Professional Documents
Culture Documents
com/site/fivemennormandy/home
http://fivemennormandy.blogspot.com/ Cover by Ruben Smith Zempel
CONTENTS
Page
Introduction 2
Combat rules 5
Action dice 5
Movement 6
Weapons fire 8
Brawling 11
Weapons 12
Unusual situations 16
Buildings 21
Solo gaming 21
Soldiers and Characters 23
British 24
Germans 25
Americans 26
USSR 27
Free French/Polish 28
Italians 29
Finland 30
Specialist gear 31
Character skills 32
Enemy faces 33
Special characters 35
Campaigns and Encounters 38
People 40
Character details 41
Missions 43
Battle conditions 54
In game events 55
Post game 56
Campaign events 60
Questions and clarifications 64
Designer Notes 65
Table of contents 66
INTRODUCTION:
Each component can be used on its own with a
Five Men in Normandy is an attempt to create a different rules system or used all together as a
different kind of skirmish war game for WW2 coherent set of tools. For example, you could
battles. use our Campaign Rules with a different set of
With these rules, we focus on the actions of game rules.
very small groups of soldiers, the typical force
being 4-6 men. Some of their actions will be Since these rules focus on a small band of
regular military missions while others will be soldiers, they can also be used in between larger
the types of misadventure soldiers tend to get battles as well. Resolve a battle in your
themselves into. campaign with whatever platoon or company
level rules you use, then resolve one or two
The aim is to provide a quick game that feels games of Five Men in Normandy with selected
like reading a war story or watching a good figures in your unit for a full campaign
movie and play out the way we expect these experience.
things to do.
TERMINOLOGY:
Short ranged weapons (pistols, sub machine
guns etc.) have a range of 12”. In the weapons Figure: One model representing one real life
section of the rules, these are clearly marked as counterpart. Figures may be soldiers on either
such. Rifles and similar can fire at any target in side but may also be civilians, mission
line of sight. objectives and similar important personnel.
Typical playing area can vary in size but Turn: When the rules refer to a turn, they
anything from 2-4 feet on each side should be always refer to one players turn. Any count
fine. downs or turn limits are counted only in the
turns of the player that initiated them. For
NEEDED TO PLAY: example, if a demolition charge takes 3 turns to
explode, only the turns of the player that set the
For regular game play, only six sided dice (D6) charges are counted.
are needed. For campaigns and force generation,
you will also need ten sided (percentile) dice. Group: The figures available to a single player
You'll need a measuring tape or ruler with in a battle is a Group. This term is used rather
inches indicated. For metric, multiply distances than squad, team or a similar military term to
in inches by 2.5 to get a good enough indicate that the group may consist of men from
approximation of distances. different squads as well as assorted hangers on.
The term is also used to refer to the soldiers
Lastly you will need a method of determining available to a player in a campaign.
random directions. You can use specially made
“scatter” dice, roll a ten sided dice and see Kill dice: Dice rolled to determine if a figure is
which way it points or roll a twelve sided die knocked down or taken out of action.
and read the number as a clock face.
Shock dice: Dice rolled to determine if a figure
MINIATURES: flinches or bails due to pressure and shock.
You can use any figures you want, as long as The game uses standard dice notations of xDy
they are individually based. While figures from where x is the number of dice rolled and y is the
15mm and upwards are more suitable, some type of dice. For example 2D6 indicates that
people skirmish in 6mm so use whatever works. two dice are rolled and both are six sided dice.
Personally, I don't adjust distances for smaller
scales as in most cases, keeping them same will
make them feel more natural.
DISCLAIMER: HEROES:
In case it needs saying, this game does not seek The following people helped make this game
to glorify or otherwise trivialize the grim reality possible:
of armed conflict. Neither does it endorse or
promote any particular political view point or John Parus (Editing, suggestions}
system of beliefs. Ruben Zempel Smith (cover)
No assumptions of the gender of the players Rich Jones (More suggestions than I could list)
have been made. Sean Mulqueen (support)
Nigel Bell (support)
Elli Ninnemann (support and testing)
Tyrone Callaghan-Jones (proof reading, testing,
support)
Paul Meacham (support)
Douglas Blunt (support)
Christopher Jones (support)
David Platt and Javier Gonzalez (moral support)
COMBAT RULES
TURN SEQUENCE: Action roll:
Unless the scenario presents a clear attacker, At the beginning of your turn, roll a D6. On a
determine randomly who moves first. Players score other than 1 or 6, take your turn
then take turns. The turns continue alternating as normal, described below.
for the remainder of the game.
1's and 6's are special results that result in a non-
standard turn being played.
1: Scurry!
If a 1 is rolled, your force sees an opportunity to relocate and redeploy, and suddenly everyone is
scurrying towards new positions.
Each of your figures may be moved up to a full move in any direction though they may not enter
hand to hand combat. Figures currently in hand to hand may move away (escaping) but prisoners
and figures unable to move (down, ducking back etc.) must remain in place.
Scurrying figures are not subject to any snap fire or guard fire reactions so this is a great time to
take risky moves.
After the player finishes all the moves they want to take, the opposing player may scurry with any
figure that had line of sight to a moving figure this turn, at any point of their movement.
6: Fire Fight!
If a 6 is rolled, your men are getting bogged down in a fire fight. Each of your figures may fire at
any available target to them if able to do so, but may not move.
Once all fire is finished, each opposing figure with a line of sight to one of your figures may fire on
it, subject to the same limitations.
Opposing figures that are in cover and hiding may elect to peek up and fire, but are not required to
do so. If they do, they may not act in their own, following turn. To avoid forgetting, it is a good
idea to place a marker near the figure to indicate its status.
In the event no figure has line of sight to an enemy figures, treat this as a Scurry! instead.
Standard turn:
In a normal turn, you may select two figures to When activated, a figure may move a standard
activate. You may select the same or different move and fire their weapon at a visible target.
figures each turn. Figures may fire before or after their move.
You are not required to nominate both figures at Instead of moving, a figure may declare that
the same time. It is perfectly acceptable to carry they are peeking over an obstacle or terrain
out the actions of one figure first before feature to fire.
deciding the second activation.
If you decide to leave them in place and move up a couple of other guys to flank the enemy, it
obviously means they've been pinned down and we're now focusing on the relief force instead.
If you pile a bunch of guys on the table, you can increase the number of activation's. Add an
activation for every 3 guys on the board on one side. If doing so, reduce activations as your side
takes casualties.
Certain weapons may use additional dice of one Both dice are only read for 1's and 6's. Any
or the other type as indicated in the Weapons other result indicates no outcome.
section of the rules.
Note that if the kill die gives a result, the shock
To speed up game play each player should use die is applied to the figure closest to the target
two colours of dice and make it clear which is instead, if any are within 6”.
which. If there are no nearby figures, the shock die is
This way, both dice can be rolled at the same simply ignored.
time, to keep the game moving at a good pace.
1: Knock Down
The target figure is knocked down. Some players may use a small marker to indicate this, while
others may (gently!) place the figure lying down.
Figures that are down may not act normally. If the figure is activated on its own or another friendly
figure moves into contact with them, they may roll to recover.
