Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Dave Graham Writer Sidebar North Al rl ca n Batt lel ield Et iquette 9 Sidebar' Friend ly Fire InCidents .. 33
Artil ler y Use . 9 Artillery Attacks .. 33
Robert Beck Writer
AI[ Support to Artille ry Scatler Diagram ..... .... 34
Pat Paulsen Writer/Scenarios Sidebar: Lucian Trusco tt . . 10 Damage. 34
(formerly eGroup, http://groups.yahoo.coml Sidebar: Urban Terrain in Tactical Sc ale .... .. . 28 Enc umbrance . ... 49
Additional Terrain Obs cure men t Tabl e 29 Detect ion Equi pmen t 49
group/GearKrieg) for all of the feedback ,
Bridges . .. 29 Sights 49
advice and commentary on the game. Persona! Protection 50
Flrestarting and Destroying Terra in 29
Sidebar : The Bocag e 29 Combat Dru gs 50
Communications DeVices 51
2
TABLE OF CONTENS
Scenario Generator . ... 56 Datacard Summary . "." " ",,. "" """"""""""". " " " 80 names, logos and specific game terms are
Step t Preparing the Scenario . 56 German Vehicles .. . .. _... .. ...... .... _................ ..... ... ... _.. 81 OOream Pod 9, Inc. All Rights Reserved,
Suggesled Poinl Total Table . ... 57 Brilish Vehicles . . .. ' '''', .. 87
Gear Krieg, the Gear Krieg logo,
Mission Design Table " ... . 57 American Veh icles .... ......... ........... ............. .. ..... ... 92
PanzerkAmpfer and Silhouette are trade-
Step 2a: Objectives . ..... ..... 57 Italian Vehicles .. ................................... ................... 96
marks of Dream Pod 9, Inc.
Step 2b : Location . 58 Frenc h Veh icles ................. .. .... .. .. .. ........................ . 97
Step 2c : External Conditions . 58 Russian Vehicles ..... _.. _... ........ .. ............ _... ...... ... 98 No part of this book may be reproduced
Locat Ion Table .. ... 58 Japanese VehIc les 100
without written permission from the pub-
Terrain Table ...... ... 58 Utility Vehicles .. ...... 101
lisher, except for short excepts for review
External Condit ions Table . ..... .. . ....... . ...... . ...... .... 59 Blank Dalacards 102
purposes, Any similarities to characters,
Sidebar: Example of Random Scenario Generalion 59 Antl- Tank Guns t03
situations, institutions, corporations, etc,
Step 3: Ass ign Prioritie s ... 59
Slep 4 : Subplols .......... . 60
(without satirical intent) are strictly coinci-
Scenarios 62
ApPENDIX FOUR: dentaL The use of the male gender through-
Hit and Fade to Black . .. .... .. 62 REFERENCE TABLES AND out this manual should in no way imply the
Hard Landing 63 GAME SHEETS 104 exclusion of the female gender or suggest
Monster Mash. .. .. . 64 that the game is intended exclusively for a
Vehicle Repair and Supply Thresholds t04
Plane Smash 65 male audience , It is our hope that the fe-
Tactical Game Tables 107
Dose of Lead 66 male gamers will find this book just as in-
Campaign Record Sheel t08
//Vellkan-Lyudoed// . .......... ..... 67
Scenario Record Sheet tOO teresting as their male counterparts.
Campaign Rules ... 68
Index 110
Campaign Term s 68 Warningl Gear Krieg is a work of fiction in-
Bibliography ttt
Overview of Gear Krieg Campaigns . . .... 69 tended to be used in a game context only_
Sellhe TV ...... , 69 It contains elements which may be deemed
Campaign Cycle Table 69 inappropriate for younger readers, Dream
Suggested Poinl TOlal Tab le, . , . 69
Pod 9, Inc, does not condone or encour-
Oplional Campaign Spec ial Rules Table " . "" " 69
age the use of violence or weapons, Pa-
Campaign Special Ru les .'''' "" 69
rental discretion is advised,
Seiling Ihe Sc enarios .. 69
Building A Unit " . """" " . 70 Dream Pod 9 can also be reached throug,
Play the Scenar~os ... " 70 the internet. Check the rec.games,mecha and
Experience Threshold Tab le " 72 rec.games.miniatures_misc newsgroups for
Sidebar: Healing " "",," 73
support and infoonation about Gear Krieg, You
Ending Ihe Campaign ' '''',,'' ". 73
can also visit our WOOd Wide Web page at
ReVised Infanlry TO&E Costs 74
http://www.~.comI
ApPENDIX ONE:
PERKS & FLAWS ................ 76 Stock #DP9-503
Legal Deposit: March 2001
New Perks, Flaws & Weapons 76
Bibliotheque Nationale du Quebec
Perks 76
National Library of Canada
Flaws. 77
Weapons 77
ISBN 1-894578-72-8
Printed in Canada
3
CHAPTER ONE: INTRODUCTION
DIG 'EM AND DIE IN 'EM A moment or two later the crackle of
static was replaced by a distant voice.
Hauptman Heinrich Luckner ducked as a slug from a Russian sniper's bullet whined "Jawhol. .. Tin Woodsman here,
off the brick wall behind his head. He snarled a curse at the war, th e Bolsheviks, Gertrude .. over"
and the rain that was driving down in sheets, sluicing cold water down th e back of
his neck. "Where the tiell are you? I've got a 'Wolf'
problem here l Over. "
"Hurry up with those damn things , Feldwebel!" Heinrich barked . "Do you want to
bring the damned Ivans down on us?" Another bullet cracked overhead.
Feldwebel Johann Schmidt cursed the war, the Bolsheviks, his damned slave driver "If the damn Ivans put a bullet into the
of a Hauptman, the rain and the damned equipment he and his men were hauling cargo, we're all dead l Hurry up for God's
over the broken brickwork of what was once the Russian city of Sevastopol in the sakes I Over."
Crimean peninsula. Twelve men struggled to manhandle the three tarp-covered " Understood Gertrude .. don't fret on our
handcarts towards the tunnel entrance up ahead. The rest of the platoon floundered account. We are inbound on your loca-
through the morass of broken brick and mud, some guard ing the perimeter. others tion now We had a bit of trouble with
hauling the rest of the engineering equipment on their backs . the roads ourselves. Over."
Nothing much has changed since the time of the Roman legionnaire, mused Luckner peered cautiously up over the
Hauptman Luckner. Soldiers today would still appreciate the old joke that named sheltering rubble. Looming out of the
the legionnaires "Marius' Mules" for the loads they had to carry. driving rain the lumbering forms of two
Operation Barbarrossa was now six months old. The November rains were turning Valkuries could be seen. Luckner
the miserable excuses for Russian roads into a sea of mud. And soon , the tempera- smiled ; that was more like it.
4
CHAPTER ONE: INTRODUCTION
"Tin Woodsman .. have you in sight. reasons for the work. Why? Didn't the Comrades Ivanova and Roshenko have
Gertrude located in shell holes thirty Great Stalin have a treaty with the Fas- not yet returned from their stalk. They
meters to your front , at your two o'clock .' cists ? But he had been right not to trust are overdue, and I fear the worst."
the Germans. And now Kolya's battal-
"Acknowledged and understooci , That was bad. Ivanova and Roshenko
ion, having dug these holes, had to die
Gertrude. Tin Woodsman commencing were the best snipers they had left. If
defending them from the invading
sweep now. Over. " the Fascists had gotten them ...
armies of the Fascists.
Luckner heard the roar of the rotary en- Alexiev nodded. "Go and sneak about
The fighting over the last month had
gines as the Valkuries poured on the or an hour or so ... then report in and
been hellish. At such close quarters pis-
power. He looked out again. Suddenly we'll see ."
tols , submachine guns and grenades
there was a flash to his left, followed by
ruled the day Of course , knives, bayo- Grumbling , Kolya's squad gathered up
the report of a shot. A spark leapt from
nets and fists had their uses too. their weapons and staggered off down
the glacis of Tin Woodsman One.
Yevtushenko , the biggest man in Kolya's the tunnel into the darkness.
" Tin Woodsman .. Tin Woodsman l platoon, swore by the entrenching tool
Sniper at 10 meters to your front , at your that he kept ra zor sharp .
one o'clock lOver." Hauptman Luckner looked at his watch
All of Kolya's men were pale-faced, be-
for the fifth time in the last few moments.
Th e second Valkurie bu lled forward grimed and exhausted Food was al-
Only two more minutes to go.
over the ru bble towards the tlidden most gone. Soon the lazy, fat rats would
Russian as the first opened fire with its be scurrying for their lives . "Seems a damn dirty way to die .. . even
machine gun. for Ivans." Schmidt muttered. Luckner
Kolya felt a tap on his leg. Young Igor
fixed his sergeant with an icy cold stare.
"Oanke Gertrude .. this Ivan s goose is Shugin , eyes huge in his haggard child-
cooked Over. " man's face, had nudged him. "A German soldier does not question
orders, Schmidt. He carries them out.
Flames belched from the nozzle of the Stumbling out of the gloom was a broad-
Now pass the word for gas masks to the
flame-thrower on the second Valkurie. shouldered bull of a man with the apple-
men, and have the control teams ready
Luckner closed his eyes in relief as he green shoulder flashes of Comrade
for launch. "
heard the Russian snipers' screams. Beria's NKVD . Kolya rose to his feet and
wearily saluted. "Comrade Commissar." Schmidt nodded in acknowledgement.
"Alright Feldwebel . . move out. We're
The men rapidly stripped off their caps
almost 10 minutes behind schedule." Alexiev was a hard-faced man . When
and helmets, pulling on their gas masks.
he looked at you, it didn't take much
imagination to imagine him staring over Luckner let his eyes move to th~.objects
Sergeant Kolya Yakushev kicked out at the sights of the Tokarev automatic he of the exercise. Three two-meter long
the rather bold rat that had been inves- wore at his waist. Last week, he had shot ovoid insectile forms crouched low on
tigating his left boot. The rat ambled Kolya's lieutenant and assumed com- their six-legged chassis. The backs of
away with a marked lack of fear. mand himself. For "defeatist attitudes in the machines bulged obscenely.
Knows I'm too bloody tired to do any- the face of Fascist aggression ." Defeat- Luckner's smile was humorless. For the
thing more to him. Kolya me ntally ist. As if any of them were going to get second time in the war, his pioneers
snorted. We are all too worn out fighting out of this hellhole alive, never mind beat would be sending the "Cockroaches" off
the Fascists to worry about the rats. the Germans. to war. Last time, they planted shaped
"Comrade Sergeant." Alexiev's voice was charges on the Maginot line forts. This
Kolya and his fellows in the engineer-
as harsh as his demeanor. "I want you to time, they would carry their deadly
ing battalion had spent the last year
take out a patrol. The Fascists have been cargo of chlorine gas deep into the Rus-
working in and around Sevastopol.
too quiet for the last three hours. I want sians' tunnels.
They'd tunneled in the earth lil-.e moles,
constructing a huge underground net- to know what they are up to." Luckner checked his watch again . 1300
work of tunnels and bunkers. At the time, Alexiev let hi s fac;:ade crack for a mo- hours. It was time to go. "Feldwebel
everyone had complained about the ment , showing Kolya his concern. "And Schmidt. You may launch when ready."
5
CHAPTER ONE: INTRODUCTION
"Sergeant! What in the name of the The second chapter introduces the special rules required to play on a smaller, denser
Devil's Grandmother is that thing?" battlefield - such as a jungle patch or an urban fight - where small groups engage
at close ranges that would be impossible to properly represent on the more ab-
Kolya played his torch over the oncom-
stracted tactical scale tabletop. These rules are referred to as Skirmish combat.
ing whatever it was. "It's". some kind of
metal bug?" The third chapter covers advanced rules such as artillery support, combat engi-
neering and heroic characters , The fourth chapter adds specific rules for infantry
along with new equipment and infantry types, such as the dreaded zombie troops of
The lead operator of team two looked the Axis. The fifth chapter contains a detailed scenario generator, some sample
up at Hauptman Luckner. scenarios and the main campaign rules.
"Sir! Unit one has contacted enemy!" The rest of the book is taken up by game aids . The first of the four appendixes
covers some new Perks, Flaws and Weapon Characteristics, The second appen-
Luckner nodded , "Very good, Release
dix summarizes the infantry equipment, its Threat Value cost, campaign cost and
the gas,"
other pertinent information. The third appendix first covers the new datacard record
As the young Assault Pioneer flipped the sheet, explaining how to read it. This is then followed by the datacards for more
switch, Kolya Yakushev's flashlight shim- than 164 vehicles and variants; this includes blank datacards , improved datacards
mered in the billowing yellow clouds of for all the vehicles in print so far and game stats for the new vehicles discussed in
chlorine gas. this book. The fourth and last appendix contains reference sheets .
6
CHAPTER ONE: INTRODUCTION
7
CHAPTER ONE: INTRODUCTION
where the machinegun and artillery cautious slow start when 1st Armored
Uoyd Friedendall made open movement of masses of Division encountered 10th Panzer DiVI-
troops in attempts to encircle practically sion at Maknassy Pass . Patton was able
Known more as a troop trainer than a
suicidal. With the emergence of high sur- to turn the tid e and take the Germans
co/lwat soldier; Fridendall \Vas picked
by Eisenhower; Ivith .\'ome misgiving.\', vivability weapons like the tank and ttle and Italians in the open plains alo ng the
to succeed lv/ark Clark as the 2nd gear into mainstream combat forces , Gabes-Gafsa highway eas t of EI
Corps commander. Friedendal/ par- this tactic was once again an option Guettar. The 1st Infantry Division mauled
tially ass{wged these concerns with Tanks could move very quickly over a 10th Panzer's tanks and gears with
success/it/landings near Omn lit the wide variety of terrain and deliver a massed artillery and tank destroyers by
heginnillg of TORCH. massive punch, while gears could cross being there faster and better prepared
Disaster struck when Friedendallwa.l terrain that even tanks had difficulty ne- than an enemy caught almost unawares.
unfend to Ill/vallce and sewre the TII- gotiating, with a greater degree of ma-
General Georgi Zhukov was another
Ilisiall port (!f Sfax. This would block neuverability and often a wider assort-
leader who understood early the new
the retreat of Rommel's Panzer AmlY ment of firepower. Field Marshal Rommel
face of war that was sweeping across
Afrim in its altempt to link lip with himself described the tactic rather suc-
Eurasia. One of the few generals to sur-
Wm Amilll. Friedenda/l .wretched the cinctly in his engagements against the
vive Stalin 's purges (though not without
IlInks and walkers (!t his 21ld Corps British at Tobruk. In speaking of the ti-
over an tio-mile front to cover the Al- trouble). he later took command of a
midity of his own 5th Light Infantry Divi -
lied right flank. Eisenhowe/' had or- forc e of Soviet troops against the Japa-
sion in a reconnaissance raid on Tobruk ,
dered a .vIlIIldard deplownent with a nese Imperial Army at the ba ttl e of
he stated. "the division's command Ilad
stwng mohile reserve, bill Friedendall Khaikhin-Go l. General Zhukov used a
not mastered th e art of concentrating its
scaltered his injalllry across several combination of his own impreSSive
strength at one point . forCing a break-
isolated djehe/s and hroke lip hi.l /110- battlefield skills . as well as an effective
hill' reserve illto small, scaltered ele- through, rolling up and securing the
deployment of modern battlefield weap-
ments. Ii) top off this poor deployment. flanks on either side, and then penetrat-
ons in open terrain, to defeat an enemy
Friedendall placed his helldljllllrlerS ing like lightning, before the enemy had
with poor mobility. Th is only major con -
So miles hehilld hisjinnt lines. had time to react , deep into his lines."
flict in the undeclared war between the
The Germans used this tactic success-
It wasn 't long hejim' Ihe Germllns Soviet Union and Japan in 1939 forced
fully in the Low Countries, France, the
blasted through the gateway at Faid the Japanese to look elsewhere for easy
Pass and quickly isolated alld en- Soviet Union and Africa. Other forces ex-
conquest.
circled the American il(fantry. With hibited similar skills, though. Learning
the reserve so hroken lip, it allowed from battle with the Germans, or devel- General Bernard Law Montgomery
Rommel to smash the Americans at oping them on their own. they would could arguably be noted for only half-
Kasserine Pass. General Bradley's eventually use simi lar tactic s to destroy heartedly adopting this new paradigm
sllbse<jllent report on Friedendall '.1' the Axis. shift in warfare. His victories at EI
military hllI/lder saIV his retllm to the Alamein were based on tactics from th e
u.s. and Palton 's pmmotion to CO Ill- General George Patton had correctly
First World War his malor attack plan
/lwlll/a <!( 21ld Corps. surmised before the war even began
cente red on a massive front infantry as-
that this baSIC strategy was th e most
sault combined With an armored assault
effective given the new tools at hand.
wherever weakness was detected in ttle
He echoed Rommel's sentiments in his
German lines. This was hardly a "mod-
famous pre-embarkation speech when
ern" assault , but he knew he was in for
he said, "There is no such thing as a
a war of attrition and used the tactic s of
foxhole war anymore . Foxholes only
the era , albeit in a most primitive fash-
slow up the offensive. Keep movingl"
ion, to achieve hiS victories.
Patton's skills would prove his ability with
this new style of war time and again. but Perhaps th e most notab le factor in cle-
they first showed through at EI Guettar. vetopment of these tacti cs was th at
Despite a potential disaster and another both sides had the advantage of a sur-
8
_(~)~*00e CHAPTER ONE: INTRODUCTION
prising deal of flat terrain with which to tics than the standard strategies of the aged by th e better commanders of the
conduct their combat actions. With the rest of the war. war to move as far forward as possible
exceptions of fighting in the Balkans as often as possible. If the line moved,
In the Pacific Theater, the tactic of is-
and the Pacific Theater, most of the war the artillery moved . and quickly Great
land hopping became the preferred and
was fought on relatively flat land, which lengths were taken , given th at the artil-
only significant means of maneuver
was ideal for the kind of maneuver war- lery was seen as a much more involved
warfare. In that area of operation, the
fare that was the norm for the entirety part of a combat force rather than the
navies of the United States and Impe-
of the war. simple support element it had been in
rial Japan vied for control of the sea-
past wars, to ensure that these units did
In the Balkans, warfare was fought as it lanes. These sea-lanes were the equiva-
not fall too easily.
had been for centuries, for control of lent of the major autobahns and road
strategic chokeholds like mountain nets being used in Europe to ferry Artillery was also employed to protect
passes and overlooks. The quick disin- armies across the continent. Once con- the flanks of an advancing force from
tegration of the local forces reduced trol was established in an area, such as enemy counterattack. Not many forces
fighting to mostly guerilla actions. the Japanese control of the seas around would risk actually charging into an ar-
Though these were no less important in the Phillipines, or the United States' con- tillery barrage to try and flank an enemy,
the overall scheme of the war, the ac- trol of the seas around Okinawa, a de- a fact counted on by commanders who
tions in question lent themselves more fending force could be encircled, cut off used it, such as in Romm el's assault
to special operations and irregular tac- from its source of supply, and reduced. against the French near Philippeville in
1940. The effectiveness of its employ-
ment, again , was strongly dependent on
the troops using it. During the original
North Alrital Battlefield Ellquette
German campaigns in France and Af-
Early war use of mechanized warfare by Ihe Brilish lended 10 be Ihwarled by Ger- rica, strong use was made of artillery
man allli-lank guns. The mosl nOlable gun was Ihe 8.8cm PANZERABWHERKANONE as an equal partner in an attack, basi-
which was a originally WI anli-aircraft weapon. The gun could penelrale Ihe armor cally looked upon as another combat di-
of a Marilda al ranges of up 10 2km. The gun was inslrumenlal in repelling Ihe
vision. Nations like France and Great
Brilish during Operalion BATTLEAXE ar Haifaya Pass. A caplured Brilish officer
Britain were somewhat slower to grasp
was overheard by member of Rommel's sraff 10 express indignation lowards Ihe
the effectiveness that modern artillery
weapon.
pieces could rlave on the battlefield.
