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DREAM POD 9

DEMO GAME

REFERENCE CHART DEFENSE ROLL


Roll defending pilots Skill (2 dice) plus these modifiers:
COMMAND POINTS
Extra Action (no penalty)
TERRAIN COSTS Maneuver Defensive maneuvering (+2 to single defense roll)
Terrain Type Walker MP Ground MP Obscurement The current Maneuver rating of the vehicle Activate a Unit out of sequence (if it hasnt been activated already)
Clear 1 1 0 About-face (change facing 180)
Rough 1 2 0 Defenders Movement
Woodland 2 3 2 Last Move (cm) Defense Mdf. Last Move (cm) Defense Mdf.
Infantry ROF Bonus
+1 elevation +2 +2 0 0 -3 5-6 +0
Number of Troopers ROF bonus
-1 elevation +1 0 0 1-2 -2 7-9 +1
1 0
3-4 -1 10-19 +2
2-3 +1

F 4-7 +2
Arc of Attack
Clear Rough Jungle Road F F 8+ +3
Attack is from Front -0

ATTACK ROLL Attack is from Rear Flank -1


RF RF
Attack is from Rear -2
Roll attacking pilots Skill (2 dice +1) plus these modifiers: R
Fire Control
The current Fire Control rating of the vehicle FIRE ARC
Weapon Accuracy Front
The current Accuracy rating of the weapon
Range Rear
www.dp9.com
Point Blank +1 Long -2
Short +0 Extreme -3 DP9-500, $0.95 us/can SRP
Medium -1
DAMAGE VS ARMOR
Damage to Armor Outcome What Happens
Attackers Movement
Dam. < Base Armor No Effect Nothing; armor is merely scratched
Stationary +2 Combat Speed +0
Dam. Base Armor Light Damage Unit gets a Light Damage counter
Half Combat Speed or less+1 Top Speed -3 Gear Krieg and all distinctive logos and terms are trademarks of Dream
Dam. Base Armor x 2 Heavy Damage Unit gets a permanent Heavy Dam. counter Pod 9, Inc. Artwork 2001 Dream Pod 9, Inc. All rights reserved.
Minus the Obscurement Total Dam. Base Armor x 3 Overkill Vehicle Destroyed PRINTED IN CANADA
Two-Fisted Action in a World at War! mapboard. After placing a Unit on the Command Points
mapboard, the Player must declare its initial
Gear Krieg is a ruleset that allows the Players to re- Command Points represent the soldiers react-
speed (stationary, Combat or Top speed). If,
fight the battles of a war that never was. For the pur- ing to or anticipating the enemys actions. CPs
during the first round, a Unit is attacked before
pose of the game, the troopers, vehicles and land are valid for one round only, but are refreshed
it has moved, it is treated as if it were moving
features are represented by counters. The locales during each new Initiative roll. A single Command
at the maximum number of centimeters pos-
where the battles will be fought are simulated on a Point may be used as an additional regular Ac-
sible for its speed, for the purposes of Defense
tabletop landscape, or an approximation of it. A ruler tion incurring no penalty. One Command Point
rolls.
(or other similar instrument of measure) is used to can be used to buy a +2 modifier to a single
regulate movement or measure the range of the weap- The Combat Round Defense roll. A Command Point can be used to
ons. The standard Combat Unit, represented by a activate a Unit out of sequence to get out of
A tactical game is subdivided into combat
counter or miniature, is either a single vehicle or an harms way, for example. In the latter case, the
rounds that simulate approximately 30 seconds
infantry squad. Unit must not have been activated (i.e., moved)
of real life events. During each combat round,
previously, and it cannot be moved again (though
Measures and Scale the following four steps occur in order.
it may act if it has any Actions left). Finally, a
Gear Krieg has been written with miniatures in mind Step One Declaration Phase: both sides Command Point may be used to turn a Unit
and supports multiple game scales to fit Players re- declare any extra Actions and defensive ma- around by up to 180 degrees, even if it has been
sources. The scale of the battlefield differs from the neuvers for the round. Each Unit gets one Ac- activated before (and thus has no MP left). A
scale of the Units, a common wargaming convention. tion per turn, but can get more Actions by pe- Unit can use only one Command Point per round.
Ground features, such as buildings and vegetation, nalizing all its Attack die rolls for the entire
