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.