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SQUAD EQUIPMENT CHART | ACTIONS SUMMARY |
WEAPONS | WEAPON POINT COST | PORT/AMMO BOXES | OPERATIONS ACTIONS |
Heavy Gyro | 12 | 2 | Movement |
Gyro Rifle | 8 | 1 | Stance Change |
Launcher | 6 | 2 | Pick up/Exchange equipment |
Heavy Laser | 6 | 2 | Drag Inactive Soldier |
Laser Rifle | 2 | 1 | Prepare Launcher |
Auto Laser | 2 | 1 | Clear Jammed Weapon |
AMMO | Moved Captured Enemy |
Pistol | 1 | 1 | Prepare Jetpack |
Five Ammo Clips or Batteries | 1 | 1 per Clip /Battery | Prepare and use Auto medic |
Three Grenades | 1 | 1 per Grenade | ROUNDS Combat Related Actions |
One Missile | 1 | 1 per Missile | Aimed fire once with Personal Weapon |
EQUIPMENT | Snap fire twice with Personal Weapon |
Autoranger Display | 1 | * | Indirect fire once with Launcher |
Support Autoranger | 2 | * | Assault |
Automedic | 2 | 1 | Prepare and throw Grenade |
Nose Filters | * | * | Prepare Launcher |
Throat Mike + Ear Plugs | * | * | Clear Jammed Weapon |
Image Intensifier Anti-Flash Lenses | * | * | Remove Live Grenade from Hex |
ASSAULT | ROUNDS Movement Related Actions |
Steel | * | * | Movement |
Two Mono | 1 | * | Move/Snap Fire |
Force | 1 | * | Move/Charge Assault |
Power | 2 | * | Drag Inactive Soldier One Hex |
ARMOUR & JETPACKS | BONUS POINT COST | Prepare Jetpack |
Flak/Mesh complete suit | 1 | ROUNDS Miscellaneous Actions |
Carapace Armour | 3 (3) | Pick up/Exchange Equipment |
Power Armour | 5 | Give Turn |
Dreadnought Armour | 10 | Prepare and use Automedic |
Standard Jetpack | 2 | ROUNDS Small Vehicle Actions |
Heavy Jetpack (1) | 5 | Move Fast |
Full Automedic System (1) | 3 | Move Slowly |
(1) For use with Power & Dreadnought Armour | Load/Unload Inactive soldier from vehicle |
ROUNDS Large Vehicle Actions | Crew Pts. |
Indirect fire once with Launcher | 2 |
Prepare Launcher | 1 |
Aimed fire once with weapon | 2 |
Snap fire once with weapon | 1 |
Move Fast | 3 |
Move Slowly | 2 |
Acc/Dec or Turn | 1 |
Open or Close Vehicle | All |
Push Vehicle | All |
Crunch Vehicle | * |
FIRE COMBAT MODIFIERS | MP COST CHART |
LOCATION | TARGET TYPE | TERRAIN TYPE | STANDING SOLDIER (1) | VEHICLE (2) |
Soldier Stand | Soldier Crouch | Soldier Prone | Small Veh | Large Veh | Road/Clear Hex | 1 | 1 |
Clear, Sand, Stream, Bridge, Road, Ford, Air (1) | +1 | 0
| -1 | +2 | +3 | Sand Hex | 2 | 2 |
Cover | 0 | -1 | -3 | +1 | +2 | Cover Hex | 1 | 2 |
Brush | 0 | -1 | -2 | +1 | +3 | Rough Hex | 2 | 3 |
Rough | -1 | -2 | -3 | 0 | +1 | Brush Hex | 2 | 2 |
Rubble, Crater | -1 | -2 | -3 | * | * | Woods Hex | 2 | 3 (3) |
Woods | -2 | -3 | -4 | 0 | * | Crater Hex | 1 | * |
Wall (2) | -2 | -3 | * | -2 | -2 | Rubble Hex | 2 | * |
Interior: through aperture not adjcent to firer | -2 | -4 | * | * | * | Stream Hex | 2 (4) | 3 |
Interior: through aperture adjecent to firer or no aperture | -1 | -2
| -3 | * | * | River Hex | * | * |