To check for recovery, simply roll the Kill die again. Another 1 indicates the figure remains Down
until checked again. A 6 indicates they have become Out of action. Any other roll indicates they've
regained their bearings and may act normally in following turns.
Moving into contact with an enemy that is knocked down results in that enemy being taken prisoner
or incapacitated as a casualty.
6: Out of action
While it isn't clear if the figure is injured, dead or simply knocked out cold, it is clear to everyone
that they will take no further part in the fighting. Some groups may prefer leaving “out of action”
figures on the board, marked in some suitable fashion, or replace them with a suitable casualty
figure.
Others just remove them from the board.
1: Flinch
Bullets striking all around you can trip up even the most hardened soldier. If the target is in the
open, they will hit the dirt. Move the figure 1D6” towards the nearest cover. The figure is assumed
to hunker down and may not move or fire on their next turn.
Figures in cover are prevented from moving on their next turn and must fire at the nearest target if
they fire but are not otherwise affected.
6: Bail
The soldier has a rapid change of heart or the situation seems hopeless. A figure that bails is
immediately moved 12” away from the threat, and towards some form of safety. Once there,
they will hunker down. When next activated or contacted by a friendly soldier, roll a Shock die
again. They recover unless a 1 or 6 is rolled, in which case, apply the result as normal.
If a bailing figure moves within 3” of a table edge, roll the Shock die again immediately. On
another Bail result, the figure flees the battle area. On a Flinch result, if the figure is not in cover,
it likewise flees the battle area. If in cover on a 1, or rolling a 2-5, the figure recovers to a normal
state.
Before you can defeat the enemy, you need to While we play our game in neatly ordered turns,
understand how to keep your soldiers alive. This in reality, bullets are flying everywhere and
can be accomplished in a number of ways. nowhere is safe.
Figures directly behind obstacles that provide To cover this, we use two different types of
cover can hide behind them. Even if you fire in reaction fire in our game, Snap Fire and Guard
your activation, once the figure has survived an Fire.
incoming attack, you have the option of diving Regardless of the type used, figures may only
back behind cover. This is vital to understand as fire at targets to their front. Anything in the
this is how cover works in the game. front 180 degrees of the figure is considering
“front”. If facing is not clear, it may be
Figures inside terrain features can move back recommended to mark the base in some manner.
into the feature proper, rather than lingering at
the edge. Snap Fire:
If a figure moves to within 4” of an enemy and
Of course the best option is to force the enemy began their move either outside the 4” distance
to keep their heads down through fire-power. or outside line of sight, they are subject to Snap
Automatic weapons in particular can give you Fire.
multiple Shock dice, greatly increasing the odds
of sending the enemy scurrying.
10
This occurs at the earliest point the above If a moving figure would be subject to Snap Fire
conditions are satisfied, and is resolved by the and Guard Fire from different figures, resolve
enemy figure rolling only Kill dice against the Snap Fire first and then resolve the Guard Fires.
moving figure. No Shock dice are rolled.
If the figure is not hit, they may continue their BRAWLING:
activation normally. Only one Snap Fire shot is
permitted in each turn for any given figure. Any figures that move into contact with an
During situations where multiple figures are enemy figure is considering to be Brawling.
near the enemy, it may be helpful to mark which Brawls are quick affairs that go either way and
figures have Snap Fired in some fashion. are usually over as quickly as they began.
Note that figures that scurry, flinch or bail do Figures may not fire and initiate a Brawl in the
not trigger snap fire. same turn.
If both apply:
If a moving figure would be subject to both
Snap Fire and Guard Fire from the same figure,
resolve Snap Fire.
11
________________________________________________________________________________
12
13
14
15
UNUSUAL SITUATIONS:
Searching:
If a mission involves searching an area, the
players should determine how many possible
locations there are to search. Searching requires
an active figure and is done in place of firing.
You cannot search on a Fire fight turn (the
soldiers are too busy fighting or keeping their
heads down).
16
Prisoners: Attackers:
In a simple game, captured figures are simply Each turn, before moving any figures, the
removed from the table. attacking player decides whether to reveal
Groups desiring more details can use the themselves or remain hidden.
following guidelines. When captured, a figure is
disarmed and is now moved by the opposing Defenders:
player. To move a prisoner, the figure must be When setting up their forces, each defending
within 1”. figure must be designated as stationary or
A prisoner moved within 3” of the table edge is patrolling. Stationary figures do not move
assumed to have been sent to the rear and is lost during Stealth segments.
to the campaign unless enterprising players Each patrolling figure will move during the
want to arrange a special scenario. defenders turns. Roll 1D6 and deduct 2 from the
total, treating negative scores as 0. Move the
If all enemies within 6” are temporarily figure that number of inches in a randomly
incapacitated (by being subject to a Shock or determined direction.
Kill die effect, the figure may make a break for
it. Move 1D6” immediately and the figure is Detection:
now treated as a normal combatant again though Any attacker within 6” and line of sight of a
unarmed. defender is automatically detected. The only
exception is that an attacker that was not
Stealth: detected at the beginning of their move may
A mission may involve sneaking past guards or move into a Brawl with a defender. If they win,
into better positions. Until the attackers have they knock out or kill the defender without
been spotted, all turns are Stealth turns. making noise.
During a Stealth turn, Action dice are not rolled. On a draw or defeat, the attackers are detected.
Instead, the actions taken depend on whether the
player is attacking or defending. Attackers within 4” but not in sight or in sight
but over 6” away are subject to detection rolls.
1: Alert
Guard moves 2” towards attacking figure then rolls again.
6: Discovered
Alarm is raised and attacking force is detected.
17
1: Found one!
The figure spots a mine and ceases all actions this turn.
6: Kaboom!
The figure triggers a mine and is rendered out of action.
Roll 1 Kill and 1 Shock die for each figure within 2”.
18
2-5: Incoming!
The shell lands 1D6” from the target point in a random direction.
6: On target!
The shell lands on the target point.
19
Escaping in a vehicle:
Vehicles:
A vehicle may be used to leave the battle area.
At this scale of gaming, vehicles aren't likely to
A figure within 1” may enter a vehicle on any
feature often. A team of 4-5 soldiers would have
action that permits movement.
a hard time taking on an armoured fighting
vehicle and such an encounter would inevitably
When the vehicle is started, a special Escape
revolve around whether or not the guy with the
turn plays out.
bazooka is killed before he can blow up the
The moving player moves the vehicle on a path
vehicle.
towards a table edge. As the vehicle moves,
each occupant that is not the driver may perform
For this reason, the only role vehicles will play
suppressing fire once against a single target.
in Five Men in Normandy is limited to get away
Figures with rifles roll a single Shock die while
vehicles and arrivals.
figures with automatic weapons roll two Shock
dice. Apply results as normal.
If a scenario involves arrival by vehicle, set up
the vehicle near the table edge and deploy
Any figure that can trace line of sight to the
within 4” of it, having disembarked as the
vehicle during its escape route may Guard Fire
scenario starts. Figures may not drive the
upon it, if they'd normally be able to do so.
vehicle during the encounter though a figure
All fire is carried out after any suppressing fire
stationed in the vehicle may operate a machine
from the vehicle occupants.
gun from it.
