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Ed Snowdon (order #6586153)


Five Men in Normandy

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

Ed Snowdon (order #6586153)


Five Men in Normandy

FIVE MEN IN NORMANDY

A WORLD WAR 2 SKIRMISH CAMPAIGN


by Ivan Sorensen

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.

These rules are geared at experienced gamers or


groups with at least one player that is already
familiar with the general nature of miniatures
war games. FUNDAMENTALS:

MODULAR GAME RULES: This is a skirmish game. It is meant to represent


the close encounters of your figures and capture
This game is constructed in a modular fashion, the action as if it were a scene in a movie. This
permitting you to use some or all components as means the area of game-play will be somewhat
you see fit. There are three components smaller than you might expect for a massed
available: battle. Move and weapon ranges are simplified
as well.
The Combat rules you are currently reading. Every figure represents exactly one soldier. A
These give all the mechanics needed to conduct normal move is 6”. There is no “zone of
miniatures battles. control” or “command distance” for leadership
The Force rules which cover how to determine or morale as figures are all relatively close to
the troops available for a game, skills and each other during the game.
special equipment.
The Campaign rules which help you set up a Figures do not need to maintain any particular
campaign to play through, assign missions and coherency distance to each other though
generate random events. sticking together has its benefits (and risks).

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Five Men in Normandy

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.

In campaign games, it is of benefit to be able to


tell your figures apart, either by selecting poses
carefully or by marking the base in some
manner. A small mark on the edge of the base
can serve as an easy identifier without
distracting from the visuals of the game.

Ed Snowdon (order #6586153)


Five Men in Normandy

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)

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Five Men in Normandy

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.

Once all moves are completed, the turn ends.

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.

Once all firing has finished, the turn ends.

In the event no figure has line of sight to an enemy figures, treat this as a Scurry! instead.

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Five Men in Normandy

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.

What's happening here?


In most turns, you only get to move 2 guys out of 5 or 6. This essentially mimics a film or TV show.
The camera zooms in on a particular piece of the action and time gets suspended a bit. If you keep
activating the two guys that are slugging it out with the enemy, that's where the camera focus is.

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.

MOVEMENT AND TERRAIN: Dashing:


A figure may dash at the end of their move,
A normal move is up to 6 inches and can be rather than firing a weapon. Indicate a
conducted in any direction. We assume that our destination they are trying to reach and move
guys are being as stealthy and careful as the figure 1D6” towards that destination,
possible as they move around. in a reasonably straight line. Once committed,
the figure must finish the move, even if it leaves
At the end of the move, the figure is assumed to them stranded in the open due to a bad roll.
be doing its best to not get killed. This means Figures must be in the open to dash but may end
taking cover, hitting the dirt, crouching and so the move in cover.
forth. As a result, we don't worry about specific
posture and positioning very much. You may cross an easy obstacle with a dash but
For similar reasons, cover mainly serves to cannot enter or be in rough ground at the
boost morale rather than make you harder to beginning of the dash movement. Having exited
kill. rough ground during the regular movement does
not affect the ability to dash.
Figures carrying a casualty or other heavy
object move only 4” Figures may not dash if carrying casualties.

Ed Snowdon (order #6586153)


Five Men in Normandy

Rough Ground: Brawling:


If an area is designated as rough ground, any Any figure that moves into contact with an
figure may enter, move inside and exit without enemy figure is considered to be Brawling.
difficulty but a figure cannot both enter and exit Resolve the encounter immediately using the
an area of rough ground in a single move. Brawling rules. Once a Brawl has been
If the figure has enough movement to reach the resolved, the figures turn ends.
other side of the terrain feature, they must halt
at the edge before leaving the feature. DISPLACEMENT:
A figure beginning its movement inside the In a combat situation, any number of things can
terrain feature may move out without any be wrong. Exact location of enemies or even
limitation. your own troops can be difficult to get. You
directed your marksman to set up by the apple
To make the game more interesting, place rough tree but he thought it was a different tree.
ground as numerous smaller patches rather than The noises you heard were actually from some
a few big areas. particularly angry German squirrels rather than
an enemy soldier and so forth.
Obstacles:
All obstacles are classified as easy or difficult. To reflect this, the following rule is
Obstacles that are waist high or lower should be recommended:
easy. While setting up the game, it is worth
taking a moment to discuss the different terrain Whenever a figure that has not been spotted by
features used. an enemy yet in this game comes into line of
Note that the players or scenario designer may sight of a moving figure, the stationary figure is
designate any feature as easy, if it could be Displaced.
climbed with relative ease. Displacement is triggered at the absolute earliest
point the moving figure has a line of sight to the
Crossing an easy obstacle will end the current stationary figure and will interrupt the moving
move. The figure stops in contact with the figures turn. Once the displacement is resolved,
obstacle and on a later move, may move across the moving figure resumes their turn. It may
it normally. help to put down a small die to indicate any
Difficult obstacles require a full move to cross. remaining inches of movement.
The figure moves into contact on one move.
Spends a second move crossing and on the third Determine a random direction and move the
action is finally able to move off. figure 1D6” in that direction. This may result in
the figure ending up in a Brawl, in which case
Figures that are behind obstacles and hidden it's resolved immediately, with neither figure
may move along the obstacle without revealing receiving a bonus for initiating the combat.
themselves. Figures that are behind an obstacle
and are not peeking over it are blocked from Figures are only ever displaced once in a game,
line of sight of any figures on the other side of and only when stationary. The moving figure is
the obstacle. never displaced. To help track this, a small
marker may be placed next to each figure at the
beginning of the battle and removed when the
figure has been spotted by an enemy figure.

Ed Snowdon (order #6586153)


Five Men in Normandy

WEAPONS FIRE: This essentially means that to flush someone out


of a room or patch of dense woods, you are
When firing, a figure may select any target it is going to have to send guys in there to do it.
capable of seeing. You are not required to fire
on the nearest target, though it's often Lines of sight may not be drawn through
preferable. another figure, whether friend or foe.
Measuring weapon ranges is acceptable before
selecting a target. To speed things up, it is Peeking over cover:
helpful to have a 12” ruler or measuring stick Figures behind substantial, hard cover must
available. Simply place one end over the firing declare when active if they are peeking over the
figure and move it to quickly determine which cover or not.
enemies are potential targets. If they aren't peeking over, they cannot be fired
upon from the other side of the cover.
Figures may turn to face in any direction before Peeking permits them to fire but also opens
firing when firing as part of their activation or them up to enemy fire.
during a Fire Fight turn. After each attack directed at them, the figure
may be declared to no longer be peeking.
Visibility:
Figures in obscuring terrain features such as Firing across obstacles:
bushes or buildings can see out, and be seen, if Any obstacle substantial enough to provide
they are at the edge of the feature. Figures cover will severely limit accurate weapons fire
deeper in a terrain feature can be seen by other across it unless either figure is positioned
figures in the same feature, but not from the adjacent to the obstacle.
outside.
If an obstacle is between firer and target and
neither model is in position directly behind and
touching the obstacle, all fire is limited to Shock
dice.

What is happening here?


When firing across an obstacle, you are essentially firing at vague movements in the distance. Such
fire is going to be inaccurate and rarely will cause casualties, though it may encourage the enemy
to hit the dirt.
Whenever conducting such fire, we are treating it as suppressing fire only.

Bunkers: How to fire:


Purpose built fortifications such as bunkers When a weapon is fired at a target, the possible
must be stormed or avoided. Small arms fire is outcomes will include them being temporarily
not going to make an impact. When firing at a out of action, permanently down, them being
target behind a firing slit or similar, all Kill dice scared or panicked.
are ignored.
To assault a bunker, see the rules for Buildings. To resolve this, when firing at a target, the
attacker generally rolls two dice, one Kill die
and one Shock die.

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Five Men in Normandy

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.

The Kill die:

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.

What is happening here?


Essentially any attack has a 1 in 3 chance of inflicting some sort of long lasting effect on the target
at which you are firing. This means that a single figure slugging it out with multiple opponents is
going to need help or they will be unlikely to make it. Better bring up someone to help give some
covering fire.

Ed Snowdon (order #6586153)


Five Men in Normandy

The Shock die:

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.

HOW TO AVOID BEING SHOT: REACTION FIRE:

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.

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Five Men in Normandy

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.

Guard Fire: We assume that the person initiating the brawl


Figures that did not fire their weapons on their has an edge due to surprise and having a
last turn (not activation) are assumed to be moment to ready their weapon.
guarding and generally on the look out.
If an enemy figure that began its movement out Each brawler rolls 1D6. The figure that initiated
of sight enters their line of sight, they may the brawl adds +1 unless the contact was
perform Guard Fire at the earliest point accidental.
possible. Note that peeking from cover is
considered entering line of sight. Hence, figures The lower score is defeated and knocked out of
can be positioned to provide “suppressing fire”. action as a casualty. The winner may
Resolve this by rolling only Shock dice for the immediately move 2” in any direction. If this
firer, disregard any Kill dice normally rolled. triggers another brawl, they no longer receive
Note that machine guns cannot “trade” for extra the +1 bonus and must rely on luck instead.
Shock dice when Guard firing. Figures defending against a brawl across an
obstacle will win on any draw as will any figure
Guard Fire is essentially uncontrolled “hip carrying a dedicated melee weapon larger than a
shooting” and for the purposes of our game, we knife.
assume the chances of inflicting any losses are
minimal. If a brawl ends in a draw, move the attacker
back 2” (if the target was in cover) or move the
Unless indicated by a scenario or skill (if defender 2” away (if the target was not in
playing a campaign), no Guard Fire may take cover).
place in either players first turn of the game.
A figure may Guard Fire any number of times in
one 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.

