Ambush Player Aid Screen

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Squad Generation Tables

trt DAMAGE TABLE


SOUAD MEMBER COST CHART Movement Point Cost Chart
BASE HIT CHANCE AT RANGE (in Hexes) EFFECT (One Die) OUT
SQUAD QUALITY TABLE
SOUAD MEMBER INIIIATIVE
Accident Table
876543 Personnel Penetration
OF
AMMO
DIE ROLL
SQUAO POINTS RECEIVEO SOUAD OUALITY COST
MOVEMENT POINT COST
TO ENTER OR CROSS
DIE TANK CAR
SAME ASSAULI ADJCNT SHORT MED LONG PANIC WND INCAP KILL LIGHT MEO HEAVY
HEX HEX RANGE RANGE RANGE 01 23456789 Slc Alc 3lc 3 2 1 0 srAt¡ or¡¡c B 9 No effect No effect
29 30 31 33 35 37 39 41 42 43 2L 13 8 5 3 1 0
TERRAIN TYPE SOLDIER VEHICLE
I No effect No effect
o a a 4-5 6-20 0-2 DN
898-9 25
c/: Commander
Road/Clear Hex' 1 1 7 Halt Halt
o a a 2-6 7-r4 15+ 0-1 2-5 6-8 I 6-9 25 Cover Hex 1 2 6 Halt Halt
a a a 2-8 9-18 19+ 0 L-4 5-7 8-9 5-9 25 Rough Hex 2 rl
5 Halt Lose turn
o -r4 15+ 2-5 6-8 q 25 WEAPON QUALITY TABLE
a a 2-6 7 0-1 6-9 Brush Hex 2 2 4 Lose Lurn Lose turn
DIE ROLL + SOUAD OUALITY DIE RESULT
a o o 2-5 6-11 1.2+ 0-1 2-6 7-8 7-9 25 wEAPoN porrurs neèerveo Woods Hex 2 92
3 Lose turn Disabled
q
0 1 2 3 4 5 6 7 8 I 10 11 12 13 14 15 16 17 18 Crater Hex 1 P 2 Lose turn Disabled
o o o 2-4 5-9 10+ 0-1 2-6 7-8 7-9 50
a o a 2-4 5-9 10+ 0-1 2-4 5-7 8-9 5-9 50
48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 Rubble Hex 2 P 1 Throw tread Crash
Stream Hext 2e 3
0 Throw tread Crash
o o o 2-9 1 0-16 17+ 0 1-3 4-6 7-9 4-9 50
WEAPON SKILLTABLE
River Hex P3 P3
o a a 2-r0 TT.22 9a -! 0-2 3-5 6-9 3-9 50 PERCEPTION TABLE No Effect: The vehicle isjostled, but to
o a a 2-I0 tt-22 oa -L 0-2 3-5 6-9 3-9 50 .D!E !e!L DIE ROLL + INITIATIVE RATING Bridge Hex' o
1 I no effect. It can continue to move if it
PERCEPTION BATING WEAPON SKILL Ford Hexr o
2 P has MP's remaining. Halt: The vehicle
o o o 2-15 r6-29 30+ n 7-2 3-9 r-7 8-9 50 INITIATIVE
RATING 01234567 89 o-2 3-5 6.8 9.'11 't2-14 Inberior Hex 1 P is forced to halt in the hex it occupies
when the check is made. It cannot
a a a 2-4 5-8 9-r4 0-1 2-9 0-4 5-7 8-9 A
0 0000111122 -2-10+1+2 Aperture Hexside' +1 P spend any additional MP's during the
a o a 2+ a o o a . 0-9 0-1 2-9 A
1 0112223334 Embankment Hexside" +1 +2 current turn. The ability of the crew
2 2333344455 UP ONLY UP ONLY and passengers to have combat is not
BASE HIT CHANCE AT RANGE (in Hexes) EFFECT (One Die) Crest Hexsides +1 +2 impaired. The vehicle can move again
876543 Personnel
3 4455556667 during this same Round if it has a turn
SAME ADJCNT SHORT MED
HÉX ASSAULT HEX RANGE RANGE
LONG WND
PANIC PRONE INCAP KILL
OUT
OF 4 5 6 6 6 67 7 7 8 8 Elevation Change Hexside remaining. Lose Turn: The vehicle
RANGE WND AMMO
5 67 7 7 8 8 8 8 9 9 Stance Change6 1 na halts in the hex it occupies when the
check is made. In addition, the vehicle
Geb iniout of open vehicle 1 na
a a a 2 3-4 5-6 0-2 3-4 5-6 7-8 q A and all soldiers inside lose alÌ their re-
maining turns bhis Round. Move their
o a a 2 3-4 5-6 0-4 5-6 I 8 o A DRIVING SKILLTABLE MOVEMENT POINT ALLOWANCE CHART Climb/descend staircase 1 na
(HEX 513, MAP B ONLY) IN markers to the Complete space of
a o o o 2 3-0 1-3 4.6 7-9 A DIE ROLL + INITIATIVE RATING
DRIVING SKILL
INITIATIVE RAÍING
MPA NOTES: 1. Also referred to as an Open hex. 2. the AR Tlack. Throw Tread: Same as
Lose T\rrn, except that the tank throws
a a o o 2 30r-23-67-894 0-2 3-5 6-8 9-11 12-14 0-1 2-4 s Large vehicles cannot enter woods hexes. 3. A
river hex can be entered only by crossing a bridge a tread and is immobilized for the re-