Alternatively a vehicle may be placed anywhere
Disregard “Flinch” results. A “Bail” causes the
on the board as part of a scenario.
vehicle to move erratically. Determine a random
direction and 1D6” for the distance. Two
Vehicles may be either Regular (Jeeps,
random sets of direction+distance are generated
Kubelwagen and similar) or Armoured (Such as
and the vehicle player may select which to use.
British Universal Carriers).
If the vehicle does not strike an obstacle, the
Firing at and from vehicles:
moving player may elect to begin another
Regular vehicles may be fired upon by small
Escape turn or disembark every figure within 2”
arms fire. Only Out of Action results are counted
of the vehicle and let the opposing player take a
against a stationary vehicle.
turn.
A vehicle with one hit will require a Task roll to
If another Escape turn is played, all eligibility to
be started.
fire is reset.
A vehicle with two hits or more is wrecked.
20
21
Defending: Attacking:
When defending an area, figures will generally An attack is always directed at a specific
remain in or directly around the feature they are location or feature. Attackers will try to advance
defending. One or two figures may be patrolling in cover and take enemies near their objective
or otherwise guarding outside the feature but under fire when possible. If an area of open
won't usually be more than 1 move away (if ground must be crossed, they'll try to cross it in
walking) or 2 moves away (if positioned in groups rather than all at once.
cover).
Figures will move to reinforce and support To inject a bit of variety, when making the
troops under attack but will not generally move Action roll for the enemy, roll an Order die as
to engage new enemies. well.
On scores of 2-5, the turn is played as normal,
taking whatever action is most sensible
according to their mission.
1: Dig in!
Whether concerned about a recent development, a squad leader losing his nerve or trying to regroup
the unit, the enemy will avoid advancing this turn.
Stragglers far from the unit will try to rejoin it, otherwise figures will move to positions of better
cover. They will fire on targets that present an immediate threat, otherwise duck down and try to
avoid taking fire.
6: Forward!
An overzealous squad leader, the right moment or excessive patriotism, it's time to take the fight to
the enemy.
Figures will attempt to close the distance with the enemy, getting close enough to throw grenades or
Brawl where possible. Weapons will be fired for maximum Shock to facilitate this.
Ambitious players may roll Activity for each activated figure but this may bog down the game
unacceptably. Use your best discretion here.
Decisions:
In the event that a decision has to be reached for Determine which approach is the more likely
the non player force and it's not obvious what and roll 1D6. On a 1-2 the less likely option is
the more logical solution is, the following taken while on a 3-6, the more likely is taken.
method can be applied. If all options seem about equal, simply pick one
at random using any appropriate dice roll.
22
23
Note that figures originating from this table are BRITISH COMMONWEALTH:
not necessarily inferior or incompetent, despite
lacking special skills. They can be interesting The Commonwealth force list may be used to
characters with their own origins, desires and generate British, Canadian, Australian, New
motivations and can progress in the campaign Zealand, South African or Indian troops.
like any one else. They simply start out as the Commonwealth forces fought for the duration
rank and file. of the war, opposing their enemies with
determination and dedication.
24
Please note that your assembled soldiers may Stiff Upper Lip:
not resemble what a conventional infantry unit The bravery and determination of British,
would have available. This is intentional. Your Canadian, Australian and New Zealand forces
men may not originate from the same unit, may have been proven a thousand times over.
have acquired additional weapons or otherwise When generating skills, you may trade any
feature non standard gear. rolled skill for Guts to reflect their dogged
tenacity.
GERMANS:
This force list is used for German groups as well Soldiers may be from regular infantry, airborne
as volunteers in German service. or specialist units such as engineers at the
German troops fought anywhere from the players discretion. Since we are dealing with
blazing heat of North Africa to the frozen only a small band of comrades, the exact unit
steppes of Russia. type is only for narrative purposes.
25
26
Options:
If more than one figure with pistols is generated,
after the winter war in Finland.
excess figures may be traded for figures with
rifles at the players discretion. Weapon notes:
Sub machine guns may be PPSH, PPS or PPD
Only one DP gun is permitted except by special models. SVT40 is a semi automatic rifle.
agreement. Otherwise, additional rolls are taken DP is a magazine fed light machine gun.
as two sub machine guns.
One with the land:
Early war notes: Red Army soldiers were renowned for their
The above table can be used for forces fighting toughness and ability to use the terrain to their
in 1940 or 41. In such cases only one sub advantage.
machine gun is permitted in a unit. All When generating skills, you may trade any
additional rolls are taken as rifles instead.
rolled skill for Field Craft to reflect their
talents.
Early war Soviets may replace a DP with an
AVS automatic rifle. These mostly disappeared
27
Weapon notes:
Rifles may be British or French bolt actions or
American semi automatic rifles. If desired, a D6
roll of 1 or 6 will give American rifles. All rifles
in the unit will be identical.
28
ITALIANS:
Additionally, Italian troops fought for the Allied
Italian troops fought throughout Africa, in cause and for the King as part of the Italian Co-
Eastern Europe and resisting the Allied forces Belligerent Army.
near home from Operation Husky onwards.
Soldiers may be from regular infantry, airborne or
specialist units such as engineers at the players
discretion. Since we are dealing with only a small
band of comrades, the exact unit type is only for
narrative purposes.
Early War notes: Please note that your assembled soldiers may not
No special accommodations required for early resemble what a conventional infantry unit would
war forces. have available. This is intentional. Your men may
not originate from the same unit, may have
acquired additional weapons or otherwise feature
non standard gear.
29
Only one light machine gun is permitted except Please note that your assembled soldiers may not
by special agreement. Otherwise, additional rolls resemble what a conventional infantry unit would
are taken as two sub machine guns. have available. This is intentional. Your men may
not originate from the same unit, may have
SVT40 are captured Soviet stock. Additional rolls acquired additional weapons or otherwise feature
are taken as bolt action rifles or a sniper if none non standard gear.
have been rolled.
Skirmish Tactics:
Early war notes: Perpetually lacking in manpower and equipment,
For Winter War forces, SVT are always taken as the Finn's had to make up for it with efficient
bolt action rifles. skirmish tactics.
When generating skills, you may trade any rolled
skill for Shoot and Scoot to reflect their talent
for mobile infantry combat.
30
31
32
52-54 Motivator
If moving into contact with a Bailed figure, the figure recovers automatically
55-57 Ambush
If Displaced, the figure may choose where to Displace to, provided it is within 6”
58-60 Infiltrator
After all figures have set up, the figure may take a free Scurry move.
61-63 Strong Arm
The figure always count as stationary when firing, even if it moved.
64-66 Field Craft
All rough terrain may be treated as cover.
67-69 Throwing
When throwing grenades, the direction and distance of the first bounce may be rolled twice and either result
chosen.
70-72 Skilled
Once per mission, may roll twice for a Task roll.
73-75 Charisma
+1 to all Persuasion attempts
76-78 Rallying Cry
When this figure is activated, any friendly figure within 4” may roll to recover from having Bailed
79-81 Stealthy
During Stealth segments, this figure may move 6” per turn.
