Professional Documents
Culture Documents
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.
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
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