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Battlegroup-QRS-4.pdf
Latest Edition date/time:
22/09/25 23:32
Approved as a fan play aid by the rules’
designer, Warwick Kinrade, posted in the
Battlegroup Facebook group’s file section

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The following page is to be printed separately category/battlegroup/

from the last 2 pages*. Print only the next page Document Version # Changes:
1. Initial edition showing the fire flow
(2) and then flip the page over to feed it into the with black arrows only. 2019/03/24
2. Added Grenade clarification (+1D6
printer bottom of page first & print page 2 ROF) & clearer Area & Aimed fire flow
again. You should have the bottoms on the with green and reddish-brown arrows.
2019/03/25
back of the tops. Then cut in half, making a 3. The only change in QRS-3 from QRS-2
is that I now note that the page num-
half-sized QRS, two identical copies. bers are from the 2013’s original rule-
book isbn: 978-0-9573132-2-4. 2022/09/25
4. Page numbers in QRS-4 are from the
updated rulebook of 2016 isbn: 978-0-
*The last 2 pages are to be printed so page 9573132-8-6. This edition was requested
(3) is on the back of page (4) makes a normal by intrepid Canadian Battlegrouper,
Luis A. Fernández, icb. 2022/09/25
QRS: double-sided & Letter-sized.
If you use A4 paper, click FIT in the Adobe
Reader dialog box.
mine often suffer mechanical problems. 4. Issue need Third Order...etc
a battlegroup . Collecting and The2 theatre
Veteransupplement’s lists treat thisusing
armyunits
and Elite Infantry multiple
Pinned bases,
result as theresult.
an OK best thing to
O
adly that Immediately play this counter on an Continue returns to base. Remove the aircraft from
paintingthis process
miniatures is auntil allof the
large part Manhandled
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As well
3
unit
contain lot as
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atest, the unit
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isisinspired
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atest.
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atest,
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unts as enemy vehicle (but not an aircraft). Roll wargaming hobby, and as such building infantry squads and dice sustained
the aircraft is not destroyed.
BATTLEGROUP • RULES
battlegroup, and willtanks, to important
very command
a D6 on the Breakdown table. If your up this collection can become something unit
units, may teams,
signal immediately attempt
whetherartillery,
you winmedics,
a ‘Beyond the
or lose etc .
Call
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K
Aircraft
in deciding anywhere
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5. Rally of life’s work for dedicated (obsessive)
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ms, aircraft’s own speed,unitmeaning pinned
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the rear as stragglers. The unit counts as
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QRS-4 22/09/25 23:32 different ‘types’ of army, the principal
destroyed.
Points
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of battle, instantly
If test be given
is passed, free
the Order,can won’t
shells.
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full details. at higher velocity than How infantry are based doesn’t really game sequence. Then,
TABLETOP WARGAMES RULES FOR 15mm & 20mm MINIATURES
combatants of war at that time, and each units
brave
In Sometimes,
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ground mounted weapons. Aircraft Bombs have an impact on the game, as long as
ediately has its own advantages, disadvantages and
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EXPERIENCEcall
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heroic deeds which
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WARWICK KINRADE and ‘style’ of player . You’ll learn the tankand
units with beyond
do
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will
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heroicvery
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them a
medals. marker,
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e table Autocannons also have
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GROUP
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ARMY
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LISTS,
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5+
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to mobile RATING
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itCall
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aircraft Typhoon and American P-47 were armed
of life’s Artillery
work for Spotter
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until all five men Order
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have the default level ofof for not
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unless it can be repaired. stated inluck
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not be confused with your battlegroup . force, your thelists, all
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ave a with ground attack rockets. All rocketswargamers (author included
marker, here) . Air Observer
a Forward battlemust
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have
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FIRE
morale decide
EFFECT
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Order
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have a Rate and standard recommended points
th lots can 6only be fired The theatre supplements
in pairs, but multiple do it, usingeach
theinclude
Request Artillery Fire Inexperienced unit: 4+of Fire its Order,
of Duty and
order it may
does notstill receive
count
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different ‘types’ of army, RoF Range Infantry a force . Deployed Soft-skinned Open-topped Enclosed asAircraf
Severe Breakdown Regular. Order this turn, a Beyond Call
the principalforce created for a specific
Points values are howgame.
you Your
pick getsof the1 . victory .
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another for
order the different
(therefore sized
gaining games,
much pairs can bevehicle
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the same
down attack.
badly, order and then, instead of Fire for Effect, Regular
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4+ its Duty
of Order,order and does
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receive
combatants of war at that time, and each collection will be far
In simplistic larger,
terms, theand
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Veteran unit: at all . A combination well as athis
Orders recommended
turn – what table size .two
heroes!).
fire its Rocketsperhaps
are highly inaccurate, and
catching fire as well, and giving the aircraft the Manoeuvre and gun
Regular
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3+
4+ its vehicle
another
Order, order
and (therefore
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gaining
receive
has its own advantages, disadvantages Note:
many different
value, theunits . You
‘better’ thewon’t
unit . Ause
powerful of Elite
multiple
Veteran bases
unit:unit: and single figures 2+ Orders this turn – what heroes!). .47
a"big2016’s 5+pgtwo
Short - 0-10 Regular unit: another4+ order (therefore gaining
worth2+ 2+ 2+ -
me, after always hit
the on
crewa 6,abandon
regardless ofcounts
it. It range as Fire order.9+ 3+
and ‘style’ of player .Page numbers
You’ll learn the forthem
this QRS-4
alltank aregame,
with
every from gun
but is updated
occasionally edition.
more probably the
Elite unit: best compromise . 2+
A rocket has an armourpg.50 Veteran unit: 2+ Orders this turn – what heroes!).
they and modifiers.
destroyed. ins and outs as you (Page
go, butnumbers Medium
suffice toinyou
QRS-3 are
than from
an
will be able - 10-20
the " all out
original
infantryman
to get them 2013
with a 3+
rulebook.)
mere rifle. 3+ unit:
Elite 2+2+ 5+ - -
penetration value as for guns, and If the target45 point is not within the line GameSIZE
Size Minimum Maximum ‘Standard’ 20mm 15mm
say, infantry-based forces, often backed
up by artillery, of
always attacks a vehicle’s rear (actually will
42
sight
fightofvery
a Forward Long
and have- a20-30
really big
differentAir Observer,
artillery . or
"
Heavy artillery is worth more than light
+ battle . As most
4+
When picking a force, it will be
GAME
4+ Points 2+ Points
This game is designed to be played at
Points6+ table size - size
table 6+
wargamers find, their collection is rarely
AIRCRAFT BOMBS
battles to mobileone is not 5-8
armoured present,
units with Short - there
then the to a
complete,pg
0-10
aircraft crew
.58-60
maximum points "
value,
is always something
3+
set by the 3+
Squad
four different sizes, from 2+squad
100 small 350 250 5+ 6' x 4' 6+
4' x 4' -
lots of tanks . players before the game . If both sides vs squad actions up to larger battalion
tly like
Bomb HE Size Penetration Medium
to HEor
add Rating
have new - equal
10-20
an models
" include .
to
number
4+If, then
of points,
4+
Platoon 351 2+ 750
actions . The larger the game, the more
500 6+ 6' x 6' -6' x 4' -
ons.
Small Medium
The heart of your hobby9is your Long
by some -good
7/3+
you 20-30 get "an
+even
willfortune, an game is5+ that is
army(well, 5+ you’ll need, as well
Company
miniatures 751 3+as a1250 1000 - 6' x 8' -6' x 6' 6+
Medium Heavy
collection of miniatures,12but this should 9/2+
completed,
the then invariably
theory) . Of course, they startuse
how you onthe correspondingly
Battalion 1251tabletop . Below
larger 2000+is 1500 6' x 10' 6' x 8'
ircraft
Large Heavy 151-4
not be confused with your
Shortforce,
-1 0-10
another11/2+
battlegroup . one .
" 4+
your luck on the day, and lots of
4+
.10
a guideline
pg
2+
for the minimum, maximum
6+ or larger or- larger -
A battlegroup is small combined-armsMedium - 10-20
other factors will ultimately 5+ "
decide who and5+
standard recommended3+ points - - -
force created for a specific game. Your
10larger, and include
Longgets
- 20-30 "+
the victory .
6+ 6+ 4+
required for the different sized games, as
- - -
collection will be far well as a recommended table size .
UNIT MORALE TABLE
many different units . You won’t use
D6 Roll Infantry them all every
Gungame, butVehicle Aircraft
Armour Piercing shell 1
occasionally
- 6+ 3+ 6+ 6+ -
1 Pinned/Rout-Surrender Abandoned
you will be able to get Abandoned
them all out 1 Return to Base
2 Pinned/Rout-Surrender Abandoned
and have
HE
Pinned
a really big battle .
from veryOK
As most
light
Game gun 1
Size Minimum 5+Maximum 5+
‘Standard’ 20mm 2+15mm 5+ 6+ 5+
Points Points Points table size table size
3 Pinned2 wargamers find, their
Pinned 2 HE OKfrom
collection is rarelylight
OKgun 1 4+ 4+ 2+ 4+ 6+ -
Squad 100 350 250 6' x 4' 4' x 4'
complete, there is alwaysHE
OKfrom medium gun 3+ 3+ 2+ 3+ 5+ -
something 1
4 OK OK OKPlatoon 351 750 500 6' x 6' 6' x 4'
5 OK HE OKfrom heavy
to add or new models to include . If,
OK gun
OKCompany
1
751
2+ 1250 2+
1000 6' x 8'
2+6' x 6' 2+ 4+ -
by some good fortune, an army is
OK3 OK3 OK3
6
noOK
3
Range has
1 they start on
completed, then invariably effect on Area1251
Battalion Fire from High Explosive
2000+ 1500 orx 10'
6' Armour6'Piercing
x 8' shells.
pg.19-20 another one .
*minimum 1" movement or larger or larger
pg.48-49

