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Secrets of the Third Reich Reference Sheet ver 1.

Turn Structure
1. Turn Initiative Phase 2. Maintenance Phase 3. Command Phase 4. Action Phase 5. Close Com at Phase

1 - Turn Initiative Phase


Pla!ers roll 1d" and add the Cool ratin# of the hi#hest$ran%in# &fficer not 'o(n or 'isor#ani)ed. The *la!er (ith the hi#her Turn Initiative determines (hich *la!er starts each remainin# *hase. Troop Officer Unit Experience Rating Cool Rating Cool Rating Conscri*t 5 " +reen " , -eteran , . /lite . 0

# - $ction Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er activates a unit first. Pla!er must declare and *erform a Movement Action and ma! *erform a Shootin# Action.

Movement Actions
Effect Move u* to 44 in an! direction. 2ast models move u* to "4 and Su*er 2ast models move u* to .4. &n The Move u* to .4 in an! direction. 2ast models move u* to 'ou le 124 and Su*er 2ast models move u* to 1"4. Tar#et unit must e (ithin &n The 'ou le ran#e. Ma%e Horror tests. If unactivated= tar#et unit ma! ma%e Cool test to fall ac%. If failed= tar#et unit ecomes 2leein# and 'isor#ani)ed. If *assed= tar#et unit fallin# ac% ma%es Assault &n The 'ou le move directl! a(a!. Assaultin# unit ma%es &n The 'ou le move to(ards tar#et unit and must ma>imi)e ase contact. Melee resolved in the Close Com at Phase. :nit ma! ma%e an Advance move. All unit ases must e ;ide out of line of si#ht of all enem! models. /nem! models cannot see or tar#et a hidden unit. ;idden unit ma! move u* to 24 and remain hidden. Must Snea% sta! (ithin same terrain *iece or all unit ases must remain out of line of si#ht of all enem! models. 'ro* *rone. 2leein# units (ithin 124 of enem! models ;it The 'irt ma! not ;it The 'irt. Prone models ma! onl! move u* to 24. Position 'ro* Infantr! &fficer or 'ro* -ehicle on dro* 'ro* Troo* mar%er *laced in Command Phase. Ma! not move /ntr! further. 'ro* -ehicle counts as movin# fast. Com*ulsor! 2leein# unit ma%es &n The 'ou le move a(a! from Move enem! unit. Advance $ction

2 - Maintenance Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er resolves all their Maintenance Phase actions first. 1. Remove Smo%e effect 2. Remove Su**ressed status 3. Resolve 1urnin# effects

1urnin# Resolution Ta le
Effect 2ire urned out. The terrain no lon#er *rovides cover. 2ire continues to urn. Models suffer a 3i#ht Infantr! 3$" *enetration class hit and must attem*t to leave the terrain. 4. Resolve 'o(n status Roll 1$2

'o(n Resolution Modifiers


Effect 2riendl! Medic (ithin 24 Model has Detroit Engineering or Uncanny Resilience 1urnin# models roll 2d" and use the hi#her result. Mo ifier $1 $1

'o(n Resolution Ta le
Effect Model stands u*. 5om ie models automaticall! stand ac% u*. 3$4 Model sta!s 'o(n 5$" Model ecomes a +oner 5. Resolve Scenario effects Roll 1$2

Terrain /ffect on Infantr! Movement


Terrain &*en 'ifficult Im*assa le 1uildin# & stacle Effect Costs 14 of movement for each 14 moved. />am*les? 1uildin# Ru le= Road= @oods Costs 24 of movement for each 14 moved. />am*les? Mud= Sno( 6more than 1A scale8= S(am*= @ater 6less than 3A scale8 Cannot cross (ithout s*ecial e7ui*ment or ca*a ilities. />am*les? @ater 6more than "A scale8 Costs 24 of movement to move from floor to floor via ladders or stairs or to clim or dive throu#h a (indo(. Costs 14 of movement to cross an o stacle u* to 14 hi#h and 24 of movement to cross an o stacle u* to 34 hi#h. Costs 44 of movement to cross 14 of ra)or(ire.