"In my opinion," said Ihe EnglishrrullZ as he glanced al a nearby 88, "il is unfair 10 Allied artillery units at that time were of-
use 'flak ' againsl our ranks." ten relegated to bombardment duty,
A Gennan arlilleryman nearby, lislening 10 Ihe inrerprelalion, exciledly illlerjecled, meant only to soften up or hctrass the
"la, and Ilhink it mosl unfair of you 10 allack wilh ranks whose armor nOlhing bill enemy. This type of fire ranged from
an 88 will penetrale!" marginally to wholly ineffective in de-
grading the German's comb at capabili-
ARTILLERY USE observers and artillery officers were ties . It was because of this , as with the
called upon more to work more closely other modern inventions of war that the
The use of artillery on the battlefield is
with the infantry, not only to call fire on Germans capitalized on first, that the
almost as old as the use of gunpow-
targets harassing the infantry, but to Allies suffered such crippling defeats in
der. Gunpowder weapons in the form
bring counter-battery fire on units that the early stages of the Second World
of great mortars began their use in war-
might be able to harm friendly artillery War. It was not Just that artillery was
fare as siege weapons. Artillery's im-
as well. Artillery units were expected better used, but that there was far more
portance in this war cannot be under-
to be ready as soon as a position was variety in weapons than there had been
stated, though. All sides used it to ex-
taken to provide fire , should it become before.
cess as an essential element of any
necessary, on any of the avenues the The main types of artillery used on the
major operation. Its use as a proactive
enemy might use as a path from which battlefield of the Second World War can
part of any battle was a standard fea-
to counterattack. Artillery was encour- be broken down into three types. The
ture of more modern warfare. Forward
9
CHAPTER ONE: INTRODUCTION
first , field artillery, consisted of the large operation. This was due in part to two
cannon weapons and rocket platforms factors. One was that aircraft technol- Lucian Truscott
that could be called upon to mass fire ogy was still in development in the pe-
An old-time cavalry commallder,
and suppress , neutralize , or destroy riod between wars, more so than most
Truscoll was a strict disciplinarian
enemy targets . The second type of ar- other potential instruments of war. The with a passion for thorough training
tillery, mortars, could be used to pro- other was that precognitive command- and a penchant for pushing his mell
vide responsive fire against smaller tar- ers on both sides began exploring what to the limit. TrUSCOII shared Pallon 's
gets, and were often organic to small kind of roles these newer designs might unorthodoxy of dress, most Ilotably
infantry units. Mortars could be used in play in a coming conflict. his silk scarf, weathered leather
a variety of roles, including direct infan- jacket, enameled helmet. cavalry
Both sides did focus on air superiority
try support, battlefield illumination, lay- breeches and boots. Atthe beginnillg
over the battlefield as their number one of Torch, he almost single handedl),
ing down smoke for the purposes of ob-
priority. The Germans realized very early salvaged the landings at Mehdia. The
scurement of the enemy or the screen-
on that aircraft could be used to perform Navy had bungled the landings and
ing of friendly forces, and engaging tar-
a wide range of duties. Mostly due to Frellch Colonial forces caught the
gets too obscured by terrain features to
their experience in the Spanish Civil War, break they needed to push the Ameri-
allow small units the opportunity to di-
the LuftwaHe developed aircraft like the cans back into the sea. Truscoll re-
rectly assault them. Lastly, there were organized several units and fonlled
Hensc hel Hs 129 to compliment their
the direct fire weapons of the period. a rally point for the survivors of the
Stuka dive-bombers to fill out a new role
These included a variety of weapons , first wave. He then persollally radi-
in air combat , ground attack. It also de-
from the shoulder-mounted panzer faust oed other landing c raft onto the
veloped a program whereby its air of-
and bazooka to the big direct fire sup- beach, and vectored them into posi-
ficers participated directly in Army
port weapons of demolition vehicles tions, which allowed them to flallk
wargames, acting not just as observers,
such as the Hummel, to the towed anti- and eventually rout the assaulting
but taking a direct role in coordinating French forces back 10 Port Lyallley.
tank guns like the German 88mm. Close
air assaults on target s of priority to Truscoll even managed to secure, at
air support could also be loosely in-
ground forces . cost, the airfield that was one of the
cluded into this category. as the guns
original objectives of the landings.
of aircraft and small bombs were often The Allies, as with many things, were
used to the same eHect. These weap- slow to reali ze the advantage of aircraft General Truscoll went on to distin-
ons had a wide variety of uses , includ- in close ground support missions. The guish himself in several unconven-
ing direct suppression of enemy posi- British RAF proved least concerned by tional operations under PaIlO/l's
these new innovations in air combat, command while in Africa, and was
tions and the destruction of enemy ve-
hand-picked by Pallon to lead the
hicles . They were commonly used in and instead continued to focus all de-
tactically ana politically importafll
tactical situations to deal with immedi- velopment of their air doctrine on stra-
raid on Rabat.
ate and readily identifiable threats. tegic bombing raids instead of army
support miSSions. U.S. air commanders
did take some note of the Spanish Civil
AIR SUPPORT
War and the new ground support tac-
Air power had been used in various mi - tics being pioneered by the Germans.
nor military roles as early as the 19th Major George Kenney, later commander
century, in the form of lighter-than-air of the Fifth U.S. Air Force, wrote an ar-
balloons, and then into the First World ticle in 1938 on the conflict that was
War in the form of balloons, dirigibles , complimentary of the Germans on their
and biplanes . Still, these units were support and interdiction missions. He
hardly decisive in tactical engagements . also predicted that, given what had
Many proponents of air power on both been seen with air transport of combat
sides saw, as planes quickly developed forces in Spain, transport of ground
in technology, that they would soon be- troops by air would be an important mis-
come an essential part of any tactical
10
CHAPTER ONE: INTRODUCTION
sion of the air force in wars to come. pression, in which they would attempt World War caused timidity towards
American and British air forces would to knock out flack batteries and large-scale ground operations, espe-
soon develop their fighter-bombers and assistance enemy formations in in countries such as France. All
convert their regular aircraft to ttle immediate area. As the Luftwaffe these things led to the development of
ground attack with the use of heavy forces dwindled and the Allies' ground massive fortifications in preparation of
machine guns and rockets. In ttle early attack missions became more frequent, an assault by neighboring nations.
stages of trle war, however, Germany new interdiction missions were devel- France, Belgium, and Germany were ttle
could be said to have the edge in oped. In advance of a ground force, air- practitioners of this art.
ground attack aircraft and tactics. craft would spread out to attack any
The French command became
enemy forces or supply trains ttlat might
The missions of this new breed of figrlter obsessed with the "continuous front"
be moving forward, delaying enemy
aircraft were quite varied. Ttle Germans, strategy. This strategy assumed that if
counterattacks, enemy forces
in keeping with the blitzkrieg style of a front along the entire combat zone
engaged and, of course, dis-
warfare, applied a doctrine of could be maintain3d, the
their best ground attack aircraft very aggressor, Germany, would not be able
close to the front, and developed them to sustain an offensive or break through
to be capable of using rough airfields. often was that communication between to the French heartland. Thus, in the
The focus was still more on interdiction and formations allowed for bet- 1920's and 1930's, the Maginot Line,
ttlan direct support of ground forces. ter coordination ground targets named after a minister of war who had
After air the secondary pri- and enemy formations. The power most lost an arm at Verdun in 1916, was bud-
ority of fighters was to hit bridges, roads, lacking in this ability early in the war, the geted and began construction. The
enemy reserve forces, and artillery po- Soviet Union, also provided the most plan was for this Line to run all
sitions. were equipped example of how fatal ttlis could the way to ttle channel, but more liberal
with light bombs for these missions. The be for a war effort. Soviet aircraft elements in the French government
cannon developed for some German had radios and usually flew in tight for- tlalted the proposed series of fortifica-
aircraft such as the Stuka gave them the mations to visually coordinate with one tions at the Belgian/German border. This
ability to destroy armored vehicles, a another. German fight- was in conjunction with King L.C'J;.J'JIU
mission that German high command ers that could better coordinate their action to take out of France's
had originally considered beyond the attacks and fly in more spread-out for- web of alliances and declaring its neu-
capability of their fighters. To destroy mations shot Soviet fighters and bomb- The Maginot Line was never en-
larger targets, or perform on a more stra- ers down like flocks of geese.
scale, German commanders even to be a series of fortifications
developed air combined arms opera- running up and down the French bor-
tions. These involved mixes of recon- der. It was also not designed to be im-
naissance, heavy fighter, and bomber A quote attributed to General penetrable, but rather was to bog down
groups after massive tar Patton said that fixed fortifications were any potential German advance, and al-
gets, such as rail networks deep behind monuments to the stupidity of man. No low fast, mobile forces to advance and
enemy lines. more strongly was it proven than in this support the fixed fortifications. for
war. Names that had at the same time the French, Hitler had oHler ideas. The
The Allies main focus for their fighter
been with pride and to inspire fatal mistake to stop the Line at the 8el-
aircraft In the early part of the war was
fear, like the Maginot Line, the border would soon lead to the
bomber escort. actions in Africa
Line and the Atlantic Wall, became the downfall of France and its
were almost solely focused on interdic-
punch lines to jokes after they had been by the Germans.
tion, destroying fixed installations and
conquered and low. The idea
slow moving targets. Direct combat sup- The Germans for their part had a simi-
of fortifications as bastions of power and
port missions were even further from lar fortification constructed in the 1930's.
centers of refuge for the European pow-
common usage than were with Axis This was the vaunted West Wall, known
ers most of all stemmed from an ancient
forces of the day. missions of the in the United States as the line.
dependence. It could also be argued
Allies were focused on drop zone sup-
that the staggering losses of the First
II
CHAPTER ONE: INTRODUCTION
This massive concrete and sleel slruc- was cold weather els of ""',"'''''' cone-man "o'''tV'''_
from SWitzerland to the adap'[ed The Germans suffered from and make
reaction force,
look idea
10 the extreme, Given their became one of
strategy of defense of Ihe islands that the celebrated and admired forces
of the German This could be con-
sidered an unusual occurrence since
Each island most staff officers of the part of the
small fortress, The war viewed troops, like the spe-
known
as the Ardennes Offensive or the Battle
of In final act in defense of
the Reich, the Line caused ap-
100,000
air bases, or became the sites of
final locus in this of American air bases. so eifec-
from which to hold off attained
emy forces, were the fortifications of the did The
German Army Atlantic Wall. see in al-
most every theater of the war, with dar-
and
elements,
12
CHAPTER ONE: INTRODUCTION
13
CHAPTER ONE: INTRODUCTION e e O*(fjCffi)_
14
CHAPTER ON'E: INTRODUCTION
NighUighting
Be/eHe World War 1/ fighting effec-
tively at night was unthinkable. Even
at the beginning of the war itself this
notion was still true. However, as the
war continued, seveml technologies
began to erode that assumption. Ra-
dar was a burgeoning technology
that relied on unseen mdiation to
reveal the enemy. It detected without
regard to the position of the sun in
the sky. Early uses Oil planes dell1-
onstmted that night attacks could be
adequately carried Olll. Ironically,
soon thereafter, radar helped to guide
anti-aircraft artillel}', Experiments in
using the infrared portion of the light
spectrum also helped to erase the
VEHICLES night. The British Canal Defense
Light, while starting as a white light
As the war marched on, so did the technology to wage that war. Weapons that were device, developed into an infrared
mere dreams a few short years before were fast becoming reality. Each nation re- system able to shine light tlUit was
fined walker and tank designs, and some fielded these vehicles for the first time. invisible to the naked eye but picked
up by special infrarl'd sights. For-
Conventional tank guns were designed to fire bigger projectiles faster and further,
ward thinkers like Colonel Wtzlter
blasting through armor more easily than ever before. More efficient engines were
Krueger expanded night fighting
built, allowing for more heavily armored vehicles to be fielded. Those engines par-
techniques to use this nelV system to
ticularly helped walker design, allowing for the superior mobility that the walkers
great effect to plan and execlIIe small
promised to deliver. Armor was always a welcome addition to any fighting vehicle, IInits actions durillg nighttime opem-
and with guns that could penetrate ever-heavier protection, as much armor as could tions. The Germllns worked on a
possibly be mounted on a vehicle was deemed necessary. smaller scale , developing the
" Vampir " system. Vampir systems
Alongside the natural progression of vehicles from ungainly prototypes to sleek kill-
were small inji-ared flashlights with
ing machines was the development of unique vehicles to fit particular tactical needs.
integrated scopes moul/ted on early
As the African theatre wound down and Italy was retaken, many lessons learned in
assalilt rijles. These weapons were
the process were used to create new vehicles with bizarre contraptions to take the employed by the Nacht;iigers - an
fighting in new directions never before seen. The Allies in particular began to de- eliteforce similar to Krueger's men,
velop vehicles to help with the inevitable landing in France, to start the final push of specializing il/llighttime special op-
the Reich back to Germany. Vehicles that could help keep the tempo of modern erations. Developments in drugs
warfare began to appear. The vehicles often took the form of combat engineering also had an effect. Drugs that stimll-
vehicles, armed with demolition equipment and bridges. lated the IIser helped men to keep
fighting day and night. These were
The Allies also spearheaded development of non-conventional weaponry. The Rus- the first stefls in making warfare a
sians took the research of Nikolai Tesla and started to field his accelerated energy cOl/stant assault offora and death
weapons in greater numbers during Operation Barbarossa. Were it not for the des- with no regard for lime.
perate situation they were in, the Soviets might have armed their tanks with the new
weapons in far greater number than they did before 1944. The British developed
their Canal Defense Light system into a nightfighting weapon par excellance, and
infrared versions allowed the British to operate covertly.
15
CHAPTE R O NE: INTRODUCTION
The CDL system was further refined and fielded as a modification to the Grant tank.
This second version shone in the infrared spectrum and acted as a spotlight for the
early IR sensors being developed at the time. The new CDL allowed units to fight at
night without alerting the enemy to their presence like the older Matilda CDLs did.
The IR CDL systems also had the added benefits of being able to blind enemy IR
sensors, such as those being used by the Nachtjagers. The sponson-mounted 75mm
was an added bonus: the offensive firepower was a welcome addition to crews
supporting nightfighting actions. The Grant CDLs were fielded in late 1943, just
missing ac tion in Afri ca. They served adequately in western Europe, however.
INFANTRY Q UADRUPED MK I
Walter Owen Bentley (always referred to as 'W.O.') started out designing cars in the
early part of the century. He designed a number of racing vehicles which were built
to handle the rather rough conditions on roads at the time. Around 1931 W.O. began
an association with Rolls-Royce, and 1933 his company was folded into Rolls-Royce.
While the rest of the company pursued luxury vehicles, Bentley sought to work on
vehicles for military use. He was fascinated by the walker vehicles he began to hear
about in the late 30s, and Bentley set about to design his own. He was rather unsuc-
cessful at first, but once the lend-lease and licensed walkers from the Yanks crossed
the pond Bentley was able to see working examples of the technology.
He liked what we saw, but all of the walkers he saw were bipedal. which he knew
would never be able to support heavier weaponry. He had in mind to design a
walker that could carry the 6-pdr tank gun, which was a well-respected weapon.
Bentley figured a quadrupedal walker would do the trick, and he set about to deSign
one. The fruit of his labor was the Infantry Quadruped Mk I. The walker, like his
earlier vehicles, was noisy, heavy and built like a truck . Additionally, the vehicle
lurched quite a bit when it walked (luckily, it moved slowly). The vehicle earned the
nickname "Wagsworth" amongst the troops.
Later models of the IW Mk I lost the swaying gait and moved the 6-pdr to a turret.
The turret made the insides rather cramped for the crew, but the more capable
mounting was considered to be more desirable than comfort. These versions were
very well-liked by the crew that piloted them, and the Mk I was dubbed 'Bulldog' in
reference to not only the appearance of the vehicle, but as a loving tribute to Win-
ston Churchill, the 'British Bulldog .'
16
CHAPTER ONE: INTRODUCTION
The Soviets showed as much interest in the weapons designs of Nikolai Telsa as the
French did, if not more so, They funded considerable research into Tesla's theories .
As a result, Tesla was able to improve upon the designs he developed for the French .
He devised a directed energy weapon that was longer ranged than his previous
designs, which the Soviets named the Eleclricheskiya Uskoracya Energia Arlilleria
Tesla Model 39. This fearsome weapon was able to fire out to nearly twice the range
of the French versions. The Russians mounted the EUEA into the large T-44 land
battleship hull. They had to remove the heavy cannons in order to make room for the
new weapon, and it was still difficult to fire the Tesla gun rapidly due to the power it
required. Still, the T-45 put on a spectacular show when used in combat, zapping
the enemy with bolts of lightning and providing a boost to friendly morale. The offi-
cial name for the tanks was "Nikolai Tesla," which was so close to the T-44's name
that the Soviet troops quickly came up with a new nickname for the vehicle: "Troll."
G27WALKER
Until the outbreak of the Great Patriotic War, the Soviets lacked the technical and
tactical know-how requ ired to field walkers . During the first months of the German
invasion , the Soviets underwent a crash program, with the first Soviet Walkers ap-
pearing in the Summer of 42 . Before that, several US Longstreets had been ac-
quired through Lend-Lease, but these early units were quickly lost to the superior
skills and machines of their fascist enemies.
The G27 was the first example of Russian design philosphy. The walker was de-
signed to not only fight in the extreme cold of the Russian winters, but it also was
able to travel further than most other contemporary walkers of the time. The cold
was warded off by covering the joints with electrically-heated canvas cowlings
which prevented freezing . The latter systems were sometimes prone to overheat-
ing, resulting in more than one fire or premature explosion . Additionally, the large
fuel tanks and inefficient engine design left the G27 vulnerable to attack . Eventu-
ally, later versions of the G27 were able to overcome some of these design flaws ,
but a few were left to be remedied in future hodokye.
CHAPTER ONE: INTRODUCTION
Bitter experiences in early 'NWII demonstrated to the Commonwealth the need for a
heavily armored vehicle that could support assaulting combat engineers tasked
with breaching heavy defenses. Lt. Donovan of the Royal Canadian Engineers sug-
gested adapting an existing tank rather developing a new one. The Canadian Ram
and the American Sherman tanks were evaluated, but the comparatively roomy and
extremely well armored Church ill seemed to fit the bill best. The new engineering
vehicle was named the Churchill Armoured Vehicle , Royal Engineers or Churchill
AVRE . A special weapon was developed for the vehicle, the "Petard" mortar. The
weapon was a 290mm spigot mortar that replaced the 6-pdr gun the Churchill IVs
usually carried in the turret. It fired a 40lb demolition bomb used to breach ob-
stacles and could only be reloaded from outside of the tank! The tank was further
fitted with any number of common combat engineering attachments, such as fascines ,
bridges and mine-clearing devices.
Many were the number of bizarre and strange looking Ideas for mine clearing ve-
hicles, but none were quite as bizarre as the T10 Mine Exploder. Based on a Sherman
tank chassis, the T10 rested on three large steel wheels in a reverse tricycle ar-
rangement. The front wheels were nearly 3 meters tall and a meter wide , and all of
the wheels were serrated. The resulting monstrosity was 4 meters high and had a
ground clearance of 1 meter. The vehicle was controlled remotely from another ve-
hicle, usually a modified Sherman tank. The first models were controlled through a
cable and the operator worked by sight only. Later models featured television gUid-
ance and used radio Signals to control the vehicle. The T1 0 retained the Sherman
turret and was quite operational, although until the television guidance was installed
aiming the main gun was quite difficult. The vehicle was massive and moved very
slowly, but it could certainly clear minefields .
18
CHAPTER ONE: INTRODUCTION
I9
CHAPTER INTRODUCTION
20
detested INA""'''''' but, nlC"''''fnln'''IA a substance that notori-
to entry into the war, the United States heat, Low non-
made known its to massively re, air-
cused on
in kind for any of f'h,~rn'f'''''''
could be ott,o>"',""'''(
This declaration not only added to the
spies and
agents behind enemy lines in water sup-
use within a theater. The and the Most research 10-
was whether or not
a
the release from to
them. Various systems were de-
chemical weapons at his discretion,
\lPI(1"""" or experimented with, includ-
limitations or I'n,vkh(v.c were
aircraft tanks, bombs the
placed on that commander,
balloon bombs constructed by Unit 731
lim-
and launched towards America, the
later years of the war, even
to toxic substances,
a bomber from a sub-
Persistent eV,30()rare very involves to eliminate oppor-
tunities for troops to breathe or contact
hazardOUS material by
generally posed
a manner similar to minefields and other breathe. Units thaI cannot avoid con-
obstacles, agents, the tamination maneuver or dis-
Numerous exist for
more volatile and persal can limit exposure by
chemical weapons. Almost every coun-
af-
try pmiseiSS
ter an attack, On level,
casualties while overpressure systems protect
morlar,
sures to ttlose chemicals. the internal air pressure
fire chemical
agents also affected air constantly flows out of the
for smoke
wind and weather than air into the
agents,
much more
to construct than chemical.
The organism not to survive in
a viable form, but the munilion has to
conditions.
2I
CHAPTER 1\vO: SKIRMISH SCALE
CHANGE OF SCALE
GROUND SCALE
22
CHAPTER 1\\10: SKIRMISH SCALE
of real world measure, depending on properly (for example, 15 mm is actually playing field of 130m x 200m in ground
whether the game is played at Skirmish closer 1/110 for most manufacturers). The scale: for skirmish, this translates to 20
game scale or Tactical game scale. At two scale denominations, however, are MUs x 60 MUs, which is a decent sized
1/100 ground scale, each MU is 50cm usually close enough to make generali- area for units to maneuver in. Con-
long in Tactical game scale and 10cm zations possible. versely, this same area would only be
long in Skirmish game scale. 4MUs x 12MUs in tactical scale, wh ich
is hardly enough room to do any1hing .
Many players find the game more en- GAME SCALE RECOMMEN-
DATIONS As a result, for tactical games, a ground
joyable if the ground scale is the same
scale that is smaller than the vehicle
scale as the scale of the vehicles . Build- The best scale for playing Gear Krieg scale is recommended in order to give
ings match the vehicle sizes, and line depends on both the vehicle scale and units room to maneuver. A larger play-
of sight calculations become much the ground scale. If the vehicle scale ing area is also a solution: a good rule
easier. If the ground scale is smaller than and the ground scale are identical, the of thumb is that the shortest axis of the
the vehicle scale, a larger sized battle best game scale is then a factor of the playing area should represent about 4-
may be played in a smaller playing area, size of the playing area. For example, 5km long in Tactical scale and 0.8-1 km
but then the vehicles are larger than they with 15mm (1/100) miniatures and 1/100 long in Skirmish scale for large games.
should be and line of sight calculation ground scale, a typical playing area of Smaller games can get away with 2-
become more problematic at times . 1.3m x 2m would be more suitable for a 2.5km for Tactical games and 400-500m
Some players also find the disparaging skirmish rather than a tactical battle. in Skirmish games.
scales disconcerting. Both game scales would have the same
VEHICLE SCALE
Point Black Diagram
Vehicle scale is to miniatures what ground
scale is to playing area. Vehicle scale is The diagram at right is a visual
further complicated by two conventions representation of the Point Blank
used to measure the size of miniatures. range band in the Skirmish scale
Miniatures are described in ratio scales game. Any unit within the 2 MU
radius zone (and within the vehicle '.I'
like ground scales, but they can also be
described in 'mm' scales. The 'mm' sys-
fire arc) is attacked with a + I
modifier to hit. Unlike the regular
3---=2..::=.,.1111..... 1
23
CHAPTER Two: SKrRMrSH SCALE
MOVEMENT
ACTIONS
THE SKIRMISH SCALE
In Skirmish scale combat, Players still
COMBAT TuRN get the same number of Actions per
round as in tactical combat. They may
Because the Silhouette game engine has been designed to be modular and not get one additional Action with a -1 mOdi-
dependent on a specific background or time scale, it is possible to vary the latter fier to all their rolls. Because of the short
without affecting the balance of the rest of the elements. Indeed, a Skirmish scale time span involved, it is impossible to
combat encounter follows the same basic turn procedure and rules as a normal get more.
tactical scale combat. Unless so mentioned in the following text, all tactical combat
For the same reason, the scope of what
rules (starting on page 42 of the Gear Krieg Rulebook apply in full.
an Action includes has been reduced.
