Wednesday, September 14, 2011

Standoff Rules and Basics, Second Edition.

I have made some minor renovations to the Standoff rules.
To begin on keeping you updated, I have added new ranges, new classes and basically all new rules.
For the updated version you will need a 20-sided dice instead of a 12-sided dice like the old one. The "roll a number with multiple 6's" rule is still the same. For those of you who don't know, if you roll a number like 34, you can move 5 different units 6 inches. This is because an infantry unit can move (maximum) 6 inches per turn. An infantry unit cannot move 6 inches (or 30 cm) more than once. The 20-sided dice helps turns go a lot faster.
Shooting rules are still the same. For those who don't know, you will need a 10-sided dice (Though it was an 8-sided dice, but I was wrong-o). When you're in range, roll your 10-sided dice and see what number comes up. Say a 3, a 7 and a 9 come up. This number is okay, because there is no 0 involved. However, say I roll a 3, a 4 and a 0, since this number is below 10, it is a miss. So what then? Well, if I roll a 3, a 7 and 0, then it's an okay number. This is because 2/3 number (if there is a 0 involved) are 10 or above.
Range has changed as well, rifleman can now fire 12 inches (instead of 10 like last time, 12 inches is 30 cm by the way), Light Machine Gunners can fire 15 inches (instead of 12, 15 inches is 38 cm), and snipers can fire 20 (50 cm) inches.
Medics are involved this time around as well. A typical medic can take 2 hits (which means he is trained, which I'll get to class in a minute) and heal someone 4 times. Each time a medic heals someone, they are giving them a pack of morphine, which takes away 1 hit. They are basically rifleman, but they can heal anyone in a 4 inch (10 cm) radius.
Okay, so now for these "Classes". Classes are code for skill level for number of hits that a unit can take. If a unit is a conscript, they can only take 1 hit. A trained unit can take 2 hits and a veteran can take 3 hits.
Classes for armour are Experienced, 3 hits from an anti- tank infantryman (which can fire 10 inches, which is 25 cm) or any other tank. A Hardened tanker can take 5 hits from an anti-tank infantryman or another tank. Aircraft now have new ranks too. An Airman can take 4 hits from anti-aircraft artillery (which can fire 30 inches, or 76 cm) or another fighter aircraft (range may vary with which are you're playing as). An Experienced pilot can take 5 hits from anti-aircraft artillery or other aircraft.
Remember, feel free to ask questions if you have anyone.


  1. Great post...thanks for the reminder to blog about the everyday things that people want to read. As a real estate agent, I too struggle with what to blog about. Thanks!

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  2. Thanks! I have since actually updated the rules for the Cold War, it's got a few new perks like Napalm and Nukes and things like that.