|
Introduction The idea behind these rules is to achieve a fun game as simply as possible. To that end there are just a few concepts to contend with and only a conventional six-sided die is required. Ill add to these core rules over time.
Initiative is randomly generated by drawing playing cards (include the joker). A turn is completed when the joker turns up. A face card allows for two actions.
Movement Figures move up to 6 over normal ground and a D6 over obstacles/uneven ground per action. Wheeled vehicles move up to 18 and up to Tanks 12 per action.
Firing In order to hit at short range roll 4, 5 or 6. At long range 5, or 6. Figures wearing body armour have a saving throw of 6 at short range and 5, or 6 at long range.
If a hit is scored roll a D6: 1,2,3 is a wound 4,5,6 is a kill. Two wounds on a figure equals a kill. For RPGs any figure within 4 of the hit target must also test (no saves from RPG fire)
Weapon Short Range Long Range Attacks Assault rifle e.g. Galil ARM, AK-47, M-16 12 24 1 Submachine gun e.g. Uzi 12 16 2 Light Machine Gun e.g. RPK or FN MAG 7.62mm 12 24 3
Modifiers to die roll: -1 if target is in light cover -2 if target is in hard cover
Melee If figures come in to base to base contact a melee ensues. No more than four figures can attack one figure in melee and no firing into melee is permissible. IDF figures add +1 to a D6 and Militia -1. Add up the scores and whichever player has the highest score wins. Then Roll a D6: 1,2,3 surrenders; 4,5,6 kill.
Morale Players test for morale at the end of each turn, i.e. Joker is drawn. They need to exceed a score of 12. Roll a D6 and add all the surviving figures +2 for the leader. If a score of 12 is not reached then the force withdraws.
|