! - Co""an Phase
Pla!er (ith the hi#her Turn Initiative decides (hich *la!er attem*ts to issue all their orders first. Pla!er ma! attem*t to issue one order *er &fficer. &fficers can onl! issue orders to units (ithin their command radius 6e7ual to Cool Ratin# in inches8. The 2orce Commander or an! &fficer (ith the Forward Observer S*ecial Rule ma! issue a Call In 'ro* Troo*ers order. The 2orce Commander ma! issue a Call In &ff 1oard Stri%e order. Cor*orals ma! onl! issue Assume &ver(atch or Re#rou* orders. 'isor#ani)ed &fficers ma! onl! issue a Re#rou* order. 'o(n or 2leein# &fficers ma! not issue orders. 2orce Commander ma! issue orders to an! unit. &ther &fficers ma! onl! issue orders to their unit. Some orders re7uire a command roll.

Ra)or(ire @ater Costs 44 of movement to cross 14 of (ater. 63 $ "A scale8

Shootin# Actions
There are three t!*es of infantr! shootin# actions. 1. 9ormal 2irin# 3. &ff 1oard Stri%es 2. Su**ression 2irin#

&rders
Or er Re#rou* Sar#e Is A +oner Assume &ver(atch ;old Position 2orm :* Call In 'ro* Troo*ers Call In &ff 1oard Stri%e <ust 'o It Co""an Effect Roll &fficer Cool Remove 'isor#ani)ed status from a unit. Ratin# Troo* Cool Remove 'isor#ani)ed status from a unit Ratin# $ 2 (ithout an &fficer. :nit (ith no enem! models in line of si#ht 9one #oes into &ver(atch. Pla!er (ith fe(er unactivated units ma! &fficer Cool dela! activatin# a unit. Chec%ed durin# the Ratin# Action Phase. A sor models from a unit (ithout an 9one &fficer. Place a dro* mar%er for each dro* unit. 9one 'ro* Troo*ers arrive in Action Phase. &fficer Cool Place strafin# )one and aircraft. 'ama#e Ratin# $ 2 resolved in the Action Phase. :nit tem*oraril! i#nores 'isor#ani)ed= &fficer Cool Su**ressed= or :nit Coherenc! Ratin# restrictions. Issued durin# the Action Phase.

9ormal 2irin# Procedure


1. 'etermine 3ine &f Si#ht 63&S8 2irin# model must have clear 3&S to an! *ortion of the tar#et model or to the ase of a hidden tar#et model. @oods limit 3&S to 24= (oods terrain *ieces= and enem! models loc% 3&S= dar%ness limits 3&S to 1.4. 2. 'etermine Ran#e Tar#et model must e in ran#e of the firin# modelAs (ea*on. 3. Select Tar#ets 2irin# model must select the nearest enem! unit e>ce*t? $ Ma! tar#et enem! in lo(est amount of cover. $ Model carr!in# flamethro(er= ;eav! Infantr! (ea*on= sni*er rifle= or firin# a last tem*late (ea*on ma! select an! tar#et. 4. Calculate To ;it Modifiers :se Com ined To ;it Modifier ta le. A**l! all modifiers. 5. Allocate Shots If tar#etin# models in var!in# levels of cover or usin# (ea*ons (ith var!in# ran#e modifiers= firin# unit allocates shots. ". Roll To ;it Roll 1d" for each shot and a**l! To ;it modifiers. ;it on 4 or etter 64B8. ,. 'etermine ;it /ffects :se Com ined 'ama#e ta le. Roll 1d" for each hit. .. Resolve Casualties A**l! deadliest results first. A**l! (ounds from allocated shots to correct tar#ets. Survivin# models under a 3i#ht AT or hi#her last

Secrets of the Third Reich Reference Sheet ver 1.4


tem*late move to the ed#e of the tem*late. 0. Resolve Cool Tests 2or +oners If a unit suffered an! +oner results ma%e Cool test. If failed in cover= unit ecomes 'isor#ani)ed. If failed in the o*en= unit ecomes 2leein# and 'isor#ani)ed. If a model survives a 3i#ht AT or hi#her last tem*late attac%= its unit ma%es a Su**ression test (ith a B3 modifier to the die roll.

