WHAT IS THIS?
Squad Hammer as a game has been extremely well received. 
Clearly a lot of gamers are very eager for a system that let’s you “make it up as you go”
but with an underlying logic structure to ground your decisions in.
However, there are also some areas that could use tightening up, areas that were
unexplored and areas that are a bit too fiddly.
This is a chance for people outside the “Inner Circle” to play a part in the Squad
Hammer update process.
Found on the following pages, you will find an updated initiative system.
Give it a try in your games and let me know how you end up getting on with it. 
If you have suggestions, concerns or feedback, do not hesitate to get in touch with me
at nordicweaselgames@icloud.com 
                             INITIATIVE v2
        ROLLING TO GO FIRST                     ROLLING FOR ACTIVATIONS
The game is played in a series of turns    When it is your turn to play, roll 2D6 and
alternating between the players.
          pick the highest die. 
Determine who takes the first turn by      This is your Activation Score and tells
rolling a D6 each with the higher score    you how many units get to act this turn.
picking to go first or second.
                                           Any troops that do not receive an
In a prepared scenario, typically the      Activation Point are assumed to be
attacker goes first.
                      hunkered down, gathering their wits or
In ambush style games, the ambushers       trying to figure out exactly what is going
go first.
                                 on.
In any scenario where the first turn is    You can pick the units in any order you
pre-determined, the player going last      like.
may opt to roll a D6.
On a 6 they “sneak one” and can go first   Simply pick a unit, carry out its actions,
after all.
                                then pick another unit. 
                                           There is no need to nominate all of your
                                           units ahead of time.
                                                        ELITE ARMIES
                                           Armies that are battle hardened, highly
                                           trained and well coordinated can add
                                           one to their Activation Score.
         IRREGULAR ARMIES                                   BIG GAMES
Poorly trained forces tend to be unable      If you like to play large battles, determine
to coordinate effectively, however they       before playing how many Activation
can occasionally prove dangerous             Dice you will roll per turn from 3D6 to
through sheer enthusiasm.
                   5D6, 8D6 or however many you need.
Irregular forces roll one D6 less than       Roll the indicated number of dice and
normal for their Activation Score but        drop the single lowest die. 
receive 3 additional Activations for every
6 rolled. 
                                  In multi-player games, we suggest rolling
                                             enough dice that every player on your
                                             side is assigned a single die.
             RATTY ARMIES
                                             For example in a game with three players
If your army includes any un-painted         on one side, roll 4D6.
miniatures, you must deduct 1 from your
available Activation Score. 
                            TAKING ACTIONS
This can result in receiving no points
available at all. 
                          When a unit has been selected to act, it
                                             can do one of five things:
            COMMANDERS                       Engaging units can move and fire
                                             normally, this is the standard “combat”
If you have a unit designated as a           order that you will be using most of the
Commander, you may add +1 to your            time.
Activation Score.
                                             Redeploying units can move at an
You can only claim a +1 bonus for every      increased pace provided they are not
2 Activation Points rolled on the            near enemy forces.
Activation die.
                                             Regrouping units hunker down and try
For example if the die roll is a 3, you
                                             to sort themselves out, tending the
could claim only a single +1 bonus no
                                             wounded and restoring cohesion.
matter how many Commanders you
brought along.
                                             Withdrawing units move away from the
                                             enemy, in an attempt to restore morale.
                                             Supporting units can perform non
                                             combat actions. 
          YOUR FIRST GAME                          UNIT BUILDING NOTES
Give each side one Commander.
             Determine if the unit is a Commander. 
Roll 2D6 for Activations, ignore all the   Determine if the army in its entirety is
other options.
                            Elite or Irregular.
Remember to only use the highest of the
dice.
                                     If you intend to field unpainted figures,
                                           declare the army Ratty and buy a
                                           paintbrush.