+1 Elite
+1 Pre Game Surprise
-1 Green Unit
-2 Untrained Unit
W.Veh 2D6+6" T.Veh 2D6" Slow T. Veh 1D6" Helocopters 4D6" Horses 1D6+3" Men 6"Vehicles may move twice in a turn (but incur negative modifiers for firing if doing so).
Oppertunity Fire may only be used v Moving Targets and may only be used by the non-moving player. If a unit conducts oppertunity fire, it may not fire again in the defensive fire phase (unless it has an ROF of 3 or more).
Non-Explosive Weapons
Range TH% Stun Light Wound Serious Wound Kill ROF
Pistol 3" .55 1-6 7-8 9 10 1
Rifles 30" .60 1-4 5-7 8-9 10 1 (+20% for Sniper wpn)
Assault- 30" .65 1-5 6-7 8 9-10 2
Rifles
SMG 10" .45 1-6 7-8 9 10 3
Shotgun 8x2" .50 1-3 4-5 6-8 9-10 2
LMG 50" .55 1-4 5-6 7-8 9-10 4
MMG 70" .60 1-3 4 5-7 8-10 3
HMG 90" .70 1-2 3 4-6 7-10 2
Explosive Weapons
Range TH% A B C Penetration
GL,LAW/RPG 50" .55 1" 2" 3" 40 (AGL gets ROF:3)
MANPADS 200" .70 - - - ATA:7
Mortar:
0-60mm 10-100" .55 1" 2" 3" 2
61mm+ 10-200" .65 2" 3" 4" 5
Grenades 3" .40 1" 2" 3" 5
Flamethrow 8" .50 3" wide - - 100
Cone
Molotov 3" .30 2" - - 100
L.LCG
(0-74mm) 300" .60 2" 3" 4" 50 (AC's get ROF:2)
M.LCG 600" .65 4" 5" 6" 100
(75-87mm)
H.LCG 900" .70 6" 7" 8" 150
(88mm+)
Claymore - - 3" of 4" 8" 10
8" cone
ATGM/RCL 1000" .70 1" - - 180
To Hit Mods:
-20% Moving(Target or Firer, except for Adv GFCS)
-30% Moving Twice in a Turn(-10% for Adv GFCS)
-40% Target in Cover
-10% if Firer has been shot at this turn
+10% for ATGM
-20% for Untrained/Mob Units
-10% for Green Units
+10% for Elite Units
Explosive Damage Chart (Roll 1D10), (-1 for Kevlar):
A B C
1 Stun 1-2 Stun 1-3 Stun
2-4 L. Wound 3-5 L. Wound 4-6 L. Wound
5-6 S. Wound 6-7 S. Wound 7-8 S. Wound
7-10 Kill 8-10 Kill 9-10 Kill
Vehicle Critical Hit Chart (1D6)(Roll after each penetrating hit):
1. Locomotion(1/2 Speed) 2. Crewman Hit(1-2 Stun, 3-4 L.Wound, 5 S.Wound, 6 Kill) 3. Engine Hit(No Move, Roll D100, 0-30 Engine Fire, Crew Bails Out) 4. Fuel Hit and Catches Fire(Crew Bails Out) 5. Ammo Hit, KABOOM!!!, If no ammo, then cargo or Locomotion 6. Weapon Hit (Main Weapon Out)Light Wound -10% to hit, -1" Move
Saving Roll (1D6):
Hard Cover 5-6
Kevlar 6
Deviation Diagram (1D8)
1
8 2
7 3
6 4
5
Distance 1D6" for Grenades, 1D8" for RPG's LAW's and GL's, 1D12" for Mtrs and
L CG's
+20% for Fanatics
Roll D100 for each morale check, under modified chance, the unit passes it's check or it rallies to a higher morale state. If not, it remains at that morale state(if attempting to rally) or it drops one state(if attempting to pass a check).
-10% for each 5 Casualties
-20% for 50% casualties
-30% for Enemy AFV's within 10"
+10% for each Visible Enemy Dead
+20% for each visible KO'd enemy AFV
-10% for each Officer/NCO hit
-20% for each visible Friendly AFV killed
1st Fail Unit Falls Back 1D6", May Fire, No Advance to Enemy
2nd Fail Unit Falls Back 2D6", -15% to hit, No Advance
3rd Fail Unit Falls Back 3D6", No Fire, Unit leaves Behind Heavy Weapons and
Wounded on a roll of (5+) on a D12, Hide if no escape
4th Fail Unit Falls Back 4D6", No Fire, Unit leaves behind all wounded and
Heavy Weapons, Surrenders if No escape(Fanatics Suicide)
+1 for "nasty" items
+1 for SMG, Shotgun and Pistol Armed Figures
+1 for Elites
+2 for Fanatics
-1 if attacked from behind
-1 for each morale state below normal that the figure is at(4th Level
Automatically surrenders, may not melee)
For Armor ratings, I used the Twilight:2000 system, but feel free to come up with something on your own!