Secrets of the Third Reich Reference Sheet ver 1.4

Infantr% &eapons Ta'le


&eapon Pistol Machine Pistol Shot#un Rifle Semi$Automatic Rifle Sni*er Rifle Su Machine +un Assault Rifle Pac%ed 3i#ht Machine +un 3i#ht Machine +un ;eav! Machine +un 2lamethro(er +renade 3auncherC Rifle +renade Roc%et Pro*elled +renade 3i#ht Mortar Medium Mortar Anti$Mech Rifle ;and +renade Molotov Coc%tails Smo%e +renade />*losives 1D4 1D4 1D4 1 Medium AT 1 2 3 244 244 Tem*late 124 244 Tem*late 244 $1 $2 124 244 Short Range 124 124 44 244 244 Max Range 244 244 1.4 $1 $1 (ong Range Mo $1 $1 Rate of )ire 1 2 1 1 2 1 3 3 5 . " 1 1 1 1 1 1 Penetration Class 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! 3i#ht Infantr! ;eav! Infantr! -er! 3i#ht AT 3i#ht Infantr! or 3i#ht AT Move &r 2ire. B1 To ;it at Short Ran#e. Move &r 2ire. B1 To ;it at Short Ran#e. Tar#et unit ma%es a Cool test. If failed= unit ecomes 'isor#ani)ed. 'o(n models are urnin#. Can dro* to R&2 1 to a**l! Aimed Shot To ;it modifier. Sco*ed. ;ead Shot on To ;it roll of natural ". B1 To ;it at Short Ran#e. Close Com at @ea*on. Close Com at @ea*on. Close Com at @ea*on. B2 To ;it at Short Ran#e. Special

3i#ht Infantr! Move &r 2ire. 34 tem*late for ;/ #renade. ;/ #renade or -er! 3i#ht AT misses scatter 1d"4. -aries 3i#ht Infantr! ;eav! Infantr! 3i#ht AT 3i#ht Infantr! 34 tem*late for 1$3 #renades and 54 tem*late for 4B #renades. :sa le once *er #ame. 1ac% 1last. 34 tem*late and 3i#ht Infantr! *enetration class hits for AT e>*losives. 54 tem*late and 3i#ht AT *enetration class hits for ;/ e>*losives. 34 to the left. 24 to the left. 14 to the left. 4 5 " 14 to the ri#ht. 24 to the ri#ht. 34 to the ri#ht. Move &r 2ire. Move &r 2ire. 124 Minimum Ran#e. Move &r 2ire. 1.4 Minimum Ran#e.

As 2lamethro(er Move &r 2ire. As ;and +renade and 2lamethro(er.

Su**ression 2irin# Procedure


1. 'etermine 3ine &f Si#ht 2irin# model must have clear 3&S to an! *ortion of a tar#et model or terrain *iece. 2. 'etermine Ran#e Tar#et model or terrain *iece must e in ran#e of firin# modelAs (ea*on. 3. Select Tar#et 2irin# unit ma! tar#et an! enem! unit or terrain *iece. 4. 'etermine Rate &f 2ire 'etermine collective rate of fire ! totallin# individual rates of fire. Must have collective rate of fire of " or hi#her. 5. Resolve Cool Test 2or Su**ression Tar#et unit or an! unit (ith at least 5DE of its models in tar#et terrain *iece ma%es a Cool test. If failed= the unit ecomes Su**ressed.

&ff 1oard Stri%e Procedure 6Continued8


3. Strafin# Run 6Continued8 Place aircraft mar%er at mid*oint of strafin# )one. An! enem! unit (ith unlimited ran#e (ea*on ma! shoot at the aircraft. A model (ithout an aircraft mount a**lies a $2 modifier to all To ;it die rolls. Aircraft has -er! 3i#ht vehicle armour. An! hit that *enetrates causes aircraft to a ort. If the aircraft does not a ort= at the end of the Action Phase it fires one shot at ever! model (ithin 24 of the strafin# )one. The aircraft hits on a 4 or etter 64B8 and inflicts ;eav! Infantr! *enetration class hits.

Su**ression Test Modifiers


*escription Total rate of fire is #reater than 1D /ach Machine Pistol= Su Machine +un= Assault Rifle= or Pac%ed 3i#ht Machine +un /ach 3i#ht Machine +un /ach ;eav! Machine +un /ach model usin# a ;and +renade Mo ifier B1 B1 B2 B3 B1

+ - Close Co"'at Phase


Pla!er (ith the hi#her Turn Initiative decides the order in (hich the en#a#ements are resolved.

