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Random directions: Roll 2D6 to determine in which direction a vehicle moves each turn during Compulsory Moves. The vehicle turns through 45 degrees
Rallying modifiers
clockwise for each point on the dice before advancing its full move. For example, a result of 2 means the vehicle turns through 90 degrees to the right and then
advances its full move. A result of 7 means it turns through 315 degrees (or 45 degrees anti-clockwise) before advancing; on a 12, it about faces (see main rules,
page 30 for diagram)
–1 for each stand lost during the game
–1 if within two moves of an enemy
+1 if secure flanks
A unit rallies if a roll of 2D6 is less than or equal to its modified Terrain Infantry Cavalry Artillery Notes
Morale Factor Gentle Slopes Half move Half move Half move
Steep Slopes Quarter move Quarter move Quarter move
Broken Ground Full move if irregulars Impassable Impassable Impassable to infantry that is not irregulars
Woods Half move Half move Impassable Fliers unaffected
Spotting modifiers
Rivers/Stream (if fordable) Half move Half move Quarter move All but fliers and hover tanks stop on contact
Low Hedges/walls Half move Half move Impassable All but fliers and walkers stop on contact
High Hedges/walls Move to other side Impassable Impassable All but fliers and walkers stop on contact
–1 for every 30cm from target Shallow Ditches Full move Full move Impassable All but fliers, walkers and hover tanks stop on contact
–1 if target is in soft cover Deep Ditches Half move Impassable Impassable All but fliers, walkers and hover tanks stop on contact
Difficult Terrain Impassable Impassable Impassable Fliers unaffected
–2 if target is in hard cover (ruins etc)
Bridges Full move Full move Full move Must be in march column to cross a bridge
+1 if native troops Buildings (march column) Full move Full move Full move Artillery cannot unlimber in buildings
+1 if spotting large target Buildings (other formations) Half move Half move Half move Unlimbered artillery cannot enter buildings
+2 if target unit fired last turn
+2 if spotting from flier The effect of terrain on vehicles varies according to the type of vehicle, see individual terrain definitions. Units that encounter a change in terrain move at a rate
appropriate to that terrain for the remaining part of their move. For example, an infantry column moves 10cm in the open up to an orchard; it can then move up
All units have a Spotting Factor of 7 to 5cm, half its remaining move of 10cm, into the orchard.