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Quick Reference Sheet Activations/Force Morale: Ommand ICE

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0% found this document useful (0 votes)
226 views6 pages

Quick Reference Sheet Activations/Force Morale: Ommand ICE

Uploaded by

masen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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1

COMMAND RATINGS 4.5.1


RANK INIT. RANGE ROLL
Junior Leader/Superior 2 6" 3/3,4

Senior Leader/Inferior 3/2 9” 4

Ranking Leader 4 12” 4

Quick Reference Sheet LEADER ACTIONS 4.5.2


Activations/Force Morale AcNvate one team or secNon to move/fire

AcNvate & place a single team on Overwatch


COMMAND DICE 4.3.1, 4.5.2 AcNvate team, secNon or squad for covering fire
ROLL EFFECT
NOT ACTIVATIONS 4.5.3
1 Deploy a team NOT part of a secNon or leaderless
vehicle (may fire) Rally one Shock from Team in CR, not in LOS of enemy
or AcNvate one Fire Team
Rally one Shock from Team he is a`ached to
2 Deploy (may fire) or acNvate one SecNon
Unit not TacNcal or on Overwatch to throw grenade, fire
3 Deploy one Junior Leader with SecNon or vehicle:
may then acNvate it but neither it nor he may rifle grenade or use SecNon AT weapon
move
or AcNvate one Junior Leader Move (once/Phase, if not already moved with unit)

4 Deploy or acNvate one Senior Leader Transfer one man between Teams if both within 4”

5 Add one to CoC dice tally


FORCE MORALE 3, 15.1
6 Special Effect - see below INITIAL VALUE 1- 2 3 4 5 6+
One 6 Pass iniNaNve Green -2, Elite +2 on dice 8 8 9 9 10 11
Two 6’s Retain next phase SETBACK 1 2 3 4 5 6
Three 6’s As 2, + end turn Team Breaks 0 -1 -1 -1 -1 -2
Wiped out 0 0 -1 -1 -1 -1
Four+ 6’s As 3, + CoC dice, random event SecNon Breaks -1 -1 -2 -2 -2 -2
Wiped out -1 -1 -1 -2 -2 -2
Jun. Ldr Wounded 0 0 -1 -1 -1 -2
USING CHAIN OF COMMAND DICE 5.1.1 Killed -1 -1 -1 -2 -2 -2
Routs -1 -1 -2 -2 -2 -2
Interrupt with unpinned SecNon or Team to fire or move Sen. Ldr. Wounded -1 -1 -1 -1 -2 -2
Killed -1 -2 -2 -2 -2 -3
End Turn Routs -2 -2 -2 -2 -3 -3
Move a friendly Jump-Off Point up to 18” (in/behind Support Killed -1 -1 -1 -2 -2 -2
cover, 6” in rear of friendly troops) Routs -1 -1 -1 -1 -2 -2
JOP Lost -1 -1 -1 -2 -2 -2
Ambush with single infantry Team Friendly loses cmd dice 0 0 0 -1 -1 -1
Platoon destroyed/breaks -1 -1 -2 -2 -2 -3
Relocate sniper
AFV imm/main gun KO 0 0 -1 -1 -1 -1
Avoid taking Force Morale Test KOed -1 -1 -2 -2 -2 -2
Command AFV KO -1 -2 -2 -2 -3 -3
Keep mortar barrage firing on Turn end
FORCE MORALE EFFECTS 15.1
THE TURN END 6.2 4 Command Dice reduced by 1
Remove: Smoke, TacNcal, Overwatch, captured JOP 3 Command Dice reduced by 2
Pinned units re-check shock 2 Command Dice reduced by 2, remove one JOP
Un-rallied broken units/leaders Rout from table 1 Command Dice reduced by 3

Test Force Morale for Routed Leaders 0 Rout or Surrender


2
EFFECTS OF SHOCK 14
Infantry
Movement (14.3) -1 pip from total per point of shock

Firing (14.4) -1 dice per 2 points (-1 on roll/point


for AT fire)

SECTION/TEAM ACTIONS 4.4, 7.1 Pinned (14.5) shock > remaining men: no move &
fire at 1/2 effect, for rest of turn
No Movement Fire at full effect or TacNcal stance
Broken (14.6) shock >= 2 x remaining men: fall
TacNcal Move 1D6, + 1 level of cover (TacNcal stance) back 6 + 2D6

Move & Fire 1D6, + fire at half effect


CLOSE COMBAT 13.1.1
Normal Move 2D6, may not fire
Per man (not including Leaders) 1D6
At the Double 3D6, each Team takes 1 Shock
Per Leader Command IniNaNve +1D6
TERRAIN 7.2 Per troop quality level higher +2D6
Broken No “at the double” Per D6 enemy moved (first round) +1D6
Heavy No “at the double”, -1 pip/dice Per two points of Shock -1D6

