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Bounce Into Action: Infantry
7 Hits, Last modified:
has will determine how well it can engage other units and also how well protected it is from fire. ==... or less than required to reach the next level. Units at this level that survive sufficient actions to become //Seasoned// should be upgraded to //Recruits// even if they don't get formal military training... ible, no officers or crew served weapons. | ^Recruits | A minimum of 40 days training in basic military
Bounce Into Action: Firing
4 Hits, Last modified:
| |Trained | -1 | Stationary Vehicle | +2 | |Recruits/Civilians | -2 | non-tactical | +1 | ==== Weap... e probability of an aircraft being hit depends on its speed, manoeuvrability and loiter time. The modif... ice ^ Notes ^ | Heavy SAM | 50 Km | 1d6 | always hits on a 1 | | Vehicle SAM / Air to Air Missile | 20 ... amage to others | Where there are multiple air units on '//Air Defence//' then the order of firing is
Bounce Into Action: Orders
4 Hits, Last modified:
. | | Transport | A vehicle or aircraft will move its cargo to a specified location tactically (to move... | ===== declare Air Defence targets ===== All units with an '//Air Defence//' posture must declare ei... ===== declare Air to Surface targets ===== All units with a '//Ground Attack//' posture must show which ground units they wish to target with their weapons and their
Bounce Into Action: Rules for Company Sized actions
2 Hits, Last modified:
lving infantry, vehicles, air and space assets. Its lineage is partly from //On The Bounce// but it p... of which were written by Jim Wallman. ===== Credits ===== Most of the design work has been by James K
Bounce Into Action: Morale
2 Hits, Last modified:
ed, with modifiers, to determine whether or not units will do what the player wants when the situation ... casualties((note that casualties are individual hits, not lost stands)) (or 25% of group if more than
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