Open Fire German Army Lists

This post covers the German army lists for my game, Open Fire. At the end will be a list of special rules as well as unit and weapon profiles.

 

Grenadier Platoon

Headquarters

1 Platoon Command Team                                                                                                           10 Points

     – Consists of a Leutnant with an MP40 SMG and 0-2 Grenadiers with K98k rifles

                – Add 1-2 Grenadiers                                                                                                      5 Points Each

                – Add MP40 SMGs                                                                                                           Free

                – Upgrade to Veterans                                                                                                   5 Points

Core

1-4 Grenadier Squad                                                                                                                      15 Points

     – Consists of 1-3 Grenadier Teams of 3 men with K98k rifles

                – Add 1-2 Grenadier Teams                                                                                          15 Points Each

                – Add Model 43 Stielhandgranaten                                                                           Free

                – Add Rifle Grenades                                                                                                      Free

                – Add an MG42 LMG                                                                                                       5 Points

                – Add an NCO                                                                                                                     Free

                – Add an NCO MP40                                                                                                        1 Point

                – Add Panzerfausts                                                                                                          10 Points

                – Upgrade to Veterans                                                                                                   5 Points per Team

0-2 Grenadier Scout Squad                                                                                                          15 Points

     – Consists of 1-3 Grenadier Teams of 3 men with K98k rifles

                – Add 1-2 Grenadier Teams                                                                                          15 Points Each

                – Add Model 43 Stielhandgranaten                                                                           Free

                – Add Rifle Grenades                                                                                                      Free

                – Add an MG42 LMG                                                                                                       5 Points

                – Add an NCO                                                                                                                     Free

                – Add an NCO MP40                                                                                                        1 Point

                – Upgrade to Veterans                                                                                                   5 Points per Team

0-1 Pioneer Squad                                                                                                                           15 Points

     – Consists of 1-3 Pioneer Teams of 3 men with MP40 SMGs

                – Add 1-2 Pioneer Teams                                                                                              15 Points Each

                – Add a Flammenwerfer 35 Flamethrower                                                            5 Points

                – Add an NCO                                                                                                                     Free

                – Add 2 Minesweepers                                                                                                  5 Points

                – Upgrade to Veterans                                                                                                   5 Points per Team

Fire Support

0-1 Anti-Tank Gun Team                                                                                                       

20 Points

     – Consists of an AT Gun Team of 4 men with a 7.5cm PaK 40 AT gun, an Sd.Kfz 11 Halftrack, and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Panzerschreck Team                                                                                                               10 Points

     – Consists of a Panzerschreck Team of 4 men with an RPzB 54 Panzerschreck and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Heavy Machine Gun Team                                                                                                   10 Points

     – Consists of an HMG Team of 4 men with an MG42 HMG and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Mortar Team                                                                                                                              10 Points

     – Consists of a Mortar Team of 4 men with an 8cm Granatwerfer 34 Mortar and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Sniper Team                                                                                                                               10 Points

     – Consists of a Sniper Team of 2 men with a K98k Sniper Rifle and a K98k Rifle

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Nebelwerfer Team                                                                                                                  25 Points

     – Consists of a Nebelwerfer Team of 4 men with a 21cm Nebelwerfer 42, K98k Rifles and an Sd.Kfz. 11 Halftrack

                – Upgrade to Veterans                                                                                                   5 Points

Armour

0-2 Sd.Kfz 234/3 Armoured Car                                                                                                  50 Points

     – Consists of a Sd.Kfz 234/3 Armoured Car with a 7.5cm KwK 37 autocannon

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Panzer IV Tank                                                                                                                           75 Points

     – Consists of a Panzer IV Tank with a 7.5cm KwK 40 L/48 gun and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

                – Add Armour Skirts                                                                                                        5 Points

0-1 Panzer V Panther Tank                                                                                                           150 Points

     – Consists of a Panzer V Panther Tank with a 7.5cm KwK 42 L/70 gun and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Add Armour Skirts                                                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Tiger I Tank                                                                                                                                  250 Points

     – Consists of a Tiger I Tank with an 8.8cm KwK 36 guns and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

 

 Panzergrenadier Platoon                                                                                                            

Headquarters

1 Platoon Command Team                                                                                                           10 Points

     – Consists of a Leutnant with an MP40 SMG and 0-2 Panzergrenadiers with K98k rifles

                – Add 1-2 Panzergrenadiers                                                                                         7 Points Each

                – Add MP40 SMGs                                                                                                           Free

                – Upgrade to Veterans                                                                                                   5 Points

Core

1-4 Panzergrenadier Squad                                                                                                         40 Points

     – Consists of 1-3 Panzergrenadier Teams of 3 men with K98k rifles and an Sd.Kfz. 251 Halftrack Transport

                – Add 1-2 Panzergrenadier Teams                                                                             20 Points Each

                – Add Model 43 Stielhandgranaten                                                                           Free

                – Add 2 MG42 LMGs                                                                                                        10 Points

                – Add an NCO                                                                                                                     Free

                – Add an NCO MP40                                                                                                        1 Point

                – Add Rifle Grenades                                                                                                      Free

                – Upgrade to Veterans                                                                                                   5 Points per Team

1-2 Panzergrenadier Scout Squad                                                                                             40 Points

     – Consists of 1-3 Panzergrenadier Teams of 3 men with K98k rifles and an Sd.Kfz. 251 Halftrack Transport

                – Add 1-2 Panzergrenadier Teams                                                                             20 Points Each

                – Add Model 43 Stielhandgranaten                                                                           Free

                – Add 2 MG42 LMGs                                                                                                        10 Points

                – Add an NCO                                                                                                                     Free

                – Add an NCO MP40                                                                                                        1 Point

                – Add Rifle Grenades                                                                                                      Free

                – Upgrade to Veterans                                                                                                   5 Points per Team

Fire Support

0-1 Anti-Tank Gun Team                                                                                                               20 Points

     – Consists of an AT Gun Team of 4 men with a 7.5cm PaK 40 AT gun, an Sd.Kfz 11 Halftrack, and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Panzerschreck Team                                                                                                               10 Points

     – Consists of a Panzerschreck Team of 4 men with an RPzB 54 Panzerschreck and K98k Rifles

                – Add a Sd.Kfz. 251 Halftrack Transport                                                                   20 Points             

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Heavy Machine Gun Team                                                                                                   10 Points

     – Consists of an HMG Team of 4 men with an MG42 HMG and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Mortar Team                                                                                                                              10 Points

     – Consists of a Mortar Team of 4 men with an 8cm Granatwerfer 34 Mortar and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Sniper Team                                                                                                                               10 Points

     – Consists of a Sniper Team of 2 men with a K98k Sniper Rifle and a K98k Rifle

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Nebelwerfer Team                                                                                                                  25 Points

     – Consists of a Nebelwerfer Team of 4 men with a 21cm Nebelwerfer 42, K98k Rifles and an Sd.Kfz. 11 Halftrack

                – Upgrade to Veterans                                                                                                   5 Points

Armour

0-2 Sd.Kfz 234/3 Armoured Car                                                                                                  50 Points

     – Consists of a Sd.Kfz 234/3 Armoured Car with a 7.5cm KwK 37 autocannon

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Panzer IV Tank                                                                                                                           75 Points

     – Consists of a Panzer IV Tank with a 7.5cm KwK 40 L/48 gun and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Add Armour Skirts                                                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Panzer V Panther Tank                                                                                                           150 Points

     – Consists of a Panzer V Panther Tank with a 7.5cm KwK 42 L/70 gun and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Add Armour Skirts                                                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Tiger I Tank                                                                                                                                  250 Points

     – Consists of a Tiger I Tank with an 8.8cm KwK 36 guns and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

0-1 Tiger II “Konigstiger” Tank                                                                                                     400 Points

     – Consists of a Tiger II “Konigstiger” Tank with an 8.8cm KwK 43 guns and 2 MG34 LMGs

                – Add a pintle mounted MG42 HMG                                                                        5 Points

                – Upgrade to Veterans                                                                                                   5 Points

 

Fallschirmjaeger Platoon

Headquarters

1 Platoon Command Team                                                                                                           10 Points

     – Consists of a Leutnant with an MP40 SMG and 0-2 Fallschirmjaeger with K98k rifles

                – Add 1-2 Fallschirmjaeger                                                                                            5 Points Each

                –  Add MP40 SMGs                                                                                                          Free

                – Upgrade to Veterans                                                                                                   5 Points

Core

1-4 Fallschirmjaeger Squad                                                                                                          20 Points

     – Consists of 1-2 Fallschirmjaeger Teams of 5 men with K98k rifles

                – Add a Fallschirmjaeger Team                                                                                   20 Points

                – Add Model 43 Stielhandgranaten                                                                           Free

                – Add 2 FG42 LMGs                                                                                                          10 Points

                – Add an NCO                                                                                                                     Free

                – Add an NCO MP40                                                                                                        1 Point

                – Add an MP40 SMG                                                                                                       1 Point

                – Add Rifle Grenades                                                                                                      Free

                – Add Panzerfausts                                                                                                          10 Points

                – Upgrade to Veterans                                                                                                   5 Points per Team

Fire Support

0-2 Panzerschreck Team                                                                                                               10 Points

     – Consists of a Panzerschreck Team of 4 men with an RPzB 54 Panzerschreck and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points

0-2 Mortar Team                                                                                                                              10 Points

     – Consists of a Mortar Team of 4 men with an 8cm Granatwerfer 34 Mortar and K98k Rifles

                – Upgrade to Veterans                                                                                                   5 Points per

 

 

 

 

German Units

Grenadier – WPN:5|ARM:2|TRN:6|MOR:7|HP:1|Rank: Trained

Panzergrenadier – WPN:5|ARM:2|TRN:6|MOR:8|HP:1|Rank: Trained

Fallschirmjaeger – WPN:6|ARM:2|TRN:7|MOR:8|HP:1|Rank: Trained

Sd.Kfz 11 Halftrack – WPN:5|ARM:2|TRN:6|HP:2|Type: Light Vehicle

Sd.Kfz. 251 Halftrack – WPN:5|ARM:2|TRN:6|HP:2|Type: Light Vehicle

Sd.Kfz 234/3 Armoured Car – WPN:5|ARM:2|TRN:6|HP:2|Type: Light Vehicle

Panzer IV – WPN:5|ARM:3|TRN:6|HP:3|Type: Tank

Panzer V Panther – WPN:5|ARM:4|TRN:6|HP:3|Type: Tank

Tiger I – WPN:6|ARM:5|TRN:6|HP:4|Type: Heavy Tank

Tiger II “Konigstiger” – WPN:6|ARM:7|TRN:7|HP:5|Type: Heavy Tank

 

German Weapons

Hand Grenade – RNG:3”|ACC:3|ROF:1|PEN:5|Type: Infantry, Light

Rifle Grenade – RNG: 6”|ACC:3|ROF:1|PEN:5|Type, Infantry, Light

K98k – RNG:6”|ACC:3|ROF:1|PEN:5|Type: Infantry, Mobile

MP 40 – RNG:4”|ACC:2|ROF:3|PEN:4|Type: Infantry, Mobile

MG 34/42 – RNG:12”|ACC:2|ROF:5|PEN:6|Type: Infantry, Heavy

Flammenwerfer 35 Flamethrower – RNG:8”|ACC:2|ROF:3|PEN:5|Type: Infantry, Mobile

Panzerschreck – RNG:4”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

8cm Granatwerfer 34 Mortar – RNG:48”|ACC:1|ROF:1|PEN:7|Type: Artillery

21cm Nebelwerfer 42 – 35”|ACC:1|ROF:2|PEN:7|Type: Artillery

7.5cm PaK 40 – RNG:30”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

7.5cm KwK 37 – RNG:20”|ACC:2|ROF:1|PEN:6|Type: Vehicle, Heavy

7.5cm KwK 40 L/48 – RNG:25”|ACC:3|ROF:1|PEN:7|Type: Vehicle, Heavy

7.5cm KwK 42 L/70 – RNG:25”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

8.8cm KwK 36 – RNG:30”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

8.8cm KwK 43 – RNG:30”|ACC:3|ROF:1|PEN:9|Type: Vehicle, Heavy

 

Special Rules

Split Fire – Sergeants and NCOs are able to order their teams to fire on differing targets, allowing them to deal with multiple threats simultaneously. A squad containing a Sergeant or NCO may choose to have its teams fire on one or more additional target

 Scout – Some units and vehicles are trained in reconnaissance, and as such they move ahead of the main force to find and, if possible, destroy enemy targets. Sd.Kfz 234/3 Armoured Cars and Panzergrenadier and Grenadier Scout Squads may make be deployed anywhere on the table up to an additional 12” forward of the player’s deployment zone

Infiltration – Some units such as snipers are trained to hide in order to take out enemies unseen. When sniper teams are in terrain, they gain +1 to their cover bonus

Cut Them Down – German soldiers are very well trained with light and medium machine guns, and as a result are incredibly proficient with them. Any Infantry squad that fires an MG42 may reroll up to two failed to-hit rolls.

Armour Skirts – A vehicle upgraded with Armour Skirts may reroll any 6s to kill, with the second result being final

Tank Ace – Any Tank type unit may reroll failed to-hit rolls when firing their main gun if they are upgraded to Veteran Trained rank

Open Fire Soviet Army Lists

These are the army lists of the Soviets for Open Fire. A list covering unit and weapon profiles and special rules can be found at the end.

 

Conscript Company

Headquarters

0-1 Company Command Team                                                                                                   10 Points

– Consists of a Captain with a TT-33 Pistol and 0-3 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-3 Guards Riflemen                                                                                           5 Points Each

– Add a PPSh-41 SMG                                                                                                     1 Point

– Add a Banner of the Soviet Union                                                                          5 Points

– Upgrade to Veterans                                                                                                   5 Points

0-1 Commissar Command Team                                                                                                                10 Points

– Consists of a Commissar with a TT-33 Pistol and 0-3 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-3 Guards Riflemen                                                                                           5 Points Each

– Add 2 PPSh-41 SMGs                                                                                                   2 Points

– Add a Banner of the Soviet Union                                                                          5 Points

– Upgrade to Veterans                                                                                                   5 Points

Core

0-4 Conscript Platoon                                                                                                                     20 Points

– Consists of 1-6 Conscript Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles and 0-1 Commissar Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles

– Add 1-5 Conscript Teams                                                                                           20 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add a Commissar Team                                                                                              10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 2 Commissar Team PPSh-41 SMGs                                                                               2 Points

– Add 1-6 DP-28 Light Machine Gun                                                                          5 Points Each

– Upgrade to Veterans                                                                                                   5 Points

0-1 Engineer Platoon                                                                                                                      25 Points

– Consists of 1-6 Engineer Teams of 6 men with PPSh-41 SMGs and SN-42 Body Armour and 0-1 Platoon Command Team of 3 men with a TT-33 Pistol, PPSh-41 SMGs and SN-42 Body Armour

– Add 1-5 Engineer Teams                                                                                            25 Points

– Add a Platoon Command Team                                                                               10 Points

– Add 1-6 ROKS-3 Flamethrowers                                                                              5 Points Each

– Add 1-6 Minesweepers                                                                                              5 Points Each

– Add Panzerfausts                                                                                                          10 Points per Team

– Upgrade to Veterans                                                                                                   5 Points per Team

0-1 Razvedki Reconnaissance Platoon                                                                                     20 Points

– Consists of 1-6 Conscript Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of a lieutenant with a TT-33 Pistol and 2 Guards Riflemen with Mosin-Nagant Rifles and 0-1 Heavy Machine Gun Team of 6 men with a PM M1910 Maxim Gun HMG

– Add 1-5 Conscript Teams                                                                                           20 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 3 SVT-40 Rifles per Team                                                                                  Free

– Add 3 PPSh-41 SMGs per Team                                                                               3 Points per Team

– Add a Heavy Machine Gun Team                                                                                            10 Points

Fire Support

0-1 Anti-Tank Gun Team                                                                                                               20 Points

– Consists of an AT Gun Team of 7 men with a ZiS-3 76mm M1942 Field Gun, GAZ truck and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-3 Mortar Team                                                                                                                              10 Points

– Consists of a Mortar Team of 6 men with a 120mm Mortar and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-3 Anti-Tank Rifle Team                                                                                                               10 Points

– Consists of an ATR Team of 5 men with a PTRS-41 AT Rifle and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-2 Sniper Team                                                                                                                               10 Points

– Consists of a Sniper Team of 2 men with a Mosin-Nagant Sniper Rifle and a Mosin-Nagant Rifle

– Upgrade to Veterans                                                                                                   5 Points

Armour

0-2 BA-64 Armoured Car                                                                                                               40 Points

– Consists of a BA-64 Armoured Car with 1 DT LMG

– Upgrade to Veteran                                                                                                     5 Points

0-3 T-34/76 Tank                                                                                                                               100 Points

– Consists of 1 T-34/76 Tank with an F-34 tank gun and 2 DT LMGs

– Add an 85mm ZiS-S-53 gun                                                                                        10 Points

– Upgrade to Veterans                                                                                                   5 Points

0-2 SU-76M Self Propelled Gun                                                                                                 75 Points

– Consists of an SU-76M Self Propelled Gun with a ZiS-3Sh gun

– Upgrade to Veterans                                                                                                   5 Points

0-2 SU-85 Assault Gun                                                                                                                   125 Points

– Consists of an SU-85 Assault Gun with an 85mm D-5T gun

– Upgrade to Veterans                                                                                                   5 Points

 

Guards Rifle Company

Headquarters

0-1 Company Command Team                                                                                                   10 Points

– Consists of a Captain with a TT-33 Pistol and 0-3 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-3 Guards Riflemen                                                                                           5 Points Each

– Add a PPSh-41 SMG                                                                                                     1 Point

– Add a Banner of the Soviet Union                                                                          5 Points

Core

0-4 Guard Rifle Platoon                                                                                                                 25 Points

– Consists of 1-6 Guard Rifle Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of a lieutenant with a TT-33 Pistol and 2 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-5 Guard Rifle Teams                                                                                        25 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 3 SVT-40 Rifles per Team                                                                                  Free

– Add 1-6 DP-28 Light Machine Gun                                                                          5 Points Each

0-1 Engineer Platoon                                                                                                                      25 Points

– Consists of 1-6 Engineer Teams of 6 men with PPSh-41 SMGs and SN-42 Body Armour and 0-1 Platoon Command Team of 3 men with a TT-33 Pistol, PPSh-41 SMGs and SN-42 Body Armour

