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The South Seas War
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==Rules Summary So Far== Turn sequence is a combination of ''[[BattleTech]]'' and ''[[Urban War]]'', with players secretly declaring which units they are going to activate, and then declaring them and applying the appropriate modifiers after Initiative has been rolled. So while you might ''think'' you've just activated exactly the right group - your Section of Assault Mechs - to crush your opponent's isolated tank company, he might instead have activated a small group of helicopters, whose initiative bonus allows them to go first and ambush you while your mechs languish at their -1 to Initiative for being in a group of 5 stands. Once a Group is activated, units within it may act independently, which is where TSSW differs from other games. There are no coherency rules save for the logical ones of "isolated units attract fire" and synergies, which rely on staying close. Each unit within the Group selects an Action from the list: *'''Full Round Move:''' Move your Full speed (the value in brackets) *'''Move and Engage:''' Move your unmodified speed, and attack at -1 to your roll. *'''Close and Engage:''' Move half your speed, and attack with no penalty. *'''Full Round Attack:''' Attack at +1 to all rolls. *'''Overwatch:''' Remain stationary and attack with no penalty at an enemy unit during their turn. *'''Counteract:''' "Delay" a move action until your opponent's turn. You may only move your unmodified speed. *'''Fortify:''' Remain stationary and do nothing. Until you move, your armor is one grade higher. Attacking is a D10 roll against a target number, with certain modifiers as follows: *'''Base Strength:''' The target number. Lower is better. *'''Armour:''' The amount to add to the Base Strength. *'''Target Modifier:''' A per-unit variable determining the effectiveness of a certain weapon against Infantry, Armour and Aircraft. *'''Armour Mitigation:''' A modifier which counteracts unit armor. The higher the value the more points of armor are ignored. What makes TSSW also different from its parent system is the total lack of dedicated melee rules. Close combat is abstracted into a flat -1 penalty to all shooting while in base contact, unless a weapon has the Small Arms rule or has 0 range. 0-range weapons, however, are treated exactly like any other ranged attack, but have hefty anti-air penalties unless the unit is really tall or a melee air unit like a Valkyrie or Mobile Suit (which are rare in the setting.) Nearly every unit has a special rule or skill, too, which means that while a 3G unit might be objectively ''better'' at its job, a 2G unit might have a more useful skill for the situation. For example, the 3G AA Mech can attack multiple targets of the same class in one attack. However, they must be different targets, rendering it useless against an airship, mixed unit or small group. The 2G version has no multi-shot, but can instead fire a salvo of accurate armor-piercing missiles, which it has in a limited supply. Rules for Resolve and weapon special abilities now exist, with Resolve (read morale) checks having variable results ranging from fleeing in abject terror and getting in everyone's way to digging in and assuming the fetal position while napalm drops on your head from the sky.
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