Really Heavy No “at the double”. -2 pips/dice Aggressive troops +1D6/3 men

Low Obstacle 2D6, remove lower Per SMG/Assault Rifle +2D6

High Obstacle 2D6, remove higher Defending, per LMG +4D6 (first round)

Dense Obstacle one Phase to cross Defending, per M/HMG +6D6 (first round)

Defending Light cover, or inside +1D6/3 dice (first


HIT TABLE 9.1 building defending from another round)
floor
TARGET IS GREEN AVERAGE ELITE
Defending Heavy cover, or inside +1D6/2 dice (first
Close 3-6 4-6 5-6 building defending from outside round)
EffecNve 4-6 5-6 6 Hit in rear (first round) remove half dice
Elites under covering fire are hit on 6 then 4+ on d6 Pinned remove half dice

EFFECT OF HIT 9.1 CLOSE COMBAT EFFECTS 13.1.1


COVER MISS SHOCK KILL If one side more than four Nmes as many dice as the
other, the side with fewer dice immediately falls back
Open 1-2 3-4 5-6 3D6 with backs to enemy and takes 8 shock.
Light 1-3 4-5 6 5 1 Kill
Heavy 1-4 5 6 6 1 Kill, 1 Shock

HITS ON LEADERS 9.1.1 RESULTS OF CLOSE COMBAT 13.1.2


1 Killed outright Draw Fight again unless one side breaks due to
Shock (3 Nmes, then reNre 3”)
2-3 Wounded - no acNvaNon for rest of Turn

4-6 Lightly wounded, -1 Command IniNaNve Lose by 1 Fall back 6”

Lose by 2 Fall back 9”, +1 shock per Team


HITS ON FOOS 9.1.1 Lose by 3 Flee 12”, +2 shock per Team
1-3 Killed
Lose by 4+ Break & flee 18”. double shock per Team,
4-6 Wounded, may not move for rest of game will surrender if no escape
Vehicles
3 FIRE AGAINST VEHICLES - 2D6 12.1
-1

-1
Target moved flat out in last/current phase

Firer moved this phase


VEHICLE MOVEMENT 11.2 -1 per point of shock on Firer
Slowly 1D6, fire any acNvated weapons at full effect -1 Firer’s gun sight is damaged
Fast 2D6, may fire acNvated MGs at half effect -1 Target is small or low profile
Flat Out 3D6, no firing, may not turn 90° or more -1 range band amer first for infantry AT
StaNonary Fire at full effect -1 for replacement gunner

MODIFIERS 11.6 +1 commander using 2 CI to acNvate gunner


WHEELED SLOW AVERAGE FAST +1 Target staNonary and firer has already hit it
Road/Solid x2 +1/die +2/die
TO HIT A VEHICLE 12.1
Broken +1/die +2/die
TARGET ROLL REQUIRED
Heavy Going No
In the open 5
Som double bogs down (11.6.1)
View obscured (some cover) 7
RESTRICTIONS 11.6.1 View badly obscured (Hull Down) 9
Wheeled May not cross linear obstacles. May move WEAK SPOT 12.1
when deployed.
Unmodified double 6 to hit = + 3D6 to Firer roll.
Tracked Low obstacles. no penalty
Tall obstacles, fast speed, discard lowest
dice. immobilised on double STRIKE ROLLS 12.1
Reversing 2D6, no modifiers Firer: 1D6 for each AP strike factor of weapon
Target: 1D6 for each Armour factor (+1D6 for Schurzen
StaNonary Fire at full effect on side). Compare successes (as per tables on page 4)
SoXskins:
Firer uses HE strike factor
Target doesn’t get a roll.
DISEMBARKING FROM VEHICLES 11.6.2
Vehicles disembarking troops may only move with a TARGET NUMBER 12.1
maximum of 1D6 in that Phase. Vehicles embarking
FIRER VS
troops may not move at all in that Phase.
Front armour 5-6
Disembarking troops may move as normal if vehicle is
staNonary, but may not double. Side Armour 4-6
If vehicle has moved, disembarking troops move 1D6 but
count as moving normally Rear Armour 3-6

