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TABLE OF CONTENTS
COMMANDO OPERATIONS 42
INTRODUCTION
With these rules, you will be able to play quick, tense skirmish actions, set during the Second World
War, whether in quick pick-up games or long-running campaigns.
Whether you wish for a more cinematic experience or a harsh military drama, I believe these rules
will leave you satisfied.
The rules assume that at least one member of the gaming group is familiar with the fundamental
concepts of table top war gaming.
Core game rules - This section contains the basic mechanics needed to play.
Advanced rules - This section covers various situations that may come up during play.
Force rules - This section provides tables to randomly generate your troops.
Campaign rules - This section will help you link your encounters together in a campaign.
A FIVECORE SYSTEM
Five Men at Kursk is a member of the FiveCore family of games.
All games in the FiveCore family retain a high level of compatibility, allowing players to move
between them with ease.
This particular incarnation has been modified to better accommodate the Second World War setting.
GAME HISTORY
The original Five Men in Normandy was the foundational game of Nordic Weasel Games, which
gave birth to the FiveCore game engine.
From that humble beginning, the game engine would see itself scaled all the way up to brigade level
war gaming, and deep space adventure.
Now, the time has come to go back to the original, update it to be more consistent with how things
have evolved mechanically, and make it shine as the premier squad-level ww2 campaign game.
As the system has evolved quite a bit, it felt reasonable to use a unique title, rather than simply
dubbing it a “second edition”.
CORE PRINCIPLES
The following core principles apply in the rules. If in doubt about a rule, mechanic or modification,
consulting these principles should see you straight.
NEEDED TO PLAY
To play the game, you will need the following items:
*A measuring tape or ruler, marked with inches. To play using metric measurements, multiply all
distances by 2.5.
A common trick for smaller miniatures scales is to use the measurements in inches and multiply
them by only 2, 1.5 or even 1 centimeter.
*Dice. A handful of six sided dice (D6), preferably in several colours. For campaign play, percentile
dice (D10 or D100) will be needed.
*Markers, beads or even small modelled effects to track status effects. Three types of marker is
needed: “Nervous”, “Scared”, “Down”.
MINIATURES
Any individually based figures can be utilized.
Skirmish gaming is generally associated with figures scaled from 15mm upwards, though smaller
figures can be used.
Each figure should be mounted on a small base, slightly larger than the physical space occupied by
the figure.
Heavy weapon crew should be based individually, if at all possible.
There is no need to base vehicles, though doing so can help protect the model from wear and tear.
The ground scale is intentionally vague, but we can assume our gaming table is 100-300 yards
across, with effective small arms fire taking place within 50 yards or so.
TERMINOLOGY
REROLLS
Some game mechanics and scenario rules may permit dice be rolled again.
In all such cases, the original roll is discarded and the new roll must stand, even if it is worse than
the original.
STATUS EFFECTS
During game play, a figure can be subject to a number of status effects. The combat rules will
describe them in more detail, but a summary is given here.
Nervous The figure is suffering from a temporary loss of morale. If activated, Nervous figures may act in a
limited fashion (Moving OR firing but not both in the same turn).
Scared The figure is suffering from a significant failure of morale.
They must be rallied before they can take any actions.
Down The figure has suffered injuries, been knocked senseless or is unaccounted for.
They must be checked by a friend before they can take any actions.
Status effects should be indicated in some fashion, with a marker, bead or similar.
Optionally, figures can be (gently!) placed lying down to indicate they are Down or turned to face
directly away from the enemy to indicate they are Scared.
Crafty players may use small model explosions, fires, dust clouds or similar, for a more visually
pleasing game.
OPTIONAL RULES
A number of optional rules are presented throughout the game.
Often, they provide additional detail at the cost of adding complexity. In other cases, they are
simply alternate ways of doing things.
When starting out, it is recommended to omit any optional rules. As you gain more familiarity with
the system, add in any you feel would enhance your game.
Do not feel like you have to add options to your game if you don't wish to.
TO GM OR NOT TO GM
Five Men at Kursk is written to be played without a Game Master, but can benefit tremendously
from having one.
A GM can help set up scenarios, adjudicate unexpected situations or actions and keep a general
narrative going.
With a GM, some campaigns may resemble a military role-playing game to some extent.
WORD CHOICES
The term “Commonwealth” has been used to encompass the forces of the United Kingdom, Canada,
Australia, New Zealand and other countries and territories associated with the empire.
The rules frequently refer to Allied and Axis “minor powers”. This is used as a convenient short
hand to distinguish from the “big four” of world war 2 gaming (United States, Soviet Union,
Commonwealth, Germany). It is not intended to demean the sacrifices of Belgians, Norwegians and
so forth.
In many cases, obtaining accurate information about squad level organizations for minor
combatants is difficult, hence the simplified classification.
The term Squad has been selected for the basic infantry unit. Substitute Section, Gruppe or other
national equivalent as appropriate.
DISCLAIMER
These rules should not be viewed as promoting or supporting any particular political or
philosophical viewpoint.
No intention has been made to glorify or otherwise trivialize the grim realities of armed conflict.
No assumptions have been made about the gender or other orientation of the players.
SPECIAL THANKS
Special thanks to everybody who has given feedback, made suggestions over the past year or told
me about how they tweaked, adapted and mangled the FiveCore mechanics at their tables.
If I had to name all of you, I'd be here forever.
A particular thank you must go to “the usual suspects” of Jack, Nate, Alex and Gottardo. You know
why.
GETTING STARTED
BRAND NEW PLAYERS
If you are brand new to the FiveCore system, skip ahead to the Quick Start scenario and Quick Play
guide.
Read through both pages, set up a few miniatures and play through the game using just the Quick
Play sheet.
This will omit many rules elements and technicalities but will get you grounded in the system.
Once you have played that scenario once or twice, come back here and start digging in.
Feel free to revisit that scenario or expand upon it, as you learn new rules.
The rules chapters are long as they include answers to many contingencies and fringe situations.
The core mechanics are generally not very difficult.
Each major rules chapter has a “Least you need to know” section, which will provide you with the
fundamentals of that chapter.
OLD VETERANS
If you are an old hand at the FiveCore system, you may still wish to give the Quick Play sheet a
glance. It will give you an idea of how things have changed (and how they have stayed the same).
Once you are done with that, read each rules section carefully.
Some mechanics have changed dramatically (such as the turn sequence) while others have seen
smaller tweaks and refinements.
For your first games, you may find yourself mixing up old and new rules. Don't worry too much.
Keep the game moving and you can revisit the rulebook afterwards.
Of course, if you decide that you liked the older version of a particular rule better, just use that.
The game system is quite robust and can be tweaked and changed significantly.
THE SQUAD
The corner stone of your force is the squad.
A typical game will feature a single squad on each side, but larger games could have multiple.
A squad may contain up to 12 infantry figures. It will always feature a single Commander directing
it.
Note that two under-strength real-life units could well be considered a single Squad on the tabletop.
Squad members must be within a certain distance from the Commander to receive orders, typically
10”.
SUPPORT
Squads may be accompanied by various supporting elements, such as small infantry teams, heavy
weapons or vehicles.
Support elements do not have their own Commander. Instead they are attached to a specific squad
and will receive orders from the Commander of the parent squad.
Members of a support team must be within a certain distance from the squad's Commander to
receive orders, typically 16”.
Infantry figures may move through friendly infantry figures but cannot end a move so they overlap.
If a move is interrupted while moving and would end up overlapping, move them back slightly to
before the overlap.
Vehicle figures cannot be moved through. Vehicles moving near infantry figures has particular
effects as described in the vehicle chapter of the game rules.
Heavy weapon figures are moved as part of the gunner. They may be left, in which case they should
be marked on the table in some fashion if the model cannot be placed separately.
All movement and measurements take place from the gunner, not the weapon model.
In essence, the weapon model is simply a marker or indicator.
If the latter is the case, try to avoid placing the figure exactly on the corner. Instead move them back
half an inch or so along the terrain feature.
Figures can see through friendly infantry figures, but cannot fire through any figures.
Lines of fire may not pass within half an inch of a friendly figure, unless that figure is on lower
ground or taking cover.
Lines of fire may pass through (over) infantry to target a vehicle behind them.
INTRODUCTION
Our model soldiers can be rated in various ways, in order to reflect their particular fighting abilities.
Being a squad level game, rather than rating each individual combatant, we assign a number of
numerical factors to the entire squad.
In a pick up game, the entire force is always rated the same, typically the national average. In a
campaign game, supporting elements are given the same ratings as the main squad.
This chapter serves to provide an overview, with specific details provided later in each rules
chapter.
This fits the way the older FiveCore games function and will provide a completely satisfactory fun
game.
Goons:
These are the rank and file. A Goon may be well trained and highly competent but ultimately, they
are the ordinary troopers that carry out your orders on the battle field.
Commanders:
To operate, a Squad must have a Commander and some may have two.
Commanders act as a focus point. To receive orders, troops have to be within a certain distance of
their Commander.
Note that a Commander only has authority over their own Squad and any attached Support.
Key individuals:
While warfare is a group effort, exceptional individuals can improve the performance of everyone
around them, whether its pushing them harder, helping out everybody or simply acting as a reliable
rallying point.
The game effect is to provide a +1 bonus to a specific Squad Rating, as long as the Key Individual
is not Down or Out of Action.
SQUAD RATINGS
A squad may be rated from 1-5 in the following categories:
MOBILITY
Mobility governs how well the squad can exploit the situation on the battle field to move into
position.
Highly mobile squads will be able to redeploy faster, advance or withdraw more easily and take
advantage of openings quicker.
Each turn, a squad receives a number of bonus moves equal to their Mobility score.
For example, a squad with Mobility 2 would get two bonus moves each turn.
These bonus moves are 3” long.
FIRE DISCIPLINE
Squads with good fire discipline can dictate the flow of battle through the use of aggressive
counter-attacks and pinning fire.
This also reflects a general aptitude with weapons handling and marksmanship.
Each enemy turn, a squad receives a number of reaction shots equal to their Fire Discipline score
For example, a squad with Fire Discipline 3 could react 3 times per enemy turn,
MORALE
The ability to overcome natural terror and keep troops fighting in the face of death, is the clearest
definition of morale.
Squads with superior morale are able to retain their integrity and cohesion in spite of incoming
fire.
Each turn, the squad receives rallying attempts equal to their Morale score.
For example, a squad with Morale 1 would be allowed only a single rally attempt each turn.
COORDINATION
A measure of overall training and how well soldiers can work with each other.
Having superior coordination means an increase in tactical flexibility.
Each turn, the side with the higher Coordination receives an additional Action die, allowing an extra
action to be carried out every turn.
TYPICAL RATINGS
The following ratings can be used as a starting point for understanding the rules and setting up your
first games.
As you gain more experience with the rules, you will no doubt wish to modify scores to reflect
specific units or any personal views on how this or that army fought.
The ratings presented are given primarily with a view towards playability and making an interesting
game.
Don't be afraid to change them up or tweak them to fit your personal views of a given unit or
campaign.
If one side is the attacker, they will take the first turn. Otherwise, simply roll randomly.
THE PHASES
The turn is divided into four phases, with each being finished and resolved before the next one
begins.
1 Rally
Carry out all rallying attempts, based on the squad Morale rating.
2 Bonus moves
Carry out all bonus moves, based on the squad Mobility rating.
3 Action roll
Roll the Action dice available.
4 Carry out actions
Assign and carry out actions, using the action dice rolled in phase 3.
Enemy reactions:
The enemy may carry out reactions, based on the squad Fire Discipline rating, in phase 4, to counter
the activations of the active player.
Multiple squads:
In each phase, carry out and resolve all available actions for one squad, before moving on to the
second squad.
RALLYING
In the Rallying phase, the active player may rally troops up to their Morale rating. Each point of
Morale allows 1 figure to be rallied.
In a multiple-squad game, add the Morale score of each squad together. The combined Rallying
pool may be spent on either squad.
Rallying may be ordered to any figure in the squad or any figure supporting the squad.
Command distance is not required.
BONUS MOVES
In this phase, the squad will carry out bonus moves equal to their Mobility squad rating.
In a multiple-squad game, add the Mobility scores of each squad together to form one pool.
Bonus moves may be issued regardless of command distance and may be issued to any member of
the squad or any figure in support.
SUPERIOR COORDINATION
In some games, one side may possess better training, discipline or general battle field initiative.
This is reflected in the Coordination squad rating.
Simply compare the ratings of the two forces. If one side has a larger rating, they receive a +1
bonus when rolling for Action dice.
For pick up or intro games, feel free to assume that the soldiers on both sides are perfectly average
and equal.
Multiple squads:
For multiple squads, use the average rating for each side to compare.
Roll the indicated number of D6 at once, separating out 1's, 6's and every other score in three pools.
Small games:
In a particularly small game, the number of dice available to a player must always be smaller than
the number of figures on the table.
The minimum number of dice is 2 however, even if the player has only one or two figures
remaining.
If 2 dice are rolled for a single figure, select which die to use and discard the other.
Large squads:
If a scenario dictates a squad with 12 figures or more, they will receive a base of 4 dice.
Multiple squads:
If one side features two (or more) squads, roll the Action dice once.
Each squad receives the same dice results.
Select one squad to go first and carry out all of their actions, before moving on to the second squad.
Optionally, simply roll for each squad separately, though this can bog down the game some.
Assigning actions:
Each die represents a single order that can be issued to any one figure in the group.
This means that in a typical single-squad game, 3-6 figures will activate each turn.
COMMAND DISTANCE
To receive Action dice, a figure must be within the Command Distance.
This is found in the table below.
Bonus actions do not require a command distance. They may be used by any member of the Squad
or attached Support elements, regardless of where they are placed on the table.
Dual Commanders:
If a squad has two Commanders, figures may be given orders as long as they are within command
radius of either Commander.
Having multiple Commanders does not affect the number of actions that can be taken.
Unit Modifier
Paratrooper or other elite +2”
Soviet (unless Guard) -2”
Partisan, militia or resistance -2”
Out of command:
A figure that is out of command can be given an order by expending 2 action dice. The action may
be that of either die, the second die is simply “paid” to allow the order to be given.
