WWIISIM Colonial Battles

V 1.5
By JP

  1. Cavalry

  2. Bows

    Bows are used by many native populations. However, as powerful as they are, getting killed by a single arrow was rather uncommon, therefore, bows have the following special rule. When rolling for damage with a bow, count every '6' as a '5' (therefore it takes many arrows to kill a man).

  3. Commandos

    Some units are specially trained for guerilla and light warfare. These units are dubbed "Commandoes". To represent this, commandoes ignore difficult terrain during their move.

  4. Heavy Weapons

    Heavy weapons are big weapons usually found in tanks or bunkers. When they fire, they leave a smoke cloud in front of their canon. They are so heavy, that they can only fired once per turn during the secondary firing phase.

  5. Machineguns

    Machineguns are very effective weapons. A single machinegun can fire up to 3 firing dice. However, if the firer rolls a double '1' or double '2', then the machinegun jams. To repair the weapons, the unit must spend a turn Hiding to repair it.

    Machineguns cannot fire if they have received the ordre to Run.

  6. Muzzle-Loaded Rifles

    Still used by many armies all along the period, muzzle-loaded rifles require one firing phase to reload. That firing phase can be either the primary or the secondary. So a unit with the order to fire could fire & reload in the same round at no endurance cost.

  7. Troop Transports

    A few vehicle can be categorized as transports. Transports can move a single infantry unit. In the transport, infantry does not spend Endurance point, no matter the movement of the transport. They count as being in a building for the purpose of being fire on.

    To unload troops, the transport must remain stationary for a movement phase. The unit deployed around the transport and must move from the back of the transport. The disembarking unit must have received the order to move. A disembarqued unit cannot benefit nor move during the additionnaly movement phase. For firing purpose, the disembarking unit is considered to have been hiding last turn.

  8. Weapons Table

    Weapon Type

    Strength

    Notes

    Range(SR/LR)

    Horse Canon (3-4pdr)5 Heavy Weapon12/36
    Light Foot Canon (6-8pdr)10Heavy Weapon12/48
    Heavy Foot Canon (8-12pdr)11 Heavy Weapon18/48
    Siege Canon12 Heavy Weapon18/48
    Machinegun, Light3 Machinegun12/24
    Pistol2 Fires Once, adds 1 to hand-to-hand roll
    Pistols have no short range
    12
    Breech-Loading Rifle2 Fires Once12/24
    Muzzle-Loading Rifle2 Fires Once, Reload12/24
    Bow1 '6' counts as '5'12/24


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