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AP

Firepower ARMOR Value Type


Range To Hit Save Number FormaUon Leadership Morale
FIRE
A"ack Roll (2D6) = AP or HE FP, hi8ng if >
To Hit number.
Augmented Firepower a + adds an
extra die, then drop lowest die.
Op Fire = Unit may only be a"acked once
per hex entered
Overrun : +1 Movement to enter and
must be able to exit
Arty/Mortar Fire: enUre hex; may re if has
a LOS from HQ/sHQ or Recon
SAVES
If to-hit = 6 a]er mod. -1 FP
Hard targets = 2 Def. Bonus dice max.
Improved PosiUons = -1 hit
Concealed = Not marked Ops Complete
Not moving + Not adjacent to a Good Order
friendly unit + Not in the LOS and within 4
hexes of a Good Order, in command,
friendly reconnaissance unit
DAMAGES
Normal Disrupted
Step Loss Eliminated
2 x Disrupted = Step Loss + Disrupted
Disrupted = no Fire + no Move towards
enemies in LOS + Defend only in Assaults
Out of Command = No Fire + no Move;
May Op Fire.
HQ EFFECTS
If a friendly unit in the same hex is
disrupted or reduced, roll 1d6 (with a -2
drm if a friendly unit was destroyed).
On a 1 or less the HQ is reduced. A HQ is
destroyed if all units in the hex are
destroyed.
Add HQ Leadership raUng to the
Firepower or Assault Factor of any one unit
in its hex.

FATE POINTS
1 point re-roll any die OR raise/lower the
number showing on a die by one OR remove an
Out of Command marker from a hex
2 points remove an Ops Complete marker
from a friendly unit OR return any just-drawn
marker, before use, back to the cup




Movement Command Range
HE Firepower ASSAULT Factor
Underlined Range = no Extended or Reduced range

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ruestchm@free.fr - Based on the WSR Combat Summary from BGG: kentreuber

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