Documente Academic
Documente Profesional
Documente Cultură
ACTION
1
x
Aimed
Fire
with
personal
weapon
crouching
or
standing
If
automa1c
weapon
and
mul1ple
target
in
hex,
choose
primary
target
an
apply
resul1ng
damage.
If
damage
>
0
roll
for
new
damages
for
next
target
and
apply
hits
if
new
damage
<
previous
damage.
Repeat
for
each
subsequent
target.
1
x
Assault
same
hex
as
enemy
Choose
Capture
or
Kill
Assault.
Check
Assault
Table.
Subtract
enemy
WS
to
Base
Hit
chance
if
WS+
1and
not
wounded/panicked
1
x
Prepare
Satchel
crouching
or
standing
1
x
Throw
Satchel
standing
(up
to
3
hexes),
no
LOS
needed
If
failure,
use
scaVering
chart
page
24.
Satchel
can
be
thrown
into
an
open
tank
or
tank
hex
:
roll
on
the
Satchel
outside
row;
Inc
or
Kill
result
=
tank
is
Disabled.
Same
procedure
for
car
+
roll
on
Satchel
Outside
row
for
each
occupant.
Satchel
can
be
thrown
into
a
car
as
thrown
into
a
building
:
roll
on
the
Satchel
Inside
row;
Car
is
Disabled,
determine
wounds
using
Prone
stance
for
occupants.
If
failure,
use
scaVering
chart
page
24.
Grenade
can
be
tossed
into
an
open
tank
as
through
a
building
aperture,
result
is
automa1c
kill
for
every
occupants.
Grenade
can
be
tossed
into
a
car
as
thrown
into
a
building
:
roll
on
the
Grenade
Inside
row;
vehicle
is
Disabled
determine
wounds
using
Prone
stance
for
occupants.
If
grenade
lands
on
the
car's
hex,
use
Grenade
Outside
row:
Inc
or
Kill
results
=
car
is
Disabled
+
roll
on
Grenade
Outside
row
for
each
occupant.
use Clear Jammed Weapon Table, add WS. B result = weapon breaks
1
x
Prepare
Bazooka
crouching
or
standing
place
the
weapon
marker
on
its
"prepared"
side
(no
yellow
line);
weapon
stays
prepared
un1l
moved.
1 x Stance Change
1
free
stance
change
per
round
if
not
wounded;
1
MPA
otherwise.
Change
occurs
acer
Paragraph
Check
1 x Move
Crawling takes all movement points (MPA). Includes moving with a Crew Weapon.
Both
soldiers
must
be
on
same
hex.
Takes
1
empty
port
for
dragged
soldier
+
roll
a
die
for
each
hex,
if
result
=
0,
solider
dies.
No
roll
for
captured
GER
1
x
Exchange
Equipment
crouching
or
standing
Soldier
must
be
on
same
hex
as
equipment.
GER
equipment
takes
1
round
and
WS
-
1
or
DS
-
1
check
for
US
solider
using
GER
vehicle
or
weapon
Commander
only,
with
command
radius
of
2.
Either
Give
Turn
to
Soldier
(not
Tank)
or
Make
Soldier
Aware
AMBUSH!
ACTION
1
x
Move
Slowly
(Vehicle)
Cost
:
2
Crew
Points
Prohibited hexes: building, rubble, crater, river, river and woods for Large vehicle only
1
x
Load
Cannon
cost:
1
Crew
Point
1
x
Aimed
Fire
with
Cannon
cost:
2
Crew
Points
Cannot Load or Fire Cannon in the same turn. No ammo check nor Jam Check
Cannot Load or Fire Cannon in the same turn. No ammo check nor Jam Check
AMBUSH!
OPERATIONS
Sighting
1.
2.
Event
Movement Check
Event Check
Perception Check
Activation Check
Accident Check
Paragraph actions
if XXX go to paragraph XXX and
conduct actions
Condition Change
1.
2.
3.
AMBUSH!
1 US Awareness Phase
Round 1 : Perception Check for each
US soldiers who can see GER soldiers
of vehicles; if success, place soldier's
AR Marker on the Complete space; if
not, place in the Unaware space.
Round 2 : Perception Check for all US
soldiers on map
Round 3+ : All US soldiers are
automatically aware
2 Event Phase
(not for Round 1)
Conduct one Event Check with the
added result of 2 dice
ACTION ROUNDS
3 Action Phase
3.1. Initiative
Roll one die for each side (US and GER);
keep the separated result for each side;
Higher result has the initiative (aka:
Advantage) (Exception : paragraph text
that activated the GER may impose
initiative)
FIRING PROCEDURE
1. Select target, check LOS
2. Select Aimed or Snap fire
3. Check Jam on weapon table (1d100)
4. Calculate Base Hit Chance crossing target range and
Base Hit on weapon table. Total Hit Chance = Base Hit
Chance + possible Modifiers + WS
5. Success on 1d10 Total Hit Chance. If vehicle is
the target, roll one die to locate hit on the Hit Chart of
the Vehicle Summary.
WOUNDED
loose turn, move marker to Complete space,
place Prone and Wounded markers on soldier
if solider was driving, conduct Accident Check
receive only 1 turn / round (not from Commander)
2 MPA and no more free stance change
Firing : WS 1 modifier
Grenade/Satchel: WS 2 modifier
Assault : WS 2 modifier, no WS defending
1 port box only (drop equipment if any)
2nd Wound or INCAP = Incapacitated
PANIC
loose turn, move marker to Panic space, place
Prone marker on soldier after the end of the turn
if solider was driving, conduct Accident Check
commander looses command radius and
command capabilities
cannot use WS when defending vs assault
INCAPACITATE
loose turn, move marker to Inactive space, place
Prone and Incapacitated markers on soldier
no actions: only moved by another soldier
cannot be intentionally attacked
KIA: if moved d10 (on a 0) or if hit again
KILLED
OTHER STUFF
Die result : 0 is always a success, 9 is always a failure
Wood occupy all hex
Stacking limits : only apply for vehicles (2 per hex)
Command capabilities : 2 hexes radius, may give turn to a
soldier (move the AR marker of that soldier up one space in the AR
Marker Placement column) or may make US soldier aware (soldier
must be in command range)
Penetration results: see Damage Table of the Weapon chart. 3
level of penetration : Light, Medium, Heavy
Running over soldier: If friendly soldier : make an Accident
Check, success = vehicle miss the soldier; failure implies PC
check for solider, success = soldier stays in hex, failure = roll for a
Bolt Rifle damage + vehicle car rolls on the Accident Table.
If enemy soldier: make Accident Check to hit enemy soldiers.
Enemy gets a PC Check. Inc result = enemy soldier is killed.