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observation table D6

Infantry in the Open Firing . . . . . . . . . . . . . . . . . . . . . . .


Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Obscured Infantry Firing . . . . . . . . . . . . . . . . . . . . . . . . .
Obscured Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

SMALL ARMS RATE OF FIRE

2+
3+
3+
4+

Weapon
RoF
Rifle
1
SMG
1(2)*
DP Light MG
2
Maxim Medium MG
5
DShK Heavy MG
6
MG34 bipod mount
5
MG 42 bipod mount
6
MG34 tripod mount
7
MG42 tripod mount
8
Tank MG (bow, co-axial, etc)
3
Pintle mount MG
5
Light Autocannon
6
Heavy Autocannon
8
Multiple Autocannons
10
Multiple Medium MG mount 10
Man-pack Flamethrower
10
Vehicle Flamethrower
10

Deployed Gun in the Open Firing . . . . . . . . . . . . automatic


Deployed Gun in the Open . . . . . . . . . . . . . . . . . . . . . . . 2+
Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
Vehicle in the Open Firing . . . . . . . . . . . . . . . . . . automatic
Vehicle in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Obscured Vehicle Firing . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . automatic
Modifiers
If the observing unit has the Scout special rule . . . . . . +1
If the target unit is an Infantry team of 3 men or less . . . -1

Max Range
30"
10"
30"
30"
40"
30"
30"
40"
40"
30"
40"
50"
50"
50"
30"
5 "
10"

Crew
1 man
2 men
3 men
2 men
2 men
2 men
2 men

Special

2 men
3 men
2 men
3 men
1 man
-

also Light HE
also Light HE
also 2 Light HE
Open Cover save
Open Cover save

* increases to 2 at under 5", but only when used with the Infantry Assault order.

AIMED FIRE TO-HIT TABLE D6


Range Small Arms MGs Autocannon Flamethrower AP Shell HE Shell AP Shell Modifiers
Target Moved last turn
-1
0-5"
2+
2+
2+
2+
2+
2+
Target is Obscured
-1
5-10"
3+
3+
3+
3+
2+
2+
Firer Moved (or will move)
10-20"
4+
4+
4+
-
3+
3+
this turn
-1
Target is a Deployed gun -1
20-30"
5+
5+
5+
-
4+
4+
Ace crew
+1
30-40"
-
6+
6+
-
5+
5+
40-50"

6+

6+

6+

50-70"

6+

6+

HE Shell Modifiers
Target Moved last turn
-1
Target is Obscured
-1
Firer Moved (or will move)
this turn
-1
Ace crew
+1

1s always miss, 6s always hit, regardless of modifiers.

Armour Penetration Table 2D6


SS

RESULTS

10

11

12

12

10

11

12

12

10

11

12

12

10

11

12

12

10

11

12

12

10

11

12 12

10

11 12 12

10 11 12

12

10 11

12 12

10

10

11 12

12

11

10 11

12

12

11

10

13

10

14

15

Greater Than = Destroyed


Target Destroyed. Must take Battle Counter.
Less Than = Glancing Hit
No Effect. Target must take Morale test.
Equal to = Pinned
Target Pinned. Must take Morale test.
Double 1 = Immobilised
Target Immobilised. Must take Morale test.

anti-tank grenade ATTACKS


1

2-4

Heavy Casualties

Remove 1D3 infantrymen.

Casualty

Remove 1 infantryman.

Success - Side Armour

Success - Rear Armour

Penetration 6 attack against side armour.


Penetration 6 attack against rear armour.

RULES REFERENCE SHEET


TURN

1. Roll Orders Dice


Squad
1D6+officers
Platoon
2D6+officers
Company
3D6+officers
Battalion
4D6+officers
2. Issue First Order
3. Issue Second Order
4. Issue Third Order...etc
Continue this process until all
orders are issued.
5. Rally
Remove pinning markers from
pinned units.

BATTLE COUNTER TAKEN


Unit Destroyed

Any unit is destroyed, or routs, or a


gun/vehicle is abandoned.

Rally

Remove 1D6 pinning markers for


each counter taken.