are simplified representations of the real items, en- round by one (1) for each additional Action MOVEMENT
larged for clarity. The rules are written in Measure- taken. These additional Actions must be de- A Unit can move a certain number of centime-
ment Units (MUs) to accommodate multiple scales; clared in this Step, even if they ultimately are ters based on its Movement Points (MPs). The
in this case, one MU equals one centimeter of table- never used. Units datacard contains the values for Combat
top or map, or about 50 meters of scaled terrain. The Speed and Top Speed. Speeds are listed in
Step Two Initiative Phase: initiative deter-
actual position of the Unit is considered to be the ex- MPs; one MP equals movement across one cen-
mines which side has the advantage during
act center of the miniature representing it. All mea- timeter of clear ground, or about 6 kph. Infantry
the present round of combat. Each side rolls
surements are taken from this center point. do not have Top Speeds.
two dice. Draws are rerolled. Record the MoS
The time frame is 30 seconds per game turn (for this of the Initiative roll. The Winner receives a num- Combat Speed: a Unit normally receives a
demo game), resulting in a speed of 6 kph per Move- ber of Command Points equal to that MoS. The number of Movement Points equal to its Com-
ment Point (MP). More difficult types of terrain re- Loser receives just one Command Point. bat Speed value. Attacks can be made normally
quire additional Movement Points to move through to at this rate of movement. Vehicles moving at
The side with the fewest number of Combat
simulate the reduced speed of the vehicle. half their Combat Speed or less gain an addi-
Units decides which side will play first. If both
tional +1 to their attack rolls. A Unit moving at
BASIC GAME MECHANISMS sides have the same number of Combat Units,
up to half Combat Speed can opt to move back-
the winner of the die roll makes the decision.
Gear Krieg uses ordinary six-sided dice. When two ward instead of forward; reverse movement is
or more dice are rolled simultaneously, their results Step Three Activation Phase: the side not possible at higher speeds.
are not added together: instead, the highest value whose turn it is to play may move one of its
Top Speed: a Unit that expends its full Combat
rolled is considered to be the outcome of the die roll. Combat Units. Units that shift speeds (Com-
Speed MPs can shift to Top Speed. This must
If more than one 6 is rolled, each extra 6 adds one bat/Top) must declare so immediately after
be declared immediately after moving the Unit.
(1) point to the total. If every die rolled turns up 1, movement. Actions, such as firing or activat-
The Unit is considered to be at Top Speed for
the die roll is a fumble and an automatic failure. Un- ing a system, may be resolved at any time
attack and defense purposes for the rest of the
less otherwise mentioned, all die rolls are counted before, during or after the movement. Attack
combat round. In subsequent combat rounds,
this way. Modifiers can be added to the total of the penalties are based on the Units total move-
the Unit receives MPs equal to its Top Speed;
die roll. If negative modifiers lower the total below ment.
the Unit must expend a number of MPs greater
zero, the final result is always zero.
Each Unit moves and takes its Actions before than its Combat Speed while moving at Top
In the introductory game, all crewmen are standard another Unit is activated. If a Unit does not Speed. A Unit may return to Combat Speed af-
pilots: they have a Skill level of 2 and their Percep- move or act when activated, it cannot do so at ter any number of rounds of Top Speed move-
tion Attribute is at +1. This means that whenever a a later point in the round. At any time during ment; simply declare the return to Combat
Skill check must be made, two dice are rolled; a +1 the activated Units movement, any enemy Unit Speed immediately after moving the Unit. Play-
modifier is added to the result when making a ranged may use one (or more) of its Actions to fire or ers should put a marker beside the vehicles
