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Result <6 = suppression. 7+ = kill. Once hit roll on the defence table if score is achieved the hit is ignored.
3. Test for enemy unit reaction for any enemy troops that are already deployed or deployed this turn.
Target Suppression Kill
1D6 Die Roll: Enemy Unit Reaction
Open Ground 6 5+
1 figure fires an aimed shot.
Prone, Soft cover 5+ 4=
1-6 figures – Suppressed figures are rallied.
Hard Cover 4+ 3+
If the unit is out of range – make one move 6
Combat:
1 forward unless the unit is in cover and has no
suppression hits. Doom Squad hit on 4+, enemy hit on 5+.
Cavalry will charge towards the nearest Doom
Squad and will fire before contract if in range. Combat Factor Bonus [+]
2-5 figures in the unit fires. Pistol, Carbine, Shotgun 1
1 Suppressed figure is rallied but cannot fire. SMG 2
If the unit or vehicle is out of range it will Close Combat Specialist 2
2-5 advance one move 6 and can fire if the unit move Red dot sights 1
into range. Swords, Trench Weapons 1
Cavalry will charge towards the nearest Doom Team Risk:
Squad.
Unit will advance 6 and not fire if it has no If Team suffered a Kill result not saved. Roll 1D6; 1 = KIA, removed from play; 2-5 = wounded; 6 = Suppressed.
suppressed figures, vehicle will advance.
If the unit withdrew this turn it will make another
6
withdraw move and will loose a figure.
Cavalry will not move towards the enemy and will
not fire.
4. The player can test for firing for their own troops at this point if they ‘held fire’ during their own
phase.