82-84 Aggressive
If a Brawl ends in a draw, the player may chose to have both sides roll again.
85-87 Inspiring
While this figure is on their feet, any friends within 4” treat Bail results as Flinching.
88-90 Last Gasp
If this figure goes out of action for any reason, they may immediately fire at a target in range and line of sight.
91-100 Battle Hardened Soldier
Players choice from above list but cannot duplicate a skill already possessed by a member of the group.
Sentries:
Sentries will generally be equipped with rifles
and sub machine guns only and are usually the
33
34
During the snipers turn, the sniper may either Due to their exceptional bravery, Flinch results
fire if a line of sight can be traced from any are ignored and Bail results are treated as a
point in the snipers terrain feature. Resolve the Flinch.
fire as normal. If a Medic reaches a knocked down figure, the
figure recovers immediately.
If the target suffers no negative effects, they If a figure that went out of action can be
may conduct a free search roll against a terrain reached, the Medic may drag the casualty with
feature in line of sight. them each move.
Casualties that can be moved within 3” of a
Instead of firing, the sniper may move to an table edge are considered to have been
adjacent terrain feature within 6” that has not evacuated and may roll twice for wound results
yet been searched. after the battle, picking the higher roll.
Once the sniper is revealed, the rest of the game Grizzled Sergeant
is played out as a normal game. Sarge have seen it all. He was probably made
from shrapnel and motor oil and the only thing
SPECIAL CHARACTERS: he hates more than your whining is the enemy.
These characters represent various specialist The Sergeant usually carries a sub machine gun
individuals, unique personalities and stereotypes or pistol but Americans may trade for a Trench
that can be added to any scenario. They are Gun.
mainly intended for use in special scenarios and
show some of the range of options available in During Scurry turns, the Sergeant may fire
Five Men in Normandy. using shock dice before moving.
During regular turns, if the Sergeant is
Please note that these are intended to be iconic activated, he may also motivate one non
and heroic individuals, rather than an example activated figure within 4”.
of what every medic, sergeant or commissar This figure may either make a move or fire a
should look like in game terms. weapon but not do both.
Since nothing fazes him, he will never Flinch. A
Rather than provide a lengthy, exhaustive list, Bail result on a Shock die permits him to roll
view these as inspiration for what various heroic the Shock dice for his weapon against a visible
individuals might look like and don't be afraid target in range before retreating 6”.
to develop your own.
Tough Guy
Courageous Medic Big and burly, the Tough Guy is occasionally
A battlefield medic of exceptional bravery and mistaken for a bear but there's rarely a better
determination to save the wounded. guy to have at your side when things get mean.
Medics carry only a pistol but will fire only as The Tough Guy carries a basic rifle or sub
Snap Fire or Guard Fire. They may not fire machine gun.
during regular activations.
The Tough Guy automatically recovers from
A Medic will not engage in a Brawl unless the Knock Down and adds a +1 bonus to all
enemy figure is within 3” of a knocked down or Brawling rolls.
out of action friendly figure.
35
If the Tough Guy suffers the first Out of Action kind may be rolled again, against the same or
result during a game, he's knocked back 2” but another target.
otherwise unaffected. For example, if the Hero scores a miss on the
Kill die and a Flinch on the Shock die, the
Soviet Commissar player may pick a new target and roll another
The political officer strikes fear in the enemy as Shock die. If another result is rolled, the process
much as in their own men. Whether motivating may be repeated.
by fear or example, they are here to deliver Extra dice may be applied to any target in line
Soviet victory over the Fascist invaders. of sight, even if the initial shot was a reaction
shot.
The Commissar carries a pistol.
NON RANDOM FORCES:
Commissars do not suffer any negative effects
of Shock dice. They receive a +1 bonus to all While using the random Force tables is
Brawling rolls. Any Soviet soldiers within 6” recommended, some players may not like the
may shake off the effect of any Flinch or Bail idea of a randomly selected force or may have
but must move 6” towards the nearest enemy specific troops they want to use, particularly in a
and attempt to engage them in a Brawl. non-campaign game or a stand-alone battle.
When dealing with civilians, Commissars
receive a +1 bonus to Persuasion rolls. As always, feel free to do what makes the most
sense for the specific game in question.
British Commando
Death from the shadows after climbing a cliff
WHERE ARE THE HISTORICAL
side with a knife between his teeth.
ORGANIZATION CHARTS?
The Commando carries a Sten gun.
World War 2 gamers are used to rules
Commando's receive a +1 bonus to all Brawl containing lists of how many men belong in a
rolls. At the beginning of each turn, the squad or section, what ranks the leaders would
Commando may be repositioned anywhere have, what weapons they would carry and in
within 4”. what quantity. You won't find any such listing
If the Commando is not within 10” of any other in these rules for two reasons:
friendly figures, he may be activated in addition
to any figures normally activated. First and foremost, this isn't that type of game.
While your group may undertake the same
Yankee Hero patrol and raid activities that might happen in
The dashing young man from humble another game, we're rarely, if ever, dealing with
upbringing who shows himself to be larger than a full squad or section. Our group of heroes or
life. They'll probably make a film about him villains are the “band of brothers” that our
afterwards. campaign follows and may be comprised of men
from a few different squads, a supply sergeant
The Hero carries an M1 rifle. they befriended and the platoon sergeant.
36
In other cases, they may be from the same YOU LEFT OUT MY FAVOURITE
squad, but happens to be assigned to a number
ARMY!
of tasks on their own, in the style of a TV show
or movie. In this case, we're dealing with a
subset of the whole squad and for a special Due to limitations of space, eventually you have
mission like a raid, they'd likely carry non to draw the line somewhere, and I tried to keep
standard equipment in any event. it to armies that were prevalent in the most
popular theatre of the war, personal favourites
If you do want to play out larger games and and fan requests.
don't mind the extra record keeping and
potential slow down in game play the following Limitations of available material is a factor as
guide lines should suffice: well. As much as I'd love to include Brazilian
and Hungarian force tables, the lack of good
• A squad or section has 8-10 men in it, sources in English becomes a problem,
particularly when trying to imbue the lists with
though combat losses will mean 6-8 is
a bit of character.
more likely, particularly during heavy
fighting.
In many cases, the existing force tables can be
• The back bone of the unit is the light
used without too many problems. Simply
machine gun.
choose the one that seems closest to what you
• The leader often carries a sub machine
are looking for, and modify results a little where
gun.
appropriate.
Of course, if you are passionate about a given
The intricacies of specific units at specific times
force, creating your own table can be a lot of
of the war, when fighting in certain theatres is
fun as well.
far beyond the scope of this game. People who
enjoy this type of detail or who like basing their
war gaming units on specific, historical units
will no doubt be better off conducting such
research in more formal books.