All reactions to an action are resolved, before the next action is issued.
Players are never expected to state actions in advance. Simply declare and resolve each in turn.
Review the relevant rules sections for how to perform movement, firing and rallying in the game
rules.
REACTIONS
After each action, except a Scurry or Quick Fire Action die, the enemy player may react.
Reacting allows any enemy in sight of the active figure to fire on the figure that just completed the
action.
Movement may be reacted to at any point of the move. Scurry actions may not be reacted to at all.
A player receives a number of reactions each turn, equal to the Fire Discipline squad rating.
STRENGTH IN NUMBERS
The bonuses and actions received from the Squad Ratings are an aggregate of an entire squad
moving and fighting together, as they were trained to do.
If only a partial squad is present, whether through casualties or because only a few soldiers were
sent out, the effectiveness is reduced.
For every figure less than 5 in the Squad currently, reduce all Squad Ratings by 1 point.
COMMANDER CASUALTIES
Being Nervous or Scared does not prevent a Commander from issuing orders, though Scared will
reduce the Command Radius as indicated in the rules.
If a Commander goes Down, until rallied select another figure to act as a temporary Commander, if
no Commander remains in the squad.
If the Commander becomes a casualty, another figure is selected for the remainder of the scenario.
Instead, the active player may issue all available rallies, bonus moves and action dice in any order
they wish.
The enemy player still carries out their reactions as normal.
This has the advantage of creating a more fluid, flexible and open-ended game turn, but it also
makes the game harder to keep track of, particularly for a large battle.
When using this approach, it's recommended to keep a scrap of paper or a few dice to avoid losing
track of your available actions.
MOVEMENT
THE LEAST YOU NEED TO KNOW
Base move is 5”. May forego firing to sprint 1D6” additional.
Up to four troops within 6” of each other may move together, if out of sight.
MOVEMENT BASICS
Infantry figures have a basic move of 5”.
When activated to move, a figure may move in any direction. Figures are not required to move their
full movement allowance and may turn as often as desired.
Moving figures can be left facing in any direction desired at the end of the move.
Facing is important for reaction fire purposes.
SPRINTING
A figure wishing to move further may elect to Sprint, instead of firing.
Figures suffering from the Nervous status effect may not Sprint.
Clearly indicate a movement destination and roll 1D6, with the roll indicating the number of inches
to add to the basic movement of the figure.
Sprinting must be done in a relatively straight line. For reaction fire purposes, the Sprint is
considered part of the same move. It does not risk an additional reaction shot.
Sprinting in terrain:
If a figure ends their regular move inside a rough terrain feature, they will not be able to Sprint.
A figure may move through rough ground during their basic move and Sprint upon leaving the
feature.
Commitment:
Once declared, a Sprint may not be abandoned, but a figure reaching their declared destination with
remaining movement available may elect to stop or continue in the same general direction, until
their additional movement is exhausted.
BONUS MOVES
In phase 2 of your turn, the squad receives a number of bonus movement actions equal to the
Mobility squad rating.
These may be spent in the same way as any other movement action and each provide a 3” bonus
move.
Mobility actions cannot be reacted to.
A figure could carry out a bonus move and also receive a regular action die later in the turn.
Bonus moves do not permit sprinting, entering hand-to-hand combat or any other type of activity
other than plain movement.
Being Nervous does not prevent a figure from receiving a bonus move, but being Scared or Down
will prevent all movement.
TERRAIN
Terrain features will influence movement. Entering or crossing a feature will impose a cost in
movement allowance, which must be “paid” to proceed.
A figure unable to proceed due to not having enough movement allowance left must halt.
HUGGING DIRT
A figure that ends a move in contact with a terrain feature or obstacle may Hug Dirt.
Clearly indicate that the figure is doing so, and either use a small marker, place the figure (gently!)
lying down or otherwise ensure both players are aware of the status.
While Hugging Dirt, any line of sight crossing the terrain feature the figure is taking cover in, or
behind, is broken.
As such, the figure cannot be fired upon (and cannot fire) unless the enemy moves around the
obstacle or feature.
Figures that are taking cover may resume a fighting position at any point, while active. Doing so is
considered movement and may trigger reaction fire as normal.
While in the dirt, a figure may move (but not sprint) without revealing itself, as long as the figure
does not leave the terrain feature.
If the figure is intending to sprint, they will be revealed the moment the sprint begins.
CLOSE COMBAT
If a figure did not fire and makes physical contact with an enemy figure, a close combat will take
place.
Resolve using the rules in the Brawling chapter of the game.
A figure must cease moving, as soon as contact is made, and cannot elect not to enter close combat,
if contact is made.
A figure cannot intentionally move within 3” of an enemy figure, without entering close combat.
If the figures are separated by terrain that blocks line of sight, they may move closer.
Accidental or random moves can bring a figure within 3” of an enemy. If the figures end up less
than 1 inch apart, they are in close combat.
TACTICAL MOVES
Figures that are not in sight of enemy figures can use a Tactical move.
Up to four figures within 6” of each other may move on a single movement action or bonus move.
Figures that are moving tactically may move only. They cannot make any attacks or carry out any
other actions.
They must stop short of entering an enemy line of sight, making this option suitable for troops
advancing behind the front line, outflanking moves and similar.
Figures that are moving tactically must end their movement within 6” of each other as well.
They do not have to be in a similar formation to how they began the move.
FIRING
THE LEAST YOU NEED TO KNOW
You may fire at any visible target.
Targets in the open grant +1 Kill die at close range, +1 Shock die at battle range.
Long range fire is Shock dice only.
FIRING BASICS
A figure may fire if activated using an Engage or Quick Fire Action die
Figures receiving an Engage Action die may fire before or after moving.
SELECTING A TARGET
Figures may fire at any target they have a line of sight to.
Figures are not required to select the nearest or most threatening target.
In larger games, it is recommended to limit firers to the 2 nearest visible targets, to keep things
moving along.
Targets in cover may be ignored in favour of a more distant target in the open, and anti-tank
weapons may also elect to fire at a vehicle target rather than nearby infantry.
Facing:
When firing, turn the figure to face in the desired direction.
When reaction firing, figures may fire to their front 90 degrees.
Entering a combat position is considered to be movement and exposes the figure to reaction fire,
before they can, themselves, fire.
This applies even if the figure does not physically move from their position.
HOW TO FIRE
Fire is resolved by rolling a pool of dice, dictated primarily by the weapon in use.
The dice can be of two types: Shock Dice and Kill Dice.
Both are represented with simple six sided dice. Players should establish a consistent colour of dice
to use, allowing all dice to be rolled at the same time.
Custom is using white dice for Shock and any other consistent colour for Kill.
Battle range:
The range at which a soldier can quickly “snap to” a target, and stand a reasonable chance of hitting
with minimal aiming.
Battle range is based on the weapon used. A typical infantry rifle has a Battle range of 18”.
Firing at a target with no cover or concealment grants +1 Shock die to the firer.
Close range:
Close range is defined as reasonably “point blank” range on a modern battle field.
Close range is half of the Battle range.
A few weapons may have a Battle range that extends to line of sight. If so, Close range is treated as
18”.
Firing at a target with no cover or concealment grants +1 Kill die to the firer.
Long range:
Any target exceeding Battle range is at Long range.
On the modern “empty” battle field, much of such fire will be conducted against an area, rather than
a specific, identified target.
Long range shots are taken with Shock dice only and no bonus dice are awarded against targets in
the open.
Weapon variations:
Each weapon has its own Battle range.
See the weapons chapter for specifics on a particular weapon.
A figure is in cover if they are in, or directly behind, a terrain feature that would provide some
physical protection from fire, such as a stone wall, corner of a building or similar.
Firers at Close or Battle range receive bonus dice if the target is not concealed or in cover.
Certain Shock die results have reduced effect against targets in cover (concealment has no effect on
dice results).
Consult the firing table below to determine the effect of a given die.
Recovery is discussed fully in the rules section titled “Rallying and Recovering”.
For now, it is sufficient to note that figures requiring a rallying roll, will do so when a rally action is
used or, if Down, a friendly figure moves into contact.
STATUS EFFECTS
The status effects will be described further in the “Rallying and recovering” chapter of the rules but
are summarized here:
Nervous The soldier is under pressure and unable to act efficiently. They may be pinned down, worried, taking
evasive action or confused.
While Nervous, the soldier can move or fire when active but cannot perform both actions in the same
turn.
The figure will Hug Dirt immediately upon becoming Nervous.
Scared Self-preservation has taken over and the soldier is actively seeking cover, without engaging the enemy.
While Scared, the soldier is unable to receive any orders at all.
Down The soldier has collapsed to the ground. They may have been wounded or grazed, a hit on a piece of
equipment may have stunned them or they may have gotten the wind knocked out of them.
While Down, the soldier is unable to receive any orders at all.
Out of Action The soldier has collapsed on the ground with significant injuries. They will take no further part in the
battle.
In a campaign game, after the battle is over, they must roll for the extent of their injuries.
RETREAT
If a figure becomes Scared while not in or directly behind terrain that provides physical cover, they
must Retreat.
Note that concealment does not prevent a retreat, only physical cover.
If a figure is already Scared and would become Scared from a subsequent attack or threat, the figure
will also Retreat, even if they are currently in cover.
The figure immediately abandons their position and will retreat 6” to the rear.
They may move in or behind a terrain feature behind their current position, but must withdraw a
minimum of 3”.
Retreating figures will move away from the source of the Shock dice and attempt to reach a position
of cover behind them.
If the move strands them in the open, they will retreat one additional time.
After retreating, the figure is Scared and must be rallied to take any actions.
DUPLICATE RESULTS
If a figure is Down, any additional status effects will have no effect. The figure will remain Down.
Nervous figures cannot be affected by another Nervous result.
Figures that are Scared cannot become Nervous due to enemy fire. If they go Down, remove the
existing status effect.
ALLOCATING RESULTS
If multiple dice results are scored, they are allocated as follows:
REACTIONS
Reaction fire has already been discussed in detail in the Movement section.
Reaction fire takes place at either Close range (Snap Fire) or Battle range (Guard fire).
Do not apply bonus dice against targets in the open, when reaction firing.
For the purpose of allocating excess Kill/Shock dice results, all figures are assumed to be in the
position they are in, when the reaction shot is taken.
In other words, the position of figures is never abstracted to be anywhere else, than where they are
physically placed, at the time an action takes place.
THROWING GRENADES
A figure may throw a grenade instead of firing.
Throwing range is limited to 6”.
Roll Effect
1 Dud or fails to explode.
2-5 Move impact point in a random direction. Distance is the dice roll in inches.
6 On target.
Any figure in the blast area, but with cover between them and the impact point may be placed
Hugging Dirt, allowing them to escape the effects of the grenade.
SUPPORTING FIRE
INTRODUCTION
In a squad-level skirmish, most supporting fire will be from light mortars, typically at the platoon
level.
If the squad is the spearhead of a larger attack, they may conceivably receive somewhat heavier fire.
Note that any fire is assumed to consist of a few rounds fired from one or two guns. A lengthy
artillery barrage would render an enemy squad ineffective, making for a dull game.
CALLING FIRE
A figure that received an activation (of any kind) may forego all other actions to call in available
fire.
To call fire a figure must be in any one of the following positions:
Radios, flares and wire must be designated by a scenario if available. Wire must be marked on a
map and the user must be in that exact position.
The target point does not have to be a specific enemy figure or position.
When designating the target, the player must also declare if they are firing smoke or explosive
shells.
ARRIVAL OF FIRE
Once designated, the fire mission is diced for at the beginning of the players following turn.
Roll 1D6, consulting the following table:
Nationality Bonus
German / Japanese Reduce deviation distance by 1”.
Soviet If a 6 is rolled for arrival, fire an additional shell.
American / Commonwealth 1943 onwards: When rolling for arrival of fire, roll two dice, pick best result
These modifiers should not be viewed as an in-depth examination of national artillery doctrines, but
as a “flavour” rule, based on mechanically interesting stereotypes.
WEAPONS
This chapter covers the various weaponry a World War 2 soldier might reasonably come into
contact with.
The list is not intended to be comprehensive and deals with broad types, rather than explicit models.
For example, all sub machine guns are generally grouped together.
Players may elect to modify the rules for particular models of gun, if they performed remarkably
above or below the norm.
RANGE
Each weapon has its own Battle range, listed in inches.
Close range is considered half the Battle range.
Gear-heads may feel uncomfortable with the relatively small differences between weapon ranges.
Bear in mind that Battle Range represents the range where a soldier can stop, snap off a few shots
and stand a reasonable chance of hitting a fleeting target.
This distance won't vary significantly with weapon type, as much as it will with firing skill.
World war 2 era rifles can fire accurately at several hundred yards, but this requires a well-aimed
shot from a stationary, often braced, position.
DICE
Kill dice are abbreviated as K. Shock dice are abbreviated as S.
For example, 1K2S would indicate 1 Kill die and 2 Shock dice.
HEAVY
Particularly unwieldy weapons may be indicated as Heavy or Static.
Heavy weapons reduce the wielders base movement speed by 1”.
Static weapons cannot be moved during the game.
MODES OF FIRE
Automatic weapons typically have two “fire modes”, one intending at providing aimed, accurate
fire and one intending at providing the maximum number of Shock dice.
Notes:
This section covers the use of weapons in an anti-infantry role.
Anti-vehicle fire is covered in the Vehicle chapter of the rules.
Note that we are concerned with typical infantry fire fights, rather than theoretical performance. A
World War 2 era bolt action rifle can potentially hit a target 800 yards away, but a hungry, tired
soldier hiding in a shell-hole under fire, is going to be hard pressed to fire accurately at a target in
another shell-hole 80 yards away.
Rifle
Fire dice: 1K1S Battle Range: 18”
Rules: In the event that multiple Kill dice are rolled, only one K die result may be applied, unless firing a semi-
automatic weapon.
Semi-auto/self-loading rifles may roll 2S when reaction firing.
Definition: Any bolt-action or semi-automatic infantry rifle or heavy carbine.
Examples: Kar98. G43. SMLE. M1. Mosin-Nagant. SVT.
