The following document is what I give to all players when involved in one of my Centurian Miniatures games. They are a hodgepodge of charts and sequences from a variety of other games including TacForce and Challenger Modern Miniature rules, plus a whole lot I made up myself. A few notes about the following rules: * Movement sequence is based on Team A/Team B/Team system that I find to have two major advantages over the normal one-by-one movement in Centurian. The first is that it is much faster. The second is that it stops the unrealistic daisy-chaining that happens when everyone always moves behind the person who just moved before them. * All Ranges and speeds are Doubled! I do not use geo-hexes, hex boards, or such. My playing tables are large and open, and I like it that way. * These rules assume you have bought the Centurian Technical Update. * I use a great deal of alternate rules that you can download through my other documents if you wish. Otherwise, this document is ready and willing to be edited however you wish. * Homing missiles have Hellrounds on them. I consider them useless otherwise. v2.1 Updates 4/13/98 ----------------------------------------------------------------- * Many weapons systems are adapted from Kannik's Alternate rules that are detailed at his website. Minor deviations are present in my application of his rules. * Added Helicopter/jetsled Gunship Rules * Vehicle Record sheets I use are the '+' format from Kannik's alternate rules, detailed and downloadable at his website. Damage criticals are handled differently, deviating from Kannik's charts. * Anti-aircraft ADR values have been altered, making some weapons more useful, and others less. Since the GMDC is so much better than the MDC, I have now made the MDC the Flakker of choice so that they are still useful and worth the cost. * Rockets have been modified with Ripple fire rules. v2.2 Updates 8/24/98 ----------------------------------------------------------------- * Just a few more ADR alterations. v2.3 Updates 9/5/98 ----------------------------------------------------------------- * Light Artillery Rules. CENTURIAN ORDER OF BATTLE v2.3 A) Order of Battle 1) Initiative phase a) Both sides roll a d10 b) Higher roll decides whether to be Team A or Team B 2) Plotting phase a) Both sides apply acceleration b) Both sides declare unit Sagger Watches, and anti-air units, and opportunity fire units. 3) Movement phase a) Team A moves all units half movement and declares Spotting attempts b) Team B moves all units and declares spotting attempts c) Team A moves all units their remaining movement and declares spotting attempts 4) Painting Phase a) Team A declares all paint attempts b) Team A attempts to paint targets c) Team B declares all paint attempts d) Team B attempts to paint targets 5) Air Phase a) Attackers declare flight path b) Radar locks resolved c) ADN fire and ground attacks occur during attack run as targets come into range. 6) Combat Phase a) Team A declares all Weapons fire b) Team A resolves Weapons fire c) Team B declares all Weapons fire d) Team B resolves Weapons fire 7) Artillery Phase a) Resolve incoming b) Request new targets 8) End Phase a) Remove Widowed armor b) Remove Smoke and fire smoke grenades c) Both sides apply decelleration B) Ground Movement 1) Scale is 1" = 100m. 1 turn is approx 1 minute. 2) All units must move their full movement as plotted. If the Unit is moving as Team A, Movement is cut in half and applied equally to each phase. 3) Consult the Turning Chart in the back for how wide of turns are required. 4) Consult the Terrain Effects chart to determine speed restrictions and combat effects. 