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Secrets of the Third Reich

Secrets of the Third Reich Rulebook

Table of Contents

Table of Contents

  • Characteristics
  • Units
  • Turn Sequence
    • Initiative Phase
    • Maintenance Phase
    • Command Phase
      • The Officers
      • Orders
      • The Command Zone
      • The Commander-in-Chief
      • The Sergeant
      • The Corporal
      • The Orders
    • Action Phase
      • The Actions
  • Terrain
  • Opening Fire
    • Basic Fire
    • Off-Table Artillery
  • 6/ Close Combat Phase
  • 7/ Arsenal
  • 8/ Special Equipment
  • 9/ Special Rules for Infantry
  • 10/ Vehicles
    • Rules for Vehicles
    • Airborne Vehicles
    • Vehicles and Command
    • Shooting at Vehicles
    • Armour Value
    • Resolving Hits
    • Vehicle Fire (Tank Fire)
    • Vehicles and Infantry
    • Anti-Tank Attacks
    • Mecha Assault
    • Troop Transport
    • Anti-Tank Guns

Characteristics

Movement. For most figures the basic movement is 4 inches walking, 8 inches running and 2 inches crawling.

To Hit. The base roll to hit another figure or model is 4+, before any modifier due to cover, movement or any other special rule.

Cool / Morale. Cool (morale) is a value representing the morale, experience, combat training and stress resistance of the soldiers.

In several situations figures/units will be required to test this value. To do so the player rolls 2D6, adds the two dice, and must obtain a result less than or equal to the Cool value of the targeted unit or of its Leader.

Morale levels are:

  • GREEN ............ 6
  • VETERAN .......... 7
  • ELITE ............ 8

The Leader of each unit has +1 Cool compared with the other members of the same unit.

A Leader who is Down (on the ground) CANNOT give his Cool to his unit when it tests.

Units

A unit is any group of figures that act together as a coherent group.

Unit Coherency. The default coherency of each unit is 4 inches. That is, at the end of its movement phase a model may not be more than 4 inches from another model of the same unit.

A figure may not voluntarily break this coherency unless forced to.

Certain models, such as Snipers, Medics or others, are not subject to this rule (see the army list).

Disorganised Unit. Several factors, such as loss of coherency, retreat (flight), or other game-specific events, may cause a unit to become disorganised.

A disorganised unit must use all of its possible movement to take cover, respecting the other rules.

A unit already in cover may not move, except to regain its coherency, to bring other members of the same unit into cover, or to be within the Command Zone of its officer.

Turn Sequence

A game of SOTR is divided into several turns, the number of which is set either by the scenario or by the players themselves.

Each turn is itself subdivided into several successive phases. Some phases are simultaneous, others alternating.

A turn consists of the following phases, which ALWAYS follow in the same order:

  1. INITIATIVE PHASE
  2. MAINTENANCE PHASE
  3. COMMAND PHASE
  4. ACTION PHASE
  5. HAND-TO-HAND (MELEE) PHASE

Initiative Phase

Each game turn begins with the initiative phase. During this phase each player rolls 1D6 and adds to the die result the Command value of his highest-ranking figure who is still active (i.e. not Down or disorganised).

The player with the highest total wins the initiative and may therefore decide, during ALL the other phases of play, which of the two players plays first for that turn.

The highest-ranking figure is normally the Platoon Commander (the senior officer of the HQ section).

If this Commander is lost, and in any other situation where it is unclear who the highest-ranking figure is, take the active figure (not Down and not disorganised) with the highest Cool.

Maintenance Phase

This phase is intended to resolve the effects of the events that occurred in the previous turn and/or the special effects of scenarios. It is also during this phase that the players will attempt to recover their wounded.

The player with the initiative decides which of the two will carry out its Maintenance phase first.

The Maintenance phase ALWAYS begins with the test of losses (Down).

To do this, roll 1D6 for each Down figure and apply the result:

  • 1-2 = The figure is ready to resume the fight!
  • 3-4 = The figure is K.O.; it stays in place and may attempt to get up during the next Maintenance phase.
  • 5-6 = R.I.P. The figure has passed away and is removed as a casualty.

Any figure within 2 inches or less of a Medic receives a -1 modifier to its roll.

After this, resolve the effects of the scenario and/or any other ongoing effect in play.

Command Phase

The Officers

An officer is a character with the ability to command the members of a unit. They are designated as officer/NCO in the OoB (Order of Battle, army list).

A unit ALWAYS uses the Cool value of its officer for ANY Cool test (cohesion test, fear test, etc.) in place of its own, unless the officer is Down, fleeing, disorganised or dead.

Orders

An officer may give ONE order to a unit or to an independent figure during the Command phase. Each officer may give one order per Command phase.

Certain orders require a Command test to be executed. For this, the officer must take and pass a Command test (based on the Cool of that officer). If the test succeeds the order is applied immediately; otherwise nothing happens.

An officer may NOT give any other order after failing his Command test.

A Down officer cannot give orders. A fleeing officer may ONLY give the order "REGROUP".

The Command Zone

Each officer has a Command Zone (CZ) whose radius in inches equals his Cool value. A "Green" officer with a Cool of 6 therefore has a command radius of 6 inches around him.

The Command Zone is the area within which an officer can transmit an order to a unit, provided that the unit has at least 50% of its strength within the zone (to be considered inside the zone a figure must have at least 25% of its base inside it).

Certain orders may only be transmitted to independent characters instead of a unit; for the order to be effective the character must be ENTIRELY within the officer's Command Zone.

The Commander-in-Chief

There is ONE and only ONE Commander-in-Chief per army. He is the leader of your force, the head of your HQ section, unless a character takes this place as may be specified in the OoB.

Unless the OoB states otherwise, your army's Commander-in-Chief has a higher experience level than the rest of your army and also benefits from the +1 bonus like every officer.

Example: The Commander-in-Chief of a "Green" army must necessarily be a "Veteran" (Cool 7) and benefits from his +1 for morale, which gives him a final Cool of 8.

A unit may use the Cool of the Commander-in-Chief if it is within his Command Zone and respects all of its rules.

The Commander-in-Chief may give an order to any unit within his Command Zone.

If the Commander-in-Chief is no longer in play, the highest-ranking surviving officer assumes this function. If several officers are eligible for this post, the player chooses which of his officers is promoted to this rank.

The Sergeant

The basic officer of a unit is the Sergeant. By default he has one more point of Cool (+1) than the other members of his unit. The Sergeant may only give orders to his own unit.

If this unit has been "split", he may transmit his orders to the members of the other Fire Team only if those are within his Command Zone.

Likewise, only the members of his unit, or of his Fire Team(s) (if the other one is within his CZ), may benefit from his Command.

The Corporal

The corporal has the same Cool value as the rest of his unit. The only orders he may give are "Regroup" and "Overwatch".

The difference between the Sergeant and the Corporal is that the Sergeant may give orders to a Fire Team if the latter no longer has a corporal and is within his CZ. For example, in the case of a "split" squad where one group is led by the Sergeant and the other by the Corporal.

If the corporal were to disappear, the Sergeant could give his orders to his Fire Team if it is within his Command Zone, whereas the reverse would not be possible.

The Orders

  1. REGROUP
  2. REFORM
  3. THE BOSS IS DEAD
  4. ARTILLERY SUPPORT
  5. JUST DO IT
  6. OVERWATCH
  7. SEND IN THE PARAS
  8. HOLD THE POSITION

REGROUP. This order, after a successful Command roll, removes the disorganised state from the unit, which may then act normally during the turn.

A unit remains disorganised until it has succeeded in its roll to Regroup, unless it benefits from the effects of a Reform / The Boss Is Dead order.

REFORM. A lone figure, or a Fire Team without an officer AND separated from its parent unit, is found out of formation. In that case this figure or Fire Team may be "absorbed" by another unit if the figure(s) are within the Command Zone of that unit's Officer.

To do so, that Officer must use his REFORM order to "absorb" them.

The figure(s) will then become a full part of the new unit, in every respect.

REGROUP is AUTOMATIC: no dice roll is needed.

THE BOSS IS DEAD. If the officer of the unit is dead, the members of that unit may immediately attempt a "The Boss Is Dead" test.

The test is made at the unit's Cool -2; if it succeeds the unit is not disorganised.

ARTILLERY SUPPORT. There are 3 types of off-table artillery support: the "artillery fire", which calls on a large-calibre gun in the rear line; the "barrage", which calls on a battery of cannons; and air support by "strafing run" (airstrike).

These options MUST BE BOUGHT WHEN THE ARMY IS CREATED AT THE START OF THE GAME AND MUST APPEAR ON THE ARMY LIST.

These orders MAY ONLY BE GIVEN BY THE COMMANDER-IN-CHIEF (or his replacement if the latter is dead).

To do so, the Commander-in-Chief must have in his Command Zone a Radio that MUST NOT and CANNOT move, fire or take any action during its player turn. In addition, the Commander-in-Chief must have within 4" a figure that has a line of sight on the targeted area, where the fire must land. This area MUST be a point on the table (use a marker) and may NEVER be an enemy or friendly figure.

The officer, to call for artillery support, must pass a Cool test at +2. If this test succeeds, the fire takes place and will occur AT THE END OF THE ACTION PHASE of the current turn.

Only one support fire of each type may be had per game, and only one support per game turn may be requested.

Example: At the start of the game the UK player buys a "barrage" and an "airstrike". During a game turn the Commander-in-Chief wants to call his artillery support for a barrage on a German position. He makes his Command test but fails it, so the barrage does not take place, but he may call it again during a later turn. Not satisfied with this failure, he calls on his air support to clear the German target; he then makes his Command test, which this time succeeds. The aircraft receives the call and takes off, to arrive on station at the end of the game turn and bomb the enemy position!

JUST DO IT. If an officer has not given an order during his Command phase, he may use this order during the action phase.

On a successful Cool test, the officer giving this order allows a unit under his command to perform an action that would at that moment be impossible because of certain game effects (suppression, disorganised, loss of coherency).

Example: Unit Sierra of player A has taken German fire and has 3 figures on the ground (Down). Player A knows that if his unit stays in the open to maintain its coherency, it will be lost. So when the unit is activated, its officer gives the "Just Do It" order so that the members of his group take cover, abandoning the men on the ground and thereby breaking the unit's coherency.