37
The heart of Five Men in Normandy are the Below is the sequence of events that occur after
campaign rules. With these rules, you'll be able fighting a mission.
to take your ragtag group of men through the
trials and tribulations of a campaign. • Determine fate of wounded and
Unexpected events will occur and your men will replacements
develop in response. • Determine morale changes
• Gain skills
How it works: • Roll for character events
We divide the campaign in a number of turns. • Carry out player actions
The focus of each turn is the action your men • Determine follow up mission
will be fighting. This may be an assigned
military mission or it may be a side mission you Combining Five Men with another rules set:
get caught up on. A popular option is the use these rules to play
With each mission, we'll generate the conditions out encounters between large scale battles in
surrounding it and what sort of opposition you another campaign. In that case, you may have to
run into. adjust time passed slightly to account for the
series of events.
After each mission, we'll check if your men Likewise, if a named figure becomes a casualty
have learned any new skills, what happened to in the larger campaign, you will have to decide
the wounded and what sort of things you run how that will affect in a Five Men campaign.
into. Your men might make new acquaintances,
find new locations to explore and get caught up Fitting the narrative together:
in unexpected adventures. A big part of a campaign like this is the
narrative that develops as you play. The rules
A turn can represent any amount of time that give you outcomes and results but it is up to you
seems reasonable, from a few days to a week or to piece together what the pieces mean and what
more. Some players may prefer keeping a very it all fits together.
tight calendar while others don't worry too Why is a priest wanting a ragtag band of
much about it. paratroopers to go find something in an old
The default option is to advance the calendar farmhouse? That's where the fun of a narrative
1D6 days after each mission. campaign comes in. The result you come up
with will be much more satisfying than anything
a pre-defined scenario could have provided.
38
The structure of the campaign essentially The first step is to establish who you are and
follows one group of soldiers, your “band of where you are at. Pick a nationality and unit that
brothers” if you will. If you are not playing solo, you like the idea of and select or roll up a force
the other player takes the role of “the enemy” or to begin the game with.
you may take turns playing the enemy and the Likewise, determine where you are fighting,
heroes. which will dictate your opposition.
There's nothing preventing you from running
two campaigns at the same time, with the two We assume that your group of men will be
groups running into each other at times, though spending a period of time in the same area and
the same two groups fighting each other over will slowly come to know the area and establish
and over would likely feel very contrived. a history there.
Beyond all else, do what feels right for your For each campaign, we establish some
campaign. There's no reason your squad of acquaintances of your fighting group.
British paratroopers can't show up as the
opposition in your friends German Volks
Grenadier campaign.
39
Roll People
1-11 Soldiers in battalion
Another soldier in the same battalion.
12-19 Soldier from rival unit
Soldier from a rival outfit, whether of the same type or another branch (Armour, artillery etc.)
20-25 Allied soldier
Soldier from another army. For western allies this may be Americans, British, Canadians, Free French, Free
Polish and others.
For Germans, it may be Finn's, Romanians, Italians, Bulgarians, Hungarians or others.
For Soviets, it may be Polish red army or men from the far corners of the Soviet Union.
26-38 Officer from own unit
An officer from the outfit you belong to.
39-46 Locals
Sympathetic local civilians.
47-51 Resistance fighter/partisan
A member of the local resistance or partisan band. Germans may take this as a collaborator or a member of
various militia mobilized to defend the Reich.
52-55 Reporter
A news reporter looking to portray the war effort to the people back home.
56-60 Political figure
Minor politician, member of a commission or similar busybody.
61-72 Non combat military personnel
Any of the mechanics, administrative personnel, medical staff and other military types required to make a war
run on schedule.
73-76 Government agent
An agent of the government. This may be a spy, intelligence agent, political officer or similar. Tread lightly.
77-80 Criminal
Small time smuggler, gangster or similar shady element.
81-87 Refugee
Civilian refugees hiding out near the battle area.
88-94 Straggler
A lone member of another unit that ends up joining the battalion. May even be a different branch altogether
(such as a pilot, engineer, vehicle crewman or similar)
95-100 Camp follower
Any number of civilians, traders, ladies and petty crooks that seem to congregate when a military unit is in the
same place for any length of time.
40
Campaigns are ultimately about the characters Alternatively, you may simply generate these
and the events that happen to them. If you want, details for one figure after every mission, to
you can use the following tables to determine slowly “reveal” the men at your disposal.
additional background and characteristics for
your figures. Some may want to only do this for These details will not generally influence game
one or two “main” characters while others may play but they help us establish a narrative of
want to go through every figure. what is going on. As always, have fun with the
unusual results. A former gangster turned
It is recommended to do this for each figure that patriotic believer? Wars are full of interesting
has skills assigned to them whether they start and unique personalities and there's no reason
with them or acquire them later. your games should not follow their example.
Roll Background
1-20 Working class
Miner, factory worker, teamster or road crew. Used to tough work and a hard life.
21-30 White collar professional
A nice, quiet office job in a nice, quiet office. Now you hope for a nice, quiet foxhole.
31-35 Drifter
On the fringe of society, doing odd jobs and staying alive. At least the meals are regular now.
36-40 Criminal
Small time crook, hardened gangster or an enemy of the state. Out here, no one cares.
Roll a negative morale die.
41-50 Academic
Student or teacher, scholar or scientist. Now you're learning the art of war.
51-65 Straight out of school
They told you to get a good education. Then the war came and now it's all you know.
66-85 Farmer
Whether working the fields or entrenching in them, it always seems to involve digging.
86-90 Upper class
Petty nobility, business family or political elite. The trenches don't distinguish.
91-95 Long term soldier
Army life is all that you've wanted in life. Now you do the uniform proud.
Roll 1D6. On a 1 or 6, figure begins with a random skill.
96-100 Entertainer
Musician, writer, painter, singer or poet. What stories will you tell of the war?
A soldiers motivations may change as the If the newly generated motivation has effects
campaign goes on. that trigger upon the soldier arriving in the
group, resolve that effect immediately.
41
Roll Motivation
1-14 Patriotism
A staunch supporter of your home country, eager to defend it against the enemies that surround it.
Roll a positive morale die.
15-26 Survival
You've known a lot of brave men who won't be coming home. You intend to make it.
27-35 Political
You're a model democratic citizen/communist/fascist willing to die for freedom and the cause.
If group morale is currently 0 or positive, roll a positive morale die.
36-44 Glory
In times of war, men rise to their finest and you are going to rise with them.
45-54 Revenge
The enemy will pay for the crimes they've committed against you and yours.
If group morale is currently 0 or negative, roll a positive morale die.
55-61 Adventure
See new corners of the world, meet interesting people and trade grenades with the enemy under foreign skies.
62-74 Brotherhood
The only thing certain in this world is the man sharing your fox hole.
When the figure joins the group, roll a positive morale die.
75-82 Ambition
You intend to crawl your way up the chain and get the position you deserve.
If another figure with Ambition or Glory joins group, roll a negative morale die.
83-88 Fatalist
The war gets everyone. Eventually it'll get you too.
When a Fatalist joins the group, roll a negative morale die.
89-95 Family
You have people back home waiting for you. You have a duty to do well and come back in one piece.
96-100 Escape
If you weren't here, you'd be at home and probably on the run. Getting shot at isn't so bad after all.
