The rules are based on ideas from many other sets of WW2/Modern wargames rules including Firefight (Bruce Rea-Taylor), Bodycount (Arclight products), Challenger (Bruce Rea-Taylor) as well as articles from Miniature Wargames, Wargames Illustrated and The Jounal.
One of the major differences of these rules is the non-linear ground scale, which varies from 1:400 at short distances to 1:2000 at the maximum envisaged distance. The effect of this is to accsentuate the role of smallarms & other infantry weapons, out to a range of 300m or so, while still allowing the use of most supporting arms, if at slightly decreased effectiveness.
Turns are simultaneous and in general the order set out in the Bound (below) should be followed. The idea behind the Reaction rolls is to make the unit leaders the centre of the game. It will soon be realised that a unit must have good motivation and constant attention from its commanders to operate effectively.
If an umpire is present then hidden movement/back to back game can be used. For these cases a result of 6 on the spotting dice will result in the observing unit spotting something even if there is nothing there. It is this situation and the tactic of ``recconaissance by fire" that the rule for firing at areas of cover (equivalent to unaimed fire) is included (It should be noted that light support weapons have a -3 DM to hit when firing at an unseen enemy).
Over the years I have continually modified these rules and players are encouraged to continue to do so. The tables at the end for example are based only on my own opinion, and so to some extent these will be coloured by my prejudices and interests. I would be interested in any comments/criticisms/modifications. Feel free to e-mail me and most of all, enjoy!
- Aaron Longbottom 1989. (e-mail [email protected])
(Postscipt and LaTeX versions of this file are available, e-mail me at the above address.)
If you wish to fight pure infantry actions I would recomend either Firefight or one of the many modern role-playing games (e.g. Recon), while for those who want larger scale battles Command Decision is one of my favourites.
For those of you with some interest in ths period of history (especially those in the U.K.) I can recommend joining ``The Society of Twentieth Century Wargamers". This is a non-profit-making society run by wargamers for wargamers. For which you get four copies of The Journal a year packed with reviews, articles, scenarios, rules letters and traders comments. Also discounts off most major manufacturers, special offers & exclusive models only available to society members, second hand book and model exchange service. I can send further info via e-mail or contact:
Mark Wheeler (Treasurer, SOTCW),
25 Buttermere,
White Court, Black Notley, Essex,
CM7 8UY, UNITED KINGDOM.
Phone: +44 376-330567 (Daytime UK only)
Real 10m 20m 40m 60m 100m 150m 200m 300m 600m Game 2" 4" 8" 10" 20" 25" 30" 40" 60" Real (km) 1.0 1.5 2.0 2.5 3.0 4.0 5.0 6.0 Game (approx) 5' 6' 6'8" 7'6" 8' 9' 9'6" 10'
Radio contact 3+
DM's: -4 WWII Field radio -1 Artil. impact within 15"
-2 WWII Vehicle radio -2 Artil. impact within 9"
-1 Old type (PRC-10, PRR-2, URC-68) -2 Operator under fire
+1 New type (PRC-77) -1 5+ smallarms or any M.G. firing within 9"
-3 Crawling -1 Raining
-5 Advancing -2 Storm
-7 Running
To: Need Max. Mot. if pass (DM's): Move back 2+ 0 + motivation level Unaimed Fire/Set up 3+ 1 + L.P.s of ONE leader Crawl 4+ 1 +1 Light Spt. fire (G.L./L.M.G.) Aimed Fire/Advance 5+ 2 +2 Heavy Spt. fire (R.R./H.M.G.) To contact 6+ 2 +/- Umpires discretionChanges to motivation:
If fail -1 +/- Umpires discretion If succeed +1 Advance to contact +1 (extra) Max. Motivation +2 If casualty this go -1 Min. Motivation -2 If C.O. is casualty -1 (extra) If Pinned down -1
Max. MOVING FIRING (1st/2nd+ shots)
Target in range still crawl advan. run smallarms L.M.G. R.R./H.M.G./e.t.c.
Open (60") 5+ 4+ 1+ auto 4+/2+ 3+/1+ 2+/auto
Light (24") 6+ 6+ 4+ 2+ 6+/4+ 5+/3+ 3+/2+
Close (12") 7+ 6+ 5+ 3+ 8+/6+ 7+/5+ 5+/3+
Dense (6") 8+ 7+ 6+ 4+ no/8+ no/7+ 7+/5+
(DM's) YOU: pinned -2 Closed down -1 (DM's) YOU: pinned -2 Closed down -1
Advan. -1 Running -2 Advan. -1 Running -2
+F.C.R. difference TGT: A.T.G.W. backflash +1
Vehicles count as running (Double ranges) small +1, medium +2, large +3.
For aircraft, count as running and take cover type that observer is in.Fully developed smoke - down two lines. Partially developed smoke - down one line. At night all use Dense line. (+1 for Firing, can see flashes better.)
Infantry crawl advance run
track/open 4" 10" 18"
light/paddy 2" 8" 12"
close/dense 2" 6" 10"
Possible to spot traps? yes yes no
Modifiers:
-1" prone to erect
-1/2" for each of: (carrying Hvy. pack, large L.M.G., Lt. mort.,
ammo belts, shells,L.A.W., or wearing Flak-jacket.)
-1" for each of: (carrying 60mm mort.,R.R., A.T.G.W., S.F.M.G., M.M.G.,
carrying wounded by self or crippled man between 2.)
-2" for each of: (carrying H.M.G.,81-120mm mort., crippled man alone.)
Vehicles road open light close dense swim Light track 30" 20" 20" 12" 6" 10" Medium track 26" 18" 18" 10" 4" 12" Heavy track 22" 14" 14" 9" 2" 6" Fast Wheeled 34" 22" 14" 6" - 12" Slow wheeled 30" 15" 10" - - 6" Dog/Horse 22" 22" 11" 8" 6" 6" Domestic animal 8" 8" 4" 4" 4" 2"
Tgt: muzzle flash -3 Firer: pinned -1
prone -2 wounded ({\em optional}) -1
running -1 advancing -1
Lt./Close cover/1/2 vis. -1 running -2
Smk./walls/Dense cover -2 rested weapon/bipod +1
Bunker -3 Has Target: & using scope +1
Night (no moon) -2 & using Laser +2
Night (with moon) -1 + Ability
If you roll 1-2 (single shot) or 1-6 (auto fire) there is a chance of a
misfire:
Weapon (D10) O.K. Dud Out of Ammo Jams Pistol 1 2-4 5-8 9-10 O.K. - fires as normal Revolver 1 2-4 5-9 10 Dud(misfire) - lose one `hit' S.M.G. 1 2-3 4-7 8-10 Out of Ammo - fires o.k. but must Auto-rifle 1 2-3 4-8 9-10 reload this go Other rifle 1 2 3-9 10 Jams - doesn't fire takes Box M.G. 1 2 3-9 10 next go to clear Belt M.G. 1 2-3 4-8 9-10For each hit roll D10-str.:
less than 4 pinned DM's: aimed single shot +2 confined space (blast only) +2 4,5,6 wounded Dum-Dum bullet +1 Standard flak-jacket -2 7,8 crippled fired at muzzle flash -2 Hvy. duty flak-jacket -2 9+ killedpinned no moving + other DM's.
