FINAL COMBAT COMPLETE

By Bennett P. Lacy

Published by: Britton Publishers [email protected] http://www.brittonpublishers.com

Final Combat Complete i

Published by Britton Publishers  2008 Bennett P. Lacy

Users of this book have limited reproduction rights. They may reproduce any of the forms, counters and templates included in Appendix D.

Cover Art: Martin Stier

ii Final Combat Complete ToC

Table of Contents

Preface...... xiii Introduction ...... xiii Intended Audience ...... xiii Equipment Needed ...... xiii Author’s Notes and Acknowledgements ...... xiv 1. Assuming the Duties of Game Master ...... 1 The Final Combat Spreadsheet ...... 1 Section 2. Generating Characters ...... 3 Physical Appearance ...... 4 Table 2.1Physical Appearance Calculations ...... 4 Attributes ...... 4 Table 2.2Character Attributes ...... 5 Saving Throws ...... 7 Attribute Modifiers ...... 7 Table 2.3Attribute Modifiers...... 7 Enhance a Character’s Attributes ...... 7 Encumbrance ...... 8 Table 2.4Encumbrance ...... 8 Life Points ...... 8 Table 2.5Life Point Bonus ...... 9 Fatigue ...... 9 Exhaustion ...... 9 Coma ...... 9 Troop Quality ...... 10 Experience Points ...... 11 Table 2.6Troop Quality & Experience ...... 11 Table 2.7Experience Award Points ...... 11 Generic and Non-Player Characters ...... 12 Skills and Levels ...... 12 Table 2.8Skill Levels ...... 12 Table 2.9Description of Skills ...... 13 Section 3. Preparing for the Game ...... 15 Chits ...... 15 Command Chits ...... 16 Random Event & Off Board Artillery ...... 16

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Turn ...... 16 Round ...... 16 Combat Time ...... 16 Table 3.1Action Costs...... 17 Time Management ...... 18 Doors ...... 18 Section 4. Understanding Morale ...... 19 Morale ...... 19 Table 4.1Morale Modifiers ...... 20 Take Cover ...... 20 Table 4.2Morale Failure Results ...... 21 Leadership ...... 21 Rally Broken Troops ...... 21 Field Promotion ...... 22 Political Commissar ...... 22 Banzai/Human Wave Attack ...... 22 Section 5. Moving Your Character ...... 25 Ground Scale (1:1) ...... 25 Speed ...... 26 Table 5.1Speed Attribute Conversion Chart ...... 26 Fitness & Movement ...... 27 Length of Exposure ...... 27 Sewer Movement ...... 27 Section 6. Acquiring and Hearing the Enemy ...... 29 Table 6.1Reason to Look (RTL) Chart ...... 30 Acquisition of Targets...... 30 Table 6.2Target Acquisition (Human) ...... 31 Table 6.3Target Acquisition (Vehicle) ...... 32 Star-shell ...... 33 Quick Glance ...... 33 Fire ...... 33 Hear Other Characters...... 33 Table 6.4Hearing and Detecting ...... 34 Section 7. Conducting Combat Operations ...... 35 Sequence of Play...... 35 Small Arms Combat...... 37 Example of a Firefight ...... 37

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Table 7.1Small Arms Target Modifiers (Aim Attribute) ...... 39 Initiative ...... 40 Area Suppression ...... 40 Intervening Cover ...... 40 Snapshot ...... 40 Fire Zone ...... 40 Weapon Ranges ...... 41 Recoil Penalty ...... 41 ...... 41 Consecutive Fire Bonus ...... 41 Controlled Burst ...... 41 Ambush ...... 41 Weapons Reliability ...... 42 Clear a Weapon Jam ...... 42 Changing an MG42 Barrel ...... 42 Hit Location and Damage ...... 42 Table 7.2Hit Location ...... 43 Called Shot Option ...... 43 Table 7.3Called Shot Modifiers ...... 43 Additional Damage ...... 43 Table 7.4Weapon Damage Factor ...... 44 Instant Death ...... 44 Bleeding ...... 44 Impact ...... 45 Penetration ...... 45 Table 7.5Cover Penetration Value...... 46 Medics ...... 46 Section 8. Engaging in Melee (Hand-to-Hand Combat) ...... 47 Table 8.1Melee Weapon Modifiers ...... 48 Weight Advantage ...... 48 Martial Arts ...... 49 Attack from Behind ...... 49 Multiple Opponents ...... 49 Section 9. Calling Artillery ...... 51 Indirect Fire ...... 51 Table 9.1Forward Observer ...... 52 Blast Radius & Horizontal Deviation ...... 52 Blind Fire ...... 52

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Table 9.2High Explosive Indirect Fire ...... 53 Direct Fire ...... 54 Table 9.3High Explosive Direct Fire ...... 54 Vertical Deviation ...... 54 Table 9.4—Vertical Direct Fire Deviation ...... 55 Direct Fire Mortars ...... 55 British 2-inch (50.8mm) ...... 55 Kill Zone...... 56 Casualty Zone ...... 56 Table 9.5 CZ Modifiers (Base 10) ...... 57 Concussion Effect ...... 57 Damage Index ...... 57 Destruction of Buildings ...... 57 High Explosive vs. Armor ...... 57 Artillery Fuses ...... 58 Katyusha Rockets ...... 58 Nebelwerfer 41 ...... 58 Canister Shell ...... 59 Smoke ...... 59 Chance of Fire ...... 59 Section 10. Throwing ...... 61 Grenades ...... 61 Table 10.1 To Hit (Power Attribute) ...... 62 Table 10.2—Grenade Ranges by Posture ...... 62 British Mills Grenade, Number 36M ...... 63 Mark II “Pineapple” ...... 63 British Hand Grenade, No. 69...... 64 British No. 73 Anti-Tank Hand Grenade ...... 64 British No. 74 (ST) Anti-Tank Hand Grenade...... 64 Hawkins Grenade, No. 75 ...... 64 British No. 77 WP Grenade ...... 64 Gammon Bomb, Hand Grenade No. 82 ...... 64 Soviet F-1 (Fugasnaya) ...... 64 Soviet Ruchnaya Granata Degtyareva Model 1933 ...... 64 Soviet RPG-40 ...... 65 Soviet RPG-42 ...... 65 Soviet RPG-6 ...... 65 German 24 ...... 65 German Eigranate (egg-grenade) M39 ...... 66 Panzerwurfmine ...... 66 Grenades Without Acquisition ...... 67 Section 11. Attacking with Flame ...... 69

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Flame-thrower ...... 69 Crocodile ...... 70 Table 11.1—Armored Flame-thrower Range ...... 70 Panzerkampfwagen III (Fl) ...... 70 Flammenwerfer 41 ...... 70 Ack Pack Flame-thrower ...... 71 M2-2 ...... 71 ROKS 2/3 (Ranzewuj Ognemjot KS-2) Flame-thrower ...... 71 Type 100 Flame-thrower...... 71 M/40 Flame-thrower ...... 72 Molotov Cocktail ...... 72 Fire Bombs ...... 72 Fuel Tank Penetration ...... 72 Section 12. Accomplishing Tasks ...... 73 Table 12.1Difficulty of Task Modifiers ...... 74 Escape/Pursuit ...... 74 Table 12.2Escape/Pursuit Modifiers ...... 74 Barbed Wire...... 74 Navigation ...... 75 Table 12.3Navigation Modifiers ...... 75 Stealth ...... 75 Table 12.4Stealth Modifiers ...... 75 Intercept Messages ...... 76 Table 12.5Intercept Modifiers ...... 76 Interrogate ...... 76 Table 12.6Interrogation Modifiers ...... 76 Set/Disarm Explosive or Non-Explosive Devices or Traps ...... 77 Table 12.7Setting/Disarming Explosives Modifiers ...... 77 Repair of Electrical Device/Radio/Engine ...... 77 Table 12.8Repair Modifiers ...... 77 Driver/Pilot Control of Craft ...... 77 Table 12.9Control of Craft Modifiers ...... 77 Airborne ...... 78 Table 12.10Airborne Modifiers ...... 78 Table 12.11Drop Zone Failure ...... 78 Climbing ...... 79 Table 12.12Climbing Modifiers ...... 79 Table 12.13Fall Consequences ...... 79 Jumping ...... 79 Section 13. Introducing Armor ...... 81

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Sequence of Play...... 81 Movement ...... 81 Table 13.1Vehicle Movement ...... 82 Movement Terrain Reduction ...... 82 Collisions ...... 82 Sighting and Target Acquisition...... 83 Table 13.2Target Acquisition (AFV) ...... 83 Combat Procedure for AFV ...... 84 Armored Fighting Vehicle To Hit Probability ...... 84 Table 13.3AFV To Hit ...... 84 Range to Target ...... 85 Table 13.4Weapon Ranges for AFV (meters) ...... 85 Table 13.5Meters to Yards Conversion (1.09 yards per meter) ...... 85 Table 13.6AFV To Hit Modifiers ...... 86 Table 13.7Hit Location ...... 87 Hull-Down Facing ...... 87 Table 13.8Hull-down Hit Location ...... 87 AFV Facing Determination ...... 88 Table 13.9AFV Facing...... 88 Penetration Probability ...... 88 Table 13.10—Polish Penetration Data...... 89 Table 13.11—Japanese Penetration Data ...... 89 Table 13.12—French Penetration Data ...... 89 Table 13.13—Italian Penetration Data ...... 89 Table 13.14—U.S. Penetration Data ...... 90 Table 13.15—German Penetration Data ...... 91 Table 13.16—British Penetration Data ...... 92 Table 13.17—Soviet Penetration Data ...... 93 Shatter Gap ...... 94 Table 13.18—Penetration Probability on Eastern Front ...... 94 Table 13.19—Penetration Probability on Western Front ...... 95 Damage Assessment ...... 95 Critical Hit Location ...... 96 Table 13.20Damage and Casualty Percentages ...... 96 Crew Morale ...... 96 Table 13.21AFV Crew Morale Modifiers...... 97 Rate of Fire ...... 97 Table 13.22Rate of Fire ...... 97 Ammunition Types ...... 98 Turret Rotation ...... 99 Flank/Hull Hits ...... 99 Bogging ...... 99 Spall...... 99

