Monday, 20 July 2015

Rules Additions and Changes

After a little play testing I have decided to change a few things, mainly to do with pinning tokens and Machine Guns. I realised that to flip 3 cards for a machine gun made them incredibly deadly, not to say they weren't, but even when in cover it seemed like being fired on by one was an instant death sentence, when in reality they should be keeping peoples heads down.

So from now on -
1 card is flipped for an MG but the MG does D6 pinning when it doesn't kill.
SMGs are the same but do D3 pinning.
And Semi-Auto rifles do D2 pinning.
Bolt Action Rifles and Pistols still do 1 pinning.

Instead of a soldier being instantly removed when hit by shooting. Flip a card, if it's red they're dead. If it's black they take permanent pinning (pinning that cannot be rallied off) equal to the value of the card. If the total value of permanent pinning means the soldier will always fail card flips they are now considered killed.

I've also been thinking about having the different figures in my collection being a little more diverse, so I wanted to add some traits and special rules to them.

Commandos - Receive 2 leeway for every card flip and can be deployed from any body of water that connects to the edge of the board.
Gurkhas -  Roll 3D6 when charging, and if charged successfully by an enemy flip a card, if the card is black the enemy is killed and the Gurkha remains alive.

More to come soon and pictures of the figures I've been painting.

Thanks for stopping by!
The Simple Toy Soldier

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