Äänipyssy / Kaiku Häirin
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Äänipyssy | S | 6" | 3 | +1 | Assault, Rift Weapon; Shockwave, Jury-Rigged |
StG 45(M)
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| StG 45(M) | S | 24" | 2 | – | — |
RPG-2
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| RPG-2 | S | 18" | 1 | +6 | Anti-tank Launchers, Shaped Charge |
Riftstrahlkanone
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Riftstrahlkanone | Heavy | 48" | 1 | +6 | Rift Weapon; Rift Disruption, HE (3") |
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.
IR / Night Vision
Overstressed Drivetrain
Ambush Stance
Combined Arms Platform / Busy Turret
Bush Saw
No Arms
Rift Disruption
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.
Target Lock
Ironbark
Luchs E-50 Standardpanzer
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 4 | – | Buzz SawAxis 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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. |
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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +15 | |||||||||||||||
Anti-tank rifles and any weapon with the Shaped ChargeThe 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. | +10 | |||||||||||||||
Light Schienenkanone: Range 96" | Shots 1 | Pen +8 | Anti-Tank GunAnti-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 WeaponRift 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. HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +53 | |||||||||||||||
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 | Rift WeaponRift 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 PulseWhen 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. | +10 | |||||||||||||||
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Leopard E-75 Standardpanzer
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 4 | – | Buzz SawAxis 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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.
| Option | Points |
|---|---|
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +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 GunAnti-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 WeaponRift 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. | +35 |
Reactive Armour: Against weapons with the Shaped ChargeThe 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. Reinforced Front ArmourSome 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. | +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 ArmourSome 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
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun (128mm KwK 44) |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun (128mm KwK 44) | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial 75mm KwK L/24 | Heavy | 24" | 1 | – | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 4 | – | Buzz SawAxis 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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. FlakAll 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. |
- No Penetration modifier for hitting this vehicle from the side or top; the Penetration modifier for the rear arc is reduced to +1.
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 | Rift WeaponRift 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 PulseWhen 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. | +20 | |||||||||||||||
| –35 | ||||||||||||||||
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 | Rift WeaponRift 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 PulseWhen 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. | –15 | |||||||||||||||
Schienenkanone: Range 96" | Shots 1 | Pen +8 | Anti-Tank GunAnti-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 WeaponRift 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. HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +35 | |||||||||||||||
Reactive Armour: Against weapons with the Shaped ChargeThe 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. Reinforced Front ArmourSome 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. | +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 ArmourSome 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 |
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.
Fenris-Löwe
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Riftstrahlkanone |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Riftstrahlkanone | Heavy | 48" | 1 | +7 | Rift WeaponRift 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 4 | – | Buzz SawAxis 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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. |
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.
- 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.
| Option | Points |
|---|---|
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +15 |
Reactive Armour: Against weapons with the Shaped ChargeThe 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. Reinforced Front ArmourSome 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. | +15 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Kätzchen Armoured Personnel Carrier
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Pintle-mounted MMG (Forward Arc) |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Transport | Up to 6 Soldiers |
| Tow | Light Howitzer, Light Anti-tank Gun |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pintle-mounted MMG (Forward Arc) | S | 36" | 4 | – | Buzz SawAxis 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. FlakAll 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. |
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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Welds an armoured roof over the troop compartment. The vehicle is no longer Open-toppedSome 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. AssaultThis 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 FightersSome 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. | +10 | |||||||||||||||
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +10 | |||||||||||||||
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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 | |||||||||||||||
Light HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +20 | |||||||||||||||
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 | Rift WeaponRift 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 PulseWhen 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. FlakAll 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. Open-toppedSome 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. | +50 | |||||||||||||||
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Sd.Kfz. 251 Ausf. E
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Turret-mounted MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Transport | Up to 10 Soldiers |
| Tow | Light Howitzer, Light or Medium AT Gun, Light AA Gun |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted MMG | S | 36" | 4 | – | Buzz SawAxis 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. FlakAll 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +10 | |||||||||||||||
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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 | |||||||||||||||
Light HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +20 | |||||||||||||||
Maschinen Schwere: Range 36" | Shots 2 | Pen +2 | Rift WeaponRift 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 PulseWhen 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. | +50 | |||||||||||||||
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Sd.Kfz. 222/X Leichter Panzerspähwagen
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 Type | Armoured Car |
|---|---|
| Standard Equipment | Turret-mounted Maschinen Schwere |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Maschinen Schwere | S | 36" | 2 | +2 | Rift WeaponRift 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 PulseWhen 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. |
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.
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Light Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. | +0 | |||||||||||||||
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Ozelot E-10 Jagdpanzer
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 Type | Light Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Hull-mounted MMG | S | 36" | 4 | – | Buzz SawAxis 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. |
- 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.
| Option | Points |
|---|---|
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Raubkatze E-25 Jagdpanzer
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Hull-mounted MMG | S | 36" | 4 | – | Buzz SawAxis 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. |
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.
| Option | Points |
|---|---|
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 | Rift WeaponRift 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 PulseWhen 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. | +10 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Flak Löwe
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Twin Heavy Autocannon |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Twin Heavy Autocannon | Heavy | 72" | 4 | +3 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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.
| Option | Points |
|---|---|
MMG: Range 36" | Shots 3 (4 with Buzz SawAxis 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. FlakAll 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. Open-toppedSome 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. | +15 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
VK 75.01 (K) Schwerer Panzer
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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted 10.5 cm KwK L/68 |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted 10.5 cm KwK L/68 | Heavy | 84" | 1 | +8 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 4 | – | Buzz SawAxis 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 MMG | S | 36" | 4 | – | Buzz SawAxis 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. |
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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 SawAxis 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. FlakAll 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. Open-toppedSome 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. | +15 | |||||||||||||||
Schienenkanone: Range 96" | Shots 1 | Pen +8 | Anti-Tank GunAnti-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 WeaponRift 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. HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +35 | |||||||||||||||
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
E-100 Ausf. B “Überlord”
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Zwillings-KwK 12.8 cm (twin 128mm) |
| Movement Rate | Advance up to 6" / Run 6"–12" |
| Damage Value | 11+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Zwillings-KwK 12.8 cm (twin 128mm) | Heavy | 84" | 2 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Pintle-mounted Light Autocannon (left) | Heavy | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. | |||||||||||||||
| Pintle-mounted Light Autocannon (right) | Heavy | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. |
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.
| Option | Points |
|---|---|
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 GunAnti-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 WeaponRift 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. | +35 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Reactive Armour: Against weapons with the Shaped ChargeThe 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. Reinforced Front ArmourSome 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. | +15 |
T-44 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. | +25 |
T-54 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. | +25 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
T-54/ZP Medium Tank
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Zvukovoy Proeyektor |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Zvukovoy Proeyektor | Heavy | 24" | 4 | +2 | Rift WeaponRift 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 – ShockwaveWhen 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 MMG | S | 36" | 3 | – |
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.
- 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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. | +25 |
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
IS-3 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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted HMG (DShK) | S | 48" | 3 | +1 | FlakAll 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. |
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)
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial HMG | S | 48" | 3 | +1 | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Rear-facing, Turret-mounted MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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.
| Option | Points |
|---|---|
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
BTR-40 Armoured Car
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Forward-facing, Pintle-mounted MMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Transport | Up to 8 Soldiers |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Forward-facing, Pintle-mounted MMG | S | 36" | 3 | – | FlakAll 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. |
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.
| Option | Points |
|---|---|
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 FlakAll 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. Open-toppedSome 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. | +10 |
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have FlakAll 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. Open-toppedSome 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. | +10 |
BTR-152 Armoured Personnel Carrier
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Forward-facing, Pintle-mounted MMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Transport | Up to 18 Soldiers |
| Tow | Light Howitzer, Light or Medium AT Guns, Light AA Guns |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Forward-facing, Pintle-mounted MMG | S | 36" | 3 | – | FlakAll 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. |
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.
| Option | Points |
|---|---|
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 FlakAll 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. Open-toppedSome 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. | +10 |
MMG: Range 36" | Shots 3 | Pen – | Specified arc(s) only. Pintle MGs have FlakAll 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. Open-toppedSome 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. | +10 |
Soviet Guards Rifle Squad
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 Composition | 1 NCO and 4 Guards Riflemen |
|---|---|
| Unit Type | Advanced Infantry |
| Standard Equipment | Assault Rifle (AK-47) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ / 5+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Assault Rifle (AK-47) | S | 18" | 2 | – | AssaultThis 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 FightersSome 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. |
- 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.
| Option | Points |
|---|---|
Each additional model carries an AssaultThis 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 FightersSome 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. | 17 pts/model, max 7 |
Each additional model carries an AssaultThis 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 FightersSome 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. | 20 pts/model, max 7 |
LMG: Range 36" | Shots 4 | Pen – | Team WeaponThis 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 LaunchersAnti-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 ChargeThe 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 LaunchersAnti-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 ChargeThe 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 pts/model |
All models gain anti-tank grenades, granting the Tank HuntersTank 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. AssaultThis 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 FightersSome 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. FlightWhether 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.
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. | +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. StubbornStubborn 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 FightersSome 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 pts/model |
When this unit assaults a Building, the defenders cannot benefit from the Defensive Position bonus (defender normally fights first; with EngineersUnits 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 pts/model |
Object 704 Heavy Assault Gun
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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Heavy Howitzer (152mm) |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Heavy Howitzer (152mm) | Heavy | 72" (42"–84") | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Pintle-mounted HMG (DShK) | S | 48" | 3 | +1 | FlakAll 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. |
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.
T-34/100 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. | +25 |
“Sheridan” T29 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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial HMG | S | 48" | 3 | +1 | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Indirect FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Medium AT Gun (gyro-stabilised) |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Medium AT Gun (gyro-stabilised) | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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 MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Turret-mounted Multiple Launcher | Heavy | 12–72" | 1 | HE | Multiple LauncherThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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- 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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. | +25 |
“Meade” T28/T95 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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Super-heavy AT Gun |
| Movement Rate | Advance up to 6" / Run 6"–12" |
| Damage Value | 11+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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.
| Option | Points |
|---|---|
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher. Reinforced Front ArmourSome 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 |
T31 Demolition 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Light Howitzer |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Howitzer | Heavy | 48" (30"–60") | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Turret-mounted Medium Rocket System (left) | Heavy | 24" | 1 | HE | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Turret-mounted Medium Rocket System (right) | Heavy | 24" | 1 | HE | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Hull-mounted, Forward-facing Vehicle Flamethrower | S | 12" | 1 | +2 | FlamethrowerHits 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. |
- Each Fire Order, fire either the Light Howitzer and/or the Flamethrower, or one Medium Rocket System.
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”
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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Forward-facing Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Forward-facing Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
“Chaffee” T92 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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
M21 Light Tesla Cannon: Range 30" | Shots 1 | Pen +1 | Rift WeaponRift 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. | –30 |
“Stilwell” T34 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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun (120mm) |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 11+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun (120mm) | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial HMG | S | 48" | 3 | +1 | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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.
Centurion Mk I-T
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted MMG | S | 36" | 3 | – | FlakAll 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. |
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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 | Rift WeaponRift 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. | +15 | |||||||||||||||
Super-heavy AT Gun: Range 84" | Shots 1 | Pen +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +20 | |||||||||||||||
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only. | +15 |
FV201 (A45) Universal 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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted MMG | S | 36" | 3 | – | FlakAll 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.
| Option | Points |
|---|---|
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 | Rift WeaponRift 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. | –25 |
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only. | +15 |
A39 Tortoise Heavy Assault 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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Super-heavy AT Gun |
| Movement Rate | Advance up to 6" / Run 6"–12" |
| Damage Value | 11+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Turret-mounted MMG (limited traverse) | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted MMG | S | 36" | 3 | – |
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.
| Option | Points |
|---|---|
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 ArmourSome 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 |
Black Prince Infantry 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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
M21 Light Tesla Cannon: Range 30" | Shots 1 | Pen +1 | Rift WeaponRift 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. | –30 |
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only. | +15 |
A34 Comet Cruiser 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun (77mm HV) |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun (77mm HV) | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
MMG: Range 36" | Shots 3 | Pen – | 360° arc. Pintle MGs have FlakAll 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. Open-toppedSome 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. | +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 AssaultThis 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 FightersSome 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. | +10 |
Centurion Mk 3
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Pintle-mounted MMG | S | 36" | 3 | – | FlakAll 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. |
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.
| Option | Points |
|---|---|
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 | Rift WeaponRift 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. | –5 |
Computational Systems: This vehicle ignores the –1 ‘to hit’ penalty for moving and shooting. Veteran only. | +15 |
MK Sentinel Light Walker
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 Type | Light Walker (2 Legs) |
|---|---|
| Standard Equipment | 2x Forward-facing HMGs |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2x Forward-facing HMGs | S | 48" | 3 each | +1 | Must fire at same target | |||||||||||||||
| Forward-facing Light Automatic Cannon | S | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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.
