A Konflikt '47 Community Supplement

Rüstung des Rift-Krieges

The Rift is open. Every arsenal on Earth is answering it.

Dresden, 12 March 1944. One B-29. One bomb. One wound in the world that has never closed.

The nations

A Konflikt '47 Community Supplement

Rüstung des Rift-Krieges

The Rift is open. Every arsenal on Earth is answering it.

Army reference and list builder · September 2026• Gray Geist – with Pedro (sirsmashelot), Jonny D'nylen, TheDirtyOrphan & Pierre L• Player edition  ·  188 entries  ·  9 factions
Unofficial fan-made content for Konflikt '47. Not affiliated with or endorsed by Warlord Games. All points values are first-draft estimates pending community playtesting — feedback welcome via the Konflikt '47–Inspired 3D Printing & Terrain group.

Dresden, 12 March 1944. One B-29. One bomb. One wound in the world that has never closed.

The Green Vault stepped out of the shadows and remade the Reich as the Neue Republik, the Final Reich. Roosevelt walked out of Area 51 a new man and called the war a crusade. Stalin, shut out, set his spies to steal what his scientists could not yet build. Japan sealed its secrets inside the volcanic caves of Iwo Jima. And in Dresden, the dead got up and marched.

Three years on, the factories never sleep. Every power is fielding something heavier, faster or stranger than the enemy, and rushing it to the front before the paint is dry. The smaller nations will not be swallowed. Finland fights alone between two giants, with salvaged weapons and soldiers whose eyes glow yellow in the dark. France holds the barricade with whatever the war leaves behind. China burns between them all: Nationalists who answer every horror with fire, Communists armed from Soviet crates and Soviet laboratories.

This is their arsenal. Summer, 1947. The war will not wait.

188 entries (187 units and 1 force asset) · 9 factions

Finding the Models
Build these units with 28mm / 1:56 kits or printable models. Individual entries link sources and suggest conversions; some Rift weapons need a turret swap or kitbash. Have a model without K47 rules? We would love to hear about it.

Reference

New Weapon Profiles

3 weapons + 1 inline

Äänipyssy / Kaiku Häirin

Infantry Rift Weapon · Finnish Only
WeaponTypeRangeShotsPenSpecial Rules
ÄänipyssyS6"3+1Assault, Rift Weapon; Shockwave, Jury-Rigged
Shockwave: Exhaust Rift Die. Count hits as HE template size. Ignores Cover Saves. Pen = template size. Pins = HE effect. See rulebook page 84.
Jury-Rigged: Before firing, roll D6. On 1: misfire, no shot, D2 Pins on unit. On 2+: fires normally.
Availability: Sissi Recon Patrol, Vouhi Strike Squad, Koi Äänipyssy Team, Lumihiihtäjä Partio. Full stats are repeated on each unit card (one-stop shop).
“Kaiku Häirin” (“Echo Disruptor”) is the Lumihiihtäjä designation for the same weapon, salvaged from Koi team surplus.

StG 45(M)

Infantry Small Arm
WeaponTypeRangeShotsPenSpecial Rules
StG 45(M)S24"2–—
Upgrade cost: Replace Rifle with StG 45(M): +5 pts per model. Range 24", 2 shots, no Assault rule. A mid-range improvement over the Rifle, cheaper but less aggressive than the Assault Rifle (18", Assault, +6 pts).
Availability: Axis Volksgrenadier Squads, Heer Grenadier Squads, Shocktrooper Squads.

RPG-2

Infantry Anti-tank Weapon
WeaponTypeRangeShotsPenSpecial Rules
RPG-2S18"1+6Anti-tank Launchers, Shaped Charge
Upgrade cost (squad upgrade, entire squad): +7 pts per model.
Availability: Soviet Guards Rifle Squads, Daughters of the Motherland.

Riftstrahlkanone

Vehicle Rift Weapon
WeaponTypeRangeShotsPenSpecial Rules
RiftstrahlkanoneHeavy48"1+6Rift Weapon; Rift Disruption, HE (3")
Availability: Fenris-Löwe only.
Reference

New Special Rules

10 rules

Reactive Armour

Early explosive reactive armour concepts were explored by Soviet researchers as early as 1944. The urgency of the Rift War has accelerated development — the first operational reactive plates are being fitted to the heaviest and most valuable armoured vehicles.

Against weapons with the Shaped Charge special rule, count this Vehicle’s Damage Value as 1 higher. This adds to Reinforced Front Armour against hits from the front.
Standard on: “Meade” T28/T95, A39 Tortoise, IS-7 (Object 260).
Upgrade option (+15 pts): Leopard E-75, Säbelzahn E-100, E-100 Ausf. B “Überlord”, Fenris-Löwe.

IR / Night Vision

Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
Upgrade cost: +5 pts per model (infantry) | +5 pts (vehicle).
Custom supplement rule.

Overstressed Drivetrain

Roll a D6 each time this vehicle completes an Advance or Run move. On a 1, the transmission fails and the vehicle is Immobilised for the rest of the game. On a 2+, nothing happens.
Applies to: O-I Super Heavy Tank only.

Ambush Stance

On a Fire order, this vehicle may lower its suspension until it next moves. It gains +1 to its Cover Save, or a Cover Save of 6 if it is in the open.
Applies to: Ozelot E-10 and Susi 42 Light Ambush Walker.

Combined Arms Platform / Busy Turret

Combined Arms Platform (T31): Each Fire Order, fire either the Light Howitzer and/or the Flamethrower, or one Medium Rocket System.
Busy Turret (M4A3E8 Calliope): You may fire either the turret’s main gun (or its co-axial MMG), or the Multiple Launcher, but not both in the same turn.
Multiple Launcher: Counts as a heavy mortar, but never hits on better than a 6 (no ranging in). Pick the first target as normal; every other enemy unit within 6" of the template is also a target. If a friendly unit is within 6", the shot cannot be fired. Roll to hit each target separately, hitting on a 6. Bolt Action 3rd Edition.

Bush Saw

This walker’s arm mounts an industrial cutting saw. In Close Quarters, the Saw arm attacks at +5 Pen instead of +4. Additionally, this walker may demolish Buildings as if it were a Heavy Walker, despite being a Medium Walker.
Applies to: Australian Heavy Quad Bush Walker only.

No Arms

This Walker has no arm attacks. It can still make the leg/stomp attacks allowed by the core Walker Close Quarters rules.
Applies to: MK Sentinel Light Walker and Susi 42 Light Ambush Walker.
New Rift Abilities

Rift Abilities

3 abilities

Rift Disruption

Rift Weapon Ability

The Fenris programme represents a radical departure from existing Axis Rift weapons research. Where the Schwerefeld Projektor manipulates gravity and the Schienenkanone harnesses electromagnetism, the Fenris cannon channels raw, unfiltered Rift energy into a concentrated beam that destabilises matter at the molecular level. Targets struck by the beam experience catastrophic structural failure — armour plate crystallises and shatters, reinforced concrete crumbles to powder, and the air itself takes on the acrid stench of ozone and something far older.

Fire, Advance or Ambush Order – exhaust a Rift Die. An HE shot becomes HE (4"). Hits from this shot ignore Cover Saves; a Down unit still halves HE hits. Against an Armoured Vehicle, add +1 to the die roll on the Damage Results table.
Overload – Fenris Howl. Exhaust a Surging Rift Die. The shot also gains +2 Pen, and every unit it hits suffers D3 additional Pin Markers. The Fenris-Löwe suffers D2 Pin Markers.

Target Lock

Rift Unit Ability · MK Sentinel Light Walker
Rift Dice: 1
Active: When given a Fire order, exhaust a Rift Die. Choose one of this walker’s weapons; re-roll one failed to-hit die for that weapon this Order.
Surging: +1 to hit with all weapons.
Exhausted: –1 to hit with all weapons.

Ironbark

Rift Unit Ability · Australian Heavy Quad Bush Walker
Rift Dice: 2, or 1 with the flamethrower arm (Ironbark and the M21 Light Tesla Cannon)
Active — Ironbark: When any Vehicle Damage result other than ‘Knocked Out’ is rolled against this walker, exhaust a Rift Die and treat the result as the one on the row above on the same Damage Results table (e.g. Immobilised → Crew Stunned; Crew Stunned is ignored per Automated Recovery). The walker still receives Pin Marker(s) for being hit.
Surging: +1 to all hit rolls (peak servo calibration).
Exhausted: –1 to all hit rolls (degraded targeting).
Note: This walker has two Rift Dice, one for Ironbark and one for the M21 Light Tesla Cannon. If the flamethrower option is taken, Tesla Arc is lost, Ironbark is retained and the walker has one Rift Die.
Konflikt '47 Army List Supplement

The Axis

12 units · Neue Republik · Volksarmee
Models: The Löwe, Flak Löwe, Fenris-Löwe, E-10, E-25, E-50, and E-75 are available from Ambush Miniatures (Panzerdivision Cerberus). E-100 variants available now from Heer46 shop. Kätzchen: Cults3D STL (free) or Heer46 resin kit. See Recommended Models.

Luchs E-50 Standardpanzer

Medium Tank · “Lynx” Standard Tank

Requisition Points

Inexperienced:220
Regular:275
Veteran:330

The Entwicklung programme was a dying dream of the old regime — a comprehensive redesign of Axis armour intended to slash manufacturing costs through standardised components. When the Grünes Gewölbe seized power, its industrial planners immediately recognised the programme’s value. Within months, the Luchs E-50 entered production at the Ruhr foundries, replacing the complex and expensive Panther on assembly lines that now ran day and night under the light of Dresden’s infernal glow. Sharing its drivetrain, suspension, and running gear with the heavier Leopard E-75, the Luchs is cheaper to produce and easier to maintain than its predecessor. The turret ring is identical to the Panther-X’s, and field depots have begun fitting the same Light Schienenkanone rail gun to Luchs hulls that have lost their conventional barrels — giving front-line units a Rift-capable tank destroyer without waiting for a new chassis.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Hull-mounted, Forward-facing MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
Anti-tank rifles and any weapon with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

rule do not get the +1 Pen modifier when hitting this Vehicle’s Side Armour.
+10
Light Schienenkanone: Range 96" | Shots 1 | Pen +8 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;
Hyper Velocity. Hyper Velocity: Exhaust a Rift Die. +1 to hit, +1 Pen. Ignores Cover Saves. Full Damage counts as Massive Damage. Shot may punch through to a second target up to 12" beyond (second target hit normally, no HV bonus, ignores Cover). May not be Overloaded. Same rail gun fitted to the Panther-X. Gains +1 Pen, +12" range, and Hyper Velocity. Loses

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
.
+53
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins.
+10
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

Leopard E-75 Standardpanzer

Super-heavy Tank · “Leopard” Standard Tank

Requisition Points

Regular:440
Veteran:528

Built on the same production line as the Luchs E-50 with interchangeable drivetrain components, the Leopard E-75 is the heaviest vehicle the rationalised Axis factories can mass-produce. Where the Tiger II was a masterwork of over-engineering — beautiful, brutal, and endlessly breaking down — the Leopard is a blunt instrument designed by accountants and welders. Its armour is thicker, its maintenance simpler, and its 88mm KwK 43 can be field-upgraded to the devastating 128mm KwK 44 when supplies allow.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Hull-mounted, Forward-facing MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
The 128mm does not suffer the –1 Pen penalty at long range. Full +7 Pen at all distances.
+5
Schienenkanone: Range 96" | Shots 1 | Pen +8 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;
Hyper Velocity. Hyper Velocity: Exhaust a Rift Die. +1 to hit, +1 Pen. Ignores Cover Saves. Full Damage counts as Massive Damage. Shot may punch through to a second target up to 12" beyond (second target hit normally, no HV bonus, ignores Cover). Overload: Exhaust a Surging Die — +2 to hit, +2 Pen instead; firing unit suffers D3 Pins.
+35
Reactive Armour: Against weapons with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

special rule, count this Vehicle’s Damage Value as 1 higher. This adds to

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

against hits from the front.
+15
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

+55

Säbelzahn E-100 Standardpanzer

Super-heavy Tank · “Sabretooth” Standard Tank

Requisition Points

Regular:550
Veteran:660

The Maus programme was a monument to the old regime’s madness — a 188-ton leviathan that consumed entire factories and broke down every hundred kilometres. The Säbelzahn E-100 is its vindication. When the Sturmriesen rose over Germany’s industrial heartland in the summer of 1946, the Allied bombing campaign that had crippled Axis heavy armour production ended overnight. Under the Storm Giants’ gravitic shroud, Krupp and Adler engineers rebuilt the Ruhr foundries and designed what the old regime never could have assembled: a super-heavy tank that could actually be manufactured in numbers. Krupp’s lightened turret — the angular, slope-fronted design stripped of sixty tonnes of unnecessary armour from the original Maus concept — carries the devastating 128mm KwK 44 that can punch through any armour on earth, with the 75mm KwK mounted above it for infantry and soft targets. The secondary position can be refitted in the field: forward units have begun replacing the 75mm with a Maschinen Schwere gravity projector, giving the Säbelzahn Rift-tech capability without sacrificing its main gun. The hull beneath is an Adler design refined by Neue Republik engineers: standardised suspension, interchangeable drivetrain components, and a power plant that actually starts in winter. At 140 tons it is still a monster. But it is a monster that reaches the battlefield, and one whose turret can be armed for whatever it finds there.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun (128mm KwK 44)
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT Gun (128mm KwK 44)Heavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
.
No –1 Pen at long range
Co-axial 75mm KwK L/24Heavy24"1–

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Pintle-mounted MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • No Penetration modifier for hitting this vehicle from the side or top; the Penetration modifier for the rear arc is reduced to +1.
Rift Options
  • 0 with conventional guns · 1 with one Rift weapon (Maschinen Schwere, Schwerefeld Projektor or Schienenkanone) · 2 with a Schwerefeld Projektor or Schienenkanone main gun and the Maschinen Schwere co-axial. These are ordinary Rift Dice, not Rift Mastery.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins.
+20
–35
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins.
–15
Schienenkanone: Range 96" | Shots 1 | Pen +8 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;
Hyper Velocity. Hyper Velocity: Exhaust a Rift Die. +1 to hit, +1 Pen. Ignores Cover Saves. Full Damage counts as Massive Damage. Shot may punch through to a second target up to 12" beyond (second target hit normally, no HV bonus, ignores Cover). Overload: Exhaust a Surging Die — +2 to hit, +2 Pen instead; firing unit suffers D3 Pins. Replaces 128mm KwK 44. Gains +1 Pen, +12" range, and Hyper Velocity rift ability. Loses

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
and the no-range-penalty trait.
+35
Reactive Armour: Against weapons with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

special rule, count this Vehicle’s Damage Value as 1 higher. This adds to

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

against hits from the front.
+15
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

+55
A Note on the Fenris Programme

The Grünes Gewölbe’s weapons directorate has pursued one programme beyond all others — the development of a direct Rift energy weapon for vehicle deployment. The Schienenkanone and Schwerefeld Projektor harness the Rift’s secondary effects; the Fenris Programme seeks to weaponise the Rift itself. Its results — most notably the Riftstrahlkanone and its Disruption weapon ability — are documented in this supplement. The programme’s full scope, and the cost in lives and sanity paid at Kummersdorf, remains classified at the highest level of the Neue Republik.

Rift

Fenris-Löwe

Super-heavy Tank · Rift Unit · “Fenris Lion”

Requisition Points

Regular:520
Veteran:624

The Löwe — the Lion — was a dead programme, a seventy-ton paper fantasy killed by the same committee that authorised the Maus. When the Grünes Gewölbe’s weapons directorate resurrected the chassis in early 1947, it was not for the 105mm conventional gun that the original designers had intended. The hull was lengthened, the armour geometry refined using data from Rift-enhanced metallurgical studies, and the turret was completely redesigned to house the prototype Riftstrahlkanone — a weapon so new and so dangerous that the first test firing at Kummersdorf killed six technicians and turned two hundred metres of pine forest into glass.

The Fenris-Löwe — the ‘Fenris Lion’ — is the result. Each is crewed by volunteers from the Volksarmee’s most decorated Panzer units, men who understand that the weapon they carry is as likely to malfunction catastrophically as it is to function correctly. When it does function, the beam crosses the battlefield in a shriek of tortured air, the target’s armour crystallising and fracturing like ice struck with a hammer. Cover offers no protection. Fortifications offer no sanctuary. The Lion has found its prey.

Hauptmann Georg Wende, commander of the first Fenris Lion to enter combat during the defence of Festung Stuttgart, described the weapon’s effect in his after-action report with characteristic Prussian understatement: “The target ceased to exist. Recommend further production.”

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Riftstrahlkanone
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted RiftstrahlkanoneHeavy48"1+7

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,
Rift Disruption: Fire, Advance or Ambush Order – exhaust a Rift Die. An HE shot becomes HE (4"). Hits from this shot ignore Cover Saves; a Down unit still halves HE hits. Against an Armoured Vehicle, add +1 to the die roll on the Damage Results table.

Overload – Fenris Howl. Exhaust a Surging Rift Die. The shot also gains +2 Pen, and every unit it hits suffers D3 additional Pin Markers. The Fenris-Löwe suffers D2 Pin Markers.
,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Hull-mounted, Forward-facing MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Rift Unit
  • 1
  • Fire, Advance or Ambush Order – exhaust a Rift Die. An HE shot becomes HE (4"). Hits from this shot ignore Cover Saves; a Down unit still halves HE hits. Against an Armoured Vehicle, add +1 to the die roll on the Damage Results table.

    Overload – Fenris Howl. Exhaust a Surging Rift Die. The shot also gains +2 Pen, and every unit it hits suffers D3 additional Pin Markers. The Fenris-Löwe suffers D2 Pin Markers.
  • HE shots from the Riftstrahlkanone gain +1 Pen.
  • Gain Lumbering – Advance 6", Run 6"–12".
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
Reactive Armour: Against weapons with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

special rule, count this Vehicle’s Damage Value as 1 higher. This adds to

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

against hits from the front.
+15
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

Kätzchen Armoured Personnel Carrier

Transport Vehicle

Requisition Points

Inexperienced:55
Regular:70
Veteran:85

The Kätzchen — the ‘kitten’ — began life as a simple proposition: put a tracked chassis under a troop compartment and get Panzergrenadiers to the front alive. Based on the proven Hetzer running gear, the VK 16.02 prototype was low, fast, and reliable. Its open troop compartment was considered acceptable in 1944 — most half-tracks had the same weakness, and the weight savings allowed for the speed the Heeresamt demanded. Then the Rift opened. Tesla arcs, gravity pulses, and the claws of things that fall from the sky all found easy purchase in that exposed compartment. Field workshops began welding armoured roofs to surviving Kätzchen within weeks of the first Moroz Gul raids, and factory-enclosed variants followed by mid-1947. Today both versions serve: the open-topped original for rear-echelon and rapid reconnaissance duties, and the enclosed refit for frontline assault delivery.

Unit TypeTransport Vehicle
Standard EquipmentPintle-mounted MMG (Forward Arc)
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value8 / 9 / 10
TransportUp to 6 Soldiers
TowLight Howitzer, Light Anti-tank Gun
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Pintle-mounted MMG (Forward Arc)S36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
Welds an armoured roof over the troop compartment. The vehicle is no longer

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

— it loses the Open-topped penalties but passengers may no longer fire from inside. Factory-enclosed Kätzchen became standard for frontline

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

platoons from mid-1947.
+10
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | Rear arc only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

.
Forward-facing arc (open variant); turret-mounted 360° if Enclose hull is also taken.
+15
Light

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

(7.5 cm Stummel): Range 48" direct or 30–60" indirect | Shots 1 | Pen HE | Howitzer,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
.
Forward-facing arc (open variant); turret-mounted 360° if Enclose hull is also taken.
+20
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

.
Forward-facing arc (open variant); turret-mounted 360° if Enclose hull is also taken. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+50
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
When the Enclose hull option is taken, all secondary weapon mounts become turret-mounted with 360° arc of fire.
STL models: Kätzchen for Dust Warfare 1947 by ANerdsNerd (free, Cults3D — primary). Alternatives: Heer46 Kätzchen APC (resin, 1/56) • Heer46 Kätzchen w/ 7.5 cm Stummel • MTW Kätzchen mit Wurfrahmen by Ramzay1945 (Cults3D — 1:100, print at ~160% for 28mm).

Sd.Kfz. 251 Ausf. E

Transport Vehicle · Enclosed Variant

Requisition Points

Inexperienced:60
Regular:75
Veteran:90

When a Moroz Gul raiding party struck a Panzergrenadier column near the Vistula in the winter of 1946, the killing mist rolled in so fast the sentries never fired a shot. The frozen bodies were found at dawn — every man in the open-topped half-tracks dead, their weapons shattered by the cold, their skin rimed with frost. The men in the two enclosed trucks had survived, sealed behind canvas and steel while the temperature outside dropped to something no living creature should endure. The lesson was not lost on the Heeresamt. Within weeks, armouring kits were being welded to the Hanomag’s troop compartment — a folding roof of 8mm plate with hatches for the commander and a rear exit. The crews call it the Sarg — the coffin. They mean it as a compliment.

Unit TypeTransport Vehicle
Standard EquipmentTurret-mounted MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9 / 10
TransportUp to 10 Soldiers
TowLight Howitzer, Light or Medium AT Gun, Light AA Gun
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | Rear arc only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
360° arc. Replaces the turret-mounted MMG.
+15
Light

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

(7.5 cm Stummel): Range 48" direct or 30–60" indirect | Shots 1 | Pen HE | Howitzer,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,
360° arc. Replaces the turret-mounted MMG.
+20
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

,
360° arc. Replaces the turret-mounted MMG. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins.
+50
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Fully enclosed — not Open-topped.
Rift

Sd.Kfz. 222/X Leichter Panzerspähwagen

Armoured Car · Rift Unit · Light Armoured Reconnaissance Vehicle

Requisition Points

Inexperienced:112
Regular:140
Veteran:168

Before the Spinne walked, the 222 crawled. In the months following the opening of the Dresden Rift, Axis weapons researchers at Kummersdorf fitted a prototype Maschinen Schwere — a miniaturised gravitic projector — into the turret ring of a standard Sd.Kfz. 222 reconnaissance car. The result was crude, unstable, and wildly successful. The light chassis could barely contain the weapon’s recoil, and the crew compartment filled with the acrid smell of ionised air after every discharge. But the concept was proven: Rift technology could be mounted on light, fast platforms. The Spinne programme was authorised within the week. A small number of 222/X conversions remain in frontline service, their crews preferring the speed and familiarity of wheels to the Spinne’s mechanical legs.

Unit TypeArmoured Car
Standard EquipmentTurret-mounted Maschinen Schwere
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Maschinen SchwereS36"2+2

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

Rift Unit
  • 1 — Gravity Pulse Weapon
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Light

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

:
Range 48" | Shots 1 | Pen +4 | Anti-Tank Gun,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
. Light Autocannon: Range 48" | Shots 2 | Pen +2 | Co-axial,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
HE (1"). Replaces the Maschinen Schwere (36", 2 shots, +2) and loses Rift Unit status.
+0
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

Ozelot E-10 Jagdpanzer

Light Tank · “Ocelot” Tank Hunter

Requisition Points

Inexperienced:160
Regular:200
Veteran:240

The Ozelot E-10 was conceived as the ultimate replacement for the Hetzer — smaller, lower, and faster than its predecessor, with the same lethal 75mm Pak 42 gun mounted in a fixed superstructure barely a metre off the ground. The design’s most radical feature is its adjustable hydropneumatic suspension, allowing the crew to lower the hull to the road surface for ambush operations or raise it for cross-country travel. In the Axis defensive doctrine of the Neue Republik, these tiny predators are deployed in pairs along forest roads and canal embankments, hull-down and invisible until the lead vehicle of an Allied column passes the kill zone.

Unit TypeLight Tank
Standard EquipmentHull-mounted, Forward-facing Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value8+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • On a Fire order, may lower its suspension until it next moves: gains +1 to its Cover Save, or a Cover Save of 6 if in the open.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
No rotating turret. Main armament fires into Forward Arc only.

Raubkatze E-25 Jagdpanzer

Medium Tank · “Wildcat” Tank Hunter

Requisition Points

Inexperienced:225
Regular:280
Veteran:335

Where the Ozelot E-10 is an ambush predator, the Raubkatze is a hunter. Designed to replace the ageing Jagdpanzer IV on the assembly lines, it combines the devastating 75mm Pak 42 L/70 with a wider chassis, thicker armour, and the standardised E-series drivetrain that has become the backbone of Neue Republik armoured production. Volksarmee doctrine deploys Raubkatze battalions as mobile fire brigades, racing to threatened sectors to engage Allied armour at range before withdrawing to the next prepared position.

Unit TypeMedium Tank
Standard EquipmentHull-mounted, Forward-facing Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins.
+10
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
No rotating turret. Main armament fires into Forward Arc only.

Flak Löwe

Super-heavy Tank · “Flak Lion”

Requisition Points

Regular:380
Veteran:455

The Löwe chassis, already in limited production for the Fenris programme, proved adaptable to another urgent role: mobile heavy anti-aircraft defence. Allied and Soviet air power remained a constant threat to Axis armoured formations, and conventional flak vehicles lacked the survivability to operate alongside super-heavy tanks. The Flak Löwe mounts a pair of 50mm Flak 41 automatic cannon in a fully enclosed, armoured turret atop the Löwe hull — each gun capable of hurling explosive shells to altitudes where even the fastest fighter-bombers are vulnerable. The same guns depress to engage ground targets with devastating effect, shredding light vehicles and infantry formations with equal ease.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Twin Heavy Autocannon
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Twin Heavy AutocannonHeavy72"4+3

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Hull-mounted, Forward-facing MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • Flak

    All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

    Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

    Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

    When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

    If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

    Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

VK 75.01 (K) Schwerer Panzer

Heavy Tank · “Krupp Heavy Tank”

Requisition Points

Inexperienced:275
Regular:345
Veteran:415

Krupp’s VK 75.01 died on paper in 1942 — killed by Henschel’s Tiger II contract and filed in the Essen archives alongside a hundred other discarded ambitions. Five years later, the Grünes Gewölbe’s ordnance directorate pulled it back out. What they needed was specific: a heavy tank cheaper than the standardised Leopard E-75, tougher than the Luchs E-50 Standardpanzer, and built around the deadliest conventional gun in the Axis arsenal. What they found was a hull that Krupp had designed from the first rivet for exactly that purpose.

The 10.5 cm KwK L/68 is not the gun Krupp proposed in 1942. That weapon was a conventional high-velocity cannon — devastating for its era but a product of orthodox metallurgy. The 1947 variant uses a barrel forged from Wolfram-Stahl, a Rift-annealed tungsten alloy developed at the Kummersdorf proving ground. The process aligns the crystalline structure of the metal under controlled Rift exposure, producing a barrel that withstands chamber pressures no conventional forge could achieve. The result is a tungsten-cored round launched at velocities that maintain full armour penetration at ranges where every other ballistic weapon on the battlefield has lost its edge. It is the highest-velocity conventional gun the Axis possess — and it does not need Rift energy to fire.

The hull sits low. The turret is mounted rearward — a deliberate Krupp decision that keeps the gun’s enormous barrel length behind the centre of gravity, improving cross-country stability and allowing the driver to position the vehicle hull-down with only the turret crown exposed. It is a narrower profile than the Tiger II it was designed to replace, harder to acquire at range, harder to hit in the forests and rubble fields of the Neue Republik’s defensive lines. Late-production vehicles are fitted with the FG 1250 infrared system, turning the VK 75.01 into what its crews have named it: the Nachtjäger. The night hunter. It sees in the dark, it kills at full reach, and by the time the muzzle flash fades there is nothing left to shoot back.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted 10.5 cm KwK L/68
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted 10.5 cm KwK L/68Heavy84"1+8

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Hull-mounted, Forward-facing MMGS36"4–

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

Special Rules
  • The 10.5 cm KwK L/68 does not suffer the –1 Penetration penalty when shooting at targets at over half range. It counts its full +8 Penetration bonus at all ranges.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.
+45
MMG: Range 36" | Shots 3 (4 with

Buzz Saw

Axis Light and Medium Machine Guns fire one extra Shot. For Vehicle-mounted Machine Guns, first half the number of Shots before adding the extra one.

) | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
Schienenkanone: Range 96" | Shots 1 | Pen +8 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;
Hyper Velocity. Hyper Velocity: Exhaust a Rift Die. +1 to hit, +1 Pen. Ignores Cover Saves. Full Damage counts as Massive Damage. Shot may punch through to a second target up to 12" beyond (second target hit normally, no HV bonus, ignores Cover). Overload: Exhaust a Surging Die — +2 to hit, +2 Pen instead; firing unit suffers D3 Pins. Replaces 10.5 cm KwK L/68. Same base Pen (+8), gains +12" range and Hyper Velocity rift ability. Loses

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
and Massive Shells.
+35
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

E-100 Ausf. B “Überlord”

Super-heavy Tank · “Overlord”

Requisition Points

Inexperienced:435
Regular:545
Veteran:655

Before the Sturmriesen, a vehicle like the Überlord was impossible. The Ruhr foundries that could forge turret rings this wide were rubble by 1944, bombed flat by a thousand Lancasters. The assembly halls that could marry hull to turret existed only as architectural drawings. Every factory that might have built such a weapon was burning or buried. Then the Storm Giants rose over Stuttgart, Munich, Nuremberg, and Berlin — and the bombs stopped falling. Under the Sturmriesen’s gravitic shroud the sky belongs to the Neue Republik, and in that darkness new factories were built in the shells of old ones. As the Sturmriesen programme expanded beyond the Festung cities to shield front-line railheads and armoured assembly points, the industrial sanctuary they provided grew with them. The Überlord is the weapon that sanctuary made possible.

The Überlord turret is the largest enclosed fighting compartment ever mounted on a tracked chassis. It houses two 12.8 cm KwK 50 guns — a 1947 evolution re-bored and re-chambered for a longer cartridge case, their barrels forged from the same Wolfram-Stahl that arms the VK 75.01. Each barrel maintains full penetration at ranges where Allied tank commanders believe they are safe. They are mounted on the same cradle and fire at the same target — two rounds of tungsten-cored death arriving a fraction of a second apart, faster than any crew can react. On the turret roof, twin 20mm Flak autocannons scan for aircraft and shred anything soft that moves, their independent mounts tracking targets in a full circle while the main guns reach across the battlefield below.

The hull beneath is the proven Adler-designed E-100 chassis: standardised suspension, interchangeable drivetrain, massively over-engineered wide tracks that grind across cratered no-man’s-land, rubble fields, and collapsed fortifications without slowing. When infantry close to assault range, the crew seals every hatch and activates the Nahverteidigungswaffe — an integrated close-defense system of hull-mounted grenade launchers, smoke dischargers, and rapid-fire ports built into every face of the hull and turret, working in concert with the turret-roof autocannons to saturate the immediate perimeter with fragmentation and automatic fire before the enemy can set their charges.

The Überlord does not hold a position. It becomes one. Infantry dig in behind its tracks, officers plan their advance from its shadow. There is no doctrine for fighting an Überlord, there is only the doctrine of avoiding one. The crews know this. The factory workers know it too — they build each one in the permanent dusk beneath the Sturmriesen, in cities that haven’t heard an air-raid siren since the Storm Giants rose, and they do not think of the Überlord as merely weapons. They think of them as walls. Walls that protect the giants that protect their families from a world that had been trying to bomb them into oblivion for years.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Zwillings-KwK 12.8 cm (twin 128mm)
Movement RateAdvance up to 6" / Run 6"–12"
Damage Value11+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Zwillings-KwK 12.8 cm (twin 128mm)Heavy84"2+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Pintle-mounted Light Autocannon (left)Heavy48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
360°
Pintle-mounted Light Autocannon (right)Heavy48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
360°
Special Rules
  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

  • The Zwillings-KwK 12.8 cm does not suffer the –1 Penetration penalty when shooting at targets at over half range. It counts its full +7 Penetration bonus at all ranges.
  • When this vehicle is assaulted by Infantry, it makes 4 attacks before the assaulting Infantry make theirs. Each attack hits automatically and has Pen +2. Remove any casualties before the assaulting Infantry roll their attacks.
  • This vehicle treats all Rough Ground as Open Ground for movement purposes.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.
+55
No Penetration modifier for hitting this vehicle from the side or top; the Penetration modifier for the rear arc is reduced to +1.
+40
Doppelkanone: Range 84" | Shots 2 | Pen +8 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;
Hyper Velocity. Same mount — must fire at same target. Hyper Velocity: Exhaust a Rift Die. +1 to hit, +1 Pen. Ignores Cover Saves. Full Damage counts as Massive Damage. Each shot may punch through to a second target up to 12" beyond (second target hit normally, no HV bonus, ignores Cover). Overload: Exhaust a Surging Die — +2 to hit, +2 Pen instead; firing unit suffers D3 Pins. Twin electromagnetic rail cannons. Reduced range from standard Schienenkanone (84" vs 96") due to shared power supply. Loses Massive Shells (Hyper Velocity already ignores range penalties on Rift weapons).
+35
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Reactive Armour: Against weapons with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

special rule, count this Vehicle’s Damage Value as 1 higher. This adds to

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

against hits from the front.
+15
Konflikt '47 Army List Supplement

Soviet Bloc

10 units · Red Army · Science City Nine

T-44 Medium Tank

Medium Tank

Requisition Points

Inexperienced:185
Regular:230
Veteran:275

The T-44 arrived too late for the initial campaigns against the fascists in Europe. In the Rift War it has found its calling. Lower, lighter, and faster than the beloved T-34, the T-44 mounts the same 85mm gun in a hull that sits a full thirty centimetres closer to the ground. It is harder to hit, harder to kill, and — the crews insist — considerably warmer in a Russian winter. Soviet armoured doctrine now calls for massed T-44 formations to screen the advance of heavier IS-series tanks, engaging medium targets while the heavies deal with walkers and fortifications.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+25

T-54 Medium Tank

Medium Tank

Requisition Points

Regular:260
Veteran:310

Even among the other wonders of Science City Nine, the T-54 is a revelation. Its turret is cast from a single piece of armour steel two hundred millimetres thick — thicker than many heavy tanks — atop a hull so low and so well-sloped that conventional anti-tank rounds glance off like rain. The 100mm D-10T gun outmatches every medium tank the West and the Axis have fielded. Those that have reached the front lines are crewed exclusively by Guards officers hand-picked by the Stavka.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+25
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Rift

T-54/ZP Medium Tank

Medium Tank · Rift Unit

Requisition Points

Regular:265
Veteran:320

The marriage was inevitable. Once the T-54’s hull proved it could absorb the recoil harmonics of the Zvukovoy Proeyektor without the structural cracking that plagued earlier conversions, Science City Nine moved with characteristic urgency. The turret was redesigned from scratch — the 100mm D-10T removed, the mantlet widened, and the resonance projector mounted behind a new cast housing that doubles as a blast shield for the crew. The result is the most heavily protected Shockwave platform in the Soviet arsenal: a tank with the frontal armour of a heavy and the area-denial capability of an artillery battery. Guards tank brigades have received priority allocation. Stavka expects the T-54/ZP to anchor the next phase of offensive operations in central Europe, anchoring the infantry advance with rolling Shockwave barrages that leave nothing standing.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Zvukovoy Proeyektor
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Zvukovoy ProeyektorHeavy24"4+2

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Rift Unit
  • 1 — Shockwave Weapon (see Konflikt ’47 rulebook, page 84)
  • +1 Shot (Zvukovoy Proeyektor fires 5 shots instead of 4).
  • Zvukovoy Proeyektor range reduced to 18".
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+25
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

IS-3 Heavy Tank

Heavy Tank

Requisition Points

Regular:355
Veteran:426

When Western intelligence first observed the IS-3 during the 1946 Vistula offensive, British and American military attachés paled visibly. Its revolutionary pike-nose hull and hemispherical turret were unlike anything seen before — a rejection of flat armour plates in favour of compound curves that deflect shells the way a river stone turns water. The 122mm D-25T gun can destroy any vehicle in the world. Its only weakness is the agonisingly slow reload.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Pintle-mounted HMG (DShK)S48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

  • This vehicle cannot be given an order until at least one other friendly unit has already been given an order this turn (successfully or not). If every remaining unit in the army has Slow Load, return the first order die drawn to the bag and draw again; the next die may then be allocated to a Slow Load model.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

IS-7 Super Heavy Tank (Object 260)

Super-heavy Tank

Requisition Points

Regular:550
Veteran:660

The IS-7 is the most powerful conventional tank ever built. Designed at Factory No. 100 in Leningrad to be proof against the German 128mm gun, its armour reaches three hundred millimetres of sloped, cast steel. The 130mm S-70 gun, fed by an automatic loading system that the crew calls ‘the Comrade’, can fire eight aimed rounds per minute. Eight machine guns bristle from every surface. At sixty-eight tons it is faster than a Tiger, reaching sixty kilometres per hour on roads. Stalin has personally designated each that exists as a ‘Hero of the Soviet Union,’ with a name painted in white Cyrillic on the turret. The Stavka considers the loss of even one to be a strategic catastrophe.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial HMGS48"3+1
Hull-mounted, Forward-facing MMGS36"3–
Rear-facing, Turret-mounted MMGS36"3–
Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

  • Against weapons with the Shaped Charge special rule, count this Vehicle’s Damage Value as 1 higher. This adds to Reinforced Front Armour against hits from the front.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5

BTR-40 Armoured Car

Transport Vehicle

Requisition Points

Inexperienced:50
Regular:65
Veteran:80

A simple machine for a simple purpose: get the infantry forward. The BTR-40 is little more than a GAZ-63 truck wrapped in thin steel plate and fitted with a machine gun, but its four driven wheels carry it over broken ground at speeds that would destroy a horse-drawn cart. The men riding in the back are exposed to the sky, the rain, and anything that falls from above. They do not complain. They are Red Army soldiers, and they have ridden in worse.

Unit TypeTransport Vehicle
Standard EquipmentForward-facing, Pintle-mounted MMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value8 / 9 / 10
TransportUp to 8 Soldiers
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Forward-facing, Pintle-mounted MMGS36"3–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
Upgrades from MMG (36", 3 shots, Pen –) to HMG (48", 3 shots, Pen +1). Gains range and armour penetration.
+10
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10

BTR-152 Armoured Personnel Carrier

Transport Vehicle

Requisition Points

Inexperienced:50
Regular:65
Veteran:80

The BTR-152 is a brute-force answer to the question of mechanised infantry transport. Built on the ZIS-151 truck chassis and wrapped in enough armour plate to stop a rifle bullet, it can carry an entire reinforced rifle squad — eighteen men with their weapons, ammunition, and barely enough room to breathe. It is open to the sky, hot in summer, and murderous in winter, and the ride over shell-cratered roads has been described as ‘like being beaten with shovels inside a drum.’ The men who dismount from it arrive battered but alive, and in the calculus of Soviet war-planning, that is enough.

Unit TypeTransport Vehicle
Standard EquipmentForward-facing, Pintle-mounted MMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value8 / 9 / 10
TransportUp to 18 Soldiers
TowLight Howitzer, Light or Medium AT Guns, Light AA Guns
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Forward-facing, Pintle-mounted MMGS36"3–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
Upgrades from MMG (36", 3 shots, Pen –) to HMG (48", 3 shots, Pen +1). Gains range and armour penetration.
+10
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+10

Soviet Guards Rifle Squad

Advanced Infantry

Requisition Points

Regular:85
Veteran:102

The title of Guards is not given lightly. It is earned in blood and fire, awarded only to formations that have distinguished themselves in combat against overwhelming odds. With the arrival of the AK-47 assault rifle — Kalashnikov’s masterwork of stamped steel and peasant ingenuity — Guards formations are the first to receive the new weapon. The combination of elite training, hardened combat veterans, and the most modern infantry weapon in the Soviet arsenal makes a Guards rifle squad a formidable opponent in any engagement.

Unit Composition1 NCO and 4 Guards Riflemen
Unit TypeAdvanced Infantry
Standard EquipmentAssault Rifle (AK-47)
Movement RateAdvance 6" / Run 12"
Damage Value4+ / 5+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Assault Rifle (AK-47)S18"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • When rolling to damage these models with attacks without a Pen value (ranged or at Close Quarters), or with HE attacks, apply a -1 modifier to the roll.
Options
OptionPoints
Each additional model carries an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Rifle (18", 2 shots, Assault) and wears Advanced Body Armour.
17 pts/model, max 7
Each additional model carries an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Rifle (18", 2 shots, Assault) and wears Advanced Body Armour.
20 pts/model, max 7
LMG: Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
+9, max 2
All models gain an RPG-2 in addition to their primary weapon. RPG-2: Range 18" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
+7 pts/model
All models gain an RPG-1 in addition to their primary weapon. RPG-1: Range 12" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
One use only.
+5 pts/model
All models gain anti-tank grenades, granting the

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

special rule:1. No Tank Fear — the unit does not take the –3 Order Test to

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

a fully enclosed Armoured Vehicle.2. Full Damage table access — when this unit assaults a Vehicle, the combined damage roll (D6 + total hits scored + highest CQ Pen bonus vs the Vehicle’s Damage Value) uses the Full Damage table, not Superficial. Exceeding DV by 3+ = Massive Damage.3. To hit in CQ: 4+ if the Vehicle is on Down/Fire/Ambush/no Order/Immobilised; 6 if on Advance; auto-miss if on Run (unless unit has Fast/

Flight

Whether through leathery pinions or personal jet packs, several units are capable of taking flight across short distances on the battlefield. Such units can use powered leaps to quickly clear intervening obstacles without leaving themselves as a tempting target by hovering in the air for too long. When using Flight, models move up to 12" on an Advance Order and 18" on a Run Order, and ignore all terrain while moving including Obstacles (unless they are specifically configured to counter Flight). If, when using Flight, a unit Runs, it must land in Open Ground at the end of its move; if an Advance move is used, it may land in Rough Ground. A unit with Flight is not obliged to make use of this special rule – for instance, if it wishes to make an Assault against a unit in Rough Ground, which is not normally accessible using a Run Order whilst using Flight. In these cases they move as per normal infantry of their type.

Flight units have special rules for entering and exiting Buildings (see the Buildings section on page 133 for more details). In the case of Buildings with a flat roof, a Flight unit can move directly onto it from any direction.

A Flight unit moving onto the table from Reserve using Run or Advance Orders can deploy directly to any point on the tabletop by dropping from above. The Flight unit may not move any further as part of the same Order if it deploys in this way. The arrival location must be in Open Ground, and arriving models may not be placed within 1" of friendly or enemy models.

Enemy units within 12" that have not already received an Order that turn can react by opening fire against the Flight unit. For each unit reacting this way, the owning player takes an Order Die from the Dice Bag and instructs their unit to Fire (no Order Test is needed, even if the unit is Pinned). Calculate the range from the Flight unit’s arrival position, but no Line of Sight is required and Cover is ignored. If the Flight unit deployed using a Run Order the firers suffer an additional -1 penalty to their ‘to hit’ rolls.

If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

  • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.

Flight offers units an ability to enter and leave Buildings in unexpected ways.

Units capable of Flight may not enter a Building while utilising their Flight ability on Run Orders (unless executing an Assault as described later), but they may enter using Advance. They cannot use Flight at all while occupying a Building, except when leaving it.

A unit using Flight is not limited to only entering and leaving Buildings via the ground floor, but will still need to reach an opening to enter (unless they are also Large models that can make their own during an Assault – as described later). In the case of Buildings with a flat roof a Flight unit can move directly onto/into it from any direction without needing an opening.

Infantry units outside a Building can Assault enemy units occupying the ground floor of a Building, or any floor if they are capable of using Flight. Measure the move to any opening on the appropriate floor. Resolve the Assault sequence as normal, except that the assaulting models are moved into contact with the Building, with at least one model in contact with an opening.

The rest of the procedure is treated exactly the same as an Assault against a Defensive Position (see page 89). However, if a unit Assaults a Building and wins, it can also use its Regroup move to enter the Building and take the place of the unit that has been defeated.

). Without Tank Hunters, the same roll would use the Superficial Damage table only.
+2 pts/model
If forced to take a Morale Check, ignore negative Morale modifiers from Pin Markers. Order Tests are not Morale Checks and are still modified as normal.

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

+1 pts/model

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

roll 1 additional die when rolling for damage in Close Quarters against Infantry or Artillery units.
+1 pts/model
When this unit assaults a Building, the defenders cannot benefit from the Defensive Position bonus (defender normally fights first; with

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

,
combat is simultaneous).
+1 pts/model

Object 704 Heavy Assault Gun

Super-heavy Tank

Requisition Points

Inexperienced:400
Regular:500
Veteran:600

The ISU-152 earned the title Zveroboy — ‘beast killer’ — for its ability to destroy Tigers with a single shot from its 152mm howitzer. The Object 704 is the beast killer’s evolution. The hull armour has been reshaped into a heavily sloped, cast carapace that reaches 120mm at angles no conventional shell can defeat. The 152mm ML-20SM gun-howitzer fires a shell weighing nearly fifty kilograms. Against bunkers, the effect is absolute. Against tanks, it is merely devastating.

Unit TypeSuper-heavy Tank
Standard EquipmentHull-mounted, Forward-facing Heavy Howitzer (152mm)
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Heavy Howitzer (152mm)Heavy72" (42"–84")1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Pintle-mounted HMG (DShK)S48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

No rotating turret. Main armament fires into Forward Arc only.

T-34/100 Medium Tank

Medium Tank

Requisition Points

Inexperienced:195
Regular:245
Veteran:295

The T-34 will not die. A decade after it first rolled off the production lines at Kharkov, the chassis refuses to become obsolete. Soviet engineers at Factory No. 183, now relocated to Nizhny Tagil, have performed what they call the final miracle: fitting the 100mm D-10T gun — the same weapon that arms the T-54 — into a modified T-34/85 turret. The fit is tight. The loader works in conditions that would make a submariner claustrophobic. But the gun works, and that is all the Stavka requires.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • This vehicle cannot be given an order until at least one other friendly unit has already been given an order this turn (successfully or not). If every remaining unit in the army has Slow Load, return the first order die drawn to the bag and draw again; the next die may then be allocated to a Slow Load model.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+25
Konflikt '47 Army List Supplement

United States

8 units · US Army

“Sheridan” T29 Heavy Tank

Heavy Tank

Requisition Points

Regular:375
Veteran:450

Named in honour of General Philip Sheridan — Civil War cavalry commander, dead since 1888 — for three years the US Army watched its Shermans burn against Tigers and Panthers and promised its crews that something better was coming. The T29 is that promise kept. Seventy tons of rolled homogeneous steel, a turret face three hundred millimetres thick, and the devastating 105mm T5E1 gun — the most powerful anti-tank weapon in the American arsenal.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial HMGS48"3+1
Hull-mounted, Forward-facing MMGS36"3–
Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Heavy

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

:
72" (42"–84"),

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,
Howitzer,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

.
–10

M4A3E8 Calliope

Medium Tank

Requisition Points

Inexperienced:190
Regular:235
Veteran:280

Somebody at Chrysler looked at a Sherman and decided what it really needed was sixty rockets bolted to the turret. The result is the T34 Calliope — a standard M4A3 with a sixty-tube launcher rack mounted above the turret. The effect is spectacular. Sixty 4.5-inch M8 rockets ripple-fire in a single devastating salvo, saturating an area the size of a football field with high explosive. The rockets are inaccurate, the launcher blocks the commander’s hatch, and the reload time is measured in ‘get a cup of coffee and write your mother.’ But for the thirty seconds of a full salvo, the Calliope is the most terrifying thing on the battlefield.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Medium AT Gun (gyro-stabilised)
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Medium AT Gun (gyro-stabilised)Heavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,
If this vehicle is Veteran, its main gun does not suffer the –1 to hit penalty for moving and shooting. Does not apply to the co-axial MMG.
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Turret-mounted Multiple LauncherHeavy12–72"1HE

Multiple Launcher

This rule describes multi-barrelled rocket-firing weapons such as the German Nebelwerfer and Wurfrahmen, the Russian Katyusha, and US Calliope. A multiple launcher counts as a heavy mortar, but its chance of hitting never gets any better than a 6 (no ranging in). However, every time you fire it, pick the first target unit as normal and then check which other enemy units are within 6" of the original template – these are also targets. If you find that there is a friendly unit within 6" of the original template, you cannot fire and the shot is wasted. Once the target units have been determined, check if any of these units are within the minimum range – these units are missed automatically. Then roll to hit for all remaining target units, one at a time in any order you prefer, hitting on 6. If you score one or more hits, work out the total of all of the hits inflicted by the salvo on target units, using the relevant templates, and then proceed to roll to damage.

