You are on page 1of 5

WHAT IS THIS?

Squad Hammer as a game has been extremely well received.

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

ROLLING TO GO FIRST ROLLING FOR ACTIVATIONS

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.

picking to go first or second.

Any troops that do not receive an


In a prepared scenario, typically the Activation Point are assumed to be
attacker goes first.
hunkered down, gathering their wits or
In ambush style games, the ambushers trying to figure out exactly what is going
go first.
on.

In any scenario where the first turn is You can pick the units in any order you
pre-determined, the player going last like.

may opt to roll a D6.

On a 6 they “sneak one” and can go first Simply pick a unit, carry out its actions,
after all.
then pick another unit.

There is no need to nominate all of your


units ahead of time.

ELITE ARMIES

Armies that are battle hardened, highly


trained and well coordinated can add
one to their Activation Score.

IRREGULAR ARMIES BIG GAMES

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.

receive 3 additional Activations for every


6 rolled.
In multi-player games, we suggest rolling
enough dice that every player on your
side is assigned a single die.

RATTY ARMIES
For example in a game with three players
If your army includes any un-painted on one side, roll 4D6.

miniatures, you must deduct 1 from your


available Activation Score.
TAKING ACTIONS
This can result in receiving no points
available at all.
When a unit has been selected to act, it
can do one of five things:

COMMANDERS Engaging units can move and fire


normally, this is the standard “combat”
If you have a unit designated as a order that you will be using most of the
Commander, you may add +1 to your time.

Activation Score.

Redeploying units can move at an


You can only claim a +1 bonus for every increased pace provided they are not
2 Activation Points rolled on the near enemy forces.

Activation die.

Regrouping units hunker down and try


For example if the die roll is a 3, you
to sort themselves out, tending the
could claim only a single +1 bonus no
wounded and restoring cohesion.

matter how many Commanders you


brought along.

Withdrawing units move away from the


enemy, in an attempt to restore morale.

Supporting units can perform non


combat actions.

YOUR FIRST GAME UNIT BUILDING NOTES

Give each side one Commander.


Determine if the unit is a Commander.

Roll 2D6 for Activations, ignore all the Determine if the army in its entirety is
other options.
Elite or Irregular.

Remember to only use the highest of the


dice.
If you intend to field unpainted figures,
declare the army Ratty and buy a
paintbrush.

You might also like