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy Automatic Cannon: Range 72" | Shots 2 | Pen +3 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| +15 |
Badger 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 Type | Medium Walker (2 Legs) |
|---|---|
| Standard Equipment | Hull-mounted Heavy Automatic Cannon |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted Heavy Automatic Cannon | S | 72" | 2 | +3 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| 4x Hull-mounted HMGs | S | 48" | 3 each | +1 | ||||||||||||||||
| Left and Right Arms | — | CQ | — | +4 | Close Quarters only |
- 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.
| Option | Points |
|---|---|
M17 Tesla Cannon: Range 36" | Shots 1 | Pen +2 | Rift WeaponRift 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. | +25 |
Against all shots hitting the Front arc, count this Vehicle’s Damage Value as 1 higher. | +35 |
Australian Heavy Quad Bush Walker
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 Type | Medium Walker (4 Legs) |
|---|---|
| Standard Equipment | Head-mounted Light Automatic Cannon |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Head-mounted Light Automatic Cannon | S | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Head-mounted MMG | S | 36" | 3 | – | ||||||||||||||||
| Chest-mounted MMG | S | 36" | 3 | – | ||||||||||||||||
| Left Arm M21 Light Tesla Cannon | S | 30" | 1 | +1 | Rift WeaponRift 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 | — | +5 | Close 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. |
- 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.
- 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.
| Option | Points |
|---|---|
Infantry FlamethrowerHits 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. 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. | –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 |
Type 4 Chi-To 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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Hull-mounted, Forward-facing MMG | S | 36" | 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
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 Type | Heavy Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Super-heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Hull-mounted, Forward-facing Light AT Gun (37mm) | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Hull-mounted MMG | S | 36" | 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 4 Ha-To Self-Propelled Mortar
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 Type | Light Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Heavy Howitzer |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Heavy Howitzer | Heavy | 72" (42"–84") | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
O-I 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 Type | Super-heavy Tank |
|---|---|
| Standard Equipment | Turret-mounted Super-heavy AT Gun |
| Movement Rate | Advance up to 6" / Run 6"–12" |
| Damage Value | 11+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Super-heavy AT Gun | Heavy | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Sub-turret-mounted Medium AT Gun (left, forward arc) | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Sub-turret-mounted Medium AT Gun (right, forward arc) | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Rear Sub-turret-mounted MMG (rear arc) | S | 36" | 3 | – |
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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Hull-mounted, Forward-facing Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted, Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
Type 5 Chi-Ri Kai Shiboru
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing Type 99 Shiboru Cannon | Heavy | 48" | 2 | +4 | Rift WeaponRift 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 – CrushWhen 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 MMG | S | 36" | 3 | – |
- 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.
Type 4-Kai Ghost Chi-To
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
- 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.
Finnish Defence & Attack Forces
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.
- 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.
- 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.
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.
Prepare route
A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.
Infantry arrives
From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.
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.
| Slot | Defence Force | Attack Force |
|---|---|---|
| Officers | 1 | 1 |
| Mandatory Infantry | 2 (Rifle/Partisan) | 2 (any) |
| Additional Infantry | 0–3 | 0–3 |
| Medic | 0–1 | 0–1 |
| Forward Observer | 0–1 | 0–1 |
| Lumimyrsky | 0–1 | 0–1 |
| MG Teams | 0–2 | 0–3 |
| Mortar Teams | 0–2 | 0–1 |
| Sniper Teams | 0–2 | 0–2 |
| Flamethrower Teams | 0–2 | 0–2 |
| AT Teams | 0–2 | 0–2 |
| Artillery / AT Gun | 0–1 | 0–1 |
| Armoured Car / Lt Walker | 0–1 | 0–1 |
| Tank / Walker | 0–1 | 0–1 |
| Transport | per inf/arty | per inf/arty |
| Borrowed German/Russian | 2 | 1 |
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.
| Position | Limit | Eligible equipment |
|---|---|---|
| Artillery / Anti-tank Gun | 0–1 | Pak 40, LG40 or LG40/1 |
| Armoured Car / Light Walker | 0–1 | Ilves, Susi, Spinne variants or BA-64 |
| Tank / Walker | 0–1 | Karhu, Ilves, Susi; conventional tanks and assault guns; projector tanks |
| Walker | Light | Tank / Walker | Counts as borrowed? |
|---|---|---|---|
| Ilves | Yes | Yes | No |
| Susi 42 | Yes | Yes | No |
| Karhu | No | Yes | No |
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.
Major Eino Järvinen
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 Composition | 1 Heroic Officer |
|---|---|
| Unit Type | Hero (Company Commander, Defence Force Platoon only) |
| Standard Equipment | Assault Rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 2 |
| Luck | 1 |
| Rift Mastery | 1 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Assault Rifle | S | 18" | 2 | – | AssaultThis 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 FightersSome 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. |
- 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.
- 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.
Kapteeni Aino Korhonen
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 Composition | 1 Heroic Officer |
|---|---|
| Unit Type | Hero (Company Commander, Attack Force Platoon only) |
| Standard Equipment | SMG |
| Movement Rate | Advance 12" / Run 15" (Nimble) |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 1 |
| Luck | 2 |
| Rift Mastery | 1 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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. |
- 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.
- 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
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 Composition | 1 Officer |
|---|---|
| Unit Type | HQ |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – | AssaultThis 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 FightersSome 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. |
- 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.
Rank Morale Bonus Extra Orders Range Platoon Commander +2 2 6" Company Commander +4 4 12"
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.
| Option | Points |
|---|---|
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, AssaultThis 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 FightersSome 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 |
18 inches, 2 shots, no Pen, AssaultThis 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 FightersSome 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. | +7 each |
Finnish Medic
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 Composition | 1 Medic |
|---|---|
| Unit Type | HQ |
| Standard Equipment | None (unarmed) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
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.
Lumimyrsky Launch
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 Equipment | As profile |
|---|---|
| Slot | 0–1 per platoon (HQ) |
| Model | None (off-table launch) |
| Timing | One use, pre-game. After deployment, before first Order Die. |
| D6 | Result |
|---|---|
| 1 | Misfire — no effect. |
| 2–3 | One table quarter chosen by the Finnish player. |
| 4–5 | The opponent’s half of the table. |
| 6 | The whole table. |
- 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).
- 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
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 Composition | 1 Observer and up to 2 additional men |
|---|---|
| Unit Type | HQ — Artillery Observer |
| Standard Equipment | Pistol, SMG, or Rifle as modelled |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Regular) / 5+ (Veteran) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – | – |
| SMG (if modelled) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 24" | 1 | – | – |
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 Roll Effect 1 Miscalculation — 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 3 Delay/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 6 Fire 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.
| Option | Points |
|---|---|
| +10 pts each (Reg) / +13 pts each (Vet) |
Finnish Rifle Squad
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 Composition | 1 NCO and 4 Soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | |
| SMG (if taken) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 36" | 4 | – | Team WeaponThis 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 | S | 12" | 1 | +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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 Cocktail | CQ | Close Quarters | Per model | – | Tank HuntersTank 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. AssaultThis 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 FightersSome 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. |
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.
| Option | Points |
|---|---|
| +10 (Reg) / +13 (Vet), max 4 | |
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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 LaunchersAnti-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 ChargeThe 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 pts each |
Molotov cocktails: When this squad wins an AssaultThis 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 FightersSome 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. | +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
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 Composition | 1 NCO and 4 Soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles and Molotov Cocktails |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | |
| Molotov Cocktail | CQ | Close Quarters | Per model | – | Tank HuntersTank 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. AssaultThis 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 FightersSome 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. |
| SMG (if taken) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 18" | 1 | – | 6" or less = 2 shots |
| LMG (if taken) | S | 36" | 4 | – | Team WeaponThis 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. |
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.
| Option | Points |
|---|---|
| +8 (Inexp) / +10 (Reg), max 10 | |
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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
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 Composition | 1 NCO and 4 Soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | |
| SMG (if taken) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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. |
| Panzerfaust | S | 12" | 1 | +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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) | S | 6" | 3 | +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. |
- 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.
| Option | Points |
|---|---|
| +13 pts each | |
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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 LaunchersAnti-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 ChargeThe 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 pts each |
Äänipyssy: Range 6" | Shots 3 | Pen +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. | +25 pts each |
Kaukopartio Recon Squad
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 Composition | 1 NCO and 4 Soldiers |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Rifles, SMGs, and Molotov Cocktails |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | |
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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 Cocktail | CQ | Close Quarters | Per model | – | Tank HuntersTank 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. AssaultThis 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 FightersSome 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. |
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.
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.
Prepare route
A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.
Infantry arrives
From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.
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.
| Option | Points |
|---|---|
| +25 pts each |
Vouhi Strike Squad
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 Composition | 1 NCO and 4 Vouhi (fixed — no additional models) |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | SMG |
| Movement Rate | Advance 12" / Run 15" (Nimble) |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 18" | 2 | – | AssaultThis 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 FightersSome 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) | S | 6" | 3 | +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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) | CQ | Close Quarters | Per model | – | Tank HuntersTank 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. AssaultThis 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 FightersSome 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. |
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.
| Option | Points |
|---|---|
AssaultThis 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 FightersSome 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 pts each |
Äänipyssy (“Sound Gun”): Range 6" | Shots 3 | Pen +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. | +25 pts each, max 3 |
Molotov cocktails: When this squad wins an AssaultThis 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 FightersSome 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. | +2 pts/model |
Surma Squad
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 Composition | 3 Surmat |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Claws and Blades (+1 Pen at Close Quarters) |
| Movement Rate | Advance 8" / Run 16" (Fast) |
| Damage Value | 6+ |
| Morale Value | 10 (Fanatics) |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Claws and Blades | CQ | – | 1 | +1 | AssaultThis 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 FightersSome 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. |
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.
- 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.
| Option | Points |
|---|---|
| +30 pts each, max 2 (squad max 5) |
Lumihiihtäjä Partio
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 Composition | 1 NCO and 4 Snow Riders (up to 8 max) |
|---|---|
| Unit Type | Specialist Infantry (Mounted) |
| Standard Equipment | SMG |
| Damage Value | 5+ |
| Morale Value | 10 |
| Base Size | 25mm 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) |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 24" | 1 | – | – |
| Äänipyssy / Kaiku Häirin (if taken) | S | 6" | 3 | +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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) | S | 12" | 1 | +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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. |
- (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.
| Option | Points |
|---|---|
| +22 pts each | |
Rifle: Range 24" | Shots 1 | Pen – | –. | –3 pts each |
Äänipyssy / Kaiku Häirin: Range 6" | Shots 3 | Pen +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. | +25 pts each, max 2 |
Panzerfaust: Range 12" | Shots 1 | Pen +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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 pts each |
Koi LMG Team
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 LMG |
| Movement Rate | Adv 12" / Run 18" (Flight) or Adv 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| LMG | S | 36" | 4 | – | Team WeaponThis 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. |
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.
| Option | Points |
|---|---|
StubbornStubborn 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 |
Koi Äänipyssy Team
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Äänipyssy (“Sound Gun”) |
| Movement Rate | Adv 12" / Run 18" (Flight) or Adv 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Äänipyssy (“Sound Gun”) | S | 6" | 3 | +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. |
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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. |
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.