attack (to account for the Perception Attribute). perform a task against it (and only against it). moving at Top Speed as a reminder.
Attacks may be directed at any point along the
If a Players die roll is greater than his opponents, Multiple Movement Systems: vehicles with
moving Units path, but the target Units full
the test succeeds. The degree of success is defined multiple movement systems, such as walking
movement counts towards its Defense roll.
by the Margin of Success (MoS), a value equal to the and rolling, are able to switch modes. A Unit may
difference between the two rolls. If a Players die roll only switch modes while at Combat Speed, not
Once the Unit has moved and acted (or for-
is less than his opponents, the test fails. The degree at Top Speed. During the switching round, the
feited its chance to do either), the other side
of failure is defined by the Margin of Failure (MoF), a initial movement mode is used to determine the
activates one of its own Combat Units, which
value equal to the difference between the two rolls. If available MPs. The Unit expends MPs as its
may move and take Action. This exchange
the two die rolls are equal, a draw occurs. Draws are original movement mode until the switch is de-
goes back and forth until all have moved and
won by the defender. clared. The remaining MPs are expended at the
acted. A Unit may only be activated once per
terrain cost of the new movement mode. If the
Setting Up the Game combat round. If one side no longer has any
Unit has already spent more MPs in movement
Combat Units left to activate, the opposing side
Each round represents about 30 seconds of battle- than it would have in the system it switches to,
activates its remaining Combat Units one by
field time. Each centimeter on the map represents then it stops moving after the switch. A Unit with
one until they all have been activated.
approximately 50 meters. Obviously, this means that multiple movement systems may only switch
the scale of the terrain and counters is not accu- Step Four Miscellaneous Events Phase: modes once per round. This option must be
rate; if the latter were in scale, they would be handled during this phase, any unusual events, such announced during the movement phase.
with fine tweezers! Any combat activity (shooting, line- as long-range artillery and bombing attacks,
Turning] a Unit spends zero MP to turn 60 de-
of-sight, etc.) is measured and dealt with from the are resolved. Command Points go back to
grees or less; turning more than 60 degrees and
centerpoint of the counter, with the exception of close zero. Any Action not spent at this point is lost.
up to 360 degrees (full spin) in a single turn costs
combat and cover, as explained later. Repeat Steps 1 to 4 until the battle is resolved
one MP. Multiple turns can be performed along
or pre-planned objectives are met.
The machines are set up on opposite sides of the a Units movement, as long as each turn is fol-
lowed by at least one centimeter of forward move- Defense Roll: targets rely on several modifi- get may not be attacked more than once per
ment before another turn is performed. In this intro- ers to help them avoid shots. Refer to the De- round by the same weapon.
ductory game, Units may not turn more than 120 fense Roll table for the complete procedure. A
Saturation Fire: a burst fire weapon (ROF equal
degrees at a time while moving at Top speed. targets speed affects how easy it is to hit. If
or greater than +1) can be used to saturate a
the defender has not moved yet in the round,
Terrain: the Terrain table lists the MP cost to traverse 1x1 centimeter mapboard area. The attacker
its last movement is used to determine the
the different types of terrain shown on the map. Cer- rolls his attack normally, except that half the
modifier.
tain types of terrain also reduce visibility: this is rep- weapons ROF (rounded down) is added to the
resented by the Obscurement score (more on this MELEE ATTACKS total. Do not use the ROF to increase the DM of
later). The terrain on which more than half of the the attack. The attacker records the total attack
The old-fashioned close-in attacks are avail-
