Plastic Command Rules Quick Reference Sheet v1.
firing, if the score is equal to or above their from shooting so long as the cover is between
General Rules Shoot value the shot hits. The target unit rolls them and the shooting unit, and both gain a +1
1D6 for each hit and if that roll is equal to or to CC roll if being attacked across the cover.
The Principle of Fun: This game should be
above their Save value the hit fails. For any Vehicles in cover may subtract 1 on the
fun, which means no quibbling over rules. If
hits not deflected, that many of the target unit's Vehicle Damage Table. Only 2 soldiers in a
you must, throw a D6 to resolve arguments.
members (chosen by the owner, within range unit can take cover on the "corner" of
Dice: A "D6" is a six-sided die. A "D3" is a
of the firing unit) are knocked over as dead. something (building, column, etc.). Cover is
D6/2 (1,2=1; 3,4=2; 5,6=3).
You may not shoot through a friendly unit. based on line of sight so units in cover from
Failure is Always an Option: A roll of 1 on a
Vision: Soldiers can see 20' across open terrain one direction may not be from another.
D6 when trying to do something (Shoot, Save
(for the purposes of artillery spotting etc.). Buildings: Small buildings may hold 10
etc.) is always a failure (e.g. a 2+ Save cannot
Binoculars double this to 40'. men/floor, big buildings 20. Units may enter a
be modified to a 1+ Save).
Fighting Close Combat building by moving within 2" of an entrance
Getting Started and may change floors with a Walk action.
Charging units move within 2" of an enemy
Armies: Agree with your opponent on a Troops within buildings count as in cover and
unit to engage them in close combat (CC).
Plastic value for the battle and select an army may shoot out of the building in any direction.
Attacker matches up each of his soldiers with
that does not exceed this value. You may shoot at the building OR the unit
an opponent; if the attacking unit outnumbers
Setup: Play on any surface or floor ~4'x6'. The inside. Units may charge into CC with troops
the target unit the defender gets to decide how
battlefield should be ¼-⅓ full of terrain. on ground level by moving within 2" of an
to allocate leftovers. If vice versa then the
Players start at opposite edges and take turns entrance, but must be inside the building on an
attacker allocates leftovers instead. Roll 1D6
(roll D6 for who goes first) placing 1 unit each adjacent floor to CC units on different floors.
for each figure in CC. Highest number wins
within 1' of their edge until all units are placed. Vehicles may not enter buildings. Buildings
and the loser is killed (no Save rolls). Ties
Winning: You win if, at the end of a round, all may be destroyed by shooting at them like
mean figures are still fighting, to be resolved
your opponent's units are destroyed or routing. vehicles: light cover buildings have armor 10,
in a later round. CC ends when 1 (or both)
How to Play heavy cover buildings armor 12. After
unit(s) fails a Retreat test and runs away, or is
The game is played in rounds, where players penetrating, roll on the Vehicle Damage Table,
destroyed. If neither happens, CC is a draw
take turns performing an action with a unit. treating a roll of 3 or 4 as a 2 instead.
and will continue in the next round as soon as
Before each round players roll a D6 to Elevation (hills, cliffs, roofs, high walls,
a player activates a unit in the combat—this
determine who has the first turn. When all towers etc.): +1 to CC roll if charging that
auto-activates all other units in the CC, who
units have acted in that round, the round is round or being charged. Counts as light cover
may not take other actions this round. Units
over and the next one begins. If the sides in a when being shot at from lower elevation.
that charged get a +1 to CC rolls this round
game are uneven, and one player has run out of only, defending units in cover or at a higher Moving across terrain: Difficult terrain like
units to activate, the other player is allowed to elevation get a +1 to all CC rolls. hills, thick woods/grass, ladders/stairs, short
activate all their remaining units consecutively Ramming: Ground vehicles may use a Ram walls (3" or less), unusually soft mattresses,
until all units in play have been activated once. action to charge on a straight path into an and shallow water halves a unit's Move. Units
may climb tall vertical terrain by expending a
Actions infantry unit, hitting any soldier in the vehicle's
full Run action from the base of the object.
On a player's turn they choose 1 unit and path on a 4+. Any not hit or who Save are
This does not count as a Charge and climbing
perform 1 of the following actions with it moved out of the vehicle's path. May ram
units receive a -1 on any CC rolls that round.