- 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.
| Option | Points |
|---|---|
StubbornStubborn 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 |
Koi Anti-Tank Rifle Team
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Anti-Tank Rifle |
| Movement Rate | Adv 12" / Run 18" (Flight) or Adv 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Anti-Tank Rifle | Heavy | 48" | 1 | +2 | Team WeaponThis 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. |
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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. |
| Panzerfaust | S | 12" | 1 | +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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. |
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.
| Option | Points |
|---|---|
StubbornStubborn 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 |
Finnish MMG 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 Composition | 3 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Medium Machine Gun |
| Movement Rate | Rotate / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Medium Machine Gun | Heavy | 36" | 6 | – | Team WeaponThis 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. FixedThis 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. |
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
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Light Mortar |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Mortar | Heavy | 12–36" | 1 | HE | Team WeaponThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
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 Composition | 3 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Medium Mortar (80mm Granatwerfer 34) |
| Movement Rate | Rotate / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Mortar | Heavy | 12–60" | 1 | HE | Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
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. SpottersSome 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
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Rifle (Sniper) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle (Sniper) | S | 24" | 1 | – | SniperThe 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:
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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.
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
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Infantry Flamethrower |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Infantry Flamethrower | Heavy | 6" | 1 | +2 | Team WeaponThis 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. FlamethrowerHits 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. |
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
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Anti-Tank Rifle (Lahti L-39 or Boys) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Anti-Tank Rifle | Heavy | 48" | 1 | +2 | Team WeaponThis 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) | S | 12" | 1 | +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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. |
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.
| Option | Points |
|---|---|
Panzerfaust: Range 12" | Shots 1 | Pen +6 | Anti-Tank LaunchersAnti-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 ChargeThe 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 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
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 Composition | 2 Soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | 1 Panzerschreck |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Panzerschreck | Heavy | 24" | 1 | +6 | Team WeaponThis 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 ChargeThe 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. |
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.
| Option | Points |
|---|---|
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)
Requisition Points
| Veteran: | 162 |
| Unit Type | Light Walker (4 Legs) |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun; Co-axial Light Automatic Cannon |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial Light Automatic Cannon | Heavy | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. |
- 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)
Requisition Points
| Veteran: | 126 |
| Unit Type | Light Walker (4 Legs) |
|---|---|
| Standard Equipment | Turret-mounted Infantry Flamethrower |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Infantry Flamethrower | Heavy | 6" | 1 | +2 | FlamethrowerHits 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. |
- 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
Requisition Points
| Inexperienced: | 108 |
| Regular: | 135 |
| Unit Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light Howitzer; Co-axial MMG; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Howitzer | Heavy | 48" / 12–60" indirect | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
Requisition Points
| Inexperienced: | 140 |
| Regular: | 175 |
| Veteran: | 210 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Light Howitzer; Co-axial MMG; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Howitzer | Heavy | 48" / 12–60" indirect | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
Requisition Points
| Inexperienced: | 180 |
| Regular: | 225 |
| Veteran: | 270 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
Anti-tank rifles and Shaped ChargeThe 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. | +10 |
StuG III Ausf. A/B/C/D/E
Requisition Points
| Inexperienced: | 124 |
| Regular: | 155 |
| Veteran: | 186 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Light Howitzer |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Light Howitzer | Heavy | 48" / 12–60" indirect | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
Requisition Points
| Inexperienced: | 172 |
| Regular: | 215 |
| Veteran: | 258 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or FlakAll 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. | +5 |
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun. | +5 |
StuG III Ausf. G/H
Requisition Points
| Inexperienced: | 172 |
| Regular: | 215 |
| Veteran: | 258 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or FlakAll 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. | +5 |
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun. | +5 |
Anti-tank rifles and Shaped ChargeThe 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. | +10 |
StuG IV
Requisition Points
| Inexperienced: | 172 |
| Regular: | 215 |
| Veteran: | 258 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Heavy AT Gun; Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
Replaces the forward-facing MMG; 36 inches, 3 shots, Pen –. 360-degree arc. This is not a pintle or FlakAll 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. | +5 |
Forward-facing; 36 inches, 3 shots, Pen –. Fires instead of the main gun. | +5 |
StuH 42
Requisition Points
| Inexperienced: | 164 |
| Regular: | 205 |
| Veteran: | 246 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Medium Howitzer; Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Medium Howitzer | Heavy | 60" / 12–72" indirect | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Forward-facing MMG | S | 36" | 3 | – |
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
Anti-tank rifles and Shaped ChargeThe 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. | +10 |
StuG 33B
Requisition Points
| Inexperienced: | 256 |
| Regular: | 320 |
| Unit Type | Heavy Tank |
|---|---|
| Standard Equipment | Casement-mounted Forward-facing Heavy Howitzer; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 10+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Casement-mounted Forward-facing Heavy Howitzer | Heavy | 72" / 12–84" indirect | 1 | HE | HowitzerThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
Requisition Points
| Inexperienced: | 164 |
| Regular: | 205 |
| Veteran: | 246 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Hull-mounted Forward-facing Heavy AT Gun; 360-degree MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted Forward-facing Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| 360-degree MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
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. FlamethrowerHits 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 WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
Requisition Points
| Inexperienced: | 48 |
| Regular: | 60 |
| Unit Type | Armoured Car |
|---|---|
| Standard Equipment | Turret-mounted LMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted LMG | S | 36" | 2 | – | FlakAll 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. |
- 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.
| Option | Points |
|---|---|
Enclosed turret; retains LMG and FlakAll 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 FlakAll 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
Requisition Points
| Inexperienced: | 156 |
| Regular: | 195 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Medium AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Medium AT Gun | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
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. FlamethrowerHits 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 WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
Requisition Points
| Inexperienced: | 180 |
| Regular: | 225 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
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. FlamethrowerHits 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 WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
Requisition Points
| Inexperienced: | 185 |
| Regular: | 230 |
| Unit Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Heavy AT Gun; Co-axial MMG; Hull-mounted, Forward-facing MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Heavy AT Gun | Heavy | 72" | 1 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted, Forward-facing MMG | S | 36" | 3 | – |
- 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.
| Option | Points |
|---|---|
HMG: Range 48" | Shots 3 | Pen +1 | FlakAll 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. Open-toppedSome 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
Requisition Points
| Inexperienced: | 70 |
| Regular: | 100 |
| Veteran: | 130 |
| Unit Composition | 4 crew (including team leader) + 75mm Pak 40 |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Heavy Anti-Tank Gun |
| Movement Rate | Advance: pivot only; tow required to change position |
| Damage Value | 3+ / 4+ / 5+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Anti-Tank Gun | H | 72" | 1 | +6 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
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.
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.
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 Diameter Pen Pin Markers 1" +1 D2 2" +2 D2 3" +3 D3 4" +4 D3
75mm LG40
Requisition Points
| Regular: | 45 |
| Veteran: | 59 |
| Unit Composition | 3 crew (including team leader) + 75mm LG40 |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Light Howitzer |
| Movement Rate | Advance: pivot only; Run up to 6" (at least 2 crew) |
| Damage Value | 4+ / 5+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Howitzer | H | 48" / 12–60" indirect | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
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.
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.
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 Diameter Pen Pin Markers 1" +1 D2 2" +2 D2 3" +3 D3 4" +4 D3
105mm LG40/1
Requisition Points
| Regular: | 80 |
| Veteran: | 104 |
| Unit Composition | 3 crew (including team leader) + 105mm LG40/1 |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Medium Howitzer |
| Movement Rate | Advance: pivot only; Run up to 6" (at least 2 crew) |
| Damage Value | 4+ / 5+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Howitzer | H | 60" / 12–72" indirect | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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
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.
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.
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 Diameter Pen Pin Markers 1" +1 D2 2" +2 D2 3" +3 D3 4" +4 D3
Panzer IV Ausf. X
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Schwerefeld Projektor |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Schwerefeld Projektor | Heavy | 48" | 2 | +4 | Rift WeaponRift 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 PulseWhen 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 MMG | S | 36" | 3 | – |
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
MMG: Range 36" | Shots 3 | Pen – | 360° arc. Pintle MGs have FlakAll 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. Open-toppedSome 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Indirect FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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). FixedThis 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 ChargeThe 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. | +10 |
Captured T-34/85 with Schwerefeld Projektor
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Schwerefeld Projektor |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Schwerefeld Projektor | Heavy | 48" | 2 | +4 | Rift WeaponRift 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 PulseWhen 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 MMG | S | 36" | 3 | – |
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Heavy AT Gun: Range 72" | Shots 1 | Pen +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 |
Karhu Assault Walker
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 Type | Medium Walker (2 Legs) |
|---|---|
| Standard Equipment | Right Arm mounting a GrB-47 Granatbüchse |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 9+ |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Right Arm mounting a GrB-47 Granatbüchse | Heavy | 36" | 1 | +5 / HE | Shaped ChargeThe 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. HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
ModeMode 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 | — | +4 | Close Quarters only |
- Two-legged Walkers are capable of pivoting up to two times instead of only once when moving.
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Schwerefeld Projektor: Range 48" | Shots 2 | Pen +4 | Rift WeaponRift 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 PulseWhen 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. | Free | |||||||||||||||
Heavy Automatic Cannon: Range 72" | Shots 2 | Pen +3 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| Free | |||||||||||||||
Light Automatic Cannon: Range 48" | Shots 2 | Pen +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| –20 | |||||||||||||||
AssaultThis 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 FightersSome 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. | +10 |
Ilves Light Walker
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 Type | Light Walker (2 Legs) |
|---|---|
| Standard Equipment | Right Arm mounting an HMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Right Arm mounting an HMG | S | 48" | 6 | +1 | Arm-mounted HMGs do not halve their Shots value for being mounted on a Vehicle |
| Left Arm (Claw) | — | CQ | — | +4 | Close Quarters only |
- 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.
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.
Prepare route
A friendly Lumimyrsky launch that creates a blizzard anywhere prepares both routes, which remain usable after the storm ends.
Infantry arrives
From Turn 3, the Kaukopartio arrives first using Hiljainen Reitti. Mark its entry point.
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.
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Right-arm Light Automatic Cannon: 48 inches, 2 shots, Pen +2, HE (1 inch), FlakAll 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 WeaponRift 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 PulseWhen 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 | AssaultThis 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 FightersSome 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 | |||||||||||||||
AssaultThis 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 FightersSome 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. Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
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 Type | Light Walker (2 Legs) |
|---|---|
| Standard Equipment | Turret-mounted Light Anti-tank Gun |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Anti-tank Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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.
| Option | Points |
|---|---|
Infrared: this unit ignores the +1 Cover Save bonus of Hidden units. | +5 |
Finnish Truck
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 Type | Transport / Tow Vehicle |
|---|---|
| Standard Equipment | As profile |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 / 10 |
| Transport | Up to 12 soldiers, OR one supported gun and its crew. A towed gun uses all capacity; no other passengers. |
| Tow | Light or Medium Howitzers; Heavy Anti-tank Guns. |
- 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.
| Option | Points |
|---|---|
Snow chains allow the truck to treat snow as normal terrain for movement purposes, moving as a tracked vehicle would. | +10 |
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.
- 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.
- 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.
- 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).
Geneviève Archambeau
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 Composition | 1 Field Scientist |
|---|---|
| Unit Type | Hero |
| Standard Equipment | CEAM 47-L « Clairon » (choose one firing mode) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 1 |
| Luck | 1 |
| Rift Mastery | 1 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| CEAM 47-L — Rafale | AS | 18" | 2 | +1 | AssaultThis 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 FightersSome 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. ModeMode 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 — Aiguille | AS | 18" | 1 | +2 | ModeMode 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. |
- 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.
- 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.
| Option | Points |
|---|---|
Optional custom upgrade to her cuirasse. Once per game, after an enemy Rift WeaponRift 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. | +5 |
- Pending Ambush Miniatures release. Proxy: female scientist/engineer figure, 28mm.
Lucien Delmas — Le Bélier de Belleville
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 Composition | 1 Veteran Hero |
|---|---|
| Unit Type | Infantry, HQ, Hero |
| Standard Equipment | CEAM 47-C |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 6+ |
| Morale Value | 10 |
| Guts | 2 |
| Luck | 1 |
| Rift Mastery | 0 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| CEAM 47-C | AS | 18" | 2 | +1 | AssaultThis 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 FightersSome 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.
