Rules for the Killer Joke,
1 The joke may only be used by British forces fighting Germans. 1.1 The joke may only be used by British MMC or SMC. 1.2 The joke may only be used in 1944 and 1945. 1.3 The joke may also be used by prisoners during interrogation.
2 Usage 2.1 The player makes a usage dr on a dr 1-3 the joke may successfully be used. on a 6, some German speaking friendly forces happen to be nearby and overhear the joke. Random selection is used in order to determine the unit,s affected in the hex. The unit,s immediately suffer casualty reduction. 2.2 Have passed the usage dr the Unit attempting the joke must spend 2MF in the present location deploying the joke. 2.2.1 If they survive all DFF made against them, the joke takes immediate effect after the expenditure of the 2MF.
3 Effect 3.1 All German units in the same hex, and all adjacent hexes, are immediately KIA. 3.2 All Germans at 2 hex range, having only heard part of the joke, are immediately casualty reduced, broken, and disrupted. 3.2.1 They may be captured, but may not be moved from the current location, for the remainder of the scenario. ( They are laughing too hard to walk.)
4 All Germans stacked with a moving vehicle, or fired on by HE,FFE,or Bombs are immune to the joke. (It is drowned out by the explosions.)
5 Use of the joke immediately invokes No Quarter against the British for the remainder of the scenario.
1 The joke may only be used by British forces fighting Germans. 1.1 The joke may only be used by British MMC or SMC. 1.2 The joke may only be used in 1944 and 1945. 1.3 The joke may also be used by prisoners during interrogation.
2 Usage 2.1 The player makes a usage dr on a dr 1-3 the joke may successfully be used. on a 6, some German speaking friendly forces happen to be nearby and overhear the joke. Random selection is used in order to determine the unit,s affected in the hex. The unit,s immediately suffer casualty reduction. 2.2 Have passed the usage dr the Unit attempting the joke must spend 2MF in the present location deploying the joke. 2.2.1 If they survive all DFF made against them, the joke takes immediate effect after the expenditure of the 2MF.
3 Effect 3.1 All German units in the same hex, and all adjacent hexes, are immediately KIA. 3.2 All Germans at 2 hex range, having only heard part of the joke, are immediately casualty reduced, broken, and disrupted. 3.2.1 They may be captured, but may not be moved from the current location, for the remainder of the scenario. ( They are laughing too hard to walk.)
4 All Germans stacked with a moving vehicle, or fired on by HE,FFE,or Bombs are immune to the joke. (It is drowned out by the explosions.)
5 Use of the joke immediately invokes No Quarter against the British for the remainder of the scenario.