Disposable Heroes & Coffin for Seven Brothers - MAFIADOC.COM

Crew bail and are Pinned. 10+. Brew up! All crew and internal passengers killed. Hull/Mantle D10. Vehicle Penetration Results.
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Disposable Heroes & Coffin for Seven Brothers Quick Reference Sheet Turn Sequence: Roll for Initiative, winning player chooses who goes first, players alternate activating units until all units have gone. Next turn Begins following the same sequence. Initiative: 1D10 plus your current highest-ranking commander’s Guts score. –1 for each unit in your platoon that is pinned, -1 for each unit in your platoon that has been destroyed (squad sections count as individual units). Action Phases: Movement, Firing, Close Combat. Note: Movement and Firing can be done in either order. Close Combat always comes last. Snap Fire: ½ ROF ½ Range. If already Activated, hits on ACC 1. If not Activated, hits on ACC 2. Cover: Concealment: –1 to ACC. Light cover: –2 to ACC. Medium cover: –3 to ACC. Heavy cover: –4 to ACC. Reinforced cover: –5 to ACC. If this takes a model’s ACC below to zero or below, then the player must roll a 1, followed by a further roll at his normal ACC to score a hit. Linear obstacles: -1 to ACC. This is cumulative with the current cover modifier the target unit already confers. Ruins that do not block LOS count as Linear obstacles, but are at a –2 to ACC. Movement

Distance

ROF

Range

Sneak

3”

Full

½

Maneuver

6”

½

½

Run

9”

None

None

Exceptions: Pistols, Sub-machine guns, Assault rifles, Flamethrowers, Rifle grenades, Infantry Anti-tank weapons: Do not halve their ROF or range when Sneaking or Maneuvering. Semi-Auto Rifles: Do not halve their ROF for Maneuvering, but their range remains affected when Sneaking or Maneuvering. Heavy machine guns: Cannot fire if the gun moved at all during that unit’s Movement phase. A Heavy machine gun has a 180º fire arc from the front of the gun. Turning in place counts as moving. Anti-tank Guns, Infantry guns, Field guns, and Mortars: Cannot fire if the gun moved at all during that unit’s Movement phase. These weapons have a 180º fire arc from the front of the gun. Turning in place counts as moving. ACC of Indirect Fire Weapons: LOS to target by the firing unit: 3 ACC. No LOS to target by any friendly unit: 1 ACC. LOS to target by a friendly unit without radio: 1 ACC. LOS to target by a friendly unit with a radio: 2 ACC. LOS to target by a friendly unit that is radio equipped command or recon element: 3 ACC. LOS to target by a friendly unit that is a radio equipped Forward Observer team: 4 ACC. Gut Score Charge Modifiers: +1 for each model more than the enemy unit. +1 for each grenade used during the charging units firing (these grenades do not cause casualties). -1 for each model less than the enemy unit. -2 for charging a unit in Light cover. -3 for charging an enemy unit in Medium cover. -4 for charging an enemy unit in Heavy cover. Note: Modifiers are cumulative

Morale Modifiers for Cover: +0 for a unit in the open. +1 for a unit in concealment. +2 for a unit in Soft cover. +3 for a unit in Medium cover. +4 for a unit in Heavy cover. +5 for a unit in Reinforced cover. Note: Do not count Linear obstacles

Base Range 24 48 60

1st RI/+0 0-24 0-48 0-60

2nd RI/-1 >24-48 >48-96 >60-120

3rd RI/-2 >48-72 >96-144 >120-180

4th RI/-3 >72-96 >144-192 >180-240

5th RI/-4 >96-120 >192-240 >240-300

Acquisition modifiers to ACC: Target is a Vehicle: +2 to ACC Target in Concealment: -1 to ACC Target in Light Cover: -2 to ACC Target in Medium Cover: -3 to ACC Target in Heavy Cover: -4 to ACC Target in Prepared Cover: -5 to ACC Target is Infantry in a Building: +1 to ACC Combines with the negative modifier for the building cover. Targeting across Linear Obstacle: -1 to ACC For each obstacle. Target within Coaxial MG range: +1 to ACC The coax MG does not fire on or wound the target. Firer moving at Medium speed: -1 to ACC Firer turned or changed facing: -1 to ACC Only if the vehicle is turretless. OT vehicle or artillery firing directly: +1 to ACC Support Gun vs. infantry or artillery: +1 to ACC Note: A turret may turn freely and is not considered moving at all for purposes of Acquisition. Vehicle Firing Modifiers to ACC score: Firer is moving Medium speed: -1 to ACC Targeting Side Aspect of a vehicle: +1 to ACC Target is Small or a Motorcycle: -1 to ACC Target within Coaxial MG range: +1 to ACC Coax MG does not fire on or wound the target. Support Gun vs. infantry or artillery: +1 to ACC Fixed MG Open, Concealed, or Light cover: -1 to ACC Does not apply if MG is in Main Gun location. Fixed MG at target in Medium cover: -2 to ACC Does not apply if MG is in Main Gun location Fixed MG at target in Heavy Or Reinforced cover: -3 to ACC Does not apply if MG is in Main Gun location Note: Modifiers are cumulative. The Co-axial machine gun cannot fire at a separate target if the Main Gun is being fired. Location has an armored skirt, baffle, or improvised armor: -1 DM Each previous penetrating hit, regardless of location or result: +1 DM Note: Modifiers are cumulative Turret/Mantle D10