The unit firing a multiple launcher (whether an infantry or a vehicle) cannot use spotters for line of sight and also receives D3 pin markers whether they hit or missed the target. This represents the extensive time needed to reload these destructive weapons, as well as the choking smoke released by the exhaust fumes of the salvo of large rockets. When being towed, multiple launchers count as light howitzers.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • You may fire either the turret’s main gun (or its co-axial MMG), or the Multiple Launcher, but not both in the same turn.
  • The Medium AT Gun has HE (2") instead of HE (1").
  • If this vehicle is Veteran, its main gun does not suffer the –1 to hit penalty for moving and shooting. Does not apply to the co-axial MMG.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+25

“Meade” T28/T95 Super Heavy Tank

Super-heavy Tank

Requisition Points

Inexperienced:450
Regular:560

Named in honour of General George Meade — commander at Gettysburg, dead since 1872 — the T28 was designed to break the Siegfried Line. Three hundred and five millimetres of frontal armour — twelve inches of solid steel — makes it impervious to every anti-tank weapon the Axis have fielded short of a Schienenkanone at point-blank range. It moves at walking pace. It cannot cross most bridges. But when the Axis look through their gunsights and see the T28 grinding toward them, unstoppable and unhurried, they understand what it means to face a nation that can afford to build weapons like this and simply not care about the logistics.

Unit TypeSuper-heavy Tank
Standard EquipmentHull-mounted, Forward-facing Super-heavy AT Gun
Movement RateAdvance up to 6" / Run 6"–12"
Damage Value11+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

  • No Penetration modifier for hitting this vehicle from the side or top; the Penetration modifier for the rear arc is reduced to +1.
  • Against weapons with the Shaped Charge special rule, count this Vehicle’s Damage Value as 1 higher. This adds to Reinforced Front Armour against hits from the front.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

+55
No rotating turret. Main armament fires into Forward Arc only.

T31 Demolition Tank

Medium Tank

Requisition Points

Inexperienced:270
Regular:340
Veteran:410

The T31 is what happens when an army’s engineers get to design their own tank. Built on the M4A3 Sherman chassis, it mounts a 105mm howitzer, twin 7.2-inch automatic rocket launchers, and a hull-mounted flamethrower — a Swiss army knife of destruction designed to breach fortifications, clear minefields, and make life very short for anyone sheltering behind concrete.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Light Howitzer
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light HowitzerHeavy48" (30"–60")1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Turret-mounted Medium Rocket System (left)Heavy24"1HE

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Turret-mounted Medium Rocket System (right)Heavy24"1HE

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted, Forward-facing Vehicle FlamethrowerS12"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Special Rules
  • Each Fire Order, fire either the Light Howitzer and/or the Flamethrower, or one Medium Rocket System.
Special Rules
  • Engineers

    Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

T26E4 “Super Pershing”

Heavy Tank

Requisition Points

Regular:395
Veteran:475

Two Pershings arrived in Europe in March 1945 with extra armour plate welded to their turrets and hulls — battlefield expedients bolted on by ordnance crews who knew the standard M26 wasn’t enough to face a King Tiger head-on. But the crew of the first Super Pershing destroyed a King Tiger during the fighting for Brussels in the spring of 1945, and after that nobody complained about the aesthetics.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

M56 Scorpion

Light Tank

Requisition Points

Inexperienced:95
Regular:120
Veteran:145

The Scorpion exists because airborne troops kept dying to tanks they couldn’t kill. The 90mm M54 gun is mounted on an unarmoured, open-topped chassis so light it can be dropped from a C-119 Flying Boxcar by parachute. There is no protection. There is no turret. The crew — four men, exposed to everything — ride to battle knowing that any hit, from anything, will kill them. They do it anyway, because the alternative is watching their brothers in the Firefly squads fight enemy armour with nothing heavier than an ATRD.

Unit TypeLight Tank
Standard EquipmentForward-facing Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value6+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Forward-facing Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

No rotating turret. Main armament fires into Forward Arc only.

“Chaffee” T92 Light Tank

Light Tank

Requisition Points

Inexperienced:140
Regular:175
Veteran:210

Named in honour of General Adna Chaffee Jr. — father of US armored forces, dead since 1941 — the Army asked for a tank that weighed less than twenty tons, mounted a 76mm gun, and could keep up with armoured infantry. The T92 is the answer. It is tiny: the lowest-profile American tank ever built, barely taller than a man lying down. Detroit Arsenal built it for speed, not glory: it sprints across open ground, fires from a hull-down position, and sprints again before the return fire arrives.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M21 Light Tesla Cannon: Range 30" | Shots 1 | Pen +1 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll. Replaces Heavy AT Gun (72", +6, HE 2") and co-axial MMG.
–30

“Stilwell” T34 Super Heavy Tank

Super-heavy Tank

Requisition Points

Regular:515
Veteran:620

Named in honour of General Joseph Stilwell — ‘Vinegar Joe’, dead of cancer in October 1946 — the T34 is what happens when someone looks at the T29 and says ‘bigger gun.’ The 120mm T53 anti-aircraft gun, adapted for anti-tank use, is mounted in a turret so large it required a new ring design. The muzzle blast alone sets fire to vegetation within ten metres. Production has been limited to prototypes, deployed to the Rhine sector where they serve as armoured anchors. The crews refer to them as ‘the horsemen’ — a jest that their commanding officers have not yet found amusing.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun (120mm)
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value11+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT Gun (120mm)Heavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial HMGS48"3+1
Hull-mounted, Forward-facing MMGS36"3–
Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

  • This vehicle cannot be given an order until at least one other friendly unit has already been given an order this turn (successfully or not). If every remaining unit in the army has Slow Load, return the first order die drawn to the bag and draw again; the next die may then be allocated to a Slow Load model.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Konflikt '47 Army List Supplement

British Commonwealth

10 units · Commonwealth Forces

Centurion Mk I-T

Medium Tank

Requisition Points

Regular:270
Veteran:325

The Centurion arrived in Belgium in May 1945, six prototypes too late for the war everyone expected to end. In the war that followed, it became indispensable. Woolwich Arsenal engineers, working alongside the computational specialists at Bletchley Park, integrated the Centurion’s already excellent chassis with the Commonwealth’s proprietary fire control systems. The resulting vehicle, designated the Mk I-T (‘Tango’), can track and engage targets while moving at speed, its computational systems compensating for terrain, wind, and barrel harmonics in ways that human gunners cannot match.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Pintle-mounted MMGS36"3–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll.
+15
Super-heavy AT Gun: Range 84" | Shots 1 | Pen +7 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
. Replaces Heavy AT Gun (72", +6, HE 2"). Gains +1 Pen, +12" range, and larger HE template.
+20
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only.
+15

FV201 (A45) Universal Tank

Heavy Tank

Requisition Points

Regular:335
Veteran:400

The Universal Tank programme was born from a simple observation: Britain’s doctrine of separate ‘infantry’ and ‘cruiser’ tanks was obsolete. The FV201, built by Vickers-Armstrongs at Elswick, is that platform. At fifty-six tons it is heavier than a Tiger, mounting the 20-pounder gun in a well-armoured turret with full computational fire control. It is not glamorous. It is not revolutionary. It is simply very, very good at killing things, and the British have always valued competence over spectacle.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Pintle-mounted MMGS36"3–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll.
–25
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only.
+15

A39 Tortoise Heavy Assault Tank

Super-heavy Tank

Requisition Points

Inexperienced:450
Regular:560

The Tortoise does not pretend to be a tank. It is a gun — a 32-pounder anti-tank gun wrapped in nine inches of armour and mounted on a chassis that moves at the pace of a determined man walking uphill. Its designers at Nuffield understood that the fortified borders of the Neue Republik would not yield to speed or finesse, only to patient, methodical destruction delivered from behind impenetrable steel. The Tortoise does not retreat. It does not flank. It advances, it fires, and whatever was in front of it is no longer there.

Unit TypeSuper-heavy Tank
Standard EquipmentHull-mounted, Forward-facing Super-heavy AT Gun
Movement RateAdvance up to 6" / Run 6"–12"
Damage Value11+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Turret-mounted MMG (limited traverse)S36"3–
Hull-mounted MMGS36"3–
Special Rules
  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

  • No Penetration modifier for hitting this vehicle from the side or top; the Penetration modifier for the rear arc is reduced to +1.
  • Against weapons with the Shaped Charge special rule, count this Vehicle’s Damage Value as 1 higher. This adds to Reinforced Front Armour against hits from the front.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Automated Recovery: Crew Stunned results are ignored. Veteran only.
+15
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.

Reinforced Front Armour

Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

+55
No rotating turret. Main armament fires into Forward Arc only.

Black Prince Infantry Tank

Heavy Tank

Requisition Points

Regular:300
Veteran:360

The Churchill was too slow, too weakly armed, and too necessary to replace. The Black Prince was intended to fix the first two problems without losing any of the third. A widened Churchill hull, a new turret mounting the 17-pounder anti-tank gun, and the same thick armour that made the Churchill the infantry’s favourite companion. It is still slow. It will never outrun anything on the battlefield. But it advances with the infantry, absorbs punishment that would destroy a Sherman, and kills with the same 17-pounder that made the Firefly famous.

Unit TypeHeavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance 6" / Run 12"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

FV301 Light Tank

Light Tank

Requisition Points

Inexperienced:140
Regular:175
Veteran:210

The need for a fast, well-armed reconnaissance vehicle that could interface with the Commonwealth’s computational fire-control network led to Specification GSR 3534. Vickers delivered the FV301: a twenty-ton vehicle with the 77mm high-velocity gun, a hull low enough to hide behind a garden wall, and enough speed to outrun anything it cannot outfight. The integration of Computational Systems into a light reconnaissance platform is the Commonwealth’s most significant armoured development since the Firefly.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M21 Light Tesla Cannon: Range 30" | Shots 1 | Pen +1 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll. Replaces Heavy AT Gun (72", +6, HE 2") and co-axial MMG.
–30
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only.
+15

A34 Comet Cruiser Tank

Medium Tank

Requisition Points

Inexperienced:190
Regular:240
Veteran:290

The Comet was the best British tank of the conventional war and it knows it. The 77mm high-velocity gun — a cut-down 17-pounder, lighter and faster-handling than the original — hits harder than any medium anti-tank gun in service, and the Cromwell-derived chassis is fast enough to exploit the gaps that gun creates. Where the Centurion is a battering ram, the Comet is a rapier: it arrives, it kills, and if the situation turns ugly it reverses into cover before the return fire arrives. The 11th Armoured Division has taken to calling them ‘the gentleman’s tank’ — it does the job with a minimum of fuss, and it does not complain about the mud.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun (77mm HV)
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT Gun (77mm HV)Heavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • Instead of HE (2"), the Heavy AT Gun has HE (3").
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.
+15
Recce: May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.
+10

Centurion Mk 3

Medium Tank

Requisition Points

Regular:290
Veteran:350

The 77mm gun was always a compromise. The Centurion Mk 3 replaces it with the 20-pounder gun, transforming the chassis from a competent medium tank into a genuine heavy-hitter. The computational fire-control systems — refined through two years of operational experience with the Mk I-T — are now fully integrated, and the stabilisation system allows the Mk 3 to engage targets while moving at speeds that would make a Tiger’s gunner weep with envy.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Pintle-mounted MMGS36"3–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll.
–5
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only.
+15
Rift

MK Sentinel Light Walker

Light Walker · Rift Unit

Requisition Points

Regular:170
Veteran:205

The Guardian proved what a light walker could do. The Sentinel proves what a light walker should be. Designed from scratch at the Royal Ordnance Factory in Leeds rather than adapted from an American hull, the Sentinel dispenses with arms entirely in favour of a compact, heavily riveted torso packed with targeting optics and a trio of automatic weapons. It cannot brawl — it has nothing to brawl with — but it was never meant to. The Sentinel exists to walk behind the infantry line and pour accurate fire into anything that slows the advance, its computational systems sharing targeting solutions with nearby units in real time. Crews love it. Enemy infantry do not.

Unit TypeLight Walker (2 Legs)
Standard Equipment2x Forward-facing HMGs
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
2x Forward-facing HMGsS48"3 each+1Must fire at same target
Forward-facing Light Automatic CannonS48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting.
  • This Walker has no arm attacks. It can still make the leg/stomp attacks allowed by the core Walker Close Quarters rules.
  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
Rift Unit
  • 1 — Target Lock
  • When given a Fire Order, exhaust a Rift Die. Choose one of this walker’s weapons; re-roll one failed to-hit die for that weapon this Order.
  • +1 to hit with all weapons.
  • –1 to hit with all weapons.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Heavy Automatic Cannon: Range 72" | Shots 2 | Pen +3 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
. Replaces Light Automatic Cannon (48", 2 shots, +2). Gains +1 Pen and +24" range.
+15

Badger Medium Walker

Medium Walker

Requisition Points

Regular:250
Veteran:300

Where the Hornet borrowed its chassis from the Americans, the Badger was drawn from scratch on Commonwealth drafting tables — specifically, at the Vehicle Research Establishment in Chertsey, with input from the Far East theatre’s hard-won lessons in jungle and urban walker combat. The result is heavier, lower-slung, and meaner than its predecessor. Its arms are no longer an afterthought: the Badger’s utility claws can rip apart barricades and light vehicles at close quarters, and its quad-HMG array can suppress an entire block. With Computational Systems fitted as standard rather than a field upgrade, the Badger is the first Commonwealth walker designed from the outset as a Rift-era machine.

Unit TypeMedium Walker (2 Legs)
Standard EquipmentHull-mounted Heavy Automatic Cannon
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted Heavy Automatic CannonS72"2+3

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
4x Hull-mounted HMGsS48"3 each+1
Left and Right Arms—CQ—+4Close Quarters only
Special Rules
  • This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting.
  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

. Tesla Arc: Exhaust a Rift Die to generate 3 additional Shots (weapon fires 4 total). +1 to hit vs Vehicles; ignores Cover Saves. Against a single-model target, combine all Pen into one damage roll. Replaces Heavy Automatic Cannon (72", 2 shots, +3, HE 1").
+25
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher.
+35
Rift

Australian Heavy Quad Bush Walker

Medium Walker · Rift Unit

Requisition Points

Regular:275
Veteran:330

When the first Axis walkers appeared in the jungles of Malaya, Australian combat engineers asked a question nobody at Bovington had considered: what if the legs were the point? The result, designed at the Maribyrnong Ordnance Factory and tested in the ranges outside Woomera, is a four-legged machine built less like a soldier and more like a bulldozer with a temper. Its industrial cutting saw — originally specced for clearing jungle growth and demolishing Japanese bunkers — turned out to be equally effective against buildings, barricades, and anything else standing between the infantry and the objective. The Quad Bush Walker is not subtle, not fast, and not quiet. What it is, thanks to its redundant quad-leg drivetrain and Ironbark damage absorption systems, is extraordinarily hard to kill.

Unit TypeMedium Walker (4 Legs)
Standard EquipmentHead-mounted Light Automatic Cannon
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Head-mounted Light Automatic CannonS48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Head-mounted MMGS36"3–
Chest-mounted MMGS36"3–
Left Arm M21 Light Tesla CannonS30"1+1

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

Right Arm (Saw)—CQ—+5Close Quarters only,
This walker’s right arm mounts an industrial cutting saw. In Close Quarters, the Saw arm attacks at +5 Pen instead of +4. Additionally, this walker may demolish Buildings as if it were a Heavy Walker, despite being a Medium Walker.
Special Rules
  • This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting.
  • Multi-legged

    Walkers with four or more legs are defined as Multi-legged, allowing them to Reverse at full, rather than half, speed.

  • This walker’s right arm mounts an industrial cutting saw. In Close Quarters, the Saw arm attacks at +5 Pen instead of +4. Additionally, this walker may demolish Buildings as if it were a Heavy Walker, despite being a Medium Walker.
Rift Unit
  • 2, or 1 with the flamethrower arm (one for Ironbark, one for the M21 Light Tesla Cannon).
  • When any Vehicle Damage result other than ‘Knocked Out’ is rolled against this walker, exhaust a Rift Die and treat the result as the one on the row above on the same Damage Results table (e.g. Immobilised → Crew Stunned; Crew Stunned is ignored per Automated Recovery). The walker still receives Pin Marker(s) for being hit.
  • +1 to all hit rolls (peak servo calibration).
  • –1 to all hit rolls (degraded targeting).
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

:
Range 6" | Shots 1 | Pen +2 | Flamethrower (D6 hits vs infantry on a successful hit, morale check). Loses

Rift Weapon Ability – Tesla Arc (X)

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Tesla Arc weapons can opt to exhaust a Rift Die to generate (X) number of Tesla Arcs. Each Tesla Arc acts as an additional shot made by the weapon. For example, an M17 Tesla Cannon is Shots 1 and Tesla Arc (3), so when employing the Tesla Arc it becomes Shots 4.

When employing the Tesla Arc, Tesla weapons gain +1 to hit against Vehicles, and ignore Cover Saves.

If the target unit consists of a single model, all hits from Tesla Arc weapons fired from a single source are combined into a single hit with a total Penetration Bonus equal to the combined Pen value of all the hits. For example, a unit of six US Heavy Infantry using their Heavy Tesla Rifles in Charge Mode (Shots 1, +1 Pen, Tesla Arc 1) employing the Tesla Arc would get twelve shots, and if all twelve shots hit a single target it would be resolved as a single hit with +12 Pen.

Overload. A Tesla Arc can be Overloaded by exhausting a Surging Rift Die to create double the normal number of Tesla Arcs, but the firing unit suffers D6-2 Tesla Arc hits from its own weapon(s) after the attack has been resolved. Vehicles use their own Top Armour Value during an Overload.

.
Ironbark stays; the walker then has 1 Rift Die.
–10
The Light Automatic Cannon’s HE template increases from 1" to 2", doubling the area affected. More effective against infantry in the open or clustered near cover.
+10
Konflikt '47 Army List Supplement

Empire of Japan

9 units · Imperial Japanese Army · Home Island Defence

Type 4 Chi-To Medium Tank

Medium Tank

Requisition Points

Inexperienced:185
Regular:230
Veteran:275

For years the armoured forces of the Empire fought with machines that would have been outclassed in 1940. The Chi-To changes everything. Thirty tons of welded steel, a 75mm Type 5 high-velocity gun derived from captured Swedish anti-aircraft weapons, and frontal armour thick enough to turn a Sherman’s 75mm round at combat range. It is not a Panther. It is not a T-34/85. But it is the first Japanese tank whose crew can face an Allied medium with something other than prayer.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Type 5 Chi-Ri Medium Tank

Medium Tank

Requisition Points

Regular:265
Veteran:320

The Chi-Ri is an act of desperation refined into something almost elegant. Powered by a 550-horsepower Kawasaki aircraft engine, it mounts the same 75mm Type 5 gun as the Chi-To plus a hull-mounted 37mm auto-loading cannon capable of spitting shells at a rate that unnerves even veteran infantry. At thirty-seven tons it is the heaviest Japanese tank to reach the prototype stage, and intelligence reports from intercepted design documents have sent ripples through Aberdeen Proving Ground. In the altered course of the war, the Chi-Ri has entered limited production for Home Island defence, its aircraft engine replaced by a more practical diesel in later models.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted, Forward-facing MMGS36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Ho-Ri II Tank Destroyer

Heavy Tank

Requisition Points

Regular:365
Veteran:440

The Ho-Ri is Japan’s answer to the Jagdtiger — and like the Jagdtiger, it is a weapon born of desperation and genius in equal measure. The Chi-Ri chassis has been extended, enclosed in a heavily-armoured casemate, and fitted with the experimental 105mm anti-tank gun — the most powerful weapon the Imperial Army has ever mounted on a mobile platform.

Unit TypeHeavy Tank
Standard EquipmentHull-mounted, Forward-facing Super-heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted, Forward-facing Light AT Gun (37mm)Heavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted MMGS36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

No rotating turret. Main armament fires into Forward Arc only.

Type 4 Ha-To Self-Propelled Mortar

Light Tank

Requisition Points

Inexperienced:152
Regular:190

The Ha-To is an abomination of engineering — a three-hundred-millimetre siege mortar, originally designed for demolishing concrete fortifications, bolted to the chassis of an obsolete Chi-Ha medium tank with the roof cut off. The mortar shell weighs one hundred and seventy kilograms. Loading requires a small crane built into the vehicle’s superstructure. Rate of fire is one round every three to five minutes. The blast radius is measured in city blocks.

Unit TypeLight Tank
Standard EquipmentHull-mounted, Forward-facing Heavy Howitzer
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value8+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Heavy HowitzerHeavy72" (42"–84")1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

No rotating turret. Main armament fires into Forward Arc only.

O-I Super Heavy Tank

Super-heavy Tank

Requisition Points

Inexperienced:435
Regular:545

The O-I exists because an Empire facing annihilation does not concern itself with practicality. One hundred and twenty tons of riveted steel, driven by twin aircraft engines, crewed by eleven men who cannot see each other across the hull’s cavernous interior. Three turrets bristle from its back — the main turret mounting a 105mm gun, two subsidiary turrets carrying 47mm cannon, and a rear machine-gun turret. It is too heavy for every bridge in Japan. It consumes more fuel than an infantry battalion. But it is there, dug into a hillside overlooking Sagami Bay, its guns trained on the water.

Unit TypeSuper-heavy Tank
Standard EquipmentTurret-mounted Super-heavy AT Gun
Movement RateAdvance up to 6" / Run 6"–12"
Damage Value11+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Super-heavy AT GunHeavy84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Sub-turret-mounted Medium AT Gun (left, forward arc)Heavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Sub-turret-mounted Medium AT Gun (right, forward arc)Heavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Rear Sub-turret-mounted MMG (rear arc)S36"3–
Special Rules
  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

  • Roll a D6 after this vehicle completes any Advance or Run move. On a 1, the transmission fails and the vehicle is Immobilised permanently. On a 2+, nothing happens.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Type 3 Chi-Nu Kai Medium Tank

Medium Tank

Requisition Points

Inexperienced:185
Regular:230
Veteran:275

The Chi-Nu Kai is not glamorous. It is a stopgap — a Chi-Nu hull fitted with the Type 5 high-velocity 75mm gun from the Chi-To programme with minimal modification. It is cheaper to produce than the Chi-To, its armour is thinner, and its crews are drawn from the reserve formations rather than the Guards regiments. But it carries the same gun, and in the doctrine of Ketsu-Go — the decisive battle for the Home Islands — a gun is all that matters.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Type 5 Na-To Tank Destroyer

Light Tank

Requisition Points

Inexperienced:110
Regular:135
Veteran:160

The Na-To is desperation made steel. A 75mm Type 5 gun — a weapon that deserves a proper tank — mounted on an open-topped, thin-skinned chassis derived from the Ha-Go. The crew is exposed to everything: bullets, shrapnel, weather, and the knowledge that a single rifle round in the right place will kill them all. But the gun works, and the Na-To can be built in a fraction of the time and at a fraction of the cost of a Chi-To. Hundreds are planned for the beach-defence lines, dug into reverse-slope positions with pre-registered fire zones.

Unit TypeLight Tank
Standard EquipmentHull-mounted, Forward-facing Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted, Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

No rotating turret. Main armament fires into Forward Arc only.
Rift

Type 5 Chi-Ri Kai Shiboru

Medium Tank · Rift Unit

Requisition Points

Regular:300
Veteran:360

The marriage of the Chi-Ri chassis to Shiboru technology was inevitable. With the heavier Chi-To production lines dedicated to conventional guns, Imperial scientists at the Sagami Arsenal turned to the Chi-Ri’s larger hull as a test bed for vehicle-mounted compression weaponry. The main turret retains the conventional 75mm for engaging armoured targets, but the hull-mounted 37mm has been replaced with a Type 99 Shiboru compression cannon. The twin-weapon configuration allows the Chi-Ri Kai to engage both conventional and Rift-hardened targets in a single activation.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing Type 99 Shiboru CannonHeavy48"2+4

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Crush

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Crush weaponry can opt to exhaust a Rift Die to generate a Crush effect.

Crush weapons that roll hits with all of their shots automatically inflict one additional hit on the target at the same Pen with no to hit roll required.

If a Vehicle model is hit by all of the shots from a Crush weapon add the Pen values together (including the bonus hit) and roll for damage as a single hit with that Pen modifier.

Hull-mounted, Forward-facing MMGS36"3–
Rift Unit
  • 1 — Crush Weapon (Type 99 Shiboru Cannon only)
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Rift

Type 4-Kai Ghost Chi-To

Medium Tank · Rift Unit

Requisition Points

Regular:280
Veteran:335

The phasing technology that allows Ghost Attack Squads to vanish and reappear across the battlefield has been adapted — at enormous cost and with considerable risk — for a vehicle platform. The Type 4-Kai mounts a field generator that extends the phasing field around the Chi-To’s entire hull. The process is imperfect; the vehicle shimmers and distorts, its outline blurring like heat haze over asphalt. Enemy gunners report difficulty tracking the vehicle, their rounds passing through what appears to be solid steel.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Rift Unit
  • 1
  • When this vehicle is targeted by a shooting attack, before rolling to hit, the controlling player may exhaust the Rift Die. Until the end of the current Game Turn, all shooting attacks against this vehicle suffer an additional –1 to hit penalty. Cumulative with other modifiers.
  • The vehicle gains the Recce special rule.
  • The vehicle may not be given Run orders.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Konflikt ’47 Army List Supplement

Finland

48 units · Puolustusvoimat · Hyökkäysjoukot

Finnish Defence & Attack Forces

Faction Overview

Finland fights alone. Caught between a German alliance of convenience and a Soviet Union determined to annex them, the Finns have turned necessity into doctrine. German rift technology trickles in — Schwerefeld Projektors mounted on whatever chassis Finnish engineers can get their hands on. Russian Zvukovoy sonic weapons are salvaged from the battlefield and reverse-engineered into jury-rigged infantry systems that work brilliantly when they work at all. Finnish scientists, meanwhile, have developed their own path: a serum that rewires the human visual cortex, creating soldiers who process the battlefield faster than any unenhanced human. Their eyes glow yellow. Their reflexes are inhuman. And they dress in whatever uniform causes the most confusion.

The Finnish government pursues a single objective: keep the world war going until a peace treaty can be negotiated on acceptable terms. To that end, covert strike forces hit targets on all fronts — fuel dumps, rail yards, command posts — disguised as other armies. The Lumimyrsky weather rockets create blizzards that blind the enemy while Finnish ski troops and enhanced Vouhi soldiers glide through the storm untouched. It is a war of audacity, deception, and duct tape.

National Rules
  • Motti (Defence company only) — After the Deployment Zones are chosen and before either side deploys, the Finnish player places three Motti markers (3" base) on the table. Each must be at least 12" from every other marker, from every objective and from the enemy Deployment Zone. A Motti marker counts as an Obstacle that also gives Soft Cover. An Infantry unit, or a Walker with a fist, of either side within 3" of a Motti marker may use an Advance Order to move the marker up to 3" and itself the same distance in a straight line.
  • Alko Molotov Cocktail — All Finnish Molotov cocktails count as grenades for attacking vehicles. When the squad wins an Assault and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire).
  • Trained Huntsman — Troops using rifles, anti-tank rifles, and anti-tank guns gain +1 to hit when firing from Ambush.
  • Tank Killer — If the opposing company contains at least one Armoured or Armoured Walker platoon, each eligible Rifle, Sissi or Lumihiihtäjä squad may buy a third Panzerfaust, and an Anti-tank Rifle team may buy a second, for +5 points each.
    Details and limits

    Mixed opposing companies qualify. A tank in an Infantry platoon alone does not. Declare the opposing company’s qualifying platoon in company settings; the allowance does not depend on your own platoons.

Unit Special Rules
  • Nimble — Advance 12", Run 15". A Nimble unit may cross Rough Ground and Obstacles on a Run Order, but then moves at most 12". Ignores the Blizzard movement penalty.
  • IR / Night Vision — Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. Custom supplement rule.
  • Master of the Hunt — May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Ski Troops — Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • Hiljainen Reitti (Silent Route) — This unit is held in Reserve and declared at deployment. It takes Down Orders on Turns 1 and 2. From Turn 3 it may enter from any table edge, chosen on arrival, with the normal -1 Order Test. It may not take objectives on the turn it enters.
  • Behind Enemy Lines — When outflanking, this unit ignores the –1 modifier to the Order Test for entering the table.
  • Jury-Rigged — Before this weapon fires, roll D6. On a 1: misfire — the weapon does not fire this Order and the unit suffers D2 Pin Markers. On 2+: fires normally. A misfired weapon may attempt to fire again in later Orders.
  • Ambush and Scoot – Active Rift Enhancement (Koi Äänipyssy Team) — When this unit fires from Ambush, it may exhaust a Rift Die to withdraw 2D6" immediately. It must end further from all enemy units than it started. Once per game. Exhausted Penalty: Lose Flight. Custom supplement rule.

Kaukopartio Guided Advance

Up to two pairs per company · One Kaukopartio Recon Squad + Ilves Light Walker from the same platoon.

  1. Nominate

    Before deployment, and before any Lumimyrsky roll, nominate the pairs. Each unit belongs to only one pair. Keep both in Reserve. Declare the Kaukopartio’s Hiljainen Reitti (Silent Route) and the Ilves’s normal Reserve or outflanking fallback.

  2. Prepare route

    A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.

  3. Infantry arrives

    From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.

  4. Walker follows

    Its Ilves may follow later that turn or on a later turn through the same edge—including the enemy edge—within 6″ along the edge of that mark.

Arrival restrictions

  • Orders & tests. Use separate orders and arrival tests, including the normal −1 modifier.
  • Movement & shooting. Normal arrival movement and shooting apply.
  • No assault or objectives. Neither unit may assault or take objectives on its arrival turn.
Edge cases & limits
  • Eligible pairs. Only Kaukopartio and Ilves qualify. Two pairs total, regardless of platoons or launches; no extra points.
  • Blizzard & route. A launch must actually create a blizzard; routes need not cross it. Extra launches grant no additional pairs. Prepared routes do not extend weather effects.
  • No blizzard. Kaukopartio retains its normal Hiljainen Reitti and Ilves retains its declared ordinary arrival options. The Ilves fallback flank cannot change after the roll.
  • Kaukopartio destroyed. The Kaukopartio never waits for its Ilves. Its marked route survives its destruction.
  • No legal entry. If no legal entry within 6″ is possible, the Ilves cannot use that route on that attempt; an ordinary legal fallback remains available.
  • Other rules still apply. Other applicable test modifiers, reactions, Ambush and scenario deployment or Reserve prohibitions still apply.
  • One arrival only. This rule grants no automatic arrival, extra move or extra Order. Once the Ilves enters by any method, it cannot use this rule again.
Platoon Selectors
SlotDefence ForceAttack Force
Officers11
Mandatory Infantry2 (Rifle/Partisan)2 (any)
Additional Infantry0–30–3
Medic0–10–1
Forward Observer0–10–1
Lumimyrsky0–10–1
MG Teams0–20–3
Mortar Teams0–20–1
Sniper Teams0–20–2
Flamethrower Teams0–20–2
AT Teams0–20–2
Artillery / AT Gun0–10–1
Armoured Car / Lt Walker0–10–1
Tank / Walker0–10–1
Transportper inf/artyper inf/arty
Borrowed German/Russian21

Finnish equipment and vehicle access

Borrowed units per company

2Borrowed units · Defence company

1Borrowed unit · Attack company

One company-wide allowance across all platoons. Each borrowed instance counts once, including the projector tanks. Extra platoons do not increase the limit. Native Karhu, Ilves and Susi never consume it, regardless of weapon options.

Positions per platoon · Finnish Defence or Attack
PositionLimitEligible equipment
Artillery / Anti-tank Gun0–1Pak 40, LG40 or LG40/1
Armoured Car / Light Walker0–1Ilves, Susi, Spinne variants or BA-64
Tank / Walker0–1Karhu, Ilves, Susi; conventional tanks and assault guns; projector tanks
Native walker eligibility
WalkerLightTank / WalkerCounts as borrowed?
IlvesYesYesNo
Susi 42YesYesNo
KarhuNoYesNo

Borrowed families & quality

  • Light position. Spinne A and Flammenspinne: Veteran only. BA-64: no Veteran. Spinne variants and BA-64 use Light only.
  • Tank / Walker position. Panzer IV; StuG III / IV and grouped variants; Hetzer; captured T-34/76, T-34/85 and T-44. Conventional tanks and assault guns use Tank / Walker only. Standard captured conventional entries have no Veteran; the separately priced projector variant remains an exception.
  • Gun position. Pak 40, LG40 and LG40/1. Each gun uses one borrowed allowance.
  • Equipment options. Choose listed equipment variants on each vehicle’s card. Conventional gun tanks and projector tanks are separate entries. No German or Soviet national abilities are granted to Finnish crews.

Limits & exclusions

  • One unit per position. Each purchased instance occupies one position. Two separate eligible walkers may occupy the two different positions. Pay the full cost and take the normal Order Die for each. Weapon options do not change eligibility. Existing compulsory units and other support limits remain unchanged.
  • Kaukopartio per platoon. At most two Kaukopartio Recon Squads per Finnish platoon.
  • Kaukopartio Guided Advance pairs per company. Two pairs per company, regardless of extra platoons. Only Kaukopartio and Ilves in the same platoon may pair, including an Ilves in Light. Susi and Karhu cannot pair. All declaration, blizzard, Reserve, arrival and scenario conditions of Kaukopartio Guided Advance apply.
  • Excluded families. Schreckwulfen, Nachtjäger, Zeus Heavy Panzermech, Vogelspinne and Panther-X are unavailable to Finnish forces. Other German Rift walker families remain excluded; Finland uses Karhu, Ilves and Susi 42 alongside the explicitly permitted Spinne variants.
Rift

Major Eino Järvinen

Hero · Company Commander (Defence Force only)

Requisition Points

Veteran:120

Eino Järvinen fought in the Winter War as a lieutenant and the Continuation War as a captain. He has buried more friends than most men have made. When Germany shipped a crate of miniaturised Schwerefeld components to Helsinki — prototypes too unstable for front-line Panzers — Järvinen volunteered to carry one. The device is temperamental: it hums, it sparks, and once it crushed his canteen flat from three metres. But when Järvinen activates it at a forest chokepoint and an entire Soviet column grinds to a halt under its own weight, nobody questions the engineering.

Unit Composition1 Heroic Officer
Unit TypeHero (Company Commander, Defence Force Platoon only)
Standard EquipmentAssault Rifle
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Guts2
Luck1
Rift Mastery1
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Assault RifleS18"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Troops using rifles, anti-tank rifles, and anti-tank guns gain +1 to hit when firing from Ambush.
Rift Unit
  • 2 (1 profile + 1 Rift Mastery). Placed at Active before the game.
  • Gravitic Denial Zone: When executing an Advance or Ambush Order, exhaust a Rift Die. Place a 5" marker within 12" and Line of Sight. Enemy units treat the zone as Impassable Terrain for movement. Any enemy unit that is given an Order while within 3" of the marker suffers 1 automatic Pin (gravitic stress). Friendly units ignore both effects. Marker is removed at end of the Game Turn. Maximum 1 marker on the table at a time.
  • +1 to hit when firing from Ambush.
  • Lose Master of the Hunt — may no longer Advance then switch to Ambush.
Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Rift Mastery

Rift Mastery represents the attunement of the Hero model to the ever-present Rift energy in the world, and their ability to manipulate it or resist its effects. Rift Mastery points grant a Hero extra Rift Dice in addition to the ones it would normally have for Active Rift enhancements and Rift weapons, in effect the Hero has their own personal store of Rift energy to use and will often have personalised Active Rift enhancements and Rift weapons that utilise it.

1. At the start of the game, place one additional Rift Die with the Hero model for each point of Rift Mastery it has. The Hero can use any of their Rift Dice for themselves as required. They follow all of the Rift Dice rules including for becoming Exhausted. 2. When executing an Order, the Hero can allocate one of their Rift Dice to a Rift unit within 6". A maximum of one die can be allocated to a unit. Take the Rift Die from the Hero and place it with the unit (this may be a Surging Rift Die). Deduct one from the Hero’s Rift Mastery points. The allocated Rift Die now belongs to the unit it was allocated to, increasing its maximum number of Rift Dice by one for the rest of the game. 3. At any time, the Hero can combine two of their Active Rift Dice to create one Surging die if desired, but one of the Rift Dice used is lost; deduct one from the Hero’s Rift Mastery points.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Rift

Kapteeni Aino Korhonen

Hero · Company Commander (Attack Force only)

Requisition Points

Veteran:115

Intelligence officer. Vouhi-enhanced. The woman who planned the Reykjavik raid dressed as American Marines. Korhonen underwent the eye serum voluntarily and then — against medical advice — exposed herself to controlled Äänipyssy sonic pulses to develop a personal attunement to rift energy. The combination left her with yellow eyes, persistent tinnitus, and the ability to project a disorienting wave of confusion that scrambles radios, triggers false alarms, and leaves enemy officers shouting conflicting orders. She does not carry heavy weapons. She does not need to. By the time the enemy figures out what happened, the Vouhi are already gone.

Unit Composition1 Heroic Officer
Unit TypeHero (Company Commander, Attack Force Platoon only)
Standard EquipmentSMG
Movement RateAdvance 12" / Run 15" (Nimble)
Damage Value5+
Morale Value10
Guts1
Luck2
Rift Mastery1
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Advance 12", Run 15". A Nimble unit may cross Rough Ground and Obstacles on a Run Order, but then moves at most 12". Ignores Blizzard movement penalty.
  • Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
  • Ignores the –1 modifier on Outflanking Order Tests.
Rift Unit
  • 2 (1 profile + 1 Rift Mastery). Placed at Active before the game.
  • Covert Disruption: When executing an Advance or Fire Order, exhaust a Rift Die. Choose one enemy unit within 18" and Line of Sight. The target suffers D2 Pins. If the target has an Order Die, flip it to Down. If it has no Order Die, place a Down Order Die from the bag (if available). This ability has no effect on units with the Fearless special rule.
  • Hämmennys range extends to 24".
  • Lose Nimble (reverts to 6" Advance / 12" Run).
Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Rift Mastery

Rift Mastery represents the attunement of the Hero model to the ever-present Rift energy in the world, and their ability to manipulate it or resist its effects. Rift Mastery points grant a Hero extra Rift Dice in addition to the ones it would normally have for Active Rift enhancements and Rift weapons, in effect the Hero has their own personal store of Rift energy to use and will often have personalised Active Rift enhancements and Rift weapons that utilise it.

1. At the start of the game, place one additional Rift Die with the Hero model for each point of Rift Mastery it has. The Hero can use any of their Rift Dice for themselves as required. They follow all of the Rift Dice rules including for becoming Exhausted. 2. When executing an Order, the Hero can allocate one of their Rift Dice to a Rift unit within 6". A maximum of one die can be allocated to a unit. Take the Rift Die from the Hero and place it with the unit (this may be a Surging Rift Die). Deduct one from the Hero’s Rift Mastery points. The allocated Rift Die now belongs to the unit it was allocated to, increasing its maximum number of Rift Dice by one for the rest of the game. 3. At any time, the Hero can combine two of their Active Rift Dice to create one Surging die if desired, but one of the Rift Dice used is lost; deduct one from the Hero’s Rift Mastery points.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Finnish Officer

HQ · Platoon or Company Commander

Requisition Points

Platoon — Inexperienced:21
Platoon — Regular:30
Platoon — Veteran:39
Company — Inexperienced:42
Company — Regular:60
Company — Veteran:78

Finnish officers learned their trade in the harshest possible classroom — two wars against an enemy that outnumbered them ten to one. Many trained alongside German officers during the Continuation War, picking up tactical doctrine and rare StG 44s in equal measure. Some carry captured Soviet AK-47s as trophies and practical sidearms. They lead from the front because Finnish units are too small and too spread out for anyone to lead from behind.

Unit Composition1 Officer
Unit TypeHQ
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • 1 (baked in) — Modify any single die roll by or against the Officer by ±1. Or return the Officer’s or a friendly unit’s Order Die (within 6") to the bag. Or survive death: D6 + remaining Guts ≥ 7 = stay alive, lose 1 Guts.
  • Officers

    Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

    An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

    These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

    Snap to Action!

    When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

    When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

    Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

    Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

    RankMorale BonusExtra OrdersRange
    Platoon Commander+226"
    Company Commander+4412"
Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Options
OptionPoints
Same quality as the Officer: Inexperienced 6, Regular 9, Veteran 12 per model. Allocate equipment separately.
+6/+9/+12 each
24 inches, 1 shot, no Pen. One replacement per model.
+1 each
12 inches, 2 shots, no Pen,

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
One replacement per model.
+5 each
18 inches, 2 shots, no Pen,

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
One replacement per model.
+7 each

Finnish Medic

HQ

Requisition Points

Veteran:25

Two wars against Russia produced a generation of medics who learned battlefield surgery in frozen foxholes. They carry no weapons — not by regulation, but by choice. Every ounce saved is another dressing, another tourniquet, another life extended long enough to reach the field hospital.

Unit Composition1 Medic
Unit TypeHQ
Standard EquipmentNone (unarmed)
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Special Rules
  • Medics

    A Medic Team consists of a Field Medic and can include assistants such as orderlies and stretcher-bearers. If any friendly Infantry or Artillery unit within 6" of the Medic model (including the Medic unit itself) suffers damage from weapons without a Pen value, roll a D6 for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a Medic cannot be used against damage suffered in Close Quarters combat.

    Rift Units Medics may not be used to assist Rift units and models in Powered Armour against injuries; their equipment is too intrinsically volatile or their metabolism too altered for standard medicines to be able to help.

No additional men. No weapons. Discounted as a Finnish faction bonus.

Lumimyrsky Launch

Support / HQ · Weather Manipulation

Requisition Points

Cost:100

Finnish scientists took German rocket technology and rift tech to manipulate the weather. A two-rocket system pushes warm air out via ionisation, then disperses a mixture of dry ice and silver nitrate. If all goes to plan, a localised blizzard erupts — in any season. The technology is heavily guarded; no other country knows about this capability, including Germany.

Standard EquipmentAs profile
Slot0–1 per platoon (HQ)
ModelNone (off-table launch)
TimingOne use, pre-game. After deployment, before first Order Die.
Lumimyrsky Table (roll D6)
D6Result
1Misfire — no effect.
2–3One table quarter chosen by the Finnish player.
4–5The opponent’s half of the table.
6The whole table.
Blizzard Effects
  • Visibility: 18" maximum sight range. Units with IR / Night Vision ignore this limit.
  • Shooting: –1 to hit for all shooting in, into, or out of the zone. No exceptions.
  • Movement: Infantry, Artillery, and Wheeled Vehicles treat open ground as Rough Terrain. Ski Troops and Nimble ignore this. Tracked Vehicles and Walkers unaffected.
  • Flight / Jump: Grounded inside the zone. Units with Flight use standard infantry movement. Jump vehicles may not Jump. Movement penalties apply normally (Ski Troops and Nimble override).
Duration
  • From Turn 2, roll D6 at the start of each turn before Order Dice are drawn. On 1–3: storm ends at the end of this turn. On 4–6: storm persists.

Finnish Forward Observer

HQ · Artillery Observer

Requisition Points

Regular:75
Veteran:90

Finnish forward observers are veterans of the Winter War who learned to call fire onto targets by sound alone. In the rift-haunted forests of 1947, they coordinate barrages from captured Soviet guns and German-supplied howitzers, adjusting for the unpredictable winds that Lumimyrsky storms kick up.

Unit Composition1 Observer and up to 2 additional men
Unit TypeHQ — Artillery Observer
Standard EquipmentPistol, SMG, or Rifle as modelled
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Regular) / 5+ (Veteran)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1––
SMG (if modelled)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Rifle (if modelled)S24"1––
Special Rules
  • Forward Artillery Observers

    A Forward Artillery Observer unit consists of an Artillery Officer model and can include other models such as assistant radio operators. Artillery Officers are often attached as liaisons at company level to coordinate the fire of artillery batteries behind the front line. Once per game, when the Forward Artillery Observer unit receives a Fire Order (this cannot be from Ambush), instead of firing the unit’s weapons normally, the Observer can contact their battery, calling in an Artillery Barrage.

    Place a token anywhere within Line of Sight of the Artillery Observer. This token represents the aiming point for the artillery battery the Forward Artillery Observer has contacted.

    Whilst an aiming point token is on the table, at the start of each following turn, before drawing an Order Die, roll a D6 and consult the chart below, even if the Observer has been killed.

    D6 RollEffect
    1Miscalculation — Move the aiming point token 3D6" in a random direction (see above) and then immediately resolve an Artillery Barrage as described for the Fire for Effect! result below.
    2 or 3Delay/Correction — If the Observer is still on the table, the controlling player can move the token up to 12" in any direction. If the Observer has been killed, nothing happens. Roll again at the beginning of the next turn.
    4, 5, or 6Fire for Effect! — All units (friend or foe) within D6+6" of the aiming point are affected by the bombardment. Roll a D6 to hit for each unit within this radius. Before each die is rolled, the affected unit can decide to go Down (as long as they are Infantry or Artillery, and do not already have an Order Die). On a result of 1–5, the unit is not hit, but receives D3 Pin Markers. On a result of 6, the unit takes the equivalent of an Indirect Fire hit from a Heavy Howitzer. After resolving, remove the token from the battlefield.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
Options
OptionPoints
+10 pts each (Reg) / +13 pts each (Vet)

Finnish Rifle Squad

Infantry

Requisition Points

Regular:50
Veteran:65

Finnish conscripts grow up hunting elk in forests where a missed shot means no dinner. By 1947, most carry German-supplied rifles and Panzerfausts, but the Molotov cocktail remains a point of national pride — the Alko company still bottles them by the thousand. A Finnish rifle squad is small, quiet, and rarely misses.

Unit Composition1 NCO and 4 Soldiers
Unit TypeInfantry
Standard EquipmentRifle
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
SMG (if taken)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

LMG (if taken)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

PanzerfaustS12"1+6

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Molotov CocktailCQClose QuartersPer model–

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire)
Special Rules
  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • (if option taken) — Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • If the opposing company contains at least one Armoured or Armoured Walker platoon, each eligible Rifle, Sissi or Lumihiihtäjä squad may buy a third Panzerfaust, and an Anti-tank Rifle team may buy a second, for +5 points each.

    Mixed opposing companies qualify. A tank in an Infantry platoon alone does not. Declare the opposing company’s qualifying platoon in company settings; the allowance does not depend on your own platoons.

Options
OptionPoints
+10 (Reg) / +13 (Vet), max 4
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+3 pts each
LMG: Range 36" | Shots 4 | Pen – | Requires loader (2 men per LMG).
+20 pts each
Panzerfaust: Range 12" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Apply the core Anti-tank Launchers rule; buying launchers does not let every bearer fire a separate ordinary shot in one Order. Designate the firing model, or declare the permitted salvo. Normal maximum: 2; Tank Killer maximum: 3.
+5 pts each
Molotov cocktails: When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire). They cannot be used as a ranged weapon.
+2 pts/model
Ski Troops: Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
+1 pts/model

Finnish Partisan Squad

Infantry

Requisition Points

Inexperienced:40
Regular:55

Finland’s border with Russia is vast and mostly forest. When Soviet scouts probe a sector, the local levy answers — old men who fought in the Winter War alongside teenagers who have never known a Finland at peace. They show up with hunting rifles, axes, and crates of Alko Molotov cocktails, and they hold the line until regulars arrive. What they lack in training they make up in numbers and sheer stubbornness.

Unit Composition1 NCO and 4 Soldiers
Unit TypeInfantry
Standard EquipmentRifles and Molotov Cocktails
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg)
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
Molotov CocktailCQClose QuartersPer model–

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire)
SMG (if taken)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Shotgun (if taken)S18"1–6" or less = 2 shots
LMG (if taken)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • (if option taken) — Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
Options
OptionPoints
+8 (Inexp) / +10 (Reg), max 10
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+3 pts each
Shotgun: Range 18" | Shots 1 | Pen – | 6" or less counts as 2 shots.
+5 pts each
Pistol: Range 6" | Shots 1 | Pen – | –. Choose one weapon to fire; a pistol does not grant an extra shooting attack.
+1 pts each
LMG: Range 36" | Shots 4 | Pen – | Requires loader (2 men per LMG).
+20 pts
Ski Troops: Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
+1 pts/model

Sissi Recon Patrol

Veteran Infantry · max 2 per platoon

Requisition Points

Veteran:65

The word sissi means guerrilla, and that is exactly what these five-man patrols are. They ski deep into enemy territory, destroy what they can, and vanish before the response arrives. Armed with rifles, knives, and Panzerfausts scavenged from German supply drops, Sissi teams are the reason Soviet logistics officers along the Finnish border sleep poorly.

