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COMMANDO Historical Game Rules of Play Copyright © 1979, Simulations Publication, Ine, New York, N.Y., 10010 Read this First: The rules of this SPI simulation game are organized in a format known as the Case System. This system of organization divides the rules into Major Seetions (each of which deals with an important aspect of play). These Sec- tions are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary 2 is recognizable by the fact that it has two di right of its decimal point. Each Major Section can have as. ‘many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules. ‘As a further aid, an outline of the Major Sections and Primary Cases is given at the beginning of the rules. How the Section and Case Numbers Work: Major Section Number Primary Case Number J Secondary Case Number [6.53] ‘The preceding example would be the number of the third Secondary Case of the fifth Primary Case of the sixth Ma- jor Section of the Rules. How to Learn to Play the Game: Familiarize yourself with all of the components. Read al of the General Rules and Procedures and read the titles of the Primary Cases. Set up the game for play after reading the pertinent Section) and play a trial game against yourself referring tothe rules only when you havea ques- tion. This procedure may take you a few hours, but iti the fastest and most entertaining way to learn the rules short of having a friend teach them to you, You should not attempt to learn the rules word-for-word, Memorizing all that detail is a task of which few of us are capable. SPI rules are written to be as complete as possible — they're riot designed to be memorized. The Case numbering system makes it casy t0 look up rules when you are in doubt. Absorbing the rules in this manner (as you play) i, ‘a much better approach to game mastery than attempting to study them asi cramming fora test. We hope you enjoy this SPI game, Should you have any difficulty interpreting the cules, please write to SPI, phrasing your questions 50 that they can be answered by a simple sentence, word, or number. You must enclose.a stamped, self-addressed envelope. We cannot guarantee a proper answer should you choose to phone in your ques- tion (the right person is not always available — and since SPI has published hundreds of eames, no one individual is capable of answeringall questions). Write to SPI Rules Questions Editor for Commando 257 Park Avenue South New York, N.Y. 10010 244P11 1.0 INTRODUCTION THE HISTORICAL GAME 2.0 GENERAL COURSE OF PLAY 3.0 GAME EQUIPMENT 3.1 The Game-Map. 3.2 Charts and Tables 3.3 Use of Game Components 3.4 Suggested Additional Game Components 3.5 Game Seale 3.6 Game Equipment 3.7 How to Read the Map Co-ordinates 4.0 DEFINITION OF TERMS {0 SEQUENCE OF PLAY/TASK POINT EXP! '.1 Sequence Outline 5.2 Task Point Expenditure 6.0 INITIATIVE AND SEQUENTIALITY {6.1 Initiative Determination 6.22 Sequentiality {6.3 Effect of Opportunity Fire on Sequentiality ‘6.4 Restrictions on Expenditure of Task Points 7.0 MOVEMENT 7.1 Positioning Men on the Map 712 Performance of Movement 73 Terrain Effect on Movement 7.4 Multiple Occupancy in Squares 7.5 Movement Interruptions 76 Falling Prone 8.0 OBSERVATION 8.1 Observation Range 8.2 Elevation and Line of Sight 8.3 Restrictions on Observation 84 Observation in Buildings 85 Automatic Observation 8.6 A Note on Field Terrain Patterns 8.7 Deriving the Observation Chance {8.8 Hidden Movement and Individual Observation 8.9 Sequencing of Observation 9.0 ENDURANC! 9.1 Recording Wound Points 9.2 Serious Wounds and Incapacitation 9.3 Effects of Wounds 9.4 Generating Endurance Randomly 10.0 FIRE. COMBAT 10.1 When a Man May Fire 10.2 Execution of Fire 10.3 Protection fcom Fire 10.4 Multiple Fires 10.5 Wounds and Death 10.6 Magazine Checks 10.7 Opportunity Fire 10.8 Fire Combat Tables 11.0 GRENADES AND EXPLOSIVES 11.1 Preparation 112 Throwing 113 Scatter 11.4 Fragment Grenades ILS Smoke Grenades 11.6 Opportunity Throw 11.7 Explosives 118 Grenade Tables 20 30 140 15.0 HAND-TO-HAND COMBAT 12.1 How to Engage in Hand-to-Hand Combat 122 Surprise 123 Disengagement 124 Grappling and Evasion 12.5 Weapons and Blows 12.6 Blows by Grappled Men 12.7 Blows by Non-Grappled Men 12.8 Automatic Kills and Garrotes 12.9 Hand-to-Hand Tables EXCHANGING WEAPONS 13.1 Possession of Weapons 13.2 Restrictions on Exchanging Weapons PANIC | 14.1 When Panic Checks Occur 14.2 Panic Routine 