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Weapons, Ammo & Targets

NATO Ordnance

Soviet Ordnance

SMALL ARMS vs INFANTRY

Fast +2

Thermal -2

target must be spotted and within weapons range


Attacker- rolls 1d6 + Firepower + DFT Modifiers (a sniper rolls 2d6)
Defender- rolls 1d6 + Terrain Modifier (a lone snipers TM is doubled, not from artillery / sniper)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check
Damage Check (on DFT) 1d6 + (the difference of die rolls) vs Morale (die roll modifier: - leadership)
A Hero is created from an MMC when a 1 is rolled, followed by an even die roll

Small +1, Fast +2

SMALL ARMS vs VEHICLES and Helicopters


Fast +2

Thermal -2

Fast +2

must target specific vehicle (not hex)


Attacker- rolls 1d6 + Firepower + DFT Modifiers (small arms range is halved against helicopters)
Defender- rolls 1d6 + Terrain Modifier (not for helicopters) + lowest armor value (if any)
If Attackers roll is > Defenders roll, targeted unit must take a Damage Check:
- unarmored vehicle / helicopter: for targeted vehicle / helicopter and any passengers
- armored vehicle: for targeted vehicle (if not buttoned) and any outside passengers
Passengers that become Shaken while riding outside on a (PPO, PO) vehicle must dismount

ARTILLERY (off-board) and AIR SUPPORT (fixed wing)

Small +1, Fast +2

Fast +2

Air Support attacks consecutive hexes with cannon (FP) and one hex with bombs (HE equivalent)
Artillery spotter (leader/scout) first places spotting round (in LOS, unblocked), rolls 2d6 for scatter
White die is the distance (1d6 + degrading, - leadership) halved; Black die is the direction
If result still in LOS, may shift the marker 1 hex (in LOS), place FFE marker (attacks all 7 hexes)
Attacker- rolls 1d6 + Firepower or HE equivalent + DFT Modifiers (leadership does not apply)
Defender- rolls 1d6 + Terrain Modifier (not from walls) + lowest armor value (if any)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check
Air Support may use its FP or HE equivalent as a Penetration value + 1d6 (against vehicles / helos)
Targetrolls 1d6 + lowest armor value (halved from above) Air Support does not roll to hit
Large -1

Fast +2

Low +1, Fast +2

ORDNANCE

must first hit target ( the to-hit number at range to target)


Attacker- rolls 2d6 + OFT Modifiers (2 is always a hit, 12 is always a miss)
Aircraft are above the hex they occupy and therefore do NOT receive its Terrain Modifiers
Only guided anti-aircraft weapons (blue hit tables) may attack flying helicopters and air support
Passengers riding on a vehicle that fires or is hit, must dismount and take a Morale Check
A hit from an even dice roll (2d6) that is greater than 2 hits a tanks turret
ATGMs may be Opportunity Fired upon before resolving their attack on its target or hex
If white die is < firing units boxed ATGM depletion number, place an ATGM expended marker
If the target is not destroyed, place Target Acquisition markers (and the target remains spotted)

Fast +2

Thermal -2

if hit, roll for penetration


Attacker- rolls 1d6 + penetration value (- 4 if firing HEAT ammo against red armor factors)
Targetrolls 1d6 + armor thickness value (from front, side or rear impact angle)
An Attackers roll of 1 against a Targets roll of 6 is a dud, 6 vs 1 is catastrophic / target destroyed
If Attackers roll is > Targets roll, the target is destroyed and aircraft crash (crews bail-out)
If Attackers roll is = Targets roll, target takes a Morale Check (shaken / damaged aircraft abort)
- if Morale Check fails, crew abandons and takes a Morale Check; if passes, target is shaken
If Attackers roll is < Targets roll, the target takes a Morale Check - (the difference of die rolls)
- if Morale Check fails, the target is shaken; if passes, the impact has no effect
Morale Check / Rally 2d6 units morale (die roll modifiers: - leadership, - 2 if in a positive TM hex)

ORDNANCE vs UNARMORED VEHICLES

if hit, the vehicle is destroyed


Crew Bail-Out roll 1d6: even is shaken, odd is eliminated (1 is tank brews-up, place smoke #1)

ORDNANCE vs INFANTRY / Weapon Teams

if hit, both players roll 1d6


Attacker- rolls 1d6 + HE value (+1 to HE value if infantry target is moving, not low crawling)
HEAT ammo (red): -1 to HE value if the infantry target is not in a building or bunker
Targetrolls 1d6 (no terrain or leadership modifiers apply)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check

Large -1

Support Weapons

Support Weapons

Fast +2

ORDNANCE vs ARMORED VEHICLES and Aircraft

Low +1, Fast +2

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