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Bounce Into Action: Infantry
5 Hits, Last modified:
round Forces using Heavy Mobility Armour (HMA). Each infantry group (stand) has a number of characteri... a single stand, they will also be harder to hit. Each infantry unit will also have a morale rating whic... of Light Tactical Armour (LTA) and SLA weapons. | Each stand represents a squad of about 8 to 10 soldiers, officers are individually based. Each crew served weapon would be a stand on its own. |
Bounce Into Action: Firing
4 Hits, Last modified:
| |Special Forces | +4 | in MA/HMA/cover | -2 | |Each officer((i.e. an individually based figure, includes specialists)) | +1 | Special Forces | -4 | |Each turn aiming((first turn doesn't count, only for S... manoeuvrability and loiter time. The modifier for each of these three is added together to get the basic... that can loiter get +1 to the hit probability for each turn that they remain in the Air Defence umbrella
Bounce Into Action: Morale
4 Hits, Last modified:
there are multiple players on the same side then each player's troops form a separate group. When an... * first-time in hand to hand combat Roll 1d6 for each((i.e. the same roll should be applied to all co-l... ed officer present)) | +1 | Wearing HMA | +2 | | Each enemy casualty in sight (walking wounded or worse... or indirect fire/grenades | -1 | In APC | +1 | | Each friendly casualty in sight (walking wounded or wo
Bounce Into Action: Rules for Company Sized actions
3 Hits, Last modified:
n * capable of playing with multiple players on each side (min two each) ===== Level of Resolution ===== This should be two-down from the main action level... likely to be two or three combat capable craft on each side with perhaps one side having some shuttles t
Bounce Into Action: Orders
1 Hits, Last modified:
2" ==== Posture ==== Within the orders framework each of the stands controlled by a player must be give
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