test must be taken.


Notes 10
fractions up) are also killed and a morale Rating.
1
Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned destroyed (unless if specialized units).
is destroyed by the hit, then D3 (round
vehicle, or the vehicle has enemy infantry within 10" and no friendly infantry *regardless of either’s remaining Battle
into impassable terrain, then it counts as
within 10" i.e. in close support). Otherwise treat as Pinned.
pinned. If the vehicle they are riding
cliffs, count as impassable. If a unit moves • that out-scouted the other.
riders are immediately disembarked &
2
Veteran and Elite Infantry units treat this Pinned result as an OK result. Impassable Terrain—such as rivers or
tank is hit by enemy fire, then the tank same…
3
As well as passing the Morale test, the unit is inspired to get into the action. The
(soft cover) to the vehicle & so pinned If described in their own rules. • with the lesser Battle Rating loss. If
unit may immediately attempt a ‘Beyond the Call of Duty’ test.
Tank Riders—can be targeted separately unit (such as mines going off), which are same…
ground can also have other effects on the the most objectives is the winner. If the
must then be given orders individually.
exceed normal maximum). Dangerous If the same BR, thenwhich ever holds
ordered. Once disembarked personnel
‘BEyONd ThE CALL Of dUTy’ TEsTs etc, then it can only move D6" (but not • with the highest total BR remaining.
may not Open Fire but Spotters may be If the test is passed, the unit can
Sometimes, in the heat of battle,
Vehicle Passengers—while embarked, instantly be given a free Order,a minefield, across scree-slopes (rocks)
brave individuals or well-led which occurs out of the usual rain, such as over barbed wire or through of priority):
units do things that are above
2.5". game sequence. Then, immediately time limit, the winner is the side (in order
and beyond the call of duty, resolve that Order. If the unit
move through an area of dangerous ter-
the building model, so it can only move Time limit reached—if you agreed to a
heroic deeds which gain them taking the test is already Pinned,
Dangerous Ground—If a unit must
promotions and prestigious medals.
takes half its basic move, measured from then instantly remove the Pinning his turn, you win.*
A very good Morale roll means a marker, and then issue the specialup to the obstacle instead.
order to exit a building, an infantry unit All enemy units pinned—at the start of
‘Beyond the Call of Duty’ test can Order. The unit has suddenly not enough to cross the obstacle, move it
diately be placed inside the building. In
be attempted. First, the unit must galvanised itself into action, or its total movement distance by D6"*. If table.*
roll to see if it will attempt it. Roll
the building model, then they can imme- its officer or NCO has suddenly
a D6 and compare it to the unit’s inspired the men to do something Obstacle—wall or a hedge, again reduce turn, you hold all the objectives on the
that the majority of the unit is within 1" of
experience level. Unless otherwise – now! Objectives taken­­—at the end of an your
a building, an infantry unit must move so
stated in the army lists, all units
the terrain. Roll once for each such move.
have the default morale level of
Entering and Exiting Buildings—to enter If the unit has not already had an
reduce its total D6"* per move it spends in total battle rating, you win.
Regular. Order this turn, a Beyond the Call
ken or rocky ground or piles of rubble, total of counters exceeds his battlegroup’s
difficult terrain or obstacles. of Duty order does not count as
Inexperienced unit: 4+
Difficult Ground—woods, marshes, bro-
its Order, and it may still receive
Enemy exceeds Battle Rating—running
Reduce by an additional die, each, if in
Regular unit: 3+ another order (therefore gaining two
Vehicles Reversing—reduce by D6". *
Veteran unit: 2+ Orders this turn – what heroes!).
TERRAIN EFFECTS HOW TO WIN
Elite unit: 2+
n. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
9
10
3 3
BATTLEGROUP • RULES

3 3
3
3
3
3
3
3
4
3
5
4
6
5
7
6
RULES REFERENCE S
8
7
9
8
10
9
11
10
12
11
12
12
-
12
1

2-4
Heavy Casualties
2. Issue First 1D3
Remove
Casualty
Order
infantrymen.

Fire
3. Issue Second Order
. . . . . . . . . . . . . . . . . . . . . . . automatic 11 3 3 3 3 3 3 3 4 5 6 7 8 9TURN
10 11 12 Remove 1 infantryman.
MOVEMENT SUMM
1. Roll Orders Dice 5 Success - Side Armour
12 3 3 3 3 3 3 3 3 4 5 Squad
6 7 8 9 1D6+officers
10 11 4. Issue Third Order...etc
Unit O
it has the Scout special rule . . . . . . +1QRS-4 22/09/25 23:32
13 3 3 3 3 3
ARC
3
OF
3
FIRE
3 3 4 Platoon
5 6 7 8 2D6+officers
9 10
Penetration
Continue
armour.
6 attack against side
this process until all
Infantry
over
of 3for anti-tank . -115mmpenetration & artillery 3D6+officers orders are issued.
Infantry,
3 Turrets,
Company
TABLETOP
an Infantry WARGAMES
team menRULES
or lessFOR & 20mm MINIATURES
14 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 6 Vehicle - Rear Armour
Success
s the Sniper Scout special rule. . . .KINRADE
-1 Battalion 4D6+officers Penetration 6 attack against rear
Area
! by WARWICK
15 3 3 Aimed
3 3 3 @ Pintle
3 MGs:
3 3360°,
3 3 3 4 5 6 7 8 5. RallyCavalry*
armour.
it has the One Man Turret rule . . . -1