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Five Men in Normandy

WEAPONS: If a force, or character, is subject to limited


ammo, whenever they fire, roll an additional
Due to the short nature of the encounters we are “ammo die”. If this turns up a 1 or 6, the figure
playing out, ammunition limits are not is left with only 1 attack left.
considered unless specifically noted or agreed
upon for a scenario. Some exceptions can exist Grenades are tracked individually.
however. Flame throwers are always treated as
having limited ammo and other weapons may be Note that many of the heavier weapons are not
classed as such by the scenario played. going to be common place in the type of
skirmish games we're playing here, but have
been included for the benefit of scenario writers
and for larger games.

________________________________________________________________________________

Bolt Action Rifles: Semi Automatic Rifles:


LINE OF SIGHT LINE OF SIGHT
The basic rifle used by most soldiers is a sturdy Self loading rifles can lay down a rapid volley
bolt action rifle and this acts like a baseline for of gunfire, though firing accurately at such rates
our game mechanics. can be difficult.
Select one target in sight, roll 1 Kill and 1 When firing, a figure with a semi automatic rifle
Shock die. will roll 1 Kill and 1 Shock die. Due to their
high rate of fire, the figure may fire at any point
Trench Guns: during a move rather than only firing at the
SHORT RANGE beginning or end. This limits the fire to 1 Shock
Trench guns are pump action shotguns that can die only.
be fired very rapidly at close range. When doing so, stop the movement at the
A figure with a trench gun may fire at targets desired point, resolve the attack and then finish
out to 12” rolling 1 Kill die and 1 Shock die. If moving. Note that if the moving figure is
firing at a target within 4”, the figure may trade subject to reaction fire, this occurs before the
the Shock die for an extra Kill die instead. moving figure may fire.
If Snap firing with a trench gun, roll 1 Kill and
1 Shock as normal. Additionally, when performing Guard fire, 2
Shock dice.
Pistols:
SHORT RANGE
Pistol fire is limited to a range of 12” and
receive 1 Kill and 1 Shock die.
While pistols have less stopping power than a
rifle, they can often be fired fairly rapidly and
with less recoil.
Figures carrying a pistol will win a Brawl if the
dice result is a draw. This benefit does not apply
if the figure is crewing a machine gun as either
gunner or loader.

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Five Men in Normandy

Sub machine guns: Light machine gun (belt fed):


SHORT RANGE LINE OF SIGHT
Sub machine guns and machine pistols may be Air cooled, portable machine guns fed through a
fired in two manners: Aimed or Spray. belt are treated like a magazine fed gun with the
Either option gives a range of 12”. following changes:
During aimed fire, select a target and roll 1 Kill They may not be fired on the move.
and 1 Shock die as normal. Each additional target is selected within 4” of
When spraying, select a target and roll 3 Shock the previous target rather than having to select
dice. Additional Shock results may be applied all targets within 4” of the original. They may
within 4” of the target as usual. also “double back” and fire at the same model
again, as long as 1 die is dropped with each
Due to their light weight and high rate of fire, a consecutive target.
figure with a sub machine gun may fire after
finishing a Dash move, but rolls only two Shock Machine guns with an unusually high rate of
dice against a single target. fire, such as German MG34 and MG42 receive
1 additional Shock die due to their very high
A stationary figure with a sub machine gun may rate of fire.
fire at targets more than 12” away but rolls only
a single Shock die. Assault rifles:
see description
Light machine gun (magazine fed): Assault rifles may be fired in one of two ways:
LINE OF SIGHT Aimed or Spray. As an aimed weapon, treat it
Light machine guns roll 1 Kill dice and 2 Shock like a semi automatic rifle. When Spraying, treat
die, but may trade the Kill die for 2 extra Shock it like a sub machine gun, including limiting the
dice. After firing, you may fire suppressing fire range to 12”.
against another figure within 4” of the original
target. Only Shock dice are rolled against Medium machine gun:
additional targets, and one die is dropped with LINE OF SIGHT
each target in turn. Water cooled guns such as the Vickers or
All targets must be within 4” of the original Browning M1917 or tripod mounted guns like
target selected. the SG43 or support versions of the MG42 will
only show up as a scenario set piece. When
A loader is required for an LMG to function firing, they are treated like a belt fed light
correctly. Any figure in contact can act as a machine gun, but are not subject to the
loader. Without a loader, the LMG may only Malfunction rule and cannot be moved or
fire at a single target and may not trade dice. relocated during the course of the game.

Magazine fed machine guns can be fired “from


the hip” while moving, but only receive 2 Shock
dice when doing so.

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Five Men in Normandy

Heavy machine gun: Flame-throwers:


LINE OF SIGHT SHORT RANGE
Large calibre machine guns such as the Few things strike as much fear in a soldier as a
Browning .50 and the DSHK will mostly show flame-thrower. Flame-throwers are subject to
up as a scenario set piece. When firing, they roll the limited ammo rule.
2 Kill dice against the indicated target. In When fired, the weapon projects a stream of
addition, the target and every other figure within flame 12” long and 1” wide, hitting everything
4” is subjected to 1 Shock die. in its path. Figures that are hidden behind cover
Heavy machine guns cannot be moved or can still be hit. Roll 2 Kill dice against any
relocated during the course of the game. figure in the path. Any figure that is not affected
will fall back 1D6”.
For the purpose of malfunctions, HMG's count
their Kill dice rather than Shock dice. They When a flame-thrower is fired, roll 4 Shock dice
cannot trade dice and may only fire at a single and apply the results to any enemy figures
target, unless a loader is present. within 12” of the figure with the weapon, with
results applied to the closest figures first.
Sniper rifle:
LINE OF SIGHT After firing a flame-thrower, any enemy in line
Often a conventional rifle with a scope attached, of sight and capable will fire on the flame-
in the hands of a trained shooter, this is a deadly thrower figure. This is treated as a regular
weapon. Snipers may roll 2 Kill dice, picking ranged attack and is taken out of sequence.
the better result. Contrary to popular belief, flame-throwers do
Whenever a sniper fires, if no other weapons are not generally explode when struck.
fired that turn, any other enemy within 4” will
have a Shock die rolled against them. The target
of a sniper attack will Flinch automatically.

Snipers must be stationary to get the above


benefits. If moving, they fire as a normal bolt
action rifle.

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Grenades: SHORT RANGE* Rifle grenades:


Grenades are always subject to the limited see description
ammo rule. In a more realistic game, each figure If rifle grenades are available, the same
will carry 2 grenades. Figures in contact with ammunition rules apply as per thrown grenades.
each other when either figure is active may To fire a rifle grenade, the figure must be
trade any number of grenades. If the players stationary during their turn. The grenade may be
want to avoid extra record keeping, simply launched towards any target point visible to a
allow the figures to all draw from the same friendly figure but accuracy is generally limited.
supply of grenades. If the target is more than 12” away, the target
If the latter option is chosen, a suitable die can point will deviate 1D6” in a random direction.
be placed to mark the number of grenades left. Unlike thrown grenades, rifle grenades do not
bounce.
Grenades may be thrown to a target point within Grenades may be launched at any range on the
6”. The point must be visible to a member of table since we are fighting over a fairly small
your force, but may be out of sight of the area.
thrower.
Rifle grenades cannot be fired at windows
Roll 1 Kill and 1 Shock die and apply the results unless the firer can see the target.
to any figures within 2”.
Figures with cover between them and the Malfunctions:
grenade are not hit but will Flinch A figure scoring two or more 6's against a single
automatically. target when rolling Shock dice has suffered a
Malfunction. Whether a weapon jam,
If a grenade inflicts no effects on either die, it overheated barrel or fumbling for additional
“bounces” D6” in a random direction and the ammunition, the figure cannot fire again until
dice are rolled again. the end of your following turn.
If no results occur again, a last bounce is made Note that figures do not have to be activated to
and after that, the grenade is assumed to have clear the malfunction but if they are, they may
either exploded harmlessly or been a dud. not fire during their activation.

Note that a grenade may well end up far away


from its initial target point, representing it going
way off course or being kicked or thrown away.

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UNUSUAL SITUATIONS:

This section covers situations and actions that Tasks:


may not come up regularly but may feature in Any number of situations may come up that are
scenarios and missions. not covered by the rules, such as knocking down
a door, starting a damaged vehicle or relaying
Persuasion and information gathering: enemy plans by radio. In most cases they can be
While most interaction in a war game is an handled by a simple Task roll.
exchange of bullets rather than opinions, a This can also be seen as the general “Do things
scenario may involve having to get information not described by the rules” option.
out of someone or talking a character into On a score other than 1 or 6 the action succeeds
something. and the figure achieves what they were trying to
do.
Persuasion attempts only occur when the figure
is activated and occur instead of firing a 1: Delay
weapon. The figure does not achieve the action
You cannot persuade during a Scurry or Fire but may try again in the following turn.
fight turn. 6: Despair
The figure is unable to accomplish the action at all.
Another figure may attempt.
It is essentially handled similar to a Brawl. Roll
1D6 for each figure. If the active figure draws
or rolls higher, they obtain the information or
Particularly complex actions may be split into
get the agreement they needed.
multiple actions to achieve. Getting a broken
half track running may involve 1 task to fix the
In a preplanned scenario, persuasion tests may
running gear and 1 task to start the engine.
be used for all manner of interactions.