The text on the previous page explains the effects the smaller scale has on the For example, in the tactical system,
rules. Because the scope of the battle has been reduced by a factor of five, some maneuvering a vehicle costs zero Ac-
movements and actions not previously "visible" in the tactical scale become pos- tions and firing a weapon costs one
sible (and, indeed, required) and are detailed here. For example, the blast effects of Action. In the Skirmish scale, maneuver-
many weapons, which were previously abstracted in the 50-meter wide MUs, can ing a vehicle requires one Action and
now affect more targets. both aiming and firing a weapon require
an Action each (see further).
INITIATIVE Additionally, Command Points are spent As a general rule, most "events" in the
in more limiting ways in multiple unit
Initiative proceeds as normal, except Skirmish scale require two Actions. The
combat. These limitations are a reflec-
when there are only two units on the first Action spent represents the prepa-
tion of the smaller amount of time in each
field . In this case, it is assumed that the rations made (e.g . acquiring a target,
turn. Command Points may be spent for programming active sensors). The sec-
vehicle crews are independent as op-
Activation, Defense and Reaction but ond Action represents the actual
posed to being part of a coordinated
may not be spent on Action or Block completion of the act (i.e . firing the
military unit.
(see page 49 of the Gear Krieg weapon at a target, performing the sen-
When only two units are engaged, Play- Rulebook). Additionally, only one Com-
sor scan). Usually, the second Action
ers roll initiative for each individual unit mand Point may be spent on any single can be performed many times in a row
separately rather than roll initiative for unit in each turn. Players may want to without requiring the first act to be re-
each side. Any ties are rerolled. These place a Command Point marker next to
peated. For example, once a vehicle has
individual Initiative rolls are Piloting Skill a unit when a Command Point is spent acquired a target, it can fire upon it re-
rolls, not Leadership Skill rolls. All usual on that unit to remind them that the unit peatedly until it either loses sight of its
modifiers (Maneuver, crew's Attributes, can no longer receive Command Points target or switches to another target (see
etc) apply to the Piloting Skill roll. Com- that turn. The markers are removed at Target Acquisition below).
mand Points are not used in one-on- the end of the turn during the Miscella-
one combat. neous Phase.
24
CHAPTER 1\vO: SKIRMISH SCALE
25
CHAPTER 1\vO: SKIRMISH SCALE
FIRE MODIFICATIONS sion doesn't cover quite everything in Walker vehicles are automatically
the target zone . In the diagram, the pri- pushed back one MU from the center
Due to the smaller scale and the in-
mary blast zone is in black while the of the blast and knocked to the ground
creased level of detail it brings about,
secondary one is in gray. Weapons with (roll Piloting as per normal falls to avoid
some modifications and clarification are
an AEO in Tactical scale do primary blast damage) if they are in the blast's primary
required for weapon fire.
zone damage to any model or unit un- zone, no matter the damage suffered (if
der the 'X' found in the diagram. any). Walkers in the secondary zone
AREA EFFECT WEAPONS must make a Piloting Skill roll versus a
Purists may want to decrease the dam-
All area effect values are multiplied by Threshold equal to the damage total di-
age along a more sloping curve. It slows
5; thus a weapon with a tactical AE of 3 vided by 5, rounded down. If failed or
down the game considerably, however,
would have a Skirmish scale AE of 15 fumbled, the vehicle falls (see the op-
and so the above approximation is best
(a weapon with an AE of 0 would have a tional rule on page XX) . Infantry that are
for most games.
Skirmish blast radius of 2 MUs - see in the blast zone of an artillery attack
AEO diagram below. must pass a Morale test. If they fail and
BLAST RESULT are in the scondary blast zone, they re-
Only the area within a zone equal to the ceive one "Pinned!" marker; if they are
The concussion of the blast of an area
tactical AE times two (the "primary" blast in the primary blast zone, they receive
effect weapon can knock walkers and
zone) is fully affected by the explosion. two. Light vehicles may be pushed or
infantry off their feet. In some cases, it
Targets within the Skirmish AE but out- overturned by the blast: if they are in
might even overturn light vehicles. Walk-
side the primary zone (the "secondary" the primary blast zone, and the dam-
ers in Ground mode fall under the rules
blast zone) receive only half damage. age total is equal to or greater than 3
governing normal vehicles.
This represents the fact that the explo- times the vehicle's Size, the vehicle is
pushed back one MU from the center
of the blast. Roll one die and compare
Example of Area Enect the result on the chart below:
26
CHAPTER 1\v0: SKIRMISH SCALE
27
CHAPTER Two: SKIRMISH SCALE
SKIRMISH TERRAIN
Some of the rules about terrain and cover have been slightly modified to fit within the
Example 01 Skirmish
SCale Buildings
'I
new scale. They mostly concern the Obscurement values and the damage points
A cathedrallO MUs x 5 MUs in size
required to ignite/destroy certain types of hexes. would have 501 MU XI MU squares,
for 13 (50 divided by 4 round up)
areas with 20 damnge points a piece
making it.l total DPC 260. A weapon
doing x20 damage and has an AE of
5 that hit the cathedral dead center
would manage to totally reduce the
bui/ding to rubble. If the weapon had
only hit one side of the building it
would reduce part of the cathedral
to rubble, more than likely reducing
enough of the building's total DPC
OBSCUREMENT are treated separately for damage pur- to allow vehicles to enter it.
poses . The total number of damage
Each Skirmish scale MU only produces
points a building has is its Damage Point
one-fifth the Obscurement of a standard
Capacity. Note that area effect weap-
50-meter long MU. To simplify things, Tactical Urban Terrain
ons do damage to each 4 square MU
Obscurement values were recalculated
area that falls within the area of effect. The Damage Point Capacities lists
to take this into account. All Obscure-
on page 69 of the GEAR KRIEG
ment-producing terrain types cause one Infantry may spend one MP to enter ei- RULEBOOK were a little unclear. The
point of Obscurement per terrain type ther form of building. Vehicles may not listed DPCs of 80 or normnl build-
cross ed by the line-of-sight between normally enter a building. If the build- illgs (Urban terrain) and lOofor re-
attacker and target. For example, if there ing has lost one half of its total damage inforced buildings (Dense Urban ter-
is Jungle in the LOS, th e Obscurement points or more, vehicles may then enter raill) refer to collections of five or
modifier is + 1. If the LOS also crossed it at the same movement cost as Rough six buildings instead of single struc-
Swamp, the modifier would be +2, and terrain (it has destroyed sections and IlIres. In Tactical scale, several bui/d-
so on . gaping holes in it). Vehicles may freely ing,I' can fit into an area 50m across;
Players ma)' .ftill treat the entire area
enter buildings that are obviou sly de-
Additional Obscurem ent may be as a single entity for damnge pur-
signed for their entry, such as garages
caused by a great number of obscur- poses and reduce Urban terrain to
or large factories. These kinds of build-
ing terrain MUs. The tabl e below lists Rubble, following the rules as writ-
ing do not have to be reduced to rubble
the minimum number of MUs required tel/. Skirmish allows for the extra de-
first for vehicles to enter them. tail of single bllildings and the re-
to produce one more point of Obscure-
ment for each terrain type The building can lose these damage duced individual DPCs.
points as the result of being rammed .
Treat house-sized buildings (Urban ter-
URBAN TERRAIN
rain) as a Size 6 vehicle for this purpose .
Urban terrain in the Skirmish scale is Larger buildings (Dense Urban terrain)
considered to be a single building about are considered to be Size 12 vehicles .
the size of a house (16 damage points) . Buildings are considered to have rolled
Dense Urban terrain is considered to be o for their defense roll against ramming
a larger, more strongly built building (20 attacks.
damage points). A large building may
be spread over a large area, but four 1
MU x 1 MU squares or fractions thereof
CHAPTER Two: SKIRMISH SCALE
BRIDGES
Additional Terrain Obscurement Movement across bridges still has the
Terrain Type Minimum Number of MUs for + 1 Obscurement
same MP cost as Clear terrain , unless a
Clear
road has been built on it. Each bridge
Rough
MU is rated by Damage Point Capacity,
Sand
Elevation Level and Size Capac ity. Ob-
Woodland 5
viously, each will have a lower Damage
Jungle 3
Point Capacity and Elevation Level than
Swamp 5
a Tactical bridge to reflect the change
Water
in scale: divide the Tacti cal scale's val-
* Wlill'r only produCt'.\ Obscurement if the defender is in water and is !lot a hover ues by a factor of 5, rounding up.
vehicle. In this case, Water produces I point of Obscurement per three MUs.
Apply the normal rules for Size Capac-
ity. If converting a Tactical bridge to Skir-
-WALLS Most large vehicles are able to fire over mish , keep the same Size Capacity for
walls, gaining the wall's full Obscure- each Skirmish scale bridge MU .
Walls are a special type of Urban ter-
ment benefit but are not impeded in their
rain that span entire Skirmish scale MUs.
own attacks . For simp licity, any unit of
Walls are not necessarily cement or FIRESTARTING AND
Size 4 or more can fire over walls . Units
brick, but are any structures that act like DESTROYING TERRAIN
with the Low Profile Perk may not fire
a wall , such as the bocage. In the tacti-
over walls when under Size 15, because The damage points required to ignite or
cal scale, walls are disregarded for sim-
their hulls are too low to be able to clear destroy terrain are halved . To ignite an
plicity. In the more-detailed Skirmish
the top of the wall. area one Skirmish scale MU wide a to-
scale, walls can be both useful (as
tal of 50 points of intens ity must be fired
cover) and downright annoying (as ob- Infantry units disregard walls when fir-
into it. No attack roll is necessary. Slow
stacles) . ing (it is assumed they find windows ,
burn incendiaries add their inten sity
cracks or just stand at the corner). In-
In order to keep the game simple and times 2. Once the 1O-meter wide area
fantry may cross a wall by taking one
fast moving , walls have been standard- is ignited, it is consid ered to be a fire of
full combat round to cross it, climbing
ized. A typical wall stands at about one intensity 8. At the end of every combat
over the wall using any convenient
to two meters tall and is made of a resil- round thereafter, its flame intensity is
stairs, walkways or their own climbing
ient material such as stone or concrete. increased by one until it reaches 20.
equipment. They may also simply go
Walls made of lighter material , such as Once it reaches 20, the area expands
through doors , if any are present. Infan-
wood fences, have little defensive value one MU in radius and ign i te ~ as an in-
try units gain full Obscurement from the
for vehicles and are disregarded for sim- tensity 8 fire. All other rules for Incendi-
wall when placed adjacent to it and the
plicity. Walls are impassable unless they ary Effect s (page 67 , Gear Krieg
attack crosses the wall .
are damaged, destroyed , climbed or Rulebook) apply.
jumped over.
29
CHAPTER THREE: ADVANCED RULES
REQUESTING FIRE
MISSIONS
NOTE: If used, the following rules replace and completely supersede the rules found
on page 34 of the North Africa theater book,
30
CHAPTER THREE: ADVANCED RULES
A Leadership Skill test against a fired or the barrage in cancelled (see CANCELING FIRE
Threshold of 6 is required to get through further). The fire missions following the MISSIONS
to the artillery battery. Any bonus from first mission do not require additional
For a whole host of reasons , it is some-
the caller's Communication system is communications rolls. If a battery re-
times necessary to cancel a fire mission.
added to the rol l, if applicable. If the quires additional time to reload, those
Fire missions can only be canceled the
Forward Observer has not moved last turns reloading simply don't have fire
turn after they were called . Canceling a
Tactical turn or five Skirmish turns, the missions resolved . The barrage will con-
fire mission requires one action . A Lead-
Threshold is only 5. If the Forward Ob- tinue on the next possible turn. Barrages
ership skill roll against a Threshold of 4
server has been in the same position, from multiple batteries must be called
is required to get through to the artillery
without moving , for the last two Tacti- and started individually. For example, if
battery. Any bonus from the calling
cal turns (ten for Skirmish) or more, the a Player has bought missions from two
vehicle's Communic ation system is
Leadership Threshold to call in fire mis- different battery types, each battery
added to the roll, if applicable .
sions is equal to 4. Commanders at- must be called , even if from the same
tempting to call in a fire mission may Forward Observer, to initiate one or more If the Leadership roll is failed, the re-
do so in the same way a Forward Ob- fire missions. quest is not heard, but a new attempt
server does. may be made the turn immediately af-
ter. If this attempt is fa iled or fumbled as
Artillery fire will normally arrive at the end CALLER HIERARCHY
well, the crew ignores the request and
of the next turn if the Leadership roll is
Only the unit's Forward Observer, com- the fire mission proceeds as normal. A
successful. It is very possible that there
mander and second in command may fumble means the communication did
will be a delay of one or more turns if
call in fire missions or cancel them. If not go through at all and the artillery fire
the artillery battery is very far away: the
the unit's deSignated Forward Observer proceeds as normal.
Artillery Response Time table at the
becomes a casualty or loses his Com-
bottom right lists the flight times for most
munication system to battle damage,
situations. CANCELING BARRAGES
his job is taken over by the unit's com-
If the Leadership roll is failed, the re- mander or the second in command , Once a barrage is underway, it is some-
quest is not heard or just not given pri- Player's choice. If the commander times tactically necessary to stop it in
ority. The next request attempt is made should also be incapacitated, the sec- the middle of being carried out. Bar-
with a + 1 modifier, provided the new re- ond in command takes over. Other per- rages may be canceled Just Jike indi-
quest is made the turn immediately af- sonnel may request artillery support, vidual fire missions, with all of the same
ter. No fire missions are sent on a failed but the Threshold is an 8 and cannot rules. Fire missions already on their way
test. A fumble means the communica- be lowered by staying stationary. In all cannot be stopped, but no further firing
tion did get through, but the wrong co- cases, the calling unit must have a will be carried out unless the battery
ordinates were transmitted: the target functioning Communication system. receives a new request.
point is scattered by a distance in MUs
equal to the roll of one die times two in '-
31
CHAPTER THREE : ADVANCED RULES
Artillery Barrages
Tube Artillery Force Year Range DM Special FM Cost Time to Reload
105mm Howitzer USA 1939 14/28/56/112/224 x12 MR10 , AE1 10 0
155mm Gun USA 29/58/116/232/464 x15 MR21, AE1 38 0
8-in Howitzer M 1 USA 1940 21/42/84/168/336 x17 MR15, AE1 19 0
240mm Howitzer M 1 USA 1944 29/58/116/232/464 x20 MR21, AE1 38 1
Ordinanc e, OF , 25-pdr) CW 15/30/60/120/240 x11 MR11,AE1 10 0
7,2in Howitzer CW 1940 22/44/88/176/352 x17 MR16, AE1 21 0
76.2rnrn Field Gun M1936/42 USSR 17/34/68/136/272 x10 MR12, AE1 13 0
152rnrn Gun USSR 22/44/88/ 176/352 x15 MR16, AE1 21 0
152mm Howitzer USSR 16/32/64/128/256 x15 MR12, AE1 13 0
203mm Howitzer USSR 23/46/92/184/368 x18 MR17, AE1 23
7.5cm Feldkanone 16 nA Gr 16/32/64/128/256 x10 MR12, AE1 11 0
10.5cm Kanone 18 Gr 24/48/96/192/384 x12 MR17, AE1 25 0
10.5cm Howitzers Gr 15/30/60/120/240 x12 MR11,AE1 11 0
15cm schwere Feldhaubitze) Gr 17/34/68/136/272 x15 MR12, AE1 13 0
15cm Kanone Gr 31/62/124/248/496 x15 MR22, AE1 41 0
17cm Kanone Gr 1941 37/74/148/296/592 x16 MR26, AE1 67 0
21cm Morse 18 Gr 21/42/84/168/336 x19 MR15, AE1 20
24cm Kanone 3 Gr 47/94/188/376/752 x20 MR33, AE1 101
35.5cm Haubitze I'vt1 Gr 26/52/104/208/416 x26 MR19, AE2 78 3
Skoda 76 .5rnrn kanon vz30rn Cz 16/32/64/128/256 x10 MR12, AE1 12 0
Skod a 149mm vz37 Howitzer Cz 19/38/76/152/304 x15 MR14, AE1 17 0
Canon de 75rnm "Saucy Cans " Fr 14/28/56/112/224 x10 MRlO. AE1 8 0
Canon de 105mm court 1935B Fr 15/30/60/120/240 x12 MR11,AE1 10 0
Cannone da 75/27 m6/rn11 It 13/26/52/104/208 x10 MRlO, AE1 7 0
Obic e da 75/18 rn35 It 12/24/48/96/192 x10 MR9, AE1 6 0
Obice da 210/22 rnodelia 35 It 1940 19/38/76/152/304 x19 MR14, AE1 15 1
75rnm Fi eld Gun Type 38 Jp 15/30/60/120/240 x10 MR11 , AE1 9 0
Rocket Artillery Force Year Range DM Special FM Cost Time to Reload
15em Wurgranate 41 Gr 1941 9/18/36/72/144 x9 MR9, AE1 , Ace - 1 2 5
21cm Wurfranate 42 Gr 1943 10/20/40/80/160 x11 MRlO, AEO 2 5
M13 132mrn Rocket "Katyusha" USSR 1941 10/20/40/80/160 x9 MRlO, AEO 2 4
Land Mattress CW 1944 9/ 18/36/72/144 x9 MR16, AE1 3 4
Year: Th e year the weapon was first available. A dash (. -') indicates the weapoll was available for the entire war.
Range: The range hrackets in Tactical MUs. The five vailles are the Short, Medillm. Long, Extreme and Artillery range bands.
Special: Any special characteristics for the weapon. MR is the minimulII ranges for the weapon battery, AE if the area effect value
for the weapon battery and Ace is the Accuracy nUidifier for the weapon (if applicable; use 0 as the default value).
Fire Mission Cost: This is the TV cost for one fire mission from the battery. This cost isfor an HE mission. The cost is nwdified
further by other ammo (vpes alld crew Quality (see page 33).
Time to Reload: The amount (~r t(/ctical turns the battery needs to reload its weapon after a fire mission. If the value is zero the
battery may fire the very next flIm at 110 penalty. A value of one or nwre means the baltery cannot fire again IIntil the indicated
fr
numher (Jjfl/Illums have passed. playing Skirmish scale, multiply this value by 5.
32
CHAPTER THREE: ADVANCED RULES
33
CHAPTER THREE: ADVANCED RULES
Illumination: the barrage lights up an Failure . To know the direction of the de- D AMAGE
area equal to the AE of the battery plus viation , the attacker roll s one d ie and
Damage is applied as per normal
one. The illumination lasts for one turn consults the Artillery Scatter Diagram.
weapon fire. For defensive purposes,
per ten points of the barrage's Damage
If the attack roll was fumbled , the shot the attack is considered as coming from
Multiplier, rounded up . The illuminated
deviates as normal, but toward the near- the side of the map board nearest to the
area is counted as being in daylight. Il-
est friendly unit. Sometimes , a fumble artillery battery. Damage is applied im-
lumination missions cost one fifth
will land a shell right on top of an en- mediately ; the target cannot fire back
(rounded up) of an HE mission.
emy unit anyway. Resolve the attack as unless it survives the artillery barrage.
The attacker must write down the desti- normal : the crew goofed, but they still
Even if the attack failed . the weapon
nation, sheaf (open or converged) and got lucky.
still causes damage equal to its basic
nature (the type of ammunition used) of
Damage Multip lier to everything in its
each separate fire mission. Note that he
RANGING SHOT area effect.
does not have to reveal anything about
the type or nature of the incoming fire Because they fire from so far away, artil- All off-board artillery attacks are re-
until it actually hits the target. Thus, the lery units may require a few attempts solved during the Miscellaneous Events
defending Player will know that a fire before they hit their target. In order to phase (Step Four of the Game Turn).
mission is incoming (from bribes or in- save ammunition , the crew may use what
tercepted transmissions between for- are called ranging shots, where only a
PSYCHOLOGICAL DAMAGE
ward observer and battery, ranging few shells are fired rather than a whole
shots , etc .), but he will not know where salvo. Ranging shots are called and Although artillery weapons are capable
it is aimed or whether the rounds are treated as normal fire missions. They do of inflicting terrible damage, their ma in
simply smoke or a more lethal payload . no damage and do not consume ammu- effect is to destroy the morale of en-
nition since there are so few shells (the emy forces . A constant bombardment
When the fire mission arrives on the will sap the morale of the troops in the
possibility of the odd damaging hit is dis-
battlefield , the attacker rolls the artillery field even though they might suffer very
regarded to keep the game simple) They
crew's Gunnery skill , modified as nor- few casualties . The Morale rules (page
therefore do not count as using up an
mal for range and accuracy, versus a 70 of the Gear Krieg Rulebook) are
attack and don't cost anything.
Threshold of 8 (this number factors in highly recommended to simulate this.
stationary fire bonuses and base accu- Each ranging shot gives a + 1 modifier
If the Players prefer to play without
racy of the artillery batteries). If the modi- to subsequent attempts to fire at a given
them, the following behavior rule should
fied die roll is equal or higher than the target, provided the firing unit does not
be observed .
Threshold, the fire mission lands right move and does not switch target. Thus,
in the targeted area . If the dice roll is given the worst possible luck, an artil- Because of the huge amount of shrap-
fa iled or fumbled, the shot will deviate. lery unit will always hit its target on the nel it throws around. artillery is especially
eighth salvo . Ranging shots are incom- devastating to infantry units. If any part
patible with direct firing by artillery bat- of an artillery salvo falls within two MUs
D EVIATION of an infantry squad , the squad must
teries present on the tabletop .
Many factors influence the projectiles as
they fly toward the battlefield : incom-
plete or uneven burn of the propellant
ARllUERY SCATTBI DIAGRAM
charge, damaged projectile , cross
Reproduce this template 0/1 a piece
winds , etc . Because of this, even the
of cardboard. Make sure the arrow
most skilled gunnery crew will some- is always oriented toward the same
times misplace their shots by a few table edge (which one does not mat-
dozen meters. ter).
If the attack roll fails , the shot will devi- T: Original Target Point
ate from its intended destination by a
#: Die Result
number of MUs equal to the Margin of
34
CHAPTER THREE: ADVANCED RULES
make a Leadership roll versus a Thresh- If either Thresho ld falls below zero, the
old of 5 to keep moving. If failed , they minefield, wtiile not quite eliminated , has Fire Mission Example
are Pinned into place (one counter) but huge gaps in it and is no longer a threat
A besieged Russian company com-
may still fire their weapons. If fumbled, to units passing through the area. Ex-
mander decides it is time 10 give his
the squad may also do nothing for the cept for Water and Swamp areas, the German attackers a taste of Soviet
turn. If a squad is caught in the area of target area's terrain is automatically firepower.
effect of a salvo . it is automatically transformed into Rough ground.
