Немного по правилам, от человека с книжкой, слухи возможно будет через пару дней. Все на английском, переводить лень:
"click"Table of Contents:
Background: 2
Game Rules: 12
Scenarios: 48
+ UCM 66
+ SCOURGE 88
+ PHR 106
+ SHALTARI 126
Guest Painters: 148
Tokens and Templates: 150
What You Will Need
Aside from at least two enthusiastic players, their armies and plenty of scenery, very little other equipment is needed to play:
1) Dice: DzC is mainly a d6 based game, which means it predominantly uses standard 6 sided dice (and quite a few of them in some cases!) You won't need buckets of them, but at least 10 works well. It's also a good idea to have standard sized dice in a few colours. Occasionally a d3 dice will also be needed, although it's easy enough to simulate these using a D6 (1/2=1, 3/4=2, 5/6=3).
2) Tokens or record sheet: How you record things like damage and special effects is up to you. Some players like to use cotton wool to indicate fires for example, while others prefer not to have any abstract items such as tokens sullying their majestic battlefield. For ease of play and simplicity it's recommended that you use some form of small tokens to mark any damage next to models on the table (Tiny dice work well for this purpose). If you prefer to use flat tokens rather than dice, then you are free to photocopy and print the tokens in the back of this book for your own use.
3) templates: The game has few templates, although you will need at least one of each. You will find examples of each in the back of this book, which you are free to photocopy and print for your own use.
4) Rulers and measuring devices: All distances in the game are measured in inches. A selection of measuring tools, such as short rulers and long measuring tapes are advised. You will also need a method of measuring straight lines without using a ruler - thin poles or laser pens work well for this purpose.
5) A sense of fun and some imagination - This one goes without saying!
Stat Sheet:
A - Armour. Represents the resilience of the unit, on a scale of 1-10. A Sabre Battle Tank is a 10. Most infantry are 2.
Mv - Movement. Max distance the unit can move, measured in inches.
CM - Countermeasures. Discussed in the Shooting section, which I won't be going into.
DP - Damage Points, the maximum damage you can sustain before dying. A Sabre Battle Tank has 1. An Ocelot Warstrider has 4.
Pts - Points Cost. You know what this is.
Type: Type of unit. Again, you know what this is. Infantry, Vehicle, or Aircraft.
Category: A thing describing the unit's battlefield role. Command, Standard, Troops, Scout, Heavy, Support, Air, Exotic, or Transport.
S+C: Squad Size and Coherency - Decides how many can be in one unit - a Sabre has 3/6/9, which means you can have 3, 6, or 9 sabres in a single unit, but not 7, 5, or 1.
CAB - Infantry only, shows how lethal they are in close quarters battle
F - Fortitute. Also infantry only, indicates nerve in close quarters battles.
LZ - Landing Zone. Aircraft only, shows the size of the aircraft.
Weapons all have a strength, as does armour. Strength 4 vs. Armour 4 requires a 5+ to damage. Strength 5 vs. Armour 4 requires a 4+, etc. Armour goes up to 10, weapons to 13.
One of the things that I noticed was that there's a very thin band of Weapon Strength Vs Armour that actually require rolls. I think once it gets to where you'd be rolling a 3+ in 40k it's assumed to penetrate instantly so you only have equal vs equal or 1 point each way that actually requires dice rolls.
Yeah, the dice rolling sounds roughly like 40k's but faster- roll to hit, roll to damage, but only some units get an additional saving throw. In fact I think it's only Shaltari ones that get that, as they have advanced forcefield-type tech.
List of non-Shaltari with a saving throw:
Siren Corps (2+ Dodge)
All PHR Heavy Walkers (5+ Passive)
Razorworm Pack (5+ Dodge)
Praetorian Team (4+ Dodge)
So you're either infantry with a shitty dodge save, infantry that's paper-thin with a good dodge save, or an expensive heavy walker.
Shaltari troops have warsuits which give them active countermeasures, but which go away after the first damage. PHR Immortals have decently ranged assault rifles. the Warrior Hordes of the Scourge are chaff at close quarters combat, but their plasma rifles can be devestating with their high rate of fire and ability to combine three s4 hits into 1 s11 hit.The Colonial Legionaires of UCM have pretty bad assault rifles, but also have missile launchers that they can fire if they stay still.
Part about Shaltari gate mechanics:
Firstly, Gates aren't part of a battlegroup. You don't activate your air group and have the gate in the air group activate as well, you activate the air group and choose to activate the Gaia beside it. You can also, for example, activate the Gaia with the air group one turn, and with the walker group the next. It allows you to improvise on the fly.