The actions carried out under this order must respect all the rules of the game.

The Commander-in-Chief may give this order at any moment during the action phase, either before or after the activation of his unit. The other officers may only do so at the moment of the activation of their respective units.

A unit may receive this order only once per game turn.

Giving this order and carrying out the action that follows does NOT change the state of the unit (in the previous example, if the unit of player A had been under the effect of fear or disorganised, it would have remained so even after gaining its cover).

OVERWATCH. Overwatch (alert state) is an order that allows a unit with NO enemy in its line of sight during the order phase to prepare to fire in case an enemy unit enters its Line of Sight (LoS). At that moment, the moving unit will be interrupted in its action by the opportunity fire of the alert state.

No test is needed to go into Overwatch, but the unit must NOT be disorganised, fleeing, Down, or suffering the effects of suppression fire. Likewise it may not be hiding unless it was hiding before receiving this order.

During the enemy player's action phase, and once the movement of the activated unit passing through the LoS of the unit in Overwatch is complete, the player in the alert state declares his opportunity fire.

The player in the alert state may designate any point along the path taken by the enemy unit in order to fire, so he may take advantage of the moment when the enemy unit is in the open, or of its lesser cover, to fire on it.

Fire in the alert state suffers a -1 penalty in addition to any other penalty to fire.

Enemy casualties are to be placed as close as possible to the point targeted by the player in the alert state.

The alert state is automatically lost by the unit if it becomes disorganised, undergoes suppression fire, is engaged by an assault, takes fire (at least one hit), is activated (moves or fires), or is forced to move involuntarily.

Once the opportunity fire has been carried out, the unit is considered to have been activated for the turn.

The unit in Overwatch must still be activated during the action phase like any other unit. If it wishes to keep its alert state, at the moment of its activation it must NEITHER move NOR fire NOR do anything else. It will then be considered as having been activated but will keep the opportunity fire of the alert state for the current turn.

Medics do not count for Line of Sight for the overwatch rule, that is to say they do not prevent a unit from going into the alert state, AND they cannot be targeted by an opportunity fire (we do not shoot at ambulances!).

SEND IN THE PARAS. Certain infantry units and vehicles have an airborne deployment capability; they are called "Drop infantry / Drop vehicles".

The order Send In The Paras may only be used by the Commander-in-Chief (or his replacement if the latter is dead) if he is in coherency with a radio operator able to transmit (i.e. not disorganised, etc.).

Once the order is given, the player places anywhere on the table a marker that represents the drop point. Several markers may be placed with a single order IF the player has several units capable of being airborne-deployed.

The models will arrive in play during the action phase of the same turn.

HOLD THE POSITION. This order may be given by an officer to his unit, or by the Commander-in-Chief to any unit within his CZ.

This order allows a player who has fewer units to activate than his opponent to keep the activation of the unit in reserve. On a successful Cool roll by the officer who gave this order, the unit keeps its NOT ACTIVE status. Only one test is possible per turn, whether it succeeds or not.

Example: Player A has 6 units to activate, player B has 8. During the order phase player A gives the HOLD THE POSITION order to 3 of his units. The action phase begins; player B has the initiative and plays one unit, then player A activates one too, then player B activates another after player A. For strategic reasons he decides to play one of these units so that it holds its position. He makes the Cool test, which he passes; the unit in question stays where it is, and it is player B's turn to activate another unit. Back to player A's turn, he must activate a unit; he tries to play one of his units that must hold its position, and makes a Cool roll which this time fails. The unit must therefore be activated normally. Following this event, player A decides that the next unit he activates will be the one that had previously succeeded in holding its position; that one is then activated normally.

Action Phase

During this phase the players take turns activating their units. Player A activates one unit, then player B, and so on alternately until ALL units have been activated.

When a unit is activated, the player carries out all of the activated unit's actions: movement and fire.

The player who won the initiative decides at the start of this phase which of the two players begins activating his units.

When he activates a unit, the player MUST declare which action his unit performs, as well as its destination and the path it takes to get there (so as to allow opportunity fire from units in the alert state).

Once the movement and actions have been carried out, the player declares and carries out the fire of that unit.

Once this is done, the activation of the unit ends, and the next player activates one of his units in turn.

When a unit is activated, the player may also decide to do nothing; the unit is then activated without any other consequence or effect.

Once ALL units of BOTH players have been activated, the artillery supports requested during the command phase take effect and are resolved.

The Actions

Each unit, when activated, may perform one of the following actions:

  1. ASSAULT
  2. COMPULSORY MOVEMENT
  3. KNEEL DOWN
  4. TAKE COVER (HIDE)
  5. DOUBLE TIME (RUN)
  6. CRAWL
  7. AIRBORNE DROP
  8. MOVE

A fleeing unit may only use compulsory movement to flee.

A figure may not come within one inch of another enemy figure unless it has carried out an assault movement.

All movement is subject to terrain modifiers.

A disorganised unit may make no movement other than compulsory movement, except: to gain a better cover than the one it is already in, to regain coherency, or to bring the largest possible number of unit members into the Command Zone of the officer commanding it, and in doing so remaining under cover or out of the LoS of any enemy.

ASSAULT. The purpose of an assault movement is to engage an opponent in close combat.

  1. Declaration of the assault: For each unit the player must designate the unit targeted by the assault and measure the assault distance (8 inches in general, i.e. Movement x2), which takes terrain modifiers into account. If the targeted unit is not within charge range, the assault does not take place.

  2. Retreat or flee: If the targeted unit has not yet been activated it may decide to fall back; to do so it must take and pass a Cool test. On success the unit immediately moves back RUNNING in the direction opposite to the charge. It is not considered fleeing or disorganised, but as activated, so it may no longer act afterwards.

If the Cool test of the unit wishing to avoid the assault is a failure, that unit immediately becomes disorganised and will flee immediately for double its movement.

In ALL cases the charging unit continues its assault movement; if a figure of the unit touches an enemy figure, that enemy is considered engaged. This gives the attacker a +2 bonus during the hand-to-hand phase.

  1. Successful assault: If the targeted unit does not flee or abandon its position, the unit charges for double its movement towards its target.

Any figure in base-to-base contact is considered engaged in hand-to-hand combat and will fight during the hand-to-hand phase.

The charging unit MUST engage a maximum number of figures; figures unable to engage an enemy must follow the unit at a run to maintain coherency.

  1. Charge and cover: If the targeted unit is in contact with an obstacle/cover no more than 1" high and 1" wide, the unit is considered engaged. If the charging unit has a large base it may engage an opponent through a cover of half its size. For other figure sizes, they may engage units through obstacles as large as themselves.

COMPULSORY MOVEMENT. This type of movement is reserved for troops in flight, or for those that have only this type of movement available (this is specified in the OoB of the nation concerned).

A fleeing unit moves for double its movement in the direction opposite (towards its table edge) to the enemy (which is the origin of its flight) and towards the nearest cover.

If several covers satisfy this rule, the unit chooses the "heaviest" cover first.

If the unit gains a cover it will place as many of its members as possible into that cover, the others going Down. Once cover is gained, the unit stops its movement; it is no longer considered fleeing but remains disorganised.

A unit with no cover nearby moves for double its movement and then goes Down; it is no longer considered fleeing but remains disorganised.

ANY figure leaving the table in this way is considered a casualty.

KNEEL DOWN. A unit that is not fleeing may decide to go to ground; its members kneel down and gain the advantages and disadvantages of that position (especially for LoS and future movement).

A fleeing unit with no enemy within 12" of it may go to ground; it is then considered to be in cover and immediately ceases to be fleeing.

Afterwards, a unit on the ground may decide to get up in order to advance; this costs 1" of movement, or it may crawl (Mv/2) to continue to benefit from the effects of the prone position.

Units on the ground at the moment they are engaged in close combat get up immediately to fight and suffer a -1 penalty in combat.

HIDE (TAKE COVER). A unit that has made a basic movement (MOVE) may, at the end of its movement, hide if its BASE is out of sight of ALL enemies.

A hidden unit may be neither seen nor targeted!

A unit remains hidden until:

  • It fires, at which point it becomes visible to the unit it targets (snipers are an exception to this point).
  • The player chooses to bring the unit out of hiding.
  • An enemy figure moving sees the base of one or more figures completely and without any obstruction.
  • An enemy figure comes within 4 inches or less of a figure of the hidden unit (on the same horizontal plane).
  • An enemy figure actively searches for the unit using a vision device or any other special rules allowing it.

DOUBLE TIME (RUN). During this action all models of the unit move twice their basic movement. After this they can do nothing else. Even if not all members of the unit run the whole movement, the group is considered to have run and consequently may do nothing else during this phase.

CRAWL. Allows movement by crawling at Mv/2, to keep the effects of KNEELING DOWN / HIDING (as long as the unit does not leave its cover or cross an enemy LoS).

A crawling unit may not be targeted except by the opportunity fire of a unit in Overwatch, and is considered hidden for all of its movement.

AIRBORNE DROP. During the action phase, airborne troops called in during the command phase arrive in play. Place at the designated point (the marker, remember!) chosen during the command phase the unit's leader or the Mecha concerned, then the rest of the unit in coherency with the leader.

Dropped units may not move for the rest of the turn but may fire with a -1 penalty. Mechas are considered to have moved at fast speed.

If the drop point designated during the command phase is obstructed by an enemy figure/unit, a smoke grenade or anything else, then another drop point must be designated within 8 inches of the original point. But in every case the jump MUST take place!

If troops land in a vertical terrain feature or obstruction (forest, lake, ruined building), roll 1D6 for each figure; on a 1-2 the figure suffers a "LIGHT INFANTRY" hit.

MOVE. This allows a unit to carry out its basic movement (generally 4 inches for a human) and act normally. This is the basic order!

Terrain

Terrain is an important factor in the game: it provides cover and concealment and adds spice to play.

It is important that the players agree on the nature of the terrain at the start of the game in order to avoid any later dispute.