5) Gravtanks must move at least 1" forward before turning at beginning of phase. C) Infantry 1) Movement is as follows (unless otherwise stated): *--------------------------------* ! Normal infantry moves 2 inches ! ! Bounce infantry moves 6 inches ! ! Grav infantry moves 10 inches ! *--------------------------------* 2) Combat damage effect modifiers (Add this to the roll to cause infantry damage): *---------------------------------------------* ! Moving in open : +2 Concrete cover : -4 ! ! Hard cover : -3 Light cover : -2 ! *---------------------------------------------* 3) Ground Vehicles lose 1/4 movement to dismount Normal/Bounce Infantry. Mounting costs 1/2 movement. 4) Grav vehicles must be stopped for an entire turn to mount any type of Infantry. 5) Dismounting Infantry a) Grav Infantry can be dismounted any speed. b) Gravtanks can dismount Bounce infantry at any speed if they are TTF or LAF. c) If the Gravtank is at NOE, it can only dismount infantry if speed is zero for entire turn. d) Dismounted infantry cannot move that turn, but can engage in painting and combat. 6) At the beginning of the scenario, commanders must choose weaponry for their squads. Each squad can carry Mortars, Medium Mortors, 4 TVLGs, Remote Launchers, or SAWs. 6) Mortars a) Mortars can fire anti-armor out to 40 inches using the IWF7 template for damage. b) Mortars can fire anti-infantry out to 40 inches. c) Mortors can fire indirectly, as long as someone paints, out to their maximum distance. 7) Medium Mortors a) Maximum range is 50 inches. Indirect minimum range is 10 inches. b) Direct fire to-hit is normal. Indirect to-hit is always 6, scattering on misses. c) Anti-armor hit as 100mm HEAP rounds. d) ADA zaps minefield on 5 or less. e) HAFE only affects 1 inch radius. f) Take 5 troops to operate it. Reduces speed of Bounce infantry to 4. g) No opportunity fire. 8) Remote Launchers a) Infantry units can carry remote missile launchers with either 2 SMLMs or 4 TVLGs that can be operated 10 inches away w/3 troops. b) Setup time is 1 Round stationary w/5 troops. 9) SAWs are high ROF GUASS automatic weapons that cause a bonus on die rolls firing anti-personnel. 10) Two stationary, damaged, infantry units can combine to create a new infantry unit, Max 8. 11) Infantry can paint out to 12 inches. Roll less than number of surviving squad members + 1. If painting, the squad may not fire any weapon. 12) When in Close Assault, infantry can choose any side or turret to attack. 13) Infantry can ride on vehicles, but if hit by weapon, infantry takes damage equal to # boxes destroyed. 14) Any APC can provide up to 4 reloads of missiles, taking one turn, stopped, in same place. 15) GMDC damage: row = GMDC Damage boxes * hits 16) PBC Damage: row = # boxes Damage D) HEAF Rounds 1) Any 25mm or 50mm GUASS may fire HEAF instead of standard Anti-Personnel rounds. 2) Target infantry take damage as IWF7, with double forest and rubble modifiers. E) Multiple targets 1) All direct fire weapons must target same target. 2) TVLG/SMLMs can be fired at seperate, painted targets. 3) Infantry can split fire and painting as wished. F) Digging Cannons 1) Most Grav-vehicles have digging cannnons. 2) If stationary, a charge can be expended and the vehicle can sink to Hulldown inside a crater. G) Artillery 1) Artillery scatters unless commander rolls 9 or less. If target area is not in LOS of friendly unit, must roll 6 or less. 2) Possible GPA Rounds called include: HAFE-I, ADM, AMA, HELL, Smoke, Crater, GLAD. 3) HAFE-I Round a) HAFE-I hits as a HAFE round in 2 inch radius. b) Vehicles take 10 points damage on every facing except bottom. c) Woods are rubbled. 