&ff 1oard Stri%e Procedure


Called in the Command Phase and resolved at the end of the Action Phase after all units have activated. Pla!er (ith hi#her Turn Initiative decides the order in (hich stri%es are resolved. 1. Artiller! Stri%e Choose an aim *oint. Artiller! stri%e scatters 1d"4. After resolvin# the scatter= centre 54 tem*late over im*act *oint. An! model touched ! tem*late suffers a Medium AT hit. Move survivin# models under tem*late directl! a(a! from the centre of the last and to the ed#e of the tem*late. Survivin# modelAs units must ma%e Su**ression test (ith a B3 modifier. 2. Artiller! 1arra#e Consists of three Foined tem*lates. 2or first tem*late= follo( artiller! stri%e rules. 2or each remainin# tem*late= roll 1d" for scatter direction and *lace the ne( tem*late adFacent to the first tem*late. 3. Strafin# Run Sin#le aircraft *ass. Must e the first activation of the turn. Indicate strafin# )one (ith strai#ht line connectin# t(o sides of the ta leto*. Roll 1d" for strafin# )one deviation.

Close Com at Procedure


1. Select Tar#et 2or one$on$one close com at s%i* this ste*. 2or one$versus$man! close com at the outnum ered model selects the tar#et. 2. Calculate Modifiers :se Close Com at Modifier ta le. A**l! all modifiers. 3. 'etermine Close Com at 'ice 2or one$on$one close com at each model has a ase of 1d". 2or one$versus$man! close com at the lone model has a ase of 1d" for each fi#ht. The first enem! model has a ase of 1d" and each model after receives an additional 1d". 4. Roll To ;it Roll all close com at dice and add modifiers. Re#ardless of the num er of close com at dice rolled onl! use the hi#hest t(o. The model (ith the hi#her total inflicts a num er of hits on the o**osin# model e7ual to the difference et(een the t(o totals. 5. 'etermine ;it /ffects 2or each hit roll 1d" on the Com ined 'ama#e Ta le. ". Resolve Casualties A**l! deadliest results first. />cess 'o(n results are lost. ,. Resolve Cool Tests 2or 3osin# Com at :nit that suffers more casualties 6total 'o(n and +oner results8

Strafin# 5one 'eviation


Roll *eviation Roll *eviation

Secrets of the Third Reich Reference Sheet ver 1.4


ma%es a Cool test. If failed= unit ecomes 2leein# and 'isor#ani)ed. /ach 2leein# model receives one hit from ever! enem! model in ase contact. Survivin# 2leein# models ma%e an immediate= out of se7uence= &n The 'ou le movement action to(ards their de*lo!ment )one. The move cannot rin# them closer to an enem! model. A unit cut off from its de*lo!ment )one moves to(ards the nearest &fficer in 3&S. .. Perform 2ollo($:* Movement If neither unit flees= unen#a#ed models move u* to 34. Ma! ma%e an Advance= Assault= or ;it The 'irt movement action. Pla!er (ith the hi#her Turn Initiative decides (hich *la!er moves a unit first.

