Bof 2 V1-0057
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Templates This is all the templates required for use during play of BoF II. Most have quick reference material also printed on them for speeding play. Permission is given to copy these templates, and I recommend the copy of them onto light card, cut out, and used directly in the game. Also included is a page containing 2 vehicle data sheets to enable you to record everything about a vehicle. Permission to copy these is also given. HE3 Up to 88mm AP 2 vs. Inf 1 vs. AFV 1 HE2 WDR 0 AP 1 Effect—Pinning Check vs. Inf 1 vs. AFV 0 WDR 0 Up to 105mm Effect—Pinning Check AP 3 vs. Inf 2 vs. AFV 2 HE1 WDR 1 vs. Inf 0 Effect—Pinned vs. AFV - WDRSample –1 file AT vs. Inf 1 HE4 vs. AFV 0 WDR 1 Up to 130mm Effect—Pinning Check AP 3 vs. Inf 2 vs. AFV 2 WDR 2 Effect—Pinning Check Larger than 130mm G AP 4 vs. Inf 3 Rifle Grenades AP 1 vs. AFV 3 vs. Inf 0 WDR 3 vs. AFV - Effect—Pinned WDR 1 Effect—Pinning Check © Copyright 2005 Gordon Roach, Task Force Productions 150 AGL UGR1 Up to 35mm Up to 70mm AP 0 AP 2 vs. Inf 1 vs. Inf 2 vs. AFV –1 vs. AFV 1 WDR 0 WDR 0 Effect—Pinning Check Effect—Pinning Check Up to 40mm 71-80mm AP 1 AP 3 vs. Inf 1 vs. Inf 2 vs. AFV –1 vs. AFV 1 WDR 1 WDR 1 Effect—Pinning Check Effect—Pinning Check UGR2 Up to 127mm (5” Zuni) AP 4 vs. Inf 3 vs. AFV 2 WDR 2 Effect—Pinning CheckSample file © Copyright 2005 Gordon Roach, Task Force Productions 151 Larger Weapon Smoke. 76-82mm Mortar, 65-90mm Gun/Howitzer Smoke. Smoke Grenade, Light Mortar, 37-60mm Gun/Howitzer Smoke. Sample file Smoke Dischargers © Copyright 2005 Gordon Roach, Task Force Productions 152 LTT Template Vehicle Flamethrower AP 1 vs. Inf 3 vs. AFV 1 WDR 2 Effect—Fear Check Sample file STT Template Flamethrower AP 1 vs. Inf 2 vs. AFV 1 WDR 2 Effect—Fear Check © Copyright 2005 Gordon Roach, Task Force Productions 153 Vehicle Command Type Type Movement Type ID LD M Size Spot Move Speed Armour Crew Passengers Front Side Rear Top Turret Speed Equipment Damage Skills W Temp AP C AP Location Weapon F/C HE SA SR LA LR D Type Type A SR/LR R Roof Turret Hull Front Hull Vehicle Command Type Type Movement Type Sample fileID LD M Size Spot Move Speed Armour Crew Passengers Front Side Rear Top Turret Speed Equipment Damage Skills W Temp AP C AP Location Weapon F/C HE SA SR LA LR D Type Type A SR/LR R Roof Turret Hull Front Hull © Copyright 2005 Gordon Roach, Task Force Productions 154 Baptism of Fire II QRS #1 Command Bonuses Action Table Unit/Squad Bonus Special Event Table, Move Movement Rally Table, Roll 4+ to use Roll 6 to use this table Offensive this table May fire (Omf) or Move (Om) Make a Base 1 New Orders Rock Steady engage in CC after - Move. 2 Extra Activation Shaken moving (Omc). 3 Dodge Hero Combat No movement, Firing weapons or turn 45 degrees (if - 4 High Morale Reinforcements (Ocf =Firing or CC. 5 1 Action The Colonel Occ =CC) turning no firing) 6 Win Initiative Replacements or Re-roll May move up to Halt (Oh) half Base move if No Combat. - it ends in Cover. Stat, Action, Reaction Check Table +1 to M Only Apply shaded modifiers to LD checks for Actions. check die Rally (Or) No Movement No Combat. Die Mods Circumstance if being Motivated. Pinned or Rattled -1 Up to a half Base - - -2 Panicked Setup (Os) Move -1 Out of Max. Cmd Range (unless Fanatics) Defensive At night and not in Defensive positions or not -1 May be combined Night Fighters May move up to with knife armed Sneak (Dm) - -1 Under Heavy Fire half Base move. Close Combat at -1 Fear attack moves end. -1 Un-led Hold (Dh) - - - +1 High Spirits (M check) or Alert (LD check) Rally (Dr) No Movement No Combat. - +1 Motivation Morale Check Concealed No movement. +1 ? Tactical advantage No Combat. - (Dc) Stationary. +1 In Defensive Positions Advance Advance/ Double Base Command Table - - Withdraw Move. Command Element Cmd. Range Max Cmd Range Squad Leader 2” 8” Section Leader 2” 12” Platoon Sergeant 4” 12” Platoon Commander 4” 12” ‘The Colonel’ 6” 12” Sample file Reaction Check Table To make a reaction check, roll a die and add either the LD or M Stat as appropriate. Apply all other modifiers on the Stat Check Table. When to check Activation As it happens Stat LD or M M LD or M M M LD M Out of Com- Just taken Approached by, Under Fire Charged Surprised Rally mand Casualties or or approaching / (Vehicles check at or directly or LoS or Radius Panicked result