Note that everything in a Shaltari Battlegroup acts simultaneously. You basically freeze the battlefield, take all your actions, and then unfreeze it and the actions take effect. You normally would activate your infantry, move them forward, and have something scoot behind them, then have to move them back next turn. Not so here, where you can move the infantry forward an inch, have something use the now-cleared lane, and scoot them back an inch after. This obviously helps a lot with the use of the Gates, because you can go through them, then pop out and keep going.
Gates can only transport so much,t hough. Everything has a mass, and gates have a mass noted in their entry. An Eden is Gate-3, which means that it can only deploy Mass-3 worth of units at one go. It can deploy a Jaguar, bu not 2 Jaguars. It can deploy up to 3 Tomahawks, but no more. It can dematerialize 3 and then materialize 3, though, meaning it can pop a Jaguar in, move forward, and pop it out.
The Big Gates don't allow for troops to go through, because there's just too much power - the infantry couldn't take it! Some gates have an F prefix in front of their number, which means they can do troops, and all troops have an F in front of their Mass value. Some have both values, in which case you can use either.
You can only materialize and dematerialize twice within the same turn; you can drop 2 units through, or bring 2 units out, or one unit in and out, but that's it! Note that for the Big Gates (Hello, Gaia) bringing in/out multiple units at once counts as 1 use. This also applies to the units involved, so no popping out, shooting, popping back in, and coming out a different gate after.
You can keep things in special gate reserve, too. They can only come in by gate if you do, though, since they're currently in orbit up above.
Gates have to activate with battlegroups on turn 1, 1 gate to a battlegroup, to make sure that you're doing SOMETHING with them. No holding all the gates off until the last batltegroup and then moving them all forward!
You can have any number of gates in your army, as long as the total Gate value doesn't exceed the total combined Mass value of units in your army. You also can't have more Gates than non-gate units. Otherwise, relax, go nuts! Note that scenarios may overwrite this, as Gates are Transports - Defence Force doesn't allow Transports, so no gates there!
If a large or medium gate goes down, sometimes you won't be able to bring in or out a large unit. In that case, you can spend multiple turns attempting to dematerialise or materialise a unit through a smaller gate, but you have to keep that gate tied up in bringing them out until they're fully out, and you can't bring a squad that's partially dematerialised out through another gate.
If a gate is destroyed, there's no danger to any units dematerialised (unless it's the last one, in which case you're basically [черт]ed), but this also means that destroying them leaves no shaltari presence on the battlefield, since you weren't transporting anything!
Shaltari Gates have a special atmosphere around them that makes it trouble to fly within 4" of them; it counts as a weapon that auto-fires if an aircraft gets within 4". However, you're not allowed to use this offensively and move within 4" of an aircraft, because you're honourable sorts (and don't want their aircraft getting a clear shot at your power source).
You can't directly teleport objectives, but if your infantry is holding an objective, they can be dematerilised. This leaves the objective in a tractor beam under that Gate, which means it can be moved around. Have fun stealing the other guy's objectives!
Something interesting: You not only have squads deployed on the table ("Directly Deployed") and In Reserve, but can put things In Readiness, ready to come in on the first turn from your table edge. They can only move half their normal movement on the turn they come in, though.
Walker rules and a bit of PHR related stuff:
Most missiles are Shaped Charges, which use the Munroe Effect to channel the energy of their detonation. They always do damage on a 6+, even if not normally powerful enough to do so.
Walkers tend to have Co-Axial weapons, which all must fire on the same arc. All CA-1 weapons must fire in the same arc, but can be separate from CA-2 weapons which all fire in the same arc, etc.
The thing I like about the PHR is that they have certain walker chassis that all share a statline, and only the armament changes. They're good, solid statlines, too.
Walkers suffer no movement penalty for going through Tough Terrain and can go over Solid Features like walls WITHIN REASON (caps theirs). A 30 foot tall walker isn't getting stopped by a 6 foot tall wall!
Also, because they survey the battlefield from a tall position, they're more visible targets, but can fire from higher up as well. Line of Sight is measured from the centre of the walker's main body, rather than along the ground like it is for most vehicles.
Also, though slightly slower than most things (A UCM main battle tank moves 4" a turn, while a medium walker moves 3"), the big guns do not tire. Normally you can only move like half your movement speed and still shoot, for a lot of weapons. For walkers, their top movement speed and their move-and-fire speed are always the same.
Yes, even for the railgun.
И на закуску немного блогов с впечатлениями/правилами. Все на английском.
http://www.crossgamingclub.com/forum/showthread.php?tid=2909
http://6inchmove.wordpress.com/
http://minimusingofabear.wordpress.com/201...mmander-review/