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).

If the number of possible locations is small (3-


5), the search succeeds on a D6 roll of 1 or 6.
If the number of locations is larger, roll 2D6 and
the search succeeds if both roll a 1 or 6.

If the item has not been found by the time only


one possible location is left, the object is in the
last location.

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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.

The defender rolls a Detection die. On a 2-5,


nothing is discovered.

1: Alert
Guard moves 2” towards attacking figure then rolls again.

6: Discovered
Alarm is raised and attacking force is detected.

When the alarm is raised, every defending


each other do not displace.
figure may take a 3” move and may fire using
only Shock dice at any visible target.
It can be argued that the defenders becoming
After that, the attacking player take a normal
aware of the locations of the attackers when the
turn and the Stealth segment is over.
alarm goes up is not entirely realistic but it does
make the game a lot easier to play. For special
The Displacement rules are not used in Stealth
missions and scenarios, a games master may
scenarios. Figures deployed with line of sight to
devise more detailed systems to govern this.

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Retrieving weapons: Demolitions:


For simplicity, only machine guns can be taken If a mission involves destroying anything, two
over by another figure during a battle. If a figures are designated as carrying the
friendly figure is within 1” of the gun when the explosives. If either figure becomes a casualty,
gunner goes out of action, the gun may be another figure may pick up the explosives by
attempted recovered immediately, otherwise a moving into contact.
figure has to move to the spot in question.
Setting up explosives at the target requires a
Note that enemy machine guns can be recovered Task roll. Once set, the figures have 3 turns to
for use during the battle in question. clear the blast area. On the third turn, make a
Task roll to see if the explosives go off as
Recovering a machine gun requires a task roll. scheduled.
A 1 indicates that the figure must try again on a When they go off, the target is destroyed and
future activation while a 6 indicates the gun is any figure within 6” becomes a casualty.
beyond recovery.
Recovered weapons that malfunction cannot be Needless to say, setting off explosives will alert
fixed during the battle. any sentries in a Stealth mission.

Unexpected encounters: Mined areas:


During a battle, an unexpected encounter may If a scenario involves minefields, they should be
occur. To place the encounter, the inactive clearly indicated on a map. Depending on the
player places a marker anywhere they please. scenario, either or both sides may be aware of
Determine a random direction and move the the locations. If mines are hidden, usually from
marker 1D6 inches in that direction. On a 6, the attacker, ensure that scenario maps are very
move the marker 6” and roll the D6 again for clear and specific. It helps if the mine fields are
additional distance. Continue rolling again for “anchored” to another terrain feature.
each 6.
Within the time frame of the game, clearing a
If the encounter involves multiple figures, place mine field is not possible, but a figure may trace
the first figure on the marker and each a safe path. This requires moving at half speed
additional figure 1D6” away from the marker in and succeeding in a Task roll each turn. If the
a random direction. figure manages to find a safe path across the
mine field, other figures crossing and following
The above mechanic can also be used any time the same path may move safely at half speed,
an item or object needs to be placed randomly without requiring Task rolls.
on the battle field.
Any figure moving in a minefield rolls 1D6.
Scores of 2-5 are ignored. Roll at the beginning
of the move or as soon as the field is entered.

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”.

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Leaving the battle area:


At the beginning of your turn, before rolling from an active battle may have consequences
your Action Die, any figure within 3” of a table depending on the scenario. On the other hand, a
edge may be declared to leave the battle area. soldier that dies fighting a hopeless battle is not
Remove the figure from the table. Retreating a soldier that goes on to fight another day.

Incoming fire: The player designates a target point and whether


Large scale artillery is far outside the scope of the fire should be high explosive or smoke
the game we're dealing with, but a larger group shells.
may receive supporting fire from a platoon Starting on the following turn, a shell is fired
mortar if the scenario permits it. every turn, regardless of the type of turn taken.
Mortars are fired after random events have been
Calling in the fire requires someone to signal determined but before any figures take any
the mortar crew, set up off the table. During a actions.
standard turn, any active figure that is not firing
a weapon may signal provided they are on a Roll 1D6 on the Incoming table below
raised terrain feature (such as a tower or hill) or
within 6” of the table edge the group started at.

1: What are they doing?


No fire this turn as the mortar team is hauling ammo.
The second time this occurs:
the mortar is no longer available for this mission.

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.

High explosive shells have a 2” area of effect


and roll Kill and Shock dice equal to the number
of figures in the blast.
Smoke shells will cover a 3” area and prevent
firing. They clear the second time a player rolls
a Scurry or Fire Fight on their Action die.

The target point may be changed or fire stopped


under the same conditions as calling it in.

Larger guns are best restricted to appropriate


scenarios as the effects on the gaming table
would be devastating.

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If a grenade is hurled inside a vehicle and any


result is rolled on Kill die, the vehicle is
wrecked.

Figures firing from a vehicle count as being in


cover, if the vehicle is Armoured.

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.

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may prefer to trace lines of sight into and out of


If the vehicle does strike an obstacle, roll a Kill buildings normally. If so, any model firing
die. On a “Knock down” result, the vehicle is through a window or door (in or out) is treated
stuck and requires a Task roll to get started. On as firing over an obstacle (Shock dice only) if
a “Out of action” result, it takes a point of neither figure is positioned immediately by the
damage. window or door.

Either result will force the occupants to


disembark and the opposing player takes a turn.

BUILDINGS: Grenades in buildings:


Grenades are one of the most effective weapons
Battles taking place inside buildings, bunkers for clearing buildings. Resolve grenade attacks
and other structures can add a lot of challenge as normal. If the grenade bounces, the bounce
and excitement to a battle but can also add a lot will stop when it hits a wall. A bounce that goes
of complexity. Since buildings can take a wide through a window or door is assumed to have
variety of shapes and forms, rather than solid been thrown out by one of the figures in the
rules, we will provide a number of guidelines room or simply the result of a severely fumbled
for how to handle structures in your games. throw.
Needless to say, grenade explosions are stopped
Doors: by walls.
Figures may move through doors without any
penalty or reduction in movement unless the SOLO GAMING:
door has been locked or barred.
Knocking down a locked door requires a Task
While this is not intended primarily as a solo
roll. A figure with a trench gun may blow it
game, it is helpful to have some methods for
open from a distance of 4” or less.
adding unpredictability to a game played mostly
from one side.
Windows:
If one side is not going to be controlled by a
Crawling through a window counts as a light
player, take a few minutes to determine what
obstacle.
actions the enemy is trying to achieve and what
orders they might have. If they were assigned to
Firing into and from buildings:
guard an area, they are going to move in the
A figure positioned next to a doorway or
immediate area and fight off attackers, but they
window may use it as cover, firing from the
aren't likely to do a mad charge to the other side
position or hiding, as with any other position of
of the table, for example.
cover.
If your buildings do not have detailed interior
If in doubt, the following guidelines can be
plans to place figures on, simply treat buildings
applied but let common sense guide you.
as terrain features for purposes of firing in and
out.

If your buildings do have interior plans, you

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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.

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SOLDIERS AND CHARACTERS


FORCE GENERATION: If you have a specific mission or battle in mind,
obviously feel free to assign whatever troops
A force may be generated in a number of and equipment make the most sense for you.
instances, whether to determine the group of
men you'll have available in a campaign, to The three tables are as follows:
generate a unit for a pick-up game or to find the
nature of the opposition. Forces: This option gives you ordinary soldiers
At any time, feel free to simply select available with basic weaponry. These guys are usually the
troops and characters if it suits a certain backbone for a force and represent the vast
scenario, mission or game. majority of troops out there. Note that rolls on
For example, you may want to select a single this table may result in more than one soldier
character as your “player character”, being obtained.
representing yourself, then randomly generate
the team you'll be leading. Specialist Gear: Each roll here will provide a
single item of specialist equipment, such as
When using random tables to generate tools, extra or superior weaponry and so forth.
outcomes, it is always an art form to know when Most specialist gear is simply tracked on paper
to stop and simply pick a result that works and and marked off as it is used but some items,
when to roll randomly and work with what you such as weapons, may be assigned to specific
get. figures of your choice.
Whatever makes the game fun for everyone
involved is the correct answer. Character Skills: This will give you a skill or
trait that may be assigned to any soldier in your
All rolls are done using D100 (“Percentile force. You may wait until all rolls for gear and
dice”). These can be obtained from a gaming skills have been finished before deciding.
store, many hobby sites on the internet or the
gaming section of many book stores. Likewise, FORCES TABLES:
a dice rolling application or web site can be
utilized. The below tables cover the main combatants of
the second world war in Europe but can be
Size of force: adapted for other nationalities. It generates
Forces are generated by a number of “force ordinary soldiers with basic equipment.
rolls” on each of three tables: Forces, Specialist
gear and Character skills. Figures armed with pistols may be assumed to
be various NCO's, officers or staff rather than
For a typical game, you may assign from 3-5 plain infantry men, at the players discretion. If
rolls on the Forces table. so, they are assumed to be dependable but
3 rolls will give you an average force while a unremarkable in terms of skill and temperament.
larger force for a longer game may use up to 5.
Specialist Gear and Character Skills may be
rolled or assigned as the players agree. To
begin, 2 rolls on each table is a good start.