02468 345 or ford. 4. Can be entered by crossing one of the mainder of the mission. Disabled: The
two terminus hexsides. 5. The cost to cross this car is disabled in the hex it occupies
the effecbs of a destroyed wall (13/5). 2. Crew weapon. 3. If fire penetrates a building hexside, roll for effects on oc- when the check is made. The soldiers in
hexside type is added to the cost to enter the hex.
are hit on a ¡oll of 0; crouching soldiers are hit on a roll of 0 or 1; standing soldiers are hit on a roll of 0, 1, or 2. Roll Lhe vehicle lose all their remaining
he hex. 4. Grenade Inside row is also used to resoive boobytrap (12li), miuefieldll2l2l, and bazooka (9/8) attacks.
Fire Combat Modif iers Chart 6. A stance change can also be performed at no
turns for this Round. Crash: The ca¡
cost once each turn, unless a soldier is wounded
; a round whenever fired. S: Jam chance when weapon is snap fired. d: Chance that round is a dud. Wnd/Prone TARGET TYPE (6111.7. Cost to cross an embankment is paid only moves two hexes in a straight Ìine from
if this result is rolled, a prone soldier is only panicked, not wounded, while a standing or crouching soldier is SOLDIER SOLDIER SOLDIER SMALL LARGE
when moving from a lower elevation to a higher. the hex it occupies at the moment of
lie roll is used to ¡esolve both Personnel and Penetration result, when both damage types are applicable to a fire. LOCAItON STAND CROUCH PRONE VEHICLE VEHICLE the check and crashes. It is disabled in
There is no additional cost to move from higher to
bhe new hex, and all soldie¡s in the vehi
Clear, Stream, +10-1+2+3 lower. 8. Crouching soldiers can only crawl, and
prone soldiers cannot move at all. A soldier can cle lose their remaining turns. Roll for
ìE COMBAT MODIFIERS Bridge, Road, or Ford' damage against each soldier using lhe
crawl only one hex per turn, regardless of the ter-
nodifiers for a grenade or satchel Equipment Cost Chart Cover' 0 -1 -ò +1 +2 rain in the hex entered. 9. Can be entered only Pistol Damage Tabìe.
WEAPON Brush 0 -1 -2 +1 +3 when standing. Soldier cannot fali prone or
,unded. POINT PORT EOXES crouch in a stream. If forced to fall prone due to
MAJOR WEAPONS cosT REOUIRED Rough -1 -2 -tf 0 +1 being wounded or incapacitated, he drowns. A
:n-adj acent aperture.
Medium Machinegun Rubble/Crater -1 -2 na na panicked soldier does nof fall prone in a sLream. '1,
, hex not in sight. 13 ò
_c +1 2, 3: Cost in Movement Points to enter hex. a #:
skill.
CREW WEAPON Woods -2 -4 0
Automabic Rifle 8 2 Interior: bhrough aperture3 -2 -4 Pnana Cost in Movement Points lo cross hexside (added
to cost of hex entered). P: Entry prohibited. na:
(Browning Automatic nob adjacent to firer
Rifle: BAR) Not applicable.
Interion bhrough aperture3 -1 -2 -3 na na
Bazooka 8 adjacent to firer or no
OIE ROLL Submachinegun 6 aperature
Clear Jammed Weapon Chart
3456789 (Thompson)
ADDITIONAL MODIFIÊRS otE
w* w* CCCCI SemiAutomatic Rifle 2 1
Snap Fire:
WEAPON
SKILL 0-1 2-3 4-5 6-7 I 9
WW WW I I K (M-1 Garand) -2
Carbine (M-1) 2 1
Automatic Weapon Fire: * 1 for each active target in hex above +2 C C C C J B
¡ounded. l: Target incapacitated. K: one (see 9/2). +1 C C C J J B
tured. W*: If already wounded or Satchel Charge 2 1
If firing soldier is Wounded: - 1
esult instead. -: No effecl. 0 C C C J B B
WEAPON
POINT AMMO BOXES
If firing soldier inside a Car -2 -1 C C J J B B
ERS
PISTOLS AND AMMO COST REOU IRED FiringataWall: *4, regardless of other terrain in hex wall occupies -2 C J J B B B