Pistol
Fire dice: 1K1S Battle Range: 6”
Rules: A figure with a pistol will win a Brawl on a draw.
Heavy weapon crews may use their pistols to defend themselves, but will not receive a bonus unless they stop
manning the weapon. If they do, they must abandon the weapon if driven back.
Definition: Any single-hand pistol, whether automatic or revolver.
Examples: M1911. Webley. Walther. Tokarev.
M1 carbine
Fire dice: 1K2S Battle Range: 12”
Rules: -
Definition: The American M1 carbine, firing a light round.
Sturmgewehr
Fire dice: 1K1S. Spray fire 3S Battle range: 14”
Rules: May fire after Sprinting, rolling 2S.
Definition: The German MkB42/MP43/MP44/StG44.
Shotgun
Fire dice: 1K1S. If within 4” 2K. Battle Range: 8”
Rules: Stationary figure may blow open a door within 4”.
If Snap firing (reaction fire at Close range), roll 1K1S.
Definition: Smooth bore weapon, typically firing pellets.
Examples: Winchester Trench gun.
Sniper rifle
Fire dice: 2K3S Battle Range: 24”
Heavy (taking care to avoid damage to the rifle and scope)
Rules: Sniper rifles select which Kill die to use, discarding the other.
When moving, snipers fire as a conventional rifle.
A trained sniper will roll 1K3S when Guard firing. This allows K dice at battle range when reacting.
Definition: Military rifle, fitted with a scope and in the hands of a competent shooter.
Examples: Any scoped rifle.
Auto rifle
Fire dice: 1K2S Battle Range: 20”
Heavy
Rules: Roll 3S when guard firing. (Reaction fire at Battle range).
Definition: Full calibre automatic rifle, suitable for support duties.
Examples: Browning Automatic Rifle. AVS. FG42
Anti-tank rifle
Fire dice: 2K Battle Range: LOS
Heavy.
Rules: Cannot move and fire in the same turn.
Use one Kill die and discard the other.
If an infantry target is not hit, they become Nervous automatically.
Definition: High-calibre rifles intended for anti-vehicle use.
Examples: Boys. PTRD.
Flame thrower
Fire dice: 2K against every target in line of fire. Battle Range: 12” line, 1” wide.
Heavy.
Rules: Every target under line is affected. Any not hit will retreat 1D6” from firer and become Nervous.
After firing, roll 4S and apply to nearest enemies currently within 12”.
After applying Shock dice, one enemy in line of sight may fire at wielder immediately and out of sequence. This shot
is taken as if they had just been activated normally and receives all normal firing dice.
This is a bonus shot in all regards. It may be taken by any one enemy currently capable of firing (i.e. not Scared or
Down).
When firing flame thrower, roll 1D6. On a 1 or 6, only one more attack may be conducted.
No fire beyond battle range. No reaction fire.
Definition: Any man-portable flame projection device.
Examples: M2 flame thrower. Flammenwerfer 35.
EXPLOSIVES
Explosives will affect targets within the blast radius, measured from the impact point. The indicated
dice are rolled per target in the blast, allocating results as normal, starting with the most severe dice,
against the closest targets.
Grenade
Fire dice: 1K1S per figure in blast area.
Smoke grenade
Covers the blast area in smoke, lasting until the end of
the following enemy turn.
Smoke cannot be fired into or through.
Any figure entering smoke must deduct 1” from their
remaining movement allowance.
Figures standing at the edge of a smoke cloud are considered to be in the open.
Infantry anti-tank
Fire dice: 1K1S per figure in blast area. Battle Range: 16” (Bazooka, Panzerschreck, PIAT).
8” (Panzerfaust)
Heavy (except Panzerfaust)
Rules: May be fired at infantry, with the effects of a grenade launcher, but must strike a solid object to detonate, such
as a stone wall, the hull of a vehicle or similar.
If shot deviates, continue trajectory until a target is struck.
If fired at a building, troops in room are affected. Roll 1S per figure in room, +1K1S. (For example, if 4 targets are in
room, roll 1K5S)
Firing from inside room causes 3S against firer (except PIAT).
Definition: Man portable launchers, using HEAT ammo.
Examples: Bazooka. Panzerfaust. PIAT.
Grenade launcher
Fire dice: 1K1S per figure in blast area. Battle Range: LOS
Heavy. (If mortar, not if rifle grenade)
Rules: May be lobbed over obstacles. Target point must be in sight of a visible friend within 12” or any friend within
6”.
If firing over an obstacle, the grenade cannot land within 3” of the far side of the obstacle.
Definition: Rifle grenade launchers and very light mortars.
Cannon
Fire dice: The efficiency of battle field artillery depends on the calibre.
MELEE WEAPONS
Trench knife
A soldier with a particularly large, unpleasant knife will win close combats on a draw, unless facing
a pistol user.
Cudgel
Carrying a cudgel or similar, large melee implement provides a +1 bonus to Brawling rolls.
Such a weapon must be readied for use. This can be done whenever the figure is active.
While readied, any weapons fire is limited to Shock dice only, unless firing a pistol.
Sword
Swords are quite archaic, but a few individuals, whether brave or unhinged, did carry one.
They are included for cinematic or scenario purposes.
Should your game include a character fancying a bit of fencing, they receive the bonus for a cudgel,
but will also negate any enemy melee weapon benefits, except that of a pistol.
Swords must be readied, just like a cudgel.
AMMO
Most weapons do not have ammunition limitations during play.
Anti-tank weapons will be limited to 3 shots per game. (anti-tank rifles are not subject to this rule).
For each shaped-charge anti-tank weapon, designate one assistant. The ammo is carried by the
assistant and the gunner carrying the weapon.
Do not track which figure carries which number of rounds. As long as either gunner or assistant is
manning the weapon, they can fire any remaining ammunition.
Players may wish to limit grenades. If so, a standard army unit receives 1 grenade per figure.
This rate is lower than the amount typically available on paper, accounting for duds, soldiers that
are unlikely to use their grenades and grenades thrown with no effect from inactive soldiers.
Rather than track individual grenades, simply mark off one grenade from the unit supply, whenever
a grenade is thrown.
Smoke grenades are available at a rate of 1 per 2 figures, if they are available.
REACTIONS
THE LEAST YOU NEED TO KNOW
Each action taken permits a reaction.
REACTION BASICS
Whenever a figure carries out an action, it is potentially subject to reactions.
The reacting player receives 1 reaction per point of Fire Discipline squad rating.
Timing of reactions:
Reactions take place at specific times, as indicated in the table below.
Composite actions:
A figure activation may consist of two separate activities, such as emerging from hugging dirt and
then firing or moving and then firing. Treat each activity separately for reaction purposes.
Hence, a figure that intends to move and then fire could be subject to two reactions (provided the
opposing player wishes to expend two reactions on this one figure).
When allocating reaction fire dice results, every figure is assumed to be in the exact position they
are currently in.
Moving figures are never abstracted and for game
resolution purposes, each move happens and is resolved
completely, before the next move happens.
Any figure on the inactive side may use the available reactions.
More detail-oriented players may wish to track reactions for each squad separately, but in most
games, there won't be any reason to do so.
Reaction shots are typically hurried and suppressive in nature. As such, they do not receive bonus
dice for targets in the open.
BRAWLING
THE LEAST YOU NEED TO KNOW
Moving into contact starts a brawl.
Opposed D6 roll.
On a draw, loser retreats and becomes Nervous.
Win by 1, loser retreats and becomes Scared.
Win by 2+, loser goes Out of Action.
INTRODUCTION
While hand to hand fighting is not a primary means of dispatching enemies, it nevertheless happens
from time to time.
Whether trying to drive enemies out of a position, or killing sentries in an enemy camp, sometimes
a bit of knife work can do what a lot of gun fire cannot.
ACCIDENTAL CONTACT
Certain rules or scenario situations
may require a figure to move in a
random fashion.
If such a figure makes contact with
an enemy, they have made an
accidental contact.
COMBAT RESULTS
Compare the final, modified score of each fighter.
A brawl will have one of three outcomes: A draw, win by 1 or win by 2+.
Note that some items and abilities may allow a fighter to “win on a draw”. Such a win is always
treated as winning by 1.
Result Outcome
Draw Defender must back off 6” and become Nervous.
If fighting across obstacle, attacker backs off instead.
No follow up takes place.
Win by 1 Loser must retreat 6” and become Scared.
If they end their move out of cover, they will retreat a second time.
Winner may not follow up but may step into the exact position the losing figure occupied.
Downed winner rolls to rally.
Win by 2+ Loser is removed as a casualty.
Downed winner rolls to rally.
If the scenario requires capturing prisoner, loser is now a prisoner.
Winner may follow up, unless taking prisoners.
If the loser has a friend within 6”, they cannot be taken prisoner.
The winner may choose to knock them out of action, or let them retreat 6” and become Scared.
FOLLOW UP MOVES
If not taking prisoners, the winner may follow up when winning by 2+.
This allows them to move 6” in any direction, but will take reaction fire as normal.
If a figure is attacked while Down, they will fight at a -2 penalty. If they win, they may roll to
recover immediately.
REROLLS
In the event both sides are permitted a re roll, due to heroic skills or unique circumstances, the
attacker must decide if they will re roll first.
The defender then elects whether they will re roll, after the attacker has declared but before the
attacker rolls again.
RALLY BASICS
Figures that have suffered combat results will be subject to status effects.
This section covers the various status effects in detail, and discusses how to recover from them.
STATUS EFFECTS
There are three status effects a figure can be suffering from.
These are principally inflicted by enemy fire, but can happen from other sources as well.
Status Effect
Nervous May not move and fire in the same turn.
Scared The figure is unable to take any actions.
Down The figure is unable to take any actions.
Event Status
Weapons fire Any may be imposed
Out of action Closest friend within 6” become Nervous
Antitank rifle vs infantry If not hit, become Nervous
Retreat after Draw in close combat Become Nervous
Lose close combat Become Scared
Tank shock Closest enemy within 12” and line of sight become Nervous
Placing charge on tank Tank and infantry placing charge become Nervous.
Figures that are Scared cannot become Nervous. If they go Down, remove the existing status effect.
RALLYING
A squads ability to rally is based on their Morale squad rating.
Each point of Morale provides one rallying attempt per turn. Note that a single figure cannot be
rallied twice in the same turn.
BUDDY CHECK
A figure that is Down must be attended by a friend.
When a figure moves into contact with the Downed figure, roll a Kill die and apply the result to the
figure, in place of the existing status effect.
This may result in the figure remaining Down, getting back on their feet or going Out of Action.
KEEP DOWN
A figure that rallies in cover may be declared to be Hugging Dirt after rallying.
Doing so will avoid any enemy potential reaction fire.
When a Scared figure is rallied, roll a Shock die and apply it.
If no result is rolled, the figure is now okay.
If the figure becomes Scared again, they will Retreat and remain Scared.
If the figure becomes Nervous, this status effect replaces the existing one.
You may elect to also roll for Nervous figures, using the same procedure.
COMMANDO OPERATIONS
INTRODUCTION
Commando raids make great scenarios, ripe with tension and challenge.
This section provides all the rules needed for infiltration scenarios.
Do note that stealth scenarios are fairly involved. It may be best to hold off until you are
comfortable with the core game mechanics.
SETTING UP FORCES
The defenders set up first, deploying their sentries.
Each sentry must be designated as Patrolling, Stationary or Reinforcements.
If reinforcements are available, the defender should designate two entry points along the table edge
or in on-table buildings.
All reinforcements must arrive from one of these two points, but each element arriving may pick
either entry point. Vehicles must arrive from off-table.
Secret option:
If you play with a GM, a map or a great degree of trust in each other, the entry points are secret.
They are revealed the first time an element arrives using them.
PATROL POINTS
When setting up the defending side, they must establish a number of Patrol Points.
These should be marked with a suitable marker, symbol or indicator on the table top.
2-4 may be used, the larger the table, the more points.
Patrol Points may be positioned anywhere on the table and will not change during the course of the
game.
Once the Stealth segment is over, and the regular battle begins, the Patrol points are removed.
NOISE MARKERS
These rules will occasionally require a Noise Marker to be placed on the table.
Use any suitable marker. A small model explosion, an infantry figure painted grey, a token or
pebble.
Noise markers are temporary and are removed at the end of each Patrol phase.
INFILTRATION PHASE
The side trying to sneak in, are known as the Infiltrators.
They will take the first turn.
Until the battle begins proper, no activation rolls are made. Instead, the Infiltrators take a special
Infiltration Phase when it is their turn to play.
PATROL PHASE
When the Sentries (Defending player) takes their turn, they will take a Patrol phase.
During the Patrol phase, each Patrolling sentry may move 3”.
They may move directly towards any Patrol point or Noise marker.
They may not move in any way, other than directly towards one of the two types of marker.
Each sentry may move towards a different marker.
One sentry per turn may be selected to remain in place, without moving but may turn in place, to
face any Noise or Patrol marker.
Stationary sentries do not move during Patrol phases but may turn to face any Noise marker.
At the end of the Patrol phase, check for detection and remove all Noise markers.
Sentry facing:
Sentries face the 90 degrees to their front and will always face in the direction of their movement.
DETECTION
Detection is checked at the beginning and end of the Patrol phase.
INFILTRATOR IS DETECTION
Within 3” of sentry regardless of LOS or facing. Alarm!
Within 6” of sentry, LOS and facing. Alarm!
Within 12” of sentry, LOS and facing. Detection roll.
If multiple figures qualify, each sentry makes their own detection roll, starting with the closest
figures and testing for each qualifying infiltrator, starting with the closest figures.
Roll Effect
1 Alert
The sentry is immediately moved 2” directly towards the infiltrator.
If infiltrator is not detected automatically at this point, make another detection roll.
2-5 Nothing.
6 Alarm!
GUARD DOGS
Each dog must be assigned to a sentry. Increase all spotting distances indicated above by +3”.
THE ALARM
If the alarm is sounded, the following events take place:
The infiltrator that was detected may immediately roll 1 Kill die against the sentry.
Every sentry may immediately move 3”.
Every sentry may immediately fire with 1 Shock die.
