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OpReb Fist LogoOpen Rebellion

15mm Sci Fi Wargaming


Initiative Order

Image of a Banshee class mech

Players alternate activating platoons until all platoons have been activated. After all the platoons have been activated then a new turn begins, and you alternate through all the platoons again.

When activated, each platoon completes two actions.

So we have two terms: activation and action. You activate a platoon and it gets two actions.

Actions can be things like moving or shooting. A platoon can do any two actions in any order. So you can move and then shoot, or shoot and then move. The actions don’t interfere with one another, so you can move and then move again, no problem. Or you can shoot and then shoot again, cool huh? This freedom of action is one of the fundamental ideals of the rebellion.

At the start of a turn there is a little dicing off to see who gets to activate first. Each player nominates a unit. Those two units each make a skill test. The one that gets the most bangs activates. That happens at the start of each new turn. Ties can be broken by fisticuffs or rock-scissors-paper or something. Then the players alternate activating platoons as mentioned above, until they have all activated. On each new turn, players rinse and repeat.

Some actions are:

  • Standard Move; infantry move 5”
  • Tactical Move; infantry move 5” + the bangs from a skill test
  • Platoon Small Arms Fire; that’s shooting
  • Support Fire; missile launchers and stuff
  • Initiative Action; keep your heads down and wait (to get rid of multiple pinned markers)
  • Communications, Smoke Grenades, Field Observations, Set Demolition Charges, Overwatch, etc.
Platoon Lt.

Platoon Commanders

Platoon commanders and other high level HQ units have a special action available. They can activate a unit under their command and give it one extra action.

If the target unit has already activated this turn, then they re-activate and execute their one transferred action. If the target unit has not activated this turn, then they activate and execute three actions (2 regular actions + 1 transferred action).

If the target unit is outside the captain’s command radius, the captain has to pass a comms test to communicate his orders through the ambient battlefield jamming and electromagnetic noise. The command radius will vary with the comm systems available, the mission specifics, line of sight, etc.