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Range

Unit Movement Rates


C r o s s
Country

Poor
Going

Bad
Going

Road

Infantry

6

Infantry Support

Slow

6

+2

Medium

6

+3

10

+5

Road Vehicles

6

1

+2D6

Cross Country
Vehicles

10

+1D6

Unit Types

Fast

Amphibious
movement
Boats & Landing
Craft

Helicopter

50

AcquisitionVisual
SuccessElectronic
SuccessInfantry in the open3+3+Infantry in
cover5+5+Vehicle in the open3+2+Vehicle in cover
4+2+Incoming Anti Tank Missile6+4+Helicopter /
Aircraft3+3+Factor ModifiersTarget fired last turn-1Target fired last
turn -1Target close range or less-1Target at short range or less 
-1Target long or greater range+1Acquirer moving+1Target is dug in
infantry+1Target is dug in infantry+1Target is obscured+1Target is
obscured+1Vehicle hull down+1Vehicle hull down+1Target
camouflaged+1Observing through artillery zone+1Target out of
Visibility Arc+1Observing through bombing zone+1Small Infantry
Target+1Small Infantry Target+1Helicopter Performed PopUp+1Helicopter Performed Pop-Up+1Spotting at night+2Spotting at
night+1

Weapon

V Close Close Short Effective Medium Long V Long Extreme


0-9

9-18

18-27

27-36

3+

4+

5+

6+

Flame

2+

3+

3+

4+

5+

AT round

1+

2+

2+

3+

HEAT round

2+

2+

3+

AT Missile

2+

2+

3+

Support

3+

Autocannon

3 6 - 4 5

45-54

54-83

63-72

3+

4+

4+

5+

3+

4+

5+

5+

6+

3+

4+

4+

5+

5+

AA Missile
TO HIT MODIFIERS
(HE, AT, HEAT and AT Missile only)
Firer moved

+1

Target moved (per action)

+1

Target obscured

+1

Target in cover

+1

Target deployed smoke

+1

Target hull down and/or dug in

+1

Target out of visibility arc

+1

Helicopter Performed Pop Up

+1

2

-1

nd

or 3 Generation ATGW
rd

Multiple Autocannon

-1

Firepower TableWeaponFire
powerAreaMaximum

RangeSupport Weapon 212AssaultInfantry Small Arms5 / 


2 
Per SquadTarget12ShortLight Machine
Gun1D3224EffectiveHeavy Machine

Gun1D6336EffectiveAutocannon 336EffectiveTank

Gun 260V. Long

Observer
Height (A)Intervening Contour (B)123456X X  
X1X2X55X1/3    X X1 X4-4X X1X3 --3X X2 ---2X1 

Direct Area/ Indirect Area Fire & Bombing TableTotal FPFP


DiceBase
To HitTarget TypeInfantrySoft Skin / RotaryArmour1  
51D66+---6  91D65+---10  112D65++1--12  13 2D65++1+114  15 2D65++1+1-16  17 2D64++1+1+118  19 3D64+
+1+2+1203D64++2+2+1

----

Special ArmourAmmo / Warhead TypeKineticHEAT /


HESHTandemNone---Spaced--1D3-Ceramic--1D61D3Reactive6+4+4+ / 6+
Acquisition TypeAcquisition in & Through TerrainTerrain
TypeOrchardWoodForrestJungleVisual421Electronic421

Dice RollFirepower12345678910111213141516171819201-----HHHHHHHHHHHSSFBFB2----HHHHHHHHSSSSSFBFBFB3--HHHHSSSSSSFBFBFBFBFBFBD4--HHHHSSSSFBFBFBFBFBDDDDD5HHHSSSSFBFBFBDDDDDDDDD6HSSSSFBFBFBFBDDDDDDDDDDD

UnitCasualty SaveInfantry in reinforced


cover3+Infantry / Vehicle in heavy cover4+Unit
Dug In4+Infantry / Vehicle in cover5+Explosive
Reactive Armour5+Helicopter5+Vehicle /
Infantry in the open6+Aircraft6+

Morale TableDice RollUnit


TypeInfantryVehicles1FailFail2FailP
ass3PassPass4PassPass5PassPass6D
aring (5+)Daring (6+)

Combat ExperienceMoralTo HitNations & UnitsConscripts-11African, Arab & some Far East Trained-0E. European, N. African, S. 
American Experienced-0Soviet, NATO trained Veteran-+1Israeli and 
High readiness Russians Elite-+1SAS, Delta and Spetnatz 

Die Roll Morale ModifiersInfantry under 


artillery fire-1Target under air attack150% Infantry Casualty-175% Infantry 
Casualty-2

Failed Morale TableDice RollUnit


TypeInfantryVehicles1WithdrawWithdraw
2WithdrawFallback3FallbackSuppressed4S
uppressedSuppressed5SuppressedHalt6Pi
nnedCautious Advance

WeaponAmmoCloseShortEffectiveLongV. LongExtreme0 1212 2424 3636 4848 6060


72125mmAPFSDS161411864125mmHEAT3D63D63D63D63D63D6120mmAPFSDS171512976120mmAPDS13129653120mmHE
AT3D6+23D6+23D6+23D6+23D6+23D6+2115mmAPFSDS13118642115mmHEAT2D6+32D6+32D6+32D6+32D6+32D6+3105mmA
PFSDS151310854105mmAPDS118641-105mmHEAT3D63D63D63D63D63D6100mmAPFSDS12107521100mmAPC11864190mmAPFSDS108531-90mmAP9631--90mm HEAT2D62D62D62D62D62D676mmHVAP642---25mmAP421---20mmAP311---

Penetration Vs Armour Kill Table

Weapon Penetration Value

Vehicles Armour Value

10

11

12

13

14

15

16

17

18

19

20

11

12

12

10

11

12

12

12

10

11

12

12

12

12

10

11

12

12

12

12

12

10

11

12

12

12

12

12

12

10

11

12

12

12

12

12

12

12

10

11

12

12

12

12

12

12

12

12

10

11

12

12

12

12

12

12

12

12

12

10

11

12

12

12

12

12

12

12

12

12

10

10

11

12

12

12

12

12

12

12

12

12

11

10

11

12

12

12

12

12

12

12

12

12

12

10

11

12

12

12

12

12

12

12

12

13

10

11

12

12

12

12

12

12

12

14

10

11

12

12

12

12

12

12

15

10

11

12

12

12

12

12

16

10

11

12

12

12

12

17

10

11

12

12

12

18

10

11

12

12

19

10

11

12

20

10

11

21

10

22

23

24

25

Any unit in close range (18) of a resupply vehicle/ammo dump can conduct up to THREE combat actions per turn 
Any unit in short range (27) of a resupply vehicle/ammo dump can conduct up to TWO combat actions per turn 
Any unit outside of short range (27) of a resupply vehicle/ammo dump or non are on table only ONE combat action per turn is
possible

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