Optional: (D6) 1. scratch 2,3. body/leg 4,5. arm (* firing DM, 6. head
(down No) (#crawl only) D6 = 6 weapon destroied) (up No)
Penetration of rounds:If the target is protected by cover the following may be deducted in addition to str. to get the type of wound:
Wood/bamboo/brush fence -2 Log wall (/log thick) -5 Brick wall (/brick thick) -3 Concrete (/6" thick) -6 Sandbag (/bag) -4 Reinforced concrete (/6" thick) -10 Earth bank (/foot thick) -4
Weapon Pistol S.M.G./S.G./ Autorifle L.M.G Carbine Rifle S.F.M.G./
Max. Die Flechette Small Large M.M.G./H.M.G.
range roll 6" 12" 24" 30" 40" 24" 30" 60"
1 - - - - - - - -
2 - - - - - - - P
Open/ 3 - - P P P P P P1
Light 4 - P P P P1 P P P2
cover 5 - P1 P1 P1 P1 P P P2
6 P P2 P2 P2 P2 P1 P1 P3
1 - - - - - - - -
Close/ 2 - - - - - - - -
Dense 3 - - - - P - - P
cover 4 - - P P P P - P1
Crawling 5 - P P P P P P P1
6 P P P1 P1 P1 P1 P1 P2
1 - - - - - - - -
2 - - - - - - - -
Heavy 3 - - - - - - - -
cover 4 - - - P P - - P
5 - - P P P P - P
6 - P P P P P P P1
Strength -4 -4 -3 -2 -2 -3 -2 -2
If missing crew member treat large L.M.G. as Small.P = Pinned, No = number of wounded (roll on casualty table, see above)
(DM's): -1 less than 4 smallarms in group
-1 per missing crew member of S.F.M.G./M.M.G./H.M.G
H.E. Other (see below)
Weapon 2" 4" 8" 10" 15" 20" 25" 30" 40" 60" Rad. Hits Str. Rad. Hits Str.
Off. Gren. 4 6 8 - - - - - - - 2" D6 -2 2" D6-1 -1*
Def. Gren. 4 6 9 - - - - - - - 3" 2D6-1 -1 2" D6 0*
Rifle Gren. - 8 8 9 10 11 - - - - 3" 1/2D6 -2 2" 1/2D6-1 -1*
A.T. version - 8 9 10 11 12 - - - - - - - 1" 1/2D6 +4
Molotov - 8 10 - - - - - - - - - - 1" 2D6-1 -2*
A.T. Gren. - 8 10 - - - - - - - - - - 1" D6-1 +2
SPG-9/2A2B - 6 6 6 7 7 8 9 10 12 3" 2D6 -1 1" D6 +6
M203/BG15 - - 6 7 8 9 10 12 - - 2" D6-1 -2 1" 1/2D6 +1
M79 - - 6 7 8 9 10 11 12 - 2" D6-1 -2 1" 1/2D6 +1
AGS 17 30mm - - 7 7 8 8 9 10 11 12 2" 1/2D6 -2 1" 1/2D6 +1
(PLAMYA)
M174 40mm - - 7 8 9 10 11 11 12 12 2" 1/2D6 -2 1" 1/2D6 +1
XM12 20mm - - 7 7 7 8 9 10 11 12 1" 1/2D6-1 -3 1" 5+ +1
Satchel charge 4 - - - - - - - - - 2" 3D6-2 +5 - - -
Hand mortar - - 10 10 10 11 12 - - - 3" D6 -2 - - -
Flame throwers:
Manpacked 7 7 7 - - - - - - - Area 2"x4"
Vehicle 7 7 7 7 - - - - - - 3D6 hits
M202 - 6 7 8 9 10 12 12 - - Str. -3
* W.P. Round, otherwise H.E.A.T. round.
(DM's): to get range (DM's): to No hits
Tgt: muzzle flash/unseen -3 Firer: pinned -1 Tgt. prone -1
prone -2 wounded (optional) -1
running -1 advancing -1 per 5m -1
Lt./Close cover/1/2 vis. -1 running -2 height diff.
Smk./walls/Dense cover -2 Throwing gren.& prone -2
Bunker -3 Has Target: + Ability
Night (no moon) -2 Night (with moon) -1
HITS ARE SHARED EQUALLY BETWEEN THOSE WITHIN RADIUS. MAXIMUM OF 4/FIGURE.If fail to hit throw on table:
Hand grenade/G.L. up to 4" D10 12 8 4 6 14 17 20
Hand grenade/G.L. over 4" D20 3" 9 1 X 2 10 15 18 ---> TO FIRER
Satchel charge D10-2 11 7 3 5 13 16 19
7"
Missfire: on role of, 1. H.E./W.P., 1,2. H.E.A.T./Flame
D10 1-4 Possible Accident/O.K.
5-10 Dud: H.E./W.P. fail to explode H.E.A.T half effect
(DM) +1 If home made
Flame: 1-4 O.K., 5-8 Fails to ignite, 9-10 Jams.Accidents: (for hand grenade only) may fumble & drop on roll of:
Ability 0 1 2 3 4 D20 Yes 1-16 1-8 1-4 1-2
(Defenders)
CHARGE FAIL TO FIRE FAIL TO MOVE BACK FAIL TO
(Attackers) CHARGE FIRE MOVE BACK
Both fire Attackers Defenders Attackers Attackers Defenders
at 2". fire at 2". fire first at 2". fire at 2". take surrender
CHARGE Both melee. Both melee. Attackers Both melee position
fire at 2".
Both melee.
FAIL TO Defenders Nothing Defenders Nothing Defenders Nothing
CHARGE fire at 2" happens fire happens evacuate happens
normally position
NOTES: All firing is at unseen enemy & takes place before melee. After
firing both must test AGGRESSION (below) before melee.Testing Aggression (D6):
Before each melee round. Must be able to FIRE on reaction table to continue
-- Will surrender if you fail.
-- If both fail one with most casulalties MUST withdraw.
Melee (D10): Attacker roll D10
DM's
Ability 0 1 2 3 4 +1/-1 defender/attacker is wounded
DM -2 -1 0 +1 +2 +2/-2 defender/attacker is prone or lower
+3 to rear of defender +2/-2 defender/attacker is pinned
+1 per additional attacker +1/-1 attacker/defender has knife or bayonet
Result: Attacker Defender Total <2 2 3 4-5 6-7 8-9 10 11 12+ Result Kill Crip. Wound Pin. O.K. Pin. Wound Crip. Kill
minimal 10+
low 9+
medium 8+
high 7+
maximum 6+
(DM) Not in file single file +1
These are a measure, on a D10, of the chance of a squad sized unit encountering a mine or booby-trap. When this happens a previously prepared card is consulted to see what, if anything, there is. Individual mines may be marked.
Detection (D20):
Roll D20 for each 4" moved, may see none, some or all traps.
Track/Light Close Dense Paddy/River
Pits 10+ 12+ 14+ 16+
Concealed spikes 12+ 14+ 16+ 18+
Tripwire - concealed 14+ 16+ 18+ 20+
- hastily laid 8+ 10+ 14+ 16+
Buried mine - visual 9+ 11+ 15+ 19+
- mine detector 6+ 6+ 6+ -
Scattermine - visual 7+ 9+ 14+ 18+
- mine detector 6+ 6+ 6+ -
Boobytrap 14+ 16+ 18+ 20+
Traps 11+ 13+ 15+ 17+
Tripwires: Hastily laid in one bound OR set in three bounda.
May be attached to grenades, satchel charge, flares, shotguns, A.T. Wpn.
e.t.c. 3+ to trigger.Mines:Set before game starts. Either Anti-personnel (also set of by A.F.V.s) or Anit-Tank (1/2 chance to be triggered by animals, no chance for men). 7+ to trigger lone mine, Field of mines set with a density of between 5+ and 9+/inch to trigger.
Toe poppers: Bullet set in ground to fire upwards. 7+ to trigger.
Pits & Traps: 2+ to step/fall in.
NOTES:
Claymores take 2 bounds to set + one bound to lay 4" firing wire. Roll D6+Ability: 1-5 = low, 5,6 = high, 7+ O.K.