(each unit may only do 1 action per round): another vehicle: both vehicles roll D6 and add
Dangerous terrain (barbed wire, punji stakes,
the result to their armor value, highest roll
Action Move Notes tank traps for vehicles etc.): Moving across
wins and loser must roll on the Vehicle
Hold None May also fire dangerous terrain halves a unit's Move
Damage Table.
Walk Up to ½ Move May also fire distance, and causes D3 hits to the unit.
Retreating/Rallying
Run Up to full Move May not fire Vehicles
Once a unit is reduced to ½ its starting soldiers
Charge Up to full Move May not fire, +1 to Vehicle actions are different than infantry:
(round up) roll 1D6. If the roll is below the
close combat in turn unit's Retreat value the unit will retreat away Action Move Notes
from the nearest enemy unit 4D6". The unit Idle None May fire, troops
Moving must take another Retreat test before may (dis)embark
Units may move up to their Move value in any performing any action. If that test is failed the Slow Up to ½ Move May fire, troops
direction. If a unit also wants to shoot that turn unit continues to retreat 4D6". If it does may (dis)embark
it may only move up to half its Move value. regroup (or never broke in the first place) it Move Up to full Move May fire -1 to hit
Units may only move within 2" of enemy units must take a Retreat test every subsequent time Ram Up to full Move May not fire, Ram
if they are charging into close combat. it loses a soldier. Artillery abandons its guns When shooting at a vehicle, roll to hit as
Individual soldiers in a unit must remain when retreating. Retreating units receive a -1 normal. If a hit is scored, subtract the weapon's
within 4" of another soldier in the unit. to all CC rolls. A unit reduced to only 1 soldier Penetration from the vehicle's Armor value,
Shooting gets a -1 to all Retreat tests. then roll that number or higher to penetrate. If
Units armed with a ranged weapon, who have Terrain that number is above 6, the weapon cannot
used a Hold or Walk action, may shoot at an Cover: Units within 2" of light cover (trees, penetrate that armor. If the hit penetrates, roll
enemy unit once per turn. They must be able to wooden fences, ruins, crumpled up clothes, and consult the vehicle damage chart below:
see the target unit and that target must also be cardboard, light brush/grass clumps, D6 Roll Result
within the range of their weapons. Soldiers in a vehicles/destroyed vehicles of armor 10 and 1 Nothing
unit must all fire at the same target unit, except below, etc.) gain a +1 to Save, and units within 2 Shaken: may not activate for 1 round
heavy weapons which may shoot at a different 2" of heavy cover (stone walls, sandbags, 3 Immobilized for rest of game, Flyers
target. Only troops in the unit within range of metal shielding, thick books, ceramic bowls, destroyed
the target may fire. Roll 1D6 for each soldier trenches, concrete, vehicles/destroyed vehicles
4 1 weapon destroyed (owner's choice)
of armor 11 and above, etc.) gain a +2 to Save
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Plastic Command Units and Weapons
5 Vehicle destroyed and flipped over, 6 Vehicle explodes and is removed, Vehicles in cover may subtract 1 on this table.
passengers must make Save roll passengers must make Save roll, Vehicles hit in rear add 1.
infantry within 6" also hit on 4+
Infantry Units
Unit[Size] Move Shoot Retreat Save Weapons Special rules[Possible upgrades] Cost
Rifle squad[10] 24" 4 4 5 10x rifles [A], [C] 50 plastic
Rifle section[5] 24" 4 4 5 5x rifles [A], [C] 25 plastic
Anti-tank section[4] 24" 4 4 5 3x bazookas, 1x rifle and radio [C] 50 plastic
Mortar section[4] 24" 4 4 5 3x mortars, 1x rifle and radio [C] 50 plastic
Sniper team[2] 24" 4 4 5 1x sniper rifle, 1x rifle and radio [C] 20 plastic
Command section[5] 24" 4 3 5 4x rifles, 1x Officer with pistol [C] 50 plastic
Assault section[5] 24" 4 4 5 5x rifles and bayonets, 5x grenades [B] 60 plastic
Paratrooper squad[10] 24" 4 4 5 10x carbines Airborne, [A], [C] 70 plastic
