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WABGT BOLT ACTION REFERENCE

REFERENCE SHEET
TURN SEQUENCE p18 SHOOTING
1. Special situations 2. Orders phase 3. Turn End phase SHOOTING PROCEDURE P32
1. Resolve special situations: Artillery/Smoke/Air Strike 1. Declare target (no measuring)
2. Orders phase: 2. Target reacts (if not activated may go Down)
1 Draw an order die. 3. Measure range and open fire
2 Select unit and give it an order. 4. Roll to hit 1 or more hits = 1 Pin (Not SA Vs Enclosed Tank)
3 If necessary (not for down) take an order test to determine if the 5. Roll to damage (1 always fails)
unit follows the order. 6. Target takes casualties
4 Execute the units resulting action. 7. Target checks morale (if lost 50% or more)
5 Back to 1. Once all eligible units have received an order, the orders
phase ends move to the turn end phase. HIT MODIFIERS p36
3. Turn End phase: The basic chance of hitting a target is a roll of 3+;
Remove order dice for destroyed units. Remaining order dice to the cup, Impossible shots >6+ Roll a 6 then re-roll a 6 to get a hit. p37
unless retaining Ambush or Down order. Indirect fire is 6 to hit if; +1 each turn at same target (if no
movement). Rocket multiple launcher; 6 to hit all within 6 of target.
ORDERS SUMMARY OF ACTIONS
1. Fire Fire at full effect without moving. Shooting at point blank range (< 6) +1
2. Advance Move normally and then fire. Sniper on ambush or Fire +1
3. Run Double speed no firing. (Needed to carry out an assault). Per pin marker on the firer -1
4. Ambush No move/fire, but wait for opportunity fire. Long range (> half range) -1
5. Rally No move/fire, but lose D6 pin markers. Inexperienced -1
6. Down No move/fire, but gain an extra -1 to be hit. Fire on the move (not if USA or assault weapons) -1
Target is down infantry or artillery -1
MORALE AND ORDERS CHECKS p22 Target is a small unit -1
If an order test roll comes up two sixes then roll on FUBAR chart Target in soft cover; Cammo nets, Smoke(not sniper) -1
MORALE QUALITY MORALE MODIFERS Target in hard cover (p 39) (not sniper) -2
Target is in Bunker -4
Inexperienced 8 Second Lieutenant +1
Target Hidden p117 (must be in cover) -3
Regular 9 First Lieutenant +2
Last man in unit shooting -1
Veteran 10 Captain +3
Firing a shaped Charge weapon p51 -1
Major +4
If a Vehicle fails test in sight of Pinned -1 DAMAGE VALUE TABLE p38
enemy must do basic reverse Last man in unit -1
The minimum score indicated is required to score damage
move then go Down p81. Lost NCO -1
(1 rolled on a die always misses)
Trying to assault Tank -3
Exceptional damage: Roll a 6, then re-roll 6 p41 (not SA v Artillery)
(Tank or Infantry with no anti-tank)
Troops and soft-skinned targets: D6
FUBAR CHART Roll 1d6 Inexperienced infantry or artillery 3+
1 or 2 Friendly Fire Regular infantry or artillery 4+
The unit does not move and opens fire against a friendly unit, mistaking it Veteran infantry or artillery 5+
for enemy. Place a fire order by the unit. The opposing player chooses the Soft skinned vehicles (Art with gun shield, n/a to HE) 6+
target. The target must have an enemy unit within 12'', as proximity to Any experience of troops inside Buildings (n/a to HE) 6+
enemy is precisely what has caused the friendly fire incident. If no such
target is available the unit does not fire and simply goes down. Armoured Targets Superficial Normal Massive
