecutive). Increases difficulty to hit your targets by 4. Increases difficulty to hit you by 1. Heat Increased by 4.
Facing: Facing matters for use of your weapons, which fire at an arc of the front three hexes of your mech, with the exception of the arms, which can fire all weapons on the arm at the back hex on its side (not directly behind). In order to change your facing, it cost 1 movement point to change to facing the hex to the left or right (movement points being the speed of whatever mode of movement you choose to use). Facing also matters because it determines the hit tables you use, and decide wether or not you hit back or front armor.
Terrain: Terrain effects movement through squares, increasing the number of movement points it requires to go through them. Terrain also increase hit difficulty. The terrain used in the starting map involves light and heavy woods which increase MP to 2 for light, and 3 for heavy.
So now, Jemal and Caros can post their movements and we can get started. People with the lowest initiative go first in this phase. For this round, Jemals 1st opponent decides not to move (In the trial, your opponents will let you move first when you fight them until a Grand Melee is opened up). Now Jemal and Caros can go.
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