counter rests counts as the terrain type which the roll. Any unit in the hex or that enters the hex
able to both infantry and walker vehicles. Ram-
Unit currently resides in. In case of disagreement, later in the round must defend against this num-
ming, punching, kicking and stomping are all
roll one die (1-3 owners call, 4-6 opponents call). ber or be damaged. The total damage is equal
used on the battlefield when ammo runs out.
to the defenders Margin of Failure times the
Some terrain is treacherous and requires a Driving All melee attacks use the attackers Driving (or
Damage Multiplier of the weapon. There are two
test to pass through: it is marked with a D beside Infantry) Skill instead of the Gunnery Skill.
limitations to this type of fire: the saturation zone
its MP cost. Roll the Driving Skill versus the terrain
Ramming: this is an Opposed Driving Skill roll. cannot be further than the medium range of the
MP cost every time the Unit enters it or starts its move
Ramming inflicts collision damage on both the weapon; and the weapon uses 30 shots (or 8
in it. Failure means the vehicle has bogged down
attacker and the defender; see the Ramming rockets) per ROF point used. If the weapon does
and stops there for the round.
Table. Each vehicle will take an amount of dam- not have this much ammo left, the result still
Roads are designed to make travel easier for ground age equal to the Margin of Success of the At- stands, (although the magazine is emptied). A
vehicles by providing them with an ideal travel sur- tack multiplied by its opponents Impact Dam- least 10 rounds of ammunition (or 4 rockets) are
face. Any Ground vehicle traveling on a road gains age Multiplier. Both vehicles stop at the colli- required to saturate a 1x1 centimeter zone.
an additional number of MP equal to half of its cur- sion point. Infantry cannot ram or be rammed.
rent speed (Combat or Top) rounded down to the DAMAGE
Punching and [[Kicking]] are both standard at-
nearest whole number. These free MPs must be ex- An attacks damage is equal to the weapons
tacks. The Damage Multiplier of a kick is equal
pended on movement along the road or they are Damage Multiplier times the Margin of Success
to the Size of the vehicle, while the Damage
wasted. of the attack roll. The final damage is compared
Multiplier of a vehicles punch is listed under
to the targets Armor rating. Check the Dam-
COMBAT its Perks. To use a melee weapon, the pilot
age versus Armor table; only the most severe
attacks normally: the weapons Damage Mul-
Combat is essentially divided into two distinct Ac- of the possible results applies. Thus a unit that
tiplier (DM) is listed on the datacard. Infantry
tions: first to find the enemy, then to attack it. A Unit sustains Heavy damage does not get Light
melee assaults use grenades and bayonets;
must be able to acquire its target. The ability to de- damage as well.
their DM is x3.
tect and target an opposing Unit is called having a
Light Damage: Units that receive Light Dam-
Line of Sight (LOS). In this demo game, all units DEFENSIVE MANEUVERS age are mildly shaken up by the attack, but not
have a Detection rating of 4 in daylight and 2 at night.
Defensive Maneuver is the term used to de- seriously damaged. Make a note; if, at any time,
Place the ruler on the center points of both Units. If it scribe a Units extra efforts in looking for the a unit accumulates two Light Damage hits, both
overlaps something, the target is in Concealment: tiniest bit of cover, being more careful than are immediately removed and replaced with a
this is equal to the Obscurement value of all terrain usual as they move and generally keeping their single Heavy Damage result. Light Damage has
directly between the two (round down to the nearest heads down. A defensive maneuver must be no adverse effects, and a Light Damage unit
number). The Terrain table indicates the Obscure- declared during Step 1 of the combat round. may operate at full power; the only danger is
ment values for each type of terrain, per whole MU. Performing Defensive Maneuvers adds a +3 that if the unit gets another Light Damage hit, it