Effect (D6) Radius Hits Str Notes
Toe-popper - 1 0 Treat killed as crippled.
Spiked pit - 1 -2 Treat killed as crippled unless mantrap.
Swinging spikes - 1 -3
Spiked boards - 1 -4 Last three may be poisoned.
Large animal trap - 1 -5
Small animal trap - 1 -6
Small A.P. mine 1" 1/2D6 -2
Large A.P. mine 1 1/2 D6 0
Bouncing Betty 2" D6 -1 To hear mine arm (D10) 5+ (DM's as spot).
A.T. mine 2" D6+1 +1 SEE BELOW
Claymore type 60deg to 6" 3D6 +1 -2" to ranges if
cont. to 11" 2D6 -1 Russian or Chinese.
(set low) 60deg to 4" 2D6 +1 -1" to ranges if
cont. to 8" D6 -1 Russian or Chinese.
(set high) 60deg to 5" 2D6 0 -1" to ranges if Russian or Chinese.
cont. to 9" D6 -2 Only standing figures
Gren, Bow, Shotgun: Treat as normal (Unseen enemy).HITS ARE SHARED EQUALLY BETWEEN THOSE WITHIN RADIUS. MAXIMUM OF 4/FIGURE.
Ability 0 1 2 3 4 (DM) -2 -1 0 +1 +2
Ranging Artillery Mortar Guns H.E. (D20) Long Short Direct 1 8 19 4 13 6 8 6 5 DM's +/- No to D20 2 6 15 3 11 4 5 5 3 3 L 5 U 13 L 2 U 8 L 3 U 4 L 4 U 3 Ability 0 1 2 3 4 4 E 4 N 11 E 2 N 7 E 3 N 3 E 3 N 2 shot 2 - - 1 1 1 5 F 3 D 9 F 1 D 6 F 2 D 3 F 2 D 2 3 - 1 1 2 2 6 T 3 E 8 T 1 E 5 T 2 E 2 T 2 E 1 4 1 1 2 2 3 7 2 R 6 1 R 4 1 R 2 1 R 1 5 1 2 2 3 4 8 1 4 1 3 1 1 1 1 6 1 2 3 4 5 9 1 2 1 2 1 1 1 1 7 1 2 4 5 6 10,11 HIT HIT HIT HIT e.t.c. 12 1 2 1 2 1 1 1 2 Half all these DM's 13 1 4 1 3 1 1 1 4 (round down) for WWII 14 R 2 O 6 R 1 O 4 R 1 O 2 R 1 O 5 games. 15 I 3 V 8 I 1 V 5 I 2 V 2 I 2 V 7 16 G 3 E 9 G 1 E 6 G 2 E 3 G 2 E 8 17 H 4 R 11 H 2 R 7 H 3 R 3 H 3 R 9 18 T 5 13 T 2 8 T 3 4 T 4 12 19 6 15 3 11 4 5 5 13 20 8 19 4 13 6 8 6 17Effect of ranging & single shots (D6)
Weapons H.E. W.P. H.E.A.T. (single shots) Rad. Hits Str. Rad. Hits Str. Rad. Hits Str. 50/51mm mort. 2" 6+ -1 - - - - - - 35-57mm guns 60mm mort. 3" 5+ -1 2" 6+ +1 1" 5+ +6 73mm guns 81/82mm mort. 4" D6-1 0 4" 5+ +1 1" D6-1 +5 75-90mm guns 107/120mm mort. 5" D6 0 4" D6-1 +2 1" D6+1 +7 100-125mm guns 160/240mm mort. 5" D6+1 +1 4" D6 +2 1" 2D6-1 +7 105/122mm How. 152/155mm How. 6" 2D6-1 +1 5" D6+1 +2 1" 2D6 +8 175mm+ How. 7" 2D6 +1 5" 2D6-1 +2 - - -(DM's): to No hits: tgt. prone -1, per 5m -1
HITS ARE SHARED EQUALLY BETWEEN THOSE WITHIN RADIUS. MAXIMUM OF 4/FIGURE.
Effect of barrages (D6):
Guns x minutes Area hit
Weapons Ammo 1 2 3 4 5 10 15 20 30 60 4/6 guns
50/51mm mort. H.E. - 6+ 6+ 6+ 6+ 5+ 1/2D6 1/2D6 D6 2D6 8/ 8x10
35-57mm guns
60mm mort. H.E. - 6+ 6+ 6+ 6+ 5+ 1/2D6 1/2D6 D6 2D6 10/10x12
73mm gun W.P. - - - 6+ 6+ 5+ 1/2D6-1 1/2D6 D6-1 2D6 6/ 6x8
81/82mm mort. H.E. 6+ 6+ 6+ 6+ 6+ 5+ 1/2D6 1/2D6 D6 2D6 10/10x12
75-90mm guns W.P. - - - 6+ 6+ 5+ 1/2D6-1 1/2D6 D6-1 2D6 8/ 8x10
107/120mm mort. H.E. 6+ 6+ 5+ 5+ 1/2D6-1 1/2D6 D6 2D6-1 2D6+1 3D6 12/12x15
100-125mm guns W.P. - 6+ 6+ 5+ 5+ 1/2D6 D6 D6+1 2D6 3D6 10/10x12
160/240mm mort. H.E. 6+ 5+ 1/2D6-1 1/2D6 1/2D6 D6+1 2D6 3D6-1 3D6 3D6 12/12x15
105/122mm How. W.P. 6+ 6+ 5+ 1/2D6-1 1/2D6 D6 2D6 2D6+1 3D6-1 3D6 10/10x12
152/155 How. H.E. 6+ 5+ 1/2D6 1/2D6 D6 2D6 3D6-1 3D6 3D6 3D6 14/14x18
W.P. 6+ 5+ 1/2D6-1 1/2D6 D6-1 2D6 2D6+1 3D6-1 3D6 3D6 12/12x15
175mm+ How. H.E. 6+ 5+ 1/2D6 1/2D6 D6 2D6 3D6-1 3D6 3D6 3D6 15/15x20
W.P. 6+ 5+ 1/2D6-1 1/2D6 D6-1 2D6 2D6+1 3D6-1 3D6 3D6 12/12x15
Notes: For 4 gun battery area is No before / square in inches.
For 6 gun battery area is No after / rectangle in inches.(DM's) Target NOT prone +2, Str.s as above.
Hand grenade/Shells(H.E. & W.P.) 2" diam. or 1/2 area, lasts one bound.
Smoke grenade/Discharger/shell 2" diam. or area. Spreads 4" down wind on
& vehicle fires* second bound. Lasts two bounds.
Smoke generator 1" by 6", spreads to 12" down wind if
continued (taken from vehicles last
position). Only partial screen 1/2 all DM's.
Lasts only one turn unless continued.
Terrain fire* 2" diam. Lasts until burnt out.
* To burn out (D20) 20+ first turn.(DM's) +1 per turn passed, +2 per turn trying to put out fire
If no wind screens are not lengthened. If high wind 1/2 time smoke lasts.
Illum. gren/flare pistol 9" diam. Mort. to 60mm/Shell to 90mm 15" diam. Mort. 60mm+/Shell 90mm+ 20" diam.
Thermal Imagers Negate night, mist & fog. Rain & snow still in effect.
Infra-red Night Sights (DM) +1 in poor visibility. May be detected by passive &
I.R. detectors (DM) +1. Burn out if within flare range.
Passive Night Sights As I.R. night sights but cannot be detected. Early
versions may burn out within flare range.
Surveillance Radar Only for area fire. As Open but (DM) -1, has 6" dead zone.
Acoustic Detectors Moving men & vehicles as Open (DM) -3
I.R. & other beams Detect all crossing.
T.V. Monitors As normal but may have I.R. or Passive sensor. Operator
has alertness -1 & counts as closed down.