He has his radio (-2, 2km range), alld
Pinned down and must pass the Lead-
he's been in his current position for
ership test to get moving again (even if
ARTILLERY RANGE at least two tactical turns. His
the artillery barrage is over)
Threshold to contact the battery is
Any weapon with the Indirect Fire char-
Armored vehicles have less to fear from therefore a 6 - 2 + 2 = 6. He spends
acteristic may fire out to a special range
artillery than infantry - only a direct or an Action 10 make the roll and comes
band beyond the normal Extended up with a 3. The radio eWesn 't work ,
near-direct hit will harm them. Vehicles
Range band. This special band is the the artillery battery is busy or some-
caught under a salvo must attempt to
Artillery Range band and is twice the thing else has occurred 10 make the
exit the area of eHect as soon as pos-
range of the Extended Range band. Fire requestedfire mission impossible. In
sible, but suHer no additional adverse
at this range suHers a -4 accuracy pen- the next tum, the commander tries
morale eHect. again and this time manages to roll
alty. Additionally, individual units may not
be targeted at this range; only terrain a 6. His pleas are heard! The Rus-
MISCELLANEOUS RULES features may be so target ed. Any IF sian Player records the various char-
weapon fire at this rang e is subject to acteristics of the fire mission.
Although most people have come to
all of the artillery rules outlined above, III the next tllm, the defender. pru-
think of artillery as a "steel rain of death"
including deviation. dent, attempts to remove his unitfrom
launched from large cannons or racks
the vicinity of what he thinks is the
upon racks of long range missiles. in
target point. The fire mission arrives
truth artillery has many more faces and GUN CARRIAGES at the end of the 111m, in the Miscel-
uses . For example , mortars can lend lalleous phase.
Gun carriages are simple towed plat-
fairly precise indirect firepower to even
forms whose purpose is to allow small The artillery battery is manned by a
the lowly infantryman.
vehicles to carry and use heavy weap- Qualified crew (Skill level 2) and is
In addition to its task of providing sup- onry. Gun carriages are often used to located at Medium rallge. The basic
port firepower, art ill ery can be used to transport artillery batteries and other Threshold is 8; the crew rolls two
attack enemy batteries and supplies battlefield support weaponry. Gun car- dice, yielding a 5. Modified by dis-
lines, clear minefields and open trails riages, like the artillery pieces them- tance (-[), the attack roll gives a 10-
through dense fortifications . The follow- selves, are largely abstracted in Gear tal of4. The Margin of Failure is thus
Krieg . The assumption is that artillery is 4, which means the shot deviates by
ing text explains how to use artillery for
4 MUs (200 meters in the standard
such specialized missions. going to be placed oH the board, and
Tactical scale) from the target. Roll-
as a result the specifics of a gun car-
ing one die gives the direction , ami
nage as a vehicle with armor and move-
CLEARING MINEFIELDS the true impact point is marked on
ment are really not necessary. If an ar- the table.
Artillery can be used to clear minefields till ery piece is necessary as an on-board
through brute application of firepower. asset. it should be treated as a tactical
If a minefield is present in the area tar- objective and detailed in the scenario's
geted by the fire mission, it will automati- briefing. Most artillery pieces cannot be
cally be aHected. Both its Vehicular and limbered and moved within the time limit
Infantry Thresholds will drop by one of the typical scenario, so the point be-
point for every full ten points of damage comes largely academic.
caused to a zone 1 x 1 MU.
35
CHAPTER THREE: ADVANCED RULES
Mats are constructed with flat wood at- DEFENSIVE POSITIONS DEMOLITION
tach ed by wire or even canvas rein-
Defensive positions built to protect ve- Engineers have special training to make
forc ed with slat wood. Mats are used in
hicles and infantry from enemy fire are maximum use of the demolition charges
assaults to create temporary roads over
call ed revetments and foxholes, respec- they are carrying . They may be called
rough ground and barbed wire. Vehicles
tively. These structures allow vehicles in to blow up a structure that impedes
with mat-laying devices may use them
and infantry to go hull down in almost their forces ' movement , or to deny an
to negate one 1O-meter width of barbed
any terrain th ey are constructed in. important bridge to the enemy By plac-
wire for up to 30 meters in depth. This
ing shaped charges at key points within
negation applies to infantry only - if any A vehicle using a revetment is automati-
the structure, they can bring it down rap -
other vehicle uses the mat , they destroy cally considered "hull down" and gains
idly and completely with little effort.
it and render it useless. all the usual benefits. Revetments add
20 points to the protection offered by the Engineers who spend four Tactical turns
terrain. It costs only one MP to park in a in the same area as a structure (a build-
ANTI -VEHICLE
revetment since it is a prepared posi- ing or a bridge) may plant explosive
FORTIFICATIONS
tion . Infantry units add one to their De- charges to bring it down. The number
Anti-vehicle fortifications are obstacles fense roll to reflect the prepared nature of turn is doubled for Dense buildings
designed to impede the movement of of their cover (infantry units are always since they are sturdier. The explosives
vehicle-sized units. They take many assumed to be under cover already, as can be detonated by using an Action
forms such as welded steel girders , re- indicated by the -2 to hit modifier). from an engineering squad in any sub-
inforced concrete blocks called Drag- sequent turn. The structure is automati-
Both types of defensive positions are
ons' Teeth and even large tree abatis cally transformed to Rough terrain, ex-
extremely hard to destroy since they are
sharpened to a point and faced toward cept if the target was a bridge above
really just holes in the ground with some
the enemy. Like barbed wire, often anti- water.
reinforced structure(s) on one side.
vehicle fortifications are supplemented
Each can take up to the lowest MP cost
with booby traps and mines.
of the terrain times fifty in damage points BUNKERS/EMPLACEMENTS
Anti-vehicle fortifications are impassable before becoming unusable. Another
Buildings and general structures such
to Ground vehicles and treated as way these positions can eliminated is
as roads and bridges are assigned
Swamp terrain by other units. They may to simply fill them in , such as with dirt.
Damage Point Capacities rather than
be cleared with area effect weapons;
Armor. These structures take damage
fortifications can take 20 points of dam-
DITCHES by ablation rather than by Light or
age per lOx 1Om area before becoming
Heavy damage effects . It is possible to
Rough terrain. Fortifications may also be Ditches are large trenches in the ground
mount systems and weapons on these
removed by units with the Engineering that impede the movement of vehicles.
basic structures to give them additional
characteristic by spending hours to re- Th ey may only be 'cleared' by engineer
capabilities: these are referred to as
move the offending obstacles The units or filled with fascines. In order to
emplacements .
amount of time it takes is outside th e 'clear' a ditch, it must be filled in; this
scope of a typical scenario, but may be action requires several hours and can- Emplacements' movement is always
accomplished between scenarios. For- not be performed during a scenario. equal to zero, and their Maneuver value
tifications cleared this way are com - is equal to -10. Their defense roll will
Infantry, Walkers, and Ground Vehicles
pletely removed; for example , if an aba- always be equal to zero - a gun em-
with the Improved Off-Road Perk may
tis was placed on a road , once cleared placement does not dodge. Emplace-
cross ditches as if they were Swamp
by an engineering squad the road is ments always benefit from the Station -
terrain They are impassable to other
considered intact, not Rough terrain . ary attack modifier (+2). Gun emplace-
Ground vehicles. Ditches cost 10 TV per
ments ignore any Movement or Maneu-
Anti-vehicle fortifications cost 10 TV per 10x2m area. A typical 1 MU wide sec-
ver-related damage result , but still lose
10xl0m area. A tYPical 1 MU square tion costs 50 TV Any ditch more than
Armor points as usual (1 for Light Dam-
section takes 100 damage points be- 10m in two dimensions is actually an el-
age, 2 for Heavy Damage) .
fore being cleared and costs 50 TV. evation level change l
37
CHAPTER THREE: ADVANCED RULES
LANDING ZONES
ADVANCE D MINEFIELD RULES
Sometimes, landing zones must be
cleared to allow air transport to land and Minefields are nasty area denial weapons used to slow the enemy down. They not
offload troops and supplies. Such a task only cause casualties, but they also force the enemy to try and neutralize them .
consists mainly of making sure the sur- Mines in WWII came in all shapes and sizes, from metallic to non-metallic and from
face is neat and strong enough to sup- anti-personnel to anti -tank . A variety of fuses were used to fill every tactical possibil-
port the weight of the aircraft. Prepar- ity, including booby-traps.
ing a landing zone in a Clear of Sand
This section explains how to define mined areas and handle th em during the game.
area 1 MU in diameter takes one Tacti-
Two different types or "grades " of mines are available depending on the target re-
cal turn . It takes six Tactical turns to pre-
quirements. Both can be modified usi ng four characteristics to customize them to
pare an equal area of Rough terrain . If
the exact needs of the situation . The text also covers the procedures for laying down
the aircraft is not a helical aerodyne, th e
and rem oving mines.
time requi red quadruples since an en-
tire landing strip must be cleared. NOTE: The following rul es are more detailed than those found on pages 33-34 of the
African Theater rulebook . Either set of rules can be used at the Players' discretion .
The task gets more complex when the
landing zone must be cleared in forests
and other hazardous areas. A total of
1000 points of damage will tran sform a
Jungle area 1 MU in diameter into a
Woods area. An additional 1000 points
of damage will transform the Woods into
a Rough area, which may then be
cleared according to the procedure
above. Area Effect weapons multiply the
damage they cause by their AE factor
plus one to represent the additional con-
cussion effects of th e explosion. Thus,
the most expedient method is to use
bombs or demolition charges to blow
away the obstructions, though physical
attacks will do just fine as well.
but do not suffer the usual -1 aiming Threshold of 2 plus the area terrain's MP MINEFIELD COSTS AND
penalty. No unit can be attacked more cost (highest cost in case of multiple CHARACTERISTICS
than once per area during any given terrain), modified by the radio's rating .
The following table lists the two types of
game turn. This roll costs one action. A successful
minefields available. More than one type
roll means immediate detonation of the
The costs given in the table (page 39) of mine may be placed in any given
selected area(s). A failed result means
assume that the enemy is not aware of area, but the full price must be paid for
only some of the mines went off - halve
either the existence of the minefield or each. The price below gives the cost to
the Damage Multiplier of the minefield.
its location. Such a minefield costs the completely cover an area of one square
A fumbled result has no effect. Remote-
listed price. It is possible, however, to MU - additional Threat points spent on
detonated minefield areas can be used
buy minefields whose existence is that minefield have no effect and do not
only once per game (all mines in the
known by both sides. Such a minefield give any kind of bonus. If the Skirmish
area are detonated at once).
costs only one-third the listed TV. scale is used, the listed cost will buy ten
square MU's worth of mines (rather than
JUMPING MINES 25 - it is supposed that a mined Tacti-
BOOBY-TRAPPED MINES
cal scale zone is not fully covered by
Jumping mines use a small rocket mo-
Mines are designed with detonators that mines, allowing some units to pass
tor or compressed gas charge to "jump"
can be both pressure detonated and lift through unharmed on a good die roll) .
into the path of their intended target
detonated. As a result , booby-trapp ed
before detonating. This allows them to Minefield Type gives the minefield's pri-
minefields are particularly nasty to try
attack almost any kind of unit , including mary function . Damage Mult iplier is
and clear. They cost twice as much as
aircraft flying at very low altitude over used in the same way as other weap-
normal minefields and have additional
the mined area. Because they have to ons' Damage Multipliers. For simplicity,
properties. When attempting to clear
be carefully placed and concealed, treat all mines as HEAT weapons. The
booby-trapped mines, the squad mak-
jumping mines may only be placed by Vs. Vehicles and Vs. Infantry columns
ing the attempt does so at one level
engineering infantry units. list the Threshold used to determine
lower than their normal level. A Quali-
whether a hit as occurred and how much
fied engineering squad would roll one Jumping mine attacks are unpredict-
damage is inflicted. Finally, TV per MU2
die A non-engineering squad rolls two able: the mine can explode in front of
is the cost, in Threat Value points, of one
dice and takes the worst result (and if the target (1-3 on one die) or wait until
Tactical square MU for this type of
either die is a 1 the roll is a Fumble) . the target has passed and attack from
minefield. This cost will be further modi-
beh ind (4-6). Other than this, they are
fied depending on the chosen charac-
treated as a normal attack against the
REMOTE MINES teristics of the minefield (juming , remote-
facing rolled above.
Remote-detonated minefields are ex- detonated, etc). All costs are rounded
tremely sneaky and deadly. They can up to the nearest whole point.
39
CHAPTER THREE: ADVANCED RULES
40
CHAPTER THREE: ADVANCED RULES
MINE-CLEARING VEHICLES
HEROES
Vehicles can be equipped with mine-
clearing devices (see Perks, page 76). Though most purely military games tend to shy away from Heroes (usually called
The vehicle must remain in the mined Special or Character units), their presence is actually encourag ed in Gear Krieg.
area for at least one complete turn . By Heroes, as their name indicate, are troopers or vehic le c rew with speci al abilities
spending one Action, the vehicle can that set them apart from the rest of the troops an d allow them to be a force to reckon
roll versus the minefield's Vehi c ular with on the battlefield. The ruggedly handsome Hero doing the impossible is such a
Threshold using the crew's Piloting Skill, staple of the pulp genre that it could not be ignored.
adding the Rating of the mine-clearing
equipment.
ARTILLERY FIRE
41
CHAPTER THREE: ADVANCED RULES
Crack Shot (2 The Hero. with his Real Gun (1 The Hero, due to his caused the "rI"m;Il'" im-
the +1.
Sixth Sense (1 Th8 H8ro always
Th8 Hero's knows where the 8nemy located. This
(if part of v8hicle never means the H8ro his always (1 DU8 to his aura and
seems to out around
Ily only useful in campaign. to follow him, even in
Connections (2 The Hero
fire. This Heroic makes It
(1 All units within
sible for the unit the H8ro is a part of to
usual rr..mrl"lrlrl
be Pinned (see GKRB,
rl,c:!;;,rlt'A receive a
Just
takes damage
hiS
thiS
Hero
he take two Actions
POints are removed If ttlis increase the ROF of his attack by 1
would cause the Hero to have no re- an ROF of 1 or
type
one
of character
turn to per-
are three
form some last feat) and then die.
Hero can focused or tuned for: In-
Last Man ~I","rlinn Vehicle Crew or Command. Com-
unl!. the Hero will always if t'()ITlh,n",rl with
42
CHAPTER 'THREE: ADVANCED RULES
Hero and the other crewmembers. If the started carrying a machinegun. Not one Skill Level: Elite (4)
Hero is to be part of an infantry squad, of those new small and fast firing sub Morale Modifier: No Change (0)
purchase the infantry squad without the guns neither - one of those older
Tommy Guns. Sgt. Diamond is fanati-
Hero and purchase the Hero as an in-
cal about the USA and believes strongly
fantry squad of one, using the Hero's
about protecting it.
Quality multiplier.
43
CHAPTER THREE: ADVANCED RULES e00* ~(k&)_
CAMOUFLAGE Double-blind means that each side has This style of play requires trust between
a separate table devoted to them. All of the Players . They are completely reliant
Units may wish to fur th er mask them-
a side's miniatures or playing pieces are on each other to properly indicate unit
selves from view by covering their ve-
visible on the map of the side playing Sizes to determine Detection value and
hicles with camouflage netting and at-
them. The pieces or miniatures belong- results. Once a piece is detected, the
taching foliage to the neL Infantry also
ing to the enemy are only visible if a line proper miniature is placed on the map
attach foliage to themselves and wear
of sight can be traced to them and they and play continues. If a unit is no longer
special suits to blend in with the terrain.
are detected. detected or moves out of line of sight. it
Units with such measures in place receive
may be replaced with its marker again.
a + 1 to Concealment when they are im- The Referee is the sole arbiter of who
It is up to the other Player to remember
mobile and in terrain that has a Conceal- can see what unit. and is the only per-
what the chit represents, and no one
ment value. This bonus is lost in the open son (other than the spectators) who may
may be forced to reveal any other infor-
or if the unit moves. Camouflage costs 5 see both maps. If possible, the Referee
mation about a given chit except its Size
TV per vehicle or infantry squad . can have a third map with all of the
for detection value.
pieces visible to help him determine who
has line of sight to each other. Units that The game is otherwise played using the
DOUBLE-BLIND RULES
cannot be detected or are out of LOS standard Gear Krieg rules . Both Tacti-
The truly ambitious Players may want to completely are removed from the cal and Skirmish play can take advan-
play Gear Krieg double-blind . This kind enemy's map until they are visible again . tage of the double-blind setting .
of play requires a considerable amount
of resources and a Referee in addition This type of play is an experience not to
to the Players. However, the rewards can be missed , for it is much closer to ac-
tual battlefield conditions .
be very satisfying.
44
CHAPTER THREE: A DVANCED RULES
45
CHAPTER THREE: ADVANCED RULES
Initiative Command Points can only be After the attack, the Italian commander wishes to spend a Command Point to acti-
vate a unit to take advantage of the Grant's position and take a coveted rear shot.
used if both units have functioning Com-
However, the unit in qllestion does not have a radio and the commander is not
munication systems and there is no ECM
within 50m of the lin it. He must therejiJre lise one of his two TCPs if he wishes to
(or they can pass a Communication test
activate the lin it. He does so, and the lin its move inj(Jr the kill.
in the presence of ECM). Alternatively, if
the leader is within 50m of the unit and The British commander .fees thi.\' and elects to spend a Command Point to turn the
is in a vehicle that has functioning Ma- tank amund to meet the attack. He has only TCPs left, and he spends one of the
nipulator Arms, has Exposed Crew, or is
three he has to 111m the vehicle aroulld. The British commander is also particularly
attached to this crew, and he would like to spend yet another Command Point to
unbuttoned in a Buttoned Up vehicle, he
give the tallk a +2 defensive modifier. However, the crew is only Qualified, allow-
can bypass communications completely.
ing for a total of 2 Commands Points to be spent on that vehicle in a 111m. The
commander has spent one ICP and one TCP on that vehicle fiJr a total of 2 Com-
- CP SPENDING LIMITS mand Points, and therefore no other Command Points may be spent on behalf of
that vehicle.
Each side may spend up to the crew's
Quality (Rookie = 1, Qualified = 2, etc .) Luckily the /link survives this attack. Unfortunately, /lOW the /link is vulnerable to
of CPs of any type on anyone unit. The any further al/acks that it may take to the rear.
total number includes both TCPs and
ICPs; either type can be used in any
combination, as long as the total num- Advanced Detection Modifiers
ber of CPs spent does not exceed the - Obscurement total from terrain as normal
unit's Quality. Note that Skirmish scale - Add Vehicle Movement Concealment Modifier:
combat further limit Command Point MUs Moved Concealment MOdifier
spending to one CP per turn per unit. o +3
1-2 +2
3-4 +1
ADVANCED DETECTION
5-6 o
Use the Concealment rules as pre- 7-9 -1
sented on page 52 of the Gear Krieg 10-19 -3
Rulebook for passive sensors only. This 20+ -4
applies to the Obscurement for terrain. - Subtract one per ROF point used
For Concealment versus visual detec- - Subtract one per each additional shot fired in the current turn
tion, use the additional modifiers of the
Advanced Detection Table, at right.
CHAPTER THREE: ADVANCED RULES
DETECTION VALUE
Range Modification Table
All passive detection, either by visual
Range MUs Modifier
means or through sensors , is affected
Point Blank o +1
by the range to the target and the de-
fensive arc it lies in (see the basic rules
Short smaller or equal to Target Size o
Medium smaller or equal to Size x 2 -1
in the Gear Krieg Rulebook, p52) . Each
Long smaller or equal to Size x 4 -2
unit has a Base Detection value: this is
Extreme smaller or equal to Size x 8 -3
equal to the vehicle's Sensor Rating (if
Infinite greater than Size x 8 -4
it has one), or a Visual Rating of 4 dur-
ing the day and 2 at night. The highest Notes: If the Target Si ze is greater than I5, amt + I per I5 Sizes of vehicle_ Walker
of either value is used (keep in mind that vehicles count as twice their Size when in Walk mode_
many sensors are unaffected by
weather conditions that block normal
vision) As long as the total Concealment Infantry lize Table
Value of the target does not exceed this Number of Personnel Unit's Effective Size
Detection value , the target can be seen
and attacked . 2-3 2
47
C HAPTER FOUR: I NFANTRY
SQUAD COHESION
Thi s chapter contains the rules and the equipment that help make infantry not only COMBAT ENGINEER
survive on th e battlefield of Gear Krieg , but to be a force to be reckoned with as TRAINING AND EQUIPMENT
well . Some section s Just further explain the rules in the Gear Krieg Rulebook and Specially trained engineering squads
how they apply to the new material introduced here. Many of the rules below de- perform many technical tasks on the
tails combat engineering equipment , which infantry can use to really change the battlefield, including disarming and
face of terrain, often with deadly advantages to their own side. A whole selection planting explosive devices. They re-
of new equipment and even troop types are included that reflect the ever-evolving ceive additional theoretical training in
superscience world of Gear Krieg. While walkers and tanks may be the latest new the fields of structural design, basic ve-
things, infantry is something that is ignored to one's own peril .. hicular mechanics and explosive han-
dling and preparation.