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Rounded Armor ...... 99 Schürzen ...... 99 Sandbags ...... 99 Smoke Devices ...... 100 Gyrostabilizer ...... 100 Trucks and Jeeps ...... 100 Table 13.23—Hit Location for Wheeled Vehicles ...... 101 Crew-Served Anti-Tank ...... 101 Table 13.24—AT Movement by Crew ...... 101 Schwere Panzerbüchse 41 ...... 101 Stielgranate 41 ...... 102 Recoilless ...... 102 Raketenwerfer 43 (Püppchen)...... 102 2.0cm/3.7cm Auto Cannons ...... 103 Table 13.25—German Flak Guns ...... 103 Auto Cannons vs. Infantry ...... 103 Flakvierling 38 ...... 103 Section 14. Deploying Shoulder Fired Anti-Tank Weapons ...... 105 Shoulder Fired Anti-Tank Procedure ...... 105 Table 14.1Shoulder Fired Anti-Tank To Hit (Aim Attribute)...... 106 Table 14.2—Anti-Tank Ranges (yards) ...... 106 Anti-Tank ...... 107 The Boys Anti-Tank Rifle ...... 107 Degtyarev PTRD and the Simonov PTSR ...... 107 Table 14.3—Characteristics of the AT Rifle ...... 107 Panzerbüchse 39...... 108 Karabin przeciwpancerny wzór 35 ...... 108 The Munroe Effect ...... 108 Shaped-Charges ...... 109 Propelled Grenades ...... 110 Table 14.4—HEAT Penetration ...... 110 The Projector Infantry Anti-Tank or PIAT ...... 110 2.36-inch M9 Rocket Launcher ...... 111 8.8cm Raketenpanzerbüchse 54 ...... 111 ...... 111 RPG Miss ...... 112 Anti-Tank Rifle Grenades ...... 112 Grosse Gewehrpanzergranate ...... 112 Gewehrpanzergranate 46 ...... 112 Gewehrpanzergranate 61 ...... 112 British, No. 68 Anti-Tank ...... 113 Soviet VPGS-41 ...... 113 Type 2 AT Grenade ...... 113 M9A1 AT Rifle Grenade ...... 113

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Section 15. Using Mines and Explosives ...... 115 Expedient Tactics ...... 116 Close Infantry Assault...... 116 Table 15.1—Close Assault Action Costs ...... 116 Damage Assessment for Mines ...... 116 Table 15.2—AP/AT Mines & Close Assault Devices...... 117 Mines & Other Devices ...... 117 Satchel Charge ...... 117 Bangalore Torpedo (M1A1) ...... 118 Teller Mine (AT)...... 118 Hafthohlladungen (AT) ...... 118 Suicide Lunge Mine ...... 118 Riegelmine (AT) ...... 119 S-Mine (AP) ...... 119 Stockmine (AP) ...... 119 Schu-Mine (AP) ...... 119 Glassmine 43 (AP) ...... 119 AKS (AT)...... 119 Type 99 Hand Mine ...... 119 Concentrated Charges ...... 120 Dog Anti-Tank Mine...... 120 Artillery Shells ...... 121 Booby Traps ...... 121 Zimmerit ...... 121 Section 16. Providing Air Support ...... 123 Dive & Recovery ...... 124 Table 16.1—Pilot’s Attack Angle ...... 124 Table 16.2—Aircraft Modifiers ...... 124 Table 16.3—Close Air Support ...... 125 Strafing Infantry...... 125 Guns vs. Armor ...... 125 Table 16.4—Strafing Attack vs. Armor ...... 126 Appendix A...... 127 Infantry Weapons Reference Tables ...... 127 Appendix B...... 137 15mm Range Conversion Chart ...... 137 Appendix C...... 139 Sample Scenario—Rapido River Crossing ...... 139 Historical Background ...... 140

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Situation ...... 140 Setting...... 141 Victory Conditions ...... 141 U.S. Order of Battle ...... 141 German Order of Battle ...... 142 Appendix D...... 143 Reproducible Forms ...... 143

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xii Final Combat Complete Preface

Preface Introduction The following is a set of rules designed to facilitate infantry combat during World War II, regardless of whether one is utilizing miniature or role-playing formats. In many other rules, the lethality of certain weapons is diminished for the sake of playability. Final Combat attempts to capture as much realism as possible by incorporating rate of fire and reliability tables that accurately simulate weapon characteristics. Firefights are fast and furious, and most of them will be resolved in a matter of seconds. Life or death is usually determined by “who fires first.”

Final Combat Complete combines The Expansion with the original book while Anthology of Armor provides statistical gaming data on 195 of the most important armored fighting vehicles of WWII. I trust you will find these rules both simplistic and functionally authentic. Intended Audience These rules have been designed with the experienced gamer in mind. If you are looking for a simple fast-play set of rules that sacrifices realism for playability, Final Combat is not for you. Final Combat embodies the visceral nature of warfare. Furthermore, it demonstrates the importance of training, morale, and competent leadership to the success of any military operation. Equipment Needed If role-playing is the desired venue, then a healthy dose of imagination along with dice, paper and pencil is all you will need. However, a game using miniatures takes a bit more preparation. You will need the following dice: a twenty-sided die (d20), a ten-sided die (d10), a twelve-sided die (d12), an eight-sided die (d8), a six-sided die (d6), a four-sided die (d4) and percentage dice (d100). You will also need a metric tape measure, protractor and a four-function calculator.

You will need a computer with Microsoft Excel™ in order to use the Final Combat Target Acquisition and Combat Resolution spreadsheet. This tool will enable you to make calculations much faster. Simply enter the modifier and press the arrow key up or down.

Included in Appendix D are sheets of counters that may be reproduced and cut out for placement next to your miniatures. These counters are used to display the posture or status of each soldier. It will be necessary to obtain some bingo chits to build the action phase cup. The most important thing is the miniature soldier. Final Combat features and promotes Old Northwest Trading Company miniatures. The detail and proportion of each figure is superb.

Final Combat Complete xiii Preface

Author’s Notes and Acknowledgements As a player, you will experience the indecision a soldier faces when trying to decide if there is enough time to reload a weapon or dash to cover. The damage tables provide exact hit locations and you will see the impact of a bullet knock your character to the ground. The author submits that it is possible to enjoy a fast-paced game that offers extreme detail and realism. To this end, the Final Combat spreadsheet will be a helpful tool for providing quick acquisition and combat calculations that will reduce “wait-time” and enhance the overall experience.

Final Combat is at its best on the squad level (each figure represents one soldier). It is not intended to handle more than one platoon on a side, although it is possible.

The Game Master is responsible for creating a role-playing quest or miniatures scenario that is woven around a great story and provides plenty of action. It is recommended that the Game Master complete all preliminary preparations such as counting out chits and filling in character sheets prior to a gaming session. In that way, the players are ready to begin their strategy discussions immediately without the time consuming and often laborious set-up.

I would like to recognize the following individuals, who each contributed to the evolution and ultimate success of these rules. Through their research, military expertise and play testing, these rules embody the best of World War Two skirmish war-gaming for role-playing and miniatures.

Cheryl Lacy (to my beautiful wife for her tolerance and understanding) Caise Vickery (military consultant on tactics and strategy) Drew Guyer (play-tester) Frank Guyer (play-tester) Eric Stewart (play-tester) Glenn Sylvia (play-tester) Jerritt Lacy (play-tester) Jim Sherwood (play-tester) Justin Lacy (play-tester) Lorrin Bird (consultant on armor and gunnery) Mike Ottenberg (play-tester) Rich Fisher (play-tester) Steve Fliss (play-tester, GM and master terrain builder) Peter Fliss (play-tester) Kathleen Roulet Rice (technical editor)

xiv Final Combat Complete Section 1. Assuming the Duties of Game Master

Section 1. Assuming the Duties of Game Master The Game Master’s role differs depending on the venue. An evening of role-playing relies heavily on the imagination of the Game Master. He must create an appealing quest through the use of descriptive imagery that will enable each player to see, in his mind’s eye, the terrain and other characters in the make-believe world. To that end, he is a storyteller. However, he must also know the rules as an umpire knows baseball, and he must calculate hit and acquisition numbers quickly so as not to lose the momentum of the action.

The Game Master assumes the burden of keeping the players involved and interested. As the players attempt to accomplish certain tasks, a “saving roll” against the appropriate attribute will determine their success. Usually, the Game Master will handle one player at a time, thus risking the loss of attention from idle players. The challenge is to create an exciting, fast paced adventure that engages everyone.

