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57):
by Gavin "Kealios" McClements [# of models + Spec.Weap dice + POSITIVE mods] : * If 1/2 or more of a given unit (as a whole) is in cover,
Jan. 24, 2012 Cap at 10 --> Factor in NEGATIVES (from the CAP the entire unit receives the benefit.
if need be) for TOTAL Firepower
TC / QC = Troop Quality, or Quality Check. TC+ means
"If you PASS", TC- means "If you FAIL" +1 die if in Optimum Range (equals TQ die in ") Defense / Cover (p.57-58)
+1 die if target Unit moved at Rapid Pace this turn # of models OR Firepower dice used against it,
+1 die if target Unit is Exposed whichever is LESS = Basic Defense (min. of 1
Initiative Dice (p.38-40)
regardless of negative mods). Add Cover and Armor
Roll one die for every 2 Infantry units and soft-skinned +1 die if firing Unit has Abundant Supplies to this.
vehicles (round down) plus 1 die per armored, non-soft- +1 die for each TL higher than Target's armor In Cover (+1D): No move, not exposed = In Cover
skin vehicle.
-1 die if firing Unit made a Rapid move this turn Solid Cover (+1D): Sand Bags, Stone Walls, etc
CAP this number at 10D. This is the Basic Init. Dice. -1 die for each Reaction/Defensive Action/Overwatch fire Intervening Cover: LOF passing over intervening terrain
Adding onto the Basic Dice pool, add: after the first in a turn allows Defending unit to claim Solid Cover
+1 die per 3 VPs earned in the Previous turn, round down -1 die for each move as part of a Defensive Action, Deployed Smoke this Turn (+1D) (p.74)
+1 die if your side had Initiative last turn Reaction, or Morale test failure Improved Cover (+2D): trenches, sandbagged walls
+1 die if you have more units than the opponent -1 die in Defensive fire vs. Close Assault Fortified Cover (+3D): specific fortifications
+1 die for each Positive leader in the force -1 die if firing Unit is Poorly Supplied Reinforced Fortification (+4D)
-1 die for each Negative leader in the force -2 dice firing at/from an NOE target Armor (+1-3D): (p.58)
+/-X dice per Scenario Initiative bonus/penalty (if any) Tech: +1D per TL higher than firing unit's weapons (p.53)
Forces will never have less than 1D! Reading a Support Weapon entry, p.62 Exposed : In open ground, not within 2" of terrain
Optimum Range (Support Weapons) p.60 Who Got Hit? (p.64)
Init. for Irregular-only forces (p.48,166): Splitting Fire (Number of targets engaged) p.63 Only if unit contains Specialist units (Leaders and Special
If pitted against Regulars or a Mixed force, a force [If splitting fire, apply appropriate mods to both groups] weapons usually dont count), then randomly determine
consisting only of Irregulars may NEVER be awarded who got hit. Regulars are all cross-trained to cover
Weapon types, Support Weapon effects p.74-80 losses.
Initiative.
Special Teams, Weapon Teams, p.78-80 Irregulars suffer differently: Leaders = no leader till
joined by one. SW : QC+ = ok, QC- = no
Moving Support Weapons (p.61)
Declaring a Move (p.36, 45): Light (1D): no penalty
Clearly state where a unit intends to move TO and the Medium (2D): only 1D instead of 2D if moved Firepower vs Defense (p.63):
ROUTE it intends to take (to allow for Reactions). Heavy (3D): -2D on Tactical, no fire on Rapid Any of the Attackers dice with a score of 4 or more that
cannot be equaled or exceeded by a Defense die
Measuring a Move (p.47, 50):
indicates a casualty.
* Measure movement for the unit's leader, then place his Supression Fire (p.68-70):
members within cohesion around him (1", or 2" for -2D, must succeed with at least one die. Weapon Teams
Regulars wholly within a defensive position) or units with LMGs (not SAWs), GPMGs, MMGs,
First Aid Checks (p.65): 1d6
HMGs, or AGLs do not lose -2D and ALWAYS use
Infantry move: 6" (Tactical) or 12" (Rapid Move) Supression Fire. 1: Dead. TQ+ = act as normal. TQ- = only react to fire
-1 to Reaction Tests if unit made a Rapid Move 2-3: Serious wound. Casualty Penalty, only react to fire
Low Confidence units: Make Morale Check with -1 Die this turn. Model adds no dice to unit
shift. Fail = Supressed 4-5: Light wound. Unit acts as normal. Casualty Penalty.
Line of Sight (p.44):
Confident units: Make Morale Check if Suppression Figure may leave on his own.
* Traced from rough center of the FIRING unit to rough
center of the TARGET unit. attempt has modified Firepower of 3D+. Failure = 6: OK! Unit takes turn as normal.
Supressed
* If 1/2 or more of the FIRING unit can see the target Casualty Penalty (p.67): Make QC when moving faster
unit, it may fire. High Confidence units: Cannot be Suppressed than Tactical. TC- = no fast movement
* If less than 1/2 of the TARGET unit is visible to the Intimidating Weapons(p.77) : ALL infantry units must Advanced First Aid Checks (p.66): 1d6
firing unit, it cannot be fired upon. make a Morale Check to avoid being Suppressed 1: Dead. TQ+ = act as normal. TQ- = only react to fire
* If any portion of a vehicle or single-figure unit is visible Suppressed: Same as Pinned, but multiple Suppressed 2: Serious wound. Casualty Penalty, only react to fire
to an enemy unit, they are in LOS. results won't force a unit to Fall Back this turn. Model adds no dice to unit
All Troops: Close Assault (p.83) 7.Neither side may claim Cover dice other than Body
Each time a Unit takes casualties Armor
1.May declare an assault if one or more models are within
Each time a Unit is fired upon by a weapon with an Rapid Movement distance an an enemy unit. 8.Assaulting unit makes first attack roll, casualties are
unmodified Firepower of 4D+ determined, morale checks are resolved. If defending unit
2.Make a QC after declaring assault. QC+ = proceed with
isn't wiped out or captured [see below ], they may make an
Each time an IED is detonated within 10" the assault. QC- = remain in place, forfeit activation (may
attack using survivors.
still take cover, tend wounded, and react to the enemy).
Each time a unit is subjcted to an artillery salvo or air-strike
Each time fire from their unit injures/kills a civilian or 3.Defending unit must make QC if the attackers 9.This process is repeated until one side is wiped out or
non-combatant succeeded in theirs. QC+ = may Defensive fire (-1D from surrenders.
defender's Firepower, -1D from attacker's Defense) [units
MCs are taken immediately as they occur. If multiple with dependents cannot flee] OR flee one full Rapid NOTE: If Attackers QC+ and Defenders flee for any
instances of the same type of MC points occur at once, Movement away. [Defending unit forfeits any other reason, Attackers will move to where the Defenders were
only one MC is made for all of them actions this turn]. before the Defenders then move away.
Pull Back: If a Pinned unit is Pinned again, must Pull 5.QC- = stand in place and fight, OR flee one full Rapid Irregular Units: If they become Shaken and have Morale
Back unless already in a defensible position Movement away and become Pinned [units with reduced below d6, they become POWs.
Dependents cannot flee]
Pinned: Must move to cover if they have movement left, Wiped Out? Roll 1d6: Each "1" is a POW, otherwise
no moving towards enemy; otherwise must attempt to get 6.Fight like in a Firefight, Assaulting unit first, but figure is removed from play.
In Cover (TQ+). REDUCE TQ die when firing or combat continues until one side is wiped out or captured.
reacting this turn. Units LESS than d6 may not fire at all
until Unpinned [Morale Dice are unaffected].