4) ADM Round a) Mines will cover 1 inch radius at impact b) Enemy will see incoming round during play. 5) AMA Round a) All mines in 2 inch radius are disabled. 6) HELL Round a) Vehicles within 1 inch radius take 100 damage to all facings except bottom, minus shields, and ground immediately. b) Soft targets (infantry) within 1 inch are removed. c) Grav vehicles within 2 inches must make pilot roll of 5 or less to avoid grounding. 7) Smoke Round a) Offers a line of smoke 6 inches long, instantly centering at impact at orientation desired. 8) Crater Round a) One crater will appear on target. 9) GLAD Round a) Requires target vehicle be painted, and vehicle must be within 3 inches of target area. b) Base to-hit is 9. c) Hits turret 1-3, otherwise stern, as 150mm HEAP. H) Missiles 1) TVLGs always have a 360 degree arc of fire no matter where they are located on the unit. 2) TVLGs and SMLMs can be fired indirectly on a painted target except with infantry. 3) A vehicle may fire one SMLM and/or two TVLGs a turn. 4) Anti-Personnel Missiles. a) Any TVLG missile can be exchanged 1/1 for an APM round. b) Causes Infantry damage as a IWF7. c) Causes vehicle damage as a HAFE round. 5) TVLG-LR penalized -3@0-2 -2@3-4 -1@5-8 6) Vulcans engage Missiles (and rockets) on following chart. If number is missed, all missiles get thru. # Missiles: 1 2 3 4 5 AGAM/Vulcan-1 5 2 1 AGAM/Vulcan-2 8 4 2 1 AGAM/Vulcan-3 9 5 3 2 1 AGAM/Vulcan-4 9 6 4 3 2 I) Internal Damage 1) Ballistic Protection a) Treat as armor, but does not widow. 2) Communications a) Both locations must be damaged before destroyed. c) No indirect fire calls or launches. 3) Targeting. a) For every box hit, -1 to hit all weapons. 4) Gunner a) Roll consciouness on 8 minus boxes hit. b) Commander can still fire weaponry. c) Can regain consciousness each turn on same roll. 5) Weapons hits (Turret or Hull-1 or Hull-2) a) d10 vs all damage for each weapon at location or weapon is knocked out. 6) Targetting Laser (TARL) a) Any hit and cannot paint. 7) Shields a) d10 vs all damage on side or shield comes down. b) Shield loses -1 per box lost. 8) Powerplant a) d10 vs all damage. b) minus 1/4 speed if roll equal or > 1/2 damage. c) minus 1/2 speed if roll 1/2 damage or smaller. d) if roll is greater than number of remaining boxes, all power lost. 9) Infantry a) For every 4 boxes hit, kill 1 infantry inside. 10) Vanes a) d10 vs all damage or Gravtank can't turn in that direction. 11) Ammo a) Roll less than 7 minus boxes hit or blow up. b) Infantry survive explosion on 8 minus boxes. 12) TS&R a) Both locations must take at least one hit. b) If destroyed, Terrain speed limits are cut in half and altitude change only at beginning of movement. c) For every box hit, add 1 to number of inches required to move before altitude changes. 13) Driver a) Roll consciouness on 8 minus boxes hit. b) If fail, vehicle travels forward at present speed. c) Can regain consciousness each turn on same roll. 14) Digging Cannon a) d10 vs all damage or destroy Digging Cannon. 15) Helm a) d10 vs all damage or lock present speed and course. 16) Grav Drive a) d10 vs all damage or vehicle grounds. 17) Power Coupling a) Any hit and vehicle is comes to a crashing halt. K) Mines 1) Mines will not attack friendly units. 2) Anti-infantry mines always mixed with the anti-armor. 3) TVLG mines attack the bottom armor with a base chance to hit of 12. 4) X-Ray mines have a to-hit of 2 plus bottom shield of target. Damage is always 11 boxes. -4 Inf damage. 5) Mines may be mixed giving 50/50 chance of either firing. -2 on infantry damage. L) Smoke 1) Smoke rounds can be fired from any Mortor, Medium Mortor, Artillery, and Guass weapons. 2) Smoke Grenades are common to all Grav vehicles and one round to infantry units (6 inch range). 