– Add 1-5 Engineer Teams                                                                                            25 Points

– Add a Platoon Command Team                                                                               10 Points

– Add 1-6 ROKS-3 Flamethrowers                                                                              5 Points Each

– Add 1-6 Minesweepers                                                                                              5 Points Each

– Upgrade to Veterans                                                                                                   5 Points per Team

0-1 Razvedki Reconnaissance Platoon                                                                                     25 Points

– Consists of 1-6 Guard Rifle Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of a lieutenant with a TT-33 Pistol and 2 Guards Riflemen with Mosin-Nagant Rifles and 0-1 Heavy Machine Gun Team of 6 men with a PM M1910 Maxim Gun HMG

– Add 1-5 Guard Rifle Teams                                                                                        25 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 3 SVT-40 Rifles per Team                                                                                  Free

– Add 3 PPSh-41 SMGs per Team                                                                               3 Points per Team

– Add a Heavy Machine Gun Team                                                                           10 Points

Fire Support

0-1 Anti-Tank Gun Team                                                                                                               20 Points

– Consists of an AT Gun Team of 7 men with a ZiS-3 76mm M1942 Field Gun, GAZ truck and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-3 Mortar Team                                                                                                                              10 Points

– Consists of a Mortar Team of 6 men with a 120mm Mortar and Mosin-Nagant Rifles

0-3 Anti-Tank Rifle Team                                                                                                               10 Points

– Consists of an ATR Team of 5 men with a PTRS-41 AT Rifle and Mosin-Nagant Rifles

0-2 Sniper Team                                                                                                                               10 Points

– Consists of a Sniper Team of 2 men with a Mosin-Nagant Sniper Rifle and a Mosin-Nagant Rifle

– Upgrade to Veterans                                                                                                   5 Points

Armour

0-2 BA-64 Armoured Car                                                                                                               40 Points

– Consists of a BA-64 Armoured Car with 1 DT LMG

– Upgrade to Veteran                                                                                                     5 Points

0-3 T-34/76 Tank                                                                                                                               100 Points

– Consists of 1 T-34/76 Tank with an F-34 tank gun and 2 DT LMGs

– Add an 85mm ZiS-S-53 gun                                                                                        10 Points

– Upgrade to Veterans                                                                                                   5 Points

0-2 SU-85 Assault Gun                                                                                                                   125 Points

– Consists of an SU-85 Assault Gun with an 85mm D-5T gun

– Upgrade to Veterans                                                                                                   5 Points

0-2 SU-76M Self Propelled Gun                                                                                                 75 Points

– Consists of an SU-76M Self Propelled Gun with a ZiS-3Sh gun

– Upgrade to Veterans                                                                                                   5 Points

0-1 IS-2 Tank                                                                                                                               250 Points

– Consists of an IS-2 Tank with an 122mm A-19 gun and a DT LMG

– Add a pintle mounted DShK 1938 HMG                                                                               5 Points

– Upgrade to Veterans                                                                                                   5 Points

 

Penal Company

Headquarters

0-1 Company Command Team                                                                                                   10 Points

– Consists of a Captain with a TT-33 Pistol and 0-3 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-3 Guards Riflemen                                                                                           5 Points Each

– Add a PPSh-41 SMG                                                                                                     1 Point

– Add a Banner of the Soviet Union                                                                          5 Points

– Upgrade to Veterans                                                                                                   5 Points

0-1 Commissar Command Team                                                                                                                10 Points

– Consists of a Commissar with a TT-33 Pistol and 0-3 Guards Riflemen with Mosin-Nagant Rifles

– Add 1-3 Guards Riflemen                                                                                           5 Points Each

– Add 2 PPSh-41 SMGs                                                                                                   2 Points

– Add a Banner of the Soviet Union                                                                          5 Points

– Upgrade to Veterans                                                                                                   5 Points

Core

0-4 Penal Platoon                                                                                                                             20 Points

– Consists of 1-6 Penal Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles and 0-1 Commissar Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles

– Add 1-5 Penal Teams                                                                                                   20 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add a Commissar Team                                                                                              10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 2 Commissar Team PPSh-41 SMGs                                                                               2 Points

– Upgrade to Veterans                                                                                                   5 Points per Team

0-1 Blocking Platoon                                                                                                                       25 Points

– Consists of 1-6 Guard Rifle Teams of 6 men with Mosin-Nagant Rifles, 0-1 Platoon Command Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles and 0-1 Commissar Team of 3 men with a TT-33 Pistol and Mosin-Nagant Rifles

– Add 1-5 Guard Rifle Teams                                                                                        25 Points Each

– Add a Platoon Command Team                                                                               10 Points

– Add a Commissar Team                                                                                              10 Points

– Add Platoon Command Team PPSh-41 SMGs                                                   2 Points

– Add 2 Commissar Team PPSh-41 SMGs                                                                               2 Points

– Upgrade to Veterans                                                                                                   5 Points per Team

Fire Support

0-3 Heavy Machine Gun Team                                                                                                   10 Points

– Consists of a HMG Team of 6 men with a Maim HMG and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-3 Mortar Team                                                                                                                              10 Points

– Consists of a Mortar Team of 6 men with a 120mm Mortar and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

0-3 Anti-Tank Rifle Team                                                                                                               10 Points

– Consists of an ATR Team of 5 men with a PTRS-41 AT Rifle and Mosin-Nagant Rifles

– Upgrade to Veterans                                                                                                   5 Points

Armour

0-3 T-34/76 Tank                                                                                                                               100 Points

– Consists of 1 T-34/76 Tank with an F-34 tank gun and 2 DT LMGs

– Add an 85mm ZiS-S-53 gun                                                                                        10 Points

– Upgrade to Veterans                                                                                                   5 Points

 

 

Soviet Units

Conscript – WPN:4|ARM:1|TRN:2|MOR:5|HP:1

Guard – WPN:5|ARM:1|TRN:4|MOR:7|HP:1

Penal Trooper – WPN:4|ARM:1|TRN:2|MOR:4|HP:1

Commissar – WPN:5|ARM:1|TRN:4|MOR:10|HP:1

Engineer – WPN:4|ARM:2|TRN:5|MOR:5|HP:1

BA-64 Armoured Car – WPN:4|ARM:2|TRN:5|HP:2|Type: Light Vehicle

T-34 – WPN:4|ARM:4|TRN:5|HP:3|Type: Tank

SU-76M – WPN:4|ARM:3|TRN:5|HP:2|Type: Tank

SU-85 – WPN:4|ARM:5|TRN:5|HP:3|Type: Tank

IS-2 – WPN:5|ARM:6|TRN:7|HP:5|Type: Heavy Tank

 

Soviet Weapons

TT-33 Pistol – RNG:2”|ACC:3|ROF:2|PEN:3|Type: Infantry, Light

Hand Grenade – RNG:3”|ACC:3|ROF:1|PEN:5|Type: Infantry, Light

Mosin-Nagant – RNG:6”|ACC:3|ROF:1|PEN:5|Type: Infantry, Mobile

SVT-40 – RNG:6”|ACC:3|ROF:2|PEN:5|Type: Infantry, Mobile

PPSh-41 – RNG:3”|ACC:3|ROF:2|PEN:4|Type: Infantry, Mobile

DP-28/DT LMG – RNG:9”|ACC:2|ROF:4|PEN:5|Type: Infantry, Mobile

PM M1910 Maxim HMG – RNG:12”|ACC:2|ROF:4|PEN:6|Type: Infantry, Heavy

DShK 1938 HMG – RNG:12”|ACC:2|ROF:5|PEN:6|Type: Infantry, Heavy

ROKS-3 Flamethrower – RNG:8”|ACC:2|ROF:3|PEN:5|Type: Infantry, Mobile

PTRS-41 AT Rifle – RNG:9”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

120mm Mortar – RNG:48”|ACC:1|ROF:1|PEN:7|Type: Artillery

ZiS-3Sh 76mm M1942 Field Gun – RNG:30”|ACC:1|ROF:1||PEN:8|Type: Artillery

ZiS-3 76mm M1942 Field Gun – RNG:30”|ACC:3|ROF:1||PEN:8|Type: Vehicle, Heavy

76mm F-34 Tank Gun – RNG:20”|ACC:3|ROF:1|PEN:6|Type: Vehicle, Heavy

85mm ZiS-S-53 – RNG:25”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

85mm D-5T – RNG:30”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

122mm A-19 – RNG:36”|ACC:3|ROF:1|PEN:9|Type: Vehicle, Heavy

 

Special Rules

Split Fire – Sergeants and NCOs are able to order their teams to fire on differing targets, allowing them to deal with multiple threats simultaneously. A platoon containing a Platoon Command Team may choose to have its teams fire on one or more additional target

Infiltration – Some units such as snipers are trained to hide in order to take out enemies unseen. When sniper teams are in terrain, they gain +1 to their cover bonus

Scout – Some units and vehicles are trained in reconnaissance, and as such they move ahead of the main force to find and, if possible, destroy enemy targets. BA-64 Armoured Cars and Razvedki Reconnaissance Platoons may make be deployed anywhere on the table up to an additional 12” forward of the player’s deployment zone

Tank Ace – Any Tank type unit may reroll failed to-hit rolls when firing their main gun if they are upgraded to Veteran Trained rank

Not One Step Back – When a commissar issues this order, all units within 12” that are forced to retreat, are instead pinned.

For The Motherland – Soviet soldiers are fighting to preserve their homeland, and want vengeance on the Germans for trying to destroy their homes and way of life. All Soviet units gain +1 WPN when shooting at German units

Stalin’s Sledgehammer – Soviet generals have no problem pushing their forces against heavily fortified defensive positions, to take it at all costs. When a Soviet Platoon is completely destroyed, roll a D6. On a 6, the Soviet player replaces their lost platoon by deploying a new platoon within their deployment zone.

 

Open Fire US Army Lists

These are a few of the army lists for Open Fire. This post is covers the American forces, and later posts will cover the Soviet Union and Germany. The lists are at the platoon level, including infantry, fire support units like mortars and machine guns, and tanks and armoured cars as well. A list of unit and weapon profiles and of special rules can be found at the end. All American units have the rank of Trained and can be upgraded to Veteran Trained for +5 points per team

 

Rifleman Platoon

Headquarters

1 Platoon Command Team                                                                                                           10 Points

– Consists of a Lieutenant with a Thompson SMG and 0-2 Riflemen with M1 Garand rifles

– Add 1-2 Riflemen                                                                                                          5 Points Each

– Add an M3 Halftrack Transport                                                                                                20 Points

Core

1-3 Rifle Squad                                                                                                                                  15 Points

– Consists of 1-4 Rifle Teams of 3 men with M1 Garand rifles

– Add 1-3 Rifle Teams                                                                                                     15 Points Each

– Add a Sergeant                                                                                                              Free

– Add M2 Fragmentation Grenades                                                                         Free

– Add Rifle Grenades                                                                                                      Free

– Add a Sergeant Thompson SMG                                                                             1 Point

– Add 2 Browning Automatic Rifles                                                                           10 Points

– Add an M3 Halftrack Transport                                                                                                20 Points

0-1 Engineer Squad                                                                                                                         15 Points

– Consists of 1-4 Engineer Teams of 3 men with M1 Garand rifles

– Add 1-3 Engineer Teams                                                                                            15 Points Each

– Add a Sergeant                                                                                                              Free

– Add 2 Minesweepers                                                                                                  5 Points

– Add an M2 Flamethrower                                                                                         5 Points

– Add M2 Fragmentation Grenades                                                                         Free

– Add an M3 Halftrack Transport                                                                                                20 Points

Fire Support

0-2 Light Machine Gun Team                                                                                                      10 Points

– Consists of 1 LMG Team of 2 men with an M1919A6 LMG

0-3 Bazooka Team                                                                                                                           10 Points

– Consists of 1 Bazooka Team of 3 men with an M1A1 Bazooka and M1 Garand rifles

0-3 Mortar Team                                                                                                                              10 Points

– Consists of 1 Mortar Team of 6 men with an 81mm Mortar and M1 Garand rifles

0-1 Heavy Machine Gun Team                                                                                                   10 Points

– Consists of 1 HMG Team of 6 men with an M1917 HMG and M1 Garand rifles

0-2 Sniper Team                                                                                                                               10 Points

– Consists of a Sniper Team of 2 men with an M1903 Springfield Sniper Rifle and an M1 Garand Rifle

Armoured Support

0-3 M8 Armoured Car                                                                                                                    50 Points

– Consists of an M8 Armoured Car with a 37mm gun M6 and a M1919A4 LMG

– Add a pintle mounted M2 Browning HMG                                                         5 Points

0-2 M3 Stuart Tank                                                                                                                          65 Points

– Consists of an M3A3 Stuart Tank with a 37mm gun M6 and 2 M1919A4 LMGs

– Add a pintle mounted M1919A4 LMG                                                                  5 Points

0-2 M4 Sherman                                                                                                                               75 Points

– Consists of 1 M4 Sherman with a 76mm gun M1 and 2 M1919A4 LMGs M

– Add a pintle mounted M2 Browning HMG                                                         5 Points

 

Ranger Platoon

Headquarters

1 Platoon Command Team                                                                                                           10 Points

– Consists of a Lieutenant with a Thompson SMG and 0-2 Rangers with M1 Garand rifles

– Add 1-2 Rangers                                                                                                            5 Points Each

– Add an M3 Halftrack Transport                                                                                                20 Points

Core

1-3 Ranger Squad                                                                                                                             20 Points

– Consists of 1-4 Ranger Teams of 3 men with M1 Garand rifles

– Add 1-3 Ranger Teams                                                                                                                20 Points Each

– Add a Sergeant                                                                                                              Free

– Add a Sergeant Thompson SMG                                                                             1 Point

– Add M2 Fragmentation Grenades                                                                         Free

– Add 4 Thompson SMGs                                                                                              4 Points

– Add 2 Browning Automatic Rifles                                                                           10 Points

0-1 Engineer Squad                                                                                                                         15 Points

– Consists of 1-4 Engineer Teams of 3 men with M1 Garand rifles

– Add 1-3 Engineer Teams                                                                                            15 Points Each

– Add a Sergeant                                                                                                              Free

– Add a Sergeant Thompson SMG                                                                             1 Point

– Add 2 Minesweepers                                                                                                  5 Points

– Add an M2 Flamethrower                                                                                         5 Points

– Add M2 Fragmentation Grenades                                                                         Free

Fire Support

0-2 Light Machine Gun Team                                                                                                      10 Points

– Consists of 1 LMG Team of 5 men with an M1919A6 LMG

0-3 Bazooka Team                                                                                                                           10 Points

– Consists of 1 Bazooka Team of 3 men with an M1A1 Bazooka and M1 Garand rifles

0-3 Mortar Team                                                                                                                              10 Points

– Consists of 1 Mortar Team of 6 men with an 81mm Mortar and M1 Garand rifles

0-1 Heavy Machine Gun Team                                                                                                   10 Points

– Consists of 1 HMG Team of 6 men with an M1917 HMG and M1 Garand rifles

0-2 Sniper Team                                                                                                                               10 Points

– Consists of a Sniper Team of 2 men with an M1903 Springfield Sniper Rifle and an M1 Garand Rifle

Armoured Support

0-3 M8 Armoured Car                                                                                                                    50 Points

– Consists of an M8 Armoured Car with a 37mm gun M6 and a M1919A4 LMG

– Add a pintle mounted M2 Browning HMG                                                         5 Points

0-2 M3 Stuart Tank                                                                                                                          65 Points

– Consists of an M3A3 Stuart Tank with a 37mm gun M6 and 2 M1919A4 LMGs

– Add a pintle mounted M1919A4 LMG                                                                  5 Points

0-2 M4 Sherman Tanks                                                                                                                  75 Points

– Consists of 1 M4 Sherman with a 76mm gun M1 and 2 M1919A4 LMGs

– Add a pintle mounted M2 Browning HMG                                                         5 Points

 

Paratrooper Platoon

Headquarters

1 Platoon Command Team                                                                                                           10 Points

– Consists of a Lieutenant with a Thompson SMG and 0-2 Paratroopers with M1 Garand rifles

– Add 1-2 Paratroopers                                                                                                  5 Points Each

Core

1-2 Paratrooper Squad                                                                                                                  20 Points

– Consists of 1-4 Paratrooper Teams of 3 men with M1 Garand Rifles

– Add 1-3 Paratrooper Teams                                                                                      20 Points Each

– Add a Browning Automatic Rifle                                                                             5 Points

– Add a Sergeant                                                                                                              Free

– Add 3 M3 Grease Gun SMGs                                                                                    3 Points

– Add a Sergeant M3 Grease Gun SMG                                                                  Free

– Add M1 Fragmentation Grenades                                                                         Free

– Add Gammon Bombs                                                                                                  5 Points

Fire Support

0-2 Mortar Team                                                                                                                              10 Points

– Consists of 1 Mortar Team of 5 men with a 60mm mortar and M1 Carbines

0-2 Light Machine Gun Team                                                                                                      10 Points

– Consists of 1 LMG Team of 5 men with an M1919A6 LMG and M1 Carbines

0-1 Bazooka Team                                                                                                                           10 Points

– Consists of 1 Bazooka Team of 3 men with an M9 Bazooka and M1 Carbines

US Units

Rifleman – WPN:4|ARM:2|TRN:5|MOR:7|HP:1

Paratrooper – WPN:5|ARM:2|TRN:6|MOR:7|HP:1

Ranger – WPN:5|ARM:2|TRN:6|MOR:8|HP:1

M3 Halftrack – WPN:4|ARM:2|TRN:6|HP:2|Type: Light Vehicle

M8 Armoured Car – WPN:4|ARM:2|TRN:6|HP:2|Type: Light Vehicle

M3 Stuart – WPN:4|ARM:3|TRN:6|HP:3|Type: Tank

M4 Sherman – WPN:4|ARM:3|TRN:6|HP:3|Type: Tank

 

US Weapons

Pistol – RNG:2”|ACC:3|ROF:2|PEN:3|Type: Infantry, Light

Hand Grenade – RNG:3”|ACC:3|ROF:1|PEN:5|Type: Infantry, Light

Rifle Grenade – RNG: 6”|ACC:3|ROF:1|PEN:5|Type, Infantry, Light

Gammon Bomb – RNG:3”|ACC:3|ROF:1|PEN:8|Type: Infantry, Light

M1 Garand Rifle – RNG:5”|ACC:3|ROF:2|PEN:5|Type: Infantry, Mobile

M1 Carbine Rifle – RNG:5”|ACC:3|ROF:2|PEN:5|Type: Infantry, Mobile

Thompson SMG – RNG:4”|ACC:2|ROF:3|PEN:4|Type: Infantry, Mobile

M3 Grease Gun SMG – RNG:4”|ACC:3|ROF:3|PEN:4|Type: Infantry, Mobile

M1917/1919 Browning – RNG:15”|ACC:2|ROF:5|PEN:6|Type: Infantry, Heavy

M1918A2 BAR – RNG:15”|ACC:2|ROF:4|PEN:5|Type: Infantry, Mobile

M2 Flamethrower – RNG:8”|ACC:2|ROF:3|PEN:5|Type: Infantry, Mobile

M9 Bazooka – RNG:4”|ACC:3|ROF:1|PEN:8|Type: Vehicle, Heavy

60mm Mortar – RNG:48”|ACC:1|ROF:1|PEN:6|Type: Vehicle, Heavy

81mm Mortar – RNG:48”|ACC:1|ROF:1|PEN:7|Type: Vehicle, Heavy

37mm gun M6 – RNG:24”|ACC:3|ROF:1|PEN:6|Type: Vehicle, Heavy

76mm gun M1 – RNG:15”|ACC:3|ROF:1|PEN:7|Type: Vehicle, Heavy

 

Special Rules

Split Fire – Sergeants and NCOs are able to order their teams to fire on differing targets, allowing them to deal with multiple threats simultaneously. A squad containing a Sergeant or NCO may choose to have its teams fire on one or more additional target

Scout – Some units and vehicles are trained in reconnaissance, and as such they move ahead of the main force to find and, if possible, destroy enemy targets. M8 Armoured Cars and M3 Stuart Tanks may make be deployed anywhere on the table up to an additional 12” forward of the player’s deployment zone

Infiltration – Some units such as snipers are trained to hide in order to take out enemies unseen. When sniper teams are in terrain, they gain +1 to their cover bonus

Modern Communications – Platoon Command Teams have an additional 6” radius when issuing orders

Bonded Teams – Units bond as smaller teams over time, leading to them trusting each other and relying on each other more and fighting harder when a member is killed. When a member of a team is killed, the squad rerolls failed to hit rolls in the next turn’s combat phase

 

Open Fire

This is a new game I’ve been working on to get some use out of the 20mm Italeri models my dad got my brother, himself and me. I’d greatly appreciate feedback

 

Turn sequence

Each player’s turn consists of 2 phases: the Movement phase and the Combat phase. These phases can be done in whatever sequence the player chooses, but during the movement phase units may only move and during the combat phase units may only engage in combat. During either phase any unit may perform manoeuvres and officer teams may issue orders.

