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observation table D6Infantry in the Open Firing . . . . . . . . . . . . . . . . . . . . . . . . 2+Infantry in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+Obscured Infantry Firing . . . . . . . . . . . . . . . . . . . . . . . . . . 3+Obscured Infantry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4+
Deployed Gun in the Open Firing . . . . . . . . . . . automaticDeployed Gun in the Open . . . . . . . . . . . . . . . . . . . . . . . . 2+Obscured Gun Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+Obscured Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
Vehicle in the Open Firing . . . . . . . . . . . . . . . . . . automaticVehicle in the Open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+Obscured Vehicle Firing . . . . . . . . . . . . . . . . . . . . . . . . . . . 2+Obscured Vehicle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3+
Aircraft . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . automatic
Modifiers
If the observing unit has the Scout special rule . . . . . . . +1If the target unit is an Infantry team of 3 men or less . . -1
resUltsGreater Than = DestroyedTarget Destroyed . Must take Battle Counter .
Less Than = Glancing HitNo Effect . Target must take Morale test .
Equal to = PinnedTarget Pinned . Must take Morale test .
Double 1 = ImmobilisedTarget Immobilised . Must take Morale test .
AP Shell ModifiersTarget Moved last turn -1Target is Obscured -1Firer Moved (or will move) this turn -1Target is a Deployed gun -1Ace crew +1
HE Shell ModifiersTarget Moved last turn -1Target is Obscured -1Firer Moved (or will move) this turn -1Ace crew +1
anti-tank grenaDe attaCks1 Heavy Casualties Remove 1D3 infantrymen .
2-4 Casualty Remove 1 infantryman .
5 Success - Side Armour Penetration 6 attack against side armour .
6 Success - Rear Armour Penetration 6 attack against rear armour .
armoUr Penetration table 2D6 SS O N M L K J I H G F E D C B A
1 7 8 9 10 11 12 12 - - - - - - - - -
2 6 7 8 9 10 11 12 12 - - - - - - - -
3 5 6 7 8 9 10 11 12 12 - - - - - - -
4 4 5 6 7 8 9 10 11 12 12 - - - - - -
5 3 4 5 6 7 8 9 10 11 12 12 - - - - -
6 3 3 4 5 6 7 8 9 10 11 12 12 - - - -
7 3 3 3 4 5 6 7 8 9 10 11 12 12 - - -
8 3 3 3 3 4 5 6 7 8 9 10 11 12 12 - -
9 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12 -
10 3 3 3 3 3 3 4 5 6 7 8 9 10 11 12 12
11 3 3 3 3 3 3 3 4 5 6 7 8 9 10 11 12
12 3 3 3 3 3 3 3 3 4 5 6 7 8 9 10 11
13 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9 10
14 3 3 3 3 3 3 3 3 3 3 4 5 6 7 8 9
15 3 3 3 3 3 3 3 3 3 3 3 4 5 6 7 8
aimeD Fire to-Hit table D6Range Small Arms MGs Autocannon Flamethrower AP Shell HE Shell
0-5" 2+ 2+ 2+ 2+ 2+ 2+5-10" 3+ 3+ 3+ 3+ 2+ 2+10-20" 4+ 4+ 4+ - 3+ 3+20-30" 5+ 5+ 5+ - 4+ 4+30-40" - 6+ 6+ - 5+ 5+40-50" - - 6+ - 6+ 6+50-70" - - - - 6+ 6+
1s always miss, 6s always hit, regardless of modifiers.
small arms rate oF FireWeapon RoF Max Range Crew Special
Rifle 1 30" -SMG 1(2)* 10" -DP Light MG 2 30" 1 manMaxim Medium MG 5 30" 2 menDShK Heavy MG 6 40" 3 menMG34 bipod mount 5 30" 2 menMG 42 bipod mount 6 30" 2 menMG34 tripod mount 7 40" 2 menMG42 tripod mount 8 40" 2 menTank MG (bow, co-axial, etc) 3 30"Pintle mount MG 5 40" Light Autocannon 6 50" 2 men also Light HEHeavy Autocannon 8 50" 3 men also Light HEMultiple Autocannons 10 50" 2 men also 2 Light HEMultiple Medium MG mount 10 30" 3 men Man-pack Flamethrower 10 5" 1 man Open Cover saveVehicle Flamethrower 10 10" - Open Cover save
* increases to 2 at under 5", but only when used with the Infantry Assault order.