: modifiers to the assault combat
Pistol
(Colt .45 cal.)
1
PER PISTOL
NOTES: 1. These t,errain bypes are also called Open hexes. 2. An open hex wiLh -3 C B B B B B
sault. a vehicle is considered a cover hex for purposes of protecting a soldier who is in
C: Cleared. J: Still jammed. B: Weapon breaks.
Five Ammo Clips 1 the hex, buL not in the vehicle. 3. When firing from one interior hex to another
Note that a soldier's Weapon Skill is reduced by
PER CLIP across a non-aperture hexside, treat the defended hex as a clear hex. A prone
xSkill. one when using a captured weapon.
Three Grenades 1 soldier inside a buiiding cannot be seen through a window. A crouching soìdier
L is *1 or *2, is subt¡acLed if the PER GRENADE looking out a window cannot see another crouching or prone soldier in the hex
rnded. A US soldier who is unaware
One Bazooka Charge 1 1 immediately adjacent to that window hexside, and vice versa. + #: Modifier ap-
s WS. A German activated by a
PER CHARGE plied to Base Hit Chance. na: Not applicable, because target type cannot enter
: an adjacent hex cannot use his
terrain. P: Fire combat prohibited.
O 1983, Victory Cìames, Inc., New York, New York l(Ð01 . 3000108
SQuad Generation Tables
Weapon Type Chart DAMAGE TABLE
SQUAD MEMBER COST CHART Movement Point Cost Chart
WEAPON TYPE JAM
(Pc)BASE HIT CHANCE AT RANGE (in Hexes) EFFECT (One Die) our
SQUAD OUALITYTABLE Acciden'
g76543Personnel Penetrationofrfio DIE ROLL SOUAO MEMBER INITIAÍIVE
MOVEMENT POINT COST DIE TANK
t1¿,!¡ ASSAULT ADJCNT PANrc wND rNcAP K|LL LrGHr MED HEAVY SOUAD POINTS RECEIVED SQUAD OUALITY COST TO ENTER OR CROSS
Êi$81 .X*.8u *!oil& 0123456789 Slc4lc3lc 3 2 1 0 stn¡¡orNGB 9 Noe
NON{IJTOMATrc
29 30 31 33 35 37 39 4t 42 43 21 13 8 5 3 1 0
TERRAIN TYPE SOLDIER VEHICLE
I Noe
Pistol 05 a o a 2-3 4-5 6-20 0-2 .t-, I 9 8-9 25
c/: Commander
Road/Clear Hex' I I 7 Halt
Bolt Rifle 05 2-6 7-r4 15+ q
o a 0-1 2-5 6-8 6-9 25 Cover Hex 1 2
6 Halt
Bolt Rifle, Scope 05 a a a 2-8 9-18 19+ 0 I-4 5-7 8-9 5-9 25 Roush Hex , 3 5 Halt
Semi-Auto Riflet 05 a a a 2-6 7 -1.4 15+ 0-1 2-5 6-8 9 6-9 25 WEAPON QUALITYTABLE
DIE ROLL + SOUAD OUALITY DIE RESULT
Brush Hex 2 2 4 Lose
Carbine 05 o o o 2-5 6-11 L2+ 0-1 2-6 7-8 o 7-9 25 WEAPON POINTS RECEIVED Woods Hex 2 3
3 Lose
AUTOMAf IC
q
0 1 2 3 4 5 6 7 I I 10 11 12 13 14 15 16 17 18 Crater Hex I P 2 Lose
Machine Pistol 05/10s o o a 2-4 5-9 10+ 0-1 2-6 7-8 7-9 50
r0+
48 47 46 45 44 43 42 41 40 39 38 37 36 35 34 33 32 31 30 Rubble Hex 2 P 1 Thro
Submachinegun 05/10s a a a 2-4 5-9 0-1 2-4 5-7 8-9 5-9 50 I
Stream Hext 2e
0
Automatic Rifle 05/10s a o o 9_O 10-16 r7+ 0 1-3 4-6 7-9 4-9 50
River Hex
Thro
P3 P3
Lt Machinegunz 05/10s a a a 2-to T1.22 23+ 0-2 3-5 6-9 3-9 50 PERCEPTION TABLE WEAPON SKILL TABLE No Ef fect: The
23+ DIE ROLL DIE ROLL + INITIATIVE RATING Bridge Hex'n 1 1 no effect. It ca
Med Machinegune 05/10s o a a 2-10 I1-22 0-2 J-A 6-9 3-9 50
PERCEPTION RATING WEAPON SKILL Ford Hexl ' 2 P has MP's rema
Hvy Machinegunz 05/'l0s a a a 2-r5 r6-29 30+ 0 1-2 3-9 t-7 8-9 50 INITIATIVE
0123 4 5 67I9 0-2 3.5 6.8 9.11 12.14 is forced to hai
ËxPLostvE PENEtRaloH3
RATING
Interior Hex 1 P
when the cher
Bazooka 05d a a o 2-4 5-8 9-r4 0-1 2-9 o-4 5-7 8-9 A
0 0000111122 -2-10+1+2 Aperture Hexsides +1 P spend any add
Tank Main Gun 05d a a o ¿-f a o a a 0-9 0-1 2-9 A
1 01L2223334 Embankment Hexside" +1 +2 current turn. i
2 2333344455 UP ONLY UP ONLY and passengen
WEAPON TYPE DUD BASE HIT CHANCE AT RANGE (in Hexes) EFFECT (One Die)