Unit Composition1 NCO and 4 Soldiers
Unit TypeInfantry
Standard EquipmentRifle
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
SMG (if taken)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

PanzerfaustS12"1+6

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Äänipyssy (if taken)S6"3+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Before the Äänipyssy fires, roll D6. On a 1: misfire, no shot, D2 Pins. On 2+: fires normally. May retry.
Special Rules
  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • If the opposing company contains at least one Armoured or Armoured Walker platoon, each eligible Rifle, Sissi or Lumihiihtäjä squad may buy a third Panzerfaust, and an Anti-tank Rifle team may buy a second, for +5 points each.

    Mixed opposing companies qualify. A tank in an Infantry platoon alone does not. Declare the opposing company’s qualifying platoon in company settings; the allowance does not depend on your own platoons.

Options
OptionPoints
+13 pts each
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+3 pts each
Pistol: Range 6" | Shots 1 | Pen – | –. Choose one weapon to fire; a pistol does not grant an extra shooting attack.
+1 pts each
Panzerfaust: Range 12" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Apply the core Anti-tank Launchers rule; buying launchers does not let every bearer fire a separate ordinary shot in one Order. Designate the firing model, or declare the permitted salvo. Normal maximum: 2; Tank Killer maximum: 3.
+5 pts each
Äänipyssy: Range 6" | Shots 3 | Pen +1 |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Jury-Rigged. Rift Unit · Rift Dice: 1.
+25 pts each
Squad Upgrades (entire squad)

Kaukopartio Recon Squad

Veteran Infantry · max 2 per platoon

Requisition Points

Veteran:120

Kaukopartio — “long-range patrol” — is a name earned, not assigned. These commandos spend weeks behind enemy lines, living off the land, gathering intelligence, and destroying targets of opportunity. Every soldier carries field medical supplies because extraction is a luxury they cannot count on. They are the tip of Finland’s strategy: make the war too expensive for anyone to finish.

Unit Composition1 NCO and 4 Soldiers
Unit TypeSpecialist Infantry
Standard EquipmentRifles, SMGs, and Molotov Cocktails
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Molotov CocktailCQClose QuartersPer model–

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire)
Special Rules
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • This unit is held in Reserve and declared at deployment. It takes Down Orders on Turns 1 and 2. From Turn 3 it may enter from any table edge, chosen on arrival, with the normal -1 Order Test. It may not take objectives on the turn it enters.
  • This squad treats itself as having a Medic within 6". As for a Medic, this works only against damage from weapons without a Pen value, not in Close Quarters, and not for Rift units or models in Powered Armour. It does not protect other units.
  • Kaukopartio Guided Advance

    Up to two pairs per company · One Kaukopartio Recon Squad + Ilves Light Walker from the same platoon.

    1. Nominate

      Before deployment, and before any Lumimyrsky roll, nominate the pairs. Each unit belongs to only one pair. Keep both in Reserve. Declare the Kaukopartio’s Hiljainen Reitti (Silent Route) and the Ilves’s normal Reserve or outflanking fallback.

    2. Prepare route

      A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.

    3. Infantry arrives

      From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.

    4. Walker follows

      Its Ilves may follow later that turn or on a later turn through the same edge—including the enemy edge—within 6″ along the edge of that mark.

    Arrival restrictions

    • Orders & tests. Use separate orders and arrival tests, including the normal −1 modifier.
    • Movement & shooting. Normal arrival movement and shooting apply.
    • No assault or objectives. Neither unit may assault or take objectives on its arrival turn.
    Edge cases & limits
    • Eligible pairs. Only Kaukopartio and Ilves qualify. Two pairs total, regardless of platoons or launches; no extra points.
    • Blizzard & route. A launch must actually create a blizzard; routes need not cross it. Extra launches grant no additional pairs. Prepared routes do not extend weather effects.
    • No blizzard. Kaukopartio retains its normal Hiljainen Reitti and Ilves retains its declared ordinary arrival options. The Ilves fallback flank cannot change after the roll.
    • Kaukopartio destroyed. The Kaukopartio never waits for its Ilves. Its marked route survives its destruction.
    • No legal entry. If no legal entry within 6″ is possible, the Ilves cannot use that route on that attempt; an ordinary legal fallback remains available.
    • Other rules still apply. Other applicable test modifiers, reactions, Ambush and scenario deployment or Reserve prohibitions still apply.
    • One arrival only. This rule grants no automatic arrival, extra move or extra Order. Once the Ilves enters by any method, it cannot use this rule again.
Options
OptionPoints
+25 pts each
Squad Upgrades (entire squad)

Vouhi Strike Squad

Veteran Specialist Infantry · Rift-Enhanced Soldiers

Requisition Points

Veteran:115

Vouhi (“goat” in Finnish) Strike Squads are Finland’s variant of super soldiers. Rather than making soldiers stronger or tougher, Finnish scientists targeted genomes in the human eye and sped up the brain’s visual processing centres. The serum turns the soldiers’ eyes a distinctive glowing yellow — like those of a goat. Their minds process friend-or-foe identification faster than any unenhanced human, so wearing matching uniforms becomes less important. Instead, the Vouhi dress in the garb of whatever enemy they are fighting to cause maximum confusion.

Unit Composition1 NCO and 4 Vouhi (fixed — no additional models)
Unit TypeSpecialist Infantry
Standard EquipmentSMG
Movement RateAdvance 12" / Run 15" (Nimble)
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Assault Rifle (if taken)S18"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Äänipyssy (if taken)S6"3+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Before the Äänipyssy fires, roll D6. On a 1: misfire, no shot, D2 Pins. On 2+: fires normally. May retry.
Molotov Cocktail (if taken)CQClose QuartersPer model–

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire)
Special Rules
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • Advance 12", Run 15". A Nimble unit may cross Rough Ground and Obstacles on a Run Order, but then moves at most 12". Ignores Blizzard movement penalty.
  • Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
  • May make a Run move after both sides finish deploying, before Turn 1. It cannot Assault during this move.
Options
OptionPoints

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Rifle: Range 18" | Shots 2 | Pen – | Assault.
+5 pts each
Äänipyssy (“Sound Gun”): Range 6" | Shots 3 | Pen +1 |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Jury-Rigged. Rift Unit · Rift Dice: 1.
+25 pts each, max 3
Molotov cocktails: When this squad wins an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and damages an Armoured Vehicle, a Full Damage Results roll of 1 or 2 counts as 3 (On Fire). They cannot be used as a ranged weapon.
+2 pts/model
Rift

Surma Squad

Veteran Specialist Infantry · Rift Unit · 0–1 per platoon

Requisition Points

Veteran:90

Finnish rift scientists at the Lumimyrsky programme didn’t try to build German werewolves or Russian bears. They asked a different question: what if a soldier could become part of the forest itself? Working with crude Hemotype samples captured from Soviet field labs by Kaukopartio deep-strike teams, they developed a compound called Metsäseeru. The subjects underwent profound physiological change — leaner, faster, senses sharpened beyond any human threshold. But the transformation carried a cost the programme couldn’t reverse: the subjects couldn’t come back. Human proximity triggered cascading physiological collapse. The ones they released into the forest thrived. The military coined the term metsänpeitto — “covered by the forest” — an old Finnish word for people the woods swallow and never return. They come when the Lumimyrsky comes. The same harmonic resonance the Äänipyssy channels hums through the storm at a frequency only they can hear. In fair weather they are dangerous. In a Finnish blizzard they are the most lethal close-quarters force on the battlefield — faster than Schreckwulfen, more savage than Nachtjäger, and invisible until the moment they strike. Allied and Axis flight units — Fireflies, Nachtjäger, anything with wings or jump jets — are grounded by the storm. The Surmat excel in it.

Unit Composition3 Surmat
Unit TypeSpecialist Infantry
Standard EquipmentClaws and Blades (+1 Pen at Close Quarters)
Movement RateAdvance 8" / Run 16" (Fast)
Damage Value6+
Morale Value10 (Fanatics)
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Claws and BladesCQ–1+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Deadly (X)

    Some combatants are extremely formidable at close quarters due to a variety of enhancements such as preternatural speed or strength. When in Close Quarters combat, Deadly (X) models roll X number of dice as indicated in brackets to damage Infantry or Artillery units, or X number of dice as indicated in brackets to hit Vehicle units. For instance, Deadly (2) models would roll two dice each in Close Quarters combat.

    If a unit of Deadly models wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table).

    Deadly units can also benefit from the rule for being equipped with Assault weapons to gain an additional die. For example, a model with Deadly (2) armed with an SMG would roll 3 dice to damage in Close Quarters combat.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • Fast

    On the battlefields of Konflikt ’47 the ability to outpace ordinary infantry is often key and some units can reliably do just that often due to their bestial nature. A unit of Fast models can move 8" with an Advance Order and 16" with a Run Order, with the same movement rules and restrictions for Infantry.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.
  • Fieldcraft

    These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

  • Horror

    By and large, troops have become hardened against the many shocks and terrors of the Konflikt ’47 battlefield. Some foes, however, still induce the kind of blood-curdling horror that can freeze the blood and loosen the bowels. Enemy units must pass a Morale Check in order to react by shooting at an assaulting unit that has the Horror special rule.

  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • While inside a Blizzard zone, increase movement to Advance 10" / Run 18". Additionally, while in the open inside a Blizzard zone, this unit receives a Cover Save of 5+. This save is lost if the unit is in Close Quarters.
Rift Unit
  • 1
  • When given a Run Order and declaring an Assault, this unit may exhaust a Rift Die. It moves up to 18" ignoring all terrain except Impassable. Its Claws and Blades have Pen +2 instead of +1 for this Assault. If the target is inside a Blizzard zone, the Surma resolve their Close Quarters attacks and remove casualties before the defender strikes back, in the first round only.
  • Increase Damage Value to 7+.
  • Lose Fast special rule. Revert to Advance 6" / Run 12". Metsänpeitto Blizzard movement bonus no longer applies.
Options
OptionPoints
+30 pts each, max 2 (squad max 5)
Proxy models: Build each squad from “Wendigo/Skinwalker” and “Greater Unburned” for the majority, with ONE “Wendigo” by Creature Armory or “Wendigo” by YKS Miniatures as the Surmat Alpha. All on MyMiniFactory. Scale to 25mm bases. See Recommended Models for details.

Lumihiihtäjä Partio

Veteran Specialist Infantry · Snow Rider Squad

Requisition Points

Veteran:165

The mono-track was a Finnish improvisation: a single-ski motorized sled originally built for mail delivery in Lapland. When the war came, engineers bolted on a gun mount and a windscreen of boiler plate. The riders call themselves Lumihiihtäjät — “snow gliders” — and they operate in small patrols, appearing from behind tree lines to rake a convoy with automatic fire before vanishing back into the blizzard. Their mono-tracks are purpose-built for the terrain that slows everyone else to a crawl.

Unit Composition1 NCO and 4 Snow Riders (up to 8 max)
Unit TypeSpecialist Infantry (Mounted)
Standard EquipmentSMG
Damage Value5+
Morale Value10
Base Size25mm x 50mm (two infantry bases)
Movement Rate (Mounted)Advance 12" / Run 18" — In snow: Advance 18" / Run 24"
Movement Rate (Dismounted)Advance 6" / Run 12" (standard Veteran Infantry)
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Rifle (if taken)S24"1––
Äänipyssy / Kaiku Häirin (if taken)S6"3+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Before the Äänipyssy fires, roll D6. On a 1: misfire, no shot, D2 Pins. On 2+: fires normally. May retry.
Panzerfaust (if taken)S12"1+6

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • (Supplement rule) While mounted, this unit is immune to hits from weapons with no Penetration value (rifles, SMGs, LMGs, MMGs all have no effect). On any hit from a weapon with Pen +1 or greater, the hit model automatically and permanently dismounts — no save, no roll. Dismounted models revert to standard Veteran Infantry movement (Advance 6" / Run 12") for the rest of the game. Hard counters: HMGs (Pen +1), autocannons, AT weapons, flamethrowers.
  • This unit is held in Reserve and declared at deployment. It takes Down Orders on Turns 1 and 2. From Turn 3 it may enter from any table edge, chosen on arrival, with the normal -1 Order Test. It may not take objectives on the turn it enters.
  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • If the opposing company contains at least one Armoured or Armoured Walker platoon, each eligible Rifle, Sissi or Lumihiihtäjä squad may buy a third Panzerfaust, and an Anti-tank Rifle team may buy a second, for +5 points each.

    Mixed opposing companies qualify. A tank in an Infantry platoon alone does not. Declare the opposing company’s qualifying platoon in company settings; the allowance does not depend on your own platoons.

Options
OptionPoints
+22 pts each
Rifle: Range 24" | Shots 1 | Pen – | –.
–3 pts each
Äänipyssy / Kaiku Häirin: Range 6" | Shots 3 | Pen +1 |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Jury-Rigged. Rift Unit · Rift Dice: 1.
+25 pts each, max 2
Panzerfaust: Range 12" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Apply the core Anti-tank Launchers rule; buying launchers does not let every bearer fire a separate ordinary shot in one Order. Designate the firing model, or declare the permitted salvo. Normal maximum: 2; Tank Killer maximum: 3.
+5 pts each
Base size reflects the mono-track vehicle footprint (two infantry bases side by side).

Koi LMG Team

Veteran Infantry Team · Flight

Requisition Points

Veteran:70

Germany sold Finland a batch of Falcon jump packs at a price that made full squads unthinkable. Finnish logistics solved this the Finnish way: two-man teams, one MG42, in and out before the enemy can react. The name Koi — “moth” in Finnish — comes from the way they flitter above the battlefield, drawn to the muzzle flash of enemy positions.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 LMG
Movement RateAdv 12" / Run 18" (Flight) or Adv 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
LMGS36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Flight

    Whether through leathery pinions or personal jet packs, several units are capable of taking flight across short distances on the battlefield. Such units can use powered leaps to quickly clear intervening obstacles without leaving themselves as a tempting target by hovering in the air for too long. When using Flight, models move up to 12" on an Advance Order and 18" on a Run Order, and ignore all terrain while moving including Obstacles (unless they are specifically configured to counter Flight). If, when using Flight, a unit Runs, it must land in Open Ground at the end of its move; if an Advance move is used, it may land in Rough Ground. A unit with Flight is not obliged to make use of this special rule – for instance, if it wishes to make an Assault against a unit in Rough Ground, which is not normally accessible using a Run Order whilst using Flight. In these cases they move as per normal infantry of their type.

    Flight units have special rules for entering and exiting Buildings (see the Buildings section on page 133 for more details). In the case of Buildings with a flat roof, a Flight unit can move directly onto it from any direction.

    A Flight unit moving onto the table from Reserve using Run or Advance Orders can deploy directly to any point on the tabletop by dropping from above. The Flight unit may not move any further as part of the same Order if it deploys in this way. The arrival location must be in Open Ground, and arriving models may not be placed within 1" of friendly or enemy models.

    Enemy units within 12" that have not already received an Order that turn can react by opening fire against the Flight unit. For each unit reacting this way, the owning player takes an Order Die from the Dice Bag and instructs their unit to Fire (no Order Test is needed, even if the unit is Pinned). Calculate the range from the Flight unit’s arrival position, but no Line of Sight is required and Cover is ignored. If the Flight unit deployed using a Run Order the firers suffer an additional -1 penalty to their ‘to hit’ rolls.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.

    Flight offers units an ability to enter and leave Buildings in unexpected ways.

    Units capable of Flight may not enter a Building while utilising their Flight ability on Run Orders (unless executing an Assault as described later), but they may enter using Advance. They cannot use Flight at all while occupying a Building, except when leaving it.

    A unit using Flight is not limited to only entering and leaving Buildings via the ground floor, but will still need to reach an opening to enter (unless they are also Large models that can make their own during an Assault – as described later). In the case of Buildings with a flat roof a Flight unit can move directly onto/into it from any direction without needing an opening.

    Infantry units outside a Building can Assault enemy units occupying the ground floor of a Building, or any floor if they are capable of using Flight. Measure the move to any opening on the appropriate floor. Resolve the Assault sequence as normal, except that the assaulting models are moved into contact with the Building, with at least one model in contact with an opening.

    The rest of the procedure is treated exactly the same as an Assault against a Defensive Position (see page 89). However, if a unit Assaults a Building and wins, it can also use its Regroup move to enter the Building and take the place of the unit that has been defeated.

  • The first casualty suffered by this unit is treated as a Pin Marker instead of removing the model.
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers. Order Tests are not Morale Checks and are modified as normal.
+1 pts/model
Squad Upgrades (entire squad)
Rift

Koi Äänipyssy Team

Veteran Infantry Team · Rift Unit · Flight

Requisition Points

Veteran:85

Finland’s most audacious rift weapon deployment: a reverse-engineered Soviet Zvukovoy sonic projector, stripped down to infantry-portable size, held together with field repairs and Finnish ingenuity. The Äänipyssy (“Sound Gun”) sometimes works brilliantly. Sometimes it doesn’t turn on at all. The Koi teams who carry it accept these odds.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard EquipmentÄänipyssy (“Sound Gun”)
Movement RateAdv 12" / Run 18" (Flight) or Adv 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Äänipyssy (“Sound Gun”)S6"3+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

,
Before the Äänipyssy fires, roll D6. On a 1: misfire, no shot, D2 Pins. On 2+: fires normally. May retry.
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Flight

    Whether through leathery pinions or personal jet packs, several units are capable of taking flight across short distances on the battlefield. Such units can use powered leaps to quickly clear intervening obstacles without leaving themselves as a tempting target by hovering in the air for too long. When using Flight, models move up to 12" on an Advance Order and 18" on a Run Order, and ignore all terrain while moving including Obstacles (unless they are specifically configured to counter Flight). If, when using Flight, a unit Runs, it must land in Open Ground at the end of its move; if an Advance move is used, it may land in Rough Ground. A unit with Flight is not obliged to make use of this special rule – for instance, if it wishes to make an Assault against a unit in Rough Ground, which is not normally accessible using a Run Order whilst using Flight. In these cases they move as per normal infantry of their type.

    Flight units have special rules for entering and exiting Buildings (see the Buildings section on page 133 for more details). In the case of Buildings with a flat roof, a Flight unit can move directly onto it from any direction.

    A Flight unit moving onto the table from Reserve using Run or Advance Orders can deploy directly to any point on the tabletop by dropping from above. The Flight unit may not move any further as part of the same Order if it deploys in this way. The arrival location must be in Open Ground, and arriving models may not be placed within 1" of friendly or enemy models.

    Enemy units within 12" that have not already received an Order that turn can react by opening fire against the Flight unit. For each unit reacting this way, the owning player takes an Order Die from the Dice Bag and instructs their unit to Fire (no Order Test is needed, even if the unit is Pinned). Calculate the range from the Flight unit’s arrival position, but no Line of Sight is required and Cover is ignored. If the Flight unit deployed using a Run Order the firers suffer an additional -1 penalty to their ‘to hit’ rolls.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.

    Flight offers units an ability to enter and leave Buildings in unexpected ways.

    Units capable of Flight may not enter a Building while utilising their Flight ability on Run Orders (unless executing an Assault as described later), but they may enter using Advance. They cannot use Flight at all while occupying a Building, except when leaving it.

    A unit using Flight is not limited to only entering and leaving Buildings via the ground floor, but will still need to reach an opening to enter (unless they are also Large models that can make their own during an Assault – as described later). In the case of Buildings with a flat roof a Flight unit can move directly onto/into it from any direction without needing an opening.

    Infantry units outside a Building can Assault enemy units occupying the ground floor of a Building, or any floor if they are capable of using Flight. Measure the move to any opening on the appropriate floor. Resolve the Assault sequence as normal, except that the assaulting models are moved into contact with the Building, with at least one model in contact with an opening.

    The rest of the procedure is treated exactly the same as an Assault against a Defensive Position (see page 89). However, if a unit Assaults a Building and wins, it can also use its Regroup move to enter the Building and take the place of the unit that has been defeated.

  • The first casualty suffered by this unit is treated as a Pin Marker instead of removing the model.
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Before the Äänipyssy fires, roll D6. On a 1: misfire, no shot, D2 Pins. On 2+: fires normally. May retry.
Rift Unit
  • 2
  • When this unit fires from Ambush, it may exhaust a Rift Die to withdraw 2D6" immediately. It must end further from all enemy units than it started. Once per game.
  • None.
  • Lose Flight.
Options
OptionPoints

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers. Order Tests are not Morale Checks and are modified as normal.
+1 pts/model
Squad Upgrades (entire squad)

Koi Anti-Tank Rifle Team

Veteran Infantry Team · Flight · max 2 per platoon

Requisition Points

Veteran:70

The remaining Falcon packs went to anti-armour teams armed with vintage Boys anti-tank rifles from British stocks purchased during the Winter War. Lighter than the Finnish Lahti, a Boys can be fired standing in body armour. Each team also carries a Panzerfaust for heavier targets. The tactic is simple: jump behind a vehicle, hit the rear armour, jump away.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard EquipmentAnti-Tank Rifle
Movement RateAdv 12" / Run 18" (Flight) or Adv 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Anti-Tank RifleHeavy48"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

PanzerfaustS12"1+6

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • Flight

    Whether through leathery pinions or personal jet packs, several units are capable of taking flight across short distances on the battlefield. Such units can use powered leaps to quickly clear intervening obstacles without leaving themselves as a tempting target by hovering in the air for too long. When using Flight, models move up to 12" on an Advance Order and 18" on a Run Order, and ignore all terrain while moving including Obstacles (unless they are specifically configured to counter Flight). If, when using Flight, a unit Runs, it must land in Open Ground at the end of its move; if an Advance move is used, it may land in Rough Ground. A unit with Flight is not obliged to make use of this special rule – for instance, if it wishes to make an Assault against a unit in Rough Ground, which is not normally accessible using a Run Order whilst using Flight. In these cases they move as per normal infantry of their type.

    Flight units have special rules for entering and exiting Buildings (see the Buildings section on page 133 for more details). In the case of Buildings with a flat roof, a Flight unit can move directly onto it from any direction.

    A Flight unit moving onto the table from Reserve using Run or Advance Orders can deploy directly to any point on the tabletop by dropping from above. The Flight unit may not move any further as part of the same Order if it deploys in this way. The arrival location must be in Open Ground, and arriving models may not be placed within 1" of friendly or enemy models.

    Enemy units within 12" that have not already received an Order that turn can react by opening fire against the Flight unit. For each unit reacting this way, the owning player takes an Order Die from the Dice Bag and instructs their unit to Fire (no Order Test is needed, even if the unit is Pinned). Calculate the range from the Flight unit’s arrival position, but no Line of Sight is required and Cover is ignored. If the Flight unit deployed using a Run Order the firers suffer an additional -1 penalty to their ‘to hit’ rolls.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.

    Flight offers units an ability to enter and leave Buildings in unexpected ways.

    Units capable of Flight may not enter a Building while utilising their Flight ability on Run Orders (unless executing an Assault as described later), but they may enter using Advance. They cannot use Flight at all while occupying a Building, except when leaving it.

    A unit using Flight is not limited to only entering and leaving Buildings via the ground floor, but will still need to reach an opening to enter (unless they are also Large models that can make their own during an Assault – as described later). In the case of Buildings with a flat roof a Flight unit can move directly onto/into it from any direction without needing an opening.

    Infantry units outside a Building can Assault enemy units occupying the ground floor of a Building, or any floor if they are capable of using Flight. Measure the move to any opening on the appropriate floor. Resolve the Assault sequence as normal, except that the assaulting models are moved into contact with the Building, with at least one model in contact with an opening.

    The rest of the procedure is treated exactly the same as an Assault against a Defensive Position (see page 89). However, if a unit Assaults a Building and wins, it can also use its Regroup move to enter the Building and take the place of the unit that has been defeated.

  • The first casualty suffered by this unit is treated as a Pin Marker instead of removing the model.
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers. Order Tests are not Morale Checks and are modified as normal.
+1 pts/model
Squad Upgrades (entire squad)

Finnish MMG Team

Infantry Team

Requisition Points

Regular:50
Veteran:65

Well-trained teams wield the German MG42 or its successor the MG45. The weapon earned the nickname “Hitler’s buzzsaw” for a reason — Finnish crews simply call it “the workbench.” Set it up, feed the belt, and let it do its job.

Unit Composition3 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Medium Machine Gun
Movement RateRotate / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium Machine GunHeavy36"6–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fixed

    This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

    When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

    When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

    When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

    Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

    Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

Finnish Light Mortar Team

Infantry Team

Requisition Points

Regular:35
Veteran:46

Every Finnish platoon carries at least one light mortar. It is the cheapest indirect fire available and the fastest to redeploy — two men can break it down, ski to a new position, and resume firing in under a minute. In the border forests, that mobility is worth more than calibre.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Light Mortar
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light MortarHeavy12–36"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Finnish Medium Mortar Team

Infantry Team

Requisition Points

Regular:50
Veteran:65

The German 80mm Granatwerfer 34 is standard issue. Finnish mortar crews train obsessively on ranging — ammunition is too scarce to waste. A spotter pushed forward through the trees can call corrections that turn a mortar team into the most cost-effective fire support in the Finnish arsenal.

Unit Composition3 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Medium Mortar (80mm Granatwerfer 34)
Movement RateRotate / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium MortarHeavy12–60"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fixed

    This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

    When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

    When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

    When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

    Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

    Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

  • Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints
One additional soldier acts as a forward observer. The mortar may draw line of sight from the Spotter instead of itself when firing indirectly. This is a separate spotter model, not an extra gun crew member and not an extra Order Die.

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

+10

Finnish Sniper Team

Infantry Team

Requisition Points

Regular:55
Veteran:70

Simo Häyhä killed over five hundred Soviet soldiers in the Winter War with an iron-sighted rifle. He set the standard. Finnish sniper teams work in pairs — one spotter, one marksman — using the Hunter doctrine to reposition between shots. In the forests and snowfields of the border, a Finnish sniper team can shut down an entire axis of advance.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Rifle (Sniper)
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Rifle (Sniper)S24"1–

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Sniper

    The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

    Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

    When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

    • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush. The scope cannot be used in a turn in which the team moved, including a Master of the Hunt Advance. An eligible ordinary rifle Ambush shot may receive Trained Huntsman.
  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.

Finnish Flamethrower Team

Infantry Team

Requisition Points

Regular:50
Veteran:65

Most Finnish flamethrower teams carry German-made Flammenwerfer 41s. A few units still use Italian Lanciafiamme Spalleggiabile-35s, purchased in small numbers before Italy’s collapse. The Finns do not care about the manufacturer — fire is fire, and nothing clears a Soviet bunker faster.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Infantry Flamethrower
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Infantry FlamethrowerHeavy6"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Flamethrower

    Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

    Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

    Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

    Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

    A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

    After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

    After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

    When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Finnish Anti-Tank Rifle Team

Infantry Team

Requisition Points

Regular:33
Veteran:42

Finnish anti-tank rifle teams field either the domestic Lahti L-39 or the British Boys, depending on what the supply chain delivers that month. Neither weapon will stop a heavy tank, but both are more than adequate for armoured cars, light walkers, and the exposed optics of anything bigger. The Hunter doctrine lets these teams reposition after firing — a critical survival skill when your weapon announces your position with a distinctive crack.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Anti-Tank Rifle (Lahti L-39 or Boys)
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Anti-Tank RifleHeavy48"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Panzerfaust (if taken)S12"1+6

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Stubborn

    Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

  • If the opposing company contains at least one Armoured or Armoured Walker platoon, each eligible Rifle, Sissi or Lumihiihtäjä squad may buy a third Panzerfaust, and an Anti-tank Rifle team may buy a second, for +5 points each.

    Mixed opposing companies qualify. A tank in an Infantry platoon alone does not. Declare the opposing company’s qualifying platoon in company settings; the allowance does not depend on your own platoons.

Options
OptionPoints
Panzerfaust: Range 12" | Shots 1 | Pen +6 |

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Apply the core Anti-tank Launchers rule; buying launchers does not let every bearer fire a separate ordinary shot in one Order. Designate the firing model, or declare the permitted salvo. Normal maximum: 1; Tank Killer maximum: 2.
+5 pts each
Ski Troops: Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
+1 pts/model

Finnish Panzerschreck Team

Infantry Team

Requisition Points

Regular:80
Veteran:104

The German Panzerschreck has replaced the Molotov cocktail as Finland’s primary anti-armour weapon for anything heavier than an armoured car. Reliable, powerful, and requiring minimal training, it is exactly the kind of equipment Finland needs — effective and simple enough that a conscript can use it after one afternoon of instruction.

Unit Composition2 Soldiers
Unit TypeInfantry Team
Standard Equipment1 Panzerschreck
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PanzerschreckHeavy24"1+6

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Shaped Charge

    The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

    Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Options
OptionPoints
Ski Troops: Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
+1 pts/model

Spinne Ausf. A (Finnish borrowed)

Borrowed vehicle · Light only

Requisition Points

Veteran:162
Unit TypeLight Walker (4 Legs)
Standard EquipmentTurret-mounted Light AT Gun; Co-axial Light Automatic Cannon
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial Light Automatic CannonHeavy48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • Flak

    All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

    Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

    Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

    When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

    If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

    Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

  • Multi-legged

    Walkers with four or more legs are defined as Multi-legged, allowing them to Reverse at full, rather than half, speed.

Flammenspinne Ausf. B (Finnish borrowed)

Borrowed vehicle · Light only

Requisition Points

Veteran:126
Unit TypeLight Walker (4 Legs)
Standard EquipmentTurret-mounted Infantry Flamethrower
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Infantry FlamethrowerHeavy6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6 hits on a hit
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Flamethrower

    Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

    Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

    Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

    Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

    A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

    After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

    After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

    When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

  • Multi-legged

    Walkers with four or more legs are defined as Multi-legged, allowing them to Reverse at full, rather than half, speed.

Panzer IV Ausf. A

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:108
Regular:135
Unit TypeLight Tank
Standard EquipmentTurret-mounted Light Howitzer; Co-axial MMG; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value8+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light HowitzerHeavy48" / 12–60" indirect1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Panzer IV Ausf. B/C/D/E/F

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:140
Regular:175
Veteran:210
Unit TypeMedium Tank
Standard EquipmentTurret-mounted Light Howitzer; Co-axial MMG; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light HowitzerHeavy48" / 12–60" indirect1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Panzer IV Ausf. G/H/J

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:180
Regular:225
Veteran:270
Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Anti-tank rifles and

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

weapons do not gain the +1 Pen modifier for hitting Side Armour. No increase to Damage Value.
+10

StuG III Ausf. A/B/C/D/E

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:124
Regular:155
Veteran:186
Unit TypeMedium Tank
Standard EquipmentCasement-mounted Forward-facing Light Howitzer
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Light HowitzerHeavy48" / 12–60" indirect1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

StuG III Ausf. F

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:172
Regular:215
Veteran:258
Unit TypeMedium Tank
Standard EquipmentCasement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

weapon.
+5
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun.
+5

StuG III Ausf. G/H

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:172
Regular:215
Veteran:258
Unit TypeMedium Tank
Standard EquipmentCasement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

weapon.
+5
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun.
+5
Anti-tank rifles and

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

weapons do not gain the +1 Pen modifier for hitting Side Armour. No increase to Damage Value.
+10

StuG IV

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:172
Regular:215
Veteran:258
Unit TypeMedium Tank
Standard EquipmentCasement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

weapon.
+5
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun.
+5

StuH 42

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:164
Regular:205
Veteran:246
Unit TypeMedium Tank
Standard EquipmentCasement-mounted Forward-facing Medium Howitzer; Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Medium HowitzerHeavy60" / 12–72" indirect1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints
Anti-tank rifles and

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

weapons do not gain the +1 Pen modifier for hitting Side Armour. No increase to Damage Value.
+10

StuG 33B

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:256
Regular:320
Unit TypeHeavy Tank
Standard EquipmentCasement-mounted Forward-facing Heavy Howitzer; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value10+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Casement-mounted Forward-facing Heavy HowitzerHeavy72" / 12–84" indirect1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Hetzer

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:164
Regular:205
Veteran:246
Unit TypeMedium Tank
Standard EquipmentHull-mounted Forward-facing Heavy AT Gun; 360-degree MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted Forward-facing Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
360-degree MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • All shots to Side Armour count as Rear Armour: +2 Pen instead of +1.
Options
OptionPoints
Forward-facing; 12 inches, 1 shot, Pen +2; D6+1 hits on a hit. Replaces the heavy AT gun; keeps the MMG. Roll to hit normally; a hit becomes D6 hits for the infantry weapon or D6+1 for the vehicle weapon. Pen +2, no range Pen modifier, no Cover Saves, hits vehicle Top Armour. Target takes D3+1 pins and a mandatory Morale Check after resolution; failure destroys it. Veteran vehicles take no pins if the weapon cannot damage them. Firer takes 1 pin hit or miss. After each firing, roll D6: 1–2 exhausts that weapon; a vehicle remains in play. A vehicle carrying flamethrowers suffers +1 on Damage Effects rolls. The Spinne B specifically mounts the infantry weapon (6 inches / D6), despite being a vehicle.

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

-60

Captured BA-64

Borrowed vehicle · Light only

Requisition Points

Inexperienced:48
Regular:60
Unit TypeArmoured Car
Standard EquipmentTurret-mounted LMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted LMGS36"2–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
2 ground shots
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • Flak

    All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

    Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

    Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

    When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

    If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

    Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Options
OptionPoints
Enclosed turret; retains LMG and

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

.
+10
Enclosed turret; HMG 48 inches, 3 ground shots, Pen +1; retains

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

.
Exclusive with BA-64B.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+25

Captured T-34/76

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:156
Regular:195
Unit TypeMedium Tank
Standard EquipmentTurret-mounted Medium AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Medium AT GunHeavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Forward-facing; 12 inches, 1 shot, Pen +2; D6+1 hits on a hit. Turret gun and co-axial MMG retained. Roll to hit normally; a hit becomes D6 hits for the infantry weapon or D6+1 for the vehicle weapon. Pen +2, no range Pen modifier, no Cover Saves, hits vehicle Top Armour. Target takes D3+1 pins and a mandatory Morale Check after resolution; failure destroys it. Veteran vehicles take no pins if the weapon cannot damage them. Firer takes 1 pin hit or miss. After each firing, roll D6: 1–2 exhausts that weapon; a vehicle remains in play. A vehicle carrying flamethrowers suffers +1 on Damage Effects rolls. The Spinne B specifically mounts the infantry weapon (6 inches / D6), despite being a vehicle.

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+40

Captured T-34/85

Borrowed vehicle · Tank / Walker only

Requisition Points

Inexperienced:180
Regular:225
Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Forward-facing; 12 inches, 1 shot, Pen +2; D6+1 hits on a hit. Turret gun and co-axial MMG retained. Roll to hit normally; a hit becomes D6 hits for the infantry weapon or D6+1 for the vehicle weapon. Pen +2, no range Pen modifier, no Cover Saves, hits vehicle Top Armour. Target takes D3+1 pins and a mandatory Morale Check after resolution; failure destroys it. Veteran vehicles take no pins if the weapon cannot damage them. Firer takes 1 pin hit or miss. After each firing, roll D6: 1–2 exhausts that weapon; a vehicle remains in play. A vehicle carrying flamethrowers suffers +1 on Damage Effects rolls. The Spinne B specifically mounts the infantry weapon (6 inches / D6), despite being a vehicle.

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+40

Captured T-44

Medium Tank · Tank / Walker only

Requisition Points

Inexperienced:185
Regular:230
Unit TypeMedium Tank
Standard EquipmentTurret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted, Forward-facing MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Heavy AT GunHeavy72"1+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted, Forward-facing MMGS36"3–
Special Rules
  • Uses one company-wide borrowed allowance: Defence two / Attack one, across all platoons. One separately paid instance occupies one position. No Kaukopartio Guided Advance eligibility. No German or Soviet national army rules.
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
HMG: Range 48" | Shots 3 | Pen +1 |

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

(may target aircraft). Pintle MGs have Flak: use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+25

75mm Pak 40

Borrowed Artillery · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:70
Regular:100
Veteran:130
Unit Composition4 crew (including team leader) + 75mm Pak 40
Unit TypeArtillery
Standard EquipmentHeavy Anti-Tank Gun
Movement RateAdvance: pivot only; tow required to change position
Damage Value3+ / 4+ / 5+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Heavy Anti-Tank GunH72"1+6

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Uses the Finnish Artillery / Anti-tank Gun position (0–1 per platoon) and one company-wide borrowed allowance: Defence 2 or Attack 1, shared with existing borrowed tanks.
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

    Fixed

    This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

    When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

    When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

    When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

    Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

    Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

  • HE (High Explosive)

    Ammunition

    Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

    HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

    Targeting and templates

    1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

    2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

    3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

    Down and Pin Markers

    A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

    The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

    Cover and Penetration

    Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

    However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

    Ambush ammunition

    When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

    Multiple HE shots

    Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

    In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

    Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

    Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

    HE DiameterPenPin Markers
    1"+1D2
    2"+2D2
    3"+3D3
    4"+4D3

75mm LG40

Borrowed Artillery · Regular / Veteran

Requisition Points

Regular:45
Veteran:59
Unit Composition3 crew (including team leader) + 75mm LG40
Unit TypeArtillery
Standard EquipmentLight Howitzer
Movement RateAdvance: pivot only; Run up to 6" (at least 2 crew)
Damage Value4+ / 5+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light HowitzerH48" / 12–60" indirect1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Uses the Finnish Artillery / Anti-tank Gun position (0–1 per platoon) and one company-wide borrowed allowance: Defence 2 or Attack 1, shared with existing borrowed tanks.
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

    Fixed

    This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

    When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

    When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

    When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

    Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

    Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

  • HE (High Explosive)

    Ammunition

    Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

    HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

    Targeting and templates

    1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

    2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

    3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

    Down and Pin Markers

    A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

    The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

    Cover and Penetration

    Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

    However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

    Ambush ammunition

    When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

    Multiple HE shots

    Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

    In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

    Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

    Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

    HE DiameterPenPin Markers
    1"+1D2
    2"+2D2
    3"+3D3
    4"+4D3

105mm LG40/1

Borrowed Artillery · Regular / Veteran

Requisition Points

Regular:80
Veteran:104
Unit Composition3 crew (including team leader) + 105mm LG40/1
Unit TypeArtillery
Standard EquipmentMedium Howitzer
Movement RateAdvance: pivot only; Run up to 6" (at least 2 crew)
Damage Value4+ / 5+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium HowitzerH60" / 12–72" indirect1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Uses the Finnish Artillery / Anti-tank Gun position (0–1 per platoon) and one company-wide borrowed allowance: Defence 2 or Attack 1, shared with existing borrowed tanks.
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

    Fixed

    This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

    When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

    When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

    When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

    Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

    Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

  • Howitzer

    This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

    If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

    Indirect Fire

    Targeting and line of sight

    The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

    Ranging In and Zeroed In

    1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

    2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

    3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

    4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

    Cover, Ambush and Vehicles

    Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

    Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

    When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

  • HE (High Explosive)

    Ammunition

    Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

    HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

    Targeting and templates

    1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

    2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

    3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

    Down and Pin Markers

    A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

    The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

    Cover and Penetration

    Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

    However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

    Ambush ammunition

    When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

    Multiple HE shots

    Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

    In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

    Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

    Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

    HE DiameterPenPin Markers
    1"+1D2
    2"+2D2
    3"+3D3
    4"+4D3
Rift

Panzer IV Ausf. X

Medium Tank · Rift Unit

Requisition Points

Inexperienced:204
Regular:255
Veteran:306

The Panzer IV is the workhorse chassis of the German alliance — reliable, well-understood, and available. Finnish versions mount the Schwerefeld Projektor in place of the original 75mm gun, giving the Defence Force its primary anti-armour rift capability. Crews maintain these vehicles with a mixture of German-supplied spare parts and Finnish improvisation. Several have been seen with log armour bolted to the hull, a practice Berlin officially discourages and Helsinki officially ignores.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Schwerefeld Projektor
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Schwerefeld ProjektorHeavy48"2+4

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

Hull-mounted, Forward-facing MMGS36"3–
Rift Unit
  • 1 — Gravity Pulse Weapon
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
MMG: Range 36" | Shots 3 | Pen – | 360° arc. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets. An enclosed armoured vehicle firing its pintle at ground targets counts as

Open-topped

Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

until turn end.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+15
Heavy AT Gun: Range 72" | Shots 1 | Pen +6 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
. Co-axial MMG: Range 36" | Shots 3 | Pen –. Standard Panzer IV Ausf. H armament. Loses Rift Unit status.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

–30
Light

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

:
Range 48" | Shots 1 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
|

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

. Co-axial MMG: Range 36" | Shots 3 | Pen –. Infantry support variant. Loses Rift Unit status.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

–80
Anti-tank rifles and any weapon with the

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

rule do not get the +1 Pen modifier when hitting this Vehicle’s Side Armour.
+10
Rift

Captured T-34/85 with Schwerefeld Projektor

Medium Tank · Rift Unit

Requisition Points

Inexperienced:204
Regular:255

The most Finnish tank imaginable — a Russian chassis, a German rift cannon, and Finnish engineers holding it all together. T-34s salvaged from the Strahlung minefields along the border are stripped, refitted with Schwerefeld Projektors from German supply shipments, and sent back out in winter whitewash with improvised log armour and hand-painted Finnish crosses. No Schürzen — it is not a German hull, and the side plates do not fit. No veteran crew option — Finland does not have the institutional experience for elite rift tank gunnery. What Finland has is ingenuity, and that is enough.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Schwerefeld Projektor
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Schwerefeld ProjektorHeavy48"2+4

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

Hull-mounted, Forward-facing MMGS36"3–
Rift Unit
  • 1 — Gravity Pulse Weapon
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Heavy AT Gun: Range 72" | Shots 1 | Pen +6 |

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
. Co-axial MMG: Range 36" | Shots 3 | Pen –. Standard T-34/85 armament. Loses Rift Unit status.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

–30
No Veteran option — captured equipment cannot be crewed by elite Finnish tankers. No Schürzen (not a German hull). No flamethrower hull swap.
Rift

Karhu Assault Walker

Medium Walker · “Bear”

Requisition Points

Regular:220
Veteran:265

Finland’s walker programme began in late 1946 at the Tampere Ordnance Works, driven by a single insight: in Arctic forests and frozen marshland, legs outperform tracks. With no Rift-engineering tradition of their own, Finnish engineers reverse-engineered captured German actuator assemblies and married them to domestically forged armour plate and salvaged gun mounts. The result was crude by Berlin’s standards and effective by Helsinki’s. Fewer than a dozen Karhu frames have been completed. Each is hand-built, and no two are quite identical. What they share is the galvanic surge system — capacitor pylons on the walker’s back that store electrical charge and release it in controlled bursts, briefly overclocking the servos for a burst of speed or locking the targeting systems to inhuman precision. When the capacitors discharge, the Karhu’s cockpit lights flicker and the forest around it hums. Crews say the bear wakes up.

Unit TypeMedium Walker (2 Legs)
Standard EquipmentRight Arm mounting a GrB-47 Granatbüchse
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value9+
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Right Arm mounting a GrB-47 GranatbüchseHeavy36"1+5 / HE

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

or

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Mode

Mode weapons can select between different weapon profiles when the unit shoots and fights at Close Quarters. Each model can freely switch between their weapons profiles, for example firing with one profile when executing an Order, but switching to another when attacked in Close Quarters later in the turn. Note that individual models within a unit equipped with Mode weapons can select different profiles if desired.

Left Arm (Crushing Fist)—CQ—+4Close Quarters only
Special Rules
  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
Rift Unit
  • 1, or 2 with the Schwerefeld Projektor.
  • When the Karhu shoots, after declaring all its targets and before rolling to hit, it may exhaust its Rift Die. All its weapons gain +1 to hit for that shooting.
  • Advance 15", Run 15"–30".
  • Advance 9", Run 9"–18".
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

,
Jury-Rigged. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins. Jury-Rigged: Before this weapon fires, roll a D6. On a 1 it misfires: no shot, and the Karhu suffers D2 Pin Markers. With the projector the Karhu has 2 Rift Dice.
Free
Heavy Automatic Cannon: Range 72" | Shots 2 | Pen +3 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
.
Free
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
.
–20

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Blade — Close Quarters attacks with the left arm have Pen +5 instead of Pen +4. Applies to the arm's CQ attack only; does not affect leg attacks.
+10

Ilves Light Walker

Light Walker · “Lynx”

Requisition Points

Inexperienced:90
Regular:115
Veteran:140

Where the Karhu is rare and hand-built, the Ilves is the closest thing Finland’s walker programme has to a production model — lighter, simpler, and built in what passes for numbers at the Tampere works. A single operator drives, shoots, and maintains the machine. Doctrine assigns it to flank security and route reconnaissance: ski patrols find the enemy, the Ilves fixes them with its arm-mounted .50 calibre until something heavier arrives. The claw on its left arm was designed for clearing deadfall from forest tracks; Ilves crews have found broader applications. Veteran operators who survive long enough are fitted with a lighter version of the Karhu’s galvanic capacitor bank. The pulse is weaker — not enough to supercharge the guns — but enough to kick the walker into a burst escape manoeuvre and snap it onto a new firing line before the enemy can correct. Ilves crews call this the lynx’s trick: you shoot at it, it vanishes, and then it shoots back.

Unit TypeLight Walker (2 Legs)
Standard EquipmentRight Arm mounting an HMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Right Arm mounting an HMGS48"6+1Arm-mounted HMGs do not halve their Shots value for being mounted on a Vehicle
Left Arm (Claw)—CQ—+4Close Quarters only
Special Rules
  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Single-Crew Walker

    Single-crew Walkers are limited to picking a single enemy unit as a target when they fire, although they can fire at it with as many weapons that can be brought to bear.

  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
  • Kaukopartio Guided Advance

    Up to two pairs per company · One Kaukopartio Recon Squad + Ilves Light Walker from the same platoon.

    1. Nominate

      Before deployment, and before any Lumimyrsky roll, nominate the pairs. Each unit belongs to only one pair. Keep both in Reserve. Declare the Kaukopartio’s Hiljainen Reitti (Silent Route) and the Ilves’s normal Reserve or outflanking fallback.

    2. Prepare route

      A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.

    3. Infantry arrives

      From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.

    4. Walker follows

      Its Ilves may follow later that turn or on a later turn through the same edge—including the enemy edge—within 6″ along the edge of that mark.

    Arrival restrictions

    • Orders & tests. Use separate orders and arrival tests, including the normal −1 modifier.
    • Movement & shooting. Normal arrival movement and shooting apply.
    • No assault or objectives. Neither unit may assault or take objectives on its arrival turn.
    Edge cases & limits
    • Eligible pairs. Only Kaukopartio and Ilves qualify. Two pairs total, regardless of platoons or launches; no extra points.
    • Blizzard & route. A launch must actually create a blizzard; routes need not cross it. Extra launches grant no additional pairs. Prepared routes do not extend weather effects.
    • No blizzard. Kaukopartio retains its normal Hiljainen Reitti and Ilves retains its declared ordinary arrival options. The Ilves fallback flank cannot change after the roll.
    • Kaukopartio destroyed. The Kaukopartio never waits for its Ilves. Its marked route survives its destruction.
    • No legal entry. If no legal entry within 6″ is possible, the Ilves cannot use that route on that attempt; an ordinary legal fallback remains available.
    • Other rules still apply. Other applicable test modifiers, reactions, Ambush and scenario deployment or Reserve prohibitions still apply.
    • One arrival only. This rule grants no automatic arrival, extra move or extra Order. Once the Ilves enters by any method, it cannot use this rule again.
Rift Options
  • 0 as sold · 1 with the Maschinen Schwere or the Galvanic Pulse · 2 with both.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Right-arm Light Automatic Cannon: 48 inches, 2 shots, Pen +2, HE (1 inch),

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

.
Covers the Front and Right arcs. Replaces the HMG; the left arm is unchanged.

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Free
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 |

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

;

Rift Weapon Ability – Gravity Pulse

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Gravity Pulse weapons can opt to exhaust a Rift Die to generate a Gravity Pulse effect.

This uses the 3" diameter template. Place the template anywhere within range and Line of Sight of the Projektor (note a Line of Fire is not needed), then roll to hit each model underneath it with the number of Shots indicated for the weapon. If a Vehicle model is hit by multiple shots from the Gravity Pulse, add the Pen values together and roll for damage as a single hit with that Pen modifier.

Cover saves and benefits from Down Orders do not apply against a Gravity Pulse. Shots against Vehicles strike the Top Armour. Any unit that is hit by a Gravity Pulse template suffers D2 Pin Markers.

Overload. A Gravity Pulse can be Overloaded by exhausting a Surging Rift Die. During an Overload attack, the Gravity Pulse increases its Shots value by 1. The unit making the Overload attack suffers D2 Pin Markers immediately after the attack has been concluded.

