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BASIC GAME MOVEMENT FACTOR EXPENDITURE CHART (6.

2)
TYPE OF ACTION MOVEMENT COST
STAND CROUCH PRONE
Enter a new hex 1 2 3
Turn 1-3 hexsides in a hex 1 1 1
Cross fence, hedge, or hill/depression 1 1 1
Prone to Stand or vice versa 1 - 2
Crouch to Stand or vice versa - 1 1
Fire weapons (Combat) 2 2 2
Melee (Combat) 1 1 1

BASIC GAME FIRING CHARTS (6.3)


TYPE RATE RANGE IN HEXES
WEAPON NAME
UNIT OF FIRE 1 - 2 3 - 5 6 - 8 9 - 12 13 - 20 21- 30 31 – 40
LMG Light Machinegun 3x4 5 4 4 4 3 3 2
RFL Rifle 2x3 / 2 5 / 6 4 /5 4 / 5 4 / 5 3/4 2/4 1/3
PST Pistol 2 6 4 1 - - - -
HGN Hand Grenade (hit 5) 1 8 5 3 - - - -

BASIC GAME FIRING MODIFIERS (6.3.6.2)


+1 Firing unit is Suppressed
+1 Target in cover (fence, rough, tree – not firing grenades)
+1 Target in concealment (hedge, scrub, tree – not grenades)
+1 Target is Crouching (not firing grenades)
+2 Target is Prone (not firing grenades)
+1 Per tree or hedge hex in line of sight
+2 Target is Running (nor grenades)
+1 Firer expends 1 movement factor (not grenades)
+2 Firer expends 2 movement factor (not grenades)

RATE OF FIRE EXAMPLE (6.3.5.1)


No. of bursts 3x4 No. of shots per burst
GRENADE SPREAD GRENADE BLAST DIAGRAM
DIAGRAM (6.3.6.3.2.2)
(6.3.6.3.2.1)

+4
7 8
+4 +4
1
+4 +3 +4
6 2
+3 +3
X
+4 B +4
5 3
+3 +3
4
+4 +3 +4
9 10
+4 +4
+4

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