Sie sind auf Seite 1von 2

1

Rally
Carry out all rallying attempts, based on the squad Morale rating.

Bonus moves
Carry out all bonus moves, based on the squad Mobility rating.

Action roll
Roll the Action dice available.

Unit

Carry out actions


Assign and carry out actions, using the action dice rolled in phase 3.

Dice

Notes

Base dice
pool

The standard number of dice rolled.

Superior
coordinati
on

+1

If one side is superior in coordination.

Support
bonus

+1

Each support element attached to a squad


provides 1 additional Action die.

Cost

Paid upon

Unit

Range

Squad
member

10

Figure receiving order


is Commando,
Ranger or Recon

+ 6

Support
element

16

Commander is
Scared

50%

Roll

Pool

Feature

Rang
e

Feature

Scurry

Target figure may move but not fire.


No reactions permitted.

2-5

Engage

Target figure may move and fire OR fire


and move.
Will permit enemy reaction fire.

Quick
Fire

Target figure may fire but not move.


No reactions permitted.

Paid upon

Rough terrain
feature

Entering or
exiting

Door

Moving
through

Dense terrain feature

Entering or
exiting

Window or hole in wall

Moving
through

Low obstacle

Crossing feature

Shell hole

Entering or
exiting

Tall obstacle

Crossing feature

Trench or fox hole

Entering or
exiting

Pete Gill (order #8720507)

Activities permitted

Cost

Action

FIRING TABLE

Target

S = Standard
S +1 = Standard +1
NA = No Ability to fire.
Shock dice

Kill dice

Close range
cover

Close range
open

S +1

Battle range
cover

Battle range
open

S +1

Long range

NA

Condition

Modifier

Notes

Attacker

+1

Nervous

-1

Scared

-2

Down

-2

-1
No bonuses of any
kind.

If enemy was hidden or


accidental attacker fired before
contact

Unprepared

Unless Accidental

ROLL

DIE

STATUS

EFFECT

KILL

DOWN

Unable to take any actions or reactions until checked by


friend.

KILL

OUT OF
ACTION

Removed from the battle.


Mark the nearest friend of target within 6 as Nervous.

SHO
CK

NERVO
US

Cannot both move and fire in same turn until rallied.

SHO
CK

SCARE
D

Unable to take any actions or reactions until rallied.

Result

Outcome

Draw

Defender must back off 6 and become Nervous.


If fighting across obstacle, attacker backs off instead.
No follow up takes place.

Win by 1

Loser must retreat 6 and become Scared.


If they end their move out of cover, they will retreat a second time.
Winner may not follow up but may step into the exact position the losing
figure occupied.
Downed winner rolls to rally.

Win by
2+

Loser is removed as a casualty.


Downed winner rolls to rally.
If the scenario requires capturing prisoner, loser is now a prisoner.
Winner may follow up, unless taking prisoners.
If the loser has a friend within 6, they cannot be taken prisoner.
The winner may choose to knock them out of action, or let them retreat 6
and become Scared.

Pete Gill (order #8720507)

Das könnte Ihnen auch gefallen