In a miniatures venue, the Game Master becomes a referee. He will create a scenario that may be historical or fictional and then establish the force pool. The Game Master should take care of the preliminary set-up prior to the player’s arrival, such as the game chits and character sheets. It is not a good idea to waste the player’s time with this task. However, he should be careful not to cut the planning and strategy phase short. This is a prelude to the act of drawing the first action chit and is actually a big part of the game. Unlike a role-playing venue that relies on everyone’s imagination, the miniatures and the terrain board will relieve the Game Master of this great responsibility. Once the action begins, the Game Master will be expected to judge such things as line of sight, rules interpretation, angle of attack and intervening obstacles. To facilitate the use of these rules, Final Combat includes a Microsoft Excel™ spreadsheet file that can be used to automatically calculate To Hit and To See numbers. The Game Master is responsible for entering the appropriate modifiers into the spreadsheet and communicating the To Hit and To See numbers to each player. The only thing the player should have to do is roll the dice.

Since the Game Master controls the action, the success of the game is in his hands. If the players have fun, he has accomplished his mission. The Final Combat Spreadsheet Final Combat includes a spreadsheet designed to minimize the time required to generate acquisition and combat resolution numbers that might otherwise adversely impact the pacing of the game.

To open the spreadsheet, first launch Microsoft Excel™ and then select File>Open from the menu bar. Select the location or drive that contains the spreadsheet file. Highlight the file name Target Acquisition and Combat Resolution Spreadsheet and click Open.

Final Combat Complete Page 1 Section 1. Assuming the Duties of Game Master

When you open the spreadsheet you will see two sections: the first section deals with target acquisition and the second section deals with the combat resolution process. In section one, Target Acquisition, all of the modifiers displayed in BLACK increase the likelihood of the target being seen. Conversely, the modifiers displayed in RED decrease the probability of sighting. Position the cursor at the top of the Include column. Use the down arrow key (↓) to scroll down the Include column. If the modifier displayed to the left is applicable to the acquisition situation, enter the number in the blank cell. Be sure to enter negative modifiers with a minus (-) sign. Continue to scroll down the list using the down arrow key (↓) until all relevant modifiers have been entered. The required To See number will be displayed in the highlighted cell.

In the second section, Small Arms To Hit, every modifier that improves the chance To Hit is displayed in BLACK. All modifiers that negatively impact the attacker’s chance To Hit are displayed in RED. Position the cursor at the top of the Include column. Use the down arrow key (↓) to scroll down the Include column. If the modifier displayed to the left is applicable to the situation, enter the number in the blank cell. Be sure to enter negative modifiers with a minus (-) sign. Continue to scroll down the list using the down arrow key (↓) until all relevant modifiers have been entered. The required To Hit number will be displayed in the highlighted cell.

When you are finished with the spreadsheet, close the file. Do NOT save the spreadsheet. This will ensure that it does not get corrupted and will be available for use when you next need it.

Page 2 Final Combat Complete Section 2. Generating Characters

Section 2. Generating Characters The most important part of any game is the character. However, it will behoove the player not to become attached or too fond of any character while using these combat rules. The axiom “war is a deadly business” becomes all too apparent. That’s not to say that one can’t survive many campaigns and progress to a lofty level, but the odds are against it.

Characters are generated through eighteen physical attributes. A brief description of each attribute is provided in Table 2.2 and will offer an understanding of the manner in which a character comes to life. The list of attributes, while not exhaustive, is based on years of gaming experience and the belief that they add value and dimension to the game. The Character Sheet (shown on page 6) is designed to be used as a game tool and allow you to record and update your character’s experience, skill level and status throughout the game. A blank copy of the Character Sheet is provided for reproduction in Appendix D.

Once your character has been generated, the Game Master will examine your statistics, assign skill points and tell you who you are. He will describe the background, nationality and alliance as it pertains to good and evil. It is incumbent upon you to play this role to the best of your ability. If you have a knack for accents, this might add a nice touch.

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Physical Appearance There are eight categories that deal with appearance. With the exception of Weight and Dominant Hand, these characteristics do not have any bearing on the performance of a character.

Perform the following calculations to determine the character’s height, weight, age, name, hair color, eye color, skin tone and dominant hand.

Table 2.1Physical Appearance Calculations To determine: Perform this calculation: Roll one d20 (for a man) or one d12 (for a woman) and add the result to 60. Height That will give the character’s height in inches (5'1" to 6'8" for a man) (5'1" to 6'0" for a woman). Roll percentiles dice (d100) and add it to 140 for a man or 100 for a Weight woman. That will produce a range from 141 lbs. to 240 lbs. For a male, or 101 lbs. to 200 lbs. for a female. Name Choose any name you like Age Roll a d20 and add it to a base of 18. This will give you a range of 19–38. Hair Color Roll a d20. 1–5=red, 6–10=brown, 11–15=black, 16–20=blonde Eye Color Roll a d20. 1–5=green, 6–10=hazel, 11–15=blue, 16–20=brown Skin Tone Roll a d20. 1–5=fair, 6–10=average, 11–15=tan, 16–20=dark Dominant Hand Roll a d6. 1–3=right handed, 4–5=left handed, 6=ambidextrous

Attributes In order to create a character that is not absurdly weak in one or more areas, roll two d6 and add six for each of the eighteen attributes. This will generate reasonable numbers between eight and eighteen. You may assign these numbers to the various attributes at your own discretion, thereby creating the character of your choice. For example, if you have generated several sixes, you may decide to bestow your character with great strength by assigning his Power attribute with the maximum value of eighteen.

Page 4 Final Combat Complete Section 2. Generating Characters Table 2.2Character Attributes Attribute Description This is the measure of one’s muscle or strength. Furthermore, it is maximum energy over a short period of time. It is usually governed by slow twitch muscle fiber and is a function Power of anaerobic effort. A high Power attribute will serve the character during hand-to-hand combat or during tasks requiring feats of great strength. This is related to the first attribute for it is that quick burst of power that enables a man to move his body through time fast enough to reach a tree or a stone wall before his enemy Speed can bring him under fire. A high Speed attribute will also enable the character to rain blows on his adversary at such a rate that he may be rendered unconscious quickly. This is determined by the number of slow twitch muscle fibers. It is the duration a task may be performed. When a character finds himself swimming, hanging from a cliff or Endurance running for his life, his stamina will dictate when no further exertion is possible. At that point, the muscles will become depleted of all nitrogen and lactic acid build up will preclude further activity. This is alertness or a sixth sense some characters possess that warns them of impending Intuition danger. Intuition might enable a character to sense that something is not quite right and allow him to avoid a trap or prevent him from trusting another character. This attribute can be likened to common sense. If a character is presented with a decision that requires logic, or he meets a disgruntled non-player character (NPC), he may be able Reason to analyze the situation and reach the perfect solution, or he might reason with a character so as to avoid bloodshed. This is surely governed by one’s intelligence quotient, but it is not common sense. It is Knowledge one’s memory, or information gained through instruction, experience and training. A military specialist will have to save v. Knowledge to accomplish certain objectives. This is athletic ability, reflexes and quickness that enable characters to perform certain Agility acrobatic feats such as jumping, climbing, dodging, hanging or fighting hand to hand. This attribute is directly related to how well a character shoots. Someone without a good Aim Aim attribute will have trouble hitting the target. This attribute describes how well someone can work with small detailed or tedious objects Dexterity such as clearing a jam in his weapon or trying to repair a radio. This is the character’s toughness and durability. It is his ability to sustain damage and it Resistance defines his immunity to disease. It is also used to determine bullet impact consequences. Recovery allows a character to rise up after he has fallen and heal from injury or illness. Recovery Without a decent recovery rating, a character will become disabled by the slightest injury. This is a measure of the character’s overall physical conditioning. It is the most important Fitness factor used to calculate Life Points. This could be considered a character’s charisma or charm. You might be asked to save v. Personality this attribute when attempting to influence someone to accept your point of view. This attribute is used to determine the issue of morale and whether or not a character will Willpower continue to follow orders in spite of his fear. This attribute is used to modify target acquisition, combat and when attempting to rally Leadership broken troops. Someone with a high Leadership rating will make the best officer, for he will have the ability to guide his men to victory. This attribute is used when determining target acquisition, or whenever there is an issue Sight regarding what can be seen or what is visible. Although this sense is valuable, there may not be many opportunities for its use. However, during the , American soldiers claimed they could smell the garlic Smell laden Chinese troops long before they came into view. A character might save v. Smell in order to determine if a volatile gas leak is present, or perhaps to detect noxious smoke from a threatening fire. This implies exactly what it is, the ability to detect sounds. That might be enemy troops, Hearing wild animals crashing through the jungle or any number of other possibilities.

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Character Sheet

Name: Rank: Troop Quality: Experience Points: Age: Speed Factor: Life Points: Fatigue: Exhaustion: Coma:

Physical Appearance

Hair Color: Eye Color: Height: Weight: Skin Tone: Carrying Capabilities: Dominant Hand:

Attributes

Power: Speed: Endurance: Intuition: Reason: Knowledge: Agility: Aim: Dexterity: Resistance: Recovery: Fitness: Personality: Willpower: Leadership: Sight: Smell: Hearing:

Skill Levels

Handgun: Mortar: Gymnastics: : Martial Arts: Mechanic/Technician: Level: Unarmed Combat: Communications: Assault Gun: Silent Killing: Driver: Rifle: Escape Artist: Pilot: : Swimming: Languages: Grenadier: Climbing: First Aid: Grenade: Tracking: Engineer: Bladed Weapons: Acting: Skiing: Demolitions: Navigation: Equestrian: Indirect Fire: Airborne: Survivalist:

Weapons and Equipment

Weapon/Weight Rate of Fire Ammo/Weight Total Weight Skill Level

Wounds: Total Weight Carried:

Page 6 Final Combat Complete Section 2. Generating Characters Saving Throws Throughout the quest the Game Master will require the players to make a saving throw or save verses a particular attribute, depending on the circumstance. This is a roll that is used to determine whether a character successfully accomplishes a particular task. The success or failure of these saves may determine the fate of the mission, and in some instances, the character. For a save to be successful, one must apply all relevant modifiers and roll a d20 at or below the adjusted attribute number. Attribute Modifiers These modifiers are based upon the character’s attributes and will be added or subtracted to various saving throws and combat calculations. Each character will perform according to his assorted strengths and weaknesses.