RULES REFERENCE SHEET


Guns: 90°, Case- 2. Issue First Order Remove
Bicycle pinning markers from
pinned units. pg.12
mate: 45° pg.22-23 Horse towed gun
• Unit De
3. Issue Second Order Manhandled very light gunAny uni
SMALL ARMS RATE OF FIRE RESULTS gun/veh
@RoF OBsERvATION
Max Range CrewTABLE – D6
Special
@ ANTI-TANKTURN ARMOUR AIMED
4. Issue FIRE
pENETRATION
Third TO-HIT
Order...etc TABLE– –2D6
TABLE
MOVEMENT D6 Manhandled
SUMMARY TABLElight
Greater
gun
Than = Destroyed• Rally
1. Roll Orders Dice
Infantry
1 in the Open
30" Firing . -. . . . . . . . . . . . . . . . . . . . . . 2+ SS O Small
Range N Arms
Squad M L KMGs Continue
J
1D6+officers thisUnit
I Autocannon
H process
G F until
E D all C B AManhandled
Flamethrower Off-Road
AP Shell medium
Target Destroyed.
On-Road
HE Shell gun
Must takeRemove
Battle C
Roll once based on RoF
12 2+orders - are- issued. -Manhandled heavy 2+gun Hit
Infantry
1(2)* in the Open
10" . . . . . . -. . . . . . . . . . . . . . . . . . . . . . 3+ " Less Than 5"= Glancing counter
10-5" 7 9 2+10 11 2D6+officers
8 Platoon 12 2+Infantry
- - - 2+ -
- RESULTS - 52+
Obscured Infantry
30"Firing
2/1 OBsERvATION . . . -. . .–.D6
TABLE . . . .RoF
. . . .2. at
. . .under
. . . . . .10
3+" ANTI-TANK Company 3D6+officers TABLEVehicle
ARMOUR pENETRATION – 2D6 see No
vehicle data • Under
Morale tA
-Aircraft
Greater Than = Destroyed Effect. Target must take
Infantry 25-10"6 7 Battalion
8 3+ 9 10 4D6+officers
11 3+12 12 - 3+- - - - 3+ - - 2+ 2+ First tim
G 2in the Open
Obscured Infantry. Firing. .. ..... .. .. .. .. .. ..... .. .. .. .. .. ..... .. .. .. 2+
30" 1 man . . . . . . . . . 4+ SS O N M L K J I H 5. G Rally
F E D CCavalry* B A 8" Battle
Target Destroyed. Must take Counter.
Equal to = "
10Pinned
310-20 " 11
510 6 7 128 -9 - 10 4+ 11 - 12- pinning
12 - -markers
- - - from- - Than
- =- Glancing
-* Once aircraft.
12 4+ - Remove - 4+ 33+
" per 3+maytake
Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ game cavalry
12" Must charge up to
G-08 MMG 5 30" 2 men Vickers 40" range 1 7 8 9 2. Issue First Order -Bicycle Less Hit Target Pinned. Morale tes
Deployed
Obscured Infantry Gun in the
Firing . . . Open
. . . . . . .Firing
. . . . . . . . .. ..... .. . . 3+ . . automatic ! pinned units. No Effect. Target must take Morale test. • Under F
G 6 40 " 3 men 2 6 7 420-30
8 4"9 10 11 5+12 12 - 5+
5 6 7 8 9 - 10 - 11- 12
- 5+ 12
-Horse -
- towed
- - -
gun - - - - 44+
" 6" 4+
Double 1 = ImmobilisedFirst tim
Obscured
Deployed Infantry. Gun. . in . . .the
. . . Open
. . . . . . .. .. ..... .. .. .. .. .. ..... .. .. .. 4+ . . . . . . . . . 2+ Equal to gun
= Pinned
unt 5 30" 2 men 3 5 7 3"8
6 530-40 493. Issue
5 -Second
10 6 127Order
11 12 8 6+
- 9 - 10- 11 -Manhandled
- 6+ 12 - 12- - very - light-
- Pinned. - - " Target Immobilised.
35+ 4" 5+ Must take
flamethr
Mora
Obscured Gun FiringFiring . . . . .. .. .. ..... .. .. .. .. automatic
. . . . . . . . . . . . . . . 2+ Target Must take Morale test.
unt Deployed 6 Gun in the Open 30" 2 men Manhandled light gun UNIT 2" EXPERIENCE 3" TEST
Obscured Gun
4 4 5 6
640-503" 7 8 9
34. Issue 10
4 -Third
5 116 12 12
7 - 8
Order...etc - - -
9 10 6+- - -
11 12 12 Double - - - 1 = -Immobilised
- 6+ sUppREssIN
6+
unt Deployed 7 Gun in the .Open. . . . .. ..... .. .. .. .. .. ..... .. .. .. .. .. ..... .. .. .. 2+
40" . . . . . . . . . 3+ " Morale 2" OF DUTY’,
2 men 5 3 4 5 36 7 Continue
83 94 this
105process
11 6 12until
12all 8- -9 -Manhandled mediumImmobilised.
10 - 11- 12 Target
gun 1take
‘BEYOND
-Must
THEtest.
CALL
unt Obscured 8 Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+
40" 2 men
750-70 " 3 orders - are issued. - 7 -Manhandled 12 -
heavy-gun RoF
- Range
6+
-
TACTICAL - 6+Infantry D
CO-ORDINATION
Vehicle in. the 3 3 4 5 6 7 8 9 10 11 12 12 - - - -
. . . .Open
. . . . . . Firing.
. . . . . . . .. .. ..... .. .. .. .. .. ..... .. .. .. 3+ . . automatic 6 ANTI-TANK gRENADE ATTAC
Obscured Gun 8 3 3 3 3 4 5 6 7 8 Aircraft
9 10 11 12 12 - - & INFANTRY
axial, etc) Vehicle3 in the Open. 30" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+ 7 3 3 1s3 always
4 miss, 66s always
55. Rally 7 8 hit,9regardless
10 11 of12modifiers.
12 - - -
anywhere CLOSE ASSAULTS
1 Heavy Casualties
Vehicle5in the Open Firing. 40" . . . . . . . . . . . . . . . . automatic 9 3 3 Remove
3 3pinning
3 markers
4 5 from6 7 * 8Once per
9 game
10 cavalry
11ANTI-TANK
12 charge
may 12
9+ upInexperienced
-to 12
gRENADEShort - 0-10"unit:
" ATTACKs 2+4+
Remove 1D3 infantrymen.
Obscured Vehicle Firing. . . . . . . . . . . . . . . . . . . . . . . . . . 2+ 8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - -
(20mm)Vehicle6in the Open. . . 50 . . .". . . . . . .2. men. . . . . . . . . .also . . . . .Light
. 2+ HE Regular Medium unit: " 3+3+
2-4 - 10-20
Small Arms, MGs
33 pinnedand
units.3 AP Shell
6 D6 Modifiers 1 12 HE Shell D6 Modifiers
3 10 3 3 3 43 53 7 3 8 4 9 510 11 12 7 12 8 - 9 10 11Heavy 12
Casualties Casualty
Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+ 9 3 6
Obscured
n (37-40mm) 8 Vehicle Firing. 50.". . . . . . .3. men . . . . . . . . . .also Autocannon D6 Modifier
. . . . .Light
. 2+ HE Firer Moved (or will move) Remove Veteran
Firer
1D3 Moved
infantrymen.
Long unit:
- (or will
20-30 " +
Removemove) 1 4+2+
infantryman.
3 3 11 3 3 3 33 33 43 53 6 3 7 3 8 49 10 5 6 12 712 8 9 10 11 12
nons Obscured
Aircraft . . . .
10 Vehicle . . . . 50
. . . . . . . . . . . . .
. . .". . . . . . .2. men . . . . . . . .
. . . . . . . . . .also . . . . . .
. . . . .2. 3+ . .
Firer Moved automatic
Light HE (or 10
will move) this turn .11.UNIT . . . . .EXPERIENCE
. . . . . . . 2-4 . . . . -1Casualty
TEST thisEliteturnunit: . . . . . . . .SAVE
COVER . . . . . TABLE
. . . . . . -12+
5 Success - Side Armour
Aircraft 3 3 12 3 turn
this pg.36
3 3 33. . . . 33. . . .33. . . .4.3. . 5. . 3. -1
11 6 3 7Target 38 Moved 94 10‘BEYOND 5 11 last612turn 7 CALL
. . 8. .OF
Remove
9-1 5-8
. .DUTY’,
1
10 Target11 Short
infantryman.
Moved - 0-10 last "Penetration
turn/ . . Vehicle 3+
. .6.attack
. -1 agains
nt 10. . . . . . . . . . . . . 30
Modifiers . . .". . . . . . .3. men. . . . . . . . . automatic THE Infantry
rower If
Modifiersthe
10 observing unit
5" has the
1 man Scout 3 1 3 13 3 3 3
special rule
Open Cover save 33
. . . . 3
.3. +1
12 33 33 4 3 5 3 Target
6 3 7 is
83 Obscured
9 4 10
TACTICAL 11 5
5 . .6. . . 7. . . . 8-1
CO-ORDINATION Success - Side Armour
9 Panzer Medium
106 attack Ace crew -side
Deployed 10-20. . . ."Gun
. armour. . . . . . . 4+
. +1
Target is a 8Deployed & INFANTRY sUppREssINg
CLOSE ASSAULTS
Penetration (AREA) againstFIRE
6+ EFFECT none TABL
wer If
If the the
10 target
observing unit
unit hasisthe
10" an Infantry
Scout special
- team ruleof. .3. .men
3 3 . . +1 or less . 13
14 3 3 3 33
Open Cover save 3
3 -1 3
3 33 3 3 4 3 5 36 73 Inexperienced 3 9 410 5 unit: 6 7 84+ 9 Long
armour. Open - 20-30
6 "+
Success - Rear 5+Armour
gun . . . . . . . . . . . . . . . . . . . . . . . -1 Soft 5+ 6+
If the target unit is an Infantry team of 3 men or less .
If the target unit has the Sniper Scout special rule. . . . 14 -1 -1 3 3 3 3 3 3 3 3 3 RoF
3 4 Range
5 6 Regular7 8 unit: 9 Infantry
6 Success Deployed
- Rear Armour Soft-skinned
Penetration 6 Open-
attack agains
15 3 3 3 3 3 3 3 Panzer 3 3Ace crew 3 .3. . . .4. . . 5. . . . 6+1 73+ 8 6 attack
1-4
Penetration Short
Hard - 0-10
against rear"armour.
4+ 4+ 4+
nder 5",Ifbut
the target
Ifonly unit has the
the observing
when usedunitSniper
withhas Scout
the the special
One
Infantry Man rule. . . . -1rule . . . -1
Turret
Assault order. 15 3 3 3 3 3 3 3 3 3 3 3 4 5 Veteran6 7 unit: 8 armour. gun
2+ Reinforced 3+
vehicle -
pg5+ .28 veh
If the observing unit has the One Man Turret rule . . . -1 Medium - 10-20 2+
" -
Short -Elite 0-10unit: 2+ Hardened
9+ " 2+ 2+Long - 20-30"+2+ 6+ 4
Medium - 10-20" 3+ 3+ 2+ 5
! SMALL @ ! sUppREssINg (AREA) FIRE EFFECT TABLE - D6
SMALL ARMS ARMS RATE OF RATE FIREOF FIRE Long - 20-30AIMED " + 4+ 4+ 2+ 6
AIMED FIRE TO-HIT TABLE FIRE – D6TO-HIT Armour TABLE Piercing – D6 shell 1 Aircraft -
WeaponWeapon RoF RoF
Max Range Max
This RangeSpecial
Rules
Crew Sheet is for useRoF
Crew Special
Reference with the Range Battlegroup core Infantry rules Deployed Soft-skinned Open-topped Enclosed
RifleRifle 1 1 30" - "
30 - Range SmallRange Arms 5-8
MGs
Small Arms Short
Autocannon - 0-10
gun "
MGs Flamethrower 3+
vehicle AP
Autocannon HE Shellfrom 3+
Flamethrower
vehicle very HE Shell light vehicle gun 2+
AP Shell 5+ HE She
1 5
SMGSMG 1(2)* 1(2)* 10" - "
10 - 0-5" 9+ Short 2+
0-5 " "
- 0-10 2+ 2+ 2+Medium 2+ 2+ -2+ 10-20" 2+ 2+4+ 2+ HE 2+ from 4+4+2+ light2+gun 15+ 2+ 2+ -4+ 2+ 6
Assault Rifle
Assault Rifle 2/1
2/1 30" - "
30 RoF 2 at under 10"
- RoF 2 at under 5-1010"" Medium 3+ - 10-20" 3+ 3+ 3+Long3+ - 3+3+ "+
20-30 3+ 2+ 5+ HE 2+ from 5+5+3+ medium 2+ gun - 3+ 1 -3+
Bren, BAR, DP LMG 2 30" 1 man 5-10 " 3+ 2+ 2+

