So now that we understand the core concepts of Force S5, let's break down the Turn Sequence and how Combat is resolved.
As discussed before, play in Force S5 proceeds by placing a die (D6) in a bag or container for each member of a force, ideally dice of different colours but similar sizes to prevent cheating. Remove a die from the container, the player who's team the corresponds to nominates a model, rolls D3, then the model may perform that many Actions. After those actions are resolved, draw another die and continue play until all the dice have been drawn. Pretty standard across several games on the market, with the usual caveats of not being able to activate the same model twice or pass an Action. Pull a die, roll D3, perform that many Actions with a nominated model. Easy.
The Actions a model can perform are discussed below. Unless otherwise noted, a model may perform an Action any amount of times, so yes, if you roll 3 on your D3, you can Shoot three times. Actions are declared one at a time, so you can see how one resolves before deciding on the next. Remember, Force S5 is a silly game meant to be fun, so always err on the side of what will be more enjoyable for all players involved.
Move - The model is moved in any direction 3"
Shoot - Make a Ranged Attack against an eligible target
Fight - Make a Melee Attack against an eligible target
Charge - Make a Move action that ends in base contact with an enemy Model
Hunker - When within 1" of a terrain feature, Shift Up Defense Dice
Dodge - Shift Up the model's Defense Dice
Focus - Shift Up the model's Attack Dice
Power - Use a Power
Interact - This is a catch-all Action used to claiming Objectives and interacting with terrain
As you can see, no ideas there that are going to light the Miniature Wargames world on fire, just pretty basic concepts that have been around a lot. Next, let's break down what all the terms introduced above mean;
Movement: Models are intended to be moving in short, sharp bursts, not making huge dashes across open fields, so it's recommended that you don't clutter a table with lots of ladders and climbable walls. To help smooth this out, Movement is the one action that can be "chained", so a player may declare multiple Moves before making them and measure up ladders and over barricades. For the purposes of Force S5, a model may cross obstacles that are shorter than them.
Ranged Attacks: The specifics of making an attack and dealing damage will be covered later, but for now, to make a legal Ranged Attack a model must have Line of Sight to the target. Force S5 uses "True Line of Sight", so a model must be able to "see" part of its target to make a Ranged Attack. It will be covered again later, but in Force S5, Ranged weapons have no maximum distance, they can shoot across the table.
Melee Attacks: To be eligible to make a Melee Attack, a model must be in base-to-base contact with its target. All Melee Weapons can only be used in base-to-base contact unless otherwise stated.
Charge: When making a Move action, a model may not get within 1" of an enemy model. It is only by making the Charge action that they may enter base-to-base contact. Unlike other miniatures games, performing a Charge action does not grant a "free" Melee action, you must have enough actions left.
Hunker: Being behind something solid isn't enough to avoid incoming fire in Force S5, you must make a choice to dig in. A model can only make a Hunker action when within 1" of a terrain piece, and may not make an action after doing a Hunker. Whilst Hunkered, a model's Defense is Shifted Up. Hunker lasts until the model makes a Move or Charge action. Hunker may not be stacked and does not combine with Dodge.
Dodge: Sometimes things don't go to plan and a model can be caught in the open, looking down the barrel of a gun. A Dodge Action Shifts Up a Model's Defense, but only for the next Attack (ranged or Melee) directed at it. Dodge lasts until the model makes a Move or Charge action. Dodge may not be stacked and does not combine with Hunker.
Focus: A model making a Focus action Shifts Up the dice on its next Attack (Melee or Ranged). Focus may not be stacked and cannot be used in subsequent turns, it must be used on the next Action.
Power: Some models will have powers, I'm still writing that part though. Use this Action to use a Power.
Interact: Use this action to claim Objectives, operate computer panels, open and close doors, etc.
Ok, so this one just became about rules sorry, not much room left for some background to the setting. To make up for that, the next entry will just be fun fluff and me messing around with UFO and conspiracy tropes, deal?