Table 2.3Attribute Modifiers Attribute Modifier Attribute Modifier Attribute Modifier

8 -2 12 +2 16 +6 9 -1 13 +3 17 +7 10 0 14 +4 18 +8 11 +1 15 +5 19 +9

Enhance a Character’s Attributes Of the eighteen physical attributes, there are thirteen that are genetically fixed. They are inborn and no amount of training or experience can alter them appreciably. Those attributes include: Speed, Intuition, Reason, Agility, Dexterity, Resistance, Recovery, Personality, Willpower, Leadership, Sight, Smell and Hearing.

However, the remaining five attributes can be enhanced or improved through hard work. Those attributes are:

• Power (Weight training can augment overall strength levels dramatically.) • Endurance (Aerobic training and conditioning will improve one’s stamina.) • Knowledge (Education is the key to expanding this attribute.) • Aim (Training and practice on the range will improve this attribute.) • Fitness (A regimen of conditioning drills, exercise, diet and supplementation can enhance this attribute.)

If a player opts to enhance these attributes, it may only be attempted once. It does not have to be done immediately following attribute generation. The character may decide to wait until he has completed a few adventures.

Each character may choose one or more of these attributes that he wishes to enhance through training. To do this, the player must make a saving throw versus Willpower to simulate the

Final Combat Complete Page 7 Section 2. Generating Characters perseverance required and subtract one from Willpower for each attribute enhancement attempted.

For example, one player decides to enhance all five attributes. He would use his base Willpower of, let’s say, 14 and subtract five, which equals nine. In order to successfully improve all five attributes, he would have to roll a nine or lower on a d20. If successful on the saving throw, he would add +1 to each attribute selected for enhancement. This would also mean that he would need to recalculate his Life Point total as a result of the improvement in Fitness and Endurance. Encumbrance The average load consists of a 40 to 50-pound pack, a 5 to 15-pound weapon; 5 to 10-pounds of ammo, 2 one-pound grenades, a 5-pound helmet, a and a knife. The total weight of the average load is 50 to 85 pounds.

To determine your character’s encumbrance threshold, combine his Power and Endurance modifiers and refer to Table 2.4. A soldier may exceed this limit by double the given amount, but all action/movement will be factored at an encumbered rate.

Table 2.4Encumbrance Power & Endurance Carrying Capability modifiers: Sum -4 to -1 25 pounds 0 – 5 35 pounds 6 – 8 45 pounds 9 – 11 55 pounds 12 – 14 65 pounds 15 – 16 75 pounds 17 – 18 85 pounds

Life Points Life Points is a measurement of the total amount of damage a character can sustain before dying. It is a combination of Fitness, Endurance, Resistance and Recovery. Use the numbers for these four attributes to find Life Point bonuses from the following table. Find the sum of the four attribute bonuses and add the product of two d6 x 10.

Page 8 Final Combat Complete Section 2. Generating Characters Table 2.5Life Point Bonus Life Life Life Life Fitness Endurance Resistance Recovery Point Point Point Point Attribute Attribute Attribute Attribute Bonus Bonus Bonus Bonus 3 50 3 – 4 10 3 – 5 0 3 – 5 -20 4 60 5 – 6 20 6 – 8 10 6 – 8 -10 5 70 7 50 9 – 11 20 9 – 11 0 6 80 8 60 12 30 12 – 14 10 7 – 8 90 9 70 13 40 15 – 17 20 9 – 10 100 10 80 14 50 18 30 11 – 13 110 11 – 13 90 15 60 19 40 14 – 15 120 14 – 16 100 16 70 16 – 17 130 17 110 17 80 18 140 18 120 18 90 19 150 19 130 19 100

Fatigue Fatigue is calculated by subtracting the Endurance Life Point Bonus number from the total Life Points. Once a character loses this number of Life Points as a result of his wounds, he will become fatigued, and he can no longer perform many strenuous tasks such as running or evading. He will suffer a -5 penalty to any attack, and his ability to carry is reduced by one-half.

For every three consecutive actions a character spends moving at a rate faster than walking, he must rest for one action or suffer the fatigue penalty. This is a temporary effect that is reduced by subtracting the character’s Fitness modifier (see Fitness & Movement). Exhaustion Exhaustion is calculating by subtracting the Fitness Life Points Bonus number from the Fatigue number. This is the point at which a character is beyond his normal limits of endurance. Once exhaustion has been reached, he must make a saving throw versus his Resistance for every action or fall unconscious. The character may only walk or crawl.

Coma After sustaining considerable damage, a character must receive medical attention or he will fall into a coma and die. Coma is calculated by dividing the Fitness Life Points Bonus number by two. A character will fall unconscious at the coma level. Once in this comatose state, the character will be completely disabled and will bleed until his Life Points are reduced to zero at which point he will be dead.

Final Combat Complete Page 9 Section 2. Generating Characters

Troop Quality Troop quality is inexorably linked to morale and initiative. It can be described as a character’s training, experience, spirit or enthusiasm. As a character gains experience, his morale and combat effectiveness improve. This is reflected in seven different levels of troop quality. Color- coded dot labels placed on the base of each miniature can provide fast TQ recognition and help to expedite play. These can be found at most office supply stores.

The first and most ineffective level is the conscript with a troop quality (TQ) modifier of zero (0) and experience points of 0–49. This reluctant soldier has been drafted and thrown into the fray with little or no training. Assign a Willpower attribute of ten (10) and a skill level of one or two. He will not receive any action chits on his own merit. He can only act under a command (CO) chit where he makes one attempt to acquire a target per action. He will not stand and fight if the situation seems the least bit hopeless, or if an escape route presents itself. This will be an early war Russian.

The second level is green with a TQ modifier of one (1) and experience of 50–99. This is the draftee with only basic training and no combat experience. His morale is limited, but he may have a generic Willpower attribute of eleven (11). He has a weapon’s skill of three (3) and receives one action chit per turn. He may make one attempt per second to acquire a target on his own merit. He may also act whenever motivated by a command (CO) chit.

The third troop quality is regular with a modifier of two (2) and experience of 100–149. This is the standard soldier with basic training and limited experience. He has a weapon’s skill of four (4), receives two actions per turn, has a Willpower attribute of twelve (12) and may also act when motivated by a command (CO) chit. He may make two attempts per action to acquire a target. These may be multiple targets or combined attempts on the same target.

The fourth troop quality is professional with a TQ modifier of three (3) and experience of 150– 199. This is a soldier with specialized training, but he may not have any combat experience. An airborne soldier without combat experience would qualify as a professional. A professional will have a Willpower attribute of thirteen (13), a weapon’s skill of five or six and receive three (3) actions per turn. He may make three independent acquisition attempts per second.

The fifth troop quality with a TQ modifier of four and experience of 200–249 is veteran. This soldier has plenty of combat experience, and he might be the grizzled non-commissioned officer. He looks out for the new replacements and tries to teach them how to survive in a combat environment. He has a Willpower attribute of fourteen (14), a weapon’s skill of seven or eight, has four action chits in the initiative cup and he can make four independent acquisition attempts per second.

The sixth troop quality level with a TQ modifier of five and experience of 250–299 is crack. This might be a battle-hardened Waffen SS soldier. His training is second to none. He has a Willpower attribute of fifteen (15) and a weapon’s skill of nine or ten. He will have five actions in the initiative cup and can make five acquisition attempts per turn.

The seventh and highest troop quality with 300 experience points is elite. This is a character such as the celebrated German Otto Skorzeny. He has extensive training and plenty

Page 10 Final Combat Complete Section 2. Generating Characters of combat experience. He has a Willpower attribute of sixteen (16), a weapon’s skill of eleven or twelve and can make six acquisitions per second. For the ultimate in independent initiative, he also has six actions in the cup. Experience Points The Game Master has complete jurisdiction with respect to experience points. Experience points are generally awarded by the Game Master at the completion of a quest or adventure and are applied against a specific skill that the character utilized during the course of the game or his career. If the character had a skill level prior to the start of the quest, but did not actually use that skill during it, he may still elect to spend points on that skill. He may not spend points on a skill that he did not use or in which he had no prior experience.

Every character begins his career as a conscript. A character advances one TQ level for every fifty experience points until he reaches elite. Each advance in level adds a +1 modifier to morale checks. To calculate experience, multiply each skill level the character has by five and add any left over points that have not been used for level advancement.

Table 2.6Troop Quality & Experience Troop Experience Quality Description Points Modifier 0 0 Conscript: Raw recruit with limited training. +1 50 Green: Basic training only. +2 100 Regular: Extensive training but no actual combat experience. Professional: Extensive specialized training but no actual +3 150 combat experience. +4 200 Veteran: Training with combat experience. +5 250 Crack: Specialized training with combat experience. +6 300 Elite: Extensive specialized training with combat experience.