If a figure with Political or Patriot motivation joins group, roll a negative morale die
42
ASSIGNING MISSIONS:
43
Locations:
A location is the general area you will be
fighting in or around. Use this as simple
inspiration for how to set up the table for a
game. If you already have a terrain layout in
mind, don't worry about this step.
The below Location table is suitable for
“country side” campaigns.
Roll Location
1-7 Section of trench
A section of fortified positions and earth works, likely now not the focus of any fighting. Possibly an
abandoned position.
8-17 Landmark in no man's land
A noteworthy landmark in a neutral or contested area.
18-24 Location of previous battle
Area covered in shell holes, wrecked vehicles and remains of trenches.
25-33 Cross road
An important cross roads in the vicinity. Likely near buildings.
34-42 Farm
An intact farm with barn or other nearby wooden structures.
43-51 Ruined building
Buildings, farms or structures that have been reduced to rubble either partially or completely.
52-58 Urban area
A small hamlet, the outskirts of a village or the suburbs of a larger city.
59-65 Orchard or field
Cultivated land of some sort. Usually fenced or surrounded by hedgerows.
66-73 Hill
A notable hill slightly away from the main battle area.
74-78 Lake
A lake or area of marsh or wetlands.
79-82 Bridge
Bridge over a river, stream or valley.
83-87 Intact building
One or more intact buildings or structures of little military importance.
88-94 Disputed front line
A location between the lines that is still hotly contested.
95-100 Section of the enemy line
A landmark of interest at the edge of enemy held ground.
44
If your campaign takes place in an urban battle area, you may prefer the following table.
Roll Location
1-7 Fortifications
Abandoned fortifications or barricades.
8-17 Rubble choked street
A particular street or alley filled with debris from buildings ruined in the fighting.
18-24 Location of previous battle
Area covered in shell holes, wrecked vehicles and remains of trenches or barricades.
25-33 Cross roads
An important intersection or cross roads.
34-42 Park
A park, plaza or similar open area with vegetation.
43-51 Large ruined building
A very large, multi-room ruined structure or multiple smaller ones.
52-58 Intact building
A large, important building that is still intact.
59-65 Factory or similar facility
A larger facility, likely with multiple rooms, floors or individual structures.
66-73 Intact building
A large, important building that is still intact.
74-78 Lake or pond
Often contained in a park or similar natural area.
79-82 Bridge
A bridge or the nearby approaching roads.
83-87 Intact building
A large, important building that is still intact.
88-94 Disputed front line
A location between the lines that is still hotly contested.
95-100 Section of the enemy line
A landmark of interest at the edge of enemy held ground.
45
Missions available:
46
47
48
49
Opposition:
1-2: Sentries
3-4: Enemy troops
5: Defensive position
6: Hidden sniper
50
Opposition:
1-6: Sentries
51
Opposition:
1-6: Enemy troops
52
After determining the mission and after setting aspects of the campaign rules.
up the terrain and deploying all figures, you Many conditions are entirely descriptive and
may optionally determine a condition of battle. will not impact the game.
Roll on the table on the next page to determine
what the situation is and how to implement it. Results are applied to the side undertaking the
mission, while “enemy” results apply to the
Players who prefer more structure to their game opposition. In a non-campaign battle, simply
may want to omit this stage. The battle determine randomly who the event applies to or
conditions can be used for non-campaign generate an event for both sides.
battles, though some results refer to specific
IN GAME EVENTS:
People who like a random aspect to their battles All random events that affect a specific figure
may find this section to be of benefit. When will be applied to a figure on the active players
each player rolls for their turn, along with their side, unless otherwise indicated.
Action Die, they also roll a D6 in a different
colour. On a score of 1, a random event has Note that an event may occur that is not
occurred. Roll on the table below to determine applicable, for example bonuses to fire during a
what happened and apply the effects Scurry turn. It is up to the group playing the
immediately. Events are resolved before the turn game whether such results are ignored or rolled
proceeds. again.
Players who prefer less random factors in their Do not roll random events during non-standard
battles may want to omit the use of this table, or turns such as Stealth turns or vehicle Escape
stop rolling after 1 or 2 events have occurred. turns.
53
54
55
Roll Result
1-10 Mental scar
Made it out okay but has battle stress, nightmares or other mental issues.
Roll 1 negative morale die. (see group morale below)
11-25 Knocked out
Back in action.
26-30 Dramatic scar
Big hit with the ladies but back in action.
31-50 Light wound
The soldier will be out of action for 2D6 days.
51-60 Moderate wound
The soldier will be out of action for 3D6 days.
61-70 Seriously wounded
The soldier will be out of action for 5D6 days.
71-80 Seriously wounded and reassigned
When soldier recovers, he'll be reassigned to a non combat position and leaves the campaign
81-90 Permanent injury
The war is over for this guy. Sent home.
91-100 Killed
A soldier finds his final rest.
56
Cowardice:
Any soldier leaving the battle area without Roll a D6 for each figure and on a 1, they have
authorization has a chance of being accused of been accused, whether fairly or not.
cowardice.
Roll on the tables below, depending on
nationality.
Roll Result
1-5 Harsh court martial
The soldier is removed from the campaign permanently. Roll a negative morale die for the group.
6-15 Court martial
The soldier must win a persuasion test or be removed from the campaign. Roll a
negative morale die.
16-30 Stern talking to
Roll a negative morale die.
31-40 Crisis of confidence
Roll a negative morale die. Re-roll the soldiers motivation.
41-100 Found free of fault
All is forgiven. Back to the trenches.
Roll Result
1-10 Summary execution
Traitors and defeatists must be shown no mercy.
11-20 Penal unit
A chance to redeem yourself. You may play out a near suicide mission or simply roll 1D6. On a 6 the figure
returns to your unit. On another roll, hopefully the authorities write their parents a nice letter.
21-30 Court martial
The soldier must win a persuasion test or be removed from the campaign. Roll a
negative morale die.
31-40 Stern talking to
Roll a negative morale die.
41-45 Crisis of confidence
Roll a negative morale die. Roll again for the soldiers motivation.
46-100 Found free of fault
All is forgiven. Back to the trenches.
57
58
Mission results: Roll the specific number of dice and for every 1
Various factors in a mission can influence or 6, morale is modified by one point (up for
whether morale goes up or down. In either event, positive morale dice, down for negative morale
the result is given as a number of Morale Dice. dice)
CAMPAIGN EVENTS:
59
Roll Event
1-4 Meet new character
The group meets someone new. Roll on the People table to determine who it is.
5-7 Character leaves
One of the characters the group has met leaves the campaign. Determine which one randomly.
8-10 Character dies
One of the characters the group has met is killed. Determine which one at random.
11-13 Letter from home
A random soldier gets a letter from home. If the soldiers motivation is Family, increase group morale by 1.
Otherwise roll a positive morale die.
14-16 Change of motivation
A random soldier changes their motivation. Roll randomly and apply any effects as if the figure had just joined
the group.
17-20 Pick up new member
Someone made a friend. Add a soldier to your group with no skills and a rifle or any non MG weapon you do
not currently have in your group.
21-23 Extra training
Whether a formal training opportunity or unusual talents acquired, roll a random skill and assign it to a soldier
of your choice.