- 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.
| Rank | Morale Bonus | Extra Orders | Range |
|---|---|---|---|
| Platoon Commander | +2 | 2 | 6" |
| Company Commander | +4 | 4 | 12" |
Madeleine Renaud — Mado
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 Composition | 1 Veteran Hero |
|---|---|
| Unit Type | Infantry, HQ, Hero |
| Standard Equipment | MAS-36/47 Aiguille and Close Quarters blade |
| Movement Rate | Advance 8" / Run 16" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 1 |
| Luck | 2 |
| Rift Mastery | 0 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| MAS-36/47 Aiguille | AS | 24" | 1 | +2 | |
| Close Quarters blade | CQ | — | — | +1 | Close Quarters only |
- 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.
| Rank | Morale Bonus | Extra Orders | Range |
|---|---|---|---|
| Platoon Commander | +2 | 2 | 6" |
| Company Commander | +4 | 4 | 12" |
| Option | Points |
|---|---|
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 FixedThis 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. AssaultThis 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 FightersSome 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. Reserves and Outflanking ManoeuvreReservesReserves 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 ManoeuvreA 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 issuesDuring 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
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 Composition | 1 Veteran Hero |
|---|---|
| Unit Type | Infantry, HQ, Hero |
| Standard Equipment | CEAM 47-C |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 3 |
| Luck | 1 |
| Rift Mastery | 0 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| CEAM 47-C | AS | 18" | 2 | +1 | AssaultThis 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 FightersSome 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.
- 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.
| Rank | Morale Bonus | Extra Orders | Range |
|---|---|---|---|
| Platoon Commander | +2 | 2 | 6" |
| Company Commander | +4 | 4 | 12" |
French Officer
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 Composition | 1 Officer (+ optional attendants) |
|---|---|
| Unit Type | HQ |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – | AssaultThis 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 FightersSome 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.
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.
Rank Morale Bonus Extra Orders Range Platoon Commander +2 2 6" Company Commander +4 4 12"
| Option | Points |
|---|---|
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, AssaultThis 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 FightersSome 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 |
18 inches, 2 shots, no Pen, AssaultThis 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 FightersSome 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. | +7 each |
French Medic
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 Composition | 1 Medic |
|---|---|
| Unit Type | HQ |
| Standard Equipment | None (unarmed) |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| None (unarmed) | — | — | — | — | — |
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
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 Composition | 1 Observer |
|---|---|
| Unit Type | HQ |
| Standard Equipment | Rifle and Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
| Pistol | S | 6" | 1 | – | – |
- May call in an Artillery Barrage twice per game instead of once.
French Rifle Squad
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 Composition | 1 NCO + 4 men (up to +6 at +10/+13 pts) |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
| SMG (NCO option) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 36" | 4 | – | Team WeaponThis 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. |
- Immune to Horror.
| Option | Points |
|---|---|
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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 |
LMG (Light Machine Gun): Range 36" | Shots 4 | Pen – | Team WeaponThis 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 LaunchersAnti-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 ChargeThe 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 HuntersTank 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 EngineersUnits 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. FlamethrowerHits 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. | +1/model |
Groupe Franc / Chasseurs Alpines
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 Composition | 1 NCO + 4 men (up to +7 at +13 pts) |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
- Immune to Horror.
Squad size & identity 2 choices
| Option | Points |
|---|---|
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
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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 | |||||||||||||||
LMG: Range 36" | Shots 4 | Pen – | Team WeaponThis 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 each | |||||||||||||||
VB Grenade Launcher: Range 6–24" | Shots 1 | Pen – | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Indirect FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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). FixedThis 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. | +20 |
Specialist weapons 4 choices
| Option | Points |
|---|---|
ATRD: 12" · 1 · +6 · Anti-Tank LaunchersAnti-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 ChargeThe 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 |
Infantry FlamethrowerHits 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. Team WeaponThis 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. EngineersUnits 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. | +30 |
Per rifle replaced; maximum 2 per squad. 18" / 2 Shots / Pen +1 / AssaultThis 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 FightersSome 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. | +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 SniperThe 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:
AssaultThis 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 FightersSome 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. | +10 |
Training & protection 3 choices
| Option | Points |
|---|---|
StubbornStubborn 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 |
EngineersUnits 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. FlamethrowerHits 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. | +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
| Option | Points |
|---|---|
Portable apparatus. Adds Escorte protectrice. Rift Unit · Rift Dice: 1. Cicatrice du Rift: Immune to HorrorBy 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. Escorte protectrice - Active Rift Enhancement
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
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 Composition | 1 NCO + 4 men (up to +6 at +14 pts) |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
| SMG (NCO option) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 36" | 4 | – | Team WeaponThis 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) | AS | 18" | 2 | +1 | AssaultThis 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 FightersSome 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. |
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.
| Option | Points |
|---|---|
SMG: Range 12" | Shots 2 | Pen – | AssaultThis 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 FightersSome 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 |
LMG: Range 36" | Shots 4 | Pen – | Team WeaponThis 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 LaunchersAnti-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 ChargeThe 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 HuntersTank 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 |
FanaticsFanatics 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 |
Per rifle replaced; maximum 2 per squad. 18" / 2 Shots / Pen +1 / AssaultThis 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 FightersSome 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. | +8 each |
Increase starting squad size; use the same quality as the squad. Squad upgrades apply to every starting model. | +14 each |
- Warlord Games French Foreign Legion plastic kit (BA3 France release).
Moroccan Goumier Section
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 Composition | 1 NCO + 4 men (up to +6 at +14 pts) |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
| LMG (option) | S | 36" | 4 | – | Team WeaponThis 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. |
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.
| Option | Points |
|---|---|
LMG: Range 36" | Shots 4 | Pen – | Team WeaponThis 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 LaunchersAnti-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 ChargeThe 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 HuntersTank 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
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 Composition | 1 NCO + 4 (up to +5 at +10/+13 pts) |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | – |
| SMG (option) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | AS | 24" | 1 | +2 | No SniperThe 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:
|
- 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.
| Option | Points |
|---|---|
Entire squad gains Tank HuntersTank 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 |
FanaticsFanatics 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 |
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 SniperThe 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:
AssaultThis 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 FightersSome 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. | +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 · – · AssaultThis 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 FightersSome 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 each |
Spahi Cavalry Section
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 Composition | 1 NCO + 5 mounted (up to +7 at +13/+16 pts) |
|---|---|
| Unit Type | Infantry (Cavalry) |
| Standard Equipment | Cavalry carbines (pistols mounted, rifles dismounted) |
| Movement Rate | Advance 9" / Run 18" (mounted) |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Carbine (mounted) | S | 6" | 1 | – | Pistol |
| Rifle (dismounted) | S | 24" | 1 | – | – |
| LMG (option) | S | 36" | 4 | – | Team WeaponThis 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. |
- 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.
| Option | Points |
|---|---|
LMG: Range 36" | Shots 4 | Pen – | Team WeaponThis 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 |
Entire squad gains Tank HuntersTank 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 |
Chasseurs des Morts
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 Composition | 1 NCO + 4 soldiers |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Fossoyeur shotguns, épieux de voirie and sanitation coil |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Fossoyeur shotgun | AS | 12" | 2 | +1 | AssaultThis 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 FightersSome 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. 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.
- 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.
| Option | Points |
|---|---|
ATRD: 12" · 1 · +6 · Anti-Tank LaunchersAnti-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 ChargeThe 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 HuntersTank 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 |
FanaticsFanatics 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 |
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
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 Composition | 3 men |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Hotchkiss M1914 Medium Machine Gun |
| Movement Rate | Rotate / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Hotchkiss M1914 MMG | H | 36" | 6 | – | Team WeaponThis 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. FixedThis 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
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 Composition | 2 men (light); 3 men (medium); 4 men (heavy) |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Light Mortar (60mm) |
| Movement Rate | Rotate / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Mortar (60mm) | H | 12–36" | 1 | HE | Team WeaponThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Medium Mortar (81mm, option) | H | 12–60" | 1 | HE | Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Heavy Mortar (120mm, option) | H | 12–72" | 1 | HE | Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Medium Mortar (81mm): Range 12–60" | Shots 1 | Pen HE | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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). | +15 | |||||||||||||||
Heavy Mortar: 12–72 inches, 1 shot, HE (3 inches), Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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). | +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. SpottersSome 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
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 Composition | 2 men |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Sniper Rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Sniper Rifle | S | 36" | 1 | – | SniperThe 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:
Team WeaponThis 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).
French Flamethrower Team
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 Composition | 2 men |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Infantry Flamethrower |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Infantry Flamethrower | H | 6" | 1 | +2 | Team WeaponThis 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. FlamethrowerHits 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
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 Composition | 2 men |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Boys Anti-Tank Rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Boys AT Rifle | S | 48" | 1 | +2 | Team WeaponThis 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
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 Composition | 2 men |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | LRAC-50 Rocket Launcher |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| LRAC-50 Rocket Launcher | H | 24" | 1 | +6 | Team WeaponThis 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 ChargeThe 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. |
Lumière Pulse Team
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 Composition | 2 soldiers: projector operator and power-case assistant |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Lumière Pulse Projector |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Lumière Pulse Projector | H | 18" | – | – | Rift WeaponRift 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. 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. |
- 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.
- 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.
| Option | Points |
|---|---|
One additional Veteran with a pistol; three starting models in total. The FixedThis 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. Team WeaponThis 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. | +13 |
Field Howitzer
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 Composition | 3 men + light howitzer |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Light Howitzer (75mm) |
| Movement Rate | Advance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Howitzer (75mm) | H | 48" / 30–60" indirect | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Medium Howitzer (option) | H | 60" / 36–72" indirect | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Heavy Howitzer (option) | H | 72" / 42–84" indirect | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
Medium HowitzerThis 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. Team WeaponThis 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. FixedThis 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. | +40 |
Heavy HowitzerThis 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. Team WeaponThis 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. FixedThis 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. | +90 |
Soft Cover against hits without Pen from the Front arc only. No FixedThis 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. | +5 |
One additional soldier acts as a forward observer. The HowitzerThis 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. SpottersSome 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
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 Composition | 3 men + light AT gun |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Light Anti-Tank Gun (Pen +4) |
| Movement Rate | Advance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light AT Gun | H | 48" | 1 | +4 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Low-velocity AT Gun (option) | H | 36" | 1 | +3 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Medium AT Gun (option) | H | 60" | 1 | +5 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
| Option | Points |
|---|---|
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 GunAnti-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). Team WeaponThis 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. FixedThis 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. | +20 |
Soft Cover against hits without Pen from the Front arc only. No FixedThis 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. | +5 |
Anti-Aircraft Cannon
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 Composition | 3 men + 25mm Hotchkiss mle 38 |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | 25mm Hotchkiss mle 38 Autocannon |
| Movement Rate | Advance: pivot only; Run: 6" (Light/Medium); Heavy/Super-heavy cannot be moved by crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 25mm Hotchkiss mle 38 | H | 48" | 2 | +2 | Team WeaponThis 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. FixedThis 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. FlakAll 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
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.
| Option | Points |
|---|---|
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
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 Type | Heavy Tank |
|---|---|
| Standard Equipment | 90mm SA 45 (turret) |
| Movement Rate | Advance 9" / Run 18" |
| Damage Value | 10+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 90mm SA 45 (turret) | H | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | H | 36" | 3 | – | Co-axial | |||||||||||||||
| Hull MMG | H | 36" | 3 | – |
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.
| Option | Points |
|---|---|
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 EnhancementWhen 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
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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | 90mm SA 45 (turret) |
| Movement Rate | Advance 12" / Run 24" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 90mm SA 45 (turret) | H | 84" | 1 | +7 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial MMG | H | 36" | 3 | – | Co-axial | |||||||||||||||
| Hull MMG | H | 36" | 3 | – |
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.
| Option | Points |
|---|---|
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 EnhancementWhen 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
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 |
- Denis model — pending manufacture.