3, 4, 5 or 6 Panic Armoured Car/Carrier 7+ 89 10+
The unit executes a run order and must move as fast as possible away Light Tank 8+ 9 10 11+
from the closest visible enemy unit. If no enemy are visible the unit simply Medium Tank 9+ 10 11 12+
goes down. Heavy Tank 10+ 11 12 13+
Super-heavy Tank 11+ 12 13 14+
MOVEMENT
Type Advance Run PENITRATION MODIFIERS (Heavy weapons vs Armour)
Infantry 6'' 12'' Vehicles side or top armour (indirect / plunging fire) +1
Tracked vehicle 9'' (One * 90 Turn) 9-18'' (No Turning) Indirect fire vs open top +1
Half-tracked vehicle 9'' (Two * 90 Turn) 9-18'' (One * 90 Turn) Vehicles rear armour +2
Wheeled vehicle 12'' (Two * 90 Turn) 12-24'' (One * 90 Turn) Long range (not if shaped charge or HE; p53) -1
Artillery Pivot any direction 6
Reverse: Recce at Advance speed others at Advance HE SHOTS p53
HE HITS PIN PEN
TERRAIN TABLE p28 D2 1 +1
Terrain type Infantry Artillery Wheeled Tracked D3 1 +1
Open OK OK OK OK D6 D2 +2
Rough No Run No* No No Run 2D6 D3 +3
Obstacle No Run No No OK* 3D6 D6 +4
Building OK No* No No (!) Reduce hits caused by 50% (round down) if target is Down
Road OK OK Double Double Max of only 1 hit v Armoured Target
Key
OK Unit can move normally SMOKE ROUNDS (shoot as indirect) p78
OK* Moves normally unless Anti-Tank obstacle Weapon Diameter of smoke template
No Unit cannot move within or enter this terrain Light Mortar 3
No* May deploy here but no movement allowed Medium Mortar/Light howitzer 4
No (!) Only super heavy tanks others No. p104 Heavy Mortar/Medium howitzer 5
Double Double rate if movement entirely on road Heavy howitzer 6
WEAPONS CHARTS p45 CLOSE QUARTERS PROCEDURE
SMALL ARMS INFANTRY VS INFANTRY p57-60
Type Range Shots Pen/ Special 1. Declare target
Rifle 24'' 1 n/a 2. Target reacts if > 6 away
Pistol 6'' 1 n/a Assault 3. Measure move distance and move assaulting models
Sub-machine gun 12'' 2 n/a Assault 4. Fight first round of close quarters
(SMG) a. Attackers roll to damage
Automatic Rifle 30'' 2 n/a b. Defenders take casualties
Assault Rifle 24'' 2 n/a Assault c. Defenders roll to damage
Light Machine Gun 30'' 3 n/a Team d. Attackers take casualties
MMG 36 4 n/a Team (fixed) e. Loser surrenders and is destroyed
Sniper (on Fire or 36 1 n/a Picks Target same as 5. Resolve draws further rounds of close quarters
Ambush) exceptional damage 6. Winner regroups 1D6 (no ambush fire allowed)
p70
INFANTRY ASSAULTING VEHICLES p91-92
HEAVY WEAPONS Infantry cannot assault a vehicle making a run unless
Type Range Shots Pen Special subsequently brought to a halt/down.
Heavy Machine Gun 36'' 3 +1 Team, Fixed 1. Take orders test
Light auto cannon 48 2 +2 Team, Fixed, HE (D2) 2. Target reacts if > 6 away. Recce can escape move p95.
Heavy auto cannon 72'' 2 +3 Team, Fixed, HE (D2) 3. Hit on 6 if target moved otherwise 4+
Anti-tank rifle 36 1 +2 Team 4. Roll to damage adding number of hits to 1D6. Damaged soft
PIAT 12 1 +5 Team, Shaped Charge skin or open top are destroyed.
Bazooka 24'' 1 +5 Team, Shaped Charge 5. Make regroup move 1D6 (no ambush fire allowed).
Panzerschreck 24'' 1 +6 Team, Shaped Charge
Panzerfaust 12 1 +6 One-shot, Shaped Charge TANKS ASSAULTING INFANTRY/ART p88
Light AT gun 48 1 +4 Team, Fixed, HE (D2) Only Tanks with Damage value >8+ can assault
Medium AT gun 60 1 +5 Team, Fixed, HE (D2) 1. Declare target
