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TURN SEQUENCE Table 1 Table 2

INITIAL LEADER RATINGS RANDOM ORDERS CHART (Roll D20)


1. Roll for leader points (Table 1) BASED ON UNIT MORALE RATING
1.1. 1D4 + leader rating (minimum of 1 point. (Roll D20) Roll Good Morale Bad Morale
1.2. Suppressed leaders get 0 points. 1 Sprint away from enemy # Attempt to surrender @
1.3. Leaders of units in bad morale do not get the die roll, only their leader rating (minimum of Roll Green Veteran Crack Elite 2 Rush toward enemy # Sprint away from enemy
1 point) 1-2 0 0 1 1 3 Rush toward nearest friendly soldier Rush to nearest cover
2. Place order chips 3-4 0 1 1 1 4 No action this turn # Fire at nearest enemy
2.1. Start with highest level leaders and work down. 5-6 0 1 1 1 5 No action this turn Move toward nearest friendly soldier
2.2. Cost 1 leader point per 12 " the solider is from the leader. 7-8 1 1 1 1 6 No action this turn # Rush in random direction
2.3. Costs 2 for a leader to give himself a fire order and 1 to give himself other orders. 9 - 10 1 1 1 2 7 Same as nearest friendly soldier with orders Sprint away from enemy
2.4. Higher-level leaders can use their points: 11 - 12 1 1 2 2 8 Same as nearest friendly soldier with orders # Move away from enemy
2.4.1. To give orders to soldiers just like team leaders can; 13 - 14 1 2 2 2 9 Same as nearest friendly soldier with orders Sprint away from enemy
2.4.2. To give points to lower-level leaders (1 level down). This costs 1 point per 12 " the 15 - 16 1 2 2 2 10 Same as nearest friendly soldier with orders # Sprint in random direction
lower-level leader is from the higher-level leader (e.g. a squad leader with 3 points 17 - 18 2 2 2 3 11 Rush toward leader (to find out what's up) Move in random direction
can give 2 points to a leader 8 " away but only 1 point to a leader 15 " away.) 19 - 20 2 2 3 3 12 Rush toward leader (to find out what's up) Sprint toward nearest cover
2.4.3. To change a lower-level leader's objective. 13 Same as last turn Rush toward nearest cover
3. Roll for random orders (for soldiers who did not get any orders this turn) Table 3 14 Same as leader # No action this turn
(Tables 2, 3) HEROIC ACTIONS 15 Same as leader No action this turn
3.1. LEADERS NEVER GET RANDOM ORDERS. (Roll 2 D6) 16 Same as leader # No action this turn
3.2. Suppressed soldiers without order remain suppressed and do not roll for a random order. 17 Fire at nearest enemy No action this turn
4. Reveal order chips Roll Result 18 Fire at nearest enemy # No action this turn
5. Resolve Hasty Fire and Grenade Throws (Tables 6, 7, 8, 9, 10) 2 Become a leader - issue 1 D4 orders 19 Fire at nearest enemy No action this turn
6. Movement 3 Automatically hit with a grenade 20 Heroic Action Go Berserk
6.1. Movement rates as follows: 4 Double attack factor or +2 in HtH
6.1.1. Move = 1 - 6 " 5 Double movement distance # If soldier is greater than 24 " from his unit, random order becomes Rush toward leader
6.1.2. Rush = 6 - 9 " 6 Movement distance times 1.5 @ Move toward enemy until contact is made
6.1.3. Sprint = 9 - 12 " 7 Take and single, normal action
6.1.4. Moving Fire = 1 - 6 " 8 A hasty fire and any movement
6.2. Suppressed soldiers can only move away from the enemy. 9 Any movement and normal fire
6.3. Soldiers with 1 wound cannot sprint. 10 Take any two normal actions ORDERS