14.3 Panic Checks as a Result of Enemy Fite 14.4 Panic Tables PRESERVATION 15.1 Preservation Conditions 15.2 The Preservation Routine THE OPTIONAL RULES 16.0 m0 180 19.0 20.0 21.0 A.WORD ON THE OPTIONAL RULES FLAMETHROWERS 17.1 Restrictions on Flamethrower Fire 17.2 Special Panic Effects of Flamethrower Fire 17.3 Flamethrower Explosions 37.4 Burning RIFLE GRENADES 18.1 Tow Rifle Grenades are Fired 18.2 Restrictions on Rifle Grenade Fite 18.3 Rifle Grenade Tables HORSES AND CAMELS 19.1 Wound Points and Horses 19.2 Mounts and Task Points | 19.3 Limitations on Riders 19.4 Horses and Hand-to-Hand Combat 19.5 Receiving Fire 19.6 Mounls and Panic 19.7 Horse Barbarians (Cossacks) BARBED WIRE. 20.1 Straight Wire 20.2 Concertina Wire 20.3 Wite-Clipping THUMP GUNS. 24.1 Firing a Thump Gun 21.2 Restritions on Thump Gun Fite MINES: 22.1 Normal Anti-Personnel Mines 22.2 Bounce Mines 22.3 Claymore Mines 22.4 Anti-Tank Mines TANKS. 23.1 Tank Tasks and Movement 23.2 Tank Crew 23.3 Tank Combat 23.4 Turrets 23.5 Buttoned Dowi/Opened Up 23.6 Protection Afforded by a Tank 25.0 no 28.0 29.0 300 31.0 m0 330 35.0 23.7 Bailing Out 23.8 Tank/APC Task Point Cost Chart 23.9 Tank/Arillery Tables ARMORED PERSONNEL CARRIERS (APCS) 24.1 Task Execution and Mounting 24.2 APC Operation. 24.3 APCs with Unroofed Passenger Compartments 24.4 Enclosed APCs 245 APCs with Gun Slits 24.6 Opportunity Fire from APCs 24.7 Sequencing and APCs SATCHEL CHARGI 28.1 Preparation and Release of Satchel Charges 28.2 Fuse Time and Detonation 28.3 Effect on Tanks/APCs 28.4 Satchel Charge Tables ROCKET LAUNCHERS 26.1 Effects of Rockets on Personnel 26.2 Effects on Vehicles 26.3 Reloading the Rocket Launcher 25.4 Mulliple-Fire Rocket Launchers 26.5 Tank/APC Damage Table 26.6. Jeep/Motorcycle Damage Table 26.7 Rocket Launcher Accuracy Table LIGHT ANTE-TANK WEAPONS (LAWS) 27.1 How LAWs are Fited 27.2 Restrictions on LAWs 27.3 LAW Accuracy Table ARTILLERY AND MORTAR FIRE, 28.1 Planned Fire 28.2 Called Fire 28.3 Damage and Sequencing 28.4 Smoke and Ilumination Rounds SBEPS 29.1 Jeep Movement 29.2 Jeep Vulnerability 29.3 Fire from Jeeps MOTORCYCLES ELECTRIFIED WIRE 31.1 Testing Electrified Wire 31.2 Crossing Electrified Wire GUARD Docs 32.1 Release of Dogs 32.2 Death of a Handler 32.3 Dogs in Hand-to-Hand Combat SEARCHLIGHTS 33.1 Turning Searchlights 33.2 Lighted Areas and Searching 33.3 Destroying Searchlights ILLUMINATION DEVICES 34.1 Ilumination 342 Ilhumination Grenades 34.3 Hand-Fired Flares 34.4 Star Shells 34.5 Illumination Summary ‘CLIMBING 38.1 Trees 35.2 Buildings 35.3 Descending to Elevation Level Zero 36.0 UNDERWATER OPERATIONS, 36.1 Elevation Levels and Observation Underwater 36.2 Movement Underwater 136.3 Fire Combat in and under Water 36.4 Hand-to-Hand Combat Underwater 136.5 Snorkel Gear 36.6 High Surf 36.7 Grenades Under Water 36.8 Horses, Camels and Dogs Underwater 37.0 A CAVEAT THE SCENARIOS 38.0 SCENARIO USE AND ORGANIZATION 38.1 The Data Log 38.2. Scenario Listings 38.3 “Endless” Games 38.4 Delensive Zones 38.5 Entry into Play 38.6 Contact and Normal Playflow 38.7 Creating New Scenarios RAID ON ENTEBBE, 3 July 1976 39.1 Historical Data and Game Conditions 39.2 Israeli Commandos 39.3 Ugandan Sentries 39.4 Optional and Special Rules 39.5 Game Length 39.6 Defensive Zones 39.7 Commando Entry Squares 39.8 Victory Conditions 40.0 ACTIONS OFF VAAGSO ISLAND, 27 December 1942 (British vs Germans) 41.0 THE RAID ON SON TAY, 21 November 1970 (United States Green Berets vs. North Vietnamese Army) LAWRENCE OF ARABIA ON THE HEJAZ RAILWAY (Lawrence and the Arabs vs, Turks) 43.0 TRENCH RAID NEAR PASSCHENDAELE, 31 July 1917 (British vs. Germans) 44.0 ASSAULT ON LIPPE RIVER BRIDGEHEAD, (United States Rangers vs. German Miltia/Garrison) 45.0 THE RADAR STATION AT BRUNEVAL, 27 February 1942 (British Commandos vs. German Garrison) 46.0 SKORZENY TO THE RESCUE (German Commandos vs, House Guard) 41.0 COMMANDO FRONT-LINE ACTION (British Commandos vs. German Army) 48.0 THE GREAT OILFIELD RAID (United States Commandos vs. South Woggistani National Guard) 49.0 STREETFIGHTING IN WORLD WAR Il EUROPE, (German Commandos vs. Partisans) (50.0] DESTRUCTION OF ARMY GROUP CENTER HEADQUARTERS (Crack Allied Commando Team vs. Suspicious German Guards) 39.0 20 [1.0] INTRODUCTION Daring to operate far behind enemy lise, he ex: templfies the idea of valor and bold action ad- ‘aired by the public. The medi often depict him in situations vital to his country’s war