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WWIISIM World War II
V 1.5 By JP
Commandos
Some units are specially trained for guerilla and light warfare. These units are dubbed "Commandoes". To represent this, commandoes ignore difficult terrain during their move.
Heavy Weapons
Heavy weapons are big weapons usually found on tanks, as mobile artillery pieces or in bunkers. When they fire, they leave a smoke cloud in front of their canon. They are so heavy, that they can only fired once per turn during the secondary firing phase.
Machineguns
Machineguns are very effective weapons. A single machinegun can fire up to 3 firing dice. However, if the firer rolls a double '1' or double '2', then the machinegun jams. To repair the weapons, the unit must spend a turn Hiding to repair it.
Machineguns cannot fire if they have received the order to Run.
Mortar
Mortar are powerful weapons but with little precision. To stimulate the random effect of Mortar, the Commander mentions a target and a distance, up to the weapons' maximum range. Determine location of the firing, then roll a normal attack.
If the attack hits, scatter the shell by D10. If the attack misses, then the template scatters by 2D10. (-1 if the spotter can see the target, -1 cumulative bonus for firing at the same target).
Mortar can fire two types of shells: Explosive and smoke bombs. Explosive shells wound all miniature under the template (make the appropriate wound rolls). Smoke bombs cover the template with smoke. No miniature under the template is wounded.
A mortar can only fire if it received the fire order.
Smoke Grenades
Some units may be equipped with smoke grenades. These grenades can be thrown up to 12" (scattering D6 if FS skill is missed) and leave a zone of D2" smoke screen. All smoke rules apply to smoke grenades.
Tiger Panzer
The Tiger is big and slow. To represent this, Tigers cannot move fast.
Vehicles
For vehicles, orders are the same but we will use slightly different terms to make more sense. Thus Walk becomes Go and Run becomes Go Fast.
Vehicules ignore all rules for endurance and can thus move fast as many times as they want without penalty. Vehicules do not have to get the order to Fire in order to fire their heavy weapons.
When a vehicule is described in the unit list, a number appear in brackets after its name. That number represents the armour value in front of the vehicule. Side Armour is -1, rear armour being -2.
When a vehicule is hit, roll D6 and add the weapons' strength to the roll. If the total exceed the tank' armour value, then it is a penetrating hit. Otherwise, it is a minor hit. A penetrating hit produces a 2" smoke screen around the vehicule. A non-penetrating hit produces a smoke screen only on a d6 roll of 4+.
D6Minor Hit
| 1| Light damage, scratched paint. No smoke
| 2| Light damage, secondary systems hit (no game effect). No Smoke
| 3| Light damage, secondary systems hit (initiative become zero)
| 4| Crew Stunned. May not perform any other action this turn.
| 5| Weapon destroyed (attaquer' choice)
| 6Immobilised. Vehicule cannot move from the game. Further immobilised become Penetrating hits.
Véhicule Immobilisé. Peut toujours tirer
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D6Serious Hit
| 1| Crew Stunned. May not perform any other action this turn.
| 2| Weapon destroyed (attaquer' choice)
| 3| Immobilised. Vehicule cannot move from the game.
| 4| Vehicle destroyed. Crew alive
| 5| Vehicle destroyed. Crew dead
| 6Vehicle destroyed. Crew dead Smoke 6" around wreck
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Weapons Table
Weapon Type | Strength | Notes | Range(SR/LR)
| | Bazooka | 10 | Heavy Weapon | 12
| | Canon 5 | 5 | Heavy Weapon | 12/36
| | Canon 75 | 10 | Heavy Weapon | 12/48
| | Canon 88 | 11 | Heavy Weapon | 18/48
| | Canon 105 | 12 | Heavy Weapon | 18/48
| | Canon 150 | 13 | Heavy Weapon | 24/60
| | Machinegun, Light | 3 | Machinegun | 12/36
| | Machinegun, Medium | 4 | Machinegun | 12/36
| | Machinegun, Heavy | 5 | Machinegun | 12/36
| | Mortar, Light | 3 | Mortier | 48
| | Mortar, Medium | 5 | Mortier | 48
| | Mortar, Heavy | 7 | Mortier, Heavy Weapon | 60
| | Panzerfaust/Hand Grenade | 6 | Fires once | 12
| | Panzerschreck | 11 | Heavy Weapon | 12
| | Pistol | 2 | Fires Once, adds 1 to hand-to-hand roll
| 12/12
| | Rifle | 2 | Fires Once | 12/24
| | Sub-Machinegun | 2 | Fires Twice | 12/24
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Mata Ne !
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