Table 2.7Experience Award Points Experience Award Points Mission Goal Accomplished 5 points Close Infantry Assault 2 points Performed Heroic Act 2 points Eliminated Enemy Soldier 1 point Rescued a Comrade 1 point Rallied Broken Troops 1 point per man Successfully Applied First Aid 1 point

Final Combat Complete Page 11 Section 2. Generating Characters

Generic and Non-Player Characters In a role-playing game, non-player characters (NPC) are typically controlled by the game master. Although it is possible to create a hero if the player desires, for the most part, any differentiation within a platoon-sized formation will be determined by the degree of training for each soldier. Therefore, the defining parameter is Troop Quality. Understanding the premise behind physical attributes is important, but rather than generate unique character traits, all eighteen attributes are assigned an average rating of thirteen. To generate a generic soldier or non-player character, assign the following values (this will not include Willpower and Leadership):

• Each Attribute = 13 • Life Points = 320 • Fatigue = 230 • Exhaustion = 120 • Coma = 55

To complete the character, you must also assign skills and levels. These are based upon the troop quality of the soldier. Refer to the subsection below titled Skills and Levels. Skills and Levels This incorporates the various military and civilian occupational specialties. Each level of skill advancement requires five experience points. There are thirty-three assorted skills and 12 skill levels ranging from Level 1 - rudimentary to Level 12 - expert. Although there are no skill limits for player generated characters, when creating generic soldiers, Troop Quality ratings that indicate a range of two levels can be determined with a simple die roll. Skill Levels and Skills are defined in the following tables.

Table 2.8Skill Levels Level Troop Quality Description The character has a basic understanding and may perform on a 1 – 2 Conscript rudimentary level. The character not only has a basic understanding, but he may perform on a competent level. A character would leave Army 3 – 4 Green/Regular Basic Training with this kind of proficiency in the standard issue weapon. The character has a good grasp of the skill and is fairly 5 – 6 Professional accomplished. He may also instruct others. The character is able to accomplish most tasks required of this 7 – 8 Veteran skill. He is quite accomplished and may also instruct others. He will be recognized as an important person in this field. If he is a marksman, he will be well known with numerous 9 – 10 Crack competition victories, and if he is a tracker, he could be in demand as a big game guide. 11 – 12 Elite They don’t get any better! World renown in the field.

Page 12 Final Combat Complete Section 2. Generating Characters Table 2.9Description of Skills Skills Description This includes , , self-loading semi automatics, derringers etc. Submachine Gun This includes all forms of machine pistols firing short ammo. This category refers to a self-loading rifle capable of full automatic fire. The only Assault Gun example of this weapon during WWII was the Sturmgewehr 44. Any bolt-action single shot or self-loading rifle capable of semi-automatic fire, e.g., Rifle , M1 , Kar 98K, , Springfield 1903, Lee Enfield etc. Any fully automatic weapon equipped with bi-pod or tripod mounts that are belt, Machine Gun drum or fed. This is the heavy weapons specialist and includes the following: AT rifle, rifle Grenadier grenade, , , panzerfaust, PIAT etc. Grenade This includes any hand delivered explosive. Weapons such as knives, swords, axes and arrows that may be employed in melee Bladed Weapons or small arms combat. Demolition The ability to set or disarm explosives. Indirect Fire This is the forward observer with the ability to call for artillery support. Mortar This skill involves the operation of 50-82mm direct-fire mortars. Martial Arts This includes all forms of Eastern melee combat. Unarmed Combat This is brawling, fist fighting, wrestling, boxing, etc. Silent Killing This is a stealthy attack with garrote, bladed weapons or bare hands. Escape Artist With this ability, a character may pick locks, crack safes and evade capture. Swimming This includes any action above or below the water. This includes ascending and descending trees, cliffs or buildings. It incorporates Climbing the use of grappling hooks and is critical to a commando or Army Ranger. Tracking This is the ability to follow a trail when in pursuit. Acting This includes expertise with disguises and deception. Navigation Skill with maps (nautical/aeronautical) and includes any directional activity. Airborne This is skydiving or parachuting from a plane. This skill will permit acrobatic feats such as leaping, jumping, tumbling, hanging Gymnastics and diving. Mechanic/Technician This is the ability to repair engines or electronics. Communications This is the radio operator or the cipher specialist. Driver This specialty includes the operation of all motor vehicles. Pilot This is flying an aircraft. Languages This is the linguist fluent in a foreign language who may pass as a native. First Aid This could be the squad medic or world-renowned surgeon. This skill includes construction and field expedience of bridges, fortifications or Engineer buildings. Skiing This includes both water and snow. Equestrian This is horseback riding. This is the outdoorsman capable of living off the land, and it includes cooking, Survivalist constructing shelter, building fires, foraging etc.

Final Combat Complete Page 13 Section 2. Generating Characters

Page 14 Final Combat Complete Section 3. Preparing for the Game

Section 3. Preparing for the Game Action Chits For a game with miniatures, Final Combat uses a chit-based activation system. Bingo chits work perfectly. Once a character has been generated, a chit should be made to reflect his ability to function on the battlefield. Initiative is managed by troop quality which makes it possible to maintain the differentiation within a unit. The Troop Quality (TQ) modifier will dictate how many chits a character receives. A Green character will receive one chit for his training. A Regular soldier will receive two chits and so forth. The game master places the chits in a plastic cup that represents the soldiers controlled by each player. The chits are based upon the soldier with the highest troop quality, and they are marked with TQ modifiers. For example, if the forces contain soldiers that range from regular to veteran, there will be four action chits in the cup, marked 2-2-3-4. Because the regular soldier has only two actions per turn, two of the four chits are labeled with the number two. When those chits are drawn, any soldier of regular troop quality or higher may act. The chit labeled with the number three corresponds to the professional troop quality. When that chit is drawn, soldiers of regular troop quality must remain idle, but those of professional and higher may act. The chit marked with the number four corresponds to the veteran troop quality, and when that chit is drawn, only veteran troops may act. When the game master has drawn the last chit, the turn is over and the process begins again.

Final Combat Complete Page 15 Section 3. Preparing for the Game

Command Chits Command chits (CO) are added to the cup after all TQ chits are inserted. The command chits are determined by the Leadership modifier of the ranking officer(s) which is also based upon troop quality. When the CO chit is drawn, a number of soldiers up to the Leadership modifier may act (this includes the leader), but they must be within his Leadership radius and line of sight. When various squad leaders have different modifiers, it is possible to differentiate between them by using other designations such as NCO, CO-3, CO-4 or different colored chits, etc. This is the only time a conscript soldier may act. If a leader is under the influence of a morale event, this chit is ignored until the leader recovers. Random Event & Off Board Artillery A random event may be an off-board artillery (OBA) barrage, a mine or an improvised explosive device (IED). If a random event reveals a booby-trap incident, then the character(s) with the active chit from the opposing team must make an Intuition save. If the save is successful, the bomb is detected. If the save is unsuccessful, it explodes. After the random event chit is drawn, it may be removed from the cup. When a forward observer’s (FO) chit is drawn, he can make corrections until the target is bracketed and the order comes to “fire for effect.” Then when an OBA chit is drawn, the first round will fall. Subsequent rounds will fall each time the OBA chit is drawn so long as the FO maintains radio contact and line of sight (LOS) to the target. If these conditions are not met, use the blind fire procedure detailed in Section 9. Turn A scenario will specify the number of turns required to accomplish a mission. Each turn is comprised of up to fourteen chits or phases. A chit represents one second of consecutive, worthwhile action. However, it is not intended to chronicle the entire skirmish. Often, the battle unfolds in such a manner that a number of minutes go by with soldiers literally frozen in place. When a soldier comes under fire, his instincts may compel him to take cover. This does not create an interesting game. Therefore, the actual time should remain abstract while only the important moments are being simulated on the gaming table. Although it may have taken two hours to recreate a minute-long firefight, it was only a snippet of the actual engagement. Round A role-playing game is usually organized by rounds as opposed to turns. The game master moves around the table and immerses each player individually or collectively. When the cycle is complete, the round is over. Combat Time Table 3.1 details the precise combat time required to perform certain actions. In a role-playing game, it is recommended that time remain abstract. However, in a miniatures venue combat is imminent, and each action “chit” represents one second of real time. It is not possible to list every action a player may use. This table should be used as a guide to create your own action costs.

Page 16 Final Combat Complete Section 3. Preparing for the Game

Table 3.1Action Costs Action Combat Time Changing Postures: Prone to Kneeling or One Action Turning 180º Changing Postures: Two Actions Prone to Standing Changing Postures: One Action (may include movement) Kneeling to Standing/Crouching Changing Postures: One Action Standing to Kneeling/Crouching Changing Postures: One Action Standing to Prone Moving (per Speed Attribute) One Action Dive for Cover (2-yards) One Action Acquisition (attempts by TQ) One Action (concurrent with movement) Firing or Drawing a Weapon One Action Drawing an Arrow from a Two Actions Quiver and Arming a Bow Changing Weapons (e.g. rifle to Two Actions grenade) or Removing Pack Hurdling an Obstacle One Action with Agility save Climbing an Obstacle Game Master will determine Clearing a Weapon Jam One Action per attempt Three Actions for a rifle grenade, magazine or drum; Loading a Weapon Five Actions for a belt/rocket if crew served; Ten Actions if operated by the gunner only Six actions for a medium MG or 60/50 mm mortar Set-Up Crew Served Weapon Ten actions for a belt-fed heavy MG; Administering First Aid One Action per d100 roll Changing from/to Binoculars One Action Force Open a Door or Window Changing the MG42 barrel Six Actions Rally Attempt (morale) One Action Mortar traverse/elevation One Action per command adjustment Establish a Fire Zone One Action

Final Combat Complete Page 17 Section 3. Preparing for the Game

Time Management Throughout the course of a game, you will find it necessary to monitor such things as grenade fuses, reload times and concussion effects. Certain actions are contingent upon the troop quality of an individual soldier and are not linked precisely with a “running clock” (the time required for a soldier to reload his personal weapon). Although the Action Chart indicates three-seconds, the soldier must be activated either through his own initiative or that of a commanding officer before the time counts down. Other instances such as a grenade fuse or launch-to-impact mortar will count down with each passing chit, regardless of the attacking soldier’s troop quality. It is recommended that you use six-sided dice for time management purposes. Simply position the dice to reflect the amount of time required and rotate it as each chit or action passes until the grenade explodes, the weapon is reloaded or the soldier regains consciousness.

