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Quick Reference Guide

• Alert models may fire on any models in LOS.


• Alert models can issue Command and Tactical Actions as normal.
• Alert models use their normal Defence statistic.
• Unalert models can Detect enemies that come into LOS and become Alert at the start of next turn.
• Unalert models cannot issue Command and Tactical Actions.
• Unalert models can Detect but not engage enemy forces.
• Unalert models have a Defence statistic of 1.

Detection Ranges: Day


Detection Range
Elite Professional Trained Militia Untrained
(Day)
0-12” Automatic, including hidden
12-24” 1+ 2+ 2+ 3+ 3+
24-36” 2+ 3+ 3+ 4+ 4+
36-48” 3+ 4+ 4+ 5+ 5+
48-60” 4+ 5+ 5+ 6 6
60-72” 4+ 5+ 6 6 6

Detection Ranges: Night


Detection Range
Elite Professional Trained Militia Untrained
(Night)
0-12” Automatic unless hidden
12-24” 4+ 5+ 6 6 6

D6 Roll Civilian Reaction Table


1-4 Move away from combat and hide at nearest cover
Run around screaming. The model moves D6” in a random direction
5
determined by the drift template.

6 Attack the nearest player-controlled model (any player).

Direct Fire Combat


Establish LOS, Targeting Roll, Lethality Roll, Casualty Roll
Range Intervals
RI 1 2 3 4 5 6 7
Modifier 0 -1 -2 -3 -4 -5 -6
Suppression Causes Suppression Does not cause Suppression

Shooting at night
Night range Targeting Modifier
0-12” -1
12-24” -3
24”+ Automatically misses
Cover Table
Type of Cover Shooting modifier
In General:
In a fortified position (bunker etc.) -3
Only 25% of man-size target exposed -2
Only 50% of man sized target exposed -1
Examples
Obscured partially by bushes/light foliage/tall grass -1
Obscured partially by barricades/vehicles/window/walls/inside a building -2
Obscured partially by thick foliage/trees -2
Obscured by Smoke Template -2
Using fortifications/sandbags/bunkers -3

Direct Fire: Lethality


Firer rolls D6 - if equal to or more than the weapon’s lethality, the model is killed. If it is not killed, roll on
the Casualty Table.
Casualty Table
Roll Injury
Injured: May only crawl 3” and may fire primary
1 - Light Wound or sidearm (stats halved, rounding up) for 1 turn,
then recovered.
Injured: May only crawl 3” and may fire primary
2 - Medium Wound or sidearm (stats halved, rounding up) for 2 turns,
then recovered.
Wounded: Bleed-out – Dead in 5 turns. Cannot
3 - Incapacitating Serious Wound move. May fire side arm (stats halved, rounding
down) for 3 turns.
Wounded: Bleed-out – Dead in 4 turns. Cannot
4 - Incapacitating Serious Wound move. May fire side arm (stats halved, rounding
down) for 2 turns.
Incapacitated: Bleed-out – Dead in 3 turns.
5 - Catastrophic Incapacitating Wound
Cannot move. Cannot fire.
Incapacitated: Bleed-out – Dead in 2 turns.
6 - Catastrophic Incapacitating Wound
Cannot move. Cannot fire.

Close Combat and Melee


The model initiating Close Combat gains a +1 modifier. Combatants both roll D6 and add Melee. Higher
score wins the combat; equal scores are rerolled. The higher scoring player can elect to either kill, knock
out or capture the opposing model.

• If kill is chosen, the model is removed as a fatality.


• If knock out is chosen, roll D6. The if the result is 1 – 5, this is the number of turns the model is
unconscious. If a 6 is rolled, the model is killed accidentally by the blow.
• If capture is chosen, then the losing model becomes a captive and must move in contact with and
under the control of the captor.
Vehicle Quick Reference
Vehicle Armour Penetration Table

D6 Result Effect Additional Game Effects

The hit passed harmlessly


through the vehicle, narrowly
1 No effect missing vital components or Nil.
crew, or the warhead failed to
arm.

Mobility reduced by 3” for re- Mobility reduced by 3” for remainder


2 Minor damage
mainder of the game. of the game.

Mobility reduced by 6” for re- Mobility reduced by 6” for remainder


3 Damage
mainder of the game. of the game.

Passenger All passengers are hit with a 4+ All passengers are hit with a 4+
4
compartment hit lethality hit. lethality hit.

The driver is hit with a 3+ lethal- Vehicle moves D6” in a random


5 Driver hit
ity hit. direction.

A vital part of the vehicle is hit


and immobilises it. The vehicle
is now a mobility kill and cannot Vehicle moves D6” in a random direc-
move for the rest of the game. tion and is immobilised for the remain-
6 M-Kill Turrets, crew served weapons der of the game. On a D6 roll of 5+ the
and other equipment is still vehicle rolls on to its side. If it rolls,
functional unless it rolls. All weapons are no longer functional.
passengers and crew suffer a 3+
lethality hit.

The vehicle is now a mobility kill


Vehicle moves D6” in a random direc-
and cannot move for the rest of
tion and is immobilised for the remain-
the game. Turrets, crew served
7 M-Kill der of the game. On a D6 roll of 3+ the
weapons and other equipment
vehicle rolls on to its side. If it rolls,
is still functional. All passengers
weapons are no longer functional.
and crew suffer a 2+ lethality hit.

