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 Post subject: Re: SCW Rules
PostPosted: Fri Apr 28, 2017 9:13 am 
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Tried out 'The Men Who Would Be President' and they worked ok. going to add some bits when I've written them up I'll post them here.
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 Post subject: Re: SCW Rules
PostPosted: Fri Apr 28, 2017 1:16 pm 
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The Men Who Would Be President.
These rules are for The Men Who Would Be King so that they can be used for SCW.
LMGs: Cost 3 points. LMGs do not add any dice to the unit, but allow the unit to re-roll all misses when shooting. When rolling for Leader casualties LMGs are destroyed on a double 3. When an LMGs fires it rolls two or more 1s then it jams and no casualties are coursed.
SMGs: Cost 2 points. SMGs do not add any dice to unit, but allow the unit to re-roll all misses when in melee. When rolling for Leader casualties SMGs are destroyed on a double 5. . When an SMGs fires it rolls two or more 1s then it jams and no casualties are coursed.
Grenades: Cost 1 point. Grenades can only be used once per game, 1 dice per 2 figures. Grenades ignore all cover and armour saves.
All vehicles count as 1 model unit; they have strength of 6 hits.
Tankett’s and A/Cars: Cost 6 points Well drilled, 4 points Poorly drilled, 1 per field force. Armour is the same as soft cover, weapons as per machine guns in the main rules.
Tanks: Cost 8 points Well drilled, 6 points Poorly drilled, 1 per field force. Armour is the same as hard cover in the main rules, weapons as per field guns in the main rules.
Anti-Tank Guns: 2 dice per crew member when firing at any vehicles and ignore any armour save. 1 dice per crew member when firing at any other targets and ignore 1 point of cover.
Medic: Cost 2 points. Reduce the combat dice of the unit by 1 dice, remove 2 hits each time the unit is shoot at, but not when in melee.
Commissars and Priests: Cost 1 point: Reduce the combat dice of the unit by 1 dice. Commissars and Priests are added to a unit as a second leader. They have the trait ‘Inspirational’. When rolling for Leader casualties Commissars and Priests die on a double 4.


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