. Gravity Pulse: Exhaust a Rift Die. Place 3" template within range & LoS. Roll to hit each model under it. Multiple Vehicle hits combine Pen into one damage roll. Ignores Cover & Down. Strikes Top Armour. Each unit hit suffers D2 Pins. Overload: Exhaust a Surging Die — +1 Shots; firing unit suffers D2 Pins. German-supplied weapon system. Rift Unit: adds 1 Rift Die.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Free
Über-Schrotflinte (Vehicle Shotgun): Range 12" | Shots 3 | Pen +2 |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,
Concentrated Fire. Concentrated Fire: Against Armoured Vehicles and Walkers, total the Pen values of all hits and roll for damage once with that combined modifier. Against Infantry and Artillery, resolve each hit separately as normal. Short-ranged but devastating up close. Useless beyond 12"; terrifying inside it.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Free

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Blade — Close Quarters attacks with the left arm have Pen +5 instead of Pen +4. Applies to the arm's CQ attack only; does not affect leg attacks.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+10
Galvanic Pulse: Rift Unit, adds 1 Rift Die. Active: After this unit completes a Recce escape move, switch its Order Die to Ambush. Exhaust the Rift Die. Surging: No bonus. Exhausted: Lose Recce special rule. Veteran only.
+15

Susi 42 Light Ambush Walker

Light Walker · Veteran · “Wolf”

Requisition Points

Veteran:150

The Susi is the only walker in Finnish service designed in Finland, for Finland. Low, quiet, and mounted on broad steel skis instead of feet, it does not march to the battlefield — it glides, following frozen streambeds and firebreaks that no tank commander would consider passable terrain. Its turret carries a captured Soviet 45mm gun, of which Finland owns roughly a hundred and fifty and the Soviet Union owns the receipts. Doctrine is simple: the Susi arrives before the battle, folds down onto its skis in a treeline, and waits. When the storm rolls in — and in Finland, the storm can be ordered — the wolf shoots first.

Unit TypeLight Walker (2 Legs)
Standard EquipmentTurret-mounted Light Anti-tank Gun
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light Anti-tank GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • May make an Advance move and, if it does not shoot any weapons, turn its Order Die to Ambush.
  • Troops using rifles, anti-tank rifles, and anti-tank guns gain +1 to hit when firing from Ambush.
  • On a Fire order, this vehicle may lower its suspension until it next moves. It gains +1 to its Cover Save, or a Cover Save of 6 if it is in the open.
  • Ignores movement penalties for snow and other winter conditions, including the Rough Ground effect of a Lumimyrsky blizzard.
  • This Walker has no arm attacks. It can still make the leg/stomp attacks allowed by the core Walker Close Quarters rules.
  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units.
+5
Veteran only — Susi crews are hand-picked from Sissi huntsmen already fluent in ambush doctrine.
Model: Kyoushuneko Miniatures “Susi 42 — Light Ambush Walker” (28mm).

Finnish Truck

Transport / Tow Vehicle

Requisition Points

Inexperienced:31
Regular:39
Veteran:47

If it has wheels and an engine, Finland will conscript it. The motor pool of a Finnish platoon is a museum of wartime logistics — Soviet ZIS-5s captured at the border, British Bedfords bought through neutral Sweden, German Opel Blitzes arriving as “agricultural equipment.” Snow chains are standard issue because Finnish roads are suggestions at best.

Unit TypeTransport / Tow Vehicle
Standard EquipmentAs profile
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value6+
Morale Value8 / 9 / 10
TransportUp to 12 soldiers, OR one supported gun and its crew. A towed gun uses all capacity; no other passengers.
TowLight or Medium Howitzers; Heavy Anti-tank Guns.
Special Rules
  • May tow one Light or Medium Howitzer, or Heavy Anti-tank Gun, with its crew. The gun and crew use the whole transport capacity; no other passengers may ride while towing. Truck and gun remain separate units with separate Orders.
Weapon and profile procedures

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
Snow chains allow the truck to treat snow as normal terrain for movement purposes, moving as a tracked vehicle would.
+10
Fan Supplement Faction

La République Combattante

32 units · France — The Fighting Republic

La République Combattante

Faction Overview · La République Combattante

The liberation bells had scarcely fallen silent when Paris began bolting its doors again. Men in uniforms nobody recognised wandered in from the eastern roads. Some wore French identity discs. The patrols learned to watch their breath in the cold: the living made clouds; the others did not. In the courtyards behind the barricades, neighbours assembled lists of the missing and argued over how long to wait before striking out a name.

By 1947, the Fighting Republic has built an arsenal from the things the war leaves behind. Rueil repairs captured engines. Mulhouse turns recovered drawings into weapons that French workshops can actually manufacture. Saclay receives the crates nobody else will open. Its researchers have learned to interrupt the strange energies that move through enemy machinery and dead flesh, but every working apparatus consumes components that cannot be ordered from any catalogue. A French commander counts resonators as carefully as fuel drums.

The Republic's recruiting posters show a woman holding a lamp above a broken German helmet. At the front, the lamp is a temperamental instrument strapped to a frightened volunteer, and the helmet sometimes still contains its owner. Behind that volunteer stand riflemen, legionnaires, Moroccan mountain troops and former clandestine fighters who disagree about almost everything that should happen after the war. For the moment, they agree on where the barricade must hold.

National Rules
  • Cicatrice du Rift — Immune to Horror. The Rift Dice of French Rift units start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.
  • Forward Artillery Doctrine — The Artillery Forward Observer may call an artillery barrage twice instead of once per game. Resolve the first barrage normally; the observer may call a second barrage when next issued a Fire order.
  • Highly-Motivated Reserves — Every Inexperienced unit with 1+ pin markers may attempt to lose one pin marker if an enemy unit is within 12", immediately before an order is given to it. Roll D6: on 4+, remove one pin marker. Order test follows normally.
Unit Special Rules
  • Dual-Directional Steering — The Panhard EBR reverses at its Run rate (Recce).
  • Autoloader — The main gun fires 2 Shots (already shown in its profile).
  • Thin Sides — Hits on the Side Armour gain a further +1 Pen.
Platoon Selector
  • Use the core K47 selectors. Your first platoon must be an Assault Platoon: 1 Platoon Commander and 2 Advanced or Specialist Infantry Squads. France can meet this with Groupe Franc / Chasseurs Alpines and/or Chasseurs des Morts. Up to two additional Basic, Advanced or Specialist squads are optional.
  • French conventional squads are Basic Infantry unless explicitly marked Specialist. Veteran quality or an optional weapon does not change that classification. The Pulse Team is an optional custom support slot: maximum one in an Assault Platoon, replacing its Anti-tank Team slot. This is a French supplement exception, not an official K47 selector.
  • Forward Artillery Doctrine affects the Artillery Observer only; Highly-Motivated Reserves affects eligible Inexperienced units only.
  • Buzz Saw does not apply (no French LMG equivalent with that classification).
Rift

Geneviève Archambeau

Hero · Veteran · Rift Unit · 2 Rift Dice

Requisition Points

Veteran:130

Geneviève Archambeau keeps a Paris street plan inside the lid of her instrument case. The pencilled crosses mark houses where her first patrol found movement after the occupants had been declared dead. One cross has been rubbed almost through the paper. It marks a house she ordered cleared before she understood what was waiting inside. She remembers the names of the soldiers who entered it.

During the fighting that drove the undead from Paris, Archambeau learned to lead small patrols through streets where familiar voices called from shuttered windows. She explained each task and went with the soldiers sent to do it. Other sections began asking for her. The Chasseurs trusted her judgement because she changed plans that failed and returned for those left behind. At Saclay they call her a researcher. In the field, they turn towards her when the firing stops and something can still be heard moving.

Working alongside the Chasseurs taught her what laboratory trials could not: equipment had to be simple to operate under fire, and its purpose clear to the people carrying it. Her CEAM 47-L, Clairon, carries a ceramic collar and a second trigger beside the magazine well. Ordinary bursts drive pale splinters through armour; an Aiguille shot couples it to the resonator on her back. Its constant interference forms her Champ de Distorsion. Released as Cascade Lumière, it makes inspection lamps dim and enemy apparatus falter, giving her patrol a chance to move while the machines struggle to respond.

Under her coat, a cuirasse de voirie rebuilt around a copper spine bears the dates of failed trials. The newest plate has no date yet. Before every patrol, she explains how to make the equipment safe if she falls, then studies the route with the whole section. Her plans remain open to those who follow her: they can question a dangerous approach, point out what she has missed and suggest another way through. Their knowledge has brought patrols home, and listening to it has made her a leader worth following.

Unit Composition1 Field Scientist
Unit TypeHero
Standard EquipmentCEAM 47-L « Clairon » (choose one firing mode)
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Guts1
Luck1
Rift Mastery1
Weapons
WeaponTypeRangeShotsPenSpecial Rules
CEAM 47-L — RafaleAS18"2+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Mode

Mode weapons can select between different weapon profiles when the unit shoots and fights at Close Quarters. Each model can freely switch between their weapons profiles, for example firing with one profile when executing an Order, but switching to another when attacked in Close Quarters later in the turn. Note that individual models within a unit equipped with Mode weapons can select different profiles if desired.

CEAM 47-L — AiguilleAS18"1+2

Mode

Mode weapons can select between different weapon profiles when the unit shoots and fights at Close Quarters. Each model can freely switch between their weapons profiles, for example firing with one profile when executing an Order, but switching to another when attacked in Close Quarters later in the turn. Note that individual models within a unit equipped with Mode weapons can select different profiles if desired.

Special Rules
  • Advanced Body Armour: when rolling to damage these models with attacks without a Pen value (ranged or at Close Quarters), or with HE attacks, apply a -1 modifier to the roll.
  • Fieldcraft

    These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

  • May never receive an Order through Snap to Action! and receives no Morale bonus from a nearby friendly Officer. She remains a separate unit and cannot join a squad.
  • Take Order Tests at her unmodified Morale Value.
  • Immune to Horror. This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.
  • Choose Rafale or Aiguille before each shooting attack; fire only that profile. Both are Advanced Small Arms (AS): Pen is not modified by range. Aiguille does not have Assault.
  • Once per Game Turn, when she fires the Aiguille on a Fire or Advance Order, she may exhaust a Rift Die before rolling to hit. If the shot hits an enemy Rift unit, after the shooting, turn one of that unit’s Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No damage is needed. Cannot be used in the same Order as Cascade Lumière.
Rift Unit
  • 2 (including Rift Mastery).
  • While Archambeau is on the table and not in a transport, enemy Rift units within 6" of her can use Active abilities, including Rift weapon abilities, only by exhausting a Surging Rift Die, and cannot Overload.
  • When executing an Order, exhaust a Rift Die. Every enemy Rift unit within 12" and in her Line of Sight turns each of its Surging Rift Dice down to Active.

    Overload. Exhaust a Surging Rift Die. The range is 18", and Active dice are also turned down to Exhausted. Each enemy unit with a die turned down must immediately pass an Order Test or receive a Down Order.
  • None.
  • Lose Fieldcraft.
Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Rift Mastery

Rift Mastery represents the attunement of the Hero model to the ever-present Rift energy in the world, and their ability to manipulate it or resist its effects. Rift Mastery points grant a Hero extra Rift Dice in addition to the ones it would normally have for Active Rift enhancements and Rift weapons, in effect the Hero has their own personal store of Rift energy to use and will often have personalised Active Rift enhancements and Rift weapons that utilise it.

1. At the start of the game, place one additional Rift Die with the Hero model for each point of Rift Mastery it has. The Hero can use any of their Rift Dice for themselves as required. They follow all of the Rift Dice rules including for becoming Exhausted. 2. When executing an Order, the Hero can allocate one of their Rift Dice to a Rift unit within 6". A maximum of one die can be allocated to a unit. Take the Rift Die from the Hero and place it with the unit (this may be a Surging Rift Die). Deduct one from the Hero’s Rift Mastery points. The allocated Rift Die now belongs to the unit it was allocated to, increasing its maximum number of Rift Dice by one for the rest of the game. 3. At any time, the Hero can combine two of their Active Rift Dice to create one Surging die if desired, but one of the Rift Dice used is lost; deduct one from the Hero’s Rift Mastery points.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Options
OptionPoints
Optional custom upgrade to her cuirasse. Once per game, after an enemy

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

attack or Rift enhancement assigns Pins to Archambeau, cancel one of those Pins before any resulting test. No effect on damage, additional Pins from other sources, or her own equipment. This is not Powered Armour.
+5
Models
  • Pending Ambush Miniatures release. Proxy: female scientist/engineer figure, 28mm.

Lucien Delmas — Le Bélier de Belleville

Infantry HQ Hero · Veteran · Platoon or Company Commander

Requisition Points

Platoon Commander — Veteran:125
Company Commander — Veteran:164

Lucien Delmas learned to listen for people through masonry before he learned to listen for the dead. A municipal clearance sapper in Belleville, he could tell a trapped worker's knock from a loose pipe; after the first disturbances, that distinction stopped being reliable. His first patrol lost two men opening a cellar whose answering taps never changed rhythm. He still carries the folded report. The names remain legible, while his explanation has been crossed out three times.

During the Paris clearances, Geneviève Archambeau asked him which walls her instruments could safely work behind. He asked her which sounds meant that they should stop digging. Their arguments made a map with two kinds of warning and an evacuation route both were prepared to sign. Delmas respects her because she corrected it in front of the men who had trusted the earlier version.

Delmas wears a battered cuirasse de voirie and carries a CEAM carbine on a cloth loop broad enough for a gloved hand. His sections call him Le Bélier, but he dislikes a breach made merely to prove it can be made. When his fire drives defenders back from an opening, he is already watching the section that must cross it and the route that will bring it home. He marks the way out first. When a section fails to return, he gives someone else the chalk and goes to find it.

Unit Composition1 Veteran Hero
Unit TypeInfantry, HQ, Hero
Standard EquipmentCEAM 47-C
Movement RateAdvance 6" / Run 12"
Damage Value6+
Morale Value10
Guts2
Luck1
Rift Mastery0
Weapons
WeaponTypeRangeShotsPenSpecial Rules
CEAM 47-CAS18"2+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Immune to Horror.
  • Pen is not modified by Long Range or Point-blank Range.
  • French field commanders

    Choose one of Delmas, Renaud or Vautrin per force. Buy them as a Platoon Commander (fills that platoon’s officer position and uses its Hero allowance) or a Company Commander (uses the Company Commander position), with the normal Officer rules. Geneviève Archambeau cannot share a platoon with one of them chosen as Platoon Commander.

  • Feu de brèche

    Once per Game Turn, after Delmas completes a Fire or Advance Order in which he hit an enemy Infantry or Artillery unit, place a Breach marker beside it. The first other friendly French Infantry unit (not an Officer or Hero) to declare an Assault on that unit this turn removes the marker, and the target cannot react by shooting. Remove an unused marker at the end of the turn or if the unit is destroyed.

Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Officers

Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

Snap to Action!

When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

RankMorale BonusExtra OrdersRange
Platoon Commander+226"
Company Commander+4412"

Madeleine Renaud — Mado

Infantry HQ Hero · Veteran · Platoon or Company Commander

Requisition Points

Platoon Commander — Veteran:134
Company Commander — Veteran:173

Madeleine Renaud's notebooks look like a cyclist's complaints about Lyon: a steep street, a gate that sticks, a concierge who closes early. Each note was a courier's safeguard, written so that a message could survive a lost runner if the next person knew where to look. She learned early that the safest journey, repeated too often, taught observers where to wait.

She was first a courier and then a clandestine signals operator, carrying a compact receiver, cipher sheets and a transmitter that could send a plausible acknowledgement. Renaud learned to recognise a sender by the spacing of a repeated call and by the small errors that remained after a changed cipher. She does not command an enemy formation by turning a dial. She listens until she can send one believable acknowledgement at the wrong moment: a column moves before its covering guns are ready, because the order sounded like the commander who should have sent it. When she covers the withdrawal of a listening post, the Aiguille rests across her knees while the receiver is packed away before the enemy closes.

Vautrin first encountered her as a correction on the back of his own dispatch: “Your bridge is gone. Your men are not. New route below.” He kept the paper and requested its author. She accepted on condition that he stop calling couriers expendable, even as a joke. They still argue over authentication phrases and how much an order should explain. He accepts the delay because one of her intercepted corrections once brought a missing section home.

Unit Composition1 Veteran Hero
Unit TypeInfantry, HQ, Hero
Standard EquipmentMAS-36/47 Aiguille and Close Quarters blade
Movement RateAdvance 8" / Run 16"
Damage Value5+
Morale Value10
Guts1
Luck2
Rift Mastery0
Weapons
WeaponTypeRangeShotsPenSpecial Rules
MAS-36/47 AiguilleAS24"1+2
Close Quarters bladeCQ——+1Close Quarters only
Special Rules
  • Immune to Horror.
  • Pen is not modified by Long Range or Point-blank Range.
  • Fast

    On the battlefields of Konflikt ’47 the ability to outpace ordinary infantry is often key and some units can reliably do just that often due to their bestial nature. A unit of Fast models can move 8" with an Advance Order and 16" with a Run Order, with the same movement rules and restrictions for Infantry.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.
  • Fieldcraft

    These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

  • French field commanders

    Choose one of Delmas, Renaud or Vautrin per force. Buy them as a Platoon Commander (fills that platoon’s officer position and uses its Hero allowance) or a Company Commander (uses the Company Commander position), with the normal Officer rules. Geneviève Archambeau cannot share a platoon with one of them chosen as Platoon Commander.

  • Brouillage de carrefour

    Once per Game Turn, when an enemy Officer within 18" and in Line of Sight of Renaud uses Snap to Action!, Renaud may jam it: the enemy player chooses one Order type, and every unit ordered through that Snap to Action! must be given that Order. The Officer’s own Order is unaffected.

Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Officers

Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

Snap to Action!

When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

RankMorale BonusExtra OrdersRange
Platoon Commander+226"
Company Commander+4412"
Options
OptionPoints
During deployment, designate one friendly French Infantry unit, excluding Officers and Heroes, assigned to Outflanking. Once it passes its normal entry Order Test, choose its left or right entry edge. The unit is

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

at deployment; this neither improves arrival nor permits an

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

on arrival.

Reserves and Outflanking Manoeuvre

Reserves

Reserves are troops that are neither deployed onto the table at the start of the game nor held back to form a First Wave. Units in Reserve cannot do anything except be ordered Down in the First Turn of the battle.

From Turn 2 onwards, any units in Reserve can be ordered onto the table with an Advance or Run Order. Note that troops are not allowed to make an Assault when they enter the table, nor may they exit it in Scenarios which allow this. A player is not obliged to move troops from Reserve; a unit can be left in Reserve by being issued a Down Order.

When units attempt to move from Reserve onto the table, they always require an Order Test with a -1 modifier. Fearless units and other units without a designated Morale Value must still test, and do so as if they were Veterans. If the test is passed, the unit can enter the table from any point on the player’s DZE.

Infantry or Artillery units that are in Reserve can be mounted in Transport Vehicles or Tows. The player should indicate this during Deployment. When this is the case, only the Transport needs to take the test to enter the table from Reserve.

Artillery pieces that are incapable of moving without a Tow can be left in Reserve (or be part of a First Wave). When they become available, they get a 6" one-off move to enter the game from a point in their Deployment Zone – imagine they dismounted from a Tow that is just off the table.

Note that Officers’ special abilities don’t work while they are off the table, except on the Transport they are mounted in, and on any other units also mounted in the same Transport.

Note also that if a unit and its Spotter are both left in Reserve, the first time you give the unit a successful Run or Advance Order to enter the table, the Order applies to both the Spotter and the unit itself, so they can both enter the table (at different points if you wish). After this, the Spotter will revert to its normal rules (see page 82).

If a unit fails to enter the battle before the end of the game it counts as destroyed.

Outflanking Manoeuvre

A player can send any of their Reserves on an Outflanking Manoeuvre either to their left or right.

During Deployment the player must declare which of their Reserve units are attempting an Outflanking Manoeuvre. For each Outflanking unit, the player secretly writes down whether it is going left or right. The player only reveals their written instructions for an Outflanking unit when that unit arrives on the table.

Units attempting an Outflanking Manoeuvre must be given Down Orders on both Turns 1 and 2. From Turn 3 onwards, Outflanking units can be ordered onto the table with an Advance or Run Order in the same way as other Reserves. An Order Test with a -1 modifier will be required, as already described.

If moving onto the table on Turn 3 or 4, Outflanking units must enter from any point on the owning player’s DZE, or the left/right edge of the table (as written down) at any point outside of the enemy player’s DZE.

If entering in a subsequent turn, they can enter from any point along the owning player’s DZE or ANY point of the left/right edge of the table (as written down).

Carnet des issues

During deployment, choose one friendly French Infantry unit (not an Officer or Hero) that is Outflanking. It may enter from either the left or the right table edge, chosen when it passes its Order Test to arrive, using the normal Outflanking rules.

+10

Armand Vautrin — Le Capitaine des restes

Infantry HQ Hero · Veteran · Platoon or Company Commander

Requisition Points

Platoon Commander — Veteran:120
Company Commander — Veteran:159

Armand Vautrin inherited a battalion on paper and three sections in a railway cutting. The returns still listed cooks, drivers and a band. He spent his first night crossing out the dead and asking the survivors what they could actually do. By morning he had a defence, an evacuation party and a kettle working. He kept the bandmaster's name at the bottom of the page because nobody had seen him fall.

Vautrin's orders are brief because he has learned how much can go wrong between giving one and hearing it repeated. He names the section that will move, the section that will cover it and the place where both should stop. He is less interested in a brave advance than in what the next section can do with the ground it gains. His men have seen him abandon a handsome counterattack to bring back six stretcher-bearers; they trust the ugly plans that follow.

Renaud's corrections remain in the margins of Vautrin's maps. A sergeant from Belleville once told him that a wall marked with white chalk was worth defending; Vautrin moved his reserve there and found an evacuation column coming through. Since then, every order for a breach includes someone responsible for the way back. That discipline is why he can commit a section at the decisive moment, even when the threat ahead is a Walker and the safer course is to stand still.

Unit Composition1 Veteran Hero
Unit TypeInfantry, HQ, Hero
Standard EquipmentCEAM 47-C
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Guts3
Luck1
Rift Mastery0
Weapons
WeaponTypeRangeShotsPenSpecial Rules
CEAM 47-CAS18"2+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Immune to Horror.
  • Pen is not modified by Long Range or Point-blank Range.
  • French field commanders

    Choose one of Delmas, Renaud or Vautrin per force. Buy them as a Platoon Commander (fills that platoon’s officer position and uses its Hero allowance) or a Company Commander (uses the Company Commander position), with the normal Officer rules. Geneviève Archambeau cannot share a platoon with one of them chosen as Platoon Commander.

  • Contre-attaque ordonnée

    Once per Game Turn, when Vautrin uses Snap to Action!, nominate one French Infantry unit (not an Officer or Hero) he orders to Run. If it Assaults Infantry or Artillery, it may re-roll one failed damage roll in the first round. If it Assaults a fully enclosed Walker and its damage total is below the Walker’s Damage Value, it may re-roll the D6 once.

Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Officers

Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

Snap to Action!

When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

RankMorale BonusExtra OrdersRange
Platoon Commander+226"
Company Commander+4412"

French Officer

HQ · Platoon or Company Commander

Requisition Points

Platoon — Inexperienced:21
Platoon — Regular:30
Platoon — Veteran:39
Company — Inexperienced:42
Company — Regular:60
Company — Veteran:78

A French platoon commander's map carries two fronts. The blue pencil shows the enemy. The red marks cellars, aid posts and buildings whose occupants have not answered the latest challenge. An advance that leaves those places unchecked can turn into an encirclement without a single enemy vehicle moving.

The officers who last learn their men's former occupations: which corporal can repair a telephone exchange, which railwayman knows the cutting beyond the village, which legionnaire recognises a captured gun by its breech. A commission earns a salute. Remembering to bring the men back through the same streets earns the next one.

Unit Composition1 Officer (+ optional attendants)
Unit TypeHQ
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Immune to Horror.
  • Officers

    Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

    An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

    These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

    Snap to Action!

    When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

    When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

    Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

    Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

    RankMorale BonusExtra OrdersRange
    Platoon Commander+226"
    Company Commander+4412"
Options
OptionPoints
Same quality as the Officer: Inexperienced 6, Regular 9, Veteran 12 per model. Allocate equipment separately.
+6/+9/+12 each
24 inches, 1 shot, no Pen. One replacement per model.
+1 each
12 inches, 2 shots, no Pen,

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
One replacement per model.
+5 each
18 inches, 2 shots, no Pen,

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
One replacement per model.
+7 each

French Medic

HQ

Requisition Points

Regular:23
Veteran:30

At French aid stations, each stretcher receives a name tag and a strip of cloth tied where the bearer can see it. The cloth records the last examination. Nobody accepts a shouted assurance from the far end of a dark corridor.

The medic carries dressings in every pocket and a grease pencil for writing directly on plaster, skin or doors. He learns to work while the Chasseurs secure the next room, listening for the brief silence that means they have found something. His hardest order is to leave a casualty behind. He makes the bearer repeat the man's name before they go, so that exhaustion cannot turn a person into an abandoned bundle.

Unit Composition1 Medic
Unit TypeHQ
Standard EquipmentNone (unarmed)
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
None (unarmed)—————
Special Rules
  • Medics

    A Medic Team consists of a Field Medic and can include assistants such as orderlies and stretcher-bearers. If any friendly Infantry or Artillery unit within 6" of the Medic model (including the Medic unit itself) suffers damage from weapons without a Pen value, roll a D6 for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a Medic cannot be used against damage suffered in Close Quarters combat.

    Rift Units Medics may not be used to assist Rift units and models in Powered Armour against injuries; their equipment is too intrinsically volatile or their metabolism too altered for standard medicines to be able to help.

French Forward Observer

HQ · Artillery Spotter

Requisition Points

Regular:75
Veteran:100

Before the infantry reaches a village, its observer has already given the crossroads, churchyard and railway embankment names the battery can pronounce through static. He unrolls his telephone wire with the care of a man laying a fuse. Wireless sets sometimes repeat messages from stations that have been silent for weeks.

The first concentration breaks the approach. The observer watches what comes through the smoke and adjusts the second onto the place where it gathers. His notebook contains silhouettes of walkers beside corrections for wind and broken ground. At the bottom of every page is a position close enough to his own that he hopes never to read it aloud.

Unit Composition1 Observer
Unit TypeHQ
Standard EquipmentRifle and Pistol
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
PistolS6"1––
Special Rules
  • May call in an Artillery Barrage twice per game instead of once.

French Rifle Squad

Infantry · Regular or Veteran

Requisition Points

Regular:50
Veteran:65

The section's newest man is issued a rifle, a shovel and a length of wire for fastening doors from the outside. His corporal demonstrates all three before asking where he served. Men who fought through the liberation stand beside replacements who were still at school when Dresden burned; experience passes between them in practical instructions, usually delivered twice.

They dig firing steps deep enough to rest a shaking elbow and mark a lane for the rocket man through the rubble. When the heavy weapons engage something enormous beyond the hedge, the riflemen watch the gaps on either side. Ordinary enemy soldiers still follow the monsters. Somebody must stop them reaching the gun crews.

Unit Composition1 NCO + 4 men (up to +6 at +10/+13 pts)
Unit TypeInfantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
SMG (NCO option)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

LMG (option)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Immune to Horror.
Options
OptionPoints
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
NCO only.
+3
LMG (Light Machine Gun): Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
One man must be dedicated to the LMG. Without its loader, apply the normal Team Weapon penalty.
+15
ATRD: 12" · 1 · +6 ·

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Squad upgrade: applies to the whole squad.
+5/model
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+10/13 each
French supplement option: the entire Veteran squad gains

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

.
It remains Basic Infantry and may fill an Engineer Platoon squad slot. No automatic

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

option is granted.
+1/model

Groupe Franc / Chasseurs Alpines

Infantry · Veteran

Requisition Points

Veteran:65

The Groupe Franc receives its targets as objects: a photograph of a transformer, a length of unusual cable, a sketch of the cooling van parked behind a headquarters. Orders rarely explain what the object does. The men learn by watching which enemy guards refuse to stand near it.

Mulhouse supplies a few CEAM assault carbines to the breaching parties, while the section's patient marksman carries a Saclay-conditioned Aiguille rifle. Each special cartridge is counted out against a signature. In the mountains, the Chasseurs Alpines move the same scarce equipment on sledges and wrapped pack frames, testing snow bridges before committing the patrol. The return journey matters as much as the approach: the scientists want the target's instruments, and the stretcher party needs a route a wounded man can survive.

Unit Composition1 NCO + 4 men (up to +7 at +13 pts)
Unit TypeSpecialist Infantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
Special Rules
  • Immune to Horror.
Options
Squad size & identity 2 choices
OptionPoints
Skis allow movement across snow and ice at full speed. Unit ignores movement penalties from snow terrain. No effect in non-winter scenarios.
Free
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+13 each
Conventional weapons 3 choices
OptionPoints
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Each model upgraded individually.
+4 each
LMG: Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Maximum 2 per squad. Each requires a dedicated operator.
+15 each
VB Grenade Launcher: Range 6–24" | Shots 1 | Pen – |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

.
Must be operated by a dedicated man.
+20
Specialist weapons 4 choices
OptionPoints
ATRD: 12" · 1 · +6 ·

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Squad upgrade: applies to the whole squad.
+5/model
Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

:
Range 6" | Shots 1 | Pen +2 |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,
Flamethrower. Resolve hits, Pins and fuel using the core Flamethrower rule. One man becomes loader. Requires

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

squad upgrade.
+30
Per rifle replaced; maximum 2 per squad. 18" / 2 Shots / Pen +1 /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Advanced Small Arms: Pen is not modified by range. Uses Saclay-conditioned ammunition and grants no Rift Die. A model cannot also replace its rifle with another weapon.
+8 each
Maximum 1 per squad, Veteran only. 24" / 1 Shot / Pen +2. Advanced Small Arms: Pen is not modified by range. Conditioned ammunition, no Rift Die, no

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
rule and no

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
A model cannot take another replacement weapon.
+10
Training & protection 3 choices
OptionPoints

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

:
Ignore negative Morale modifiers from Pin Markers for Morale Checks. Order Tests are modified normally.
+1/model

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

:
when assaulting a building, defenders do not receive the Defensive Position advantage. This is also the prerequisite for taking an Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

in this squad (Veteran only).
+1/model
Advanced Body Armour: when rolling to damage these models with attacks without a Pen value (ranged or at Close Quarters), or with HE attacks, apply a -1 modifier to the roll.
+3/model
Apparatus 1 choice
OptionPoints
Portable apparatus. Adds Escorte protectrice. Rift Unit · Rift Dice: 1. Cicatrice du Rift: Immune to

Horror

By and large, troops have become hardened against the many shocks and terrors of the Konflikt ’47 battlefield. Some foes, however, still induce the kind of blood-curdling horror that can freeze the blood and loosen the bowels. Enemy units must pass a Morale Check in order to react by shooting at an assaulting unit that has the Horror special rule.

.
This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Escorte protectrice - Active Rift Enhancement

Cost
+30 points
Range
3″
Frequency
Once each Game Turn

When executing a Fire or Advance Order, this unit may exhaust a Rift Die to shield one other friendly Infantry unit within 6" (portable apparatus: 3") and in Line of Sight. Until the end of the Game Turn, the first time an enemy shooting attack would give that unit Pin Markers, it receives D2 fewer (minimum 0); if the die was Surging, it receives 2 fewer instead. The shield is lost if this unit is destroyed. Portable apparatus: the operator and assistant may not shoot in that Order.

+30

French Foreign Legion Squad

Infantry · Veteran

Requisition Points

Veteran:70

The Legion keeps its dead in the roll call until somebody has accounted for the body. A familiar voice beyond the wire earns a challenge in the language its owner swore in. The reply is considered carefully. Many legionnaires have crossed borders to escape a former life; the war now threatens to return that life to them in a uniform.

The selected assault pairs carry CEAM carbines with pale ammunition bands and stocks darkened by sweat. Behind them comes the rest of the section, hauling rockets, machine-gun magazines and the stubborn weight of its own wounded. When an objective is taken, the senior survivor establishes the next firing position before opening the ration tins. Whatever the recruiting posters promise, the Legion measures a victory by who remains to hold it at dawn.

Unit Composition1 NCO + 4 men (up to +6 at +14 pts)
Unit TypeInfantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
SMG (NCO option)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

LMG (option)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

CEAM 47-C (option)AS18"2+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Stubborn

    Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

  • Tough Fighters

    Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

  • Immune to Horror.
Options
OptionPoints
SMG: Range 12" | Shots 2 | Pen – |

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
NCO only.
+3
LMG: Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
+15
ATRD: 12" · 1 · +6 ·

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Squad upgrade: applies to the whole squad.
+5/model
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model

Fanatics

Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers, so long as it includes at least two models. At one model, test as normal. Fanatics with at least two models are not routed by excess Pins. If defeated in Close Quarters with at least two models remaining, the result counts as a draw and another round is immediately fought.
+2/model
Per rifle replaced; maximum 2 per squad. 18" / 2 Shots / Pen +1 /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Advanced Small Arms: Pen is not modified by range. Uses Saclay-conditioned ammunition and grants no Rift Die. A model cannot also replace its rifle with another weapon.
+8 each
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+14 each
Models
  • Warlord Games French Foreign Legion plastic kit (BA3 France release).

Moroccan Goumier Section

Infantry · Veteran

Requisition Points

Veteran:70

In the mountains, a patrol can hear a walker long before it sees one. The Goumiers distinguish the uncertain scrape of a machine testing its footing from the steady tread of troops who know the path. Their scouts mark both on sketches passed hand to hand, reserving the radio for news worth advertising their position.

One section has begun carrying strips of tin to hang above likely approaches. The warning is crude, but it rings when something heavy climbs through the dark. The men sleep in turns beneath their djellabas, rifles protected from the meltwater, arguing about letters that have taken months to arrive from Morocco. The officers call them indispensable. The men would prefer reliable relief parties, dry ammunition and a clear answer about when they may go home.

Unit Composition1 NCO + 4 men (up to +6 at +14 pts)
Unit TypeInfantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
LMG (option)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Tough Fighters

    Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

  • Immune to Horror.
Options
OptionPoints
LMG: Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
+15
ATRD: 12" · 1 · +6 ·

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Squad upgrade: applies to the whole squad.
+5/model
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+14 each

Maquis Resistance Cell

Infantry · Regular or Veteran

Requisition Points

Regular:50
Veteran:65

The Maquis retain the old signals: a shutter closed at noon, chalk below a milestone, a bicycle left facing the wrong way. Liberation changes the uniforms arriving at the farmhouse; it does not make a public list of names any safer. The cell still knows its neighbours by trades and aliases.

Their new enemy makes old hiding places dangerous. A cellar that sheltered six people can shelter six corpses just as easily. Veteran cells receive an Aiguille rifle wrapped in ordinary sacking, with enough special ammunition to stop a pursuing armoured sentry. The weapon passes between safe houses with its own warning: never leave it where the children keep their food. Saclay asks for the spent cases back. The Maquis ask fewer questions than they once did.

Unit Composition1 NCO + 4 (up to +5 at +10/+13 pts)
Unit TypeInfantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1––
SMG (option)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

MAS-36/47 Aiguille (option)AS24"1+2No

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
rule
Special Rules
  • When outflanking, ignores the –1 modifier on the Order Test for entering the table.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Immune to Horror.
Options
OptionPoints
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model

Fanatics

Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers, so long as it includes at least two models. At one model, test as normal. Fanatics with at least two models are not routed by excess Pins. If defeated in Close Quarters with at least two models remaining, the result counts as a draw and another round is immediately fought.
+2/model
Maximum 1 per squad, Veteran only. 24" / 1 Shot / Pen +2. Advanced Small Arms: Pen is not modified by range. Conditioned ammunition, no Rift Die, no

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
rule and no

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
A model cannot take another replacement weapon.
+10
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+10/13 each
SMG: 12" · 2 · – ·

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
A model with a shotgun uses the SMG profile.
+3 each

Spahi Cavalry Section

Infantry (Cavalry) · Regular or Veteran

Requisition Points

Regular:78
Veteran:96

The horses notice first. A mare refuses a culvert she crossed yesterday; a whole file turns its ears towards an empty orchard. Spahi patrol leaders learn which warnings belong to foxes, loose wire and exhaustion, and which require the men to dismount with their carbines ready.

Along tracks that consume lorry axles, the patrol carries messages, finds passages around demolished bridges and brings back civilians too tired to walk. Each halt includes a check of hooves and girths before the riders attend to themselves. The section cannot outrun everything the Rift War has made. Its best officers take considerable pride in arranging matters so that it seldom has to try.

Unit Composition1 NCO + 5 mounted (up to +7 at +13/+16 pts)
Unit TypeInfantry (Cavalry)
Standard EquipmentCavalry carbines (pistols mounted, rifles dismounted)
Movement RateAdvance 9" / Run 18" (mounted)
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Carbine (mounted)S6"1–Pistol
Rifle (dismounted)S24"1––
LMG (option)S36"4–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Cavalry are treated as Infantry except as noted here. Mounted cavalry move 9" on an Advance and 18" on a Run, with the normal movement restrictions for Infantry, but may not enter or assault Buildings or board Transport Vehicles while mounted. Mounted cavalry gain nothing from a Down Order, and their Cover Saves are one worse (soft cover 6+, hard cover 5+). While mounted, only a pistol or carbine (treated as a pistol) may be fired; every other weapon can only be fired dismounted, and a carbine counts as a rifle on foot. Mounted cavalry have Tough Fighters. When shot at, mounted cavalry that have not yet received an Order this turn may make an Escape reaction as a Recce Vehicle would, at their normal speed rather than double. A cavalry unit may dismount as part of any Advance move; once dismounted it moves and fights as Infantry and cannot remount. After a Close Quarters fight, cavalry roll 2D6" for their regroup move instead of D6".
  • Immune to Horror.
Options
OptionPoints
LMG: Range 36" | Shots 4 | Pen – |

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Fired dismounted only.
+15
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model.
+13/16 each
Rift

Chasseurs des Morts

Specialist Infantry · Veteran · Rift Unit · 1 Rift Die (Exhausted)

Requisition Points

Veteran:120

Their first equipment came from fire stations and municipal stores: leather coats, demolition tools, lamps and men who knew how Paris was built beneath its streets. The Chasseurs still mark a cleared doorway with white chalk. A second bar means the bodies have been treated. Until that bar appears, nobody sleeps inside.

Saclay's Fossoyeur cartridges strike with a flat, ugly flash, driving conditioned shot through dead flesh and the metal holding it together. The épieu carried beside each gun is a long mortuary spike with a ceramic grip. One hunter holds the body clear while another works. They practise this in daylight until they can do it by touch, because a lamp can fail and a face can be recognised.

Their portable sanitation coil smells of hot dust when it takes a charge. Wound around a threshold, it lets them treat a room before the harvest machines arrive. Afterwards they recover identity discs, straighten clothing where they can, and add the second chalk mark. Families sometimes leave flowers beneath it. The Chasseurs never remove them.

Unit Composition1 NCO + 4 soldiers
Unit TypeSpecialist Infantry
Standard EquipmentFossoyeur shotguns, épieux de voirie and sanitation coil
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Fossoyeur shotgunAS12"2+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Immune to Horror. This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.
  • Tough Fighters

    Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

    Profile limit — Apply Tough Fighters only once; the shotgun’s Assault rule does not grant another copy.

  • In Close Quarters this squad has Pen +2 against Totenkorps and Shibito, and Pen +1 against other Infantry and Artillery. It has no Close Quarters Pen against Vehicles, and if it wins an Assault against an Armoured Vehicle it uses the Superficial Damage Results table unless the squad has Tank Hunters.
  • When this squad’s Close Quarters attacks kill Totenkorps or Shibito models, set those models aside: they can never return to play through The Dead Rise – Again! or any other rule. If this squad destroys a Totenkorps or Shibito unit in Close Quarters, that cannot trigger Leichenernte (Corpse Harvest) or any similar rule. Purge works whatever state the squad’s Rift Die is in.
Rift Unit
  • 1
  • Fire or Advance Order – exhaust a Rift Die before shooting. Until the end of the Order, Purge also applies to casualties and unit destructions caused by this squad’s shooting.
  • Gain +1 Pen at Close Quarters against Totenkorps and Shibito.
  • None.
Options
OptionPoints
ATRD: 12" · 1 · +6 ·

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Squad upgrade: applies to the whole squad.
+5/model
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model

Fanatics

Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

:
If forced to take a Morale Check, this unit ignores negative Morale modifiers from Pin Markers, so long as it includes at least two models. At one model, test as normal. Fanatics with at least two models are not routed by excess Pins. If defeated in Close Quarters with at least two models remaining, the result counts as a draw and another round is immediately fought.
+2/model
Advanced Body Armour: when rolling to damage these models with attacks without a Pen value (ranged or at Close Quarters), or with HE attacks, apply a -1 modifier to the roll.
+3/model

French MMG Team

Infantry Team · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:35
Regular:50
Veteran:65

The machine-gun crew measures a street before it measures the enemy. Windows, gates and drain mouths receive reference marks; the loader arranges ammunition where he can reach it without lifting his head. A kettle is wedged beside the spare parts, so thoroughly blackened that nobody remembers its original owner.

When the riflemen fall back, they follow the gun's sound. Its bursts hold ordinary attackers away from the rocket teams and force the living to abandon the cover of their dead. The crew changes belts by touch. It is an old weapon with a familiar voice, and in a town full of unfamiliar noises that is worth something.

Unit Composition3 men
Unit TypeInfantry Team
Standard EquipmentHotchkiss M1914 Medium Machine Gun
Movement RateRotate / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hotchkiss M1914 MMGH36"6–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

French Mortar Team

Infantry Team · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:21
Regular:30
Veteran:39

The mortar pit sits behind a wall that conceals it from the road and almost nowhere else. The crew builds a roof from doors, sandbags and a stolen bed frame, then leaves a clear strip of sky for the bombs. Their spotter knows exactly how far that shelter will carry if something large lands beside it.

They keep a separate firing record for the rear of the position. More than once, a procession of dead has emerged from a wood the infantry cleared that morning. The crew can turn the weapon onto that line without a conference, but every man looks towards the supply track first. Their ammunition comes in along it, and sometimes their relief.

Unit Composition2 men (light); 3 men (medium); 4 men (heavy)
Unit TypeInfantry Team
Standard EquipmentLight Mortar (60mm)
Movement RateRotate / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light Mortar (60mm)H12–36"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Medium Mortar (81mm, option)H12–60"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Heavy Mortar (120mm, option)H12–72"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Options
OptionPoints
Medium Mortar (81mm): Range 12–60" | Shots 1 | Pen HE |

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

.
Adds 1 crew. Longer range, larger blast than light.
+15
Heavy Mortar: 12–72 inches, 1 shot, HE (3 inches),

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

.
Adds two crew.
+30
One additional soldier acts as a forward observer. The mortar may draw Line of Sight from the Spotter instead of itself when firing Indirectly. This is a separate spotter model, not an extra gun crew member and not an extra Order Die.

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

+10

French Sniper Team

Infantry Team · Regular / Veteran

Requisition Points

Regular:52
Veteran:67

The spotter watches hands. A soldier checking a watch, a technician guarding a switch box, an officer whose escort avoids touching him: small gestures reveal who matters in a column of identical helmets. The rifleman waits for the description to finish before settling behind the sight.

They leave the thickest armour to the guns. Their work is the unprotected face above it, the runner carrying its instructions, the observer choosing where it will fire. On withdrawal the spotter erases their range marks and scatters the empty cases. The pair has no interest in teaching a Nachtalben patrol how patiently two humans can occupy a room.

Unit Composition2 men
Unit TypeInfantry Team
Standard EquipmentSniper Rifle
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Sniper RifleS36"1–

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
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Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Sniper

    The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

    Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

    When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

    • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

French Flamethrower Team

Infantry Team · Regular / Veteran

Requisition Points

Regular:50
Veteran:65

The hose is checked every morning, every halt and every time the operator catches it on a doorway. His assistant is the only man allowed to interrupt the ritual. Together they have learned which smells belong to leaking fuel and which mean a cellar has been occupied too long.

The infantry makes room when they come forward. A jet through the embrasure turns the defenders' dark refuge into a furnace; heat pushes dust from the mortar joints and sends the men outside blinking behind their sleeves. The team withdraws while its escort checks the opening. Nobody assumes the silence means the job is finished.

Unit Composition2 men
Unit TypeInfantry Team
Standard EquipmentInfantry Flamethrower
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Infantry FlamethrowerH6"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

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Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Boys AT Rifle Team

Infantry Team · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:18
Regular:25
Veteran:33

The Boys arrives at the section wrapped in a blanket, its long barrel carried like an awkward stretcher. The men curse its weight until an armoured figure steps into the lane and the first shot knocks sparks from its chest. After that, somebody usually volunteers to help with the ammunition.

Its crew chooses hinges, joints and the thinner plates of light machines. They know the sound a useless strike makes, and do not waste their remaining rounds pretending otherwise. A chalk line on the wall marks the point at which they must leave. The assistant has already loosened the window at the back.

Unit Composition2 men
Unit TypeInfantry Team
Standard EquipmentBoys Anti-Tank Rifle
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Boys AT RifleS48"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

LRAC-50 Anti-Tank Team

Infantry Team · Regular / Veteran

Requisition Points

Regular:80
Veteran:100

A warning goes down the trench before the rocket team shoulders its launcher. Men move out of the backblast lane, the loader touches the firer's shoulder, and for a moment the little position becomes very quiet. Both men can hear the target's engine.

France's new launcher reaches the front in small batches, accompanied by spare components packed with almost parental care. The teams give the tubes names and keep their damaged face plates as proof of narrow escapes. Against a walker they wait for the turn, when a joint or exposed flank presents itself. The second rocket is already in the loader's hands before the first has struck.

Unit Composition2 men
Unit TypeInfantry Team
Standard EquipmentLRAC-50 Rocket Launcher
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
LRAC-50 Rocket LauncherH24"1+6

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Rift

Lumière Pulse Team

Infantry Team · Veteran · Rift Unit · 1 Rift Die (Exhausted)

Requisition Points

Veteran:50

The projector resembles a surveyor's instrument until its shutters open. Inside, a ring of salvaged glass surrounds a needle that twitches towards equipment its operators cannot yet see. Each team keeps a notebook of enemy signatures, indexed by sound, colour and the name of the man who first survived measuring one.

At the firing line the technician calls for silence and the assistant braces the power case against his knees. The pulse makes teeth ache. Beyond the sight, a coil goes dark or a charging mechanism hesitates. The nearby riflemen have learned to act on that hesitation immediately. They do not wait for the scientists to announce success.

Unit Composition2 soldiers: projector operator and power-case assistant
Unit TypeInfantry Team
Standard EquipmentLumière Pulse Projector
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Lumière Pulse ProjectorH18"––

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

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The projector replaces the operators’ shooting; it requires no hit roll.
When it uses Impulsion Lumière, it may choose two different enemy units, one die each.
May not be issued Run Orders.
Special Rules
  • Immune to Horror. This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.
  • The projector replaces the operators’ shooting; it requires no hit roll.
Rift Unit
  • 1
  • Fire or Advance Order – exhaust a Rift Die. Choose one enemy Rift unit within 18" and in Line of Sight and turn one of its Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No roll to hit; no damage or Pin Markers.
  • When it uses Impulsion Lumière, it may choose two different enemy units, one die each.
  • May not be issued Run Orders.
Options
OptionPoints
One additional Veteran with a pistol; three starting models in total. The

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

two-model

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

costs 50 points. This assistant does not provide an extra projector.
+13

Field Howitzer

Artillery · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:32
Regular:45
Veteran:59

The battery's oldest gun has outlived two crews, three tractors and the state that first ordered it. Its present commander keeps those facts out of the speeches. He is more interested in the wear of the recoil seals and the number of serviceable rounds arriving before dark.

The French guns fire on roads, courtyards and the narrow spaces through which heavy machines must pass. Larger pieces are brought forward when the target requires them, dragged through towns whose inhabitants come out to watch. On quiet evenings the gunners let children bring them water. On other evenings they close the street, send the children indoors and keep firing until the observer tells them to stop.

Unit Composition3 men + light howitzer
Unit TypeArtillery
Standard EquipmentLight Howitzer (75mm)
Movement RateAdvance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light Howitzer (75mm)H48" / 30–60" indirect1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Medium Howitzer (option)H60" / 36–72" indirect1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Heavy Howitzer (option)H72" / 42–84" indirect1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Weapon and profile procedures

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints
Medium

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

:
60 inches direct / 36–72 inches indirect; 1 shot, HE (3 inches),

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,
Howitzer. Adds one crew.
+40
Heavy

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

:
72 inches direct / 42–84 inches indirect; 1 shot, HE (4 inches),

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,
Howitzer. Adds two crew; crew cannot move a Heavy gun.
+90
Soft Cover against hits without Pen from the Front arc only. No

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

6+ save and no stationary requirement.
+5
One additional soldier acts as a forward observer. The

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

may draw Line of Sight from the Spotter instead of itself when firing Indirectly. This is a separate spotter model, not an extra gun crew member and not an extra Order Die.