3) Generators are found only on some ground vehicles. 4) Smoke Generators must be declared during movement. 5) Generator Smoke follows the unit and remains on the board in movement path up to a maximum of 10". 6) Firing on a smoked vehicle are at -2 to hit. 7) Enemy units firing on a stationary/evading smoked vehicle are at -6 to hit. 8) Smoke grenades cover the side where the turret is facing, declared during End phase. 9) Smoke rounds puff smoke in a one inch radius, must roll to hit target or scatter. M) Grounding 1) Grounding occurs when either the Grav drive is knocked out, a Hell Round unwarps you, or you have exceed maximum safe speed for terrain. 2) It can also be done on purpose, at which point you are able to decellerate before hitting. 3) A grounding unit takes 10 points damage to the bottom for every 2 movement it is going. Damaged squares are counted if one open square still exists on that line. N) Tree-top and Low Grav Flight 1) It takes 2" to change flight altitude. 2) Tree top flight disregards terrain features and one-level buildings. Speed Limits and contures are still in effect. 3) Low-altitude flight ignores all terrain and contour lines. Speed limit is now 150". 4) Attacks that hit the bottom of a Grav-vehicle cannot be engaged by Vulcans. 5) Attackers within 1" of a TTF target has a 100% chance of needing to roll on TTF hit placement. Subtract 10% for every 1" away from target. 6) Attackers within 2" of a LAF target has a 100% change of needed to roll on LLF hit placement. Subtract 10% for every 2" away from target. O) Opportunity Fire 1) Stationary units can opportunity fire on any unit crossing their LOS. 2) Stationary units not declared on ADN are assumed to be on overwatch. 3) Opportunity fire can paint only for its own weaponry. It is not telegraphed. P) Spotting 1) Each unit can spot on one area in the mapboard. 2) All units can call a spotting attempt once during it's movement. Units that move while in the spotting arc of another unit are automatically spotted. Q) Sagger Watch 1) A unit can be put on Sagger watch to allow spotting of hidden units opening fire on units in his group. 2) Must be declared during spotting attempts. 3) If sagger watch unit has not fired this turn, it may immediately fire back on spotted unit at -4 to hit. R) Homing Missiles 1) Homing missiles are fired as normal. It will attempt to lock on the nearest enemy grav in the forward arc on a 7 or less, modified. 2) It will fly as a normal grav vehicle at the same time as the launcher if no target, or with the target if it is locked. The launcher must keep track of the speed and movement of the missile. S) Nuclear and High Yield explosive weapons 1) Unlike Gravitic Hell rounds, nukes have concentric rings of damage from point of impact. For normal Earth atmosphere subtract 25 Damage points per inch away from the crater. If no atmosphere, subtract 100 points per inch. 2) The damage done at ground zero is anywhere from 500 points damage for a 10 kiloton warhead, to 1000 points for a 1000 kiloton warhead, to 3000 points for a High yield Antimatter explosion. T) Air Defence 1) Air defence rules. a) All aircraft and Grav vehicles travelling greater than 40" can only be engaged by Air Defence rules. b) All units must declare during movement phase that they are entering the Air Defence Net(ADN). Its weapons are then overrided. c) All weapons need a radar lock to fire on a bookin vehicle or aircraft. A radar must roll higher than it's radar rating to achieve a lock-on, adding jamming. A vehicle on airwatch and has an unimpeded view of the incoming aircraft, can use direct fire weapons on the craft but is automatically