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REDAQRF2

This quick reference sheet outlines unit characteristics, allowable actions, and effects of terrain and modifiers for a tactical game. It includes shooting tables, hand-to-hand combat outcomes, and morale check causes, providing essential rules for gameplay. The document serves as a concise guide for busy players to navigate game mechanics efficiently.
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0% found this document useful (0 votes)
32 views1 page

REDAQRF2

This quick reference sheet outlines unit characteristics, allowable actions, and effects of terrain and modifiers for a tactical game. It includes shooting tables, hand-to-hand combat outcomes, and morale check causes, providing essential rules for gameplay. The document serves as a concise guide for busy players to navigate game mechanics efficiently.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Unit Characteristics ALLOWABLE ACTIONS

•Partisan: Faster in Rough Terrain 1) Move (and Shoot)


quick reference sheet / more cover benefits. 2) Change formation
(FOR BUSY COMMISSARS)
SHOOTING TABLE •Storm: Forgo Retire / Lose Stand instead. 3) Charge an enemy company
•Specialist: Forgo Retire / Add Terror Marker. 4) Rally from Terror or from Rout
3-6 7-16 17-24 25-35 36+ Self-Motivated. 5) Take possession
2 NE NE NE NE NE •Mob: Difficulty with Complex Orders. 6) Divide/Recombine companies
3 NE NE NE NE NE •Skirmisher: Receives modifiers when fired at. 7) Mount/Dismount from horses
4 NE NE NE NE RETIRE •Engineer: Can cut wire. 8) Embark/Disembark from boats
•Grenadier: Can fight Armoured Vehicles.
5 NE NE NE RETIRE TERROR
6 NE NE RETIRE RETIRE TERROR TERRAIN EFFECTS
7 NE RETIRE RETIRE RETIRE TERROR FOOT HORSE TCHANKA ARM. C AR TANK
8 RETIRE RETIRE TERROR TERROR 2xTERROR* HEDGES 1/2 MOVE 1/2 MOVE 1/2 MOVE 1/2 MOVE* DA!*
9 RETIRE TERROR TERROR 2xTERROR* 2xTERROR* WALLS 1/2 MOVE NYET! NYET! NYET! DA!*
1/2 MOVE
10 RETIRE TERROR 2xTERROR* 2xTERROR* LOSE PL ATOON* TRENCHES† NYET! NYET! NYET! DA!*
HALT! NYET!
11 TERROR 2xTERROR* 2xTERROR* LOSE PL ATOON* LOSE PL ATOON* WIRE NYET! NYET! DA!*
WIRE (CRUSHED) 1/2 MOVE NYET! NYET! 1/2 MOVE* DA!
12 2xTERROR* 2xTERROR* LOSE PL ATOON* LOSE PL ATOON* LOSE PL ATOON*
UP HILL x2 COST x2 COST x2 COST x2 COST x2 COST
Modifiers: Notes: UP STEEP HILL x3 COST x3 COST NYET! NYET! x3 COST*
•Area Fire: Firers at 1/2 strength •Less than 3, shifts left of 3-6 = NE.
•Long Range: Firers at 1/2 strength BUILDINGS 1/2 MOVE NYET! NYET! NYET! NYET!
•NE = No Effect.
•Target 1/2 size of Shooters: +2 Column •Retire = Target comp. immediately makes ROUGH x2 COST x2 COST x2 COST NYET! x2 COST*
(not for MGs) a retire move. It may not act again this turn DENSE WOODS x3 COST NYET! NYET! NYET! NYET!
•Target 2x size of Shooters: -2 Column (Except in this fire-fight if it has not done so yet).
•Target evading crawling: -1 Column •Terror = Target takes one Terror marker. 1/2 MOVE- MUST PAY HALF OF ALL MP'S TO CROSS
•Target Behind Hard Cover: -1 Column •2xTerror = Target takes two Terror markers. x2 COST- 2MP FOR EACH 1" MOVED ROUGH: Fords, Light Woods (NO TANKS),
•Target in woods/wd building: -1 Column •Lose Platoon = Targ. loses one Platoon x3 COST- 3MP FOR EACH 1" MOVED broken ground, marshy ground, or on beaches
•Target Skirmishers: -1 Column and takes a Fear test.
•Target in Trench: -2 Columns •*= Check for Off. casualty & Serious check TRENCHES†- Only Foot may move along inside a trench
•Target Partisans (in rough): -1 *On a 5-6, the Vehicle Breaks down and may not move anymore. They may still fire their weapons.
hand-to-hand combat table Aircraft
ADVANTAGE 3:2 2:1 3:1 4:1+ Each aircraft gets 3 consecutive missions, one per turn:
1 S/Defeated S/Defeated S/Hmltd!* S/Hmltd!* S/Hmltd!* Fighters may Bomb 1 turn; Fighter-Bombers, 2; Bombers 3. Otherwise they may strafe.
2 S/Retires S/Retires W/Retires W/Retires W/Retires Fighter: Bomb To Hit: 10 Strafe: 24
3 S/Retires W/Retires W/Retires W/Retires W/Defeated Fighter-Bomber: Bomb To Hit: 10 Strafe: 24
4 W/Retires W/Retires W/Retires W/Defeated W/Defeated Bomber: Bomb To Hit: 9 No Strafe
5 W/Retires W/Retires W/Defeated W/Defeated W/Defeated
6 W/Defeated W/Defeated W/Defeated W/Defeated W/Defeated causes of morale checks
Modifiers: 1) Charging an enemy (Charge) 4) Lost a Platoon for whatever cause (Serious)
•Behind fortifications: +50% HTH total 2) They are ambushed (Fear) 5) Suffered a Serious (*) result (Serious)
•In Cover (Trench, Stone Wall, hedge, Building etc.): +25% HTH total 3) Within 10” of troops they fear,
•Uphill, Defending Breach, Bridge or Ford: +25% HTH total 6) Non-Open Field troops under fire while in open (Serious)
unless in defenses (Fear) 7) Trying to rally from Terror,Rout or Pursuit (Rally)
•Formed Body: +25% HTH total (Cavalry only)
Notes: morale modifiers
•S= Stronger Total Melee number/ W= Weaker Total Melee Number
•S/W/Retires = Stronger/Weaker Side retires and places two Terror markers on company. 1) An officer’s morale bonus
•S/Humiliated = The stronger side places a humiliated marker on company. 2) “Flanked” testors (enemy to flank/rear, within 12”).
Treat as Terror marker that cannot be rallied. Treat as W/Retires. 3) Behind works: +2 to their base morale numbers.
•S/W/Defeated = Stronger/Weaker Side loses two Platoons and survivors rout!
•*= Check for Officer casualty. Fear Morale test. effects of morale failure
Failed Charge test: Company may Failed Serious test: Immediately Retire.
direct hit numbers
not charge enemy this turn. Failed Rally test: Continue routing.
Artillery vs Building 9 Vehicle 11 Other 10 Failed Fear test: Rout immediately
Tank Gun/Mortar vs Building 9 vehicle 12 Other 11

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