Electronic Detectors To detect radars/beams/scanning devices (D10) 3+, Radar
any where. Others less than 6".
Infantry A.T. 4" 8" 10" 15" 20" 25" 30" 40" 60" 80" 100" 120" HEAT L.A.D. A* 4 5 6 7 8 10 10 - - - - - 5 L.A.D. B* 4 4 5 6 7 8 9 10 - - - - 5 R.C.L. to 90mm 4 4 5 6 6 7 8 9 10 - - - 4 R.C.L. 90-120mm 4 4 4 5 5 5 6 7 9 - - - 6 P.I.A.T. 4 7 9 10 - - - - - - - - 3 Pz Faust 4 7 8 10 - - - - - - - - 4 Pz Schreck 4 6 7 9 10 - - - - - - - 4 RPG2, Type56, 4 6 7 9 10 - - - - - - - 4 SAR-PAC, Pzf44 Baz M20, Pzf44n 4 5 5 6 7 9 10 - - - - - 5 M57, RBR80, C90 4 5 6 7 9 10 - - - - - - 6 RPG7, Type69 - 4 6 7 10 - - - - - - - 5 RPG16 - 4 6 7 8 10 - - - - - - 8 ACIP300 - 4 5 5 5 5 8 9 - - - - 8 C.Gustav M2, 4 4 5 5 6 6 8 10 - - - - 7 S550 M67, Folgore 4 5 5 6 6 7 7 9 - - - - 6 RL83, RL100, 4 4 5 5 6 7 8 9 - - - - 6 LRAC, STRIM Missile A - - - - - 9 8 8 6 5 6 - 8 Missile B - 9 9 8 8 8 7 6 5 5 5 6 10* L.A.D. A: RPG18,Type 74,M72,Miniman.
A.T. Guns 4" 8" 10" 15" 20" 25" AP 30" 40" 60" AP 80" AP 100" AP HEAT 20-25mmA 4 4 4 4 4 5 2 5 5 6 1 - - - - - 30-40mmA 3 3 4 4 4 4 3 4 4 9 2 - - - - - 57-80mm 4 4 4 4 4 4 5 5 5 5 4 8 3 - - 5 81-100mm 4 4 4 4 4 4 6 4 5 5 6 7 5 9 3 6 105-125mm 3 3 3 3 3 3 7 3 4 4 7 6 6 8 5 7 M81 152mm 4 4 4 5 5 6 - 6 7 8 - - - - - 8 M135 165mm 3 4 4 4 5 6 - 8 9 - - - - - - 8
(DM's) FIRER: Ability 0 -2 Tgt: small +1
Ability 1 -1 medium +2
Ability 3 +1 large +3
Ability 4 +2 Moved 3-6" -1
2nd+ shot +2 Moved 6-9" -2
Suppresses/closed-down -1 Moved 9-12" -3
Obscured by smoke/close/dense -2 Moved 12"+ -4
Moved & Stabilised +1 Other: To hit specific point -4
Moved 0-3" -1 Night -1
Moved 3-6" -2 25-40mm or R.R. firing +1
Moved 6"+ -2 Automatically
Once a hit is obtained see where it is:
D10 front/rear side TRACK 1-2 1-3 HULL 3-7 4-7 TURRET 8-10 8-10Penetration:
Weapon RCL to 90mm RCL to 120mm LAD A & B LAW's Missile A & B Rad. 2" 2" 1" 1" 2" Hits D6 2D6 2D6 2D-1 3D6-1 Str. +4 +6 +6 +6 +9Armour Classes:
Type of vehicle Front Side Rear Bottom/Top/Track Special Armour: A.P.C.,A/c,Lt. 1 1 1 1 vs H.E.A.T. rounds Lt.Spt. Vehicle Spaced x1 1/2 M.I.C.V.,Lt.Spt.tank 2 1 1 1 Chobham/Laminated x2 Light tanks 3 2 1 1 Active (D6) Medium tanks 4 2 2 1 1 No change Heavy tank 5 2 2 1 2-4 x1 1/2 Modern tank 6 3 2 2 5,6 x2Internal Hits: Roll D20 or D10 & keep reading down column until out of hits.
Dice Front hull Side/Top/Bottom hull Rear hull Turret 1 engine crew passenger gun 2 engine engine passenger crew 3 engine crew passenger gun 4 crew crew passenger laser R.F. 5 crew crew passenger crew 6 crew crew passenger gun 7 crew gun engine auto l./crew 8 gun passenger engine s. disch. 9 gun passenger engine ammo 10 crew ammo ammo radio 11 crew - ammo - 12 crew - s. disch. - 13 ammo - radio - 14 ammo - crew - 15 s. disch. - gun - 16 radio - crew - 17 engine - crew - 18 engine - crew - 19 passenger - engine - 20 passenger - crew -If hit inoperative:
GUN Dice for which.
CREW/PASSENGER Dice for which (str. -3).
AMMO explodes on (D10):
A.P.C.,A/C,Modern M.B.T. 10+
Lt. Tank, Chinese M.B.T./T72 8+
Other M.B.T. 9+
(NO ESCAPE)
ENGINE Roll D10: 1-5 1/2 move, 6-10 Stops
Catches fire on same roll if:
A.P.C.,A/C 7+
M.B.T. e.t.c. 6+
(MAY STILL BAIL OUT)
Non penetrating rounds (Roll once only on above)
GUN Dice for which: If main gun traverse jammed. Outer M.G. destroyed.
CREW/PASSENGER Exposed crewman hit. Dice for which (str. -3).
RADIO Outer aerials destroyed, no communication till fixed.
S. DISCH./LASER R.F. Destroyed.
Others have no effect
Track Hits (D10)
1-6 Track/Wheel Skews 45deg to side hit & travels 1/2 last moves distance.
hit Imobalised except multi-wheeled vehicles which 1/2 movement.
7-10 Suspension 1/2 movement. (N.B. no need to penetrate)
Soft Vehicles:Indirect and smallarms fire on vehicles:
If vehicle is within area/radius it will take a hit as normal but may only take a maximum of 4 hits/weapon.
For smallarms get (DM's) to hit target:
small +1 Tgt. moved 3-6" 6-9" 9-12" 12"+ medium +2 (D.M.) -1 -2 -3 -4 large +3Missfires using vehicle & A.T. weapons (D10):
For vehicle fire:
If using H.E.A.T. or firing auto and roll 1-4
OR firing other and roll 1-2 could misfire.
Weapon No effect Dud/Missfire Out of Ammo Jams Main Gun (H.E.A.T) 1-4 5-8 9 10 Main Gun (Other) 1-6 7-8 9 10 Infantry A.T. 1-5 6-9 - 10 Disposable A.T. 1-5 6-10 - - R.C.L. 1-6 7-9 - 10 Grenade 1-4 5-10 - - Mortar/Artillery shell 1-4 5-10 - - Flame thrower 1-4 5-8 - 9-10DUD/MISSFIRE All but HEAT lost. HEAT (D10): 1-6 lost, 7-10 1/2 Pen./Str.
Available to 105mm \& 120mm guns. Area effected 4" wide by 8" deep.
Range 4" 8" 12" 16" 20" 24" DM to hits Hits 3D6-1 2D6+1 2D6 2D6-1 D6+1 D6 prone -1 Str. +1 0 -1 -2 -3 -4HITS ARE SHARED EQUALLY BETWEEN THOSE IN AREA. MAXIMUM OF 4/FIGURE
Airplanes may one straight-line pass per bound.
Both may fly at normal or evade and at an altitude of Nape-Of-Earth,Low or
Medium. Airplanes may also fly at an altitude of High or Ceiling.