Co"'ine To ,it Mo ifier Ta'le


*escription
If the tar#et vehicle has active camoufla#e and is in terrain or is in the o*en= and is at least 124 a(a! from the Active Camoufla#e shootin# model. If the vehicle moves at slo( s*eed reduce its camoufla#e modifier to $1. If a vehicle moves at medium or fast s*eed or fires it loses its camoufla#e modifier. If the shootin# model did not move and is firin# a 3i#ht Infantr! *enetration class (ea*on (ith R&2 1 or an anti$ Aimed Shot mech rifle. Aircraft If the tar#et model is an aircraft and the shootin# model does not have an anti$aircraft mount. If the tar#et model has camoufla#e and is in terrain or is in the o*en= and is at least 124 a(a! from the shootin# Camoufla#e model. If a vehicle moves or fires it loses its camoufla#e modifier. If u* to half of the tar#et modelAs ase is o scured from line of si#ht ! hard cover of an! %ind 6such as a (alls= Cover $ 3i#ht ru le= lar#e roc%s= etc.8 or the tar#et modelAs ase is *artiall! or full! in soft cover 6such as rush= ha!stac%= lon# #rass= (oods= etc.8. If more than half of the tar#et modelAs ase is o scured from line of si#ht ! hard cover of an! %ind 6(alls= Cover $ ;eav! ru le= lar#e roc%s= etc.8. If the tar#et model occu*ies a man$made= *re*ared= defensive *osition 6such as concrete= masonr!= reinforced Cover $ Pill o> lo#s= etc.8. 9ormal uildin#s are not *ill o>es. If the shootin# model tar#ets an armour )one different then the armour )one it fires from or tar#ets the vehicleAs 'ifferent Armour 5one turret. /levated Position If the shootin# model is at least 44 hi#her than the tar#et model. ;ull 'o(n If more than half of the tar#et vehicle is o scured from line of si#ht. Im*roved Si#hts If the main #un is e7ui**ed (ith im*roved tar#etin#. 3on# Ran#e Modifier Consult the (ea*on descri*tion to determine the a**ro*riate lon# ran#e modifier. & structed 3ine of If the line of si#ht *asses thou#h lo(n out (indo(s= o*en door(a!s= or other holes in terrain *ieces and the Si#ht tar#et model does not receive a modifier for cover. &*tical Ran#e 2inder If the shootin# model is e7ui**ed (ith an o*tical ran#e finder ne#ate 3on# Ran#e Modifier. &ver(atch If the shootin# unit is on &ver(atch. Prone If the tar#et model is Prone. A Medic in ase contact (ith a 'o(n model counts as Prone. If the tar#et model has the Ranger S*ecial Rule and is full! inside a (oods terrain *iece. Ran#er Sco*e If the shootin# modelAs (ea*on is sco*ed. If the shootin# model is firin# an Infantr!= ;eav! Infantr!= or -er! 3i#ht AT *enetration class (ea*on and the Tar#et Si)e $ 3ar#e tar#et model is 3ar#e. If the shootin# model is firin# an Infantr!= ;eav! Infantr!= or -er! 3i#ht AT *enetration class (ea*on and the Tar#et Si)e $ Titanic tar#et model is Titanic. T(in$3in%ed If the shootin# model is firin# a t(in$lin%ed (ea*on.

Mo ifier
$2 B1 $2 $1 $1 $2 $3 $1 B1 $1 B1 -aries $1 -aries $1 $1 $1 B1 B1 B2 B1

Close Co"'at Mo ifier Ta'le


*escription
Assaultin# Close Com at @ea*on Cla(s and Teeth Com at Suit 'isor#ani)ed /ncum ered 2leein# C @ithdra(in# ;i#her Position ;orror & stacle Prone Su**ressed If the model *erformed an Assault movement action. If the model has a Close Com at @ea*on. This onus is cumulative. If the model has the Claws and Teeth S*ecial Rule. If the model has a com at suit. If the model is 'isor#ani)ed. If the model is carr!in# a Move &r 2ire (ea*on. If the tar#et is fleein# or (ithdra(in# from an Assault movement action. If the modelAs ase is hi#her than the o**osin# modelAs ase. If the model has the Horror S*ecial Rule. If the model is assaultin# over an o stacle. If the model is Prone. If the model is Su**ressed.

Mo ifier
B1 B1 B2 B2 $1 $1 B2 B1 B1 $1 $1 $1

Co"'ine *a"age Ta'le


Penetration Rating 1 2 Enhance Strength0er% (ight $T1,E ! # Super StrengthMe iu" $T1,E + . /

$r"our Class - :narmoured Man 1 3i#ht Personal Armour C :narmoured -ehicle 2 ! # + .