If the Concealment is higher than the Detection value, bonus to all defense rolls for the combat round, will turn into Heavy Damage.
the Unit cannot be targeted. but forbids the Unit from taking any action that
Heavy Damage: Units that receive a Heavy
round. Multiple evasive maneuvers cannot be
Firing Arcs: vehicles may only detect and target op- Damage result are permanently affected. All
declared to accumulate defensive bonuses.
ponents that are within their weapons firing arcs. values for MP allowance(s) and weapon dam-
Defensive Maneuvers may not be taken while
There are six firing arcs: Forward (F), Right (Rt), Left age are halved, rounding up. A Heavy Damage
moving at Top Speed.
(L), Rear (Rr), Fixed Forward (FF) and Turreted (T). result may not be removed; if a Unit ever has
The first four are 180-degree arcs; side arcs include BURST FIRE two Heavy Damage results placed on it, it is
directly forward and backward. The fixed forward arc Overkilled and immediately eliminated from the
Any weapon with a Rate of Fire (ROF) of 1 or
is a 120-degree arc on a Units front facing. Turreted game in a spectacular explosion.
greater is capable of burst fire. Each point of
arcs span 360 degrees. Infantry squads do not have
ROF used adds one (1) to the weapons Dam- Overkill: an Overkill hit results in the vehicle
facing or firing arcs, as the men can quickly turn
age Multiplier. For every point of ROF used, being removed from play. The vehicle may be
around, and may attack anything in a 360-degree arc.
10 rounds of ammunition are expended. The destroyed, or it may just have suffered enough
RANGED ATTACKS Player may elect not to use the weapons en- damage to make it inoperable. The distinction
tire ROF bonus to save ammo. Rockets and matters little the vehicle is out of play.
If a Unit has a Line of Sight to a target within its
missiles do not expend 10 rounds of ammo
weapons firing arc and range, it can attack that tar- INFANTRY RULES
per point of ROF used. Instead, the number of
get. An Opposed Skill test is required: the attacker
missiles used doubles for each point of ROF. Machines are expensive and require mainte-
uses his Units Gunnery Skill and the defender uses
Thus, ROF +1 = 2 missiles, ROF +2 = 4 mis- nance, but humans need only food and moti-
the Piloting Skill, both rolls modified by the appropri-
siles, ROF +3 = 8 missiles, ROF +4 = 16 mis- vation to participate in a battle. Consequently,
ate Attributes and situation modifiers. If the attacker
siles, and so on. foot soldiers form a large percentage of the
wins the Skill test, the attack succeeds. If the de-
fender wins or if a draw occurs, the attack misses. A fighting forces. Unlike vehicle crews, infantry
Walking Fire: weapons capable of burst fire
table contains a list of the modifiers to both rolls. are assigned one generic Infantry Skill to keep
can be used to attack multiple targets in a
the game simple. This Skill serves for attack,
single action. Walking fire must be declared
Attack Rolls: combat is always harder under certain defense and other Action tests. Infantry squads
first, before the attack. The Player then
conditions, easier under others. Modifiers resolve this are assumed to carry enough ammunition to
chooses his targets. A number of targets equal
by introducing penalties and bonuses to each and ev- last them through a battle.
to the weapons ROF plus one may be at-
ery combat roll. Refer to the Attack Roll table for the
tacked. For each extra target, the weapons The infantry datacard includes two groups of
complete procedure. Every ranged weapon has a Base
ROF is reduced by one for damage purposes columns that represent the soldiers. The first
Range (BR); Short Range is equal to Base Range
(but not for ammo expenditure). All targets must column in each group shows the type of weapon
Medium is two times Base, Long is two times Medium,
be within the weapons fire arc. Each separate a particular trooper carries. The other is com-
and Extreme is two times Long Range. Point Blank is
attack is rolled separately. Each individual tar-
for close combat with counters in contact.
posed of circles, each representing one dam-