effort, or a & hetoic mercenary. This universaly-respocted soldier exists imal ervies, but hes by Far the best Knownasa commando, Commando simulates the tense, gritty battles fought by commandos to win acclaim, Players take the patt of fireteams of commandos, or in vidual Commandos versus sldies charged with efending against enemy incursions There are to versions of Commando: one the "historia!" ver sion, which emphases the vseflness of comman- dos in various historical and hypothetical situa ‘ions; and the roleplaying game, which allows Players o recreate the most dashing of heroes per Sonaly. Sections 1.0 through 50.0 deal with the Historical Game (hough only Sections 4.0 ‘hrough 15.0 are necesary for play — the rest are ‘Optional Rules and Scenarios). In brief, the Historical Game allows Players 10 reenact several historical tactical meeting. en. fagements, and alo includes several “Iypicl™ tactical actions that Players wil probably be in- terested in, Thestres inthis part af the games on realism, ss opposed 10 the more fantasy-style ap- proach taken in the Role-Playing Game. Players ‘ill find thatthe best approaeh ito learn the Base system, and then use the wealth of Optional Rules ‘The Role-Playing Game allows Players to portray the epitome of 2 commando — and to customize that commando to thelr own particular tastes. Roleplaying aficionados wil ave no trouble lear ring how (o-play the role-playing. game, But Playets unfamiliar to Role Paving should ead these rules very carefully. In addition, i ime erative chat Players realize that before begining lay, the Historical Game Basic rules must be ead: Once the Role-Playing and Historical Games have been mastered, the myviad options available willreadily unfold the Payers, Thisiea"game- Intensive" game — iis intended primarily forthe Player's enjoymeat. The Role-Playing eame is «contained ina separate booklet, and includes Sec: tions S10 through 68.0, THE HISTORICAL GAME [2.0] GENERAL COURSE OF PLAY ‘Commando is played in Game-Turs, which are further Broken down jato Phases. A’ Scenario is played until finite number of Game-Turns are ‘ompleted spesfied in the individual Scenarios), ‘runtila certain objectives aken asain specified inthe Scenario), or both Players concede that ii ‘impossible o complete the mision. Plaersarcen- couraged to devise ther own Scenarios, as con siderable numberof dhe Optional Rules are usedin ‘none ofthe given Scenarios, avd are present solely or the purpose of aiding Players in expanding the same, Before starting pay, the Players must record data ‘essential tothe playing ofthe Scenario. This will generally consist of the vital statistics foreach man Involved in the Scenario, but Players may also wish o record such items of interes asthe Victory ‘Conaltions. Therefore, each Player should havea piece of paper on which he records information ‘This piece of pape is kept hidden from the oppo. nent, Dut must be made available for inspection at theend ofthe game, ‘Once the Players have recorded the information necessary to conduct play, the defending Player ‘Should deplay hs men'on a copy of the map being ‘used for the Sconario (sete). The Player ta ‘choose fo either ploc ona piece of paper the routes ‘and postions of his men, orhe may use piece of tracing paper over the map to directly record tte positions of themen and (o couse thee routes, ‘The attacking Player (usually the commando Player) moves his men onto the map, in full view ofthe defending Player. However, the defending Player may not use his men until they sucessful ‘observe the atacking Player's men, The defendie Player must inform the atacking Player when Pe has an opportunity to observe defending men, but only atthe conclusion of an attacking man’s ak ‘execution. Should ihe attacking Player suoeesful ly roll and observe the defending man, the dete ‘ding Player must inform the attacking Player of the position of the man he has observed. For co ventence, the postions of all men should be recorded on a piece of tracing paper ave cn the actual map — fori the Players use the actual ‘map, they wllsoon wear it outwith repeated era- ines [Afterall defending men are observed, the defes- ‘ing Player dispenses with his sesond (and hides) ‘map, and play is conducted Solely on the map in front of both Players. While men may become ‘unobserved again (by ducking behind wal, {or example), the other Player knows their actu position on the map, though the men