spotted by the aircraft. d) Anti-aircraft fire is handled per Challenger rules. All weapon ranges are doubled against aircraft. e) Painting and Attacks on bookin' Grav vehicles are done per normal rules, but the vehicle must be locked. The radar itself automatically paints if it locks. f) Air Defence for an aircraft is its ECM value. g) Anti-aircraft fire procedure: 1) For each weapon firing, roll a d10 and subtract that weapon's Air Defence rating. The Air Defence Effects rating is moved up that many. 2) The aircraft then rolls a d10, subtracting either the ECM rating against missiles, or Combat value against direct fire weapons. The Air Defence Effects rating is then moved down that many and the effects applied. 3) The effects are cumulative throughout the run. 2) Air combat rules. a) Dedicated CAS aircraft make runs every other round. b) If the defenders have radar, they will be given the general direction the aircraft will come from. c) The flight path is declared and attack resolved. d) All attacks/paints made with Ground Attack value. e) Aircraft cannot spot and attack on the same run. Roll normal spotting attempts off line of flight. All attempts are a -2. 3) Radar Jammers a) A few grav vehicles and AWACS aircraft have jammer equipment implaced in them. Jammer Pods can be attached to aircraft, allowing active jamming. b) Jamming done in active mode is directed against an enemy radar. Roll a d10. For every point above the value of the Jammer, subtract that number from any Locking roll that that radar tries to make. This number can also be added against the ECM value of Aircraft (Negating the pod). c) Jamming in passive mode is defencive. Roll a d10. For every point above the Jamming value, subtract that number from any attempt to lock radar on that unit. Roll seperately for each lock-attempt. T) Helicopters / Jetsleds 1) Unless otherwise noted, choppers have a thrust of 1/2 of its maximum movement. 2) Choppers move as and with Gravtanks. 3) From a hover, choppers can move in any direction without penalty 4) Working this way, a chopper can reposition itself from stopped to stoppeed, 1/4 movement away. 3) Choppers are given ordinance as Jets. Half maximum to each side. U) Hulldown 1) Stationary Grav tanks at a speed of zero can declare Hulldown if they have digging cannons or are on the edge of a rise. 2) Hulldown vehicles are at a -2 to be hit. If hit, the turret will be hit on a 1-7, else the angle plays. 3) Takes 2" to rise out of a crater. V) Pre-Battle Decisions 1) At the beginning of the scenario, commanders must choose weaponry for their squads. Each squad can carry Mortars, Medium Mortors, 4 TVLGs, Remote Launchers, or SAWs. 2) Any number of TVLGs on a vehicle may be replaced by an Anti-Personnel Missile (APM). 3) Any number of Smoke Discharges may be replaced by Anti-Laser Aerosols (-2 Damage for every inch traced through the cloud. W) Light Artillery 1) Targetting handled just like normal Artillery. 2) One artillery can fire multiple rounds, depending on type of system. 3) L-GLAD round like normal except only 100mm HEAP. 4) APGM hits as HAFE 1" radius. 5) Smoke as if fired from GUASS Cannon. 