Oriental Assault

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Army Men

Oriental Assault
The following are some extra rules that you can use with the Army Men war game that are optional and
used to add individual style to your game.

SPECIAL WEAPONS: The following are special weapons that you can use for scenarios.

Blow Gun: range 0, damage 0, knocks units out of action for the game, but you do not need to roll on the
injury table in campaign mode.

Katana: CQC, ignores defensive bonuses

Throwing stars: range 1, attack 1, damage 1, this is the only ranged weapon that a CQC fighter can use.

Samurai armor: +2 defense, -1 movement

Flak Jacket: +1 defense, -1 damage against explosives.

Nun Chucks: x2 attacks, -1 attack, -1 damage, CQC weapon

Club: +0 attack, +0 damage, Knocks the target down on a successful hit and the target must spend the next
turn getting up.

Ninja Bow: D6 range, +2 damage, +0 attack,

Whip: attack 0, damage 0, D6 range. An attack roll of 6 disarms target for the rest of the game.

Lasso: D6 range, attack0, damage 0, target is knocked down for 1 round on a successful attack..

SPECIAL CHARACTERS: The following are some special characters that you can use for role playing

Ninja: movement 2, range CQC, attack 2, defense 2, damage 0, health 0

Samurai: movement 0, range CQC, attack 0, defense 2, damage 2, health 2

Kung fu master: movement 1, range CQC, attack 1, defense 2, damage1, health 1

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