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Platoon #1
Required
2nd Lieutenant (Officer) Inexperienced (35pts)
Composition: 1 Officer
Weapon Range (") Shots Pen Special Rules
1 x Rifle 24 1 - -
Options: Rifle
Infantry
Medium Mortar Team (M1) Inexperienced (35pts)
Composition: 3 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Medium mortar 12-60 1 - Team Weapon, Fixed,
Indirect Fire, HE (2")
Special Rules: Team Weapon, Fixed, Indirect Fire, HE (2")
Armoured Cars
M8 Greyhound Regular (135pts)
Damage Value: Armoured car/carrier (7+)
Weapon Range (") Shots Pen Special Rules
1 x Open turret-mounted light AT 48 1 4 HE (1")
gun
1 x Coaxial medium machine gun 36 5 - -
(MMG)
1 x Pintle-mounted, 360 degree 36 3 1 -
heavy machine gun (HMG)
Options: Add an additional pintle-mounted HMG with a 360 degree arc of fire.
Special Rules: Recce, Open-topped, HE (1")
Platoon #2
Required
2nd Lieutenant (Officer) Inexperienced (35pts)
Composition: 1 Officer
Weapon Range (") Shots Pen Special Rules
1 x Rifle 24 1 - -
Options: Rifle
Infantry
Flamethrower Team (M2-2) Regular (50pts)
Composition: 2 Soldiers
Weapon Range (") Shots Pen Special Rules
1 x Flamethrower (infantry) 6 D6+3 3 Team Weapon,
Flamethrower
Special Rules: Team Weapon, Flamethrower
Name Description
Assault No penalty to hit when moving and shooting. Infantry models armed with an assault weapon
count as tough fighters.
Assault No penalty to hit when moving and shooting. Infantry models armed with an assault weapon
count as tough fighters.
Awkward Treated as LMGs rather than MMGS. Must be fired against the same target as the vehicle
Weapon Layout hull-mounted MMG.
Awkward Treated as LMGs rather than MMGS. Must be fired against the same target as the vehicle
Weapon Layout hull-mounted MMG.
Easily Catches If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers
Fire rather than just 1 before taking a morale test.
Easily Catches If a roll on the vehicle damage table results in the vehicle catching fire add D3 pin markers
Fire rather than just 1 before taking a morale test.
Fixed Only targets enemies within front arc. On Advance, doesn't move, but can rotate and fire at –1
to hit. Run order as normal.
Fixed Only targets enemies within front arc. On Advance, doesn't move, but can rotate and fire at –1
to hit. Run order as normal.
Flamethrower Number of hits caused is multiplied into D6 (D6+1 if vehicle-mounted flamethrower). Roll for
damage like normal. No –1 Pen penalty when at long range. Gun shield doesn't apply when
shooting at artillery targets. Extra protection doesn't apply when target's inside buildings.
Neither building nor gun shield offers protection against a flamethrower. Any unit hit takes
D3+1 pins.
Flamethrower Number of hits caused is multiplied into D6 (D6+1 if vehicle-mounted flamethrower). Roll for
damage like normal. No –1 Pen penalty when at long range. Gun shield doesn't apply when
shooting at artillery targets. Extra protection doesn't apply when target's inside buildings.
Neither building nor gun shield offers protection against a flamethrower. Any unit hit takes
D3+1 pins.
HE (1") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player
must declare which type of shot the weapon is firing as he declares the target.
HE (1") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player
must declare which type of shot the weapon is firing as he declares the target.
HE (2") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player
must declare which type of shot the weapon is firing as he declares the target.
HE (2") Some weapons can fire either anti-tank shots (using Pen value indicated) or HE shots. Player
must declare which type of shot the weapon is firing as he declares the target.
Indirect Fire These indirect fire weapons cannot be fired at targets within their minimum range (see
weapon profiles). If a target is within this minimum range the shot misses automatically.
Check rulebook/app for full details.
Indirect Fire These indirect fire weapons cannot be fired at targets within their minimum range (see
weapon profiles). If a target is within this minimum range the shot misses automatically.
Check rulebook/app for full details.
Open-topped Pinned by hits from small-arms same way as infantry. If assaulted by infantry vehicle is
destroyed automatically if damaged. If hit by indirect fire add +1 to damage result roll. All hits
upon upper surface of vehicle count +1 penetration and +1 damage result.
Open-topped Pinned by hits from small-arms same way as infantry. If assaulted by infantry vehicle is
Name Description
destroyed automatically if damaged. If hit by indirect fire add +1 to damage result roll. All hits
upon upper surface of vehicle count +1 penetration and +1 damage result.
Recce When reversing can reverse at full Advance rate (i.e. 12” or 9”) rather than half rate, and
manoeuvre as if driving forward.
Recce When reversing can reverse at full Advance rate (i.e. 12” or 9”) rather than half rate, and
manoeuvre as if driving forward.
Team Weapon Weapon requires two or more men to shoot at full effect. There are three types of team
weapons – squadbased team weapons, support team weapons and artillery team weapons.
See app/rulebook for full details.
Team Weapon Weapon requires two or more men to shoot at full effect. There are three types of team
weapons – squadbased team weapons, support team weapons and artillery team weapons.
See app/rulebook for full details.
Thin Sides Shots to side of vehicle get additional +1 pen modifier (i.e. +2 in total)
Thin Sides Shots to side of vehicle get additional +1 pen modifier (i.e. +2 in total)
Vulnerable All shots to the side and rear of this vehicle get additional +1 pen modifier (i.e. in total, +2 for
side hits and +3 for rear hits).
Vulnerable All shots to the side and rear of this vehicle get additional +1 pen modifier (i.e. in total, +2 for
side hits and +3 for rear hits).