Professional Documents
Culture Documents
Soviet Union
Order Dice: 18
Regular
Range
Shots
Penetration
6"
12"
24"
1
2
1
-
n/a
n/a
n/a
-
95
Special Rules
Assault
Assault
Infantry Squads
Rifle squad
(page: 23)
Qty Weapons
1
11
Rifle squad
Shots
Penetration
24"
24"
1
1
n/a
n/a
108
Special Rules
Green
Tank hunters
(page: 23)
Qty Weapons
1
11
Inexperienced
Range
Inexperienced
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
108
Special Rules
Green
Tank hunters
Headquarters
Major (page: 22)
Veteran
Qty Weapons
1
Major
with Pistol
with Submachine gun
with Rifle
Infantry (equipped as modeled)
Range
Shots
Penetration
6"
12"
24"
1
2
1
-
n/a
n/a
n/a
-
Range
Shots
Penetration
6"
12"
24"
1
2
1
n/a
n/a
n/a
Commissar
with Pistol
with Submachine gun
with Rifle
191
Special Rules
Assault
Assault
Inexperienced
15
Special Rules
Assault
Assault
Infantry
Naval squad
(page: 31)
Qty Weapons
1
1
9
Veteran
Range
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
12"
n/a
Assault
Tank hunters
Tough Fighters
Fanatics
(page: 23)
249
Regular
Range
Shots
Penetration
12"
24"
2
1
n/a
n/a
146
Special Rules
Assault
Fanatics
Inexperienced
Qty Weapons
1
11
Sniper team
Sniper team
Flamethrower team
Flamethrower team
Veteran
Range
Shots
Penetration
36"
n/a
Range
Shots
Penetration
36"
n/a
Range
Shots
Penetration
6"
D6
+2
50
Special Rules
Team (2 men), Sniper
Veteran
65
Special Rules
Team (2 men), Flamethrower
Veteran
Range
Shots
Penetration
6"
D6
+2
65
Special Rules
Team (2 men), Flamethrower
Veteran
39
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
(page: 34)
Qty Weapons
79
Special Rules
Regular
(page: 34)
Qty Weapons
Special Rules
Green
Tank hunters
(page: 36)
Qty Weapons
1
n/a
n/a
(page: 36)
Qty Weapons
1
Penetration
1
1
(page: 36)
Qty Weapons
1
Shots
24"
24"
(page: 33)
Qty Weapons
1
Range
Regular
30
Artillery
ZiS-2 Anti-tank gun (page: 40)
Qty Weapons
1
Veteran
Range
Shots
Penetration
60"
+5
90
Special Rules
Team (3 men), Gun shield, Fixed,
HE (D2)
Armoured Cars
BA-64 (page: 53)
Qty Vehicle
Weapons
1
BA-64
Turret-mounted LMG
Veteran
Type
Range
Transport
Shots
DamageValue
Penetration
Wheeled
30"
7+
n/a
78
Special Rules
Recce, Open-topped, Flak
Transports
Truck (page: 54)
Qty Vehicle
Weapons
1
Inexperienced
Type
Range
Transport
Shots
Special Rules
DamageValue
Penetration
46
Inexperienced
Type
Range
Transport
Shots
DamageValue
Penetration
46
Special Rules
Platoon Points:
1500
Special Rules
Open-topped
Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped
armoured vehicles are destroyed automatically if the vehicle is damaged. If hit by indirect fire add +1 to the damage
result roll. All hits upon the upper surface of the armoured vehicle count +1 penetration regardles of whether the
target is open or not - so open-topped armoured vehicles suffer a +1 penetration and +1 damage result
Tank hunters
If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the
Damage Result table as for a normal anti-tank penetration rather than as for superficial damage.
Team (2 men)
Team consists of 2 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Team (3 men)
Team consists of 3 men. A Team weapon shoots at full effectiveness so long as there are at least two men to serve
it. If only one man remains then the weapon suffers a -1 'to hit' penalty and a -1 penalty to its morale value.
Tough Fighters
Each model has two attacks in close quorter combat against infantry and artillery, regardless of what weapons are
carried.
Fanatics
When a fanatic unit is defeated in close quarter fighting, the fight counts as a draw instead and another round is
immediately fought. Continue fighting until the fanatic unit wins, is completely wiped out or is defeated and left with a
single model in which case it is destroyed
Assault
This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weapon
can make two attacks in close quarter fighting against other infantry and artillery units - see p55. Note being armed
in this way does not confer two attacks against vehicles at close quarters
HE (D2)
PIN: 1, PEN: +1 - Infantry and artillery can go down to halve the hits taken
Gun shield
The die roll an enemy requires to score damage from the front arc of the gun is increased to 6+. The die roll is
modified by the penetration value of the weapon in the usual way.
Green
Green units are inexperienced and given a morale rating of 8. The first time the unit suffers a casualty roll a die.
On a roll of a 1 the unit suffers an additional D6 pin markers and goes Down
On a 2, 3, 4 the unit fights on
On a 5 or 6 the unit is immediately up rated to Regular with morale value 9 for the rest of the battle.
There is no further effect.
Flamethrower
A flamethrower hits automatically. No 'to hit' penalty for single man team, but still suffers -1 morale penalty. D6 hits
for man-pack flamethrowers and 2D6 hits for vehicle flamethrowers. Gun Shields rule does not apply. Extra
Protection rule does not apply when shooting at targets inside buildings. Inflicts D3+1 pin markers on infantry and
artillery. 1 pin marker on vehicles
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.