6.4. Soldiers with 2 wounds cannot rush or sprint. 11 Act in each phase (hasty fire, move, fire)
6.5. Soldiers move at half speed through woods, creeks, up stairs etc. 12 Go Berserk Possible orders that may be given to infantry are:
6.6. Soldiers lose 2 " for crossing walls, hedges, doors, windows, etc.
6.7. Weapon crews with men missing move at half speed. All heroes immediately rally and unsuppress. Fire Fire during the normal fire phase
7. Normal Fires (Tables 6, 7, 8, 10) Effects of heroic actions (except Berserk) last Hasty Fire Fire during the hasty fire phase
7.1. Spotting for only one turn. Move Move between one and six inches
7.1.1. Light Woods = 4 D4 " Rush Move between six and nine inches
7.1.2. Heavy Woods = 1 D4 + 2 " Table 4 Sprint Move between nine and twelve inches
7.2. Ammunition Moving Fire Execute a move order (move between one and six
7.2.1. If the unit rolls any 1's on the Combat Resolution table, roll 1 D6 for each soldier to EVENTS THAT TRIGGER A MORALE CHECK
inches) and fire at half effectiveness during the fire
check weapon status: Event Modifier to Die Roll phase
7.2.1.1. For any automatic weapons a roll of 1 or 2 means the weapon is out of ammo Soldier is killed 0 Reload/Unjam Reload or unjam a weapon
or jammed; Received artillery fire 0 Unsuppress Remove suppression at end of turn
7.2.1.2. For any other weapons a roll of 1 means the weapon is out of ammo or jammed. Someone hits a mine +2 Rally Rally a soldier to try to get a unit in bad morale
8. Hand-to-hand Combat Becomes cut off -4 back into good morale
8.1. Divide melee into individual combats. Unit is surprised 0 Toss Grenade Prepare and throw a grenade during the hasty fire
8.2. Each set of combatants rolls an averaging die with the following modifiers to roll: Attacked by a flame weapon +3 phase
8.2.1. Wounded -1 Attacked by MMG or HMG +1 Setup Weapon Setup some weapon (e.g. setup a medium or heavy
8.2.2. Suppressed -1 Threatened to be cut-off +4 machine gun, prepare an anti-tank weapon for
8.2.3. Leader +1 firing, prepare a satchel charge, etc.)
8.2.4. Hand-to-hand expert +1 No action The soldier does nothing in the upcoming turn
8.2.5. Terrain Advantage +1 Table 5 Special Anything not covered above
8.2.6. 2 or more on 1 +1
MODIFIERS TO MORALE CHECK
8.2.7. Berserk (optional) +1
8.3. The winner of the roll inflicts the number of wounds on the loser equal to the difference in Situation Modifier to Die Roll
the rolls. Pinned +1
8.4. In the case of a tie, BOTH soldiers take a wound. Broken +2
9. Morale Checks (Tables 4, 5) Cannot see enemy +2
9.1. Roll 1 D10. If this number is: It is dark +2
9.1.a. less than the number of men alive in the SQUAD; or Attacked by vehicle +2
9.1.b. less than three times the number of men in a crew-served weapon team; or Leader -LR
9.1.c. less than the number of men in the FIRE TEAM if the rest of the SQUAD is not in line Cover
of sight, Open +3
then the team passes. Light +2
9.2. If the number rolled above is greater than 10, the team breaks. Medium +1
9.3. Otherwise the team is pinned and all men are suppressed. Heavy +0
Very Heavy -1
BERSERK SOLDIERS ARE IMMEDIATELY RALLIED Morale Rating
AND UNSUPPRESSED. THEY ARE IMMUNE TO Green +2
FURTHER SUPPRESSION WHILE THEY REMAIN Veteran +1
BERSERK. BERSERK SOLDIERS MUST MOVE Crack 0
(MOVE OR MOVING FIRE) TOWARD THE Elite -1
NEAREST, KNOWN ENEMY SOLDIER TO ENGAGE
IN HAND-TO-HAND COMBAT.

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