In the spirit of editing and revision, I've decided to enjoy a little structured writing instead of simply re-editing the document on which I keep. Well, not really structured writing, but filling in the blanks that an existing structure has opened up. That structure is, of course, the turn sequence. I should also add in a basic cost table, although I'll be adding that action's basic cost row to the cards for ease of reference. Possibly also a summary of what the Action card does.
The general hope is that each action has a basic cost depending on what a player's opponent has played. The player with the Initiative has to play their card first, so the player without the Initiative has the option of trying to increase the basic cost of the enemy action so it's more likely to be unsuccessful, or trying to engage in a successful action, or both. The player with the Initiative, of course, gets the first shot... In addition to the basic cost of a successful action, I'm hoping that the basic cost can be adjusted for various bonuses. In the case of movement, it would be something like turning sharper, stopping quicker, and accelerating harder, and a damage multiplier to kicking. In the case of shooting, it would be something like getting a better lock on a target, loading more munitions, and a damage multiplier to punching. In the case of command, defend, and Fire Weapon shooting actions, it would be the opportunity to manipulate multiple Shields, Weapons, and Commands.
Action Type: Move
Move actions affect a Titan's Speed, and Vector (facing of its Front orientation). Move actions use a Propulsion system, and are limited by its Top Speed and Traction. Where the terrain's Traction rating exceeds the Propulsion system's Traction rating, its Speed and Agility is commensurately reduced (e.g.: Terrain with a Traction of 3 reduces the Speed of Propulsion System with a Traction of 2 by 1). Unsuccessful actions see the Titan moving at its current along its current vector, hopefully with interesting consequences.
Stride - Successful actions increase the Titan's Speed by the Propulsion System's Acceleration.
Halt - Successful actions decrease the Titan's Speed by the Propulsion System's Acceleration.
Come About - Successful actions adjust the Titan's Vector by the Propulsion System's Agility.
Kick - Successful actions result in a hit to a model along the Titan's path of movement, resolved using the Armour of one of its Propulsion Systems.
Action Type: Attack
Attack actions involve Weapon Systems, and Sensor Systems, of attacking Titans. Sensor Systems designate Targets to be engaged by Weapon Systems. Weapon Systems must be Armed before they can be Fired successfully. Unsuccessful actions see the Titan's targets go un-acquired, weapons unarmed, and munitions wasted. It's something of a null-result, but that's the risk.
Acquire Target - Successful actions result in a model being tagged with a Target marker, and a Margin of Success die noting the positive difference between its Signature and Battlefield conditions, and the Gain of one of the Titan's Sensor Systems. Where this difference becomes 0 or negative, the Target marker is removed. The number of targets that a Sensor System can acquire is limited by its Acuity rating.
Arm Weapon - Successful actions increase the Weapon System's available Rate of Fire by its Munitions score.
Fire Weapon - Successful actions result in one hit per point of available Rate of Fire on Targets within Range and Orientation. Damage is resolved per hit using the weapon's Power and Area of Effect against the Target, its Shields, and its Systems oriented towards its attacker. Successful or not, Fire Weapon actions reduce a Weapon System's available Rate of Fire to zero.
Punch - Successful actions result in a hit to a model along the Titan's path of movement, resolved using the Armour of one of its Weapon Systems.
Action Type: Defend
Defend actions can be defined by a Titan's Shield systems. There might be additional Defend actions in the future as defensive options broaden. Options to increase a Titan's Signature, or to use Battlefield Conditions such as terrain to better effect have passed my mind.
Raise Shields - Successful actions result in an undamaged Shield being noted as existing in a Shield System's Orientation, and in its innermost layer.
Repair Shields - Successful actions result in a damaged Shield being less damaged: Heavy Damage becomes Light Damage, Light Damage becomes Undamaged.
Reorient Shields - A Shield is noted as being the innermost Shield of a new Orientation.
Extend Shields - A Shield in one Orientation is noted as being the outermost Shield.
Action Type: Command
Command actions are a miscellaneous set of actions, there to represent the crew doing something interesting, using the battlefield, receiving orders, and otherwise doing things outside of the scope of the immediate fight.
Tactical Insight - - Successful actions result in the option to play Battlefield cards.
Damage Control - Successful actions result in a damaged System being less damaged: Heavy Damage becomes Light Damage, Light Damage becomes Undamaged.
Strategic Insight - Successful actions result in the option to play Objective cards.
Heroic Declamation - Successful actions result in the player having the Initiative.