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Soviet Guards

Soviet Union Fast guards 2 Order Dice: 11


Platoon #1
First Lieutenant (page: 182) Veteran 90
Qty Weapons Range Shots Penetration Special Rules
1 First (Senior) Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with Rifle 24" 1 n/a

Infantry Squads
Special Forces squad (page: 64) Veteran 135
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Soviet Special Forces Tough Fighters, Immune to
Horror, Behind enemy lines, Elite
Special Forces squad (page: 64) Veteran 135
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Soviet Special Forces Tough Fighters, Immune to
Horror, Behind enemy lines, Elite

Infantry
Mk 2 Heavy Armour squad (page: 63) Veteran 145
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Assault rifle 18" 2 n/a Assault
2 Infantry with Assault rifle 18" 2 n/a Assault
2 Infantry with LMG 30" 4 n/a
Mk2 Heavy Armour Large Infantry, Resilient, Tough
Infantry, Slow, Tank hunters

Armoured Cars
Cossack Light Walker (page: 195) Regular 100
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 Cossack Light Walker Walker - 7+ Walker, Agile, Recce
Forward-facing light autocannon 48" 2 +2 Front arc, Flak, HE (D2)
Co-axial MMG 36" 5 n/a

Tanks and SP Guns


SU-76 (page: 195) Regular 115
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 SU-76 Tracked - 8+ Open-topped
Forward-facing light howitzer (0/24")-48" 1 HE Front arc, Howitzer, HE (D6)

Transports
Half-track truck (page: 198) Regular 54
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 Half-track truck with pintle-mounted MMG Half-track up to 12 6+
Forward-facing pintle-mounted MMG 36" 5 n/a Front arc, Flak
Tow: Light howitzer; light or medium anti-tank gun

Platoon #2
First Lieutenant (page: 182) Veteran 90
Qty Weapons Range Shots Penetration Special Rules
1 First (Senior) Lieutenant
with Pistol 6" 1 n/a Assault
with Submachine gun 12" 2 n/a Assault
with Rifle 24" 1 n/a

Infantry Squads
Special Forces squad (page: 64) Veteran 135
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Soviet Special Forces Tough Fighters, Immune to
Horror, Behind enemy lines, Elite
Special Forces squad (page: 64) Veteran 145
Qty Weapons Range Shots Penetration Special Rules
1 NCO with Rifle 24" 1 n/a
4 Infantry with Rifle 24" 1 n/a
Entire squad equipped with anti-tank grenades Tank hunters
Soviet Special Forces Tough Fighters, Immune to
Horror, Behind enemy lines, Elite

Armoured Cars
Cossack Light Walker (page: 195) Regular 100
Qty Vehicle Type Transport DamageValue
Weapons Range Shots Penetration Special Rules
1 Cossack Light Walker Walker - 7+ Walker, Agile, Recce
Forward-facing light autocannon 48" 2 +2 Front arc, Flak, HE (D2)
Co-axial MMG 36" 5 n/a
Platoon Points: 1244

Special Rules
Agile
A vehicle with the Agile special rule may make an additional 90-degree pivot at any point during its movement
(Advance or Run)
Assault
This weapon suffers no penalty 'to hit' when moving and shooting. In addition, infantry armed with an assault weapon
can make two attacks in close quarter fighting against other infantry and artillery units - see page 67. Note being
armed in this way does not confer two attacks against vehicles at close quarters
Behind enemy lines
When Outflanking, ignore the -1 modifier to the Order test for coming onto the table
Elite
On completion of Order (except Assault and Down), may take an Order Test (as normal) - if successful, return order
die back in to dice cup. May not be the next unit activated. See Defiance page 16.
Flak
All enemy units not currently down automatically fire at the attacking aircraft if it is within their firing arc and range,
regardless of whether they have already taken an action or not that turn. Flak fire does not require an action. Line of
site ignored. Rolls to hit aircraft are always at a -2 penalty. Friendly flak units must test to hold their fire (page 67)
HE (D2)
PIN: 1, PEN: +1 - Infantry and artillery can go down to halve the hits taken
HE (D6)
PIN: D2, PEN: +2 - Infantry and artillery can go down to halve the hits taken
Howitzer
Can either shoot directly at a taget drawing its line of fire 'over open sights' in the normal way, or it can shoot indirect
fire. When using indirect fire, a howitzer has a minimum range of 24"; when firing over open sights it has no
minimum range.
Immune to Horror
Does not suffer any penalties or take tests caused by Horror
Large Infantry
Unit count double when calculating capacity for transports.
Open-topped
Pinned by hits from small arms in the same way as soft-skins and infantry. If assaulted by infantry open-topped
armoured vehicles are destroyed automatically if the vehicle is damaged, in the same way as for soft-skins.
If hit by indirect fire then add +1 to the damage result roll. Note that all hits upon the upper surface of armoured
vehicles count +1 penetration regardless of whether the target is open or not - so open-topped armoured vehicles
suffer a double penalty: +1 penetration and +1 damage result
Recce
See page 34 of Resurgence
Resilient
Damage value of 6+ when fired upon, they use their normal morale level in hand-to-hand combat
Slow
A vehicle designated as slow has a basic move rate of 6" when advancing and 12" at a run
Tank hunters
If a tank hunter unit wins an assault and scores damage against an armoured vehicle, the effect is resolved on the
Damage Result table as for a normal anti-tank penetration rather than as for superficial damage.
Tough Fighters
When a model with Tough Fighters rule scores a casualty in hand-to-hand fighting against enemy infantry or artillery
units, it can immediately make a second damage roll.
Tough infantry
An infantry unit with the Tough special rule rolls a D6 every time an opponent rolls equal or over its Damage value;
the damage is ignored on a roll of 5+. Weapons with a PEN of +2 or greater negate this special roll.
Walker
Armoured all around - no penetration bonus for shooting a walker in the side arc, rear arc, or top

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