Post
by Primarch » Mon May 30, 2011 11:26 am
Cutlass! – Example of a Turn.
Each turn both players make an authority check. The player with the highest score has the initiative and will activate their models first.
The score on the authority dice is how many models may take an action. (e.g. if you roll a 7, 7 models may perform THE SAME action). After each action you reduce your score by 1 (so then 6 models could all take the same action, then 5 etc).
You can take the same action multiple times but you cannot have the same model perform an action twice in the same step. (e.g. you can move a model at steps 7, 6, 5, 4 etc but you cant move one model 7 times to begin with).
Once a player reaches zero actions, the other player has the initiative UNLESS they interrupt the enemy by reacting quickly midway through their turn.
Example:
Two crews square off against one another. Captain Sparrow and Captain Jones roll their ‘Authority checks’ at the start of the turn. Captain Sparrow rolls a 4 and Captain Jones rolls a 6. This gives Captain Jones’ team the initiative.
Playing things safe, Captain Jones issues his first set of actions. 6 members of Captain Jones’ team walk a little closer to the enemy, reducing his authority to 5. Then, having 5 models who fired their guns in a previous turn, he issues his next set of actions and all 5 of those models reload, reducing his authority to 4.
Issuing his next set of actions, 4 models are told to ‘shoot.’ One of his crewmen has a shot at Captain Sparrow across the docks and being a greedy pirate Captain Jones decides to shoot at him first.
The pirate is armed with a pistol and has an accuracy of D6. However, Captain Sparrow is stood behind some crates, which gives him cover, reducing the pirate’s accuracy to a D4 (most modifiers adjust the TYPE of dice you roll rather than your final score). Meanwhile, Captain Sparrow is quite an agile fellow and has a Dexterity of D8.
The pirate takes his shot and rolls a D4. Captain Sparrow rolls his dex of D8 to dodge.
The pirate rolls a 3, Captain Sparrow rolls an 8. As all rolls are ‘open-ended,’ Captain Sparrow can roll again and add the total to his score. This time he gets a 7 for a total of 15. He nimbly dodges the shot.
As the pirate missed the shot, Captain Sparrow can now choose to react. He rolls his reaction roll of D6 and scores a 4 (4+ is always the target to react). Now his blood is up and he’s out for revenge and can take a free 4” move (for non-captain models, reacting in this way would reduce the captain’s authority roll by 1 as if they had taken an action, but captains can react for free making them very dangerous indeed).
Captain Sparrow’s crew now have the initiative and can start to issue actions to models. Captain Jones’ crew are left flat footed and are now on the defensive until one of them can react to the enemy or Captain Sparrow’s authority is reduced to zero.
Painted Minis in 2014: 510, in 2015: 300, in 2016 :369, in 2019: 417, in 2020: 450