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[9.

6] HIT TABLE
Firing Player Net EW Rating
-8/-7 -6/-5 -4/-3 -2/-1 0/1 2/3 4/5 6/7
2...3 2...4 2...5 2...6 2...7 2...8 2...9 2...10
Result is range within which a roll of two dice must fall in order to eliminate one Enemy
unit.

[9.8] LAND COMBAT RESULTS TABLE


Combat Differential
DICE 0 1 2 3 4 5 6 7 8
2 3/0 3/0 3/0 3/1 2/0 2/0 2/1 2/1 2/1
CHARTS & TABLES 3
4
3/0
3/0
3/0
2/0
3/0
2/0
3/1 2/0 2/0
2/1 2/1 2/1
2/1
1/1
2/1
1/1
2/1
1/1
Copyright © 1978, Simulations Publications, Inc., New York, N.Y., 10010
5 2/0 1/0 1/0 2/1 1/0 1/1 1/1 0/0 0/0
6 1/0 1/0 2/1 1/0 1/0 1/0 1/0 1/1 1/2
7 2/1 2/1 1/1 1/0 0/0 0/0 0/1 1/2 0/2
8 2/1 2/2 2/2 0/0 1/1 0/1 1/2 1/3 1/3
[9.5] LOCK-ON CHART 9 0/0 0/0 0/0 0/1 0/1 0/2 1/3 1/3 0/3
Combat Differential 10 0/0 0/1 1/2 0/1 0/1 0/2 0/2 0/3 0/4
0 1 2 3 4 5 6 7 8 11 0/1 0/1 1/2 1/2 1/3 0/3 0/3 0/4 0/5
Attacker: 1 1 2 3 4 4 5 6 7 12 0/1 0/2 1/3 1/3 0/3 0/4 0/4 0/5 0/6
Defender: 1 1 1 2 2 2 2 2 1 or
more
Results are number of hit rolls for Attacker or Defender
(as appropriate) on Hit Table. Note that Player with Results are numbers of Attacking/Defending units lost. The Player
larger combat strength sum is the Attacker. A Combat with the larger combat strength sum is the Attacker. A Combat Dif-
Differential greater than 8 is resolved on the 8 column. ferential greater than 8 is resolved on the 8 column. Note: Refer to
Tactical Option Matrix to determine dice roll modification.
TACTICAL OPTION MATRIX
[9.7] ANTI-AIRCRAFT FIRE RESULTS TABLES
Attacker
LAND UNIT Dice Range Defender A B c D
ANTI-AIRCRAFT to Hit to Abort
W +2 _2 +1 0
7 n 2 -2
X -3 +2 +3
2 2 3
Y 0 +1 -1 -1
3 2 3. ..4 Defender Surrenders
Z
4 2 3. ..4
Result is the dice roll modification applied to the Land Combat Results
5 2. ..5 6 Table.
6 2. ..6 7 8
Attacker Chits: A = Cavalry Charge; B = Methodical Advance; C =
7 2...1 8 Air-Intensive Attack; D = Combined Arms Assault.
8 2...8 9 Defender Chits: W = Retreat Leaving Screen; X = Hedgehog Peri-
9 2. ..9 10 meter; Y = Mobile Defense; Z = Surrender.
Note that the firing Player's net EW Rating is
subtracted from the dice roll to obtain a
result. Land units may attack only GS, [9.9] BREAKOFF TABLE
Fighter, and Helicopter units with Anti-
Aircraft fire, n = no hit possible. Net EW Rating
Dice Range of Player Attempting Breakoff
to Hit 0 1 2 3,4 5,6 7,8
i/«ER Laser in Friendly Base 2. ..8 2...5 2...6 2...7 2...8 2...9 2...10
FIR INC AT
HELICOPTER, OS Laser Outside Friendly Base 2. ..5 Result is range within which a roll of two dice must fall in order to
LASER Laser in Friendly Base 2 . . . 4* successfully break off. Net EW Ratings of less than 0 are resolved
FIRING AT on the 0 column.
KECON SATELLITE Laser Outside Friendly Base 2. ..3*
Dice Roll Modifiers:
LASER Laser in Friendly Base 2. ..5 Add 2 in completely shelf ice hex.
FIRING AT
OTHER AIR UNITS Laser Outside Friendly Base 2. ..3 Add 2 if land units attempting breakoff are all infantry.
*Note that a laser firing at a recon satellite must roll the dice Subtract 2 in normal weather.
again; on a second dice roll of 2 through 4, the laser is burned Subtract 2 in mountain/glacier hex.
out, whether it hit the satellite or not. Subtract 2 if land units attempting breakoff are all armor.
Do not subtract net EW from laser dice rolls. Lasers never score Subtract 4 in poor weather.
aborts. Note that dice roll modifiers are cumulative.
[12.7] DETECTION TABLES [18.3] SUBTERRAN FORCE
LAND MOVEMENT DETECTION OPTION CHART
Dice Option
To detect unit in: Range Unit Type A B C D
Shelf Ice 2...6 Note on Detection Evasion Sleeper 12 16 8 12
Snow or Mixed 2...5 Once detected, a unit remains detected Lifter 4 2 4 2
Mountain/Glacier 2...4 until: Drill 2 1 2 2
Dice Roll Modifiers: 1. Poor weather is rolled in the Weather Converter 1 2 2 2
Determination Phase (see Section 15.0).
Add 2 in normal weather. Psimaster 1 - 2 1
All detection markers are removed and all
Add 4 in poor weather. units are inverted to conceal unit type. Numbers represent quantity of unit type
SENSOR DETECTION 2. The unit leaves a Friendly base hex available in that option.
Dice which does not contain any Enemy units
Sensor nationality: Range (of course, a unit must enter a Friendly
base hex before it can leave it). Units in
USA 2. ..7 Friendly or Enemy base hexes are always
USSR 2. ..6 detected. [18.4] STASIS REVIVAL TABLE
SAU 2. ..4
Dice Range for...
Dice Roll Modifiers: Unit Type Revival Malfunction
Add 1 in normal weather. Sleeper 2. ..9 10. ..12
Add 3 in poor weather.
Lifter 2. ..8 9. ..12
Drill 2. ..8 9... 12
AIR/SATELLITE DETECTION
Converter 2. ..6 7... 12
Air Unit EW Rating Psimaster 2. ..10 11. ..12
1 2 3 4 5 6 7 8 9
n 2 2...4 2...5 2...6 2...7 2...8 2...9 2...10
Note: Satellites use the 9-column..
Dice Roll Modifiers:
[18.5] SUBTERRAN
Add 3 in Mountain/Glacier. MOVEMENT
No change in Snow or Mixed. ALLOWANCE CHART
Subtract 2 in completely Shelf Ice.
Weather
Important: Units in Friendly or Enemy base hexes are automatically detected.
Unit Type Good Normal Poor
UNIT TYPE DETECTION Sleeper 2 2 2
Dice Lifter 8 8 6
Units Detected. . . Range Drill 2 2 2
by Air or Sensor 2. ..7 Converter 4 3 3
by Satellite 2... 4 Psimaster 8 8 6
by Land Movement 2. ..10
Number is unit's Movement Point Allow-
To attempt to detect unit type, roll separately for each unit in a stack. ance in that weather state.

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