3 4455556667 Crest Hexsides +1 +2 impaired. The
{PC)
876543 Personnel ouf
4 5 6 6 6 67 7 7 8 8 Elevation Change Hexside
during this san
remaining. Lo
SAME ADJCNT SHORÍ MEO LONG WND OF
HEX ASSAULT HEX RANGE RANGE PANIC PRONE WND INCAP KILL AMMO
EXPLOSIVES
RANGE
5 6777888899 Stance Change6 1 na halts in the he
check is made.
Get in/out of open vehicle 1 na
Grenade, lnside4 05 a a a 2 3-4 5-6 0-2 3-4 5-6 7-8 9 A and all soldier¡
maining turns
Grenade, Outside 05 o a a 2 3-4 5-6 0-4 5-6 7 8 9 A DRIVING SKILL TABLE MOVEMENT POINT ALLOWANCE CHART Climb/descend slaircase 1 na
(HEX Sr3, MAP B ONLY) IN markers to
Satchel Charge, 05 a o a a 23-0 1-3 4-6 7-9 A DIE ROLL + INITIATIVE FATING INITIATIVE RATING
MPA NOTES: 1. Also referred to as an Open hex. 2. the AR Ttack.
lnside DRIVING SKILL
Lose T\¡rn, excr
Satchel Charge, 05 a a a a 2 30r-23-67-894 0-2 3-5 6.8 9.11 12.'t4 0.1 2-4 5 Large vehicles cannot enter woods hexes. 3. A
a tread and is
river hex can be entered only by crossing a bridge
Outside 02468 345 or ford. 4. Can be entered by crossing one of the
mainder of the
two terminus hexsides. 5. The cost to cross this car is disabled
Notes. 1. Also used to resolve the effects of a destroyed wall (13/5). 2. Crew weapon. 3. If fire penetrates a building hexside, roll for effects on oc- hexside type is added to the cost to enter the hex. when the check
cupants (13/5). Prone soldiers are hit on a roll of 0; crouching soìdiers are hit on a roll of 0 or 1; standing soldiers are hit on a roll of 0, t, or 2. Roll the vehicle Io
separately for each soldier in the hex. 4. Grenade Inside row is also used Lo resoive boobybrap (12l1), minefield\I2l2l, and bazooka (9/8) attacks.
Fire Combat Modifiers Chart 6. A stance change can also be performed at no
turns for this
cost once each turn, unless a soldier is wounded
A: Weapon automatically uses a ¡ound whenever fired. S: Jam chance when weapon is snap fired. d: Chance that round is a dud. Wnd/Prone TARGET TYPE (6171.7. Cost to cross an embankment is paid only moves two hex,
result column indicates that, if this result is rolled, a prone soldier is only panicked, not wounded, while a standing or crouching soldier is SOLOIER SOLOIER SOLDIER SMALL LARGE
when moving from a lower elevation to a higher.
the hex it occr
wounded. NoLe that the same die roll is used to resolve both Personnel and Penetration ¡esult, when bolh damage types are applicable to a fire. LOCATION STAND CROUCH PRONE VEHICLE VEHICLE the check and <
There is no additional cost to move from higher to
the new hex, an
Clear, Stream, +10-1+2+3 lower. 8. Crouching soldiers can only crawl, and
prone soldiers cannot move at all. A soldier can cle lose their rt
GRENADE/SATCH EL CHARGE COMBAT MODIFIERS Bridge, Road, or Ford' damage agains
crawl only one hex per turn, regardless of the ter-
There are only four possibìe modifiers for a grenade or satchel Equipment Cost Chart Cover2 0 -1 +1 +2 rain in the hex entered. 9. Can be entered only Pistol Damage
charge throw. Brush +1 +3
. - 2 if throwing soldier is wounded.
WEAPON 0 -1 -2 when standing. Soldier cannot fall prone or
1 POINT PORT BOXES
Rough +1 crouch in a stream. If forced to fall prone due to
2. -3 if throwing through a non-adjacent aperture. MAJOR WEAPONS COST REOUIRED -1 -2 0
being wounded or incapacitated, he drowns. A
Medium Machinegun Rubble/Crater -1 -2 na na panicked soldier does not fall prone in a stream. 1,
3. - 3 if throwing into a target hex not in sight. 13 .l
_o
-tf