Stafing target (D20): Accuracy in inches:
(M.G. & Cannon) (If miss strafing, or other attack)
Point Tgt. Linear Tgt. Weapon: Deviation as:
N.O.E. Normal 5+ 3+ M.G./G.L. Mortar
Evade 4+ 6+ Rockets Guns Direct
LOW Normal 9+ 5+ Bombs Short artil.
Evade 11+ 10+ x2 alt. Medium, x3 alt. High x4 alt. Ceiling
Areas:
Point Tgt. Linear Tgt. G.L.s (40mm) 8"x4"
M.G. \& Can. 4"x4" 8"x2" Single rocket 4" diam.
Mini-guns 6"x6" 3"x11" Napalm (per tank) 5"x13"
Salvo Rockets 11"x11" 6"x18" Large A.S.M. 5" diam.
19 Rockets* 13"x13" 9"x15" W.A.A.M./C.B. (750lb) 20"x30"
F.A.E. (500lb) 30" diam.
* 19 Rocket pods using this larger area throw on RP(7) below due to reduced effect.
Effect (D6):
Weapon Bunker Dense/Wall Close Other Str. 7.62mm M.G. - - 6+ 6+ 0 Mini-gun/ - 6+ 6+ 6+ +1 20mm can./.50 cal 750lb (9") - 5+ 1/2D6 D6-1 -2 750lb (5") 6+ D6 D6+1 D6+1 -2 1000lb (11") - 1/2D6 D6-1 D6 -1 1000lb (6") 5+ D6+1 2D6-1 2D6 0 Napalm 5+ 1/2D6-1 D6 D6+1 -1 RP(7) or RP(19)* 6+ 6+ 5+ 1/2D6-1 -1 RP(19) 6+ 6+ 1/2D6 D6-1 0 G.L. (40mm) 6+ - 6+ 5+ -1 Single Rocket - - 6+ 6+ -2 Large A.S.M. D6 2D6-1 2D6 2D6-1 +1 W.A.A.M/ (750lb) 6+ 1/2D6 D6+1 2D6 +2 Cluster Bombs F.A.E. (500lb) D6 2D6 3D6-1 3D6 0A.T.G.W. treated as ground based equivalent
F.A.E.- Fuel Air Explosives (CBU-72 e.t.c.)
Cluster bombs 750lb (M-36, CBU-52, CBU-24, e.t.c.)
Larger delivery systems use multiples of above. (CBU-33,
CBU-38, SYY-24, SUU-24, e.t.c.)
A.A. fire (D20):
Light Arm'ed Gunship Large Prop.
Transport Lt/Manouv'ble Transport Jet Plane
Weapon Range Hov. Nm. Ev. Hov. Nm. Ev. Hov. Nm. Ev. Nm. Ev. Nm. Ev. Damage
Smallarms 15" 20 - - - - - 20 - - - - - - A
(group)
7.62mm M.G. 24" 15 17 19 16 19 - 10 13 14 - - 18 19 A
Single H.M.G. 15" 6 12 16 6 15 18 4 9 11 18 19 14 15 B
30" 15 17 19 16 19 - 10 13 14 - - 18 19 B
Multi H.M.G./ 24" 2 7 11 4 9 15 2 2 2 17 18 10 11 B
Gattling 60" 9 13 17 11 17 20 3 5 7 20 - 15 16 B
37mm A.A. 5' 18 19 19 18 19 19 15 18 19 - - 20 - C
57mm A.A. 6' 17 18 19 18 18 19 14 17 18 20 - 19 20 C
Larger A.A. Any 16 17 18 17 18 19 13 16 17 19 20 18 19 2xC
Lt. S.A.M. 6' 16 18 18 19 20 20 7 8 8 19 20 17 18 2xC
Hvy. S.A.M. Any 17 18 18 17 18 18 8 8 8 16 17 9 10 Explodes
Count each barrel/missile of 37mm+ A.A.
Smallarms N.O.E.- LOW DM's: MEDIUM 1/2 chance (Round up) (NOT for S.A.M.s) Larger A.A. N.O.E.- HIGH HIGH 1/4 chance (Round up) (NOT for S.A.M.s) Large S.A.M. LOW - CEILING + RADAR rating (0 to 3) Others N.O.E.- MEDIUM - ECM rating (if firer using RADAR) (0 to 3)A.A. effect - Damage (D20):
Aircraft Dam. NO CREWMAN DAMAGED CRASHES EXPLODES
EFFECT HIT
Lt. Observation A 1-8 9-15 16 17-20 -
Helicopters B - 1-5 6 7-17 18-20
OH1, OH58, Mi2 C - - - 1-7 8-20
Lt. Transport Hel./Lt. Plane A 1-13 14-17 18-19 20 -
Gazelle, Lynx, UH1. UH60, B - 1-12 - 13-17 18-20
Mi8, Mi28, Birddog C - - - 1-10 11-20
Armoured & A 1-17 18 19 20 -
Med. Transport Hels. B 1-6 7-10 11-14 15-18 19-20
AH64, AH1, Mi24, Puma C - - - 1-10 11-20
Hvy. Transport Helicopters A 1-17 18-19 20 - -
CH47, CH53E, Mi17, Mi6 B 1-13 14 15-17 18-19 20
C - - 1-2 3-15 16-20
Lt. Jets & Prop. Attack A 1-19 - 20 - -
planes A37, A1 B 1-13 14 15-17 18 19-20
C 1-7 8 9-10 11-12 13-20
Jet Fighter/Bombers & A 1-19 - 20 - -
Large Prop. planes B 1-13 - 14-16 17-18 19-20
C 1-7 8-9 10-13 14-16 17-20
Crewman Hit Dice to see which. Str. +1.Vehicles using N.B.C. (if capable) must remain closed down, but may operate as normal. If engine K.O. then protection is no longer effective. Vehicles with no N.B.C. capability must have crew in N.B.C. suits (see above).
Roll each bound on table below to see if disabled:
Target(D20) Mustard or Chlorine Nerve gas or C.S. & Radiation (10 min.
type gas Blood agent Riot gas after strike)
Unprotected 7+ 5+ 5+ 0+
(10+ in A.F.V.)
In gas mask 10+ 7+ 9+ 1+
In N.B.C. suit & 10+ 9+ 11+ 3+
wounded
In penetrated vehicle 9+ 7+ 17+ 2+
with no N.B.C. running
N.B.C. protection - - - 15+
DM +1 per bound after delivery.Throw once only for C.S./Riot gas, disabled for two turns only.
Areas:
Diliverance System Area C.S./Riot gas grenade 5" diam. Round of blood/blister agent 15" diam. Bomb/Rocket 54" diam. Cylinder 15"x 60" Low K.T. nuclear 90" diam. Low K.T. neutron 48" diam.
Patrol Dogs:
Move with handler or at `dog' rate. May be ordered to attack an observed target or be let loose in an area in which they will attack all but the handler.
Dogs on patrol in an area (which must be fenced) should have a set path and move at 1/2 dog rate. They may also be trained to spot mines, explosives, e.t.c. (F.C.R. 3 or 4).
Riding Animals:
Ridden animals will panic when under fire on a (D10) 1-2, recover on 6-10.
Effect of hits on animals:
Count as per humans
DM's to hit Dogs & small animals -1, Horses & large animals +1
May aim fire at either animal or rider.
Leadership Points (LP) 0(worst) to 4(best).