There are 3 basic types of terrain:

  • Open - which makes up the major part of the game board; it is uncovered terrain or terrain with little scenery, and has no effect on movement.
  • Difficult - cluttered terrain where the progress of units may be slowed by various factors, for example a forest, a marsh, ruins etc. Progress through this type of terrain is twice as slow, i.e. each inch travelled counts double.
  • Impassable - this type of terrain, for one reason or another, prevents any progress, so nobody may enter it or cross it (chasm, cliffs, ocean...).

Summary for infantry:

TerrainEffect on infantry movement
Forest, hedge etc.No effect
Obstacle (walls, fence 1" high/wide; 1" to 3" high/wide)Source text is garbled in the PDF text layer here (printed fragments: "+ de -1' à franchir – (-2')" and "1' jusque 3' de haut/large"); transcribed as printed, not reconstructed. See the editor's note below.
Building (building, house etc.)No effect; 2" to climb via stairs/ladder; 2" to cross a window
RuinsNo effect
Marsh, mud1/2 movement
Shallow water (1" deep)1/2 movement
Moderately deep water (1" to 5")1/4 movement
Deep water (6" and more)Impassable
Snow1/2 movement
Barbed wire1/4 movement

Editor's note: the source's obstacle row is garbled in the PDF text layer; the row is transcribed as printed above and was not reconstructed.

Opening Fire

When a unit is activated, after carrying out its movement action (if it makes one), it may open fire on the enemy. By default, most shots take place after a simple movement or after crawling.

Figures with a heavy weapon marked "Move or Fire" may only fire if they did not move (note that turning to face is not movement for infantry).

The different types of fire are:

  • BASIC FIRE
  • SUPPRESSION FIRE
  • "HEAVY" FIRE (VEHICLES ONLY)

Basic Fire

Fire procedure:

  1. Determine line of sight (LoS)
  2. Determine range
  3. "Acquire" the target
  4. Allocate shots
  5. Determine fire modifiers
  6. Roll to hit
  7. Roll to wound
  8. Resolve casualties
  9. Make Cool tests following the fire

Determining LoS. To declare a shot the shooter must have a line of sight from its base to the enemy base, unless the latter has a hidden marker.

For simplicity, efficiency and to avoid problems: a figure may see another if: A LINE CAN BE DRAWN FROM THE SHOOTER'S HEAD TO ITS TARGET AND THE TARGET SEES AT LEAST A PART OF ITS TARGET AT LEAST AS BIG AS ITS HEAD AND WHICH IS PART OF ITS BODY (WEAPONS AND OTHER ITEMS DO NOT COUNT).

Enemy figures block LoS; friendly figures do not block LoS (whether they are of the same unit or of another).

One can see up to 2" inside a forest, bush, building etc., but no further, unless the far end of the scenery is 2" or less from the figure (in short, if the scenery is 3" wide a figure at its edge may be seen).

Infantry sees 360°!

Firing into a building? One may fire into a building if the target is within 2" inside it; the normal line-of-sight rule applies, but unless the target already benefits from cover a -1 penalty to fire is applied, due to the small firing space.

Determining range. Range is measured BASE TO BASE, but very often most weapons have a firing range greater than the size of the table.

Acquiring the target. The distribution of a unit's fire depends mainly on the LoS of each model and on its position. This is why members of the same unit may fire at different targets. The target must therefore be determined for each figure individually, knowing that a figure will ALWAYS fire at THE NEAREST TARGET in LoS unless:

  • Another target is easier to hit (in the open or with lighter cover).
  • The figure has a direct-template weapon, such as a flamethrower, and may therefore target whomever it wants.
  • The figure uses an area-effect weapon such as a grenade launcher or the HE ammunition of an R.P.G, which may then select a piece of terrain, a unit or a vehicle of its choice. The enemy or point targeted must be selected so that a maximum of enemy elements falls under the template.
  • The figure has a weapon classed HEAVY INFANTRY or AP with no area effect, which in that case allows it to choose its target freely.
  • Snipers, who may freely and without any restriction choose their targets.

A unit may not fire on its own figures, nor on an enemy unit engaged in close combat, unless a special rule allows it. In that case the hits are distributed at random.

Figures of a unit not engaged in close combat may be targeted if they are MORE than 2" from the nearest melee; in that case the hits are distributed at random across ALL FIGURES PRESENT (friend AND enemy).

Allocating shots. Once targets are determined, the shots of the firing unit must be allocated, that is, determine, according to the rate of fire of the unit's weapons, how many shots the enemy will suffer.

Shots must be distributed as uniformly as possible.

Example 1: Unit 1 of player A consists of 12 figures, 10 of which have a rifle (rate of fire 2) and 2 have an SMG (rate of fire 3). It targets unit 3 of player B, which consists of 8 models. Player A's shots (26 in total [10x2+2x3]) are therefore distributed as follows on unit 3: 3 shots per enemy figure (3x8=24); the 2 remaining shots are to be allocated to the nearest enemy figures, at the choice of the firing player.

Example 2: Unit 2 of player A, consisting of 12 men (9 with a rifle ROF 2, 1 with a "packed LMG" ROF 5 and 2 with an SMG ROF 3), has taken position around a building, so the squad has deployed by stretching its formation.

Across the whole unit, 4 figures to the right of the building have a LoS on unit 2 of player B, 3 figures see nothing, and the other 5 members, including the LMG, see units 4 and 6 of player B.

The 4 figures on the right are equipped with rifles (8 shots) and fire on unit 2, which is the nearest, although 5 of its 8 members are in cover. Each figure of that unit is therefore allocated 1 shot.

The other 5 members of unit 2 are equipped with an SMG, the LMG and 3 rifles. The LMG (ROF 5) being HEAVY INFANTRY may target the 4 members of unit 6, which are at long range (allocating 1 shot on 3 members and 2 shots on the last one), or target unit 4, which still has 10 members. It decides to fire on unit 4 and allocates one shot to each of the 5 nearest figures; the rest of its comrades, being obliged to take unit 4 as target, distribute their 9 shots on it. We therefore have for unit 4 of player B 9 light-weapon shots on the figures (1 shot each) nearest to player A, plus 1 heavy-weapon shot on the 5 nearest; the 5 nearest figures of player B have 2 shots on them.

Fire modifiers. The following modifiers apply to the shot; they are cumulative:

TypeDescriptionTo-hit modifier
Precision shotOnly for weapons with a ROF of 1 and Anti-Mech rifles, where the shooter did not move during the action phase.-1
CamouflageIf the target is equipped with camouflage clothing/equipment.+1
Elevated positionIf the shooter is at least 4" above its target.-1
Heavy coverMORE than half of the target is hidden by a solid element (wall, rock, vehicle).+2
Light coverLESS than half of the target is hidden by a solid element, OR the target is (wholly or partly) in an obstructing terrain such as bush, grass, forest and ruins (at less than 2").+1
LARGE target (vehicles only)Defined by the chassis.-1
TITANIC target (vehicle)Defined by the chassis.-2

Rolls to hit. Roll the dice; on a base 4+ the shot hits its target. For each hit, determine the effects.

A 1 on the die (natural or modified) is ALWAYS a failure.

Rolls to wound. For each shot that hit, roll the dice to see the effects according to the following table. DOWN MODELS: the second figure in parentheses applies only to infantry and indicates whether the figure is "on the ground" following a wound; the first indicates whether the target is dead.

Example: A "light infantry" weapon against unarmoured troops gives the result 4+ (2+). This means that on 1D6 a 1 has no effect; on a 2 or 3 the target is wounded and therefore on the ground; and on 4+ it is dead.

Armour class (rows) / Penetration (columns)Light infantry (0)Heavy infantry (1)Very Light A.T (2)Light A.T (3)Medium A.T (4)Heavy A.T (5)Very Heavy A.T (6)Super Heavy A.T (7)
0 - Unarmoured4+ (2+)3+ (1+)2+ (1+)AAAAA
1 - Light personal armour / unarmoured vehicle5+ (3+)4+ (2+)3+ (1+)2+ (1+)AAAA
2 - Heavy personal armour / very lightly armoured vehicle6+ (4+)

Editor's note: the source table's cell codes "A" and "N" are not defined in the text of the French document. They are transcribed as printed; the source does not state their meaning. The first numeric column in the source is labelled "Classe d'armure" (armour class) and the top row numbers are the penetration classes.

Resolving losses. Once the wound rolls are made, remove the unit's losses. Where all of a unit's shots were distributed evenly, the player controlling the hit figures removes his losses as he wishes, starting with those nearest the enemy.

Where the shots were allocated by the shooter (as in the second example above), the losses are assigned to each figure.

In ALL cases, DEAD results are applied before DOWN results.

To take the examples above: in the first case, of the 24 shots of the unit only 12 hit, and of the 12 hits we have 3 without effect, 6 DOWN and 3 DEAD. Given that the enemy unit has 8 members and each member was allocated 3 shots, except the 2 nearest which had 4, player B applies its losses as follows: the 3 nearest figures are dead and the 5 remaining are DOWN; the last DOWN result is therefore lost and has no effect.

In the second example, the 5 members of unit 2 of player A fire on squad 4 of player B. Player A therefore makes the to-hit AND to-wound rolls of its LMG AND rifles for the 5 figures of player B that had been allocated 2 shots, and the results are as follows: figure 1 = 2 DEAD; figure 2 = 1 DOWN and nothing; figure 3 = 2 DOWN; figure 4 = nothing; figure 5 = 1 DOWN and 1 DEAD. So figure 1 is dead, figure 2 is DOWN, figure 3 is DOWN, figure 4 is unaffected, and figure 5 is dead. For the remaining figures of player B that had been allocated one shot, the roll is made as a group and it is player B who resolves their losses.

DOWN. A DOWN figure is a figure on the ground but still alive; it may perhaps get back on its feet and rejoin the fight later.

A DOWN figure can neither fire nor do anything else, and is automatically killed if it is engaged in close combat; likewise if it subsequently suffers another DOWN result while still on the ground.

A figure on the ground may ONLY move by crawling 2" to maintain unit coherency, unless it is picked up by a Medic, or the unit breaks coherency through a JUST DO IT order or another special rule.

