A "Turn" consists of everything from the time you reveal an order marker to the time you declare that turn completed. Multiple figures' may activate during a single turn.
A "Round" begins with setting order markers and rolling initiative, and ends after all players have completed all 3 turns, and any cleanup actions take place (For example, rolling for lava field damage).
Really neat ideas here! I think there's a lot of unexplored design space for a figure that switches modes like this by switching figures out.
A couple questions.
1. "He may change mode if you roll a d20", what does that mean exactly? When do you see him switching modes midgame?
2. I like the idea of the AUX tech forcing him to switch modes. Thematically, that feels like the equivalent of his tech overheating and forcing him to change. "Tech used more than twice in a round loses its prime until the end of Oakenstein's turn" Could you clarify that please? Are you intending for the function to be something like: "Oakenstein cannot use the same Tech (1) ability more than twice during the same round."
3. Drone 1, by "Defend twice", do you mean rerolling defense dice that don't show shields, or perhaps counting shields as double like the Sentinels of Jandar's Shields of Valor?
4. Just a recommended wording that I think gets at what you're attempting- "TESLA COIL (1) Before attacking, you may set Oakenstein's Range and Attack values to match those of an adjacent Soulborg or Eisenek."
Hi Holy Divern ty for the clarification re Turn/Round.
Thanks and happy you like them and I appreciate the questions. Let me clarify
1- In my mind, the theme is that you Rolling a D-20 offers Oakentein a moment to switch modes ('Switch' might be better). So, for instance, rolling for initiative offers an opportunity, or, (as i was sneaking in with Gilberts last ability) any other reason you happen to roll a D-20.
The 3 modes all offer a very different set of abilities so timing the right Mode is exactly the challenge set out. Rolling d20/using Aux are the only ways to prep for the conditions you face.
2: Exactly and this is crucial to the balance. If you use a Tech more than twice, you lose the prime ability, period. I called it Overclock on the first version as you can indeed fully Overclock, for instance: you can use Drone (1) five times in one turn but that's busted then and you've only 'Fly Move 3' in that mode thereafter ( I meant to state 'thereafter') Also, I do literally intend you roll your defence twice and add it up... i'll get back to this.
Also, you can go ape on the Gunarm first ability (Mini we call it) hoping to keep rolling a blank, but it's broken at end of turn. Also, you MUST attack again after a blank (should add 'Must') alternating 1/2 is great but if you miss a blank you don't get to switch (not sure if this is advantageous enough to...maybe 4-d first ability)
3: As i mentioned, actually getting two rolls of 4DD... but you must decide to roll twice before you begin defence. This is surprisingly tricky, as you usually have multiple ranged threats. Vs 3 skulls do/don't you use the ability before you roll? It's not so easy to choose. (maybe his defence might be 3, not sure)
4: to clarify - the theme is he actually hacks the soulborg/Eisenek so attacks with their normal attack individually (all adjacent). This is his main threat and has major potential output. but still poses plenty of positioning/ordering challenges. Note, can 'hack' enemie Soulborg/Eisenek (Evil Laugh; 'hehehe')... Is it OP, i know it's pretty deadly oO
Thanks very much for the input! helped a lot and will see what will work, DrO
Edit: some better spacing and explanation.