Visibility and Line of Sight

Units can only shoot or assault enemies they can see. To determine if they can see each other, draw a straight line between the two units in question and if a piece of terrain obscures them entirely the units may not shoot at or assault one another.

Characteristics

Each infantry unit has a set of characteristics which determine how good they are at shooting and in an assault, how well armoured they are, how motivated they are to fight and how well trained they are. Vehicles, however, have characteristics showing how good at shooting they are and how well armoured they are on their front, sides and rear. The infantry characteristics are: WPN, which is how skilled a unit is at shooting and in close combat; ARM, which is how well armoured the unit is; MOR, which is the morale of the unit; and TRN, which is how well trained a unit is. Vehicle characteristics are WPN, which is how accurate the vehicle is; ARM, which is how well the front of the vehicle is armoured; TRN, which is how well trained the crew of the vehicle is, and HP, which is how many hit points the vehicle has. Weapons also have characteristics, which are RNG, the range of the weapon; ROF, or rate of fire, which determines how many dice are rolled when each team fire; and PEN, which shows how powerful the bullets are and how capable of penetrating armour they are.

Unit types

There are four types of units: Infantry, Guns, Light Vehicles, Tanks and Heavy Tanks. Infantry type units make up the bulk of the company and while not as fast or as powerful as the vehicles, they are easily the most numerous. They are made up of teams of between 2 and 6 men, although snipers and officers able to act as a squad by themselves. Guns are artillery cannons and anti-tank guns crewed by infantry and towed by artillery tractors, light vehicles such as halftracks, or the crew. Light Vehicles are fast and lightly armoured, and often armed with a single machine gun or cannon. Tanks are heavy and powerful, armed with cannons as well as several machine guns, while Heavy Tanks are even bigger and more heavily armed and armoured, although have to move slower as a result.

Ranks

There are three ranks: Conscript, Trained and Veteran. Conscript units are often poorly trained and fielded in large numbers. A squad shooting at a unit with the rank of Conscript gets +1 to their to-hit roll. Trained units are soldiers who have been given enough training that they can handle their weapon proficiently, keep relatively calm under fire and manage to act autonomously to complete their objectives. All vehicles have the rank of Trained. Squads with the rank of Trained gain +1 MOR for Initiative tests. Veterans are troops who have been baptised by fire and have learned through experience the best way to stay alive in battle. Any unit can be upgraded to Veteran rank, and gain +1 MOR, and any squad that shoots at them suffers -1 to their to-hit roll

Weapon types

Each weapon falls into two of 6 types: Light, Mobile, Heavy and Artillery as well as Infantry or Vehicle. Light weapons refer to pistols and grenades, and can only harm infantry units with an ARM value equal to or less than the weapons PEN value. Mobile weapons are weapons which can be moved then fired in the next turn, and Heavy weapons may not be fired if they moved in the previous turn. The exception to this rule is when a heavy weapon is mounted on a vehicle, in which case it acts as though it were a mobile weapon. Artillery weapons are considered heavy weapons, and must roll a scatter die for every shot they fire, which is covered later. Infantry weapons are capable of killing infantry and damaging light vehicles with a -1 PEN modifier, while vehicle weapons can damage all unit types.

Deployment

Before the game begins, all players deploy their armies on the table. Each player gets an edge of the table to deploy on, and can deploy up to 12” from the edge of the table along their edge. This is called the deployment zone.

Movement

Every team moves together, with every man staying within 2” of one another. All infantry moves 5”, light vehicles move 12”, tanks move 10”, heavy tanks move 8” and guns move either 5” or 10” depending on whether they are towed by the crew or by a vehicle. All units move 50% faster on roads, paths and in trenches (which only affect infantry) and 50% slower through terrain such as rivers, ruins, and forests

Shooting

Check the range of the weapons and whether weapons can harm the target, which is covered in the Weapon Types section earlier. Next, roll to hit, rolling one die for every point their weapons ROF has and compare TRN of the target to the WPN of the shooter on the table below, modifying each roll by -2 to +2 depending on the ACC value of each weapon.

TRN/ARM
1 2 3 4 5 6 7 8 9 10
1 4+ 5+ 5+ 6+ 6+ n/a n/a n/a n/a n/a
2 3+ 4+ 4+ 5+ 5+ 6+ 6+ n/a n/a n/a
3 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ n/a n/a
WPN/PEN 4 3+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+ n/a
5 2+ 3+ 3+ 3+ 4+ 4+ 5+ 5+ 6+ 6+
6 2+ 2+ 3+ 3+ 3+ 4+ 4+ 5+ 5+ 6+
7 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 5+ 5+
8 A 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+ 5+
9 A A 2+ 2+ 2+ 3+ 3+ 3+ 4+ 4+
10 A A A 2+ 2+ 2+ 3+ 3+ 3+ 4+

 

After this, the next step is to roll to kill, which is rolled by the attacker using the same chart. Successfully rolling to kill causes the unit to take a casualty for every successful roll. Next, remove casualties. Casualties must be removed from the closest models to the attacking unit first

Explosions

Artillery shells, mortar bombs, tank and gun shells and grenades all explode when they hit their target. Shooting with them is resolved as normal, but if they are successful in hitting their target then all units within 1” also count as being hit.

Grenades

Infantry units may choose to use grenades, be they rifle grenades or hand grenades. To do this, designate a unit to use a grenade and use one per squad. Grenades explode, wounding all within 1” of the target.

Artillery

Artillery shooting is done in the same way as regular shooting, except rolling to hit. Each team rolls a scatter die as well as a regular die for every round they fire. They designate a target as normal and roll both dice, with the scatter die determining which way the shot scatters and the regular die showing how many inches it scatters. The shot automatically hits whatever is in the location the scatter die shows. They also inflict damage to all units within 2” of where they land.

Smoke Round

Mortars have the ability to fire smoke rounds to conceal the movements of troops. To fire a smoke grenade, designate a target as per normal artillery shooting rules. Smoke rounds count as completely blocking visibility for all units drawing line of sight through it.

Shooting at Vehicles

When shooting at vehicles, determine whether the top, front, side or rear is being fired at. The ARM value of a vehicle is the armour on the front, and as such shooting at the side gives a modifier of -1 ARM and on a roll of 6 the vehicle is immobilised, and shooting at the top or rear of the vehicle gives -2 ARM and on a roll of 6 the engine is damaged, causing the vehicle to move at half its normal movement rate. Rolling a 6 when shooting at the front of a vehicle causes a weapon to be destroyed, with the first result destroying the main weapon and the next destroying any other weapons the vehicle has. For every successful hit, the vehicle loses one HP until it reaches 0, at which point it is knocked out and becomes terrain.

Melee

Units ‘sprint’ into hand to hand combat, moving at +2 to their Movement value when charging. Attacker hits first, but the assaulted unit may shoot at the charging unit, which is done before the charging unit makes contact with their target, and is resolved like normal shooting. Combat is resolved in the same way as shooting.

Orders and Manoeuvres

Squads are able to act independently on the battlefield, or under the guidance of an officer. Officer teams are able to issue orders to any unit within 12” of themselves, and any squad may perform a manoeuvre instead of moving or engaging in combat. To use an order or manoeuvre, designate the unit performing it and roll an Initiative Test. This is similar to a Terror Test, and if they are successful, the order or manoeuvre is carried out, however if the unit counts as having performed an action.  The orders are Fall Back, Concentrate Fire; Hold the Line, and Supporting Fire. The manoeuvres are Hit the Dirt, Set Up Position, Sprint, Overdrive, Hull Down, Barrage, and Button Vehicle.

Orders

Fall Back – All non-vehicle units within 12” of the officer must fall back to the nearest terrain. If they are already in cover they are not affected by this order

Concentrate Fire – Up to two designated units including vehicles within 12” of the officer must fire at a designated target. They have +1 WPN when performing this shooting attack

Hold the Line – All units within 12” of the officer automatically pass Terror tests

Supporting Fire – The officer calls in a barrage of mortar and artillery rounds on a target to soften it up before assaulting it. Designate one target and roll 3 Artillery attacks against it at ATT 8

Rally On Me – All retreating units within 12” automatically pass their next Terror test and must move as normal towards the officer that issued the order

Manoeuvres

Hit the Dirt – The infantry unit gets down on the ground to make them harder to hit. They gain a partial cover bonus and all units shooting at them suffer a -1 WPN modifier. Units that have used this manoeuvre move at half their normal rate

Set Up Position – The infantry unit sets up a defensive position, using whatever cover is available to hide behind or digging fire pits and setting up sandbags. The unit gains a full cover bonus and +1 WPN, but is not allowed to move

Sprint – The infantry unit sprints as fast as they can to the nearest piece of cover, often while under fire. The unit moves at +2” for one phase and is allowed to move instead of shooting or charging during the Combat phase

Button Vehicle – The infantry unit fires at a vehicle’s vision slits and commanders cupola, forcing them to close up to keep safe. This is resolved by rolling to hit, and if the majority of shots hit, the vehicle cannot move or shoot for a turn.

Barrage – Any artillery type unit may fire 3 rounds at a single target instead of 1. After doing this they may not fire or move in the next turn

Overdrive – The vehicle’s crew pushes their engine as hard as it’ll go, allowing them to move faster. The unit moves at +3” for one phase and suffers -1 WPN

Hull Down – The vehicle’s crew set up a defensive position, covering their vehicle in foliage, netting or whatever else happens to be available and uses walls or sandbags to cover their sides. The unit cannot move while hull down, but gains a partial cover bonus and +1 WPN

Terror

The battlefield is a terrifying place, with bullets flying, artillery hammering the area trying to hit the enemy without being able to see them, and death an everlasting, imminent spectre looming over every man. When a squad loses members, they must take a Terror test; this is done by rolling 2d6 and comparing the result to the Morale value for the squad and if the test is passed, the squad acts as normal, but if they fail, they are pinned. If a squad loses at least half their men, then they take a Terror test, with this test being modified with -1 for every lost member, and if they fail the squad must fall back the same distance as they are allowed to move. Units must take a new Terror test at the beginning of every turn until they either pass or

Pinning

When a unit comes under fire from heavy weapons such as machine guns, mortars, and artillery, they can be suppressed and forced to keep their heads down. When a unit is pinned, they cannot move in the next turn, gain a Partial Cover bonus and suffer -1 MOR

Terrain

The battlefield is full of terrain, from ruined buildings and fortifications to hedgerows and fences to swamps and streams. Being in cover such as ruins, trenches, walls, and craters grant modifiers to each to hit roll, with full cover giving -2 to the roll and partial cover giving -1. Terrain that covers up to half of a model gives a partial cover bonus while terrain that covers the majority (but not the entirety) of a model gives a full cover bonus. Moving along roads allows units to move 50% faster and moving through water and swamps forces units to move half their normal rate, rounding down.

Minefields

Some battlefields have minefields set up in them. These need to be marked on the table with a counter, with the minefield extending a certain distance in all directions from the centre of the counter.  Any infantry model that walks into a minefield rolls a to-hit roll to determine if they trigger a mine and automatically die if they do. Vehicles that move into a minefield are automatically hit and immobilised. Units equipped with minesweepers can detect minefields and do not trigger them as a result.

Objectives

There are two goals in the game: destroying the enemy’s army entirely or forcing them to retreat, and capturing objectives. Objectives are special tokens which are placed by players on the table before the game begins, with a randomly generated number of objectives, done by rolling a D6, being placed by the players one at a time until none are left, with the first ones being placed in the deployment zones, then the rest being deployed in the middle of the table. To capture objectives, infantry must be moved to within 3” of an objective, and vehicles cannot capture them. Pinned infantry can’t capture objectives and any infantry pinned while holding an objective stop holding it. The player that holds the majority of objectives for 2 turns or is the last man standing wins.

Iron Dawn – The Rules V2

This is the updated rules for Iron Dawn, which the fantastic Narric of Second Sphere helped me immensely with. Without further ado, the rules:

Getting into the game

To play Iron Dawn, you need models. These are used to represent troops on the battlefield under the command of an officer. When starting out, it is better to pick models which you like the look of rather than being too worried about how powerful they are. Once you’ve played a few games with your models, you can start to collect an army. The best way to do this is to consider how you like to play; if you prefer charging headlong into the enemy’s line, statically defending positions and moving slowly forward or just destroying men, vehicles and buildings alike, you can build an army to suit you.

Dice

The dice used are ten sided, and numbered from 0-9. Two are used, either separately or together, to decide critical actions, damage, results and the like throughout the course of play. For most actions, players will roll only one die. In the case where 2 dice are thrown together, one colour is chosen as the first number to be read. This should be decided by the players at the start of the game, so as to minimize arguments over whether the player rolled a “12” or a “21” and will speed the flow of gameplay.  Sometimes, players will be required to roll a D5, or a 5 sided die. While D5s are available, for the sake of simplicity it is possible to simply half the result of rolling a D10, rounding up for rolls of halved uneven numbers. For example, a roll of 1/2 would equal 1, 3/4 would equal 2 and so forth.

 

Characteristics

Infantry

There are a variety of warriors on Aenyreon, from the lowly human Volksmilitia to the heavily armoured and fearsome Sparaxian Triatarch, from the agile Sparaxian Juggernaut to the hulking Kurae Ancient Host. To cover the differences between the different infantry units, infantry have 7 characteristics that show how they move, shoot, engage in close combat and perform actions, and how effective they are at it.

SPD – The speed of the unit. This number represents how fara unit is allowed to move in inches.

ACC – The accuracy of the unit. This shows how skilled at shooting a particular unit is, and how accurate their weapons are.

MEL – The close combat ability of a unit.

ATT – This is the Attack value of a unit, which represents how strong a model is when it comes to engaging in close combat. A unit with a higher ATT rating is able to hit harder and do more damage when they strike

DEF – This is the defence value of a unit. It represents the natural resilience of and the armour worn by a model. A model with a high DEF rating means it is either wearing a suit of heavy, thick armour, naturally able to shrug off attacks that would kill others, or a mixture of the two.

HP – This is the Hit Points a unit has, and shows how many hits a model is able to take before dying

MOR – This is the morale of a model, and represents how hard they are willing to fight and how motivated they are. A unit with high morale is far more willing to stand and fight than one with low morale

Vehicles

Like the infantry above, a variety of vehicles are used to wage war across Aenyreon, from the light, fast Woruxi Bloodclaw Attack Bike to the hulking, behemoth Sea People Tortoise Heavy Tank. Unlike the infantry, however, vehicles are covered on all sides by armour, the failing of any of which could result in the vehicle being knocked out, abandoned or even turned into a burning wreck. Vehicles have multiple Defence values which represent the different armour facings the vehicle in question has. When shooting, choose the one that represents the direction from which the vehicle is being shot at.

SPD – This is the Speed value of a unit. It shows how fast the vehicle is able to move in inches.

TUR – The Turn value of a unit represents how wide a vehicle has to turn in inches. Each vehicle must use up as many inches as their turn value states when making a ¼ turn. If the turn is less than ¼ turn, round up to the nearest ¼. This is explained more under Vehicle Movement in the Movement section of the rules.

ACC – The accuracy of the unit. This shows how skilled at shooting a vehicle’s gunnery crew is, and how accurate their weapons are.

TD – The Top Defence of a unit. This shows how thick the armour is on the top of a vehicle, and is only used when a vehicle is hit by artillery fire.

FD – The Front Defence of a unit. This shows how thick a vehicle’s frontal armour is, and is used when a vehicle is being shot at by a target directly in front of it.

SD – The Side Defence of a vehicle. This represents the thickness of a vehicle’s side armour, and is used when a vehicle is being attacked by a target directly on either side of it.

RD – The Rear Defence of a vehicle. This represents the thickness of the armour that covers the rear of a vehicle, and is used when a vehicle is being attack from behind.

