[b]Action Points in MENACE[/b]
[hr][/hr]While many turn-based strategy games and franchises have swapped to the popular “2-actions” system, we will stay true to the genre's roots with a classic action point system. Each entity on the battlefield has a pool of action points, used up by any action a unit can take. The idea behind this is that all actions take a different amount of time, and this system can model that with far more granularity than a 2-action system. Each unit starts with [b]100 Action Points (AP) per turn[/b]. The available amount is relatively stable but can change under certain circumstances. For example, when a unit is suppressed, it begins its turn with [b]30 AP less[/b].- A typical skill use, like firing a squad weapon or throwing a grenade, costs [b]40 AP[/b].
- Heavy special weapons, such as firing a rocket launcher, typically cost [b]60 AP[/b] and cannot be used twice in a turn.
- Movement also costs AP, though the number of points needed depends on both the unit’s movement type and the surface being traversed.
[b]Attack Mechanics[/b]
[hr][/hr]Below is the rundown of how an attack is calculated in the game. Buckle up—this will get a bit technical. Attacks usually begin with the attacker spending the action point (AP) cost for the corresponding skill. There are exceptions, such as off-map abilities, but we’ll set those aside for now. [b]Example Scenario:[/b] A Marine Squad uses its Squad Weapon to fire at a Pirate Scavenger Squad.- The target is [b]6 tiles away[/b].
- The target is [b]in the open[/b].
- The target is in [b]default stance[/b].
- The target is [b]not suppressed, damaged, or injured[/b].
- [b]Salvo[/b] – Costs [b]40 AP[/b], firing three shots in quick succession to maximize damage.
- [b]Sustained Fire[/b] – A separate option not covered in this example.
