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TURN SEQUENCE Initiative, Movement, Firing, Melee, Morale/Rally INITIATIVE Both sides roll 1d6, whichever side rolls the highest has initiative for this turn. Tied rolls are won by the side that lost the previous turns roll. Any time a 6 is rolled roll another d6 and consult the table below: 1- TIME FOR TEA one of your militia units chosen by your opponent does nothing this turn as it stops to have a cuppa. 2- THAT'S THE BUGGER! choose one of your militia units, that unit gets +1 to all shooting or melee rolls this turn as someone in the unit recognises the cad on the other side who tried to seduce his wife... 3- COUGH! SPLUTTER! COUGH! choose one of your opponents vehicles (not an aircraft), that vehicle breaks down and cannot move again until it is repaired on a roll of 5 or 6 in the morale phase. 4- WHAT'S PHIL DONE WITH THE KEYS? one of your militia or regular units chosen by your opponent runs out of ammunition. The unit may not fire again until two members get to another friendly unit (to scrounge what ammo they can) and back again. 5- I HAVE A CUNNING PLAN... choose one of your opponents militia units, you get to move them this turn. 6- INCOMING! one of your militia units chosen by your opponent does nothing this turn except hit the dirt as it believes its about to come under heavy fire. Any shooting rolls against this unit receive an extra +1 and only veterans roll extra d6's per 6 rolled. MOVEMENT Type Infantry Civilian car/van Armoured civilian Civilian lorry/bus Armoured lorry/bus Steam lorry Armoured steam lorry Traction engine Armoured traction Bicycle Cavalry Armoured car Tankette Light tank Medium tank Heavy tank Aircraft *not on rough Aircraft ignore all terrain. Large hedges may only be crossed by heavy tanks. Tanks are the only vehicles that can cross stone or brick walls. Infantry and cavalry may cross them if they are no higher than an infantry figure. Woods are only passable to cavalry, bicycles (no fast movement for either) and infantry. FIRING Weapon Range Anti-Veh Anti-Inf Pistol 12" 1d6 Shotgun 12" 2d6 Rifle 24" 1d6 SMG 12" 2d6 LMG 24" 2d6 For all the above weapons group hits from same unit firing at a vehicle, every 3 hits equals 1 armour penetrated Move 4" 12" 8" 10" 8" 8" 6" 6" 6" 8" 10" 10" 10" 10" 8" 6" 20" Fast +1d6" +1d6" * +1d3" * +1d3" * +1d6" +2d6" +1d6" +1d6" +1d6" +1d3" Rough 4" 6" 4" 5" 4" 4" 3" 3" 3" 6" 10" 8" 10" 10" 8" 6" Armour 2 3 2 3 2 3 2 3 3 3 4 5 6 2


HMG Anti-tank rifle Light cannon Medium cannon Large cannon Light mortar Medium mortar Heavy mortar 36" 12" 24" 36" 48" 6-24" 8-36" 10-48" 1d3 2d3 1d6 1d6+1 1d6+2 1d3 1d6 1d6+2 3d6 2" burst 3" burst 4" burst 2" burst 3" burst 4" burst

Burst Weapons: Regular and veterans 1d6" scatter, militia 2d6" scatter. 1d6 per figure under burst to hit needing 4+ Armour value must be beaten to knock out a vehicle. Firer Militia Regular Veteran To Hit 5+ 4+ 3+ Modifiers To Roll Target Light cover +1 Medium cover +2 Heavy cover +3 Moved +1 Firer Moved +1 (May not fire if moved fast)

Regulars and veterans roll an extra d6 per 6 rolled. If target number is over 6 half the number of dice to be rolled rounding up, any rolls of 6 hit. Reaction Fire Any unit that did not fire in its firing phase may shoot at any enemy unit that moves through its front 90 degree fire arc. Only 6's rolled hit and no re-rolls for regulars. If a unit does use reaction fire it may not fire in its next firing phase. MELEE Any unit moving into contact with an enemy unit counts as charging. 1d6 per figure in contact with an enemy figure or across an obstacle. To Hit Modifiers Militia 5+ Charged -1 (first round of combat only) Regular 4+ Opponent behind obstacle +1 (both sides get this) Veteran 3+ Opponent suppressed -1 Casualties must be taken from those actually in contact. The unit that suffers the most casualties takes a morale check. If both sides suffer the same amount of casualties, or the morale check was passed, immediately fight another round of melee. If another round of melee is to be fought the side that won the previous melee gets to move extra figures into contact. If the previous melee was a draw both sides roll 1d6 with -1 for green and +1 for veterans, the winner of the roll (re-roll ties) moves more figures into contact. MORALE/RALLY When to Test Militia suffering their first causality due to firing. Any unit that goes below 50% of its starting number. Each firing phase that a unit suffers casualties when its below 50% of its starting number. If a vehicles armour is equalled by a hit. Roll 2d6 Militia Regular Veteran 2-4 rout of field* retire 2d6" suppressed 5-8 suppressed suppressed hold 9-12 hold hold hold Modifiers to Roll If in medium or heavy cover +1 Over 50% of unit left +1 Command within 6" +1 Regular +1 Veteran +2 Suppressed -1

*if in medium of heavy cover suppressed instead.