What about bonus move? If you have 8 ap +2 for walking do you need to move 5 or 6 hex?
What about first turn? If one was running befor TB kicked in will one get AC?
Is the AC down to 0, or down to only armor-provided AC?
In RT the AC drop is instand or is there some delay?
It's kind of hard for me to imagine the use of AC now other then running to the grid.
Sure in a situation where you have to move far to get im range ac would be a bonus...but a bonus worth few perks? Even for melee +100AC will be little use at point blank vs burst...and if it is then a melee fighter has to one-hit a enemy or next turn he won't have any AC or less then half AP to attack.
I wanted to play a jinxed dogger post wipe, but now I don't
When the critter's turn begins: save the current position as pos1.
When the critter's turn ends: denote the current position as pos2. Until the critter's next turn, the critter is considered running if and only if
Distance(pos1,pos2) + action_points_left >= max_action_points/2,
where
- Distance(pos1,pos2) means actual distance between the two hexes. It is not exactly related to the number of hexes the critter have travelled. If you move 1 hex and then return to the original position, it counts the same as if no move was done at all.
- action_points_left are leftover points from the turn. In previous mechanics, these were simply added to critter's AC until its next turn (or end of TB combat).
- max_action_points is obvious.
I once asked almost the same questions, but answer are obvious:
1) Bonus move won't affect anything, because APs from Bonus move aren't APs. So if you'll have bonus move, it'll be good, as you can change your position and then spend all your APs on shooting/doing actions and get AC bonus even when you moved only few hexes spending all APs on shooting for example.
2) Can't remember where, but I read somewhere that 1st turn considered if you were running, so you'll get bonus AC, unfortunately can't prove now. May be find quote later.
3) Armors will make AC negative or won't affect at all. So... you'll have 0 AC when not moving or N AC when moving where N is your AG*3 (or *6 with perk) +dodger perks if have any +HtH evade perk if requirements are met -AC from armor if any.
4) Haven't played CBT, but some guy "reported" bug that his AC always changed when he moved (seems like he didn't know about AC thing), so it means it changes instantly, I think.
To gain the benefit of AC in turn based you need to be "running" too. Turn based running is using over half your AP to move in the previous turn
Not entirely true.
Judging from formula, you don't have to move all the time, you need to change position, so you can knock back yourself with grenade while spending 0 APs on moving and will get AC. The same thing with bonus move, you can always move without spending APs changing your position.
Can you tell about this more accurately ?
More accurately it means... over the half ;p
It means more than half.
It means if you have 10 AP, you need to move more than half, so more than 5 AP. More than 5 AP means 6 or 7 or 8 or 9 or 10.
But it's not always truth, as I already said about bonus move perks and knock backs.
In other words:
You standing in some hex at start of your turn.
Then you throw a grenade into someone in point blank and it knock backs you on for example 3 hexes back.
The distance between you and your starting hex is 3 hexes now.
You spent 0 APs on moving, however you moved.
You're throwing another grenade just to spend all your APs completely.
I can't remember how many APs needed for throw, but for example - 3 (with BRoF), so you have max 6 AP.
Now formula (Distance(pos1,pos2) + action_points_left >= max_action_points/2):
3+0 >= 3. You're getting AC without even moving.
And the most simple example:
You.. simply don't move at all... just skip turn.
0+6 >= 3. Yes, you'll get AC, judging from formula.
And just throw 1 grenade and skip turn.
0+3 >= 3. You'll get AC too.