EESS
Bren, BAR, DP LMG 2 30" 1 man 10-20" Long 4+- 20-30"+ 4+ 4+ 4+ 4+ - 2+ HE 3+ from 6+heavy 3+ gun -1 6+ 2+
Maxim, .30 cal, MG-08 MMG 5 30" 2 men Vickers 40" range 10-20 " 1-4 4+ Short - 0-10 4+ " 4+
4+ 4+ - 2+3+ 3+ 6

HEET
Maxim,
DshK .30 cal, MG-08 MMG 5 40" 30" 2 men Vickers
BATTLE40" range "
COUNTER TAKEN
HEET
.50 cal, HMG 6 3 men
BATTLE
20-30
COUNTER 5-8 Short 5+ - 0-10
TAKEN " 5+ 3+ 5+ 3+ - 2+ 4+ 5+ 4+ 6+ -
.50 cal, DshK
MG34 – bipod mount HMG 5 6 30" 40
2 men " 3 men 30-40" Medium
20-30 "
- 10-20" 6+ 4+
5+ Medium 6+ 4+
-5+ 10-20 " - 2+
5+
5+
1
Range 5+has
6+
- no effect on
-
Area
3+4+ Fire
-
from High
4+
5 •30Unit Destroyed • -Senior Officer Destroyed 5+
6+- •- RULES
5+
• Unit " Destroyed 30" • Senior "Officer
"+ - Destroyed -5+Long6+ 5+6+ "+
- 20-30 6+ - 4+
MG42 MG34 – bipod
– bipod mountmount 6 2 men 2 men BATTLEGROUP
40-50" Long30-40- - 20-30 - 3+ 6+ 6+ 6+ 5+ 6+ 5+
MG34 – tripod
MG42 mountmount 7
– bipod Any
6 40"unit 2ismen
Any unit30 "is destroyed,
destroyed, or routs,
2 menor routs, or a or a Extra Extra
counter counter if
if- a destroyeda destroyed unit was a -unit was a
50-701-4" Short 40-50
- - 0-10 " " -4+ - 4+ - 2+ 6+ 6+ 6+ - 6+ - 6+ - 6+
MG42 – tripod
MG34 mountmount 8
– tripod 7 40gun/vehicle
"
gun/vehicle 2 men is2abandoned.
40"is abandoned.
men Senior Senior Officer. Officer.
T SUMMARYTank MG (bow, TABLE
co-axial, etc) 3 30" Medium 50-70 -"10-20Armour " -5+ Piercing 5+shell- 1 3+- - 6+ - - - 3+ 6+ - 6+ 6
UMMARY TABLE
MG42 – tripod mount 8 •40Rally 40 " 2 men 1s always miss, • Out
6s always Scouted
hit, regardless of modifiers.
Pintle-mount MG
Tank MG (bow,
5
co-axial, 6etc)
• Rally "
3 50Remove "
301D6
• Out
Long -Scouted
20-30 "+ HE from 6+ very light 6+ gun 1 4+
5+ 5+ - - 2+ - 5
Off-Road
Light
Off-Road AutocannonOn-RoadOn-Road
(20mm) Remove " 1D6
2 men pinning
pinning
also markers
markers
Light HE for Small
for each eachArms, If MGs 1sIf
enemy and enemy
always has miss, has6smore
more APalways
scout
Shell scout
hit,
units.
D6 units.
regardless
Modifiers of modifiers.HE Shell D6 Modifiers
Pintle-mount MG 5 50counter 40 "
taken. HE from light gun 1
4+ 4+ 2+ 4
"
Heavy5Autocannon " 8
5" 5(20mm)
(37-40mm)
counter " 3 men also Light HE Autocannon D6 Modifier Firer Moved (or will move) Firer Moved (or will move)
5" Light 6 50" taken. FirerArmour •will
PiercingEnemy shell Captures -and an. . .Objective
. 6+ 3+ .6+ 6+ -
1
Multiple Autocannon
Autocannons 10 50"
2 men 2 men
also also Light HE
2 Light HE Moved • Enemy(or Small move) Captures
Arms, HE MGs from
this an medium
turn Objective . . . gun
. . . . AP . 1. . .Shell
. . . -1 3+
D6this turn . . . . 3+
Modifiers . . . . . . . . . . . .HE . . -1 2+ D6 Modifiers
Shell 3
see vehicle data • Under• Under
8 30" Air Air
"
50AttackAttack this HE
turn from. . .If. very
. . . If
.
enemy . . enemy
light
. . . .gun
. . . . claim
1
-1 5+an objective.
Target Moved 5+
last turn .
Firer. . . . .
Moved-12+ Target
(or willMovedmove) 5+
last turn . . . . .
Firer. 6+Moved (or
-1 5+ will move)
1claim HE an from heavy
objective. gun 2+ 2+ 2+ 2
seeHeavy
Multiple MGAutocannon
vehicle data
mount 10
(37-40mm) 3 men 3 men also Light HE Autocannon D6 Modifier 1