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

+10

Anti-Tank Gun

Artillery · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:32
Regular:45
Veteran:59

From the road, the position is a ruined shop with its shutters hanging loose. From behind the shield, it is a measured corridor ending at the mark where the enemy must turn. The crew has shifted the rubble one basket at a time to make that turn unavoidable.

French anti-tank batteries serve a motley inheritance of guns, but the drill is precise: identify the target, wait for the useful plate, fire, reload. The ammunition numbers are written large enough to read through tears and dust. When the breach fills with smoke, the loader works by the shape of the rounds beneath his fingers.

Unit Composition3 men + light AT gun
Unit TypeArtillery
Standard EquipmentLight Anti-Tank Gun (Pen +4)
Movement RateAdvance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light AT GunH48"1+4

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Low-velocity AT Gun (option)H36"1+3

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Medium AT Gun (option)H60"1+5

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Options
OptionPoints
Lower-velocity gun — shorter barrel, lighter carriage. Reduces Pen from +4 to +3 but costs less. Effective against light armour and halftracks; struggles against medium tanks.
–5
Medium AT gun: 60 inches, 1 shot, Pen +5,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,
HE (1 inch),

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

.
Adds one crew.
+20
Soft Cover against hits without Pen from the Front arc only. No

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

6+ save and no stationary requirement.
+5

Anti-Aircraft Cannon

Artillery · Inexperienced / Regular / Veteran

Requisition Points

Inexperienced:28
Regular:40
Veteran:52

The Hotchkiss crew once scanned for aircraft. Now it also watches the spaces between rooftops. A Nachtjäger can drop below the skyline faster than a man can finish shouting its name, and the gunner keeps his seat clear of anything that might catch during a sudden traverse.

The battery strings telephone bells between its observation posts. A particular sequence means wings without an engine; another sends the barrel down towards the road. The men learn both in their sleep. Their spent cases collect in the gutters, bright enough that civilians sweep them up after an action and bring them back in buckets.

Unit Composition3 men + 25mm Hotchkiss mle 38
Unit TypeArtillery
Standard Equipment25mm Hotchkiss mle 38 Autocannon
Movement RateAdvance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
25mm Hotchkiss mle 38H48"2+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Flak

    All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

    Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

    Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

    When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

    If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

    Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Options
OptionPoints
Adds a second 25mm Hotchkiss mle 38 barrel on the same mount (+1 crew). Doubles the Shots value to 4. Adds 1 man to crew.
+20

ARL-44 Char Lourd

Heavy Tank · Denis model · Rift Unit (option)

Requisition Points

Inexperienced:275
Regular:345
Veteran:415

The ARL-44 leaves Rueil with French markings over an engine built for the enemy. Its crew knows every reluctant note in that engine's song. Before an advance, the driver rests a hand on the gearbox housing and listens while the commander pretends to study his map.

At the barricade, the great frontal plate gives the infantry somewhere solid to gather. The long 90mm reaches down a boulevard towards shapes that once made entire columns turn back. In vehicles fitted with Saclay's resonator, the interior lamps sag as the array wakes and frost gathers around its inspection glass. The commander asks the technician for another minute. The technician asks the driver how long the engine will bear it.

Unit TypeHeavy Tank
Standard Equipment90mm SA 45 (turret)
Movement RateAdvance 9" / Run 18"
Damage Value10+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
90mm SA 45 (turret)H84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGH36"3–Co-axial
Hull MMGH36"3–
Special Rules
  • Reinforced Front Armour

    Some heavy frontal armour is particularly effective, and comparable to that equipped to much heavier Vehicle designs. Against all shots hitting the Front arc of a Vehicle with Reinforced Front Armour, count the Vehicle’s Damage Value as 1 higher than the value given in its Army List entry.

  • Hits on the Side Armour gain a further +1 Pen.
  • When this vehicle is given an Advance or Run Order, roll a D6 first. On a 1, its Order Die is set to Down.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Second-batch ARL-44 with rebuilt gearbox and improved brake assemblies. Removes Temperamental Gearbox.
+15
Appliqué spaced armour plates on the hull sides, developed at Saclay using Rift-material composite. Removes Thin Sides.
+20
Installs a Saclay-built Lumière Resonator in the hull. Adds Bouclier Lumineux. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Bouclier Lumineux - Active Rift Enhancement

When executing an Order, this vehicle may exhaust a Rift Die. Until this vehicle is next given an Order, enemy Rift units within 12" cannot use Active Rift Enhancements (Rift weapon abilities are not affected). If the die was Surging, the range is 18".

+30
Adds the Contre-phase ammunition rule. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Contre-phase — 90mm SA 45

Cost
+25 points
Special shot
Pen +6
Frequency
Once each Game Turn

Once per Game Turn, on a Fire or Advance Order, exhaust a Rift Die before rolling to hit and nominate one 90mm SA 45 AP shot at an enemy Rift Vehicle or Walker. That shot is Pen +6 and cannot be HE. If it hits and the target survives, after this vehicle’s shooting, turn one of the target’s Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No damage is needed. Its normal single shot is otherwise unchanged. Not usable on Ambush. The gun’s ordinary AP (Pen +7) and HE are always available.

+25

FCM 50t Char de Bataille

Medium Tank · Denis model · Rift Unit (option)

Requisition Points

Inexperienced:230
Regular:290
Veteran:350

FCM crews receive route cards crowded with bridge limits, bypasses and workshops willing to stay open after curfew. Their machine rewards preparation: enough speed to reach the weak place in a line, enough gun to make the journey matter. A broken culvert can squander both.

The infantry usually sees the FCM as a departing silhouette with spare track links clattering against the hull. It returns from an unexpected road, dusty, low on fuel, and towing something the salvage officers urgently want examined. The crew's account of the expedition becomes shorter when the Saclay liaison arrives. Several components are unloaded under blankets before anyone is allowed near the engine deck.

Unit TypeMedium Tank
Standard Equipment90mm SA 45 (turret)
Movement RateAdvance 12" / Run 24"
Damage Value9+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
90mm SA 45 (turret)H84"1+7

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGH36"3–Co-axial
Hull MMGH36"3–
Special Rules
  • Fast

    Some Vehicles have superior engines, suspensions, or transmission. A Vehicle that is designated as Fast has a basic move rate of 12" on an Advance Order and 24" on a Run Order.

Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Amphibious: move forward through deep water at half Advance speed. No reversing or pivoting in deep water; ignore forced reverse/Down movement results. Immobilised in deep water means destroyed, including occupants. Apply the core entry/exit rules.
+5
Installs a Saclay-built Lumière Resonator in the hull. Adds Bouclier Lumineux. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Bouclier Lumineux - Active Rift Enhancement

When executing an Order, this vehicle may exhaust a Rift Die. Until this vehicle is next given an Order, enemy Rift units within 12" cannot use Active Rift Enhancements (Rift weapon abilities are not affected). If the die was Surging, the range is 18".

+30
Adds the Contre-phase ammunition rule. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Contre-phase — 90mm SA 45

Cost
+25 points
Special shot
Pen +6
Frequency
Once each Game Turn

Once per Game Turn, on a Fire or Advance Order, exhaust a Rift Die before rolling to hit and nominate one 90mm SA 45 AP shot at an enemy Rift Vehicle or Walker. That shot is Pen +6 and cannot be HE. If it hits and the target survives, after this vehicle’s shooting, turn one of the target’s Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No damage is needed. Its normal single shot is otherwise unchanged. Not usable on Ambush. The gun’s ordinary AP (Pen +7) and HE are always available.

+25
Models
  • Denis model — pending manufacture.

AMX-13 Char Léger

Light Tank · Denis model · Rift Unit (option)

Requisition Points

Inexperienced:180
Regular:225
Veteran:270

Inside the AMX-13, the loading mechanism sounds like a workshop being shaken apart. The crew trusts that clatter. A pause where the next shell should arrive is far more frightening. Every drill ends with the same movement: fire, fire again, leave the position before the enemy finds the small turret in the smoke.

Crews favour orchard walls and railway cuttings, measuring their escape routes as carefully as their fields of fire. Some carry a roof-mounted Lumière flare projector whose discharge stains the dust a cold white. They use the brief faltering of a pursuer to reach the next bend, leaving two ringing shell cases and a fresh set of tracks for the enemy to consider.

Unit TypeLight Tank
Standard Equipment75mm SA 50 (turret)
Movement RateAdvance 12" / Run 24"
Damage Value8+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
75mm SA 50 (turret)H72"2+6

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,
The main gun fires 2 Shots (already shown in its profile).
Co-axial MMGH36"3–Co-axial
Special Rules
  • Fast

    Some Vehicles have superior engines, suspensions, or transmission. A Vehicle that is designated as Fast has a basic move rate of 12" on an Advance Order and 24" on a Run Order.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • The main gun fires 2 Shots (already shown in its profile).
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Roof-mounted electromagnetic flare projector. Adds Lumière Flare. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Lumière Flare - Active Rift Enhancement

Fire or Advance Order – exhaust a Rift Die and fire the flare at one enemy Rift unit: 36" · 1 Shot, roll to hit as normal; no Cover Saves are allowed. If it hits, the target suffers D2 Pin Markers, and one of its Active or Surging Rift Dice is turned one step down (Surging to Active, Active to Exhausted).

+20
Adds the Contre-phase ammunition rule. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Contre-phase — 75mm SA 50

Cost
+25 points
Special shot
Pen +5
Frequency
Once each Game Turn
Requirement
None beyond this option.

Once per Game Turn, on a Fire or Advance Order, exhaust a Rift Die before rolling to hit and nominate one 75mm SA 50 AP shot at an enemy Rift Vehicle or Walker. That shot is Pen +5 and cannot be HE. If it hits and the target survives, after this vehicle’s shooting, turn one of the target’s Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No damage is needed. The other Autoloader shot remains ordinary. Not usable on Ambush. The gun’s ordinary AP (Pen +6) and HE are always available.

+25

Panhard EBR Automitrailleuse

Armoured Car · Denis model · Rift Unit (option)

Requisition Points

Inexperienced:135
Regular:165
Veteran:200

The EBR's rear driver watches the road the rest of the crew has already forgotten. His map is folded differently; his landmarks are the reverse faces of signs and the backs of ruined houses. When the commander calls for withdrawal, he is already looking at the first turn.

Reconnaissance reports arrive with hurried sketches of cooling vents, unfamiliar insignia and tracks too deep for the vehicle said to have made them. The EBR obtains such details by going close enough to be unwelcome. Its gun speaks, the second driver takes over, and the car runs back along its own route while the rear machine gun discourages anyone who mistakes retreat for confusion.

Unit TypeArmoured Car
Standard Equipment75mm SA 49 (turret)
Movement RateAdvance 12" / Run 24"
Damage Value7+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
75mm SA 49 (turret)H60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGH36"3–Co-axial
Rear-facing MMGH36"3–
Special Rules
  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Cannot be deployed within, enter or move within Rough Ground, Obstacles or Buildings. Its Move rate is doubled if it moves entirely along a Road.
  • Reverses at its Run rate (Recce).
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
SA 50: 72 inches, 2 shots, Pen +6,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,
HE (2 inches), Autoloader. Replaces the SA 49.

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+55
Roof-mounted electromagnetic flare projector. Adds Lumière Flare. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Lumière Flare - Active Rift Enhancement

Fire or Advance Order – exhaust a Rift Die and fire the flare at one enemy Rift unit: 36" · 1 Shot, roll to hit as normal; no Cover Saves are allowed. If it hits, the target suffers D2 Pin Markers, and one of its Active or Surging Rift Dice is turned one step down (Surging to Active, Active to Exhausted).

+20
Adds the Contre-phase ammunition rule. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Contre-phase — 75mm SA 50

Cost
+25 points
Special shot
Pen +5
Frequency
Once each Game Turn
Requirement
Separately paid SA 50 upgrade

Once per Game Turn, on a Fire or Advance Order, exhaust a Rift Die before rolling to hit and nominate one 75mm SA 50 AP shot at an enemy Rift Vehicle or Walker. That shot is Pen +5 and cannot be HE. If it hits and the target survives, after this vehicle’s shooting, turn one of the target’s Active or Surging Rift Dice one step down (Surging to Active, Active to Exhausted). No damage is needed. The other Autoloader shot remains ordinary. Not usable on Ambush. The gun’s ordinary AP (Pen +6) and HE are always available.

+25
Models
  • Denis model — pending manufacture.

M4A2 75mm Escorte

Medium Tank · Rift Unit (option)

Requisition Points

Regular:210
Unit Composition1 M4A2 75mm medium tank
Unit TypeMedium Tank
Standard EquipmentTurret medium anti-tank gun with co-axial MMG; forward hull MMG
Movement RateAdvance 9" / Run 18"
Damage Value9+
Morale Value9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium Anti-tank Gun (turret)H72"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,
Improved

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGH36"3–Co-axial
Hull MMGH36"3–
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Options
OptionPoints
Vehicle apparatus. Adds Escorte protectrice. Rift Unit · Rift Dice: 1. Cicatrice du Rift: This unit’s Rift Dice start the game Exhausted, including while in Reserve. Rift Mastery dice are not affected.

Escorte protectrice - Active Rift Enhancement

Cost
+30 points
Range
6″
Frequency
Once each Game Turn

When executing a Fire or Advance Order, this unit may exhaust a Rift Die to shield one other friendly Infantry unit within 6" (portable apparatus: 3") and in Line of Sight. Until the end of the Game Turn, the first time an enemy shooting attack would give that unit Pin Markers, it receives D2 fewer (minimum 0); if the die was Surging, it receives 2 fewer instead. The shield is lost if this unit is destroyed. Portable apparatus: the operator and assistant may not shoot in that Order.

+30

Renault UE Chenillette

Transport / Tow · Soft-skin carrier

Requisition Points

Inexperienced:14
Regular:20
Veteran:25

The little Renault goes where the supply lorry cannot, crouched behind a load of ammunition that makes its crew painfully aware of every incoming round. It noses through garden gates and squeezes along trenches widened by men who want the next delivery to arrive.

Its cargo changes with each journey: mortar bombs, drinking water, a resonator wrapped in oilcloth, the boots of a wounded man protruding from an improvised stretcher. Crews paint modest names on the bodywork and tie a bell inside the cab to warn a dozing driver when his partner needs him. The infantry often remembers those names longer than the names of the tanks.

Unit TypeTransport / Tow Vehicle
Standard EquipmentNone (unarmed)
Movement RateAdvance 9" / Run 18" (Tracked)
Damage Value6+ (soft-skin)
Morale Value8 / 9 / 10
Transport Capacity2 men (crew positions only)
Weapons
WeaponTypeRangeShotsPenSpecial Rules
None (unarmed)————Optional pintle MMG via upgrade
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Options
OptionPoints
The Chenillette may

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

one Light

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

or a single-barrel Anti-Aircraft Cannon. The gun’s crew rides on the carrier and its trailer; while towing it carries no other troops. Use the normal

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

rules.
+5
Pintle-mounted MMG: 36" · 6 Shots (3 against ground targets, as a vehicle-mounted MG; full Shots against aircraft) · 360° ·

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

.
+15

M5 Half-Track APC

Transport · Armoured carrier (Lend-Lease)

Requisition Points

Inexperienced:52
Regular:65
Veteran:80

The M5 carries French names on American steel and a jumble of equipment no depot would have issued together. Its passengers hang their packs inside the fighting compartment, leaving the sides clear for an urgent dismount. The oldest man sits where he can see both the road and the newcomers' faces.

On a night move, nobody speaks above the engine. A tapping code passes from the front seats to the rear: slow, stop, prepare to leave. When the column halts beside a wood, the gunner turns his heavy machine gun towards the trees without being told. The passengers keep their hands on the door.

Unit TypeTransport Vehicle
Standard EquipmentPintle .50 cal HMG
Movement RateAdvance 12" / Run 24" (Half-track)
Damage Value7+
Morale Value8 / 9 / 10
Transport Capacity11 men
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Pintle .50 cal HMGH48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
6 shots against Aircraft
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

French Truck

Transport / Tow · Soft-skin (Citroën / Berliet)

Requisition Points

Inexperienced:30
Regular:39
Veteran:47

The driver's route book records working pumps, safe bridges and households that will still answer a knock after sunset. It also records roads crossed out so fiercely that the pencil has cut the page. He can explain most of them.

Citroën and Berliet lorries bring the Republic's war forward a load at a time, carrying soldiers one day and machine parts the next. Their drivers queue through shelling, nurse exhausted engines over broken passes and learn to recognise a checkpoint by the questions it asks. At the destination, a corporal counts the passengers down from the tailboard. The driver waits until the count is finished before accepting a cigarette.

Unit TypeTransport / Tow Vehicle
Standard EquipmentNone (unarmed)
Movement RateAdvance 12" / Run 24" (Wheeled)
Damage Value6+ (soft-skin)
Morale Value8 / 9 / 10
Transport Capacity12 men
TowLight Howitzer; Light or Medium Anti-tank Gun; Light or Heavy Anti-aircraft Gun
Weapons
WeaponTypeRangeShotsPenSpecial Rules
None (unarmed)—————
Special Rules
  • May carry up to 12 men normally. It may instead tow one Light Howitzer, Light or Medium Anti-tank Gun, or Light or Heavy Anti-aircraft Gun, with its crew. Medium and Heavy Howitzers are not eligible. The gun and crew use all 12 transport places, so no other troops may ride while towing. Truck and gun remain separate units with separate Orders.
Weapon and profile procedures

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Fan Supplement Faction · China

National Dragon Army

33 units · China — National Revolutionary Army

National Dragon Army

Faction Overview · National Revolutionary Army

The Republic of China has fought Japan since 1937 and its own Communists for longer. When the Northeast army came south with rifles that punched through armour and volunteers who came back from Soviet laboratories as tigers, the Nationalist commanders reached for the oldest weapon they had: fire.

They call themselves the Dragon Army now. Every squad marches with flame projectors fitted in field workshops, every refitted tank carries a fuel bladder behind its gun, and the veterans of the Long-Wei stand guard through the night with thermite loaded. The fuel lines leak and the tanks rupture, but a Renhuhu will not come through a burning hedge.

The Americans have sent help of their own. Captain Samuels stays in Europe for the newsreels; his lieutenant, 1st Lt. John Savage, sailed for China with Paragons, heavy infantry and walker crews drawn from the old Flying Tigers.

National Rules
  • National Dragon Army Infantry squads may replace rifles with Infantry Flamethrowers for +22 points each, up to one Infantry Flamethrower for every three models in the squad (round down), counting any the squad carries as standard, and never more than four in a single unit. They do not need the Engineers upgrade to do so. Each Infantry Flamethrower is a squad-based Team Weapon, so another model in the squad acts as its Loader.

    Mortar, machine gun, anti-tank, sniper, artillery, medic and observer units never carry Infantry Flamethrowers.

    2nd AVG advisor units use their own flamethrower options instead of this rule.

  • When a National Dragon Army Infantry model carrying an Infantry Flamethrower is removed as a casualty by a shooting attack from an HE weapon or a weapon with a Pen value of +2 or more, roll a D6 for that model. On a 6, its fuel tanks rupture. After the attack is fully resolved, the unit suffers D3 additional hits.

    Roll to damage as normal. These hits allow no Cover Saves, cause no extra Pin Markers, and cannot cause further ruptures.

    Casualties removed in Close Quarters never cause a rupture. 2nd AVG advisor units are not affected.

    Vehicles are not affected: a vehicle carrying flamethrowers already adds +1 to its Damage Effects rolls.

  • A National Dragon Army force includes 1 to 3 advisor units from the 2nd American Volunteer Group: 1st Lt. John Savage, 0–1 Paragon Squad and 0–1 US Heavy Infantry Squad.

    Advisor units may not take Tesla weapons. Each advisor squad includes one Infantry Flamethrower.

    Advisors fight under National Dragon Army command: United States army special rules do not apply to them.

    Walkers are not advisor units.

Platoon Selector
  • Dragon Army Reinforced Platoon — 1 Platoon Commander (General Shen Tieshan or a Nationalist Field Officer); 1–3 Nationalist Partisans; 1–3 NRA Regular Infantry Squads; 0–2 Dragon Guard; 0–2 X Force; 0–2 2nd AVG advisor squads; 0–1 specialist team (Dragon Guard Thermite Team, Anti-tank Team, Gurkha Boys Anti-tank Rifle Team or Gurkha PIAT Team); 0–1 Medic; 0–2 Gurkha mortar or MMG teams; 0–1 artillery (one Indian Army gun); 0–2 walkers; 0–3 refitted tanks; one transport per Infantry or Artillery unit; one seconded Hero.
  • Walkers: at most two per platoon and one Scrapyard Grizzly per force. Advisors follow Savage Advisors across the whole force.
  • Company Commander: a National Dragon Army force may include a Company Commander only if it includes no other Hero. General Shen Tieshan or 1st Lt. John Savage may be that Company Commander.
  • British support: the Gurkha teams (light mortar, medium mortar, MMG, Boys anti-tank rifle, PIAT) may take Ayo Gurkhali! (Regular or Veteran only, +4 points per model: Fieldcraft, Tough Fighters and Fearsome Reputation). The guns are crewed by Indian Army gunners and never take it. The Dragon Army fields no heavy mortar.

Draft, for playtesting: these points may change.

Original faction design: Jonny D'nylen, Basement Battlegrounds.

General Shen Tieshan

Infantry HQ Hero · Veteran · Platoon or Company Commander

Requisition Points

Platoon Commander — Veteran:101
Company Commander — Veteran:140

Shen Tieshan held a railway junction for nineteen days in 1938 with a brigade that had stopped existing on paper by the fifth. He came out of it convinced that doctrine written for tanks and artillery meant nothing against enemies that heal, burrow and hunt at night.

He asks the Americans for fuel before he asks them for rifles. His staff call him 'Iron Mountain' because he does not move once a line is drawn; his flamethrower crews call him the old man who counts their tanks.

Unit Composition1 Veteran Hero (+ up to 2 honour guards)
Unit TypeInfantry, HQ, Hero
Standard EquipmentSMG
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Guts2
Luck1
Rift Mastery0
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Special Rules
  • Officers

    Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

    An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

    These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

    Snap to Action!

    When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

    When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

    Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

    Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

    RankMorale BonusExtra OrdersRange
    Platoon Commander+226"
    Company Commander+4412"
  • Once per Game Turn, when a friendly National Dragon Army Infantry unit within his command range (6" as Platoon Commander, 12" as Company Commander) rolls to see whether an Infantry Flamethrower has run out of fuel, it may re-roll that die.
  • A National Dragon Army force may include a Company Commander only if it includes no other Hero.

    General Shen Tieshan or 1st Lt. John Savage may be that Company Commander; the force may then include no other Hero.

    A Nationalist Field Officer may be the Company Commander only in a force with no Hero.

Weapon and profile procedures

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Options
OptionPoints
Veteran attendants armed with SMGs (12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

). They share the General's quality.
+17 each

Nationalist Field Officer

HQ · Platoon or Company Commander

Requisition Points

Platoon — Inexperienced:21
Platoon — Regular:30
Platoon — Veteran:39
Company — Inexperienced:42
Company — Regular:60
Company — Veteran:78

A Nationalist lieutenant in 1947 has usually buried two commanders and inherited their maps. He knows which villages will feed his men, which will sell them, and which have gone quiet in a way that means the tigers have been there first.

American liaison officers find him hard to impress and harder to hurry. He has learned to ask the Flying Tigers' walker crews for one thing only: fire, placed exactly where he points.

Unit Composition1 Officer (+ optional attendants)
Unit TypeHQ
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–
Special Rules
  • Officers

    Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

    An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

    These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

    Snap to Action!

    When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

    When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

    Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

    Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

    RankMorale BonusExtra OrdersRange
    Platoon Commander+226"
    Company Commander+4412"
  • A National Dragon Army force may include a Company Commander only if it includes no other Hero.

    General Shen Tieshan or 1st Lt. John Savage may be that Company Commander; the force may then include no other Hero.

    A Nationalist Field Officer may be the Company Commander only in a force with no Hero.

Options
OptionPoints
Same quality as the Officer: Inexperienced 6, Regular 9, Veteran 12 per model.
+6/+9/+12 each
24 inches, 1 shot, no Pen. One replacement per model.
+1 each
12 inches, 2 shots, no Pen,

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
One replacement per model.
+5 each
The Officer gains 1 point of

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

.
Choose Guts or Luck, not both.
+10
The Officer gains 1 point of

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

.
Choose Guts or Luck, not both.
+15
Rift

1st Lt. John Savage

Hero · Veteran · Rift Unit · 2nd AVG advisor · may be used as a Company Commander

Requisition Points

Hero — Veteran:95
Company Commander — Veteran:161

The press still wants Captain Samuels in Europe, so Samuels stays in Europe. The men he trusted went east with his lieutenant, and the operation took the lieutenant's surname because nobody at Area 51 could think of a better one: Savage.

He is a Paragon of the second intake, quieter than his old captain and less photographed. The Nationalist squads have learned that when the American walks forward into the smoke, the smoke is usually safe to walk into.

Unit Composition1 Veteran Hero
Unit TypeHero
Standard EquipmentSMG, Paragon Close Combat Weapon
Movement RateAdvance 8" / Run 16" while Fast; otherwise Advance 6" / Run 12"
Damage Value6+
Morale Value10
Guts2
Luck1
Rift Mastery0
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Paragon Close Combat Weapon—CQ—+1Close Quarters only,

Deadly (X)

Some combatants are extremely formidable at close quarters due to a variety of enhancements such as preternatural speed or strength. When in Close Quarters combat, Deadly (X) models roll X number of dice as indicated in brackets to damage Infantry or Artillery units, or X number of dice as indicated in brackets to hit Vehicle units. For instance, Deadly (2) models would roll two dice each in Close Quarters combat.

If a unit of Deadly models wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table).

Deadly units can also benefit from the rule for being equipped with Assault weapons to gain an additional die. For example, a model with Deadly (2) armed with an SMG would roll 3 dice to damage in Close Quarters combat.

Special Rules
  • Fast

    On the battlefields of Konflikt ’47 the ability to outpace ordinary infantry is often key and some units can reliably do just that often due to their bestial nature. A unit of Fast models can move 8" with an Advance Order and 16" with a Run Order, with the same movement rules and restrictions for Infantry.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.
  • Wields squad support weapons such as LMGs and Infantry Flamethrowers single-handedly: ignores the Team Weapon rule for weapons it carries.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • A National Dragon Army force includes 1 to 3 advisor units from the 2nd American Volunteer Group: 1st Lt. John Savage, 0–1 Paragon Squad and 0–1 US Heavy Infantry Squad.

    Advisor units may not take Tesla weapons. Each advisor squad includes one Infantry Flamethrower.

    Advisors fight under National Dragon Army command: United States army special rules do not apply to them.

    Walkers are not advisor units.

  • Choose Hero or Company Commander when building the list. As a Hero he is seconded to a platoon and uses its Hero allocation. As the force's Company Commander he is an Officer: +4 Morale and 4 Snap to Action orders within 12 inches; maximum modified Morale 11; apply all core Officer restrictions. In either role he remains a Hero and an advisor unit.
  • A National Dragon Army force may include a Company Commander only if it includes no other Hero.

    General Shen Tieshan or 1st Lt. John Savage may be that Company Commander; the force may then include no other Hero.

    A Nationalist Field Officer may be the Company Commander only in a force with no Hero.

  • Once per Game Turn, when a friendly National Dragon Army Infantry unit within 6" of Savage fails an Order Test, Savage may spend 1 Guts point to let it re-roll the test.
Rift Unit
  • 1
  • Once per Game Turn, when issued an Order, Savage can immediately generate a point of Guts. Any unused Guts points persist from turn to turn. If he uses Gung Ho!, exhaust his Rift Die after he has completed his Order.
  • Gain Fearless special rule.
  • Lose Fast special rule.
Weapon and profile procedures

Officers

Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

Snap to Action!

When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

RankMorale BonusExtra OrdersRange
Platoon Commander+226"
Company Commander+4412"

Heroes

Hero models are units with extraordinary capabilities. In most cases Hero models are also HQ units, even if they are outside the usual Officer ranks. Elite units can sometimes be rated as Heroes too and use the following rules. Note: not all such models may appear at all heroic in a classical sense to their enemies; rest reassured they are all celebrated on their home front.

Heroes will never accept defeat at Close Quarters combat. If a Hero is defeated in Close Quarters, treat the result as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters as described on page 90.

There are three model stats specifically for Heroes; Guts, Rift Mastery, and Luck.

Points from heroic stats can be expended to gain special game benefits. In most cases when points are used they are deducted from the Hero’s stat for the rest of the game, but this can sometimes vary by specific Hero and by special circumstances.

Guts

Guts represent a Hero’s dogged determination to see things through no matter what it takes. Guts points can be used in three different ways.

1. Expending a point of Guts allows any single die roll made by or against the hero (e.g. a roll to hit, roll to damage, Order Test, Morale Check, etc.) to be modified by +1 or -1 after it has been rolled. Multiple Guts points can be expended to modify the die, but at most it can go up to 6 or down to 1. 2. When executing an Order, a Hero can also expend a point of Guts to return an Order Die to the Dice Bag, freeing up a unit to activate again. The Hero must be within 6" of a unit to return its Order Die to the bag. A Hero can always return their own Order Die to the bag by expending a point of Guts. Note that a Platoon or Company Commander is still limited to using their Snap to Action! ability once per game turn even if reactivated with Guts. A unit’s Order Die may only be returned to the Dice Bag once per game turn through the use of Guts. 3. Finally, there’s always a chance a Hero model with remaining Guts points will simply refuse to die when called upon to do so – there’s still work to be done! When a Hero model is removed as a casualty roll a D6 and add the Hero’s remaining Guts points to the score. If the total is 7+ the Hero model remains in play and loses a point of Guts instead.

Luck

In a world war, luck is what keeps people alive. Whether it’s simply gaining a fortunate outcome or evading a brush with death, luck always wins out in the end.

1. Expending a point of Luck allows a die to be re-rolled. Each point of Luck re-rolls one die; the same die can potentially be re-rolled multiple times in this way, but it will cost one point of Luck each attempt. This is the only time in which a re-roll can ever be re-rolled. Note that Luck can be applied to influence any kind of die roll – shooting, Cover Saves, Reserve rolls, Morale Checks, etc., and the Hero doesn’t have to be the one making the roll – their sheer presence in the battle is somehow enough to tip the odds. 2. If a Hero model is to be removed as a casualty and has any Luck points it instead experiences a miraculous (or villainous) last second reprieve. Deduct one point of Luck from the Hero and leave it in play.

If a Hero has both Guts and Luck remaining, the player can choose in which order to use those abilities.

Options
OptionPoints
Heavy: he needs no Loader. The Paragon Close Combat Weapon is kept.

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

+26

NRA Regular Infantry Squad

Basic Infantry · Regular

Requisition Points

Regular:145

The National Revolutionary Army's line squads are trained in weeks and kept alive by habit. Every squad now marches with two flame projectors, their tanks painted with the squad's number so that nobody picks up another squad's leaking rig in the dark.

The rifles cover the flamers; the flamers do the rest. Veterans of the 1938 campaigns say a Renhuhu will not come through a hedge that is already burning, and the squads have become very good at setting hedges alight.

Unit Composition1 NCO and 9 soldiers
Unit TypeInfantry
Standard EquipmentRifles; 2 Infantry Flamethrowers; NCO with pistol and combat blade
Movement RateAdvance 6" / Run 12"
Damage Value4+
Morale Value9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
Infantry Flamethrower (2 carried)S6"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Pistol (NCO)S6"1–
Combat blade (NCO)—CQ—+1Close Quarters only
Special Rules
  • National Dragon Army Infantry squads may replace rifles with Infantry Flamethrowers for +22 points each, up to one Infantry Flamethrower for every three models in the squad (round down), counting any the squad carries as standard, and never more than four in a single unit. They do not need the Engineers upgrade to do so. Each Infantry Flamethrower is a squad-based Team Weapon, so another model in the squad acts as its Loader.

    Mortar, machine gun, anti-tank, sniper, artillery, medic and observer units never carry Infantry Flamethrowers.

    2nd AVG advisor units use their own flamethrower options instead of this rule.

  • When a National Dragon Army Infantry model carrying an Infantry Flamethrower is removed as a casualty by a shooting attack from an HE weapon or a weapon with a Pen value of +2 or more, roll a D6 for that model. On a 6, its fuel tanks rupture. After the attack is fully resolved, the unit suffers D3 additional hits.

    Roll to damage as normal. These hits allow no Cover Saves, cause no extra Pin Markers, and cannot cause further ruptures.

    Casualties removed in Close Quarters never cause a rupture. 2nd AVG advisor units are not affected.

    Vehicles are not affected: a vehicle carrying flamethrowers already adds +1 to its Damage Effects rolls.

Options
OptionPoints
Regular riflemen. Squad maximum 20 models.
+10 each
No

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

needed. At most one Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

for every three models in the squad, counting any carried as standard, and never more than 4 in the squad. Another model becomes each weapon's Loader. The squad carries 2 as standard; up to 2 more.

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

+22 each
Automatic Rifle: 30" / 2 shots / no Pen. Maximum 2 per squad.
+6 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model

Nationalist Partisans

Basic Infantry · Inexperienced

Requisition Points

Inexperienced:70

Militia from the river towns, loyalists who fled the northern cities, refugees who would rather hold a rifle than wait: the partisan bands take whoever arrives and give them whatever the depots can spare.

They have no uniforms worth the name and little drill. What they have is numbers, a grudge against every army that has crossed their fields, and, when the quartermaster is generous, a flame rig strapped to the strongest back in the band.

Unit Composition10 partisans
Unit TypeInfantry
Standard EquipmentRifles
Movement RateAdvance 6" / Run 12"
Damage Value3+
Morale Value8
Weapons
WeaponTypeRangeShotsPenSpecial Rules
RifleS24"1–
Special Rules
  • National Dragon Army Infantry squads may replace rifles with Infantry Flamethrowers for +22 points each, up to one Infantry Flamethrower for every three models in the squad (round down), counting any the squad carries as standard, and never more than four in a single unit. They do not need the Engineers upgrade to do so. Each Infantry Flamethrower is a squad-based Team Weapon, so another model in the squad acts as its Loader.

    Mortar, machine gun, anti-tank, sniper, artillery, medic and observer units never carry Infantry Flamethrowers.

    2nd AVG advisor units use their own flamethrower options instead of this rule.

  • When a National Dragon Army Infantry model carrying an Infantry Flamethrower is removed as a casualty by a shooting attack from an HE weapon or a weapon with a Pen value of +2 or more, roll a D6 for that model. On a 6, its fuel tanks rupture. After the attack is fully resolved, the unit suffers D3 additional hits.

    Roll to damage as normal. These hits allow no Cover Saves, cause no extra Pin Markers, and cannot cause further ruptures.

    Casualties removed in Close Quarters never cause a rupture. 2nd AVG advisor units are not affected.

    Vehicles are not affected: a vehicle carrying flamethrowers already adds +1 to its Damage Effects rolls.

Options
OptionPoints
Inexperienced partisans with rifles. Squad maximum 25 models.
+7 each
No

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

needed. At most one Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

for every three models in the squad, counting any carried as standard, and never more than 4 in the squad. Another model becomes each weapon's Loader.

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

+22 each
Automatic Rifle: 30" / 2 shots / no Pen. Maximum 2 per squad.
+6 each
SMG: 12" / 2 shots / no Pen /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Up to 12 per squad.
+4 each
Rift

X Force (Chinese Army in India)

Basic Infantry · Veteran · Rift Unit

Requisition Points

Veteran:168

Retrained at Ramgarh by British and American instructors and blooded in the Burmese jungle, the divisions of the Chinese Army in India came home as the best infantry the Republic owns. They carry American rifles and Thompsons, keep their weapons cleaner than their uniforms, and do not waste ammunition.

Some carry something else: Japanese compression rifles taken from Ghost Battalion dead, zeroed by men who know exactly how the previous owners used them.

Unit Composition1 NCO and 6 soldiers
Unit TypeInfantry
Standard Equipment4 captured Type 10 Shiboru Rifles; 2 Infantry Flamethrowers; NCO with pistol and combat blade
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Captured Type 10 Shiboru Rifle (4 carried)S24"1+1

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Crush

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Crush weaponry can opt to exhaust a Rift Die to generate a Crush effect.

Crush weapons that roll hits with all of their shots automatically inflict one additional hit on the target at the same Pen with no to hit roll required.

If a Vehicle model is hit by all of the shots from a Crush weapon add the Pen values together (including the bonus hit) and roll for damage as a single hit with that Pen modifier.

Infantry Flamethrower (2 carried)S6"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Pistol (NCO)S6"1–
Combat blade (NCO)—CQ—+1Close Quarters only
Rifle (added soldiers)S24"1–
Special Rules
  • National Dragon Army Infantry squads may replace rifles with Infantry Flamethrowers for +22 points each, up to one Infantry Flamethrower for every three models in the squad (round down), counting any the squad carries as standard, and never more than four in a single unit. They do not need the Engineers upgrade to do so. Each Infantry Flamethrower is a squad-based Team Weapon, so another model in the squad acts as its Loader.

    Mortar, machine gun, anti-tank, sniper, artillery, medic and observer units never carry Infantry Flamethrowers.

    2nd AVG advisor units use their own flamethrower options instead of this rule.

  • When a National Dragon Army Infantry model carrying an Infantry Flamethrower is removed as a casualty by a shooting attack from an HE weapon or a weapon with a Pen value of +2 or more, roll a D6 for that model. On a 6, its fuel tanks rupture. After the attack is fully resolved, the unit suffers D3 additional hits.

    Roll to damage as normal. These hits allow no Cover Saves, cause no extra Pin Markers, and cannot cause further ruptures.

    Casualties removed in Close Quarters never cause a rupture. 2nd AVG advisor units are not affected.

    Vehicles are not affected: a vehicle carrying flamethrowers already adds +1 to its Damage Effects rolls.

Rift Unit
  • 1 (captured Shiboru rifles)
Options
OptionPoints
Veteran soldiers with rifles. Squad maximum 12 models.
+13 each
SMG: 12" / 2 shots / no Pen /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+4 each
Automatic Rifle: 30" / 2 shots / no Pen. Replaces added soldiers' rifles. Maximum 2 per squad.
+6 each
No

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

needed. At most one Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

for every three models in the squad, counting the 2 carried as standard, and never more than 4 in the squad: a 3rd needs 9 models and a 4th needs 12. Another model becomes each weapon's Loader.

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

+22 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
If forced to take a Morale Check, ignore negative Morale modifiers from Pin Markers. Order Tests are modified as normal.

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

+1/model
Each model rolls one additional damage die in Close Quarters against Infantry or Artillery.

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

+1/model
Rift

Dragon Guard (Long-Wei)

Specialist Infantry · Veteran · Rift Unit

Requisition Points

Veteran:135

The Long-Wei are chosen from men who have already survived a night attack by something that was not human. They train to fight in a tight, silent ring and to fire before the thing in the dark has finished moving.

Their trench guns carry underslung tubes that throw thermite, the only charge the army owns that burns through plate. The American stimulant in their kit keeps them awake for days. Part of the 2nd AVG's job is to bring home notes on what it does to them.

Unit Composition1 NCO and 4 Dragon Guard
Unit TypeSpecialist Infantry
Standard EquipmentTrench Shotguns; 2 Underslung Thermite Launchers
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Trench ShotgunS18"1–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,
The Trench Shotgun gains +1 Pen against targets within 6", including in Close Quarters.
Underslung Thermite Launcher (1 per 2 models)S12"1+3
The launcher's Pen is not modified by range.
,
If a Thermite Launcher rolls a natural 1 to hit, that launcher is spent for the rest of the game.
Special Rules
  • The Trench Shotgun gains +1 Pen against targets within 6", including in Close Quarters.
  • The launcher's Pen is not modified by range.
  • If a Thermite Launcher rolls a natural 1 to hit, that launcher is spent for the rest of the game.
  • One model in every two carries an Underslung Thermite Launcher (2 in the basic squad). A model that fires its launcher does not also fire its shotgun.
Rift Unit
  • 1
  • Once per Game Turn, even if the unit already has an Order Die, it may either shoot with Reaction Fire at an enemy unit that declares an Assault against it, including a Surprise Charge, or shoot as if in Ambush at an enemy unit that moves within 12". After shooting, turn its Order Die to Down (take one from the bag if it has none) and exhaust its Rift Die.
  • Increase Damage Value to 6+.
  • May not move more than 9" in a single move, and −1 to hit when shooting.
Options
OptionPoints
Veteran Dragon Guard with Trench Shotguns. Squad maximum 10 models.
+21 each
Up to one launcher for every two models in the squad, counting the 2 carried as standard.
+15 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
Rift

Paragon Squad (2nd AVG)

Heroic Specialist Infantry · Veteran · Rift Unit · 2nd AVG advisor

Requisition Points

Veteran:110

The Paragons who sailed with Savage handed in their Tesla rifles at San Francisco and drew flame projectors instead. In China they teach more than they fight, but when they fight, whole Nationalist companies move up behind them.

Unit Composition1 Paragon NCO and 2 Paragons, one with an Infantry Flamethrower
Unit TypeHeroic Specialist Infantry
Standard EquipmentSMGs; 1 Infantry Flamethrower
Movement RateAdvance 8" / Run 16" while Fast; otherwise Advance 6" / Run 12"
Damage Value6+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMGS12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Infantry Flamethrower (1 carried)S6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Special Rules
  • Fast

    On the battlefields of Konflikt ’47 the ability to outpace ordinary infantry is often key and some units can reliably do just that often due to their bestial nature. A unit of Fast models can move 8" with an Advance Order and 16" with a Run Order, with the same movement rules and restrictions for Infantry.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.
  • Wields squad support weapons such as LMGs and Infantry Flamethrowers single-handedly: ignores the Team Weapon rule for weapons it carries.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Tank Hunters

    Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

  • A National Dragon Army force includes 1 to 3 advisor units from the 2nd American Volunteer Group: 1st Lt. John Savage, 0–1 Paragon Squad and 0–1 US Heavy Infantry Squad.

    Advisor units may not take Tesla weapons. Each advisor squad includes one Infantry Flamethrower.

    Advisors fight under National Dragon Army command: United States army special rules do not apply to them.

    Walkers are not advisor units.

Rift Unit
  • 1
  • Once per Game Turn, when issued an Order a Paragon Squad can immediately generate a point of Guts. Any model in the unit may spend Guts points as if they were a Hero. Any unused Guts points persist from turn to turn. If the Paragon Squad uses its Gung Ho! ability exhaust one of the unit's Rift Die after the squad has completed its Order.
  • Gain Fearless special rule.
  • Lose Fast special rule.
Options
OptionPoints
Up to 3 more Paragons with SMGs. Squad maximum 6.
+28 each
Confers

Deadly (X)

Some combatants are extremely formidable at close quarters due to a variety of enhancements such as preternatural speed or strength. When in Close Quarters combat, Deadly (X) models roll X number of dice as indicated in brackets to damage Infantry or Artillery units, or X number of dice as indicated in brackets to hit Vehicle units. For instance, Deadly (2) models would roll two dice each in Close Quarters combat.

If a unit of Deadly models wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table).

Deadly units can also benefit from the rule for being equipped with Assault weapons to gain an additional die. For example, a model with Deadly (2) armed with an SMG would roll 3 dice to damage in Close Quarters combat.

and +1 Pen at Close Quarters. Up to 6 per squad.
+2 each
ATRD: 12" / 1 shot / Pen +6 /

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
+5/model
If forced to take a Morale Check, ignore negative Morale modifiers from Pin Markers while the unit has at least two models. With two or more models it is not destroyed for having as many Pin Markers as its Morale Value, and a lost Close Quarters fight counts as a draw.

Fanatics

Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

+2/model
When assaulting a building, defenders do not receive the Defensive Position advantage.

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

+1/model

US Heavy Infantry Squad (2nd AVG)

Advanced Infantry · 2nd AVG advisor

Requisition Points

Regular:105
Veteran:114

Heavy infantry in Grade 1 suits, their Tesla gear left on the dock at San Francisco. In the Chinese heat the suits cook their wearers; the flame rig on the NCO's arm cooks everything else.

Unit Composition1 NCO and 2 soldiers in Grade 1 Heavy Powered Armour
Unit TypeAdvanced Infantry
Standard EquipmentLMGs; 1 Infantry Flamethrower in place of an LMG
Movement RateAdvance 6" / Run 12"
Damage Value5+ (Reg) / 6+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
LMGS36"4–
Infantry Flamethrower (replaces one LMG)S6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

Special Rules
  • Wields squad support weapons such as LMGs and Infantry Flamethrowers single-handedly: ignores the Team Weapon rule for weapons it carries.
  • A National Dragon Army force includes 1 to 3 advisor units from the 2nd American Volunteer Group: 1st Lt. John Savage, 0–1 Paragon Squad and 0–1 US Heavy Infantry Squad.

    Advisor units may not take Tesla weapons. Each advisor squad includes one Infantry Flamethrower.

    Advisors fight under National Dragon Army command: United States army special rules do not apply to them.

    Walkers are not advisor units.

Options
OptionPoints
Same quality as the squad: Regular 30, Veteran 33. Up to 3.
+30/+33 each
Super Bazooka: 24" / 1 shot / Pen +6 /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
Heavy: no Loader needed. One per squad.
+55
ATRD: 12" / 1 shot / Pen +6 /

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
+5/model
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
If forced to take a Morale Check, ignore negative Morale modifiers from Pin Markers. Order Tests are modified as normal.

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

+1/model

Dragon Guard Thermite Team

Anti-tank Team · Veteran

Requisition Points

Veteran:74

Two Long-Wei with a heavier projector on a shoulder frame. The Americans call it a bazooka that forgot how to be polite; it throws a thermite slug that keeps burning after it stops moving.

Unit Composition2 Dragon Guard
Unit TypeInfantry Team
Standard EquipmentHeavy Thermite Projector; Trench Shotgun
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Heavy Thermite ProjectorHeavy18"1+4

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,
Pen is not modified by range. It is not a Shaped Charge, so its Pen is not halved against Walkers or Powered Armour.
,
If the Heavy Thermite Projector rolls a natural 1 to hit, it is spent for the rest of the game.
Trench Shotgun (assistant)S18"1–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,
The Trench Shotgun gains +1 Pen against targets within 6", including in Close Quarters.
Special Rules
  • Pen is not modified by range. It is not a Shaped Charge, so its Pen is not halved against Walkers or Powered Armour.
  • If the Heavy Thermite Projector rolls a natural 1 to hit, it is spent for the rest of the game.
  • The Trench Shotgun gains +1 Pen against targets within 6", including in Close Quarters.
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Anti-tank Team (Bazooka)

Anti-tank Team

Requisition Points

Inexperienced:42
Regular:60
Veteran:78

American rocket launchers arrive over the Hump in crates of six, with more rockets than instructions. The crews that learn fastest are the ones the tanks meet first.

Unit Composition2 soldiers
Unit TypeInfantry Team
Standard EquipmentBazooka
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
BazookaHeavy24"1+5

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Gurkha Boys Anti-tank Rifle Team

Anti-tank Team · Gurkha

Requisition Points

Inexperienced:18
Regular:25
Veteran:33

The Boys rifle kicks like a mule and barely troubles a modern tank, but it still punches through Japanese tankettes and the scrap-built armoured cars of the Northeast army. Gurkha teams carry it where heavier guns cannot follow.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentBoys anti-tank rifle
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Anti-tank Rifle (Boys)Heavy48"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints
Regular or Veteran only, +4 points per model. Gains

Fieldcraft

These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

,

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and Fearsome Reputation. Inexperienced units cannot take it.
+4/model

Gurkha PIAT Team

Anti-tank Team · Gurkha

Requisition Points

Inexperienced:28
Regular:40
Veteran:52

The PIAT throws its bomb only a short way, so its crew has to get close to anything it means to kill. Gurkha teams regard this as an advantage.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentPIAT
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PIATHeavy12"1+5

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints
Regular or Veteran only, +4 points per model. Gains

Fieldcraft

These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

,

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and Fearsome Reputation. Inexperienced units cannot take it.
+4/model

NRA Medic

Medic

Requisition Points

Regular:23
Veteran:30

Nationalist aid men carry sulfa, morphine and a pistol. They have stopped asking whether a wound came from a bullet or a claw; they treat both the same way and burn the dressings afterwards.

Unit Composition1 Medic (+ up to 2 soldiers)
Unit TypeMedic
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–
Special Rules
  • Medics

    A Medic Team consists of a Field Medic and can include assistants such as orderlies and stretcher-bearers. If any friendly Infantry or Artillery unit within 6" of the Medic model (including the Medic unit itself) suffers damage from weapons without a Pen value, roll a D6 for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a Medic cannot be used against damage suffered in Close Quarters combat.

