SolCorps: Colonial War – Compendium II
Ashley Hall (AlphaAsh) (2024)
About
SolCorps: Colonial War is a gonzo homebrew combined arms wargame, including mechs! It's rules-lite and quick to play and is full of risk/reward tactical decisions. It is all the rules, factions, and unit data you need to play tabletop skirmishes in an exploited solar system. The game is minis agnostic - use tokens, any proxy you like, or build your units with plastic bricks. This is the second Compendium for the game, a 96 page volume that includes: The basic rules. Army lists and datacards for the Wasteland Tribes and Spacer Clans. Army lists and datacards for two AI factions - Synth Unity and the Exiled. Lots of black and white and colour unit tokens for all the factions. The Specials Index, providing a card for every Special released to-date. Turn Sequence: Place Mech Orders. Roll for Initiative. The player that won Initiative chooses which player has a unit act first. That player then moves and makes attacks with one unit. If an enemy unit is attacked and is still operational after attacks have been resolved, and has not yet acted, that unit may then react. It may only attack the unit that attacked it. The opposing player moves and makes attacks with one unit that has not acted or reacted. If an enemy unit is attacked and is still operational after attacks have been resolved, and has not yet acted, that unit may then react. It may only attack the unit that attacked it. Alternate between players until both players units have all moved and attacked Resolve End Phase. This includes determining if the game is concluded. Begin new Turn Sequence, if the game has not concluded.
Categories
Themes
BGG Community Intel
0.0
Weighted Avg
0
Ratings
0
Owned
0
Wishlisted
Reviews
No reviews yet. Be the first to write one!
Table Talk
Log in to join the conversation.
No comments yet. Be the first to share your thoughts!