Ability (Technically) and 0 No training/ability (Civilian)
Field Craft Rating (FCR) 1 Basic training/ability
2 Normal training/ability
3 Cross training/advanced ability (e.g. Hunter e.t.c.)
4 Expert training/marksman
Troop Quality: Moral/Enthusiasm
Experience Low/ Medium/ High/
Conscripts Regulars Hand-picked/Volunteers
Untrained/Civilians poor poor average
Raw recruits poor average good
(just trained)
Normal troops average good veteran
(some combat experience)
Experienced troops good veteran elite
(extensive combat experience)
Motivation:Cross-reference Leadership points with Troop quality to give the initial motivation: (Will change though out game)
Leadership Points
Troop Quality 0 1 2 3 4
Poor -2 -2 -1 -1 0
Average -2 -1 -1 0 +1
Good -1 -1 0 +1 +1
Veteran -1 0 +1 +1 +2
Elite 0 +1 +1 +2 +2
INDO-CHINA ('45/6-'61/2)
UNIT Ability FCR Quality LP Notes
French Special Forces 3 4 4 4 Elite 3-4 Commando, Ponchardier,
S.A.S, G.C.M.A.
Foreign Legion, Paras 2 3 4 3 Elite 2-4
Colonial & other good units 2 2 3 2 Vet. 1-3 Algerian,Moroccan,T'ai
Other French troops 1 2 3 2 Good 0-2 (conscripts)
US Mercenaries 2 3 4 4 Elite 1-4 Flyers till '54,
then ground troops.
US advisers (Green Berets,CIA) 3 4 4 4 Elite 2-4 From '57
Vietnamese Paras & Elite units 1 2 3 2 Vet. 0-3
Vietnamese Regulars 0 2 3 1 Aver. 0-1
Local Militia 0 1 2 1 Aver. 0
French trained indig. troops 0 1 2 3 Good 0-1
Anticommunist Sects/Binh Xuyen 0 1 2 2 Good 0-1 Active mainly '54-6
Vietminh Mainforce 1 2 3 3 Elite 0-3 (PLA troops)
Vietminh Guerillas 0 1 2 3 Vet. 0-2 inc Pathet Lao from'57
Local Vietminh Guerillas 0 1 1 2 Aver. 0-1 New recruites, PLA milita
VIETNAM ('62/3-'75/6)
UNIT Ability FCR Quality LP Notes
U.S. Special Forces,LURPs, etc 3 4 4 4 Elite 2-4 inc. Australian SAS
Good regulars 2 3 4 3 Vet./Elite 1-3
Other American units 1 2 3 2 Elite 0-2 most US units
N.Z. \& Australian troops 3 4 4 3 Elite 2-4
Republic of Korea (R.O.K.) 1 2 3 2 Vet. 0-2
ARVN Rangers & elite units 1 2 3 2 Good 0-2
ARVN Regulars & paratroopers 1 2 3 1 Aver. 0-1
Popular Forces 1 2 3 1 Aver. 0-1
Montagnards, Nug & other C.I.A. 1 2 3 3 Good 0-1
indigenous employees
NVA Sappers 2 3 4 4 Elite 2-4
NVA regular units 1 3 4 3 Vet./Elite 1-3
VC Cadre 1 2 3 4 Elite 1-3
Local VC, Pathet Lao, Khmer 0 1 2 2 Aver. 0-1 New recruits etc
Ordinary VC, Khmers, Pathet Lao 0 1 2 3 Vet. 0-2
RHODESIA ('64-'79/80)
UNIT Ability FCR Quality LP Notes
Rhodesian Special Forces 3 4 4 4 Elite 3-4 Selous & Grey Scouts,
S.A.S.
Higher Quality Regulars 2 3 4 3 Elite 2-4 R.L.I. e.t.c.
Other Rhodesian Regulars 2 3 4 3 Vet. 1-3
Ranchers 2 3 4 3 Good 0-2
South African Para-Military 1 2 3 2 Vet. 0-3 Until 1975
Cadre Guerillas 1 3 3 4 Elite 0-3
Patriotic Front 1 2 3 3 Vet. 0-2 Z.A.N.U.- Mozambique
(Z.A.N.U., A.N.C., Z.A.P.U.) Z.A.P.U.- Zambia
Local Guerillas, Majubis 0 1 1 2 Aver. 0-1
Mozambique & Zambian Forces 1 2 3 2 Good 0-3
Cuban Advisers 3 4 4 3 Elite 2-4 Some Soviet (Higher ratings)
AFGHANISTAN ('79-'89)
UNIT Ability FCR Quality LP Notes
U.S.S.R. Special Forces 3 4 4 4 Elite 3-4 M.V.D.& K.G.B.(Spetsnaz).
V.D.V. Airborne 3 3 4 3 Elite 1-4
K.G.B. Boarder Guards 2 3 4 3 Elite 1-3
Turkestan/Central Asian 1 2 3 2 Good 0-3 1979 & early 1980 only.
Reservists
Conscripts 2 2 3 3 Vet. 1-3 1980 onwards
D.R.A. Airborne & Commando 2 3 4 3 Elite 1-3 Airborne mutinied 1980
D.R.A. Regulars 1 2 3 2 Good 0-2
D.R.A. Conscripts (79/80) 0 1 2 1 Aver. 0-1
D.R.A. Conscripts (81+) 0 1 2 1 Good 0-2
Sarnodoy (Militia) 0 1 2 1 Aver. 0 Policing Militia
Police \& KHAD (Para-mil.) 1 2 3 2 Good 0-1 Internal struggle between two.
Tribal militia 0 1 2 1 Good 0-1 Bought-off guerillas
Cuban/E. German/Bulgarian 3 3 4 4 Elite 2-4 Also Ethiopian/S. Yemen.
Vietnamese/Syrian Advisers All gone by 1980
Main core guerillas 2 2 3 3 Vet. 1-3
Regular guerillas 1 2 3 2 Good 0-2
Tribesmen/guerillas 0 1 2 1 Aver. 0-1 Possibly 5% of total population
FALKLANDS (1982)
UNIT Ability FCR Quality LP Notes
SAS, SBS, RM Arctic Warfare 3 4 4 4 Elite 3-4
RM Commandos, Paras 3 3 4 3/4 Vet./Elite 2-4
Other British forces 2 3 4 3 Vet. 2-4 Gurkha, Scots & Welsh
guards, Blues & Royals.
Teniente \& Marine Commando 3 3 4 4 Elite 2-4
Regular troops and Marines 2 3 4 3 Good 1-3 Most of troops
Conscripted Troops 1 2 3 2 Aver. 0-2 25% of main force
US mercenaries (?) 3 3 4 4 Vet./Elite 3-4 not confirmed & unlikely.
LEBANON ('82-'86)
UNIT Ability FCR Quality LP Notes
Israeli Paras & 3 4 4 4 Elite 3-4 Sayeret Golanie,
Special Forces Kommando Yami.
Israeli Regulars 2 3 4 3 Elite 1-4
Israeli Conscripts 1 2 3 2 Vet. 0-3
Syrian Commandos 3 3 4 4 Elite 2-4
Syrian Regulars 2 3 3 2 Vet. 0-3
Lebanese Army (Mixed) 1 2 3 3 Good 0-2
Christian Militia & 0 2 3 2 Vet. 0-2 inc. Shi'ite Muslims,
South Lebanese Army (SLA) Phalangists.
National Guard (SLA) 0 1 2 1 Aver. 0-1 inc. Al-Tanzim.
Druze & Mainforce PLO 1 2 3 3 Vet. 0-3 Judullah, Amal, I.U.M.
Lenanese Arab Army & 0 2 3 2 Good 0-2 Al Amal al Islam, Hezbollah
P.L.O. Factions. (IRM), October 24th Movement.
Normal UNIFIL Troops 3 3 4 3 Vet. 1-4 U.S./Italian Marines,
Nigerian, U.K. Forces.
Elite UNIFIL Troops 3 4 4 4 Elite 2-4 French Paras, Irish,Sweedish.
