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Anti-tank gun note: Any direct fire weapon that has AP denies cover except if within

the injury range. If the target is behind concrete or natural rock then the 50 cal. must roll
for cover.

Axis Vehicles Specs.


Sturmgeschütz IV
50 points + 5 for top gunner Maximum Damage = 4
Movement: 6

Armament:
1 x MG 15 HMG
1 x 75 mm KwK 40 Maximum AP = Heavy Armor

Range:
Minimum: 5in. – 20in. 4d
Medium: 21in. – 40in. 8d
Maximum: 41in. – 70in. 10d

Info: Range is doubled if hatch is open, coaxial machine gun may not fire on same turn
as main turret. Main Barrel traverse is 10°. Coaxial machine gun traverse is 10°. Tank
must wait one turn before firing main turret again.

Movement:
Maximum movement is 6. May turn entire tank a maximum 45° in one turn, however
cannot move the tank forward.

Special Attack:
This tank may switch between HE and AP rounds. It takes one turn to switch ammo
types. May also use the reloading turn to switch ammo types but it must be declared to
all players. To show what ammo type is currently being used, use the ammo counter that
is yellow on one side and red on the other.

AP Round – red side


This round is an anti-tank round designed to penetrate armor.
Maximum AP = Heavy Armor ER: 1in. kill 4in. injure

HE Round – yellow side


This round is an anti-personnel round designed to kill enemy troops.
Maximum AP = Medium Armor ER: 3in. kill 6in. injure

Armor:
Front = Heavy
Sides = Light
Back = Light
Turret = N/A
Top = Ultra-Light
Panzerkampfwagen Panther Ausfuehrung
75points Maximum Damage = 5
Movement:

Armament:
1 x MG 34 HMG
1 x 75 mm KwK 42 Maximum AP = Ultra-Heavy Armor

Range:
Minimum: 5in. – 20in. 4d
Medium: 21in. – 40in. 8d
Maximum: 41in. – 70in. 10d

Info: Range is doubled if hatch is open. Turret may traverse 45° and fire in one turn, or
90° in one turn. Front ball machine gun traverse is 45°. Tank must wait one turn before
firing main turret again.

Movement:
Maximum movement is 6. May turn entire tank a maximum 30° in one turn, however
cannot move the tank forward.

Special Attack:
This tank may switch between HE and AP rounds. It takes one turn to switch ammo
types. May also use the reloading turn to switch ammo types but it must be declared to
all players. To show what ammo type is currently being used, use the ammo counter that
is yellow on one side and red on the other.

AP Round – red side


This round is an anti-tank round designed to penetrate armor.
Maximum AP = Ultra-Heavy Armor ER: 1in. kill 3in. injure

HE Round – yellow side


This round is an anti-personnel round designed to kill enemy troops.
Maximum AP = Medium Armor ER: 3in. kill 6in. injure

Armor:
Front = Heavy
Sides = Medium
Back = Medium
Turret = Light
Top = Light
PaK 40
Anti-tank
20 points
Necessary crew: 2 Movement crew: 4
Range:
Minimum: 5in. – 20in. 4d
Medium: 21in. – 40in. 8d
Maximum: 41in. – 70in. 10d
Maximum traverse: 30° Movement: 3
Maximum AP= Ultra-Heavy Armor ER: 1in. kill 4in. injure

Armor:
Front = Light

Info: You may turn this unit a maximum of 30° in one turn as long as you have a full
movement crew. If affront armor is penetrated, or it is hit with an anti tank weapon from
behind, the weapons is destroyed and removed and all units equipped are affected based
on the anti tank weapon. Also must wait one turn after firing to reload if only has a crew
of 2. It may fire every turn if it has a crew of 4.

8.8 cm FlaK 37
60 points

Anti-tank
Yellow
Necessary crew: 2

Range:
Minimum: 5in. – 20in. 4d
Medium: 21in. – 50in. 8d
Maximum: 51in. – 70in. 10d
Maximum AP= Ultra-Heavy Armor ER: 2in. kill 4in. injure

Artillery
Red
Necessary crew: 4+Officer
Range: 20in. – 3470in. 20d
Maximum AP= Heavy Armor ER: 5in. kill 9in. injure

Armor:
Front = Light
Info: You may turn this unit a maximum of 90° in one turn. If front armor is penetrated,
or it is hit with an anti tank weapon from behind, the weapons is destroyed and removed
and all units equipped are affected based on the anti tank weapon. Also must wait one
turn after firing to reload if only has a crew of 2. It may fire every turn if it has a crew of
4. Also can switch between artillery and anti-tank after waiting two turns and to show
what ammo type is currently being used, use the ammo counter that is yellow on one side
and red on the other.

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