HP – The Hit Points of a vehicle. This shows how many hits a vehicle can take before being either abandoned or destroyed outright

Weapons

Across Aenyreon a variety of weapons are utilised in conflict, ranging from small pistols to large cannons

RNG – This is the range of a weapon, and dictates how far a weapon is able to shoot, measured in inches. The range of a weapon is divided into two parts, for example the human loch has a range of 12″/24″: The first number is the effective range, while the second is the maximum effective range, and shooting at ranges between the first and second numbers incurs a penalty of -1 to the shooting units accuracy.

ACC – This represents the accuracy of a weapon, and is determined by factors such as recoil, barrel length, and rate of fire

ATT – This shows the attack value of a weapon, and represents how much damage a weapon does, and how capable it is at penetrating the opponent’s armour.

ROF – This is the rate of fire of a weapon. It shows how many shots a weapon is able to fire in a single phase of shooting

Type – This is the weapon type, and shows how heavy the weapon is and what kind of targets it is designed to combat. Weapon types are discussed later, in the Weapons section

 

Turn sequence

Each turn is made up of phases, of which there are 4: Initiative, First Action, Second Action, and Third Action. During each of the Action phases, the player is allowed to perform one of the following actions: Movement, Shooting, Assault or a Manoeuvre. These may be performed only once per turn with the exception of Movement which may be performed twice. Squads may perform only 2 actions unless a squad leader is present, and all other units are allowed to perform all three actions. During the Action Phases, each player must declare what action if any each unit is going to perform.

Initiative

Both sides roll D100, or 2D10 numbered 0-9 using one to represent tens and the other to represent ones, adding or subtracting any applicable modifiers, which are explained later. The player with the lowest number declares and moves first. Since rolling a double zero is equivalent to 100, any player that rolls “00” automatically LOSES the initiative, regardless of any modifiers.

Movement

All movement in the game is in inches. However, any type of unit can be used, as long as it is consistent. A model or squad has its movement expressed as a number: if the move rate is 4, then the model can move four inches (or other agreed upon units) per turn. The model’s default facing is denoted either by the way it is looking, the front of the vehicle in the case of tanks, or a mark on the models base. Infantry squads must move as a unit, and any squad that moves must have every model move.

Any infantry unit may move over a piece of terrain as long as it is equal to or less than half the height of the model. Vehicles have no such restrictions, and are able to drive through light cover. They may also drive through heavy cover using Engine Deregulation.

Movement expenditures

A model can move up to its declared movement rate with no penalties. A player can chose to move a model twice as far as its movement rate, but this must be declared, and they are not allowed to engage in shooting or close combat for that turn.

Turning/Pivoting

Models can turn their heading when they move. A turn of 90 degrees costs ONE inch of movement. Any change LESS than 90 degrees is considered to be HALF an inch, for speed of play. (Example: a model with a move distance of 5 may change facing 45 degrees, move 4 inches, and finish by turning another 45 degrees for a total of 5 inches).

Vehicle movement

Vehicles move slightly different than character models and squads. They still move in inches (or units) but have an additional score marked turn, or TUR. This is the vehicles turn radius, and defines how tight of a turn and how far a vehicle can turn per round. It is expressed in a number of inches, and a fraction. Thusly: tur=3″ 1/4

Now, say our vehicle in question has a move of 12, and decides to turn. It can turn at any point along its allotted 12″, but we will say it does so halfway through. We move the vehicle six inches, and decide to take full advantage of its turn ability and make a tight turn. We measure out from the centre of the model 3 inches to find our turn centre. Now, the 1/4 means that the vehicle can swing around that point to make exactly one quarter of a circle. So we use our game ruler as a compass, holding the fixed point at 3″ from the centre of the vehicle, and swing the vehicle around one quarter of a full circle. We then continue to move the vehicle 6″ along its new heading to complete its 12″ move.

This sounds complicated, but is actually quite simple and fast to do on the table top. If you need clarification, please see the diagram on moving in the centre of the book.

Tactical Spacing and unit coherence

All infantry models must stay within 3 inches of another model that is a part of the same unit or combat group. If for whatever reason they are forced out of this, then they must move back to within 3 inches of another model in their unit or combat group whenever they next allowed moving. If they are further away from the unit they must join than their movement allows, they must still re-join. This is done by moving the excess distance, and forgoing ANY combat that turn. If there is no combat that turn, then first action is to be forgone by said unit on the following turn.

Combat

Melee

Melee is begun by declaring a charge. Select one of your own units to use. Your units’ charge range is double its SPD value, and your charging unit may not move further than this. If the enemy unit is within range, move your unit into base contact with as many models as possible.

Shooting

. To make a shooting attack, select a unit to shoot and an enemy unit. Check the range to the enemy unit against the Range of the weapon, and multiply the number of models in range by the ROF of the weapon(s) being fired. If the squad is using multiple weapons, use different coloured dice to represent each different weapon (but not for multiples of the same weapons, however)

Accuracy and Melee Tests

Melee and shooting attacks are resolved in much the same way. However, melee attacks use a model/squad’s MEL characteristic while shooting attacks use a model/squad’s ACC characteristic. For each attack, or shot from a weapon, pick up a single D10 and ensure that different weapons and skill levels have been separated.

The score needed (after modifiers) to “hit” the enemy model/squad is determined by comparing the ACC with the ACC of the weapon for shooting, or 10 minus the MEL characteristic

Shooting “To Hit” chart

Weapon ACC           Unit ACC
\  2  3  4  5  6  7  8  9
1  9  8  7  6  5  4  4  3
2  9  7  7  6  5  4  4  3
3  8  7  6  5  4  4  3  2
4  7  6  6  5  4  3  3  2
5  6  6  5  4  4  3  3  2

Melee “To Hit” chart

Attacker’s Skill   1  2  3  4  5  6  7  8

Score                     9  8  7  6  5  4  3  2

A natural roll of 10 causes an additional hit point to be removed from the enemy model/squad. A natural roll of 1 is always a miss regardless of modifiers. When a roll of 10 is achieved against a vehicle, roll a D10 for the Critical Hit chart below.

1: Crew stunned – no movement or shooting for 1D5 turns

2: Secondary weapon destroyed – any hull mounted first, then cupola mounted

3: Engine damaged – no movement for two turns

4: Secondary weapon destroyed

5: Armour Penetrated – All hits on current vehicle side now critical for remainder of game

6: Crew killed – roll 1D5 – 1= commander (cupola weapon unusable), 2= secondary weapon gunner (hull weapons unusable), 3= gunnery crew (main gun unusable), 4= driver (immobilised), 5=entire crew (vehicle counts as being destroyed)

7: Main weapons destroyed – includes any co-axial weapons

8: Engine destroyed – The Vehicle is not allowed to move for the remainder of the game

9: Vehicle explodes – 1d5 ATT Infantry hit to all models within 6″

10: Vehicle explodes spectacularly! – 1D10 ATT Infantry hit to all models within 6”

Defence Tests

For this, the player must roll a d10 for every successful hit, and roll the Defence characteristic. Defence Tests are failed by rolling over the unit’s Defence characteristic, and every failed test removes a hit point. Vehicles also take Defence Tests, however rolling 1 causes the vehicle to lose a hit point and take a second Defence Test. Defence tests are modified by comparing them to the attacker’s Attack characteristic. If the Attack value is higher than the target’s Defence value, then the unit suffers -1 Defence for the purposes of the defence test for every point of difference between the Attack and Defence value; and if the Attack value is lower than the Defence value then the unit gains +1 for their Defence Tests for every point of difference between the Attack and Defence values. For example, if a Woruxi marauder pack engages in combat with a Sparaxian legionary cohort, the Sparaxians gain a +1 bonus for their defence tests, as the Sparaxians’ Defence value is 6 but the Woruxis’ Attack value is only 5.

Removing models

For each roll that is higher than the enemy’s DEF (after modifiers), remove 1 hit point. Each model that is reduced to 0 hit points is removed from the board. You always remove the models closest to the attacking enemy model.

Suppression

If half or more defence tests caused by shooting attacks are passed, the target unit is suppressed. Suppressed models/squads suffer a -2 penalty to shooting attacks in their next shooting phase. Suppressed units may hold objectives, but forfeit the objective if an enemy unit/model enters the Capture Radius (explained later) of the objective. The non-suppressed enemy unit/model captures the objective as if the suppressed unit is not in range.

Manoeuvres

Manoeuvres are abilities that certain models, units and unit types may undertake in the Action Phases, as explained earlier. Some Actions are only available to specific models. Each unit or model may only use a specific action once per turn

Command Radius

Every commander unit has a Command Radius, within which units gain bonuses and are affected by orders the commander issues. The command radius is an aura that extends within a set amount of inches in all directions. Junior commanders each have a command radius of 18”, and give a bonus of +1 morale to any infantry unit within the command radius with the exception of other Commanders. Senior commanders each have a command radius of 24” which grants all infantry units within it +2 Morale, with the exception of other Commanders.

Orders

Some Manoeuvres are known as Orders, which may only be used by commander units, and affect every unit within the Command Radius of the commander. To perform an Order, the player takes a morale test and if the test is passed the Order is successful and all units within the Command Radius of the commander must perform the action the order entails. This counts as an Action for the phase the order is issued in but an infantry unit without a squad leader is allowed to perform their two actions that turn.

Overdrive

Movement Manoeuvre, Vehicles only

The vehicle moves and gains +2 to its SPD characteristic in this phase. In exchange, the vehicle may not rotate its turret (if it has one)

Run – Movement Manoeuvre, Non-vehicles only

Unit moves in that phase, and gives +1 Speed and the unit suffers -1 Accuracy

Inspire – Order, Movement Manoeuvre, Non-vehicle units/models affected

Upon a successful Morale test, all units within the Command Radius gain +1 to their SPD and MOR characteristic for this turn

Dig In – Non-vehicle units/models only

The model/unit gains +1 Cover Bonus as well as +1 to their ACC. Place a suitable counter next to the dug in model/unit. Until the owning player decides, the unit continues to be treated as Dug In. Dug In units that are forced to move, halve their SPD rounding down

Repair – Model type specific

A model/unit with access to this Manoeuvre may forgo shooting, to repair a vehicle it is in base contact with. The vehicle gains +1 to its hit points up to its starting maximum, for each model with access to this Manoeuvre

Rig It to Blow! – Model type specific

A model/unit with access to this ability may forgo shooting to place an explosive device upon a vehicle or piece of terrain. Enemy vehicles suffer a single ATT 7 Vehicle type automatic hit. This also affects all non-vehicle models (friend and foe) within 3” of the rigged vehicle or terrain who suffer an ATT 7 Vehicle type hit each

Hull Down – Vehicles only

In exchange for not being able to move, the vehicle gains +1 to its DEF characteristic. Place a suitable counter next to the Hull Down vehicle. Until the owning player decides otherwise, the vehicle continues to be treated as Hull Down. Hull Down vehicles that are forced to move halve their SPD characteristic rounding down

Armour Penetrating Round – Shooting Manoeuvre, Non-vehicles only, Squad leaders/Characters only

The Squad Leader/Character may forgo shooting normally this turn, instead firing a single ATT 9 Vehicle type shot. Roll to hit as normal.

Disable That Vehicle – Order, Shooting Manoeuvre, Non-vehicle models/units only

After a successful Morale test, all units must fire at the same target. Resolve shooting as normal, and if a vehicle is damaged it is additionally immobilised.

Hold the Line – Order, Enemy Phase Manoeuvre, Non-vehicle models/units affected only

After a successful Morale test, for this phase all units within the Command Radius may reroll any Morale test they are called to make. Orders are not affected by this

Concentrate Fire – Order, Shooting Manoeuvre, All within Command Radius affected

After a successful Morale test, all units within the Command Radius gain +1 ACC for this phase, and must all shoot at the same target

Fall Back – Order, Movement Manoeuvre

After a successful Morale test, all units, including Suppressed units, within the Command Radius fall back at double their SPD characteristic. Units/models with a Dug In or Hull Down counter are unaffected by the order, and remain stationary

Suppressing Fire – Shooting Manoeuvre

An enemy unit being targeted with Suppressing Fire does not suffer hit point losses. After Defence tests, if the target unit would be Supressed it is instead Pinned. Pinned units/models cannot move or shoot until the next turn

Units

Unit Types

Every unit in Iron Dawn falls into one of two types: Infantry and Vehicles. Infantry units refer to foot soldiers that are armed with small arms and heavier anti infantry and anti-tank weapons while vehicle units refer to the mighty war machines used by every faction, be they tanks or stationary guns. They are impervious to small arms fire, and can only be damaged by Vehicle class weapons.

Solo Units

A solo unit is a unit that consists of a single model. This could be a commander, an elite soldier, or the sole survivor of a destroyed squad. Units that start off alone, such as commanders, human Kommandos, Sparaxian Juggernauts and Woruxi Pack Elders, can join or leave any other unit at any time by simply moving them within 3“ of the unit they’ll be joining. Moving them out of this will remove them from the unit. Solo units may only join units of the same type; infantry type solo units may only join infantry units. Infantry units that have been destroyed and consist of a single survivor may join another similar unit and count as part of that unit. They join the unit in the same way as every other solo unit and count as a part of that new unit from then on and may not leave. Doing this, however, causes a point to be forfeited as the old unit counts as being destroyed for victory point calculation purposes, which is explained later. Note that no vehicles may join or leave units. A squad leader that merges with a unit that has lost their squad leader gives back any bonuses the unit lost.

Combat Groups

Any infantry unit consisting of 6 or more models may split up into two units called Combat Groups. These groups must have an equal number of units in them, and up to half of the special or heavy weapons in a squad. If a unit starts off with an uneven number of models, such as the human Grenadier Squad which has 7 members, split the unit up evenly and put the squad leader into a group last after splitting up the unit into Combat Groups. Combat Groups act independently from one another.

Squad Leaders

A Squad leader, be they a Draekor, a Vybil, a Pack Alpha or a Corporal, gives a squad the ability to perform a third action during a turn instead of the normal two, and removes the requirement for morale tests when performing actions. If a squad does not have a leader, they must take a morale test before performing any action. They do not have to do this if an order is issued. If a squad loses their squad leader, they are only able to perform two actions per turn and must take morale tests to perform their actions.

Commanders

A Commander is a one model unit that leads a player’s force into battle, and represents the player on the battlefield. Each commander is a solo unit unless they are accompanied by a retinue. Commanders are classified as either Junior or Senior; Senior Commanders have a greater Command Radius and gain +1 Morale for the purposes of issuing Orders. If a commander joins a unit, the unit uses the commander’s Morale value until the Commander leaves the unit or is removed from the board

Ranks

In Iron Dawn, every unit has a rank, which determines how able they are in combat and on the battlefield. There are four ranks: Conscript, Trained, Crack and Veteran.

– Conscript units are those with little to no real training, instead relying on instinct to get them through, and units shooting at a unit with the Conscript rank gain +1 to their roll on the Accuracy table.

– Trained units are professional soldiers who have been given enough training that they can handle their weapon proficiently, keep relatively calm under fire and manage to act autonomously to complete their objectives; Trained units have no bonuses or drawbacks.

– Crack units are soldiers trained to the highest limit possible for a faction, and have honed their skills through veterancy, at least to some extent, and are granted access to the most advanced and powerful armour and weaponry a faction can provide; Crack units are able to move and fire heavy weapons right afterwards like a vehicle.

All ranks can be upgraded to Veteran ranks (Veteran Conscript, Veteran Trained, Veteran Crack); these are troops have been baptised by fire and have learnt to stay alive in battle. Units shooting at a unit with a Veteran rank suffer -1 to their roll on the Accuracy table

Morale

The morale of a unit shows how willing they are to keep fighting and strong their will is; well trained and veteran troops have higher morale than conscripts just pressed into their first skirmish. Every infantry unit has a morale value, or MOR, that can be modified positively or negatively through events that occur during the course of play, be it the morale boost of a nearby officer or the drain of having squad mates, friends and brothers cut down beside them. A morale test, which is used to determine whether a squads nerve will hold or not, is performed by rolling a D10 and comparing the result to the morale value of the unit taking the test. If the result is higher than the unit’s morale value the test is failed, with a roll of 9 or 10 failing no matter what and if the result is lower than the unit’s morale value the test is passed. If a unit has a morale value of 10 or 11, then they are able to reroll results of 10 and 9 respectively.

Weapon Classes and Types

Each weapon has a Class and Type which dictates what they are best against and what needs to be done in order to allow it to be fired. There are two classes, Infantry and Vehicle, and two types, Mobile and Heavy.

Weapon Classes

– Infantry class weapons are smaller arms designed to kill enemy infantry but simply bounce off vehicles because of this. Infantry class weapons can only harm Infantry type units.

– Vehicle class weapons are weapons designed to deal with heavily armoured targets, be they large cannons mounted on tanks or rifles firing larger calibre armour piercing shells. Vehicle class weapons can harm both Infantry and Vehicle units and models.

Weapon Types

– Mobile type weapons are weapons that are light enough to be carried by infantrymen and be fired on the move to allow them the mobile firepower they need to survive against other infantry. Mobile type weapons can be fired in the same turn they move.

– Heavy type weapons are large and powerful weapons that require time to set up and aim properly to ensure they do what they are needed to. Heavy type weapons cannot be fired in the same turn they moved unless they are mounted on a vehicle.

Explosives

Some weapons, such as tank mounted cannons, landmines and booby traps, are filled with explosives to deal with any foe that triggers them. Explosive weapons that hit a target (in the case of tank shells) or are triggered (in the case of landmines and booby traps) also count as hitting every model within three inches of the closest model to the firing vehicle or to the model that triggers the explosive.

Flamethrowers

These weapons come in various sizes, from portable flamethrowers carried by grenadiers to the large and unwieldy Lava Cannon sometimes mounted on Woruxi vehicles, shooting streams of searing hot fire at their targets to burn them and everything in between the shooter and their target. Flame weapons shoot in the same way as any other direct-fire weapon, but a straight line is drawn between the base of the model holding such a weapon or from the barrel of the weapon if they are mounted on a vehicle and their target. All units, friend or foe, caught within 2” of this line count as being hit, suffering a single hit each. All flame weapons are Infantry class weapons

Indirect Fire weapons

Some weapons, be they mortars, rocket artillery or the Sparaxian railarc cannon, do not fire directly at their target but instead fire in an arc at a target found by a spotter, bombarding their target with rounds from above. Indirect Fire weapons take accuracy tests as normal, but must also roll on the Indirect Fire chart below to determine where their shots scatter, if they do at all. To roll on the Indirect Fire chart, roll a D5 and a D10. The D5 result determines which way the shot scatters and the D10 result shows how far it scatters. Critical rolls still apply, with a 1 causing the shot to fail automatically and a 10 to both not scatter but to kill a single model outright. Casualties are taken as normal, but the target is suppressed for the rest of the turn as long as at least 1 round scatters within 6” of the target unit in any direction

Indirect Fire chart

1: Shot scatters D10” forward of the target

2: Shot scatters D10” left of the target

3: Shot scatters D10” behind the target

4: Shot scatters D10” right of the target

5: The shot hits!