GRENADA (1983)
UNIT Ability FCR Quality LP Notes
US Special Forces 3 4 4 4 Elite 3-4 SEALs, Delta forces
US Rangers/Pathfinders 3 3 4 3 Elite 2-4
USMC 2 3 4 3 Vet./Elite 1-3 22nd MAU
US Airborne 2 3 4 3 Vet. 1-3
Grenadan PRA 1 2 3 2 Good 0-3
Grenadan PRM (militia) 0 1 2 1 Aver. 0-2
Cuban Construction Workers 1 2 3 2 Vet. 1-3
Cuban Army advisers 2 3 4 3 Elite 2-4
Soviet Spetsnaz 3 4 4 4 Elite 3-4
Caribbean PKF 1 2 3 2 Good 1-3 Barbados Defence Force, Jamaican Reg.&
(armed forces) Police of: Barbados, Do minica, StVincent
Caribbean PKF (police) 0 1 2 2 Good 1-3 St Lucia, Antiga, St Kit
ts-Nevis
GULF WAR ('90-'91)
UNIT Ability FCR Quality LP Notes
Allied Special Forces 3 4 4 4 Elite 3-4 U.S.: Spike Det., SFG,
SEALs, U.K.: SAS & SBS
French Foreign Legion 3 3 4 3/4 Vet./Elite 2-4
USMC 2 3 4 3 Vet./Elite 2-4
82nd & 101st Airborne 2 3 4 3 Vet. 2-4
French 4th Dragoon Reg. 2 3 3 3 Good/Vet. 1-4
Other U.S., U.K. 2 3 4 3 Vet. 2-4
& French forces.
Kuwaiti Regulars 1 2 3 2 Vet. 1-3 Army before invasion, 15th &
35th Brigades in Desert Storm.
Kuwaiti Conscripts 0 1 2 1 Good/Vet. 0-2 Infantry Brigades in Desert Storm.
Saudi Army Natioal Guard 2 3 3 3 Vet. 2-3
Royal Saudi Army 1 2 3 2 Good/Vet. 1-3
Egyptian 1st Ranger Reg. 2 3 3 3 Good/Vet. 2-4
Egyptian Regulars 2 2 3 2 Good 1-3 3rd Mech. & 4th Arm Div.s.
Syrian Regulars 2 2 3 3 Good 1-3 9th Tank Div.
Oman Regulars 2 3 4 3/4 Vet 2-4 1 Mech Battalion.
Bahrain, Niger 1 2 3 2 Good/Vet. 0-3 Bahrain 1 Inf. Battalion,
& Qutar Forces Niger 1 Inf. company,
Qutar 1 Mech. Battalion.
Moroccan 6th Mech. 1 2 2 2 Good 0-3
Iraqi Forces: These are pre-invasion ratings & should belowered after allied bombing
8th Republican Guard 2 3 3 3 Vet. 2-3 Special forces.
Other Republican Guard 2 2 3 2 Vet. 2-3 inc. 10th Armd. Div.
Regular Infantry 1 2 2 2 Good 0-3
Other Regular Units 1 2 3 2/3 Good/Vet. 1-3
Conscripted Infantry 0 1 2 1 Aver. 0-2
Pistols:
(A): Browning 9mm/HP(Be), Type 51/54(Ch), CZ 1950/52(Cz), CZ 27(Cz),
Beretta M1934/35(It), Beretta M81/84(It), Type 94(Ja), Lahti L35/40(Fn),
MAB Mod.D(Fr), PM 9mm Markarov(Ru), Llama(Sp), Schwarzlose M1908(WG),
Wather PPK/PP(WG), Luger P08(WG), M57/70(Yu).
(B): Hafdasa(Ar), MR 43(Fr), Colt M1911A1(US).
(C): Beretta 92S(It), MAB PA15(Fr), Radom VIS35(Po), TT30/33(Ru), STAR(Sp),
Astra 400(Sp), SIS P210/M49(Sz), Walther P38(WG), M9(US).br>
(D): Ruger GS32N(US).
Wpn 2" 4" 8" 10" Str (A) 6+ 9+ 11+ 12+ -3 (B) 6+ 9+ 11+ 12+ -2 (C) 6+ 8+ 10+ 12+ -3 (D) 6+ 8+ 10+ 12+ -2
Wpn 2" 4" 8" 10" 15" 20" Str (A) -2/6+ -4/7+ -4/9+ -6/10+ -7/11+ -/12+ -3 (B) -3/6+ -4/7+ -5/9+ -6/10+ -7/11+ -/12+ -3 (C) -4/6+ -5/7+ -6/9+ -7/10+ -8/11+ -/12+ -3 (D) -4/6+ -5/8+ -6/9+ -7/10+ -8/11+ -/12+ -3 (E) -4/6+ -5/8+ -6/9+ -7/10+ -9/11+ -/12+ -3 (F) -5/6+ -6/8+ -6/9+ -8/10+ -9/11+ -/12+ -3 (G) -6/6+ -6/7+ -7/9+ -8/10+ -10/11+ -/12+ -3 (H) -6/6+ -6/8+ -7/9+ -9/11+ -10/12+ - -3 (I) 6+ 8+ 9+ 11+ 12+ - -3 (J) -4/6+ -5/8+ -6/9+ -7/11+ -8/12+ - -2/-3 (K) -4/6+ -5/8+ -6/9+ -7/10+ -8/11+ -/12+ -2 (L) -5/6+ -6/8+ -6/9+ -8/10+ -9/11+ -/12+ -2 (M) -6/6+ -6/8+ -7/9+ -8/10+ -10/11+ -/12+ -2
Weapon Pt. Blank 2" 4" 8" 10" 15"
Auto Shotgun Str 0 0 -1 -2 -3 -4
Hit -5 -5 -5 -7 -8 -10
Break-action Str 0 -1 -2 -3 -4 -
Shotgun Hit -6 -6 -7 -8 -8 -
Flechette round Str +1 0 -1 -2 -3 -
(from G.L.) Hit -5 -5 -6 -8 -9 -
Sawn-off Str +1 -1 -4 - - -
Shotgun Hit -4 -4 -8 - - -
Wpn 2" 4" 8" 10" 15" 20" 25" 30" Str (A) 6+ 6+ 7+ 8+ 9+ 10+ 11+ 11+ -1 (B) 6+ 7+ 7+ 8+ 9+ 10+ 11+ 12+ -1
Wpn 2" 4" 8" 10" 15" 20" 25" 30" 40" 60" 70" Str (A) 6+ 6+ 7+ 7+ 8+ 8+ 9+ 10+ 11+ - - 0 (B) 6+ 7+ 7+ 8+ 8+ 9+ 9+ 10+ 11+ - - 0 (C) 4+ 5+ 5+ 5+ 6+ 6+ 7+ 7+ 9+ 11+ - 0 (Snipers rifles) (D) 5+ 6+ 6+ 7+ 7+ 8+ 9+ 10+ 11+ 12+ - 0 (E) 4+ 4+ 5+ 5+ 5+ 6+ 6+ 7+ 9+ 10+ 12+ 0 (Snipers rifles)
