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Operation Squad Quick Reference Sheet (with tournament and optional rules)

Actions
Run: Move up to 20cm. +1d6 defense. ** Shoot: Shoot a visible target. **
Move Cautiously: Move up to 10cm. ~~ Reload: Reload a weapon that is out of ammo.
Assault: Move up to 15cm to Close Combat. +1d6 in fight. ** Hide: If in cover, Hide. +1d6 defense. ~~
Move & Shoot: Move up to 15cm, shooting before or after. ** Stand Up: Stand up soldier. ~~
~~ Soldier may switch to this action if pinned before his action occurs. ** Soldier is no longer Hidden.

Weapons Examples 20cm 40cm 60cm 80cm Shots Special


Pistol Colt 1911A1 +1 No No No 2 Melee
Rifle Kar98K +2 +1 +1 +1* 1 *Range: 160cm
Light SMG Sten, M3A1 +2 +0 No No 3
SMG MP40, PPSh, M1 +2 +1 No No 3
Thompson
S.A. Carbine M1 Carbine +2 +1 +1 No 2
S.A. Rifle Garand, G43 +2 +1 +1 +0 2
FG 42 +2 +1 +1 No 3
Assault Rifle StG 44 +2 +1 +1 No 3 Assault
LMG DP, BAR, Bren +2 +1 +1 +1* 4 Support, *Range: 160cm
LMG (Belt) MG 42 (Bipod) +2 +1 +1 +1* 6 Support, Ammo Belt, *Range: 160cm
MMG MG 42, Maxim, +2 +1 +1 +1* 7 Support, Ammo Belt, Cumbersome, *Range:
M1919, Vickers 160cm
Grenade +1* No No No 1 (A5) Devastating, Indirect, Single Shot, *Min. 10cm.
Mortar M2 60mm No No +1 +1 1 (A10) Devastating, Indirect ONLY, Cumbersome,
Support, Single Shot

Shooting
Each player rolls dice as below. Look at Attacker's Roll – Defender's Roll to determine Damage.
Attacker: 3d6 | Defender: +Xd6 Cover
+Tactical Value | +1d6 if Hidden or Running
+Xd6 Weapon Dice | +1d6 if Attacker could not see target at start of action
(depending on range) | +1d6 if Attacker used Move and Fire action
Must shoot best, closest target, or else make Strategy Roll, ending turn if failed. Arc of sight is 180° in front (or 90° out a window).
The shooter chooses one weapon to fire. If he rolls triples, his weapon is out of ammo, and cannot shoot again until he Reloads it.
Cannot shoot into Close Combat. If a friendly is in the way (and not adjacent), make Aim Test to avoid shooting him instead.
If original target lost before you act, may shift 10cm, losing one die. If you hit target, may shift 20cm, but not to Hidden soldier.
May roll any or all shots at a target before applying damage. May stop and shift after hitting, or save shots (Ammo Belt).

Close Combat
Attacker = 4d6 + TV; Defender = 3d6 + TV. High number is winner AND is used on damage table. Rerolls:
Attacker: Target is Pinned | Defender: Attacker moved through difficult terrain.
Attacking from behind. | Defending linear obstacle (first turn only).
Target engaged with others. |

Damage
11, 12, or 13: Pinned May only Stand Up, Move Carefully, or Hide.
14 or 15: Wounded Pinned, and reduce Tactical Value to 0. A second Wound kills.
16: Dead Remove from play. If the number dead reaches the Break Point, all survivors take Morale Test.

Terrain (using Real LOS rules (optional rule))


Wood and plants give 1d6 cover. Stone, brick, earth, and metal give 2d6. Permanent fortifications give 3d6.
Count each piece of cover that gets in the way: if two trees stand in the way, add 2d6. Ignore those the shooter is touching.
Subtract 1d6 cm for each obstacle or difficult area moved through. Add 1d6 cm if entirely on road or path.

Dice Checks
Initiative, Priority, & Grenade Throw-back (optional rules): 2d6 + TV competitive. For Initiative, use best soldier. See: Veteran.
Throwing back a grenade is an optional reaction. Loser takes direct hit. Original thrower wins ties. This overrides room rules if used.
Morale, First Aid, & Indicate Target & Strategy Roll (tournament rules): 2d6 + TV ≥ 11 to succeed. See: Leader.
Spot Hidden Unit: 2d6 + TV competitive. Roll equal or higher to shoot. If failed, shooter is not unhidden. See: Sniper, Binoculars.
Aim Test: 1d6 ≤ TV. If failed, hit intervening model, or indirect weapon deviates by twice its AOE radius. See: Indirect.
Throwing a grenade into a room: Successful Aim Test: All soldiers hit, but get +1d6 cover. Fail: No effect. (Optional rules)
Operation Squad Special Rules Reference (with tournament and optional rules)
Special Weapon Abilities
Melee: Counts as Trained with the Bayonet
Assault: No penalty for moving and firing.
Support: One or two soldiers may act as Assistants to this weapon. If initial target is lost, can shift 20cm (instead of 10cm).
Ammo Belt: Can stop firing and save shots for subsequent targets acting within 20cm of first target.
Cumbersome: No move & fire. Must have assistant adjacent to move; else suffer -1d6 move penalty.
Devastating: Count cover as one die less than usual. (Optional rules)
Indirect: Can shoot without LOS at a target indicated by the Sergeant (who must be within 20cm of shooter).
Cannot shoot indirectly from forest or beneath a roof; or over an obstacle closer than it is tall.
Area of Effect (e.g.: “A5” means radius = 5 cm): Needs aim test; if missed, deviate by twice AOE radius.
For a direct hit, +1d6 vs that soldier. Only count cover between impact point and target.
If a roof is over target, measure radius three-dimensionally from impact point on roof.
Single Shot: Always runs out of ammo after one shot.

