You are on page 1of 2

observation table – D6 SMALL ARMS RATE OF FIRE

Infantry in the Open Firing . . . . . . . . . . . . . . . . . . . . . . . 2+ Weapon RoF Max Range Crew Special
Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ Rifle 1 30" -
Obscured Infantry Firing . . . . . . . . . . . . . . . . . . . . . . . . . 3+ SMG 1(2)* 10" -
Obscured Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4+ DP Light MG 2 30" 1 man
Maxim Medium MG 5 30" 2 men
Deployed Gun in the Open Firing . . . . . . . . . . . . automatic
DShK Heavy MG 6 40" 3 men
Deployed Gun in the Open . . . . . . . . . . . . . . . . . . . . . . . 2+
MG34 – bipod mount 5 30" 2 men
Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
MG 42 – bipod mount 6 30" 2 men
Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
MG34 – tripod mount 7 40" 2 men
Vehicle in the Open Firing . . . . . . . . . . . . . . . . . . automatic MG42 – tripod mount 8 40" 2 men
Vehicle in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+ Tank MG (bow, co-axial, etc) 3 30"
Obscured Vehicle Firing . . . . . . . . . . . . . . . . . . . . . . . . . . 2+ Pintle mount MG 5 40"
Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ Light Autocannon 6 50" 2 men also Light HE
Heavy Autocannon 8 50" 3 men also Light HE
Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . automatic Multiple Autocannons 10 50" 2 men also 2 Light HE
Multiple Medium MG mount 10 30" 3 men
Modifiers Man-pack Flamethrower 10 5 " 1 man Open Cover save
If the observing unit has the Scout special rule . . . . . . +1 Vehicle Flamethrower 10 10" - Open Cover save
If the target unit is an Infantry team of 3 men or less . . . -1
* increases to 2 at under 5", but only when used with the Infantry Assault order.

AIMED FIRE TO-HIT TABLE – D6


Range Small Arms MGs Autocannon Flamethrower AP Shell HE Shell AP Shell Modifiers HE Shell Modifiers
0-5" 2+ 2+ 2+ 2+ 2+ 2+ Target Moved last turn -1 Target Moved last turn -1
Target is Obscured -1 Target is Obscured -1
5-10" 3+ 3+ 3+ 3+ 2+ 2+ Firer Moved (or will move) Firer Moved (or will move)
10-20" 4+ 4+ 4+ - 3+ 3+ this turn -1 this turn -1
20-30" 5+ 5+ 5+ - 4+ 4+ Target is a Deployed gun -1 Ace crew +1
Ace crew +1
30-40" - 6+ 6+ - 5+ 5+
40-50" - - 6+ - 6+ 6+
50-70" - - - - 6+ 6+

1s always miss, 6s always hit, regardless of modifiers.

Armour Penetration Table – 2D6 RESULTS


Greater Than = Destroyed
SS O N M L K J I H G F E D C B A
Target Destroyed. Must take Battle Counter.
1 7 8 9 10 11 12 12 - - - - - - - - -
Less Than = Glancing Hit
2 6 7 8 9 10 11 12 12 - - - - - - - - No Effect. Target must take Morale test.
3 5 6 7 8 9 10 11 12 12 - - - - - - -
Equal to = Pinned
4 4 5 6 7 8 9 10 11 12 12 - - - - - - Target Pinned. Must take Morale test.
5 3 4 5 6 7 8 9 10 11 12 12 - - - - - Double 1 = Immobilised
6 3 3 4 5 6 7 8 9 10 11 12 12 - - - - Target Immobilised. Must take Morale test.
7 3 3 3 4 5 6 7 8 9 10 11 12 12 - - -
8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - - anti-tank grenade ATTACKS
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - 1 Heavy Casualties
Remove 1D3 infantrymen.
10 3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12
2-4 Casualty
11 3 3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 Remove 1 infantryman.
12 3 3 3 3 3 3 3 3 4 5 6 7 8 9 10 11 5 Success - Side Armour
Penetration 6 attack against side armour.
13 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 10
6 Success - Rear Armour
14 3 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 Penetration 6 attack against rear armour.
15 3 3 3 3 3 3 3 3 3 3 3 4 5 6 7 8
RULES REFERENCE SHEET
BATTLE COUNTER TAKEN
• Unit Destroyed
Any unit is destroyed, or routs, or a
gun/vehicle is abandoned.
• Rally
TURN Remove 1D6 pinning markers for
MOVEMENT SUMMARY TABLE each counter taken.
1. Roll Orders Dice
Squad 1D6+officers Unit Off-Road On-Road • Under Air Attack
Platoon 2D6+officers Infantry 5 " 5" First time a unit is attacked by an
Company 3D6+officers Vehicle see vehicle data aircraft.
Battalion 4D6+officers • Under Flamethrower Attack
Cavalry* 8 " 10"
First time a unit is attacked by a
2. Issue First Order Bicycle 3 " 12"
flamethrower.
Horse towed gun 4 " 6"
3. Issue Second Order • Senior Officer Destroyed
Manhandled very light gun 3 " 4" Extra counter if a destroyed unit was
Manhandled light gun 2 " 3" a Senior Officer.
4. Issue Third Order...etc
Continue this process until all Manhandled medium gun 1 " 2" • Out Scouted
orders are issued. Manhandled heavy gun - - If enemy has more scout units.
Aircraft anywhere • Enemy Captures an Objective
5. Rally If enemy claim an objective.
Remove pinning markers from * Once per game cavalry may charge up to 12"
• Tactical Co-Ordination
pinned units. A senior officer attempts to use the
special order.

