C3I Systems

Non-Tactical Phase

Orders

Defensive Fire [1]

Movement

Artillery Fire

Tactical Phase

Add CQ Action Points

Bound 1 (AP 9+)

Bound 2 (AP 6+)

Bound 3 (AP 1+)

Artillery Fire

Action Points (AP) [2][4]

Tactical Phase roll 2d6

Each confirmed kill +1 AP

In defensive works +2 AP

CQ +2d6 AP (temp) [3]

Non-tactical Tactical Bound Order

- CQ

- Firing

- Moving

Close Quarters (CQ)

Add 2d6 temp AP [3]

AP order (not simultaneous)

Dam = 2d6-d6

Movement 20" AP in inches
Firing 1d10 1d20
range 1" 5" 20" 40" 80"
hit number CQ 8 4 2 1
Grenades Roll 2d6 range

(otherwise drops short at 2d6 result)

(double 1 = dropped at feet)

Damage (reduction in AP)
Grenade 4d4-4 2" burst
Rifle [5] 2d6-2 point
Arty/Mortars [6]

Umpire resolved. Sheaf varying with type & no. of weapons, approx 5" radius for 1x81mm Mortar, 20" for 105mm Battery.

CQ/bayonet 2d6-d6 contact
Arty/Mor 4d4-4 [6] template




Notes:

[1] Tactical Phase starts after Defensive Fire.

[2] Damage rolls with negative results add AP - this represents extra adrenalin/whatever

[3] Temporary AP is lost first to damage, temp AP can only be used for extra bounds of CQ

[4] Soldiers with an AP of 6 or less cannot move towards the enemy individually, they can do so if lead by a soldier with an AP of 7 or more within their AP in inches of them.

[5] Rifles have a rate of fire (ROF) of 1, LMGs of 3.

[6] Artillery suppresses all those inside the sheaf for as long as it fires and for one bound after it stops. Each turn roll 1d20 for everyone in the sheaf, on 2 or less they are hit.