Then the attackers will take a normal turn, and the stealth segment has come to an end.
The infiltrator selected may not move. Roll 1D6. On any roll but a 1, select a sentry within 18”. The
sentry is prohibited from moving during the following turn.
The sentry must remain facing in a direction indicated by the deceptive player.
If the infiltrator rolls a 1, the deception does not take place and a Noise marker is placed by the
infiltrator.
HEADS DOWN
An infiltrator that remains stationary and takes no other action may go Heads Down.
Until the next Infiltration phase, the infiltrator can only be detected if a sentry comes within 3”
AND line of sight. (Facing is not required however).
STEALTH KILLS
An infiltrator that moves into close combat will resolve the assault as normal, with the sentry losing
on a draw.
On any loss, the sentry has been knocked out or killed.
Unless the attacker won by +2 or more, place a Noise marker at the location.
SUPPRESSED WEAPONS
A suppressed weapon such as the Welrod pistol or De
Isle carbine may be used at Battle range only. Roll 2
Kill dice, unmodified by cover or range.
Three outcomes are possible:
Outcome Resolution
Sentry out of action Place noise marker at firing figure. Sentry body handled as above.
Sentry down Place noise marker at firing figure and at sentry.
Sentry rolls to recover at beginning of each Patrol phase and will sound alarm when that
happens.
Sentry not hit Place noise marker at firing figure.
Sentry moves 3” towards firer and makes appropriate detection rolls.
ADVANCED RULES
THIS CHAPTER
A scenario driven game can create all sorts of situations that would not occur in a conventional war
game.
This chapter provides options and tools to handle these.
Note that in many cases, this section will provide a more detailed sub-system that is used for that
situation only.
This works well for situations that frequently occur in your games or which will be a focal point of
a scenario.
If you need a quick solution, don't feel obligated to introduce several new mechanics for something
that just happened to come up in one particular game.
BUILDINGS
Table top buildings can take all manner of shapes and sizes, so any attempt at providing rules must
be somewhat generic.
Doors:
Unless the scenario indicates a door is locked or barred, any figure may move through with no
penalty or delay.
Figures cannot sprint on a turn they are moving through a door.
If a door is locked, a figure that moves or begins in contact may make a Task roll, to knock it open.
A figure with a shotgun can shoot open a door automatically, if they are within 4”.
Windows:
Climbing through a window or similar opening counts as crossing a low obstacle.
Grenades:
Explosives deviating inside a room or building will not deviate through a wall.
The exception is that a thrown (but not launched) grenade may deviate back into the room or
location it was thrown from (representing it being tossed back by the defenders).
If a grenade goes off inside a room, add 2 additional Kill dice and mark all defenders as Nervous, if
they suffer no other status effects.
CIVILIANS
A battle area may have civilians moving around.
This is most suitable for infiltration style scenarios.
Civilian figures will be a third party, acting after both player turns have been completed.
Roll Effect
1 Remain stationary.
2-5 Move in a random direction.
Distance equal to dice roll in inches.
6 Move 6” towards nearest other civilian group.
If alone, move in a random direction.
Weapons fire within 6” of a civilian (firer or target) cause them to panic. They will move to cover at
a rate of 6” per turn.
When cover is reached, the panicked civilian will hide for the remainder of the battle.
Disperse:
A figure within 1” of a civilian may take a Persuasion test. If successful, the civilian and their group
can be instructed to leave the battle area or move to a specified, safe location.
Morality:
Deliberately firing at civilians or prisoners is not permitted and area of effect weapons may not be
targeted so that the blast area includes a civilian (though a deviating shell could catch civilians in
the blast, with the normal effects).
CONCEALED SNIPERS
This option lets you run a scenario focused on finding a concealed sniper. It is an alternative to
simply having a figure with a sniper rifle in a standard scenario.
Concealed snipers are assumed to be occupying a terrain feature at all times. They may not be
placed in open ground and a miniature is not placed on the table.
The sniper player writes down which feature contains the sniper at the beginning of the game.
The opposing side must search terrain features to locate the sniper.
During the snipers turn, no action or event rolls are made. Instead, the sniper may do one of the
following actions:
Relocate Relocate to another terrain feature within 6” of the current one. This may be a feature that has already
been searched.
Fire Fire at a target. Line of sight may be traced from any point in the terrain feature occupied. If the target is
unaffected or if there are friends within 2” of the target that were not affected, they may conduct a free
Sweep attempt against one terrain feature in line of sight.
Hold Sit tight and do nothing.
If a sweep attempt succeeds in the terrain feature containing the sniper, place the miniature
anywhere within the terrain feature and play the remainder of the game using the normal rules.
If a sniper fires while within a terrain feature that enemies are in or adjacent to, they are revealed
automatically.
Snipers cannot resume hiding and a conventional figure with a sniper rifle cannot go into
concealment during a game.
DEMOLITIONS
If a scenario involves demolitions, figures must be designated as carrying explosive charges.
Charges are heavy, imposing a -1 penalty to their basic Movement speed.
To set a charge requires the figure to be in contact with the target and make a Task roll.
Once set, the charges will go off at the end of the players third turn from now.
The target is destroyed and any figure in or adjacent to the structure or within 6” of the charges goes
Out of Action.
Figures setting or dismantling charges cannot fire weapons and cannot Sprint in the turn they
attempt to do so.
FEAR
A character subject to a particularly shocking or terrifying event will roll 1-3 Shock dice, applying
the most severe result.
Multiple results will not generally carry over, though exceptions could be made.
A figure that activates within 3” of the edge, while carrying or escorting a prisoner, civilian or
wounded soldier may send them to the rear.
MINES
Mine fields can add quite a lot of tension to a game. They will require the use of a secret map or a
Game Master to maximise suspense.
Due to the time frame of the game, mines cannot be cleared during the course of an encounter.
Some scenarios will have mine fields that are known to both players, for example in a well scouted
area. This will tend to funnel the action around the field and can make for interesting player
choices as well.
To help avoid confusion about the exact location, mine fields should be anchored to a terrain
feature.
1 Found one!
The figure spots a mine and immediately stops all activity for the turn.
2-5 Okay
6 Kaboom!
The figure goes Out of Action. Roll 1K1S for every figure within 2”.
Path finding:
A figure in contact with a known minefield may try to find a path. They move at half pace, cannot
Sprint or fire weapons and must take a Task check every turn.
While path finding, the figure does not roll to set off mines.
If the Task becomes impossible, the figure must either backtrack or brave the rest of the field in the
normal fashion.
If the figure successfully makes it across the field, mark it in a suitable manner. Other figures
following the same path can cross without checks if they move at half pace.
Engineers:
A figure trained in engineering tasks won't be able to clear a minefield over the course of a game.
However, the additional training provides the following bonus:
When attempting to find a path through a minefield, any failed Task roll simply causes no progress
that turn.
NIGHT ACTIONS
This section provides a special opening sequence, suitable for two patrols stumbling into each other
at night.
With more than roughly a squad on each side, this will be fairly cumbersome. In such scenarios, it's
recommended to just use the Firing Limitations listed below.
Instead, each player alternates moving 1 figure per squad at their normal, non-rush movement rate.
No firing takes place.
As soon as the first figure moves within 6” of an opposing figure, the night phase ends immediately.
Each player rolls 1D6. This is the number of figures that will be displaced, starting with the figures
closest to the enemy.
Displaced figures are moved 1D6” in a random direction.
The side with the least displaced figures then makes a normal activation roll and begins their regular
turn.
Firing limitations:
During night combat, fire is limited to a range of 12”, unless the target fired in their turn.
Firing at such targets outside 12” range is limited to shock dice only.
PERSUASION
A scenario may involve personal interactions, bluffing, persuasion or brow-beating.
This is particularly well suited to scenarios, GM-run adventures and more role-play oriented
campaigns.
To persuade a character, a figure must move within 2”, have a line of sight and may not be firing.
Persuasion is handled as a Brawl, with each character rolling 1D6 and applying any modifier from
the table below.
On a draw, the target is unconvinced but receptive. The “attacker” may try again and will receive a
situational +1 bonus, if they try again in the immediate next turn.
Character traits:
In a campaign that uses Persuasion extensively, you may assign a character traits from the list
above.
Traits may not apply in every single situation, use discretion (or be prepared to rule as the GM).
Obtaining traits:
For a recurring character, the first time they attempt to persuade someone, roll 1D6, with a 6
indicating they have obtained a trait. Roll randomly to determine if it is positive or negative.
You may elect to roll for persuasion targets as well. This is relevant for long-term characters, and
may optionally be rolled for non player characters.
If you wish to simplify the game, don't worry about rolling for non-player characters, or assign
traits you find appropriate.
PRISONERS
A figure defeated in a Brawl or contacted while Down may be taken prisoner.
Players may not take prisoners if the target has friends within 6”.
A prisoner must be within 3” of a figure to remain under control. While in prisoner status, the
prisoner cannot be activated.
Whenever a figure activates within 3” of a prisoner, they may move the prisoner 6” in any direction.
The prisoner can be moved before or after the figure carries out their activation, and may follow the
figure or be transferred to another guard.
If a figure can move a prisoner off their starting table edge, the prisoner has been sent to the rear
and secured.
Break away:
If all enemies within 6” of a prisoner are Scared, the prisoner may run for it.
This requires a regular action die to be assigned.
Roll a single Kill die against the prisoner, then move them 6” in any direction.
While breaking away, the prisoner does not suffer any other reaction shots.
Once broken away, the prisoner reverts to their own side, but are completely disarmed. They cannot
fire any weapons, will fight at a -1 penalty in hand to hand combat and cannot throw grenades.
They can be resupplied with a basic knife and access to grenades, by moving into contact with a
friendly figure.
They may also retrieve weapons from casualties as normal.
RETRIEVING WEAPONS
A character may retrieve items on the ground simply by ending a move at the location.
If you do not track where casualties fell (for example with casualty figures or a red cross marker),
you may omit this rule.
RISKY MOVES
If an action is particularly dangerous, or a character is subject to any unexpected physical threat,
rather than using the Task system, simply roll 1-3 Kill dice, applying the most severe result.
Typically, multiple results will not carry over, though in the case of some booby traps they might.
SEARCHING
A scenario may require characters to search for an item, person or location.
A Search is used when the exact location of the item is not known.
To search a terrain feature, the character must be in contact with the feature, or, for small, stand-
alone features, within 4”.
The character must be able to attack.
The scenario should indicate which features are possible hiding spots.
SWEEP
The Sweep system can be used when an item is in a specific location, that has been marked on a
map, or placed by the GM.
To sweep a location, the character must be in contact with the feature, or within 4” (for small, stand
alone features) and able to fire.
Roll 1D6. A 1 or 6 indicates the character has either found the target (if present) or is certain the
target is not here (if not present).
Multiple characters may attempt to Sweep the same feature in the same turn.
TASKS
Scenario driven gaming can give all manner of unexpected situations and players may want to
attempt a variety of actions.
The task system gives a standardized resolution mechanic. Actions risking bodily injury should use
the Risky Moves option instead.
To carry out a task, the figure must be in contact with the target or location and cannot be fighting,
Knocked Down or Bailed.
Complex actions require the figure to be stationary while quick actions can be attempted on the
turn the figure moved into contact.
Roll Outcome
1 Delayed.
The action does not succeed but the figure can try again next turn.
2-5 Succeed as expected.
6 Failure.
This figure cannot carry out the action. If applicable, another figure could attempt.
A scenario may dictate that a character has a particular talent or skill set. If so, they receive a
second attempt if a 6 is rolled.
UNEXPECTED ENCOUNTERS
Some scenarios may involve meeting or finding something on the battle field, such as a terrain
feature that was not predicted, or a chance encounter with a character.
The inactive player places a marker anywhere on the table, provided it is not within 6” of the table
edge (on a table larger than 3x3 feet, increase this to 9”).
Move the marker 1D6” in a random direction. If a 6 is rolled, move the marker as indicated and roll
for a new distance and direction. Continue moving the marker until a score other than 6 has been
rolled.
Place the figure or object at the final location of the marker, with the marker in the approximate
centre of the feature or object.
If multiple figures are to be placed, each additional figure is placed 1D6” from the initial one
placed, each in a random direction.
WEATHER
To use weather effects, select the appropriate table for your location and time frame, then roll 1D6.
Numbers with a * will prevent all off-board mortar fire.
RAIN
1 Gloomy skies. Roll again in turn 3.
2 Light drizzle. No effects.
3 Steady rain. No effects.
4* Low visibility. All fire beyond 12” is limited to Shock dice.
5 Up to the ankles in mud. No sprint moves over 3”.
6* Miserable downpour. Each turn, opponent may roll 1D6. On a 1, a random figure becomes Nervous.
SNOW
1 Looks like it might start. Roll again in turn 3.
2 Sure is pretty. No effects.
3 Coming down pretty fast. No effects.
4 Thick and heavy. No sprint moves possible.
5* White wall. No visibility beyond 12”.
6* Frozen hell. Remove 1 random figure from each side. Troops with winter gear may roll 5+ on 1D6 to avoid.
CLOUDY
1 Uncertain weather. Roll again in turn 3.
2 Not a bad day. No effects.
3 A bit cold. No effects.
4 A faint drizzle. Wear a hat.
5 Hope it clears up. Roll on Rain table. Result applies for the first 3 turns then clears up.
6 That didn't last long. In turn 3, roll on Rain table. Apply for duration of battle.
SUNNY
1 A bit on the old side. Roll on Cloudy table.
2 Nothing to remark. Carry on.
3 Nice weather. Too bad there's a war on.
4 Pleasant warm day. No effects.
5 Pretty toasty: No effects.
6 Getting quite hot. In turn 3, roll on Burning table.
SWELTERING HEAT
1 Not so bad after all. In turn 3, roll on Bright table.
2 Very hot. No effects.
3 Extremely hot. No effects.
4 Getting hotter. Roll again in turn 3.
5 Brutal heat. Any figure rolling a 6 for Sprint moves goes Down at the end of their move.
6 Crushing heat. No figures may sprint.
VEHICLES
THE LEAST YOU NEED TO KNOW
Each crew member activated individually.