    Rift Units Medics may not be used to assist Rift units and models in Powered Armour against injuries; their equipment is too intrinsically volatile or their metabolism too altered for standard medicines to be able to help.

Options
OptionPoints
Same quality as the Medic: Regular 9, Veteran 12 per model.
+9/+12 each
Added soldiers only.
+1 each
Added soldiers only. SMG: 12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+5 each

Gurkha Light Mortar Team

Light Mortar Team · Gurkha

Requisition Points

Inexperienced:21
Regular:30
Veteran:39

The Gurkha mortar crews came up the Ledo Road with the British liaison parties: small, quiet men who carry their tubes further than the mules will. Nationalist officers soon learned that a Gurkha crew that runs out of bombs does not go to the rear.

It draws its kukris and goes forward.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentLight mortar
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light MortarHeavy12–36"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints
Regular or Veteran only, +4 points per model. Gains

Fieldcraft

These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

,

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and Fearsome Reputation. Inexperienced units cannot take it.
+4/model

Gurkha Medium Mortar Team

Mortar Team · Gurkha

Requisition Points

Inexperienced:32
Regular:45
Veteran:59

The 3-inch mortar sections the Fourteenth Army lends to the Dragon Army are Gurkha-crewed and proud of it. They site their tubes where Chinese staff officers swear no mortar can go, and they are usually right.

Unit Composition3 crew
Unit TypeInfantry Team
Standard EquipmentMedium mortar
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium MortarHeavy12–60"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints
Adds a spotter model under the K47

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

rule.
+10
Regular or Veteran only, +4 points per model. Gains

Fieldcraft

These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

,

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and Fearsome Reputation. Inexperienced units cannot take it.
+4/model

Gurkha MMG Team

Machine Gun Team · Gurkha

Requisition Points

Inexperienced:35
Regular:50
Veteran:65

Water-cooled Vickers guns older than their crews still fire all day in the heat of the Salween valley. The Gurkha gunners dig in beside the Nationalist line and stay there until they are told to move, or until someone reaches their trench.

Unit Composition3 crew
Unit TypeInfantry Team
Standard EquipmentMMG
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
MMGHeavy36"6–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Options
OptionPoints
Regular or Veteran only, +4 points per model. Gains

Fieldcraft

These units are rigorously trained and equipped for traversing different types of difficult terrain, and therefore treat Rough Ground as Open Ground instead. This includes when the unit Assaults an enemy unit through Rough Ground, thus negating the Defensive Position bonus.

,

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

and Fearsome Reputation. Inexperienced units cannot take it.
+4/model

Light Howitzer (25-pdr)

Artillery · Indian Army

Requisition Points

Inexperienced:32
Regular:45
Veteran:59

Indian Army field batteries lend their 25-pounders to the Dragon Army's columns. The gunners are veterans of the Arakan and Imphal, and they fire over open sights as readily as off the map.

Unit Composition3 crew + 25-pdr
Unit TypeArtillery
Standard EquipmentLight howitzer
Movement RateAdvance: pivot only; Run: 6"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light Howitzer (25-pdr)Heavy48" (30–60" indirect)1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. A Light or Medium gun may move 6" with a Run Order. An Advance Order pivots it, with the normal −1 to hit.
Weapon and profile procedures

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

:
the crew count as in Soft Cover against hits from weapons without a Penetration Bonus from within the gun's Front arc.
+5

Medium Howitzer (5.5-inch)

Artillery · Indian Army

Requisition Points

Inexperienced:60
Regular:85
Veteran:111

A 5.5-inch gun is slow to site and slower to move, but when an Indian medium battery registers on a crossroads, the crossroads stops being useful to anyone.

Unit Composition4 crew + 5.5-inch howitzer
Unit TypeArtillery
Standard EquipmentMedium howitzer
Movement RateAdvance: pivot only; Run: 6"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium Howitzer (5.5-inch)Heavy60" (36–72" indirect)1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

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Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

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Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. A Light or Medium gun may move 6" with a Run Order. An Advance Order pivots it, with the normal −1 to hit.
Weapon and profile procedures

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints
Adds a spotter model under the K47

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

rule.
+10

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

:
the crew count as in Soft Cover against hits from weapons without a Penetration Bonus from within the gun's Front arc.
+5

Heavy Howitzer (7.2-inch)

Artillery · Indian Army

Requisition Points

Inexperienced:95
Regular:135
Veteran:176

The heavy howitzers came up the road behind tractors and will not be going anywhere soon. Their Indian crews dig them in, lay them on the approaches and wait for a target worth a heavy shell.

Unit Composition5 crew + 7.2-inch howitzer
Unit TypeArtillery
Standard EquipmentHeavy howitzer
Movement RateAdvance: pivot only; cannot be moved by its crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Heavy Howitzer (7.2-inch)Heavy72" (42–84" indirect)1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

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Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

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Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. Its crew cannot move it: it is a Heavy gun. Only the M3 Half-track can tow it; the Dragon Army Truck cannot. An Advance Order pivots it, with the normal −1 to hit.
Weapon and profile procedures

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

Options
OptionPoints
Adds a spotter model under the K47

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

rule.
+10

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

:
the crew count as in Soft Cover against hits from weapons without a Penetration Bonus from within the gun's Front arc.
+5

2-pdr Anti-tank Gun

Anti-tank Gun · Indian Army

Requisition Points

Inexperienced:35
Regular:50
Veteran:65

Obsolete in Europe, the 2-pounder is still the right size for Burmese tracks and Japanese armour. Indian anti-tank gunners take it anywhere a jeep can drag it.

Unit Composition3 crew + 2-pdr
Unit TypeArtillery
Standard EquipmentLight AT gun; gun shield
Movement RateAdvance: pivot only; Run: 6"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light AT Gun (2-pdr)Heavy48"1+4

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

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Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

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Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. A Light or Medium gun may move 6" with a Run Order. An Advance Order pivots it, with the normal −1 to hit.
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

6-pdr Anti-tank Gun

Anti-tank Gun · Indian Army

Requisition Points

Inexperienced:49
Regular:70
Veteran:91

The 6-pounder is the anti-tank gun the Indian regiments trust most: light enough to manhandle into a bamboo thicket, and hard-hitting enough for anything the Japanese or the Northeast army can field.

Unit Composition3 crew + 6-pdr
Unit TypeArtillery
Standard EquipmentMedium AT gun; gun shield
Movement RateAdvance: pivot only; Run: 6"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium AT Gun (6-pdr)Heavy60"1+5

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. A Light or Medium gun may move 6" with a Run Order. An Advance Order pivots it, with the normal −1 to hit.
  • Artillery

    An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

    When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

    Artillery and Line of Sight

    When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

    Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

    When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

    Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

    Terrain

    Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

    It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

    Arc of Fire

    All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

    Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

    When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

    If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

    Gun Shields

    If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

    When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

    Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

    Axis Schwerefeld Projektor

    If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

    An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

    Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

3.7-inch QF AA/AT Gun

Anti-aircraft Gun · Indian Army

Requisition Points

Inexperienced:70
Regular:100
Veteran:130

Built to shoot at aircraft, the 3.7-inch was never meant to face tanks. Indian anti-aircraft gunners lower the barrel anyway when armour comes down the road, and the mounting groans every time they do it.

Unit Composition6 crew + 3.7-inch gun
Unit TypeArtillery
Standard EquipmentHeavy AT gun on a rotating platform
Movement RateAdvance: pivot only; cannot be moved by its crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Heavy AT Gun (3.7-inch QF)Heavy72"1+6

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. Its crew cannot move it: it is a Heavy gun. For towing it counts as a Heavy Anti-aircraft Gun: only the M3 Half-track can tow it; the Dragon Army Truck cannot. An Advance Order pivots it, with the normal −1 to hit.
  • When given a Fire Order, this gun can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.
  • Each time this gun shoots at a ground target, it receives one Pin Marker.
Weapon and profile procedures

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

40mm Bofors Gun

Anti-aircraft Gun · Indian Army

Requisition Points

Inexperienced:35
Regular:50
Veteran:65

The Bofors guards airstrips and river crossings against the sky, but its crews learned in Burma that a clip of 40mm shells is just as persuasive against a bunker line.

Unit Composition4 crew + 40mm Bofors
Unit TypeArtillery
Standard EquipmentHeavy automatic cannon on a rotating platform
Movement RateAdvance: pivot only; cannot be moved by its crew
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Heavy Automatic Cannon (40mm Bofors)Heavy72"2+3

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
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Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • The crew serve the gun as a support team weapon; it fires only at targets at least partly in its Front arc. Its crew cannot move it: a Heavy Automatic Cannon is not a Light or Medium gun. For towing it counts as a Light Anti-aircraft Gun: the Dragon Army Truck or the M3 Half-track can tow it. An Advance Order pivots it, with the normal −1 to hit.
  • When given a Fire Order, this gun can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.
Weapon and profile procedures

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

Pondskater M3A2 (flame)

Scout Walker · Veteran

Requisition Points

Veteran:111

The walker crews of the 2nd AVG are former Flying Tigers pilots who refused to fold into the 14th Air Force. They say a walker handles like a fighter with the wings sawn off, and they drive like it.

The AVG's Pondskaters swapped their hull machine guns for flame projectors before they left the dock. In the paddies they wade where tanks sink and burn out the dykes the Communists hide behind.

Unit TypeScout Walker (2 Legs)
Standard EquipmentPintle HMG; hull Infantry Flamethrower
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Pintle-mounted HMG (360 degrees)S48"3+1
Forward-facing Hull-mounted Infantry FlamethrowerS6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

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D6 hits on a hit
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • This Vehicle can move directly forward over otherwise Impassable deep water at half speed with an Advance Order. Whilst moving over water it cannot reverse or pivot, and it ignores any rule that would oblige it to reverse or go Down. If it is Immobilised in the water, it is destroyed together with any occupants.
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.
Options
OptionPoints
Both HMGs fire at the same target.
+20

Pondskater M3A5 (flame)

Scout Walker · Veteran

Requisition Points

Veteran:147

The walker crews of the 2nd AVG are former Flying Tigers pilots who refused to fold into the 14th Air Force. They say a walker handles like a fighter with the wings sawn off, and they drive like it.

The M3A5 keeps its recoilless gun for the Japanese tankettes that still haunt the southern roads, and carries a flame projector for everything else.

Unit TypeScout Walker (2 Legs)
Standard EquipmentLight AT gun; hull Infantry Flamethrower
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value7+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Forward-facing Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

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HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Forward-facing Hull-mounted Infantry FlamethrowerS6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

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D6 hits on a hit
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • This Vehicle can move directly forward over otherwise Impassable deep water at half speed with an Advance Order. Whilst moving over water it cannot reverse or pivot, and it ignores any rule that would oblige it to reverse or go Down. If it is Immobilised in the water, it is destroyed together with any occupants.
  • The main gun uses HE (2") instead of HE (1").
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.

Coyote M5A2 “Dragon-pattern”

Light Walker · Veteran

Requisition Points

Veteran:141

The walker crews of the 2nd AVG are former Flying Tigers pilots who refused to fold into the 14th Air Force. They say a walker handles like a fighter with the wings sawn off, and they drive like it.

Dragon-pattern Coyotes carry a flame projector on the left arm. Their crews paint the arm red and call it the tongue.

Unit TypeLight Walker (2 Legs)
Standard EquipmentLeft Arm; arm flamethrower; forward HMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value8+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Left Arm—CQ—+4Close Quarters only
Right Arm mounting an Infantry FlamethrowerS6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6 hits on a hit
Forward-facing HMGS48"3+1
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Single-Crew Walker

    Single-crew Walkers are limited to picking a single enemy unit as a target when they fire, although they can fire at it with as many weapons that can be brought to bear.

  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.

Scrapyard M8A1 Grizzly

Medium Walker · Veteran · 0–1 per force

Requisition Points

Veteran:275

The walker crews of the 2nd AVG are former Flying Tigers pilots who refused to fold into the 14th Air Force. They say a walker handles like a fighter with the wings sawn off, and they drive like it.

The Grizzly came out of an Area 51 scrapyard as a written-off test hull. The AVG rebuilt it on the voyage out and replaced its pintle gun with a flame projector. It is the only walker in China that Communist tank crews name.

Unit TypeMedium Walker (2 Legs)
Standard EquipmentMedium AT gun; pintle Infantry Flamethrower
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value9+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Hull-mounted Medium AT GunHeavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Pintle-mounted Infantry FlamethrowerS6"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6 hits on a hit
Left and Right Arms—CQ—+4Close Quarters only
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • The main gun uses HE (2") instead of HE (1").
  • Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.
  • At most one Scrapyard Grizzly per force.

Vickers 6-ton (refitted)

Light Tank · Regular

Requisition Points

Regular:125

Nationalist workshops fit fuel bladders and pressure lines into whatever light armour the army still owns. The Vickers export tanks bought before the war now carry a flame projector beside the gun.

Unit TypeLight Tank
Standard EquipmentLight AT gun; co-axial flamethrower
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial Vehicle FlamethrowerHeavy12"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6+1 hits on a hit
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.

Panzer I (refitted)

Light Tank · Regular

Requisition Points

Regular:110

Nationalist workshops fit fuel bladders and pressure lines into whatever light armour the army still owns. The German-built training tanks of the 1930s have been rearmed with a 20mm cannon and a flame projector.

Unit TypeLight Tank
Standard EquipmentLight automatic cannon; co-axial flamethrower
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light Automatic CannonHeavy48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial Vehicle FlamethrowerHeavy12"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6+1 hits on a hit
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.

T-26 (refitted)

Light Tank · Regular

Requisition Points

Regular:125

Nationalist workshops fit fuel bladders and pressure lines into whatever light armour the army still owns. The T-26s were sold to China by the Soviet Union in 1938, long before Moscow chose other friends; they now carry a flame projector beside the 45mm gun.

Unit TypeLight Tank
Standard EquipmentLight AT gun; co-axial flamethrower
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial Vehicle FlamethrowerHeavy12"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6+1 hits on a hit
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.
Options
OptionPoints
Rear-facing MMG: 36" / 3 shots.
+5

Dragon Army Truck

Transport Vehicle

Requisition Points

Inexperienced:26
Regular:33
Veteran:40

American six-by-sixes driven over the Burma Road, patched with Chinese parts and Chinese ingenuity.

Unit TypeTransport Vehicle
Standard EquipmentNone
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value6+
Morale Value8 / 9 / 10
Special Rules
  • Carries up to 18 soldiers. May tow a Light or Medium Howitzer, a Light, Medium or Heavy Anti-tank Gun or a Light Anti-aircraft Gun.
Weapon and profile procedures

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

Options
OptionPoints
LMG: 36" / 2 shots on a vehicle.
+10

M3 Half-track

Transport Vehicle

Requisition Points

Inexperienced:62
Regular:77
Veteran:92

Half-tracks that came up the Ledo Road with the American advisors. The Dragon Army values them less for the squad they carry than for what they drag behind them: a 7.2-inch howitzer or a 3.7-inch gun that no truck in China can shift.

Unit TypeTransport Vehicle
Standard EquipmentForward-facing, pintle-mounted HMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Forward-facing, Pintle-mounted HMGS48"3+1

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

Special Rules
  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • Carries up to 12 soldiers. May tow a Light, Medium or Heavy Howitzer, Anti-tank Gun or Anti-aircraft Gun.
Weapon and profile procedures

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

Options
OptionPoints
MMG: Range 36" | Shots 3 | Pen – | Left arc only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets.
+15
MMG: Range 36" | Shots 3 | Pen – | Right arc only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets.
+15
MMG: Range 36" | Shots 3 | Pen – | Rear arc only. Pintle MGs have

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

:
use full MG Shots against Aircraft, halved Shots against ground targets.
+15
Fan Supplement Faction · China

Northeast Democratic United Army

26 units · China — NDUA

Northeast Democratic United Army

Faction Overview · NDUA

The Sino-Soviet Accords opened Stalin's depots to the Chinese Communists, at a price paid in labourers, miners and scientists sent north. What comes south is crude and pragmatic: mothballed Mosin-Nagants by the trainload, rounds soaked in Rift serum that the Red Army would not trust, and tanks from the 1930s held together with wire.

The Northeast Democratic United Army makes it work. Political officers trained in Siberia lead farmers who have been promised their own land, the Siberian-hardened 188th Brigade stiffens the line, and in the hedgerows wait the Renhuhu, volunteers who took a rejected Soviet serum and came back as something the villages already had a name for.

They fight the way the Eighth Route Army always fought: from ambush, from tunnels, in small groups that strike and scatter and strike again.

National Rules
  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • Once per game, when an Inexperienced NDUA Infantry squad is destroyed, you may place it in Reserve instead of removing it. It returns under the normal Reserve rules, moving on from your own table edge, with half its starting number of models (round up), the same weapons and upgrades, and no Pin Markers.

    It can't return during the game's final turn.

    The original unit still counts as destroyed for victory conditions, and if the returning unit is destroyed, that counts too.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

  • Rift Ammo

    Rifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.

    1. Declare

      When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.

    2. Fire

      Its Mosin-Nagant rifles gain +1 Pen for that shooting.

    3. Backfire

      Every natural 1 rolled to hit with those rifles removes one model from the firing unit as a casualty, with no saves of any kind. The owning player picks the models as normal.

    Limits

    • Cost. +2 points per model, bought for the whole unit. Only units armed with Mosin-Nagant rifles may take it.
    • Not Rift equipment. Rift Ammo does not make the unit a Rift unit, and the rifles are not Rift Weapons.
  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • An NDUA force may include 0–1 T-34/76 at its full points, Inexperienced or Regular. It doesn't have Unmaintained Armour or Breakdown-prone, and it doesn't count towards the 6 captured vehicles.

    It uses a normal vehicle position in its platoon.

  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Platoon Selector
  • CCP Integrated Platoon — 1 CCP Political Officer; 2–3 Partisan Farmer squads; 0–2 188th squads; 0–2 Renhuhu; 0–2 other infantry (Eighth Route Infantry or NDUA Cavalry); 0–1 Medic; 0–1 Forward Observer; 0–1 Sniper Team; 0–1 Anti-tank Rifle Team; 0–2 mortar or MMG teams; 0–4 vehicles; one transport per Infantry or Artillery unit.
  • Political officers are the only HQ. The NDUA fields no walkers.
  • Vehicles: captured vehicles follow Captured Stock across the whole force; the Reliable T-34 is 0–1 per force and uses a normal vehicle position.

Draft, for playtesting: these points may change.

Original faction design: Jonny D'nylen, Basement Battlegrounds.

CCP Political Officer

HQ · Veteran · Platoon or Company Commander

Requisition Points

Platoon — Veteran:64
Company — Veteran:103

The Party does not send commanders to the Northeast; it sends political officers and lets them command. Most spent a winter in Siberia beside the 188th and came back with Soviet discipline, Soviet weapons and a certainty that nothing is impossible if enough people are willing to die for it.

They root out doubt first and the enemy second. Their bodyguards come from the 188th and follow them the way the brigade followed them out of the snow.

Unit Composition1 Political Officer (+ up to 2 bodyguards)
Unit TypeHQ
Standard EquipmentSMG and combat blade
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMG (PPSh)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Combat blade—CQ—+1Close Quarters only
Special Rules
  • Officers

    Officer units consist of an Officer model, often accompanied by adjutants. Officers are vital when it comes to getting troops moving under fire.

    An Officer model confers a Morale bonus to all friendly units within a certain radius (see the table below), according to their rank. This bonus is also applied to the Officer unit itself. Bear in mind that the highest Morale Value is always 11, regardless of any bonuses that apply.

    These morale bonuses are not cumulative – a unit can only benefit from the Morale bonus from a single Officer – if multiple Officers are in range, choose the highest bonus.

    Snap to Action!

    When a Platoon Commander is successfully assigned an Order (i.e. has passed its Order Test, if this is required) other than Down, its owning player can immediately take two additional Order Dice from the Dice Bag and assign Orders to two friendly units within 6" – you can measure to see which of your units are within 6" before you take dice out of the bag. However, a Platoon Commander cannot issue these Orders to other Officer Teams.

    When successfully assigned an Order, a Company Commander can take up to four Order Dice out of the Dice Bag and assign Orders to friendly units within 12", as shown on the table below. They can issue Orders to Platoon Commanders, but if they do these Platoon Commanders cannot use their Snap to Action! ability in the same Game Turn. A Company Commander cannot issue Orders to other Company Commanders.

    Resolve each Order (including the Officer’s original Order) in any sequence you’d like. Each unit ordered in this way must complete its Order in full (i.e. take an Order Test if they are Pinned) before moving on to the next unit.

    Officers must start their turn on the table to use the Snap to Action! ability, and may not use it more than once per Game Turn.

    RankMorale BonusExtra OrdersRange
    Platoon Commander+226"
    Company Commander+4412"
  • When a friendly Infantry unit fails an Order Test within 6" of the Political Officer, remove one model from the unit and re-roll the test.
  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • Stubborn

    Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

Options
OptionPoints
Veteran bodyguards with SMGs and combat blades.
+21 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
RPG-1: 12" / 1 shot / Pen +6 /

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
+5/model
LMG: 36" / 4 shots /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Another model becomes the Loader. One per unit.
+11
The unit gains

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

and anti-tank grenades (

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

).
+3/model
Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

:
6" / 1 shot / Pen +2 /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,
Flamethrower. Another model becomes the Loader. Requires Airborne training. One per unit.
+26

Partisan Farmers

Basic Infantry · Inexperienced

Requisition Points

Inexperienced:70

They come down from the terraces and out of the paddies because the Party has promised them the land they have always worked. They are given a week of drill, a mothballed Mosin-Nagant from a Soviet crate and a handful of crimson-tipped rounds that the instructors handle with gloves.

They do not manoeuvre. They walk forward in village groups beside neighbours they have known all their lives, and they keep walking.

Unit Composition10 farmers
Unit TypeInfantry
Standard EquipmentMosin-Nagant rifles
Movement RateAdvance 6" / Run 12"
Damage Value3+
Morale Value8
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Mosin-Nagant rifleS24"1–
Special Rules
  • The first time the unit suffers a casualty, roll a die after any Morale Checks. On a 1 it takes D6 additional Pin Markers and goes Down; on 2–5 nothing happens; on a 6 it becomes Regular with Morale 9 for the rest of the battle.
  • Counts Pin Markers as double for Order Tests, Morale Checks and routing, and must take an Order Test whenever given an Order, even when not Pinned. If the Green rule up-rates this unit to Regular, it loses Shirkers.
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • Once per game, when an Inexperienced NDUA Infantry squad is destroyed, you may place it in Reserve instead of removing it. It returns under the normal Reserve rules, moving on from your own table edge, with half its starting number of models (round up), the same weapons and upgrades, and no Pin Markers.

    It can't return during the game's final turn.

    The original unit still counts as destroyed for victory conditions, and if the returning unit is destroyed, that counts too.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints
Inexperienced farmers with Mosin-Nagant rifles. Squad maximum 25 models.
+7 each
Whole unit. Its Mosin-Nagant rifles may fire Rift Ammo: +1 Pen, and every natural 1 rolled to hit removes one firing model.

Rift Ammo

Rifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.

  1. Declare

    When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.

  2. Fire

    Its Mosin-Nagant rifles gain +1 Pen for that shooting.

  3. Backfire

    Every natural 1 rolled to hit with those rifles removes one model from the firing unit as a casualty, with no saves of any kind. The owning player picks the models as normal.

Limits

  • Cost. +2 points per model, bought for the whole unit. Only units armed with Mosin-Nagant rifles may take it.
  • Not Rift equipment. Rift Ammo does not make the unit a Rift unit, and the rifles are not Rift Weapons.
+2/model
Rift

188th Independent Brigade Squad

Basic Infantry · Veteran · Rift Unit

Requisition Points

Veteran:176

The 188th began as Chinese and Korean guerrillas who would not surrender Manchuria and ended up across the Amur in Soviet camps. They trained beside the Moroz Gul penal units in cold that killed the weak in a week, and they came back with PPSh guns, Soviet discipline and one sonic Avtomat per squad.

The rest of the army calls them stubborn. The Nationalists call them worse.

Unit Composition1 NCO and 6 soldiers
Unit TypeInfantry
Standard EquipmentSMGs and combat blades; NCO with Zvukovoy Avtomat
Movement RateAdvance 6" / Run 12"
Damage Value5+
Morale Value10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
SMG (PPSh)S12"2–

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

Combat blade—CQ—+1Close Quarters only
Zvukovoy Avtomat (NCO)S6"3+1

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

,

Rift Weapon

Rift tech weapons all have a basic weapon profile that can always be used. However, a Rift weapon attack can be enhanced by exhausting one of the unit’s Active Rift Dice to trigger a special Rift ability, the specific ability for each weapon is indicated by the Special Rules column on the Weapons Chart. If the unit has a Surging Rift Die, some weapons can be ‘Overloaded’ for an even more potent effect. Note that the Rift die must be exhausted before any rolls to hit are made.

Rift weapons don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

,

Rift Weapon Ability – Shockwave

When executing a Fire or Advance Order (including when resolving an Ambush) a unit with Shockwave weaponry can opt to exhaust a Rift Die to generate a Shockwave.

During a Shockwave event, the weapon will combine its shots to generate a blast effect. Roll to hit as normal, then count up the number of shots that hit. The number of hits scored is the HE equivalent of the weapon. For example, a Zvukovoy Proeyektor has 4 shots. If it employed a Shockwave event and then rolled three hits, it would generate a 3" HE explosion. Place the relevant template over the target unit and calculate the number of hits for the number of models covered.

Shockwave attacks ignore Cover Saves. The Pen of a Shockwave attack is equivalent to the HE template size. Units that are hit by a Shockwave suffer Pin Markers equivalent to the HE effect generated. For example, the 3" Shockwave above has +3 Penetration and inflicts D3 Pin Markers.

Overload. A Shockwave weapon Overloaded by exhausting a Surging Rift Die gains re-rolls to hit with its shots, but the firing unit suffers D3 Pin Markers after it has executed its Order.

Special Rules
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

Rift Unit
  • 1 (from the Zvukovoy Avtomat)
Options
OptionPoints
Veteran soldiers with SMGs and combat blades. Squad maximum 15 models.
+21 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
RPG-1: 12" / 1 shot / Pen +6 /

Anti-Tank Launchers

Anti-tank Launchers are disposable weapons that a unit can only fire a limited number of times. For example, the Panzerfaust is a rocket-propelled anti-tank grenade that has been so successful for the Axis that it has been copied by all belligerents.

If a unit of Infantry is equipped with Anti-tank Launchers, then one model in the unit per Order issued is allowed to fire an Anti-tank Launcher in place of its usual weapon.

If the owning player desires, the unit can opt to fire off all of its Anti-tank Launchers in the same turn, keeping none back for use in later turns. In this case roll a D6 to determine how many models can use Anti-tank Launchers this turn and mark the unit as ‘out of ammo’ for its Anti-tank Launchers. If the number rolled exceeds the number of models in the unit, reduce the result accordingly.

Roll to determine the number of shots before declaring a target for the firing unit (this could be two different target units if taking advantage of the High Penetration Weapons rule).

,

Shaped Charge

The warhead of these rocket-propelled grenades can take out any Tank it strikes head-on. These are very powerful weapons that don’t rely on velocity to penetrate armour, so their Pen is not modified by range.

Advanced lightweight armour incorporated into Powered Armour and Walkers has proved well able to absorb hits from Shaped Charge weapons with considerably less damage. Halve the Pen value (rounding up) of Shaped Charge weapons when rolling to damage Walkers and Powered Armour. Vehicles that have upgraded their Tracks to Legs do not benefit from this rule.

.
+5/model
LMG: 36" / 4 shots /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Another model becomes the Loader. One per squad.
+11
The squad gains

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

,

Engineers

Units of Engineers are equipped with explosives and other specialised gear for destroying battlefield fortifications and defences. When a unit of Engineers assaults a Building, the defenders cannot benefit from the Defensive Position bonus.

and anti-tank grenades (

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

).
+4/model
Infantry

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

:
6" / 1 shot / Pen +2 /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,
Flamethrower. Another model becomes the Loader. Requires Airborne training. One per squad.
+26
Rift

Renhuhu (Man-Tigers)

Specialist Infantry · Veteran · Rift Unit

Requisition Points

Veteran:126

The Soviets keep the laboratories and the serum. What crosses the border is a weaker batch the Red Army rejected, given to Chinese volunteers as a field trial while Soviet doctors take notes.

The volunteers who survive become something the villagers already had a word for. Smaller than an Ursus and less armoured than a Schreckwulf, a Renhuhu pack can vanish into a hedge line and wait there for a day without moving.

Unit Composition3 Renhuhu
Unit TypeSpecialist Infantry
Standard EquipmentTeeth and Claws
Movement RateAdvance 8" / Run 16"
Damage Value6+
Morale Value10 (Fearless)
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Teeth and Claws—CQ—+1Close Quarters only
Special Rules
  • Deadly (X)

    Some combatants are extremely formidable at close quarters due to a variety of enhancements such as preternatural speed or strength. When in Close Quarters combat, Deadly (X) models roll X number of dice as indicated in brackets to damage Infantry or Artillery units, or X number of dice as indicated in brackets to hit Vehicle units. For instance, Deadly (2) models would roll two dice each in Close Quarters combat.

    If a unit of Deadly models wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table).

    Deadly units can also benefit from the rule for being equipped with Assault weapons to gain an additional die. For example, a model with Deadly (2) armed with an SMG would roll 3 dice to damage in Close Quarters combat.

  • Fast

    On the battlefields of Konflikt ’47 the ability to outpace ordinary infantry is often key and some units can reliably do just that often due to their bestial nature. A unit of Fast models can move 8" with an Advance Order and 16" with a Run Order, with the same movement rules and restrictions for Infantry.

    If a Vehicle has an Order Die displaying a Run Order, it is moving at high speed and cannot be assaulted by Infantry units unless they have the Flight and/or Fast special rules.

    • If the assaulting Infantry have the Fast and/or Flight special rules they hit a Vehicle on an Advance Order on a 5 or 6, and a Vehicle on a Run Order on a 6.
  • This unit can never be Pinned and ignores any Morale Check it is called upon to make. It does not suffer Tank Fear when assaulting fully enclosed Armoured Vehicles. It never accepts defeat in Close Quarters: if it loses and still has any models remaining, treat the result as a draw and fight another round. If the second round is also a draw, both units are Locked in Close Quarters.
  • Adds +2 to Cover Saves and has a 5+ save against damage in the open or in Close Quarters. No extra Cover Save bonus for being Down, but HE hits are still halved.
  • Horror

    By and large, troops have become hardened against the many shocks and terrors of the Konflikt ’47 battlefield. Some foes, however, still induce the kind of blood-curdling horror that can freeze the blood and loosen the bowels. Enemy units must pass a Morale Check in order to react by shooting at an assaulting unit that has the Horror special rule.

  • Each model takes two spaces in a Transport. Defenders get no Defensive Position bonus against Large models in an assault on a Defended Obstacle or Occupied Building.
  • Models may be up to 2" apart.
  • While this unit is on an Ambush Order it has a 2+ Cover Save and cannot be assaulted.
  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

Rift Unit
  • 1
  • When issued a Run Order, the unit may make an Assault of up to 16". It counts as a Surprise Charge, so the target cannot react with Reaction Fire. Exhaust the unit's Rift Die after it has executed its Order.
  • Increase Damage Value to 7+.
  • Lose Hard to Kill special rule.
Options
OptionPoints
Squad maximum 5.
+42 each

Eighth Route Infantry Squad

Basic Infantry · Regular or Veteran

Requisition Points

Regular:60
Veteran:75

The Eighth Route Army remembers the Long March and the night raids that followed. Its squads have walked across half of China and learned to fight in the dark, in the hills and in the ruins.

Since the Accords they carry standard Soviet rifles, submachine guns and Degtyaryov guns instead of whatever they could take from the enemy. They are the army's professionals, and they move like it.

Unit Composition1 NCO and 4 soldiers
Unit TypeInfantry
Standard EquipmentMosin-Nagant rifles
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Mosin-Nagant rifleS24"1–
Special Rules
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints
Same quality as the squad: Regular 12, Veteran 15. Squad maximum 12.
+12/+15 each
SMG: 12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Up to 12 per squad.
+4 each
LMG: 36" / 4 shots /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Another model becomes each Loader.
+15 each
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
If forced to take a Morale Check, ignore negative Morale modifiers from Pin Markers. Order Tests are modified as normal.

Stubborn

Stubborn troops don’t give in easily! If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers. Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

+1/model
Each model rolls one additional damage die in Close Quarters against Infantry or Artillery.

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

+1/model
Whole unit. Its Mosin-Nagant rifles may fire Rift Ammo: +1 Pen, and every natural 1 rolled to hit removes one firing model.

Rift Ammo

Rifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.

  1. Declare

    When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.

  2. Fire

    Its Mosin-Nagant rifles gain +1 Pen for that shooting.

  3. Backfire

    Every natural 1 rolled to hit with those rifles removes one model from the firing unit as a casualty, with no saves of any kind. The owning player picks the models as normal.

Limits

  • Cost. +2 points per model, bought for the whole unit. Only units armed with Mosin-Nagant rifles may take it.
  • Not Rift equipment. Rift Ammo does not make the unit a Rift unit, and the rifles are not Rift Weapons.
+2/model

NDUA Cavalry Squad

Basic Infantry · Cavalry

Requisition Points

Regular:70
Veteran:85

Manchuria is too big for boots. The Northeast army rides hardy steppe ponies that do not flinch at gunfire, and its horsemen patrol the railways, cut Nationalist supply lines and turn up where a column thought its flank was empty.

They carry Soviet carbines, a sabre for the sergeant and, when they can get one, a Degtyaryov gun slung across a saddle.

Unit Composition1 NCO and 4 riders
Unit TypeInfantry (Cavalry)
Standard EquipmentCavalry carbines
Movement RateMounted: Advance 9" / Run 18"; dismounted: Advance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Cavalry carbine (Mosin-Nagant)S24"1–Counts as a pistol (6") while mounted
Special Rules
  • Cavalry are treated as Infantry except as noted here. Mounted cavalry move 9" on an Advance and 18" on a Run, with the normal movement restrictions for Infantry, but may not enter or assault Buildings or board Transport Vehicles while mounted. Mounted cavalry gain nothing from a Down Order, and their Cover Saves are one worse (soft cover 6+, hard cover 5+). While mounted, only a pistol or carbine (treated as a pistol) may be fired; every other weapon can only be fired dismounted, and a carbine counts as a rifle on foot. Mounted cavalry have Tough Fighters. When shot at, mounted cavalry that have not yet received an Order this turn may make an Escape reaction as a Recce Vehicle would, at their normal speed rather than double. A cavalry unit may dismount as part of any Advance move; once dismounted it moves and fights as Infantry and cannot remount. After a Close Quarters fight, cavalry roll 2D6" for their regroup move instead of D6".
  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints
Same quality as the squad: Regular 14, Veteran 17.
+14/+17 each
SMG: 12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
Only pistols and carbines fire while mounted.
+4 each
LMG: 36" / 4 shots /

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

.
Fired dismounted only. Another rider becomes the Loader.
+15
The NCO has

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

on foot as well as mounted.
+1
Entire squad gains

Tank Hunters

Tank Hunter units are equipped with specialised close quarters anti-tank weaponry. This includes anti-tank grenades, magnetic mines, satchel charges, lunge bombs, Molotov cocktails, and the like. If a Tank Hunters unit wins an Assault and scores damage against an Armoured Vehicle, determine the damage results as for weapons with a Pen value of +1 or more (rather than automatically rolling on the Superficial Damage Results Table). In addition, these troops don’t suffer from the Tank Fear rule when assaulting fully enclosed Armoured Vehicles.

.
+2/model
Whole unit. Its Mosin-Nagant rifles may fire Rift Ammo: +1 Pen, and every natural 1 rolled to hit removes one firing model.

Rift Ammo

Rifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.

  1. Declare

    When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.

  2. Fire

    Its Mosin-Nagant rifles gain +1 Pen for that shooting.

  3. Backfire

    Every natural 1 rolled to hit with those rifles removes one model from the firing unit as a casualty, with no saves of any kind. The owning player picks the models as normal.

Limits

  • Cost. +2 points per model, bought for the whole unit. Only units armed with Mosin-Nagant rifles may take it.
  • Not Rift equipment. Rift Ammo does not make the unit a Rift unit, and the rifles are not Rift Weapons.
+2/model

Knee Mortar Team

Light Mortar Team

Requisition Points

Inexperienced:27
Regular:37
Veteran:47

Japanese grenade launchers taken from surrendered garrisons, carried by two men and fired from the ground at almost point-blank range.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentLight mortar
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Light Mortar (captured knee mortar)Heavy6–36"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • The captured knee mortar has a minimum range of 6" instead of 12".
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Medium Mortar Team

Mortar Team

Requisition Points

Inexperienced:38
Regular:51
Veteran:65

Soviet 82mm tubes, carried on pack frames through country no truck can cross.

Unit Composition3 crew
Unit TypeInfantry Team
Standard EquipmentMedium mortar
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Medium MortarHeavy12–60"1HE

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

,

Indirect Fire

Targeting and line of sight

The Indirect Fire special rule refers to weapons that shoot HE shells ‘indirectly’, which is to say they lob a shot high in the air to land on top of the target unit. These Indirect Fire weapons cannot hit targets within their minimum range. If a target is found to be within this minimum range, the shot misses automatically and is ignored. The crew of an Indirect Fire weapon must still be able to see their target unit to shoot, unless a Spotter is employed – see below. However, the crew can direct their fire against a target even if friends are in the way, as shots pass far over the heads of intervening friendly troops because of the high trajectory.

Ranging In and Zeroed In

  1. When firing using Indirect Fire, a 6 is required to hit, regardless of any modifier. In the following turn, if the shooter receives a Fire Order and if the target unit has not moved from their position, a hit is scored on a 5+ instead (to count as having ‘moved’, all models in the target unit must be at least 2" from the positions they were in when last fired upon by the Indirect Fire weapon). This is known as ‘Ranging In’.

  2. If the shooter continues to execute Fire Orders under the same conditions given above (i.e. the target does not move), a hit is scored on a 4+ in the next turn, then 3+, and finally 2+ in all subsequent turns.

  3. If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.

  4. However, if a hit is scored in any turn, the shooter is ‘Zeroed In’ on the target and, as long as the target unit does not move from its position, and the shooter only executes Fire Orders, all further shots hit on 2+, even if the target unit is no longer in Line of Sight for any reason.

Cover, Ambush and Vehicles

Units hit by Indirect Fire receive no Cover Saves of any kind. However, if the target unit is or goes Down when shot at with Indirect Fire, the number of hits suffered is still halved.

Weapons cannot be fired indirectly by a unit that was in Ambush that turn – Indirect Fire takes time.

When fired against Vehicles, Hits from Indirect Fire weapons always strike the vulnerable Top Armour, counting the +1 Penetration modifier to damage regardless of the actual position of the firer. If an Open-topped Armoured Vehicle is hit by Indirect Fire add the +1 Penetration modifier to the damage roll, and also add +1 to the die roll on the Damage Results table (see page 119).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints
Adds a spotter model under the K47

Spotters

Some Indirect Fire Weapons Teams can be provided with a Spotter, as indicated in those units’ Army List entries. A Spotter is always a single, Unarmed model.

The Spotter is part of the Mortar or Artillery unit that purchased it, but is always treated separately and is not one of the crew. A Spotter cannot be placed within coherency of the weapon crew; its role is to occupy a forward position and relay target coordinates to the crew by radio or fixed line. No separate Order Die is provided: the gun and its Spotter count as one unit.

During a turn, either the weapon crew or the Spotter can be given an Order, but not both. Spotters can never Assault or fire a weapon against enemy units. A Spotter that has not been assigned an Order Die always counts as Down.

If an Indirect Fire weapon is fired by Veteran or Regular crew, the crew are assumed to be able to see whatever any Spotter or Forward Observer in the force can see. A Spotter can only spot for one Indirect Fire weapon per Game Turn. If the firing weapon switches to a different Spotter in a following turn, the Ranging In process resets.

If the associated Weapons Team or Artillery piece is destroyed, remove its Spotter as a casualty. Spotters are always ignored for victory conditions.

If the Spotter is destroyed, the Weapons Team or Artillery crew remains. If the weapon was Ranging In against a target, it may continue firing at the same required score as its previous shot.

All Spotters have the Infiltrator special rule.

rule.
+10

MMG Team

Machine Gun Team

Requisition Points

Inexperienced:41
Regular:56
Veteran:71

A Maxim or a Goryunov on a wheeled mount, dragged up to the edge of the village the night before.

Unit Composition3 crew
Unit TypeInfantry Team
Standard EquipmentMMG
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
MMGHeavy36"6–

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

,

Fixed

This weapon is too heavy and cumbersome to be moved easily, it probably has a substantial mount and the chances are that its ammunition is equally hard to lug about. These weapons are ideally fired from a stationary position once set up, and if moved about, their effectiveness is reduced. The following exceptions apply to Fixed weapons.

When ordered to Fire, Fixed weapons can only target an enemy unit that lies at least partially within their Front arc (i.e. within an angle of 45° to each side of their barrel). Targets outside of this arc cannot be shot at with a Fire Order.

When ordered to Advance, Fixed weapons do not move from their position, but can instead be rotated on the spot to face any direction, and can then fire, suffering the normal -1 to hit for Fire on the Move.

When ordered to Run, Fixed weapons that are carried and crewed by Infantry Teams can move up to the normal distance for Infantry, taking into account Terrain as normal.

Fixed weapon units can never Assault other units. If assaulted by an enemy, the weapon model itself is ignored. The crew models are assaulted as normal.

Additional rules for Artillery Fixed weapons are listed in the Artillery section on page 107.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints

Artillery

An Artillery unit consists of two elements – the gun model and its crew (which includes a Team Leader, in the same way as Infantry units). The crew are arranged in Formation as for Infantry units, but each crew model must also be within 1" of the gun.

When measuring ranges to or from an Artillery unit, measure the distance to/from the centre of the gun (the breech) and ignore the barrel of the gun and the crew.

Artillery and Line of Sight

When an Artillery piece shoots directly at a target ‘over open sights’, the Line of Fire is worked from the point of view of the gun by sighting along its barrel.

Enemies shooting against the Artillery unit can draw a Line of Sight to either the gun or the crew models, remembering range is measured to the gun’s breech.

When an Artillery piece employs Indirect Fire to shoot over intervening troops or terrain, Line of Sight is worked out from any of the crew models, or from a Spotter or Forward Observer if available.

Any Artillery piece defined as Light or Medium can be moved by the crew with a Run Order, as normal for Fixed weapons – except that these units can only move 6". Heavy and Super-heavy Guns, as well as any lighter gun whose crew is reduced to a single model, cannot be moved by their crew (though they may be rotated by way of an Advance Order). They can only be moved by means of a Tow (see page 127).

Terrain

Artillery units are allowed to deploy in Rough Ground or Buildings when the battle begins, although they will then be unable to move for the duration of the game (other than to rotate on the spot by way of an Advance Order).

It requires the entire efforts of the Gun’s crew to operate it – all Artillery pieces are Support Team Weapons.

Arc of Fire

All Artillery pieces count as Fixed weapons (see page 78) and therefore have a restricted field of fire – they can only target an enemy unit that lies at least partially within their Front arc (as shown in Diagram 20).

Diagram 20: Artillery Arc of Fire 45° 45° The barrel of the gun is used as a point of reference, as it always bisects the 90˚ Front arc into two equal parts.

When an Advance Order is issued to the Gun and it rotates, all crew models are immediately moved away from the Line of Fire. Remember that this also incurs a -1 ‘to hit’ modifier.

If a Gun is Platform-mounted, or based on a Rotating Platform or Turntable, then when given a Fire Order it can be pivoted in place without penalty before firing, giving it effectively a 360° arc of fire.

Gun Shields

If a gun is equipped with a Gun Shield, the crew counts as being in Soft Cover against hits from weapons without a Penetration Bonus that come from models within the Front arc of the gun.

When working out whether a target Artillery unit is in Cover or not, only consider the crew models; the gun itself is ignored.

Enemy fire is always directed at, and affects, the crew. Thus, casualties are always taken from amongst the crew.

Axis Schwerefeld Projektor

If a gun’s crew are all killed, its Order Die is placed Down beside it (take one from the Dice Bag if it does not already have one). This die is not returned to the Dice Bag at the end of each Game Turn, but remains where it is to indicate the gun is abandoned. Abandoned Guns can be re-crewed during the game as described to the right. If not re-crewed by the end of the game, Abandoned Guns are treated as destroyed.

An Abandoned Gun is treated as if it were a Wreck or part of the Terrain, so it does not adhere to the One-Inch Gap rule. If an enemy unit moves within 1" of an Abandoned Gun, it is either captured or disabled and the model is destroyed and removed along with its Order Die.

Artillery units can never Assault other units. Enemy Infantry can Assault Artillery units as they would Assault Infantry, in which case ignore the gun model itself and Assault the crew as if they were an Infantry unit. Guns can react by shooting against assaulting enemies exactly like other units, as long as the Assault comes from within their Front arc of fire. In Close Quarters fighting, a gun’s crew fights in the same way as Infantry units. If defeated, both crew and gun are automatically destroyed.

:
+1 to the crew's Cover Save against shooting from the front arc.
+5

Anti-tank Rifle Team

Anti-tank Team

Requisition Points

Inexperienced:22
Regular:29
Veteran:37

Long PTRD rifles from Soviet stores. Against Japanese tankettes they are still enough; against Nationalist armoured suits they are better than nothing.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentAnti-tank rifle
Movement RateAdvance 6" / Run 12"
Damage Value3+ (Inexp) / 4+ (Reg) / 5+ (Vet)
Morale Value8 / 9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Anti-tank RifleHeavy48"1+2

Team Weapon

This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

Note that Artillery weapons are covered in their own section on page 107.

Support Team Weapons

Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

Squad-Based Team Weapons

The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

Special Rules
  • Team Weapon

    This special rule (often shortened to just ‘Team’) indicates that the weapon requires two or more soldiers to shoot at full effect. There are three types of Team Weapons – Support Team Weapons (which form an infantry unit of their own, such as a Medium Machine Gun Team or a Bazooka Team); squad-based Team Weapons (Team Weapons embedded inside Infantry Squads, like an LMG); and Artillery Weapons.

    Note that Artillery weapons are covered in their own section on page 107.

    Support Team Weapons

    Support Team Weapons normally have a crew of two, three, or more members, comprising one model to fire the weapon and a number of loaders to help operate it, move it about, carry ammunition, and act as lookouts.

    One model should be designated as the Team leader. If the leader is removed as a casualty, the Team suffers -1 Morale Value, as already described on page 55.

    All the crew members are fully occupied carrying equipment, serving the weapon, or keeping watch; thus they all count as Unarmed (they may still fight in Close Quarters).

    A Team Weapon shoots at full effectiveness so long as there are at least two models to serve it. A minimum of two crew is always needed to fire at full effect.

    If only one model remains to serve a Team Weapon, then the weapon can still be fired but suffers a -1 ‘to hit’ penalty.

    Squad-Based Team Weapons

    The most common Team Weapon carried by the typical Infantry Squad is the Light Machine Gun. If a Team Weapon is included in an Infantry Squad, then one of the other models in the squad becomes its Loader, for example, a Bren Gun team of Firer and Loader.

    When the Team Weapon is fired, the Loader cannot use their own personal weapon – they are too busy crewing the Team Weapon.

    If the Loader is killed, or, for any reason is not within an inch of the Firer, the weapon suffers a -1 ‘to hit’ penalty.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Sniper Team

Sniper Team

Requisition Points

Regular:56
Veteran:71

Hunters from the northern forests with scoped Mosins and a spotter who knows every ridge for thirty miles.

Unit Composition2 crew
Unit TypeInfantry Team
Standard EquipmentScoped rifle; pistols
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Rifle (Team Leader)S24"1–

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
Pistol (Team Leader and Assistant)S6"1–
Special Rules
  • Sniper

    The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

    Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

    When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

    • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

  • After an NDUA non-Rift Infantry unit of 10 or fewer models resolves Ambush fire, it may immediately move up to D6". It may not move closer to any enemy unit, and it may not assault or embark during this move. Its Order Die stays on Fire.

    A unit of 11 or more models, or a Rift unit, cannot use Sparrow Warfare.

Options
OptionPoints
Keeps the

Sniper

The leader of this unit is equipped with a Sniper Rifle with a high-power telescopic sight. These units often include a second soldier, in which case the Sniper Rifle has the Team Weapon special rule. This means that if the Leader is killed, the second soldier can fire the Sniper Rifle, with the usual -1 penalty to hit (as well as the -1 penalty to Morale due to the loss of the Leader).

Unlike other units with the Team Weapon special rule, all members of a Sniper Team can fire any weapon they are carrying in any turn when the Sniper is not using their scope, and in an Assault they can use beneficial rules, like those from Assault weapons, improved Pen, etc.