If a Medic is within 6" or less of a figure on the ground, the unit may leave its wounded member and break its cohesion to leave it in the care of the Medic. Once the figure is back on its feet, it must rejoin its parent unit as soon as possible, or be absorbed by another squad via a REFORM order.

A figure on the ground may be carried/dragged by a member of its squad. In that case the "pair" may only move up to 4", and the one who assists the wounded figure may carry out no other action.

A figure on the ground takes no COOL tests and passes those it would have to take.

Morale test following losses. If the targeted unit suffers one or more losses (dead) following a shot, that unit must, immediately after the opponent's activation has ended, make a "COOL" morale test to see whether it breaks off the fight or not.

This test must be made each time a unit has a dead man in its ranks.

If the test succeeds, all is well. If the test fails and the unit was at that moment in cover, the unit becomes disorganised.

If the test fails and the unit was in the open, the unit becomes disorganised and will flee with a special out-of-sequence movement at the end of the opponent's activation, at double its speed towards the nearest cover or towards its table edge, for its full fleeing movement, and then throws itself to the ground.

Suppression fire. Suppression fire is an action a unit may take in order to pin an enemy unit; it is a sort of barrage fire.

For a unit to carry out suppression fire, ALL the figures of the unit/fire team must fire on the same target, and the squad must be able to accumulate at least 6 shots on the target zone, which may be a piece of terrain occupied by the enemy or an enemy unit.

The unit that is the victim of suppression fire must then pass a Cool test modified as follows in order not to suffer the effects of suppression:

MORALE MODIFIERS (cumulative):

  • -1 if more than 10 shots.
  • -1 for EACH SMG, machine pistol, assault rifle or packed LMG firing.
  • -2 for each LMG.
  • -3 for each HMG.
  • -1 for each model using grenades (this counts as having been used for the rest of the game).

If the target of the suppression fire is a piece of terrain in which several enemy units are located and those units have more than half their strength in that terrain, then all of those units must make the morale test.

Effect of suppression. If the unit fails its Cool test, it must run at double its movement towards the nearest cover (in the direction opposite to the enemy), or go Down (after 12") if there is no cover. Or, if already in cover, lower its head and kneel. Moreover, it may not fire in that turn nor do anything else other than crawl and hide. If it was in Overwatch it loses that status and suffers -1 in close combat.

Heavy fire. Heavy fire is reserved for vehicles (tanks, Mechas...) firing with their main weapon, "MAIN GUN FIRE".

Off-Table Artillery

As mentioned above, when creating their army list, players may buy a type of off-table artillery support. These, if the order was correctly transmitted (successful Cool roll during the order phase), are resolved at the very end of the action phase, before close combat.

Each player resolves ALL of its effects, then the other (starting with the player who played first during the action phase).

Artillery fire (single strike). This is a simple, single artillery shot. This shot has a MEDIUM penetration class. The player designates a point on the table; the shot deviates by 1D6". All figures/vehicles/terrain under the template suffer the effects of a shot: MEDIUM A.T.

Barrage strike. The rules are the same as above, except that here 3 templates are placed. The first is placed as before; for the second, roll 1D6 and place the template on the number indicated, and likewise for the last.

Air strafe. The effects of this are described later in the section on Flying Vehicles.

6/ Close Combat Phase

Close combat is the deadliest phase there is. It is the last and ultimate recourse of combat.

The close combat (melee) phase is the last phase of the turn; all engagements are resolved. At that moment the player with the initiative decides which melee is resolved first, then second, and so on.

A melee is defined as any figure in base-to-base contact with an enemy figure.

The close combat procedure is very simple: each engaged figure rolls 1D6 (or more, under certain special rules) and adds the modifiers listed below (these modifiers are cumulative).

The one who obtains the highest result (D6 + modifiers) wins the combat; the difference between the two results gives the number of hits inflicted on the loser.

In case of a tie nothing happens, since no combatant has managed to gain the advantage over its opponent.

Example: Sarge, an American, is in contact with Ivan, a Soviet. The latter is equipped with a bayonet and has charged Sarge, which gives him a +2 bonus. Both players roll 1D6: Sarge gets a 4 and Ivan a 3. With his +2 bonus, Ivan's result is 5; he therefore wins the combat and inflicts 1 wound on his enemy (5-4=1).

Multiple combats. In multiple combats, that is, where several enemies are in contact with one figure, each figure after the first gains 1D more (the second has 2D6, the third 3D6, the fourth 4D6, etc.), but in every case only the highest single die result is taken into account.

The player who has the surplus figures designates who is the first combatant, the second, the third, and so on.

Close combat modifiers:

TypeDescriptionModifier
Close-combat weaponAny weapon listed as CC Weapon (pistol, knife...). Bonus is cumulative if several weapons of this type.+2
Charge (assault movement)For having carried out this movement action.+1
Fleeing / withdrawnIf the enemy in contact was fleeing or withdrawing.+1
Disorganised / suppressedIf the figure is affected by suppression fire or is disorganised.-1
EncumberedIf the figure carries a heavy weapon (listed MOVE or FIRE), carries a wounded man, or has another special rule.-1
ElevatedIf the figure is really higher than its opponent (base at least at head level).+1
HorrorThe figure has the special rule HORROR.+1

Resolving wounds. Wounds are resolved IMMEDIATELY after the result of the hits; penetration is as printed unless a special LIGHT INFANTRY rule applies.

Example: In a 2-against-1 combat the players resolve the combat of the first figure against the enemy (1D6 each) and immediately inflict the hits if the enemy is still alive; then the second combat is carried out (2D6 for the second and 1D6 for the other).

If, after the resolution of wounds, a figure finds itself without an enemy when it was previously engaged, it may move by a special 3" movement to go and help a friendly figure in combat, or to engage an enemy figure that is not yet engaged in close combat.

A figure that is DOWN the following turn MUST crawl 2" to disengage.

Morale test following losses (close combat). After the combat is resolved, the unit that suffered the most losses (down and dead) must make a COOL test or break off the combat with the enemy.

A figure in contact with an enemy that would be obliged to break off the combat following the morale test suffers an automatic HIT.

A unit breaking off the engagement is automatically FLEEING AND DISORGANISED and must immediately carry out a special movement of MV x2 in the direction opposite to the enemy, towards its deployment zone or, if applicable, towards the nearest officer in line of sight. This movement may in no case bring a unit into contact with another enemy unit, nor cross one.

If a figure is surrounded by the enemy and cannot flee, it is destroyed.

On the following turn, a unit that has made its enemy flee is OBLIGED to pursue it if it is within charge range; in 1949 there is no question of taking prisoners!

When several units are engaged, each unit must make its own tests.

Example: Player A has units 2 and 6 engaged with unit 8 of player B. After resolution of losses, we have the following results: unit 2 suffered 3 losses (2 down, 1 dead); unit 6 suffered 1 loss (1 dead); and unit 8 suffered 2 losses (1 down and 1 dead). Unit 2 and unit 8 must therefore make a morale test, since unit 2 suffered more losses than its enemy unit 8, and unit 8 suffered more losses than its enemy unit 6.

Advance after combat. After the Cool tests, units that have wiped out their enemies are entitled to a special 3" movement to advance, take cover/go down, or engage an enemy unit within range (in that case the close combat will be resolved during the next close-combat phase).

The player with the initiative goes first; its non-engaged units may advance 3" in the direction of an enemy already engaged (they consolidate their position).

7/ Arsenal

WeaponShort rangeMax rangeLong-range modifierPenetration classROFSpecial
Pistol12"24"-1Light inf1CC weapon
Machine pistol12"24"-1Light inf2CC weapon
Shotgun4"18"/Light inf1No aimed shot
Rifle24"

Editor's note: the table's "Spécial" column for the Shotgun and Semi-auto rifle is transcribed from the printed text ("PAS DE TIR VISÉ"; "PEUT POUR UN R.O.F DE 1 FAIRE UN TIR VISÉ").

Special rules of the arsenal

Sniper rifle. Any shot with a sniper rifle follows these rules: a 6 on the die to hit AUTOMATICALLY KILLS infantry.

Scope: unless a special rule says otherwise, every sniper rifle is fitted with a telescopic sight which gives it +1 to hit.

Flamethrower. The flamethrower uses the flame template for range. All figures under the template, even partially, are hit by the weapon.

A unit hit by a flamethrower must immediately take a Cool test or become disorganised and fall back with a special movement of MV x2.

A flamethrower firing in an enclosed space (bunker, house...) at less than 6" from the opening hits ALL figures in that space, whatever their size.

If a flamethrower fires onto/through flammable terrain, that terrain catches fire; place a fire marker on the burning terrain. During the next maintenance phase roll a die: on 1-2 the fire goes out; on 3-6 the fire continues. All figures in burning terrain suffer one LIGHT INF hit. A figure may not enter burning terrain or remain in it.

Any figure that suffered a DOWN result from a flamethrower shot is on fire, and during the next maintenance phase it rolls 2 dice to recover and takes the higher result.

If the figure carrying the flamethrower is targeted by a shot and the shot hits it with a result of 6 on its die roll, the weapon's tank explodes. Place the 3" template on that figure; all figures under the template, even partially, suffer a LIGHT INF hit.

Grenade launcher / rifle grenade. The rifle grenade is a grenade whose launcher is fixed under the barrel and which is propelled by the soldier as he sees fit. The soldier must therefore declare whether he fires the rifle or the grenade.

Propelled grenades are of 2 types, H.E or A.T (High Explosive or Anti-Tank).

The H.E effect uses the 3" template and scatters by 1D6" if the shot misses. It has a HEAVY INFANTRY penetration class.

The A.T effect uses no template and has a VERY LIGHT A.T class.

R.P.G (Rocket Propelled Grenades). RPGs are portable weapons using a rocket-propelled charge, such as bazookas, panzerfausts, panzerschrecks etc.

They may use A.T or H.E ammunition; the type of ammunition used must be declared before firing.

The weapon's penetration class is given in each nation's army list.

The H.E effect, as for vehicles, is of a lower class than the A.T effect and uses the 5" template.

Grenades. Grenades are single use; once used, they are gone for the game. In a grenade attack ALL members of the unit use their grenades. The target point must be at most 10" from the unit's Officer (or his replacement if applicable); it may be a piece of terrain or an enemy unit.

