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Assault Rifles: Treat these as normal rifles as it is assumed all rifles are now
semi or fully automatic. For this reason there is also no longer any Assault rule
for weapons or Fire & Manoeuvre for the US.
Enhanced Sights: Assault Rifles with magnified sights have Range 30, costing
+1pt per man.
LMGs: All squad belt fed LMGs get ROF 3 and the helper can now also fire his
rifle. Magazine fed squad support weapons are treated as Automatic Rifles.
LMGs in squads without a basic rifleman to act as helper lose one ROF. NCOs
cant be LMG helpers.
Under-slung Grenade Launchers: Fire indirect but need line of sight, HE (D3)
Range 24. Not a team weapon.
Automatic Grenade Launchers: Fire indirect but need line of sight, HE (D3)
Range 24 ROF = 2. Fixed Team or Vehicle weapon.
RPGs: Treat RPGs as Bazooka, LAW as Panzerfaust, Carl Gustav as
Panzerchreck. Use all standard rules including the -1 to hit for Shaped Charge
Weapons.
Guided Missiles: act as Fixed Team weapons but with the stats of medium,
heavy or super-heavy Antitank guns depending on the weapon. Even vehicle
mounted missiles need a Fire Order as they cant fire on the move. They are
Shaped Charge weapons but dont suffer the extra -1 to hit modifier. They do
suffer an extra -1 to hit moving vehicles (those who have Run or Advance Orders
or who have made an Escape move). Guided Missiles cant fire at Close Range. A
Rally order is required to reload a launcher, vehicles with multiple launchers can
reload them all with one Rally order.
Dodging Guided Missiles: vehicles can attempt to dodge Guided Missiles by
firing smoke dischargers and / or making evasive moves. Use the rules for
Escape moves on page 96, but note that non-recce vehicles can only reverse
straight back at half speed. Vehicle escape moves count as moving.
Reactive and Chobam Armour: Reduces the Pen value of Shaped Charge
weapons by 1D6. Reactive armour only works once per vehicle arc.
Moral Checks: Shooting Moral checks must be taken each time the unit takes
casualties when its at half or under the original squad size. This makes the
modern game deadlier without the need to add lots of extra firing dice.
Body Armour: Increase the Damage value by +1 at Long Range if wearing body
armour. Costs +4pts per man.
Medics: Medevac rules?
C3 Bonus: If a double 1 is rolled for an Order test then the player benefits from
superior Command, Control & Communications. Remove one Ambush Order from
an enemy unit (put the dice back in the bag), or reveal any one Hidden enemy
unit.
Note that you cant pass the initiative and not give an order to a unit. If you
want to sit back and wait for the enemy then issue ambush orders.
Enemy Reactions
Enemy who have not already received an order can react to fire in the normal
way by going down, or they can Return Fire. Return Fire cant be done in addition
to an Escape move, (page 96) only one type of reaction is allowed.
Return Fire
When conducting fire and Return Fire, both sides fire simultaneously. However
the Returning Fire unit gets an extra -1 modifier to hit to represent their lack of
preparation. Only Small Arms and weapons with ROF of 2 or more can return fire,
not heavy slow firing weapons. Suitable weapons mounted on a vehicle can
return fire if within arc, or mounted on a turret. Mark the Returning Fire unit with
a Fire order when finished. If the enemy Return Fire causes more casualties (or
hits if neither side causes casualties) than the firing unit then the Initiative is
lost.
Fire Against Guided Missiles
Targeted units can fire against a missile launch using the Return Fire rules above,
but in this case the Return Fire is resolved before the missile attack. The missile
launch can be spotted and the return fire conducted while the missile is still in
flight. Units on Ambush can also fire against any missile launch they see, again
conduct the Ambush fire before the missile attack is resolved.