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 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 , Light Mortar, 37-60mm Gun/Howitzer Smoke.

Sample file

Smoke Dischargers

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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 check die Only Apply shaded modifiers to LD checks for Actions. 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. No Combat. - +1 ? Tactical advantage (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+ , , 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

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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. Mounted Horse Stat Half Speed 2” Animal Drawn Stop 1” Modifiers to die roll Sneak Action reduces movement to half. Advance Withdraw is twice Base Move. +1 Offensive move or Defensive in Hard Cover If in Soft Cover from attacks by Bazooka, Panzerfaust, PIAT, M72 +2 LAW, AT4, etc Running Over the Enemy Table +2 If in Hard Cover (Hull Down if vehicle) Vehicles Move Speed -? The attacks AP rating Under 7” 7”+ Open Topped under Template or Off-table attack (except flame- -1 Un-Activated Element 7 6 thrower). Used Element 6 5 -2 Open-Topped under Flamethrower attack +1 if target is Size 2-3 +1 Spaced armour (see Special Armour) +2 if target is 4-5 +2 Composite armour (see Special Armour) A roll equal or greater and the element is hit. +2 Reactive armour (see Special Armour) Immobile vehicles and equipment is automatically hit. +? Barrage hit Save Modifier +? The targets Armour rating (on the facing hit) Fire Control Effects Results FC-S Only +1 if firing moving if at Short Range >= No Damage, Morale check if attack AP was within 2 of target T FC-O or G Ignores First shot at Long Range if stationary, in day only for O 1 less 1 Damage check FC-L/O Ignores First shot at Long Range if stationary 2 less 2 Damage checks FC-I or D Ignores First shot at Long Range, Ignores moving penalty 3 less 3 Damage check 4+ less Vehicle Destroyed

Damage Table – Tank #1 Front 1, 2 3, 4, 5 6 Side 1, 2 3, 4 5, 6 -2 from roll if Hull Down Rear 1, 2 3 4, 5, 6 Turret Hull Running Gear Misc 1 Main Gun m Driving Controls M Track Broken M Radio m 2 Coaxial Weapon m Hull Weapon m Reduce Speed m Roof Weapon m 3 Jammed m Stalled Engine M Stalled Engine M Fire M Smoke 4 Sights m Crew M Engine Toast C m Dischargers 5 Crew M Misc Driving Controls M Slow Turret m 6 Misc Misc Sample Miscfile Reduce T M Damage Table –SP Gun or Assaultgun #1 Front 1, 2 3, 4, 5 6 Side 1, 2 3, 4 5, 6 -2 from roll if Hull Down Rear 1, 2 3 4, 5, 6 Fighting Hull Running Gear Misc Compartment 1 Main Gun m Driving Controls M Track Broken M Radio m 2 Main Gun m Hull Weapon m Reduce Speed m Roof Weapon m 3 Misc Stalled Engine m Stalled Engine M Fire M Smoke 4 Sights m Crew M Engine Toast C m Dischargers 5 Crew M Misc Driving Controls M Slow Turret m 6 Misc Misc Misc Reduce T M Damage Table – Armoured Halftrack Front 1, 2, 3, 4 5, 6 Side 1, 2, 3, 4 5, 6 -2 from roll if Hull Down Rear 1, 2 3, 4, 5, 6 Fighting Hull Running Gear Misc Compartment 1 Driving Controls M Track Broken M Radio m 2 Main Weapon m Reduce Speed m Roof Weapon m 3 Stalled Engine M Stalled Engine M Fire M 4 Crew M Engine Toast C Passenger m 5 Misc Driving Controls M 1d6 Passengers M 6 Misc Misc 1d6 Passengers C C = Catastrophic - Crew who survive the hit will bail, dice for each and on a 5+ they are a casualty, 4+ if Fire Prone. All survivors end up within 2” of the vehicle Pinned. M = Major - Subject to Base Morale Check from hit. Failure and they abandon vehicle. Success and they get out of combat and off table as quickly as possible. m = Minor - No additional Morale check. © Copyright 2005 Gordon Roach, Task Force Productions 157

Baptism of Fire II QRS #4 WW2 Infantry Weapons Table W Weapon CA SA SR LA LR D AP R Pistol 1 0 Bolt-action Rifle * 2 2 12” 1 24” 1 -3 Semi-auto Rifle 2 2 12” 1 24” 1 -3 M1 3 2 12” 1 18” 0 -4 MP43 3 3 12” 2 24” 1 -4 SMG 3 2 12” 0 -4 Sniper Rifle * 1 (2) 24” 1 48” 2 -3 BAR or FG42 2 3 12” 2 36” 1 -3 LMG (Bren, DP) * 2 4 12” 3 36” 1 -3 M1919a6 / MG34 * - 6 12” 5 36” 1 -3 MG42 * - 8 12” 5 36” 1 -3 M1919a4, SG43 # - 6 24” 5 48” 1 -3 Tripod MG34 / 42 # - 8 24” 5 60” 1 -3 Vickers & M1917 # - 7 24” 6 72” 1 -3 M1910 # - 7 24” 6 60” 1 -3 0.5”, 12.7-13mm HMG # - 4 24” 2 48” 2 0 Light AT Rifle # - 2 12" 1 24" 1 -1 Heavy AT Rifle # - 2 12" 1 24" 2 0 Italian 20mm AT Rifle # - 2 12" 1 24" 2 1 # Weapons may not be fired while moving unless vehicle. % Fired once only per Activation @ Fired once only per game. * Halve Attack Dice (AD) if moving (round down) or with only 1 crew.. ( ) All Attack Dice (AD) are rolled at a single target only. AP is reduced by 1 at Long Range