Man-pack8" Flamethrower
Multiple Autocannons 10" 10 First5First
10 "timetime 1aman
50 " a unit
unit isOpen isCover
attacked
2attacked
men save
by an
also 2by an HE HE from light
Light •Firer
gunMoved (or will
Tactical
4+ move)
Target
11 Co-Ordination
is Obscured 4+ . . this . . . . turn
. . . -1 2+. . Panzer
. . . . . .Ace . . 4+
. . . crew . . .. ..... .-1. . . . .this
. . +16+turn . . . . . .- . . . . . . . . . .
8 "
Vehicle Flamethrower 10 " 10aircraft.
"
HE from • Tactical
medium
this turn Co-Ordination
gun . . Range
. . . . 3+
Target
. . has
. . . isno
. . . . . . 3+
a Deployed
effect. -1 on Area
Target Fire 2+fromlast
Moved High turn . 3+
Explosive
. . . . . -1 or Armour
Target 5+ Moved Piercing - shells.
last turn . . .
Multiple MG mount 10 10
aircraft. - "
30 Open
3 menCover save
A senior officer 2+attempts . to
. . .use. . . . .the
3 " 3" 12 " 12" HE fromAheavy senior gunofficer1 gun
attempts . . . . . . . . . 2+
tocrewuse the . . . . . -1
Target is 2+
Obscured . . . . 2+ . . . . . -1 Panzer 4+ Ace crew - .........
Man-pack Flamethrower 10 • with
Under 5 " 1
Flamethrowerman Open Cover
Attack save Panzer Ace . . . . . . . . . . . . +1
nospecial order.
* increases to 2 at under 5", but only when used the Infantry Assault order.
4" Flamethrower • 10Under Flamethrower .28
Attack special order. pg.24
6" 6" pg
1
Range has effect on Area Fire from High ExplosiveTarget or Armour is a Piercing
Deployed shells.
4" Vehicle First time10" a unit is - attacked
Open Cover
by a save gun . . . . . . . . . . . . . . . . . . . . . . . -1
un 3 " 4" First time a unit is attacked by a
3" * increases to 24at" under 5", but only flamethrower.
flamethrower.
when used with the Infantry Assault order. Panzer Ace crew . . . . . . . . . . . . +1
2" 2" 3" 3"
FALL
1" BACK OPTION
This Rules Reference Sheet is for use with the Battlegroup core rules UNIT MORALE RESULTS
un 1" 2"
2" Pinned/Rout-Surrender
If Infantry
- in Open- & receive 2+ @ roll if any casualties from
UNIT MORALE TABLE
- - aimed fire, but not if fell back
UNIT MORALE TABLE – D6– D6 If an infantry unit is reduced to less than
casualties, may fall back instead This Rules Reference Sheet is for use with the BattlegroupAircraft
core rules 50% of its starting strength or is already
anywhere D6 Roll Infantry Infantry GunGun Vehicle
with 1anywhere
casualty, into cover (or if D6 Roll Vehicle Aircraft Pinned, then the unit has had enough
none, a maximum of 10") and is 1 Pinned/Rout-Surrender
1 Pinned/Rout-Surrender Abandoned
Abandoned Abandoned
Abandoned
1
ReturnReturn to Base
to Base
12"to 12"
1
eharge
up toup 2 Pinned/Rout-Surrender Abandoned Pinned Pinned OK and seeks shelter or runs for the rear,
pinned. Do not roll Cover Save nor Morale. 2 Pinned/Rout-Surrender Abandoned OK so remove it from play. If there are no
Option only from Aimed Fire pg.31 3 3 Pinned Pinned
2
2
Pinned
Pinned 2
2
OK OK OK OK friendly units within 10", but an enemy
4 4 OK OK OK OK OK OK OK OK infantry unit is within 10" then they will
EST COVER SAVE TABLE 5 OK OK OK OK OK OK OK OK3
COVER SAVE TABLE 5 surrender. The unit counts as destroyed.
OK3OK OK3OK OK3OK OK3OK
aimed fire: 3 3 3
6 6
TY’, Infantry / Vehicle
ON
each is a Infantry / Vehicle
casualty if Deployed Gun No morale Notes
not saved Deployed Gun Notes If the infantry unit is still at or above
6+ 6+ nonenonecheck from
LTS Open
Open 1
1
Only Only abandoned
abandoned if theifvehicle
the vehicle is already
is already pinned,
pinned, immobilised,
immobilised, a soft-skinned
a soft-skinned vehicle,
vehicle, 50% strength, and is not Pinned, then it
4+ Area Fire.*
SoftSoft 5+ 5+ 6+ 6+ orvehicle
the vehicle has enemy infantry within 10" noandfriendly
no friendly infantry within 10" (i.e.
or the has enemy infantry within 10 " and infantry within 10 " (i.e. counts as Pinned instead.
3+ Hard Hard 4+ 4+ 4+ 4+ in close support). Otherwise as Pinned. No test from small arms/MG hits.
2+ Reinforced
Reinforced 3+ 3+ - - in close support). Otherwise treattreat
as Pinned. An Elite unit may always re-roll a Morale
Return to Base -Aircraft
2+ Hardened 2+ - Veteran and Elite Infantry test if it wishes.
unitsunits
treattreat this Pinned result
as anasOK
an result.
OK result.
2
Hardened 2+ - 2
Veteran and Elite Infantry this Pinned result The aircraft is driven off by fire and
Last Man Standing: If an infantry unit is
*For Area Fire only: if not cover saved, is pinned 3
3
As well
As well as passing
as passing the morale
the morale test, test, the unit
the unit is inspired
is inspired to gettointo
get into the action.
the action. The unit
The unit returns to
reduced to abase.
singleRemove
man, andtheis aircraft from
also pinned,
CT TABLE
TABLE - D6- check)
(no morale D6 and rolling a 1 causes 1 may immediately attempt a ‘Beyond the Call of Duty’ test. then
play,remove
but dohimnot from
take play, andcounter,
a battle the unit as
casualty on inf. or gun (only, not vehicle). pg.28 may immediately attempt a ‘Beyond the Call of Duty’ test. pg.46 counts as destroyed. pg.46
d Open-topped Enclosed Aircraft the aircraft is not destroyed.
Open-topped Enclosed Aircraft
vehicle vehicle
vehicle vehicle ARTILLERY FIRE SEQUENCE Abandoned
ARTILLERY FIRE SEQUENCE
4+ 4+ 5+ 5+ - -
Spotter Sequence The crew of the gun or vehicle make for
Spotter Sequence Fire Fire For Effect
5+ 5+ - - - For Effect S
- the rear as stragglers. The unit counts as
ULES REFERENCE SHEET
TURN
RULES REFERENCE SHEET BATTLEGROUP • RULES
• Unit Destroyed
Any unit is destroyed, or routs, or a
Extra counter if a destroyed unit w
gun/vehicle is abandoned.
Senior Officer.
• Un
An
• Senior Officer Destroyed

Orders
MOVEMENT SUMMARY TABLE • Rally • Out Scouted
Orders Dice
TURN gu
d 1D6+officers Unit Off-Road to On-Road unpinned units. Remove 1D6 pinning markers for eachSUMMARY
MOVEMENT If enemy
TABLEhas more scout units.
1. Roll • Ra
on 2D6+officers Infantry 5" Orders Dice5" counter taken. • Enemy Captures an Objective
QRS-4 22/09/25 23:32
Squad 1D6+officers Unit Off-Road On-Road Re
pany 3D6+officers Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
lion
TABLETOP WARGAMES RULES FOR
4D6+officers
15mm & 20mm MINIATURES
Platoon 2D6+officersFirst time Infantry 5 " 5" cou
8" 10"3D6+officers a unit is attacked by an
pg.15 by WARWICK Cavalry*
KINRADE Company aircraft. Vehicle
• Tactical Co-Ordination • Un
see vehicle data
First Order• Manoeuvre & Fire: A senior officer attempts to use th

