
- BGG rank
- BGG #23,561
- BGG rating
- 6.2
Dragonstar Rising
- 1–6 players
- 120 min
- Complexity 3.7/5
- 1987

Rules assistance for Phoenix Command: Advanced Rules for Small Arms Combat
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Phoenix Command: Advanced Rules for Small Arms Combat is an expansion for Phoenix Command released in 1986 for 2–12 players. It was designed by David MacKenzie (I) and Barry Nakazono.
While primarily thought of as a combat system for Leading Edge's Rhand Morningstar Missions RPG, the original Phoenix Command rules were also intended to be used for man-toman skirmish wargaming, either on the tabletop or a hex map. The Advanced Phoenix Command Supplement expands on the rules provided in the Phoenix Command Combat System, allowing players to handle a wide variety of special situations. Each section is modular, making it easy for players to use the appropriate rules, and to select the exact level of game detail desired. More than 20 different sections are included, among them:Blunt Trauma: When Body Armor stops a bullet, it only stops the penetration; it does not necessarily stop the severe bruising and possible broken bones which may result from the bullet's impact. The wounds caused by non-penetrating rounds, called Blunt Trauma, are fully discussed. Smoke: A common factor on many battlefields, Smoke provides vital protection from the enemy during dashes across streets and open areas, towards hostile positions, and during retreats. The full effects of Smoke are explained including the duration of Smoke clouds generated by Smoke Grenades, the effects of wind on the cloud, and the partial visibility possible while the smoke clears. Blind Fire: The standard response to enemy Smoke screens, Blind Fire (firing without being able to see the target) can also be vital in house-to-house fighting, when pinned by enemy fire, or providing harassing fire against unseen opponents. Among the other sections included are: Ballistic Accuracy; Weapon Reliability and Weapon Damage; the Three Round Burst; Explosive Ammunition; Permanent Disabling Injuries; Effective Minimum Arc; Optical Scopes; Spotting; Cover Generation; Large Scale Battlefields; Leadership; Ground Burst Explosions; Mines and Traps; Time of Flight; Evasive Action; Recoil Recovery; Off Hand Fire; Free Actions; Skills; Training; and Experience. -from the back of the book
Phoenix Command: Advanced Rules for Small Arms Combat supports 2–12 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
Phoenix Command: Advanced Rules for Small Arms Combat belongs to these categories: Wargame, Miniatures, and Expansion for Base-game. Categories describe the theme, setting and style of a game rather than its rules. Filter the catalogue by the same category to find similar games when you enjoyed Phoenix Command: Advanced Rules for Small Arms Combat and want something comparable for your next game night.
The credited designers of Phoenix Command: Advanced Rules for Small Arms Combat are: David MacKenzie (I) and Barry Nakazono. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Phoenix Command: Advanced Rules for Small Arms Combat as an expansion for Phoenix Command. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Phoenix Command to use it. Check that your edition of Phoenix Command is compatible, as some expansions were revised between editions.