24-27 Character encounter
You have an encounter with a random known character. Make a Persuasion roll. On a success, you receive an
additional player action this campaign turn, provided you can justify it through the character you encountered.
28-30 Meet the boss
A random figure has a meeting with the Battalion commander.
If the last mission was a success, you just made a friend. You can use this to get a second player action or
protect one figure from the effects of a Court Martial at any later point in the campaign.
If the last mission was a failure, you've made an enemy. Roll on the Court Martial table.
31-33 Bad news for our boys
War news are not looking good. Roll a negative morale die.
34-36 Promotion or commendation
A random figure gets a promotion, commendation or other act of recognition. Roll a positive morale die. If the
figures motivation is Glory or Ambition, roll a second positive morale die.
37-39 Delay
Hurry up and wait. An additional 1D6 days pass before the next mission.
40-42 Quick recovery
A random wounded soldier can cut 1D6 days from his recovery time.
43-45 Milestone reached
An important mile stone has been reached in the current campaign. This could be the capture of a given
objective or turn of the tide in the overall battle. If this event occurs a second time, the campaign comes to an
end. If you prefer basing the length of the campaign on other factors, simply treat this as a
positive morale die.
46-48 Scavenged loot
Make a roll on the Special Gear table and apply it to a mission of your choice.
49-51 Weapon broken
Determine a random figure armed with something other than a rifle. The weapon has broken or become
defective and the figure must use a rifle.
60
61
PLAYER ACTIONS:
After every mission, once all other events have Whether it is picking up another soldier,
been resolved, the player may attempt any one acquiring a replacement weapon or anything else
change that is mutually agreed upon. the player can think of, it is handled essentially
by the Task system. Roll a D6, with the action
succeeding on a 2-5.
1: Delay
The action does not succeed but is rolled for again after the next mission.
6: Didn't expect that
The action does not succeed but an additional random event triggers instead.
Players have wide discretion on what can be done with a player action, but suitable examples
include:
Once all other actions have been taken, unless returning figures back to the group.
campaign events dictated otherwise, advance
the calendar 1D6 days and mark off the time for You are now ready to play another mission.
any figures that are injured or on leave and add
HISTORICAL EVENTS:
An effective way of increasing the ambience war) all qualify for a positive morale die,
and flavour of a campaign is to check on while major drawbacks (battles lost, allies
important events as they occur. This can be leaving the war or new enemies entering it)
reflected in various ways but a simple way is would inflict negative morale dice.
through the Morale system. A more comprehensive system could be devised
Major events to the benefit of the nationality but the author feels this is better left up to
you play (major battles won, allied countries individual campaign organizers and gaming
entering the war or enemy countries leaving the groups.
62
At times, even in a mostly random campaign, Narrated missions are still considered part of the
you may find a perfect opportunity for a follow campaign and the normal processes apply after
up mission, whether based on characters met, the mission such as experience, campaign
events that have happened or things that took events and so forth.
place in the last mission.
Maybe you've just come up with a good The designer of the scenario should consider the
scenario you want to play through, or the groups following factors:
of two players will meet in an epic struggle.
Whatever the case, any time you deviate from
the normal random generation methods, it's a
Narrated mission.
If you keep a consistent calendar, it can add a the Battle of Bastogne, the group may play out a
lot of flavour to the campaign if you mark defensive mission where entrenched Americans
important battles and events in the calendar. have to fight off waves of German attackers for
That way, you can incorporate them into the example.
campaign and use them as inspiration for
missions as you go along. Narrated missions don't have to be that serious
Even if the scale of group skirmish we are either. One of the soldiers has a local girlfriend?
playing is too small to fully reflect battles like Play a Stealth mission where he's trying to
Monte Casino or Bastogne, thematic elements sneak past her disapproving parents and wager a
can be worked in. If a mission takes place near morale die on the outcome.
63
Writing a set of rules is always a balance If I activate figures near each other, do they
between explaining everything as clearly as move as a unit?
possible versus trying to keep things as concise No. Figures always activate individually and
and manageable as possible. one at a time, unless a rule specifically states
In most cases, concerns and disputes can be otherwise. This applies during regular
resolved by discussing the issue at the table, activations, Scurry moves and any other
letting a games master make a ruling or simply situation. Select a figure, move it then select
rolling a die to decide but it's worth answering another figure.
some basic questions that may come up more
frequently. How are multiple Shock dice applied?
If multiple Shock dice are applied to the same
Many situations can be solved by applying rules target, only count the worst result. A figure will
literally and in the order a given rule would not both Flinch and Bail from the same attack,
“trigger” or apply. however a figure already Flinching from one
attack may be forced to Bail from a subsequent
Reaction Fire across obstacles? one.
Guard Fire across intervening obstacles is
handled as normal by rolling Shock dice only. How are multiple “Win on a draw” effects
Snap Fire across an obstacle is handled by applied to Brawls?
applying the rules strictly and in order. Snap If both sides win on a draw, the effects cancel
Fire limits to firing figure to Kill dice only. out and it is indeed a draw. If a figure both wins
Once the decision to Snap Fire is made, the and loses on draws, this likewise cancels out.
intervening obstacle is applied, preventing any
Kill dice from being rolled. Hence, no dice Can I move into contact with two enemies at the
would be available. As a consequence, all same time?
reaction fire across intervening obstacles should You can if they are close together. If so, count
be resolved as Guard Fire. the first Brawl with the +1 bonus for initiating
the fight and then resolve the second Brawl as a
Can my figure Dash if I began the turn in rough subsequent fight, same as if using the 2” move
terrain but moved out during my regular to enter contact.
movement?
Yes you can. As long as the figure is not in
rough terrain when the Dash itself is started, it is
permitted.
64
DESIGNER NOTES
I have loved world war 2 as a war gaming With Five Men in Normandy, I've tried to
period for almost as long as I have been gaming, capture the erratic nature of movement and
but I always felt that there was something not combat. You can never quite predict what is
quite covered. Skirmish games still tended going to happen and you have to plan ahead for
towards strict military action and I often felt that any eventuality. Roll a Fire Fight but only one
they tried to lean too heavily into the simulation guy in sight of the enemy? Hopefully next time
side of things. you push more aggressively.
What I wanted was something that would play There's a lot of decisions to make even though
and feel like a good war movie, while they seem small at first glance. Learning how to
maintaining the focus on the fact that our little use cover effectively is a big one and can take a
toy soldiers represent people with agency and few games to wrap your head around. Managing
motivation. risk and knowing when exposing yourself to fire
I also wanted to stay focused on the skirmish (and Shock dice) is worthwhile and when it is
aspect specifically rather than write yet another not is vital in keeping your squad alive.
set of “from squad to platoon” rules. How to coordinate your men with limited
Hopefully it succeeded and hopefully you'll activations is another important learning curve.
have good games playing these rules.
Over the course of the campaigns, hopefully
When a set of rules is discussed, the question your little toy soldiers will take on some
always ends at realism. Is the game realistic? personality and if I've done my job right, when
In most cases, what is meant by that question is one of them finally bites the bullet, hopefully
“Does the game have some decent element of there'll be a tiny sting of regret.
simulation?” or more simply put: “Does it feel
right to me?” Anyone who's written a game will want to sell
you on the game and get you to play it. If you've
made it this far in the rules, you likely already
know if this game will do it for you or not.