AMX-13 Char Léger
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 Type | Light Tank |
|---|---|
| Standard Equipment | 75mm SA 50 (turret) |
| Movement Rate | Advance 12" / Run 24" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 75mm SA 50 (turret) | H | 72" | 2 | +6 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
The main gun fires 2 Shots (already shown in its profile). | |||||||||||||||
| Co-axial MMG | H | 36" | 3 | – | Co-axial |
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.
| Option | Points |
|---|---|
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 EnhancementFire 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
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
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 Type | Armoured Car |
|---|---|
| Standard Equipment | 75mm SA 49 (turret) |
| Movement Rate | Advance 12" / Run 24" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 75mm SA 49 (turret) | H | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | H | 36" | 3 | – | Co-axial | |||||||||||||||
| Rear-facing MMG | H | 36" | 3 | – |
- 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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
SA 50: 72 inches, 2 shots, Pen +6, Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
Vehicle-Mounted WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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 EnhancementFire 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
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 |
- Denis model — pending manufacture.
M4A2 75mm Escorte
Requisition Points
| Regular: | 210 |
| Unit Composition | 1 M4A2 75mm medium tank |
|---|---|
| Unit Type | Medium Tank |
| Standard Equipment | Turret medium anti-tank gun with co-axial MMG; forward hull MMG |
| Movement Rate | Advance 9" / Run 18" |
| Damage Value | 9+ |
| Morale Value | 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Anti-tank Gun (turret) | H | 72" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | H | 36" | 3 | – | Co-axial | |||||||||||||||
| Hull MMG | H | 36" | 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.
| Option | Points |
|---|---|
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
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
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 Type | Transport / Tow Vehicle |
|---|---|
| Standard Equipment | None (unarmed) |
| Movement Rate | Advance 9" / Run 18" (Tracked) |
| Damage Value | 6+ (soft-skin) |
| Morale Value | 8 / 9 / 10 |
| Transport Capacity | 2 men (crew positions only) |
| Weapon | Type | Range | Shots | Pen | Special 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.
| Option | Points |
|---|---|
The Chenillette may Towing GunsSome 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. Anti-Tank GunAnti-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). Towing GunsSome 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. | +5 |
Pintle-mounted MMG: 36" · 6 Shots (3 against ground targets, as a vehicle-mounted MG; full Shots against aircraft) · 360° · FlakAll 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
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Pintle .50 cal HMG |
| Movement Rate | Advance 12" / Run 24" (Half-track) |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Transport Capacity | 11 men |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pintle .50 cal HMG | H | 48" | 3 | +1 | FlakAll 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.
French Truck
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 Type | Transport / Tow Vehicle |
|---|---|
| Standard Equipment | None (unarmed) |
| Movement Rate | Advance 12" / Run 24" (Wheeled) |
| Damage Value | 6+ (soft-skin) |
| Morale Value | 8 / 9 / 10 |
| Transport Capacity | 12 men |
| Tow | Light Howitzer; Light or Medium Anti-tank Gun; Light or Heavy Anti-aircraft Gun |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| None (unarmed) | — | — | — | — | — |
- 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.
National Dragon 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 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.
- 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
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 Composition | 1 Veteran Hero (+ up to 2 honour guards) |
|---|---|
| Unit Type | Infantry, HQ, Hero |
| Standard Equipment | SMG |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Guts | 2 |
| Luck | 1 |
| Rift Mastery | 0 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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. |
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.
Rank Morale Bonus Extra Orders Range Platoon Commander +2 2 6" Company Commander +4 4 12" - 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.
| Option | Points |
|---|---|
Veteran attendants armed with SMGs (12" / 2 shots / AssaultThis 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 FightersSome 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. | +17 each |
Nationalist Field Officer
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 Composition | 1 Officer (+ optional attendants) |
|---|---|
| Unit Type | HQ |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – |
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.
Rank Morale Bonus Extra Orders Range Platoon Commander +2 2 6" Company Commander +4 4 12" - 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.
| Option | Points |
|---|---|
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, AssaultThis 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 FightersSome 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 |
The Officer gains 1 point of GutsGuts 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. | +10 |
The Officer gains 1 point of LuckIn 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. | +15 |
1st Lt. John Savage
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 Composition | 1 Veteran Hero |
|---|---|
| Unit Type | Hero |
| Standard Equipment | SMG, Paragon Close Combat Weapon |
| Movement Rate | Advance 8" / Run 16" while Fast; otherwise Advance 6" / Run 12" |
| Damage Value | 6+ |
| Morale Value | 10 |
| Guts | 2 |
| Luck | 1 |
| Rift Mastery | 0 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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 | — | +1 | Close 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. |
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.
- 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.
| Rank | Morale Bonus | Extra Orders | Range |
|---|---|---|---|
| Platoon Commander | +2 | 2 | 6" |
| Company Commander | +4 | 4 | 12" |
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.
| Option | Points |
|---|---|
Heavy: he needs no Loader. The Paragon Close Combat Weapon is kept. FlamethrowerHits 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
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 Composition | 1 NCO and 9 soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles; 2 Infantry Flamethrowers; NCO with pistol and combat blade |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ |
| Morale Value | 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – | |
| Infantry Flamethrower (2 carried) | S | 6" | 1 | +2 | Team WeaponThis 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. FlamethrowerHits 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) | S | 6" | 1 | – | |
| Combat blade (NCO) | — | CQ | — | +1 | Close Quarters only |
- 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.
| Option | Points |
|---|---|
Regular riflemen. Squad maximum 20 models. | +10 each |
No EngineersUnits 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. FlamethrowerHits 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. Team WeaponThis 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 HuntersTank 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
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 Composition | 10 partisans |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ |
| Morale Value | 8 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle | S | 24" | 1 | – |
- 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.
| Option | Points |
|---|---|
Inexperienced partisans with rifles. Squad maximum 25 models. | +7 each |
No EngineersUnits 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. FlamethrowerHits 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. Team WeaponThis 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 / AssaultThis 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 FightersSome 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 |
X Force (Chinese Army in India)
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 Composition | 1 NCO and 6 soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | 4 captured Type 10 Shiboru Rifles; 2 Infantry Flamethrowers; NCO with pistol and combat blade |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Captured Type 10 Shiboru Rifle (4 carried) | S | 24" | 1 | +1 | Rift WeaponRift 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 – CrushWhen 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) | S | 6" | 1 | +2 | Team WeaponThis 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. FlamethrowerHits 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) | S | 6" | 1 | – | |
| Combat blade (NCO) | — | CQ | — | +1 | Close Quarters only |
| Rifle (added soldiers) | S | 24" | 1 | – |
- 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.
- 1 (captured Shiboru rifles)
| Option | Points |
|---|---|
Veteran soldiers with rifles. Squad maximum 12 models. | +13 each |
SMG: 12" / 2 shots / no Pen / AssaultThis 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 FightersSome 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 EngineersUnits 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. FlamethrowerHits 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. Team WeaponThis 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 HuntersTank 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. StubbornStubborn 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 FightersSome 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 |
Dragon Guard (Long-Wei)
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 Composition | 1 NCO and 4 Dragon Guard |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Trench Shotguns; 2 Underslung Thermite Launchers |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Trench Shotgun | S | 18" | 1 | – | AssaultThis 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 FightersSome 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) | S | 12" | 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. |
- 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.
- 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.
| Option | Points |
|---|---|
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 HuntersTank 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 |
Paragon Squad (2nd AVG)
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 Composition | 1 Paragon NCO and 2 Paragons, one with an Infantry Flamethrower |
|---|---|
| Unit Type | Heroic Specialist Infantry |
| Standard Equipment | SMGs; 1 Infantry Flamethrower |
| Movement Rate | Advance 8" / Run 16" while Fast; otherwise Advance 6" / Run 12" |
| Damage Value | 6+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG | S | 12" | 2 | – | AssaultThis 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 FightersSome 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) | S | 6" | 1 | +2 | FlamethrowerHits 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. |
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.
- 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.
| Option | Points |
|---|---|
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. | +2 each |
ATRD: 12" / 1 shot / Pen +6 / Anti-Tank LaunchersAnti-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 ChargeThe 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. FanaticsFanatics 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. EngineersUnits 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)
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 Composition | 1 NCO and 2 soldiers in Grade 1 Heavy Powered Armour |
|---|---|
| Unit Type | Advanced Infantry |
| Standard Equipment | LMGs; 1 Infantry Flamethrower in place of an LMG |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ (Reg) / 6+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| LMG | S | 36" | 4 | – | |
| Infantry Flamethrower (replaces one LMG) | S | 6" | 1 | +2 | FlamethrowerHits 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. |
- 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.
| Option | Points |
|---|---|
Same quality as the squad: Regular 30, Veteran 33. Up to 3. | +30/+33 each |
Super Bazooka: 24" / 1 shot / Pen +6 / Team WeaponThis 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 ChargeThe 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. | +55 |
ATRD: 12" / 1 shot / Pen +6 / Anti-Tank LaunchersAnti-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 ChargeThe 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 HuntersTank 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. StubbornStubborn 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
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 Composition | 2 Dragon Guard |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Heavy Thermite Projector; Trench Shotgun |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Heavy Thermite Projector | Heavy | 18" | 1 | +4 | Team WeaponThis 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) | S | 18" | 1 | – | AssaultThis 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 FightersSome 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. |
- 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)
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 Composition | 2 soldiers |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Bazooka |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Bazooka | Heavy | 24" | 1 | +5 | Team WeaponThis 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 ChargeThe 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. |
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
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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Boys anti-tank rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Anti-tank Rifle (Boys) | Heavy | 48" | 1 | +2 | Team WeaponThis 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. |
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.
| Option | Points |
|---|---|
Regular or Veteran only, +4 points per model. Gains FieldcraftThese 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 FightersSome 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/model |
Gurkha PIAT Team
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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | PIAT |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| PIAT | Heavy | 12" | 1 | +5 | Team WeaponThis 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 ChargeThe 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. |
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.
| Option | Points |
|---|---|
Regular or Veteran only, +4 points per model. Gains FieldcraftThese 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 FightersSome 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/model |
NRA 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 Composition | 1 Medic (+ up to 2 soldiers) |
|---|---|
| Unit Type | Medic |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – |
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.
| Option | Points |
|---|---|
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 / AssaultThis 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 FightersSome 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
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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Light mortar |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Mortar | Heavy | 12–36" | 1 | HE | Team WeaponThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
| Option | Points |
|---|---|
Regular or Veteran only, +4 points per model. Gains FieldcraftThese 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 FightersSome 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/model |
Gurkha Medium Mortar Team
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 Composition | 3 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Medium mortar |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Mortar | Heavy | 12–60" | 1 | HE | Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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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.
| Option | Points |
|---|---|
Adds a spotter model under the K47 SpottersSome 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 |
Regular or Veteran only, +4 points per model. Gains FieldcraftThese 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 FightersSome 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/model |
Gurkha MMG Team
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 Composition | 3 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | MMG |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| MMG | Heavy | 36" | 6 | – | Team WeaponThis 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. FixedThis 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. |
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.
| Option | Points |
|---|---|
Regular or Veteran only, +4 points per model. Gains FieldcraftThese 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 FightersSome 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/model |
Light Howitzer (25-pdr)
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 Composition | 3 crew + 25-pdr |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Light howitzer |
| Movement Rate | Advance: pivot only; Run: 6" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Howitzer (25-pdr) | Heavy | 48" (30–60" indirect) | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
ArtilleryAn 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 SightWhen 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). TerrainArtillery 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 FireAll 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 ShieldsIf 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. | +5 |
Medium Howitzer (5.5-inch)
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 Composition | 4 crew + 5.5-inch howitzer |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Medium howitzer |
| Movement Rate | Advance: pivot only; Run: 6" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Howitzer (5.5-inch) | Heavy | 60" (36–72" indirect) | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
Adds a spotter model under the K47 SpottersSome 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 |
ArtilleryAn 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 SightWhen 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). TerrainArtillery 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 FireAll 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 ShieldsIf 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. | +5 |
Heavy Howitzer (7.2-inch)
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 Composition | 5 crew + 7.2-inch howitzer |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Heavy howitzer |
| Movement Rate | Advance: pivot only; cannot be moved by its crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Howitzer (7.2-inch) | Heavy | 72" (42–84" indirect) | 1 | HE | Team WeaponThis 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. FixedThis 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. HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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- 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
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’.
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.
If the shooter receives any order other than Fire or the target moves, the Ranging In process is reset.