Cover save table Infantry / Vehicle
Deployed Gun
Open 6+ noneSoft 5+ 6+Hard 4+ 4+Reinforced 3+ -Hardened 2+ -
Unit morale table D6D6 Roll Infantry Gun Vehicle Aircraft 1 Pinned/Rout-Surrender Abandoned Abandoned1 Return to Base 2 Pinned/Rout-Surrender Abandoned Pinned OK 3 Pinned2 Pinned2 OK OK 4 OK OK OK OK 5 OK OK OK OK 6 OK3 OK3 OK3 OK3
Notes1 Only abandoned if the vehicle is already pinned, immobilised, a soft-skinned vehicle, or the vehicle has enemy infantry within 10" and no friendly infantry within 10" i.e. in close support). Otherwise treat as Pinned.2 Veteran and Elite Infantry units treat this Pinned result as an OK result. 3 As well as passing the morale test, the unit is inspired to get into the action. The unit may immediately attempt a Beyond the Call of Duty test.
tUrn1. Roll Orders Dice
Squad 1D6+officersPlatoon 2D6+officersCompany 3D6+officersBattalion 4D6+officers
2. Issue First Order
3. Issue Second Order
4. Issue Third Order...etcContinue this process until all orders are issued .
5. RallyRemove pinning markers from pinned units .
battle CoUnter taken Unit Destroyed
Any unit is destroyed, or routs, or a gun/vehicle is abandoned .
RallyRemove 1D6 pinning markers for each counter taken .
Under Air AttackFirst time a unit is attacked by an aircraft .
Under Flamethrower AttackFirst time a unit is attacked by a flamethrower.
Senior Officer DestroyedExtra counter if a destroyed unit was aSeniorOfficer.
Out ScoutedIf enemy has more scout units .
Enemy Captures an Objective If enemy claim an objective . Tactical Co-OrdinationAseniorofficerattemptstousethe
special order .
rUles reFerenCe sHeet
Unit eXPerienCe testbeYonD tHe Call oF DUtY,
taC Co-orD & assaUltsInexperienced unit: 4+Regular unit: 3+Veteran unit: 2+Elite unit: 2+
area Fire eFFeCt table - D6 RoF Range Infantry Deployed Soft-skinned Open-topped Enclosed Aircraft
gun vehicle vehicle vehicle 9+ Short - 0-10" 2+ 2+ 2+ 4+ 5+ - Medium - 10-20" 3+ 3+ 2+ 5+ - - Long - 20-30"+ 4+ 4+ 2+ 6+ - 6+
5-8 Short - 0-10" 3+ 3+ 2+ 5+ 6+ - Medium - 10-20" 4+ 4+ 2+ 6+ - - Long - 20-30"+ 5+ 5+ 3+ - - 6+
1-4 Short - 0-10" 4+ 4+ 2+ 6+ - - Medium - 10-20" 5+ 5+ 3+ - - - Long - 20-30"+ 6+ 6+ 4+ - - -
Armour Piercing shell 1 - 6+ 3+ 6+ 6+ -HE from very light gun 1 5+ 5+ 2+ 5+ 6+ 5+HE from light gun 1 4+ 4+ 2+ 4+ 6+ -HE from medium gun 1 3+ 3+ 2+ 3+ 5+ -HE from heavy gun 1 2+ 2+ 2+ 2+ 4+ -1 Range has no effect on Area Fire from High Explosive or Armour Piercing shells.
Spotter Sequence1. Request Artillery Fire2. Priority Check3. Communication check4. Position spotter round .5. Roll for deviation6. Fire for Effect
Fire For Effect1. Determine the number
of shots2. Roll for Barrage Accuracy3. Allocate Direct Hits4. Allocate Pinning Hits5. Resolve Direct Hits6. Resolve Pinning7. Rounds Complete
artillerY Fire seQUenCe
Spotter Round Accuracy
1 Wild Misses by 4D6" in a random direction
2-5 Miss Misses by 2D6" in a random direction
6 AccurateMisses by 1D6" in a random direction
Artillery Barrage Accuracy
1 MissNo Effect
2-5 PinningPinning Test
6 Direct HitRoll for damage
movement sUmmarY tableUnit Off-Road On-Road
Infantry 5" 5"Vehicle see vehicle dataCavalry* 8" 10"Bicycle 3" 12" Horse towed gun 4" 6"Manhandled very light gun 3" 4"Manhandled light gun 2" 3"Manhandled medium gun 1" 2"Manhandled heavy gun - -Aircraft anywhere
* Once per game cavalry may charge up to 12"