he contels donot When battle i joined, Players contin the Se- quence of Pay. At the beginning of the Turn, the Players determine if there ae any porsible obser vation situations (where two men have a Line of Sightto-each other, but one, or both, has not yet observed the other) The Players the plot which ‘men may perform opportunity fire for the Game ‘Turn. Only men for which the specific task of op portunity fire is plosted may do's0. Next, the Players determine which side has the iniitive That side moves the fist man during both the Non-Prepared Task Execution and Prepared Task Execution Phases. Only men nor plotted for of portunity fre may execute tasks during the Now Prepared Phase only men ploted for opportity fire may execute tasks daring the Prepared Phase ‘The Players allerate performing tasks with eli ble men throughout the Phase, with one Player performing all tasks for one man, andthe other Player responding with the man of his choice. This sub-sequence continues until one Player has m= fall hs tem or indicates chat he wishes to move ‘no more. Then the other Payer moves the rst of his men until he has none et or indicates that he wishes to perform no more tasks, The Players un ‘through this sub-sequence twice, once for now ‘opportunity fizesploted men, and once for oppor tuty firepltted men, When the last man has Detformed ‘his tasks for the Game-Turn, the Players proceed to the Bookkeeping Phase ard check for presrvation, amone other funetion, ‘The conclusion of the Bookkeenine Phase is m= mediately followed by the Game-Turn Tedicatien Phase ‘The Players continue performing the Sequence cf Play until the Game-Turn limit (specified fn the Scenario) is reached, ofthe objective that one side has been charged with accomplishing is com pleted, ‘The game is then finished, and Players fxses their performance in light of the Victory Conditions I Payers wish to devise thelr own Scenarios, they ‘may wish 1 use the rules or Scenario Generation {or Mission Generation inthe roleplaying rules {Sccion 60.0) Its not necesary tose anyother ar ofthe ole playing rules. [3.0] GAME EQUIPMENT CASES: (3.4) THEMAP “There are twelve maps provided with cach copy of Commando, each of which depicts a separate en- ronment, ‘Though each map linked to & Specific Scenario, they are by no means intended Solely for that Seenario. When expanding upon the ame, Payers ae encouraged 10 either modify the éurrent maps orto devise maps oftheir own, Each map is 11 by 17 inches, with a square grid overlaid to reeularize moverment. Coordinates for ‘each squate are iven s0 that Players wil have easier acces (0 posidons on the map. A common “Terrain Key provided forall the maps “The mapsareused in both the Historical and Role- Playing Games. See the appropriate Setionsinthe Role-Playing Game and the individual Scenarios for the Historical Game. (9.2) CHARTS AND TABLES ‘There are two groups of Chars and Tables pro- vided with Commando, One it provided for use with the Role-Playing Game only, and the othe is hocessary to pay both the Historical and Role Playing Games. (One must be able 10 play the Historical Game ro play the Role Playing Game) [3.3] USE OF GAME COMPONENTS, Certain game components are intended for more than one use. For instance, each map has co ‘ordinates printed on she edge ofthe map. In adh tion to informing the Players of the square co- frdinates, che maps are intended to be used 38 rangefinder see Case8.1). Hf the Players have facilites, they may wish to use the Character Record {in the Role Playing rules booklet) to facilitate bookkeeping for the various scenarios. ‘Of course, many of the entries in the Chagacter Record refer solely othe Role Paying Game, but the relevant characterises correspond to" the honuses or debits siven to men inthe scenarios of the Histrial Game, ess 10 photocopying [3.4] SUGGESTED ADDITIONAL GAME, COMPONENTS First ofall, Players are required co have pencil or pen and paper so that they will beable 1 keep track ofthe various commands and ordina ‘who oppose eachother inthe Scenarios. The two purposes for keeping rack of the men invol ‘dina Scenario: one, (0 recordtheinformationin- iially given in a Scenario (which must be reterred to throughout play of the game) and two, the Players must keep track of the current stats of their men throughout the play ofthe came Secondly, iis recommended that Payers purchase tracing paper (o preserve the be of thet maps, Lay the map