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SOUT fac "hurd he TURN SEQUENCE 1 The Movement Phase 2 The Shooting Phase 3 The Assault Phase SHOOTING SEQUENCE 1 Pick one of your units, check its line of sight and choose a target fort. 2 Check range. 3 Roll to hit. 4 Roll to wound, 5 Take saving throws, 6 Remove casvattes. DIFFICULT TERRAIN — EFFECTS ON MOVEMENT Unit Slowed by Type ifficult terrain? inf Yes Bikes No Jetbikes No Monstrous creatures Yes Jump Infantry No Astllery Yes Beasts & Cavalry Yes Vehicles Wakers Yes Vehicles ~ Skimmers No Vehicles - Other No Dangerous Terrain ‘est required? Not Yes Onl if move startsfends in the terrain Not Only if move startslends in the terrain No for crew*. Yes for gun models Not Not Onl if move startsfends in the terrain Yes ASSAULT PHASE 1 Move assaulting units 2 Defenders react 23 Resolve combats ROLL TO HIT (SHOOTING) Firer’s BS 12345 Score needed tohit 6 § 43.2 RESERVES TABLE Turn Unit arrives on 1 NA 2 3 ae 4 2 5+ Automatic MORALE CHECKS ‘A.unit takes 4 Morale check: + Ife takes 25% oF more casualties ina single phase (close combat casualties do not count) ~test at the end of the phase Han enemy tank performs a Tank Shock attack on them = test once the tank has moved into contact. Hit is defeated in close combat in the Assauk phase - test once combat results ae established. The unit's Leadership is modified by-1 for every point their side has lost the combat by. COVER CHART Cover Type + Razor wite, Wite mesh + High Grass.Crops, Bushes, Hedges, Fences Units (friends and enemies) 4 Trenches, Gun pit, Tank traps, Emplacement, Sandbags, Barricades, Lous, Pipes, Crates, Barrels, ill crests, Woods, sungles, Wreckage, Crates, Rubble, Rocks, Ruins, Walls, Buildings, Wrecked vehicles + Fortification RESOLVING COMBATS 1 Pik a combat, 2 Fight Close Combat, Engaged ‘models col to hit and to wound in Initiative order. Their opponents take Saving throws as reouired, 3 Determine Assaul Results Total up wounds inflicted. The side whieh iflicted the most wounds ‘overall in the combat isthe winner. 4 Loser Checks Morale, The loser has t0 pass a Morale check or fall back IV the loser passes the test, go dlivecly to Pile I 5 Sweeping Advances, Fall backs and Consoidations. Units falling back fom cose combat must test to see if they successfully break offi they fail they ae destroyed. The winners may then consolidate ther postion, 6 Plein. 1 units are still locked in close combat, then any mosels not engaged are moved 6" towards the continue the fight next 7 Pick another combat and repeat unti al combats have been resolved TO HIT CHART (Assault) Opponent’s Weapon SI 23 4567 8 9 + Se 5+ Ss Se St St SF 4 de 44 St Se St 5+ St Be de de de 44 Se Se Se 34 34 44 4e de de 4 Se B+ 34 34 d+ 4b 4b ae ae 34 34 34 34 4b Me ae Be 34 34 34 34 4b ay Be 34 34 34 34 34 ae Be 34 34 3+ 34 Be 3+ By 34 34 34 3k 34 34 Attacker’s Weapon Ski geevausuns TO WOUND CHART Toughness 2345 6 Se 6+ G+ NN 4b 5 G+ 6F ON B+ de St 6+ be 2 3k 4b 54 Be 2+ De 3b a4 Se 2+ 2e 24 34 At 2+ Qe 2b 2+ 3+ 24 Qe 2b 2+ 2+ 2+ Qe 2b de Be 24 2k 2H 2H De Strength Zoevausnune Byerezezecis Moving and Firing WEAPON TYPE SUMMARY {not for vehicles) Firing and Assaulting Can move and fire once Fite twice at up to 12", or remain stationary and fire once tp to maximum weapon range Can move and fire normally. Heavy Cannot move and fire May fire once in the Shooting phase and then assault the same enemy unit in the Assault phase. Counts as an additional weapon in close combat Unit may not assault if the weapon was fired in the ‘Shooting phase (unless allowed to by a special ru). May fire in the Shooting phase and then assault the same enemy unit in the assault phase. Unit may not assault if the weapon was fired in the ‘Shooting phase (unless allowed to by a special rule). VEHICLE DAMAGE TABLE Result Modifiers: DEEP STRIKE MISHAP TABLE Ds _Effect ‘Crew = Shaken Slancng Ht Hisby’AP- weapon Hisby "APY weapon crew = Stunned Damaged - Weapon Destroyed Damaged ~Immobised Destroyed ~ Wreckes Destroyed = Explodes! Targets opentonped © “V2_Terible accident! The entire unk destroyed 3-4 Misalaced, Your opponent may deploy the unit anywhere fon the table inlucing inside ctficul eran, waich of course counts as dangerous for Deep Striking unt), n 2 valid Deep Stike formation, but without rling for cate, Delayed. The unt is laced back in reserve If the units unlucky enough thatthe game ends we itis stil resere, i counts as destroyed Stationary All (except Fast & Walkers) All Weapons Fast ‘All Weapons Walker All Weapons VEHICLES’ MOVING & SHOOTING SUMMARY CHART ‘Combat Speed 1 Weapon* Cruising Speed Flat Out No Weapons NIA, All Weapons 1. Weapon* No Weapons All Weapons Nia, NA,

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