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Clearly a lot of gamers are very eager for a system that let’s you “make it up as you go”
but with an underlying logic structure to ground your decisions in.
However, there are also some areas that could use tightening up, areas that were
unexplored and areas that are a bit too fiddly.
This is a chance for people outside the “Inner Circle” to play a part in the Squad
Hammer update process.
Found on the following pages, you will find an updated initiative system.
Give it a try in your games and let me know how you end up getting on with it.
If you have suggestions, concerns or feedback, do not hesitate to get in touch with me
at nordicweaselgames@icloud.com
INITIATIVE v2
The game is played in a series of turns When it is your turn to play, roll 2D6 and
alternating between the players.
pick the highest die.
Determine who takes the first turn by This is your Activation Score and tells
rolling a D6 each with the higher score you how many units get to act this turn.
In any scenario where the first turn is You can pick the units in any order you
pre-determined, the player going last like.
On a 6 they “sneak one” and can go first Simply pick a unit, carry out its actions,
after all.
then pick another unit.
ELITE ARMIES
Poorly trained forces tend to be unable If you like to play large battles, determine
to coordinate effectively, however they before playing how many Activation
can occasionally prove dangerous Dice you will roll per turn from 3D6 to
through sheer enthusiasm.
5D6, 8D6 or however many you need.
Irregular forces roll one D6 less than Roll the indicated number of dice and
normal for their Activation Score but drop the single lowest die.
RATTY ARMIES
For example in a game with three players
If your army includes any un-painted on one side, roll 4D6.
Activation Score.
Activation die.
Roll 2D6 for Activations, ignore all the Determine if the army in its entirety is
other options.
Elite or Irregular.