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Roll Quality or more on 1,2 or 3 dice. Every success= one action. Two or more failures = turn over. 1 always fails, 6 always succeeds.
Activation Procedure
Target behind Hard cover: If the combat results in a win by only 1, it is treated as a miss; the cover has been hit instead. Target behind Forti ed cover: If the combat results in a win by only 1 or 2, it is treated as a miss; the cover has been hit instead.
1 move = 1 action 1 attack= 1 action 1 power attack or aimed shot= 2 actions standing up= 1 action recover from shaken = 2 actions
Action Costs
Firer tripled targets score: target Killed in Action, Firer tripled targets score and rolled a 6= Gory Death Firers doubled targets score: target Out of Action Firer won with even number on die:target Shaken Firer won with odd number on die: target Goes to Ground
Results of Firing
Adjacent models roll 1d+Combat factor. + modi ers. Both combatants may a ect
Tripod-mounted weapons: 1x Long from marker; Crewed, belt-fed weapon: 1x Medium from marker; All other Ranged weapons: 1x Short from marker.
Fighting multiple enemies:-1 per extra enemy (including those knocked down) Mounted vs non-mounted: +1 on rst attack, see Mounted rule Strong model vs non-strong: +1 Fanatic: +1 Attacking knocked down/shaken opponent: +2 and any hit is Lethal Attacking prone opponent: +1 Defending obstacle or higher ground: +1 Ambushing : +1 Better weapon: +1 Fazed: -1 Powerful attack: -1 on opponents Combat Value
Loss of a Leader Party reduced to less than 50% Gory Death of a friend within 1 x Long Friend killed by Friendly Fire within 1 x Long Wanting to charge Fear-inducing opponent (see Fear) Shot by/charged by Fear inducing weapon or opponent (see Fear) Green character seeing friend Out of Action or Killed (test twice if it was also a Gory Death)
Winner tripled losers score: loser Killed in Action Winner tripled targets score and rolled a 6= Gory Death Winner doubled losers score: loser Out of Action Winners die roll is an even number : loser Knocked Down Winners die roll is an odd number: loser Recoils one base width
No friend within Medium distance -1 Within Leader command range +1 Fearless/Fanatic +1 Lone man/Last Man Standing -3 Steady under Fire +1 (see rule)
Shooter and target roll 1d+Combat factor + modi ers. Targets roll is purely defensive (he cant a ect the shooter); target does NOT add any weapon bonus.
Roll Q+ on 3 dice; 3 successes= model stands 1 failure= 1 eeing move away from enemy 2 failures= 2 eeing moves towards the nearest table edge. 3 failures = 3 eeing moves towards the nearest table edge. Character must not go nearer to enemy during eeing move. If this is impossible, the gure will surrender. A fallen character failing a Morale check must use the rst of his Morale-induced movements to stand up. If in melee contact with an active opponent, he is automatically killed.
Target up to 2x range bands away: No modi er Target is 2-3x range away: -1 Target is 3-4x range away: -2 Target is 4x to max range away: -4 Firing and moving in same action/Move and Shoot: -1 Firing from Overwatch: -1 Speculative re (target hidden): -3 Target behind cover (obscured): -1 Target prone (no modi er if within Short range) -1 Target Knocked Down/Shaken or Out of Action: +2, any hit is Lethal Firing from ambush position: +1 on rst attack only Target bigger than man-sized : +1 Marksman taking Aimed Shot: +1 Anyone taking an Aimed Shot: -1 to the opponents Combat Value Sniper scope/laser targeting on Aimed Shot: +1 Using unfamiliar weapon: -1 Target has the Acrobat special rule : -1
Easy: normal Quality check Medium: Quality check at -1 Hard: Quality check at -2 Joking: Succeeds only on a triple 6 Modi ers: Specialist adds +1 or +2 as per scenario
Tasks
Task procedure
Firer places an aiming point. Roll one die + Combat value of rer+ modi ers. Ignore range modi ers. Target point rolls a die +2
HE Fire Procedure
Firer has advanced sighting equipment: +1 Firer has high tech sighting equipment: +2 Target point is stationary: +1 Aimed Shot: Target points Combat becomes 1 Tanks without gyro stabilization ring while moving: -4 WWII US tanks with gyro stabilization ring while moving: -2 Target is obscured: -1 Opportunity re: -1
Modi ers to HE re
Triple the targets Combat Value : Target hit, AT value increases by +3 Double the targets Combat Value: Target hit, AT value increases by +2 More than targets Combat Total on even die roll: Target hit, AT value increases by +1 More than targets Combat Total on odd die roll: Target hit; use normal AT value Equal or Less than targets Combat Total: No e ect. Lucky Shot On a 6:1 result, AT value is trebled. AT Fire E ects: If target is hit, Firer rolls a die + modi ed AT. Target rolls a die + armor value. If unmodi ed AT value is more than double unmodi ed armor, hit is LETHAL.
Double the targets Combat - shot lands on target point. More than targets Combat on even die roll Opponent moves aim spot 1 S away in any direction. More than targets Combat on odd die roll Opponent moves aim spot 1 M away in any direction. Equal or Less than targets Combat - no e ect HE Fire e ects: Treat as grenade hit, all targets in blast area are automatically knocked down
HE Fire Results
HMG / Armor Piercing rule -4 High Tech Ammo * +1 Bazooka type weapons +7 RPG type weapons +3 to +8 depending on type * (most late WWII US and Allied tanks, late WWII German and all modern Main Battle Tanks). Side/rear shots: -2 to Armor value
Firer rolls 1 die + Combat Value + weapon (+3 for most tank and static guns). Do not use range modi ers. Target rolls 1 die +2.
Firing Anti-tank
Target is concealed -1 Firer has advanced sighting equipment +1 Firer has high tech sighting equipment. +2 Target is stationary +1 Static gun (not vehicle mounted) +1 Aimed Shot (a ects the target) -1 No gyro stabilization, ring while moving* -2 Turret turns more than 90 to have LOS -1 Overwatch re -1 * Tanks that move and have no gyro stabilization re at -2. WWII US tanks with gyro stabilization re at -1. Modern tanks ignore this modi er. Hull down tank/ 75% obscured by hard cover counts in hard cover. Static AT guns only re to front 180 arc.
Modi ers to AT re
Target tripled: Brew Up. Target doubled: Out of Action. Target beaten with even number: crew must take Bail Test; Stunned if they remain in vehicle. Target value beaten with Odd number: Crew Stunned Target beaten by Lethal attack: Out of Action; on a 6, Brew Up. Brew Up: vehicle explodes, all crew KIA. Characters within 1 Short take C2 hit. Out of Action: Crew will bail out and leave the eld. Stunned: crew must spend an action to recover. If vehicle is moving and crew only has one action, it must be used to move or stop, and cant be used to recover. Bail check: crew make Q Check on 2 dice. If they fail both, crew must Bail Out of the tank. Post-1980 tank crews roll at +2. Crews may re-enter vehicle with 3 successes on a Q roll. One try per turn is possible.
Target at 2-3 range bands = -1 Target at 3-5 range bands = -2 Target at 6+ range bands = -3
Mounted weapons re at -2 while moving. Armored vehicles with more than one MG may re the main gun and the extra MGs in the same action. MGs must follow their own targeting restrictions and modi ers. Co-axial MGs cannot be red when the main gun is red.