The vehicle is completely


destroyed. On board ammunition
and fuel ignites and creates an
8+ K-Kill Nil.
explosion D6” radius from the
vehicle then burns. All crew and
passengers are killed.
Vehicle Mv Dc Tt Cw Special Rules Examples PV
Motorbike 18” 3 2 1 Driver Open Topped, Soft Skin. Motorbike 10
Open topped, Soft Skin, All Terrain, additional
gun mount for 1 x MMG or GMG (optional),
Quad Bike 14” 4 1 1 Driver Quad Bike 15
Move or Fire (cannot move and fire – must be
static).
Any Civilian
Civilian Car 12” 5 5 1 Driver Open Topped, Soft Skin. 15
Saloon
Open Topped, Half Armoured, Uprated, Any Civilian
Covert Car 12” 7 4 1 Driver 25
Flashbangs. Saloon
Armoured Any Civilian
12” 7 5 1 Driver Fully Armoured, Uprated, All Terrain, Run Flats. 25
SUV SUV
SOF
Fully Armoured, Uprated, All Terrain, Firing Any Civilian
Armoured 12” 7 5 1 Driver 35
Ports, Run Flats, Night Vision Lights, Flashbangs. SUV
SUV
1 Driver Open Topped, Soft Skin, Additional gun mount
Technical 12” 5 6 Militia Pickup 20
1 Gunner (truck bed), Move or Fire.
Open Topped, Soft Skin, Night Vision Lights,
1 Driver Additional gun mounts (truck bed MMG/GMG
SF Pickup 12” 5 6 SF Pickup 30
1 Gunner and commander (optional) – MMG), Bull Bar,
Move or Fire.
Soft-Skin Humvee (basic)
12” 5 5 1 Driver Open Topped, Soft Skin, Night Vision Lights. 20
Patrol Vehicle Land Rover
Open Topped, Soft Skin, Additional gun mount
1 Driver (rollbar - MMG, HMG, GMG or Twin MMG and Land Rover
Recce Vehicle 12” 5 4 35
1 Gunner commander - MMG), MBSGD, Night Vision WMIK
Lights, Move or Fire.
All Terrain, Open Topped, Soft Skin, Additional
High Mobility
1 Driver gun mount (rollbar - MMG, HMG, GMG or Twin
Patrol 12” 5 5 Humvee (GMV) 40
1 Gunner MMG and commander - MMG), MBSGD, Night
Platform
Vision Lights), Move or Fire.
Turret (MMG, HMG or GMG) + Gun shield, Fully
Up Armoured 1 Driver Armoured
10” 8 5 Armoured, Fire suppression, Run Flats, Night 50
Patrol Vehicle 1 Gunner Humvee
Vision Lights), Move or Fire.
All Terrain, Open Topped, Soft Skin, Additional
All Terrain
1 Driver gun mount (rollbar - MMG, HMG, GMG or Twin
Fire Support 12” 6 4 Supacat Jackal 50
1 Gunner MMG and commander - MMG), MBSGD, Night
Platform
Vision Lights, Bull Bar, Move or Fire.
Wheeled Turret (MMG, HMG or GMG) + Gun shield, Fully
1 Driver Foxhound,
Protected 12” 9 6 Armoured, Fire suppression, Run Flats, Night 55
1 Gunner Husky, M-ATV
Patrol Vehicle Vision Lights, MBSGD, Bull Bar, Move or Fire.
Turret (MMG, HMG or GMG) + Gun shield, Fully Cougar,
Wheeled 1 Driver
10” 9 9 Armoured, Fire suppression, Run Flats, Night MaxxPro, 60
MRAP 1 Gunner
Vision Lights, MBSGD, Bull Bar, Move or Fire. Mastiff
AFV, All terrain, Turret, AFV gun and co-axle
Tracked AFV/ 1 Driver BMP, Bradley,
10” 9 9 MMG, Night Vision Lights, Night Vision Sights, 65
APC 1 Gunner Warrior
MBSGD), Move or Fire.
AFV, All Terrain, Turret, Tank gun and co-axle Modern MBT
Tracked Tank 12” 12 3/4 3/4 MMG, Roof mounted MMG, Night Vision Lights, (stabilised 70
Night Vision Sights, MBSGD. weapons +5pts)
Vehicle Impact table
D6 Glance Collision
1 The vehicle bounces off the object with The vehicle hits the object and stops dead
no damage. Take -2” off the desired move with miraculously no damage.
distance for that move.
2 The vehicle clips the object. Take -4” off the The vehicle smashes into the object and
desired move distance for that move. Roll moves D3” in a random direction. Roll an
on the Armour Penetration table with a -2 unmodified roll on the Armour Penetration
modifier. table.
3 The vehicle clips the object. Take -4” off the The vehicle smashes into the object and
desired move distance for that move. Roll moves D3” in a random direction. Roll on the
on the Armour Penetration table with a -1 Armour Penetration table with a +1 modifier.
modifier.
4 The vehicle clips the object. Take -4” off the The vehicle smashes into the object and
desired move distance for that move. Roll on moves D3” in a random direction. Roll on the
the Armour Penetration table. Armour Penetration table with a +2 modifier.
5 The vehicle goes out of control and moves in a The vehicle smashes into the object and
random direction for D6”. Roll on the Armour moves D6” in a random direction. Roll on the
Penetration table. Armour Penetration table with a +3 modifier.
6 The vehicle goes out of control and moves in a The vehicle smashes into the object and
random direction for D6” Roll on the Armour moves D6” in a random direction. Roll on the
Penetration table with a +1 modifier. Armour Penetration table with a +4 modifier.

The contents of the Quick Reference Guide are the property of Spectre Miniatures and may not be
reproduced without permission.

© Spectre Miniatures 2016

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