When a Sniper shoots using a Fire Order (including from an Ambush), the player can decide it uses the Rifle’s scope, in which case the following special rules apply:

  • The Rifle’s range changes to 36". However, if the target is within 12" the shot misses automatically. The shot benefits from an additional +1 modifier to hit. - A +1 Penetration modifier also applies on damage rolls against Infantry and Artillery units. No Cover Saves are allowed. - If the Sniper successfully rolls to hit and damage, the firing player may pick the Squad Leader in the target unit as a casualty. This includes NCOs, Leaders of Weapon Teams and Artillery units, Officers, Medics, Forward Observers, and so on. Otherwise, the owning player picks the casualty, as normal.
rule, except that its range stays 48" when using the scope.
+15
24" / 1 shot.
+1
12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+5
Whole unit. Its Mosin-Nagant rifles may fire Rift Ammo: +1 Pen, and every natural 1 rolled to hit removes one firing model.

Rift Ammo

Rifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.

  1. Declare

    When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.

  2. Fire

    Its Mosin-Nagant rifles gain +1 Pen for that shooting.

  3. Backfire

    Every natural 1 rolled to hit with those rifles removes one model from the firing unit as a casualty, with no saves of any kind. The owning player picks the models as normal.

Limits

  • Cost. +2 points per model, bought for the whole unit. Only units armed with Mosin-Nagant rifles may take it.
  • Not Rift equipment. Rift Ammo does not make the unit a Rift unit, and the rifles are not Rift Weapons.
+2/model

NDUA Medic

Medic

Requisition Points

Regular:25
Veteran:32

Barefoot doctors with a Soviet field kit, trained to keep a wounded soldier walking long enough to reach the tunnels.

Unit Composition1 Medic (+ up to 2 soldiers)
Unit TypeMedic
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–
Special Rules
  • Medics

    A Medic Team consists of a Field Medic and can include assistants such as orderlies and stretcher-bearers. If any friendly Infantry or Artillery unit within 6" of the Medic model (including the Medic unit itself) suffers damage from weapons without a Pen value, roll a D6 for each point of damage caused. On a 6, that damage is ignored and does not cause a casualty. Note that a Medic cannot be used against damage suffered in Close Quarters combat.

    Rift Units Medics may not be used to assist Rift units and models in Powered Armour against injuries; their equipment is too intrinsically volatile or their metabolism too altered for standard medicines to be able to help.

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

Options
OptionPoints
Same quality as the Medic: Regular 11, Veteran 14 per model.
+11/+14 each
Added soldiers only.
+1 each
Added soldiers only. SMG: 12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+5 each

NDUA Forward Observer

Forward Observer

Requisition Points

Regular:77
Veteran:92

A Soviet-trained artillery officer with a field telephone and a list of grid squares the guns registered the week before.

Unit Composition1 Forward Observer (+ up to 2 soldiers)
Unit TypeForward Observer
Standard EquipmentPistol
Movement RateAdvance 6" / Run 12"
Damage Value4+ (Reg) / 5+ (Vet)
Morale Value9 / 10
Weapons
WeaponTypeRangeShotsPenSpecial Rules
PistolS6"1–
Special Rules
  • Forward Artillery Observers

    A Forward Artillery Observer unit consists of an Artillery Officer model and can include other models such as assistant radio operators. Artillery Officers are often attached as liaisons at company level to coordinate the fire of artillery batteries behind the front line. Once per game, when the Forward Artillery Observer unit receives a Fire Order (this cannot be from Ambush), instead of firing the unit’s weapons normally, the Observer can contact their battery, calling in an Artillery Barrage.

    Place a token anywhere within Line of Sight of the Artillery Observer. This token represents the aiming point for the artillery battery the Forward Artillery Observer has contacted.

    Whilst an aiming point token is on the table, at the start of each following turn, before drawing an Order Die, roll a D6 and consult the chart below, even if the Observer has been killed.

    D6 RollEffect
    1Miscalculation — Move the aiming point token 3D6" in a random direction (see above) and then immediately resolve an Artillery Barrage as described for the Fire for Effect! result below.
    2 or 3Delay/Correction — If the Observer is still on the table, the controlling player can move the token up to 12" in any direction. If the Observer has been killed, nothing happens. Roll again at the beginning of the next turn.
    4, 5, or 6Fire for Effect! — All units (friend or foe) within D6+6" of the aiming point are affected by the bombardment. Roll a D6 to hit for each unit within this radius. Before each die is rolled, the affected unit can decide to go Down (as long as they are Infantry or Artillery, and do not already have an Order Die). On a result of 1–5, the unit is not hit, but receives D3 Pin Markers. On a result of 6, the unit takes the equivalent of an Indirect Fire hit from a Heavy Howitzer. After resolving, remove the token from the battlefield.
  • Infiltrator

    This covers both small units trained to deploy ahead of the main force, like scouts, as well as snipers and other small teams that were adept at disguising themselves and other stealth-based operations. If a unit with Infiltrator takes a Cover Save while it does not have an Advance or Run Order Die assigned to it, it receives an additional +1 to the roll. In addition, the unit might benefit from special deployment rules, as detailed in the scenario being played (see page 151).

  • Fanatics

    Fanatics will die fighting rather than flee or surrender. If forced to take a Morale Check, they ignore negative Morale modifiers from Pin Markers, so long as the unit includes at least two models. Should the unit be reduced to one model, the unit must make the check as normal.

    Remember that Order Tests are not Morale Checks, and are therefore modified as normal.

    Fanatics units with at least two models left are not routed and destroyed when they have a number of Pin Markers equal to or higher than their Morale Value. When a Fanatics unit is defeated in Close Quarters fighting and it still has at least two models remaining, the fight counts as a draw instead and another round is immediately fought. If the second round is also a draw, both units are Locked in Close Quarters.

  • All NDUA Infantry and Artillery units have the Fanatics special rule.

    Fanatics units still take the Morale Check forced by a Flamethrower hit, and a failed check still destroys the unit; they ignore only the Pin Marker penalties on that check.

    Fanatics works only while the unit has at least two models. It adds nothing to a Fearless unit.

Options
OptionPoints
Same quality as the observer: Regular 11, Veteran 14 per model.
+11/+14 each
24" / 1 shot.
+1 each
12" / 2 shots /

Assault

This weapon suffers no penalty ‘to hit’ when moving and shooting. In addition, Infantry models armed with an Assault weapon count as Tough Fighters (see page 106).

Tough Fighters

Some troops excel at close quarters fighting; whether because of special selection or training, like commando units, potent close quarters weapons like SMGs, or sheer temperament. When Tough Fighters are fighting at Close Quarters against Infantry or Artillery units they roll 1 additional die when rolling for damage.

.
+5 each

Reliable T-34/76

Medium Tank · 0–1 per force

Requisition Points

Inexperienced:156
Regular:195

The one tank the Northeast army can rely on. Soviet instructors trained its Chinese mechanics on the T-34 from the first shipment, and advisers, tooling and spare parts still come down the railway to keep it running.

Unit TypeMedium Tank
Standard EquipmentMedium AT gun; co-axial and hull MMGs
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value9+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Medium AT GunHeavy60"1+5

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • An NDUA force may include 0–1 T-34/76 at its full points, Inexperienced or Regular. It doesn't have Unmaintained Armour or Breakdown-prone, and it doesn't count towards the 6 captured vehicles.

    It uses a normal vehicle position in its platoon.

Options
OptionPoints
Forward-facing Vehicle

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

:
12" / 1 shot / Pen +2 / Flamethrower; D6+1 hits on a hit. A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls.

Vehicle-Mounted Weapons

Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

Vehicle-Mounted Machine Guns

Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

Pintle-Mounted Weapons

Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

Multiple Weapons on the Same Mount

Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

+40

Captured T-26

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:51
Regular:63

A decade past its service life when the Red Army left it behind. The riveted hull is gouged and patched, and in places the plate no longer stops what it should. The engine has no governor: work it hard and it burns its valves. Light enough to cross ground that bogs a real tank, if it gets that far.

Unit TypeLight Tank (armoured carrier)
Standard EquipmentTurret-mounted Light AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value6+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Options
OptionPoints
Rear-facing MMG: 36" / 3 shots. Captured Stock price.
+3

Captured OT-26 flame tank

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:51
Regular:63

Where the left turret was there is four hundred litres of flame fuel and three air bottles. Thirty-five metres of fire, no gun worth the name, and a traverse that stops short where the hose fouls. Underneath it is the same tired, patched T-26 chassis, with a great deal more to lose.

Unit TypeLight Tank (armoured carrier)
Standard EquipmentTurret-mounted Vehicle Flamethrower
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value6+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Vehicle FlamethrowerHeavy12"1+2

Flamethrower

Hits from Flamethrowers allow no Cover Saves. This makes Flamethrowers especially effective against troops in Bunkers or behind Cover, as well as troops on a Down Order, which is not a good defence against flaming liquids being sprayed over the area. When shooting with a Flamethrower, roll a single die to hit as normal, but if you score a hit, it is multiplied into D6 hits in the case of an Infantry Flamethrower, or D6+1 hits in the case of a Vehicle Flamethrower.

Flamethrowers always hit the Top Armour of Vehicles – this represents the tendency of burning liquid to seep through hatches and other openings. Also, Flamethrowers don’t rely on kinetic energy to penetrate a target’s armour, so their Pen is not modified by range.

Any unit hit by a Flamethrower takes 1 Pin Marker because it has been hit, and a further D3 Pin Markers to account for the unbridled terror unleashed upon it, for a total of D3+1 Pin Markers on the target.

Any unit firing a Flamethrower (whether Infantry or Vehicle) also receives 1 Pin Marker, whether they hit or missed the target. This represents the danger and confusion these weapons inflict on the operators themselves.

A unit hit by a Flamethrower must make a Morale Check once firing has been worked out and Pin Markers allocated, regardless of the number of casualties caused, and even if none were caused. A unit failing this check is destroyed immediately – its morale completely shattered. Vehicles failing their Morale Check in this way are abandoned and considered destroyed.

After an Infantry model fires an Infantry Flamethrower, roll a D6. On a result of 1 or 2, the Flamethrower has run out of fuel and is now useless. If this happens, the model carrying the Flamethrower counts as being armed with a Pistol instead for the remainder of the game.

After shooting with a Vehicle-mounted Flamethrower, roll a D6 (or a die for each Flamethrower fired, if the Vehicle has more than one). On a result of 1 or 2, that Flamethrower has run out of fuel and is now useless. This does not otherwise affect the Vehicle.

When rolling on the Damage Effects Chart (see page 119) against a Vehicle equipped with Flamethrowers, add an extra +1 modifier to the roll. This represents the increased risk to the Vehicle from carrying around so much volatile fuel for the Flamethrower.

,
D6+1 hits on a hit
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • A vehicle carrying flamethrowers adds +1 to its Damage Effects rolls. After each firing, roll a D6 for the flamethrower: on 1–2 it has run out of fuel.
  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured BT-7

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:65
Regular:81

An aero engine in a fourteen-tonne box: four hundred horsepower, a thirst to match, and petrol fumes where the crew sits. On good ground the Christie springing gives a ride nothing else here can match. Turn hard on bad ground and it throws a track. The armour was thin when new and is thinner now.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Light AT Gun
Movement RateAdvance up to 12" / Run 12"–24" (Fast)
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Fast

    Some Vehicles have superior engines, suspensions, or transmission. A Vehicle that is designated as Fast has a basic move rate of 12" on an Advance Order and 24" on a Run Order.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Options
OptionPoints
Turret-mounted Light

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

:

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
,
Howitzer.
Free
Rear-facing MMG: 36" / 3 shots. Captured Stock price.
+3

Captured T-60

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:51
Regular:63

A lorry engine in a tracked box, and it drives like one: underpowered, and quick to bog in ground the infantry walks over. The twenty-millimetre will strip a truck or a gun team and glance off anything with real plate, which is just as well, since its own plate stops very little. Nobody here has papers for how it arrived.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Light Automatic Cannon
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light Automatic CannonHeavy48"2+2

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured T-70

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:60
Regular:75

Two truck engines coupled in line, and a turret built for one man who must find the target, lay the gun, load it, fire it and direct the driver. He does none of them well. The hull is scarred and thin from a war it was not built to survive, and the drive train gives out long before the crew do.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Light AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured M3 Stuart

Captured vehicle · Lend-Lease · Inexperienced or Regular

Requisition Points

Inexperienced:60
Regular:75

Shipped to China for the Nationalist armies and taken off them since. The engine is an aircraft radial: tall, thirsty, particular about fuel nobody here can spare. Oil drains into the lower cylinders overnight, so the crew turns it by hand before touching the starter. The plate is patched where the Nationalists were hit, and nobody has the parts catalogue.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Light AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Riveted construction: shots to the side and rear gain an additional +1 Pen (+2 side, +3 rear in total).
  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured Valentine

Captured vehicle · Lend-Lease · Inexperienced or Regular

Requisition Points

Inexperienced:75
Regular:93

Slower than the infantry it is meant to support, and the gun has no high-explosive round at all, which is most of what a tank actually needs. The commander loads for himself in a turret built for two. The armour was the best thing about it once; what is left of it has been shot at by three armies. It would run for years if anyone could find a part.

Unit TypeMedium Tank
Standard EquipmentTurret-mounted Light AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value8+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light AT GunHeavy48"1+4

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Co-axial MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • Slow

    Some heavily armoured Vehicles, like Commonwealth infantry tanks and Super-heavy Walkers, are designed to simply keep pace with accompanying Infantry. A Vehicle that is designated as Slow has a basic move rate of 6" on an Advance Order, and 12" on a Run Order.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured BA-64

Captured vehicle · Soviet · Inexperienced or Regular

Requisition Points

Inexperienced:29
Regular:36

A jeep under a faceted steel shell, left standing in Manchuria by the dozen when the Soviets went home. One machine gun in an open turret, and armour that stops rifle fire and nothing else. The track is narrow and the hull top-heavy: take a slope carelessly and it lies down and stays down.

Unit TypeArmoured Car
Standard EquipmentTurret-mounted LMG
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value6+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted LMGS36"2–

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

,
2 ground shots
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • Open-topped

    Some Armoured Vehicles are Open-topped – meaning they have open turrets or open fighting compartments, as opposed to fully enclosed Vehicles such as Tanks. Open-topped Armoured Vehicles are more vulnerable to attacks that hit the Top Armour like HE fired indirectly, and are very susceptible to Close Quarters attack.

    Open-topped Armoured Vehicles are Pinned by hits from weapons without a Pen value in the same way as Soft-skinned Vehicles and Infantry. If assaulted by Infantry, Open-topped Vehicles are destroyed automatically if the Vehicle is damaged. If hit against the Top Armour then add an additional +1 to the Damage Result roll to represent the effect of a shot falling into an Open-topped Vehicle.

  • Flak

    All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

    Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

    Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

    When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

    If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

    Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Options
OptionPoints
Enclosed turret; keeps the LMG and

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

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Captured Stock price.
+6
Enclosed turret; HMG 48" / 3 ground shots / Pen +1; keeps

Flak

All enemy units with the Flak special rule automatically fire at the attacking aircraft if the token or model lies within their range and arc of fire. Nothing can block Line of Sight to the aircraft because it is plainly visible in the sky. Flak units fire regardless of whether they have already executed an Order that turn. Flak fire requires no assigned Order and takes place outside the normal turn sequence.

Pintle-mounted Machine Guns have the Flak special rule. When firing at an attacking aircraft, do not halve their number of Shots and do not make their Vehicle count as Open-topped for the turn; the crew is assumed to button up again after the Air Strike. A Flak unit in Ambush retains its Ambush status after firing at an aircraft. A Hidden unit loses its Hidden status if it fires at an aircraft.

Friendly Flak units must test to hold their fire against attacking aircraft if they are in arc and range of the marked position. Roll a D6 for each Flak unit. To successfully hold their fire Inexperienced units must roll a 4+, Regular units a 3+, and Veteran units a 2+. Units that do not manage to hold their fire will shoot at the incoming aircraft as if it were an enemy. If a Rookie Pilot result was rolled on the Air Strike Chart, this test is automatically failed – all Flak weapons in range and in arc open fire automatically!

When firing Flak, measure the range between the shooter and target ignoring everything in between. Flak weapons from units that are not Pinned hit on 5+, those from Pinned units hit on 6 – no other modifiers apply.

If an HE weapon scores a hit, multiply the hit as you would for a hit against a unit inside a Building (for example, a hit from a Light Automatic Cannon would cause D3 hits).

Do not roll to damage the aircraft, instead just tally up the number of hits scored in total by all Flak weapons that fired at it. If this total is 7 or more, then the aircraft has been shot down or forced to abort the attack – the aircraft marker or model is removed. Otherwise, proceed with the ground attack as normal.

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Captured Stock price.
+15

Captured Type 95 Ha-Go

Captured vehicle · Japanese · Inexperienced or Regular

Requisition Points

Inexperienced:46
Regular:57

Twelve millimetres of plate everywhere it matters, thinner now for the dents in it. The commander lays, loads, fires and commands alone, and does none of it well. The hull is lined with asbestos on an air gap, so the crew comes out grey. Against all that, the air-cooled diesel starts in a Manchurian January, when it starts at all.

Unit TypeLight Tank (armoured carrier)
Standard EquipmentTurret-mounted Low-velocity Light AT Gun
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value6+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Low-velocity Light AT GunHeavy48"1+3

Anti-Tank Gun

Anti-tank Guns are designed to accurately target Vehicles through improved sights. All Anti-tank Guns get an additional modifier of +1 to hit Vehicles when shooting with a Fire Order (including Ambush and Reaction Fire).

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Turret rear-facing MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • The commander is also the gunner and loader, so doing several things at once is hard. This Vehicle must always pass an Order Test to be given an Advance Order, even when it is not Pinned.
  • The turret light anti-tank gun has Pen +3 instead of +4.
  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured Type 97 Chi-Ha

Captured vehicle · Japanese · Inexperienced or Regular

Requisition Points

Inexperienced:65
Regular:81

The best of what the Kwantung Army left in its depots, and the backbone of the company. There is no intercom: the commander works twelve push-buttons wired to twelve lights and a buzzer by the driver's ear, which works under fire exactly as well as it sounds. Riveted hulls spray their own rivet heads inward when struck, and are kept running with parts off the next one captured.

Unit TypeLight Tank
Standard EquipmentTurret-mounted Light Howitzer
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value7+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted Light HowitzerHeavy48"1HE

Howitzer

This weapon can either shoot directly at a target drawing its Line of Fire ‘over open sights’ in the normal way, or it can shoot Indirect Fire as described overleaf. When firing over open sights it has no minimum range. When using Indirect Fire, a Howitzer has a minimum range. This is shown in brackets on the Weapons Chart – for example, Light Howitzers have a minimum range of 30".

If a Howitzer switches from Indirect Fire to Direct Fire and then returns to Indirect Fire, whether or not against the same target, the ‘Ranging In’ sequence is reset.

,

HE (High Explosive)

Ammunition

Some weapons can only fire HE shots, with their Pen value indicated as HE. Some weapons, for instance Anti-tank Guns, can fire either anti-tank shots (using the Pen value indicated) or HE shots. The player must declare which type of shot the weapon is firing when they declare the target.

HE (X) refers to the diameter of the explosion caused by the round (see the chart on the right).

Targeting and templates

  1. When firing an HE weapon, declare a target unit and roll to hit in the same way as for a normal shot. If the target is hit by an HE shot, use the appropriate template to determine how many models in the unit have been hit.

  2. First pick a point to place the centre of the template on. This can be anywhere so long as the template covers as many models as possible in the target unit, and it does not clip any friendly models. If the target consists of a single model the template must be centred on that model.

  3. Count the number of models even partially clipped by the template. This is the number of hits caused on the target unit. If you clip another enemy unit, they will take hits in the same way.

Down and Pin Markers

A unit shot at by HE can react in the usual way, and can be issued a Down Order if it has not already executed an Order for the turn. If the target unit has a Down Order assigned to it, halve the number of HE hits it takes (rounding up). Remember that Down Orders have no effect against shots at Point-blank range!

The number of Pin Markers caused by hits from HE weapons is generated randomly by rolling a D2 or D3 depending on the HE value of the weapon being fired, as shown on the chart below, rather than the usual single Pin Marker.

Cover and Penetration

Models that are hit get their Cover Saves as normal. The Penetration Bonus of HE shells, which is applied on the roll to damage for all targets hit, also varies with the HE values – larger and more powerful shells having higher values. This is also shown on the chart below.

However, HE shells don’t rely on the kinetic energy of the shell itself to penetrate a target’s armour, so they don’t suffer the -1 penalty when hitting an armoured target at long range, nor the +1 Pen for Point-blank range.

Ambush ammunition

When a unit capable of shooting HE or Anti-tank shots is given an Ambush Order the player must specify the kind of round loaded. The unit cannot change from one type of round to another until a further Order is issued, though this could be another Ambush Order if desired.

Multiple HE shots

Some units or weapons are capable of firing a number of HE shots simultaneously – a good example is an Automatic Cannon shooting two small HE shells every time it’s fired.

In these cases, roll all the dice to hit first, then for every hit scored place one template on the target unit as described previously, and add together the total number of models covered or clipped by all the templates to determine the total number of hits.

Keep in mind that each model can only be hit once, even if under more than one template. This means the maximum number of hits you can score is equal to the number of models in the target unit (this is still halved if the unit has received a Down Order).

Units hit by multiple HE shots like this only suffer a single batch of multiplied Pin Markers, i.e. D2 or D3.

HE DiameterPenPin Markers
1"+1D2
2"+2D2
3"+3D3
4"+4D3
Turret rear-facing MMGS36"3–
Hull-mounted Forward-facing MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

Captured Type 94 tankette

Captured vehicle · Japanese · Inexperienced or Regular

Requisition Points

Inexperienced:34
Regular:42

Built as a tracked supply tractor with a turret added as an afterthought, and it shows: two men, one machine gun, thirty-two horsepower, and armour to match. It throws its tracks in a brisk turn, and the factory reworked the rear idler to cure that and did not, so a driver in a hurry walks home.

Unit TypeTankette (armoured carrier)
Standard EquipmentTurret-mounted MMG
Movement RateAdvance up to 9" / Run 9"–18"
Damage Value6+
Morale Value8 / 9
Weapons
WeaponTypeRangeShotsPenSpecial Rules
Turret-mounted MMGS36"3–
Special Rules
  • Vehicle-Mounted Weapons

    Most Vehicles carry some sort of armament. Tanks and other armoured fighting Vehicles often have a main weapon mounted in a turret and additional machine guns as well.

    Vehicle-mounted weapons ignore the Fixed and Team Weapon special rules that apply to Infantry or Artillery units. The following rules apply to Vehicle-mounted weapons instead:

    Vehicle-Mounted Machine Guns

    Vehicle-mounted Machine Guns halve the number of Shots they fire, rounding up. For instance, Vehicle-mounted LMGs fire 2 Shots, while HMGs and MMGs fire 3 Shots.

    All weapons mounted on a Vehicle are able to fire in specific arcs, as indicated by the Vehicle’s entry in the appropriate Army List. To determine these fields of fire, imagine lines emerging from the corners of your Vehicle at 45° to create four arcs (as shown in Diagram 21 below); the Front, the Rear, and the two Side arcs (left and right). In the case of Walkers use the centre of the Walker model’s hull instead as shown in Diagram 22 below.

    Each Vehicle’s description indicates the arcs covered by any Hull-mounted Weapons the Vehicle has. Vehicles that have guns mounted directly to the hull or a casemate built on top of the hull will normally have a Forward-facing fire arc (for example, the main gun on a Jagdpanther, or the machine gun mounted onto the front glacis of most tanks such as the Sherman, Panther, etc.).

    Some Walkers feature articulated arm mountings for weaponry. Weapons in arm mounts have a Forward-facing arc, plus the Side arc for whichever side they are mounted on. The flexibility of arm mounts means they also have the Flak special rule.

    Weapons mounted on turrets can usually fire all around (i.e. into any arc). Some turret-mounted weapons have restricted arcs because of the design or position of the turret, and these cases are indicated in the description for the Vehicle.

    A co-axial weapon is usually a machine gun mounted alongside a tank’s main gun and which has the same arc of fire. Co-axial weapons are used as defence against infantry and are operated by the tank’s gunner. A co-axial weapon can be fired instead of a Vehicle’s main weapon, but not at the same time – the player must choose either to fire the main weapon or its co-axial weapon.

    Pintle-Mounted Weapons

    Some Vehicles carry one or more weapons on a swivelling type of mount. Depending on where they are mounted, a Pintle-mounted Weapon can cover anywhere from a single arc up to 360° as noted in the Vehicle’s description. If a pintle-mounted weapon is on a turret, it has a 360° arc of fire.

    Whenever a fully enclosed Armoured Vehicle fires a Pintle-mounted Weapon against a ground target, the Vehicle counts as Open-topped until the end of the turn, unless otherwise noted in the Vehicle’s description.

    All Pintle-mounted Machine Guns have the Flak special rule, so do not halve their Shots value when firing at Aircraft (see page 96).

    When a Vehicle shoots, it can fire with all its weapons, following any restrictions already listed. Each weapon can shoot at any target that lies within its Line of Sight, range, and arc of fire. Where more than one weapon can be brought to bear in the same arc, each can shoot at the same or different targets as the player wishes. You must declare the targets for each weapon being fired before resolving any shots.

    Multiple Weapons on the Same Mount

    Where multiple weapons are on the same mount, or a weapon consists of several barrels, all of those weapons must be fired against the same target. If such a weapon has multiple firing options (e.g. Anti-tank Guns capable of firing HE rounds), they must fire the same type of ammunition.

    When a Vehicle is on Ambush, you cannot trigger the Ambush nor fire against any target whose move is entirely outside the arcs of fire and Line of Sight of all of the Vehicle’s weapons. If the target’s move crosses any arc of fire and Line of Sight, including the 360° of a turret, you can trigger the Ambush. The Vehicle may only fire against the moving unit that triggered the Ambush, and only with weapons that can draw a Line of Fire and are within range. Vehicles cannot Ambush Charge.

  • May reverse at its full Advance rate, rather than half rate. When shot at, a Recce Vehicle that has not yet received an Order this turn (or is in Ambush) may make an Escape reaction: a normal move of at least 1" at Advance or Run speed, forwards or in reverse. It cannot move closer to the attacker unless that gives it Cover or takes it out of the attacker’s sight, and it cannot Assault. Once the move is completed, take an Order Die from the Dice Bag and give it Advance or Run to match; a Vehicle that escaped at Advance speed cannot fire any weapons. The enemy shot is then resolved as normal. If the Recce Vehicle has moved out of range or Line of Sight, the shot automatically misses.

    When an enemy unit more than 6" away declares an Assault against a Recce Vehicle that has not yet executed an Order this turn, the Vehicle may either fire in reaction as normal or make an Escape. If the Escape takes it out of Assault range, the assaulting unit simply moves as fast as it can towards the Vehicle. If the Assault still succeeds, it is resolved as normal, and assaulting Infantry hit on 6s.

    A Recce Vehicle cannot make an Escape while it is towing anything, or if the attack does not target it directly. Every unit under a Gravity Pulse template counts as targeted, so a Recce Vehicle under one may make an Escape. It may leave the table with an Escape move only in scenarios that allow units to leave voluntarily.

    An explicit profile rule may change the reverse speed or the Order Die taken after an escape. Apply that exception only to the unit with that rule.

  • An NDUA force may include up to 6 captured fighting vehicles, at most 4 in any one platoon and at most 2 of Japanese origin. Each costs 60% of its listed points (round up), which is the price shown here, and has Unmaintained Armour and Breakdown-prone.

    Captured vehicles are non-Rift, are not walkers, have a base Damage Value of 9 or less, and are Inexperienced or Regular.

    Unmaintained Armour: −1 Damage Value. The Damage Value shown on each captured vehicle already includes it.

    Transports and tows are bought normally at full points, without Unmaintained Armour or Breakdown-prone, one per Infantry or Artillery unit in the platoon. They do not count towards the 6 captured vehicles.

    The T-34/76 cannot be taken as a captured vehicle; see the Reliable T-34.

  • −1 Damage Value. The Damage Value shown already includes it.
  • Breakdown-prone

    Roll a die every time this vehicle completes a move. On a 1 it breaks down or runs out of fuel and is Immobilised for the rest of the game. On a 2 it may make one more move after this one, then it breaks down or runs out of fuel and is Immobilised. On a 3+ it carries on as normal.

NDUA Truck

Transport Vehicle

Requisition Points

Inexperienced:22
Regular:27
Veteran:32

GAZ lorries and whatever the Japanese left behind, running on bad fuel and good luck.

Unit TypeTransport Vehicle
Standard EquipmentNone
Movement RateAdvance up to 12" / Run 12"–24"
Damage Value6+
Morale Value8 / 9 / 10
Special Rules
  • Carries up to 12 soldiers. May tow a Light Howitzer, a Light or Medium Anti-tank Gun or a Light Anti-aircraft Gun.
Weapon and profile procedures

Transport Vehicles

If a Vehicle’s primary purpose is to carry Infantry or tow Artillery, it is referred to as a Transport. If a Vehicle is a Transport this will be clearly indicated as part of the Vehicle’s description in the Army Lists.

Enemy Proximity

All empty Soft-skinned Transports that end a game turn closer to an enemy unit than to a friendly unit (ignoring other empty Transports, friend or foe), are automatically destroyed, and become Wrecks. Armoured Transports that end a game turn closer to an enemy unit than a friendly unit must take a Morale Test. If the test is failed, they are destroyed and become Wrecks.

Weapons Mounted on Transports

Transport Vehicles have a minimal crew, so each turn they can only fire one of the weapons they are equipped with. If equipped with more than one weapon, and the Transport is carrying an Infantry unit or towing an Artillery unit, then additional weapons may be fired – each weapon being fired needs one model to operate it.

A weapon fired by passengers suffers the normal penalties, for example if the unit being transported is Pinned or is Inexperienced. Before firing, declare which weapon is being fired by the Vehicle’s crew and which weapon(s) are being fired by the passengers. Spotters and Medic units may never fire weapons if they are passengers.

Mounting a Transport

Transport Vehicles can carry Infantry units up to a specified maximum number of models. A single Vehicle can transport any number of entire units so long as the total number of models aboard does not exceed the Vehicle’s Transport capacity. A unit cannot be divided between two or more Transports.

Infantry units can be placed in a Transport Vehicle at the beginning of the game, or they can mount a Transport during the battle.

Troops cannot board a Vehicle that has an Advance or Run Order Die. Similarly, a Vehicle that is boarded cannot subsequently be ordered to Advance or Run in the same turn.

To board a Transport, a unit must be given an Advance or Run Order and all of its models must be able to move to within 1" of the Vehicle. If they can do so, the unit has successfully climbed aboard and it is immediately removed from the table. If only some models can move close enough then the unit cannot board that turn. Note that an Infantry unit given an Advance Order that fails to board the Vehicle can still fire its weapons that turn if it wishes.

Units cannot board a Vehicle with a Regroup move after an Assault.

Combat Vehicles with a Transport Capacity

If a Vehicle has a Transport/Tow capacity but is not designated as a Transport/Tow Vehicle in its Army List entry, neither of the Transport destruction rules above applies to it: it is not destroyed by proximity to enemy units and it can fire all of its weapons as any other non-Transport Vehicle.

Units Aboard Transports

Transports and any unit they carry are separate units and must be given separate Orders.

Transported units that wish to remain on the Transport, should be issued with Down (which has no effect) or Rally (which works normally) Orders. If you want the unit to dismount, they must be ordered to Advance or Run, as described later.

Units carried aboard Transports cannot be given Ambush or Fire Orders.

If a transported unit receives an Order and rolls a FUBAR result, it simply goes Down; do not roll on the FUBAR chart.

Units carried aboard a Transport cannot be targeted directly by the enemy. However, any time a Vehicle takes Pin Markers, each unit it carries takes the same amount of Pin Markers. Pin Markers are specific to the Transport or carried unit, so only affect the Morale Value of the owning unit.

Officers/HQ Aboard Transports

The special abilities of Officers and other HQ units being transported in Soft-skinned or Open-topped Transports work as normal, except that the Line of Sight and range for their abilities is measured to/from the Vehicle itself. If the HQ unit is transported in a fully enclosed, Armoured Transport, their abilities only work on their Transport and other units in the same Transport with them.

Rift Units Aboard Transports

When a Rift unit is aboard a Transport keep its Rift Dice (if it has any) with the Transport as it moves. Rift units aboard Transports cannot use Active Rift enhancements, and any Passive effects only apply once the Rift unit dismounts.

Dismounting From Transports

Units can dismount from a Vehicle that has made a maximum move of an Advance speed that turn. Troops can dismount either before or after the Vehicle itself receives an Order.

If a Vehicle Executes a Run Order, any units it carries cannot dismount that turn except where they are forced to do so if the Vehicle is assaulted, Immobilised, or destroyed, as noted later.

A unit dismounting from a Vehicle must be ordered to Advance or Run. Execute the Order following the normal rules, measuring the unit’s move from the Vehicle.

Although a unit can use a Run Order to dismount from a Vehicle, it is not allowed to use this move to make an Assault upon an enemy in the same turn, nor can it mount another Transport in the same move.

Effects of Damage on Passengers

If a Transport Vehicle suffers an Immobilised or On Fire damage result, any troops on board are forced to dismount immediately after the damage results are resolved.

If a Transport Vehicle is destroyed, each unit onboard immediately suffers D6 hits with no Pen value, and no Cover Saves allowed – roll this number of hits against each unit, apply damage and remove casualties as normal. After this is resolved, any survivors are immediately forced to dismount.

If a Transport receives enough Pin Markers to rout it, any surviving units on board are immediately forced to dismount, but they suffer no damage – they have been hurriedly unloaded before their Transport runs for the hills.

Forced Dismounts

Models forced to dismount must be placed within D6" of their Transport, following the rules for Regrouping after a Close Quarters combat, and then go/remain Down.

Assaulting a Loaded Transport

If a loaded Transport Vehicle is assaulted by enemy Infantry, the Vehicle can react by shooting as normal, as long as the charging unit lies within the firing arc of its weapons and starts the Assault more than 6" away. If the attackers are not destroyed, the passengers will automatically make a Forced Dismount as already described and prepare to fight, regardless of any Orders already given to them or their Vehicle.

The resulting Close Quarters combat is fought between the assaulting unit and one unit disembarking from the Vehicle. If the Vehicle is transporting more than one unit, the largest unit will fight in the Assault. If there is a tie for the largest unit, the attacker chooses which one to fight. The defending unit must dismount so that it is placed between its Transport and the assaulting unit. Move the assaulting models into base contact with the defending unit following the normal procedure for Close Assaults.

Walkers Assaulting a Loaded Transport

If a Walker’s Assault attacks a loaded Transport, the passengers must dismount in the same way as when assaulted by enemy Infantry. The Walker will then perform an Overrun on the dismounting unit (or the largest unit if there are more than one) with its maximum number of attacks (regardless of the number of models in the unit being Overrun). Resolve the Walker’s attacks and then move the passengers aside as normal, the Walker then resolves the Assault against the Transport itself.

Towing Guns

Some Vehicles can tow Artillery around the battlefield. The gun carriage is hooked either directly to the towing Vehicle or via a limber, and the gun’s crew rides in or on the Vehicle. The rules for mounting/dismounting Infantry units above are also used for limbering and unlimbering guns, except that while being towed, you place the gun in position at the rear of the towing Vehicle.

Towed guns cannot be shot at, so ignore them when working out range and Line of Fire.

An Artillery unit always takes all of the space available on a Transport, which will therefore not be able to carry any other troops until the Artillery unit unlimbers.

When dismounting, Artillery units must be ordered to Run. Measure the range of this move from the gun model itself at the back of the Transport.

Options
OptionPoints
LMG: 36" / 2 shots on a vehicle.
+10
Reference

Summary Table

188 entries (187 units and 1 force asset) across 9 factions.
#FactionUnitTypeDVRiftBase points
1AxisLuchs E-50 StandardpanzerMedium Tank9+Option275 (Regular)
2AxisLeopard E-75 StandardpanzerSuper-heavy Tank11+Option440 (Regular)
3AxisSäbelzahn E-100 StandardpanzerSuper-heavy Tank11+Option550 (Regular)
4AxisFenris-LöweSuper-heavy Tank11+Yes520 (Regular)
5AxisKätzchen Armoured Personnel CarrierTransport Vehicle7+Option70 (Regular)
6AxisSd.Kfz. 251 Ausf. ETransport Vehicle7+Option75 (Regular)
7AxisSd.Kfz. 222/X Leichter PanzerspähwagenArmoured Car7+Yes140 (Regular)
8AxisOzelot E-10 JagdpanzerLight Tank8+No200 (Regular)
9AxisRaubkatze E-25 JagdpanzerMedium Tank9+Option280 (Regular)
10AxisFlak LöweSuper-heavy Tank11+No380 (Regular)
11AxisVK 75.01 (K) Schwerer PanzerHeavy Tank10+Option345 (Regular)
12AxisE-100 Ausf. B “Überlord”Super-heavy Tank11+Option545 (Regular)
13SovietT-44 Medium TankMedium Tank9+No230 (Regular)
14SovietT-54 Medium TankMedium Tank9+No260 (Regular)
15SovietT-54/ZP Medium TankMedium Tank9+Yes265 (Regular)
16SovietIS-3 Heavy TankHeavy Tank10+No355 (Regular)
17SovietIS-7 Super Heavy Tank (Object 260)Super-heavy Tank11+No550 (Regular)
18SovietBTR-40 Armoured CarTransport Vehicle7+No65 (Regular)
19SovietBTR-152 Armoured Personnel CarrierTransport Vehicle7+No65 (Regular)
20SovietSoviet Guards Rifle SquadAdvanced Infantry4+ / 5+No85 (Regular)
21SovietObject 704 Heavy Assault GunSuper-heavy Tank11+No500 (Regular)
22SovietT-34/100 Medium TankMedium Tank9+No245 (Regular)
23USA“Sheridan” T29 Heavy TankHeavy Tank10+No375 (Regular)
24USAM4A3E8 CalliopeMedium Tank9+No235 (Regular)
25USA“Meade” T28/T95 Super Heavy TankSuper-heavy Tank11+No560 (Regular)
26USAT31 Demolition TankMedium Tank9+No340 (Regular)
27USAT26E4 “Super Pershing”Heavy Tank10+No395 (Regular)
28USAM56 ScorpionLight Tank6+No120 (Regular)
29USA“Chaffee” T92 Light TankLight Tank8+Option175 (Regular)
30USA“Stilwell” T34 Super Heavy TankSuper-heavy Tank11+No515 (Regular)
31BritishCenturion Mk I-TMedium Tank9+Option270 (Regular)
32BritishFV201 (A45) Universal TankHeavy Tank10+Option335 (Regular)
33BritishA39 Tortoise Heavy Assault TankSuper-heavy Tank11+No560 (Regular)
34BritishBlack Prince Infantry TankHeavy Tank10+No300 (Regular)
35BritishFV301 Light TankLight Tank8+Option175 (Regular)
36BritishA34 Comet Cruiser TankMedium Tank9+No240 (Regular)
37BritishCenturion Mk 3Medium Tank9+Option290 (Regular)
38BritishMK Sentinel Light WalkerLight Walker (2 Legs)8+Yes170 (Regular)
39BritishBadger Medium WalkerMedium Walker (2 Legs)9+Option250 (Regular)
40BritishAustralian Heavy Quad Bush WalkerMedium Walker (4 Legs)9+Yes275 (Regular)
41JapanType 4 Chi-To Medium TankMedium Tank9+No230 (Regular)
42JapanType 5 Chi-Ri Medium TankMedium Tank9+No265 (Regular)
43JapanHo-Ri II Tank DestroyerHeavy Tank10+No365 (Regular)
44JapanType 4 Ha-To Self-Propelled MortarLight Tank8+No190 (Regular)
45JapanO-I Super Heavy TankSuper-heavy Tank11+No545 (Regular)
46JapanType 3 Chi-Nu Kai Medium TankMedium Tank9+No230 (Regular)
47JapanType 5 Na-To Tank DestroyerLight Tank7+No135 (Regular)
48JapanType 5 Chi-Ri Kai ShiboruMedium Tank9+Yes300 (Regular)
49JapanType 4-Kai Ghost Chi-ToMedium Tank9+Yes280 (Regular)
50FinlandMajor Eino JärvinenHero (Company Commander, Defence Force Platoon only)5+Yes120 (Veteran)
51FinlandKapteeni Aino KorhonenHero (Company Commander, Attack Force Platoon only)5+Yes115 (Veteran)
52FinlandFinnish OfficerHQ4+ (Reg) / 5+ (Vet)No30 (Platoon — Regular)
53FinlandFinnish MedicHQ5+No25 (Veteran)
54FinlandLumimyrsky LaunchNo100 (Cost)
55FinlandFinnish Forward ObserverHQ — Artillery Observer4+ (Regular) / 5+ (Veteran)No75 (Regular)
56FinlandFinnish Rifle SquadInfantry4+ (Reg) / 5+ (Vet)No50 (Regular)
57FinlandFinnish Partisan SquadInfantry3+ (Inexp) / 4+ (Reg)No55 (Regular)
58FinlandSissi Recon PatrolInfantry5+Option65 (Veteran)
59FinlandKaukopartio Recon SquadSpecialist Infantry5+No120 (Veteran)
60FinlandVouhi Strike SquadSpecialist Infantry5+Option115 (Veteran)
61FinlandSurma SquadSpecialist Infantry6+Yes90 (Veteran)
62FinlandLumihiihtäjä PartioSpecialist Infantry (Mounted)5+Option165 (Veteran)
63FinlandKoi LMG TeamInfantry Team5+No70 (Veteran)
64FinlandKoi Äänipyssy TeamInfantry Team5+Yes85 (Veteran)
65FinlandKoi Anti-Tank Rifle TeamInfantry Team5+No70 (Veteran)
66FinlandFinnish MMG TeamInfantry Team4+ (Reg) / 5+ (Vet)No50 (Regular)
67FinlandFinnish Light Mortar TeamInfantry Team4+ (Reg) / 5+ (Vet)No35 (Regular)
68FinlandFinnish Medium Mortar TeamInfantry Team4+ (Reg) / 5+ (Vet)No50 (Regular)
69FinlandFinnish Sniper TeamInfantry Team4+ (Reg) / 5+ (Vet)No55 (Regular)
70FinlandFinnish Flamethrower TeamInfantry Team4+ (Reg) / 5+ (Vet)No50 (Regular)
71FinlandFinnish Anti-Tank Rifle TeamInfantry Team4+ (Reg) / 5+ (Vet)No33 (Regular)
72FinlandFinnish Panzerschreck TeamInfantry Team4+ (Reg) / 5+ (Vet)No80 (Regular)
73FinlandPanzer IV Ausf. XMedium Tank9+Yes255 (Regular)
74FinlandCaptured T-34/85 with Schwerefeld ProjektorMedium Tank9+Yes255 (Regular)
75FinlandKarhu Assault WalkerMedium Walker (2 Legs)9+Yes220 (Regular)
76FinlandIlves Light WalkerLight Walker (2 Legs)8+Option115 (Regular)
77FinlandSusi 42 Light Ambush WalkerLight Walker (2 Legs)7+No150 (Veteran)
78FinlandFinnish TruckTransport / Tow Vehicle6+No39 (Regular)
79FranceGeneviève ArchambeauHero5+Yes130 (Veteran)
80FranceLucien Delmas — Le Bélier de BellevilleInfantry, HQ, Hero6+No125 (Platoon Commander — Veteran)
81FranceMadeleine Renaud — MadoInfantry, HQ, Hero5+No134 (Platoon Commander — Veteran)
82FranceArmand Vautrin — Le Capitaine des restesInfantry, HQ, Hero5+No120 (Platoon Commander — Veteran)
83FranceFrench OfficerHQ3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No30 (Platoon — Regular)
84FranceFrench MedicHQ4+ (Reg) / 5+ (Vet)No23 (Regular)
85FranceFrench Forward ObserverHQ4+ (Reg) / 5+ (Vet)No75 (Regular)
86FranceFrench Rifle SquadInfantry4+ (Reg) / 5+ (Vet)No50 (Regular)
87FranceGroupe Franc / Chasseurs AlpinesSpecialist Infantry5+Option65 (Veteran)
88FranceFrench Foreign Legion SquadInfantry5+No70 (Veteran)
89FranceMoroccan Goumier SectionInfantry5+No70 (Veteran)
90FranceMaquis Resistance CellInfantry4+ (Reg) / 5+ (Vet)No50 (Regular)
91FranceSpahi Cavalry SectionInfantry (Cavalry)4+ (Reg) / 5+ (Vet)No78 (Regular)
92FranceChasseurs des MortsSpecialist Infantry5+Yes120 (Veteran)
93FranceFrench MMG TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No50 (Regular)
94FranceFrench Mortar TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No30 (Regular)
95FranceFrench Sniper TeamInfantry Team4+ (Reg) / 5+ (Vet)No52 (Regular)
96FranceFrench Flamethrower TeamInfantry Team4+ (Reg) / 5+ (Vet)No50 (Regular)
97FranceBoys AT Rifle TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No25 (Regular)
98FranceLRAC-50 Anti-Tank TeamInfantry Team4+ (Reg) / 5+ (Vet)No80 (Regular)
99FranceLumière Pulse TeamInfantry Team5+Yes50 (Veteran)
100FranceField HowitzerArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No45 (Regular)
101FranceAnti-Tank GunArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No45 (Regular)
102FranceAnti-Aircraft CannonArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No40 (Regular)
103FranceARL-44 Char LourdHeavy Tank10+Option345 (Regular)
104FranceFCM 50t Char de BatailleMedium Tank9+Option290 (Regular)
105FranceAMX-13 Char LégerLight Tank8+Option225 (Regular)
106FrancePanhard EBR AutomitrailleuseArmoured Car7+Option165 (Regular)
107FranceM4A2 75mm EscorteMedium Tank9+Option210 (Regular)
108FranceRenault UE ChenilletteTransport / Tow Vehicle6+ (soft-skin)No20 (Regular)
109FranceM5 Half-Track APCTransport Vehicle7+No65 (Regular)
110FranceFrench TruckTransport / Tow Vehicle6+ (soft-skin)No39 (Regular)
111Finland75mm Pak 40Artillery3+ / 4+ / 5+No100 (Regular)
112Finland75mm LG40Artillery4+ / 5+No45 (Regular)
113Finland105mm LG40/1Artillery4+ / 5+No80 (Regular)
114FinlandSpinne Ausf. A (Finnish borrowed)Light Walker (4 Legs)8+No162 (Veteran)
115FinlandFlammenspinne Ausf. B (Finnish borrowed)Light Walker (4 Legs)8+No126 (Veteran)
116FinlandPanzer IV Ausf. ALight Tank8+No135 (Regular)
117FinlandPanzer IV Ausf. B/C/D/E/FMedium Tank9+No175 (Regular)
118FinlandPanzer IV Ausf. G/H/JMedium Tank9+No225 (Regular)
119FinlandStuG III Ausf. A/B/C/D/EMedium Tank9+No155 (Regular)
120FinlandStuG III Ausf. FMedium Tank9+No215 (Regular)
121FinlandStuG III Ausf. G/HMedium Tank9+No215 (Regular)
122FinlandStuG IVMedium Tank9+No215 (Regular)
123FinlandStuH 42Medium Tank9+No205 (Regular)
124FinlandStuG 33BHeavy Tank10+No320 (Regular)
125FinlandHetzerMedium Tank9+No205 (Regular)
126FinlandCaptured BA-64Armoured Car7+No60 (Regular)
127FinlandCaptured T-34/76Medium Tank9+No195 (Regular)
128FinlandCaptured T-34/85Medium Tank9+No225 (Regular)
129FinlandCaptured T-44Medium Tank9+No230 (Regular)
130Dragon ArmyGeneral Shen TieshanInfantry, HQ, Hero5+No101 (Platoon Commander — Veteran)
131Dragon ArmyNationalist Field OfficerHQ3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No30 (Platoon — Regular)
132Dragon Army1st Lt. John SavageHero6+Yes95 (Hero — Veteran)
133Dragon ArmyNRA Regular Infantry SquadInfantry4+No145 (Regular)
134Dragon ArmyNationalist PartisansInfantry3+No70 (Inexperienced)
135Dragon ArmyX Force (Chinese Army in India)Infantry5+Yes168 (Veteran)
136Dragon ArmyDragon Guard (Long-Wei)Specialist Infantry5+Yes135 (Veteran)
137Dragon ArmyDragon Guard Thermite TeamInfantry Team5+No74 (Veteran)
138Dragon ArmyAnti-tank Team (Bazooka)Infantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No60 (Regular)
139Dragon ArmyNRA MedicMedic4+ (Reg) / 5+ (Vet)No23 (Regular)
140Dragon ArmyParagon Squad (2nd AVG)Heroic Specialist Infantry6+Yes110 (Veteran)
141Dragon ArmyUS Heavy Infantry Squad (2nd AVG)Advanced Infantry5+ (Reg) / 6+ (Vet)No105 (Regular)
142Dragon ArmyPondskater M3A2 (flame)Scout Walker (2 Legs)7+No111 (Veteran)
143Dragon ArmyPondskater M3A5 (flame)Scout Walker (2 Legs)7+No147 (Veteran)
144Dragon ArmyCoyote M5A2 “Dragon-pattern”Light Walker (2 Legs)8+No141 (Veteran)
145Dragon ArmyScrapyard M8A1 GrizzlyMedium Walker (2 Legs)9+No275 (Veteran)
146Dragon ArmyVickers 6-ton (refitted)Light Tank7+No125 (Regular)
147Dragon ArmyPanzer I (refitted)Light Tank7+No110 (Regular)
148Dragon ArmyT-26 (refitted)Light Tank7+No125 (Regular)
149Dragon ArmyDragon Army TruckTransport Vehicle6+No33 (Regular)
150Dragon ArmyM3 Half-trackTransport Vehicle7+No77 (Regular)
151Dragon ArmyGurkha Light Mortar TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No30 (Regular)
152Dragon ArmyGurkha Medium Mortar TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No45 (Regular)
153Dragon ArmyGurkha MMG TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No50 (Regular)
154Dragon ArmyGurkha Boys Anti-tank Rifle TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No25 (Regular)
155Dragon ArmyGurkha PIAT TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No40 (Regular)
156Dragon ArmyLight Howitzer (25-pdr)Artillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No45 (Regular)
157Dragon ArmyMedium Howitzer (5.5-inch)Artillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No85 (Regular)
158Dragon ArmyHeavy Howitzer (7.2-inch)Artillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No135 (Regular)
159Dragon Army2-pdr Anti-tank GunArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No50 (Regular)
160Dragon Army6-pdr Anti-tank GunArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No70 (Regular)
161Dragon Army3.7-inch QF AA/AT GunArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No100 (Regular)
162Dragon Army40mm Bofors GunArtillery3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No50 (Regular)
163NDUACCP Political OfficerHQ5+No64 (Platoon — Veteran)
164NDUAPartisan FarmersInfantry3+No70 (Inexperienced)
165NDUA188th Independent Brigade SquadInfantry5+Yes176 (Veteran)
166NDUARenhuhu (Man-Tigers)Specialist Infantry6+Yes126 (Veteran)
167NDUANDUA Cavalry SquadInfantry (Cavalry)4+ (Reg) / 5+ (Vet)No70 (Regular)
168NDUAEighth Route Infantry SquadInfantry4+ (Reg) / 5+ (Vet)No60 (Regular)
169NDUAKnee Mortar TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No37 (Regular)
170NDUAMedium Mortar TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No51 (Regular)
171NDUAMMG TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No56 (Regular)
172NDUAAnti-tank Rifle TeamInfantry Team3+ (Inexp) / 4+ (Reg) / 5+ (Vet)No29 (Regular)
173NDUASniper TeamInfantry Team4+ (Reg) / 5+ (Vet)No56 (Regular)
174NDUANDUA MedicMedic4+ (Reg) / 5+ (Vet)No25 (Regular)
175NDUANDUA Forward ObserverForward Observer4+ (Reg) / 5+ (Vet)No77 (Regular)
176NDUAReliable T-34/76Medium Tank9+No195 (Regular)
177NDUACaptured T-26Light Tank (armoured carrier)6+No63 (Regular)
178NDUACaptured OT-26 flame tankLight Tank (armoured carrier)6+No63 (Regular)
179NDUACaptured BT-7Light Tank7+No81 (Regular)
180NDUACaptured T-60Light Tank7+No63 (Regular)
181NDUACaptured T-70Light Tank7+No75 (Regular)
182NDUACaptured M3 StuartLight Tank7+No75 (Regular)
183NDUACaptured ValentineMedium Tank8+No93 (Regular)
184NDUACaptured BA-64Armoured Car6+No36 (Regular)
185NDUACaptured Type 95 Ha-GoLight Tank (armoured carrier)6+No57 (Regular)
186NDUACaptured Type 97 Chi-HaLight Tank7+No81 (Regular)
187NDUACaptured Type 94 tanketteTankette (armoured carrier)6+No42 (Regular)
188NDUANDUA TruckTransport Vehicle6+No27 (Regular)

Recommended Models

This supplement includes several specialized, a-historical units — Finnish walkers, the Surmat, and Commonwealth mechs — that were designed around specific 28mm models. For these units, we provide grounded model recommendations below. For the historical and prototype vehicles in the supplement (E-series tanks, Soviet heavies, US super-heavies, Japanese prototypes), we have searched Cults3D, MyMiniFactory, Wargaming3D, Etsy, and other platforms and listed the best 28mm sources we could find. Where no good option exists, we say so — these gaps represent real opportunities for model designers.