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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.

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.

D100 Troops received


1-11 One figure with bolt action rifle
12-21 Two figures with bolt action rifles
22-31 One figure with Sten gun
32-40 One figure with Webley revolver
41-49 One figure with bolt action rifle, one with Sten gun
50-58 One figure with bolt action rifle, one with Webley revolver
59-64 Three figures with bolt action rifles.
65-71 Two figures with Sten guns
72-76 Two figures with bolt action rifle, one with Webley revolver
77-92 One figure with Bren light machine gun
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

Options: with a Lewis gun instead of a Bren. For game


If more than one figure with pistols is generated, purposes, they can be treated the same.
excess figures may be traded for figures with
rifles at the players discretion. Unit types:
If the unit represents paratroopers or
Only one Bren gun is permitted except by commandos, if no Sten guns are generated,
special agreement. Otherwise, additional rolls replace one rifle with a Sten.
are taken as two riflemen.
Weapon notes:
Early war notes: Sten guns are treated as sub machine guns. Bren
The above table can be used for forces fighting is a magazine fed light machine gun. Webley is
in Norway or France in 1940. In such cases, sub treated as a pistol.
machine guns will be Thompson's instead, and Sniper rifle is simply a normal Lee Enfield rifle
only one is permitted in a unit. All additional fitted with a scope.
rolls are taken as rifles instead.
Home guard and similar may find themselves

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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.

D100 Troops received


1-11 One figure with bolt action rifle
12-21 Two figures with bolt action rifles
22-31 One figure with MP40
32-40 One figure with pistol
41-49 One figure with bolt action rifle, one with MP40
50-58 One figure with bolt action rifle, one with pistol
59-64 Two figures with bolt action rifles, one with G43.
65-71 Two figures with MP40
72-76 Two figures with bolt action rifle, one with STG
77-92 One figure with MG42
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

Options: Unit notes:


If more than one figure with pistols is generated, Volks Grenadier and Panzer Grenadier units
excess figures may be traded for figures with may trade one rifle for an STG, if none were
rifles at the players discretion. One of these generated.
traded figures may be given a G43, if one has
not already been generated. Weapon notes:
MP40 are sub machine guns. East front veterans
Only one MG42 gun is permitted except by may use Soviet sub machine guns instead.
special agreement. Otherwise, additional rolls MG42 is a belt fed light machine gun. It may be
are taken as two riflemen. fitted with an assault drum, turning it into a clip
fed gun. It still receives the extra Shock die for
Early war notes: high rate of fire.
For early war battles, G43 and STG are taken as G43 is a semi automatic rifle. STG is an assault
bolt action rifles. MG42 will be MG34 but are rifle.
treated the same in game terms.

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Please note that your assembled soldiers may AMERICANS:


not resemble what a conventional infantry unit
would have available. This is intentional. Your This force list may be used to generate groups
men may not originate from the same unit, may of American G I's.
have acquired additional weapons or otherwise Although a late-comer to the war and forced to
feature non standard gear. catch up quickly, the US army produced an
efficient war machine that supported her allies
Blitzkrieg: wherever the battle took them.
The Germans received a reputation for always
attacking aggressively and operating extremely Soldiers may be from regular infantry, airborne
fluidly with limited resources. Any rolled skill or specialist units such as engineers at the
may be replaced with Right Place Right Time players discretion. Since we are dealing with
at the players discretion. only a small band of comrades, the exact unit
type is only for narrative purposes.

D100 Troops received


1-11 One figure with M1 rifle
12-21 Two figures with M1 rifles
22-31 One figure with sub machine gun
32-40 One figure with pistol
41-49 One figure with M1 rifle, one with sub machine gun
50-58 One figure with M1 rifle, one with pistol
59-64 Three figures with M1 rifles
65-71 One figure with sub machine guns, one figure with trench gun
72-84 Two figures with M1 rifles, one with BAR
85-92 One figure with Browning .30 MG
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

Options: Weapon notes:


If more than one figure with pistols is generated, M1 rifle is a semi automatic rifle. Sub machine
excess figures may be traded for figures with guns may be “Thompson” or “Grease gun”.
rifles at the players discretion. BAR is treated as an assault rifle.
Browning machine gun is a belt fed light
Only one Browning MG is permitted except by machine gun.
special agreement. Otherwise, additional rolls Figures with M1 carbines can be treated as sub
are taken as two riflemen. machine guns or rifles at the players discretion
but should be treated consistently.
Early war notes:
Early war Americans are outfitted much as late No more than one figure may carry a trench
war. Very early Marines may have Springfield gun. It may be swapped for an M1 rifle.
bolt action rifles instead of M1. Historically, shotguns were mainly used for
guard duty and military police work, but for the
rag tag bunch of personalities we are
assembling, it is entirely in character for an

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enterprising GI to have one. SOVIET UNION:


Please note that your assembled soldiers may
not resemble what a conventional infantry unit The Soviet Union force list covers Red Army
would have available. This is intentional. Your troops from all over the USSR. Men of the Red
men may not originate from the same unit, may Army fought a bitter war to repel the invaders
have acquired additional weapons or otherwise from their lands and to crush his capital.
feature non standard gear.
Soldiers may be from regular infantry, Guard or
Marching Fire: specialist units such as engineers at the players
The US army put heavy emphasis on laying discretion. Since we are dealing with only a
down dense, covering fire. Any skill roll may be small band of comrades, the exact unit type is
replaced with Over Watch skill. only for narrative purposes.

D100 Troops received


1-11 One figure with bolt action rifle
12-21 Two figures with bolt action rifles
22-31 One figure with sub machine gun
32-40 One figure with Tokarev pistol
41-49 One figure with bolt action rifle, one with sub machine gun
50-58 One figure with bolt action rifle, one with Tokarev pistol
59-64 Two figures with bolt action rifles, one with sub machine gun
65-71 Two figures with sub machine guns
72-76 Two figures with bolt action rifle, one with SVT40
77-92 One figure with DP light machine gun
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

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

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FREE FRENCH: Dig in and fire:


French early war tactics assumed a defensive war
Following the fall of their home country, French where fire power would defeat mobility. Any
soldiers fought on in the colonies and alongside French figure may replace a rolled skill with
British and American forces, struggling for the Rapid Fire.
liberation of their home.
For Free French fighting after the fall of France,
For French forces, use the British force tables but they may replace rolled skills with Brave to
with considerable variation possible, as described reflect their determination to liberate their home
below. land.

Options: FREE POLISH:


If more than one figure with pistols is generated,
excess figures may be traded for figures with Having suffered bitterly in the war, Polish
rifles at the players discretion. soldiers fought under both British and Soviet
flags, bleeding and dying to liberate their ravaged
Only one machine gun is permitted except by homeland from the Germans.
special agreement. Otherwise, additional rolls are
taken as two rifles. Free Polish are generated using either the British
or Soviet force tables.
Early war notes:
The above table can be used for forces fighting in They may replace any skill rolled with Brave to
Norway or in the Blitzkrieg of 1940. In such reflect their tenacious determination to avenge
cases only one sub machine gun is permitted in a their fallen comrades.
unit. All additional rolls are taken as rifles
instead.
French machine guns are magazine fed.

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.

Units with American M1 rifles will also have a


BAR (assault rifle) instead of a light machine
gun.

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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.

D100 Troops received


1-11 One figure with bolt action rifle
12-21 Two figures with bolt action rifles
22-31 One figure with MAB 38 sub machine gun
32-40 One figure with pistol
41-49 One figure with bolt action rifle, one with MAB
50-58 One figure with bolt action rifle, one with pistol
59-64 Three figures with bolt action rifles.
65-71 One figure with bolt action rifle, one with MAB
72-76 Two figures with bolt action rifle, one with pistol
77-92 One figure with Breda light machine gun
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

Options: Co-Belligerent Army notes:


If more than one figure with pistols is generated, Members of the Co-Belligerent Army can be
excess figures may be traded for figures with rolled up using the regular tables or, if later re-
rifles at the players discretion. equipped, using the British Force table.

Unless the unit is Black Shirts or paratroopers, Unit types:


only one sub machine gun is permitted except by If the unit represents paratroopers or commandos,
special agreement. Additional rolls are taken as if no sub machine guns are generated, replace one
riflemen. rifle with a MAB.

Only one Breda gun is permitted except by Weapon notes:


special agreement. Otherwise, additional rolls are MAB is treated as sub machine guns. Breda is a
taken as two riflemen. magazine fed light machine gun.

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.

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Outflank and envelop: FINLAND:


Italian infantry tactics emphasized the rapid
assault of the rifle team under covering fire from Finland fought bitterly to resist Soviet aggression
the machine gun group, to envelop and outflank in the Winter War and would go on to fight
the enemy. alongside Germany to recapture its lost territory.
Any skill rolled may be replaced by Runner at
the players discretion. Soldiers may be from regular infantry 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.

D100 Troops received


1-11 One figure with bolt action rifle
12-21 Two figures with bolt action rifles
22-31 One figure with sub machine gun
32-40 One figure with pistol
41-49 One figure with bolt action rifle, one with sub machine gun gun
50-58 One figure with bolt action rifle, one with Tokarev pistol
59-64 One figures with bolt action rifles, one with sub machine gun
65-71 Two figures with sub machine guns
72-76 One figure with bolt action rifle, one with SVT40
77-92 One figure with light machine gun
93-98 One figure with sniper rifle
99-100 Players choice of one figure with any one weapon from the list above.

