AT-4/LAW
Each time an AT-4 is fired roll a TQ, if the test is passed the AT-4 anti-tank specialist may continue to fire the AT-4, otherwise the soldier is out of AT-4s. If a team is out of AT-4s and activates in cohesion with a same nationality APC/IFV/"Jeep" vehicle it may replenish its AT-4 by passing a TQ. A well supplied force receives a +1 DShift, and a Poorly Supplied force receives a -1 DShift for the resupply test.
ATGM (Javelin/Eryx)
Each time a Javelin or other ATGM is fired roll a TQ with a -1DShift, if the test is failed the weapon is out of ammo following the resolution of the current attack. An "out of ammo" ATGM team which activates within cohesion of a same nationality APC/IFV/Light Patrol vehicle may replensih its ammunition by passing a TQ. A well supplied force receives a +1 DShift, and a Poorly Supplied force receives a -1 DShift for the resupply test.
Arming Distance
AT-4 has an arming distance of 4˝ and therefore may not be used against targets at less than 4˝ range. Other systems (other than the RPG series) have an arming distance of 8˝. ATGMs receive a -1DShift against targets less than 24˝.
Medic
A medic in cohesion with a team containing casualty uses the Advanced First Aid table.
Artillery Accuracy
Select a point for the artillery attack then roll a random direction dice. For regulars roll a D6˝ drift, if a FOO calls the artillery, roll two D6 and keep the lowest. If irregulars call artillery, roll 2 dice and keep the highest.
Air Support
If the player decides to attack a target “danger close” the air support will refuse the request unless a TQ of 4+ is successful.
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