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FIRING

To Hit Green Regular Elite


Close 3-6 4-6 5-6
Effective 4-6 5-6 6
-1 per two Shock

Effect Miss Shock Kill


Open 1, 2 3, 4 5, 6
Light 1, 2, 3 4, 5 6
Hard 1, 2, 3, 5 6
COMMAND RATINGS CLOSE COMBAT 4
Rank Initiative Range Leader Initiative: +1D6
Junior Leader 2 6 Quality Advantage: +2D6
Senior Leader 3 9 Enemy movement: +1D6 each
Ranking Leader 4 12 Shock, 2 points: -1D6
COMMAND DICE Aggressive Troops: +1D6
Roll Effect SMGs, each: +2D6
LMG, each: +4D6
1 Activate one Fire Team
MMG/HMG: +6 D6
2 Activate one Section
Defend Light cover: +1D6 for 3
3 Activate one Junior Leader
4 Activate one Senior Leader Defend Heavy Cover: +1D6 per 2
5 Add one to CoC Dice tally Hit in Rear: -50%
6 Special Effect Pinned: -50%
5= Kill, 6= Kill + Shock
SPECIAL EFFECTS
COMPARE KILLS:
One 6s: Pass Initiative
Draw: Fight again, three rounds
Two 6s: Retain next Tactical Phase
By 1: Back 6
Three 6s: End Turn. Retain next Tactical Phase
By 2: Back 9 ;+2 Shock
Four+ 6s: End Turn. Retain next Tactical Phase.
Gain Chain of Command Dice. By 3: Back 12 ;+2 Shock
Random Event. By 4: Back 18 ;Double Shock

SECTION OR TEAM ACTIONS


Terrain Effects
Tactical Movement: No Move or 1D6 inches and take cover.
Broken Ground: No Doubling
Normal Move & Fire: Move 1D6 inches and fire at half effect.
Heavy Going: No Doubling. -1 pip
Normal Movement: Move 2D6 inches but no firing allowed.
Really Heavy: No Doubling. -2 pips
At the Double: Move 3D6 but each Team will take one point of
Shock per Team to reflect disorder. Obstacles: Normal Movement. 1D6

Fire: Fire at full effect and remain stationary

UNIT ACTIVATIONS COMMAND WHICH ARE NOT ACTIVATIONS


Activate one Team or Section. If Rally 1 Shock from Team in command range not in LOS of
they are firing he may add his enemy
own fire himself at no cost in Rally 1 Shock from Team he is attached to if in LOS of enemy
Command Initiative
Get a Unit which is not Tactical or on Overwatch to throw a
Activate a single Team and place single hand- grenade, fire a single rifle grenade or use a single
it on Overwatch Section or Squad anti-tank weapon
Activate one weapons Team, Once per Phase for 1 Command Initiative a Leader may move
Section or Squad to put down on his own if not moved with a Unit already
Covering Fire into an area of
terrain JL 1 Command Initiative to transfer 1 man from 1 Team to
another if both Teams are < 4 of him and under his command
FORCE MORALE
No -1 -2 -3 CHAIN OF COMMAND DICE
Setback
effect point points points Interrupt an enemy with an
Team wiped out 12 345 6 unpinned Squad/Team and
Section wiped out 123 456 Fire or Move
Team Breaks 1 2345 6 Ambush with a Team
Section Breaks 12 3456 Move a jump-off point >18
Junior Leader wounded 12 345 6 (<6 behind friends)
Junior Leader killed 123 456 Relocate a Sniper
Junior Leader Routs from table 12 3456 Keep a Mortar Barrage Firing
Senior Leader wounded 1234 56 Avoid a Force Morale test
Senior Leader killed 1 2345 6 End Turn
Senior Leader Routs from table 1234 56
Loss of support 123 456
Loss of Jump-Off point 123 456
Morale Level Effect
5+ Act as desired
4 Command Dice reduced by one
3 Command Dice reduced by two
Command Dice reduced by two.
2 Remove one Jump-Off Point of your opponents
choosing (dont roll for the loss of this jump-off point)
1 Command Dice reduced by three
0 Rout or Surrender
THE TURN END TANKS, ARMOURED CARS, TIZNAOS
All smoke other than that from a fire is removed EQUAL HITS AND SAVES
from the table 1-2 No effect
3 Halt and engage firer in next Phase
All Tactical and Overwatch markers are removed 4 Must immediately drive flat-out towards cover
Any Jump-Off Points which have been captured are 5-6
1 SHOCK. Reverse 1D6 immediately. Any infantry in the way
removed are moved by the controlling player to avoid being run down
ONE NET HIT
Any mortar barrages will now cease 1 SHOCK. Driver panics and may not be activated in the next
1
Any Pinned Units will check their level of Shock to Phase
see if they remain Pinned 1 SHOCK. Gunner/Commander panics and may not be
2
activated in the next Phase
Any un-rallied Broken Unit and Leader will Rout 1 SHOCK. Commander panics and may not be activated in the
from the table 3
next Phase
Test Force Morale for any Routed Leaders 1 SHOCK. Engine damage. Breakdown if Unreliable,
4
otherwise now considered so.
5 1 SHOCK. Weapon mechanism damage: -1 to hit when firing
SOFT SKIN VEHICLES 6 2 SHOCK. Reverse 2D6 immediately
EQUAL HITS AND SAVES TWO NET HITS
1-2 No effect 2 SHOCK. Driver killed. It takes two activations in subsequent
Reverse 2D6 immediately. Any infantry in the way are Phases to allow another crew member to take over unless a
3-4 1
moved by the controlling player to avoid being run down two-man vehicle, which is immobilised, the remaining crew
Driver panics. Must immediately drive forward at flat-out member abandoning his vehicle.
5 2 2 SHOCK. 1D6 hits on crew and passengers as if in open
speed
6 Any passengers must deploy now 2 SHOCK. Commander wounded. Reduce Command level by
3
ONE NET HIT 1. 1D6 hits on passengers as if in open
1-2 No effect 2 SHOCK. Immobilised for game. Passengers/Crew disembark
4
Reverse 2D6 immediately. Any infantry in the way are immediately in base to base contact with the vehicle
3-4 2 SHOCK. 1D6 on crew, 2D6 on Passengers as if in open. Hull
moved by the controlling player to avoid being run down 5
Driver panics. Must immediately drive forward at flat-out or Other Mounted MG out of action for game
5 3 SHOCK. Main Gun(s) out of action for rest of game. Reverse
speed 6
6 Any passengers must deploy now 2D6 immediately. 1D6 hits on passengers as if in open
TWO NET HITS THREE NET HITS
1-4 Knocked Out, 1D6 hits on passengers as if in the open 1-4 Knocked Out, 1D6 hits on passengers as if in the open
Explodes, crew dead. 1D6 hits on any infantry within Explodes, crew dead. 1D6 hits on any infantry within 4. 2D6
5-6 5-6
4. 2D6 hits on any passengers as if in open hits on any passengers as if in open

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