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).
| Option | Points |
|---|---|
Adds a spotter model under the K47 SpottersSome 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 |
ArtilleryAn 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 SightWhen 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). TerrainArtillery 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 FireAll 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 ShieldsIf 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. | +5 |
2-pdr Anti-tank Gun
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 Composition | 3 crew + 2-pdr |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Light AT gun; gun shield |
| Movement Rate | Advance: pivot only; Run: 6" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light AT Gun (2-pdr) | Heavy | 48" | 1 | +4 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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- 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
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 Composition | 3 crew + 6-pdr |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Medium AT gun; gun shield |
| Movement Rate | Advance: pivot only; Run: 6" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium AT Gun (6-pdr) | Heavy | 60" | 1 | +5 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
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 Composition | 6 crew + 3.7-inch gun |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Heavy AT gun on a rotating platform |
| Movement Rate | Advance: pivot only; cannot be moved by its crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy AT Gun (3.7-inch QF) | Heavy | 72" | 1 | +6 | Team WeaponThis 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. FixedThis 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 GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. |
- 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
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 Composition | 4 crew + 40mm Bofors |
|---|---|
| Unit Type | Artillery |
| Standard Equipment | Heavy automatic cannon on a rotating platform |
| Movement Rate | Advance: pivot only; cannot be moved by its crew |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Heavy Automatic Cannon (40mm Bofors) | Heavy | 72" | 2 | +3 | Team WeaponThis 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. FixedThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
FlakAll 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. |
- 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)
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 Type | Scout Walker (2 Legs) |
|---|---|
| Standard Equipment | Pintle HMG; hull Infantry Flamethrower |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pintle-mounted HMG (360 degrees) | S | 48" | 3 | +1 | |
| Forward-facing Hull-mounted Infantry Flamethrower | S | 6" | 1 | +2 | FlamethrowerHits 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.
- 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.
| Option | Points |
|---|---|
Both HMGs fire at the same target. | +20 |
Pondskater M3A5 (flame)
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 Type | Scout Walker (2 Legs) |
|---|---|
| Standard Equipment | Light AT gun; hull Infantry Flamethrower |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 7+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Forward-facing Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Forward-facing Hull-mounted Infantry Flamethrower | S | 6" | 1 | +2 | FlamethrowerHits 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.
- 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”
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 Type | Light Walker (2 Legs) |
|---|---|
| Standard Equipment | Left Arm; arm flamethrower; forward HMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 8+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Left Arm | — | CQ | — | +4 | Close Quarters only |
| Right Arm mounting an Infantry Flamethrower | S | 6" | 1 | +2 | FlamethrowerHits 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. |
| Forward-facing HMG | S | 48" | 3 | +1 |
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
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 Type | Medium Walker (2 Legs) |
|---|---|
| Standard Equipment | Medium AT gun; pintle Infantry Flamethrower |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 9+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Hull-mounted Medium AT Gun | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Pintle-mounted Infantry Flamethrower | S | 6" | 1 | +2 | FlamethrowerHits 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. | |||||||||||||||
| Left and Right Arms | — | CQ | — | +4 | Close Quarters only |
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)
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 Type | Light Tank |
|---|---|
| Standard Equipment | Light AT gun; co-axial flamethrower |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial Vehicle Flamethrower | Heavy | 12" | 1 | +2 | FlamethrowerHits 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.
- 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)
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 Type | Light Tank |
|---|---|
| Standard Equipment | Light automatic cannon; co-axial flamethrower |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Automatic Cannon | Heavy | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
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| Co-axial Vehicle Flamethrower | Heavy | 12" | 1 | +2 | FlamethrowerHits 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.
- 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)
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 Type | Light Tank |
|---|---|
| Standard Equipment | Light AT gun; co-axial flamethrower |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial Vehicle Flamethrower | Heavy | 12" | 1 | +2 | FlamethrowerHits 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.
- 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.
| Option | Points |
|---|---|
Rear-facing MMG: 36" / 3 shots. | +5 |
Dragon Army Truck
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | None |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 / 10 |
- 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.
| Option | Points |
|---|---|
LMG: 36" / 2 shots on a vehicle. | +10 |
M3 Half-track
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 Type | Transport Vehicle |
|---|---|
| Standard Equipment | Forward-facing, pintle-mounted HMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Forward-facing, Pintle-mounted HMG | S | 48" | 3 | +1 | FlakAll 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. |
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.
| Option | Points |
|---|---|
MMG: Range 36" | Shots 3 | Pen – | Left arc only. Pintle MGs have FlakAll 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 |
MMG: Range 36" | Shots 3 | Pen – | Right arc only. Pintle MGs have FlakAll 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 |
MMG: Range 36" | Shots 3 | Pen – | Rear arc only. Pintle MGs have FlakAll 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 |
Northeast Democratic United Army
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.
- 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.
Declare
When the unit shoots, including Ambush and Reaction fire, declare before rolling to hit whether it uses Rift Ammo.
Fire
Its Mosin-Nagant rifles gain +1 Pen for that shooting.
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.
- 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
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 Composition | 1 Political Officer (+ up to 2 bodyguards) |
|---|---|
| Unit Type | HQ |
| Standard Equipment | SMG and combat blade |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG (PPSh) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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 | — | +1 | Close Quarters only |
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.
Rank Morale Bonus Extra Orders Range Platoon Commander +2 2 6" Company Commander +4 4 12" - 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.
| Option | Points |
|---|---|
Veteran bodyguards with SMGs and combat blades. | +21 each |
Entire squad gains Tank HuntersTank 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 LaunchersAnti-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 ChargeThe 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 WeaponThis 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. | +11 |
The unit gains EngineersUnits 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. Tank HuntersTank 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 FlamethrowerHits 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. Team WeaponThis 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. | +26 |
Partisan Farmers
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 Composition | 10 farmers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Mosin-Nagant rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ |
| Morale Value | 8 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Mosin-Nagant rifle | S | 24" | 1 | – |
- 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.
| Option | Points |
|---|---|
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 AmmoRifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.
Limits
| +2/model |
188th Independent Brigade Squad
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 Composition | 1 NCO and 6 soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | SMGs and combat blades; NCO with Zvukovoy Avtomat |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 5+ |
| Morale Value | 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| SMG (PPSh) | S | 12" | 2 | – | AssaultThis 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 FightersSome 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 | — | +1 | Close Quarters only |
| Zvukovoy Avtomat (NCO) | S | 6" | 3 | +1 | AssaultThis 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 FightersSome 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 WeaponRift 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 – ShockwaveWhen 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. |
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.
- 1 (from the Zvukovoy Avtomat)
| Option | Points |
|---|---|
Veteran soldiers with SMGs and combat blades. Squad maximum 15 models. | +21 each |
Entire squad gains Tank HuntersTank 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 LaunchersAnti-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 ChargeThe 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 WeaponThis 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. | +11 |
The squad gains StubbornStubborn 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. EngineersUnits 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. Tank HuntersTank 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 FlamethrowerHits 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. Team WeaponThis 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. | +26 |
Renhuhu (Man-Tigers)
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 Composition | 3 Renhuhu |
|---|---|
| Unit Type | Specialist Infantry |
| Standard Equipment | Teeth and Claws |
| Movement Rate | Advance 8" / Run 16" |
| Damage Value | 6+ |
| Morale Value | 10 (Fearless) |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Teeth and Claws | — | CQ | — | +1 | Close 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.
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.
- 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.
| Option | Points |
|---|---|
Squad maximum 5. | +42 each |
Eighth Route Infantry Squad
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 Composition | 1 NCO and 4 soldiers |
|---|---|
| Unit Type | Infantry |
| Standard Equipment | Mosin-Nagant rifles |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Mosin-Nagant rifle | S | 24" | 1 | – |
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.
| Option | Points |
|---|---|
Same quality as the squad: Regular 12, Veteran 15. Squad maximum 12. | +12/+15 each |
SMG: 12" / 2 shots / AssaultThis 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 FightersSome 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 |
LMG: 36" / 4 shots / Team WeaponThis 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 each |
Entire squad gains Tank HuntersTank 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. StubbornStubborn 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 FightersSome 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 AmmoRifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.
Limits
| +2/model |
NDUA Cavalry Squad
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 Composition | 1 NCO and 4 riders |
|---|---|
| Unit Type | Infantry (Cavalry) |
| Standard Equipment | Cavalry carbines |
| Movement Rate | Mounted: Advance 9" / Run 18"; dismounted: Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Cavalry carbine (Mosin-Nagant) | S | 24" | 1 | – | Counts as a pistol (6") while mounted |
- 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.
| Option | Points |
|---|---|
Same quality as the squad: Regular 14, Veteran 17. | +14/+17 each |
SMG: 12" / 2 shots / AssaultThis 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 FightersSome 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 |
LMG: 36" / 4 shots / Team WeaponThis 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 |
The NCO has Tough FightersSome 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 |
Entire squad gains Tank HuntersTank 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 AmmoRifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.
Limits
| +2/model |
Knee 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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Light mortar |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Light Mortar (captured knee mortar) | Heavy | 6–36" | 1 | HE | Team WeaponThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
- 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
Requisition Points
| Inexperienced: | 38 |
| Regular: | 51 |
| Veteran: | 65 |
Soviet 82mm tubes, carried on pack frames through country no truck can cross.
| Unit Composition | 3 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Medium mortar |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Medium Mortar | Heavy | 12–60" | 1 | HE | Team WeaponThis 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. FixedThis 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 FireTargeting and line of sightThe 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
Cover, Ambush and VehiclesUnits 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
|
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.
| Option | Points |
|---|---|
Adds a spotter model under the K47 SpottersSome 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 |
MMG 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 Composition | 3 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | MMG |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| MMG | Heavy | 36" | 6 | – | Team WeaponThis 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. FixedThis 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. |
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.
| Option | Points |
|---|---|
ArtilleryAn 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 SightWhen 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). TerrainArtillery 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 FireAll 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 ShieldsIf 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. | +5 |
Anti-tank Rifle 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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Anti-tank rifle |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) |
| Morale Value | 8 / 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Anti-tank Rifle | Heavy | 48" | 1 | +2 | Team WeaponThis 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. |
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
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 Composition | 2 crew |
|---|---|
| Unit Type | Infantry Team |
| Standard Equipment | Scoped rifle; pistols |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Rifle (Team Leader) | S | 24" | 1 | – | SniperThe 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:
|
| Pistol (Team Leader and Assistant) | S | 6" | 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.
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.
| Option | Points |
|---|---|
Keeps the SniperThe 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:
| +15 |
24" / 1 shot. | +1 |
12" / 2 shots / AssaultThis 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 FightersSome 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 AmmoRifles packed with serum-soaked rounds: more punch, and a real chance of blowing up in the firer's face.