Options: Weapon notes:


If more than one figure with pistols is generated, Sub machine guns may be Suomi or captured
excess figures may be traded for figures with Soviet weapons. Machine guns may be Lahti or
rifles at the players discretion. captured DP.

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.

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SPECIALIST GEAR: A roll on this table the specified equipment to


your unit. In most cases, the gear is not assigned
The below table is used to generate specialist or to a specific soldier but may be used by any
unusual equipment. As always, if a scenario or applicable figure. It is assumed this was the guy
situation seems to demand particular gear, go who had the gear all along.
ahead and assign that. This table is fairly generic and applicable to all
nationalities. In campaigns, keep a list of
specialist gear available and cross items off as
they are used.

D100 Gear received


1-15 Ammo stockpile
Ignore one weapon Malfunction during the game.
16-30 Extra grenades
Two additional grenades available.
31-45 Entrenching tool
+1 to Brawling rolls
46-55 Extra pistol
Once per game, may take a second Snap Fire attack.
56-60 Local map
Force enemy to deploy first.
61-70 Medical kit
Re-roll one failed roll to recover from a knock down.
71-75 Camouflage gear
After deploying, one figure may take 2 moves. If spotted, the figure may elect not to be displaced
76-85 Trench knife
A figure with a trench knife will win any Brawl on a draw. This supersedes other “win on draw” conditions.
86-90 Smoke grenades
Smoke grenades are subject to limited ammo. Range of 12” and will bounce 1D6” before detonating. It
obscures a 3” diameter. Smoke counts as rough ground for movement and prevents any weapons fire. Smoke
clears the second time a player rolls a Scurry or Fire Fight on their Action die.
91-95 Extra smokes or rations
Your force may shake off the first 2 results from Shock dice.
96-100 Replacement weapon
One figure may replace their weapon with another weapon of the players choice for the duration of one battle.

In campaigns, specialist gear is usually


temporary. With each mission, any unused gear
is replaced with a new random roll.

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CHARACTER SKILLS: each Character Skill below and assign it to any


figure you like. A single figure can have
In our game terms, a “Character” is any figure multiple skills if you like.
with a special skill or ability. Some of these You could even assign the skill to a random
may be very minor or situational, others may be figure but note that this may give less optimal
quite significant. Over the course of a campaign, results, like a machine gunner ending up with a
regular figures will tend to turn into characters hand to hand fighting skill.
as they gain new skills and traits.
The Skill table is generic and applies to every
Unless otherwise agreed upon, simply roll for nationality.

1-3 Sharp shooter


Once per game, may roll 1 extra Kill die for any attack
4-6 Rapid fire
Once per game, may roll 1 extra Shock die for any attack
7-9 Sentry
This figure is never subject to Displacement. May Guard Fire in the first turn
10-12 Brave
All Bail results on this figure are treated as Flinching instead
13-15 Tough
The figure may ignore the first hit taken each game
16-18 Brawler
+1 bonus to all Brawling rolls
19-21 Quick
Standard move increased by 2”. No impact on Dash moves
22-24 Runner
When Dashing, roll twice and pick the higher score
25-27 Right Place
During non-Scurry and non-Fire Fight turns, if this figure is not activated, it may be take a 2” move at the end
of your turn
28-30 Shoot and Scoot
When a Fire Fight is rolled, this figure may be moved up to 4” before firing
31-33 Covering Fire
When a Scurry is rolled, this figure may fire after moving
34-36 Evasive Move
This figure is never subject to Guard Fire
37-39 Assault
This figure is never subject to Snap Fire
40-42 Accurate
Weapons with limited range are increased to 16”
43-45 Defensive Fire
Figure may Snap Fire out to 8” range.
46-48 Over Watch
Once per turn, when Guard Firing the figure may trade 1 Shock die for 1 Kill die.
49-51 Guts
When activated, this figure will automatically rally from having Bailed.

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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.

ENEMY FACES: opposition in stealth scenarios. Assign sentries


to patrol or guard duty according to the Stealth
The opposition in a campaign may be a fully rules.
fledged body of troops controlled by another
player, or they may be generic opposition When sentries are used, you should designate
assigned for a given mission. the area they are guarding. Patrolling sentries
may move away from this area but once fighting
The below entries will give you some options starts, they will try to fall back to the guarded
for enemies, bystanders and troublemakers you area.
may run into. Sentries will not generally move more than one
Generally speaking, enemy figures will not have move (6”) away from the guarded area, when
skills. fighting known enemies.

Sentries:
Sentries will generally be equipped with rifles
and sub machine guns only and are usually the

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To determine the number of sentries present, Civilians:


roll 1D6+1. If this total is less than the size of If civilians show up in the battle area, they act
the attacking force, they will have a number of as a third party, acting after all player turns have
reinforcements available to bring the total been completed.
number up to the size of the attackers plus one. Civilians do not roll an action die. Instead, for
Reinforcements may be brought on from a pre each civilian figure roll 1D6. On a 1, the figure
determined entry point during regular combat remains where it is. On a 2-5, move that many
turns. inches in a random direction.
On a 6, the figure will move 6” towards the
Half the sentries, rounded down, will be placed closest civilian or a random direction if no other
guarding the objective while the remainder is civilians are present.
placed within 6” of the objective in patrol mode.
If weapons fire occur within 6” of a civilian
Enemy troops: (firer or target), the figure will panic and run for
Regular enemy troops can be met in almost any cover at a pace of 6” per turn, staying hidden
configuration and may be scouting parties, until the battle is over.
patrols or even random stragglers. Generate the
enemy force with 3 rolls on the appropriate A soldier moving within 1” of a civilian and
Forces table. succeeding in a Persuasion test can convince the
If this leaves the enemy with 2 or more figures figure to leave the battle area.
less than your group, make an additional roll.
For the purpose of our games, deliberately firing
When rolling enemy forces, any roll letting you upon civilians is not permitted but they may be
select freely is treated as a single figure with a affected by area of effect weapons or similar. If
rifle plus an additional roll. civilians are present in a battle area, they should
be given a specific role by the scenario designer.
Enemy troops may be deployed in two groups,
up to 12” apart. Hidden sniper:
A scenario involving a single hidden sniper
Defensive position: requires a Games Master to run properly but can
An enemy defensive position is generated with be quite challenging. Note that this is different
3 rolls on the appropriate Forces table. from simply having a sniper on the table as part
If no machine gun is generated, trade one figure of one of the two forces fighting.
for a machine gun. The GM indicates the location of the sniper on a
This will be a water cooled machine gun, map of the battle area. The sniper must be
though armies with access to heavy machine located in a terrain feature. In hidden sniper
guns (such as Americans and Soviets) may scenarios, there are usually no other enemy
substitute that. Germans will field a belt fed troops present.
machine gun.
To locate the sniper, each terrain feature must
2 figures will be deployed with the gun, while be investigated using the Search rules. A
the rest may be positioned up to 12” away. success will either reveal the sniper or reveal the
feature to be empty.
During the battle, defensive troops will rarely
advance, and will not move outside 12” of the
gun position.

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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.

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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.

The Hero may ignore the first hit taken in the


game and whenever he fires (normal or in
reaction), any dice that score a result of any

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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.

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Five Men in Normandy

CAMPAIGNS AND ENCOUNTERS

THE NATURE OF THE CAMPAIGN:

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.

If something really doesn't seem to work for


you, modify it or ignore it. Don't get too hung
up trying to fit the exact things generated into
the game if a slight modification works better.
The first good answer you come up with is
usually going to be the best one.

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Five Men in Normandy

HOW THE CAMPAIGN WORKS: SETTING UP THE CAMPAIGN:

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.

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People: During the campaign people can come and go


People are non player characters that you and may provide missions for you. They are
encounter. They may provide additional mainly there to add background flavour to the
missions or complications in the campaign. To campaign and make it feel more alive.
begin the campaign, three People are generated. People may be connected to the battalion you
More may be met as a result of random events belong to, or they may simply be met in the
and battle conditions. general area where your unit is stationed.

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.

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Five Men in Normandy

ADDITIONAL CHARACTER DETAILS:

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.

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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

Roll Length of service


1-25 Fresh at the front
You've just arrived in the past week and are still uncertain of what to do.
If group morale is 0 or positive, roll a positive morale die. Cannot use any skills until they have survived 2
missions.
26-55 Inexperienced
You're still pretty green but you feel pretty at home on the front lines.
56-80 Been in battle
You know your way around the battlefield and are ready for anything.
81-95 Seen it all
A battle hardened veteran, you have survived everything this war could throw at you.
Roll a D6. On a 1 or 6, generate a random skill and assign to this figure.
96-100 To hell and back
The battalion has legends about the things you've done.
Roll an additional skill and assign to this figure.
If this figure leaves group permanently, roll a negative morale die.

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Ed Snowdon (order #6586153)


Five Men in Normandy

ASSIGNING MISSIONS:

Each turn, your group is assigned a mission. If


you already have something in mind, simply set
up the next mission as you see fit, otherwise you
can use the sequence below to determine the
next mission.

Roll Mission type


1-70 Military missions
Your group is assigned a mission intended to further the war effort in some way.
71-85 Side mission
A random character you know gives you a side mission.
86-95 Follow up mission
The mission will be a follow up to the last mission played.
96-100 Player mission
Select a mission of choice or fight a unique battle.

