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Copyright © 2002-2006 Andrew Thomson

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SIMPLE RULES v1.0

Dice02

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.  I’ll 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.