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U.S.

Reinforced Platoon
United States Order Dice: 9
Platoon #1
First Lieutenant (page: 22) Veteran 116
Qty Weapons Range Shots Penetration Special Rules
1 First Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with M1 carbine (rifle) 24" 1 n/a
2 Infantry (equipped as modeled) - -

Infantry Squads
Marine Raiders (page: 0) Veteran 73
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
2 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
1 Infantry with Rifle 24" 1 n/a
Stubborn Stubborn
Marine Raiders (page: 0) Veteran 73
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
2 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
1 Infantry with Rifle 24" 1 n/a
Stubborn Stubborn

Headquarters
Medic (page: 22) Veteran 43
Qty Weapons Range Shots Penetration Special Rules
1 Medic
with Pistol 6" 1 n/a Assault
1 Infantry with Rifle 24" 1 n/a

Infantry
Marine Raiders (page: 0) Veteran 73
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
2 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
1 Infantry with Rifle 24" 1 n/a
Stubborn Stubborn
Marine Raiders (page: 0) Veteran 73
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Submachine gun 12" 2 n/a Assault
2 Infantry with BAR M1918A2 Automatic rifle 30" 2 n/a
1 Infantry with Rifle 24" 1 n/a
Stubborn Stubborn
Medium Machine Gun team (page: 26) Veteran 65
Qty Weapons Range Shots Penetration Special Rules
1 Medium Machine gun team 36" 5 n/a Team (3 men), Fixed
Medium Machine Gun team (page: 26) Veteran 65
Qty Weapons Range Shots Penetration Special Rules
1 Medium Machine gun team 36" 5 n/a Team (3 men), Fixed

Tanks and SP Guns


M26 Pershing heavy tank (page: 41) Regular 420
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 M26 Pershing heavy tank Tracked - 10+
Turret-mounted super-heavy anti-tank gun 84" 1 +7 HE (3"), Gyro-stabiliser (Veterans
only)
Co-axial MMG 36" 5 n/a
Forward facing hull-mounted MMG 36" 5 n/a Front arc
Pintle-mounted HMG 36" 3 +1 Flak, 360 degree arc
Platoon Points: 1001

Special Rules
Team (3 men)
(p73) A Team weapon shoots at full effectiveness so long as there are at least two men to serve it. If only one man
remains then the weapon suffers a -1 to hit penalty.
Stubborn
(p91) If forced to take a morale check, they ignore negative morale modifiers from pin markers. Remember that order
tests are not morale checks.
HE (3")
(p68) PEN: +3, PIN: D3 (2D6 if in building) - Infantry and artillery can go down to halve the hits taken
Assault
(p66) This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry models armed with an
assault weapon count as tough fighters (page 91). When a tough fighter scores a casualty in close quarters against
infantry or artillery, it can immediately make a second damage roll.
Gyro-stabiliser (Veterans only)
Weapon does not suffer the -1 'to hit' penalty for shooting and moving if the crew are Veteran. This does not apply to
vehicles with Inexperienced or Regular crew, nor does it apply to any co-axial machine gun.
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
(p66) When given Advance order, fixed weapons can rotate on the spot suffering a -1 to-hit penalty. Can move
normal 12" when given Run order.

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