RULES REFERENCE SHEET


3" Overruns a gun (no
Bicyclemove full & fire 1 shot. Or tracked
Battalion "4D6+officers
12fire) if not cover saved. Fir
Cavalry*
• Under Flamethrower Attack "
8special order. 10"
4" 6"
• Fire & Manoeuvre:Horse towed gun
fire 1 shot & move full First time a unit
Bicycleis attacked by a 3" 12"
BATTLE airC
Second Order Manhandled very light gun 2. Issue 3" First Order4"
• Top Speed: move double. Passenger vehicle may Withdraw to within 10" of edge then is removed.flamethrower. Horse towed gun • Unit Destroyed
4" 6"
• Un
Manhandled light gun 2" 3" Any unit is destroyed, or routs, or Fir a
• Open Fire: fireManhandled
Third Order...etc twice, nominating both targets
medium gun
3. Issue
1"
before rolls
Second Order
2"
Manhandled very light gun 3"
gun/vehicle is
4"
abandoned. flam
nue this process until all TURN move full & place passengers within 4" or
• Disembark/Embark:
s are issued. Manhandled heavy gun - Third
4. Issue MOVEMENT -
Order...etc SUMMARY Manhandled
TABLE light gun UNIT MORALE
• Rally
2" TABLE – D6 3"
1. Roll Orders Dice
disembark first Aircraft
then move/move then embark any
Continue within
this
anywhere 4"
process then untilmove
all
Unit Off-Road
Manhandled
D6 Roll medium
Infantry
On-Road
gun 1
Gun " 2"
Remove 1D6 pinning markers for eac
Vehicle Aircraf
Squad 1D6+officers
or embark
Platoonwithin 4" then move.
2D6+officers
orders are issued.
game cavalry may charge up Infantry
to 12" 5"
Manhandled
5"
heavy gun
1 Pinned/Rout-Surrender -taken. Abandoned
Abandoned
counter - 1
Return to
ove pinning markers from * Once per
ed units. • Unlimber/Limber:
Company same as
3D6+officers above but may unlimber and fire gun if
5.Vehicle
Rally
2
Aircraft
see vehicle
3
Pinned/Rout-Surrender
dataPinned2 • Under
Abandoned
Pinned
anywhere
Air2 AttackOK
Pinned OK
OK
transport not moved. 4D6+officers
Battalion Remove pinning markers from
Cavalry* 8" * Once4 per game " OK may chargeFirst
10cavalry " a unit is attacked
up to time
12OK OK by anOK
pg.19
UNIT EXPERIENCE TEST pinned units. SAVE TABLE
COVER 5 OK aircraft. OK OK OK
2. Issue First Order Bicycle 3" 12"
‘BEYOND THE CALL OF DUTY’, Infantry / Vehicle 6 OK3 • Under OK 3
Flamethrower OK3 Attack OK3
TACTICAL CO-ORDINATION Horse towed gun Gun
Deployed 4"Notes 6" RALLY
• Infantry3. Issue Close
Second&Assault:*
Order to close
INFANTRY CLOSE withinManhandled
ASSAULTS 5"Open
of enemyvery to6+contact, none
light gun
pg.15 UNIT EXPERIENCE TEST First timeCOVER
3"1 Only 4 "
a unit is SAVE
attacked TABLEby a
‘BEYOND THE CALL OF DUTY’,is flamethrower.
abandoned if the vehicle already pinned, immobilised, a/ soft-skinned ve
infantry (only)Inexperienced
must roll Experience
unit: test
4+ if fails Soft(below), pinned,
5+ see
6+ MayTACTICAL
removeCO-ORDINATION
a pin by taking a Battle Rating Counter Infantry Vehicle
Manhandled light gun 2 "or the vehicle has 3 "enemy infantry within 10" and no friendly infantry
Deployed Gun within 10
pg.27 (or see
4. Issue Regular unit:
pg.34Order...etc
Third to close assault vehicles 3+
with AT grenades,
Hard 4+
1 unit4+to a and &aINFANTRY
rolling aCLOSE
D6 for each
ASSAULTStreat counter. The die/dice 6+ none
Continue Veteran
this unit: until all
process 2+ Manhandled
Reinforced medium3+ gun- 1"in close
total is
support).
the 2"Otherwise
number of pins
as Pinned.
that may
Open
be removed
vehicle & chartElitebelow) SMG +1 ROF (both sides), Grenade +1D6 ROF
1