CHAPTER FOUR: INFANTRY
sensors energy
at It best used in
with an infrared
as
when relevant.
for further delails,
Binoculars and
49
CHAPTER FOUR: INFANTRY
to as
take it
and
al-
yet been able to aug-
its
to filler tOXIC
lar effects on users. In game terms, com
bat Mo-
rale Threshold
and adds either one Action or one Move-
cost Skill
to
com- vs. '..,'lUIf,"U for still
be them if gas has not been
Gas 1 kg
to
ing
50
CHAPTER FOUR: INFANTRY
Units may intentionally overdose on Army Signal Corps looked at what was So that an enemy did not obtain the or-
combat drugs to gain Fanatical Morale , available from many different manufac- ders or information, many started to use
2 additional points of Stamina and an turers. Police car radios had the right old forms of code or ciphering that was
additional Movement Point at a cost of combination of features that the Army popular during WWI, when orders were
effectively dropping 2 Skill levels and au- could use as a stopgap method until passed using a messenger. The prob-
tomatically going berserk. Additionally, better radios were designed and built. lem with this was that someone had to
the unit automatically becomes Ex - The police radios were mounted in all translate the original message to the
hausted for scenario purposes and manner of vehicles, including walkers . code, transmit it , and it then had to be
takes two damage points at the end of Th is provided a way for individual ve- decoded at the other end . This was not
the combat drug's effectiveness. Vehicle hicles to talk to each other and for the a fast process and not 100% error free.
crews taking combat drugs increase commanders to talk to all of the vehicles
This method was not viable for small
their number of Actions at a cost to their under their orders.
units where the orders needed to be
Skill, just like infantry. Combat drugs
Some forces did not realize the impor- transmitted immediately. Technology
multiply a unit's Threat Value by 1.5.
tance of a radio in the new style of war- provided a solution . Small, electrical
fare that was sweeping the world . Oth- devices, called scramblers , purposely
COMMUNICATIONS ers just did not have the manufacturing distorted the Signal so that only those
DEVICES capability to manufacture such a com - with the correct equipment could
The Germans had learned a hard les- plicated and delicate electrical device. descramble the signal. This worked for
son in WWI and were trying to make sure No matter the reason , they would pay for a short time, until the enemy worked out
that they did not make the same mis- their lacking, usually with the lives of their the scrambling method . So, every so
take twice. Maneuver warfare required troops, as their opponents would coordi- often, new scramblers would have to be
communication between elements to nate attacks and reserves with speed and deployed .
make the best of an opportunity or open- grace, while those without would flounder
Many manufacturers were working on a
ing in the enemy's lines. The German and sluggishly try to react.
way to provide a device that had mul-
philosophy was to put a rad io into ev- tiple scramblers that could be com-
ery vehicle. As Germany had all infan- RADIO WARFARE bined . This would give the operator a
try moved on vehicles whenever pos- way of selecting a new scramble pat-
With the widespread use of radios for
sible (trucks and semi-tracked vehicles tern when warranted. Leading US and
relaying orders, many realized that by
most often), the infantry would have German radio manufacturers hope to
simply listening in, you could discover
constant access to a radio . have these devices ready for trials in
what your enemy was about to do. Many
With advancement of technology, it was 1944.
mobile and stationary radio listening
found that an infantryman could carry a outposts were established early on in the While there were hundreds of different
backpack radio that would allow him com- conflict, whose sole purpose was the types of radios, they are distilled down
munication without being dependent on a interception and decoding of enemy into four major types for infantry. The
vehicle. These first radios where heavy, trasnmissions . They would prove invalu- specifics will be found on the Infantry
bulky and awkward . As the war pro- able (and juicy targets) to all the tech- Equipment chart. Here is some general
gressed, the sets got smaller, increased nOlogy-savvy forces involved. information on these four different types:
their useable range and improved on qual-
ity of the transmission.
Radios
Before the United States were drawn into
Type Weight Notes
WWII , the Army realized that it needed
25 kg Normally an infantryman would only carry a pistol or
better equipment for communication . a SMG while wearing thi s monster backpack.
Though companies would spend years 16 kg No explosives or heavy weapons
just in Research and Development of III 16 kg No explosives or heavy weapons
new and better radios, the US Army IV 12 kg No explosives
needed something immediately. The US
51
CHAPTER FOUR: INFANTRY
By [944, Galvin Manufacturing's R&D boys had produced a mall-portable back- Molotov Cocktails: these are improvised
pack radio with a range of 6 miles (lO km) and the ahility to both trallsmit and weapons constructed from gasoline or
receive at the same time. Galvin Manufacturing promises to have a complete halld some other combustible liquid in a glass
held Ullitfor the military by year's end, bottle with an oil soaked rag in the top.
Over time additional gelling agents have
52
CHAPTER FOUR: INFANTRY
soldier wielding it runs up to the target scatter result. The infantry unit does not
vehicle and attach the charge to the receive any Pinned! markers; instead. landing In Dangerous
enemy vehicle with the axle grease. the full Infantry Cohesion rules apply. Terrain
Wheels were a popular target. Note: at Skirmish scale, all distances are
multiplied by 5. Parachutes weight 15 Units allemping to land using para-
Sticky Bombs are used in the same way chutes, parag/iders alld rocket packs
kg and cost 1 TV
satchel charges are used, with the ad- lise the Walker column on the Terrain
dition that if the attack roll is Fumbled, Paragliders: Soldiers equipped with chart (page 50 of the GEAR KRIEG
the infantry man is dead. See Appendix paragliders can control their descent R UL EBOOK and page 107 of this
II for details. and landing with a greater precision manual). Landing in Urban or Dense
than any parachute. Paragliding soldiers Urban terrain reduced to rubble
that are landing make a Morale check should lise the Swamp terrain for the
MOBILITY DEVICES purposes of this test.
(at + 1 to the Threshold) If the result of
Many methods for giving additional all- the roll has an MoS of zero or more . the Landing in terrain as opposed to just
terrain mobility to infantry were tried unit lands on its target and receives a travelling through it presents more
during the war, but none were as suc- Pinned I marker. If the roll results in an problems lind thus warrants a greater
cessful as the various flying devices. MoF of one or more, the unit scatters 1 risk. If the unit fails the Dangerous
These ran the gamut from the compara- MU and receives a Pinned l marker. If
Terrian test, the unit loses all remain-
tively simple parachutes and gliders to ing MPs for the current turn. If the
the roll is a Fumble. they suffer the same
the more agressive and temperamental roll is Fumbled, the unit suffers two
result as a failure and a number of ca-
points of damage for each MoF of
rocket backpacks. sualties equal to the MoF. Use the In-
the failed roll. Rocket packs and simi-
Parachutes: When infantry squad is rep- fantry Hit Location table on page 64 of lar devices are a special case, roll-
resented by a single miniature, a Mo- the Gear Krieg Rulebook to determine ing an additional die on afumble. If
rale test is made at + 1 to the Threshold who the casualties are. the roll is low (1-3), the unit suffers
with the following results. If the roll has tlVO point per MOF as described
If an Infantry unit is not represented by
an MOS of zero or more , the squad above. If the roll is high (4-6), they
a single miniature (i.e. it uses the Infan-
suffer 4 points per MOF
lands within 1 MU of the intended tar- try Cohesion rules), the effects of a
get and receives one Pinnedl marker to paraglide landing are done differently.
represent the amount of time they need A Morale test is still made (at + 1 to the
to become combat ready. If the roll re- threshold), but each miniature that
sults in a MOF of one or more, the unit is makes up the infantry unit gets its own
scattered (see page 34) a number of scatter result. The infantry unit does not
MUs equal to the MoF and also receives receive any Pinned l markers; instead.
two Pinned I markers. If the roll is a the full Infantry Cohesion rules apply.
Fumble, not only do they suffer the same Note: at Skirmish scale, all distances are
result as a failure, but also a nu mber of multiplied by 5. Paragliders weigh 54kg
casualties equal to the MoF. Use the In- and cost 3 TV
fantry Hit Location table on page 64 of
Rocket Packs: these can be used both
the Gear Krieg Rulebook to determine
for improved general mobility as well as
who the casualties are.
aerial deployment and redeployment. In
If an Infantry unit is not represented by this instance. "rocket pack" covers both
a single miniature (I.e. they use the In- the jet packs used by the Germans and
fantry Cohesion rules) the effects of a the similar aerial mobility units deployed
"
parachute drop are worked out differ- by other armies , such as the Sikorsky
ently. A Morale test is still made (at + 1 personal helicopters of the US Army.
to the Threshold). but each trooper that Units equipped with rocket packs typi-
makes up the infantry unit rolls his own cally deploy onto the battlefield from the
53
CHAPTER FotJR: INFANTRY
are assumed to be
54
CHAPTER FOUR: INFANTRY
55
CHAPTER FIVE: GAME RESOURCES
57
CHAPTER FIVE: GAME RESOURCES
nean Sea
Next, decide where
place, terrain is
made of a con-
terrain there are at least three Water terrain feature,
the actual board set-up will depend on
different elevation levels,
Urban: battles sometimes occur within
Woodland: Forests and woodlands were the confines of cities but are much
more in streets of
of the war- Entire neighboring towns and This
type of at
Broken of
between mountainous re-
of terrain we Will refer
Ground, Broken Ground 1d6 North African Far East
battlefields llave 50% of the Broken Ground Desert Ground
surface made up of hills Mountains Desert Mountains
and 3 Woodland Broken Ground Woodland
4 Rural Mountains
Mountains: not the type of ter-
5 Rural Coastal
Urban Urban
CHAPTER FIVE: GAME RESOURCES
Fog: The entire battlefield is covered Rain : The battle takes place under a STEP 3: ASSIGN PRIORITIES
with a rolling fog that makes visual iden- light rain . For each full twenty MUs,
Each Player has five pOints to secretly
tification nearly impossible. Each full counts one additional point of Obscure-
distribute between Scouting, Troops and
three MUs of fog count as one point of ment over and above the normal penal-
Support. Scouting is used to determine
Obscurement for detection purposes ties of the underlying terrain .
the strength of the enemy, his pOSition
(but not weapon fire).
Sandstorm: The battle takes place dur- and his intentions. Troops are the ac-
Heavy Rain: The battle takes place in ing a violent storm, with all the associ- tual fighting force: combat veh icles and
heavy rain . Each full ten MUs of terrain , ated rules being in effect. infantry. Support represents the ele-
regardless of its type, count as one point ments that, although not present on the
Winds: Heavy winds blanket the battle-
of Obscurement. immediate battlefield , can affect it: air
field, lifting dust clouds and making
strikes, artillery and intelligence work.
Night: The battle takes place at night, aerial travel very difficult. Neither Player
with all the associated night combat can request air support. Scouting: The point(s) assigned to
rules in effect. Scouting by each Player are revealed
and compared. The Player with the high-
est total wins; the difference is noted as
External Condition Table the Scouting Advantage Margin (see
1d6 Europe North Africa Far East table next page for the exact effect)
Daylight Daylight Daylight
2 Daylight Daylight Daylight
Troops: The point(s) assigned to Troops
3 Dawn/Dusk Dawn/Dusk Dawn/Dusk by each Player are revealed and com-
4 Night Night Night pared. The Player with the highest total
5 Rain Sandstorm Fog wins; the difference between Troop
6 Winds Winds Heavy Rain Points is the Troop Advantage Margin.
The opponents' total TV is reduced by
an amount equal to the Troop Advan-
tage Margin, times 10% of the original
Example 01 Random Scenario Generation TV. For example, if Player A assigns 2
Gordon and Adrienne have decided to playa game of Gear Krieg. Not wanting to points to Troops and Player B aSSigns 4
play too large a gallle, they have elected to playa simple Patrol/Recon scenario. points, the Troop Advantage Margin is
This allows thelll500 IV per side. They decide to add imerest by bidding on the 7lI, equal to 2. The forces of Player A are
each of them writing down a hid secretly on a piece ofpaper. Gordon bids hisforce reduced by (2 x 10% =) 20%. He will be
down to 400 7lI, while Adrienne consen!atively hids herself down to 450.Gordon able to spend only 80% of the agreed-
has won the bidding. While he doesn't feel inclined to further "Go for Glory," upon Threat Value total.
Gordon does elect to add a sillgle SlIbplot,further redllcing hisforce 's IV hy 40pts.
Support: Support are options that can be
Gordon rolls on the Mission Design tahle and rolls a 1,5 and 3. This generates a
bought just before the scenario to help
scenario in which Gordon '~'forces will have to caplllre ( I) a predetermined terrain
the Player. They are normally written
feature (2) ill a random (3) IIl1mber of turns. He then rolls once on the military
down and concealed from the opponent,
suhplot table, rolling a 2. This reslllt, Corrupted Supplies, indicates that one of
Adrienne '.\' units will start the game with a randomly determined Light Damage hit. unless they manage to learn about them
(see Intell(gence, next page). The pOints
Next Gordon rolls for the location of the hattie. He rolls a 3 and then a 2, thus
assigned to Support by each Player are
determining that they will be fighting in North Africa, in the desert. A roll of5 on
revealed. Each side may buy support up
the External Conditions chart indicates that the battle will take place in a howl-
to an amount equal to the Support Points
ing sandstorm!
times 10% of the original TV For example,
At this point, Gordon and Adrien/l(~ can move on to purchase their forces with their if Player A assigns 2 points to Support,
Threat Vallie points. Adrienne, grumhling, announces that Gordon is never going he will be able to assign (2 x 10% =) 20%
to be allowed to roll for external conditions again ...
of the agreed-upon Threat Value total on
support material.
59
CHAPTER FIVE: GAME RESOURCES
Air Strikes: aircraft can be called to pro- termine the range from a ground unit, Intelligence resources can be used to buy
vide ground support for beleaguered double the shortest distance in MU be- dice rerolls, representing the increased
combat un its . Air strikes are purchased tween the attacker and the aircraft's line level of preparation of the friendly forces,
like artillery barrages; the controlling of attack . If the attack is successful , Die rerolls can be used at any time, and
Player must designate tile unit calling compare it to the Armor listed . If the cost the equivalent of 1% of the Threat
for them (it must have a rad io) damage result is Heavy, halve the num- Value total each, When dice are rerolled,
ber of remaining attack runs available. however, the second result stands, even
An air strike usually includes strafing
If the damage result is Overkill, all fur- if it was worse than the first one,
runs with cannons and rockets. The
ther air strikes are cancelled .
strafing run starts on one side of the Intelligence assets can force the other
battlefield and continues in a straight Artillery Barrages: These are massive Players to reveal either his mission type,
line to the other side . Any unit within 1 bombardments made by off-board ar- mission objective or time limit. They may
MU of this pa th is a valid target. The at- tillery pieces . Artillery barrag es are also be used to reveal the type of sup-
tack is considered to be direct fire at bought as per page 30 and cannot ac- port bought for the game. Every 5% of
Short range and at Combat speed. Ap- count for more than a quarter of the the total Threat Value assigned to this
ply the Obscurement for the target's MU available Threat Value. purpose forces the opponent to reveal
only to the To-Hit roll All attack rolls are one of the above.
Intelligence: Information gathering is a
made using 2d6. Due to fuel and ammo
major part of warfare . It is assumed that
limitations, each typ e of aircraft has limit
both sides have access to fairly com- STEP 4: SUBPLOTS
to the number of times it can attack.
plete intelligence reports before the
Subplots make a scenario more inter-
Anti-aircraft attacks versus the aircraft start of the scenario. Sometimes,
esting. They are complications that have
are possible. The ai rcraft is traveling though, the system does not come
to be taken into account when formulat-
faster than 20 MUs per turn , using 2d6 through and there are differences in the
ing battle plans. Subplots are always ap-
for all Defensive rolls . Units may use Re- preparedness level of the forces in
plied to the side spending TV points to
action Fire to engage the aircraft. To de- presence
buy them .
o Air Strike Table attack the same target, they each get a
+ 1 on their Attack roll.
Type Acc OM ROF TV/Mission Priority Armor # Attacks
Fighter 0 x6 2 3 +1 5 10 Combat Fatigue: A random unit has
Fighter-Bom ber 0 x8 2 5 0 6 6 seen too much . Upon being hit for the
Light Bomber 0 x8 4 10 -1 7 3 first time, the unit must make a Morale
test to remain in combat and then con-
60
CHAPTER FIVE : GAME R ESOURCES
61
CHAPTER FIVE: GAME RESOURCES
MORALE
HIT AND FADE TO BLACK '
All German units are Elite and the
Americans are Veterans. This is a Me-
Battlelield dium Mission Priority for the Germans
Location : Northern France, June 6, 1944 and a High Mission Priority for the
Weather: Clear Americans.
Time of Day: Morning
MORALE
66
CHAPTER FIVE: GAME RESOURCES
A campaign is a series of scenarios linked together thematically, following the ex- Recruitment Roll: This roll is used to ob-
ploits of specific units . This section contains the rules and stats for playing a cam- tain replacement troops. It is modified
paign in Gear Krieg. If the reader is not familiar with the Gear Krieg Scenario Gen- by the force, year and theater. All units
erator (page 56), that section should be read first. gained this way are Rookie quality.
Campaigns can take several forms. Teams of Players may fight alongside each Reinforcement Roll: A roll to get rein-
other against other Players, or a group of Players can take turns playing each other. forc ed from ano ther Command . This al-
It c ould always be just one Player against another. Regardless of the format se- lows experienced personnel to be ob-
lected, the important thing to remember is that the battles are now thematically and tain ed .
dynamically linked: what happen in one sc enario will affect the outcome of subse-
Redeployment Roll: If a Player wants to
quent ones l
remove his Command from the game
The rules below explain not only how to determine who won the campaign , but the prematurely, a Redeployment roll is
repair of units, the resupply of ammunition and fuel, the replacement of lost troops made.
and how quickly the unit was redeployed .
Redeployment: There are two different
aspects of Redeployment, one is the Re-
inforcement Roll and the other is the Re-
deployment Roll. Only two roll s are
allowed , per campaign, from Redeploy-
ment. It is up to the Player to decide how
to use them .
Repair Roll: A Repair roll is for fixing Repair Pool: A pool of resources to re- Victory Points: Points awarded for ac-
damaged veh icles or equipment. The pair a vehicles damage between sce- complishing the set criteria in a sce-
Threshold is the Repair Value vehicle narios. It takes one point of the pool to nario.
68
SelTY
00
keep track
will have his own
Record Sheet and Scenario
Battle
Record Record
1000
Sheet to record information 3000
about the unit and to
for the The 10000
No more than
be used,
+4,
limited by
the
conditions,
able
the time it is up to the
that choice, of the results of a
scenario in a use the Cam-
Scenario Results Record Sheet
by
109), Be sure to track which units
or lower
unit has its see the Morale Between scenarios, or days may
Modification Table on page 43, have passed, The passage of time be-
tween the various battles is usually ab-
nrr'l"n'mn does not
infantry
Extra
and Heroes,
Record Sheet. Clock, and thus the time between
70
CHAPTER
but
were several disabled vehicles left
two full
behind, both sides tried to control but the may
spent from the Pool re-
of the area to remains, AI- enced
moves one hit. Over-
not, "",,-,,,,,,u to do Players may to recruit rookies,
killed vehicles cannot be
to play follow-on scenario to To determine the Quality level of the re-
for control of an area if neither ends no limit to the number Re-
Inforcements in the personnel roll
with control of the Results of 1-2
salvage the ,,"lt1iAt'AII'1 simply rolls
two dice hrc:,,,h,-,Irlof If the
next
Player has control of trle
attempts are
battlefield, he receives +1 modifier
The of added to the of
If the cam- must still be paid for, See the
Crew Skills chart in the Gear
Rulebook 46 for
number of may cost
make before the next with no number of
modifications from Theater crlart. ceedthe number of men lost.
71
CHAPTER FIVE: GAME RESOURCES
In addition to the troops that are pur- as well. The number of scenarios sur- SUPPLY ROLL
chased through a Reinforcement roll , vived that a unit needs to be eligible for
In World War II, supply chains could get
Heroes may be purchased as part of a Quality increase as well as the Thresh-
long, get strained and be unable to ad-
that reinforcement. The amount of TV olds to beat are listed on the table found
equately supply the front line units. The
gained from the roll is still used to pur- at the bottom of this page .
situation was made worse as the forces
chase the reinforcements . Victory points
For example : a Player has a standard involved sought to destroy, steal or cut
must be spent to obtain the Hero. Each
Qualified German Rifle squad . After off their opponent from their supplies.
Victory Point spent will allow up to 20
completing two scenarios, the Player
TV to be spent on the Hero. Heroes are This situation is simulated by the Sup-
may roll to see if this unit's quality goes
counted in the limit to the number of men ply roll. The Supply roll shows the very
up. The Player rolls a 5 and his German
that are replaced through reinforcement. chancy nature of supply lines and the
Rifle Squad is now a Veteran unit.
That is , the total number of men rein- result of not receiving fuel, ammo , food
forced plus the Hero must not exceed The same Player has another standard and other consumables. Scenarios that
the number of men lost. Veteran German Rifle Squad ; it has com- do not allow for a Repair roll do not al-
pleted seven scenarios and has in- low for a Supply roll either. There are two
Using a Reinforcement roll must be
creased in Quality The squad's Thresh- different types of Supply roll that can be
considered very carefully. A Player may
old is lowered by 4 since the unit has made, one is for replacement of con-
only make two Reinforcement and/or
survived four more scenarios than the sumable supplies and the other is spe-
Redeployment rolls (see When to End
minimum required to qualify for a roll. cial request. These special requests are
the Campaign, page 73) for the entire
The squad's Threshold is now a 5. for vehicles and other equipment to be
campaign .
replaced or added to the Command.
Another aspect of experience is gain-
ing Heroes. If a unit has never failed a The Player rolls two dice, modified by
EXPERIENCE
Morale roll during a scenario (it has to the truck bonus (see Buying Extra Sup-
A unit gains experience from surviving have had rolled at least one Morale roll plies, page 70), Extra Supplies bonus
a scen ario. As a result of combat expe- and not failed it) or if there is only one and the Theater modifier (see Theater
rience, a unit can increase in Quality and surviving member of a unit, this is called Supply/Repair Modifier Chart on page
may even gain a Hero within its ranks. a Heroic Endeavor. Another Morale roll 106). The Threshold is 5, and a MoS of
is made against a Threshold of 10. This at least 0 is required . If the roll is suc-
The method by which troops gain Qual-
Threshold is lowered by one for each cessful , all veh icles are refueled , ammu-
ity is based on the number of scenarios
scenario that the qualifying unit survives nition is replenished and food stores are
a unit has been through . After a unit has
with 50% or more original personnel. If restocked .
gone through a number of scenarios
the unit passes, the owning Player may
equal to its Skill level, a roll is made with If the roll fails, the unit has not received
then spend Victory points to turn one
two dice against a Threshold, which is the required supplies. The first time this
member into a Hero, spending one Vic-
the unit's Skill level squared . Thus, more happens, there are no effects. The sec-
tory Point per 20 TV he wishes to spend
seasoned troops are not likely to ad- ond time, 50% (pick randomly) of the
on the Hero. See the Hero rules (page
vance, but rookies are usually only rook- vehicles are out of fuel, and all vehicles
41) for details on creating the Hero.
ies for their first battle. The unit's roll must only carry whatever ammunition is left
Record the changes in quality of units
exceed the Threshold to increase one from the previous scenario. All infantry
on the Campaign Record Sheet.
level in Quality. This Threshold is low-
ered by one for each scenario a unit
survives beyond the minimum number EXPBIINCE THRESHOlD TABLE
of scenarios that must be survived to be
Level Min # of Scenarios Threshold
eligible for the Quality increase. Once a
Rookie
unit increases one level in Quality, the
Qualified 2 4
Threshold is set to the new value indi-
Veteran 3 9
cated by the new level and the minimum
Elite 4 16
number of scenarios survived is reset
72
CHAPTER FrVE: GAME RESOURCES
are considered Exhausted (see Gear A Player may also make a Supply roll to Any units that were lost In the previous
Krieg Rulebook, page 71) , except for possibly get a vehicle or equipment The scenario and not replaced during the
Elite and Heroes. A Player who failed vehicle or equipment is first purchased Repair, Recruitment/Reinforcement or
two Supply Rolls may 'burn' two Extra with Victory Points (1 VP = 20 TV) and the Supply steps are no longer eligible
Supplies to negate this effect either for the cost cannot cause the Command to to be replac ed . The Command must
vehicles or for Infantry (but not both) exceed the starting TV move forward to the next scenario (or
The Player must have enough trucks to end the Campaign) with the forces it has,
The Player rolls two dice, which is then
do this. Now is the time to remove units lost in
modified by th e standard Supply modi-
battle from the Campaign Record Sheet.
