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Soviet Union
A Fatal Attraction
Platoon #1
Order Dice: 6
Regular
Range
Shots
Penetration
6"
12"
24"
1
2
1
n/a
n/a
n/a
50
Special Rules
Assault
Assault
Infantry Squads
Naval squad (page: 31)
Qty Weapons
1
1
9
Regular
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
12"
n/a
Assault
Tank hunters
Tough Fighters
Range
Shots
Penetration
Special Rules
12"
30"
2
3
n/a
n/a
Assault
Team (2 men)
24"
n/a
183
Range
Regular
155
Tank hunters
Headquarters
Forward Artillery Observer (page: 23)
Qty Weapons
1
Regular
Range
Shots
Penetration
24"
6"
12"
1
1
2
-
n/a
n/a
n/a
-
110
Special Rules
Massed batteries
Assault
Assault
Infantry
Free Rifle squad (page: 23)
Qty Weapons
1
11
Inexperienced
Range
Shots
Penetration
24"
24"
1
1
n/a
n/a
Special Rules
Green
Tank hunters
Regular
Range
Shots
Penetration
36"
n/a
Platoon Points:
55
Special Rules
Team (3 men), Fixed
Gun shield
553
Special Rules
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
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.
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
Artillery Forward Observer
Infantry (equipped as modeled)
Infantry with Rifle
Infantry with Submachine gun
Light Machine gun (requires loader)
Medium Machine gun team
NCO with Rifle
NCO with Submachine gun
Second (Junior) Lieutenant
1
1
20
9
2
1
1
2
1