Ambush in the 21st Century

Sci Fi Rules

Charts and Templates

by Godfrey Bailey

SQUAD EQUIPMENT CHARTACTIONS SUMMARY
WEAPONSWEAPON POINT COSTPORT/AMMO BOXESOPERATIONS ACTIONS
Heavy Gyro122Movement
Gyro Rifle81Stance Change
Launcher62Pick up/Exchange equipment
Heavy Laser62Drag Inactive Soldier
Laser Rifle21Prepare Launcher
Auto Laser21Clear Jammed Weapon
AMMOMoved Captured Enemy
Pistol 11Prepare Jetpack
Five Ammo Clips or Batteries11 per Clip /BatteryPrepare and use Auto medic
Three Grenades11 per GrenadeROUNDS Combat Related Actions
One Missile11 per MissileAimed fire once with Personal Weapon
EQUIPMENTSnap fire twice with Personal Weapon
Autoranger Display1*Indirect fire once with Launcher
Support Autoranger2*Assault
Automedic21Prepare and throw Grenade
Nose Filters**Prepare Launcher
Throat Mike
+ Ear Plugs
**Clear Jammed Weapon
Image Intensifier
Anti-Flash Lenses
**Remove Live Grenade from Hex
ASSAULTROUNDS Movement Related Actions
Steel**Movement
Two Mono1*Move/Snap Fire
Force1*Move/Charge Assault
Power2*Drag Inactive Soldier One Hex
ARMOUR & JETPACKSBONUS POINT COSTPrepare Jetpack
Flak/Mesh complete suit1ROUNDS Miscellaneous Actions
Carapace Armour3 (3)Pick up/Exchange Equipment
Power Armour 5Give Turn
Dreadnought Armour10Prepare and use Automedic
Standard Jetpack2ROUNDS Small Vehicle Actions
Heavy Jetpack (1)5Move Fast
Full Automedic System (1)3Move Slowly
(1) For use with Power & Dreadnought ArmourLoad/Unload Inactive soldier from vehicle

ROUNDS Large Vehicle ActionsCrew Pts.
Indirect fire once with Launcher2
Prepare Launcher1
Aimed fire once with weapon2
Snap fire once with weapon1
Move Fast3
Move Slowly2
Acc/Dec or Turn1
Open or Close VehicleAll
Push VehicleAll
Crunch Vehicle*

FIRE COMBAT MODIFIERSMP COST CHART
LOCATIONTARGET TYPETERRAIN TYPESTANDING SOLDIER (1)VEHICLE (2)
Soldier StandSoldier CrouchSoldier ProneSmall VehLarge VehRoad/Clear Hex11
Clear, Sand, Stream, Bridge, Road, Ford, Air (1)+10 -1+2+3Sand Hex22
Cover0-1-3+1+2Cover Hex12
Brush0-1-2+1+3Rough Hex23
Rough-1-2-30+1Brush Hex22
Rubble, Crater-1-2-3**Woods Hex23 (3)
Woods-2-3-40*Crater Hex1*
Wall (2)-2-3*-2-2Rubble Hex2*
Interior: through aperture not adjcent to firer-2-4***Stream Hex2 (4)3
Interior: through aperture adjecent to firer or no aperture-1-2 -3**River Hex**
ADDITIONAL MODIFIERSBridge Hex (5)11
Soldiers Weapon Skill+/-Ford Hex2*
Firing at a wall, regardless of other terrain in hex+4Interior Hex1*
Auto weapon Fire; each active target in hex above one+1Aperture+1*
Using Autoranger Display+1Embankment (6)+1+2
If firing soldier is wounded-1Crest+1+2
Per intervening hex of smoke-1Wall+1+2 (7)
Per hex moved if target is flying-1Elevation change**
Snap fire-2Stance change1*
If soldier is in a small vehicle-2In/Out Vehicle1*
If firing through, or if target is in a Distortion Field-3Up/Down stairs1*

