ABOUT US
ABOUT US
Combat is fairly easy. Typically, a unit would roll one die for its quality, one die for its small arms firepower, and one die for its support weapon. The opponent would roll one die for range, with adjustments for cover. If one of the attacker's dice is greater than the defender's die, the defender is suppressed. If two or more dice are greater than the defender's die, the defender is suppressed and can potentially take casualties. Any other result is a miss. The dice rolled can be 4-sided, 6-sided, 8-sided, 10-sided, or 12-sided. This is determined by the number of men in the squad and their quality, but it is altered by the defender's terrain.
Stargrunt II isn't without its problems. Small arms resolution is often too lengthy. First there's the opposed roll to hit. If there are potential casualties, one rule — admittedly an option — has the attacker rolling another die to see if fractional casualties are rounded up to real casualties. In other words, if there were 3 and 5/8 potential casualties, a D8 is rolled with a result of 1 to 5 meaning there are four potential casualties instead of three. Each potential casualty requires an armour versus impact roll. For each actual casualty there is another die roll to figure out which figure was hit. This is followed up with a Confidence Test and potentially a Panic Test.