6) X-Burst like X-Ray mine. 1-7 turret. -1 to hit every inch from impact area. Base To-Hit Number Table Range 0-2 3-6 7-12 13-20 21-30 31-40 Offboard Base To-Hit 12 11 10 9 8 7 6 Lasers Type Damage Range Power Mass ADR Cost Laser 1.5/1 2 40 2 2 9 24,000 Laser 1.5/3 4 40 5 5 8 60,000 Laser 1.5/4 5 40 7 7 8 84,000 Laser 1.5/5 6 40 8 8 7 96,000 Laser 1.5/6 7 40 10 10 7 120,000 Laser 3/6 8 40 15 15 6 180,000 Laser 5/6 9 40 19 19 6 228,000 Laser 7.5/6 10 40 23 23 6 276,000 Miscellaneous Weapons Type Damage Range Power Mass ADR Cost MDC 6 MDC6 40 4 12 6 126,000 MDC 8 T 40 6 24 5 168,000 MDC 10 T 40 11 42 5 250,000 MDC 12 T 40 12 46 5 300,000 GMDC-5 5*MDC1 40 2 6 - 75,000 GMDC-8 4*MDC3 40 4 12 - 125,000 GMDC-15 3*MDC4 40 7 24 - 165,000 GMDC-18 2*MDC9 40 12 35 - 235,000 200mm T 30 11 106 - 528,000 150mm T 30 7 73 - 374,000 100mm T 20 5 46 - 292,000 50mm T 12 3 23 - 216,000 25mm T 12 2 14 - 67,000 SMLM(1,2) T 20 0 3n 6 10,000n TVLG(2,4,6,12) T 12 0 1.5n 4 5,000n APM IWF7 10 0 1.5n 2 5,000n TVLG-LR(2-12) T 28 0 3n 4 11,250n SAM(2-10) 3*50mm 15m 5 4n 1 20,000n SSS 200mm 60 0 5 60,000 HEAP VULCAN-1 S 0 5 5 - 20,000 VULCAN-2 S 0 8 8 - 30,000 VULCAN-3 S 0 12 12 - 46,000 VULCAN-4 S 0 15 15 - 60,000 AP Laser S 6 5 5 4 60,000 IWF-9 T 6 S S 7 IWF-7 T 6 S S 7 IWF-3 T 6 S S 8 IWF-1 T 6 S S 9 AntiGround-AntiMissile Guass Gatlings Type Damage Range Power Mass ADR Cost AGAMS-1 2(IWF3) 8 3 6 8 27,000 AGAMS-2 4(IWF5) 8 4 10 7 67,500 AGAMS-3 6(IWF7) 10 6 14 6 216,000 AGAMS-4 8(IWF9) 10 8 18 5 245,000 Chain/Gatling Chemical Propellant Assumed Rapidfire APHE shells Type Damage Range Power Mass ADR Cost (A)20mm 1(IWF3) 8 0 2 8 8,000 (B)25mm 2(IWF3) 8 0 3 7 16,000 (C)30mm 3(IWF5) 10 0 5 7 24,000 (D)35mm 4(IWF5) 12 0 6 6 32,000 (E)40mm 5(IWF7) 14 0 7 6 41,000 (F)45mm 6(IWF7) 16 0 8 6 49,000 (G)50mm 8(IWF9) 20 0 10 7 60,000 Particle Beam Cannon Type Damage Range Power Mass ADR Cost PBC-4 PBC-4 24 12 4 7 70,000 PBC-6 PBC-6 26 18 7 6 104,000 PBC-8 PBC-8 28 25 10 5 138,000 PBC-10 PBC-10 30 34 12 5 172,000 PBC-12 PBC-12 32 40 15 6 206,000 PBC-14 PBC-14 34 50 18 7 240,000 Recoilless Rifle -2 to hit because of low velocity HEAP HESH HEIF Type Damg Damg Damg Range Power Mass Cost 25mm 3 3 IWF7 24 1 7 37,125 50mm 5 4 IWF7 27 1 12 118,800 75mm 7 5 IWF9 30 1 16 140,000 100mm 8 6 IWF9 32 1 23 162,000 125mm 10 7 IWF9 35 1 29 200,000 150mm 11 8 IWF9 40 1 35 240,000 Homing Missiles Durtn/ # Damage Range Accel Power Mass Cost --- ------ ----- ----- ----- ---- -------- HM-1 1 1200 4 4 1 8 128,000 HM-2 2 900 5 4 1 10 164,000 HM-3 3 700 6 5 2 12 205,000 HM-4 4 500 7 6 2 14 250,000 Rocket Launchers Inf Ripple Type Range Pwr Mass Damage Mod Cost ----------- ----- --- ---- ------ ----- ------- 25mm * 1 10 0 1 3 0 2,000 5 10 0 2 8 -1 6,000 10 10 0 3 9 -2 8,000 20 10 0 5 10 -3 12,000 30 10 0 6 12 -4 16,000 40 10 0 8 15 -5 22,000 50 10 0 10 20 -6 30,000 50mm * 1 12 0 1 3 0 5,000 5 12 0 2 9 -1 10,000 10 12 0 4 10 -2 14,000 15 12 0 5 12 -3 21,000 20 12 0 6 15 -4 30,000 100mm * 1 15 0 1 10 0 10,000 2 15 0 2 10 -1 16,000 5 15 0 3 12 -2 24,000 10 15 0 5 15 -3 35,000 150mm * 1 18 0 2 15 0 18,000 2 18 0 3 15 -1 27,000 5 18 0 5 20 -2 40,000 200mm * 1 20 0 3 20 0 25,000 2 20 0 5 20 -1 36,000 Rockets are automatically -2 to hit because of low initial velocity, and unguided. If the rocket hits, use the template of a HEAP GAUSS round of the same calibur. Shields are bypassed, but Vulcans can engage. If all rockets are ripple-fired at the same armored target, each rocket to-hit is modified by the 'Ripple Mod'. Rocket Pods can be mass fired, burst fired, or fired one by one. Use the Ripple Modifier of the appropriate size for that pod. Air Combat Tables Range off Ordinance Tonnage Flight Notes Laser Pods (per chart) 2" HAFE Rocket 3 4" ADM Bomb 6 2" 2" by 6" box AMA Bomb 2 2" 2" by 6" path Gravitic Bomb 8 0" points:100+10/ton GLAD Bomb 3 4" SMLM Missile 1 7" TVLG*2 Missile Pack 1 5" SSS 4 Standoff HARM to-hit 10 Rockets Pods see charts 5" Jammers see charts N/A Air to Air Missile 1 N/A ADR: 1 *---------------------* *-----*-------*---*AIRCRAFT DAMAGE TRACK*-*-----*---------*-----* ! ! ! *---*----*----*----*--* ! ! ! ! ! 0 ! 1 ! 2 ! 3 ! 4 ! 5 ! 6 ! 7-8 ! 9-12 ! 13+ ! ! ! ! ! ! ! ! ! ! ! ! ! N/E !+1 Acq !+1 Acq !+1A !+2A !+2A !