on 2 Nat suefaee, and then tape the tracing paper dow (othe surface after smoothing ‘tout, Its also recommended that penel be used ‘when working with racing pape. Alternatively, maps may be xeroxed and colored in, avoiding the necessity for racing pape. (3.5) GAMESCALE Each squarein Commando represents three meters in length and width, and roughly equal to 4.2 meters when measured diagonally. Each Oame- ‘Turn represents 13 seconds of eal ine 13.6] GAMEEQUIPMENT Each copy of Commando should include the following 1 Historical Game Rules Booklet includes jeand2Charisand Tables Booklet) 1 Role-Playing Rules Booklet (includes Role Playing Chars and Tables) 12-11" x 17" Backprnted Maps 2 Twenty-sided dice 4 Sisided dice 1 Hardbox of Z-Pack aay of the above compononts are missing from this copy of Commando, send in the enclosed Complaint Card andthe missing components will besent tothe purchaser promptly [3.7] HOW TO READ THE MAP COORDINATES. ‘To determine the coordinate fora given square, ead up tothe short edge of the mapy the two-digit ode forms the ist half of the square coordinate ‘Then read across tothe long side ofthe map the ‘wo dgitcode Found theres he second part ofthe square coordinate. The two two-digit codes are ead together ina single Four digit codes this the square coordinate Example: A aquareisinthe same row of squaresas shortside 25, and in the sime row a longesde 47. ‘Thesquare cvordinateisalwaysreadas""2847." [4.0] DEFINITION OF TERMS Many terms used in Commando say be une familiar 19 Players of most wargames. I is sug ested hat the Players familiarize themselves with these definitions before reading the rest of the rules, Square:Unlike many other SPI games, Comman- do uses a square gro regularize movement, father than a hexagonal gid. Additionally, mo ‘counters or playing pleces are used in the game Rather, the Players draw the positions ofthe men, Vehicles, mounts, et. onthe eumesmap with pet is. Atany given time, aman or other pity object considered fo be prevent ina single square, The Postion of the play objects usually drawe inthe ‘square it occupies (exceptions inlude hidden ob jects, men being positioned on another map, and so forth). ‘Orthogonal Movement: A man is coasidered co be ‘moving orthogonally if he leaves one square and enters another whick sharesa fll square side with thefirs, Diagonal Movement: A man is considered to be ‘moving diagonally if he leaves one square and fentersanother "through the carne." Dice, 1D6, 1D10, 1100: Commando comes wih Four ssid dice, marked with the traditional pips from 1106, and two twenty-sided dice, each marked with the digits I to 0 twice. At Various times, the Players willbe eequired to roll one or ‘mare of either of both dice to determine a game function. An abbreviation or jargon for the number of dice rolled has been established in the role-playing hobby, snd thi jargon is used ‘throughout the rules, When the Players are told to soll “1D6", this means the Players are to roll @ single sivsided die, "D6" means the Players are {o roll two siesided dice and sum the results; "306" would direct the Players to roll thre sn sed dive and sum the sults, ands forth “1D 10" would direct the Players to roll a twenty- sided dc(since the di is only marked I theoueh 0, ‘this will yield a digit between and 0). "2010" would direct the Players to roll wo twent-sided lice and sum the results, et. Note that when a dice code is suffied with “BIO™, any result of "0" on the die is treated as a 10" As an example two rolls of “0” would equal 20 (twenty) when the Players are directed toll 2D10, “IDIOO" ould direct the Players 0 roll both twenty sided dice, treating the roll on the geen die as the first digit of two-digit umber, and the rol fom the yellow die as the second digit. Thus ita Player rolled a 3.on the green die and a 90m the yellow, thedie-oll would bea "39" Note that a roll of zero on the geen die could not beintenpreted without use of terol onthe yellow dif therollon the yellow des throush 9 (ee 07), therollis treated asthe appropriate numer | Uhrough 9. However, ithe roll on the yellow dies zero (ivinga result oF 00), then the results treated ‘4 100(one hundred). 