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Rank Cpl Quality Veteran

Name Roberts Weapon AR/GL


Fireteam Charlie Special Rules FCDR Rank Quality
Equipment Ballistic Vest; PCS; Optical Sight; Furniture; Smoke Name Weapon
Fireteam Special Rules
Equipment
Rank Pte Quality Veteran
Name Stirrat Weapon MR
Fireteam Charlie Special Rules Medic Rank Quality
Equipment Ballistic Vest; PCS; Optical Sight; Furniture Name Weapon
Fireteam Special Rules
Equipment
Rank Pte Quality Veteran
Name Rogers Weapon LMG
Fireteam Charlie Special Rules None Rank Quality
Equipment Ballistic Vest; PCS; Optical Sight; Furniture; Smoke Name Weapon
Fireteam Special Rules
Equipment
Rank Pte Quality Veteran
Name Chadwick Weapon AR
Fireteam Charlie Special Rules Green Rank Quality
Equipment Ballistic Vest; PCS; Optical Sight; Furniture; Frag Name Weapon
Fireteam Special Rules
Equipment
Rank Quality
Name Weapon
Fireteam Special Rules Rank Quality
Equipment Name Weapon
Fireteam Special Rules
Equipment
Rank
Name
Quality
Weapon Force Callsign: 1st Spuds and Yokels
Fireteam Special Rules
Equipment Nation: British
Rank Quality Force Type: 1st (United Kingdom) Division
Name Weapon Guerrilla: 3
Fireteam Special Rules Forces: Trained - Veteran
Equipment Max: 8
Area of Influence: 10 provides a piece of intelligence. This can be traded for resource points. 5+ Intel
will award a guerrilla point to be spent when desired (note this will stack)

Spare Equipment 1 2 3 4 5
1-3 9 12 15 18 22
4-6 8 11 14 16 20
7-9 7 10 13 14 18
10-12 6 9 12 13 16
Force Supply

Grenades are replaced it in the admin sequence for 1 supply point per grenade.

A unit that passes a light injury save as a result of body armour also costs a supply
point

Available Resource Points Also, at the end of every game, a force must take a competence test (taken on the
Supply Status force commanders competence rating or expend a Supply point.

When all these points are used, grenades must be paid to be replaced, body armour
Available intelligence is lost at the end of the game if used at all and all rifle shots will receive a further
-1 to hit. (Note MGs and SMGs will instead lose 1 ROF)

D3 Supply points are received at the end of each admin sequence (D6 if well
supplied or D2 if deemed to be poorly supplied) to a max of 10 points
Winning a campaign – A critical strike is a game where the guerrilla score is 6+
for the attacking player. Doing this will win the attacker the campaign

Treating Casualties - Roll a D6 at the end of a game if a casualty is taken. If at


the end of a game a unit is left lightly injured, roll unit a 1 or a 6 is rolled. On a 1,
they roll on the injury chart, on a 6 they carry on as normal.

Injury Chart Result Effect


1 KIA Remove from Roster
2 Critical Misses next D3 games
3 Battered Misses next game
4+ Recovery No further effect
Recovering Intelligence - Every surviving troop that is in no way injured
(including light injuries) may take a competence test. Each one that is passed

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