Wednesday, 18 June 2014

Leadership

In the main rules, I deliberately avoided any sort of Leadership skill, since I felt it'd detract from the "band of friends" feel and I wanted to push the notion that your group may be any handful of soldiers, rather than specifically a military outfit.

That being said, a lot of people like playing in a more conventional fashion, so here's some quick rules for having leadership individuals on the field.



Leadership or The Art of Yelling Loudly:

The small skirmish actions we play on the table top don't tend to lend themselves to a strict command hierarchy but if you would like officers and NCO's to have more of an impact, this option may be of interest.

A group may include a Leader figure. For pick up games, simply designate someone. For campaigns, any figure that begins the campaign with a pistol, rifle or sub machine gun may be designated as Leader.
Leaders have to be assigned before any rolls have been made to determine skills, background or other characteristics.

If a group has no leader, Roll 1D6. On a 1, a random figure assumes the status. On a 6, the player may select a figure.
On any other result, the first replacement figure the group receives will be a Leader.

Note that Leaders may be informal (the man the rest of the group trusts and listens to) or may be formal (a corporal, lieutenant, platoon sergeant or political officer).

Leaders may attempt to yell during any normal turn where they are activated. During Scurries and Fire Fights, they are assumed to be too caught up in events.

Roll 1D6.
1: Move it!
One figure within 8” may take a free move. This move is subject to reaction fire as normal.
6: Keep firing!
One figure within 8” may fire for free.

The inspired figure may be one that also activates normally, permitting a double move or firing twice.

Note that figures that are Flinching or Bailed may carry out bonus actions, but will resume their status afterwards.