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Select three unconventional tactics Playing the Game

All terrain The game is played in rounds with


Ambush players alternating in activating one
Amphibious unit each, starting with the player
Artillery that deployed first. Each new round
Command Group the player that finished activating
Fast first on the last round gets to start.
Fear
Dangerous Actions
Fearless
Flame thrower If an action has a risk of physical
Flying danger, the difference between the
Indirect roll and Difficulty Score is the
Poison amount of damage the endangered
Scout
participant takes.
The goal is to establish dominance Players describe what effect their Sniper
over the battlefield. unconventional tactics will have. The Stealth Example:
players will determine two things: As an action, a Squad member fights
The most important rule: When the Advancement Make a mark at the an enemy with a DS of 10. The player
rules are unclear use common sense Does this require a roll? If the answer end of each battle. Gain three marks rolls 2d6 and rolls a 10 adds 2 from
and personal preference. Have fun! is yes make a roll, otherwise the level up. Each level raises a single their close combat Score. The total is
unconventional tactic effect training score by 1 or morale Score 12. The difference between 12 and
Building your squad by 1.
happens as player describes. 10 is 2, so the creature takes 2
Your squad consist of five If a roll is warranted use the normal damage. A non-player squad’s DS is
Level DS
Miniatures Difficulty Scores Guidelines, the also their Morale, so now the
Green 8
morale is the target for the player to Veteran 10 enemy’s Difficulty Score is 8. If the
Name your Squad roll. The player will use their Special Elite 12 roll was 8 then the Player Character
Morale starts at 10 operations training score as a Getting Started would have lost 2 morale.
Movement is 6” modifier for the roll.
Distribute 3 points between these Players may sacrifice 1 morale for a The game is played on a flat
Defeat
fields of trainings: +2 bonus to their die roll. 6‘x4‘surface, with at least 1-6 pieces
of terrain on it. When a character’s Morale reach
Close combat: Good for attacking
zero, they have been driven from
when base to base. Each player rolls a die (reroll ties).
the field of conflict.
The player who rolls the highest
Ranged Combat: Good at striking
result is the first player; play then Rest and recuperation
foes up to 8” away.
follows clockwise.
Regain 3 lost Morale by spending
Special Operations: Good for using
the turn in a safe spot.
unconventional tactics.

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