Paratrooper section[5] 24" 4 4 5 5x carbines Airborne, [A], [C] 50 plastic
Commando squad[10] 24" 3 3 4 10x rifles +1 in CC, Airborne, [A], [C] 80 plastic
Commando section[5] 24" 3 3 4 5x rifles +1 in CC, Airborne, [A], [C] 40 plastic
Combat engineer section[5] 24" 4 4 5 5x rifles Engineers, [B],[C] 60 plastic
Officer[1] 24" 3 3 4 1x pistol +1 in CC, Leader, [D], [C] 10 plastic
Medic[1] 24" 4 4 5 1x rifle Medic, [D], [C] 10 plastic
Vehicles
Unit Move Shoot Armor Weapons Special rules Cost
Jeep 5' 4 10 Machinegun Transport[5] 25 plastic
Truck 4' 0 10 None Transport[10] 25 plastic
APC 4' 4 11 Autocannon Transport[10] 60 plastic
Halftrack 4' 4 11 Machinegun Transport[10], Open-topped 50 plastic
Tank 3' 4 12 Tank cannon May add machine gun for +10 plastic 80 plastic
AA Tank 3' 4 11 Dual autocannons None 70 plastic
Artillery 12" 4 Light cover Artillery cannon Wheeled weapon 30 plastic
AT gun 12" 4 N/A AT Cannon Wheeled weapon 25 plastic
Light helicopter 6' 4 10 None Transport[5], Hover, May add machine gun for +10 plastic 60 plastic
Transport helicopter 5' 4 11 Machinegun Transport[10], Hover 80 plastic
Attack helicopter 5' 4 11 Missiles Hover, May add machine gun for +10 plastic 90 plastic
Jet 7' 4 12 2x Missiles Flyer, Fast, May add machine gun for +10 plastic 100 plastic
Weapons
Weapon Range Shots Penetration Special rules
Bayonet 2" 1 1 +1 in CC, Grounded
Pistol 2' 1 4 None
Rifle 4' 1 4 +1 to hit if unit does not move this turn
Carbine 3' 1 4 May Run and fire in same turn
Submachine gun 3' 2 4 None
Shotgun 18" 1D3 4 +1 to hit
Sniper rifle 6' 1 5 Ignores Save, may designate specific target in unit, always hits on a 2+, may not fire if unit moved
Machine gun 4' 3 5 None
Flamethrower 18" 1D6 4 Ignores cover, hits automatically, if soldier carrying it is killed roll D6, on a 6 it explodes and any infantry
within 6" are hit on a 4+, Grounded
Bazooka 6' 1 7 Explosive, Armor piercing
Mortar 7' 1 6 Indirect fire, Explosive, Grounded
Grenade 18" 1 6 Explosive, Grounded
AT grenade/C4 18" 1 7 Explosive, Armor piercing, Grounded
Autocannon 6' 2 6 Armor piercing
AT cannon 7' 1 8 Armor piercing, May add Airborne for +10 Plastic
Artillery cannon 8' 1 7 Indirect fire, High explosive, Armor piercing, Grounded
Tank cannon 6' 1 7 High explosive, Armor piercing
Missile 7' 1 7 High explosive, Armor piercing
Minefield 0 1D6 7 Minefield, Grounded
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Plastic Command Units and Weapons
impossible to land spot (e.g. through a wall, on Hover: Ignores terrain and minefields, may
top of punji stakes etc.) the unit is lost. All move vertically any amount. Assumed to be
men must deploy within 6" of the target drop visible to anyone on the battlefield unless a
point. This deployment counts as their action particularly high terrain feature (couch,
this round. bookshelf, etc.) is in the way. Weapon ranges
Engineers: Once per battle this unit may use are measured from the ground level of the
an action to either: lay a minefield directly in hover vehicle, not its height.
front of them, build a 2' long bridge directly in Flyer: Ignores terrain and minefields, may
front of them, build a 1' length of heavy cover move vertically any amount, may not Idle, and
(walls/trenches etc.) with no part of the cover MUST move at least 2' each turn. Assumed to
Infantry upgrades further than 2" from a soldier in the unit, build be visible to anyone on the battlefield unless a
1' of barbed wire or tank traps/dragon's teeth, particularly high terrain feature (couch,
or 1 bunker. May use an action to repair bookshelf, etc.) is in the way. Weapon ranges
A| Replace 1 rifle/carbine with either: immobilized vehicles or vehicles with are measured from the ground level of the flyer
Machinegun +10 plastic damaged weapons within 2" (only 1 repair per vehicle, not its height.
Bazooka +10 plastic turn, may not fire or take any other action Fast: Units shooting at this vehicle receive a
Flamethrower +10 plastic during the repair). -1 to hit.
Mortar +10 plastic Leader: Units with Officers use the Officer's Radio: All vehicles have radios.