In a squad-level skirmish, even a relatively light tank represents an obstacle that most of the squad
will be unable to tackle head-on.
As such, if both sides feature a vehicle, expect that the scenario will revolve around the vehicles
slugging it out, to some extent.
Likewise, our table top represents a very modest amount of real estate. Two tanks firing at each
other are essentially going to be at point blank range.
OUR PERSPECTIVE
Five Men at Kursk is primarily an infantry skirmish game.
As such, all vehicle combat is viewed through the perspective of an infantry squad leader.
This means that many intricate details of armoured fighting vehicles will not be relevant.
To a large extent, from the perspective of the infantry man, the only important thing is whether the
enemy tank is the one burning.
CLASSIFYING VEHICLES
All vehicles must be classified in a few ways.
In many cases, this will be obvious from looking at the model.
The rules will provide classifications for a number of common fighting vehicles, allowing players to
extrapolate for themselves.
Mobility:
Vehicles may be Wheeled, Tracked or Half-tracked.
They may also be Slow or Fast.
Speed is primarily a factor of the battle field role of the vehicle, as a vehicle would rarely be able to
move at its full speed during a close range fire fight.
Generally, infantry tanks (such as Valentine and Matilda), heavy tanks (such as KV and Tiger) and
assault guns (such as StuG and SU76) are always classified as Slow, regardless of actual top speed.
Armour thickness:
A general idea of the armour thickness of the vehicle.
The tank reference sheet after this chapter rates a number of vehicles from 5 (best) to 1 (worst).
Armoured cars, universal carriers, half-tracks and other light vehicles are always rated 1.
Gun penetration:
A general idea of the penetrating power of the gun.
The tank reference sheet after this chapter rates typical guns from 5 (best) to 1 (worst).
Gun calibre:
The main gun calibre.
This is relevant for determining the effect of high explosive shells, similar to direct fire guns.
Machine guns:
This simply indicates how many machine guns are carried.
Machine guns can be fired by any crew member not performing other duties.
A player may split available Action dice between vehicle crew members and infantry as they see fit.
POOR COMMAND
Tanks where the commander must also carry out gun loading duties, due to a lack of a dedicated
loader, such as the early T34, cannot receive Scurry or Quick Fire action dice, only Engage actions.
MOVEMENT
To move a vehicle, an Action die must be given to the driver.
Drivers cannot generally be given a Quick Fire Action die.
This permits the vehicle to move according to the movement rate indicated below.
Heavy or infantry tanks move at infantry speed (5”) while most vehicles move at double that.
Vehicle Speed
Slow vehicle 5”
Fast vehicle 10”
Bonus move 3”
Bonus moves can only issued to the driver and will permit a 3” move without reactions as normal.
Turning:
Before moving, turn the vehicle and then move in a reasonably straight line.
Slow vehicles may turn up to 90 degrees, Fast vehicles may turn up to 180 degrees.
Road movement:
A vehicle on a road may turn as required to follow the road.
If the vehicle is firing no weapons, it may move an additional 2D6”.
Half-tracked vehicles cannot cross obstacles but may move through rough ground without penalty.
Wheeled vehicles cannot cross obstacles and must roll for bogging down when attempting to move
in rough ground.
1 Slow going!
Vehicle cannot move any further this turn.
2-5 Okay.
6 Stuck!
Bogged down. Require a Task check to free.
Each attempt requires the driver to be activated and takes all possible movement this turn.
CHANGING POSITION
Any activated crew member capable of movement may switch positions.
This can be to take over an unmanned position, for example if the crew is short-handed, or to trade
positions with another crew member.
This takes the full activation and prevents the figure from carrying out any other duties this turn.
If trading places, the other figure cannot take any actions either and is prohibited from activating
this turn.
Entering an open-topped vehicle by climbing over the edge uses the entire movement allowance.
Low vehicles (such as a Jeep or Universal Carrier) use up 3” of movement.
Exiting from a vehicle is treated the same as embarking, whether for crew or transported figures.
DISMOUNTED OPERATIONS
While dismounted, the vehicle crew are armed with pistols. A tank crew will have one sub machine
gun available.
Vehicle crews do not carry any type of grenades.
HITCHING A RIDE
Infantry may climb on top of a tank to hitch a ride by spending 3” of their movement allowance.
Jumping off likewise uses 3” of movement allowance.
During turns the vehicle does not intend to move or fire its main gun, riding figures can be activated
to fire normally.
If the vehicle is moving, any riders may reaction fire but cannot otherwise attack.
Use common sense in determining which vehicles can be used to ride on, and how many figures
could ride on one vehicle.
TANK TURRETS
A moving tank may turn its turret 90 degrees to either side.
A tank may be activated for movement to turn its turret, without physically moving the tank itself.
This still permits reaction fire.
A tank that is firing its main gun may turn the turret 45 degrees before reacting or firing.
Firing the main gun is done using the same rules as firing another direct fire cannon.
Tank leader:
An activated tank leader may pop open the hatch and fire, using either an anti-air craft machine gun
or a personal side arm.
Tank crews are assumed to have one sub machine gun, usable by the commander.
A leader emerging from the hatch is a viable target for reaction fire, and receives the benefits of
cover.
FIRING AT VEHICLES
Only some weapons may fire at vehicles with any effect.
Infantry may attack vehicles using anti tank rifles and portable anti tank weapons (such as the
bazooka, PIAT and Panzerfaust).
Vehicles equipped with cannon, such as tank and assault guns, may fire on enemy vehicles using
their main armaments.
Likewise, vehicles may be fired upon by using anti-tank guns and other field pieces.
Anti-vehicle fire relies on the same Shock and Kill dice as fire against infantry targets, with slightly
different interpretations.
Vehicles recovering:
Vehicles must rally in the same manner infantry figures do.
Status effects are applied to the vehicle as a whole, not to individual crew members.
It takes a single Rally attempt to regroup a vehicle.
If a crew member is Down, they can be Buddy checked by any active crew member, but doing so
prevents them from carrying out their normal duties unless the vehicle is open-topped.
Simply deduct the Armour rating of the target from the Gun rating of the firer and consult below:
Example:
A Sherman (gun rating 3) fires at a StuG IV assault gun (armour 3).
Gun rating of 3 minus Armour rating of 3 is 0, so we will use the Kill Shot column.
Flanking fire:
Reduce Armour ratings by 1 point if the shot originates from the flank or rear of the vehicle.
Concealment:
If less than half of a vehicle can be seen from the firers position, increase the armour rating by 1.
Roll D6 equal to the original Gun Rating. If any of them score a 6, the target is immobilized and
immediately becomes Nervous.
TURRET REACTIONS
When a tank is fired upon by an anti-tank capable
weapon, it may optionally turn its turret 45 degrees
towards the firer.
This does not require a reaction to be spent.
RELOADING
If the only action taken by a vehicle is firing its main gun, it is assumed to reload automatically.
If the vehicle fires a gun above 40mm calibre and takes other actions, one action must be spend by
the commander or loader to reload the weapon, before it may fire again.
Machine guns may fire against soft skinned vehicles. Roll 2 Kill dice.
Knock Downs are applied to a random crew member while Out of Action results cause the vehicle
to become wrecked and unusable for the remainder of the game.
TANK SHOCK
Whenever a tank or assault gun (but not other vehicles such as armoured cars or half-tracks) moves
closer to enemy troops or fires its main gun, it will cause Tank Shock.
If enemy infantry are within 12” and line of sight, the closest enemy not currently suffering from a
status effect is marked as Nervous.
REACTION FIRE
A moving vehicle has no ability to reaction fire.
A stationary vehicle may reaction fire only once per turn, from a weapon that did not fire.
A moving vehicle is subject to reaction fire, just like any infantry figure.
Reaction fire against a vehicle target is resolved as normal fire. No dice are dropped.
OVER RUNS
If a vehicle moves within 1” of an infantry figure (regardless of side), roll a Shock die and apply the
result to the infantry figure.
If no result is scored, the figure is moved out of the path of the vehicle.
Figures that are Scared will Retreat if an enemy vehicle moves within 1”.
Figures that are Knocked Down will roll a Kill die if a vehicle (regardless of side) moves within 1”
of them.
Once per game, a tank equipped with such ammo may declare its use. Any shot taken this turn as
well as any reaction shot taken in the following enemy turn will increase their gun rating by +1.
INFANTRY WEAPONS
In addition to ranged anti-tank weapons, infantry may have a bewildering variety of armaments
available.
Thrown weapons:
Petrol bombs, grenades and anti-tank grenades may be thrown.
The figure may take a half move towards the tank before throwing.
Use the normal grenade throwing rules. If the bomb lands on the tank, it will strike with the effects
listed on the table below.
Placed weapons:
Improvised charges and anti-tank mines must be placed.
Petrol bombs, grenades and anti-tank grenades may be placed (often representing a very close
ranged throw).
The figure must move in contact with the vehicle, the charge is placed automatically then retreats
1D6” when the charge goes off.
Both attacker AND tank always becomes Nervous after carrying out the attack.
Flame:
A vehicle will stop a flame thrower stream but will suffer 2 Shock dice.
Open-topped crew will be affected as if they were infantry and must bail out of the vehicle
immediately.
INFANTRY IMMOBILIZATION
Any placed anti-tank weapon has a chance of immobilizing the tank. Roll D6 equal to the Gun
Rating, with any 6 causing the tank to be immobilized for the remainder of the battle.
An immobilized tank that becomes Scared will have its crew bail out.
TANK REFERENCE
Speed determines base move. Slow = 5”, Fast =10”
HE effect is listed as “Number of dice – blast effect”
For example 1K1S – 2” means the blast covers a 2” area from the point of impact, and the dice roll is 1 Kill and 1
Shock die per figure in the blast area.
Tank Speed Crew MG Main gun Gun rating HE effect Armour rating
Armoured Car Fast 2 1 MG - - 1
Jeep or similar Fast 2 0 - - - 0
Half-track Fast 1 1 MG - - 1
Anti-tank rifle 0
PIAT 3
Bazooka 3
Panzerschreck 5
Panzerfaust 5
Notes:
The German short 75mm is rated slightly lower than its penetration might suggest, on account on low velocity and
resulting limited accuracy. Rate then as D if you feel this shouldn't be a factor at the ranges portrayed on your tabletop.
British 2 pounder guns are listed as no HE effect, as no HE ammo was generally issued.
A few sources mention that some shells may have been available in small quantity. If so, treat the same as 37mm HE
effect.
Tank speed is largely a function of battle field role. Heavy tanks, infantry tanks and assault guns are rated Slow, while
others are rated Fast.
When categorizing guns, a few edge cases exist. For example, the German long 50mm gun would have difficulty
defeating a Sherman but as our gaming table portrays a point blank fight, it's been placed in the same category.
As towed anti-tank gun types generally match guns mounted on tanks, this table can also be used to find gun ratings for
anti-tank pieces, simply by looking at a tank mounting the gun in question.
FEEDBACK WELCOME:
Rating armoured fighting vehicles and their armaments is something rivet-counters and tread-heads can spend days
debating.
If you feel that a particular piece of equipment is rated incorrectly, contact me with your explanation and sources. All
feedback will be considered, though no guarantees are made.
For missing vehicles, feel free to contact me as well. Generally, production should exceed 100 to be warranted for
inclusion, but some exceptions exist.
French, Japanese, Italian and other vehicles will be added once those nationalities can be added to the campaign and
force creation rules.
EVENT DIE
Along with the Action dice at the beginning of each turn, the players also roll a second, distinctly
coloured die. This is the Event die.
The Event die is only checked to see if a 1 was scored, indicating a random event takes place.
Random events and any bonus actions are resolved before any figures take any actions, with all
effects happening immediately.
Any possible bonus actions and activities do not limit the figure other than what is explicitly
described.
Events targeting a random figure are applied to a random figure of the active player, unless the
event specifies otherwise.
To select a random figure, use an appropriate die and simply count from left to right.
Roll Event
1-7 Cold feet
The three enemy infantry figures closest to you must either retreat 4” or become Nervous (opponents choice
for each figure)
8-10 Gun malfunction
Count the number of machine guns, anti tank guns, infantry anti tank weapons and tank weapons.
Select one at random. The weapon has malfunctioned and cannot be used for the remainder of the battle.
11-13 Gun jam
If fighting in winter, treat as Gun Malfunction above.
Otherwise, select a random machine gun, anti tank gun, infantry anti tank weapon or tank weapon.
It may not be fired this turn.
14-18 Distracted
Select one enemy figure that may not react this turn.
19-22 Up and at 'em
Receive one additional Scurry action this turn.
Soviet players may elect to change one of their Action dice into a Scurry as well.
23-28 Hit the dirt
One infantry figure in the open within 4” of a terrain feature may be moved into the feature without triggering
reactions. Place the figure inside the feature, anywhere within 4” of their original position.
29-32 Covering fire
Receive one additional Quick Fire action this turn.
British players may elect to change one of their Action dice into a Quick Fire as well.
33-37 Bravery
One Scared or Nervous figure of choice may rally with no dice roll required.
38-41 Accurate fire
One figure firing this turn may re roll one Kill die.
FORCE CREATION
INTRODUCTION
This section provides the tools to randomly generate a force to take into a quick game.
It is intended as a tool to essentially help create a scenario quickly, and present an unexpected set of
forces to play with.
Some players may prefer to use textbook formations, which tend to be readily available online at
the squad level.
However, it is the authors strongly held belief that tabletop armies should reflect a force that has
been in the field for some time.
This means casualties and losses but it may also mean additional gear acquired.
This chapter also covers allocating support for your squad during an encounter.
Such support is always temporary.
Weapon allocations are somewhat generalized. The scope of this game does not permit in-depth
reproduction of the tables of organization and equipment across 15+ armies over 6 years of warfare.
Players may substitute their own tables if the ones provided are inadequate.
Of course, detail-oriented players will relish the opportunity to have each squad be unique and
individual.
Roll 1D6 and use the table below to generate your basic squad size.
Note that this may well differ from the troops and equipment your squad is supposed to have,
according to the paper organizational charts.
Use Late war for 1944-45, Early was for 39-43, though interpretations may differ.
Note that the table maximum sizes may in some cases not match the number of men that should
theoretically be available.
