Hand to Hand / Physical

A figure with double frontage aligned in front to front contact with 2 enemy figures, or facing troops in close order, engages only 1 of them, the other provides aid. If the enemy is pushed back, forced to flee or downed, the other enemy figure recoils.

Combat is resolved using (1d6 + attacker’s Physical Combat Factor ± any Modifiers) versus (1d6 + target’s Physical Combat Factor ± any Modifiers).
Friendly figures attacking the same enemy aid rather than make their own attack.

A figure may subdue, restrain or knock out an opponent by obtaining a downed result in Hand to Hand combat. Most normal modifiers apply.

Hand to Hand combat involving vehicles can be problematic.
It can be avoided in many circumstances by opportunity fire (shoot at vehicle / attacking infantry, or dropping explosive under an advancing vehicle).
Shooting at 0 range, including with an area effect weapon that may affect the shooter (such as dropping explosive under an advancing vehicle at the last moment, without the penalty for opportunity fire).
Infantry can attempt to board an open vehicle (including an AFV with open hatches) and engage individuals inside, who may enjoy modifiers due to protection and position.
Otherwise, if required, Vehicular Combat Factors can be derived in the usual way, including armour. Vehicles do not turn to face.



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Vehicle ground speeds
Speed
* With off road capability
Physical
(O)
Good
Rough
Difficult
0 - 10
-1 / -2 / -3
8
6
2
11 - 20
0 / -1 / -2
10
8
4
21 - 30
+1 / 0 / -1
12
10
6
31 - 40
+2 / +1 / 0
18
12
8
41- 60
+3 / +2 / +1
24
18
10
61 - 80
+4 / +3 / +2

36
10
x
80*
36
14
6
 81 – 99
+5 / +4 / +3
48
10
x
 -100*
48
18
8
101 - 199
+6 / +5 / +4
60
10
x
200 – 249
+8 / +5 / +4
96
10
x
Aircraft

Max speed
Attack speed
Off table
100-199

100
48
4
200 – 299

150
60
6
300 - 399 (Boeing P16)

200
72
8
400 – 499

250
84
10
500 – 599

300
96
12
600 – 699

350
108
18
700 +

400
120
20
 

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