Author’s Tip. Occasionally, a soldier may be left behind with standing orders to occupy a particular position. In this instance, it is acceptable to abandon strict adherence to the activation system and simply determine an amount of time required to accomplish the order. For example, if a soldier with green troop quality is ordered to climb a tree or ascend a flight of stairs, but he is out of command radius, he may not make it even in ten turns. Therefore, simply decide how long it will take him to climb into position and mark the time as you would a grenade fuse or mortar launch to impact. Once he is in position or combat is imminent, resume the activation procedure. Doors When a soldier encounters a door, there is a 50% chance that it is locked. The soldier may force it open with a Power save or shoot it open. If the soldier elects to shoot the door open, anything other than a weapon malfunction will succeed. When two soldiers combine to open a door, one should be designated as the primary character. The secondary character will add his Power modifier to the Power attribute of the primary character and roll the d20 die. The modified Power attribute or below must be rolled to force the door open. The Game Master may further modify this by considering the size, weight and strength of the door and deducting an appropriate number from the new Power attribute of the primary character.

Page 18 Final Combat Complete Section 4. Understanding Morale

Section 4. Understanding Morale The following section will explain the process of morale and its influence on the character. You will come to understand how experience and training impact a combatant’s ability to function under extreme conditions. You will learn how to apply a Leadership modifier and rally broken troops. Morale This is a combatant’s ability to overcome his fear and carry out his orders. Morale is influenced by a soldier’s troop quality, and it is determined by making a saving throw verses Willpower. The Game Master may require a morale check whenever he deems it necessary, but it is mandatory when a soldier comes under fire or sustains damage.

To check a character’s morale, consult Table 4.1, Morale Modifiers and subtract only the most significant modifier from the character’s Willpower attribute. Combine the TQ modifier and make a saving throw versus the Willpower attribute. If the results are less than or equal to this number, the character has passed the morale check. If the results are greater than this number, the character has failed morale. Check Table 4.2, Morale Failure Results, to determine the consequences of the character’s morale failure.

Final Combat Complete Page 19 Section 4. Understanding Morale

For example, if a regular soldier (TQ: +2) has a Willpower attribute of 12 and he is wounded (Morale Modifier -10), add his TQ modifier to the remainder (2+2=4) and roll a d20 at or below that number to maintain morale. If a leader is nearby, add his Leadership modifier to the total. In the above example, a die roll of ten would indicate morale failure the result of which is shaken (Table 4.2: six over the number needed to pass).

Table 4.1Morale Modifiers Action that Occurred Morale Modifier Soldier is in a burning building or attempts close assault on a tank. In the event of a building fire, occupants must -10 immediately flee. Character is wounded -10

Under artillery fire -9

See enemy tank or being charged -8 Under automatic weapons fire -8 Leader is killed/wounded -8 Comrade killed or wounded -7 Out-numbered or attempting to charge -6 Under select fire -6 In the proximity of a live grenade -5 Enemy spotted -5

Take Cover Whenever a soldier is in danger or feels threatened, he may immediately take cover without regard for activation, provided he has not already completed an action during the phase. Otherwise, he may take cover on the next action chit which could increase his exposure to enemy fire. Any soldier fired upon while taking cover in this fashion will receive a target modifier of evading. This rule is predicated on the notion that survival is a function of instinct and common sense rather than training or troop quality. Always apply this rule when a soldier fails his morale check.

Page 20 Final Combat Complete Section 4. Understanding Morale

Table 4.2Morale Failure Results Die Roll Morale Failure Consequences Results 1 to 3 over The soldier hesitates. He will not act for one action phase. He may drop prone. The soldier is shaken. He must take cover. He may take no further action until he 4 to 6 over recovers through a self-rally or a Leadership save from a nearby comrade. The soldier is pinned. He must take cover. He may take no further action while 7 to 9 over receiving fire. Once the fire stops, he may attempt to rally himself. The soldier is broken. He must drop prone and crawl to cover. He can only 10 over recover with a Leadership save from a higher-ranking comrade and may take no further action. The soldier panics. He must escape the battlefield by taking advantage of existing 11 over cover. The soldier is routed. He must flee without regard for cover or incoming fire. If 12 over there is no avenue of escape, he will surrender. The soldier surrenders. He must stand up with hands raised and walk toward the 13 or more closest enemy soldier. If not within 20 yards, use routed. He may be rescued only over when surrounding enemy soldiers are eliminated and a higher-ranking comrade makes a successful Leadership save. Leadership This can be a generated attribute, or assigned on the basis of troop quality. If it is determined by troop quality, take the TQ modifier and add ten. For example, a character of regular troop quality with a modifier of +2 would have a Leadership attribute of 12. The Leadership radius is equal to the character’s Leadership attribute (in yards). All characters within line- of-sight and radius of the unit commander may apply his Leadership modifier to actions involving target acquisition, hearing, morale and combat. It is sufficient for a defender to be within the given radius and line of sight. However, the commander must also be in a position to acquire or detect the target before this modifier is applicable towards an attack roll. For example, if the unit commander’s Leadership attribute is 16 and he can see the target, any soldier attempting to acquire or shoot that target, who is within 16-yards of the commander and has line of sight, will add +6 to the appropriate attribute of Sight or Aim. Then all other modifiers are considered before the final success number is determined. The commander cannot apply the modifier to his own actions. Rally Broken Troops This is related to a character’s Leadership. To turn a soldier, who is cowering or has failed his morale check, make a saving throw verses Leadership. Your character must be within line of sight and radius of the soldier whom you are attempting to rally. A rally attempt will require one action to perform. Each successful save removes one level of morale failure.

NOTE: If the highest-ranking soldier on the board suffers a morale event, he may attempt to self-rally.

Final Combat Complete Page 21 Section 4. Understanding Morale

Field Promotion If a section leader is killed, wounded or disabled, his men will be leaderless and combat ineffective. Without a leader, all “CO” chits are ignored and treated as though they were blank with no action permitted. Occasionally, unlikely candidates step forward and take charge. They manage to rally the troops and carry on with the objective. To simulate this, roll a number of d20 dice commensurate with their troop quality at or below the combined Willpower and Leadership modifiers of each surviving soldier. Test these soldiers sequentially according to their experience level and on consecutive actions. If a roll is successful, reactivate the “CO” chits and that soldier will assume command. The number of “CO” chits available and the Leadership radius will be based on the attribute of the new commander.

NOTE: Veteran soldiers would test for a field promotion an action phase prior to a professional soldier, who in turn would test an action phase before a soldier of regular troop quality. Political Commissar This is an officer appointed by the communist party to oversee a military unit. They were first used in the Red Army by Leon Trotsky, who faced the task of integrating Czarist officers and troops into the new Red Army, while ensuring their loyalty. The purpose of the commissar was to direct political , to ensure the loyalty of army commanders, to ensure that party decisions were implemented and to prevent a possible coup. In this system, each unit had a political officer, who was not responsible to the normal military chain of command, but instead answered to a separate chain of command within the Communist Party. The political commissar had the authority to override any decision of the military officers, and to remove them from command if necessary. Therefore, sometimes the commissar usurped the functions of a regular military commander, but almost always that wasn't necessary. The mere presence of a commissar usually meant that military commanders would follow their directives. Generally the day-to-day duties of the political commissar involved only propaganda work and boosting the morale of the troops.

After 1942, the political officials in the army were no longer called commissars. Their title became Politruk, an abbreviation for "political leader" and later Zampolit, an abbreviation for "deputy of the commander in political works." This change reflected a new level of the authority. The position was abolished after the fall of the in 1991.

Rule: The political commissar will provide one action chit to all units within his Leadership radius at the conclusion of each turn. There is no limit to the number of troops that can be motivated as long as they meet the Leadership conditions. Furthermore, any soldier who must make a morale save, may add the commissar’s Willpower modifier provided he meets the specified requirements. Banzai/Human Wave Attack During its struggle with , the Soviet Union suffered staggering losses in both men and materiel. To western observers, the human wave attack on the eastern front and the banzai charge in the pacific were examples of pointless, suicidal sacrifice that depleted those nations most precious resource. These tactics were reminiscent of those employed during the Great War

Page 22 Final Combat Complete Section 4. Understanding Morale

when wave upon wave of infantry assaulted dug-in, fortified machine gun positions. The results were predictable. Yet with the benefit of hind-sight, why would they repeat such absurdity?