unit: 2+ Hardened 2+ - Inexperienced unit: 4+ Soft 5+ 6+


orders are issued. Manhandled heavy gun
2
Veteran
- Regular and Elite Infantry units treat this Pinned result as an OK result.
UNIT
(assaulters only), a unpinned defender may fire back simultaneously. from units.unit: - 3+ Hard 4+ pg.16 4+
Aircraft
3
As well
Veteran
anywhere as passing
unit: the morale test,
2+ the unit is inspired to get
D6 Roll 3+ Infantry
Reinforced into the action.
- Th
Cover Saves apply(AREA)
sUppREssINg
5. Rally to eachFIRE
casualty.
EFFECT No Fall
TABLEBack - D6option. mayNote:
Elite
page numbers
immediately
unit:
in this aQRS-3
attempt are from the original
‘Beyond
2+ the Call
2013test.
of Duty’
Hardened rulebook
2+ -
1 Pinned/Rout-Surren
Range • Request Remove
Infantry Artillery
pinning Fire:
Deployed markers onlyfromif spotter
Soft-skinned &*stationary,
Once per game
Open-topped see at right.
cavalry
Enclosed may charge
Aircraft up to 12"ISBN: 978-0-9573132-2-4. QRS-4’s page numbers are from 2016’s updated edition.
pg.16 2 Pinned/Rout-Surren
• Tactical pinned units.
Coordination:* if Senior Officer availablevehicle
and stationary,
gun vehicle vehicle sUppREssINg (AREA)ARTILLERY FIRE EFFECT FIRE TABLESEQUENCE - D6 3 Pinned2
Short - 0-10" take a2+ Battle Counter and roll Unit
2+ 2+ 4+ 5+ - 4 Enclosed Aircraft OK
Medium - 10-20" 3+
Exp. Test at right3+to unpin 1 unit. 2+
pg.16
*RoF 5+
UNIT
Range
EXPERIENCE -
Infantry Deployed
TEST-
1.COVER
SpotterSoft-skinned
Sequence
SAVE Fire
Request Artillery
Open-topped
TABLE 1. Determine the
Fire For Effect
5 number OK
Long - 20-30"+ 4+ 4+ 2+ 6+ - OF DUTY’, 6+ 2.gun Checkvehicle
PriorityInfantry / Vehicle vehicle of shots 6
vehicle OK3
• Re-arm: pg.16 (resupply: pg. 55)
‘BEYOND THE CALL
9+TACTICAL - 0-10"
ShortCO-ORDINATION 2+ 3. 2+ Deployed Gun
Communication 2+
Check 2. 4+for Barrage Accuracy
Roll 5+ -
Short - 0-10" 3+ 3+ 2+ 5+ 6+ - Notes
Medium - • 10-20Engineering: if4+stationary may
" 4+ 2+
Medium
& INFANTRY
6+
- 10-20
CLOSE
-
" - 3+
ASSAULTS Open 3+
4. Position spotter 2+ none 3. Allocate
6+ round. 5+ 1 Direct Hits - -
5. Roll for Deviation Allocate Only
Pinningabandoned
Hits if the vehicle
Long - 20-30"+ place 5+ demo charge 5+ or remove3+ a Long
Inexperienced
-
- 20-30
unit:
-
" + 6+
4+
4+ Soft 4+ 5+ 2+ 6+ 4. 6+ - 6+
6. Fire for Effect 5. ResolveorDirect Hits has enemy infant
the vehicle
Short - 0-10" minefield. 4+ pg.62 4+
Regular
5-86+ Short unit: - 0-10" 3+ Hard 4+ 2+ 4+ 6. Resolve
2+ - - 3+ 3+ 5+
inPinning
close
6+
support).
-
Otherwise tre
VeteranMediumunit: - 10-20" 3+ Accuracy -
Medium - • 10-20Repair:
2+ Reinforced
" 5+ pg.63 5+ 3+ - - - 4+ 4+
Spotter Round 2+ 7. Rounds
6+ Complete - -
Elite unit: Long - 20-30 " + 2+
5+ Hardened
5+ 2+ 3+ - -
2
Veteran and
- Elite Infantry
6+ un
Long - 20-30• "+ Recover 6+ vehicle: 6+ pg.55 4+ - - -
pg.15 RESULTS
1 Wild
Artillery 3Barrage Accuracy
1-4 Short - 0-10 " 4+ Misses by 4D6" 2+
4+ in a 6+ As well as -passing the -morale
ANTI-TANK ARMOUR pENETRATION TABLE – 2D6 Greater Than = Destroyed
sUppREssINg (AREA) FIRE EFFECT TABLE - D6 random direction
r. Piercing
. . 2+ Reaction
shell 1
Orders
SS - O toNstill-unpinned
6+M L units K can J beIactivated
3+ H at6+
G anyFtime Eduring
Medium D 6+ the B" A- turn:
C enemy’s
- 10-20 5+ 5+
Target Destroyed. Must take 3+
Battle Counter.
1 Miss - may immediately - attempt - a ‘Be
2-5 Miss No Effect
. 3+ light•gun Reserve
7 4+ 8 Move:
m. .very 5+ 5+move before 2+or after any 5+
enemy 6+ "+during) 5+ Open-topped
-4+ - order - (not
1
Long - 20-30 6+ 6+ Enclosed4+ Aircraft - - -
m light gun 1 1 RoF Range
9 4+ 10 11 12 Infantry
12
2+ - -Deployed - Soft-skinned
6+ - - -- Less Than Misses by 2D6Hit
= Glancing " in a 2-5 Pinning
m medium gun 12and 6may 3+ 7move 8 at 9Top 10Speed. 12pg.16
. . . 3+ No Effect. random
Target mustdirection
take Morale test. Pinning Test
3+ 11 2+ 12 - gun
-3+ - - -vehicle
5+ - 1 - -- vehicle vehicle ARTILLERY F
m. .heavy
. 4+ gun 1 Armour Piercing4+ shell - 6to6+= Pinned5+ 3+
Accurate 6+ Hit
6 Direct 6+ -
• 3Ambush 9+5
2+
6 Fire:
Short
7
-Open
2+ 0-10
8
"
9 Fire before,
2+ 2+ during or
10 11 12 12 HE
2+ after
- from - veryany
- lightenemy
-
2+ -gun -1 order. -
- 5+ pg .16 4+
Equal
5+Misses by 1D6 " 2+
in a
-
Roll
5+ for damage Spotter 6+ Sequence 5+
pg.42 Fire
Target Pinned. Must take Morale test.
omatic
has no effect on Area Medium - 10-20 " 3+ 3+ 2+ 5+ -
2+ pg.41
-
4 Fire
Note:
from
4more High
5 rules Explosive
6 are 7found 8 oronArmour
9 the10 Piercing
page 11numbershells.
12 HE12 from
shown, - light- gun -
abbreviated
1
- as- pg.## - 4+ 4+random direction 4+ 1. Request 6+ Artillery -
. . . 2+ Long - 20-30"+ 4+ HE 4+from medium gun 2+ 1 3+ 6+ 3+
Double 1 = Immobilised - 2+ 6+ 3+ 2. Priority 5+ Check -
5 3 4 5 6 7 8 9 10 11 12 12 - - - - - Target Immobilised. Must take Morale test.
. . . 2+ 5-8 Short - 0-10" 3+ HE 3+from heavy gun 2+
1
2+ RESULTS 5+ 2+ 6+ 2+ - 2+ 3. Communication
Light Mortar range 4+ now 30" Check -
6 3 3 ANTI-TANK
4 5 6 7
ARMOUR 8 9pENETRATION
10 11 12 12TABLE - -– 2D6 - - RESULTS 4. Position-15spotter jan2019 piersround.
. . . 3+ Medium - 10-20 " 4+ 1 4+
Range has no effect 2+on Area Fire from Greater
6+
High Than = Destroyed
Explosive or -
Armour Piercing - shells.
. . 2+ 7 SS3 O3 N3ANTI-TANK 4 L 5 K 6ARMOUR 7 8 pENETRATION
9 10 11 12 TABLE 12 - –B2D6 - A- Greater
Target Than =Must
Destroyed. Destroyed
take Battle Counter. 5. Roll for Deviation
LongM - 20-30 "+ K J J 5+I I HH GG5+ F F E E DD C3+ - Destroyed. Must- take Battle Counter. 6+ 6. Fire for Effect
.. ..3+
omatic . 2+ SS O N M L C B A TargetANTI-TANK gRENADE ATTACKs
1 8 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - - - Less Than = Glancing Hit
.. ..3+. 3+
2+ 1 1-4
7 8 Short
9 -100-1011 " 12 12 4+ - - 4+ -
- - - 2+ - - - No 16+
Less
Effect.Than Heavy
Target= Glancing
must - Morale
Casualties
take Hit test.-
2 9 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12 -12 - - Spotter Round Accuracy
.. ..4+. 3+
2+ Medium - 10-20 " 5+ 5+ - 3+ No-Effect.RemoveTarget must1D3 -infantrymen.
take Morale test. -

matic
omatic
4+
. . . 3+
2
3
6
310 5 3 6 3 Long
5
7
6
8
7
9
7 3 8- 320-30
8
10
9
11 12 12
9 3 "+103 114 6+
10 11 RULESRRULES
411 4 3 5 3 6 3 7 3 8 3 9 3 103 114 125 126 - 7 - 8 - 9 -10 -11 -12
12
-
EFERENCE
12 SHEETSHEET
REFERENCE
-
125 126 - 76+ - 8 - 9 -10 -4+
- -
-
-
- 11
-
- 12
-
-
- 12
-
-
-
-
Equal to = Pinned
2-4
Equal
Target - Pinned. Casualty
to = Pinned
Remove
Must take
1
Target Pinned. Must take Morale
Double 1 Success
= Immobilised
- Morale test. -
• Unit Destroyed
infantryman.
Any unittest.

BATTLE COUNTERBATTLE
Unit
is destroyed, orAny
1
Destroyed
routs,
Wild TAKEN COUNTER TAK
Misses
unitorisadestroyed,
• Senior Officer Destroyed
bycounter
Extra
or routs, or a "if in
4D6 a• Senior
a destroyed
Extraun c
omatic
. . 2+ 4 4 5 6 7 8 9 10 11 12 12 - - - - - - 5 - Side Armour
gun/vehicle is abandoned. Senior Officer.
512 3 3 4 3 5 3 6 3 7 3 18 3 9 3 103 114 125 126 -TURN TURN 7 - 8 - 9MOVEMENT - 10 -11 SUMMARY Double 1 = Immobilised gun/vehicle israndom
abandoned. direction Senior
.. ..2+. 2+ Armour Piercing shell 1. Roll-Orders Dice 6+ 3+ 6+
Target
MOVEMENTImmobilised.
TABLEPenetration
SUMMARYMust6+ take
6 attack
•TABLE
RallyMorale
against test.-
side • Rally • Out Scouted • Out Sc
. . .. 2+
+1 5 33 from 4 35 5light36 6 37gun7 138 8Squad 39 5+910 3 1011 12Roll Orders
1. 12 Dice - Unit7- -2+ 8- - 9- -10 - Unit Off-RoadTarget Immobilised. Must take
On-Road Off-Road RemoveMorale test. markers
1D6 pinning for1D62-5
each MissIf enemy forhas more scoutIfunits.
613 3HE 3 3 4very 3 1D6+officers
1145+ 125 126 Infantry
-1D6+officers 5+ armour. 6+ counter On-Road 5+
pg.37
Remove pinning markers each enem
.. ..3+
Squad
taken.
ss . -1 6 HE
14 33 from 33 light
34 5
gun
3 16
3 37
Platoon
38 4+ 39
Company 10
3
2D6+officers
11
34+ 12
Platoon
3D6+officers 4 12
5 6- 2+ 7-
2D6+officers
8- 9- Infantry
4+
6
5"
Success
5"
- 5
6+
Rear "
Armour 5 "
-
counter taken. Misses • Enemyby 2D6 "
Captures in a
an•Object
Enemy
. . . 3+ 7 3 3 3 4 5 6 7Battalion8 9 4D6+officers
10 Company11 12 12 Vehicle -
3D6+officers - - Vehicle see vehicle data • Under Air Attack If enemy claim an objective.
. . . -1 7 HE
Penetration 6see vehicle data
attackFirstagainst
time a unit
• Under Air Attack
rearis attacked
Firstby an a unit random direction If enem
33 from 33 3medium
33 3 34 4gun 35 5 36 6 37 3+7 38 8 39 910 33+ 1011 2+ 6- - 7- - 8- Cavalry* 3+ 5+ 10" -
Battalion 12 Cavalry*
3 114 1212
matic 1 4D6+officers 8" 10" time • Tactical
is attacked by anCo-Ordination
15 5 12 ANTI-TANK armour. gRENADE 8" ATTACKs • Tactic
. . . -1 8 3 3 Bicycle 3" 12"
aircraft.
aircraft. 6 Accurate A senior officer attempts
Atosenio
use
omatic
8 HE 3 from 3 heavy 3 gun4 6 2+ 7 2+ 2+ - Bicycle 1 2+ 4+
3" • Under 12" -
1 2. Issue First Order
. . 2+ 3 5 8 2.9Issue10 11 Horse
First Order 12 towed12 gun - ANTI-TANK gRENADE
4"gun Heavy6"Casualties
ATTACKs
Flamethrower AttackFlamethrowerspecial Attackorder.
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - Horse towed 4 " 6 "
• Under
Misses by 1D6 " in a special
.. ..2+. 2+ First time a unit is attacked by a