 

Cover

Cover is directional, meaning that it only counts if it comes in between a shooting or charging unit and their target. There are three types of cover: Light, Heavy and Natural.

– Light cover refers to thin, easily destroyed pieces of cover made of materials such as wood. This cover can be destroyed by either targeting it or a unit behind it. Any accuracy tests that are taken against a unit in light cover but fail to hit (excluding any 1s) count as hitting the cover and are taken as defence tests against the cover. Three failed tests render the piece of terrain destroyed and any units behind it lose any cover bonus they would have gotten.

– Heavy cover refers to denser cover made of materials like steel, concrete, stone or any dense, resistant exotic materials. These can only be destroyed by vehicles firing at them with cannons.

– Natural cover refers to things like rocks, cliffs, hills, etc. These cannot be destroyed. While objects such as trees could fall under Natural Cover, their density and ability to be destroyed means that they are considered Heavy Cover.

Any terrain that covers up to 50% of a model grants all units a +1 Defence Cover Bonus for the purposes of Defence Tests. Terrain that covers 50-90% of a model grants +1 Defence and any units shooting at them suffer -1 Accuracy. Any unit that has cover that covers it completely cannot be shot at as it cannot be seen through the cover. Vehicles also gain the +1 Defence, but it only affects the side that is being shot at, and does not apply to indirect fire, unless the vehicle is hulled down. This can be determined through using the ‘models point of view’, which is described in the next paragraph.

To determine whether a unit can see another, draw a line between the unit trying to see and their target. If it is obstructed by something big, like a hill, a building or a tank, then it is obvious that the unit cannot see its enemy. However, when they’re in cover, it’s best to look from the level of the model to determine just how well covered an enemy is from a unit/model’s position, or the ‘models point of view’. To do this, look at the target unit/model from behind the models themselves. This is the best way to determine just what is visible and what is not.

Flame weapons are able to set terrain on fire; this occurs when a piece of terrain intersects the line drawn between a flame weapon and its target. Burning terrain causes all infantry models within 2” of it to suffer an automatic hit with the following profile: RNG:2”|ATT:5|ROF:1| Type: Flame

Buildings and ruins

Buildings count as being heavy cover, and can only be entered through entry points, be they a door, a large window or even a gaping hole in the wall. They must be at least three quarters of the size of a model for a squad to enter through Units in buildings with multiple levels are able to move to any level within the building or rubble, and count as moving when they do so.  A unit in a building is able to fire normally as long as there are sufficient openings; a wall with no windows, doors or holes cannot be fired through, while a wall full of holes can have every unit in a squad firing through them; a window may only have 2 models using it to fire, and a hole or a door can have up to 5 depending on how wide it is. Buildings and ruins are able to be set on fire; this is done in the same way as burning terrain, and cannot be occupied when it is on fire. Any unit caught inside when a building or ruin is set alight must abandon it immediately and are not allowed to move, shoot, and charge or perform any action in the next Phase; they’re suffering from smoke inhalation and need to recover before they do anything. Units from either side can enter buildings at the same time; this causes the units to automatically engage in close combat in the next phase.

Trenches

Trenches work in the same way as buildings. Their entry point is the top, and units in a trench may move up to 10” of their starting point within the system of trenches they occupy.  They may also enter any buildings attached to the system as long as it is within the 10” limit. Trenches are divided up into sections, and units occupy individual sections. Enemy units may occupy the same trench system, but when they are in adjacent sections they must engage in melee combat as per the rules for buildings.

Weapons mounted in terrain

Sometimes, stationary weapon positions such as machine guns or anti-tank guns will be set up in buildings, ruins, trenches, or anywhere else that provides cover for the firer while providing them with a clear line of fire. These weapons are used by nominating one member (or 3 for an anti-tank gun) of a squad next to it to not fire the weapon they are armed with to instead fire the stationary weapon instead. These weapons are fired when the squad the users are a part of fires, and must target the same unit. They have an arc of fire of up to 45 degrees to the left and right of the weapons initial starting position or until its movement is obstructed by the terrain it is mounted on.

 

Vehicles

Most of the rules up to this point have dealt with infantry

Movement

Vehicles move slightly different than character and infantry models. They still move in inches (or units) but have an additional score marked turn, or TUR. This is the vehicles turn radius, and defines how far a vehicle turns in inches up to 90 degrees. Turns up to half of the 90 degrees is considered to be half the TUR value, rounding down, while turns between 45 degrees and 90 degrees are considered to be half of the TUR value rounded up

Vehicles may also turn on the spot, which is known as pivoting, by turning the direction the front of the vehicle is facing. Vehicles suffer the same penalties as infantry when they pivot.

Combat

In combat, tanks may ram, although doing so means they can’t move in the next movement phase. They charge in the same way as infantry would, and inflict a hit on every model they hit. Units can take a Morale test and if they pass they dodge out of the way; if they fail, however, they are hit. Each hit does as much damage as the defence value of the front armour. The target unit takes Defence tests for each hit as in normal combat, and hit points are removed as in normal combat.

Turrets

A vehicle can have up to 2 main turrets, but typically only has one for the main gun and a coaxial secondary weapon. The main turret can turn full circle, but can only swing up to 180 degrees per phase. In the case of a twin turret vehicle, they may only turn 90 degrees. A turret is assumed to elevate to 75 degrees from zero and depress 30 degrees from zero as standard.

Sponsons

Sponsons are similar to turrets, but cover only one side of a vehicle in a range of 180 degrees or less. They may not contain the main armament, but only secondary weapons. They may face/point anywhere within their arc per turn.

A vehicle may have any number of sponsons, but typically only one per side.

Transports

Some vehicles have only light weapons, if any at all, instead replacing their storage space for additional room which is used to carry their comrades into battle. These vehicles will be designated as transports, and each has their own transport capacity. The transport capacity determines how many infantry models a transport is able to carry. When a unit embarks into a transport, they do so by moving within their movement distance of the entry of the vehicle and must embark. Embarking is a separate action that can be done in the same turn as the unit moves near an unoccupied transport. A unit disembarks a transport by being placed within their movement distance of the entry point(s) of the vehicle, but counts as moving in the phase they disembark. A vehicle with an open top may have units inside disembark through the roof to be placed on either side of the vehicle. A unit in a transport that suffers a critical hit must bail out, and disembark immediately. If a transport is destroyed while a unit is embarked, the unit is placed directly next to the transport and each model suffers an ATT 7 Infantry type hit which is resolved as per normal.

Abandoning and Re Crewing a Vehicle

When a vehicle reaches its final hit point it takes a Bail Out test by rolling a dice and on a roll of 10 the crew bails out. This causes the vehicle to be abandoned, preventing it from moving or shooting, and counting as heavy terrain. A squad of infantry may attempt to re crew an abandoned vehicle by moving within 3” of the abandoned vehicle and taking a Morale Test, passing which causes the vehicle to be re crewed and models to be removed from the table equal to the number of crew needed, which is stated in the relevant Army List entry for each vehicle. When a vehicle is re crewed, it gains the rank of Conscript

Game length

Although Iron Dawn is made up of turns, there is no set length. Instead, the game ends after one player manages to hold the majority of the primary objectives for three turns. The player that manages this is the winner. However, this is not the only way to win. Games can also use victory points where a player gains points based off whether a unit or model is destroyed, below half strength and at full strength, and players can also win by eliminating their enemy’s army or all units capable of capturing objectives (described below), or for destroying enough units to outnumber your opponent 2-1

Objectives

Objectives are special pieces that represent tactical objectives on the field. These may be supplies dropped to relieve troops, a sacred ruin, medical supplies, fallen comrades, or anything else a force might have to fight for. They are scattered throughout the centre of the table and to capture an objective a player must move an infantry unit within 3” of the objective. This 3” circle around an objective is called the Capture Radius, and staying within this is the only way to hold objectives. If both sides are within the Capture Radius, it is considered to be contested and the player who was there first maintains control but explosives may not be planted on it.

ARMY BUILDING

Games of Iron Dawn are played using armies of miniatures. This section covers how to build such an army.

Choosing an army

The first step in building an army is choosing a faction. In Iron Dawn, there are 5 factions: Humans, Sparaxians, Woruxi, Sea People and Kurae. Each force has their own strengths and weaknesses, and play differently, so it is best to choose one that you feel best matches how you want to play, be it rapid ambushes and harassment, slow unyielding advancements, unbreakable defence or powerful armoured strikes. As all forces are capable of playing any way you want to differing extents, when starting out it is best to pick a force you are happy with the look of.

Building an Army

Once you’ve gotten an army picked, the next step is building up your army. Armies are made up using points, which are spent on units All armies are divided into three categories: Commanders, Infantry and Vehicles. As a rule, an army must have at least one Commander unit, and at least 10% of an army’s points must be spent on their commander. Beyond this, there is no limitation to what an army can contain, as long as it doesn’t go over the points limit set. An exception to the 10% Commander rule is command vehicles. These are upgrades that some forces have access to, and count towards the Commander limit.

Iron Dawn – The Rules

Well, it’s been a while but it seems like time to (finally) get the rules for Iron Dawn posted up here. To play you’ll need a few things, namely miniatures, dice, a 4×4 table (or larger), a measuring tape, counters and some terrain.

Getting into the game

To play Iron Dawn, you need models. These are used to represent troops on the battlefield under the command of an officer. When starting out, it is better to pick models which you like the look of rather than being too worried about how powerful they are. Once you’ve played a few games with your models, you can start to collect an army. The best way to do this is to consider how you like to play

Dice

The dice used are ten sided, and known as D10s. Two are used, either separately or together, to decide critical actions, damage, results and the like throughout the course of play. For most actions, players will roll only one die. In the case where 2 dice are thrown together, one colour is chosen as the FIRST number to be read. This should be decided by the players at the start of the game, so as to minimize arguments over whether the player rolled a “12” or a “21” and will speed the flow of gameplay. Sometimes, players will be required to roll a D5, or a 5 sided die. While D5s are available, for the sake of simplicity it is possible to simply half the result of rolling a D10, rounding up for rolls of halved uneven numbers. For example, a roll of 1/2 would equal 1, 3/4 would equal 2 and so forth.

RULES

Characteristics

Infantry

There are a variety of warriors on Aenyreon, from the lowly human Volksmilitia to the heavily armoured and fearsome Sparaxian Triatarch, from the agile Sparaxian Juggernaut to the hulking Kurae Ancient Host. To cover the differences between the different infantry units, infantry have 7 characteristics that show how they move, shoot, engage in close combat and perform actions, and how effective they are at it.

SPD – The speed of the unit. This number represents how many inches a unit is allowed to move in inches.

ACC – The accuracy of the unit. This shows how skilled at shooting a particular unit is, and how accurate their weapons are.

MEL – The close combat ability of a unit.

ATT – This is the Attack value of a unit, which represents how strong a model is when it comes to engaging in close combat. A unit with a higher ATT rating is able to hit harder and do more damage when they strike

DEF – This is the defence value of a unit. It represents the natural resilience of and the armour worn by a model. A model with a high DEF rating means it is either wearing a suit of heavy, thick armour, naturally able to shrug off attacks that would kill others, or a mixture of the two.

HP – This is the Hit Points a unit has, and shows how many hits a model is able to take before dying

MOR – This is the morale of a model, and represents how hard they are willing to fight and how motivated they are. A unit with high morale is far more willing to stand and fight than one with low morale

Vehicles

Like the infantry above, a variety of vehicles are used to wage war across Aenyreon, from the light, fast Woruxi Bloodclaw Attack Bike to the hulking, behemoth Sea People Tortoise Heavy Tank. Unlike the infantry, however, vehicles are covered on all sides by armour, the failing of any of which could result in the vehicle being knocked out, abandoned or even turned into a burning wreck. Vehicles have multiple Defence values which represent the different armour facings the vehicle in question has. When shooting, choose the one that represents the direction from which the vehicle is being shot at.

SPD – This is the Speed value of a unit. It shows how fast the vehicle is able to move in inches.

TUR – The Turn value of a unit represents how wide a vehicle has to turn in inches. Each vehicle must use up as many inches as their turn value states when making a ¼ turn. If the turn is less than ¼ turn, round up to the nearest ¼. This is explained more under Vehicle Movement in the Movement section of the rules.

ACC – The accuracy of the unit. This shows how skilled at shooting a vehicle’s gunnery crew is, and how accurate their weapons are.

TD – The Top Defence of a unit. This shows how thick the armour is on the top of a vehicle, and is only used when a vehicle is hit by artillery fire.

FD – The Front Defence of a unit. This shows how thick a vehicle’s frontal armour is, and is used when a vehicle is being shot at by a target directly in front of it.

SD – The Side Defence of a vehicle. This represents the thickness of a vehicle’s side armour, and is used when a vehicle is being attacked by a target directly on either side of it.

RD – The Rear Defence of a vehicle. This represents the thickness of the armour that covers the rear of a vehicle, and is used when a vehicle is being attack from behind.

HP – The Hit Points of a vehicle. This shows how many hits a vehicle can take before being either abandoned or destroyed outright.

Weapons

RNG – This is the range of a weapon,  and dictates how far a weapon is able to shoot, measured in inches. The range of a weapon is divided into two parts, for example the human loch has a range of 12″/24″: The first number is the effective range, while the second is the maximum effective range, and shooting at ranges between the first and second numbers incurs a penalty of -1 to the shooting units accuracy.

ACC – This represents the accuracy of a weapon, and is determined by factors such as recoil, barrel length, and rate of fire

ATT – This shows the attack value of a weapon, and represents how much damage a weapon does, and how capable it is at penetrating the opponent’s armour.

ROF – This is the rate of fire of a weapon. It shows how many shots a weapon is able to fire in a single phase of shooting

Type – This is the weapon type, and shows how heavy the weapon is and what kind of targets it is designed to combat. Weapon types are discussed later, in the Weapons section

Turn sequence

Each turn is made up of phases, of which there are 4: Initiative, First Action, Second Action, and Third Action. During each of the Action phases, the player is allowed to perform one of the following actions: Movement, Shooting, Assault or an action. These may be performed only once per turn with the exception of Movement which may be performed twice. Squads may perform only 2 actions unless a squad leader is present, and all other units are allowed to perform all three actions. During the Action Phases, each player must declare what action if any each unit is going to perform.

Initiative

Both sides roll 2D10, adding or subtracting any applicable modifiers. The player with the LOWEST number declares and moves first. Since rolling a double zero is equivalent to 100, any player that rolls “00” automatically LOSES the initiative, regardless of any modifiers.

Movement

All movement in the game is in inches. However, any type of unit can be used, as long as it is consistent. A model or squad has its movement expressed as a number: if the move rate is 4, then the model can move four inches (or other agreed upon units) per turn. The model’s default facing is denoted either by the way it is looking, the front of the vehicle in the case of tanks, or a mark on the models base. Infantry squads must move as a unit, and any squad that moves must have every model move.

Any infantry unit may move over a piece of terrain as long as it is equal to or less than half the height of the model. Vehicles have no such restrictions, and are able to drive through light cover. They may also drive through heavy cover using Engine Deregulation.

Movement expenditures

A model can move up to its declared movement rate with no penalties. A player can chose to move a model twice as far as its movement rate, but this must be declared, and they are not allowed to engage in shooting or close combat FOR THAT TURN. They may be fired upon normally, but with a -1 penalty to the attackers shooting skill.

Turning/Pivoting

Models can turn their heading during the movement phase. A turn of 90 degrees costs ONE inch of movement. Any change LESS than 90 degrees is considered to be HALF an inch, for speed of play. (Example: a model with a move distance of 5 may change facing 45 degrees, move 4 inches, and finish by turning another 45 degrees for a total of 5 inches). Vehicles may also turn on the spot, which is known as pivoting, by turning the direction the front of the vehicle is facing. Vehicles suffer the same penalties as infantry when they pivot.

Vehicle movement

Vehicles move slightly different than character models. They still move in inches (or units) but have an additional score marked TURN, or TUR. This is the vehicles turn radius, and defines how tight of a turn and how far a vehicle can turn per round. It is expressed in a number of inches, and a fraction. Thusly: tur=3″ 1/4

Now, say our vehicle in question has a move of 12, and decides to turn. It can turn at any point along its allotted 12″, but we will say it does so halfway through. We move the vehicle six inches, and decide to take full advantage of its turn ability and make a tight turn. We measure out from the centre of the model 3 inches to find our turn centre. Now, the 1/4 means that the vehicle can swing around that point to make exactly one quarter of a circle. So we use our game ruler as a compass, holding the fixed point at 3″ from the centre of the vehicle, and swing the vehicle around one quarter of a full circle. We then continue to move the vehicle 6″ along its new heading to complete its 12″ move.

This sounds complicated, but is actually quite simple and fast to do on the table top. If you need clarification, please see the diagram on moving in the centre of the book.

Tactical Spacing and unit coherence

All infantry models must stay within 3 inches of another model that is a part of the same unit or combat group. If for whatever reason they are forced out of this, then they must move back to within 3 inches of another model in their unit or combat group whenever they next allowed moving. If they are further away from the unit they must join than their movement allows, they must still re-join. This is done by moving the excess distance, and forgoing ANY combat that turn. If there is no combat that turn, then first action is to be forgone by said unit on the following turn.

Combat

Melee

The first step in melee is to choose a target and check whether they are in range. As only infantry type units are able to perform melee, the target cannot be a vehicle. For a unit to be in range, they must be within Charge Range, which is double the value of the charging units SPD rating. For a target to be in range only one model has to be within a unit’s Charge Range but the majority of the charging unit must be within Charge Range to initiate combat. Once this is done, the charging models are moved into base contact with their target, and all models in the targeted unit are moved up into base contact. When in base contact the charging unit attacks first and each unit only gets one attack unless equipped with a weapon that modifies this.