From a military perspective, it’s difficult to defend a tactic that yields such massive casualties yet little in the way of territorial gain. However, from a psychological perspective, the impact on a defender can be devastating. If one breaks the enemy’s will to fight, the results are the same as if he had been killed, wounded or captured. To be on the receiving end of a banzai or human wave assault must have been terrifying. It took all of the Leadership that the officers and non- commissioned officers could muster to convince their men that they should hold the line and face the enemy. To be sure, Russia and Japan expected heavy casualties, but these attacks could also rout the enemy and send them fleeing in full-scale retreat.

Rule: To replicate this tactic, Final Combat adds morale and movement rules. In order to execute a banzai or human wave assault, the player must have an officer or political commissar within proximity of the attack. The assault may be launched from a distance of 50-yards. Each unit involved in the attack must make a morale check. If a Soviet soldier fails his morale check, the commissar may have him shot. The game master should roll percentile dice to determine this action. This little incentive will add an additional +3 to the Willpower attribute of the attacker after troop quality and Leadership modifiers are added. Soldiers within the human wave or banzai may move on every chit, and they will not have to make another morale check until after they have reached their objective. The assault should be launched with at least a 2:1 numerical advantage.

The defender must also make a morale save once the human wave attack is spotted, factoring in -14 to the Willpower attribute. It is -6 for being outnumbered and another -8 for being charged. It will be important to have strong Leadership near the machine gunners. The greatest challenge for the defenders is maintaining morale. If it fails, the entire position can be lost. However, if the leaders can rally their men and compel them to hold fast, a slaughter is in store for the banzai and human wave.

Final Combat Complete Page 23 Section 4. Understanding Morale

Page 24 Final Combat Complete Section 5. Moving Your Character

Section 5. Moving Your Character The game is played in terms of an action phase, the duration of which is one second. An action phase may consist of movement, sighting, combat or a combination of the three. Obviously, movement can adversely impact the other two just as combat can affect the ability to sight another target. The character’s Speed attribute determines the maximum distance he may travel per action phase. However, any soldier can dive for cover regardless of the Speed attribute up to a maximum of two yards, after which he will be considered prone.

Movement can be influenced by terrain, posture and the player’s intention. Ski troops will double movement on snow. When a character removes his pack, add 15% to all movement reduction percentages (except sprint). If he also drops his weapon, add another 5%. Ground Scale (1:1) This is determined by the size of the miniatures in use. These rules were designed with 20mm miniatures in mind. However, the rules will work perfectly with scales as small as 15mm to those as large as 54mm. One-centimeter equals one yard for a 20mm miniature; one-centimeter equals 1.33 yards for 15mm (see Appendix B for a 15mm Range Conversion Chart); one-half inch equals one yard for 25–28mm; one inch equals one yard for 54mm.

Final Combat Complete Page 25 Section 5. Moving Your Character Speed To translate a miles per hour statistic, it is necessary to determine a baseline rate. A mph conversion is calculated by multiplying 1,760 (yards per mile) times the mph figure that you are trying to calculate. For example, a dog can run 25 mph. So, multiply 25 times 1,760 = 44,000 yards per hour. Then divide that figure by 60 = 733.33 yards per minute. Then divide that figure by 60 once again = 12.222 yards per second. Based upon the current world record of 9.78 in the 100-meter dash, a speed attribute of 18 will convert to 11 yards per second (109/9.78). The following table lists the various speed conversions and the yards per second for each attribute (attribute divided by 1.636 multiplied by % of speed factor).

Table 5.1Speed Attribute Conversion Chart Attribute Movement 18 17 16 15 14 13 12 11 10

Crawling (10% of Speed Factor) 1.1 1 1 0.9 0.9 0.8 0.7 0.7 0.6 (50% of Speed Factor – judge posture Crouching 5.5 5.2 4.9 4.6 4.3 4 3.7 3.4 3 as crouching) (45% of Speed Factor – Kneeling to standing 5 4.7 4.4 4.1 3.9 3.6 3.3 3 2.7 judge posture as standing) Stalking (15% of Speed Factor) 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 0.9 (100% of Speed Factor if characters is Sprinting 11 10.4 9.8 9.2 8.6 7.9 7.3 6.7 6.1 w/o a standard pack or weapon) Dashing (80% of Speed Factor when character 8.8 8.3 7.8 7.4 6.9 6.3 5.8 5.4 4.9 carries a standard pack) Dashing encumbered (60% of Speed Factor) 6.6 6.2 5.9 5.5 5.2 4.7 4.4 4 3.7 Jogging (50% of Speed Factor) 5.5 5.2 4.9 4.6 4.3 4 3.7 3.4 3 Evading (60% of Speed Factor) 6.6 6.2 5.9 5.5 5.2 4.7 4.4 4 3.7 Evading encumbered (40% of Speed Factor) 4.4 4.2 3.9 3.7 3.4 3.2 2.9 2.7 2.4 Double-time march (30% of Speed Factor) 3.3 3.1 2.9 2.8 2.6 2.4 2.2 2 1.8 Walking (20% of Speed Factor) 2.2 2.1 2 1.8 1.7 1.6 1.5 1.3 1.2 Creeping (5% of Speed Factor) 0.6 0.5 0.5 0.5 0.4 0.4 0.4 0.3 0.3 Wading (10% of Speed Factor) 1.1 1 1 0.9 0.9 0.8 0.7 0.7 0.6

Climbing stairs/ladder (50% of Speed Factor 5.5 5.2 4.8 4.6 4.3 4 3.7 3.4 3 where one flight equals 5 yards) Climbing a rope (10% of Power attribute where 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 a second story window equals 5 yards)

NOTE: When a character is traversing difficult terrain, e.g., mud/hill/deep snow/woods, reduce the net Speed Factor (to be calculated after posture and rate) by 50%.

Page 26 Final Combat Complete Section 5. Moving Your Character Fitness & Movement Prolonged movement at a rate faster than walking will cause a character to tire. This can impact his ability to fight effectively. For every three consecutive actions a character sprints, dashes, jogs, evades or moves double-time he must rest one action or suffer a -5 fatigue penalty. This penalty is reduced by the character’s Fitness modifier. For example, a Fitness attribute of 13 will reduce the fatigue penalty to -2. A character with a Fitness attribute of 15 and higher is considered to be in such great condition that the impact on his combat capability is negligible. Length of Exposure There may be times when it is necessary to determine the length of exposure a character has to machine gun fire. Consult Table 5.1 to determine the yards per second speed of the soldier in question. We will use a speed attribute of 13 and assume the soldier is dashing 6.3-yards per second for this example. Next, measure the distance the character must traverse. We shall say from one corner of a building to the next is 5-yards. Now, divide the distance by the yards per second rate to find the time required to traverse the 5-yards. Therefore, it will require .79 seconds to cover a span of 5-yards. Finally, multiply the rate of fire or bullets by .79 seconds to determine how many bullets have a chance to hit the target. If a BAR fires on the soldier in our example, multiply 10 (bullets per second) times .79 to determine the number of bullets from that burst that actually have a chance to strike the target before the soldier reaches the of the next corner. The answer is eight. Sewer Movement In the urban fighting on the eastern front, the Russian relied upon his knowledge of the terrain to overcome the superior training, equipment and tactical doctrine of the German . Movement via secret and/or underground passages should be governed by each individual scenario. However, the following may provide guidelines in developing games that use this feature.

Rule: The passages and movement within them should remain hidden to the Germans unless they observe them in use. Movement through these sewers and passages might cause a reduction in Speed. That should be determined prior to play. Avoid unlimited access to other remote locations via these passages. That can create opportunities for rule abuse and potentially tip the balance of a scenario. The game master should also determine an appropriate number of actions to both enter and exit the passage. It was common for soldiers entering these dark labyrinths to get confused and lose their way. There should be a risk for the German player whenever he enters a hidden passage. This should also be determined prior to play.

Author's Tip. These rules are not intended to imply that a character can move faster simply by virtue of a higher troop quality. On the contrary, the Speed attribute governs the rate at which a character can move. Final Combat considers movement in a tactical context, whereby a leader maneuvers his section in a cohesive fashion while under fire. A character running for his life does not require activation.

Final Combat Complete Page 27 Section 5. Moving Your Character

Page 28 Final Combat Complete Section 6. Acquiring and Hearing the Enemy

Brad Cocks

Section 6. Acquiring and Hearing the Enemy Player knowledge can introduce an unrealistic acquisition element that circumvents the chaotic confusion of combat. The Reason to Look (RTL) Chart (Table 6.1) is based upon the notion that a potential target should have to do something that draws attention to it before the observer knows to look. Use the Intuition Attribute and apply the following modifiers. If the save is successful, move to the appropriate Target Acquisition table.

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Table 6.1Reason to Look (RTL) Chart Positive Modifiers Negative Modifiers +1 target is moving slower than a run/dash -1 for every 25 yards of distance from target +1 target is changing weapons -6 night/observer is in a buttoned up tank +1 target throws a grenade -2 for each intervening obstacle +4 target fires in select mode -3 observer receives fire from another (increase to +6 at night) direction or is running +6 target fires full auto -2 observer fires select at another target (increase to +8 at night) (increase to -4 at night) -5 observer fires full auto at another target +2 consecutive attempt (increase to -7 at night) or is moving +8 target fires main gun/back-blast -1 target is 25% concealed -3 target is kneeling/crouching or +6 target moves into a fire zone 50% concealed +3 target is running/spotted by comrade in LOS -5 target is prone or 75% concealed

Acquisition of Targets Before a target can be attacked, it must be seen. An observer may attempt a number of acquisitions equal to his troop quality modifier per action. The targets must be grouped within a 30° arch (L15°/R15°) relative to the observer. These attempts may include multiple targets, or multiple attempts on a single target. The observer must declare his intention prior to the die roll. Regardless of the TQ modifier, a conscript soldier may attempt one spot each time he is influenced by a CO chit. Calculate the modifiers for observer, target and distance. Add or subtract the net number to/from the character’s Sight attribute. In order to acquire a target, the Sight attribute or below must be rolled on a d20. Table 6.2 provides all of the necessary information required for determining whether a target has been acquired.