1 a dice codes followed by a positive or negative number (e., 1D6+1, 206-1), add or subtract {the number(s indented from the dice rol). Thus, 2D6~1 would direct the Players to rll two six- Sed: dive and subteact one Irom the dicerll ‘When a diewoll results tobe halved, round up. do requires the expenditure of Task Points, which ‘epresent the maximum amount of activity a man ‘an eficiently perform in one Game-Turs. Nor ‘mally, each unwounded man has 50 Task Points per Game-Turn, Each lime man fires « wespon, ‘moves, prepares or throws a stenade, changes ‘weapons, reloads, or takes any olher action, he ‘ust expend Task Points (se the Task Paiot Cost Chart, $2). A man may never spend more Task Pints than he has; hus, an unwounded man may ever spend more than 50 Task Points (unless the ‘ules tate specfcally osherwise) na sngle Game- Turn. Friendly: A man is said tobe Friendly to another ‘man if both men are controlled by the same Player. Enemy: An Enemy man is one controlled by the ‘opposing Player. As with Friendly (@.v), Enemy {denates man-to-man relationships, Data Log: The Data Logis the pise of paper upon Which all relevant iaformation concerning. Player's men is recorded. Generally, this an best be dane on ruled legal paper. See Case 382 for seul, [5.0] SEQUENCE OF PLAY/ ‘TASK POINT EXPENDITURE GENERAL RULE: Commando is divided into Game-Turnsy the ‘number of Game-Turns requited:0 play & game of Commando will depend on the scenario the layers choose to pay. Each Game-Tusn is divi dintocight Phases ThePlayersperformallactions {in strict accordance with the Sequence of Play, performing only those game functions allowed in the curtear Phase. During each Phase, both Players ‘may cake whatever actions they wish within the restritons of the rules, as appropriate Tor that Phase CASES: [5.1] SEQUENCE OUTLINE, [A, Observation Phase: If ether Player can draw @ Line of Sight from one of his men to an Enemy unobserved man, he may attempt observation with ‘hat man. A single observation attempt may be made for a given man during the Observation Phase. See the rules for observation Section 8,0) 1B. Opportunity Fire Plot Phase: Roth Players Scerely note Which oftheir men sil perform Op- Dortunity Fite (or Throw) onthe Data Log, AUihe fend of the Phase, each Player must declare ‘whether any (out no how many) of his men are plovted for Opportunity Fire. . Initiative Determination Phase: The Plyers ‘each roll 1D10; the Player with the higher dic roll, ‘ill excoute Tasks fits for one man in the to up ‘coming Phases. SeealsoCase6.1 D, Handeto-Hand Combat Phase: Any. men engaged in hand-to-hand combat resolve such ‘combat through use ofthe hand-to-hand combat rules (Section 12.0) and adhering the following subsequence! 1. Disengagement 2. Grapple/Evasion 53. Hand-to-Hand Combat Resolution ‘Step 1 Is resolved once at the beginning of the Phase, but Steps 2 and 3 are repeated five times to complete the Phase. Each execution of Steps 2and Sis known ta Round, E. Now-Prepared Task Execution Phase: The Player wit Initiative may execute Tasks for say ‘one of his non-opportunty fire pleted men, tothe Man's Task Point lit. Before this, he must doa Panic Check: i hisman fails thecheck, hemay not perform voluntary Task Execution (ee Case 1.0) fnd_ must perform all actions via the Panic Routine. When Task Execuon of Panie Routine js completed, the other Player may’ now execute tasks or Panic Routine fora non-opportnity Fie= plotied man, This subsequence alternates unt fer uns out of menor declines ta mene any more men. The other Player may then exceute tasks or Panic Routine withthe remainder of his non-opportuity Fie-ploted men until they ar ex. hausted or he declines use any more. Note: Task Execution or Panic Rowine may be nerrupted by ‘Opportunity Fire. See Case 10.7 F. Prepared Task Execution Phase: The Prepared ‘Task Execution Phase is performed in the ame fashion as the Non-Prepared. Task Execution Phase, except thet only men potted to Oppartani- ty Fire may execute tasks or Panie Routine inthis Phase. Ifthe men have already performed oppor. tunity fire, they must deduct those Task Points from thir operating otal. the men have no pete Formed opportunity fire then they must deduct the eos 0 plot opportunity fre, Opportunity fire ‘may sill be executed by these men who have not yet executed Tasks in the Phase on men being ties G. Bookkeeping Phase: Preservation Checks for the two opposing sides are rolled Gi necessary}, and other Bookkeeping functions (e.g, explosives, if any should be im use during the scenario) are resolved. Alo, Players noce whether observed Enomy men have become unobserved (8 Section 80), H. Game-Turn Record Phase: The Players denote the passage