The third consecutive failed Supply roll fiers (trucks, Extra Supplies, Theater
has dire consequences, 75% of all ve- modifiers). The item's Supply Value is the
hicles are without fuel and again, no Threshold. A MoS of 0 means it will ap- WHEN TO END
ammunition is replenished. Each infan- pear at the next Supply Roll Step (i.e, THE CAMPAIGN
try unit needs to make a Skill test against after the next scenario). A MoS of 1 or If a Player's Command is getting badly
a Threshold of 5. If failed, the infantry more means the item has arrived and beat en, and he has ex hausted the
unit takes the MoF in damage pOints to will be combat ready for the next (up- means to bolster his troops, the Player
each infantryman as they are starving coming) scenario, A MoF of 1 or more can make a Redeployment roll to have
and sick . This damage cannot kill an in- means the item cannot be acquired at his unit removed from the campaign. A
fantry unit: if any trooper reach zero this time (no VP or TV will be spent) If Player may want to do this is if there are
damage point, the infantry unit is immo- the roll is a Fumble, th e Victory Points not enough Victory Points left in the re-
bilized and cannot fight. Elite troops and are lost and the vehicle or equipment is maining scenarios for his opponent to
Heroes do not have to make this test, not received. surpass him, but his own army might not
but do become Exhausted (unless the survive. The army would then want to
For specific Supply and Repair roll modi-
Hero has the Untiring/Fanatic Heroic be redeployed out of this campaign, as
fiers, see the Theater Repair and Sup-
Ability, see page 42). A Player can burn dead Commands do not win wars. The
ply Chart on page 106. For the Supply
two more Extra Supply points to lessen opponent automatically gain the Victory
Values for vehicles and equipment, see
the effects for Infantry or vehicles as if it Points from the remaining scenarios,
the Campaign Vehicles Chart , page
was only the second failed roll. then the Players would consult the Oe-
108, or the infantry equipment lists in
If a fourth Supply roll is failed, only 10% Appendix 2, page 78. termining the Victor section.
of the vehicles have fuel and all are left
with whatever ammo they have left, if
any Infantry units that were immobilized Healing
in the previous failed Supply Roll die.
Infantry that i,I' hurt but llOt killed alllomatically recovers 0111' Damage poillt be-
All remaining infantry units (except He-
fore the lIext scellario. If the ullit is 1I0t ilZvolved in the next scenario. it is com-
roes) make a Skill test versus a Thresh-
pletely healed.
old of 6, The un it takes the MoF in dam-
age. Heroes are not affected any worse The exception to the above is the Player failin!? the Supply roll. The Command
than exhaustion. does not have the 1I0rmai amount of medical supplies and the injl/red personnel
do 1I0t heal.
The fifth failed roll results are abstracted;
On the third failed Supply roll, each illjured trooper makes a Skill test versus a
the Command no longer exists. It is left
Threshold of 5. A MoF of I or II/ore meall.r the trooper dies due to lack of adequate
up to the Players as to the specific out-
medical supplies.
come, such as the unit killing the offic-
ers for letting them starve or just surren- On the fourth failed Supply roll, all injured personnel die.
dering to the enemy when no fuel, food Heroes normally gaill back two Damage Poillts between scenarios, and gaill back
or ammunition is left. At this point, read one even after a failed Supply roll. Heroes with the Tough As Nails special ability
When to End the Campaign and Oeter- heal all Damage Points betweell scenarios. Heroes never die due to lack of medical
mining the Victor. supplies.
73
CHAPTER FIVE: GAME RESOURCES
74
CHAPTER FIVE: GAME RESOURCES
8, Rifleman w/LMG 21
32
Morlar Team
ITALIAN ARMY
Unit TV
II Radio 24
21
SOVIET RUSSIA
Unit TV
Command 21/24
21
7
UNITED STATES
Unit TV
8
26
45
36
This table summarizes the outlined in the Gear Rulebook and the North
Theater Book. Their costs have been recalculated m'I,"II;I1'O to the equipment described in 4. All
their equipment is listed, and any restrictions on such as radios, is also indicated.
75
}\PPENDlX J:
For ex-
or
are
described in terms of their uselul span
and load
per-
cover the
environment for which the
be rlAn'C\""'rl
ApPENDIX PERKS & FLAWS
a
on the
but may take second turn to calculate MoS
round, When 2 on the third and MaS 1 on fourth
the main gun may be fired Without tak- and final turn, These eHects are irl addi-
weapon, the vehicle cannot move. As an Action to switch weapon tion to the effects of the
the vehicle is not able weapon.
Wide Angle
caus-
Decreased Maneuver When
simulta-
one of movement, the vehicle loses
In tactical terms, the weapon
natural This Flaw made, [Jut any unit within the affected
area and within range must defend
it, friend and alike, ler-
will
Gear
normal attack is rolled if successful fire ones.
at least the target
An aeqrE!eswili cover a path
blinded for a number of rounds equal to
wide the
the of Success, but may still use
of the beam not entirely
Active Sensors, If the weapon has an
Effect or a Wide iIIumi-
The weapon
an Inordinate amount of power to the HFH
mounted next to The ve- and HT" fire arcs,
gun, These were used to
aim the main gun by walking the fire
into the target, the tank gun could be
fired with olamore
77
ApPENDIX 2: INFANTRY WEAPONS & EQUIPMENT
PersonalVUlapons
Weapon Force ACC DM Range ROF Special Year TV Supply
Pistol All 0 x1 0/0/0/0 o AI
Rifle All 0 x2 1/2/4/8 o AI 2
SMG All 0 x1 0/0/1/2 AI 2 2
MP42 or BAR GerJAllied 0 x2 1/2/4/8 AI 1942/- 4 3
light MG All 0 x2 1/2/4/8 2 AI 3 2
Medium MG All 0 x3 1/2/4/8 2 AI 5 3
Heavy MG" All 0 x4 1/2/4/8 AI 6 3
Panzershrek" Germany 0 x12 0/1/2/4 o HEAT 1943 5 4/3
Panzerfau st Germany -1 x14 0/0/1/2 o HEAT 1943 12 3/2
PlAT Cwealth 0 x 10 0/0/1/2 o HEAT 1941 7 4/3
RPG 43 Russian -1 x7 0/0/0/0 o HEAT 1943 10 3
RPG-6 Russian -1 x7 0/0/0/0 o AI. HEAT 1944 3 4/3
Anti-Tank Rifle' Allied 0 x5 1/2/4/8 o 3 4
M-1 Bazooka" Allied 0 x11 1/2/4/8 o HEAT 1942 11 4/3
Molotov Cocktail All -1 x2 0/0/0/1 o SB,AI
Grenade All -1 x4 0/0/0/1 o AI 2 2
Rifle Grenade All -1 x8 0/1/2/4 o HEAT 1940 3 4/3
Flamethrowers All +1 x7 0/0/0/1 SB 1941 15 4/3
* Heavy Weapon ; 1 Action to set up before use / ** 1941 (Russian), 1940 (Japan), - (German, Commonwealth)
Mortars
Weapon Force ACC DM Range ROF Special Year TV Supply
50mm Russian -1 x4 1/2/4/8 0 IF, AI, AEO, MR1 7 2
82mm Russian -1 x6 4/8/16/32 0 IF, AI. AEO, MR4 42
107mm Russian -1 x8 8/16/32/64 0 IF, AI, AEO, MR8 3 23
120mm Russian -1 x10 16/32/64/128 0 IF, AI , AEO, MR16 72 3
2" Cwealth -1 x4 1/2/4/8 0 IF, AI. AEO, MR1 7 2
3" Cwealth -1 x7 3/6/12/24 0 IF, AI, AEO , MR3 15 2
4,2" Cwealth -1 x9 5/10/20/40 0 IF, AI, AEO, MR5 1942 25 3
5cm Germany -1 x4 1/2/4/8 0 IF, AI, AEO , MR1 7 2
8cm Germany -1 x6 3/6/12/24 0 IF, AI, AEO , MR3 13 3
60mm US -1 x5 2/4/8/16 0 IF, AI, AEO, MR2 10 3
80mm US -1 x6 4/8/16/32 o IF, AI, AEO , MR4 14 3
107mm US -1 x 10 5/10/20/40 o IF, AI, AEO, MR5 28 4
50mm Japanese -1 x4 1/2/4/8 o IF, AI, AEO , MR1 7 3
81mm, light French -1 x6 3/6/12/24 o IF, AI , AEO, MR3 13 3
81mm, heavy French -1 x8 1/2/4/8 o IF, AI, AEO, MR1 16 4
Note: All of the Mortars lIlay fire Ollt to Artillery Runge, All Mortars are Heavy Weapolls,
ApPENDIX 2: INFANTRY WEAPONS & EQUlPMENT
Explosives
Weapon Force ACC DM BR ROF Special Year TV Supply
Magnetic Limpet Mines Germany 0 x8 0/0/0/0 0 HEAT 3 3
Sticky Bombs US 0 x7 0/0/0/0 0 1942 3 2
Dynamite All 0 x3 0/0/0/0 0 3
Satchel Charge All 0 x10 0/0/0/0 0 Encumbr. 1941 4 3
Composition B Allied 0 x5 0/0/0/0 0 1940 2 2
Personal Armor
Name Force WI. Additional Info Ene. Year TV Supply Value
F 'Fritz' Armor (light) Germany 7.5kg Gepanzerte Infanterie, + 1 Stamina 1942 4/3
w/Bakelite inserts (heavy) Germany 14kg 'Leibstandarte,' +2 Stamina 2 1942 2 4/3
Portable Radios
Name Force WI. Additional Info Communications Ene. Year TV Supply Value
Type I All 25kg SMG or Pistol only -3/2km 1941 2 3/1
Type II All 16kg No Hvy Weapons or Explosive -2/2km 1942 3 3/2
Type III All 16kg No Hvy Weapons or Explosive -2/5km 1943 4 3/2
Type IV All 12kg No Explosives -2/10km 1944 3 3/2
Scrambler All 10kg No Hvy Wpns or Expl Protected 1944 4 5/4
79
ApPENDIX 3: VEHICLES AND AT GUNS
VEHICLE DATACARDS
Each vehicle has an appropriate datacard that details the necessary statistics for game play. These sheets allow clear tally of
damage and other important information in a compact format that also include additional variants for the chassis.
Number weapons
systems. regardless of and transmit coordinates
Actions a vehicle can perform
their actu al nature (IR to artillery batteries or air
during a combat turn is derived .
sights. radar, etc.) . support. The # of weapon lists how many
weapons of that type are carried
Fire Arcs _ Range .__ Accuracy by the vehicle
Fire Arcs determine whether or not
Each weapon has four The Accuracy (Acc) of
a given weapon can be aimed at
a target
Range Bands: Short (S), each weapon affects the Damage Multiplier
Medium (M) , Long (L) odds of hitting and Th e Damage Multiplier (OM) of a
and Extreme (Ex) . The damaging opponents. It weapon is a rating of how
V..lants Short Ra nge is a lso is applied as a modifier destru c li ve it is . Damage
Some datacards also list varian ts. cal led the Base Range . to each Attack roll made Multipliers work on an
To save val uable space . only the Some weapons can use with the weapon exponential sca le. not a li near
modific ations to the game stats th e Artillery range . Accuracy c an dro p one: a Damage Multiplier of x tO
are listed. If It'S not expressively wh ich is twic e the because of damage . is four times as effective as a
mentioned here. a given statistic Extreme range. Damage Multipf ier of xS
'
remains the same .
80
ApPENDIX 3: VEHICLES AN D AT GUNS
Ye:uln$erv;ce: 1914 I'-IM'UWr: -J "-rmtH; 7/14/21 Yel r In Service: 193\1 IiUntuvtt: -J Armor:
n\f~~t Vllue:
" Fu,,(ontrol: -, Movt~nt: Ground ll'S Thneat V.IiH': J8 fire Conlroi: -, ~vtl'Mnt : Ground 3/6
Sirt: ~nsors: No", Deployment Ib~: 1701cm Silt: ~nsors: No ... Oepto~ntR.~: ZSOkm
(~ ..... : (ommumutions: 'l/3km C"" (ommuniutions: -i/Skm
PERKS & fLAW'S ,nICS & flAWS
BunoM<! Up, I~nl Controls. l uge- Sensor Profile (RI). WtlpOIllmk (l MG,,) Buttoned Up. Jl'If:fficit'nt Controls. 1.1Ige Sensor PtOfi~ (R I). Reinforctd Armor (RI. front)
WEAPONS WUPONS
H,,,,, AI'{ S M Ex Ace OM Am"", H."" Arc S b A Am"",
_-'0::."'----'--_----'==----_ _ _----"=
S""
7.92mm U4G 1 , uso ROf2. Ai Skod.ll.1cm I; 16 lZ 0 1(8 72
" ROf2, AI. (0.)(
7.92mm lJolG
7.92mm lM G Ff 1 Z ., 1200
1200 ROF2. AI
Rtmovt 1 )( 3.7(m
Ch.ll'l9t: Communiotions -1/8km
PZKPfW U VARIANTS
81
ApPENDIX 3: VEHI CLES AND AT GUNs
YurIn Serviceo: 1943 ~oeuvtl: .J ""TlOI: 18/36/S-4 Ye,1 111 SelVi<t: 1942 M.. ~uver : .J Armor: 9/18/27
ThrutV",lul!: 97 rH~(ontrot: 2 Movement: Ground Z/I, Thrtd! Value: 111 FutCOnlrol: 2 Mo'o'tmtnt: Ground 2/4
SIU: 13 ~n1ort: No". Ot'pjoymenl Ral'lgt: lioOicrn Si,t: ) SeMon: No". Oepto~ntR.angt' : ZlOi(J1I
(rtw: CommumCdtions: -1/5I1:m Crr ....: CommurnutlOns: No".
PERJ(S& fLAWS PERKS & f LAWS
SuttOnM Up, Illfffioent (ontroU., lArge S4!0m.or Profile (RI ). Random Shutdown (Ri ). Rt1nfof(~ Armor bP01ed Cr~. Il1ffflotnt Cantrall;, Llrqe Sensor Profile (RI), R~nforced Armer (RI. Front). S14blhztr
(RZ,front) Mount (I O.Scm)
WEAPONS WEArO HS
,,<
N....
."
8.8cm 1( ..... K16 Lj56T
7.9Zmm lMG T
S M
12
2 " ." OM
,11
.2
Ammo
3l MRII. A[O. IF
Ye ,rln ~fVI(O! : 194) lotInt\JvtT: .J Armol: Yt.llt III Servkt: 19'2 M,I ntu~ r: .J AIR)Ot:
Th~atV.llIUt-:
Si,t:
(~W:
"
10
rift Control:
Stnsors:
Cornmuniuliof'lS:
..""2
- 1/3km
Movel1W:nt:
Dtployment R,Hlgt:
Ground 2/4
21 0lc11l
ThrutV.IIlue:
Si,t:
C'I/:W;
15 Fi~Control;
Stns.ors:
(oll'lmuniutiofls:
2
NO',.
1/5kl1l
Movement:
~ploymt-ntRa~:
Ground 2/4
IJO\cm
Yur In SfM(e: "38 M.ltWU~f: -I Annor: 7/ 14/2 1 Yt.llf ln ~rv1(e: IQ40 M.MuWf: -I Armor;
Thrul v~tlle : fi~Control: -I Mo~nt : W..u.: 2/4. Gr. l iS Thfu tV"{Ut: 27 FlritContr~: -I Movement: W.. Ucl!4,G,.3!5
Silt: " SeMOn: N,"" DeptoyTMnt lUnge: 65km Sin: Sen$Ol1: No", ~plOyrMn l RU"lgt: 604<m
(~w: (ommuniutions; .2/Z.m (I~ (omlDl./nlUllOfl1; -lllkm
,tlues & fLAWS PERIC5& flAWS
2 II a.tttt Arms (R4), DKreutod I'Uneuwr (R1. Grou nd). .x posed C~W. Futllntfflcit nl, l neffi~t 2 x a"ltlt Aflns. (R4). 1~ff1C1tnt Control!., Pool rOWIng. II.II\OOm Sl'Iutdown (Il l ). IItlnto'(M AlTOOI (R2.
Controls., Poer Towi09. R.. ndo m Shutdown (RI ), Unsubtt. Wu k Point (A1 , I4owmcnt) r'ont). UnstAble, We .... Point (Ill. !o4owment)
:~HS~---A~K~'~~"--~-U~-Acr
~--~D"~~----A~m~~~------~~~
WEAPONS
AIC S Ex DM
7.92mm LHG rf 1 2 xZ 2S0 tolch !lOrZ, AI 1.92r'J1m LMG
/II Ace
., 2S0t.lch J)fZ.Al
Grerwdn -I lI8 AI
YAJUANTS Aus' 8. TV: l2 Yt'., in xrviao: 1940 VAJtIAHT'S .\tnf B. TV: 39 Yeti In ~NI(e: 1940
"
Remo~ : 1 ~ lJoIG: U ns t~tMe. R~ndom Shutdown. Exposed ( ~; 2I B~ttle Arms
Add: 1 1 K~ 17; +1 OM to ~ tI gren~es; Glider Cip..tMe "; 2 I M~nipuutor Arms (R4. Punch) Add: 1 ( 1. 8(f11 K",K17; 'l x "bnipul.ltor Arms (RS, PurKh); Glider C~~tMt
Yeolr lnService: 1942 ""'neuV'tJ; -I Armor; 9/18/27 YeolrIn Servict : 1943 MolrMWV'tI: -I Armor:
Th~.t V.lut: 51 rire Control: -I I4ovement; W"lk l iS. (jr. ]/6 Th~~1 V.lue: IS. rut Control: Mo""~nl: W.1.k 2/4. (ir. 3/6
Site: s.nsors: No", Deployment lUnge: 7Skm Silt: ~n~r5: 2/ 1km Deployment A.nqe: 110km
(~W: ComlT'H./niutions: .2/1km Crew-: CommuntutlOtTS: 1/4I1:m
P[RKS I FLAWS PERKS & fLAWS
IMfficM!nt Controo. 2 )( M~ni puwtD r Arms (R5. Punch), OV'tri'le.ting, R~ndom Shutdown (R l ), Reinfor(ed Dtftct1V't fC (A I ). I~fficM!nt Cootrols. 2)( M.nlpulato, Alms (R6. Pul"lCh). Ovtrl'lt.ting. Reinforced Armor
Armor (Rl. front). Wuk Point (R I. HoV'tment j (R 1. front ). RelnfOlctd ( rt"': Urnu!Me. Wuk POInt (Rl. fo\oV'tment)
W[AMINS WEAPONS
N.... A.,
, ,
5 U A<, DM S!><' N. ". A" 5
, " "', D. Ammo
'''''
1. 2cm KwlC9O(
7.92mm lJoIG I , 16
8
D
.,"" 250 Ror2, AI
GrPLShlek
I. lkmK .... :< 70 , ,
2
"
16
0 .IS
.5 20
HfAI
Ref!
Glt~H -I ,10 Al 7.9ZmmlJolG 8 .2 250 ROf2. AI
Smoke ff 0 0 Obc.s:2 Glt'n~ -I .10 Al
VARIANTS Ausr F, TV : 62
RtlflOV't: R"ndom Shutdown
Ye. r in St-r'YKe: 1942 Smolo::e
F,ol90.tch.rgc-rs
ff
ff
0
-1 ., Obcs:2
AI. A[O
Add : 3 ~ GrPlf.u~U YARIAHTS - H~tJltndt t:uh. - TV.113 VUf In ~ce: 1943
N.""
GrPtflusU
A" 5
I , "
A<,
-I
O.
,16
Ammo 50
HfAI
RtmoV't: 1 ~ (jrPlShrtk
'94',. ., .,
Yt,. In St
rh~at V.lut':
"
)YN'uwo,;
fl~ Control-
A,mo' ;
Mo~~n( :
Year In SelVi<t:
JhrtatVal~:
1940
, M.lneu~r:
fifteal'ltrol: ., Armor:
Moyt~nt: Ground S/9
Sll~: Dtplo~nl R.lngt: l.r:Okm Sue: Sensors:
~nsors:
""'" No"" OeploylMnt R.IIl9": 200'"''
(rtw:
PERKS I FLAWS
(omlT\lJniu tWlI11:
""'"
(.o.po~ed (,_. bp<n('d re Impro~ Off-Road, Irw'ffu:le'nl Controls. Pool rowing, Rtonlorctd A.mol (RI. xpo~CI~. lntfficitn t Controls.
front), Um.Uble WEAPONS
..""