Retreat value instead of their own. Units Transport[N]: Friendly units of up to [N]
Replace up to 2 rifles/carbines with:
within 3' may re-roll failed Retreat tests. soldiers may use Walk actions to
Submachine gun +5 plastic Medic: May use an action to attempt to heal 1 embark/disembark from this vehicle by
1 soldier each (up to 3) may have: fallen soldier within 2". Roll a D6: on a 1-2 the moving within 2" of any doors/hatches, but
Radio +5 plastic soldier is dead and no further healing attempts this requires the vehicle to only perform an
Minesweeper +5 plastic may be made, 3-4 the soldier is wounded and Idle or Slow action this round. If a unit is
Replaced by Officer +10 plastic future healing attempts may be made, 5-6 the within a transport when it is destroyed all
soldier is healed and you may stand them up. soldiers must take a Save test, and any
On the following round they may rejoin their survivors are then placed within 6” of the
B| Replace up to 2 rifles/carbines with: unit and move and fight as normal. destroyed transport.
Submachine gun +5 plastic Radio: Units equipped with these let indirect Open-topped: Indirect weapon hits count as
Shotgun +5 plastic fire units (like mortars and artillery) also this vehicle having a -1 armor value. If this
Flamethrower +10 plastic equipped with these fire at what they can see, vehicle performs an Idle or Slow action this
1 soldier each (up to 3) may have: even if the indirect fire unit cannot. Also, once round any passengers may shoot out from
Radio +5 plastic per round allows one unit to re-roll a Retreat inside it.
test if the command section also has a radio (or Naval: This vehicle may only move on water.
Minesweeper +5 plastic
is mounted in a radio-equipped vehicle), even Amphibious: This vehicle may move on land
Replaced by Officer +10 plastic if it is over 3' away. and water and has different movement rates for
Minesweeper: Units equipped with these do each, designated as X"/Y" in its Move stat,
C| Upgrade any soldier with: not take hits in a minefield, but must still halve where X=land movement rate and Y=water
Grenades +5 plastic movement when crossing one. A soldier using movement rate.
AT grenades +10 plastic a minesweeper may not fire his rifle. Once a Weapon special rules
unit equipped with a minesweeper passes all
Bayonet +1 plastic
the way through (12") a minefield that Minefield: A 12" square area marked off at
1 soldier may have: minefield is considered disabled and other each corner. Enemy units move through at ½
Binoculars +5 plastic units may pass through with no penalty. Move value and take D6 hits for each round
Binoculars: Units upgraded with this may see they are in contact with the minefield.
D| Replace pistol or rifle with: a distance of 40' instead of 20'. Indirect fire: May fire at a unit it cannot see
Rifle +5 plastic so long as another unit equipped with a radio
Carbine +5 plastic Vehicle special rules can see the target.
Submachine gun +5 plastic Wheeled weapon: Crewed by 2 soldiers with Explosive: Explosive weapons can hit more
rifles and 1 with a radio, may add up to 2 than one figure when fired into a squad. If the
Shotgun +5 plastic
additional crew at cost of 10 plastic per soldier. shot hits, roll a D3 to see how many hits that
May be upgraded with May not move and fire in the same turn shot causes, and the defender must roll that
Radio +5 plastic (turning counts as moving). May only fire at many Saves. Does not apply against vehicles.
Minesweeper +5 plastic targets in a 180 degree arc to its front. May not High explosive: High explosive weapons can
fire without at least 2 crew. May replenish hit more than one figure when fired into a
Infantry special rules crew from nearby infantry units at the cost of a squad. If the shot hits, roll a D6 to see how
Airborne: Instead of deploying normally at Run action. Crew counts as being in light many hits that shot causes, and the defender
the start of a game, on player's turn this unit cover. Crew may not fire personal weapons in must roll that many Saves. Does not apply
may deploy anywhere on the battlefield by the same turn the main weapon fires. May be against vehicles.
picking a target location at least 2' away from towed by any ground transport vehicle by Armor-Piercing: +1 on vehicle damage table
any enemy unit and rolling a D6. On a 5+ the spending one turn hitching/de-hitching and after penetrating.
drop succeeds and the unit deploys at that when hitched uses that vehicle’s movement Grounded: This weapon may not target any
location, but on a 1, 2, 3, or 4 unit is blown off rate. Crew may embark/disembark the vehicle Hover or Flyer units.
course 4D6" north, east, south, or west, in the same action as hitching/de-hitching the Heavy: This weapon may only fire on a Hold
respectively. If this new drop location is in an weapon. The opposing army may take and action.
re-crew the weapon if the crew is all killed.
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