Minor powers generally use the British (for Allies) or German (for Axis) tables.
Treat early war French as British and Italians as Germans.
Partisans and resistance members of any type will use the late war Soviet table.
Chinese use Japanese table.
Finnish always use Late German table.
For specific nationalities not listed, use whichever column fits best.
COMMANDERS
Nominate a single figure to be the Commander.
This would generally be the squad leader. Irregular forces may nominate any figure and a squad that
has suffered severe casualties may temporarily be led by whoever steps up.
If the nationality or troop type is listed below, roll 1D6, with the score indicated allowing the
assistant to be considered a Commander as well.
Nationalities or troop types not listed do not receive a roll.
KEY INDIVIDUALS
To determine if your squad has any Key Individuals, roll 3D6.
Every 6 indicates one Key Individual.
Key Individuals with the same bonus do not stack. Having two characters with the same bonus will
allow you to receive the bonus, even if one goes Down however.
SQUAD EQUIPMENT
The squad equipment consist of the following 4 groups.
These groups reflect a simple organizational measure in the rules, rather than an inherent tactical
unit.
The nationality specific options take into account both general availability as well as a few options
for player customization.
For example, an American infantry squad would not be authorized any M1 carbines, however, they
frequently found their ways into the hands of a rifleman, so we've added them to the list.
All dice rolls for variations are on 1D6. Roll the indicated number or higher to receive the variation.
Variations are optional.
TROOP RATINGS
If the game or campaign is going to use the troop ratings, you will have to determine them.
If you don't wish to use the troop ratings at all, assume a Fire Discipline and Morale of 3, 0
Mobility and both sides equal Coordination.
If you wish to portray a unit in a specific campaign, you may modify these values as indicated
below.
Simply scan the list and see if any of the adjectives apply to the situation of your squad.
If a year isn't listed, use the indicated rating for the entire war.
CHARACTER CREATION
In a campaign game, you may wish to detail your characters further.
It's recommended to use this section for your squad leader at the very least.
This section is for the purpose of role playing and adding additional character to your squad. Use it
as you see fit.
As the tables are quite random, they can produce interesting and unexpected results. People are
complex, contradictory individuals after all.
Social background
Roll Background Roll Background
1-20 Working Class 51-65 Straight out of school
Miner, factory worker, teamster or road crew. You You were the pride of the family when you got an
are used to tough work and a rough life. education.
After the war, will you ever see the world the
same again?
21-30 White collar professional 66-85 Farmer
A nice, quiet job in a nice, quiet office. Whether working the fields or digging trenches in
Not so quiet at the front. them, there's always digging to be done.
31-35 Drifter 86-90 Upper class
You grew up on the fringes of society, scratching Whether you were petty nobility, old money or
to get by. the political elite, everyone is equal under fire.
The army isn't so bad. You get fed most days.
36-40 Criminal 91-95 Long term soldier
Small time crook, hardened gangster or an enemy You wanted to be a soldier as long as you can
of the state. Doesn't matter in a foxhole. remember.
Now you are going to finish this war.
41-50 Academic 96-100 Entertainer
Whether you taught or did research, the war effort Men don't live on food alone. You lend the war a
was more important. melancholy touch.
Motivation
Roll Motivation Roll Motivation
1-14 Patriotism 62-74 Brotherhood
You love the soil you grew up on, and would When the rest is stripped away, the only thing you
march to your death to keep it free. can truly trust is your fellow soldiers.
15-26 Survival 75-81 Ambition
You've seen too many good people face down in The military provides an excellent path of
the dirt. That isn't going to be you. advancement and you intend to climb it.
27-35 Political 82-87 Fatalist
You're a model communist/fascist/democratic You did the math. You aren't coming home. Why
citizen. This is a struggle of ideology. pretend?
36-44 Glory 88-94 Family
In the worst of times, the stars shine the brightest. You have family waiting for you back home. You
You intend to make a name for yourself. have a duty to come back in one piece and make
them proud.
45-54 Revenge 95-96 Escape
The enemy will pay for the crimes they have done If you weren't here, you'd be on the run. Getting
against you and yours. shot at isn't so bad after all.
55-61 Adventure 97-100 Faith
See new lands, meet interesting people and throw You believe in a power greater than you and hope
grenades at them. It's all a bit grand isn't it? it will keep you safe.
Outlook
Roll Outlook Roll Outlook
1-5 Enthusiastic 26-75 Accepting
Full of passion for the cause. Worry about the things you can do anything
about.
6-10 Energetic 76-85 Doubting
Well motivated and eager to please. No longer writing letters about “after the war”
11-18 Optimistic 86-94 Despairing
It's going to be fine. No longer writing letters at all.
19-25 Jovial 95-100 Lost cause
No reason to be so glum. Complete mental isolation.
AVAILABLE SUPPORT
When taking the field, you will receive a number of Support rolls, based on the mission in question.
Typically, support will be one roll per squad.
Support rolls can also be used to help set up pick-up games. As such they are included here.
Roll below for your supporting elements. Each support unit must be attached to a squad.
In a multiple squad game, there is no requirement to spread the support units evenly between the
squads, but they will be extremely hard to manage otherwise.
The table below can be used as a generic table that can be used for any nationality.
Specific tables are provided for the USSR, US, German and Commonwealth nationalities.
Note that the support table does not provide anti-tank guns or other field artillery.
Such pieces must be added as part of a scenario.
Automatic support
If one side has tanks and the other did not roll any weapon capable of damaging them, the following
options are available:
Anti-tank infantry team One anti-tank infantry weapon issued. Must be crewed by existing infantry, it does not
come with its own crew.
Anti-tank assault team Force may elect to take 2 anti-tank mines or 4 anti-tank grenades in place of a ranged anti-
tank weapon.
Improvised charges or Receive up to 3 improvised charges. Finn's and Soviets may take petrol bombs instead.
petrol bombs If main anti-tank weapon is only anti-tank rifle, receive up to 3 petrol bombs and 3
improvised charges.
Many games try to present very long lists of every conceivable piece of military equipment in use.
We have elected to take a more modest approach, selecting a small range of vehicles that can be
considered typical for the army in question in 1944 and 1945.
They can then be used as a guideline to adding your own vehicles. In many cases, the distinction
between two particular vehicles, especially different marks of the same tank, may be too small to be
meaningful in the game system.
Anti-tank guns have been left off the tables as towed artillery would be unlikely to simply feature as
part of an infantry squad action.
They could be included in a special scenario, at the discretion of the Game Master or scenario
writer.
BALANCING
The tables have been slightly weighted towards certain national tendencies.
For example, Soviet players are more likely to receive snipers.
The German tables in particular, reflects the increasingly shoestring nature of the German war effort
as the conflict came to a close.
A German campaign player will be struggling against the odds, while an Allied campaign player
will have slightly less enemies to deal with. This is made up for by the fact they will frequently be
forced to attack defended positions.
SOVIET UNION
1941 SUPPORT TABLE
Roll Support element Notes
1-4 Sniper. 1 man (or woman) with sniper rifle.
5-8 Flame thrower team. 3 man team. 1 flame thrower. 2 rifles.
9-15 Scout team. 3 men with rifles.
16-26 Rifle team. 5 men with rifles.
27-34 DP team. 2 men with light machine gun.
35-39 Platoon officer. 1 man with pistol. Act as Commander to all Squads. +1 Morale.
40-48 Company mortar. Off board support. 82 mm mortar.
49-54 Maxim team. 3 men with crew served machine gun.
55-59 Rapid advance. +1 to Mobility for duration of battle.
60-65 Urrah! +1 to Morale for duration of battle.
66-69 GAZ Jeep. GAZ Jeep.
70-77 BA64. Armoured car.
78-85 Light tank 1-2 – T50
3-6 – T26 MG
86-92 Tank 1-3 – T26
4-5 – BT7 (for game purposes, use T26 stats, but add +3” to road moves)
6 - T34 / 76mm
93-96 Tank T26
97-100 Heavy tank. 1-4 – T28
5-6 - KV1
NOTES
Tank selections have been made with quite a bit of approximation, especially trying to condense
down the number of tank variants, experimental gun mountings (such as the T34 with 57mm gun)
and the variety of lend-lease equipment.
If you have specific models you'd like to use, make appropriate substitutions.
The infantry selections try to reflect the increased reliance on sub machine guns, the 50mm mortar
being phased out and other such changes.
1941 Soviet players should note that they are facing a rather up-hill struggle in many cases.
The tables provide options for increases in Mobility (reflecting Soviet offensive focus) and Morale
(allowing late-war troops to become extremely tenacious).
Combined with the high starting rating for Morale, this can make Soviet troops seem tougher than
what gamers are used to in wargame scenarios, but it helps them stay in a fight in a historical
manner, when up against German troops that generally receive more Action dice.
UNITED STATES
1942 SUPPORT TABLE
Roll Support element Notes
1-5 Sniper. 1 man with sniper rifle.
6-8 Flame thrower team. 1 man with flame thrower. 2 men with M1 carbines.
9-15 Scout team. 3 men with M1 rifle.
16-21 Rifle team. 1 man with auto rifle, 5 men with M1 rifle.
22-28 .30 cal Browning. 3 men with light machine gun.
29-35 60mm Mortar team. 3 men with 60mm mortar.
36-43 Platoon officer or senior sergeant. Commander for all squads. +1 Fire Discipline. +1 Mobility.
44-51 Company mortar. Off board 81mm mortar support.
52-57 .50 cal Browning. 3 men with crew served machine gun.
58-61 Welcome to Africa! +1 to Mobility for duration of battle.
62-65 Surprise attack. +1 to Coordination for duration of battle.
66-71 Jeep. 1 Jeep. Roll 5+ to have machine gun mounted.
72-78 M3 half-track. 1 half-track with .50 cal machine gun.
79-85 Light tank. 1-3 - M3 light tank
4-6 - M3 scout car
86-93 Tank. 1-2 - M3 tank
3-6 - M4 “Sherman”
94-97 Tank destroyer M3 tank destroyer
NOTES
As before, the tank selection is intended to be reasonably typical, made easier by the assembly-line
approach to American tank design and production.
If you have particular models in your collection, make reasonable substitutions as appropriate.
If your friends are particularly fond of Tiger tanks, feel free to add the Hellcat to the tank destroyer
entry.
Pershings were left out since their limited role in the war is better suited to special scenarios.
American bonuses will tend to be in Mobility, Coordination (which puts them on level with the
Germans, reflecting that while it's commonly argued that German troops had better low-level
tactics, the initiative almost always rested with their allied counterparts post 42) and Fire discipline.
The latter, combined with high US ratings in general will allow Americans to provide a very
unpleasant amount of reactions. This lets the Germans push hard but at a high cost, a theme that
reflects the Normandy-era fighting quite well.
Creative players could use this table for Korea reasonably well too. Consider replacing Mobility
bonuses with Fire Discipline and replace the M10 with the Pershing tank.
COMMONWEALTH
1940-41 SUPPORT TABLE
Roll Support elements Notes
1-5 Sniper. 1 man with sniper rifle.
6-8 Flame thrower team. 1 man with flame thrower, 2 men with Sten sub machine gun.
9-15 Scout team. 3 men with rifles
16-21 Rifle team. 1 man with sub machine gun, 4 men with rifles.
22-28 Bren gun team. 2 men with light machine gun.
29-35 Platoon mortar team. 3 men with 2” mortar.
36-44 Platoon officer or senior NCO. Commander for all squads. +1 Morale. +1 Fire Discipline.
45-51 Company mortar. Off board 3” mortar support.
52-58 Vickers gun team. 3 men with crew served machine gun.
59-66 Professionalism. +1 to Coordination for duration of battle.
67-71 Dig in and fight. +1 to Fire Discipline for duration of battle.
NOTES
Tank selection, as always, reflects an attempt to pick “typical” tanks and have a reasonable mix
between native production and lend-lease models.
In the end, some of the selection process must rely on making an interesting gaming table, while
trying to reflect reality.
Limited use of the 76mm in Italy did take place but has not been factored into the tables. You can
use a 5+ roll to allow 76mm in appropriate areas.
Sticklers for accuracy should note that the 2” mortar was intended (and primarily utilized for) firing
smoke shells, rather than high explosive.
Bonuses mainly revolve around Morale and Fire Discipline, fitting the stereotype of the steady,
dogged British/Canadian/ANZAC soldier.
The late war list features quite a few sub machine guns, to get some use out of all those Sten gun
models we accumulate. Feel free to replace some with rifles if you prefer.
GERMANY
1940-41 SUPPORT TABLE
Roll Support element Notes
1-3 Flame thrower team. 1 man with flame-thrower. 2 men with rifles.
4-10 Sniper. 1 man with sniper rifle.
11-20 Scout team. 3 men with sub machine guns.
21-25 50mm mortar 2 men with 50mm mortar.
25-33 Rifle team. 1 man with sub machine gun. 4 men with rifles.
34-43 MG34 team. 3 men with light machine gun.
44-49 Platoon officer. Commander for all squads. +1 Fire Discipline and Mobility.
48-53 Company mortars. Off board 8 cm mortar support.
54-59 Tripod MG34 team. 3 men with crew served machine gun.
60-66 Blitzkrieg. +1 Mobility for duration of battle.
67-69 Surprise attack. Enemy -1 Fire Discipline for duration of battle.
70-73 Kubelwagen. Soft-skin vehicle. 1 driver. No armaments.
74-80 Armoured car 1-4 – Machine gun / 5-6 –20mm cannon (use firing stats for Panzer II)
81-86 Light tank 1-2 – Panzer I (use Panzer II stats but has MG only) / 3-6 – Panzer II
87-91 Tank. 1940:
1-2 - Panzer 35-38t / 3-6 - Panzer IIIe
1941:
1 – Panzer 35-38t / 2-3 – Panzer IIIe / 4-6 – Panzer III g-h (50mm gun)
92-97 Assault gun. StuG III
98-100 Support tank. Panzer IV b/c/e
NOTES
Players will note that the later you get in the war, the worse things generally look.
Games tend to focus on what was theoretically available and we try to keep a more grounded
outlook.