MOVEMENT SUMMARY TABLE


Unit
Infantry
Vehicle
Cavalry*
Bicycle
Horse towed gun
Manhandled very light gun
Manhandled light gun
Manhandled medium gun
Manhandled heavy gun
Aircraft

Off-Road
On-Road
5 "
5"
see vehicle data
8 "
10"
3 "
12"
4 "
6"
3 "
4"
2 "
3"
1 "
2"
-
anywhere

Under Air Attack

First time a unit is attacked by an


aircraft.

Under Flamethrower Attack


First time a unit is attacked by a
flamethrower.

Senior Officer Destroyed

Extra counter if a destroyed unit was


a Senior Officer.

Out Scouted

If enemy has more scout units.

Enemy Captures an Objective


If enemy claim an objective.

* Once per game cavalry may charge up to 12"

Tactical Co-Ordination

A senior officer attempts to use the


special order.

ARTILLERY FIRE SEQUENCE


UNIT MORALE TABLE D6
D6 Roll
Infantry
Gun
Vehicle
Aircraft

1 Pinned/Rout-Surrender Abandoned Abandoned1 Return to Base

2 Pinned/Rout-Surrender Abandoned
Pinned
OK

3
Pinned2
Pinned2
OK
OK
4
OK
OK
OK
OK
5
OK
OK
OK
OK
6
OK3
OK3
OK3
OK3
Notes
1
Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle,
or the vehicle has enemy infantry within 10" and no friendly infantry within 10" i.e.
in close support). Otherwise treat as Pinned.
2

Veteran and Elite Infantry units treat this Pinned result as an OK result.

As well as passing the morale test, the unit is inspired to get into the action. The unit
may immediately attempt a Beyond the Call of Duty test.
3

Spotter Sequence
1. Request Artillery Fire
2. Priority Check
3. Communication check
4. Position spotter round.
5. Roll for deviation
6. Fire for Effect
Spotter Round Accuracy
1 Wild
Misses by 4D6" in a
random direction
2-5 Miss
Misses by 2D6" in a
random direction
6 Accurate
Misses by 1D6" in a
random direction

Range

Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft


9+
Short - 0-10"
2+

Medium - 10-20"
3+

Long - 20-30"+
4+

gun

vehicle

vehicle

vehicle
5+
-
-

6+

5-8

Short - 0-10"
Medium - 10-20"
Long - 20-30"+

3+
4+
5+

3+
4+
5+

2+
2+
3+

5+
6+
-

6+
-
-

6+

1-4

Short - 0-10"
Medium - 10-20"
Long - 20-30"+

4+
5+
6+

4+
5+
6+

2+
3+
4+

6+
-
-

-
-
-

2+
3+
4+

2+
2+
2+

4+
5+
6+


Armour Piercing shell 1
-
6+
3+
6+
6+
HE from very light gun 1
5+
5+
2+
5+
6+
HE from light gun 1
4+
4+
2+
4+
6+
HE from medium gun 1
3+
3+
2+
3+
5+
HE from heavy gun 1
2+
2+
2+
2+
4+
1

Range has no effect on Area Fire from High Explosive or Armour Piercing shells.

Artillery Barrage Accuracy


1 Miss
No Effect
2-5 Pinning
Pinning Test
6 Direct Hit
Roll for damage

UNIT EXPERIENCE TEST

AREA FIRE EFFECT TABLE - D6


RoF

Fire For Effect


1. Determine the number
of shots
2. Roll for Barrage Accuracy
3. Allocate Direct Hits
4. Allocate Pinning Hits
5. Resolve Direct Hits
6. Resolve Pinning
7. Rounds Complete

5+
-

BEYOND THE CALL OF DUTY,


TAC CO-ORD & ASSAULTS

Inexperienced unit:
Regular unit:
Veteran unit:
Elite unit:

4+
3+
2+
2+

COVER SAVE TABLE



Infantry /Vehicle

Deployed Gun
Open
6+
none
Soft
5+
6+
Hard
4+
4+
Reinforced 3+
Hardened 2+
-

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