Blank, Units
must be in
For Point 0
contact
age point. When the infantry squad takes
damage, cross out one of these boxes for
each point of damage the Unit takes.

SHORT
Movement: infantry squads on foot receive

SHORT
2 Movement Points per turn. Infantry Units

1
MEDIUM
do not have Top Speeds, and always move
at Combat Speed. They use the Walker ter-
rain movement costs, but they can always

2
move at least one centimeter per turn, re-
gardless of terrain.

MEDIUM
LONG

3
Attacks: infantry Units have one Action per
squad, which is normally used to attack. In-
fantry Units get one attack per weapon type

4
per Action. All attack rolls are made with the
Units Infantry Skill (with any applicable modi-
fiers). Weapons of the same type must at-

5
tack the same target. Massed attacks have
a special Rate of Fire bonus: if two or more

EXTREME
troopers are using the same weapon type,

LONG
6
the value listed in the Infantry ROF Bonus
table is added to the weapons Rate of Fire.
Infantry weapon ROF otherwise works as for

7
vehicles.
US INFANTRY M11A3 GENERAL EARLY
Attacks against Infantry: due to their dis- Name: Quality: 2 Armor: 0
Year In Service: 1941 Maneuver: -1 Armor: 8/16/24

8
Encumbrance: 0 Stamina: 3 TV: 40
persed formation and ability to take advan-

Light Machine Gun (LMG) and Rifle ranges.


Threat Value: 52 Fire Control: -1 Move: Walk 2/4, Gr. 3/5
WEAP0NS: Range
tage of cover, infantry do not suffer any de- Name/Type: Acc S/M/L/Ex Dam. ROF Size: 7 Sensors: None Deploy. Range: 75km
Rifle 0 1/2/4/8 x2 0 Crew: 2 Comm.: -2/3km
fense modifiers for their slow movement: their Light MG 0 1/2/4/8 x2 2
PERKS & FLAWS

9
movement modifier is always 0. In addition, DAMAGE TRACK 2 x Manipulator Arms (DM x4), Reinforced Armor (+1 Front), Decreased
1 Rifl. 2 Rifl. 3 Rifl. Maneuver (-2 in Ground mode), Fuel Inefficient, Inefficient Controls,
a -2 penalty modifier is applied to any Unit 4 Rifl. 5 Rifl. 6 Rifl. Overheating, Poor Towing, Weak Point (-1 Armor on Movement)
other than infantry squads attempting to tar- 7 Rifl. 8 Rifl. 9 Rifl. WEAPONS

10
10 LMG Name Arc S M L Ex Acc DM # Ammo Spec
get them. Some vehicles are equipped with M4B Cannon F 2 4 8 16 0 x5 1 8 ROF1
specialized anti-infantry weapons that ignore .30 LMG F 1 2 4 8 0 x2 1 200 ROF2, AI
US INFANTRY
the -2 modifier due to their special targeting Name: Quality: 2 Armor: 0
Mk3W Grenades F - - - - -1 x8 - 3 AI

11
systems or method of attack. These weap- Encumbrance: 0 Stamina: 3 TV: 40
WEAP0NS: Range
ons are marked with the letters AI (for Anti- Name/Type: Acc S/M/L/Ex Dam. ROF
Rifle 0 1/2/4/8 x2 0 M11A3 GENERAL EARLY

EXTREME
Infantry). Light MG 0 1/2/4/8 x2 2

12
Year In Service: 1941 Maneuver: -1 Armor: 8/16/24
DAMAGE TRACK Threat Value: 52 Fire Control: -1 Move: Walk 2/4, Gr. 3/5
Damage to Infantry: if an infantry squad is 1 Rifl. 2 Rifl. 3 Rifl.
Size: 7 Sensors: None Deploy. Range: 75km
4 Rifl. 5 Rifl. 6 Rifl.
hit, the total damage points caused by the 7 Rifl. 8 Rifl. 9 Rifl. Crew: 2 Comm.: -2/3km

13
attack are calculated normally. The excep- 10 LMG PERKS & FLAWS
2 x Manipulator Arms (DM x4), Reinforced Armor (+1 Front), Decreased
tions to this rule are burst fire weapons, which Maneuver (-2 in Ground mode), Fuel Inefficient, Inefficient Controls,
Overheating, Poor Towing, Weak Point (-1 Armor on Movement)
add their ROF bonus to their Margin of Suc- GERMAN INFANTRY WEAPONS
Name: Quality: 2 Armor: 0