Note that not all missions are conventional


combat actions. Your men may get up to all
sorts of mischief. If a mission seems strange,
use your imagination and try to think of possible
explanations that may be the case. Don't overdo
it, just go with the first thing that comes to mind
and run with it. As always, if a random result
seems to be complete nonsense, don't be afraid
to just make a selection that works for everyone
involved.

Note that the origin of the mission is mainly


there to establish narrative rather than have a
specific impact in the rules. Whether you get the
Retrieve mission from the normal chain of
command or the priest of the local village does
not change the mission (unless you feel it
should) but the specifics would be narrated
rather differently.
One mission may be to find documents dropped
by a military courier while the other might be to
secure lost church silver from Nazi claws!

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Ed Snowdon (order #6586153)


Five Men in Normandy

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

Missions available:

1-12 ENCOUNTER 13-26 SCOUT


A chance encounter with enemy troops. Since You've been tasked with scouting the area ahead
you do not have specific orders, expectation is and find out what the enemy is up to.
to engage the enemy aggressively without
incurring excessive risk. Battle area:
The terrain can be dense or open at your
Battle area: discretion. The scout party should have three
This can take place in almost any terrain. terrain features designated as objectives on the
Generally, chance encounters will occur in more opposing half of the table.
dense terrain. Scout parties set up within 6” of their own table
Forces set up within 6” of their own table edge, edge, with all figures deployed on the table.
with all figures deployed on the table. Enemies that are not scout patrols are set up on
Determine randomly which side sets up first. their third of the table.
Advanced players may prefer to indicate Determine randomly which side sets up first.
deployments on paper in advance, then place the Advanced players may prefer to indicate
figures simultaneously. deployments on paper in advance, then place the
figures simultaneously.
Objectives:
The mission is considered a victory if the Objectives:
number of enemy figures that become prisoners, A figure has to reach within 3” of each of the
casualties or leave the field is larger than your three designated objectives to scout them. Once
own. this has been achieved, the group can leave the
Once any figures have become casualties, the table with no negative effects.
force may leave the table with no negative Taking more than a single casualty also
effects. authorizes the group to leave the table.
Roll 1D6. On a roll of 1, the group arrived by
vehicle. Special circumstances:
If the mission is not a Stealth mission, roll 1D6. Roll a D6. On a 1, play the mission using the
Mortar support is available on a roll of 1. Stealth rules.
Roll 1D6. On a roll of 1, the group arrived by
Opposition: vehicle.
1: Sentries
2-4: Enemy troops Opposition:
5: Defensive position 1: Sentries
6: Hidden sniper 2-4: Enemy troops
5: Defensive position
6: Hidden sniper

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Ed Snowdon (order #6586153)


Five Men in Normandy

27-33 FIND 34-41 DESTROY


You are looking for an object or person. While The target must be destroyed with explosives.
enemies may be present, aggressively engaging Neutralizing other enemy forces is not a
them is not a priority. priority.

Battle area: Battle area:


The terrain can be set up as you like but should Set up the terrain as desired with a clearly
have several distinct terrain features. Nominate marked objective that looks reasonably
at least 3 features that could hide the object or important.
person you are trying to find and ideally five.
The attackers are set up within 6” of their own
The search party is set up within 6” of their own table edge with all figures deployed on the table.
table edge, with all figures deployed on the Enemies are set up in defensive positions and
table. must be set up first.
Enemies that are not scout patrols are set up on
their third of the table. Objectives:
Determine randomly which side sets up first. The target must be destroyed using the
Advanced players may prefer to indicate Demolition rules. Once the target has been
deployments on paper in advance, then place the destroyed, the group is authorized to leave the
figures simultaneously. table.

Objectives: Special circumstances:


Use the Search rules to track down the target. Roll 1D6. On a 1 or 6, the mission is NOT
Once the target has been found, the group is played using the Stealth rules.
authorized to leave the table. Roll 1D6. On a roll of 1, the group arrived by
vehicle.
Special circumstances: If the mission is not a Stealth mission, roll 1D6.
Roll 1D6. On a 1 or 6, this mission is played Mortar support is available on a roll of 1.
using the Stealth rules.
Roll 1D6. On a roll of 1, the group arrived by Opposition:
vehicle. 1-3: Sentries
4: Enemy troops
Opposition: 5-6: Defensive position
1-2: Sentries
3-4: Enemy troops
5: Defensive position
6: Hidden sniper

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Ed Snowdon (order #6586153)


Five Men in Normandy

42-47 KILL 48-53 CAPTURE


A specific priority target must be eliminated. An enemy soldier needs to be captured to get
information and intelligence. If capturing an
Battle area: enemy does not seem feasible, any enemy
Set up the terrain as desired. Position a terrain presence must be neutralized.
feature in the middle of the table.
Battle area:
The enemy is set up near the centre of the table This can take place in almost any terrain.
with the target as close to the exact middle as Forces set up within 6” of their own table edge,
possible. The attackers set up second within 6” with all figures deployed on the table.
of their table edge with all figures deployed on Determine randomly which side sets up first.
the table. Advanced players may prefer to indicate
deployments on paper in advance, then place the
Objectives: figures simultaneously.
The mission is a success if the target becomes a
casualty. Once the target has been killed, the Objectives:
group is authorized to leave the table. Mission success is achieved if an enemy is
overcome by Brawling or if a Knocked Down
Special circumstances: enemy is contacted. Once this has been
Roll 1D6. On a roll of 1 or 6, the mission is achieved, the group is authorized to leave the
played using the Stealth rules. The target may table.
not move more than 6” from the central terrain If a capture does not succeed, if all enemy
feature. forces are neutralized, the mission is not
Roll 1D6. On a roll of 1, the group arrived by considered a success or failure.
vehicle.
If the mission is not a Stealth mission, roll 1D6. Special circumstances:
On a roll of 1, the group has mortar support Roll 1D6. On a roll of 1 or 6, the mission is
available. played using the Stealth rules.
Roll 1D6. On a roll of 1, the group arrived by
Opposition: vehicle.
1-3: Sentries
4: Enemy troops Opposition:
5-6: Defensive position 1-3: Sentries
4: Enemy troops
5-6: Defensive position

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Ed Snowdon (order #6586153)


Five Men in Normandy

54-59 RETRIEVE 60-63 DELIVER


An item must be found and brought back from An item must be delivered to a specific spot
the battle area while preventing it from falling while avoiding or driving off enemy forces in
in enemy hands. the process.

Battle area: Battle area:


The terrain can be set up as desired but should Set up the terrain as desired. Place a marker
feature multiple terrain features as possible roughly mid way between the centre of the table
locations for the item to be found. and the opposing table edge. This is the delivery
Forces set up within 6” of their own table edge, point.
with all figures deployed on the table.
Determine randomly which side sets up first. Forces set up within 6” of their own table edge,
Advanced players may prefer to indicate with all figures deployed on the table.
deployments on paper in advance, then place the Determine randomly which side sets up first.
figures simultaneously. Advanced players may prefer to indicate
deployments on paper in advance, then place the
Objectives: figures simultaneously.
Use the Search rules to locate the item. Any
figure can pick up the item and carry it with Objectives:
them. Once the item has been acquired, the The item is carried by one figure in the group. If
group is authorized to leave the battle area, the figure becomes a casualty, any friendly
winning the mission if the item is carried off the figure may pick the item up.
board. The mission is lost if an enemy figure If a figure carrying the item reaches the delivery
carries the item off the board. point, the mission is a success and the group is
authorized to leave the battle area.
Special circumstances:
Roll 1D6. On a roll of 1 or 6, the mission is Special circumstances:
played using the Stealth rules. Roll 1D6. On a roll of 1 or 6, the mission is
Roll 1D6. On a roll of 1, the group arrived by played using the Stealth rules.
vehicle. Roll 1D6. On a roll of 1, the group arrived by
vehicle.
Opposition:
1-3: Sentries Opposition:
4-6: Enemy troops 1-3: Sentries
4: Enemy troops
5: Defensive position
6: Hidden sniper

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Ed Snowdon (order #6586153)


Five Men in Normandy

64-70 CROSS 71-74 ESCORT


The group must make their way across the battle An important individual has to be escorted
area, while pushing through or avoiding enemy safely across the battle area.
patrols.
Battle area:
Battle area: The terrain can be set up as desired though a
The terrain can be set up as desired though a fairly dense table will give a better game.
fairly dense table will give a better game.
Forces set up within 6” of their own table edge,
Forces set up within 6” of their own table edge, with all figures deployed on the table.
with all figures deployed on the table. Determine randomly which side sets up first.
Determine randomly which side sets up first. Advanced players may prefer to indicate
Advanced players may prefer to indicate deployments on paper in advance, then place the
deployments on paper in advance, then place the figures simultaneously.
figures simultaneously. The escorted figure is placed within 2” of one of
the figures making up the escort.
Objectives:
At least 2 figures must escape through the Objectives:
opposing table edge to win the mission. Once The escorted individual must be led off the
this has been achieved, remaining figures are opposite table edge. Once that has been
authorized to leave the battle area through any achieved, the rest of the group is authorized to
table edge. leave the battle area.

