Professional Documents
Culture Documents
ORDNANCE Units
Attacker- rolls 1d6 + Firepower + DFT Modifiers (small arms range is halved against helicopters)
Defender- rolls 1d6 + Terrain Modifier (but not for a helicopters hex) + lowest armor value (if any)
If Attackers roll is > Defenders roll, targeted unit must take a Damage Check:
- unarmored vehicle / helicopter: applied to targeted vehicle or helicopter and any passengers
- armored vehicle: applied to targeted vehicle (if not buttoned) and any outside passengers
Passengers that become Shaken while riding outside on a (PPO, PO) vehicle must dismount
Artillery spotter (leader / advisor) first places spotting round (in LOS, unblocked), rolls 2d6 for scatter
Friendly die is the distance (1d6 + degrading, - leadership) halved; Enemy die is the direction
If result is still in LOS, may shift the marker 1 hex (in LOS), place FFE marker (attacks all 7 hexes)
Mortars may not opportunity fire or fire from inside bunkers, buildings or heavy jungle
Attacker- rolls 1d6 (Mortars best of 2d6) + Firepower + DFT Modifiers (not degrading or leadership)
Defender- rolls 1d6 + Terrain Modifier (but not from walls or uphill) + lowest armor value (if any)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check
must first hit its target ( the to-hit number at range to target)
Crew Bail-Out roll 1d6: even is shaken, odd is eliminated (1 is tank brews-up, place smoke #1)
Attacker- rolls 1d6 + HE value (+1 to HE value if infantry target is moving, but not low crawling)
HEAT ammo (red numbers on back): -1 to HE value if the infantry target is not in a building or bunker
Target- rolls 1d6 (once hit, no terrain or leadership modifiers apply)
If Attackers roll is > Defenders roll, all units in the hex must take a Damage Check