If the squad has 4 members or more the template used is the 5" one; otherwise it is the 3" one.

Any figure or piece of scenery under the template, even partially, suffers a hit of class LIGHT INF.

This attack requires no roll to hit and therefore automatically hits the target point.

A lobbed throw is possible over a building/construction only if the latter is no higher than twice the height of the throwing figure (a 28mm figure being 28mm tall, the maximum throw height is therefore 56mm).

ACHTUNG GRENADE!! The targeted/hit unit may, if it passes a COOL test at -3, return grenades to the attacking unit, which will then suffer a counter-attack of class LIGHT INF.

The player returning the grenades places the 3" template freely on the enemy that threw them.

Smoke grenades. Smoke grenades, like fragmentation grenades, are single use. They are non-lethal and may target a point on the terrain or an enemy unit.

All shots entering and/or leaving the area suffer a -2 penalty. No LoS may cross the template, which remains in play until the start of the next turn.

Mortars. Only light and medium mortars are represented in play in this category; the others are simulated either by heavy artillery pieces or by off-table artillery fire.

Mortars use the 5" template.

Mortars have 2 types of fire:

  • AIMED FIRE: for this type of fire one of the weapon's crew or the radio of the HQ section (or of another section having a radio operator) has a line of sight on the target/terrain element targeted. The shot scatters automatically by 1D6-1".

    If a new shot is fired at the same point of terrain, it will automatically land there the following turn, and the player may then move the template as he likes around that point by up to 3".

    Example: On turn 2 player A designates a point at the centre of unit 3 of player B. He rolls his die and gets 4, so the template scatters by 3" and he places it. On the next turn, the player decides to fire at the same place; the new shot therefore lands on the area where the previous shot fell, and he may place his template 3" from that point. If on the following turn he does not change target, the template will again fall at that place and the player may move it in this way by 3".

  • BLIND FIRE: for blind fire the player places the template freely on the table; it scatters by 1D6+2". On the following turn, if the player does not change target, the shot lands at the same place, and the player may then move it in the direction of his choice by 1D6".

Mortars may fire lobbed shots over an obstacle of any height, provided they are at least one base size (of the mortar crew's base) away from that obstacle.

Mortars have a minimum range (12" or 18"), that is, they may not choose a target at 12" or 18" from where they stand.

Artillery follows the same rules as mortars, and its minimum range is 18".

Explosives. This covers all explosives, such as C4, dynamite, shaped charges or magnetic mines, that a soldier may carry. Their effects are described in the section on vehicles.

Crew-served weapons. Heavy weapons (HMG, LMG, MORTARS) in most cases require several people to be set up. This often forms a section made up of an NCO and other crew (observer, radio operator, gunner, ammunition carrier). Apart from the personnel directly assigned to firing, the others may fire their weapons, move and act like any member of a squad can.

Losses and their effects vary according to the weapon, but each member is replaced by another:

  • MACHINE GUNS (L and H.MG): to operate, 2 people are needed, a gunner and a loader. If one of these two posts is no longer manned, the weapon fires at half its rate of fire (ROF/2).
  • RPG: requires a gunner and a loader. If one of the two dies, the other may fill both posts, in which case the weapon fires ONE turn out of TWO.
  • MORTAR: to operate it requires a spotter, a gunner and a loader. Any surplus member may fill losses. If the spotter is dead, the weapon may no longer make "blind" shots; its next shots scatter by 1D6+2", unless it keeps aiming at the same point as the preceding turn(s). If the loader is dead, the weapon may fire only ONE turn out of TWO.

8/ Special Equipment

The following list describes the special equipment a man may carry.

This equipment is available depending on the nation and unit; its availability is given in the Order of Battle (OoB: the army list).

  • WEAPON STABILIZERS (weapon stabilizers): recoil compensation and other systems of this type. This equipment allows the Move or Fire rule to be ignored, when normally that would not be possible.
  • HEAVY PERSONAL ARMOUR (heavy personal armor): heavy combat armour such as that available to certain German or British units. Shots against this armour are resolved in the Heavy Armor column of the damage table.
  • CAMOUFLAGE: paint or any other equipment with a similar effect; it imposes a -1 penalty to the shooter's to-hit roll against figures equipped with camouflage.
  • OPTICAL RANGE FINDER (optical range finder): a figure equipped with this does not suffer the long-range penalties to fire.
  • COMBAT SUIT (combat suit): combat exoskeleton or other mechanically assisted device. Each arm is considered a close-combat weapon, and the figure gains +2 on its close-combat roll.
  • SCOPE (scope): gives a +1 bonus to fire (hits on 3+ on the base roll instead of 4+).
  • INFRARED (infra red tech): any night-vision device. Removes the penalties for night combat.

9/ Special Rules for Infantry

The special rules for certain units are described below. See the OoB to find out which units have these rules.

FIRE TEAMS: Squads that have this rule may split into 2 distinct and independent entities called Fire Teams. For a Fire Team to exist it must consist of a heavy weapon or, failing that, be made up of 4 soldiers. It must be commanded by the second-in-command officer of the original unit.

Once the Fire Team has been formed, after the unit has split, each Fire Team acts independently of the other. They may be considered as 2 distinct units.

The 2 Fire Teams of the same unit may at any time recombine to re-form the original unit without any test or anything else being required.

UNCANNY RESILIENCE: Supernatural creatures, aliens and other monsters possessing this skill are considered to have heavy personal armour. Energy weapons, fire, silver and magic cancel this benefit. In addition, figures with this rule have a -1 penalty on their roll to get up after a DOWN result during the maintenance phase, unless of course they are hit by an energy, magic, fire or silver-bullet weapon.

CLAWS AND TEETH: The figure has large claws and teeth which it uses in close combat, so it is considered to have an extra hand weapon, for a +2 bonus in close combat.

FAST: A figure with this rule has a basic movement of 6" and therefore runs 12".

COMBAT MONSTER: A figure with this rule has 2D6 in close combat as standard (but always takes the highest D6 as its result).

HORROR: Figures with this skill are particularly horrible and strike fear into the hearts of men.

A morale test is required if a unit wants to charge or is charged by a monster.

If the beast charges and the test is failed, the unit becomes disorganised and immediately flees at double its movement. If it fails while it wanted to charge, the unit remains in place, frozen by fear, and may do nothing else.

Horrible creatures have a +1 bonus in close combat. Horrible creatures are immune to the Horror rules of other creatures, unless otherwise stated.

HYPER-DEVELOPED SENSES (HYPER SENS): With this skill, figures can detect enemy figures hidden within a radius of 8" on a horizontal plane. In addition they suffer no penalty in night combat.

NERVE OF STEEL: The figure may re-roll once its Command tests linked to enemy fire (which excludes Command tests to give orders or to test fear).

DEEP INSERTION: Figures with this rule may be deployed after all other units (that is, at the end of the deployment phase). They may be deployed anywhere on the table except in the enemy deployment zone, and begin the game hidden.

INFILTRATE: Figures with this ability may, after the deployment phase but before the start of the game, move up to 6".

UTTERLY FEARLESS: A figure with this ability is immune to any Cool test; it does not know fear. Its COOL is only used to carry out Command tests, to detect snipers, etc.

THICK SKULL: A figure with this ability is immune to the critical hit of snipers (sniper head shot).

CAVALRY: Some figures have a mount; as long as they are in the saddle they benefit from the FAST rule, but suffer a -1 penalty to fire unless they did not move.

BULLETPROOF: Thanks to this skill the figure is considered to have HEAVY ARMOUR, and furthermore, if it suffers a DOWN result from a shot, it will automatically get up during the next maintenance phase.

SUPER STRENGTH: A figure with this rule considers its close-combat attacks to have a MEDIUM A.T penetration class.

MONSTER HUNTER: A figure with this ability considers its weapons as magic weapons, silver or energy weapons, or anything else that destroys the horrors crawling on the surface of the earth. This includes all of the figure's weapons, unless it has an A.T penetration class, and excludes flamethrowers.

TOUGH: The figure is considered to have heavy armour.

HARD TO KILL: A figure with this ability treats its first 3 loss results (down and/or dead) as having no effect, unless these are caused by a weapon of class MEDIUM A.T or higher.

EXTRA ARMOUR: Thanks to this ability, when rolling to wound this figure, subtract 1 from the D6 (if, depending on the weapon, a kill result is on 4+ and the D6 gives 4, the figure is considered Down [4-1=3]).

LIGHT INFANTRY: Platoons (armies) with this rule may only take vehicles of armour class LIGHT or less, unless the vehicle is airborne or flying.

RANGER: The figure is harder to hit when it is entirely in vegetation, which gives it a +1 bonus (that is, a -1 penalty to fire for the enemy in addition to any other modifier).

SNIPER: Snipers begin the game hidden. Enemies may attempt to detect them if the sniper targets them, and to do so they must pass a morale test under their base Cool.

Snipers are not subject to unit coherency. Snipers are Corporals.

Snipers ignore all restrictions on choice of targets; they may therefore fire at whomever they want/can see.

DOWN, SNIPER!! Any unit hit by a sniper shot MUST immediately take a Cool test or become disorganised and flee to the nearest cover within 12" maximum of its position. This test, whatever the result, is made only ONCE per game regardless of the number of different snipers firing at the unit.

ZOMBIE: Zombies have the morale level of a conscript.

  • Mindless (Shamble): zombies move 5" and cannot run, hide, and have no unit coherency. They MUST move each turn towards the nearest enemy (or failing that, the visible one) in order to eat it.
  • Brains!! (Brainwurst): a zombie unit/zombie that has succeeded in inflicting a DOWN or DEAD result does not advance after combat; it MUST STAY in place to eat the body.
  • Meat Wave: zombie losses are always applied as close to the enemy as possible, applying DEAD first and then DOWN.
  • Unstoppable Evil (Les Légions du Mal): DOWN zombies get up AUTOMATICALLY during the next maintenance phase.

10/ Vehicles

Rules for Vehicles

There are several types of vehicle; for the purposes of the rules they are classed by their main mode of locomotion. Any vehicle, whatever its origin (alien or otherwise), falls into one of these categories.

PROPELLED: by propelled we mean any wheeled vehicle (jeep, truck, etc.). Most of these are generally more lightly armoured.