Activating, within only if the attack towards by Fear since last 12” of un-ID’d may Damage enemy within 6” Activated element/ marker them) * OR known en- emy foot within 6” of Vehicle 9+ Alert Recovered Alert or High Alert or High 8 High Spirits High Spirits Alert High Spirits Spirits Spirits Effect Reduced 6 or 7 Passed, no effect 5 Cautious Rattled Cautious Suppressed Suppressed Rattled Suppressed or 4 Rattled Find Cover Jumpy Rattled Rattled Withdraw 3 Rattled Withdraw Hesitate Find Cover Rattled Withdraw Surrender Find Cover and Surrender Check 2 Jumpy Check else Rattled Hesitate Jumpy else Panicked Panicked Surrender Foot Surrender, 1 or Surrender Check Panicked Check else Jumpy Withdraw Vehicles less else Panicked Panicked Panicked * May voluntarily Withdraw(and become pinned) and forgo the Reaction check © Copyright 2005 Gordon Roach, Task Force Productions 155 Baptism of Fire II QRS #2 Foot Movement Table Direct Fire Table Norm. Minor Obstacle Major Obstacle Roll a die for each AD (Attack Die) of the attack, applying all Foot 4” Move 2” Stop then move 2” modifiers below. A modified die score of ‘6’ or better hits. Manhandled 4” Stop then move 2” Stop then move1” Close Range Attack +3 Supp. Weapon * Short Range Attack +2 Heavier Weapon 2” Stop then move 1” Impassable Firer moving -3 * Includes anything from a tripod mounted MG up to 57mm gun or 76mm Howit- Turret had to traverse of over 30 degrees -1 zer / Infantry Gun. For each Om move Target made) -1 A Sneak (Dm) Action reduces Base Movement to half. Advance / Withdraw is Targets last action was Dm in cover -2 twice Base Movement. A Led Squad performing a single Ocf Action (no other +1 Actions) Firer stationary and fire is Second or Third shot at target +1 Base Vision Table this Activation Base Vision Range Seen At… (BVR) Suppressive Fire +1 Target Dawn / Dark Target is Size 4 or larger +1 Day Moonlight Size Dusk Night Firing through cover (not in the cover) -1 1 24” 18” 12” 6” Firer is Suppressed -2 2 30” 24” 12” 6” Firer is Pinned -3 3 36” 24” 12” 6” 4 42” 30” 18” 12” 5 48” 36” 18” 12” Hit Assignment Table +12” if viewing from an elevated position or if viewing from a Size 4+ Die Number in Squad Vehicle or when attempting to spot a vehicle of Size 3 or larger. Roll 2 3 4 5+ All infantry are considered Size 1. 1 #1 #1 #1 #1 2 #1 #1 #1 #2 3 #1 #2 #2 #3 Vision Table 4 #2 #2 #3 #4 Viewer is ; 5 #2 #3 #4 #5 Foot or Moving/ Pinned/ Un-Buttoned Panicked, 6 #2 #3 * * AFV Buttoned vehicle * May select element hit. Target in Offensive Action (or Withdraw) - Advancing / Withdrawing or Seen 2+ Direct Fire Template Deviation Offensive move in open Firing while stationary 1d6 +1 inches - In open up to BVR Seen 4+ Firing while Moving 1d6 + 2 inches per point to hit roll failed by - In open up to twice BVR 4+ 6+ * Deviation distance may not be more than half the range to the target. - In cover up to BVR 4+ 6+ - Firing small arms or machinegun (not 2+ 4+ Bazooka, Panzerfaust, etc) SampleSave file Table - Firing other weapon Seen 2+ Target in Defensive Action Base Save Modifiers - In open up to BVR Seen Seen +0 Target is in Advance / Withdraw Action - In open up to twice BVR Seen 4+ +1 Target is in Offensive Action - In cover up to BVR 4+ 6+ +2 Target in Defensive Action or Pinned - In cover up to twice BVR Unseen Unseen Other Modifiers Target is Marker or Hiding +1 If Stationary (does not apply to vehicles or vehicle Commanders) - In open over BVR and up to twice BVR 4+ 6+ +1 If in Soft Cover - In cover (BVR 6” in Daylight or 3” other 6+ Unseen +2 If in Hard Cover (Hull Down if vehicle) time of day) -1 Sniper Fire - In cover (BVR 3” in Daylight or 2” other 4+ 6+ +? Special attack modifiers time of day) +? Barrage Save Modifier May view up to 8” into Soft Light cover or 3” into Soft Heavy cover. -1 Under Template Attack in enclosed space Result 6+ Saved, no effect. 5 Saved & Used if Flak Jacket, else Casualty 4 Saved & Used if Body Armour, else Casualty 3 >= Casualty © Copyright 2005 Gordon Roach, Task Force Productions 156 Baptism of Fire II QRS #3 Vehicle Movement Table Vehicle Saves Normal Minor Obstacle Major Obstacle Required Result Wheeled Stop or Damage Stop & Damage 6+ All other situations Halftrack As Stop or Damage Stop & Damage 6+ * Advance / Withdraw Base 5+ * Offensive move or Defensive in Hard Cover Tracked Move Half Speed Stop & Damage * An unmodified die roll equal or greater always saves.