TARGET

TANK OVERRUNS 13.2 Save 5-6

vs Infantry Roll D6 vs current Shock - if succeeds


may evade 2D6. If fail, 1D6 men will be TANK RAMMING 13.3
crushed, rest move 4”
Roll 1D6 per point of Armour, compare number of 5s,6s
vs entrenched Must remain staNonary for phase. Roll
Equal 1 Shock each, no acNon next Phase
1D6, +1 for hard ground, -1 for som.
0: posiNon crushed, bogged down < double both vehicles out of acNon
1-3: posiNon and troops crushed
4+: troops pinned >= double vehicle takes 2 net AP hits. enemy KO
Vehicles II
4 HALFTRACKS AND CARRIERS 12.1
EQUAL HITS AND SAVES
1-2

3-4
No effect

Reverse 1D6 immediately


TANKS. ACS, SPGS 12.1 5 Immediately drive flat out towards cover
EQUAL HITS AND SAVES
6 1 Shock, passengers must deploy now
1-2 No effect
ONE NET HIT
3-4 Halt and engage firer next Phase
1 1 Shock, driver may not be acNvated next Phase
5-6 1 Shock, reverse 1D6
2 1 Shock, gunner may not be acNvated next Phase
ONE NET HIT
3 1 Shock, vehicle may not be acNvated next Phase
1 1 Shock, driver may not be acNvated next Phase 4 1 Shock, movement fast/flat out remove lowest dice
2 1 Shock, gunner may not be acNvated next Phase 5 1 Shock, forward weapon destroyed
3 1 Shock, vehicle may not be acNvated next Phase 6 2 Shock, reverse 2D6 immediately
4 1 Shock, movement fast/flat out remove lowest dice TWO NET HITS
5 1 Shock, gun sight damaged, -1 to hit 1 2 shock, driver killed, 2 phases to change

6 2 Shock, reverse 2D6 immediately 2 2 shock, D6 hits on weapon crew/passengers

TWO NET HITS 3 2 shock, CO wounded, reduce Command by 1

4 2 Shock, immobilised, passengers disembark


1 2 shock, driver killed, 2 phases to change
5 2 Shock, 2D6 hits on passengers
2 2 shock, gunner killed, 2 phases to change
6 3 Shock, reverse 2D6, D6 hits on passengers
3 2 shock, CO wounded, reduce Command by 1
THREE+ NET HITS
4 2 Shock, immobilised
1-4 KO, D6 hits on passengers as if in open
5 2 Shock, hull MG KO
5-6 Explodes, 1D6 on infantry in 4”, 2D6 on passengers
6 Main gun KO

THREE+ NET HITS


INFANTRY FIRE VS SOFT-SKINS 9.1.4
1-4 KO
Roll as normal vs crew/passengers, counNng target as in
5-6 Explodes, 1D6 hits on infantry within 4” light cover, plus:

2 6s Roll on zero net hits table for Som-skins (sheet 4)


SOFT-SKINS 12.2 3 6s Roll on one net hit table for Som-skins (sheet 4)
ZERO/ONE SUCCESS
4 6s Roll on two net hit table for Som-skins (sheet 4)
1-2 No effect

3-4 Reverse 1D6 immediately


VEHICLE NOTES
5 Immediately drive flat out forwards
Normal Turret Rotate 120°/phase, arc of fire 120°
6 Passengers must deploy now
Slow turret May only rotate 90°/phase, arc of fire 90°
TWO+ SUCCESSES Fast turret May rotate 180°/phase, arc of fire 180°

1-4 Destroyed. D6 hits on passengers as if in open Heavy Armour Treat side armour as front, rear as side

5-6 Explodes, D6 on infantry in 4”, 2D6 on passengers Ronson Explodes on 4-6 on Three Net Hits table
5
Support VEHICLES IN A BARRAGE 10.3.7
Weapons Roll 1D6 on below table. Add 2 for 120mm/4.2”+ calibre,
1 for open topped vehicle

SOFT-SKINS
WEAPON TYPES 10
1-3 No effect
Infantry Guns (10.1) Hit on 4,5,6: reduce cover by one
level 4 1D6 hits on passengers

AnN-Tank Guns firing Hit on 4,5,6: reduce cover by one 5 Destroyed, 1D6 hits on passengers
HE (10.2) level 6+ Destroyed, one hit on each passenger
Off-table Mortars Count as EffecNve Range (Close if
(10.3) in wood/orchard), pinned unNl ARMOURED CARRIERS
barrage ends. 1-2 No effect
Ranging shot does 2 hits if hits.
Barrage covers 18” square area 3-5 -1 Commander’s Command iniNaNve for next Phase
centred on aiming point.
6 Destroyed, passengers disembark