Heavy AT gun 72'' 1 +6 Team, Fixed, HE (D3) 2. Target reacts if > 6 away, weapons that can damage
Super-heavy AT gun 84'' 1 +7 Team, Fixed, HE (D3) 3. Move until touching target
Flamethrower (infantry) 6 D6 +2 Team, Flamethrower p51 4. Target takes morale test:
Flamethrower (vehicle) 18 2d6 +3 Flamethrower p51 Fail = destroyed.
Light Mortar 12''-24'' 1 HE Team, Indirect, HE (D3) Pass = Tank finishes move (min of run move). Infantry and
Medium Mortar 18''-60'' 1 HE Team, Fixed, Indirect, HE crews move aside/away 1 Artillery guns destroyed.
(D6) 5. Back to 1 until all targets in move range assaulted. Tank must
Heavy Mortar / Rocket 18''-72'' 1 HE Team, Fixed, Indirect, HE move min of max move.
Multiple Launcher (2D6)
Light howitzer 0/24''-48'' 1 HE Team, Fixed, Howitzer, HE
TANKS ASSAULTING OTHER VEHICALS p89
(D6)
1. Declare target and take morale test with -3 modifier (not if
Medium howitzer 0/24''-60'' 1 HE Team, Fixed, Howitzer, HE
target soft skin/armoured car/armoured carrier)
(2D6)
2. Target reacts if > 6 away
Heavy howitzer 0/24''-72'' 1 HE Team, Fixed, Howitzer, HE
3. Move until touching target
(3D6)
4. Each roll 1D6 add damage value if armoured (7+or >)
Fixed; no movement and fire, arc 45 of forward facing
Loser if lower scoring/draw when both count as losers.
DAMAGE RESULTS ON ARMOURED TARGETS Soft skin destroyed outright; Armoured roll on Damage Results
table (if heaver tank is loser only Superficial Damage).
Open Topped hit by indirect fire Add +1 to roll p87-88
Die Effect Actions Winner no damage if heavier otherwise superficial damage roll
roll on Damage Results table.
1 or Crew Add one additional pin marker to the vehicle.
less Stunned. Place or change order die to down on the FORWARD ARTILLERY OBSERVERS p63-64
vehicle. Place aiming marker on table when given Fire order every turn
2 Immobilised Add one additional pin marker to the vehicle. afterwards before orders roll 1D6 and consult chart below
(declare HE or Smoke first), stop when fire mission successful
If already moved change order die to down on
the vehicle. Artillery HE and Smoke Chart
If a further immobilised result is suffered the Die roll Effect Actions
vehicle is knocked out 1 MiscalculationEnemy move marker by 24 anywhere
then Fire for effect.
3 On Fire. Add one additional pin marker to the vehicle.
And take a morale check. If the test is: 2-3 Delay Move marker by 12 the roll again next
turn.
Passed; the fire has been put out.
4-6 Fire for effect Targets may go down before roll made;
Failed; the crew abandon the vehicle and it is
HE Roll 1D6 for each unit within D6+6 of
knocked out
marker; Score 1-5 take D3 Pin, Score 6
4, 5 Knocked out. The vehicle is destroyed and becomes a wreck.
take 3D6 hits Pen 4+ and D6 Pin.
or 6 Armoured vehicles count as impassable terrain.
. 4-6 Fire for effect Place a 12 circle of smoke centred on
Smoke the marker.
Superficial Damage Roll D6-3 (non anti-tank infantry assaulting)
Full Damage Roll D6 Smoke Screen. Smoke effect is similar to cover rules; more
Massive Damage Roll two D6 than 2 block line of sight, less than 2 count as in soft cover.

SMOKE SCREEN MOVEMENT


At start of every turn roll 1D6
1. Dispersed (remove smoke)
2. Smoke drifts D6 randomly.
3+ Smoke stays put.

Bolt Action QRS v1.3 Created by http://www.wabgt.co.uk/

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