NOTESNOTES
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 Chart2: 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 -2Defenders weapon skill-6: Up only
Targeting through a non adjacent aperture -3Dreadnought Armour+/-37: Tracked only may cross
Targeting into a hex not in sight (2) -3Power Armour+/-28: Flyers: Min move, Acc/Dec, Turn 1 hexside per 1/2 move (rd)
NOTESCarapace 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 TYPEJAM /DUD (PC)BASE HIT CHANCE AT RANGES (IN HEXES)
8 SAME HEX6 ADJACENT5 SHORT4 MEDIUM3 LONG
SLUGS
PISTOL05/105**2 - 3 4 - 56 - 20
MACHINE PISTOL (7)05/105**2 - 4 5 - 910+
ASSAULT RIFLE05/105**2 - 45 - 910+
LASERS
AUTO LASER (7)05** 2 - 56 - 1112+
LASER RIFLE (8)05** 2 - 67 -1415+
HEAVY LASER (7)05** 2 - 89 - 1819+
BOLTS
GYRO RIFLE05/105** 2 - 910 - 1617+
HEAVY GYR05/105** 2 - 1011 - 2223+
GATLING (7)05/105** 2 - 1516 - 2930+
GRENADES
DISTORTION FIELD (9)05** 23 - 45 - 6
FLARE (10)05** 23 - 45 - 6
HIGH EXPLOSIVE (11)05** 23 - 45 - 6
KNOCK OUT GAS (12)05** 23 - 45 - 6
SMOKE (12)05** 23 - 45 - 6
MISSILES
ARMOUR PIERCING (13)05** 2 - 1920 - 3940+
CONCUSSION (14)05** 2 - 1920 - 3940+
FLARE (10)05** 2 - 1920 - 3940+
MININUKE (15)05** 2 - 1920 - 3940+
POISON GAS (12)05** 2 - 1920 - 3940+
SMOKE (12)05** 2 - 1920 - 3940+
VORTEX (16)05** 2 - 1920 - 3940+
ASSAULT
STEEL******
MONO******
FORCE******
POWER ******

WEAPON TYPE CHART - PT 2

WEAPON TYPEDAMAGE EFFECT TABLE (ONE DIE)OOA
PENETRATION (12) KNOCK OUT (3)BLIND (4) PERSONNEL (5)
F/MCARAPPOWERDREADPANICWNDINCAP KILL
SLUGS
PISTOL4 - 67 - 9****0 - 23 - 78950
MACHINE PISTOL (7)4 - 67 - 9****0 - 12 - 67 - 8950
ASSAULT RIFLE4 - 67 - 9****0 - 12 - 45 - 78 - 9 50
LASERS
AUTO LASER (7)5 6 - 89***0 - 12 - 67 - 8925
LASER RIFLE (8)56 - 89***0 - 12 - 56 - 8925
HEAVY LASER (7)45 - 7 8 - 9***01 - 45 - 78 - 925
BOLTS
GYRO RIFLE0 - 23 - 56 - 899*01 - 14 - 67 - 950
HEAVY GYRO0 - 12 - 45 - 78 - 98 - 9**0 - 23 - 56 - 950
GATLING (7)01 - 34 - 6 7 - 97 - 9**0 1 - 23 - 950
GRENADES
DISTORT FD (10) **********A
FLARE (10)*****8 - 9****A
HIGH EXPLO SIVE (11)5 - 67 - 9**9*0 - 45 - 67 - 89A
KO GAS (12)0 - 9***8 - 9*****A
SMOKE (12)0 - 9*********A
MISSILES
ARMR PIERCE (9)*0 - 23 - 56 - 9****0 - 12 - 9 A
CONCUSS ION (14)****0 - 9*****A
FLARE (10)*****8 - 9****A
MININUKE (15)***0 - 9*8 - 9***0 - 9A
POISON GAS (12)0 - 9********8 - 9A
SMOKE (12)0 - 9*********A
VORTEX (16) 01 - 34 - 6 7 - 97 - 9**0 1 - 23 - 9A
ASSAULT
STEEL5 - 78 - 9****0 - 12 - 56 - 89*
MONO34 - 78 - 9***01 - 45 - 78 - 9*
FORCE0 - 12 - 45 - 78 - 9**01 - 34 - 6 7 - 9*
POWER 01 - 34 - 67 - 9***0 - 23 - 5 6 - 9*

(1) PENETRATED ARMOUR EFFECTS
Malfunction Chance: 0 - 4
0 - 2ManouvreMPA 2
3 - 5CombatWS -1
6 - 8PowerIN -1
9CoordinationAll above (17)
Notes:
ANo check for Flak or Mesh
BJetpack save: 0 - 7 include F/M
CFull Automedic System removes 0 Incap move will kill

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