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BANZAI!

CHOOSE A CLASS:

Classes:

Driver - Excellent with vehicles and able to drive tanks


+4 Driving
+2 Engineering

Gunner - Good with heavy weapons, especially mortars and bazookas.


+4 Heavy weapons
+2 Automatics

SMG infantry - Excellent at close range against other infantry.


+4 Automatics
+2 Reflex

Marine - Hardened all-round fighter.


+2 Heavy Weapons
+2 Automatics
+2 Close combat

Seargent - Inspiring character, leader burnened with responsibiliy for his men.
+4 Command
+2 Tactics

Sapper - Able to lay explosives, and clear mines.


+4 Explosives
+2 Engineering

Sniper - Excellent with a scoped rifle, and good at camouflage


+4 Scoped rifles
+2 Camouflage

Medic - Able to heal other characters


+6 Healing
medics carry all the equipment needed to heal other characters

Anzac Commando - Tells funny jokes and wears shorts.


+3 Sight
+2 Automatics
+1 Close Combat
Ideal loadout: Binoculars and SMG.

Each player has 10 free points to allocate on any skills

No skill may exceed 10. (including class modifiers)

Skills:

Automatics
Camouflage
Close Combat
Command
Driving
Engineering
Explosives
Healing
Heavy Weapon
Tactics
Reflex
Scoped Rifle
Sight

Choose a main weapon:

Weapon Range Notes


Rifle 12"
Shotgun 8" +1 damage
Scoped rifle 20" Requires 'Scoped rifle' skill. Must reload after each shot.
Sub-machine gun 10" Requires 'Automatics' skill. large magazine
Heavy Machine gun 16" Requires 'Automatics' or 'Heavy weapons' skill. Takes 3 actions to reload.
Rocket Launcher 16" Requires 'Heavy Weapon' skill. Can destroy tanks and annihilate infantry
Anti-Tank rifle 18" Requires 'Heavy Weapon' skill. Can damage tanks.
Flame Thrower 8" Ignores cover. Requires 'Heavy Weapons' skill. +2 damage vs. infantry

Choose a secondary weapon:

Range Notes
Pistol 8"
Grenades 6" Ignores cover. +2 damage vs inf. Small blast
Explosives 6" blast Only available to those with 'Explosives' skill. +2 damage vs inf.
- place on ground then unravel wire for up to 20" and detonate at will.
Cavalry Sword - only available to those with 'Command' skill
Allows for +1 damage while in base to base contact with enemy. (and de-limbing)
Molotov Cocktail 6" small blast. +2 damage vs inf, can damage vehicles and tanks.

ALL PLAYERS ALSO HAVE A COMBAT KNIFE. - can probe for mines, and attack in close combat.

Specialized kit selection: (choose 1)

Radio HMG Ammo belts Spare Rocket Bolt Cutters

Rope (50m) Binoculars (20" vision) Camo Suit Shaving Mirror

4 Morphine Ampules Garrotte Wire Flare Gun.

All players start with 10 Hit Points.

Players can perform 2 actions per turn;

move 3", shoot, heal, throw grenade, Drive, Set Explosives, Reload, use an item, etc.
GM GUIDE: (NO PLAYERS ALLOWED TO LOOK)

Weapon Range Notes


Rifle 12"
Shotgun 8" +1 damage
Scoped rifle 20" Requires 'Scoped rifle' skill. Must reload after each shot.
Sub-machine gun 10" Requires 'Automatics' skill. large magazine
Heavy Machine gun 12" Requires 'Automatics' or 'Heavy weapons' skill. Takes 3 actions to reload.
Rocket Launcher 12" Requires 'Heavy Weapon' skill. Can destroy tanks and annihilate infantry
Anti-Tank rifle 18" Requires 'Heavy Weapon' skill. Can damage tanks.
Flame Thrower 8" Ignores cover. Requires 'Heavy Weapons' skill. +2 damage vs. infantry

Range Notes
Pistol 8"
Grenades 6" Ignores cover. +2 damage vs inf. Small blast
Explosives 6" blast Only available to those with 'Explosives' skill. +2 damage vs inf.
- place on ground then unravel wire for up to 20" and detonate at will.
Cavalry Sword - only available to those with 'Command' skill
Allows for +1 damage while in base to base contact with enemy. (and de-limbing)
Molotov Cocktail 6" small blast. +2 damage vs inf, can damage vehicles and tanks.

SKILL CHECKS:

players roll d6+their skill. when asked by DM


players must take
Skill check DCs: reload action if: (D6)
Rifles/pistols 1-3
Easy 4 HMG 1
Medium 6 Shotgun/SMG 1-2
Difficult 10 Sniper rifle After every shot (bolt action)
Very Difficult 14

DM chooses a period, locations, and generally oversees all aspects of the game. (just like D&D - write your own
scenarios and campaigns.)