ARTILLERY FIRE SEQUENCE


Spotter Sequence Fire For Effect
UNIT MORALE TABLE – D6 1. Request Artillery Fire 1. Determine the number
D6 Roll Infantry Gun Vehicle Aircraft 2. Priority Check of shots
1 Pinned/Rout-Surrender Abandoned Abandoned1 Return to Base 3. Communication check 2. Roll for Barrage Accuracy
2 Pinned/Rout-Surrender Abandoned Pinned OK 4. Position spotter round. 3. Allocate Direct Hits
3 Pinned2 Pinned2 OK OK 5. Roll for deviation 4. Allocate Pinning Hits
4 OK OK OK OK 6. Fire for Effect 5. Resolve Direct Hits
5 OK OK OK OK 6. Resolve Pinning
7. Rounds Complete
6 OK3 OK3 OK3 OK3 Spotter Round Accuracy
1 Wild Artillery Barrage Accuracy
Notes Misses by 4D6" in a 1 Miss
1
Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle, random direction No Effect
or the vehicle has enemy infantry within 10" and no friendly infantry within 10" i.e. 2-5 Miss 2-5 Pinning
in close support). Otherwise treat as Pinned. Misses by 2D6" in a Pinning Test
random direction 6 Direct Hit
2
Veteran and Elite Infantry units treat this Pinned result as an OK result. 6 Accurate Roll for damage
3
As well as passing the morale test, the unit is inspired to get into the action. The unit Misses by 1D6" in a
may immediately attempt a ‘Beyond the Call of Duty’ test. random direction

AREA FIRE EFFECT TABLE - D6 UNIT EXPERIENCE TEST


‘BEYOND THE CALL OF DUTY’,
RoF Range Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft TAC CO-ORD & ASSAULTS

gun vehicle vehicle vehicle Inexperienced unit: 4+


9+ Short - 0-10" 2+ 2+ 2+ 4+ 5+ - Regular unit: 3+
Veteran unit: 2+
Medium - 10-20" 3+ 3+ 2+ 5+ - -
Elite unit: 2+
Long - 20-30"+ 4+ 4+ 2+ 6+ - 6+
5-8 Short - 0-10" 3+ 3+ 2+ 5+ 6+ -
Medium - 10-20" 4+ 4+ 2+ 6+ - -
COVER SAVE TABLE
Long - 20-30"+ 5+ 5+ 3+ - - 6+
Infantry /  Vehicle
1-4 Short - 0-10" 4+ 4+ 2+ 6+ - - Deployed Gun
Medium - 10-20" 5+ 5+ 3+ - - -
Open 6+ none
Long - 20-30"+ 6+ 6+ 4+ - - -
Soft 5+ 6+

Hard 4+ 4+
Armour Piercing shell 1 - 6+ 3+ 6+ 6+ -
HE from very light gun 1 5+ 5+ 2+ 5+ 6+ 5+ Reinforced 3+ -
HE from light gun 1 4+ 4+ 2+ 4+ 6+ - Hardened 2+ -
HE from medium gun 1 3+ 3+ 2+ 3+ 5+ -
HE from heavy gun 1 2+ 2+ 2+ 2+ 4+ -
1
Range has no effect on Area Fire from High Explosive or Armour Piercing shells.

You might also like