With the bewildering number of versions each German tank went through, I've tried to focus on
major upgrades in armour and gun types. As always, substitute as needed, if your favourite vehicle
didn't make the cut.
Squad bonuses revolve around increasing Mobility and Fire Discipline, as well as reducing enemy
Fire Discipline, allowing an aggressive German counter-attack to get inside the enemy decision
making process, even if the strategic situation has the Germans on the back foot.
Players running Volksgrenadier type of units should increase the chance of rifle teams having all
automatic weapons to 50/50 but replace them with MP40 instead.
HEROES ALL
INTRODUCTION
Five Men at Kursk can range from very realistic to quite cinematic, often over the course of the
same battle.
Accounts of military action are full of people who turned out to be larger than life and our games
should certainly be no exception.
This section can be viewed as optional.
WHAT IS A HERO
We use the term Hero to mean a character capable of accomplishing great feats of arms.
The cause a Hero fights for and the beliefs he (or she) holds are not a factor.
As such, the term “Hero” should not be viewed as an indication of morality. It is simply a game
mechanic that allows all sides of a conflict to have exceptional fighters.
One is that heroic actions happen when you take actions or make dice rolls that beat the odds.
Under this view, any figure can potentially be a hero if they do something suitably lucky or
impressive. The rifleman that dodged 4 grenades or the sergeant that drove off half an enemy squad
on his own are perfect examples.
If this is your view, then this section is likely to not fit your game.
The other view is that a hero is a figure that can be relied upon to accomplish great tasks.
Under this view, a figure will have superior abilities if they are known to be an exceptional
individual.
If this fits your view better, then you will want to at least consider these rules.
BECOMING A HERO
A scenario may dictate that any character is a hero.
During a campaign game, events may allow a character to become heroic. This is rather unlikely but
then, such individuals are few and far between.
Heroes may always activate to move and fire, without receiving any Action dice.
When firing, the Hero may re roll any one die of their choice.
Increase grenade throwing range by +3”
Heroes receive no penalty for firing and close assaulting in the same turn.
Heroes roll 2D6 when brawling, picking the better die.
SOLO GAMING
INTRODUCTION
Solo gaming has become increasingly popular in recent years and can act both as a way to game on
your own, as well as a way for two players to play together rather than against each other.
This can be useful to ease a player into gaming or for a more cooperative experience.
It should be noted that while every effort has been made to make solo play as easy as possible, this
is not a full “artificial intelligence” system. Some player input will still be required, though in many
cases it should be quite easy to decide.
View this chapter as a selection of tools, more than a specific manner of playing.
A player could conceivably use these rules for both sides, preferring to stand back and observe what
happens from a detached viewpoint.
THE PLAN
When setting up a scenario solo, take a moment before the game begins to establish the enemy
objectives.
In most cases this will involve either defending an area or attacking an area.
Make sure you understand the exact objective the enemy is trying to reach.
POINTS OF INTEREST
After establishing whether the enemy is attacking or defending, select the objectives that the enemy
is attempting to hold or capture.
In most cases, this will be a single terrain feature. Even if your objective would be on a relatively
open area of the table, it helps to put a few small features there, to give it a visual reference point.
To guide the enemy force, we will use Points of Interest (PoI) markers. These show points that the
enemy will advance on.
If a PoI would be placed very close to a terrain feature, feel free to move it into the feature or to
adjust the position a little, allowing for a more naturally flowing game.
Meeting engagements:
In scenarios involving two forces encountering each other, there will be no objective designated.
Instead, simply place PoI according to steps 2 and 3.
ENEMY MOVEMENT
When moving, the enemy will always attempt to move towards a Point of Interest, though any of
the placed PoI can be used as a target.
A given figure, team or squad could move towards one PoI in one turn and a different one in the
following turn.
Figures can make small adjustments to their path to fit the terrain and will make appropriate detours
as needed on the way, but the overall thrust of each move should be towards a PoI or a point within
3” of it.
Troops will move in such a way to move between terrain features and cover.
Crossing open spaces will be done at a sprint.
Infantry will avoid open spaces wider than 8-9” where possible.
ATTACKING
When on the attack, the enemy will split into 3 elements of roughly equal size: Support, Flanking
and Assault.
The Support element will remain near the deployment area, moving only to establish lines of sight
to the objective.
The task for the support element is to provide long range fire and lock down the battle field through
reactions.
The Flank element will move around whichever side of the objective is least defended.
If it encounters heavy resistance, it will halt and provide covering fire, otherwise it will attempt to
move on the objective.
The Assault element will attempt to move within grenade and sub machine gun range or, if needed,
close assault, to capture the objective and drive the enemy out.
DEFENDING
When setting up for defence, separate about a third of the force as a Reinforcement element.
The Reinforcements will set up one-to-two moves from the objective to the rear.
Their role is to provide some supporting fire and to move in to counter-attack if the objective is in
danger of falling.
The rest of the force should be set up in and around the objective. Troops may be positioned up to
two moves away from the objective in suitable positions.
Defensive positions should be picked to have as many, and as long, lines of sight as possible.
If there is only one possible approach for an attacking vehicle (For example, a trail in the woods),
any defending anti-tank weapon must be positioned to cover that approach.
DECISIONS
Even if the player does not use the phased turn sequence, the enemy will in a solo game.
Proceed as follows:
1 Rallying
2 Bonus moves
3 Action roll
4 Carry out actions
Rallying:
The enemy will attempt to rally in the following order:
A Down
B Scared
C Nervous
A Commanders
B Vehicles
C Infantry within 12” of enemy
D Infantry beyond 12” of enemy
Bonus moves:
Bonus moves will be issued to either the Assault or the Flanking element (on the attack).
Apply all bonus moves to one team, alternating each turn.
On the defensive, apply bonus moves to figures that are moving to reinforce or counter-attack the
objective or to adjust positions in order to increase fields of fire.
Action roll:
When the Action dice are applied, a wide range of situations can apply. Use the following as a
guideline for priorities:
Figures that can move to generate Buddy Checks without taking reaction fire will do so as part of
their activations.
Figures that can fire without moving should take priority over ones that cannot.
Remember that moves must be aimed at a Point of Interest or its reasonable vicinity.
IF IN DOUBT
If you are uncertain which actions would be most important to the enemy, pick 2 or 3 possible
options and simply roll a suitable die to decide.
If desired, you can “adjust” the results. For example, on a 1, the Germans stay and fight, on a 2,
they move into the yard and on a 3-6, they fall back to the tree line.
NERVE
If the enemy suffer a significant set back, such as one of the three elements (on the attack) being
effectively neutralized, a Commander becoming a casualty, a vehicle being destroyed or 25% of the
force going Down or Out of Action, they must test to see if their nerve holds.
Once 25% casualties have been reached, each additional casualty (every additional 2 casualties in a
two squad game) will require a test.
1 Fall back!
If on the attack, fall back to a defensible position and fight to hold it, abandoning offensive action.
On the defensive, abandon the current position and withdraw to a safer one.
If the position comes under serious threat, check for Nerve again.
2-5 Carry on!
6 Retreat!
The force abandons the battle and will withdraw off the table, retrieving casualties where possible.
Withdrawing troops will fire as they withdraw.
The remaining force may elect to give quarter, allowing them to withdraw in peace and ending the battle
immediately.
CAMPAIGN RULES
THE CAMPAIGN
In many ways, campaign play is the ultimate war-gaming experience. You get to follow your
soldiers as they try to accomplish their objectives, stay alive and see who makes it home.
A campaign can be brief or long, it may last for a set number of battles or be open-ended.
You may decide to play as long as a given character is still alive. Campaign play is a very personal
experience, so don't be afraid to do whatever works for you.
Given the scale of the game, the campaign is concerned mainly with what happens right around
you, rather than the big picture. The efforts of your squad won't determine if Stalingrad falls, but it
might determine if you live to see it liberated.
The campaign structure assumes that you are following one squad, while any other players act as
“the enemy”.
It's well suited to solo or Game Mastered play. Alternatively, you may run two campaigns alongside
each other, with the occasional encounter between your squads.
THE NARRATIVE
The campaign rules presented are narrative in nature.
This means that they do not follow a conventional campaign structure where units are moved
around a map.
Instead, the campaign will focus on your squad, providing encounters and events.
In essence, this helps create an ongoing story, with your characters as the protagonists.
As such, you will find some functions in the campaign rules are primarily narrative in nature,
without a direct impact to game play.
As with any random system of generation, you will occasionally receive results that seem erratic,
contradictory or even downright impossible. Make whatever explanations that seem to make sense
or simply tweak the result to fit better.
In general, the first idea that comes to mind will be fine, even if it doesn't fit the generated result
100%.
SETTING UP
To start the campaign, you will need to consider the following factors:
PEOPLE KNOWN
You may optionally skip this step but it helps to flesh out the story you are telling.
Roll 3 times on this table to determine what prominent characters you know. Some may be military
personnel, others may be locals, hangers-on and assorted faces in the crowd.
Roll for each soldier that was Out of Action, according to their status at the end of the game.
Figures that are Down by the end of the battle are assumed to recover with no roll.
Roll Outcome
1-10 Mental scar
Made it out okay but has battle stress, nightmares or other mental issues.
If the character is a Key Individual, they lose the status.
A Commander must roll 1D6. On a 1 or 6, they are demoted and replaced.
11-25 Knocked out
Back in action and in pretty good shape.
26-30 Dramatic scar
Big hit with the ladies but back with the unit in no time.
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 Serious wound
The soldier will be out of action for 5D6 days.
71-80 Serious wound, reassigned
When the soldier recovers, he will be reassigned to a non combat position and leave the campaign.
81-90 Permanent injury
The war is over for this guy. Sent home.
91-100 Killed in action
A soldier finds his final rest.
Aggravated wounds:
When rolling for wound recovery time, any 6 means another D6 is rolled and added to the total.
Continue until no more 6's are rolled.
Example:
Rolling a 2, 5 and 6 for recovery time requires rolling an additional D6. I roll another 6, add it up
and roll again, scoring a 3.
The final recovery time is 22 days.
Heroes:
When rolling for injury recovery time, heroes ignore all dice that would score a 1-3.
If an injury is enough to stop a hero, it will tend to be pretty serious.
Desperate times:
This rule may be applied to Germans in 1944-45 and Soviets in 41-42.
When a soldier is injured, roll 2D6. If the roll is higher than the injury recovery time, the soldier
will remain in the unit and become Fighting Wounded.
A Wounded soldier cannot Sprint and cannot receive bonus Move actions due to squad Mobility.
They will fight any hand-to-hand battle at a -1 penalty.
Track recovery time as normal. Each battle fought while wounded adds 1 day to the recovery time
remaining. If wounded again, add the recovery times together.
After each future battle, regardless of whether the soldier sustained new injuries, repeat the 2D6 roll
to see if the soldier is sent back to medical at last.
American system:
The American medical system tended to view soldiers as interchangeable parts and there is no
guarantee a wounded soldier will return to his own unit.
This rule can be treated as an optional realism-rule.
When injured, roll 4D6. If the roll is lower than the injury time, the soldier will be reassigned to a
new squad upon recovery and will not return to this squad.
Test once, when the injury time is initially generated.
Soviet system:
Due to shortages and lower quality care, if a Soviet soldier has a recovery time exceeding 20 days,
roll 2D6.
If the score is equal or under the days in excess of 20, they will not be returning to their units.
Test once, when the injury time is initially generated.
This rule can also be applied in situations where extremely limited care is available and evacuation
is not readily available, such as Germans in Stalingrad or many of the Pacific island battles.
GROUP MORALE
If the number of squad members dead, reassigned or injured for 20+ days exceeds 1, roll 2D6.
If the roll is equal or lower than the number of incapacitated squad members, the squad Morale
rating is reduced by 1.
If the squad won the mission and caused at least 2 enemies to go out of action, roll 2D6, with a
result of 2-4 causing them to increase their Morale rating by 1.
Note that both rolls are possible after a particularly tough fight. If both succeed, they will simply
cancel each other out.
A squad reduced to a Morale score of 0 will be disbanded and the soldiers dispersed to other squads.
The campaign is over and if you were the squad leader, you are likely getting a court martial.
COWARDICE
Soldiers that left the battlefield without authorization may be accused of cowardice.
Roll 1D6 for each such figure with a 1 indicating you have been brought up on charges.
The squad leader may vouch for a soldier. In that case, roll 1D6 below.
Roll Outcome
1-2 Squad leader is brought up on charges as well.
3-6 We'll keep an eye on you. Return to the front.
Roll Outcome
1-5 Harsh court martial
The soldier is removed from the campaign permanently.
6-15 Court martial
The soldier must win a Persuasion test or be permanently removed from the campaign.
16-30 Stern talking to
If the soldier was a Key Individual, roll 1D6. On a 1 or 6 they lose the status.
31-40 Crisis of confidence
The soldier rethinks their life. For the role-playing oriented, re roll their motivation.
41-100 Found free of fault
All is forgiven. Return to the trenches.
For a more grim campaign, use the alternate table below for totalitarian regime armies. For the core
game, this is German and Soviet forces.
Roll Outcome
1-10 Summary execution
Traitors and defeatists must be shown no mercy.
11-20 Penal unit
A chance to redeem yourself. You may set up a special, near-suicide mission to play on the table top.
Success allows a return to your unit.
Alternatively, roll 1D6 with a 6 allowing the character to return.
21-30 Court martial
The soldier must win a Persuasion test or be permanently removed from the campaign.
31-40 Stern talking to
If the soldier was a Key Individual, roll 1D6. On a 1 or 6 they lose the status.
41-45 Crisis of confidence
The soldier rethinks their life. For the role-playing oriented, re roll their motivation.
46-100 Found free of fault
All is forgiven. Return to the trenches.
Find how many slots you are currently short. Figures recovering from injuries are not counted as
part of the squad.
This can mean your squad will be over-strength when injured return to their units.
For each missing slot, roll 1D6. If the roll meets or exceeds the replacement score, you receive a
brand new recruit.
For Germans, use the second score for 1945.
EQUIPMENT REPLACEMENT
If you track individual grenade use, add 1D6 grenades to your available stash. A roll of 1 allows you
to roll again, adding both dice.