TRACKED: by tracked we mean any tracked vehicle (tank, tank destroyer, self-propelled gun) or one whose main power comes from tracks, such as half-tracks (sdkfz etc.).

MECHA: by Mecha, Mech or Mek we mean any vehicle fitted with "feet" (2, 4, 6 or 8) which it uses to move.

FLYING: by flying we mean any vehicle that moves at altitude and can take off and land on its own.

Movement. All vehicles have 3 movement speeds: SLOW, MEDIUM and FAST.

These may vary depending on damage suffered and terrain crossed.

The following table lists the different speed classes; each vehicle has its own class, given in the OoB.

Speed classSlowMediumFast
1258
24812
361216
491520
5121824

Example: A vehicle of speed class 3 may therefore move from 0" to 6" inclusive at slow speed; from 6" to 12" inclusive at medium; and from 12" to 16" at fast speed.

Terrain. Terrain affects vehicle movement according to their type of locomotion. A propelled vehicle does not behave like a tracked one.

The following table gives the MAXIMUM speed for vehicles crossing each type of terrain. The list is not exhaustive: if the game board features elements that differ from this list, the players must agree on the way to treat that terrain.

TerrainMaximum speed
ForestPropelled = slow (destroys the obstacle). Tracked = slow (destroys the obstacle). Mecha = medium.
OpenFast for all.
Wall or any solid construction 1" highPropelled = impassable. Tracked = medium (destroys the obstacle). Mecha = no effect.
BuildingsImpassable.
RuinsPropelled = slow. Tracked = medium. Mecha = fast.
Marsh / mudPropelled = slow + difficult terrain roll. Tracked = slow. Mecha = medium + difficult terrain roll.
Shallow waterNo effect.
Moderately deep waterPropelled = slow. Tracked = medium. Mecha = medium.
Deep waterPropelled/Tracked = impassable. Mecha = slow.
SnowPropelled/Tracked = medium. Mecha = fast.

Roads: Propelled and tracked vehicles have a special movement on roads. If the vehicle makes its entire movement on a road, the maximum distance of each class is doubled.

Example: a vehicle of speed 3 on a road may move at most 12" at slow speed, 24" at medium, and 32" at fast.

Difficult terrain roll: If a vehicle enters terrain where it may become stuck or slowed/braked, it must make a difficult terrain roll. Vehicles with HEAVY armour suffer a -1 penalty to the roll, and SUPER HEAVY vehicles -2.

1 = Bogged down: the vehicle is immobilised for the whole game; if an enemy vehicle is in sight, the crew must make a BAIL OUT test to see whether it abandons its vehicle.

2 = It's getting hot here, the vehicle may bog down. Its speed is halved, and if the vehicle does not leave the area immediately, a new test must be made on the next turn with a -1 penalty on the D6.

3-6 = Nothing happens, all rolls along!

If during its movement a vehicle encounters several types of terrain, these affect its speed of movement until it can no longer advance.

Example: Our tracked vehicle of speed 3 moves 4" over open ground, then meets a wall which it decides to cross. Once crossing it, the vehicle may move at most 12" further. It crosses and continues for a further 4", then arrives at a moderately deep stream 3" wide. It can cross it without trouble. It has therefore already moved 11" when it reaches a forest. The forest forces it to go at slow speed at most, so it is impassable for this game turn. It therefore stops at the edge of the forest. On the following turn the vehicle crosses it, which forces a movement of at most 6"; the forest being only 4" deep, it therefore still has 2" of movement left after crossing the forest.

Airborne Vehicles

Certain vehicles, in particular Mechas, have the ability to deploy close to the enemy from the air through the "DROP VEHICLE" skill. These are called and deployed like the troops of the same name, via the SEND IN THE PARAS order.

Vehicles and Command

For the purposes of the game, any vehicle that is not a troop transport is considered a unit for rules and Command purposes. Each vehicle therefore has an Officer who may, during the Command phase, give orders in the same way as a Sergeant of an infantry group.

The crew of a vehicle is generally 3 people: a driver, a gunner who operates the cannon or main weapon, and an Officer. There may also be a fourth member who is a radio operator or a secondary weapons gunner, as described for each vehicle in the OoB.

In all cases each crew member may use one of the vehicle's weapons (the hull weapon being used by the driver, so it may only fire if the vehicle has not moved).

BAIL OUT! (RAUS RAUS RAUS!!!): Bail out is an emergency order to evacuate/abandon the vehicle, which may be given in certain circumstances (critical damage, immobilisation, assault, etc.).

This order may be automatic, or may require a dice roll following a failed Cool test.

Units transported in a vehicle must make their Bail Out roll separately from that of the crew, and get the following bonuses depending on the type of transport:

  • -1 = for enclosed vehicles.
  • -2 = for open vehicles (half-track, sdkfz....).
  • -3 = for Russian Tankovaya and all other troops transported ON the vehicle itself.

Transported troops that have evacuated the vehicle follow the same rules as the crew.

A crew that has evacuated/abandoned its vehicle is automatically disorganised and fleeing. Place the figures in contact with the vehicle, out of enemy LoS, and toward the side of the player's deployment. Then, like any other fleeing unit, it moves at double its movement towards the nearest cover away from the enemy, and so that all members are in formation. If no cover is in range, then and only then, the vehicle may act as cover.

Once in cover, the crew stops fleeing and will automatically regroup the next turn (likewise for troops who had evacuated). Once regrouped, the crew must re-board the vehicle if it still exists. Failing that, the crew becomes an operational infantry squad like any other. It is considered to have SMGs as its weapon and no other equipment. If it re-boards the vehicle, the latter may again enter action the following turn.

MORALE BONUS: Armoured vehicles (not troop transports) give great protection to their crews, which is why the latter are more confident and motivated. To reflect this, members of a combat vehicle receive a +1 bonus to their Cool roll (except for BAIL OUT), and if the vehicle is an enclosed vehicle, they have a further +1 bonus.

EFFECT OF ARMOUR ON GREENHORNS: Armoured vehicles have a very large moral impact on greenhorns, who are still inexperienced soldiers. For this reason, if an allied tank of HEAVY armour or more has LoS to an allied GREEN troop, that troop receives a +1 bonus to Cool. If an enemy GREEN troop has it in LoS, it suffers a -1 penalty.

Example: A KONIG TIGER (a German panzer) of SUPER HEAVY armour advances in the open; 2 German GREEN sections see it, so each has a +1 bonus to its Cool. The 3 British sections that see it suffer a -1 penalty. Following this, a British CENTURION appears, which gives the same bonuses and penalties to these same troops.

Shooting at Vehicles

Shooting at a vehicle with infantry or a vehicle crew requires a roll to hit like any other shot (4+).

Certain vehicles are of LARGE or TITANIC size (this is defined in the OoB) and give a bonus to fire, as they are easy targets. However this bonus only applies to weapons of INFANTRY, HEAVY INFANTRY or VERY LIGHT A.T class; other weapons, being too cumbersome and difficult to employ, do not benefit from it.

Armour Value

Vehicles all have different armour zones, because the armour is thinner in some places.

These zones are defined as follows: FRONT, SIDE, REAR and TOP. Depending on the direction the shot comes from, one of these zones is hit and the quality of the armour may be lower.

By definition, tracked and propelled vehicles therefore have 5 armour zones: one FRONT, two SIDES, one REAR and one TOP. Tank turrets have the maximum armour value on the front and sides of the turret, and it is one level lower at the rear and top.

Mechas, for their part, have only two, which are FRONT and REAR.

The armour class of a vehicle given in the OoB is always the highest value, that is, it corresponds to the FRONT armour. This decreases by one level on the sides, rear and top.

Example: The TIGER 1 is given in the OoB as having HEAVY armour class; its front armour is HEAVY, and therefore MEDIUM on the sides, rear and top.

Resolving Hits

When resolving hits, one must first determine which zone of the vehicle is hit.

A shooter may, if it wishes, fire at a zone less armoured than the one it sees. To do so it must have LoS to that zone and a -1 penalty is applied to the shot. The same applies if it wishes to target the turret, since by default every shot is considered to be fired at the vehicle's hull.

LOW PROFILE: If the zone targeted is hidden at least by half or more by cover, the vehicle is considered to be in LOW PROFILE. A -1 penalty is therefore applied to the shot, in addition to the others.

FIRING THROUGH SCENERY: In some cases it is possible to fire at a vehicle in contact with scenery (which is a human construction) with an A.T weapon.

This is only possible under 2 conditions:

  • 1: the vehicle is partially visible to the shooter.
  • 2: the vehicle is not visible to the shooter but is in view of a radio operator, and the shooter or its group is also equipped with a radio.

To do so, make a roll to hit against the scenery element; then, if the shot hits, make a penetration roll against that same scenery. If the shot penetrates, it is considered to have passed through the obstacle and explodes on the target.

The weapon's penetration value is reduced by a number of degrees equal to the solidity of the obstacle (see the table below).

Type of terrainResistance value
Bunker and similarSUPER HEAVY (-7)
Wooden structureLIGHT (-3)
Masonry structureMEDIUM (-4)

Example: A KONIG TIGER wants to target a SHERMAN hidden behind a wall. The American tank believes itself safe, but is in view of a German radio operator who transmits its position to the crew of the panzer. The latter therefore opens fire on the wall in the hope of destroying the tank. The shot hits the wall, which has a SUPER HEAVY penetration factor; with its 88 cannon the wall is destroyed and the shell hits the SHERMAN with a penetration of LIGHT A.T (super heavy = class 7 - 4 for the resistance of the scenery = 3, hence the LIGHT column).

PENETRATION ROLL: Once the roll to hit has been made, make the armour penetration roll. This is done in the same way as for infantry and using the same table (see the Wound table in the Basic Fire section above).

Ignore any DOWN results, which do not apply to vehicles.

If the shot penetrates the armour, follow it with a BAIL OUT test.

All firing weapons are classified by their armour penetration, in categories that take into account not only the calibre but also the power and quality of the guns or ammunition.

When firing at a vehicle with a weapon of ROF greater than 1, roll the dice normally according to the ROF. If one result is a hit, roll only ONE die for penetration, regardless of the number of hits achieved.