14
cess instead of to the Damage Multiplier Encumbrance: 0 Stamina: 3 TV: 40 Name Arc S M L Ex Acc DM # Ammo Spec
when using burst fire. WEAP0NS: Range M4B Cannon F 2 4 8 16 0 x5 1 8 ROF1
Name/Type: Acc S/M/L/Ex Dam. ROF .30 LMG F 1 2 4 8 0 x2 1 200 ROF2, AI
Rifle 0 1/2/4/8 x2 0
A trooper is not considered to be a casualty Mk3W Grenades F - - - - -1 x8 - 3 AI

15
Light MG 0 1/2/4/8 x2 2
until his entire damage track is crossed out.

GRENADES
DAMAGE TRACK
1 Rifl. 2 Rifl. 3 Rifl.
The ROF bonus from mass attacks with in- 4 Rifl. 5 Rifl. 6 Rifl.
fantry weapons is reduced if casualties oc- 7 Rifl. 8 Rifl. 9 Rifl. PzKpf V Ausf B VALKURIE

16
10 LMG Grenades can only be launched at a distance of 1 cm.
M4B Cannon./ 1.8 cm KwK77 Cannon Ranges.
Year In Service: 1941 Maneuver: -1 Armor: 8/16/24
cur. If the number of squad members with a Threat Value: 39 Fire Control: -1 Move: Walk 2/4, Gr. 3/5
particular weapon drops below the 2, 4, or Size: 6 Sensors: None Deploy. Range: 60km
GERMAN INFANTRY Crew: 2 Comm.: -2/2km
8-member levels, the squad loses the asso-
17
Name: Quality: 2 Armor: 0 PERKS & FLAWS
ciated ROF bonus. Encumbrance: 0 Stamina: 3 TV: 40
2 x Man. Arms (DM x4), Inefficient Controls, Poor Towing, Random Shutdown
WEAP0NS: Range (R1), Reinforced Armor (+2, Front), Weak Point (-1, Movement)
Name/Type: Acc S/M/L/Ex Dam. ROF
Area Effect Weapons versus Infantry: in- Rifle 0 1/2/4/8 x2 0
WEAPONS
18

Light MG 0 1/2/4/8 x2 2 Name Arc S M L Ex Acc DM # Ammo Spec


fantry are very vulnerable to area effect 1.8 cm KwK77 F 2 4 8 16 0 x5 1 20 ROF1
DAMAGE TRACK
weapons. When a weapon with both the Anti- 1 Rifl. 2 Rifl. 3 Rifl. 7.92mm LMG F 1 2 4 8 0 x2 1 250 ROF2, AI

Infantry and Area Effect characteristics hits 4 Rifl. 5 Rifl. 6 Rifl. Grenades F - - - - -1 x9 - 3 AI
7 Rifl. 8 Rifl. 9 Rifl.
19

an infantry Unit, the damage is inflicted upon 10 LMG


each trooper in the area of effect instead of
working its way through the squad. PzKpf V Ausf B VALKURIE
20

Year In Service: 1941 Maneuver: -1 Armor: 8/16/24


Pinned!: infantry Units that are attacked but Threat Value: 39 Fire Control: -1 Move: Walk 2/4, Gr. 3/5
Size: 6 Sensors: None Deploy. Range: 60km
not damaged (MoS=0) receive a Pinned! Crew: 2 Comm.: -2/2km
counter. If one or more troopers is wounded,
21

PERKS & FLAWS


2 x Man. Arms (DM x4), Inefficient Controls, Poor Towing, Random Shutdown
the Unit receives two counters. Pinned Units (R1), Reinforced Armor (+2, Front), Weak Point (-1, Movement)
may not move and receive a -1 modifier per WEAPONS
Name Arc S M L Ex Acc DM # Ammo Spec
counter to all their Actions. The Unit must
22

1.8 cm KwK77 F 2 4 8 16 0 x5 1 20 ROF1


spend an Action and pass an Infantry Skill 7.92mm LMG F 1 2 4 8 0 x2 1 250 ROF2, AI

test versus a Threshold equal to 4 to remove Grenades F - - - - -1 x9 - 3 AI


23

one counter.

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