Special circumstances: Special circumstances:


Roll 1D6. On a roll of 1 or 6, the mission is Roll 1D6. On a roll of 1 or 6, the mission is
played using the Stealth rules. played using the Stealth rules.
The escorted figure will activate for free if it is
Opposition: within 2” of another figure being activated. The
1-2: Sentries escorted figure cannot fire weapons but will
3-4: Enemy troops defend itself if attacked in a Brawl.
5: Defensive position The enemy will not fire directly at the escorted
6: Hidden sniper figure but may attack in a Brawl to take the
figure prisoner.

Opposition:
1-2: Sentries
3-4: Enemy troops
5: Defensive position
6: Hidden sniper

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Ed Snowdon (order #6586153)


Five Men in Normandy

75-80 SECURE 81-84 CONTACT


An objective has to be secured against nearby Your group needs to make contact with a non
enemy troops. Fighting them off will be a military person of great importance. The ideal
requirement. mission will avoid contact with the enemy.

Battle area: Battle area:


The terrain can be set up as desired though a The terrain can be set up as desired but the table
fairly dense table will give a better game. Place should be quite dense. Using several buildings
a landmark or object of interest near the centre will work particularly well. The enemy is
of the table, about 6” closer to the group with positioned around the table with the advancing
the mission. group choosing an entry point along the table
edge and deploying within 3” of that point.
Forces set up within 6” of their own table edge,
with all figures deployed on the table. Once they have deployed, the enemy uses the
Determine randomly which side sets up first. Unexpected Encounter rules to deploy 1D6+1
Advanced players may prefer to indicate civilians. Each civilian must be placed initially
deployments on paper in advance, then place the within 12” of the centre of the table.
figures simultaneously.
Objectives:
Objectives: The group must find their contact by moving
At least one figure must move to the objective within 1” of a civilian and using the Search
and succeed in a Task roll while no enemies are rules. Once contact has been made, the group
within 6”. Once this succeeds, the enemy will may leave the battle area.
fall back off the table.
Special circumstances:
Special circumstances: This mission is always played using the Stealth
Roll 1D6. On a 1, the group has mortar support. rules.
Once a figure in the group reaches the objective, A civilian can be talked into providing
roll 1D6 every enemy turn. On a 6, the enemy distraction using the Persuasion rules. If
receives an additional figure with a rifle, placed convinced, the civilian now moves 4” per turn.
within 6” of the table edge. When contact is made with an enemy figure, if
the civilian wins a Persuasion test, the enemy
Opposition: may be moved 6” in any direction.
1-6: Enemy troops Only one attempt is permitted per civilian per
game.

Opposition:
1-6: Sentries

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Ed Snowdon (order #6586153)


Five Men in Normandy

85-90 DEFEND 91-100 REPEAT LAST MISSION


You're in the pathway of a larger enemy force Whether due to changing conditions, bad intel
and must hold off until relieved. or the wrong target, the group must undertake
the same mission as the last one played though
Battle area: locations and targets may differ.
The terrain can be set up as desired though a
fairly dense table will give a better game. The Variant missions:
defending player selects a point on their half of Variations of the above missions can be easily
the table edge and deploys in or around that generated for an almost infinite variety.
location. If the point is an actual terrain feature, Give the attackers a vehicle to escape in, change
this is the spot to defend. If it is a location in the a few parameters of the mission, require them to
open, such as a cross roads, figures may set up Persuade a civilian before they find the actual
within 6” of the location. objective location and so forth.
Don't be afraid to be creative with missions
Attackers set up within 6” of their table edge. especially in a multi player campaign or in a
campaign linked to a larger game.
Objectives:
The defenders must render at least half the Opposition:
attack group ineffective (bailed, captured or out Opposition is determined by rolling 1D6 though
of action) at any one time. Once this occurs, the you may always exchange the troops rolled for
attack is broken up. something that suits the campaign better.
For special missions you may simply assign the
Special circumstances: opposition in whatever manner fits the mission
The attackers receive mortar support and best.
receive 3 extra rolls on the appropriate Forces
table.

Opposition:
1-6: Enemy troops

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Five Men in Normandy
CONDITIONS OF BATTLE:

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

Battle Conditions Table:

Roll Battle condition


1-5 Head start
After deploying, resolve a Scurry turn before starting game
6-10 Unexpected resistance
Enemy receives 2 additional figures with rifles
11-15 Fire support
The mission has been deemed important enough to get support from a light mortar
16-20 Pretty gloomy
All fire above 18” range will roll Shock dice only
21-25 Confused
All figures begin the game Flinching.
26-30 Bad maps
Select a random terrain feature and move it 2D6” in a random direction
31-35 Dense fog
During first 2 turns, all weapon ranges are limited to 4”
36-40 Surprise encounter
No Guard Fire is possible in the first 3 turns.
41-45 Got lost
One random figure is removed from the table and will not be available this mission.
46-50 Bad feeling
Roll a negative morale die.
51-55 Good spirits
Roll a positive morale die.
56-60 Hellish downpour
Neither side may take Dash moves this game. Visibility limited to 18”
61-65 Civilians
Place 1D6 civilians in the battle area. Suffer 1 negative morale die for every accidental civilian casualty.
66-70 Good place to scavenge
Terrain features may be searched. The first successful Search roll provides one roll on the Specialist Gear
table.
71-75 Fancy meeting you here
A random character known in the campaign is in the battle area. If they can be reached and escorted off the
table, roll a positive morale die and make a roll on the Specialist Gear table.
76-80 High priority
Due to the importance of this mission, if the mission is a success, roll an extra positive morale die. If it is a
failure, roll an extra negative morale die.
81-85 Rely on your wits
No Specialist Gear may be used in this mission.
86-90 Not your best day
Randomly select a figure with skills. The figure may not use a random skill during this mission. The skill is
not lost and is available again in subsequent missions.
91-95 Brothers in arms
The group is accompanied by a Special Character selected from those available to the nationality.
96-100 Chaotic battle
During the battle, roll for a random event every turn

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Ed Snowdon (order #6586153)


Five Men in Normandy

In-game Events table:

Roll Random event


1-4 Cold feet
Random figure Flinches
5-8 Gun jammed
Random figure suffers a weapon jam and must succeed in a Task to fix it.
9-12 Distracted
Random figure may not act this turn. This prevents the figure from being activated and prevents it from Guard firing in the
next enemy turn, though Snap fire is still permitted.
13-16 Opening
Prevent one enemy figure of choice from Guard firing this turn.
17-20 Up and at 'em
One figure of your choice may ignore Snap fire and gets +1 to Brawls this turn
21-24 Hit the dirt
One figure of choice in the open may move up to 4” if it brings them into cover
25-28 Covering fire
One figure of choice may roll 2 Shock dice and apply them to any enemy in sight
29-32 Bravery
One figure of choice may shake off the effects of a Flinch or Bail result
33-36 Accurate fire
One figure firing this turn may roll an extra Kill die.
37-40 They're pinned down
A random enemy Flinches
41-44 Thought he was over there
Move a random enemy figure 1D6” in a random direction.
45-48 We're okay
Ignore a weapon malfunction or grenade low ammo result this turn
49-52 Straggler
You receive an additional soldier with a rifle. Place the figure within 3” of your table edge. The figure fights with you for
the remainder of this mission
53-56 Hiding spot
A random figure in cover or rough terrain may not be fired upon next turn.
57-60 Just a scratch
A random figure that went out of action returns to action but may not act this turn.
61-64 Accident
Roll a Kill die and apply the result to a random figure.
65-68 Spooked
Roll a Shock die and apply the result to a random figure.
69-72 Ouch
Random figure is knocked down.
73-76 Keep pushing
A random figure gets a bonus turn before commencing your normal turn. The bonus turn is always a normal turn, even if
the main turn is a Scurry or Fire fight.
77-80 Move it
A random figure may take a 4” move in any direction.
81-84 I see you
Pick an enemy figure that is hiding behind cover. The figure peeks this turn.
85-88 Hit and run
One figure of choice may fire at any point of their movement rather than only firing before or after moving.
89-92 Let 'em have it
One figure of choice may fire twice this turn, if normally permitted to fire.
93-96 Fall back
Each figure may retreat up to 3” away from enemies and towards their table edge.
97-100 Lesson learned
Determine a random figure. If this figure does not become a casualty, they receive an extra skill at the end of the game.

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Five Men in Normandy

POST GAME CONSEQUENCES:

After a battle has finished, we need to determine


what direct impacts it had on the men in your
force.

Knock downs at the end of the game: Out of action:


Any figure that is knocked down when the game Any figure rendered out of action during a game
ends makes one last Kill roll. On a 6, the figure may have simply been knocked unconscious or
is treated as having gone out of action, they may have been seriously injured or killed.
otherwise, it is recovered and is okay. Roll on the table below to determine the fate of
any figures out of action.

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.

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Five Men in Normandy

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.

Regular armies (American, British and Commonwealth, French, Polish etc.)

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.

Totalitarian armies (German, Soviet, Japanese and others at player discretion)

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.