WEAPONS
1.9ZmmU4G
Arc S M f~ A,(( DM Am~
11 00 ROfZ. AI
Holme Arc S M Ex Ace 014
VARIAN T
Add: ButtoMd Up
(h.lflCjr: "rmol: S/ IO!l')
(ommunic.atlOM:
.,,,. MoW-lI'Itnl:
OtplOYTTW:nl.RJ~:
C.round!J[9
,oo;m
ThrtatValut:
SiIe:
28 Filt(onlr~:
SenSOf1:
Communiutions:
2
.,""
I/Skm
Movtment..:
Dep40yment IUngt:
G.round SIlO
,oo;m
No"" (rtw:
PERkS & fL AWS PERkS I fLAWS
[Jq)osed F<. E.xpo~f'(\ (!'tw. Intff'lClfnt (ontrob. Ulge ~O\.OI Prohle (R I) Buttoned Up, I nt~nt ( ont roll.. Ulge St-nSOf Profile (RI )
WEAPONS WUPOHS
Na me Arc S M Lc Au OM Ammo Na me Arc S M E.x A4. c Ofol Ammo s,"
2cm K... k:JOjJB 3 0. 12 14 0 ~S 18. 2cm i( wOO/l8 1 6 12 24 0 IS 180
7.91ml1llMG a Il ,os. ROF1. "I. (0"'" 7.92mm lMG 1 2 8 x2 lloo ROf2. AI. (0.1'"
VARIANTS scrl<fl 221. TV tI Ye"lln St.....,c .. ; 1916
Remove: 1 .. 1(.".100(38
A.dd: (ommumU{loM: lj5km
85
ApPEN DI X 3: VE HICLES AND AT GUNS .
Remove: Z II U4G
Add: I If. 8C1n !o4ort.u
N....
8<:., MoTU"
AIC
Ff
S
]
M
6 12
U::
24
Ate
-I .,
OM
s MIIJ, AEO, AI , IF
,.
Add : 1 If I(wl( lIZ"'; We.lpon SUbdllUion (KwK lIZ')
N,,,,,,
1.5cm KwIC l/lJ, ."" S ,. " A<, D
,"
1
" .,"
Ammo
ROFZ. AI
1.9Z"un U4(j
" 1 1200
SenSOfl
Commurnutio,"
No",
-l/3Itm
MoV'tment
Ot'ploy~ntR .. ~
Ground ]/6
lootm
N""
Zcm A.. k]8
A"
,S M
" "
1
..
[.
.,
Ace D.
,.
Am ...
IIr
S
1
1
H
,
2
[,.
Ye~llnSeMCf::
. .,.,
Ace
1940
OM Ammo
1200
1200
Rorz. AI
ROf Z. Al
Ch.!!r.qe: Sensors -l/Zk m; CommurllUIIOns -1/8klfl
HOH: It,,~ wupon m..Iy f)lt o u l 10 jIol11Utry R.. ~
SdKll2SI/12.TV;1l YurlnS<tMee:t942
86
ApPENDIX 3: VE HICLES AND AT GUNS
'jur JnS4!rvic~ : 1941 Mallf:uvtc -2 Ar mor: 7/It,j Zl Yuri n Sotrvict: 1940 M.a~uvtr :
Ace
0
OM
., ..
Am"",
500 ROFZ. AI
N",,,
7.92mm lMG
Arc S b: Ace
"
OM Ammo
500 ROf2. Al
"
Year In Service: 1939 Jo\arotwer: -J Armor: Yur In S!lVI(t : 19]9 Ma llf:u~t: -J Al mar:
ThreiltY.llue: J5 firt'Control: -, folo~lT\Itnt: GTOund 3/6 Fue Cont rol: -, Ho~~nt;
S-M---l--"-~.-O"'M~---=------,Ac::m-=""'-:-------;-:S".-:-:-,
WEAPONS
:_,"
_':_0_05_ _ _
l-pelr
,,_(
N"",
2pdr
A" 5
,
M
" "', ,.
OM Ammo So
"
3 6 12 24 0 :<8 87 J 11 0 OJ
7. 92ml'll LMG 8 0 x2 3750 ROF2. AI. (ooa " 7.92mm lMG 29Z5 Ror2 .... 1. (0,1)[
VARIANT Mk IV (A13 MidI), TV:35 Year In StMCt: 19 39 VAflIAHTrMatild.f CDL.~ TV:BO Yta, In Service: 1940
"
Add: Rtinforctd Armor (R 4. Front) ; Brinle ... noor Rtmovt: ... 11 Wtapons
.todd: I ~ C.J/'I~l Dtltnst light
N"", A" 5 M
,
[, "', OM "'nrmo "",
CDl
- M ~tllda
2
s.c.orpton-. TV: 57
l' .1
Yt,j[C in StTYl(t: 1942
" JO ILl, WAIO
\1 . pdr
Arc
Fill
S
5
M
10
L
20
Lx
40
Ac e
0
OM
..:11
Ammo
19
Z-pdr J
, 12
" 0 ,8 110
7,9211'111'1 LMG
7.9ZmmlHG
1
1 , 8
"
"
ROr2.AI.(~
ROF2. AI
MG Ammo 81n " 00
VARIAN~ -(ru~tr 11.- TV:.li4 Ye.. r in SeMet: 1940
Rtfl'lOvt: 1 x lMG(f)
VAl[NTIH[ VARIAHT5
Rtmow: I xz-pclf
Add: 1 ). 6-p(:lf.Rt;nfol[~Am.mo/FuriStorigt'
..""
WEAPONS
A., S
, H l
" Ac,
". AmInO Spec
l -pdl
7.92mmlMG
J
, 12
" 0 ,8
"
"
J l '.iO ROf2. AI. C04.x
VARIANTS
-Vd[entll\t" W. TV: 57 Yur in SeI"V1C~ : 191,0
88
ApPENDIX
ApPEN DIX J: VEHIC LES AN D AT GUNS
~OU"'DHEA D VARIANT'S
PVAT 0 1 -1 xl 3 HEAT
" 'Buonon 2 , 16 0 40 Ref!
Change: Communiutions -Z/lkm
"
..
ThrutV.llue: -I
Sll~ : " $tnwn: .,,"
Movt'mtnt;
~p'oyrnent
-"" .Ilk 3/5. Gr. ]/6
R'II19t: 80'.
Add: 1 Ie PVAT; 1 x M48; .1 OM to .Ill 9ftnldes:
Arm s;\'2 115. Oeh!ctiw f(
Senso~ -2 / 1Irm; H;u~rdous Ammo/fud $(Or;llqe: 8attl~
1
[,
", .,O.
,2
Ammo
150
2S0
$pt'(
ROFI. AI
ROf2. Al
G~lUdn 0 0 -I I AI
VARIANTS
"
1'4.\'128 -aoundnead W. TV:!"7 V~~r In Se"o1Ce: 19' I
Rerna-n-: 1 J( HMG
." , ,
Add: 1 ~ 1.2-pdr Clnno n
H",,,
2
[,
0
", , /
O. Ammo Spe<
1.2pdr
(hal'll}t: (omtnuOIutions 2/3lo:1n: 2 ~
"
K.JmpulllOl AI"" (R5. Punch)
WAGSWORTH VARIANTS
-
YurlnStlVlce 1941 ..... nt'\lVer: -I ArlnOr:
Thre~t -I 2/10
SIze'
V.tLue-:
'"
9
FI/'f (onlrol:
Stnw,,:
Miovtment : WJtlk 'lIt Gr.
Oeploymrnt R.I'lIJI!: 55km
(re ...: (ommumutlOn\: 1/5~m
.....
WEAPONS
6-pdr
Arc S
l,
/0\
8 16 12 0
Ammo
30
7.92mm lMG FF I 2
" 250 ROF2. AI
"
VARlANT
lIO
Ap PENDIX 3: VEHIC L ES AND AT GUNS
., .,
Y~~r In Servxe: 1940 I'Uneu~l:
., Armel; 6/12/18 YIe.)1In St-l'o1Ce: 19100 M"lIleu~f:
., "rmor:
Thre.. t
Sllr:
C,...,
VII~ : 17
6
file (ontml.:
~nson.:
Communl("hons:
....
1/Skm
Mo~~I\t:
Deptoyment R..nge:
Ground 4f8
40Skm
Thtut V.. lut:
Sur:
(re N;
1\ fireContfot:
SensOI'~:
(ommumutl(lfl1 :
N o~
11/5km
Ko~ lMnt;
OtpIOyrnefltlll~:
Glourld 5/9
32Zk.m
",," ." S
,
,.
" "', ..:', Ammo S"., "..,.
W[APOHS
A., S
, [. "', 'M
.s
Ammo S".,
lSmm HMG
7.92mm l.MG
1
I , ., I SO
'50
Ron, AI
~OFZ, AI
13.97mmATR
7.92mm lMG
I
, ., ,,., ROF2. AI
., .J
Yt.JI' In ~rvKr: 1941 M.!Io.uvl!'r:
., Yur In Servkr: 1940 MilneuV'tr:
.,
Annor:
Th~iltValur:
Slle:
17 Fut Control:
Se~; No""
Th~ .. tV .. lue :
WEAPONS Control!. u rge ~ns.or Prohl~ (Rl ). Pintl~ Mounl (f), RoIImp~tt. W~oIIpon lInk Il H(.~)
H.... AIC S M X Acc 0/11 Ammo WEAPONS
AIC S M E.. Ace O~ Am ... s".,
Vickel1 HMG H I 2 ., ISO Ron. AI
S""" ff Olne: 2
91
ApPEN DIX 3: VEHICL ES AN D AT GUNS
.,
Thrl!'"tV,lIlue: fHtCOn\rol.:
'iur !n SeMCt:
Ih,'ut V,lue: "" t9
loI.~nelNtr:
Flrt(onlJo!..: ., Armor;
/'W)WlMnl:
Yta, In SeNl(I!':
ThrutValut:
1941
SO
/lWMU~r:
fHI!'(on!lO[:
3
., AlTno":
Mowment. Ground 3/6
Yur \n SeMce:
ThrutY,lur:
11141
72
f'oW r-.eUVt"r:
firp(onlrol: .,
3 Annol:
/o!ovotmt:nt: Ground 1/5
No.,.
Sile:
(rl'W:
StonSOrs:
(omlllunicdhOns: -I/slcm
Drployrntnt R.lI1l]t:: 11S~ 11I Silt::
(.p.w : ,
10 $enwrs:
CommunKitlOl\S:
No ...
:1/5Ic m
Oe-ployn'lent IQnge: 19lkm
,"
S
I.
M
20 "
"
A"
0
OM
". 1
Ammo
"
Sl>"
1 8
., ROfl. AI. Cou
, 3 6 12
" 0 "8
ROf2, AJ. ( ou
.10 l MG
MG Ammo Bin " l 6 11
" 0 ROFZ. AI .30 lMG 8
.,"
1220 .30 l MG
Me. Ammo BIn " ) 6 12
" 0
'600
ROFZ. AI
92
ApPE N OIX T VEHICLES AN D AT GUNS
SHIIMAH VARIANTS
Ch..ngt': Mow G 3/6: ~ptoymt'nt RI~ I1Okm; Rtlnlofttd Armor . 3 front Armor
Iol4Al. TV; 66 Yur 10 $eMU: 1942
Yt .ul nSeMet: 1942 (I.3tt) .lY oeu~ r: .) Almol: '(e~lln~l'VI(t : M.lnc:uytr; ., Annor:
Threlt Valut: 4S fht(ontlo l; ., Hovtmtnt : Ground ]/5 Thrt.t V;tlue:
1939
)0 fut (ontlol: 1 ~vtmtnt: W~U: 2/4. Gr. l/S
Silt: '0 StllSOrs: N,,,,. Dtployment IbAge: 32~m Silt: ~nsors ' NOM ~ployment R... ~: 15km
( rtw: (ommunluoom: l/Skm (rtw: (omrnunlutlOns: -Z/Zkm
PIIKS & FLAWS PERKS & fLAW S
&pos~ (rtw. Hl.z.-.rdou~ Ammo/fud Supply. loefficitnt ( on uots. Lltqt Sensor Profilt (RI), Prnltt Moun t z x a.ttlt Alms (R4). DKreastd M.lllWVtr (Rl. Ground), hpo\td (rtw , futl l neffim:nt, l neffidtnt
(Rr). Rtinforctd Armor (R3. froot) (ontrols. Ov-trhutu19, Poor 10Wl"9. UnsUblt. We,, ~ Pomt (RI. 140Ytmtnt)
WEAP()NS
N,,,,, Arc S M Ex Ace OM Ammo S""
WEAPONS
N
._ A" S E, A" OM Am~ s,.,
]" 147 Gun .50 H~G ff ISO ROn. AI
.30 lHG
" '00 ROFZ. AI
Mk3W Grtrudt~ 1 A1
VARIANTS MIIAZ. rv: 31 Yur In ScofVl(.t; 1940
"
Add: I .l 1448; .1014 to In GftNdt"s-: II:tlnlof(~ Af lSOl (AI. Front): 2 M~nrpul .. tor Aftn1 (R.I, . Punch):
Ghdtr C",p...b4t
93
A pPE N DI X 3: VEH ICLES AN D A T GUNs
LOHGST1IfET VARIANT'S
1 AllnOI: 9/18/1.7
47 Fifl!(()fltro{: -1 Move-menl: WaLk 3/5. Gr. 3/6
8Skm
CommunlCol.tion~: -Z/3 krn
PU KS & FLAWS
lneftl~nt Controls. 7. ~ M.nlptil.uor Arnn (IK Punchj. ~Ihutlllqlighl Oam. If mo\"I'~ & firtio 3. lurn~ .
RelnfOlct'd Armor (RI. front). WeOlk Po,nt (Itt. Mo~menl)
WEAPONS
,,,
N.""
F ,
S M
, " 10
a
D. Ammo SO',
ROF!
1488 (.IInoon
.30 lHG FF 1 , 16
"
"< 700 IIOF2. Al
MUW 1 , J A'
VARIANTS 1'112"2. TV: 7 /, YurJ n$efVIce:19 41
Remow: 1 .. M4Sunl1On
Add: lxn.a~thro"'"i!'r
N. . .
Fb~lhroW\"1
A" S
a a
." E, 10
., .,
OM Am mo
20
SO',
ROfl. $8
.,
'fur In ServKe: 194]
16_
K.irwuver:
FI~COfltlol: a
A/mot:
W.IILkJ/S.W3/6
Yur ln Sl!MCt: 19.t;l M.lnl!IIV!C
flft(ontfl>i : .,
.J Armoc
Ground 1.(7
Thrt.tValue:
Silt ~n\.O/s.: 2/lkm
14O~l'Mn l:
,.
.SO HMG 2000 ROFI. AI
WaLktr B.loolo::a
M80(lnnon , , 16
16
a
a
", 20
H[AT .30 LMG R,
" 2000 ROf/? AI
H
1 ," Obcs:/?"
VARIA NTS M14A2. PI 180 Yt.rms.eMclt:l~]
(h'l1I}I!: Mow W.tk 2/1,. Ground 3/S: Oeploymrnt R"nqlt 8Slcm; R;o-.nforc,ffl Armor (H2. front): Wdtker
B"IOOk..! .ammo 10. Sma!:e Ammo) 4
94
ApPEN DIX J: VEHICL ES AND AT GUNS
Ye~r In Service:
Thrul V.ilue:
1941
13.
/o!.inf'Uvt,:
Fire Control: .,
3 Armor:
Movtment:
13126/39
Ground 3/S
'l'e~r In SefVl(t:
Ttn.lllV.tut:
194]
Z.
"""neuvtr:
rutConlrol'
Z
Z
Armor:
"'-ovtl'lWnt ' Ground 5/10
Sin:
(~; ,
11 Senson:
( olflmunkdllons:
No",
l/Skm
O<eployment Rdnge: ZO t ltrn Sill!:
(~W
Sensors:
(omllll,lnIC4!lOn<;:
No ...
l/Skm
~pto~ntR. . .: S63~m
H20,TV:9 YUlln~MCt:1943
Remove: AU Wupons
Year In Servkf!: 1940 (Lltt) """meuW'r: 1 Armor: 8/16/H Yu rl n Servict: 1942 Mllleuvtr. 1 Anno!: 9/18/27
Fire Control: Movt'ment: ThrutV.llue: Fire Control: -I Walk 3/S. Gr. 3/6
ThrutValwl!:
Size:
'" Sensors:
1
No",
WJUo: 2/4, Gr. ]/5
Oepklyment Range: ""'m Sizt:
48
~"'; No",
Mowll\tnl;
Deployment RAngt: 9Skm
Crew: ( oft\F'l\Uniuhons: .Z/Zkm Crew; ( ommunk.. tions: -2/4km
' fIllS & flAWS PUKS& FLAWS
&po~ (!"tW. hwfficient Controls.. Random Shutdown (ltl). Wull: Point (Rl. MO~lMnt) u:po~ Crt'W. upowd Fe, Inefficient Control\. Ovethe"ting, Wuk Point (RZ. /I4ove .... nt )
WU I'OHS WtANKS
"'me Arc S '" D" Ammo .. me Art S ,11\ U Me D" Ammo
B~M]52OmI1l r 1 6 47mm ~nnon .1
8mm l "'G
12 24 0
".1 JO
110 RO FZ, AI
J 6 12 24 0
"
Yea' In SelVke: 1\111 ""newer: .J Armor: Yt Jll n Stmct: 1939 M.I~uvtr: .J AnnOf: 25/50/75
F;rt Control..: nUelt Value:
O1re.itValut:
Size: "
II Sensors.: No",
1 Mow-men!:
Deployment R.. ngt:
Ground 2/1
180Im Size: "', !9
firt ( ont n:M:
Sensorl:
1
No",
MoWlI\tnl:
Deployment lUnge:
Ground 2/4
l OOl<m
( ~: ( omlll,lnk,tions.: l /lkm (new: Communkuion,: -1/5k.m
PUKS I FlAWS PU KS I fLAWS
ButtOMd Up. lllefficitnt ( ontrols. Large-SelUOr Profile (111). Ibndom Shutdown (Rl ) Buttoned Up . Hlmrdous A mmo/F1J~ Suppty. Inefficient (ontrols. Large Sensor Profilr (Rl). Rnoom
WEAPONS Shutdown (RI). Rrinfuru:d Armor (Rl. Front). We.k flt"nt (R2. Movemtnt)
"
J
4
" "" 16
0
0 .
.1 10
14
.. me
ME TrsliGun
_7mm unnon
A"
, " , U
S
, " I
N.e D.
,"
.1
Ammo
3D
Spe,
H'yw'lfe. AO I. PH]
....
Add: III Ftlmtthrowrr; H.lufdous Ammo/Fuel StOI'1gt'
,~ S
l
'" -,Me D" Am"" S""
7.5mmlMG
7. 5mm lJoIG
fr ..g(h.rgu
"
ro,
1
1
I .1
.1
.J
1000
1000
ROFZ, AI
ROFZ, AI
AI
Fumtthrowtr
" 0 0 0 ,1 100 ROfl. S8 D 0 1
"
97
ApPEN DI X 3: VEHIc'L ES AND AT GUNS
Y~~r Tn SefVKlt: 19)'; M.lNt!w,: .) Arn'IOf: 1/14/2 1 Yeojl In 5t'rYKt: 19)9 ""newtr: .) Armor:
Th,e,ll \I,due: Firf:(ontro{: 2 Ihru t Voltoe: Fire-Contro{; Hovtmtnt: Ground 3/6
Silt:
18
SfnSOli: No""
Mow men l :
Deployment Range:
Ground 5/1 0
2S0~m Sizt: "
10 Senson;:
2
No", OeploytMnt R.illlqe: ' OOm
(~ w: (ommuniutlOn1: No~ (rtw: (ommunlutlonl: N.",
PERKS & f LAWS PERKS & flAWS
ButtoMd Up, HEP: (otd Weather, illttficienl ConlJols, ljlge Sensor Profile (Rl) 8lJ1.to~d Up, H[P: Cold Weat~r, imptovtd Off RoOid. I~ffiden t (Olltrols, Laf11e Stns.or Profile (Rl)
WEAPONS WEAPONS
,,, ... N",,, ... ,,,
Holme
,
S M A" O.
.8
Ammo A" S O
.8
'mmo
:' Smm L/46
7.62mm LMG I
8
" 12 0
d
188
~ ~~
16.2mm L/lO .S
1.62mmLMG " 12
.2 " ~~_
, .2
7.62mm LMG
MG Ammo 8m "
'7=-=::='----'--'--'--:-....:..'---'----
2 --.' ---
' __ _ _ _ _ _
RO_"_,A.!... 1.62mm l)4G
MG Ammo 81n " ROf2. AT
==:="----------------..:';:.":..:'------
VARIANT VARIANT'S (omm.. nd, TV: 55 YUI 10 Service: 193 9 1,725
8T-7 (omm.lOO. TV: 55 Y~af 1n ~rYI(~: 19)5 Add: (ommuniuhoru. - I/lkm. Cn.lngt: U4G Ammo 2898
Add: Communications -l/nm 13t;(768, TV: 65 YUI in ~rvkt: 194 1
Change: 4Smm Ammo 172 Rt~ 1 x7 6 .2 m"'l/10.5
Add: 1 /( 16.2mm l/41.2 cannon; Reinforced Armor (R I. r'Gn I)
16.ZIM1 l/41.2 T 5 10 20 40 0 x9 77
ICY- I VARIANTS
.J
YUIi n StIVl(e:
ThreatY",lue:
1940
86
M.li'1e'UWI :
Com rnunlC,Jt)OflS :
No",
No",
Deployment Range: 2SOkm
PER KS I fl AWS
Buttoned Up, HEP: Cold Weat/wr, Improved Off-Ro,ld. l/'1tffidtnt Controls. lAIge ~rrsol Profile (112 ).
R~\nfofctd Annen (R 1. front)
WEAPONS
... ,,,
N, . .
76.Zmm l /<l I .Z
A" S
10
l
'0 '0 0 .
O
.,
' m"",
'"
So
7.6Zmm lJoIG
, , 8
., ROfZ , Ai, Cou
7.621nm LJoIG
1.62mm LMG "R, , , ., ROfZ. Al
RorZ, A'
MG Am mo 8m 3024
ApPE NDIX 3: VEHICLES AND AT G UNS
"".
(re"'''; (ommyn1c.J,llOns : No",
P(III(5& FLAWS
Bultooed Up, HEP: Cold We"t~l. ImPf(lV'td Off-ROAd. IMffident ( ontrru, l arge ~nwr Profile ($12) ,
DV'tli'ltittlAg. Random Shutdown (RI). Reinforc~ Ar mor ($12. Front), Weak Armo r Flcing (R.I!~I)
WEAPONS
N",,, M, S
"10 '"
<0
Ac,
0 .,D. Ammo S..'