;eav! Personal Armour 61ullet*roof= Tou#h= :ncann! Resilience8 C -er! 3i#ht -ehicle Armour 6& stacles 14 or less8 3i#ht -ehicle Armour 6@ooden uildin#s8 Medium -ehicle Armour 61ric% or Masonr! uildin#s8 ;eav! -ehicle Armour 6Concrete uildin#s8 -er! ;eav! -ehicle Armour 61un%ers or Pill o>es8

Penetration Class

2BC4B 3BC5B 4BC" 9 9 9 9

'C3B 2BC4B 3BC5B 9 9 9 9

'C2B 'C3B 2BC4B " 9 9 9

A 'C2B 'C3B 4B 5B " 9

A A 'C2B 3B 4B 5B "

A A A 2B 3B 4B 5B

A A A A 2B 3B 4B

Super ,eav% $T1,E


A A A A A 2B 3B

0er% ,eav% $T1,E

,eav% Infantr%

$r"our Rating

,eav% $T1,E

(ight Infantr%

(ight $T1,E

An infantr! model (ith the Extra Armour S*ecial Rule a**lies a $1 modifier to all Com ined 'ama#e Ta le die rolls. A G'4 means the shot automaticall! *roduces a 'o(n result. An GA4 means the shot automaticall! *roduces a +oner result or *enetrates the armour. An G94 means the shot cannot *enetrate the armour.

# - $ction Phase
-ehicle S*eed Ta le
Spee Class I II III IMax Slo2 Spee 24 44 "4 04 124 Max Me iu" Spee 54 .4 124 154 1.4 Max )ast Spee .4 124 1"4 2D4 244

Movement Actions
If a vehicleAs movement *ath overla*s an infantr! model or ends in contact (ith another vehicle or structure it ma! *erform an &verrun= Ram= or Mech Assault attac%. $ttac3 &verrun Effect If a vehicle contacts an infantr! model after movin# more than 124= roll 1d". &n a 4 or etter 64B8= the vehicle &verruns the infantr! model and inflicts a -er! 3i#ht AT *enetration class hit. If a vehicle contacts another vehicle or structure after movin# more than "4= it Rams the vehicle or structure. It inflicts a hit at an AT *enetration class e7ual to the armour class of the side of the vehicle that rammed the vehicle or structure. The rammin# vehicle receives a hit one AT *enetration class lo(er on the same side. A mech e7ui**ed (ith vehicle close com at (ea*ons that moves into ase contact (ith a vehicle or structure= inflicts one hit *er (ea*on at an AT *enetration class determined ! the vehicleAs chassis si)e.

/m ar%in#
*istance 0ehicle Move -ehicle moved u* to 44 -ehicle moved more than 44 Infantr% Move"ent Cost 24 Cannot /m ar%

The vehicle cannot move until the entire unit em ar%s. An unactivated vehicle cannot move more than 44 after a unit em ar%s.

'isem ar%in#
*istance 0ehicle Move -ehicle did not move -ehicle moved u* to 44 -ehicle moved u* to "4 -ehicle moved more than "4. :nit ta%es 1d" 3i#ht Infantr! *enetration class hits. Infantr% Move"ent Cost 24 34 44 .4

Ram

Mech Assault

Mech Assault 'ama#e


Chassis Si4e Small Medium Terrain &*en Im*assa le 1uildin# Ru le *a"age 3i#ht AT Medium AT Chassis Si4e 3ar#e Titanic Effect All vehicles move u* to 2ast s*eed. -ehicle cannot cross (ithout s*ecial e7ui*ment or ca*a ilities. />am*les? 1uildin#s= & stacles hi#her than 14. Mechs move u* to 2ast s*eed Trac%ed move u* to Medium s*eed @heeled move u* to Slo( s*eed *a"age ;eav! AT -er! ;eav! AT

Shootin# Actions
There are three t!*es of vehicle shootin# actions. 1. 9ormal 2irin# 3. Main +un 2irin# 2. Su**ression 2irin#

Terrain /ffect on -ehicle Movement

-ehicle Shootin# 3imitations


Move"ent Slo( Medium 2ast $vaila'le &eapons Ma! fire main #uns and secondar! (ea*ons Ma! onl! fire secondar! (ea*ons Ma! onl! fire secondar! (ea*ons. A**l! a $1 modifier on To ;it die rolls in the front traverse )one and a $2 modifier on To ;it rolls in the flan% and rear traverse )ones.

9ormal 2irin# Procedure


Secondar! (ea*ons ma! use the 9ormal 2irin# *rocedure.