Shooting

The first step in Shooting is to choose a target and check whether they are in range. For a unit to be in range, they must be within the Range value of the weapon. For a target to be in range, only one model has to be within range of the squad. If some members of a squad that is shooting are not in range of the enemy then they do not shoot while the rest of the unit does. The shooting unit fires as many rounds as their weapons’ ROF value allows. When shooting with different weapons, group the different weapons into groups and roll them separately so that all of one type of weapon shoot than then the next type of weapon, and Defence Tests taken from shooting like this should be taken altogether unless the weapons’ Attack values are different. For example a human Paratrooper squad armed with Lochs and a Greatloch fire at a Woruxi Wolfknight Pack. The human player would shoot the Greatloch separately from the Lochs, and the Woruxi player would roll any defence tests caused by the Greatloch separately from those caused by the Lochs.

Accuracy and Melee Tests

Combat is performed through taking Accuracy and Combat tests. Accuracy and Combat tests work in the same way using different characteristics: Accuracy and Melee respectively. These tests are performed by rolling a D10 for every shot a squad is firing, with the roll needed to succeed depending on how skilled the unit is at shooting or melee combat. For shooting, the roll required is determined by the Accuracy table, which contrasts the accuracy of a weapon with the skill of the shooter to determine the roll needed:

Weapon ACC           Unit ACC
\ 2  3  4  5  6  7  8  9
1  9  8  7  6  5  4  4  3
2  9  7  7  6  5  4  4  3
3  8  7  6  5  4  4  3  2
4  7  6  6  5  4  3  3  2
5  6  6  5  4  4  3  3  2

The following chart shows the minimum roll required to pass each Combat test:

Melee skill          1   2   3   4    5   6   7   8

Roll needed        9   8   7   6    5   4   3   2

A roll of a 10 is a hit which automatically removes a hit point, and a roll of 1 is a miss which prevents a model from attacking or shooting for the rest of the turn. This can be explained as either a failure so spectacular it makes the combatant have to stop, as a weapon jam which the shooter needs to clear, or their weapon gets stuck somewhere and they have to remove it one way or another. For every successful attack that hits, the target unit must take a Defence Test.

Defence Tests

For this, the player controlling the shooting unit must roll a d10 for every successful hit, and roll the Defence characteristic of their target. Defence Tests are failed by rolling over the unit’s Defence characteristic, and every failed test removes a hit point. Vehicles also take Defence Tests, however rolling 1 causes the vehicle to lose a hit point and take a second Defence Test. Defence tests are modified by comparing them to the attacker’s Attack characteristic. If the Attack value is higher than the target’s Defence value, then the unit suffers -1 Defence for the purposes of the defence test for every point of difference between the Attack and Defence value; and if the Attack value is lower than the Defence value then the unit gains +1 for their Defence Tests for every point of difference between the Attack and Defence values. For example, if a Woruxi marauder pack engages in combat with a Sparaxian legionary cohort, the Sparaxians gain a +1 bonus for their defence tests, as the Sparaxians’ Defence value is 6 but the Woruxis’ Attack value is only 5.

Removing models

When removing models after combat, the models closest to the attacking unit are removed first. Tanks may ram, although doing so means they can’t move in the next movement phase. They charge in the same way as infantry or cavalry would, and inflict a hit on every model they hit. Units can take a Morale test and if they pass they dodge out of the way; if they fail, however, they are hit. Each hit does as much damage as the defence value of the front armour. The target unit takes Defence tests for each hit as in normal combat, and hit points are removed as in normal combat.

Suppression

When a unit is shot at, it will do what it can to prevent getting hit by getting down behind cover and keeping their heads down. If a unit has to take defence tests and at least half are passed, then they become suppressed. This suppression does not prevent them from shooting, but suffer -2 accuracy and may not move or charge while they are suppressed. They remained suppressed until the end of the turn. Suppressed units are still able to hold objectives, but if an enemy unit comes into the Capture radius of an objective held by a suppressed unit the suppressed unit forfeits the objective; that is, their enemy captures it as if they weren’t there.

Actions

Actions are optional actions that can be performed during any one of the Action Phases. While most can be performed by any units, some are limited to a single unit; for example, Rig It to Blow and Repair are action that can only be used by human Pioneers, Woruxi Teks and Sparaxian Artificers. A unit is only allowed to use an Action once per turn, but are not limited to which phase the action can be used in. To perform an action, simply declare which unit is performing an action and which action it is. No action may be performed by the same unit more than once per turn.

Orders

Some actions are known as Orders, which may only be used by commander units, and affect every unit within the Command Radius of the commander. To perform an order, the player takes a morale test and if the test is passed the Order is successful and all units within the command radius of the commander must perform the action the order entails. This counts as an Action for the phase the order is issued in but an infantry unit without a squad leader is allowed to perform their two actions that turn.

Overdrive – A vehicle that performs this action has its crew push the vehicle’s engine to the limit, removing any form of regulating device and driving just as fast as their vehicle can handle. This action gives a vehicle +2 Speed for the remainder of the turn, but the vehicle cannot turn its turret/Unit moves in the phase this is used at +2 Speed but cannot turn its turret in the next phase

Run – Unit moves in that phase, and gives +1 Speed and the unit suffers -1 Accuracy

Inspire – The officer who uses this order issues a stirring speech or a zealous war cry, inspiring all nearby to fight harder. Gives all infantry units within the command radius of the officer that issues the order +1 Speed and +1 Morale which lasts the entire turn, and any suppressed units have their suppression broken

Dig In – The infantry squad get down and crouch or lie behind a solid piece of cover. A squad that uses this action gain +1 cover bonus on top of any others it may have and gains +1 accuracy, but cannot move. Once a squad is dug in, place a Dig In counter next to them. They count as being dug in until the player chooses to move a dug in squad. If the squad is moved, they may only move half their regular distance rounding down.

Repair – A unit of Pioneers, Teks or Artificers that come into base contact with any friendly vehicle and restore a single hit point

Rig It to Blow – A Unit of Pioneers, Teks or Artificers can set an explosive device on an objective that is triggered by an enemy unit. Only a single explosive is laid, and is represented by an Explosive counter which is place where the explosive is placed, and causes an A7 AP explosion that harms all infantry within 3” of the explosion.  If it is placed on an objective or a piece of cover, the explosive is triggered by moving into within 2” of the objective or cover; and if the explosive is set in a building then entering the building triggers it, and any units within the building and within 3” from the building in every direction. The building is also removed as it is destroyed.

Hull Down – A vehicle that uses this action gains +1 Defence but cannot move while they are hull down. A Dug In/Hull Down counter is placed next to the vehicle and the vehicle counts as being hull down until the controlling player chooses to move the unit. Once the unit moves after being hull down, it moves at half speed.

Armour Penetrating Round – One member not equipped with a heavy weapon in an infantry squad may choose to forgo any normal shooting in order to fire a single armour piercing round that inflicts an A9 AV hit

Disable That Vehicle – This is an order that allows every infantry unit near an officer to fire a single armour piercing round at a single vehicle. These shots are resolved as normal and if successful cause the target to be immobilised.

Hold the Line – This order allows any affected infantry units to automatically pass any morale tests they are forced to make. This order only lasts for the phase it is issued in

Concentrate Fire – A commander using this order orders their men to concentrate their fire on a high value target that needs to be brought down. This order grants all units within the command radius of the commander +1 accuracy for the remainder of the turn, and all units affected must shoot at an enemy unit determined by the player who used this order

Fall Back – This order allows all affected infantry to retreat the number of inches double their Speed value. This movement breaks all suppression and units do not need to rally once they fall back. Infantry with a Dug In/Hull Down counter next to them are unaffected by this order.

Suppressing Fire – This action is a shooting action where shooting occurs as normal, however the target unit does not lose any units if they fail their defence tests, causing suppression as described in the suppression section of the combat rules. However, failing at least half causes the target to be pinned, which prevents them from moving or shooting as the unit does everything it can to prevent getting hit and becomes unable to shoot back.

 

Units

Unit Types

Every unit in Iron Dawn falls into one of two types: Infantry and Vehicles. Infantry units refer to foot soldiers that are armed with small arms and heavier anti infantry and anti-tank weapons. Infantry units can be harmed by all types of weapons, and if they are hit by a Vehicle class weapon they automatically lose a Hit Point and do not get to take a Defence test against it.

Vehicle units refer to the mighty war machines used by every faction, be they tanks or stationary guns. They are impervious to small arms fire, and can only be damaged by Vehicle class weapons.

Solo Units

A solo unit is a unit that consists of a single individual. This could be a commander, an elite soldier, or the sole survivor of a destroyed squad. Units that start off alone, such as commanders, human Kommandos, Sparaxian Juggernauts and Woruxi Pack Elders, can join or leave any other unit at any time by simply declaring the action and moving them within 3 inches of the unit they’ll be joining. Moving them out of this will remove them from the unit. Solo units may only join units of the same type; infantry type solo units may only join infantry units, and cavalry solo units may only join cavalry units. Infantry and cavalry units that have been destroyed and consist of a single survivor may join another similar unit and count as part of that unit. They join the unit in the same way as every other solo unit and count as a part of that new unit from then on and may not leave. Doing this, however, causes a point to be forfeited as the old unit counts as being destroyed for point calculation purposes. Note that no vehicles may join or leave units. A squad leader that merges with a unit that has lost their squad leader gives back any bonuses the unit lost.

Combat Groups

Any infantry unit consisting of 6 or more models may split up into two units called Combat Groups. These groups must have an equal number of units in them, and up to half of the special or heavy weapons in a squad. If a unit starts off with an uneven number of models, such as the human Grenadier Squad which has 7 members, split the unit up evenly and put the squad leader into a group last after splitting up the unit into Combat Groups. Combat Groups act independently from one another.

Squad Leaders

A Squad leader, be they a Draekor, a Vybil, a Pack Alpha or a Corporal, gives a squad the ability to perform a third action during a turn instead of the normal two, and removes the requirement for morale tests when performing actions. If a squad does not have a leader, they must take a morale test before performing any action. They do not have to do this if an order is issued. If a squad loses their squad leader, they are still able to perform the third action the squad leader gave them but must take morale tests to perform their actions.

Commanders

A Commander is a unit that leads a player’s force into battle, and represents the player on the battlefield. Each commander is a solo unit unless they are accompanied by a retinue squad of Veterans, Adiutors or Pack Betas. Commanders are classified as either Junior or Senior officers; Senior officers have a greater Command Radius and gain +1 Morale for the purposes of issuing Orders. If an officer joins a unit, the unit that is joined uses the commander’s Morale value for the entirety of the turn the commander joined.

Command Radius

Every commander unit has a Command Radius, within which units gain bonuses and are affected by orders the commander issues. The command radius is an aura that extends within a set amount of inches in all directions. Junior commanders, the human Leutnant, the Sparaxian Dahreng and the Woruxi Tribe Alpha, each have a command radius of 18”, and give a bonus of +1 morale to any infantry unit within the command radius with the exception of other officers. Senior commanders, the human Kommandant, the Woruxi Warlord and the Sparaxian Tarchios, each have a command radius of 24” which grants all units within it +2 Morale with the exception of other officers.

Morale

The morale of a unit shows how willing they are to keep fighting and strong their will is; well trained and veteran troops have higher morale than conscripts just pressed into their first skirmish. Every infantry unit has a morale value, or Mo, that can be modified positively or negatively through events that occur during the course of play, be it the morale boost of a nearby officer or the drain of having squad mates, friends and brothers cut down beside them. A morale test, which is used to determine whether a squads nerve will hold or not, is performed by rolling a D10 and comparing the result to the morale value of the unit taking the test. If the result is higher than the unit’s morale value the test is failed, with a roll of 9 or 10 failing no matter what and if the result is lower than the unit’s morale value the test is passed. If a unit has a morale value of 10 or 11, then they are able to reroll results of 10 and 9 respectively.

Weapons

Each weapon has a Class and Type which dictates what they are best against and what needs to be done in order to allow it to be fired. There are two classes, Infantry and Vehicle, and two types, Mobile and Heavy.

Weapon Classes

Infantry class weapons are smaller arms designed to kill infantry but simply bounce off vehicles because of this. Infantry class weapons can only harm Infantry type units. Vehicle class weapons are weapons designed to deal with heavily armoured targets, be they large cannons mounted on tanks or rifles firing larger calibre armour piercing shells. Vehicle class weapons can harm both Infantry class units and Vehicle class units.

Weapon Types

Mobile type weapons are weapons that are light enough to be carried by infantrymen and be fired on the move to allow them the mobile firepower they need to survive against other infantry. Mobile type weapons can be fired in the same turn they move. Heavy type weapons are large and powerful weapons that require time to set up and aim properly to ensure they do what they are needed to. Heavy type weapons cannot be fired in the phase directly after they moved unless they are mounted on a vehicle.

Explosives

Some weapons, such as tank mounted cannons, landmines and booby traps, are filled with explosives to deal with any foe that triggers them. Explosive weapons that hit a target (in the case of tank shells) or are triggered (in the case of landmines and booby traps) also count as hitting every model within three inches of the closest model to the firing vehicle or to the model that triggers the explosive.

Flamethrowers

These weapons come in various sizes, from portable flamethrowers carried by grenadiers to the large and unwieldy Lava Cannon sometimes mounted on Woruxi vehicles, shooting streams of searing searing flame at their targets to burn them and everything in between the shooter and their target. Flame weapons shoot in the same way as any other direct-fire weapon, but a straight line is drawn between the base of the model holding such a weapon or from the barrel of the weapon if they are mounted on a vehicle and their target. All units, friend or foe, caught within 2” of this line count as being hit, suffering a single hit each. All flame weapons are Infantry class weapons

Indirect Fire weapons

Some weapons, be they mortars, rocket artillery or the Sparaxian railarc cannon, do not fire directly at their target but instead fire in an arc at a target found by a spotter, bombarding their target with rounds from above. Indirect Fire weapons take accuracy tests as normal, but must also roll on the Indirect Fire chart to determine where their shots scatter, if they do at all. Critical rolls still apply, with a 1 causing the shot to fail automatically and a 10 to both not scatter but to kill a single model outright. Casualties are taken as normal, but the target is suppressed for the rest of the turn as long as at least 1 round scatters within 6” of the target unit in any direction

Cover

Cover is directional, meaning that it only counts if it comes in between a shooting or charging unit and their target. There are three types of cover: Light, Heavy and Natural. Light cover refers to thin, easily destroyed pieces of cover made of materials such as wood. This cover can be destroyed by either targeting it or a unit behind it. Any accuracy tests that are taken against a unit in light cover but fail to hit (excluding any 1s) count as hitting the cover and are taken as defence tests against the cover. Three failed tests render the piece of terrain destroyed and any units behind it lose any cover bonus they would have gotten. Heavy cover refers to denser cover made of materials like steel, concrete, stone or any dense, resistant exotic materials. These can only be destroyed by vehicles firing at them with cannons. Natural cover refers to things like rocks, cliffs, hills, etc. These cannot be destroyed. While objects such as trees could fall under Natural Cover, their density and ability to be destroyed means that they are considered Heavy Cover.

Any terrain that covers up to 50% of a model grants all units a +1 Defence Cover Bonus for the purposes of Defence Tests. Terrain that covers 50-90% of a model grants +1 Defence and any units shooting at them suffer -1 Accuracy. Any unit that has cover that covers it completely cannot be shot at as it cannot be seen through the cover. Vehicles also gain the +1 Defence, but it only affects the side that is being shot at, and does not apply to indirect fire, unless the vehicle is hulled down.

Buildings and ruins

Buildings count as being heavy cover, and can only be entered through entry points, be they a door, a large window or even a gaping hole in the wall. They must be at least three quarters of the size of a model for a squad to enter through Units in buildings with multiple levels are able to move to any level within the building or rubble, and count as moving when they do so.  A unit in a building is able to fire normally as long as there are sufficient openings; a wall with no windows, doors or holes cannot be fired through, while a wall full of holes can have every unit in a squad firing through them; a window may only have 2 models using it to fire, and a hole or a door can have up to 5 depending on how wide it is. Buildings and ruins are able to be set on fire; this is done in the same way as burning terrain, and cannot be occupied when it is on fire. Any unit caught inside when a building or ruin is set alight must abandon it immediately and are not allowed to move, shoot, and charge or perform any action in the next Phase; they’re suffering from smoke inhalation and need to recover before they do anything. Units from either side can enter buildings at the same time; this causes the units to automatically engage in close combat in the next phase.

Trenches

Trenches work in the same way as buildings. Their entry point is the top, and units in a trench may move up to 10” of their starting point within the system of trenches they occupy.  They may also enter any buildings attached to the system as long as it is within the 10” limit. Trenches are divided up into sections, and units occupy individual sections. Enemy units may occupy the same trench system, but when they are in adjacent sections they must engage in melee combat as per the rules for buildings.

Weapons mounted in terrain

Sometimes, stationary weapon positions such as machine guns or anti-tank guns will be set up in buildings, ruins, trenches, or anywhere else that provides cover for the firer while providing them with a clear line of fire. These weapons are used by nominating one member (or 3 for an anti-tank gun) of a squad next to it to not fire the weapon they are armed with to instead fire the stationary weapon instead. These weapons are fired when the squad the users are a part of fires, and must target the same unit. They have an arc of fire of up to 45 degrees to the left and right of the weapons initial starting position or until its movement is obstructed by the terrain it is mounted on.

Vehicles

Turrets

A vehicle can have up to 2 main turrets, but typically only has one for the main gun and a coaxial secondary weapon. The main turret can turn full circle, but can only swing up to 180 degrees (half circle) per phase. In the case of a twin turret vehicle, they may only turn 90 degrees (quarter) A turret may elevate to 75 degrees from zero and depress 30 degrees from zero (flat) as standard. These statistics can be improved by expending 1 model point per 5 degrees elevation/depression decided.

Sponsons

Sponsons are similar to turrets, but cover only one side of a vehicle in a range of 180 degrees or less. They may not contain the main armament, but only secondary weapons. They may move anywhere within their arc per turn.

A vehicle may have any number of sponsons, but typically only one per side.