Limits
| +2/model |
NDUA 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 Composition | 1 Medic (+ up to 2 soldiers) |
|---|---|
| Unit Type | Medic |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – |
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.
| Option | Points |
|---|---|
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 / AssaultThis 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 FightersSome 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
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 Composition | 1 Forward Observer (+ up to 2 soldiers) |
|---|---|
| Unit Type | Forward Observer |
| Standard Equipment | Pistol |
| Movement Rate | Advance 6" / Run 12" |
| Damage Value | 4+ (Reg) / 5+ (Vet) |
| Morale Value | 9 / 10 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Pistol | S | 6" | 1 | – |
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 Roll Effect 1 Miscalculation — 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 3 Delay/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 6 Fire 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.
| Option | Points |
|---|---|
Same quality as the observer: Regular 11, Veteran 14 per model. | +11/+14 each |
24" / 1 shot. | +1 each |
12" / 2 shots / AssaultThis 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 FightersSome 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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Medium AT gun; co-axial and hull MMGs |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 9+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Medium AT Gun | Heavy | 60" | 1 | +5 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
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.
| Option | Points |
|---|---|
Forward-facing Vehicle FlamethrowerHits 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 WeaponsMost 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 GunsVehicle-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 WeaponsSome 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 MountWhere 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
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 Type | Light Tank (armoured carrier) |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
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.
| Option | Points |
|---|---|
Rear-facing MMG: 36" / 3 shots. Captured Stock price. | +3 |
Captured OT-26 flame tank
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 Type | Light Tank (armoured carrier) |
|---|---|
| Standard Equipment | Turret-mounted Vehicle Flamethrower |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted Vehicle Flamethrower | Heavy | 12" | 1 | +2 | FlamethrowerHits 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. |
| Co-axial MMG | S | 36" | 3 | – |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun |
| Movement Rate | Advance up to 12" / Run 12"–24" (Fast) |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
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.
| Option | Points | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Turret-mounted Light HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| Free | |||||||||||||||
Rear-facing MMG: 36" / 3 shots. Captured Stock price. | +3 |
Captured T-60
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light Automatic Cannon |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Automatic Cannon | Heavy | 48" | 2 | +2 | HE (High Explosive)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
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
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 Type | Medium Tank |
|---|---|
| Standard Equipment | Turret-mounted Light AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 8+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light AT Gun | Heavy | 48" | 1 | +4 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Co-axial MMG | S | 36" | 3 | – |
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
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 Type | Armoured Car |
|---|---|
| Standard Equipment | Turret-mounted LMG |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted LMG | S | 36" | 2 | – | FlakAll 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. |
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.
| Option | Points |
|---|---|
Enclosed turret; keeps the LMG and FlakAll 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 |
Enclosed turret; HMG 48" / 3 ground shots / Pen +1; keeps FlakAll 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 |
Captured Type 95 Ha-Go
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 Type | Light Tank (armoured carrier) |
|---|---|
| Standard Equipment | Turret-mounted Low-velocity Light AT Gun |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Low-velocity Light AT Gun | Heavy | 48" | 1 | +3 | Anti-Tank GunAnti-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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Turret rear-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
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
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 Type | Light Tank |
|---|---|
| Standard Equipment | Turret-mounted Light Howitzer |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 7+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Turret-mounted Light Howitzer | Heavy | 48" | 1 | HE | HowitzerThis 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)AmmunitionSome 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
Down and Pin MarkersA 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 PenetrationModels 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 ammunitionWhen 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 shotsSome 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.
| |||||||||||||||
| Turret rear-facing MMG | S | 36" | 3 | – | ||||||||||||||||
| Hull-mounted Forward-facing MMG | S | 36" | 3 | – |
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
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 Type | Tankette (armoured carrier) |
|---|---|
| Standard Equipment | Turret-mounted MMG |
| Movement Rate | Advance up to 9" / Run 9"–18" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 |
| Weapon | Type | Range | Shots | Pen | Special Rules |
|---|---|---|---|---|---|
| Turret-mounted MMG | S | 36" | 3 | – |
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
Requisition Points
| Inexperienced: | 22 |
| Regular: | 27 |
| Veteran: | 32 |
GAZ lorries and whatever the Japanese left behind, running on bad fuel and good luck.
| Unit Type | Transport Vehicle |
|---|---|
| Standard Equipment | None |
| Movement Rate | Advance up to 12" / Run 12"–24" |
| Damage Value | 6+ |
| Morale Value | 8 / 9 / 10 |
- 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.
| Option | Points |
|---|---|
LMG: 36" / 2 shots on a vehicle. | +10 |
| # | Faction | Unit | Type | DV | Rift | Base points |
|---|---|---|---|---|---|---|
| 1 | Axis | Luchs E-50 Standardpanzer | Medium Tank | 9+ | Option | 275 (Regular) |
| 2 | Axis | Leopard E-75 Standardpanzer | Super-heavy Tank | 11+ | Option | 440 (Regular) |
| 3 | Axis | Säbelzahn E-100 Standardpanzer | Super-heavy Tank | 11+ | Option | 550 (Regular) |
| 4 | Axis | Fenris-Löwe | Super-heavy Tank | 11+ | Yes | 520 (Regular) |
| 5 | Axis | Kätzchen Armoured Personnel Carrier | Transport Vehicle | 7+ | Option | 70 (Regular) |
| 6 | Axis | Sd.Kfz. 251 Ausf. E | Transport Vehicle | 7+ | Option | 75 (Regular) |
| 7 | Axis | Sd.Kfz. 222/X Leichter Panzerspähwagen | Armoured Car | 7+ | Yes | 140 (Regular) |
| 8 | Axis | Ozelot E-10 Jagdpanzer | Light Tank | 8+ | No | 200 (Regular) |
| 9 | Axis | Raubkatze E-25 Jagdpanzer | Medium Tank | 9+ | Option | 280 (Regular) |
| 10 | Axis | Flak Löwe | Super-heavy Tank | 11+ | No | 380 (Regular) |
| 11 | Axis | VK 75.01 (K) Schwerer Panzer | Heavy Tank | 10+ | Option | 345 (Regular) |
| 12 | Axis | E-100 Ausf. B “Überlord” | Super-heavy Tank | 11+ | Option | 545 (Regular) |
| 13 | Soviet | T-44 Medium Tank | Medium Tank | 9+ | No | 230 (Regular) |
| 14 | Soviet | T-54 Medium Tank | Medium Tank | 9+ | No | 260 (Regular) |
| 15 | Soviet | T-54/ZP Medium Tank | Medium Tank | 9+ | Yes | 265 (Regular) |
| 16 | Soviet | IS-3 Heavy Tank | Heavy Tank | 10+ | No | 355 (Regular) |
| 17 | Soviet | IS-7 Super Heavy Tank (Object 260) | Super-heavy Tank | 11+ | No | 550 (Regular) |
| 18 | Soviet | BTR-40 Armoured Car | Transport Vehicle | 7+ | No | 65 (Regular) |
| 19 | Soviet | BTR-152 Armoured Personnel Carrier | Transport Vehicle | 7+ | No | 65 (Regular) |
| 20 | Soviet | Soviet Guards Rifle Squad | Advanced Infantry | 4+ / 5+ | No | 85 (Regular) |
| 21 | Soviet | Object 704 Heavy Assault Gun | Super-heavy Tank | 11+ | No | 500 (Regular) |
| 22 | Soviet | T-34/100 Medium Tank | Medium Tank | 9+ | No | 245 (Regular) |
| 23 | USA | “Sheridan” T29 Heavy Tank | Heavy Tank | 10+ | No | 375 (Regular) |
| 24 | USA | M4A3E8 Calliope | Medium Tank | 9+ | No | 235 (Regular) |
| 25 | USA | “Meade” T28/T95 Super Heavy Tank | Super-heavy Tank | 11+ | No | 560 (Regular) |
| 26 | USA | T31 Demolition Tank | Medium Tank | 9+ | No | 340 (Regular) |
| 27 | USA | T26E4 “Super Pershing” | Heavy Tank | 10+ | No | 395 (Regular) |
| 28 | USA | M56 Scorpion | Light Tank | 6+ | No | 120 (Regular) |
| 29 | USA | “Chaffee” T92 Light Tank | Light Tank | 8+ | Option | 175 (Regular) |
| 30 | USA | “Stilwell” T34 Super Heavy Tank | Super-heavy Tank | 11+ | No | 515 (Regular) |
| 31 | British | Centurion Mk I-T | Medium Tank | 9+ | Option | 270 (Regular) |
| 32 | British | FV201 (A45) Universal Tank | Heavy Tank | 10+ | Option | 335 (Regular) |
| 33 | British | A39 Tortoise Heavy Assault Tank | Super-heavy Tank | 11+ | No | 560 (Regular) |
| 34 | British | Black Prince Infantry Tank | Heavy Tank | 10+ | No | 300 (Regular) |
| 35 | British | FV301 Light Tank | Light Tank | 8+ | Option | 175 (Regular) |
| 36 | British | A34 Comet Cruiser Tank | Medium Tank | 9+ | No | 240 (Regular) |
| 37 | British | Centurion Mk 3 | Medium Tank | 9+ | Option | 290 (Regular) |
| 38 | British | MK Sentinel Light Walker | Light Walker (2 Legs) | 8+ | Yes | 170 (Regular) |
| 39 | British | Badger Medium Walker | Medium Walker (2 Legs) | 9+ | Option | 250 (Regular) |
| 40 | British | Australian Heavy Quad Bush Walker | Medium Walker (4 Legs) | 9+ | Yes | 275 (Regular) |
| 41 | Japan | Type 4 Chi-To Medium Tank | Medium Tank | 9+ | No | 230 (Regular) |
| 42 | Japan | Type 5 Chi-Ri Medium Tank | Medium Tank | 9+ | No | 265 (Regular) |
| 43 | Japan | Ho-Ri II Tank Destroyer | Heavy Tank | 10+ | No | 365 (Regular) |
| 44 | Japan | Type 4 Ha-To Self-Propelled Mortar | Light Tank | 8+ | No | 190 (Regular) |
| 45 | Japan | O-I Super Heavy Tank | Super-heavy Tank | 11+ | No | 545 (Regular) |
| 46 | Japan | Type 3 Chi-Nu Kai Medium Tank | Medium Tank | 9+ | No | 230 (Regular) |
| 47 | Japan | Type 5 Na-To Tank Destroyer | Light Tank | 7+ | No | 135 (Regular) |
| 48 | Japan | Type 5 Chi-Ri Kai Shiboru | Medium Tank | 9+ | Yes | 300 (Regular) |
| 49 | Japan | Type 4-Kai Ghost Chi-To | Medium Tank | 9+ | Yes | 280 (Regular) |
| 50 | Finland | Major Eino Järvinen | Hero (Company Commander, Defence Force Platoon only) | 5+ | Yes | 120 (Veteran) |
| 51 | Finland | Kapteeni Aino Korhonen | Hero (Company Commander, Attack Force Platoon only) | 5+ | Yes | 115 (Veteran) |
| 52 | Finland | Finnish Officer | HQ | 4+ (Reg) / 5+ (Vet) | No | 30 (Platoon — Regular) |
| 53 | Finland | Finnish Medic | HQ | 5+ | No | 25 (Veteran) |
| 54 | Finland | Lumimyrsky Launch | No | 100 (Cost) | ||
| 55 | Finland | Finnish Forward Observer | HQ — Artillery Observer | 4+ (Regular) / 5+ (Veteran) | No | 75 (Regular) |
| 56 | Finland | Finnish Rifle Squad | Infantry | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 57 | Finland | Finnish Partisan Squad | Infantry | 3+ (Inexp) / 4+ (Reg) | No | 55 (Regular) |
