Beruflich Dokumente
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Actions
Run: Move up to 20cm. +1d6 defense. ** Shoot: Shoot a visible target. **
Move Cautiously: Move up to 10cm. ~~ Reload: Reload a weapon that is out of ammo.
Assault: Move up to 15cm to Close Combat. +1d6 in fight. ** Hide: If in cover, Hide. +1d6 defense. ~~
Move & Shoot: Move up to 15cm, shooting before or after. ** Stand Up: Stand up soldier. ~~
~~ Soldier may switch to this action if pinned before his action occurs. ** Soldier is no longer Hidden.
Shooting
Each player rolls dice as below. Look at Attacker's Roll – Defender's Roll to determine Damage.
Attacker: 3d6 | Defender: +Xd6 Cover
+Tactical Value | +1d6 if Hidden or Running
+Xd6 Weapon Dice | +1d6 if Attacker could not see target at start of action
(depending on range) | +1d6 if Attacker used Move and Fire action
Must shoot best, closest target, or else make Strategy Roll, ending turn if failed. Arc of sight is 180° in front (or 90° out a window).
The shooter chooses one weapon to fire. If he rolls triples, his weapon is out of ammo, and cannot shoot again until he Reloads it.
Cannot shoot into Close Combat. If a friendly is in the way (and not adjacent), make Aim Test to avoid shooting him instead.
If original target lost before you act, may shift 10cm, losing one die. If you hit target, may shift 20cm, but not to Hidden soldier.
May roll any or all shots at a target before applying damage. May stop and shift after hitting, or save shots (Ammo Belt).
Close Combat
Attacker = 4d6 + TV; Defender = 3d6 + TV. High number is winner AND is used on damage table. Rerolls:
Attacker: Target is Pinned | Defender: Attacker moved through difficult terrain.
Attacking from behind. | Defending linear obstacle (first turn only).
Target engaged with others. |
Damage
11, 12, or 13: Pinned May only Stand Up, Move Carefully, or Hide.
14 or 15: Wounded Pinned, and reduce Tactical Value to 0. A second Wound kills.
16: Dead Remove from play. If the number dead reaches the Break Point, all survivors take Morale Test.
Dice Checks
Initiative, Priority, & Grenade Throw-back (optional rules): 2d6 + TV competitive. For Initiative, use best soldier. See: Veteran.
Throwing back a grenade is an optional reaction. Loser takes direct hit. Original thrower wins ties. This overrides room rules if used.
Morale, First Aid, & Indicate Target & Strategy Roll (tournament rules): 2d6 + TV ≥ 11 to succeed. See: Leader.
Spot Hidden Unit: 2d6 + TV competitive. Roll equal or higher to shoot. If failed, shooter is not unhidden. See: Sniper, Binoculars.
Aim Test: 1d6 ≤ TV. If failed, hit intervening model, or indirect weapon deviates by twice its AOE radius. See: Indirect.
Throwing a grenade into a room: Successful Aim Test: All soldiers hit, but get +1d6 cover. Fail: No effect. (Optional rules)
Operation Squad Special Rules Reference (with tournament and optional rules)
Special Weapon Abilities
Melee: Counts as Trained with the Bayonet
Assault: No penalty for moving and firing.
Support: One or two soldiers may act as Assistants to this weapon. If initial target is lost, can shift 20cm (instead of 10cm).
Ammo Belt: Can stop firing and save shots for subsequent targets acting within 20cm of first target.
Cumbersome: No move & fire. Must have assistant adjacent to move; else suffer -1d6 move penalty.
Devastating: Count cover as one die less than usual. (Optional rules)
Indirect: Can shoot without LOS at a target indicated by the Sergeant (who must be within 20cm of shooter).
Cannot shoot indirectly from forest or beneath a roof; or over an obstacle closer than it is tall.
Area of Effect (e.g.: “A5” means radius = 5 cm): Needs aim test; if missed, deviate by twice AOE radius.
For a direct hit, +1d6 vs that soldier. Only count cover between impact point and target.
If a roof is over target, measure radius three-dimensionally from impact point on roof.
Single Shot: Always runs out of ammo after one shot.
Totally Unofficial Squad Construction Guidelines – Estimates point values for squads – All points values divided by 5
A “standard” squad is 100 points. Basic pattern: 9-12 men, usually with an LMG or two, plus support teams from the platoon.
Each man costs 1 point per Tactical Value. Regulars have TV 3, elites TV 4. Leaders have 1 more. Snipers always have TV 4.
Buy weapons based on the models. You may agree with your opponent that weapon crews and medics have pistols even if not shown.
For Squad abilities, you must give the ability to every soldier (for Marksmen, to every soldier with a Rifle).
Each squad should have a Sergeant (who is a Leader) and may have a second Leader. A belt-fed LMG, MMG or Mortar should have
one or two Assistants. Other LMGs should have one or none. Don't take multiple MMGs or Mortars. Don't take more than two LMGs.
Break point: Half the total number of men (rounded up), minus 1. But, taking the Veteran ability does not lower the Break Point.