Transports

Some vehicles have only light weapons, if any at all, instead replacing their storage space for additional room which is used to carry their comrades into battle. These vehicles will be designated as transports, and each has their own transport capacity. The transport capacity determines how many infantry models a transport is able to carry. When a unit embarks into a transport, they do so by moving within their movement distance of the entry of the vehicle and must embark. Embarking is a separate action that can be done in the same turn as the unit moves near an unoccupied transport. A unit disembarks a transport by being placed within their movement distance of the entry point(s) of the vehicle, but counts as moving in the phase they disembark. A vehicle with an open top may have units inside disembark through the roof to be placed on either side of the vehicle. A unit in a transport that suffers a critical hit must bail out, and disembark immediately. If a transport is destroyed while a unit is embarked, the unit is placed directly next to the transport and each model suffers an ATT 7 Infantry type hit which is resolved as per normal.

Abandoning and Re Crewing a Vehicle

When a vehicle reaches its final hit point it takes a Bail Out test by rolling a dice and on a roll of 10 the crew bails out. This causes the vehicle to be abandoned, preventing it from moving or shooting, and counting as heavy terrain. A squad of infantry may attempt to re crew an abandoned vehicle by moving within 3” of the abandoned vehicle and taking a Morale Test, passing which causes the vehicle to be re crewed and models to be removed from the table equal to the number of crew needed, which is stated in the relevant Army List entry for each vehicle. When a vehicle is re crewed, it gains the rank of Conscript

Game length

Although Iron Dawn is made up of turns, there is no set length. Instead, the game ends after one player manages to hold the majority of the primary objectives for three turns. The player that manages this is the winner.

Objectives

Objectives are special pieces that represent tactical objectives on the field. These may be supplies dropped to relieve troops, a sacred ruin, medical supplies, fallen comrades, or anything else a force might have to fight for. They are scattered throughout the centre of the table and to capture an objective a player must move an infantry unit within 3” of the objective. This 3” circle around an objective is called the Capture Radius, and staying within this is the only way to hold objectives. If both sides are within the Capture Radius, it is considered to be contested and the player who was there first maintains control but explosives may not be planted on it.

ARMY BUILDING

Games of Iron Dawn are played using armies of miniatures. This section covers how to build such an army.

Choosing an army

The first step in building an army is choosing a faction. In Iron Dawn, there are 5 factions: Humans, Sparaxians, Woruxi, Sea People and Kurae. Each force has their own strengths and weaknesses, and play differently, so it is best to choose one that you feel best matches how you want to play, be it rapid ambushes and harassment, slow unyielding advancements, unbreakable defence or powerful armoured strikes. As all forces are capable of playing any way you want to differing extents, when starting out it is best to pick a force you are happy with the look of.

Building an Army

Once you’ve gotten an army picked, the next step is building up your army. Armies are made up using points, which are spent on units All armies are divided into three categories: Commanders, Infantry and Vehicles. As a rule, an army must have at least one Commander unit, and at least 10% of an army’s points must be spent on their commander. Beyond this, there is no limitation to what an army can contain, as long as it doesn’t go over the points limit set. An exception to the 10% Commander rule is command vehicles. These are upgrades that some forces have access to, and count towards the Commander limit.

Ranks

In Iron Dawn, every unit has a rank, which determines how able they are in combat and on the battlefield. There are three ranks: Conscript, Trained and Skilful; Conscript units are those with little to no real training, instead relying on instinct to get them through, and units shooting at a unit with the Conscript rank gain +1 to their roll on the Accuracy table. Trained units are professional soldiers who have been given enough training that they can handle their weapon proficiently, keep relatively calm under fire and manage to act autonomously to complete their objectives; Trained units have no bonuses or drawbacks. Skilful units are soldiers trained to the highest limit possible for a faction, and have honed their skills through veterancy, at least to some extent, and are granted access to the most advanced and powerful armour and weaponry a faction can provide; Skilful units are able to move and fire heavy weapons right afterwards like a vehicle. All ranks can be upgraded to Veteran ranks (Veteran Conscript, Veteran Trained, Veteran Skilled) for +1 point per model; these are troops have been baptised by fire and have learnt to stay alive in battle. Units shooting at a unit with a Veteran rank suffer -1 to their roll on the Accuracy table.

APPENDIX

INDIRECT FIRE TABLE

1-2: Shot scatters D10” forward of the target

3-4: Shot scatters D10” left of the target

5-6: Shot scatters D10” behind the target

7-8: Shot scatters D10” right of the target

9-10: The shot hits!

Vehicle Critical Damage table – roll on this table if a vehicle rolls a 1 for a defence test

1: Crew stunned – no movement or shooting for the next turn

2: Secondary weapon destroyed – any hull mounted first, then cupola mounted

3: Engine damaged – no movement for two turns

4: Secondary weapon destroyed

5: All hits on current vehicle side now critical for remainder of game – armour penetrated

6: Crew killed – roll 1D5 – 1= commander (cupola weapon unusable), 2= secondary weapon gunner (hull weapons unusable), 3= gunnery crew (main gun unusable), 4= driver (immobilised), 5=entire crew (vehicle counts as being destroyed)

7: Main weapons destroyed – includes any co-axial weapons

8: Engine destroyed. Save against armour or vehicle explodes in 1d2 turns as per result zero! /Immobilised – Vehicle may be abandoned by crew, and counts as being destroyed

9: Vehicle explodes! 1d5 ATT hit to all models within 6″

10: Vehicle explodes spectacularly! 1D10 ATT hit to all models within 6”

Background – Woruxi

This post is about the feral and savage Woruxi race.

The Woruxi are a race of feral humanoid canids that stand about 1.5 feet over the average human. They live in the Darklands, and make use of relatively crude equipment designed to be effective. They are a secretive race, doing their best to hide many aspects of their culture from the other races. This has led other races to view them as barbaric and savage beasts. They more than live up to this reputation in combat, overwhelming their enemies before tearing through their foes in melee and feasting on the fallen afterwards.

Society

The Woruxi have a secretive but fully functioning society based around a code of honour. Their language is a harsh sounding and relatively simple one, consisting of mainly nouns and verbs with few conjunctives. The Woruxi live in tribes, which control territories that they protect fervently. Each tribe consists of several mated pairs of various social rankings and offspring, each of which is headed by Alphas; these are mated pairs of Woruxi that have managed to fight their way to the top of the hierarchy, and tend to be the oldest and strongest. Woruxi tribes are divided into groups for hunting and raiding known as packs; these are led by their own alphas, which tend to be Woruxi that make up the middle of the social order. This order is enforced by a strict code of honour which makes confrontations open and ritualised, and keeps a somewhat harmonious hierarchy in place.

All Woruxi are given a unique first name at birth, and use the name of their tribe as a surname. Sometimes, a Woruxi that gains a particularly fierce and brutal reputation can be given additional titles referring to this reputation, which go after the tribe name and are used as a nickname.

Woruxi live in relatively small villages made of the gnarled, blackened wood of the darklands, with a sacrificial pit in the centre.

Outside of this live the Ferals, outcasts from Woruxi society that live in crudely built shelters and live a solitary life. They hunt on their own and can grow to varying sizes as they get to eat as much as they like. Ferals can be accepted by other tribes as a sort of mercenary, paid in food for their combat ability, honed from their days of solo hunting and frenzied from their isolation. They still maintain the war paint of their tribe as a means of identification, and their original tribe will kill them if they see them.  They can come together to form new tribes, especially if they are cast out with their mate.

Religion

The Woruxi worship a figure known as the Wolf Father, which is revered as the first ancestor and first alpha whose spirit still wanders the world, feeding on the blood and souls of those sacrificed to him. He is worshipped through blood sacrifice, as this is believed to make him strong and willing to grant favour to those making the sacrifice. This is done in the Blood Pit, a 10 foot deep pit lined with the skulls of those sacrificed mounted on 2 foot tall stakes lining the pit.

Woruxi tribes each contain a shaman known as the Wolf Lord, which is the equivalent of a priest. They carry out the sacrifices with ceremonial weapons and costume, and can even be seen on the battlefield, attempting to make up for a past failure or to ask a particularly large favour from the Wolf Father.

Sacrifices are carried out by the Wolf Lord in the Blood Pit whereby captives of both other races and tribes attempt to fight against a volunteer dressed as the Wolf Father using Woruxi weapons, or none at all, similar to gladiatorial combat. Once this is done the tribe feast on the bodies of the slain and their skulls are placed on the stakes lining the arena.

Physiology and prey

The Woruxi are obligate carnivores, meaning they must hunt other animals for food. They are able to eat any type of meat, from that of the small Kashkir to the large Vriin reptile, humans, and even other Woruxi. Their favoured prey is the Vriin which they have adapted to be able to hunt which other animals are incapable of; however, during the hibernation season, Woruxi will perform considerably more raids on human settlements in order to eat the inhabitants. Woruxi are lithe creatures, having particularly dense and efficient muscles and lighter bones to enable them to run fast enough to catch their prey and to strike hard enough to kill the caught prey.

Technology

Woruxi technology is crude, as it is often made from salvaged scrap metal, obsidian found in shallow mines worked by captives, and Vriin claws and hides. Their weapons have blades made of either steel or obsidian with Kashkir hair covered metal handles, and their guns are the product of those captured from Kurae pirates merged with the heavy, basic weapons of Woruxi manufacture to create more efficient versions and variations. Their vehicles tend to be made of scrap salvaged from human and Sparaxian vehicles by the Teks of the tribe, making them difficult to build. Because of this, technology, and vehicles especially, can bring honour and status to a tribe that is able to construct and maintain their technology. The exception to this, however, is the lobber and superlobber cannons. These are believed to be dishonourable as they are used indirectly to take on foes while Woruxi see direct confrontation as honourable, but they are still used, especially by smaller and poorer tribes which cannot afford to maintain the more honourable technologies.

Background – Humans

As an expansion of the races done in an earlier post, this is the background of humanity in Iron Dawn.

The Realms of Mankind

Humanity inhabits a large continent in western Aenyreon, one of the two main continents on the world. The continent is divided into 5 Realms: Treizaan, Habjar, Aelforth, Erdis and the Equatorial Wastes. Treizaan is the northernmost realm, stretching from the northernmost point of the continent to the Equatorial Wastes. Treizaan is a relatively fertile land interspersed with small mountains, rivers of all sizes and depths, and forests of varying sizes. The Northern Waste is located here and sparsely inhabited by humans. Unlike the other Realms, Treizaan is very low on minable metals. The people of Treizaan are considered to be weak minded slaves to their masters by the people of the other realms, and their leaders are considered to be manipulative, arrogant fools.

Habjar is the realm of the east, which is mostly desert with odd small oases and rivers feeding small amounts of arable land. Humans have founded cities around these areas, and established much smaller settlements as satellites in order to mine the vast stocks of iron, gold, platinum, silver, copper and tin, amongst other metals found in the area. In every city, there are vast statues, arches and structures devoted to showing the achievements and riches of the city. Habjar stretches from the easternmost point of Port Surshiak to the Equatorial Wastes. The people of Habjar are considered to be very wealthy, stylistic and arrogant by the people of the other realms.

Aelforth is the western realm, stretching from the Oraelany Islands in the Western Sea to the Equatorial Wastes. Aelforth is littered with vast swamps, marshes and evergreen forests. The areas clear enough to farm tend to be nutritionally poor but grow grass enough to raise animals. Aelforth has many Sparaxian ruins which have been turned into places of worship, each housing many sacred relics. The social system in Aelforth is different to that in the other realms as it has not changed in the reformations of emperor Leopold. The swamps have proven to be rich in iron, the lands rich in tungsten and aluminium, and the few mountains and sporadic hills rich in copper.

Erdis is the realm to the south of the continent. It is the oldest settled area, and is covered in the oldest human ruins in the world. It is a land of rolling hills and good farmland with many rivers, lakes, small, dense forests and some mountain ranges. It is well regarded for its artisans, artists, architects and sculptors, and boasts some of the best universities in the Astrynian Empire. The Erdine people are regarded as cultured, sophisticated and smart, but egotistical and arrogant because of it by the people of the other realms.

History

Before the conquest of the realms of mankind by Emperor Leopold, humanity was divided into kingdoms and city states which were constantly fighting. In the northern lands of Treizaan, kings fought each other for the scarce resources and to show who was dominant; in the eastern lands of Habjar, the powerful citadels and emirates fought for dominance and for precious water; in the western marshlands of Aelforth, lords, earls, bishops and kings waged war upon each other, both to spread their own influence and religion and to destroy those they had even the slightest, pettiest grievance against; and in the southern territories of Erdis, princes fought to reign supreme and to rebuild the ancient Erdine Empire. Seventy years ago, however, things changed. King Leopold of Barenske launched attacks into the neighbouring kingdoms and conquered them with an ease nobody ever thought possible. With superior numbers and able generals this new power swept through Treizaan, subduing every city and kingdom in their path. Eventually they reached the Equatorial Wastes, and through a long, slow, bloody 5 year war, that too was captured and subdued. Over the next 15 years, the Astrynian Empire grew as it expanded into Habjar, Aelforth, and Erdis, conquering all that stood in their path under the banner of the Astrynian Dynasty of Barenske. Reforms were made to increase homogeny between the languages of the conquered lands and peoples and that of Treizaan, and great projects were undertaken to rebuild and improve cities, farms, roads and railways. Emperor Leopold gained the moniker of ‘the Magnificent’ to mark his ruling ability. 65 years later, at the age of 80, Leopold died. His son, Maximilian was named heir at the age of 1, and Lord Chancellor Erich Volzmar was named as Regent Protector, the ruler in charge until Maximilian was able to speak, read and write.

Society

Society in the realms of humanity is a stratified one, with every culture having some sort of ruling aristocratic elite. In Treizaan it is the Junker class that rules, in Habjar it’s the Jarinares and in Erdis it is the Dukeri, the former princes of the former duchies and principalities and their descendants. Beneath them is the working class, which are free men. In Aelforth, however, the system is slightly different. The lords and earls rule over the territories and beneath them are the nobility. Beneath the ruling classes are the free peasants, which live in cities and often own their own shops and/or houses. At the bottom are the serfs; serfs are not free, and live in tiny satellite villages where they cannot leave. They are tied to the land they work with no hope of advancement and are ruled mercilessly by sheriffs, free men loyal to the ruler of the local province.

Government

Each city is ruled by a Mayor, and each district is ruled by the mayor of the closest city. If there is no city nearby, such as in central Frieglund, eastern Lirion and central Fraedensvaal, the area has its own mayor. These mayors are elected by the local populace. Each province is ruled by a Viceroy, Baron, Count, Earl or Jasinar, depending on the region. These are hereditary rulers descended from the monarchs that ruled the kingdoms before they were conquered by Leopold the Magnificent and assimilated into the Astrynian Empire. Each province also has a representative which is either elected or appointed by the provincial ruler and represent the province in the Parliament in Baren. Over recent years the number of representatives has increased six fold due to revolutionary leaders of all stripes appoint or elect their own representatives. The emperor and his court rule the entirety of the Astrinian Empire. A Lord Chancellor acts as a second in command for the emperor and is the head of the Parliament. The current Emperor is Maximilian, the now 6 year old son of Emperor Leopold who has been ruling since his father’s death 5 years ago. The current Lord Chancellor is Erich Volzmar, a ruthless politician dedicated to his own advancement and taking over the crumbling empire and the head of the Fascist faction.

Parliamentary factions

The Imperial Parliament is divided into many factions, vying for supremacy and power. There are six main factions each with their own agenda, and many more minor ones besides.

 – Imperialists/Loyalists – The Imperialists are a dwindling group that stands loyal to Emperor Maximillian. They use the names Imperialists and Loyalists interchangeably.

 – Republicans – The Republicans are a small group seeking the abolition of the empire in favour of establishing one or more republics.

 – Royalists – The Royalists are a small group wanting to abolish the empire in order to return to the pre-imperial kingdoms

 – Fascists – The Fascists are a growing group loyal to Lord Chancellor Volzmar that wishes to overthrow Emperor Maximillian in order to instate Volzmar as the ruler and make Lord Chancellor the highest title available. The Fascists are named after Reinhardt Fasc, one of the founding members of the group that was executed for his belief and loyalty to Volzmar.

 – Separatists – The Separatists are a small group which seeks independence and abhor and denounce being part of any union. The Separatists tend to work strategically with the Royalists both in parliament and in conflicts. Separatists have recently gained a lot of power and influence in Habjar following the formation of the Eastern Emirates and Habjar Confederacies.

 – Kreolists – The Kreolists are a small but zealous group which wishes to take over and institute a “People’s Republic” where the Junker class is abolished and all people become equal before the law. The Kreolists are staunchly opposed to the Fascists, and are named for their founder and ideological leader, Karl Kreos.

 

Military Commissariat

The Astrynian Empire maintains a massive military commissariat, which is split up into District or Provincial Commissariats and ruled over by the Ministry of the Interior’s Department of Military Affairs. Each province has its own commissariat, known as Provincial Commissariats, and each city with over 5 million people also has its own, known as District commissariats. Each commissariat is required to maintain at least one Volksmilitia division, as well as three infantry regiments, two cavalry regiments and an armoured regiment which constitute a single division. However every commissariat will maintain considerably larger forces than that, with multiple divisions being maintained at any one time. Each commissariat also maintains the Commilpo, the Commissariat Military Police, which enforce any conscription draft or tithe the Commissariat has.

 

Tactics

Offensive tactics for the humans revolve around the use of combined arms and deploying superior firepower as quickly and efficiently as possible. Here the infantry advance aggressively with support from the heavier armoured units available, while the cavalry and lighter armoured vehicles flank the enemy positions to catch the enemy in a box in order to easily crush them. Wherever possible, some faster units may push towards the rear of the enemy lines to cut groups off from one another to make them easier for the main force to deal with. Defensive tactics also revolve around the rapid and efficient deployment of superior firepower, but emphasise the use of pre-set defences such as bunkers, trenches, rifle pits, and dug in anti-aircraft, anti-tank and artillery positions. If for some reason these cannot be used, then positions will be used which will create fire lanes for armoured units and machine gun positions and make use of booby traps and teller mines to make other areas harder to assault, while the artillery over watch the flanks and weakest points. Cavalry will be used to counterassault charging infantry wherever necessary.

