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Land and Airborne Assault casualty result chart

Copy right 1995 Peter Morffew


The numbers across the top of the chart are the fire factors.
The numbers on the left hand side are the dice roll ( two die ).
Cross refer to find the casualty result.
The results from the casualty result chart are effective immediately and supersede any moral
results.
-8 -7 -6 -5 -4 -3 -2 -1 0 +1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2 S S S S S S S S S S S N N
3 S S S S S S S S S S S N N D
4 S S S S S S S S S S N N N D D
5 S S S S S S S S S S S N N N N D D D
6 S S S S S S S S S N N N N N D D D D D D D
7 S S S S S S S N N N N N N D D D D D D D D D1 D1 D1
8 S S S S N N N N N D D D D D D D D D D D1 D1 D1 D2 D2 D2
9 S N N N N D D D D D D D D D D1 D1 D1 D2 D2 D2 D3 D3 D3 D4 D4 D4
10 S N D D D D D D D D D D1 D1 D1 D2 D2 D2 D3 D3 D3 D4 D4 D4 D5 D5 D5 D6
11 S N D D D D D D D1 D1 D1 D2 D2 D2 D3 D3 D3 D4 D4 D4 D5 D5 D5 D6 D6 D6 D7 D7
12 S N D D D D D1 D1 D1 D2 D2 D2 D3 D3 D3 D4 D4 D4 D5 D5 D5 D6 D6 D6 D7 D7 D7 D8 D8

Automatic Neutralisation:
Elements in the open, in trenches, travelling in soft skinned vehicles, open topped A.F.V.s or in a
building are automatically neutralised if they are in the beaten zone of rapid fire artillery or mortars
firing H.E. or bomblets, Salvo Rockets or in the blast area of tactical rockets. Also ground attack with
bombs over 50 kg or unguided rockets. Closed A.F.V.s are automatically neutralised if under salvo
rocket attack and tactical rocket blast area or air attack with bombs over 250 kg.
Affect of accumulated neutralisations:
Any A.F.V., infantry element, aircraft, vehicle or artillery piece that is neutralised several times can be
destroyed. Once fire at a target has finished but has only been neutralised total up the number of
neutralisations, the firer then roles a six sided die. If the score is less than the number of neutralisations
the element is considered destroyed.
Escaping troops:
Elements escaping from a destroyed AFV or soft skinned vehicle, buildings and aircraft will do so with
just their personal weapons ( small arms ), L.A.D. and L.A.W.
Any other weapons such as ATGM, recoilless rifles, M.A.W, AAGM, mortars, etc. are all considered
destroyed for the rest of the game.
Anti-tank casualty result key:
S: Suppressed, troops and crew okay, passengers on top of vehicle check their morale A.F.V. may move & fire,
troops in vehicle may deploy .
N: Neutralised, A.F.V. functions affected, may move as dictated by morale check. Only weapons under armour
may fire. Troops will not deploy unless in cover, troops on top of vehicle check morale.
D: Destroyed, troops and crew escape but neutralised for one bound. Troops on top of vehicle roll for effect.
D, plus a number: Destroyed, number indicates how many elements travelling in or on the A.F.V. are
destroyed. External troops are removed first. Survivors escape neutralised for one bound.
Anti personnel casualty result key:
S: Suppressed, can fire as normal but not move.
N: Neutralised, cannot move or fire, can lay smoke. All troops are neutralised in artillery beaten zone if rapid fire,
bomb blast area or strafed area. Troops will not deploy into this environment from a AFV.
D: Destroyed, if several elements in area fire only one element is destroyed, the rest are neutralised.
D plus a number:Destroyed, the number indicates how many are elements destroyed in artillery or air to
ground area fire.

Anti aircraft casualty result key:
S:Off table aircraft will delay their arrival on table by one bound. May carry out attack off table if intending to.
On table aircraft loose 2 points from accuracy score die roll. Will carry out full number of passes.
N: Off table aircraft will delay arrival /attack on table by one bound and will drop to a lower altitude. On table
aircraft loose 4 points from the accuracy die role. Helicopters will fly down behind cover, if within 500 metres of
base line will fly back off table but can return.
D: Destroyed. Helicopters land within 250 metres. Troops escape neutralised unless N.O.E.then all destroyed.
D plus a number:Destroyed plus all passengers, no survivors.
Buildings and fortifications casualty result key:
S : Suppressed, all in the building or fortification are suppressed, they can return fire.
N : Neutralised, elements in a building cannot fire. Can lay smoke. Elements in a fortification can return fire. All
must leave by a safe route away from the direction of the enemy.
D : Building is destroyed if H.E. is fired. all in the building escape but are neutralised. Fortification is okay but
troops neutralised.
D plus a number : Building and fortification are both destroyed. The number indicates the number of elements
that are destroyed, others escape neutralised.
Mine casualty result key:
S : AFVs and personnel halt one bound to clear the mines, soft skinned vehicle move at half speed for the rest of
the game.
N : AFVs and personnel halt for two bounds to clear the mines. Soft skinned vehicles are destroyed but passengers
are okay.
D : Vehicles destroyed, passengers escape neutralised. If personnel one element is destroyed.
D plus a number : Vehicles destroyed, number indicates how many elements are destroyed. Personnel, more
than one element in the mine field indicates how many elements are destroyed.
Soft skinned vehicles casualty result key:
S : Vehicles suppressed. Vehicle will not advance, can takes cover, passengers get out if the vehicle halts
N : Vehicle neutralised, vehicle halts and takes cover. passengers take cover and neutralised that bound.
D : Vehicle destroyed, all elements escape but neutralised. If in the open elements stay neutralised. If elements in
cover will be okay after one bound.
D plus a number : Vehicle destroyed, number indicates how many elements are also destroyed. Others escape
neutralised

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