Rules: (More to Come)IMPORTANT NOTE: Some weapons and things may function differently than the Warhammer universe we all know and love. Don't assume anything! Feel free to ask.
Expertise: Each character's skill is determined by expertise. This can normally range anywhere from 2 for total greenhorn to 9 for bad ass veteran. Your starting expertise will be determined by a random roll of d6+1 the first time your squad comes under fire. If you need to make any expertise rolls before then, you will be assumed to have a rating of 5.
Movement: At the start of each turn I'll be posting the game map. From there you'll tell me what movement stance your characters will take and where in general they'll be moving.
The four stances are:
Patrol: Standard movement, you move 8. Your characters are on the look out for traps and ambushes.
Charge: Fast move. Move 24, your characters are fully focused on getting to a specific area and will trigger traps and be hit by fire much more easily. Need an expertise roll to pass, otherwise they only move at patrol.
March: Fast move. Like Charge, but only move 16 and don't need an expertise roll. Useful for moving rapidly in SECURE areas.
Combat: Players are firing, or expecting fire soon, they are making full use of cover and expecting booby traps. move 4.
Communication: unless your character has a Radio man nearby, try to keep IC chatter down to those who can hear you nearby. If your squad is pinned down by an MG nest and needs support, send a runner to hook up with your platoon leader, he'll determine what to do!
Likewise with HQ. You want some arty cover on that tree line? Call it in. But be specific!
Visibility: The forests on this world are thick and hard to see through. Sometimes enemy fire will be concealed and you may only known the general direction of where the fire is coming from. You can always fire at anything you may think could contain an enemy, but it will suffer a penalty.
Detachment:You lead your squad. You can order them to do things! Want someone to escort those prisoners you just took? You can do that! Just keep in mind if they are detached from all player commands then I will control them until they rejoin your team! Depending on your character's expertise, they may take a while to get back, or they may run into an unknown position.
Composition of OpFor:Civilian Militia: Many small villages dot the thick jungles of Junknar. Subsisting off wild game and swamp rice the rebellion has forced many locals to band together. Poorly armed with whatever weapons they can find ( BA rifles, old autoguns) They lack training but know the local area well. They are less likely to stay and fight fearing retribution on there villages.
Rebel PDF: When the rebellion started, most of the forces that decided to oppose the planetary governor were from the PDF, they have some combat training and have a mix of arms. They care less about the local area and are more willing to cause casualties.
Rebel Junknar Fighters: Though considered a small force overall. Their loyalty lies with the planet and a good chunk of the standing Army has sided with the rebels. They have good training and equipment and may even have access to support asses such as tanks.