Military Honours

Humans have many military honours, from the Steel Cross to service specific medals to orders created specifically to honour the heroes of each of the various factions in the on-going civil war. The most prestigious medal is the Steel Cross, which is awarded to men of all ranks for gallantry which is above and beyond the call of duty. The Steel Cross has two classes; the 2nd class is the lower of the two, and is awarded first. It features a white platinum gilded silver medal with a circular black steel centre with a silver bear and a black strap with a red stripe down the middle. The 1st class is the most honourable medal available to any human. It is only issued to those who have been awarded the 2nd class medal and meet the criteria to win a second one. The silver of the second class medal is replaced with gold, and the red stripe is white. Beneath this are several medals awarded based on their branch of service, although all are issued for much the same reason: the committing of acts of valour beyond the call of duty, or serving valiantly against overwhelming odds. Each has a grey strap with a stripe down the centre that has different colours depending on who is being issued the medal. Infantrymen are awarded the Grenadier Star which has a white stripe, cavalrymen are awarded the Knight’s Cross which has a blue stripe, armoured vehicle crews are awarded the Lion’s Cross which has a red stripe, and officers are awarded the Officer’s Cross which has a silver stripe. On very rare occasions, Vybils will be issued the Officer’s Cross after being forced to take command against overwhelming odds. When this happens, the Vybil will also be promoted to Leutnant.

Background – Sparaxians

As an expansion of the races done in the last post, this is the background of the Sparaxian race.

The Sparaxians are a race of humanoid creatures roughly a foot shorter than the average human. They are a technologically advanced race, and make use of robots for all menial tasks, from maintaining buildings to farming to transport; this is to cover the fact that they are a dwindling race with the smallest population of any upon Aenyreon. The Sparaxians make up for the fact they have the fewest soldiers by manipulating other races to fight their battles for them, seeing themselves as superior to the other races.

Society

All Sparaxians live on floating cities called Poleis. These are made entirely of synthetic material, and contain habitation hives with an agora and public areas, an Inner Sanctum housing the temple, the senate building, the palace and the forum, an Agrizone containing orchards and fields to provide enough food to support the entire population of the Poleis and biodomes to optimise growth of flora and fauna housed within the Agrizone, and a military zone which houses each legion from the Poleis with a barracks, vehicle garages, an armoury and a command centre for each legion. The Sparaxians use robots to do the majority of the work on each Poleis due to the small numbers of Sparaxians, and these robots are overseen by engineers. This makes up the bulk of civilian work on Poleis, and hence makes technological ability highly sought after. The Sparaxians are highly religious, although no records exist as to why their religion has endured so long, or where it originated from. The Sparaxians have two castes in their society: the Pleyitas and the Plebias. The Plebias is the working class, making up the majority of legionaries and engineers, and are represented by Plebian Consuls in the senate. The Pleyitas is the ruling class, and make up the majority of politicians and senior military officers. The Sparaxians use stamped Jade coins as currency known as Nephris.

Government

Each Poleis is ruled by a Senate, which is made up of approximately 105 Senators of various ranks which govern the Poleis and are headed directly by the Jarl of the Poleis. The Jarl is elected by the senate from the Prefect Consuls and rules as a monarch until they die. They have control over the military and the power to remove any and all of the lower Consuls from power, although they cannot do this to any Prefect Consul. They may also declare war and sign treaties, order “purges”, and do many other things besides. Directly below the Jarl are the Prefect Consuls. These are the most senior senators, and come in two distinct types: Prefect Civic and Prefect Militant. A Prefect Civic is a senator who has proven himself and used deception and diplomacy both within and without the senate to gain power. A Prefect Militant is a military officer who has managed, either through connections, skill or sheer dumb luck, to command an entire legion. Both tend to be from the Pleyitas. Only 10 Prefect Consuls may be in a senate at any one time, only to be replaced upon their deaths.  Under the Prefect Consuls are the two types of Consuls together referred to as the “Lower Consuls”. The first is the Pleyitas Consul, which are members of the Pleyitas caste. They are professional politicians who have inherited their positions within the senate from a blood relative. One may be elected to the senate, but only if a Pleyitas Consul dies without any heirs. The second type is the Plebian Consul, which act as representatives of the Plebian caste in the Senate. Their task is to ensure that the senate does not do anything that would be against the best interest of the people. They are allowed to veto the rest of the senate, but only following a successful veto vote. Elections are held every two years for Plebian Consuls.

Senate factions

Within each senate, there are many different factions, each seeking to gain power. Each group can generally be placed into one of two categories: Radical and Constant. The Radicals are those factions with more extreme ideas than what would normally be considered; these factions tend be small. The Constants are the largest factions, and tend to be the less extreme.

Radicals

Militares – The Militare faction seeks to bring about the “rebirth of the Sparaxians” – a term they themselves use – by exterminating other races through military action. Generally, at least one Prefect Militant will be a part of this faction.

Amalgamares – The Amalgamare faction believes that the Sparaxians should come together with the Woruxi and humans to defeat the Hasquri and Kurae.

Singulares – The Singulare faction believe that the Sparaxians could become powerful again through a technological singularity, and use such superiority to reclaim their lost lands and exterminate the other races, which they deem to be inferior.

Imperatores – The Imperatore faction seek to make the Jarl all powerful. This faction consists of the senators most favoured by the Jarl, and will often include at least one Prefect Civic.

Constants

Plebians – The Plebians seek to increase the influence the Plebian caste has over the senate, either through expanding the ranks of the Plebian Consuls or through all senators requiring election.

Pleyitas – The Pleyitas faction seeks to increase the benefits of the Pleyitas caste, often at the expense of the Plebian caste. This tends to be the largest faction in a senate, but is often countered by the Plebians

Religion

The Sparaxian religion is dominated by a single god, Kioris, and the Valkanum, a group of six saints that act as guardians of Kioris. The Sparaxians believe that they were created by Kioris after a great war against the evil creatures he had previously created, the Golems, when their pantheon of gods was wiped out by the Golems, and Kioris defeated them through the use of the magic of his brothers and sisters given to him through enchanted items. Now he resides upon his throne, ruling directly over his dominion of Elysia. He is aided by the Valkanum, beings created as personal soldiers and bodyguards of each god and goddess. The Sparaxians believe that the energy of their life force feed Kioris and the Valkanum, and that blood sacrifices of “lesser” races helps to strengthen him so that he can better fight the Golems when they break free of the Otherland and they and their servants, the decaying, necrotic Draugadin attack Sirion. The Sparaxians believe that those most faithful to Kioris ascend to Sirion upon death, and those who turned against the faithful shall descend to the Otherworld where they become Draugadin, spirits in the form of their past selves which appear as rotting, sometimes eviscerated, corpses with bleached bones visible through decaying, necrotic tissue.

Military

The Sparaxian military is made up of professional soldiers grouped into Legions. Soldiers are trained from the age of 15 to fight with a variety of weapons from the standard railgun to the railcannon and railblaster to maces and hammers.

There are three different branches to the Sparaxian military: the Legions, the most numerous and powerful force; the Order of Kioris, soldiers with fanatical devotion to Kioris and the poleis that work as guards for the temple; and the Horthmen, an elite unit of experienced, loyal veterans that act as a bodyguard to the Jarl and guard the Palace and the Senate.

Each poleis maintains at least one legion, with most maintaining at least 5, and many maintaining many more than that. Each legion is headed by a Prefect Militant, and is divided into 10 to 25 Battle groups. Each Battlegroup is led by a Tarchios, and consists of 2 to 10 Maniples. When Battlegroups are deployed together, the most senior Tarchios is designated Praetor, a temporary field ranking used to identify who is in charge overall in the field. Each Maniple is headed by a Dahreng. The Dahreng of the first Maniple of each Battlegroup is designated Optio, and acts as the second in command for the Battlegroup.

Tactics

Due to the relatively small number of Sparaxians that can be deployed at any one time, the Sparaxians have become masters of precision strikes and hammer and anvil tactics. Hammer and Anvil tactics are defensive tactics that make use of heavy infantry such as legionaries and rangers backed by cavalry and/or light armour used to form the ‘anvil’, defending strategic objectives and drawing the enemy’s fire, while the heavier armour moves quickly along the flanks to cut off the enemies and hit them in their weakest spots. Precision strikes are the predominately used offensive tactic, where the armoured units are used as a spearhead and the heaviest units, such as the Ironclads and Triatarchs as well as cavalry backing the armour, striking at the weakest spots in the enemy’s lines to break them as the Rangers and Legionaries secure the objectives and provide supporting fire wherever they can.

Honours

The Sparaxians have several military honours given in different circumstances, although they are never awarded posthumously. The most prestigious is the golden crown, or Geltcoron, which is awarded to soldiers who put their own lives in significant risk in order to protect civilians or by fighting against significantly overwhelming odds to hold a significant objective or location. The recipient shows their Geltcoron by painting their helmet gold. Some legions only allow promotion to Tarchios or Prefect Militant without winning the Geltcoron. The next honour is the gold fist, or Armillae, which is awarded for saving the lives of their comrades or civilians or for holding off an overwhelming enemy force. The recipient represents it by paining their right gauntlet gold.

Human Units, Weapons and Equipment

For my latest idea, there are three races: the short, advanced, cultured, innovative Sparaxians, the nationalistic and xenophobic Humans and the feral, savage, wolf like Woruxi. This post covers the units, weapons and extras of the Humans

Human Units

Commanders

Kommandant                                                                                                            25 Points

Sp:4|Ac:4|Me:4|A:5|D:4|HP:3|Mo:10

The Kommandant is armed with a Handloch and Sabre

– The Kommandant may exchange their Handloch and Sabre for: A Loch                     Free

A Stormloch       5 Points

An Autoloch       5 Points

– The Kommandant may be equipped with a Steed                                    5 Points

– If the Kommandant has a Steed, they may exchange their sabre for a lance      Free

– The Kommandant may be equipped with: A Standard                              5 Points

Combat Armour                       2 Points

A Heckenseh Optical Sight                     5 Points

Leutnant                                                                                                                   15 Points

Sp:4|Ac:3|Me:3|A:4|D:4|HP:2|Mo:10

The Leutnant is armed with a Sabre and Handloch

– The Leutnant may exchange their Handloch and Sabre for: A Loch             Free

A Stormloch                5 Points

An Autoloch                5 Points

– The Leutnant may be equipped with a Steed                                           5 Points

– If the Leutnant has a Steed, they may exchange their sabre for a lance       Free

– The Leutnant may be equipped with: A Standard                                    5 Points

Combat Armour                             2 Points

A Heckenseh Optical Sight                5 Points

Infantry

Stormtrooper Squad                                                                                                 30 Points

Sp:4|Ac:4|Me:4|A:5|D:5|HP:1|Mo:8

The Squad consists of 2-4 Stormtroopers

Each Stormtrooper is equipped with a Stormloch and Combat Armour

– Up to two Stormtroopers may be added to the squad                      15 Points per Stormtrooper

– One Stormtrooper may exchange their Stormloch with a Greatloch       15 Points

– A Vybil may be added to the squad                                                        15 Points

– The Vybil may take a Sabre                                                                          Free

Pioneer Squad                                                                                                           6 Points

Sp:4|Ac:|Me:|A:|D:|HP:|Mo:

The squad consists of 1-2 Pioneers

Each Pioneer is equipped with a Loch

– Another Pioneer may be added to the Squad                                          6 Points

– One Pioneer may exchange their Loch for: A Greatloch                        15 Points

A Tankloch                         10 Points

– A Vybil may be added to the squad                                                          6 Points

– The Vybil may exchange their Loch for an Autoloch                                5 Points

Grenadier Squad                                                                                                      15 Points

Sp:4|Ac:3|Me:3|A:4|D:4|HP:1|Mo:7

The Squad consists of 3-6 Grenadiers

Each Grenadier is armed with a Loch

– Up to three Grenadiers can be added to the squad                          5 Points per Grenadier

– Up to two Grenadiers may exchange their Lochs for Autolochs         5 Points per Grenadier

– One Grenadier may exchange their Loch for: A Greatloch                    15 Points

A Tankloch                     10 Points

– A Vybil may be added to the squad                                                          5 Points

– The Vybil may exchange their Loch for an Autoloch                                5 Points

Paratrooper Squad                                                                                                   16 Points

Sp:4|Ac:4|Me:4|A:4|D:4|HP:1|Mo:7

The squad consists of 2-4 Paratroopers

Each Paratrooper is equipped with a Loch

– Up to two Paratroopers may be added to the Squad                         8 Points per Paratrooper

– One Paratrooper may exchange their Loch for: A Greatloch                 15 Points

A Tankloch                  10 Points

– Any Paratrooper may exchange their Loch for an Autoloch              5 Points per Paratrooper

– A Vybil may be added to the Squad                                                         8 Points

– The Vybil may exchange their Loch for an Autoloch                                5 Points

Volksmilitia Squad                                                                                                    15 Points

Sp:4|Ac:2|Me:2|A:3|D:3|HP:1|Mo:6

The squad consists of 5-19 Volksmilitia

Each Volksmilitia is armed with a Loch

– Up to 4 Volksmilitia may be added to the squad              3 Points per Volksmilitia

– Up to 3 Volksmilitia may exchange their Loch for an Autoloch            5 Points per

A Tankloch                    10 Points

– A Vybil may be added to the Squad                                                         3 Points

– The Vybil may exchange their Loch for an Autoloch                                5 Points

Weapons Team                                                                                                        50 Points

Sp:4|Ac:3|Me:2|A:3|D:3|HP:3|Mo:7

The team is made up of three Volksmilitia

Two Volksmilitia are armed with Lochs and one is armed with a Greatloch

– The team may exchange their Greatloch with a Tankloch                      10 Points

– A Vybil may be added to the team                                                            5 Points

Kommando                                                                                                               15 Points

Sp:4|Ac:4|Me:4|A:4|D:4|HP:2|Mo:8

The Kommando is equipped with a Loch

– The Kommando may exchange their Loch for an Autoloch                      5 Points

– The Kommando may be equipped with a Heckenseh Optical Sight          5 Points

– The Kommando may be equipped with Combat Armour                           2 Points

Cavalry

Hussar Troop                                                                                                          20 Points

Sp:5|Ac:3|Me:4|A:5|D:5|HP:2|Mo:7

The troop consists of 2-4 Hussars

Each Hussar is equipped with a steed, armour, a Sabre and a Handloch

– Up to two Hussars may be added to the troop                     10 Points per Hussar

– A Vybil may be added to the troop                                                         10 Points

Uhlan Troop                                                                                                             20 Points

Sp:6|Ac:2|Me:4|A:4|D:4|HP:2|Mo:8

The troop consists of 2-4 Uhlans

Each Uhlan is equipped with a steed, a Lance and Handloch

– Up to two Uhlans may be added to the troop                         10 Points per Uhlan

– A Vybil may be added to the troop                                                         10 Points

Karabineer Troop                                                                                                     20 Points

Sp:6|Ac:4|Me:2|A:4|D:4|HP:2|Mo:7

The troop consists of 2-4 Karabineers

Each Karabineer is equipped with a steed and a Loch

– Up to two Karabineers may be added to the troop                           10 Points per Karabineer

– A Vybil may be added to the troop                                                        10 Points

Vehicles

Tankkanon AT Gun                                                                                                  30 Points

Sp:4|Ac:3|TD:2|FD:3|SD:2|RD:2|HP:5

The Tankkanon Anti-tank Gun is equipped with a Kanon

Each Tankkanon has a crew of 3 Volksmilitia

– The Tankkanon may take Extra Armour                                                   5 Points

Lion Armoured Car                                                                                                   60 Points

Sp:9|Ac:3|TD:3|FD:3|SD:3|RD:3|HP:6

The Lion Armoured Car is equipped with an Autokanon

Each Lion has a crew of 4 Grenadiers

– The Lion may be equipped with Extra Armour                                          5 Points

– The Lion may be equipped with a pintle mounted Greatloch                  15 Points

Tiger Meduim Tank                                                                                                  75 Points

Sp:8|Ac:4|TD:4|FD:5|SD:5|RD:4|HP:7

The Tiger Medium Tank is equipped with a Kanon, a hull mounted Greatloch

Each Tiger has a crew of 4 Grenadiers

–  The Tiger may be equipped with a pintle mounted Greatloch               15 Points

– The Tiger may be equipped with Extra Armour                                        5 Points

Sturmtiger Assault Gun                                                                                            85 Points

Sp:7|Ac:4|TD:6|FD:6|SD:4|RD:4|HP:7

The Sturmtiger Assault Gun is equipped with a Greatkanon and Extra Armour

Each Sturmtiger has a crew of 4

– The Sturmtiger may be equipped with a pintle mounted Greatloch        15 Points

Rakettiger Rocket Artillery                                                                                        75 Points

Sp:8|Ac:3|TD:3|FD:5|SD:5|RD:4|HP:7

The Rakettiger Rocket Artillery is equipped with a Raketwerfer Artillery piece

Each Rakettiger has a crew of 4

– The Rakettiger may be equipped with a Pintle mounted Greatloch        15 Points

– The Rakettiger may be equipped with Extra Armour                                5 Points

Leopard Heavy Tank                                                                                              100 Points

Sp:8|Ac:4|TD:5|FD6:|SD:6|RD:5|HP:8

The Leopard is equipped with a Greatkanon, a co-axial Greatloch and a hull mounted Greatloch

Each Leopard has a crew of 5

– The Leopard may be equipped with a pintle mounted Greatloch           15 Points

– The Leopard may be equipped with Extra Armour                                   5 Points

Weapons

Handloch                         R:3”/6”|D:2|S:1|Type: Infantry, Mobile

Loch                                R:12”/24”|D:3|S:2|Type: Infantry, Mobile

Autoloch                          R:9”/18”|D:3|S:3|Type: Infantry, Mobile

Stormloch                        R:6”/12”|D:3|S:4|Type: Infantry, Mobile

Greatloch                        R:18”/36”|D:4|S:5|Type: Infantry, Heavy

Tankloch                         R:12”/24”|D:5|S:1|Type: Vehicle, Heavy

Kanon                              R:18”/36”|D:4|S:1|Type: Vehicle, Heavy

Autokanon                       R:18”/36”|D:3|S:2|Type: Infantry, Heavy

Greatkanon                     R:20”/40”|D:5|S:1|Type: Vehicle, Heavy

Raketwerfer                     R:30”/60”|D:3|S:4|Type: Infantry, Heavy

Extra Equipment

Sabre – Grants +1 Strike

Lance – Grants +1 Attack when charging

Standard – Grants the Hold the Line order

Steed – Gives +2 Speed (already included in the Speed characteristic of cavalry units)

Combat Armour – Grants +1 Defence

Extra Armour – Grants +1 Defence to a single Defence value of a vehicle to a maximum of 6

Heckenseh Optical Sight – Grants +6” to the ranges of the weapon with which it is equipped.