OFF-TABLE MORTARS 10.3 7+ Destroyed, one hit on each passenger

First ac^va^on: ba`ery contacted (check availability if TANKS AND ARMOURED CARS
not first Nme)
1-3 No effect
Second ac^va^on: place aiming point within LOS of FOO:
roll 2D6 on deviaNon table for barrage or ranging shot. 4-5 -1 Commander’s Command iniNaNve for next Phase
Third+ ac^va^on: if already firing, may shim aiming point
6” in any direcNon. If ranging shot off target may call for 6 One hit on vehicle damage table and 1 Shock
another with (cumulaNve) +1 on deviaNon table.
7+ Two hits on vehicle damage table and 2 Shock
OFF-TABLE MORTAR DEVIATION 10.3
2 Deviates 6D6” LIGHT MORTARS 9.4
3 Deviates 5D6” LOS to target = Close range
No LOS = EffecNve range
4 Deviates 4D6” double 1 = out of ammo
5 Deviates 3D6”
LIGHT MORTAR SMOKE 9.4.1
6 Deviates 2D6”
1 6” right
7 Deviates 1D6”
2 6" lem
8+ On target
3 Hit if LOS, else 6” over

4 Hit if LOS, else 6" short


BATTERY AVAILABILITY 10.3.3
5-6 Hit
1 Not available again

2 Not available for rest of this Turn


FLAMETHROWERS 9.6
3-4 Not available this Phase
Ignore all cover, double all Shock
5-6 Immediately available
Set wooden building on fire if roll 2+ 6s

VS VEHICLES 9.6, 12.5


HE VS BUILDINGS 10.3.6
Som-skins AutomaNcally destroyed
3 6s Building unstable. Occupants must leave before
end of Turn or roll 1D6/figure, killed on 6 Armoured transports All cover ignored, shock doubled

4 6s Building collapses: roll 1D6/figure, killed on 5,6 AFVs Ignore kills, all Shock doubled
Miscellaneous
6 SNIPERS 9.5
May deploy within 12” of friendly JOP

May redeploy within 18” of current posiNon/>12” from


enemy on use of CoC dice. Otherwise do not move.
CoC QRS V2.4 Designed by Mike Whitaker: for latest
1D6, hits on 3+, target any unit in LOS. counts as in open
version, check h`p://troublea`hemill.blogspot.com/
Inflict double shock, leader -1 on roll to see if hit
Chain of Command and the logo/graphics are © 2013
Too Fat Lardies and Richard Clarke Can only be spo`ed by unit on overwatch: roll D6, spot
on 6, cumulaNve +1 bonus to roll on each a`empt

Any kill will remove sniper team, any Shock ignored


GRENADES 9.2
Target must be 4”+ away
Roll 2D6 > range in inches to hit, with modifiers (double 1 GRENADE EFFECT 9.2
= dropped at feet, roll effect on throwing unit)
open/light cover 2 hits
-2 target is door/large ground floor window
confined space 3 hits, ignore cover
-4 target is upstairs window, open-topped vehicle
inside AFV 3D6, each 4,5,6 = one hit on
-6 target is firing slit/open tank turret vehicle damage table

MASTER ARSENAL TABLE 9.1


WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Bolt AcNon Rifle 1 0-18” 18”+

Semi-automaNc Rifle 1 0-18” 18”+ Re-roll 1s


AutomaNc Rifle (BAR) 3 0-18” 18”+ Re-roll 1s

Magazine LMG 6 0-18” 18”+ -2 firepower when crew = 1

Belt-fed Bipod LMG 8 0-18” 18”+ -3 firepower when crew = 1


SMG/Machine pistol 4/2 0-6” 6-12” Firepower is range dependent
Assault rifle 3/1 0-18” 18-48” Firepower is range dependent
Tripod MMG/HMG 10 0-24” 24”+ -3 firepower when crew = 1. HMG reduce cover by 1 level
Pistol 1 0-9”
Sniper 1 unlimited See above
Grenade See above
Rifle Grenade 2 18-60” Reduce cover by one level
Infantry flamethrower 12 0-12” All cover ignored, all shock doubled. See page 5
2” or 50mm mortar 2 with LOS No LOS Reduce cover by 1 level unless target has overhead cover
60mm mortar 3 24”+ with LOS 24”+ no LOS Reduce cover by one level
3”, 80mm, 81mm 4 Any range Dice for hits on all teams within barrage area, all units
mortar pinned. See page 5.

VEHICLE WEAPONS
WEAPON FIREPOWER CLOSE EFFECTIVE NOTES
Internal vehicle MG 6 0-18” 18”+

Top MMG/HMG 10 0-24” 24”+ Reduce cover by 1 level

20mm cannon 6 0-24” 24"+ Reduce cover by 1 level

Vehicle Flamethrower 16 0-36” All cover ignored, all shock doubled. See page 5

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