Professional Documents
Culture Documents
Soviet Union
Order Dice: 16
Platoon #1
Junior Lieutenant (page: 22)
Qty Weapons
1
Regular
Range
Shots
Penetration
6"
12"
24"
1
2
1
-
n/a
n/a
n/a
-
70
Special Rules
Assault
Assault
Infantry Squads
Guards squad (page: 26)
Qty Weapons
1
1
9
Regular
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
24"
12"
1
1
n/a
+6
160
Range
Regular
160
Range
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
24"
12"
1
1
n/a
+6
Headquarters
Major (page: 22)
Qty Weapons
1
Major
with Pistol
with Submachine gun
with Rifle
Infantry (equipped as modeled)
Veteran
Range
Shots
Penetration
6"
12"
24"
1
2
1
-
n/a
n/a
n/a
-
191
Special Rules
Assault
Assault
Regular
Range
Shots
Penetration
24"
6"
12"
1
1
2
-
n/a
n/a
n/a
-
110
Special Rules
Massed batteries
Assault
Assault
Infantry
Naval squad (page: 31)
Qty Weapons
1
1
1
8
Regular
181
Range
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
24"
12"
1
2
n/a
n/a
Veteran
Assault
Tank hunters
Tough Fighters
198
Qty Weapons
1
10
Range
Shots
Penetration
12"
12"
2
2
n/a
n/a
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
Shots
Penetration
36"
n/a
Qty Weapons
Range
Shots
Penetration
1
1
18"-60"
HE
Sniper team
65
Shots
Penetration
36"
n/a
Range
Shots
Penetration
Special Rules
Special Rules
36"
+2
Team (2 men)
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
Regular
30
Regular
60
Special Rules
Range
Veteran
70
Special Rules
Regular
Special Rules
Veteran
Range
Green
Tank hunters
Assault
Assault
Tank hunters
Inexperienced
Qty Weapons
1
11
Special Rules
30
Regular
30
Range
Shots
Penetration
Special Rules
36"
+2
Team (2 men)
Artillery
ZiS-2 Anti-tank gun (page: 40)
Qty Weapons
1
Regular
Range
Shots
Penetration
60"
+5
75
Special Rules
Team (3 men), Gun shield, Fixed,
HE (D2)
Regular
Qty Vehicle
Weapons
Type
Range
Transport
Shots
DamageValue
Penetration
Tracked
36"
7+
n/a
Platoon Points:
65
Special Rules
Amphibious
1495
Special Rules
One-shot
This is a disposable weapon that can be fired only once per game. Once fired replace the model with another model
that does not carry the disposable weapon
Shaped Charge
-1 'to hit' penalty. Never suffer the -1 penetration modifier for firing at long range.
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.
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
Amphibious
An amphibious vehicle can move directly forward only over otherwise impassible deep water at half speed by means
of an Advance action. A vehicle cannot make any other action whilst moving over water, cannot reverse, cannot turn,
and will ignore all rules that otherwise oblige it to reverse or go down A vehicle that is immobilised whilst in the water
is destroyed along with any occupants. Vehicles can shoot whilst afloat accept hull mounted weapons on vehicles
equipped with floatation screen
Massed batteries
When rolling to determine the 'Fire for effect' radius from the aiming point (D6+6") instead of rolling one die roll two
dice and take the highest score.
HE (D6)
PIN: D2, PEN: +2 - Infantry and artillery can go down to halve the hits taken
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.
Fixed
Fixed weapons cannot be fired when a unit is given an advance order.
Pick List
Soviet Union
Anti-tank Rifle team
Artillery Forward Observer
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
Major
Medium Machine gun team
Medium Mortar team
NCO with Rifle
NCO with Submachine gun
Second (Junior) Lieutenant
Sniper team
Spotter
T-37 light tank
ZiS-2 Anti-tank gun
3
1
5
30
18
3
1
1
1
1
4
1
1
1
1
1