Team Bravo: The One Year War
A 24” x 24" table. Six-sided dice. A tape measure. Index cards or Post-It notes. Any models you like.
The Basics
UNITS have five numbers, printed on a card and never modified by anything: Skill (2–5), Move (inches), Resistance (0+), Hits, Size (1–5). Plus weapons, each with a Power and a Range in inches.
TURN. Both players roll 1d6; high goes first. Alternate activating one unit at a time. Each unit moves or fires, not both. Resolve immediately. When one side runs out, the other finishes.
SHOOTING. Roll 1d6 — equal to or under Skill is a hit. Then the attacker rolls 1d6 + Power against the defender's 1d6 + Resistance. Attacker higher: 1 damage. Tie or lower: nothing. Armor wins ties. Buildings do not dodge — skip the Skill roll.
SUPPRESSION. A hit that fails to damage costs the target 1 Skill — but only if the attack's Power is at least the target's Resistance. At Skill 0 a unit is demoralised and removed. Restore Skill for the next scenario if the unit survives..
COVER. Terrain that blocks sight, lying between shooter and target, means the target cannot be attacked at all. You need only be behind it, not in it. Model's eye view — use a string. Firing reveals a unit through the end of its own next activation. Everything behind the blocking terrain starts concealed. Units in the same rubble field or building can see each other.
TERRAIN. Two properties: does it block movement, does it block sight.
Failed terrain roll: stop at the edge, activation spent, no attacks.
BUILDINGS are units with a card: Resistance, Hits, what it admits (e.g., infantry, vehicles, probably not mechs), what it becomes when it falls. No Skill; cannot be suppressed. Attack the building, not the people inside. At 0 Hits it collapses to its rubble state and each occupant rolls Skill or takes 1 Hit. Only weapons of Power 3+ can damage a structure.
CLOSE COMBAT. Range 1. A unit without a printed Melee value resolves Range 1 contact as Ramming.
- Melee — Skill roll, then penetration using the printed Melee value.
- Ramming — no Skill roll, Power = Size, resolved in both directions.
KEYWORDS. They grant or deny; they never adjust a number.
- Aerial — ignores all terrain, never concealed, never blocked.
- Split Movement — move, fire, move. Total movement may not exceed Move.
- Fixed Mount — has facing; fires only forward. Turning is movement and costs the activation.
- Breaching — may enter buildings it otherwise couldn't. Skill roll or take 1 Hit.
- Move and Fire — may do both. A permission, not a general rule.
- Sure-Footed — no Skill roll for rubble, rivers, hazardous ground. Not walls.
- Demolition — not a rule; a second weapon line. Charges — Power 4, Range 1, buildings only, two uses.
- Sensor — Instead of firing, reveal one concealed unit within 6".
- Amphibious — Lakes, sea, and deep water are not impassable to this unit. Movement doubled in water.
VICTORY. Score removed units by Size; demoralised counts as removed. Use a turn limit. Give at least one side somewhere it has to be — without an objective, both players correctly refuse to move.
The Antagonists
Definitely not licensed by Bandai. Goes without saying.