+2A !Abort! Abort ! Bye ! ! ! !+1 Fir !+2F !+2F !+3F !+4F ! Run !Mission ! Bye ! *-----*-------*-------*----*----*----*----*-----*---------*-----* Radar and ECM Radar Power Mass Cost ECM Power Mass Cost -------- ----- ---- ------- -------- ----- ---- ------ Factor 1 32 20 130,000 Factor 1 32 5 80,000 Factor 2 16 13 110,000 Factor 2 16 4 70,000 Factor 3 8 8 90,000 Factor 3 8 3 60,000 Factor 4 4 5 70,000 Factor 4 4 3 50,000 Factor 5 2 3 50,000 Factor 5 2 2 40,000 Factor 6 1 2 30,000 Gravitic Warhead Charts 1" 2" 2" 1" 2" 2" Damage Grounds Grounds Soft Damage Grounds Grounds Soft ------ ------- ------- ---- ------ ------- ------- ---- 1500 Auto Auto dead 900 Pilot-4 Pilot+1 IWF9 1400 Auto Pilot-4 dead 800 Pilot-3 Pilot+2 IWF7 1300 Auto Pilot-3 dead 700 Pilot-2 Pilot+3 IWF5 1200 Auto Pilot-2 dead 600 Pilot-1 Pilot+4 IWF3 1100 Auto Pilot-1 dead 500 Pilot --- ---- 1000 Auto Pilot dead 400 --- --- ---- *------------------------------------------------------------------* ! Terrain costs and effects chart ! ! Direct ! ! Fire ! ! Terrain Speed Limit Cost Ground Vehicles Modify ! ! --------- ----------- ---- --------------- ------ ! ! Clear 40 1/1 ! ! Rough/Rocky 40 1/1 Wheel:50% ! ! Road 40 1/1 Wheel:200% Track:150% ! ! Light Woods 16 2/1 -1 ! ! Heavy Woods 12 3/1 -2 ! ! Water 40 1/1 Not passable ! ! Under Water 2 4/1 Not passable ! ! Buildings 20 2/1 -2 ! ! Crater/Hulldown -2 ! ! ! ! Anti-armor Mods: Target size D: -1 Target size F: -3 ! ! Target size E: -2 Target size G: -4 ! ! Recoilless Rifle or Rockets: -2 to hit ! ! Grav/Chopper Pop-Up: -2 to hit/-4 to be hit ! *------------------------------------------------------------------* INFANTRY EFFECTIVENESS Sqd Weapons TVLG Mortr SAW Med Strth Effect Avails Avails Bonus Mortor Remote 8 IWF 9 4 2 +4 1 Mv&Fr 7 IWF 7 4 2 +4 1 M&F 6 IWF 7 4 2 +4 1 M&F 5 IWF 5 4 1 +3 1 F 4 IWF 5 4 1 +3 0 F 3 IWF 3 3 1 +2 0 F 2 IWF 3 2 0 +2 0 - 1 IWF 1 1 0 +1 0 - *------------------------------------------------------------* ! Facing Change Table ! ! ! ! Current Velocity Restrictions ! ! ---------------- ------------ ! ! 0 May spin in place ! ! 1 - 5 1 Inches between 60 degree ! ! 6 - 10 2 Inches between 60 degree ! ! 11 - 15 3 Inches between 60 degree ! ! 16 - 20 4 Inches between 60 degree ! ! 21 - 25 5 Inches between 60 degree ! ! 26 - 30 6 Inches between 60 degree ! ! 31 - 40 7 Inches between 60 degree ! ! 41 - 50 8 Inches between 60 degree ! ! 51 - 60 9 Inches between 60 degree ! ! 61 + 10 Inches between 60 degree ! *------------------------------------------------------------* SPOTTING TARGET IN THE OPEN Target Up To Type 1" 2" 5" 10" 20" 30" 50" ------- ------- ------ ------ ------- ------- ------- ------- A 1 1 1 2 3 5 7 B 1 1 2 3 4 6 8 C 1 2 3 4 5 8 9 D 1 2 5 8 9 10 11 E 2 3 6 9 10 11 12 F 2 3 7 10 11 12 15 G 2 4 8 11 12 15 -- SPOTTING TARGET UNDER COVER Target Up To Type 1" 2" 5" 10" 20" 30" 50" ------- ------- ------ ------ ------- ------- ------- ------- A 1 2 3 4 5 8 9 B 1 3 4 5 7 9 10 C 2 4 5 7 8 10 11 D 2 5 6 8 10 11 12 E 3 6 8 10 11 12 15 F 4 7 9 11 12 15 -- G 5 8 10 12 15 -- -- (Roll Higher than shown number) Target Types: A) Heavy Grav Tank B) Medium Grav Tank C) Light Grav Tank to Land Rovers D) Jeep E) Infantry Support Group F) Infantry Squad G) Lone Infantry Acquisition Modifiers to target number: -1 Acquirer Higher -1 Target fired ATGW, Mortor, light support weapons -2 Target fired heavy support weapons -2 Normal infantry combat sensors -3 Element moved more than 700m within sight >>> -4 Integrated combat scanning and sensors +1 Observing through artillery fire zone +1 Observing on the move or Emergency halt +2 Target dug in +3 partial smoke, fog, rain +4 Low tech sensors at night +6 No sensors at night