WW2 Template S W i Temp AP D Weapon z Ammo Type SA SR LA LR SR/LR R e Misc Infantry Weapons Hand Grenade 1 3” 1 4” ’Stick’ Hand Grenade 1 4” 1 6” G Rifle Grenades # 1 6” 1 12” 1 1 A/T Grenades Sample file1 2” 0 2 Assault Demolition Charge* HE HE3 1 2” 3 4 Molotov Cocktail Incendiary Mol 1 3” Panzerwurfmine % G 1 3” 1 6” 1 5 HE or Kampfpistole G 1 6” 1 12” Illumination Signal Pistol Illumination 1 6” 1 12” Panzerfaust / RPG-1 AT 1 6” 1 12” 6 HEAT 12” 24” 6 PIAT AT 1 12 1 24” 4 HEAT AT 4 Bazooka 1 12” 1 24” Smoke i Smoke Panzerfaust HEAT 1 6” 1 12” 6 HE HE2 1 Light Mortar 2 6-12” 1 36” Smoke HE HE2 1 Light Medium Mortar 1 2 8-12” 2 60” Smoke i Flamethrower STT Vehicle Flamethrower LTT

© Copyright 2005 Gordon Roach, Task Force Productions 158

Baptism of Fire II QRS #4

Modern Infantry Small Arms

Weapon Examples CA SA SR LA LR WDR AP

Old automatic or revolver 2 Modern Auto with burst fire 3 Pistols Modern Auto 2 Modern Auto (Special Ops type) 3 1 Machine Pistol Micro-Uzi, Skorpion, MP5K, MAC 10/11 3 1 12” Bolt Action Rifle * Lee Enfield, Mauser 98k 1 2 12” 1 24” 2 -3 M1 Garand, SVT40 2 1 Semi-auto Rifle L1A1 SLR, M14, SKS 2 2 12” 24” 2 -3 2 G3, FAL 3 Assault Rifle AK’s, M16, SA80, C7, Steyr AUG, FA MAS 3 3 12” 2 24” 1 -3 M1, M2, M3 3 2 1 Carbine XM177, M4 12” 18” 1 -3 4 3 2 M4A1 (Special Forces) or G36, Heavy Barreled BAR, FN FAL HB, M14A1 2 2 / 3 12” 1 / 2 36” 2 -3 Assault Rifle RPK, LSW, Steyr Aug HB 3 3 / 4 12” 1 / 2 36” 1 Bren, DP 2 / 4 12” LMG * 2 2 / 4 36” 1 -3 RPD, HK21 3 / 4 12” SAW Minimi or M249, Ameli, IMI Negev 3 3 / 6 12” 3 / 4 36” 1 -3 FN MAG or M240G, PK, M60 3 / 5 GPMG (no loader) * 1 12” 2 / 4 36” 2 -3 MG42 or MG2/3 3 / 6 GPMG (with loader) FN MAG or M240G, PK, M60 3 / 6 2 / 5 36” 1 12” / 24” 2 -3 * MG42 or MG2/3 3 / 8 2 / 6 36” FN MAG or M240G, PK, M60, M1919A4 0 / 6 0 / 5 GPMG (on tripod) # - 24” 60” 2 -3 MG42 or MG2/3 3 / 8 2 / 5 Sterling, MAT-49, Carl Gustav, Uzi, MP5 3 2 12” SMG Modern Special Forces SMG 4 P90 or other PDW 4 3 12” Old - Lee Enfield, M1 Garand 1 1 / (2) Battle / Assault Rifle - Steyr Aug, M21, FN FAL ## 2 2 / (2) 24” 48” 2 -3 Sniper Modern -Parker Hale, M40, FR-F2 # - / 1 Rifle * Special - PSG-1, Walther 2000 # - 1 / (2) High-Power—L115 # 36” 60” 3 -1 / -2 Heavy, 0.5” Barret # 4 0 / -1 # Weapons may not be fired while moving unless vehicle. ## Revert to standard weapon type base on when moving. * Halve Attack Dice (AD) if moving (round down) or with only 1 crew.. ( ) All Attack Dice (AD) are rolled at a single target only. AP is reduced by 1 at Long Range Sample file Modern Template S W i Temp AP D Weapon z Ammo Type SA SR LA LR SR/LR R e Misc Infantry Weapons Hand Grenade G 1 3” 1 4” Assault Demolition Charge* HE HE3 1 2” 3 4 Signal Pistol Illumination 1 6” 1 12” 3.5” Super Bazooka HEAT AT 1 12” 1 24” 6 M72 LAW @ HEAT AT 1 12” 1 24” 4 SMAW HESH AT (2) 12” 1 36” 6 AT4 MIAT @ HEAT MT 1 12” 1 24” 7 LAW80 HIAT @ HEAT AT 1 12” 1 36” 9 RPG-2 HEAT AT 1 12” 1 24” 5 RPG-7 HEAT AT 1 12” 1 24” 7 HE G 0 M203 Grenade Launcher HEAT 2 6-12” 1 24” 1 Smoke/Illumination HE HE2 1 Light Mortar ## 1 2 8-12” 2 48” Smoke i

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