Mud$S(am* Mechs move u* to Medium s*eed 6more than Trac%ed and @heeled move u* to Slo( s*eed 2A scale8 Mechs and @heeled must ma%e Stuc% chec%. & stacle 614 or less8 Road Sno( 6more than 1A scale8 Mechs move u* to 9ormal s*eed Trac%ed move u* to Medium s*eed Im*assi le terrain for @heeled All vehicles move u* to 2ast s*eed Trac%ed and @heeled move dou le normal distances. Mechs move u* to 2ast s*eed Trac%ed and @heeled move u* to Medium s*eed

Su**ression 2irin# Procedure


Secondar! (ea*ons ma! use the Su**ression 2irin# *rocedure. All (ea*ons on the vehicle must su**ress the same tar#et.

Main +un 2irin# Procedure


1. 'etermine 3ine &f Si#ht 63&S8 2irin# model must have clear 3&S from its ase to an! *ortion of a tar#et or to the ase of a hidden tar#et model. @oods limits 3&S to 24= (oods terrain *ieces= and enem! models loc% 3&S= dar%ness limits 3&S to 1.4. 2. Select Tar#ets Main #uns ma! select an! tar#et. 3. Calculate To ;it Modifiers :se Com ined To ;it Modifier ta le. A**l! all modifiers. 4. Roll To ;it Roll 1d" for each shot and a**l! To ;it modifiers. ;it on 4 or etter 64B8. 5. Roll To Penetrate If at least one shot hit= roll 1d" on the Com ined 'ama#e ta le. ". Resolve Penetration If the shot *enetrated a vehicle= use the a**ro*riate -ehicle Penetration ta le. If the shot *enetrated an o stacle= remove the o stacle. If the shot *enetrated a sin#le stor! structure less than 3D s7uare inches= re*lace the structure (ith ru le. If the shot *enetrated a lar#er structure= the (all on that floor colla*ses. Roll 1d". &n a 1$2= the ceilin# colla*ses and each model ta%es a 3i#ht Infantr! hit. Treat the floor as ru le and remove all stairs u*. If a shot *enetrates a second (all on the same floor= the entire structure colla*ses. /ach model in the uildin# ta%es a 3i#ht Infantr! hit shifted one column to the ri#ht for each additional floor.

@ater Mechs and Trac%ed move u* to Medium s*eed 63 $ "A scale8 @heeled move u* to Slo( s*eed @ater 6more than "A scale8 @oods Mechs move u* to Slo( s*eed Im*assi le terrain for Trac%ed and @heeled &*en terrain for all vehicles (ith Am*hi ious and Sealed ;ull Mechs move u* to Medium s*eed Trac%ed and @heeled move u* to Slo( s*eed

Stuc% Ta le
Roll 1 Result Stuc%H The vehicle is immo ili)ed. Cre( must ma%e a Cool test if an! enem! vehicles are (ithin line of si#ht. If failed= the cre( *erforms a 1ail &ut. Sli**in#H The vehicle slo(s to half movement. If vehicle remains in the terrain= a**l! $1 modifier to additional Stuc% chec% die rolls. -ehicle moves normall!.

2 3$"

Penetration Resolution Modifiers


Effect Mo ifier

A lative Armour. If the (ea*on *enetration ratin# e>ceeds the armour ratin# ! 2 or less. Armour 5one *reviousl! *enetrated Main +un firin# <ac%eted Shells

$2 B2 B1

over and cannot fi#ht. Mech ecomes an o stacle.

,. Resolve Cool Tests The cre( of a *enetrated vehicle ma%es a Cool test. If failed the cre( *erforms a 1ail &ut.

Main 5un 6last Te"plate Ta'le


Penetration Class -er! 3i#ht ;/ 3i#ht ;/ Medium ;/ ;eav! ;/ -er! ;eav! ;/ Su*er ;eav! ;/ Te"plate Si4e 44 44 54 54 "4 "4 Roll 2$3 4$5 "$.

Trac3e 1&heele Penetration Ta'les


Trac%edC@heeled 2ront Ta le
Effect Cre( ;it. 1d3 cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Cre( ;it. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. /n#ine 'estro!ed. -ehicle immo ili)ed. Cre( ;it. All cre( mem ers ecome +oners. 2uelCAmmo ;it. -ehicle destro!ed. All cre( mem ers ecome +oners. 2uelCAmmo ;it. -ehicle e>*lodes. All cre( mem ers ecome +oners and all units (ithin 34 ta%e 1d" 3i#ht Infantr! *enetration class hits.

