World in Flames - Turn Length, Initiative and Impulses

Turn Length, Initiative and Impulses

The side with the higher initiative roll decides what side will have the first of several moves in a turn. The roll is modified for one of the sides by a +1 or +2 on a ten-sided die, reflecting the side's ability to execute quick and well-coordinated offensives with enough resources. The initiative modifier shifts if one side asks for a reroll or if one side has the first and the last move in one turn. After initiative is determined, the winner chooses an impulse type (see below) and moves his units, and resolves different types of combat according to rules. After the impulse is ended, the impulse marker is advanced on a track with a number determining how likely the entire turn is to end. A die is rolled to see if this is the end of the turn; if not, the other side takes their impulse. The process is repeated until the end of turn die-roll indicates the end of the turn.

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