Wpn 2" 4" 8" 10" 15" 20" 25" 30" 40" 60" Str (A) -5/6+ -6/7+ -6/7+ -6/8+ -7/9+ -8/10+ -9/11+ -/12+ - - -1 (B) -5/6+ -6/7+ -6/7+ -6/8+ -6/8+ -7/9+ -8/10+ -9/11+ -/12+ - -1 (C) -6/6+ -6/7+ -6/7+ -6/8+ -7/8+ -8/9+ -9/10+ -10/11+ -/12+ - -1 (D) -6/6+ -6/7+ -7/7+ -7/8+ -8/8+ -8/9+ -9/10+ -10/11+ -/12+ - -1 (E) -6/6+ -6/7+ -6/7+ -6/8+ -7/8+ -8/9+ -9/10+ -10/11+ -/12+ - 0 (F) -5/6+ -5/6+ -6/7+ -6/7+ -6/8+ -7/8+ -8/9+ -8/11+ -9/12+ -/12+ -1 (G) -5/6+ -5/6+ -5/7+ -6/7+ -6/8+ -6/8+ -7/9+ -8/11+ -8/12+ -/12+ 0 (H) -5/6+ -5/6+ -6/7+ -6/7+ -6/8+ -7/8+ -8/9+ -8/11+ -9/12+ -/12+ 0 (I) -5/6+ -5/6+ -6/7+ -6/7+ -6/8+ -7/8+ -8/9+ -9/11+ -10/12+ -/12+ 0
Size: Small. All Str. 0 except (E) Str. -1. Crew 1 except (c) Crew 2 Wpn. 2" 4" 8" 10" 15" 20" 25 30" 40" 60" A -4 -5 -5 -5 -6 -7 -7 -8 -8 - B -3 -3 -4 -4 -5 -6 -7 -7 -7 - C -2 -3 -3 -4 -4 -5 -6 -7 -7 - D -2/6+ -3/6+ -3/7+ -4/7+ -4/8+ -5/8+ -6/9+ -7/11+ -7/12+ -/12+ E -4/6+ -5/7+ -5/7+ -5/8+ -6/8+ -7/9+ -7/10+ -8/11+ -8/12+ -/12+ F -4/6+ -5/7+ -5/7+ -5/8+ -6/8+ -7/9+ -7/10+ -8/11+ -8/12+ -/12+ G -5/6+ -5/7+ -6/7+ -6/8+ -6/8+ -7/9+ -7/10+ -8/11+ -8/12+ -/12+ H -5/6+ -6/7+ -6/7+ -6/8+ -6/8+ -7/9+ -8/10+ -8/11+ -9/12+ -/12+ Size: Large. All Str. 0. Crew 2 except (K) & (M) Crew 1 Wpn. 2" 8" 10" 15" 20" 25 30" 40" 60" 70" I -2 -3 -3 -4 -4 -4 -5 -5 -6 -7 J -4 -4 -5 -5 -5 -6 -6 -7 -7 -8 K -4/6+ -5/7+ -5/7+ -5/8+ -6/8+ -6/9+ -7/10+ -7/10+ -7/11+ -7/12 L -4 -5 -5 -5 -6 -6 -7 -7 -7 -8 M -6 -6 -7 -7 -7 -7 -7 -8 -8 -9
Wpn 4" 10" 25" 40" 60" 70" 80" Str Crew (A) -1 -1 -2 -2 -3 -3 -5 0 3 (B) -2 -3 -3 -3 -4 -5 -7 0 3 (C) -3 -3 -3 -4 -4 -5 -7 0 3 (D) -4 -4 -4 -5 -5 -6 -7 0 3 (E) -4 -4 -5 -5 -5 -6 -7 0 3 (F) -6 -6 -6 -7 -7 -7 -8 0 2
Wpn 40" 60" 70" 80" Str (A) -5 -6 -7 -7 +1 (B) -4 -5 -6 -7 +1
Wpn 2" 4" 8" 10" 15" Str (A) 6+ 10+ 12+ - - -4 (B) -1/6+ -3/9+ -4/10+ -5/11+ -6/12+ -3 (C) -3/6+ -5/9+ -6/10+ -7/11+ -8/12+ -3
Weapon 2" 4" 8" 10" 15" 20" 25" Str Hunting bow 7+ 7+ 8+ 8+ 10+ 12+ 12+ -2 Crossbow 4+ 5+ 5+ 6+ 6+ 7+ 9+ -1 Throwing knife 7+ - - - - - - -4
MISSILE A Range Back- Remote Optional
min max km flash Pen.
Mathogo (Ar) 36" 82" 2.1 no no 7
SS-10 (Fr) 30" 74" 1.6 no yes 7
SS-11 (Fr) 36" 96" 3.0 no yes 10
Entac (Fr) 34" 80" 2.0 no yes 9
Cobra (WG) 34" 74" 1.6 no yes 8
Cobra 2000 (WG) 34" 80" 2.0 no yes 8
Mamba (WG) 30" 80" 2.0 yes yes 8
Mosquito (It) 32" 86" 2.3 no yes 8
KAM-D3 (Ja) 32" 78" 1.8 no yes 7
Bantam (Sw) 30" 80" 2.0 no yes 8
Kun Wu (Ti) 36" 96" 3.0 no yes 8
AT1 Snapper (Ru) 21" 86" 2.3 no yes 6
AT2 Swatter (Ru) 36" 90" 2.5 no yes 8
AT3 Sagger (Ru) 32" 96" 3.0 no yes 7
Malkara (UK) 30" 108" 4.0 yes yes 11
Vigilant (UK) 25" 69" 1.6 no yes 7
Shillelagh (US) 36" 96" 3.0 no no 12
MISSILE B Range Back- Remote Optional
min max km flash Pen.
Harpoon (Fr) 34" 96" 3.0 no no 10
ADATS (Int) 25" 120" 6.0 yes no 10
HOT (Int) 12" 108" 4.0 no no 12
Milan (Int) 5" 80" 2.0 no no 8
Sparieo (It) 12" 96" 3.0 yes no 10
KAM-9 (Ja) 12" 108" 4.0 yes no 10
Chyu-Mat (Ja) 12" 108" 4.0 yes no 13
Bill* (Sw) 20" 80" 2.0 yes no 7
AT2 Swatter B (Ru) 36" 102" 3.5 no no 9
AT3 Sagger B (Ru) 32" 96" 3.0 no no 8
AT4 Spigot (Ru) 15" 90" 2.5 yes no 8
AT5 Spandrel (Ru) 15" 96" 3.0 yes no 8
AT6 Spiral (Ru) 60" 114" 5.0 yes no 12
AT6 Spiral B (Ru) 60" 120" 6.0 yes Laser 12
Swingfire (UK) 20" 108" 4.0 no yes 10
TOW (US) 11" 104" 3.8 yes no 10
TOW Imp. (US) 11" 104" 3.8 yes no 12
TOW 3 (US) 11" 104" 3.8 yes no 13
TOW 3 (US) 11" 104" 3.8 yes no 14
Dragon (US) 10" 62" 1.1 yes no 8
Hellfire (US) 36" 120" 6.0 yes Laser 16
* If hits, will attack top armour on (D10) 5+.If using Laser Designator with observer & weapon is off table e.t.c. basic (D10) 4+ to hit.
Mortar Ranges (WWII): Min. Max. km Hand mortar 4" 24" - 2"(U.K.),50mm(Gr.),45mm(It.) 12" 36" - 50mm(Ru.),Type89 50mm(Ja.) 15" 48" - 80mm G42(Gr.) 15" 62" 1.1 60mm(U.S. \& Fr.), 50mm(Ja.) 15" 90" 1.8 3"(U.K.), 80mm(Gr.) 15" 90" 2.5 Type97/99 81mm(Ja.) 81mm(U.S. \& Fr.), 82mm(Ru.) 20" 96" 3.1 81mm(It.), Type94/97 90mm(Ja.) 24" 108" 4.0 120mm(Ru.), 120mm G42(Gr.) 36" 120" 6.0
Modern: Min. Max. km Hand mortar 4" 24" - 50-52mm 15" 45" - 60mm 15" 96" 3 81mm(U.S./Is.), 82mm(Ru.) 20" 96" 3 81mm(Fr.), 4.2"(U.K.) 15" 108" 4 81mm(U.K.) 24" 114" 5 107mm(U.S.) 36" 114" 5 120mm 36" 120" 6 160mm 50" - 8 240mm 70" - 10