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FIRING

To Hit Green Average Veteran


Close 3-6 4-6 5-6
Efftve 4-6 5-6 6

Effect Miss Shock Kill


Open 1, 2 3, 4 5, 6
Light 1, 2, 3 4, 5 6
Hard 1, 2, 3, 4 5 6

COMMAND RATINGS
Rank Initiative Range Hits on Leaders
Junior Leader 2 6 Roll Effect
Senior Leader 3 9 1 Dead
Ranking Leader 4 12 2,3 No activation in this turn
4-6 Reduce Initiative by 1
COMMAND DICE
Roll Effect Infantry Movement Restrictions
1 Activate one Fire Team
Terrain
2 Activate one Section
Open No restrictions
3 Activate one Junior Leader
Broken No At the Double
4 Activate one Senior Leader
Heavy -1 pip per dice. No doubling
5 Add one to CoC Dice tally
Really -2 pips per dice.
6 Special Effect Heavy No movement At the Double
Low Roll 2D6. Remove the lower
SPECIAL EFFECT
Obstacle dice rolled
One 6s: Pass Initiative
High Roll 2D6. Remove the higher
Two 6s: Retain next Tactical Phase
Obstacle dice rolled
Three 6s: End Turn. Retain next
Tactical Phase. Dense One Phase to cross
Four + 6s: End Turn. Retain next Obstacle
Tactical Phase. Gain Chain of Command
Dice. Random Event. Vehicle Movement Options
Stationary or move 1D6 and fire
weapons at full effect
INFANTRY MOVEMENT Move 2D6 but do not fire the main
Tactical Movement: Move 1D6 inches gun. MGs fire with half dice
and take cover. Flat-out with 3D6 but no firing or
interrupting possible.
Normal Move & Fire: Move 1D6 inches
and fire at half effect.

Normal Movement: Move 2D6 inches


but no firing allowed.

At the Double: Move 3D6 but each Fire


Team will take one point of Shock per
Team to reflect disorder.
FORCE MORALE
Setback No effect -1 point -2 points -3 points
Team wiped out 12 3456
Section wiped out 123 456
Team Breaks 1 2345 6
Section Breaks 12 3456
Junior Leader wounded 12 345 6
Junior Leader killed 123 456
Junior Leader Routs from table 12 3456
Senior Leader wounded 1234 56
Senior Leader killed 1 2345 6
Senior Leader Routs from table 1234 56
Support unit killed 123 456
Support Unit routs 1234 56
Loss of Jump-Off point 123 456

Morale Effect
Level CLOSE COMBAT
5+ Act as desired Leader Initiative: +1D6
4 Command Dice reduced by Quality Advantage: +2D6
one Enemy movement: +1D6 each
3 Command Dice reduced by Shock, 2 points: -1D6
two Aggressive Troops: +1D6 per 3
2 Command Dice reduced by SMGs, each: +2D6
two. Remove one Jump-Off LMG, each: +4D6
Point of your opponents MMG/HMG: +6 D6
choosing. (dont roll for the Defend Light cover: +1D6 for 3
loss of this jump-off point) Defend Heavy Cover: +1D6 per 2
1 Command Dice reduced by Hit in Rear: -50%
three. Pinned: -50%
0 Rout or Surrender
5= Kill, 6= Kill + Shock

THE TURN END COMPARE KILLS:


All smoke other than that from a fire is
Draw: Fight again, three rounds
removed from the table By 1: Back 6
All Tactical and Overwatch markers are By 2: Back 9. +2 Shock
removed By 3: Back 12. +2 Shock
Any Jump-Off Points which have been By 4: Back 18. Double Shock
captured are removed
Any mortar barrages will now cease
Any Pinned Units will check their level of
Shock to see if they remain Pinned
Any un-rallied Broken Unit and Leader will
Rout from the table
Test Force Morale for any Routed Leaders