Special Squad Abilities


Camouflage: May make enemy reroll 1d6 when he would Spot this Hidden soldier.
Local Knowledge: No terrain movement penalties.
Marksmen: During a Fire action with an ordinary Rifle, may reroll 1d6.
Seasoned Fighters: Each model can reroll 1d6 on the Morale Test..
Trained with the Bayonet: Can reroll 1d6 in close combat. Can Assault without losing Hidden marker.
Veterans: May reroll 1d6 in the Initiative Roll and in one Priority roll each turn.

Special Soldier Abilities


The Sergeant can make a special Indicate Target Action (requires a dice check), allowing comrades within 20cm of him to shoot it
without Spotting it (if hidden), and/or with an Indirect weapon without LOS. If the target moves, leave the marker in place on the
ground for mortars to shoot at until the end of the turn.
A Sergeant with Binoculars rolls an extra die on his Spotting Test when Indicating a Target. (Tournament rules)
A Leader can improve friendly troops' morale rolls. Each within 20cm of a leader may use his Tactical Value and reroll 1d6 on his
Morale Test. The leader himself also gets this reroll.
A Medic can make a special First Aid Action to heal a wounded adjacent model (requires a dice check).
A Sniper always has Tactical Value 4, a Rifle, and these special abilities:
Marksman: When he takes a Fire action, he may reroll one die.
Infiltrator: May deploy last, anywhere except enemy deployment zone, and at least 40cm from enemy.
Sight: When he takes a Fire action, treat Pinned as Wounded and Wounded as KIA.
Silent Weapon: A Fire action does not remove his Hidden marker.
Sniper: Roll 3d6 for all Spotting tests (both spotting and being spotted).
A Political Commissar who is not pinned can execute one friendly soldier he can shoot (automatically) before a Morale Test. Then,
each soldier can reroll 1d6 on his morale test.
A Support Weapon Crew consists of one gunner with a Support weapon and one or more Assistants.
The whole crew acts together, taking same given action. Pinned models may instead Stand Up. During a Hide, Move Carefully, or Fire
action, some men may instead Reload. A crew must target the same unit, though they can shift fire. The Assistants must always stay
within 5cm of the gunner. (Tournament rules)
An adjacent Assistant can reload his gunner's weapon, and can take a hit instead of the gunner. See also Cumbersome.

Totally Unofficial Squad Construction Guidelines – Estimates point values for squads – All points values divided by 5

A “standard” squad is 100 points. Basic pattern: 9-12 men, usually with an LMG or two, plus support teams from the platoon.
Each man costs 1 point per Tactical Value. Regulars have TV 3, elites TV 4. Leaders have 1 more. Snipers always have TV 4.
Buy weapons based on the models. You may agree with your opponent that weapon crews and medics have pistols even if not shown.

Weapons: Special Soldier Abilities: Squad Abilities (per man):


Rifle or Light SMG or pistol 1 Leader is free, but pay for +1 TV * Camouflage 1
SMG or Semi-Automatic Carbine 2 Binoculars (Sergeant only) 2 Local Knowledge 2
Semi-Automatic Rifle 3 Assistant (specify weapon) 2 Marksmen 2
FG42 5 Medic 3 Seasoned Fighters 1
Assault Rifle (StG 44) 8 Political Commissar 4 Trained w. Bayonet 1
LMG (DP, Bren, BAR) 8 Veteran *
Light Mortar 10 A Sniper costs 18 points total, (Remove one soldier to gain
LMG w. belt (bipod MG 34/42) 12 including his rifle and special Veteran.)
MMG (incl. tripod MG 34/42) 14 abilities. His TV is always 4. No Grenades -1

For Squad abilities, you must give the ability to every soldier (for Marksmen, to every soldier with a Rifle).
Each squad should have a Sergeant (who is a Leader) and may have a second Leader. A belt-fed LMG, MMG or Mortar should have
one or two Assistants. Other LMGs should have one or none. Don't take multiple MMGs or Mortars. Don't take more than two LMGs.
Break point: Half the total number of men (rounded up), minus 1. But, taking the Veteran ability does not lower the Break Point.

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