Mech Penetration Ta'les


Mech Penetration 3ocation Ta le
Roll 2$5 "$. 0$12 Effect Arm Penetration. Roll 1d" to determine (hich arm. &n a 1$3= ri#ht arm and on a 4$" left arm. Roll on Mech Arm Su $Ta le. If the selected arm is alread! destro!ed= roll on Mech 1od! Su $Ta le. 1od! Penetration. See Mech 1od! Su $Ta le 3e# Penetration. Roll 1d" to determine (hich le#. &n a 1$3= ri#ht le# and on a 4$" left le#. Roll on Mech 3e# Su $Ta le. If the selected le# is alread! destro!ed= roll on Mech 1od! Su $Ta le.

0$1D 11 12

Trac%edC@heeled 2lan% Ta le
Roll 2$5 "$. 0$1D 11 12 Effect Trac%C@heels 'ama#ed. Slo( s*eed onl!. Trac%C@heels 'estro!ed. -ehicle immo ili)ed. Cre( ;it. 1d3 cre( mem ers ta%e 3i#ht Infantr! *enetration class hit. Cre( ;it. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. 2uelCAmmo ;it. -ehicle e>*lodes. All cre( mem ers ecome +oners and all units (ithin 34 ta%e 1d" 3i#ht Infantr! *enetration class hits.

Mech Arm Su $Ta le


Roll 1$2 3$4 5$" Roll 1$2 3 4 5 " Effect Arm 'ama#ed. Roll 1d" efore each attem*t to fire an arm$mounted (ea*on. @ea*on fires on a 4 or etter 64B8. Ma! use arm in Assault. Arm 'ama#ed. Arm$mounted (ea*ons cannot fire. Ma! use arm in Assault. Arm 'estro!ed. Arm com*letel! lo(n off.

Trac%edC@heeled Rear Ta le
Roll 2$5 "$. 0$1D 11 12 Effect /n#ine 'ama#ed. Slo( s*eed onl!. If alread! dama#ed then /n#ine 'estro!ed and vehicle immo ili)ed. Control Mechanisms 'ama#ed. -ehicle immo ili)ed. /n#ine 'estro!ed. -ehicle immo ili)ed. /n#ine 'estro!ed. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. 2uelCAmmo ;it. -ehicle e>*lodes. All cre( mem ers ecome +oners and all units (ithin 34 ta%e 1d" 3i#ht Infantr! Penetration class hits.

Mech 1od! Su $Ta le


Effect Control Mechanisms 'ama#ed. Reduce S*eed Class ! one. If alread! S*eed Class I then slo( s*eed onl!. Control Mechanisms 'estro!ed. Mech immo ili)ed. MaFor S!stem 'ama#e. Mech immo ili)ed. ;ull mounted (ea*ons destro!ed. Cre( ;it. All cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. 2uelCAmmo ;it. Mech e>*lodes. All cre( mem ers ecome +oners and all units (ithin 54 ta%e 1d" 3i#ht Infantr! *enetration class hits.

Trac%edC@heeled Turret Ta le
Roll 2$5 "$. 0$1D Effect Turret <ammed. Cannot chan#e traverse. Turret <ammed. Turret cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Cannot chan#e traverse. Main +un 'estro!ed. Turret cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Main +un cannot fire. Turret 'estro!ed. Turret cre( mem ers ecome +oners and other cre( mem ers ta%e a 3i#ht Infantr! *enetration class hit. Main +un and Coa>ial$mounted (ea*ons cannot fire. Ammo ;it. -ehicle destro!ed. All cre( mem ers ecome +oners.

Mech 3e# Su $Ta le


Roll 1 2$3 4 5$" Effect 3e# 'ama#ed. Mech moves at half s*eed. 3e# 'ama#ed. Mech Immo ili)ed. Cannot chan#e traverse. 3e# 'ama#ed. Mech Immo ili)ed. Can onl! fire secondar! (ea*ons. Cannot chan#e traverse. 3e# 'estro!ed. 3e# com*letel! lo(n off. Mech to**les

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