You are welcome to contact me with questions, comments, feedbacks and suggestions. If you've obtained these rules in
a manner other than paying for a download, please consider sending me a few bucks through Paypal in return for the
work I've done for you.
65
Table of contents
Action die 5 Force table: British 24 Prisoners 17
Advance the calendar 62 Force table: Finland 30 Questions and answers 64
Assault rifle 13 Force table: Free French 28 Reaction fire 10
Assigning missions 43 Force table: Free Polish 28 Replacements 58
Background, character 41 Force table: German 25 Restock equipment 58
Bail 10 Force table: Italian 29 Retrieve, mission 49
Bolt action rifle 12 Force table: Soviet 27 Retrieving weapons 18
Brawling 11 Grenades 15 Rifle grenades 15
Buildings 21 Group morale 58 Rough ground 7
Bunkers, firing at 8 Guard fire 11 Scout, mission 46
Campaign events 60 Heavy machine gun 14 Scurry 5
Campaigns and encounters 38 Hidden sniper 34 Searching 16
Capture, mission 48 Incoming fire 19 Secure, mission 51
Civilians 34 In-game events table 55 Semi auto rifle 12
Conditions of battle table 54 Injury table 56 Sentries 33
Contact, mission 51 Kill dice 9 Shock dice 10
Cover 8 Kill, mission 48 Skill gains 58
Cowardice 57 Knock down 9 Skills 32
Cross, mission 50 Leaving the battle area 19 Snap fire 10
Dashing 6 Length of service 42 Sniper rifle 14
Defend, mission 52 Light machine guns 13 Solo gaming 21
Defensive position 34 Locations, standard 44 Solo game order dice 22
Deliver, mission 49 Locations, urban 45 Special characters 35
Destroy, mission 47 Malfunctions 15 Specialist gear 31
Demolitions 18 Medium machine gun 13 Standard turn 6
Displacement 7 Mined areas 18 Stealth 17
Encounter, mission 46 Missions 46 Sub machine gun 13
Enemy faces 33 Motivation 42 Tasks 16
Enemy troops 34 Movement 6 Trench gun 12
Escort, mission 50 Narrated missions 63 Turn sequence 5
Find, mission 47 Obstacles 7 Unexpected encounters 18
Fire fight 5 Out of action 9 Unusual situations 16
Firing across obstacles 8 People 40 Vehicles 20
Flame thrower 14 Persuasion 16 Visibility 8
Flinch 10 Pistol 12 Weapons 12
Force generation 23 Player actions 62 Weapons fire 8
Force table: Americans 26 Post game consequences 56
66
Flinch: If in the open, move 1D6” to cover and hunker down next turn.
SHOCK
SHOCK DIE
DIE
Flinch:
No effect:
If in
If in
If in
the open,
cover,
cover, may
move
may not move
not
1D6”
move
to cover
next
next turn
Figure is okay and able to move and fight.
andmust
turn and
and
hunker
must
fire down
fire on
next turn.
on closest target
closest target
1: Flinch No effect:
Bail: Figure is okay and
Flee 12” then hunker down.able to move and fight.
1: Flinch Bail: OnFleenext12” then hunker
activation down.moves into contact, roll again.
or if friend
2-5: No effect On next activation or if friend moves into contact, roll again.
2-5: No effect
6: Bail
6: Bail
Mission
Missionroll: Mission
1-12
roll:
Encounter Missiontype:
type:
1-12 Encounter 1-70
1-70 Military
Militarymission
mission
13-26 Scout
13-26 Scout 71-85 Side mission
27-33 71-85 Side mission
27-33 Fine
Fine 86-95
86-95 Follow
Followupupmission
mission
34-41 Destroy
34-41 Destroy 96-100 Player mission
42-47 96-100 Player mission
42-47 Kill
Kill
48-53 Capture
48-53 Capture
54-59
54-59 Retrieve
Retrieve
60-63 Deliver
60-63 Deliver
64-70
64-70 Cross
Cross
71-74 Escort
71-74 Escort
75-80
75-80 Secure
Secure
81-84 Contact
81-84 Contact
85-90
85-90 Defend
Defend
91-100 Repeat
91-100 Repeat
Location
Locationroll:
roll:(rural
(rural/ /urban)
urban)
1-7
1-7 Section
Section of trench/ / Fortifications
of trench Fortifications
8-17
8-17 Landmark
Landmark / / Rubble
Rubblestreet
street
18-24 Previous battle
18-24 Previous battle / / Previous
Previousbattle
battle
25-33 Cross
25-33 Cross roadroad / / Cross road
Cross road
34-42 Farm
34-42 Farm / / Park
Park
43-51 Ruins
43-51 Ruins / / Large
Largeruin
ruin
52-58 Urban
52-58 Urban / / Intact building
Intact building
59-65 Orchard or
59-65 Orchard or field /field / Large
Largefacility
facility
66-73 Hill
66-73 Hill / / Intact building
Intact building
74-78 Lake
74-78 Lake / / Pond
Pond
79-82 Bridge
79-82 Bridge / / Bridge
Bridge
83-87 Intact building
83-87 Intact building / / Intact
Intactbuilding
building
88-94 Disputed
88-94 Disputed front front / / Disputed
Disputedfront
front
95-100 Enemy
95-100 Enemy line line / / Enemy line
Enemy line
Ed Snowdon (order #6586153)
Injury
Injurytable:
table: Morale
Moraleeffects:
effects:
1-10
1-10 Mental
Mentalscar
scar - -Bad
Badmorale
morale Complete
Completemission
mission 33PP
11-25 Knocked
11-25 Knocked out out No casualties
No casualties 11PP
26-30
26-30 Dramatic
Dramaticscar
scar Captured
Capturedenemy
enemy 11PP
31-50
31-50 Light wound(2D6)
Light wound (2D6)
51-60
51-60 Moderate wound(3D6)
Moderate wound (3D6) Mission
Missionfailed
failed 11NN
61-70
61-70 Seriously wounded(5D6)
Seriously wounded (5D6) Each casualty
Each casualty 11NN
71-80 Wounded and reassigned
71-80 Wounded and reassigned
81-90
81-90 Permanent
Permanentinjury
injury
91-100 Killed
91-100 Killed
Campaign Player
Playeraction
actiontable:
Campaignturn
turncheck
checklist:
list: table:
1:1: Delay
Delay
Before 2-5: Approved
Beforegame:
game: 2-5: Approved
Determine 6:6: Random
Randomevent
Determinemission
missiontype
type event
Determine location
Determine location
Determine
Determinemission
mission
Battle conditions
Battle conditions
After
Aftergame:
game:
Injuries
Injuries
Cowardice
Cowardice
Replacements
Replacements
Restock
Restockgeargear
Gain skill
Gain skill
Morale
Morale
Campaign
Campaignevents
events(x2)
(x2)
Player actions
Player actions
Advance
Advancecalendar
calendar
Narrated mission?
Narrated mission?