| 58 | Finland | Sissi Recon Patrol | Infantry | 5+ | Option | 65 (Veteran) |
| 59 | Finland | Kaukopartio Recon Squad | Specialist Infantry | 5+ | No | 120 (Veteran) |
| 60 | Finland | Vouhi Strike Squad | Specialist Infantry | 5+ | Option | 115 (Veteran) |
| 61 | Finland | Surma Squad | Specialist Infantry | 6+ | Yes | 90 (Veteran) |
| 62 | Finland | Lumihiihtäjä Partio | Specialist Infantry (Mounted) | 5+ | Option | 165 (Veteran) |
| 63 | Finland | Koi LMG Team | Infantry Team | 5+ | No | 70 (Veteran) |
| 64 | Finland | Koi Äänipyssy Team | Infantry Team | 5+ | Yes | 85 (Veteran) |
| 65 | Finland | Koi Anti-Tank Rifle Team | Infantry Team | 5+ | No | 70 (Veteran) |
| 66 | Finland | Finnish MMG Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 67 | Finland | Finnish Light Mortar Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 35 (Regular) |
| 68 | Finland | Finnish Medium Mortar Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 69 | Finland | Finnish Sniper Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 55 (Regular) |
| 70 | Finland | Finnish Flamethrower Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 71 | Finland | Finnish Anti-Tank Rifle Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 33 (Regular) |
| 72 | Finland | Finnish Panzerschreck Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 80 (Regular) |
| 73 | Finland | Panzer IV Ausf. X | Medium Tank | 9+ | Yes | 255 (Regular) |
| 74 | Finland | Captured T-34/85 with Schwerefeld Projektor | Medium Tank | 9+ | Yes | 255 (Regular) |
| 75 | Finland | Karhu Assault Walker | Medium Walker (2 Legs) | 9+ | Yes | 220 (Regular) |
| 76 | Finland | Ilves Light Walker | Light Walker (2 Legs) | 8+ | Option | 115 (Regular) |
| 77 | Finland | Susi 42 Light Ambush Walker | Light Walker (2 Legs) | 7+ | No | 150 (Veteran) |
| 78 | Finland | Finnish Truck | Transport / Tow Vehicle | 6+ | No | 39 (Regular) |
| 79 | France | Geneviève Archambeau | Hero | 5+ | Yes | 130 (Veteran) |
| 80 | France | Lucien Delmas — Le Bélier de Belleville | Infantry, HQ, Hero | 6+ | No | 125 (Platoon Commander — Veteran) |
| 81 | France | Madeleine Renaud — Mado | Infantry, HQ, Hero | 5+ | No | 134 (Platoon Commander — Veteran) |
| 82 | France | Armand Vautrin — Le Capitaine des restes | Infantry, HQ, Hero | 5+ | No | 120 (Platoon Commander — Veteran) |
| 83 | France | French Officer | HQ | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 30 (Platoon — Regular) |
| 84 | France | French Medic | HQ | 4+ (Reg) / 5+ (Vet) | No | 23 (Regular) |
| 85 | France | French Forward Observer | HQ | 4+ (Reg) / 5+ (Vet) | No | 75 (Regular) |
| 86 | France | French Rifle Squad | Infantry | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 87 | France | Groupe Franc / Chasseurs Alpines | Specialist Infantry | 5+ | Option | 65 (Veteran) |
| 88 | France | French Foreign Legion Squad | Infantry | 5+ | No | 70 (Veteran) |
| 89 | France | Moroccan Goumier Section | Infantry | 5+ | No | 70 (Veteran) |
| 90 | France | Maquis Resistance Cell | Infantry | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 91 | France | Spahi Cavalry Section | Infantry (Cavalry) | 4+ (Reg) / 5+ (Vet) | No | 78 (Regular) |
| 92 | France | Chasseurs des Morts | Specialist Infantry | 5+ | Yes | 120 (Veteran) |
| 93 | France | French MMG Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 94 | France | French Mortar Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 30 (Regular) |
| 95 | France | French Sniper Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 52 (Regular) |
| 96 | France | French Flamethrower Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 97 | France | Boys AT Rifle Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 25 (Regular) |
| 98 | France | LRAC-50 Anti-Tank Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 80 (Regular) |
| 99 | France | Lumière Pulse Team | Infantry Team | 5+ | Yes | 50 (Veteran) |
| 100 | France | Field Howitzer | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 45 (Regular) |
| 101 | France | Anti-Tank Gun | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 45 (Regular) |
| 102 | France | Anti-Aircraft Cannon | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 40 (Regular) |
| 103 | France | ARL-44 Char Lourd | Heavy Tank | 10+ | Option | 345 (Regular) |
| 104 | France | FCM 50t Char de Bataille | Medium Tank | 9+ | Option | 290 (Regular) |
| 105 | France | AMX-13 Char Léger | Light Tank | 8+ | Option | 225 (Regular) |
| 106 | France | Panhard EBR Automitrailleuse | Armoured Car | 7+ | Option | 165 (Regular) |
| 107 | France | M4A2 75mm Escorte | Medium Tank | 9+ | Option | 210 (Regular) |
| 108 | France | Renault UE Chenillette | Transport / Tow Vehicle | 6+ (soft-skin) | No | 20 (Regular) |
| 109 | France | M5 Half-Track APC | Transport Vehicle | 7+ | No | 65 (Regular) |
| 110 | France | French Truck | Transport / Tow Vehicle | 6+ (soft-skin) | No | 39 (Regular) |
| 111 | Finland | 75mm Pak 40 | Artillery | 3+ / 4+ / 5+ | No | 100 (Regular) |
| 112 | Finland | 75mm LG40 | Artillery | 4+ / 5+ | No | 45 (Regular) |
| 113 | Finland | 105mm LG40/1 | Artillery | 4+ / 5+ | No | 80 (Regular) |
| 114 | Finland | Spinne Ausf. A (Finnish borrowed) | Light Walker (4 Legs) | 8+ | No | 162 (Veteran) |
| 115 | Finland | Flammenspinne Ausf. B (Finnish borrowed) | Light Walker (4 Legs) | 8+ | No | 126 (Veteran) |
| 116 | Finland | Panzer IV Ausf. A | Light Tank | 8+ | No | 135 (Regular) |
| 117 | Finland | Panzer IV Ausf. B/C/D/E/F | Medium Tank | 9+ | No | 175 (Regular) |
| 118 | Finland | Panzer IV Ausf. G/H/J | Medium Tank | 9+ | No | 225 (Regular) |
| 119 | Finland | StuG III Ausf. A/B/C/D/E | Medium Tank | 9+ | No | 155 (Regular) |
| 120 | Finland | StuG III Ausf. F | Medium Tank | 9+ | No | 215 (Regular) |
| 121 | Finland | StuG III Ausf. G/H | Medium Tank | 9+ | No | 215 (Regular) |
| 122 | Finland | StuG IV | Medium Tank | 9+ | No | 215 (Regular) |
| 123 | Finland | StuH 42 | Medium Tank | 9+ | No | 205 (Regular) |
| 124 | Finland | StuG 33B | Heavy Tank | 10+ | No | 320 (Regular) |
| 125 | Finland | Hetzer | Medium Tank | 9+ | No | 205 (Regular) |
| 126 | Finland | Captured BA-64 | Armoured Car | 7+ | No | 60 (Regular) |
| 127 | Finland | Captured T-34/76 | Medium Tank | 9+ | No | 195 (Regular) |
| 128 | Finland | Captured T-34/85 | Medium Tank | 9+ | No | 225 (Regular) |
| 129 | Finland | Captured T-44 | Medium Tank | 9+ | No | 230 (Regular) |
| 130 | Dragon Army | General Shen Tieshan | Infantry, HQ, Hero | 5+ | No | 101 (Platoon Commander — Veteran) |
| 131 | Dragon Army | Nationalist Field Officer | HQ | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 30 (Platoon — Regular) |
| 132 | Dragon Army | 1st Lt. John Savage | Hero | 6+ | Yes | 95 (Hero — Veteran) |
| 133 | Dragon Army | NRA Regular Infantry Squad | Infantry | 4+ | No | 145 (Regular) |
| 134 | Dragon Army | Nationalist Partisans | Infantry | 3+ | No | 70 (Inexperienced) |
| 135 | Dragon Army | X Force (Chinese Army in India) | Infantry | 5+ | Yes | 168 (Veteran) |
| 136 | Dragon Army | Dragon Guard (Long-Wei) | Specialist Infantry | 5+ | Yes | 135 (Veteran) |
| 137 | Dragon Army | Dragon Guard Thermite Team | Infantry Team | 5+ | No | 74 (Veteran) |
| 138 | Dragon Army | Anti-tank Team (Bazooka) | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 60 (Regular) |
| 139 | Dragon Army | NRA Medic | Medic | 4+ (Reg) / 5+ (Vet) | No | 23 (Regular) |
| 140 | Dragon Army | Paragon Squad (2nd AVG) | Heroic Specialist Infantry | 6+ | Yes | 110 (Veteran) |
| 141 | Dragon Army | US Heavy Infantry Squad (2nd AVG) | Advanced Infantry | 5+ (Reg) / 6+ (Vet) | No | 105 (Regular) |
| 142 | Dragon Army | Pondskater M3A2 (flame) | Scout Walker (2 Legs) | 7+ | No | 111 (Veteran) |
| 143 | Dragon Army | Pondskater M3A5 (flame) | Scout Walker (2 Legs) | 7+ | No | 147 (Veteran) |
| 144 | Dragon Army | Coyote M5A2 “Dragon-pattern” | Light Walker (2 Legs) | 8+ | No | 141 (Veteran) |
| 145 | Dragon Army | Scrapyard M8A1 Grizzly | Medium Walker (2 Legs) | 9+ | No | 275 (Veteran) |
| 146 | Dragon Army | Vickers 6-ton (refitted) | Light Tank | 7+ | No | 125 (Regular) |
| 147 | Dragon Army | Panzer I (refitted) | Light Tank | 7+ | No | 110 (Regular) |
| 148 | Dragon Army | T-26 (refitted) | Light Tank | 7+ | No | 125 (Regular) |
| 149 | Dragon Army | Dragon Army Truck | Transport Vehicle | 6+ | No | 33 (Regular) |
| 150 | Dragon Army | M3 Half-track | Transport Vehicle | 7+ | No | 77 (Regular) |
| 151 | Dragon Army | Gurkha Light Mortar Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 30 (Regular) |
| 152 | Dragon Army | Gurkha Medium Mortar Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 45 (Regular) |
| 153 | Dragon Army | Gurkha MMG Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 154 | Dragon Army | Gurkha Boys Anti-tank Rifle Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 25 (Regular) |
| 155 | Dragon Army | Gurkha PIAT Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 40 (Regular) |
| 156 | Dragon Army | Light Howitzer (25-pdr) | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 45 (Regular) |
| 157 | Dragon Army | Medium Howitzer (5.5-inch) | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 85 (Regular) |
| 158 | Dragon Army | Heavy Howitzer (7.2-inch) | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 135 (Regular) |
| 159 | Dragon Army | 2-pdr Anti-tank Gun | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 160 | Dragon Army | 6-pdr Anti-tank Gun | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 70 (Regular) |
| 161 | Dragon Army | 3.7-inch QF AA/AT Gun | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 100 (Regular) |
| 162 | Dragon Army | 40mm Bofors Gun | Artillery | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 50 (Regular) |
| 163 | NDUA | CCP Political Officer | HQ | 5+ | No | 64 (Platoon — Veteran) |
| 164 | NDUA | Partisan Farmers | Infantry | 3+ | No | 70 (Inexperienced) |
| 165 | NDUA | 188th Independent Brigade Squad | Infantry | 5+ | Yes | 176 (Veteran) |
| 166 | NDUA | Renhuhu (Man-Tigers) | Specialist Infantry | 6+ | Yes | 126 (Veteran) |
| 167 | NDUA | NDUA Cavalry Squad | Infantry (Cavalry) | 4+ (Reg) / 5+ (Vet) | No | 70 (Regular) |
| 168 | NDUA | Eighth Route Infantry Squad | Infantry | 4+ (Reg) / 5+ (Vet) | No | 60 (Regular) |
| 169 | NDUA | Knee Mortar Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 37 (Regular) |
| 170 | NDUA | Medium Mortar Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 51 (Regular) |
| 171 | NDUA | MMG Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 56 (Regular) |
| 172 | NDUA | Anti-tank Rifle Team | Infantry Team | 3+ (Inexp) / 4+ (Reg) / 5+ (Vet) | No | 29 (Regular) |
| 173 | NDUA | Sniper Team | Infantry Team | 4+ (Reg) / 5+ (Vet) | No | 56 (Regular) |
| 174 | NDUA | NDUA Medic | Medic | 4+ (Reg) / 5+ (Vet) | No | 25 (Regular) |
| 175 | NDUA | NDUA Forward Observer | Forward Observer | 4+ (Reg) / 5+ (Vet) | No | 77 (Regular) |
| 176 | NDUA | Reliable T-34/76 | Medium Tank | 9+ | No | 195 (Regular) |
| 177 | NDUA | Captured T-26 | Light Tank (armoured carrier) | 6+ | No | 63 (Regular) |
| 178 | NDUA | Captured OT-26 flame tank | Light Tank (armoured carrier) | 6+ | No | 63 (Regular) |
| 179 | NDUA | Captured BT-7 | Light Tank | 7+ | No | 81 (Regular) |
| 180 | NDUA | Captured T-60 | Light Tank | 7+ | No | 63 (Regular) |
| 181 | NDUA | Captured T-70 | Light Tank | 7+ | No | 75 (Regular) |
| 182 | NDUA | Captured M3 Stuart | Light Tank | 7+ | No | 75 (Regular) |
| 183 | NDUA | Captured Valentine | Medium Tank | 8+ | No | 93 (Regular) |
| 184 | NDUA | Captured BA-64 | Armoured Car | 6+ | No | 36 (Regular) |
| 185 | NDUA | Captured Type 95 Ha-Go | Light Tank (armoured carrier) | 6+ | No | 57 (Regular) |
| 186 | NDUA | Captured Type 97 Chi-Ha | Light Tank | 7+ | No | 81 (Regular) |
| 187 | NDUA | Captured Type 94 tankette | Tankette (armoured carrier) | 6+ | No | 42 (Regular) |
| 188 | NDUA | NDUA Truck | Transport Vehicle | 6+ | No | 27 (Regular) |