TANKS, ARMOURED CARS, SP GUNS


EQUAL HITS AND SAVES HALFTRACKS & CARRIERS
12 No effect EQUAL HITS AND SAVES
34 Halt and engage firer in next Phase
12 No effect
56 1 Shock. Reverse 1D6 immediately.
34 Reverse 1D6 immediately. Any
Any infantry in the way are moved by
infantry in the way are moved by the
the controlling player to avoid being
controlling player to avoid being run
run down
down
ONE NET HIT 5 Must immediately drive flat-out
1 1 Shock. Driver panics and may not towards cover
be activated in the next Phase 6 1 Shock. Any passengers must deploy
2 1 Shock. Gunner panics and may not now
be activated in the next Phase ONE NET HITS
3 1 Shock. Commander panics. The
1 1 Shock. Driver panics and may not
vehicle may not be activated in the
be activated in the next Phase
next Phase
2 1 Shock. Gunner panics and may not
4 1 Shock. Engine damage. All future
be activated in the next Phase
movement will be Fast or Flat Out but
3 1 Shock. Commander panics and may
removing the lowest dice rolled each
not be activated in the next Phase
time
4 1 Shock. Engine damage. All future
5 1 Shock. Gun sights damaged. -1 to
movement will be Fast or Flat Out but
hit target
removing the lowest dice rolled each
6 2 Shock
time
TWO NET HITS 5 1 Shock. Forward weapon destroyed
1 2 Shock. Driver killed. It takes two 6 2 Shock. Reverse 2D6 immediately
activations in subsequent Phases to
allow another crew member to take
TWO NET HITS
over 1 2 Shock. Driver killed. 2 Phases of
activation to change
2 2 Shock. Gunner killed. It takes two
activations in subsequent Phases to 2 2 Shock. 1D6 hits on the weapon crew
allow another crew member to take and passengers
over 3 2 Shock. Commander wounded.
3 2 Shock. Commander wounded. Reduce Command level by 1. 1D6 hits
Reduce Command level by 1 on passengers
4 2 Shock. Immobilised for rest of game 4 2 Shock. Immobilised for game.
Passengers disembark immediately in
5 2 Shock. Hull MG out of action for
base to base contact with the vehicle
game
5 2 Shock. 2D6 hits on passengers
6 Main Gun out of action for rest of
game 6 3 Shock. Reverse 2D6 immediately.
1D6 hits on passengers
THREE NET HITS THREE NET HITS
1-4 Knocked Out
1-4 Knocked Out, 1D6 hits on passengers
5-6 Explodes. Ronson explodes on 4-6.
as if a target in the open
1D6 hits on any infantry within 4
5-6 Explodes, crew dead. 1D6 hits on any
infantry within 4. 2D6 hits on any
AFV NOTES passengers
Ronson Burns more easily. See three net
hits for tanks
Heavy Treat side hits as frontal armour
Armour and read hits as side armour for
defensive armour rolls.
THE MASTER ARSENAL TABLE
INFANTRY WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Bolt Action Rifle 1
Semi-Automatic Rifle 1 Re-roll any 1s
Automatic Rifle (BAR) 3 0-18 Over 18 Re-roll any 1s
Magazine LMG 6 Lose 2 Firepower when crew reduced to 1
Belt Fed bipod LMG 8 Lose 3 Firepower when crew reduced to 1
SMG or Machine Pistol 4/2 0-6 6-12 Firepower is range dependent
Assault Rifle 3/1 0-18 18-48 Firepower is range dependent.
Tripod Mount 10 0-24 Over 24 Lose 3 Firepower when crew reduced to 1.
MMG or HMG HMGs reduce cover by one level
Pistol 1 0-9 -
Sniper 1 unlimited See sniper rules section 9.5
Grenade 2 in open, 4-11 - Roll for hits as though target in the open
3 enclosed
Rifle Grenade 2 - 18-60 Roll for hits as though target in the open
Infantry Flamethrower 12 0-12 All cover is ignored. Shock is doubled
2 or 50mm mortar 2 With LOS No LOS Reduce cover by one level unless target has
overhead cover
60mm mortar 3 24 + 24+ Reduce all cover by one level
with LOS No LOS
3, 80mm, 81mm 4 - Any Range Dice for hits on all Teams within the
mortar barrage area. All units Pinned
VEHICLE WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Internal Vehicle MG 6 0-18 Over 18
Top Mounted MMG or 10 0-24 Over 24 Reduce cover by one level
HMG
20mm Cannon 6 0-24 Over 24 Reduce cover by one level
Vehicle Flamethrower 16 0-36 All cover is ignored. Shock is doubled

SOFT-SKINS
ZERO HITS AND SAVES
12 No effect
34 Reverse 2D6 immediately. Any
infantry in the way are moved by the
controlling player to avoid being run
down
5 Driver panics. Must immediately drive
forward at flat-out speed
6 Any passengers must deploy now
ONE NET HITS
12 No effect
34 Reverse 2D6 immediately. Any
infantry in the way are moved by the
controlling player to avoid being run
down
5 Driver panics. Must immediately drive
forward at flat-out speed
6 Any passengers must deploy now
TWO NET HITS
1-4 Destroyed. 1D6 hits on any
passengers as if in open
5-6 Explodes, crew dead. 1D6 hits on any
infantry within 4. 2D6 hits on any
passengers

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