Finland — Curated Collection

A curated MyMiniFactory collection covering all specialized Finnish units is maintained here:
→ Rüstung des Rift-Krieges — Finnish Units (7 objects)

Command & Heroes

Major Eino JärvinenSpacenaz Units / Bits Sets, printed & shipped (Etsy) — primary pick.
Alts: Spacenaz Fighters printed & shipped (Etsy) • Spacenaz Fighters STL, print-your-own (MMF) • any single model from the Tundra Marines pack used as a named commander (see Vouhi Strike Squad)
Kapteeni Aino KorhonenFarah, Female Military Commander/Gunner (Etsy) — primary pick.
Alts: Strife Series 01A (face-covered survivor) • Female Colonist Marine “Pvt Kiki Yukito”
Finnish OfficerJSM WW2 Finnish Officer w/ binoculars ($6.24, Etsy).
Finnish MedicJSM WW2 Polish People’s Army Medic, winter uniform ($6.24, Etsy).

Infantry Squads

Finnish Rifle SquadJSM Summer Finnish Infantry Squad, 10 figs ($24.99, Etsy).
Alts: 3dPrintingValleyLtd Finnish Infantry Squad, 10 riflemen ($19.77) • JSM Dismounted Cossacks in German uniforms • JSM Finnish Soldier w/ Panzerfaust (for upgrade option)
Finnish Partisan Squad28mm WW2 Partisans by Propylene Foliescu ($11–12/section or $38 full platoon, Etsy).
Alts: Warlord Partisan Squad ($42.50) • Warlord Soviet Partisan Squad ($42.50) • Warlord French Resistance Weapons Teams ($25.50 — 3 teams, filed here whole per project decision)
Sissi Recon PatrolJSM WW2 Finn Jääkäri SMG Squad, 5 figs ($19.99, Etsy).
Alt: JSM WW2 Winter Finnish Infantry, multipart great-coats kit ($19.99)
Kaukopartio Recon SquadJSM Finnish Infantry Multiple Weapons, multipart kit ($19.99, Etsy).
Alts: JSM Finnish Soldiers w/ SVT Rifles, ×4 ($19.99) • Warlord Gebigrsjäger Squad, 10 figs w/ ski options ($42.50)
Vouhi Strike SquadTundra Marines, arctic sci-fi infantry (Etsy).
Alt: Unit 1341 “Vilkas” — Heck Ghosts, grimdark sci-fi squad
Surma SquadBuild each squad from a mix to match the lore — feral, rift-mutated humans, not high-fantasy monsters:
Majority of the squad: “Wendigo/Skinwalker” by Sorin Damian (free, CC BY-NC-SA, MMF) and “Greater Unburned” by Marzbar-the-Creator ($5, MMF). Scale to 25mm bases.
Surmat Alpha (one per squad): “Wendigo” by Creature Armory ($8, MMF) • “Wendigo” by YKS Miniatures (pre-supported, 32mm + 54mm, MMF) • “Wendigo, Fey Flesh Eater Monstrosity” by PaintedOrNot ($8.60–17.26, Etsy) • Wendigo 3D Printed Fantasy Miniature (Etsy). All are larger, more imposing sculpts to mark the alpha.

Weapons Teams

Koi Anti-Tank Rifle TeamJSM WW2 Polish People’s Army PTRD Team ($9.99, Etsy).
Alt: Warlord Blitzkrieg German Weapons Teams box, AT-rifle team ($25.50 for 3 teams)
Finnish MMG TeamJSM WW2 Finnish Maxim MG Team Deploying, 3 crew ($14.99, Etsy).
Alt: JSM German Infantry & MG in Trenches, 4 figs + terrain ($19.99)
Finnish Light Mortar TeamWarlord Hungarian Army Weapons Teams, flamethrower team used as proxy ($25.50 for 3 teams).
Alts: Warlord Blitzkrieg German Weapons Teams box, light mortar team • French Resistance Weapons Teams box, light mortar team
Finnish Medium Mortar TeamNot yet sourced — suggestions welcome.
Finnish Sniper TeamJSM WW2 Polish People’s Army Sniper, scoped G43, winter overall ($6.24, Etsy — single figure, add a spotter).
Alts: Warlord German Heavy Sniper Team ($17.00) • Warlord Blitzkrieg German Weapons Teams box, sniper team
Finnish Flamethrower TeamJSM WW2 Finnish Soldier w/ Flamer-SMG combo weapon ($6.24, Etsy).
Finnish Anti-Tank Rifle Team3dPrintingValleyLtd WWII Finnish Anti Tank Rifle Team, 2 figs ($7.33, Etsy).
Alts: JSM Polish PTRD Team (see Koi AT Rifle above) • Warlord Blitzkrieg German Weapons Teams box, AT-rifle team
Finnish Panzerschreck TeamWarlord Hungarian Army Weapons Teams, Panzerschreck team ($25.50 for 3 teams — same box as Light Mortar above).

Walkers

Karhu Assault WalkerScoutsifer Studio “Galvanic” Heavy Rig — 100mm base, STL on MyMiniFactory.
Ilves Light WalkerScoutsifer Studio “Flux” Light Rig — 60mm base, STL on MyMiniFactory.
Susi 42 Light Ambush WalkerKyoushuneko Miniatures “Susi 42 Light Ambush Walker” (28mm). Also available as physical print via Coveted Forge.

Vehicles

Panzer IV Ausf. XWarlord Games Panzer IV Ausf. X (28mm, direct from Warlord US).
Captured T-34/85 with SchwerefeldKitbash: any standard T-34/85 kit + Warlord Schwerefeld Projektor turret. Finnish decals recommended.
Finnish TruckJSM German Late War Maultier Truck, half-track ($27.49, Etsy).

British Commonwealth — Curated Collection

A curated MyMiniFactory collection covering the specialist British and Australian mechs is maintained here:
→ Rüstung des Rift-Krieges — British Units (2 objects)

MK Sentinel, Badger, Australian Heavy QuadKyoushuneko Miniatures — High-quality weird war sculpts designed for K47 / Bolt Action compatibility. STL files on MyMiniFactory, physical prints via Coveted Forge.

Axis — Vehicles

The E-series tanks are covered by Ambush Miniatures (see General Sources below). The following Axis transport and light vehicles have specific model recommendations:

Kätzchen APCKätzchen for Dust Warfare 1947 by ANerdsNerd (free STL, Cults3D) — primary pick for the open-topped base variant.
Alts: Heer46 Kätzchen APC (resin kit, 1/56) • Heer46 Kätzchen with 7.5 cm Stummel (gun carrier variant) • MTW Kätzchen mit Wurfrahmen by Ramzay1945 (Cults3D, 1:100 — print at ~160% for 28mm)
Note: No enclosed variant exists yet. The supplement’s “Enclose hull” upgrade (+10 pts) requires kitbashing a roof plate.
Sd.Kfz. 251 Ausf. EAny standard Sd.Kfz. 251 Hanomag kit (Warlord, Rubicon, Italeri). The “Ausf. E” enclosed variant is supplement-specific — kitbash a plasticard roof.
Sd.Kfz. 222/XAny standard Sd.Kfz. 222 kit. The Maschinen Schwere turret is supplement-specific — Warlord Schwerefeld Projektor bits work as a conversion base.

Soviet Bloc — Vehicles

T-54Wargame3d (MMF / Patreon) — multiple Soviet packs include T-54 variants at native 1:56.
IS-3No dedicated 28mm STL found. The m_bergman 1:100 IS-2 exists on Thingiverse and can be upscaled, but the IS-3’s pike nose hull is a completely different shape. Community suggestions welcome.
IS-7 (Object 260)No 28mm model found anywhere. This is the biggest gap in the Soviet vehicle range.
Object 704No 28mm model found. Only a 1/72 resin on eBay.
T-34/100Standard T-34 hulls are widely available. The 100mm turret is unique — use a T-34/85 turret with a longer barrel as a conversion base.
BTR-40, BTR-152Wargame3d Soviet packs or generic postwar Soviet vehicle STLs on Cults3D. Widely available.

United States — Vehicles

M4A3E8 CalliopeWargame3d US WW2 Vol. 1 (MMF) — includes M4A3E8 and Calliope at native 1:56. Also available as individual models via the Wargame3d Patreon.
T28/T95 “Meade”28mm T28 Super Heavy Tank by AtomicArdvark (free, Thingiverse) — multi-piece, designed for Bolt Action.
Alts: T28 Super Heavy Tank printed & shipped (Etsy) • Miniature Tanks Company pre-assembled 1:56
T29/T30 “Sheridan”T29 Heavy Tank (free, Cults3D) — default 1:35, print at ~63% for 1:56. Also: Miniature Tanks Company pre-assembled 1:56.
Note: The T30 variant (155mm gun) uses the same hull — swap the barrel.
T26E4 Super Pershing3DScaleDE T26E4 Super Pershing printed kit (Etsy, 1/56) — German-made, good detail.
Alt: Warlord M26 Pershing + conversion (add applique armour plates and longer barrel).
“Stilwell” T34 SHTNo 28mm model found. The T34 (US, not Soviet T-34) is extremely rare in miniature form.
T31 Demolition TankNo 28mm model found. Sherman hull is ubiquitous but the rocket/flamer/howitzer turret is unique.
M56 ScorpionNo 28mm model found.
“Chaffee” T92No 28mm model found.

British Commonwealth — Vehicles

A39 TortoiseEskice Miniature A39 Tortoise (MMF, native 28mm, pre-supported) — high quality.
Alts: Patrick Miniatures A39 Tortoise printed kit (Etsy, 1/56) • Miniature Tanks Company pre-assembled 1:56
Black Prince (A43)Print Your Tank — Black Prince A43 (Wargaming3D, native 1:56 STL).
Alts: Patrick Miniatures Black Prince printed kit (1/56, made in Germany) • Guaro3d A43 Black Prince (Wargaming3D, 1:64 — print at 114% for 1:56)
Centurion Mk I-T / Mk 3Wargame3d Korean War pack (MMF) — includes Centurion Mk 3 at native 1:56. Also: Warlord Games plastic Centurion kit.
A34 CometWarlord Games A34 Comet plastic kit (28mm). Also widely available as STLs.
FV201 (A45)No 28mm model found.
FV301No 28mm model found.

Empire of Japan — Vehicles

O-I Super HeavyGaddis Gaming O-I (28mm resin kit, made in USA).
Alts: 3DScaleDE O-I printed kit (Etsy, 1/56) • various eBay sellers offer pre-printed 1:56 models
Ho-Ri IIGaddis Gaming Ho-Ri (28mm resin kit, made in USA).
Alt: 3DScaleDE Ho-Ri III printed kit (Etsy, 1/56)
Type 5 Chi-RiForja3D — Type 5 Chi-Ri (licensed Tigerace design, printed & shipped in 1:56). Also: Tamiya 1:35 plastic kit (print/build at 64% for 1:56).
Type 4 Chi-ToForja3D (Tigerace designs) — check their Japanese range for Chi-To availability. The Chi-To shares the Chi-Ri hull lineage.
Type 3 Chi-Nu KaiNo 28mm model found.
Type 5 Na-ToNo 28mm model found.
Type 4 Ha-ToNo 28mm model found.

General Sources

Warlord Games — Publisher of Konflikt ’47 and Bolt Action. Canonical rift weapon turrets (Tesla, Schwerefeld, Zvukovoy) from Warlord kits are the primary source for kitbashing rift weapons onto historical vehicle hulls.

Ambush Miniatures (formerly Heer46) — The primary source for Axis Entwicklung-series vehicles in 28mm. The “Panzerdivision Cerberus” Kickstarter (funded June–July 2026) covers the Löwe, Flak Löwe, Fenris-Löwe, E-10, E-25, E-50, and E-75. E-100 variants are already available via the Heer46 shop now. All models expected to consolidate at ambushminiatures.de following Kickstarter fulfilment.

Rubicon Models, Plastic Soldier Company, Italeri — Plastic and resin 1/56 (28mm) historical vehicle kits for Centurions, T-34s, Shermans, Panzer IVs, and other standard chassis.

A Konflikt '47 Optional Rule · Draft for Playtesting

Fog of War

Your opponent knows something is there. They don't know what. Markers stand in for your units until a living enemy identifies them.

Draft v11 · October 2026• Playtest rule · Feedback welcome
Unofficial optional rule for Konflikt '47. Not affiliated with Warlord Games. Built on the Hidden Deployment rule (Rule Book p. 154). Bolt Action's hidden-unit rule is the same starting point, but this text uses Konflikt '47 rules only. Rules marked Rule Book are as printed; House rule is this rule's own addition; Draft has not been playtested.
Not to be confused with the Fog of War deployment type in the Konflikt '47 Rule Book (p. 149), which changes where Reserves arrive. This is an optional rule about hidden units, and the two can be used together.
Start here

One-Screen Summary

Everything you need at the table. Details below.

The Rules in Four Boxes

If you only read one thing, read this

Take the four boxes to the table: one at a time in big type, or printed on one sheet. The Assignment Sheet is your private marker list.

1. Markers
  • A marker stands in for one of your units. Numbered = vehicle. Lettered = everything else.
  • Your opponent sees the marker, never the unit. It can be shot at, shelled and charged.
  • A marker is one base. Measure to and from its edge.
  • Order Dice and Pin Markers sit beside it. Rift Dice stay on your sheet.
2. The Witness Test
  • Once after set-up (every marker, both players'), and at the end of every order and of any action outside an order (every marker that took part and every marker within 12" of the unit that acted).
  • A living enemy identifies a marker if it saw it Fire, Advance or Run (any range); sees it now within 12" (Infantry, Artillery, Recce) or 6" (other Vehicles); hit it (not with a template it was not aimed at); or is locked in Close Quarters with it at the end of the order.
  • Nothing is remembered between actions. Dead men can't report.
3. Shooting at a marker
  • Shoot as normal at the marker's edge. Misses reveal nothing. A hit reveals the marker before damage.
  • HE and the Gravity Pulse reveal only the declared target, and only on a hit. Other markers the template touches take hits from the table and stay hidden.
  • A Preparatory Bombardment, an Air Strike and an Artillery Barrage never reveal (unless the unit is destroyed).
4. Assaults on a marker
  • Fight with open dice, hidden name: state the numbers, never the name.
  • Infantry fights stay on the table. Vehicle assaults are settled with stated numbers, with no models placed to fight.
  • The loser is destroyed and named. A draw means another round, as printed. Units still locked together at the end of the order are both revealed.
Before you playFog of War asks a little more of both players than ordinary Konflikt '47: some trust, because each of you keeps a private sheet, and good gamesmanship, because the rule's strengths and weak spots only show up in play. It has been thought through carefully, but it still has kinks to work out. Play it in good faith, tell us what you find, and, as always, have fun.
Why this exists

The Idea

Fog of War Without Invisibility

By the book, both players know exactly what every unit is from turn one. A rifle squad in a farmhouse and an anti-tank team in the same farmhouse look identical on the table, but your opponent treats them very differently — because they can read the label. That's the gap this rule closes.

The fix is not to make units untargetable. That kills HE, flamethrowers, and preemptive fire, and rewards sitting still. The fix is to hide identity, not presence. Your opponent sees a marker. They know if it's motorised or on foot. They can shoot it, shell it, walk up to it, or charge it. They just don't know if it's a medic or a Schreckwulfen pack until a living unit of theirs has identified it.

One-line ruleMarkers change what you know, not what you can do. Every shooting, Line of Sight, cover and order rule works as printed, with one exception: a marker is one base, and everything is measured to or from it (see Markers). House rule
Background: why it feels right, and where it comes from
Why it feels right Flavour, not a ruleUntil a unit is revealed, the marker stands for something you can't properly make out: a shape in the hedge, a muzzle flash, a track in the mud. In the field, a target you can't identify is harder to shoot well: you can't tell where it is weak, or whether your best weapon is the right one for it. The markers simulate that by taking away what you would normally use to choose your shot, not by changing your dice. It adds no modifier; the shooting rules stay as printed. A hit is the shot that shows you what you were shooting at.
Where it comes fromThe Rule Book's Hidden Deployment (p. 154) already says when a hidden unit stops being hidden: it acts, it is hit, or the enemy gets within 12" (Infantry, Artillery, Recce) or 6" (other Vehicles). This rule keeps those distances and adds one idea — you don't know what the marker is.
What the labels mean
LabelMeaning
Rule BookApplied as printed. The page or section is given.
House ruleThis rule's own addition. Not in the book.
DraftNot yet playtested. Numbers and wording may change.

A rule that is part book and part house rule says both.

Equipment and setup

The Markers

Two kinds. That's it.

Numbers Are Vehicles, Letters Are Feet

Write, assign, place
At the table
  • A marker stands in for one of your units. Numbered = vehicle. Lettered = everything else.
  • Your opponent sees the marker, never the unit. It can be shot at, shelled and charged.
  • A marker is one base. Measure to and from its edge.
  • Order Dice and Pin Markers sit beside it. Rift Dice stay on your sheet.

Using markers House rule Use them only when both players agree before the game.

Which markers. The set this rule was written with is "Hidden Unit Markers" (MakerWorld, free to print): makerworld.com/en/models/2480127-hidden-unit-markers. As designed, it is a flat teardrop with a "?" and a number (1 to 9) or a letter (A to J), in black with gold. The colours can be changed by whoever prints it, so yours may look different. Each is about 1 inch (25 mm) across, close to one standard infantry base. Draft

  • Any flat marker of about that size works. Agree it before the game.
  • Any colours work, as long as numbered and lettered are easy to tell apart. If you each print your own set, use different colours (or agree a mark) so everyone can tell whose marker is whose. Colour should show only whose marker it is, and numbered or lettered, never the unit type.
  • Use the teardrop's point as the facing arrow. If your markers have no point, agree a mark.
  • Print more than you think you need, and keep the numbered ones and the lettered ones in separate piles.
  • The marker is measured as one base whatever the unit is, so a tank and a rifle squad are the same size on the table until revealed.
MarkerStands in for
NumberedAny Vehicle: a Walker, a Transport, a tow. It could be a Kübelwagen. It could be a Thor.
LetteredAny other unit: Infantry, Artillery, HQ, a weapons team, a Medic, a Spotter. It could be one man or a full pack.

Engines and tracks make noise. Troops on foot don't. Anyone within earshot knows whether the thing behind the hedge is motorised, but not which vehicle or which squad. The marker gives away that much and no more. Its arrow shows facing.

Setup House rule
1
Write your Assignment Sheet. A private list matching each marker to a unit. Nobody sees it until the game ends or a dispute comes up. A neutral third party, if you have one, holds both sheets.
2
Give every unit a marker when it is deployed on the table, enters from Reserve, or Outflanks (where the scenario allows it). Infiltrators go on markers where they deploy. A Spotter has its own lettered marker, matched to its gun on your sheet (a Spotter is never in coherency with its crew: Rule Book, Spotters).
3
Deploy the markers where the units would go, by the normal deployment rules. A unit in a Building gets a marker against (or on top of) the Building. Write the floor (and the Section, for a Large Building) on your sheet and tell your opponent. If a unit set up in a Building makes an opening, say which wall. The same goes for a unit that enters an Intact Building during the game: the Rule Book takes it off the table (Rule Book, Ruins vs. Intact Buildings, Entering Buildings p. 132), so put its marker against the Building and state the floor (it always enters on the ground floor).
4
If the scenario uses Hidden Deployment, it still applies on top (see the end of this section).
Who does not get a marker House rule
UnitMarker?Why
Arriving from Reserve by Flight or JumpNoThey drop in plainly (Rule Book, Flight p. 103; Jump p. 129).
Mounted on a Transport, or towed as a gunNoWrite them beside their Transport's marker on your sheet.
Measuring House rule

A marker is treated as a unit of one model. Measure to and from its edge, as the Rule Book measures between the closest points of bases (Rule Book, Measuring Distances p. 44).

  • Range, Line of Sight and Line of Fire run to and from the marker's edge.
  • Cover. The unit is in cover if the marker is (the marker counts as the unit's only model in every 50% test).
  • The 12" and 6" checks, the One-Inch Gap (p. 48) and assault distance are all measured to or from the marker's edge.
  • Draft a numbered marker blocks Line of Sight as a Vehicle does. A lettered marker does not block it, but gives cover to a target behind it, as intervening Infantry or Artillery do (Rule Book, Line of Sight p. 44; Intervening Enemies). Your own markers count as friendly units for Hold Your Fire!.
What sits beside a marker House rule
  • Order Dice and Pin Markers, and whatever token shows a unit is Hidden, go beside the marker, as they would beside the unit. A Spotter's Order Die is the gun's: place it beside the gun's marker.
  • Rift Dice stay on your sheet while the unit is a marker. Place them beside the unit when it is revealed.

What your opponent may work out House rule Everything the table shows openly is fair deduction: Order Dice and Pin Markers, how far a marker moves, passengers' Order Dice, open Order Tests and Morale Checks, HQ effects. You never have to say what a unit is.

Transports Rule Book + House rule
  • Revealing a Transport reveals only the Transport. Its passengers stay on your sheet.
  • Every dismount is the same. Passengers who leave a Transport, by choice or by force, come out as a new lettered marker for each unit, placed as the book places dismounting models (within D6" of the Transport for a forced dismount, then Down: Rule Book, Transport Vehicles p. 125; Forced Dismounts p. 127). They are not revealed by leaving. Make the move, then run the Witness Test (Rule Book, Dismounting From Transports). Seen leaving: for Saw it act, the passengers' move counts only once they are outside the Transport, from where they get out to where the new marker ends; anything they do after that counts as usual. An enemy that sees the Transport but not that path did not see them move. A forced dismount is not an Advance or Run, so Saw it act cannot apply to it; Close, and In contact if the passengers end up locked in Close Quarters, still can. The Pin Markers they share with the Transport go beside each new marker. Their Rift Dice stay on your sheet. A towed gun that unlimbers is placed at the rear of its tow. A unit that boards a Transport mid-game takes its marker off the table. Draft
  • A loaded Transport that is assaulted or destroyed forces its passengers out as printed (Rule Book, Effects of Damage on Passengers; Assaulting a Loaded Transport; Walkers Assaulting a Loaded Transport). The hits a destroyed Transport inflicts on its passengers (D6 hits, no Pen, no Cover Saves) are rolled first, while they are still on your sheet, with the owner stating the Damage Value. A unit wiped out aboard is named, as any destroyed unit is. Each surviving unit then gets a lettered marker. When the book has the largest unit fight, the owner says which marker that is. House rule · Draft on a tie the owner picks, because the book's choice (the attacker's) needs unit sizes the attacker cannot see. The fight uses stated numbers as for any marker. A Walker overrunning them uses its full attacks whatever the unit size, as printed.
Try it: transports and passengers Draft

Two worked pictures: a loaded Transport revealed by a hit, and a loaded Transport destroyed. The pictures are examples, not measured.

Hidden Deployment: the printed rule Rule Book p. 154

If specified by a Scenario, Units can be Hidden at the start of the game. These units must be deployed in such a way that they are either entirely in Cover to all enemies that can draw a Line of Sight to them, or else out of sight of the enemy altogether.

If no enemy units begin the game on the table, then all of your units can begin the game Hidden.

Units which are Hidden should be marked in a suitable fashion to indicate that they are so.

If a unit is Hidden, their basic Cover Saves are increased by an additional +1 modifier. Indirect Fire can never Range In against Hidden units (i.e. they will always require a 6 to hit). In addition, Hidden units can never be chosen as targets for Air Strikes. They are still susceptible to Preparatory Bombardments in Scenarios that use them (see below). Hidden units remain Hidden until one of the following happens:

  • The Hidden unit is ordered to Fire, Advance, or Run.
  • An enemy unit scores a hit on the Hidden unit (other than during a Preparatory Bombardment). Note that the Hidden bonus is lost after the attack has been fully resolved.
  • An enemy Infantry or Artillery unit moves to (or is set up) within 12" of the Hidden unit.
  • An enemy Recce Vehicle moves to (or is set up) within 12" of the Hidden unit.
  • Any other enemy Vehicle moves to (or is set up) within 6" of the Hidden unit.

With markers. A unit can be Hidden and on a marker. Each state ends on its own triggers: Hidden by the printed list, the marker by the Witness Test.

The core rule

The Witness Test

Asked at the end of the action, never in the middle

“Is Any Living Enemy a Witness?”

Yes: replace the marker with the models. No: leave it.
At the table
  • Once after set-up (every marker, both players'), and at the end of every order and of any action outside an order (every marker that took part and every marker within 12" of the unit that acted).
  • A living enemy identifies a marker if it saw it Fire, Advance or Run (any range); sees it now within 12" (Infantry, Artillery, Recce) or 6" (other Vehicles); hit it (not with a template it was not aimed at); or is locked in Close Quarters with it at the end of the order.
  • Nothing is remembered between actions. Dead men can't report.
Try it: the Witness Test, check by check Draft

A practice run of the Witness Test as this draft writes it, on four worked pictures. The pictures are examples, not measured: at the table, you and your opponent still decide what can see what.

When to ask House rule

Run the test:

  • once after all set-up is finished (Draft; Infiltrators are set up more than 12" from deployed enemies, but ordinary deployments can be closer);
  • at the end of every order;
  • every action taken outside an order: Flak, a Regroup move, a unit arriving from Reserve, and any other action that needs no Order.

An Ambush attack (fire or charge) is part of the order it interrupts: the test comes once, at the end of that order. If the interrupted unit is destroyed, the order ends there.

Which markers House rule After set-up, check every marker on the table, both players' (only Close can apply, since nothing has acted yet). After an order or action, check every marker that took part, and every marker within 12" of the unit that acted. Measure edge to edge. Markers of both players are checked, each against the other player's living units. Nothing is remembered between actions: each test starts fresh.

Identified House rule (distances from Rule Book p. 154)

A living enemy unit has identified a marker if any one of these is true of it:

CheckThe enemy unit…In plain words
Saw it acthad Line of Sight to the marker at any point while the marker's unit Fired, Advanced or Ran in this order or action: at the start, along the move, at the end, or when it fired. Any range.If nobody living saw you move or shoot, you're still hidden.
Closehas Line of Sight to the marker now and is Infantry, Artillery or a Recce Vehicle within 12", or any other Vehicle within 6".Close and looking at you. A buttoned-up crew sees little.
Hit (Rule Book + House rule)scored a hit on the marker with a shooting attack, other than during a Preparatory Bombardment, an Air Strike or an Artillery Barrage, or with a template on a marker that was not its declared target.A miss tells you nothing. A hit reveals the marker at once, before damage. Close Quarters hits never count.
In contactis still in contact with the marker's unit at the end of the order (locked in Close Quarters).Both alive and still fighting: you know who you're fighting.

An enemy unit "has Line of Sight" if at least one of its models has it, traced to the marker's edge. Down, Rally and giving an Ambush Order are not Fire, Advance or Run, so they never trigger Saw it act (Rule Book p. 154 lists only Fire, Advance and Run). Close and Hit still apply to them.

Result House rule
  • If at least one living enemy unit identified the marker, reveal it.
  • Otherwise the marker stays down.
  • A unit destroyed while on a marker is revealed as it is removed.
  • A unit an opponent takes control of (a FUBAR Friendly Fire result, Rule Book, Order Tests p. 54) is revealed when the opponent has a legal target for it (if not, it Panics as printed and stays a marker). It counts as an enemy of its own side for that action, so a hit it scores on a friendly marker still counts. Draft
  • Dead men can't report. Only a living unit can be a witness. If every unit that would have identified the marker is destroyed in the same order, the marker stays down (unless a Hit already revealed it).
Revealing a marker House rule

Replace the marker with the unit.

  • Infantry: centre the unit on the marker's spot, in Formation (Rule Book p. 48).
  • Artillery: the gun on the marker's spot, facing its arrow, the crew around it.
  • Vehicles: centre the vehicle on the marker, facing its arrow.
  • Units in a Building: in the Building, on the floor you stated.
  • Move models the least distance needed to fit the terrain and to keep the One-Inch Gap. A revealed unit never goes back onto a marker.
Example: moving unseen

Marker C is behind a barn. None of your opponent's units can see behind it. You Advance C along the back wall. At the end of the order no living enemy saw it act, and none is close with a view, so C stays down. Next turn C runs across the road, 8" in front of a Sherman with a clear view. The Sherman saw C Run. Saw it act applies at any range, so C is revealed as a Panzerschreck team. The Sherman is a Vehicle 8" away, so Close does not apply (its limit is 6").

Example: dead men can't report

Marker 7 is in a treeline. The only enemy that can see those trees is a lone jeep. Marker 7 fires and destroys the jeep. At the end of the order the only witness is dead and nothing hit marker 7, so 7 stays down. Your opponent knows a heavy gun of some kind is in there. They get to guess whether it is a tank or a heavy walker.

Markers are targets

Shooting at a Marker

Fire at it exactly as if it were a unit

You're Shooting at a Spot

A hit reveals; templates only find their target
At the table
  • Shoot as normal at the marker's edge. Misses reveal nothing. A hit reveals the marker before damage.
  • HE and the Gravity Pulse reveal only the declared target, and only on a hit. Other markers the template touches take hits from the table and stay hidden.
  • A Preparatory Bombardment, an Air Strike and an Artillery Barrage never reveal (unless the unit is destroyed).
Shooting at a marker Rule Book + House rule
1
Declare "I'm firing at marker 4." The owner says nothing.
2
Range, Line of Sight and cover to the marker (see Measuring). Normal to-hit modifiers.
3
Roll to hit. All misses: no hit, so the dice reveal nothing (the Witness Test still comes at the end of the order).
4
Any hit: replace the marker with the unit now, before damage (see Revealing). Then roll damage against the real unit. Its owner states the real Damage Value and defensive rules, openly. Draft the unit keeps the cover its marker had for every shot at it in this order.
Try it: shooting at a marker, step by step

This walk-through is one ordinary shot at a numbered marker. Template weapons, Recce Vehicles, Ambush fire and Air Strikes differ: see the sections below.

Buildings: a marker in a Building is shot at by the Building rules as printed (Rule Book, Shooting Against Units in Buildings p. 135), with the floor you stated.

Recce Vehicles Rule Book p. 129

When a Fire order is declared against a Recce marker (or a Gravity Pulse template is placed over one), its owner decides before any dice, as the printed Escape reaction does: stay put (a hit reveals as normal), or Escape. It may Escape only if it has not yet received an Order that turn (or is on Ambush). An Escape is a normal move at Advance or Run speed, forwards or in reverse; it may not move closer to the attacker unless that gives Cover or breaks sight, and it cannot Assault. Then it takes an Order Die as printed. It cannot Escape while towing, against an attack that does not target the Vehicle directly, or against Ambush fire. Any enemy that can see the marker sees it act. A Recce marker may also Escape from an Assault declared from more than 6" away, as printed.

Templates House rule Draft

A template weapon reveals the unit it was declared against only when it scores a hit on it. Other markers the template touches stay hidden.

  • HE (Rule Book, HE Weapons). Roll to hit the declared target as normal. On a hit it is revealed, its models are placed (see Revealing), and then the template is placed as the book says: centre anywhere that covers as many of its models as possible without clipping friendly models. Count the models even partly clipped.
  • Gravity Pulse (Rule Book, Rift Weapon Ability: Gravity Pulse; FAQ and Errata, August 2026). Declare the target. The shooter needs Line of Sight to it. Place the template (3") with its centre on the declared marker (anywhere on it) and where the shooter can see it; it may also overlap other markers, which are hit too. House rule the printed rule lets the centre go anywhere the template overlaps the target; here the centre must be on the declared marker, so a shot cannot be aimed at one marker to centre on another. A Recce marker under the template may Escape (Rule Book p. 129; FAQ and Errata); the template stays where it was placed, and a marker that Escapes from under it is not hit. Then roll to hit once per model under the template with the weapon's Shots, openly: for every marker under it, the declared one included, the number of models comes from the table below; the declared marker has the template's centre on it. If at least one die hits the declared marker, it is revealed before damage, as for any hit (see Revealing). If every die against it misses, it stays hidden. Roll each marker's dice separately. The hits already rolled stand: the template is not placed again over the revealed models. There are no Cover Saves and no benefit from a Down Order. A Vehicle hit more than once takes one damage roll with the Pen values added together, against its Top Armour. Any unit hit takes D2 Pin Markers. Against a marker in a Building, the Building rules apply as printed instead (see Buildings above): roll the Shots against the unit, and the hits and Pin Markers come from the Rift Weapons table.
Other markers a template touches (HE or Gravity Pulse)

Their units are not named. For HE the attacker rolls no extra to-hit for them: the hits come from the table (the Gravity Pulse rolls to hit, see below). The number of models under the template comes from this table:

Models in the unitHE1 (1")HE2 (2")HE3 (3")HE4 (4")
11111
22222
32233
42334
5 to 62345
72346
8 to 92456
10 to 113457
123467
  • A numbered marker takes exactly 1 hit.
  • A lettered marker takes the table value if the template's centre is on the marker, and 1 hit if only the marker's edge is touched.
  • The Gravity Pulse is a 3" template: use the HE3 column for the number of models under it, then roll to hit once per model per Shot, openly. For the Gravity Pulse, "1 hit" and "the table value" above mean that many models to roll for, not automatic hits.
  • If the declared HE target is a single model, the template is centred on it (Rule Book, HE). As the Rule Book says for HE: a Down Order halves the hits (rounding up); several HE shots add up, to at most the number of models in the unit; and the unit takes one batch of D2 or D3 Pin Markers. The Gravity Pulse gets no Down benefit.
  • Who reads the table House rule The marker's owner reads it from their sheet and states only the result (the number of hits for HE, or of models to roll for with a Gravity Pulse) before the dice for that marker are rolled, never the unit size. A Down Order's halving and the limit for several HE shots are worked out the same way.
  • The owner states the Damage Value. Casualties come off the sheet and their number is stated. The marker is revealed only if its unit is destroyed.

The table is a draft. It assumes squads in normal Formation (models up to 1" apart, so about 2" between centres on 1" bases) and a template placed to cover as many models as it can. It has not been playtested.

Example: reading the table

A 4" shell hits marker A and reveals a rifle squad. Marker D sits 2" away. The template's edge clips D, but its centre is not on D, so D takes 1 hit. Had the centre been on D, and D a six-man squad, D would take the HE4 value for six models: 5 hits. The owner of D states the Damage Value, and the firer rolls the damage openly. D stays a marker unless it is destroyed.

Try it: templates, HE and the Gravity Pulse Draft

Two worked pictures: an HE shell at a lettered marker with another marker close by, and a Gravity Pulse. They are examples, drawn to scale: at the table, you and your opponent still decide what can see what.

Other fire at a marker Rule Book + Draft
  • Preparatory Bombardment (Rule Book p. 154). Roll for each marker's unit as for any unit. Put the Pin Markers beside the marker. An Incoming! hit is resolved with open dice. A Preparatory Bombardment never reveals a marker, unless its unit is destroyed.
  • Air Strikes and Artillery Barrages (Rule Book, Forward Air Observers, Forward Artillery Observers). A Hidden marker can't be chosen for an Air Strike. Neither an Air Strike nor an Artillery Barrage ever reveals a marker, whether it only pins or scores a hit. The owner states the Damage Value, and the attacker rolls the damage openly; the marker is revealed only if its unit is destroyed. The hit is resolved without placing models: a Strafing Fighter's 2D6 hits (+2 Pen) are rolled openly; a Fighter-Bomber hit (Medium Howitzer, HE 3") and a Ground-Attack or Barrage "6" hit (Heavy Howitzer, HE 4") use the template table above. The marker that was targeted counts as having the template's centre on it, and other markers under the template take hits from the table. A unit may go Down before a template hit as printed (Rule Book, Air Strike chart). Draft
  • Flak firing outside an order is an action outside an order: run the Witness Test after it. A Hidden unit that fires at an aircraft loses Hidden, as printed.
Fighting a marker

Assaults

Open dice, hidden name

Fight It Normally, With Stated Numbers

The loser is destroyed (Rule Book p. 89)
At the table
  • Fight with open dice, hidden name: state the numbers, never the name.
  • Infantry fights stay on the table. Vehicle assaults are settled with stated numbers, with no models placed to fight.
  • The loser is destroyed and named. A draw means another round, as printed. Units still locked together at the end of the order are both revealed.
Open dice, hidden name House rule
  • Every die is rolled openly.
  • Whenever a step of the assault needs a number or a fact about a unit on a marker, its owner states it then: Damage Value, attack dice, Pen, Morale, and any special rule that changes the roll (Deadly, Fearless, Hard to Kill, Defensive Position).
  • The owner never says what the unit is. If the opponent works it out from the numbers, that is fair.
  • Casualties are taken off the owner's sheet, and their number is stated.
Infantry or Artillery against a marker (Rule Book, Close Quarters p. 86 onward)

The assault runs as printed, with open dice, and the marker stays on the table.

1
Declare and measure. The assaulter must see the marker. Measure to its edge.
2
Target reacts. As printed (p. 87): from more than 6" away the target may react by firing, if it has not yet had an Order. From 6" or less it is a Surprise Charge and cannot, unless it is on Ambush.
3
Fight. Both sides state what the dice need and roll openly. Defensive Position applies as printed.
4
Winner. The loser is destroyed (Rule Book, Loser is Destroyed p. 89). Then the Witness Test.
What happens next Rule Book + House rule
After the fight…The marker
The concealed unit losesIt is removed. Its owner says what it was.
The concealed unit winsThe Witness Test decides. If no other living enemy identified it, it stays down. A unit went in and didn't come out.
Locked in Close Quarters (two drawn rounds)Both units are still alive and in contact at the end of the order: both are revealed (In contact).
A Hero or Fearless unit with any model left, or Fanatics with two or more models left, would loseIt counts as a draw instead, and another round is fought at once (Rule Book, Heroes and Fearless Units p. 89; Resolve Draws; Fanatics p. 102; Fearless p. 103). Then use the rows above: a loser is named, a winner faces the Witness Test, and units still locked together at the end of the order are both revealed.
Try it: assaulting a marker Draft

Two worked pictures: your infantry charging a lettered marker, and your infantry assaulting a numbered marker. The pictures are examples, not measured.

Ambush Charge Rule Book, Close Quarters: Ambush Charge (p. 87 to 88)

An Infantry unit on Ambush can interrupt any move by an enemy unit within 6" to Assault it. No Line of Sight is needed. This is a Surprise Charge: the target cannot react. It is the printed rule, not a house rule. The interrupted unit's move stops, and it can only make a Regroup move if it wins.

Vehicle assaults House rule Draft

The marker is not replaced to fight. The fight is settled with stated numbers. Reaction fire at a marker is shooting: a hit reveals it at once, as usual. Afterwards the Witness Test applies as usual, so a unit that survives within sight is usually identified. If an Infantry unit and a Vehicle both survive two rounds, they are locked, and both are revealed (In contact). This covers a Tank or Walker assaulting a marker, Infantry assaulting a numbered marker, Infantry on a lettered marker assaulting a Vehicle, and a Vehicle ramming a Vehicle (Rule Book, Tanks & Walkers Assaulting Infantry & Artillery p. 120; Assaulting Other Vehicles p. 122; Infantry Assaulting Vehicles p. 123).

The owner states, when the step needs it:

  • Tank Fear: yes or no. Said when the assault is declared, before the attacker's test (Rule Book, Tank Fear p. 123: Infantry without Fearless or Tank Hunters take an Order Test at −3 against an armoured Vehicle that is not Open-topped). "No" tells the attacker only that the test is not needed.
  • Tank or Walker: yes or no, said at the same moment when a Tank assaults a numbered marker. A Tank assaulting another Tank (fully Tracked, Armoured, not Open-topped) or a Walker must first pass an Order Test at −3 (Rule Book, Assaulting Other Vehicles p. 122). Draft
  • Damage Value, whenever the rolls need it, and whether the Vehicle is Soft-skinned or Open-topped when the result depends on it.
  • Morale, for an Infantry or Artillery unit that must take a Morale Check when a Vehicle makes contact.
  • A Walker's functional arms and pairs of legs, for its attacks and its Vehicle-assault dice.
  • For Infantry on a lettered marker assaulting a Vehicle: whether the unit must take the Tank Fear test (it rolls the test openly), whether it has Fast or Flight when the Vehicle's Order makes it matter, how many dice roll to hit (one per model; Deadly (X) models roll X), its best Close Quarters Pen bonus, and which damage table applies (Rule Book, Close Quarters Attacks vs. Vehicles; Resolving Damage). Draft
  • For a Walker overrunning a lettered marker: the number of models overrun. This tells the attacker the true count, as the rules need it (casualties cannot exceed the models overrun: Rule Book, Walker Assault vs. Infantry).

Too Fast to Attack needs no statement: a Run Order Die sits beside the marker, in plain view (Rule Book p. 123).

A unit assaulted or assaulting is revealed by the Witness Test afterwards, or when it is destroyed. A loaded Transport that is assaulted forces its passengers out as printed (see Transports); they appear as lettered markers.

Abilities that hit the enemy before contact House rule

When a concealed unit uses a rule that acts on the enemy before the fighting starts, the owner announces what the enemy has to do ("take a Morale Check to react"), not which unit is doing it. A concealed unit that is charged imposes nothing extra unless the printed rule says so (Horror, Rule Book p. 104, affects only troops reacting to a Horror unit that is assaulting them).

Example: an Ambush Charge that stays hidden

Marker A sits on Ambush behind a hedge. Your opponent walks a rifle squad past the far side of the hedge, 5" away, with no line of sight through it. You interrupt the squad's move and declare an Ambush Charge. It is a Surprise Charge: the squad cannot react at all. Their move stops where it was. You state "six models, two attacks each, Pen +1" and roll openly. They state "Damage Value 5+" and roll their own dice openly. Their squad is wiped. At the end of the order none saw A Run, and no other living enemy is close with a view. A stays down. Move A to where the unit ends up after its Regroup move.

Example: charging a marker and dying for it

Your opponent charges marker F in open ground with a veteran squad. Nothing else of theirs can see it. You fire reaction fire openly: two casualties. Both sides then roll openly. You state "Damage Value 6+": one casualty on your side. You roll five casualties. Their squad is wiped. No other living witness, and nothing saw it act: F stays down. They know something on that spot with a 6+ Damage Value shrugged off most of their hits. If that tells them "Stahltruppen", fair enough. The marker stays until a living unit of theirs identifies it.

Example: locked together, both revealed

Marker B (a squad of six) is charged by marker C (a squad of six) across open ground. Both players state what the dice need and roll openly. First round: both lose two. Second round: both lose one. Neither is destroyed, so they are locked in Close Quarters. At the end of the order both are alive and in contact: both markers are replaced with models. Had B been wiped instead, its owner would say what B was, and C would stay down if nothing else could see it. A Hero or Fearless unit with any model left, or a Fanatics unit with two or more, that would lose counts a draw instead, as printed, and the fight goes on. The draw itself reveals nothing: if the unit is still locked in at the end of the order it is revealed (In contact); otherwise the Witness Test applies as usual.

After the game

Playtest Notes

Tell us what happened

Questions to Answer

Tell us what happened.

  • Any reveal that felt unfair or started an argument? Which check?
  • Numbers and letters: too much information, too little?
  • Did the 12" and 6" distances feel right? Should a still Vehicle marker be identified from farther, say 18"?
  • Did fighting a marker with open dice feel fine? Did the stated numbers give too much away?
  • Are templates too weak at finding things, since they reveal only the target?
  • Is it acceptable that Rift Dice stay on the sheet, on an honour system?
  • Does the table's hit count feel fair for small teams?
  • Does placing the Gravity Pulse with its centre on its declared marker, and revealing that marker only on a hit, feel right?
  • Do a marker's weapons need firing arcs for a Fixed weapon, and how did you handle it?
  • Ambush plus a marker: fun, or too strong for the hider?
  • Did turns 1 and 2 feel different? How many markers survived turn 2?
  • Did the printed marker set run out of numbers or letters, given that every dismount makes a new lettered marker?
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