76.2mml/.riO,2
76 .2mm L/40.2 "rr 5
ID
ID
55
t;7mm Modtl 40 J
10
6 11 "
/,
", 7 55
50
1.6Zmm lMG /
./ ROF2, AI. Co ~:r.
7.6Zmm l MG
1. 62mm LMG
ff
Rt
1 /
./
,/
ROFZ. A'
ROfZ. Al
7. 62mm LMG L ./ ROfZ. Al
7.62mm LMG R, ,/ ROf2. A'
MG AmIOO Bin <000
YurIn StMU: 194Z M" neuvl!!; " Anoo r: YI!II In Serv1(I! : 1942 H.lnewec -1 AIIOOf:
ThrutV~lue: 61 Fi~ Controt; -/ HoYeftll!nl: Ground 3/5 ThrutV,!ul!: 17 firl! (onllQ(: -1 Hovtrntnt; Ground 3/6
Sill!: SenU>t1: No", ~plOYlTII!nt R~nge: 450km Siu: 7 Senson: No", Depl.oyment R~nge : lDOI<m
C,.,., (ommuniut rol'l$: No", (rew: (ommunlutions.: No",
PERI(S & fLAWS PERKS & FLAWS
E.x:posed (re-w, il'llpn)vM ()(f-Ro~d. Inefficient (ontroh-. l " ge Stn10r Profile (Rl), Rl!lnforc~ Armo r (RZ, Buttoned Up. Huardous. Ammo/Fuel >Upply. HEP: Cotd Wu ther. Inefficient Cont rols. Z M.ampuiJtor
front). SUbllileO Mount (76.2rnm M194Z) Arm~ (RS. P1.Ir.ch), Ovtrhelti"9. Reinforced Armo r (R l. Front) . Wu k Point (Rl. Engme)
WEAPONS WEAPONS
N,,,,, "',
field Gun 1'11 942 '
Arc
FF
S
17
M
34 68
Ex
136-J
Acc OM
.. 0
Ammo
MRI2. 1.[0, IF
N. me
IS.2mm Mo<iel1941
Alc 5
F "
/
E,
16
O ~,
.5
Ammo
,
5..,
ROFI
FF 1 ROf2. AI
7.6Zmm LMG
Gren.ldes
/
-1 .,
./ / 5<1
J AI
VA RIANT
G27 -6S. TV; 37 Yl!ar in Servic:I!: 1942 (IIII!)
Rernovt: Ovefileatlf19
(hlnqe: Deployment R.mge 120i:: m
99
ApPE NDIX 3: VEHICLES AND AT GUNS
Yu r In Service: 1937 ~ ~I: -, Armor: 6/12/18 YtarlnStfV1(t: 1935 "". ~t/Vt' : -3 Armor: 7/ 14/2 1
ThrutV.. lut: -, Mo-.otment: Fire Cootrol: -, Mo~ment:
Year In Service: 1941 "'rvuvtr. -3 Armor: Yea, In StMce: 1938 JoYneuwr: -I Armol:
ThrutV,wt: 3' Fl('fControl: -, /I',overneot: Grour.d 2/ 4 Thren V.lue: 31 Fire Control: -I MovelMflt: W.lk 2/t.. Gr. l/S
Size: Sensors: No", Deployment RAnge: Zl()4.:m Size:
Sensors: N,,,, Dtployment lb.: 95km
Crew:
n liUcs& fL.AWS
CommuniUhons: No",
""',
PERKS & f1..AWS
( ommumahons: No '"
Buttoned Up. Inefficien t ContJoo. l.Irge Sensor Profile (R l ). Reinforced Armor (RI. f ront ) 8ultoned Up, H.l Uldous Ammo/rufl S1.IpplY. Inefficient Controls. Z ( H~mpul..Jto l AnM (Rio. Punch). Poor
WEAPONS Towing. Unsubte, Wuk POint (R l. Mo~ment)
,
Wo"ONS
N"" A" S l
" A" DO Ammo S""
4 7mm Type 1
1.7 mm LJoIG
4
I , 16 11 0
" 10
ROFl, AI
N.lme
TeppoYlri
A" S
'" "', OM
,12
Ammo SO<'
VAllIA NT
R,
-1 ..
" 100
3
ROfl. A1
AI
100
ApPENDIX 3: VEHICLES AND AT GUNS
YUI In Servkt:
Th~.It V~lut:
19)9 Maflt'YVtr.
fi~(ontrtll:
-J
-J
Ar mor:
~~~nl;
5/ 10/15
Ground 4/8
Yt.uIn Servict:
T h~.Il V.lut:
1940 I4.ll1ttJwr:
rireConttOt:
-.
-J
Aflnor:
Movement: Ground 4/8
SlZt: ~SOI'1 : No.. ~ploymotnt Range:
' ' 'm SIl.t : Stnsort: No... DeptoytTM!nt R.,.: 1106tm
Crew: (oll'\lYIUntc.ltIOM: No... ("'" (ommuniutions: No...
PUKS & flAWS PERKS I flAWS
(.Argo 8<1Y (1 6m '. Qpt"n rop~), Exposed CltW. Into ltiClt'Il!. [0111100. Pool Off-Ro..d Exposed ( ,ew, [J:po~ed Fe. I'JSSoel1lJf'f Se.lling (3)
WEAPONS
,,,...
WEAPONS
,,, ,,,
'0'" AI1: S
1
M
,
h Ac.(
o
OM
.,
Am...,
," h 0"
"
'mmo
lOO
51>"
ROFl. AI
( OOImuniUt'MJIlS'
No ...
No ...
Dtploymotnt!.l rogt:
' ' ' 'm Weapon OM
PERKS & FlAWS
(.1'90 Solly (l6m'. Opt"n Toppt'd). .xpo~ c~. Inefficient Controls. l..t~ ~n:.Of Profile CR I) 2cm KwK 30/38 AP40 x6
WEAPONS
Arc S M & Ac e OM Ammo 51>'< 3.7cm KwK L46.5 AP40 x8
I 100 ROF;?, Al
YAIUAHTS
" 5cm KwK 38 L/42 AP40 xl0
Ht.lvy Vel\\On. TV: 7 Y~.)r in Servl(e: 19,,0
5cm KwK 39 L/60 AP40 xll
Add; Double TOWIng uj)4ci ty
7_5cm KwK 42 L/70 x 14
8.8cm KwK 36 L/56 x 13
17-pdr APDS x14
76mm M 1 HVAP x12
101
A p PEN DIX 3: VEHICLES AND AT G UNS
YurlnServtCe:
Yea r In SerYKt :
Th~dtV .. lut : fi rl' COnlrol:
Thrtat Valul' : FirI'ConLro(:
Sil l' :
Sill' : SenSOIl: Deployment R,U19I':
(rtw: (ommunic,tioJl\:
(rtw:
PERkS & FLAW'S
PUl<SlFl AWS
WEAPONS
WEAPONS
Arc S M & Ace OM Ammo
- -- - - - - -- - - - - - - - - - - --- - - -
(rl'w: CommunicatIons:
PERKS I f LAWS
WEAPO NS
No"", "', S '" "', D. Ammo Sp."
102
103
ApPEN DIX 4: REFERENCE CHARTS AND GAME SHEETS
6/7
6/7
fi/8 617
7/7
6/7
7/7 6/7
8/8 1;7
618
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS
1940 1 1/2 2
1941 2/1 1/2 0 0 1/2
1942 0 1/2 -1/0 0 1/2
1943 -1 0 1 , -1 ' 0 1/2
1944 0 0 -2/-1 0 -1 0/2
~wealiti 1939 1 0/1 0/1 1
1940 -1/0 0 0/1 0/1
1941 -1/0 -1/0 0 -1/0
1942 0 -1/0 0 0 0/1
1943 0 0 0
1944 0 0 0
~SA 1939
1940
1941
1942 2 1
1943 2 0/-1 0/1 2 0
1944 2 0 1/2 2 2
~SSR 1939 0/1 0 0/1 0/1
1940 0/1 0 0/1 0/1
1941 0/1 0/1 0 0/1 0/1
1942 1/2 -1/0 0 0/1 -1/0
1943 1/2 -1/0 0 0/1 0/1
1944 1/2 0/1 0 0/1 0/1
~ apan 1939 2/3
1940 2/3
1941 0/1 1/2
1942 0/1 1/2
1943 0/1 0/1
1944 -1/0 0/ 1
iltaly 1939 0
1940 0 0/1
1941 0 -1 0 0/1
1942 -1 -1 -1/0 -1/0
1943 -2 -2/-1 -2/-1 -2/-1
1944
:Free French 1939 1 0 -/1 -1/11
1940 0 0 0 - 1/0
1941 0 -1 0/-
1942 0 -1/-2 -1/-2
1943 1 -2/-1 -2/-1 -/-1
1944 0/1 -/0 -/0 -/-1
Vichy French 1939 1
,
1940 0 -/0 0 -/0
1941 0 -1 0 - 1/1
1942 -1 -1 -1/0 0/1
1943 -2 -2 -1 /0 0
1944 -1 /0 -1 /0
[06
THE CO.AT TURN mACKROU SYSTEMS DAMAGE
Slep Zero ' Sel-up Phase Roll Gunnery Skill/Attribute plus these modifiers : Die System Light Damage Heavy Damage
Slep One: Dec laration Phase Fire Control 1 Fire Control SubTableA Roll on SubTable A; add + 1
Slep Two Initiative Phase The Fire Control Rating of the vehicle 2 Stnture SubTabie B Roll on SubTable B; add + 1
Slep Three Activation Phase Weapon Accuracy 3 Crew Crew stunned" 10% Casualties, min 1
Step Four" Miscellaneous Events Phase The Accuracy Rating of the weapon 4 Movement -1 MP 1/2 remaining MP (round
down) & -2 Maneuver
Re peal Sleps One to Four unl il each Combat Group has had Range
the opportun ity to move and act. A Combat Group may only 5 Aux illiary Syst. -I to ld6 1d6 Auxilliary systems
Point Blank +1 Long -2
move and act once per combat turn . If one Player no longer Au)!. systems destroyed
has any Combat Groups left 10 use , he skips his phases until Short +0 E)!treme -3
tr,e end of the combat turn . 6 Roll Twice on thIS table
Medium , - ~ -1
~ 1 Action for 1 turn
Allacker's Movement
SUBTABLE A: FIRE CONTROL DAMAGE
Stationary +2 Combat Speed +0
1 -1 to a Single Weapon
Swamp
2
10
20
30
30
40
2
1
.::A.::tt.=ac.:.k.;,.:::is...:f:..;ro:.:.m:.:..:..F:..;ro:.:.n:.:.t_ _-.:.O I Atlack IS from Rear -2 7 Complete structural failure : vehicle is
destroyed, but crew survives
Attack is from Rear Flank -I
Urbant 1 1 1 1
Dense Urbant 1 1 2 2
!I
'in
</J
DETECTION MOIIIFHS
Attacker's Detect10n Threshold
INFANTRY HIT LOCmoN
Die Roll
1
Slart at Trooper#
1
Direction
Down
RA.....G
Ramming Direction
Head On
Impact Speed
Attacker Speed + Defender Speed
'E Passive Sensor Value: Crew Skill + Sensor Rating 2 3 Down Side (Attacker Speed + Defender Speed)/2 (round up)
cf or Visual Value 4 (day) / 2 (night) 3 5 Down
Rear Attacker Speed - Defender Speed
Extra Supplies:
Supply/Repair:
00000000000000000000
I Recruitment:
I # of Scenario's in Campaign:
I # Won :
Special Rules:
Vehicles
Type Designation Quality TV Command? FO.? # of Scenarios
<ti
V>
:J
OJ
C
0
V>
~
a.
.2
>-
a.
0
u
0
(5
.r:
a.
2
'0
~
c
'"e;,
c
0
'u;
V>
E
~
CL
oi
SUpport '0
0
CL
Type # Quality TV Type # Quality TV E
'i!?"
0
0
0
('J
@
1:
OJ
.~
a.
0
U
ro8
ApPENDrX 4: REFERENCE CHARTS AND GAME SHEETS
, .
<Ji
<f)
:J
(ij
C
o
<f)
<n
a.
E
0>-
a. .'
o
()
o
o
.c
a.
.9
D
Q)
C
'"
0,
c
o
'<Ii
,f!?
E
<n
0-
ai
D
d:
E
o'"
Q)
o
o
N
@
.cOJ
.~
a.
o
U
109
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS
# Creating Heroes
Cruiser Tank Mk III (A 13) .
42
87
J
2.8cm SPZB41 103 Japanese Vehicles . 100
Cruiser Tank Mk VI 'Crusader " 88
3 .7cm Pak 35i36' .. 103
37mm ATG ... .. 103
D K
3in ATG . 103 Kettenrad 85
Daimler Armoured Car .. . . .. 9t
4.2cm lePak 41 . 103 KV-IC .. ... , 98
Damage, Artillery , ,.. 34
45mm 103 KV-IIC Tesla Tank. .. 17
Dangerous Terrain . Landing in 53
47mm ATG Type I . 103
Dalacard Summary 80
47mm Canr.on 103
Defensive Positions. . ............. .. .. 37
L
5cm Pak 38' . 103 Landing in Dangerous Terrain . .. , 53
DemolitIon . ... .... 37
7.5cm Pak 40' . .. .. , 103 Landing Zon es 38
DeplOYing Minefields . 40
7.5cm Pak 41 .... 103 LC 1/40 Light Walker . .. 97
Detecling Minefields 40
76 .2mm AT Gun' 103 LC 42 47/32 Walker , 97
Detection Equipment. 49
8 .8cm Pak 43' .. .. , 103 LDRG Truck , ..... 91
DetectIon Value. ....... ,. 47
Leader Setup 45
A Detection, Advanced
Diamond, Sgl. Hank .. ....... 43
46
Locat!on " . , 58
Actions. Skirmish 24 Longstreel Artillery Male , 18
Dllches ... 37
Advanced Command & Conlrol Rules .. .. .. .. 45
Diving Equipment . .. 52
Advanced Delection . 46
Dog Mines . . .... .. .. 40 M
Advanced Initiative 45 M 10 Ta nk DeSiroyer ,. 93
Double-Blind Rufes ....... 44
Air Support 10 MilA General Ear ly 93
Drugs, Combal .. . 50
Airborne Operations. 12 M12A General Longslreet .,. 94
DUKW , . " . 95
American Vehicles .. 92 M 14A General Jackson.
Anli' Tank Guns
AntiVehicle Fortifications .
103
37
E M29 Studebaker
Encumbrance 49 M3 Halftrack 94
APAmmo 101 M3A I Sluar!lMk IV "Honey 92
Ending the Campaign. 73
Archer SP Gun 88 M3A5Granili .. 92
Engineer Listening Company 14
Armor, Personal 50,79 M4A 1 Sherman 93
Engineering, Combat 13
Arlillery Allacks .. ..... . 33 M7 kPriest"' Howitzer " 95
Experience Threshold Tab le 72
Arlillery Barrages Table 32 M8 Greyhound 95
Explosives Table, Infantry 79
Artillery Response Time Table .... .. 31 Maneuver War fare .. ....... .. ..... . 7
Explosives . .. ..... 52
Artillery Scalier Diagram 34 Marmon Herringlon Armoured Car Mkll 91
External Conditions 58
Artillery Support . ...... 30 MauUier 83
Artillery Tractor/Prime Mover 101
Artillery Use 9
F Measures
MinefIeld COSfS and Characteristics
22
39
AT Guns .. , 103 Fial L6/40. .. , 96
Minef ield Relerence Tables 39
Autobllnda 40 Armored Car 96 Fial M13/40 Medium Tank 96
Minefields 38
Field Engineering , , .. 36
Miscellaneous Equlpmenl Tab le, Infantry .. 79
B Fire Mission Attack Procedure
Fire Missions. Requesting
33
30
Miscellaneous Rules. Artillery 35
BA,IO Armored Car ICO Mission DeSign Table 57
Fire Modifications, Skirmish 26
Bacteriologic al Agents 20 Mobility Devices ,. 53
Flfestarting and Destroying Terrain, SkirmIsh . ....... 29
Barrages Tab le 32 Mobilily Equipmenl Table, Infanlry . .... 79
Flaws 77
Balilefieid Ellquelle, North African 9 Mortars Table, Infanlry . 78
FortIfications . II
Biological Deploymenls 21 Movement , Skirmish ..... . . 24
FortIfications, Anti-Vehic le 37
Blank Datacards 102
French Vehicles
Bocage , the ..... . 29
Friedendall, lloyd
N
Bohler 47cm 103 Nighlflghllng
Friendly Fire Incidents . . 33 IS
Bren Carrier . . 87
Bridges, Skirmish
British Vehicles ...
29
. 87
G o
G-27 Walker Objectives ...... , 57
Brummbar 83
Galvin Manufacturin g Obscurement, Additional Terrain 29
BT-7 . 96
Game Scale Table ,.. 23 Obscurement, Skirmish .. 28
Building a Unll , 70
Game Tables, Tactical 107 Ordinance, OF, 17-pdr 103
Bunkers/Empfacements. " 37
German Vehicles .. , 81 Ordinance , 0 E, 2-pdr ..... 103
c H
Ordinance, O.F., 6-pdr . . .. , 103
Camoullage 44
Healing, Campaign 73
p
Campaign Cycle Table . ... . 69
Heroes in Action . .... , . 43 Panzerwerfer 42 . 83
Campaign Record Sheet 108
Heroes ... .. 41 Perks , , 76
Campaign Rules 68
Heroic Abilities . ... 41-42 Pink Panther LDRG Truck 91
Campaign, Ending the 73
Hidden Set-Up 44 Pink Panther SAS Jeep 92
COL Vehicles 16
Himmelman, Gunter . .. ...... ... ... .. 43 POint Black Diagram 23
Char AMX-42A Grognard" 97
Humber Mklf . 91 Priorit ies 59
Char BI -bis 97
Protection, Personal 50
Chemical Agenls . 20
Chemical Deployments 21 I PzK IV Loki
PzK V -Valkurie'
" 84
84
Chemical Warfare 19 fnfantry Ouadruped Mk I "Wagsworth" ,... 90
PzK VI "Donner 84
Chit Hidden Unit Rules 44 Infantry Tank Mk II "Matilda II" 87
PzK VII "Uller " 84
Churchill AVRE , . . 18 Infantry Tank Mk III "Valenline" ., 88
PzKpfw 38(1) . . ... 81
Clearing Minef,elds 40 Infanlry Tank Mk IV "Churchill' 89
PzKpfw I 81
Cohesion , Squad 48 Infantry TO&E COSls, ReVised ... .. 74
PzKpfw II .. 81
Combat Eng ineer Train in g and Equipment 48 Infantry Walker Mk Vllf "Cavalier " 89
PzKpfw III 82
Combat Englneeflng . ... 13 Infanlry Walker MVI2 "Roundhead" 90
PzKpfw IV . .. 82
Combal Turn, Skirmish Scale 24 Infanlry . 48
PzKpfw V 'Panlher" 82
Communrcallons Devices ... .. .... .... 51 Initiative, Advanced 45
PzKpfw VI . , 83
Construct ion material 36 Initiative, SkIrmish . 24
COSI, Infantry 48 lIallan Vehic les 96
110
ApPENDIX 4: REFERENCE CHARTS AND GAME SHEETS
Q SdKfz 251
SdKfz 312 "Spinner"
86
85
Terrain . Skirmish. ................ 28
-Training and Equipment. Combat Engineer ... ...... .. . 48
Quadruped Mk I Wagswonh" 16
SdKlz 330 Ausf A 87 Truc k ........ lOt
SdKlz 4/1 .................. .... 83 TruSCOII. Lucian. . ..... 10
R Semovente L40 . ..... ....................... .... .... ...... 96 Tucker APC . .. ...... 92
Radios Table . Infanlry . .............. ........ .. .. .. .. .. .. .. 79 Shiki 38 . .. . ...... 100 Type 95 Ha-Go" . 100
Record Sheet. Campaign . . ...... .... .. 108 SighlS. .... .. .......................... 49 Type 97 "Chi-Ha" ........................................ .. ....... tOO
Record Sheet. Scenario . . ........ ............. 109 Skirmish Scale Combat Turn .. .. ..... 24
Reloading Vehicle Weapons .. .
Repair Threshold s .. .......... ..... . .......... .
. 27
104
Skirmish Scale Combat . .. ........... 22 u
Skoda 47mm vz36 ....., ..~.. , .. . ... . 103 Urban Terrain . Sk irm ish 28
Req uesting Fire Missions .. . ..... .. 30 Small Scout Car (Jeep. etc .) 101 Urban Terrain , Tactical ... . 28
Revised Inlanlry TO&E COSIS .74 Snipers Utility Vehicles 101
Russian Veh icles . ... 98 SluG C .
s SU-76
Subplots
99
60
v
Vehicle Dalacards 80
SAS Jeep . 92 Suggested Point Total Table 57 Vehicle Repair and Supply Thresholds .. .......... 104
Saturation Fire Diagram, Skirmish 27 Supply Thresholds 104 Vehicles ..... 15
Scale. Change 01 ... . ... 22 Support Weapons 54
Scale s .
Scalier Diagram
22
34 T w
Walking BombslMlnes ........ 55
Scenario Generator 56 TlO Mine Exploder "Tricycle" 18 Weapons Table. Inlantry ... ..... 78
Scenario Record Sheel 109 T34/76A . ' ......... 98 Weapons. . ........ .. 77
Scenarios . . .. ..... 62 T-44 "Nikolai Len in" . ............................................. .. 99 Weapons. Support . . ... 54
Scol1. Frank L. . ...... ... ........ .... ..... .... 14 T-45 Land Battleship "Nikolai Tesla" . ... 17
SdKlz 2 Kleines Kellenrad ... . .............. 85
Wespe .. .. 83
Taclical CPs . . ........................................... 45
SdKlz 222 Armored Car ..
SdKlz 234 (8-Rad) ..
. ........ ...................... 85
. . ....... .. ............ ......... 85
Tactics . . .... ............................................ 7
Tank Gun AP Ammo .................... .. ................ .. ... 10 1
z
SdKlz 250 .. .... .. ..... .. ...... .. ..... 86 Zombies ..... 55
Tank Riders . . 54
I I I