of one Game-Turn, and play continues to the beginning of the next Game-Turn (Phase » [5.2] TASK POINTEXPENDITURE [5.21] Every Action that a man performs called 8 task. Performance ofa task requires the expen- diture of Task Points, See the Task Point Cost ‘Chart fora summary of Task Point assessments forthe various actions. {5.22} Task Point Cost Chart (GeeCharisand Tables) [6.0] INITIATIVE AND SEQUENTIALITY GENERAL RULE In Commando, 10 Task is considered to occur simultaneously with another. Bach man performs i his Tasks (or his Panie Routine) ina strict e- ‘uence determined by the Plager controlling the ‘man; the effects f one man's actions are deter mined and applied before any oer man can ake Action (Exception: opportunity fie). Thus, i is possible forsman tae led by Fire or instance) before taking any ation fr the Gamne-Turn. CASES: [f.1] INITIATIVEDETERMINATION Dring the Initiative Determination Phase, both Players roll adie; the Player withthe higher dle rolls considered to have the initiative Ifthe de rolls are equal both Players col again, and con- tinue to.do so until one has achieved higher d= roll (6.2] SEQUENTIALITY 16.21) The Player with the intative has the op- portunity Io have ope of his men expend Task Points fist. Normally, each man hasan allocment ‘of $0 Task Points per Game-Twrn; men may have fewer Task Points if wourded or affected in some ‘ther way, Every ation a man can take, including ‘moving one square, fring, preparing and throw: Inga grenade sty requires the expenditure of one ‘or more Task Poins, see the Task Point Cha (22) fora summary of the individual task costs, AA‘ven man may expend as many Task Points as hes capable of expending and his owning Player ‘vishes him expend (6.23) After one man has been moved by a given Player, the other Player has the opportunity 0 have one of his men expend Task Points. The Players alternate in spending Task Poin for shir ‘men, until one Player pases or rans out of men. {6.23} I & Player has no men left with which he tay perform tasks, play reverts 10 the other Player who may perform tasks with allhismen e- maining. The Player who “ran ou!” of men may ‘ot hinder the executing Player, with heexception of opportunity Tie Example: a“*worst possible exam had sx men, numbered Al to A6, three plotted for opportunity fre His op ponent, Player B, had eight mea, number Bl 1088, two of whom were plotted for opportunity fire. For convenience the “A men who are ploted for opportunity fie ate Ad through A6, and the ‘pr men ae BT and BS, Player A rolled higher than Player B in the Inidative Determination Phase, Player A moves man AL in sucha way that ‘man H7 is able to perform opportunity fire upon fan AL. The opportunity ireiseslved, and ten Player Achooses to continue moving man AL until his Task Point allotment is exhausted. Payer B then perform tasks for man Bi (hough he could ‘ove any one of BI through 86) without incident, ‘whereupon man A performs tasks for man A2, ko without incident. Player B then vies man 32, Player A man A3, end player B man BS, It \would normally be Player A’sturn to moves man, but he has no men left to move, Therefor, pay reverts to Player B, who uses men B4, BS and BE Man 86 triggers opportunity fre fom man AS, his task execution f halted, and the opportan fire resolved. B6 i hile, s play now goes to the ‘opportunity firing men.” Man AA performs his 3k, Fllowed by man BT, followed by man AS (Gf course, the Players have remembered 0 dedust ‘the eos for plotting opportunity tte and possibly performing ‘opportunity te in Task Points. Player B opts ohave man B8 not perform any ask ‘but opportunity fie, and he forfeits his right «© perform any task but opportunity fire. Player B's ‘amb pays off as Player A triggers opportunity fir fom man BE with man A6. Unfortunately fer Player B, the ire has no effect, and Player A com plete the task execution of man A6. Play now pro- ‘ceeds the Bookkeeping Phase [6.3] EFFECT OF OPPORTUNITY FIRE ‘ON SEQUENTIALITY Opportunity fire affosts the sequence of tasks in 10 ways—first, iti the only way by which a _iven man's task performance can be interrupted, land second, men plotted to perform opportunity fire move afterall over men have moved, during Separate Phase [6.31] When opportunity fire is triggered (se (Case 10.7} by a man during his part of ether Task cation Paiste maa poled for pp immediately resolves his opportunity ite, The Plsyers must tte how many Task