ADDITIONAL MODIFIERS | Bridge Hex (5) | 1 | 1 |
Soldiers Weapon Skill | +/- | Ford Hex | 2 | * |
Firing at a wall, regardless of other terrain in hex | +4 | Interior Hex | 1 | * |
Auto weapon Fire; each active target in hex above one | +1 | Aperture | +1 | * |
Using Autoranger Display | +1 | Embankment (6) | +1 | +2 |
If firing soldier is wounded | -1 | Crest | +1 | +2 |
Per intervening hex of smoke | -1 | Wall | +1 | +2 (7) |
Per hex moved if target is flying | -1 | Elevation change | * | * |
Snap fire | -2 | Stance change | 1 | * |
If soldier is in a small vehicle | -2 | In/Out Vehicle | 1 | * |
If firing through, or if target is in a Distortion Field | -3 | Up/Down stairs | 1 | * |
NOTES | NOTES |
1: Also called open hexes, a solider in an open hex with a vehicle is considered in cover. | 1: Also Walkers but only 1MP per hex |
2: + 2 on Vehicle Hit Chart | 2: Hoverers: All terrain but rubble cost 1MP per hex |
. | 3: Large vehicle "." |
GRENADE/MISSILE MODIFIERS (1) | ASSAULT MODIFIERS (Base 7) |
4: No armour or suit unsafe: No crouch,wnd/Incap drown, panic, no prone |
Soldiers weapon skill | +/- | Attackers weapon skill | + | 5: Enter terminus hexside |
Soldier is wounded | -2 | Defenders weapon skill | - | 6: Up only |
Targeting through a non adjacent aperture | -3 | Dreadnought Armour | +/-3 | 7: Tracked only may cross |
Targeting into a hex not in sight (2) | -3 | Power Armour | +/-2 | 8: Flyers: Min move, Acc/Dec, Turn 1 hexside per 1/2 move (rd) |
NOTES | Carapace Armour | +/-1(1) |
Note: Must be positive & soldier must not be panic, wnd, or Unaware |
1: If hit chance exceeded use Template A |
Attacker is wounded |
-2 |
2: Support Autoranger nullifies this negative |
Making a Charge Assault |
-3 |
WEAPON TYPE CHART
WEAPON TYPE | JAM /DUD (PC) | BASE HIT CHANCE AT RANGES (IN HEXES) |
8 SAME HEX | 6 ADJACENT | 5 SHORT | 4 MEDIUM | 3 LONG |
SLUGS |
PISTOL | 05/105 | * | * | 2 - 3
| 4 - 5 | 6 - 20 |
MACHINE PISTOL (7) | 05/105 | * | * | 2 - 4
| 5 - 9 | 10+ |
ASSAULT RIFLE | 05/105 | * | * | 2 - 4 | 5 - 9 | 10+ |
LASERS |
AUTO LASER (7) | 05 | * | * |
2 - 5 | 6 - 11 | 12+ |
LASER RIFLE (8) | 05 | * | * |
2 - 6 | 7 -14 | 15+ |
HEAVY LASER (7) | 05 | * | * |
2 - 8 | 9 - 18 | 19+ |
BOLTS |
GYRO RIFLE | 05/105 | * | * |
2 - 9 | 10 - 16 | 17+ |
HEAVY GYR | 05/105 | * | * |
2 - 10 | 11 - 22 | 23+ |
GATLING (7) | 05/105 | * | * |
2 - 15 | 16 - 29 | 30+ |
GRENADES |
DISTORTION FIELD (9) | 05 | * | * |
2 | 3 - 4 | 5 - 6 |
FLARE (10) | 05 | * | * |
2 | 3 - 4 | 5 - 6 |
HIGH EXPLOSIVE (11) | 05 | * | * |
2 | 3 - 4 | 5 - 6 |
KNOCK OUT GAS (12) | 05 | * | * |
2 | 3 - 4 | 5 - 6 |
SMOKE (12) | 05 | * | * |
2 | 3 - 4 | 5 - 6 |
MISSILES |
ARMOUR PIERCING (13) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
CONCUSSION (14) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
FLARE (10) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