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Five Men in Normandy

REPLACEMENTS: Skills that have a numeric bonus effect (like a


plus to a dice roll) or are permitted once per
mission can be assigned multiple times to the
While your group of characters does not
same figure, permitting higher bonuses or
necessarily represent a specific unit, they will
multiple uses.
obtain replacements as the campaign goes on.
Note that this is not inherently tied to the overall
military outfit receiving replacements or GROUP MORALE:
reinforcements.
Your group represents a close knit band of When playing a campaign, the morale of the
comrades and a replacement figure is essentially group will go up and down as the campaign
a friend made or a brother in arms gained. goes on. Individual events and figures will
contribute to the morale score as the campaign
If your group has less than five figures, you may goes on.
make a roll on the relevant Force table for your Rather than look at the morale of individual
nationality to see who you obtain. New arrivals soldiers, what we are tracking is the morale of
do not generally have skills. the group as a whole. Certain events and even
certain soldiers will benefit the overall
If you have five figures or more, you can only performance and cohesion of the group while
add figures through player actions or random others may weaken it in some ways.
events.
At any given time, the groups morale score may
be viewed as a verdict on how cohesive and
Figures not currently available due to injuries,
bonded they feel, how well they feel they can
leave or otherwise are not counted towards the
survive the situation they are in and how
size of your group. This means that your group
positive their outlook is.
can potentially get pretty large over time.
Morale starts at a base of 0 where it has no
RESTOCK EQUIPMENT: game impact. Groups with good morale will
have a score above 0 while groups with bad
If the campaign makes use of Specialist Gear, morale will have a score below 0.
roll a new item and add it to the stock available
to the group. Grenades and similar limited Morale modifiers from events are applied as
equipment is replenished. they occur. Morale modifiers from soldiers are
applied when the soldier joins the group. Once a
morale die has been applied, the results are not
SKILL GAINS:
reversed by the soldier leaving the group later.

While your men can gain new skills as a result


of random events, the main source of
improvement is steady and automatic. After
every mission, you may roll for a random skill
and assign it to any surviving member of your
unit. Soldiers can end up with multiple skills.

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Ed Snowdon (order #6586153)


Five Men in Normandy

Good morale: Bad morale:


Morale scores above 0 translate to better Bad morale will hurt a groups performance in
resiliency during a battle. Each point of morale combat, rendering them more susceptible to the
let's you ignore the effects of one Shock die effects of enemy fire and less likely to engage
during the game. The player may select when to aggressively.
apply this benefit. Note that this does not negate If a group has bad morale, the enemy gets a
all Shock from an attack, only the effect of one number of extra Shock dice to roll during the
die. game equal to the negative morale score. Each
For example, if a burst of machine gun fire die can be used once and may be rolled at any
causes both a Flinch and a Bail result, one point time during the enemy turn. This can result in
of morale could be spent to negate the Bail figures Flinching or Bailing even when not
result, leaving the figure Flinching. under fire.
It would require two points of morale to negate
both.

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)

Positive morale dice:


Mission completed successfully 3 dice
No figures out of action 1 die
Captured enemy soldier 1 die

Negative morale dice:


Mission failed 1 die
Each figure out of action 1 die

CAMPAIGN EVENTS:

After every mission, 2 Campaign Events are


generated and implemented, one after the other.
This presents the unpredictable nature of the
campaign. While many results will have in-
game effects, some will end up mainly serving
for story reasons. Elaborate and adapt as
needed.

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Ed Snowdon (order #6586153)


Five Men in Normandy

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

52-54 Weapon acquired


Replace one figures weapon with another weapon of your choice.
55-57 Reassigned
A random soldier is reassigned to another unit, sent home to aid in propaganda tasks or otherwise removed
from the campaign. Wish him the best and roll a positive morale die.
58-61 Leave
A random soldier is given leave. He'll be gone for 3D6 days before returning. Roll a D6. On a 1 or 6, while
gone from the front, his motivation has changed. If so, roll randomly for the new motivation.
62-65 R&R
The whole group gets some well deserved R&R. Roll a positive morale die. R&R lasts 1D6 days and is added
to the normal time between missions. Generate an additional event while the group is kicking back and
enjoying life.
66-68 Bottle of booze
Roll a positive morale die.
69-71 Sickness
A random soldier gets sick. The sickness will last 1D6 days and the soldier is unable to fight until recovered.
72-75 Accident
A random soldier gets in an accident. Roll a D6. On a 1, he escapes unharmed and rolls a positive morale die.
On a 2-5, he is incapacitated that many days. On a 6, roll a negative morale die and the soldier must roll on
the Injury table as if he had gone out of action during a mission.
76-78 Intense fighting
The battles have been particularly fierce. The mission receives no recovery time and must undertake a second
military mission immediately. Roll a negative morale die but if the next mission is won, roll two positive
morale dice.
79-81 Meet a girl
A random figure meets a local girl. Roll a positive morale die. After each mission, roll a D6. On a 1 or 6, she
breaks it off. Roll a negative morale die.
While in love, the figure counts as having the Brave skill.
82-85 Argument
Randomly select two soldiers. They get into a personal dispute. While bickering is normal, on occasion this
becomes a problem. Roll 1D6. On a 1, the argument turns into a fistfight. Resolve a Brawl between the two
figures with the loser requiring 1 day of recovery.
On a 6, the argument affects the unit. Roll a negative morale die.
86-89 No break
No time passes in the campaign before the next mission is assigned. All post mission steps are carried out as
normal but the calendar is not advanced D6 days.
90-92 War effort
An important victory for your side, somewhere else in the war. Roll a positive morale die.
93-95 War struggle
The battalion has suffered set backs. Roll a negative morale die. Add an additional enemy figure during any
missions, until you've won two.
96-100 Better use of talent
Generate a random skill. At your discretion, you may replace an existing skill on one figure with the newly
generated skill. If no figures in the group currently have skills, simply add the skill to a figure of your choice.

61

Ed Snowdon (order #6586153)


Five Men in Normandy

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:

• Raise morale by 1 (if negative currently)


• Roll a positive morale die (if 0 or positive currently)
• Add one figure with a basic rifle and no skills.
• Acquire a replacement weapon of choice.
• Reduce the injury recovery time of one figure by 1D6 days.
• Meet a new character.
• Roll again for a figures motivation.
• Roll for an additional Specialist Gear item.
• Add a random skill to a figure.

ADVANCE THE CALENDAR:

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

DECIDE NARRATED MISSIONS:

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.

• Will battle conditions and random events be rolled for?


• What are the objectives of each side?
• At what time is the group authorized to leave the battle area?
• Will this have larger consequences in the campaign?
• Does the group receive any special rewards or benefits for winning?
• Does the group receive any special penalties or consequences for losing?
• What opposition will the group be facing?
• Will they have any assistance or support?

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

Ed Snowdon (order #6586153)


Five Men in Normandy

QUESTIONS AND CLARIFICATIONS:

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

Ed Snowdon (order #6586153)


Five Men in Normandy

DESIGNER NOTES

YOU MADE IT TO THE END:

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.

All I can say is:

It feels right to me.

Cheers and thank you for purchasing.


Ivan Sorensen
runequester@gmail.com

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.

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Ed Snowdon (order #6586153)


Five Men in Normandy

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

Ed Snowdon (order #6586153)


FIVE
FIVEMEN
MENININNORMANDY
NORMANDY
QUICK
QUICKREFERENCE
REFERENCESHEET
SHEET
Scurry: All figures may move without triggering reaction fire.
ACTION
ACTION DIE
DIE Scurry:
Regular:
All figures
Enemies
Enemies
Activate
withmay
twowith
LOS move
maywithout triggering reaction fire.
move afterwards.
LOS may move afterwards.
figures.
1: Scurry! Regular: Activate
Each figuretwomay figures.
move and may fire before or after moving.
1: Scurry!
2-5: Regular turn Fire Fight: Any figure with LOSmove
Each figure may and may
to enemy mayfire
fire.before or after moving.
2-5: Regular turn Fire Fight: Then all enemies with LOS may fire. fire.
Any figure with LOS to enemy may
6: Fire Fight! Then all enemies with LOS may fire.
6: Fire Fight!

Knock Down: Figure is unable to act.


KILL
KILLDIE
DIE
Knock Down:
Miss:
Figure
When is unable
next
Whenisnext
Figure
to or
activated
okayactivated
act.when a friend moves into contact, roll again.
or feet.
and on its when a friend moves into contact, roll again.
1: Knock down Miss:
Out of action:
Figure is okay and on its feet.
Figure becomes a casualty and is out of the remainder of the game.
1: Knock down
2-5: Miss Out of action: Figure becomes a casualty and is out of the remainder of the game.
2-5: Miss
6: Out of action
6: Out of action

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

Weapon range and mobility:


Weapon
Bolt range LOS
action rifle and mobility:
Move and fire
Bolt auto
Semi action rifle
rifle LOS May
LOS Movefireand
during fire move
Semi auto
Sub machine gunrifle LOS
12” May fire during
May fire after rush. move
Limited fire over 12”
Sub machine
Trench gun gun 12” Move
12” May andfire after
fire rush. Limited fire over 12”
Trench gun
Assault rifle 12” asMove
rifle orand SMG fire
Assault rifle
Pistol 12” as rifle
Move and fireor SMG
Pistol
LMG (mag) 12” Limited
LOS Move and fire moving
fire when
LMG (mag)
LMG (belt) LOS No fire when when
LOS Limited fire movingmoving
LMG (belt)
MMG LOS No
LOS Nomovement
fire when possible
moving
MMG
HMG LOS No movement
LOS No movement possible possible
HMG
Sniper LOS No movement
LOS Fire as rifle if moving possible
Sniper LOS Fire as rifle if moving

Ed Snowdon (order #6586153)


CAMPAIGN
CAMPAIGNREFERENCE
REFERENCESHEET
SHEET

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?

Ed Snowdon (order #6586153)

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