Players (4-6) Each player chooses a class, and all players play as the same faction, against enemy forces
controlled by the DM.

WEAPON DAMAGE

when an enemy/player inflicts damage roll Reflex DC 5 to drop in time. (-2 damage roll)
Roll to damage for each shot (D6): 1-3 nothing. 4-5 wounded. roll below. 6 killed.

D6 Location Effect
1 Head 5+ helmet save or death,
2-3 Torso. lose D6 hp knocked down. D6 roll of a 1 = punctured lung. (ooa, die in D6+4 turns)
4 Leg. lose D6 hp move half,-2 to skill checks due to pain. on roll of D6 1-2, bleed out in D3+4 turns
5-6 Arm. lose D3 hp -4 to all skill checks, until seen by a medic (then only -2.)

rolls above 6 in the location chart are counted as flesh wounds and do not inflict d6 damage.

Wounded players: Medic must past DC 5 healing check to heal D6 damage and reduce any -4 skills to -2.
When a player reaches 0 Hit Points, he is unconcious until seen by a medic.
Unconcious players may not do anything. if enemy get a chance to attack an unconcious player, they are killed.
a medic must succeed a DC 8 healing check to revive him. (DC 10 if under fire - fired upon last round)
Prone in high grass +2 Location, -2 Damage roll
Heavy cover: -2 Damage roll
Running Flat-out: +2 Location, -1 damage roll
within 6": weapons get +1 damage roll, except scoped rifles.
no cover bonuses in close combat.

grenades ignore cover. and do +2 damage vs infantry. (small blast)


Explosives detonate in a 6" blast and also do +2 damage vs infantry.

All weapons do D6 damage to players hp. this cannot be modified.


Enemy weapons never kill players on the first shot. this can only happen when a helmet save is failed on a head
shot.

if a player reaches -4 Hit Points, he is killed.


at negatives: must make a general roll of DC 3 or lose another 1 HP

if players roll above 10 on a shooting check, +1 to damage roll


above 14: +2 to damage roll
AIM FOR HEAD: -3 to location check, but +2 DC.

Swamps- 1/2 move through swamps, infantry may not use HMG's, mortars, or AT rifles. (anything that requires
being set up on solid ground - so no howitzers or field guns may be used in swamps either.
Infantry never get their -1 "gone to ground" on damage rolls when staying still in swamps.
Vehicles roll immobilasation checks when passing through swamps, on a roll of a 1 or 2, they are bogged down.
(immobilised due to tracks failure)

Jungle - everything within 10" can be spotted with a successful DC 5 sight or scoped rifle check.
camo makes it DC 8

Enemy territory: D6: 1-2 enemy patrol. (D6+3 men)

HMG threat (10") - players make Sight DC 5 success = you see the HMG, everybody drops.
fail = DC 5 to see you, open fire on random.
Critical threat (0") - players make Reflex DC 5 success = open fire on HMG
fail =D6: 1-4 close combat (DC 8 to overcome)
5-6 opens fire. on random player.

Tank threat- Sight DC 4 success= you see the tank, everybody drops
fail = tank rolls DC 5 to see you. success = fires: D6: 1-2 fire cannon, 3-4 HMGs (1/2)
Critical Threat you see the tank, and it hasn't seen you... 5-6 move - randomize?

Infantry threat Sight DC 5 (+2 if camo or trenches) success = you see and drop
fail = DC 5 to see you.
Critical threat Reflex DC 5 to suprise, then combat DC 4 to engage correctly. enemy engage in banzai.

range notes
Samurai sword - chop off limb - randomise location. limbs cannot be replaced and cause
you to bleed out in D6 turns. you are -4 to all skill checks and move half.
'Banzai' charge 6" can be negated by a successful automatics, or close combat check. adds
+1 to enemy damage rolls.
Officer w/ samurai sword

Automatics
Camouflage
Close Combat +6
Command +4
Driving
Explosives
Healing
Heavy Weapon
Loading
Tactics +2
Reflex +4
Scoped Rifle
Sight
Japanese medics have +4 healing.

PLAYER TANKS: drive: DC 6 to start, then DC 4 every turn.


shoot: DC 4 to load, then heavy weapons DC 6 for a good shot. if 10 is reached, +1 damage
Repair: engineering, DC 5 to completely fix. each player can try once per round.
4 can fit inside: gunner, loader, commander, and driver.

WILLYS: normal speed: Drive: DC 4 .fast: Drive DC 5 or loose control. DC 8 or accident (reflex DC 5 to bail out
no damage, otherwise D6 damage, random location. (head still means death- spinal injury)
Fire on the move: DC 6 to hit.
can fit 1 driver and 3-5 passengers

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