RULES REFERENCE SHEET


3. Issue Second Order 3. Issue Second Order 1 Remove
Heavy 1D3 infantrymen.
Casualties First time a unit is attacked by a
3
9 1 Range 3 has 3no effect3 on3 Area 4 Fire 5 from 6 High 7 Explosive
8 9 or Manhandled very light gun
10 Armour
11 12Piercing shells. 3"very light
12 - Manhandled gun4"
Remove
3" flamethrower.
4"
TAKEN random direction
flamethrower.
3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 Manhandled 3" 1D3 2infantrymen. BATTLE COUNTER
.. ..3+. 2+ 10 4. Issue Third Order...etc
Manhandled light gun 2-4 2"light Casualty
gun
• Unit Destroyed " 3"
• Senior Officer Destroyed
OF FIRE
. . . 3+ 10 3 3 3 3 3 3 4
Continue 5 this process
6 4.7Issue Third
until all8 9 Manhandled
10 11 medium
Order...etc 12 12 gun 1"medium
2-4 Remove 2" 1 infantryman.
Casualty " "
matic 11 3 3 3 3 3 3 3orders4are issued.
5 6 Continue7 this 8 process
9 until
10 all11 12 Manhandled gun 1
Any unit is destroyed, or routs, or a 2 Extra counter if a destroyed unit was a
UNIT MORALE TABLE – D6
3 3 3 3 3TURN3 3 4 5 6ordersAIMED
7are issued.FIRE
Manhandled
8 Aircraft
9 10 TO-HIT
heavy gunTABLE
11 12Manhandled –- D6 Remove
gun/vehicle - is1 abandoned.
infantryman. Senior Officer. UNIT MORALE TA
e Crew Special
omatic 12
11
3 3 3 1. Roll3 Orders3 Dice 3 3 3 4 5 6
MOVEMENT 7 8 9
SUMMARY 10 11
TABLE 5 heavy gun
Success
anywhere - Side -
Armour D6 -
Roll Infantry D6 Roll Gun Vehicle GunAirc
Aircraft • Rally anywhere • Out Scouted Infantry
- 12 3 3 3 Squad 3 Range 3 3 Small
5. Rally Arms
3 3pinning4Unit MGs
5.5Rally 6 Autocannon
7 * Once
8 per Off-Road
9 cavalry Flamethrower
10 may 11On-Road 5 Penetration
Success
AP Shell -6 attack
Side against
Armour
HE Shell side
1 Pinned/Rout-Surrender Abandoned Abandoned 1
Return
charge up to 12" Remove 1D6 pinning markers for each If enemy has 1more scout units.
Pinned/Rout-Surrender Abandoned
3 " 3 1D6+officers
3Remove markers from pinning game
. . +1 - 13 3 3 3 3 0-5
Platoon 2+
2D6+officers
pinned
3units. 3 Infantry
4 Remove
2+ 5 6 7markers
2+8 from 9 10 * Once
5" 5"2+
per game cavalryarmour.
Penetration
may
counter
charge up to 12
2+
"
taken. 6 attack against 2+
side
2 Pinned/Rout-Surrender Abandoned
2 Pinned/Rout-Surrender
PinnedAbandoned O
• Enemy 2 Captures an Objective
s. .. -1. +1- 3 3 3 Company3 3 33D6+officers
3 3 3Vehicle4pinned5 units.6 7 8 see9vehicle 10data 6 armour. Pinned Pinned OK
Pinned2 O
2
13 3
3 10" 3
RoF Pinned2
14 2 at3under Success
• Under - Rear Armour 4
Air Attack If enemy claim3 an objective.
3 3
5-10" 3 3 3+ 3 3 3 3+ 4 5 6 3+7 8 9 3+ 2+a unit6isattack OK OK OK OK
OK O
ss . man
-1 Battalion 4D6+officers
6 COVER First time
Penetration
Success - Rearattacked by2+
an rear
against
Armour 4
. . 1-1 14 3 3 3 3 3 3 3 3 3Cavalry*
3 4 5 UNIT 7 8" 8
6 EXPERIENCE 9TEST 10"
UNIT EXPERIENCE SAVE TABLE
TEST 5
COVER SAVE TABLE A senior
• Tactical
OK Co-Ordination
5
OK OK OK
OK O
pg.38
3 3 3 2. Issue
3 10-20 3 Order 3 3 4+ 3 3 Bicycle
3 4+3 4 5‘BEYOND6 THE37"CALL OF8DUTY’, aircraft.
.. .. 2-1
. -1
men
15
Vickers 40 " range First " 4+ 12"- THE CALL armour.
‘BEYOND 3+
OFPenetration
Infantry
DUTY’, 6 attack against
/ Vehicle 3+ rear
6 OK 3
/ Vehiclespecial order.6
officer attempts OK to3 use
OK 3
the OK3
OK3 O
.37
Infantry
15 3 3 3 3 3 3 3 3 3Horse 3towed gun3 4 &5INFANTRY 6 4" 7 ASSAULTS 8 TACTICAL • Under Flamethrower Attack pg.48
TACTICAL CO-ORDINATION
5+ CLOSEpg
6" Deployed
armour.Gun
CO-ORDINATION Deployed NotesGun
Second"Order
. . 3. -1
men 3. Issue 20-30 5+ 5+ - CLOSEFirst
Open time4+a unit isnone
6+ attacked by4+ a 1 Only abandoned if the vehicle Notes
is abandoned
already pinned,
if the immobilised,
Manhandled very lightInexperienced
gun 3"unit:
& INFANTRY
4"
ASSAULTS Open 6+ none a soft-skinned
4+ Soft flamethrower.
5+ 6+
1
Only vehicle is already pinned,
2 men Inexperienced unit: "
30-40"
4. Issue Third Order...etc
- 6+ light gun Regular
Manhandled 6+unit: 2" 3" -
3+
Regular unit:Hard
4+
5+
4+
3+
Soft
4+
Hard
5+ 5+
or
4+
the 6+
vehicle
4+
has enemy infantry within 10 and no
or the vehicle has enemy infantry
friendlywithin
infantry
10"within
and n
in close support). Otherwise treat as Pinned.
2 men Continue
40-50 this"process until all- Manhandled medium gun
-
Veteran unit: 1"
6+
2" unit:Reinforced 3+
2+
Veteran - 6+
-
6+ 3+ - in close support). Otherwise treat as Pinned.
F FIRE Elite unit:
Elite2+
Hardened
2+
2+
Reinforced
- 2+Veteran
2
UNIT and
MORALE- Elite Infantry
TABLE 2 units
– D6treat
andthis
ElitePinned result as treat
an OK result.
OF 2 FIRE
men orders are issued. Manhandled heavy gun
AIMED FIRE- TO-HIT -
TABLE -unit:
– D6 2+ Hardened Veteran Infantry units this Pinne
Crew Special 50-70" - Aircraft - anywhere - 6+
D6 Roll 6+3 As well as passing
Infantry Gun the morale test, as
AsVehicle
thepassing
unit isAircraft
inspired
moraletotest,
get into the action
2 men 5. Rally AIMED FIRE TO-HIT TABLE – D6 3
well the the unit is ins

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