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