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OPTIONAL RULES FOR SINGLE SQUAD GAMES (maximum 12 models)
The changes to the rules are as follows:
- In game terms (cohesion etc), each model counts as a separate independent unit: in this case you must give one order to each model and not to the unit.
- All weapons use the following Damage table:
Damage Table
| Dice roll |
Result |
| 1 |
NE |
| 2 |
Pinned! |
| 3 |
Pinned! if LMH/wounded |
| 4 |
Pinned! if LMH/KIA |
| 5 |
Pinned! if MH/wounded |
| 6 |
Pinned! if MH/KIA |
| 7 |
Pinned! if H/wounded |
| 8 |
Pinned! se H/KIA |
| 9 |
KIA |
| 10 |
KIA |
- With the wounded result on the Damage Table the model is Pinned! and for the rest of the game gets the following modifiers: -1 to hit; -1 in close combat, - 5cm movement.
- Machine guns and weapons with a rate of fire greater than 2: you can split fire assigning the dice to more than one target. The categories listed below show the maximum distance allowed between targets and the penalties to be applied:
- Sub-machine guns, light, medium and heavy machine guns, flamethrowers: target within 10cm > no modifier;
- Light, medium and heavy machine guns, flamethrowers: target within 20cm > -1 on the roll to hit;
- Light, medium and heavy machine guns: target within 30cm > -2 on the roll to hit.
- If you use assistants you must play a number of cards equal to the number of models used (E.g.: .30 cal. machine gun with 2 assistants = 3 cards); at least one of the cards must show the order given, but highest of the three cards is used for priority (E.g.: A player wants to ambush with a .30 cal. machine gun, and plays three cards: Ambush with priority 2, Movement with priority 4 and a Fire with priority 5. The Ambush order will have priority 5).
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