MININUKE (15) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
POISON GAS (12) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
SMOKE (12) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
VORTEX (16) | 05 | * | * |
2 - 19 | 20 - 39 | 40+ |
ASSAULT |
STEEL | * | * | * | * | * | * |
MONO | * | * | * | * | * | * |
FORCE | * | * | * | * | * | * |
POWER | * | * | * | * | * | * |
WEAPON TYPE CHART - PT 2
WEAPON TYPE | DAMAGE EFFECT TABLE (ONE DIE) | OOA |
PENETRATION (12) | KNOCK OUT (3) | BLIND (4) |
PERSONNEL (5) |
F/M | CARAP | POWER | DREAD | PANIC | WND | INCAP
| KILL |
SLUGS |
PISTOL | 4 - 6 | 7 - 9 | * | * | * | * | 0 - 2 | 3 - 7 | 8 | 9 | 50 |
MACHINE PISTOL (7) | 4 - 6 | 7 - 9 | * | * | * | * | 0 - 1 | 2 - 6 | 7 - 8 | 9 | 50 |
ASSAULT RIFLE | 4 - 6 | 7 - 9 | * | * | * | * | 0 - 1 | 2 - 4 | 5 - 7 | 8 - 9 | 50 |
LASERS |
AUTO LASER (7) | 5 | 6 - 8 | 9 | * | * | * | 0 - 1 | 2 - 6 | 7 - 8 | 9 | 25 |
LASER RIFLE (8) | 5 | 6 - 8 | 9 | * | * | * | 0 - 1 | 2 - 5 | 6 - 8 | 9 | 25 |
HEAVY LASER (7) | 4 | 5 - 7 | 8 - 9 | * | * | * | 0 | 1 - 4 | 5 - 7 | 8 - 9 | 25 |
BOLTS |
GYRO RIFLE | 0 - 2 | 3 - 5 | 6 - 8 | 9 | 9 | * | 0 | 1 - 1 | 4 - 6 | 7 - 9 | 50 |
HEAVY GYRO | 0 - 1 | 2 - 4 | 5 - 7 | 8 - 9 | 8 - 9 | * | * | 0 - 2 | 3 - 5 | 6 - 9 | 50 |
GATLING (7) | 0 | 1 - 3 | 4 - 6 |
7 - 9 | 7 - 9 | * | * | 0 |
1 - 2 | 3 - 9 | 50 |
GRENADES |
DISTORT FD (10) | * | * | * | * | * | * | * | * | * | * | A |
FLARE (10) | * | * | * | * | * | 8 - 9 | * | * | * | * | A |
HIGH EXPLO SIVE (11) | 5 - 6 | 7 - 9 | * | * | 9 | * | 0 - 4 | 5 - 6 | 7 - 8 | 9 | A |
KO GAS (12) | 0 - 9 | * | * | * | 8 - 9 | * | * | * | * | * | A |
SMOKE (12) | 0 - 9 | * | * | * | * | * | * | * | * | * | A |
MISSILES |
ARMR PIERCE (9) | * | 0 - 2 | 3 - 5 | 6 - 9 | * | * | * | * | 0 - 1 | 2 - 9 | A |
CONCUSS ION (14) | * | * | * | * | 0 - 9 | * | * | * | * | * | A |
FLARE (10) | * | * | * | * | * | 8 - 9 | * | * | * | * | A |
MININUKE (15) | * | * | * | 0 - 9 | * | 8 - 9 | * | * | * | 0 - 9 | A |
POISON GAS (12) | 0 - 9 | * | * | * | * | * | * | * | * | 8 - 9 | A |
SMOKE (12) | 0 - 9 | * | * | * | * | * | * | * | * | * | A |
VORTEX (16) | 0 | 1 - 3 | 4 - 6 |
7 - 9 | 7 - 9 | * | * | 0 |
1 - 2 | 3 - 9 | A |
ASSAULT |
STEEL | 5 - 7 | 8 - 9 | * | * | * | * | 0 - 1 | 2 - 5 | 6 - 8 | 9 | * |
MONO | 3 | 4 - 7 | 8 - 9 | * | * | * | 0 | 1 - 4 | 5 - 7 | 8 - 9 | * |
FORCE | 0 - 1 | 2 - 4 | 5 - 7 | 8 - 9 | * | * | 0 | 1 - 3 | 4 - 6
| 7 - 9 | * |
POWER | 0 | 1 - 3 | 4 - 6 | 7 - 9 | * | * | * | 0 - 2 | 3 - 5
| 6 - 9 | * |
(1) PENETRATED ARMOUR EFFECTS |
Malfunction Chance: 0 - 4 |
0 - 2 | Manouvre | MPA 2 |
3 - 5 | Combat | WS -1 |
6 - 8 | Power | IN -1 |
9 | Coordination | All above (17) |
Notes: |
A | No check for Flak or Mesh |
B | Jetpack save: 0 - 7 include F/M |
C | Full Automedic System removes 0 Incap move will kill |
Back to Ambush
More Charts and Templates (extremely slow)
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