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Anti-tank gun note: Any direct fire weapon that has AP denies cover except if within

the injury range. If the target is behind concrete or natural rock then the 50 cal. must roll
for cover.

Allied Vehicles Specs.

M3 Stuart Light Tank


30 points + 5 for top gunner Maximum Damage = 3
Movement: 9

Armament:
3 x 30 Cal. HMG
1 x 37mm Cannon Maximum AP = Medium Armor
ER: 1in. kill 3in. injure

Range:
Minimum: 5in. – 15in. 6d
Medium: 16in. – 30in. 8d
Maximum: 31in. – 60in. 10d

Info: Range is doubled if hatch is open, coaxial machine gun may not fire on same turn
as main turret. Coaxial machine gun traverse is 10°. Front ball machine gun traverse is
10°. Turret may traverse 90° and fire in one turn, or 180° in one turn. Tank must wait one
turn before firing main turret again.

Movement:
Maximum movement is 9. May turn entire tank a maximum 90° in one turn, however
cannot move the tank forward.

Special Attack:
Canister Round
5 points = fires a large shotgun-like canister which effects all units within 20in. and 90°
of the main turret. All infantry must then roll a 6d with odds missing and evens hitting.
Then roll for injuries all those hit, cover still works though.

Armor
Front = Medium
Sides = Light
Back = Light
Turret = Ultra-Light
Top = Ultra-Light
M4A1 Sherman
55 points + 5 for top gunner Maximum Damage = 4
Movement: 8

Armament:
1 x 50 Cal HMG Maximum AP = Ultra-Light Armor
1 x 30 Cal HMG
1 x 75mm Gun M3 Maximum AP = Heavy Armor

Range:
Minimum: 5in. – 20in. 4d
Medium: 21in. – 40in. 10d
Maximum: 41in. – 70in. 12d

Info: Range is doubled if hatch is open. Turret may traverse 90° and fire in one turn, or
180° in one turn. Front ball machine gun traverse is 10°. Tank must wait one turn before
firing main turret again.

Movement:
Maximum movement is 8. May turn entire tank a maximum 45° in one turn, however
cannot move the tank forward.

Special Attack:
This tank may switch between HE and AP rounds. It takes one turn to switch ammo
types. May also use the reloading turn to switch ammo types but it must be declared to
all players. To show what ammo type is currently being used, use the ammo counter that
is yellow on one side and red on the other.

AP Round – red side


This round is an anti-tank round designed to penetrate armor.
Maximum AP = Heavy Armor ER: 1in. kill 4in. injure

HE Round – yellow side


This round is an anti-personnel round designed to kill enemy troops.
Maximum AP = Medium Armor ER: 3in. kill 6in. injure

Armor:
Front = Heavy
Sides = Light
Back = Light
Turret = Ultra-Light
Top = Ultra-Light
M3A1 Halftrack
35 points Maximum Damage = 2
Movement: 10

Armament:
1 x 50 Cal HMG Maximum AP = Ultra-Light Armor
3 x 30 Cal HMG

Info: This unit is a transport unit capable of moving a maximum two squads across the
battlefield. Infantry that can reach the halftrack with their movement can enter the
halftrack. The Infantry inside then automatically become part of the halftrack’s squad. A
maximum of 10 men may enter the halftrack. As soon as men leave the halftrack they
become a part of their original squad. Weapons on the halftrack are only in use if there
are enough men in the halftrack to use them. Men must take one turn to move from one
gun to another. Units on guns get cover for their groin and legs. If a grenade or mortar go
off inside, then all units are killed and the vehicle is derelict.

Movement:
Maximum movement is 10. May turn entire halftrack a maximum 45° in one turn,
however cannot move the halftrack forward.

Armor:
Front = Light
Sides = Ultra-Light
Back = Ultra-Light
Turret = N/A
Top = N/A

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