Let's Play Lost Patrol Again (Original 2000 Rules Playthrough)
Always Board Never Boring is having another crack at Lost Patrol. This time, he's doing a playthrough with the original rules from the first edition of the game (released in 2000). Will the marines have more luck as they venture onto the deadly death world of deathly deaths?
(Sorry this one went up a little later than planned. Real life got in the way.)
Want to know how to play the original Lost Patrol rules with your spangly new second edition? Here goes:
Find 18 tokens to represent lurkers, and an additional three dice (not essential, but handy).
All of the rules from second edition are in play, with these changes:
1. Space marines can only shoot at lurkers on their space.
2. Scouts roll 3 dice when shooting and hit on a 6. The heavy bolter rolls 6 dice.
3. On a lurker turn, the choices of actions are to start a new stack with 2 tokens, add 2 tokens to any existing stack, or move a stack.
4. When moving a stack, move as far as you want, but for each space moved, remove 1 token from the stack.
5. In the ambush phase only stacks in spaces with marines may attack.
6. When assaulting, the lurkers' attack strength is equal to the number of tokens in the stack, to a maximum of 6. Additionally, roll a dice and add +1 if you roll the same number as the number of tokens in the stack.
7. During an assault, space marines roll 2 dice and keep the highest roll. If you roll less than the number of marines on the space, the marines score is equal to the number of marines on that space. They add +1 for a sergeant, and +1 for covering fire. There is no -1 negative modifier for a lone space marine under attack from lurkers.
8. If the scouts win in an ambush, the lurkers are pushed back (scout player chooses). If the lurkers win, the scouts are pushed back (lurker player chooses).
That's it. Have fun!
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