Poms ae target man has spent, resolve the fire, adjust che ‘Task Point ota it wounds necessitate and then ‘ence the man’ tasks forthe Turn (ones = terrupted by further opportunity fie). [6.32] Men cannot pecform opportunity fie afer they have executed tasks or pani routine i the Prepared Task Execution Phase; however thy ‘may freely perform opportunity fire before ther task execution (within al relevant restriction) [6.33] Opportunity fie occurs whe, in the course ‘of execution of tasks or panic routine, an lige man (per Case 10.7) riggers the potted opportu ty tire. Fires resolved using the normal fie com bat procedure. [6.4] RESTRICTIONS ON EXPENDITURE OF TASK POINTS [6.41] When a Player is scheduled to perform ‘asks fora man, he mus either expend Task Poins fora man wha has not yet expended Task Points, indicate that he will not expend any Task Poin's fora particular man in that Tura (decision berg erin effect moves” the man for the Turn by choosing not todo anything with rman), oc indicate that he does not wish o perform further tasks with any of his men, in whish case he ie finished with task execution forthe Phase (ih the possible exception of men plotted for oppor tunity Fire, see Case6.3) [6.42] Men may not perform more than one Com bat Task ina Game-Tura, A combat task sdet- eas any task that can possibly directly inflict, Wound Poinis upon an Enemy man. Thus, preparing a grenade would nor be a combat ast, butehrowinga grenade would. [6.43] No man may expend Tusk Points at 10 Intervals in a Turn (Exception: oppor- [6.44] Of course, no man may expend more then his allotment of Task Points ina given Turn (Ex: ception: Case7.6) [7.0] MOVEMENT (GENERAL RULE: ‘Movements one of the tasks a man may perform, ‘The number of Task Points a man will expend ‘movement depends on how far the man moves, fand the tera tough which the man passes. Ter fain costs Movement Points to move through these cons are sted on the Terrain Evfecs Chart (739). Movement may be performed with other tasks, provided that Case 641s not violated. Fina: Ty, no more than two Friendly men may’ be in the same squareat any point during play. PROCEDURE: “The postions of men on the map are indicated by pencilled marks on the map itself, drawn by the Players during play. When a Player moves man he indicates (Dut does not mark) the route of ‘movemeat; the Enemy Player will hus beable to determine both the legality of the move and where he may interfere with the move (e-., opportunity fire), At the conclusion of movement, the Player ‘marks the new position of his man, and erases the ld posto CASES: [7.1] POSITIONING MEN ON THEMAP. [7-1] Commando has no game pieces, and uses 2 Square grid omits map. The postions of the men atcindicated by pencil marks drawn by the Payers ‘om the map. Since each Player will contol more than one mao, its suggested that the Players make istinetive marks foreach man, perhaps number Ingo leering their marks, but in any case using a distinetive method clear toboth Payers. [7.12] Twelve maps are provided with Comman- do. The differing maps are used with separate Scenarios. Since constant marking. and erasure Girectly on the foes will make them dif Ticult to zea it is suggested thatthe Players pur chase tracing paper (available at art stores and ‘most stationary stores) which sat least 17 inches by 1 inches, and follow the diretionsin Case 3.4 Additionally, Players may wish to manufacture their own maps simply by drawing on four-torthe inch graph paper (alsoavalableat art stores), [7.13] Is posible for a given square o contain terrain of more than one elevation level. For in- Hance, square cootaining part of = building Would’ include both. the ground floor of ‘the buling, andthe roof ofthe building. The Players should take care to note the elevation level ofall ‘en not atthe ground level ofthe squate they ate in, pmo elevation levels printed in the Data Log (€ che map (hext to the man's mark), the man is slvays assumed to be at ground elevation eve ‘Warning: This Case does not affect play unless Section 35.ieuse, [7.2] PERFORMANCE OF MOVEMENT [7.21] A manis no restricted toa sequence of a- sons when he expends Task Points; thus a man could move, fte, move asain, fll prone, stand freci, and move agai-—assuming he possessed a Sufficient number of Task Points. Actions may be performed in any order, Diora Lega Moves fan ~ Task Point required

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