EFFECT OF PENETRATING SHOTS: Once the penetration roll is made, its effects must be determined. To do so, roll 2D6 and look up the result in the following tables.

Propelled and tracked vehicles have their own tables, which differ from those for Mechas.

Tracked/propelled vehicles have a table for each zone (front, flank, rear, turret). If a shot penetrates a zone, ALL other shots that penetrate the same zone receive a +2 bonus on the effects roll for that zone.

Example: A shot penetrates the front of a T34 tank; if another shot penetrates the front again, the player rolls 2D6+2 to determine the effects.

Vehicle damage tables:

FRONT

ResultEffect
2-3The shot penetrates partially. 1D3 crew members take a LIGHT INF hit.
4-5Shrapnel penetrates the hull; the WHOLE crew takes a LIGHT INF hit.
6-8The shot penetrated the driving position; the driver is dead and his position is destroyed; the vehicle is immobilised for the rest of the game.
9-10The shot penetrates the hull, killing the entire crew (the vehicle may be recovered by ANY allied crew OR enemy crew without a vehicle).
11The shell penetrated deeply and explodes; the vehicle and crew are destroyed.
12The shell sets off the ammunition or fuel; the vehicle and crew are killed in the explosion, and every unit within 3" of the vehicle suffers 1D6 LIGHT INF hits.

FLANK

ResultEffect
2-5The shot damaged the wheels/tracks; the vehicle can now only move at SLOW speed.
6-8The shot destroyed the wheels/tracks; the vehicle is immobilised for the whole game.
9-10The shot destroyed the propulsion; the vehicle is immobilised and the crew takes 1D3 LIGHT INF hits.
11The shot destroyed the propulsion; the vehicle is immobilised and every crew member takes one LIGHT INF hit.
12The shot causes an explosion; the vehicle and its crew are destroyed in it, and every unit within 3" of the vehicle suffers 1D6 LIGHT INF hits.

REAR

ResultEffect
2-5Engine damage; the vehicle can now only move at SLOW speed; a second hit in the same place DESTROYS the vehicle (result 9-10).
6-8Transmission out of service; the vehicle is IMMOBILISED.
9-10Engine destroyed; the vehicle is IMMOBILISED.
11The engine explodes; the WHOLE crew takes a LIGHT INF hit.
12The engine and fuel cause the vehicle to explode, killing the crew instantly; all units within 3" suffer 1D6 LIGHT INF hits.

TURRET

ResultEffect
2-4Turret damaged; it can no longer rotate; if the main weapon was located there it is destroyed; the turret crew takes one LIGHT INF hit.
5-6Turret damaged; all members within it take one LIGHT INF hit.
7-8The main weapon explodes; all members of the turret take one LIGHT INF hit.
9-10Turret destroyed; the members occupying it are killed; the rest of the crew takes one LIGHT INF hit.
11-12The turret explodes, causing a chain reaction which destroys the vehicle and kills the whole crew.

Damage to Mechas. Mechas, being of a totally different design, have a different damage system. When a shot penetrates a walker's armour:

  • Roll 2D6 to determine which location has been affected.
  • Roll 1D6 on the table for that location to find its effects.

Subsequent shots hitting the same location receive a +2 bonus for determining effects.

HIT LOCATION

ResultLocation
2-5Weapon damage: roll 1D6; 1-3 is the right weapon, 4-6 the left weapon. If that weapon is already destroyed, treat as body damage.
6-8Body damage.
9-12Leg damage: roll 1D6; 1-3 is the right leg, 4-6 the left leg. If that leg is already destroyed, treat as body damage.

WEAPON DAMAGE

ResultEffect
1-2The weapon is damaged; roll 1D6 for each use; on 4-6 it works and the shot is fired; the weapon may be used in close combat.
3-4The weapon is seriously damaged and may no longer be used for the rest of the game except in close combat.
5-6The weapon is destroyed.

Note: if several weapons are on the same part of the body, the player controlling the Mecha chooses which one suffers the damage.

LEG DAMAGE

ResultEffect
1Leg damaged; the Mecha limps and may only make half its movement for each speed class.
2-3Leg seriously damaged; the Mecha is immobilised for the whole game; its weapons may still be used but the machine no longer changes facing.
4Leg destroyed; the Mecha remains standing; only secondary weapons may still be used; the machine may no longer change facing.
5-6Leg torn off; the Mecha falls to the ground (inflicting a hit equal to its armour +1 on figures underneath); it is unusable and counts as an impassable obstacle, except for other Mechas.

BODY DAMAGE

ResultEffect
1-2Control mechanisms damaged; the Mecha loses one speed class. If it was already at the lowest speed it only slows down.
3Control mechanisms destroyed; the Mecha is immobilised but may change facing and fire normally.
4Main systems damaged; the Mecha is immobilised and its weapons are unusable.
5Crew wounded; the crew members take one LIGHT INF hit.
6Penetrating hit: the shell passes through and bursts inside the Mecha's body; all units within 5" suffer 1D6 LIGHT INF hits from the Mecha's explosion.

Vehicle Fire (Tank Fire)

Vehicles' weapons are classed in 2 categories: the MAIN WEAPON and the SECONDARY WEAPONS.

  • The MAIN WEAPON (main gun) is a weapon with an A.T capability. If several weapons are A.T, the one with the highest penetration value is the main weapon.
  • SECONDARY WEAPONS are the vehicle's anti-infantry weapons and are generally MGs or flamethrowers.

Twin-mounted weapons receive a +1 bonus to hit.

All of a vehicle's weapons may take different targets; the main weapon is not subject to the priority-target rules, which is not the case for secondary weapons, which must fire at the nearest targets as described in the infantry chapter.

A vehicle's firepower is determined by its crew and its speed.

CREW AVAILABLE TO FIRE: As said above, each crew member is capable of using a weapon of the vehicle. Vehicles with a main weapon have a member designated to operate it: the Gunner; if he dies, the tank/vehicle commander takes over, or the 4th crew member.

The driver may only use the cannon/main weapon if the vehicle is immobilised.

To use the other weapons, each member may use a secondary weapon.

The hull weapon, generally an MG, is the driver's weapon, which again may only be used if the vehicle has not moved.

For Mechas the rule differs because of the machine's design: here each member may use its weapon, even the driver, and even if the Mecha has moved.

SPEED AND FIRING CAPACITY: Depending on its speed the vehicle's firepower differs: the faster the vehicle goes, the more its firepower decreases.

Weapons that may be used according to speed:

Vehicle speedWeapons that may be used
SLOWAll weapons may fire.
MEDIUMSecondary weapons only.
FASTSecondary weapons only, with a -1 penalty for frontal fire and -2 for flank and rear fire.

ORIENTATION AND FIRING ARC: Orientation and firing arc (TRAVERSE) is the ability of a vehicle to move and orient its gun in order to fire. For the purposes of the rules, vehicles have "traverse" zones which correspond to their armour zones (that is, a Mecha has a forward and a rear firing zone; a tank has 4: a front, two sides and a rear).

Vehicles with a turret have the advantage of being able to orient their gun and coaxial weapons easily. A vehicle with a turret may not rotate its turret AND fire in the same turn.

Vehicles without a turret often have their cannon fixed to the hull on the frontal zone (example: Su.122 or StuG.4). These may therefore only fire according to the orientation of the vehicle.

Secondary weapons may be fixed or pivot-mounted. Fixed weapons fire according to the angle at which they are fixed/oriented (for example a coaxial MG which fires along the angle of the gun, or a hull MG which fires forward). Pivot-mounted ones have a 360° firing arc and may fire in any direction without having to re-orient.

Vehicles and Infantry

HIGH EXPLOSIVE AMMUNITION: Weapons with an A.T capability may also use High Explosive ammunition. H.E shots are subject to a roll to hit like any other shot.

An H.E shot may target a unit or a piece of terrain in LoS as with any other shot (the latter, if hit, suffers the damage and may be destroyed on a DEAD result, cf. shooting through scenery).

If the shot hits, place the template on the designated point. If the shot targeted a unit, the player places his template so as to hit as many figures as possible (apply the cover in which most of the unit is located at the time of firing in case of a tie, apply the lower one). If the target is a vehicle, place the template on the targeted zone.

RESOLUTION OF DAMAGE: H.E ammunition has a damage/penetration value one class lower than the A.T value given in the OoB; in addition to this and the template, the figures hit by the shot are moved to the edge of the template (to represent the blast of the explosion) and must take a Cool test at -3 or suffer the same effects as a suppression fire.

Anti-Tank Attacks

INFANTRY VS VEHICLE: Vehicles, by their nature, cannot take part in a close-combat engagement (they are machines!). If a unit wishes to engage a machine, it declares its assault normally and the figures are brought into contact with the vehicle. A vehicle never flees, even if its crew can.

Unless equipped with anti-tank weapons (a weapon with a penetration class of A.T), each figure inflicts 1D6 hits of class LIGHT INF on the vehicle during the close-combat phase.

A vehicle not being a living figure, it is never considered as engaged and may therefore freely advance during its activation.

INFANTRY AND EXPLOSIVES: Certain units are equipped with explosives (see the OoB); this explosive may be used in an anti-tank role; to do so the charge must be placed directly in contact with the vehicle. For this the figure must declare an assault against the vehicle (for this rule the figure is considered to have a special weapon and may therefore act differently from its unit).

The distance between the figure and the vehicle is then measured; the figure moves, then after placing the explosive charge (the action is automatic), the figure may finish its movement; for this it may cover the rest of the distance its running movement allows, in order to take cover/rejoin its unit.

Example: Ivan, a Russian soldier, has explosive charges; not far from his unit, a Sherman has taken position. When his unit is activated, Ivan decides to blow up the tank by placing his charge while his unit advances. The distance between Ivan and the American tank is 5", Ivan's running movement is 8", so he reaches the tank, places his charge, and can quickly rejoin his unit by covering the 3" of movement he has left.

Explosives may be of two types: A.T or H.E (a figure is always considered to have both types, so it may choose the charge it uses BEFORE placing the explosive against its target).

A.T explosives, by the nature of their charge, have a detonation zone of 3"; this means any other figure/unit/scenery within 3" will be hit by the explosion, this blast zone being 180°.