CAPTURED EQUIPMENT
If you picked up any enemy weapons during the battle, roll 1D6 for each.
On a 6, you are able to keep it. On any other roll, it's either confiscated, handed over or thrown
away when the ammo runs out.
Roll 1D6 (if you have any Key Individuals in the squad already) or 2D6 (if you do not).
For each 6, a Key Individual is obtained. They will provide a +1 bonus to the lowest current Squad
Rating (players choice on a draw).
If the squad achieved its objectives, inflicted at least 2 enemy casualties and sustained no casualties
of their own, roll 1D6. On a 5-6, you may upgrade one figure to Commander status.
This does not represent a formal promotion but the improved coordination and integrity of an
experienced, battle-hardened squad.
After each encounter, any soldier that did not go Out of Action or flee the battle field unauthorized
may roll 1D6.
On a 6, they receive Veteran status.
Unlike Key Individual status, Veteran is never lost once obtained.
Hardened veterans:
If a squad has any Veteran soldiers, track if they inflict any casualties.
After each battle, select a single Veteran that inflicted at least one casualty and roll 1D6.
On a 6, the soldier becomes Hardened.
Hardened soldiers are always considered to be in cover for the purpose of incoming fire and will
never Retreat unless the player opts to do so voluntarily, when subjected to Shock dice.
Some results are included mainly for role-playing reasons, while others will affect you in a direct,
mechanical sense.
Roll Event
1-4 Meet someone new
Roll up a random NPC and add them to the list of people known.
5-8 Someone moves on
Pick a random known NPC. They leave the area (and the campaign).
9-12 Someone has died
Pick a random known NPC. They have been killed.
13-17 Picked up a straggler
A soldier has gotten lost from their unit and will be joining you for a while.
Add a basic rifleman to your squad. Roll 1D6. On a 6, they are a Key Individual.
18-22 Character encounter
One of the people you know might do you a favour. Pick a random known NPC and make a Persuasion roll for your squad leader.
If they succeed, you receive a second Player Action this turn, provided it can be justified through that NPC.
23-27 Delay
Things look quiet for a moment. 1D6 additional days pass before the next campaign turn.
28-32 Scavenging
Your squad has done some scavenging. Add a sub machine gun or pistol to your squads available weapons. If you track grenade
expenditures, add +2 grenades and +1 smoke grenade as well.
33-37 R&R
You finally get some well-deserved time far from the front.
If your squad Morale is currently lower than the national rating, restore 1 point. 2D6 days.
Generate an additional Character event this turn.
38-42 Booze and food
You've gotten your hands on some booze or proper food. For the next mission, increase squad Morale by +1.
If you know an NPC that could reasonably get this for you, you have gotten enough to last 2 battles.
43-46 Intense fighting
You are in the middle of a major battle. No time will pass before the next campaign turn begins. No player actions or Character events
will take place.
If using the Veteran soldier rule, after the following battle, if no soldier became Veteran, pick one to receive the status automatically.
47-51 While we're in the area
Another unit is passing through and lends a hand. For your next encounter, make an extra Support element roll.
52-55 Light duties
You get a rotation guarding a supply depot or checkpoint behind the lines.
1D6 days pass. Roll another Character event.
56-60 Best men for the job
You are given a particularly dangerous assignment. In your next encounter, the enemy will have 3 additional riflemen for every Squad
you deploy.
If you use the Veteran rule, roll 2D6 after the game. Each 6 allows you to turn one soldier of choice into a Veteran.
61-64 No break
Complete all post-battle campaign steps this turn but no time passes. The next campaign turn begins on the same day.
65-69 Squad recognized by officer
Whether from the platoon, company or battalion, the squad received a mention.
Increase any one squad rating of your choice by +1 in your next battle.
70-74 It's all coming together
Increase the lowest Squad Rating by +1 permanently. In case of multiple ratings that are equally low, pick one.
75-79 New faces coming in
If currently under strength, all missing positions are filled. None of the new arrivals will have any skills.
80-84 Miserable weather
Too hot, too cold, too dry, too wet. Whatever it is, it's making you miserable.
If the wait time before the next encounter is more than 2 days, the squad Morale rating goes down by 1 for the next encounter only.
85-89 Outbreak of disease
Something is going around. Roll 1D6 for every soldier. Every 4-6 will require that many days of recovery time.
90-93 New orders coming in
Wait 1 day and roll for a new campaign event.
94-97 Big push
Something big is under way. For your next encounter, make an additional Support roll and add 3 additional enemy riflemen.
98-100 A day in the life of..
Wait 1 day and receive 2 additional character events.
Roll Event
1-4 Letter from home
A reminder why you are out here. Once during the next mission, this soldier may rally for free.
5-9 Change of motivation
Time to think. Roll up a new motivation for the soldier.
10-15 Extra training
You've picked up some extra training along the way. If using the Veteran rule, roll 2D6. If either is a 6, the
soldier becomes a Veteran.
16-18 Meet the boss
You have an encounter with the Battalion commander.
If the last mission was a success, you now have a friend in high places. This can avoid one court martial later
in the campaign.
If the last mission was a failure, you've made an enemy. Roll on the court martial table.
19-22 Promotion or commendation
Finally, someone recognizes you for your true worth.
The figure may act as a Commander in future games.
If already a Commander, the figure becomes a Key Individual on a D6 roll of 6.
23-28 Quick recovery
Randomly select a wounded or sick soldier and reduce their recovery time by 1D6 days.
29-31 Weapon broken
Pick a random weapon carried by the figure. It is broken beyond repair.
If this was the squad machine gun, you must go without for your next mission.
For any other weapon, it is lost. If this would leave you without a weapon, replace with a rifle.
32-34 Reassigned
Your skills are needed behind the lines or on the home front.
You won't see your friends again but you'll survive the war. The figure leaves the campaign.
35-38 Leave
The soldier is granted home leave for 3D6 days.
Upon returning, roll 1D6. On a 1 or 6, they must roll a new motivation.
39-44 Sickness
You've eaten, touched or otherwise interacted with something you shouldn't. It will take 1D6 days to recover.
If the soldier has mental trouble from injuries, they are sent to a ward and will be gone for 3D6 days instead.
45-50 Accident
Roll 1D6.
1 – Dropped equipment on your feet. Escape with a bruise.
2-5 – Hit by heavy equipment. Injured for that many days.
6 – Weapons discharge. Roll on the Injury recovery table.
51-53 Disciplinary measures
The soldier has been found guilty of some real or imagined infraction of military discipline.
For the next encounter, the soldier cannot apply any Veteran or Key Individual bonuses.
Hardened Veterans are too gnarly to care.
54-59 Argument
Get in a fight with another squad member. Roll 1D6.
1 – Get in a fight. Resolve as a one-round brawl, with the loser needing 1 day of recovery time. On a draw,
both will need to recovery.
2-5 – Get it out of your systems. All is well.
6 – A shadow hangs over the unit. Reduce squad Morale rating by 1 in the next encounter.
Event conflicts:
In some cases events may be in conflict or overlap with each other.
In this case, resolve each event in turn, in the following order: Campaign events – Character events
– Bonus campaign events – Bonus character events.
This usually means that the next campaign turn will revolve around a special or user generated
scenario.
Such scenarios may have special rewards or penalties assigned to them.
The passage of time is important if you are trying to follow historical events, as well as for the
recovery of injured or sick soldiers.
For any soldier with recovery time, reduce their remaining recovery time by the days passed.
SETTING UP MISSIONS
INTRODUCTION
This chapter covers how to generate an encounter as well as the opposition you will be up against.
MISSION TYPES
You may be given two types of missions: A military mission or a side mission.
Side missions are generally small affairs where a few men set out to find something, while military
missions can encompass the whole range of activities you can get involved in.
In a campaign, the rules will dictate this by random roll. For a pick up game, simply choose
whatever sounds most fun.
BATTLE AREA
The time period you are playing in with obviously dictate your table quite a bit.
In most cases, simply set up a visually appealing table and play on it.
If you wish for a more mechanical approach, you can use this:
Fill the table with markers, with approximately 6-8” between them. In 10mm scale and below, you
may wish to reduce the distance to 5-6”.
For each marker, roll 1D6 and replace it with the indicated type of terrain feature.
Once all markers have been generated, you may wish to move them around slightly to make a more
appealing table. For example, if you generated multiple buildings, clustering them near each other
will make for a nice little village.
THE OBJECTIVE
Roll below to determine who is taking the initiative. The opposing side will be trying to prevent
them from achieving their objective.
Use the “Offensive” entries if the date in your game matches a major offensive.
Otherwise, use the generic columns by year.
If the action is a side mission, simply roll at random to determine who is initiating it.
In a solo campaign, the players squad is always initiating the side mission.
SET UP
In a meeting engagement or side mission, set up both sides within 6” of the table edge.
The side with the lowest Coordination score sets up 3 figures or 1 vehicle first, then alternate until
all troops are set up.
Squads must set up within 6” of their Commanders.
In an attack, the defenders set up first, anywhere on their half of the table.
Attackers will set up within 6” of the table edge, as above.
MOVING FIRST
The attackers move first. In a meeting engagement, the side with better Mobility moves first.
In a solo campaign, the human player always moves first.
THE FORCES
Roll on each table below.
If you don't wish to play a multiple-squad game, omit that roll.
Side mission
Squad leader and 1D6 squad members picked at random.
Meeting engagement
Each side begins with one squad.
Military action
Each side begins with one squad.
The attacker may roll twice on each column, picking the better roll.
SPECIAL CONDITIONS
If you wish to use the Weather rules, roll now.
If fielding 1 squad or less and no vehicles, optionally roll 1D6. On a 1-2, the game begins as a
Stealth mission.
In meeting engagements, roll 1D6. If the roll is equal or lower than the number of squads, fire
support is available from the platoon mortar (if applicable).
In military actions, roll 2D6 and pick the lowest roll for the attacker. Roll 1D6 for the defender.
If the roll is equal or lower than the number of squads, fire support is available from the platoon
mortars (if applicable).
THE TABLE
Set up a table with any terrain of your choice. Ensure that about a quarter to a third of the table is
covered in terrain.
The gaming area should be about 2.5-3 feet long and wide.
The allied forces set up first, within 6” of their table edge. Axis forces set up second, within 6” of
the opposite table edge.
ALLIED FORCES
You have the following men at your disposal:
Squad ratings
For this training game, you will receive 3 reactions, 3 rally attempts and 1 bonus move per turn.
If you are playing Soviets, you instead receive 2 reactions, 4 rally attempts and 1 bonus move.
AXIS FORCES
You have the following men at your disposal:
Squad ratings
For this training game, you will receive 2 reactions, 3 rally attempts and 2 bonus moves per turn.
ACHIEVING SUCCESS
The first squad to cause 3 enemy soldiers to go Out of Action wins the encounter.
The scenario is small enough that you can play twice, changing sides.
It is heavily abbreviated, leaves out many details and provides only a subset of the game system.
It will allow you to play very quickly and with a minimum of work.
ACTION DICE
Each turn, roll 3 action dice. Add 2 dice if your squad has FIRING
a support element attached. Add 1 die if you have better Roll Shock and Kill dice based on weapon.
Coordination. Close range: +1 Kill die if target is in the open.
Battle range: +1 Shock die if target is in the open.
Assign each die to a figure in command distance. Long range: Shock dice only.
1 Scurry. Figure may move and cannot be reacted to. Count 1's and 6's. Apply best result to target and remaining
results within 6”.
2-5 Engage. Figure may more and fire (in either order).
6 Quick shot. Figure may fire and cannot be reacted Shock 1 Nervous. May move or fire.
to.
Shock 6 Scared. May not act.
Retreat if in open or if already scared.
BONUS MOVES
You receive bonus moves equal to your Mobility score. Kill 1 Down. May not act.
Each allows a figure to move 3”. Kill 6 Out of Action. Remove from play.
Closest friend becomes Nervous
REACTIONS
While the other side take their turn, you receive reactions
HAND TO HAND
equal to your Fire Discipline.
Resolve immediately upon contact. Opposed D6 roll.
After any visible action, you may fire.
Attacker gets +1.
Roll only Shock dice at battle range. Roll only Kill dice at
close range.
On a draw, defender retreats 6” and becomes Nervous.
Win by 1, defender retreats and becomes Scared.
MOVING
Win by 2+, defender Out of Action.
Base move is 5”. May skip firing to sprint 1D6” extra.
May Hug Dirt after moving into cover. Not visible while
Winner moves 6”.
Hugging Dirt.
RALLYING
Up to four figures within 6” of each other may move on
Rally attempts equal to Morale score.
one activation or bonus move, if they are not visible to
enemy at any point.
Nervous Is now okay.
Scared Is now Nervous.
Down Move into contact, roll Kill die
and apply result.
If no result, is okay.
DESIGNER NOTES
Thank you for buying and reading Five Men at Kursk. I hope you get many hours of enjoyment out
of this game.
Five Men in Normandy has always had a big spot in my heart. It was the first game I published after
quitting my job to become a game developer, and it was the springboard for the entire FiveCore
family of games.
Going back and revisiting it was an enormous amount of fun, as well as a good exercise in just how
much you can push, tweak and twist the mechanics without breaking anything.
The aims for Kursk was to fine tune the game in a slightly different direction: Meaner, leaner and
more in your face.
A lot of rules are simpler now, combat is often more brutal and unforgiving and there's a much
bigger focus on being a squad-level military game.
When I wrote the original game, I didn't know if people would use it for military actions or small
adventures. The feedback has generally been towards the former and I wanted to fine-tune the rules
to nail that type of action, while also addressing some of the more common stumbling blocks for
new (and veteran) players.
The result is the game you now hold in your digital hands.
More importantly, with the wonders of digital publishing, there is no need for one version to
supplant another.
Kursk was intentionally created as a “side title”, allowing us to try mechanics that would be far
more daring than if it had been “Five Men in Normandy” second edition.
Whether you have been here since the beginning, come in during the FiveCore days or just come on
board, Nordic Weasel Games wouldn't exist without you.
Through this hobby, I've met amazing individuals. Whether you know it or not, this game is yours
as much as it is mine.