4. Throwing soldier's Weapon Skill.


CREW WEAPON Woods -2 -4 0 +1 2, 3: Cost in Movement Points to enter hex. 4 #:
Automatic Rifle 8 2 Interior: through aperbure3 -2 -4 P na na
Cost in Movement Points to cross hexside (added
to cost of hex entered). P: Entry prohibited. na:
(Browning Automatic not adjacent to firer
Rifle: BAR) Not appücable.
Interior: through aperture3 -1 -2 na na
Assault Table Bazooka 8 I adjacent lo firer or no
-J

DIE ROLL Submachinegun 6 1 aperature


Clear Jammed Weapon Chart
rNrENr0123 45 6789 (Thompson) ADDITIONAL MODIFIERS
Capture PP wxw*c CCCI SemiAutomatic Rifle 2 1 WEAPON
0-1 2-3 4-5 6-7 I
DIE

I
Kilt PP www WIIK (M-1 Garand)
Carbine (M-1) 2 1
Snap Fire: -2
Automatic Weapon Fire: * 1 for each active target in hex above
SKILL

+2 C C C C J B
P:Target panics. W: Target wounded. l: Target incapacitated. K: one (see 9/2). +1 C C C J J B
Target killed. C: Target captured. W*: If already wounded or Satchel Charge 2 1
If firing soldier is Wounded: - 1
panicked, treat as a capture result instead. -: No effect. 0 C C C J B B
WEAPON
POINT AMMO BOXES
If firing soldier inside a Car: -2 -1 C C J J B B
ASSAU LT COMBAT MODI FIERS
PISTOLS AND AMMO COST REOUIRED Firing at a WalL *4, regardless of other terrain in hex wall occupies. -2 c J J B B B
There are onìy four possibÌe modifiers to the assault combat
Base Chance: Pisbol
(Colt.45 cal.)
1
PER PISTOL
NOTES: 1. These terrain types are also called Open hexes. 2. An open hex with -3 C B B B B B
1. -3 if making a Charge Assault. a vehicle is considered a cover hex for purposes of protecling a soldier who is in
C: Cleared. J: Stiìl jammed. B: Weapon breaks.
2. -2if attacker is wounded. Five Ammo Clips 1 1 the hex, but not in the vehicle. 3. When firing from one interior hex to another
Note that a soldier's Weapon Skill is reduced by
PER CLIP across a non-aperture hexside, treat the defended hex as a clear hex. A prone
3. Attacking soldier's Weapon Skill. one when using a captured weapon.
Three Grenades 1 soldier inside a building cannot be seen through a window. A crouching soldier
4. Target's Weapon Skill, if il is *1 or *2, is subtracted if the PER GRENADE looking out a window cannot see another crouching or prone soldier in the hex
soldier is not panicked or wounded. A US soldier who is unaware immediately adjacent to that window hexside, and vice versa. + #: Modifier ap-
when assaulted cannot use his WS. A German activated by a One Bazooka Charge 1 1
PER CHARGE plied to Base Hit Chance. na: Not applicable, because larget Lype cannot enter
US soldier entering his hex or an adjacent hex cannot use his
terrain. P: Fire combat prohibited.
WS in that turn.

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