Example: Ivan reaches the Sherman and places his charge at the rear of the tank. This is an A.T charge; when it explodes, only the elements within 3" BEHIND the vehicle are affected.

H.E explosives, by the nature of their charge, are less powerful but affect a wider zone. Their penetration value is one class lower than that listed in the OoB (which is ALWAYS the A.T value) but affects everything under the template. The centre of the template is placed where the charge is.

VEHICLES VS VEHICLES: Certain vehicles, notably Mechas, have equipment allowing them to attack other vehicles or scenery directly. Propelled/tracked vehicles, for their part, may smash through these same elements by ramming them.

Mecha Assault

During the action phase a Mecha may go into contact with a vehicle in order to attack it. To do so it must announce its intention, then move the Mecha into contact with its target. This is not an assault.

The attacker automatically inflicts ONE hit per "close combat" weapon on its target (no dice roll is required).

The penetration value of "contact" weapons is given with the description of the Mecha. This action is considered a movement and therefore takes place before fire (the latter may only be carried out according to the distance the machine moved, as the rule provides).

If the target is a propelled/tracked vehicle, no location roll is made; the hit(s) are inflicted on the location in contact with the Mecha. The location roll is only made in the case of a Mecha vs Mecha attack.

A MECHA MAY NOT ATTACK INFANTRY IN CLOSE COMBAT.

RUNNING OVER: A vehicle or Mecha may run over infantry. If the vehicle has moved more than 12", every figure in its path suffers a VERY LIGHT A.T penetration hit on 4+; if the machine moved less than 12", nothing happens; the infantry had time to see it coming and dodge.

RAMMING: A vehicle or Mecha may choose to voluntarily ram another vehicle/Mecha in order to inflict damage on it. To do so, the machine must make a movement of at least 6" to "charge" its target.

The target automatically suffers a hit with a penetration value equal to the FRONT armour value of the "attacker"; the attacker, for its part, suffers a hit one class lower than that same armour value.

Example: a TIGER 1 with HEAVY armour rams a Sherman; the Sherman suffers a HEAVY penetration hit, while for the TIGER 1 it is a MEDIUM hit (heavy-1=medium) on its frontal zone.

Troop Transport

Any vehicle able to carry more than its own crew is considered a troop transport. The number of figures it is able to carry is given in the OoB.

Troop transports are generally "bought" as upgrades for the unit one wishes to motorise.

The unit and the transport's crew are considered to be the same unit.

The crew additionally has the special rule "FIRE TEAM" (under the command of the transported officer), even if the unit it carries does not have it.

When the transported unit disembarks, the driver assumes the role of leader of the "vehicle FIRE TEAM" and may act independently (respecting the FIRE TEAM rule).

Apart from BAIL OUT tests, the vehicle is considered as cover in every respect for the transported unit.

DISEMBARKING FROM A VEHICLE: Disembarking from a vehicle uses up part of the unit's movement, and may even, depending on the case, cause wounds/losses depending on the speed at which the transport moved.

Although the transport and the transported unit are treated as a single unit during the activation phase, the vehicle AND the unit are activated at the same time.

At the start of the vehicle's activation, the speed/distance at which it will move must be declared before its troops can disembark. Once the distance is declared, it may at any point along its path disembark the figures as it wishes (respecting unit coherency).

Vehicle movement distanceMovement penalty on disembarking
Vehicle stationary2"
Movement of 4" or less3"
Movement of 6" or less4"
More than 6"8" + 1D6 LIGHT INF hits

EMBARKING INTO A VEHICLE: Boarding a vehicle is more delicate for a unit than disembarking.

For a unit to board a vehicle, the vehicle must not have moved more than 4" during its activation, and if it has not yet been activated, it may not make a movement greater than 4".

In addition, climbing into a vehicle costs infantry 2" of movement extra. If, once in contact with the vehicle, the figure no longer has enough movement to climb in, it remains outside.

Example: a sdkfz210 positions itself to pick up its unit. The unit is a little far from the vehicle, so they must run to board it. The nearest figures are 4" from the transport; they run, reach contact and board (this cost them 6" in total). The furthest are 7" away; they run, reach contact with the transport but cannot board (7"+2"=9"); they therefore remain outside, and the vehicle may not move until the whole unit has boarded.

NOTE: A transport is bought as an UPGRADE for a unit. But other figures may be carried if the transport's capacity allows another unit to board.

Example: a sdkfz 210 can carry 12 figures but was bought for a unit of 5 soldiers. It may therefore still carry one or more other groups in addition to its own.

FIRING BY TRANSPORTED UNITS: Units inside an open vehicle may, when activated, use their weapons with a -1 penalty to fire. Heavy weapons may not be used. Certain open transport vehicles offer the transported unit the ability to mount its MGs on a pivot (pintel mounted); in that case the weapon follows the same rules as the secondary-weapon fire of vehicles, and fires during the activation of the vehicle and not that of its unit.

Unarmoured transport vehicles give transported troops a light cover bonus of -1, while others have a heavy cover bonus of -2; this bonus only applies to weapons with no A.T capability.

In the case of open vehicles, the troops and crew are considered to be in the open for indirect/template fire. The same applies if the shooter can, when determining its LoS, see the bases of the transported units.

Anti-Tank Guns

This category includes anti-tank guns (PAK 88, 128, etc.) and cannons and artillery that are not self-propelled but towed.

These guns, by their size and nature, are handled in different ways from tank weapons.

Any gun with a penetration class higher than LIGHT A.T is considered fixed and may not move for the whole game, but may traverse 90° instead of firing. The others (LIGHT A.T) may move or fire.

The firing arc is 45° from the muzzle of the gun.

Anti-tank/artillery guns have an armour value given in the OoB; any A.T shot that penetrates the armour destroys the weapon. If the gun's figure has a protection, the crew of the piece is considered protected by heavy cover (-2); otherwise the cover must be determined according to LoS.

Infantry fire (non-A.T weapons) may only target the crew of the piece. Tank fire may choose either the piece or the crew.

Each piece is served by a crew, so losses may affect its rate of fire (see the table below).

Each crew has an Officer who holds the rank of CORPORAL with all the rules that follow from it.

All gun crew members are armed with weapons, and may use them if they are not assigned to operating the piece (example: a 5-man crew of which 3 directly serve the piece; the other 2 may therefore use their rifles).

For the British, Americans and Germans the crew is armed with semi-automatic rifles; for the Russians they are rifles.

Penetration classMinimum crew to fire each turnMinimum crew to fire every other turn
LIGHT21
MEDIUM21
HEAVY31
VERY HEAVY32
SUPER HEAVY32

Below this minimum the piece may no longer fire.

Flying Vehicles

Despite the diversity of aerial vehicles that may act on a battlefield, this section covers only those that have the capacity for direct ground support by bombing (napalm or other).

This capability is called AIR-STRIKE or STRAFING. This option is bought when creating the army list, as explained in the earlier chapters.

The STRAFING RUN is the first action to be carried out at the start of a turn. The procedure is as follows: at the start of the turn, place a string (counters, markers or other) from one edge or corner of the table to the opposite or an adjacent edge or corner (this represents the bombed zone), then roll 1D6 to find the deviation.

1 = 3" left 2 = 2" left 3 = 1" left 4 = 3" right 5 = 2" right 6 = 1" right

Once the deviation is known, place the aircraft in the middle of this line. It remains there until the end of the phase. For the rest of the turn the craft may be targeted by any unit with an unlimited range that is not the main weapon of an armoured vehicle (its gun). A -2 penalty to fire applies to any weapon firing, unless it has the A.A (anti-aircraft) capability.

The aircraft has VERY LIGHT armour class. If a shot manages to penetrate the armour, the aircraft is either destroyed or the pilot decides to break off; in every case the drop is cancelled and is lost for the game.

If at the end of the turn the aircraft has not been destroyed, the bombing has taken place, and ALL units or figures within 2" of the line (2" left and 2" right) suffer, on 4+, a HEAVY INF penetration hit.

  • Flying Vehicles
  • Ditch, trenches
    1/2 movement
    ShelterANY fortified position built by men to protect themselves in combat, such as a bunker, sandbags, trenches.+3
    ProneSee the order of the same name, or any DOWN model.+1
    Weapon modifierDepends on weapon range.+/- depending on the weapon
    5+ (3+)
    4+ (2+)
    3+ (1+)
    2+ (1+)
    A
    A
    A
    3 - Lightly armoured vehiclesNN6+4+3+2+AA
    4 - Medium armoured vehiclesNNN5+4+3+2+A
    5 - Heavy armourNNN6+5+4+3+2+
    6 - Very heavy armourNNNN6+5+4+3+
    ObstacleIf an obstacle (low wall) is between the bases.-1
    DownIf the figure is on the ground at that moment.-1
    Unlimited
    -1
    Light inf
    1
    Semi-auto rifle24"Unlimited-1Light inf2With a ROF of 1 may make an aimed shot
    Sniper rifleUnlimitedUnlimited/Light inf1Special rule
    SMG12"24"/Light inf3+1 at short range
    Assault rifleUnlimitedUnlimited/Light inf3
    Packed LMGUnlimitedUnlimited/Light inf5
    LMG24"Unlimited/Heavy inf8+1 at short range, Move or fire
    HMG24"Unlimited/Very light A.T6+1 at short range, Move or fire
    FlamethrowerTemplate//Light inf1Special rule
    Grenade launcher / rifle grenade12"24"-1H.E = Heavy inf; A.T = Very light A.T1Move or fire; special rule
    R.P.G24"Unlimited-2Variable1Move or fire
    Frag grenadeSpecialSpecial/Light inf1Special rule
    Smoke grenadeSpecialSpecial//1Special rule
    Light mortarUnlimitedUnlimited/Light inf1Minimum range 12"; Move or fire; special rule
    Medium mortarUnlimitedUnlimited/Heavy inf1Minimum range 18"; "Mover or fire" (sic); special rule
    Anti-Mech rifleUnlimitedUnlimited/Light A.T1/
    Explosives///Medium A.T1Special rule
    RoadPropelled/Tracked = fast (special). Mecha = fast.