Zhu Bajie
Member
BLOOD works on a familiar I-go you-go system, the active player, being the player whose turn it is, and the passive player (or players) whose turn comes next. Each turn follows the same basic order, although special rules may force some actions to occur out of sequence, the 8 phases of a turn are as follows:
1. Orders
2. Maneuvers
3. Firing
4. Fighting
5. Reserve Maneuvers
6. Magick
7. Discipline
8. Pass Active Status
1. Orders
The active player declares the intended action of each unit.
2. Maneuvers
The active player moves the units which have orders to move, charge, or reform.
3. Firing
The active players units which have been given orders to fire do so.
4. Fighting
All troops (both the active and passive player) in hand to hand combat resolve combat.
5. Reserve Maneuvers
The active player units more than 4" away from an enemy and who hasn't fired may make a reserve maneuver.
6. Magick
The active player may cast any spells as appropriate.
7. Discipline
The active player may attempt to rally routing troops.
8. Pass Active Status
The next player becomes the active player and begins their turn.
The starting player should be the one whose Army Leader has the highest Inititive/speed, in the case of a draw, the highest Leadership/Discipline
Within each phase, all actions are taken in strict Inititive/speed order, those with the highest value first, and those with the lowest value last. Where units have equal scores, the player may decide on which takes precedent.
"Orders" may appear to be unfamiliar to some BRR adherents, but it's a good place to make Feud tests (to test if units feel animosity towards each other_ and other psychology tests. Placing it here gives room to develop a more comprehensive orders system down the line. Otherwise it can be used as a simple statement of intent.
1. Orders
2. Maneuvers
3. Firing
4. Fighting
5. Reserve Maneuvers
6. Magick
7. Discipline
8. Pass Active Status
1. Orders
The active player declares the intended action of each unit.
2. Maneuvers
The active player moves the units which have orders to move, charge, or reform.
3. Firing
The active players units which have been given orders to fire do so.
4. Fighting
All troops (both the active and passive player) in hand to hand combat resolve combat.
5. Reserve Maneuvers
The active player units more than 4" away from an enemy and who hasn't fired may make a reserve maneuver.
6. Magick
The active player may cast any spells as appropriate.
7. Discipline
The active player may attempt to rally routing troops.
8. Pass Active Status
The next player becomes the active player and begins their turn.
The starting player should be the one whose Army Leader has the highest Inititive/speed, in the case of a draw, the highest Leadership/Discipline
Within each phase, all actions are taken in strict Inititive/speed order, those with the highest value first, and those with the lowest value last. Where units have equal scores, the player may decide on which takes precedent.
"Orders" may appear to be unfamiliar to some BRR adherents, but it's a good place to make Feud tests (to test if units feel animosity towards each other_ and other psychology tests. Placing it here gives room to develop a more comprehensive orders system down the line. Otherwise it can be used as a simple statement of intent.