Author’s Tip. When two characters come face-to-face, it is acceptable to forego the acquisition procedure.

Table 6.2 deals with acquiring individual warm-blooded targets. Table 6.3 is concerned with acquiring vehicles, boats and planes whether moving or stationary. Many of the modifiers are duplicated between the two tables. However, there are a few that are unique to one table that might be applicable to both. The tables are interchangeable, so feel free to apply the numbers as necessary.

Page 30 Final Combat Complete Section 6. Acquiring and Hearing the Enemy Table 6.2Target Acquisition (Human) The Observer is The Target is The Distance is running -5 running/entering a fire zone +3 25 yards +1 running encumbered -6 running encumbered +4 50 yards 0 evading -7 evading +5 100 yards -1 evading encumbered -8 evading encumbered +6 150 yards -2 marching double time -4 marching double time +2 200 yards -3 within leader’s radius (+) walking +1 250 yards -4 stalking -1 stalking -1 300 yards -5 crawling/walking -3 within leader’s radius (-) 350 yards -6 creeping/partly cloudy -2 creeping -3 400 yards -7 in the act of kneeling -3 kneeling/crouching/crawling -2 450 yards -8 going prone -6 prone -4 500 yards -9 looking through smoke -10 obscured by smoke -10 550 yards -10 quarter moon +1 75% concealment -8 600 yards -11 half moon +2 50% concealment -6 650 yards -12 three-quarter moon +3 25% concealment/overcast -4 700 yards -13 firing a weapon -2 firing a weapon* +4 750 yards -14

looking in fog (see Table 6.3) firing full auto* +6 800 yards -15 looking at dusk -3 behind a tree/intervening cover -2 850 yards -16 using binoculars +4 illuminated by a star shell +6 900 yards -17 using a scope +4 camouflaged -5 950 yards -18 looking at night -12 illuminated by full moon +4 1000 yards -19 spotting outside an already spotted by nearby 1050 yards -20 established Fire Zone -6 comrade +3 *A will reduce this modifier to +2 (select fire) and +4 (full auto). At night, increase these modifiers by +2. If using the modifier for “already spotted” the soldier must be in command radius and line of sight.

NOTE: Character posture is not considered in combination with concealment. For example, a soldier peering from a window receives 75% concealment, but no posture modifier.

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Table 6.3Target Acquisition (Vehicle) The observer is The target is The distance is distracted (talking) -2 within leader’s radius (-) 25 yards +1 Running -5 a bicycle +1 50 yards 0 a small car/ motorcycle/ running encumbered -8 100 yards -1 small AT gun +2 marching double time -4 a medium car/medium AT gun +3 150 yards -2 within leader’s radius (+) a half-track +5 200 yards -3 stalking -1 an armored car/large AT gun +4 250 yards -4 crawling/walking -3 a light tank +6 300 yards -5 creeping -2 a medium tank +8 350 yards -6 in the act of kneeling -3 a large tank +10 400 yards -7 going prone -6 a small boat +8 450 yards -8 using a flashlight +2 a medium boat +10 500 yards -9 looking through smoke -10 a large boat +12 550 yards -10 looking in light fog -3 a ship +20 600 yards -11 looking medium fog -6 a plane +15 650 yards -12 looking heavy fog -12 75% concealed (hull down) -8 700 yards -13 looking at dusk -3 50% concealed -6 750 yards -14 looking at dawn -3 25% concealed -4 800 yards -15 looking at night -12 moving slower than 15 mph +1 850 yards -16 using binoculars +4 moving between 15 & 25 mph +3 900 yards -17 using a scope +4 moving between 26 & 35 mph +5 950 yards -18 assisted by a full moon +4 moving between 36 & 45 mph +7 1000 yards -19 assisted by Star-shell +6 moving faster than 45 mph +9 1050 yards -20 night optics +10 firing an automatic weapon +6 1100 yards -21 firing at another target -2 firing a main gun/AT back blast +10 1150 yards -22 operating a vehicle -2 intervening cover -2 1200 yards -23 in a moving vehicle -4 using smoke -10 1250 yards -24

NOTE: To spot a tank commander, use 50% concealed and the appropriate movement modifier.

Page 32 Final Combat Complete Section 6. Acquiring and Hearing the Enemy Star-shell The M83 was an illuminating shell fired from a 60mm mortar that carried a 100,000 candle- power star unit suspended from a . It gave illumination for 25-seconds while falling to the ground. It will provide daylight conditions from a radius of 0–50 yards around the target point. From a radius of 51–100 yards, use the looking at night and assisted by star-shell modifiers.

NOTE: A flare gun illuminates a 50-yard radius for one turn, provides a +6 to all acquisition attempts and reduces the penalty for shooting at night by ½. Quick Glance This is a risky sighting technique associated with suppression fire. When a squad is suppressed by an enemy fire team, knowing the exact location of the maneuver element is critical to its survival. By quickly bobbing the head up and down (one action phase), a suppressed soldier has a chance to track the enemy’s movement and react accordingly. Because this is such a hasty glimpse of the battlefield, use the acquisition modifier for observer evading. Any subsequent attack roll against a soldier executing a quick glance should consider it an aimed shot and include the modifier for target evading. All additional modifiers for both acquisition and combat will be applied normally. However, only a location of head will be considered a hit. Sniper Fire When a rifleman, sharpshooter or sniper fires, that unit will remain hidden and “off the board” until the target soldiers make a successful Intuition save. Subtract one for every 25-yards of distance. For example, a soldier receives sniper fire from 125-yards out. Subtract 5 from the soldier’s Intuition and roll the dice. If the save is successful, place the sniper on the board and move to acquisition. This rule does not apply to automatic weapons. Once a machine gun opens fire, the unit is immediately placed on the board and the acquisition procedure begins.

NOTE: If a sniper is recessed from a window and is in the shadows as opposed to directly at the opening, subtract another -4 from the Intuition save. Hear Other Characters There are situations when a keen sense of hearing can provide critical information that may save a character’s life. If a character successfully saves against their Hearing attribute, the Game Master should disclose the general direction of the hidden opponent and the Reason to Look procedure may be omitted. Many factors contribute to a character’s ability to hear faint sounds. Some of these are included here. There may be more than one modifier applicable.

NOTE: Rockets and howitzers announce their arrival in a rather overt fashion (+20 to the Hearing save). Therefore, soldiers should be permitted to fall prone even though they may not be acting within the rules of activation. Mortars are not as detectable. Consequently, soldiers should make a Hearing save before falling prone. A mortar round will add +3 to a Hearing save when the projectile is between 50–60mm and increase by one for each rise in . If a soldier is firing his weapon at the time (-20 to the Hearing save), he will most likely not detect the incoming round. Distance should not be factored into the artillery Hearing save.

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Table 6.4Hearing and Detecting The Listener is The Target is The Distance is running -5 running +5 5 yards +2 running encumbered -6 running encumbered +6 10 yards +1 evading -7 evading +7 15 yards 0 evading encumbered -8 evading encumbered +8 20 yards -1 marching double time -4 marching double time +4 25 yards -2 walking -2 walking +2 30 yards -3 stalking -1 stalking +1 35 yards -4 crawling -3 crawling/grenade on hard surface +3 40 yards -5 creeping -1 creeping +1 45 yards -6 firing a weapon -20 firing a weapon +20 50 yards -7 talking -6 talking +6 55 yards -8 moving on gravel road -3 moving on gravel road +3 60 yards -9 moving in tall grass -4 moving in tall grass +4 65 yards -10 moving in dry leaves -5 moving in dry leaves +5 70 yards -11 moving in water -6 moving in water +6 75 yards -12 moving in mud -3 moving in mud/incoming mortar +3 80 yards -13 creaking floor -4 creaking floor +4 85 yards -14 breaking a window/door -16 breaking a window/door +16 90 yards -15 winded/breathing heavy -4 winded/breathing heavy +4 95 yards -16 coughing -6 coughing +6 100 yards -17 in a different house -8 opening a door +4 105 yards -18 in a different room -6 incoming artillery +20 110 yards -19 within leader’s radius (+) within leader’s radius (-) 115 yards -20

NOTE: Incoming mortar rounds will not be assigned a distance modifier.

Page 34 Final Combat Complete Section 7. Conducting Combat Operations

Martin Stier

Section 7. Conducting Combat Operations Sequence of Play In the context of a role-playing adventure, the Game Master must judge all actions. Players will relay their intentions with respect to movement, target acquisition and combat, and the Game Master will describe what their characters see. The following is an example of the play sequence.

A character is asked to save versus Intuition and he makes the saving throw. The Game Master informs him that his character senses danger. The player tells the Game Master that he wishes for his character to attempt to see the danger. The Game Master asks where the character is looking. For purposes of this example, let’s assume that the player is looking in the correct place. The Game Master consults Target Acquisition (Table 6.2) and determines the distance,

Final Combat Complete Page 35 Section 7. Conducting Combat Operations

concealment etc. He then arrives at a number the character must roll in order to see the enemy. This is accomplished by rolling the die (d20) for a saving throw against his modified Sight attribute. That number or lower is required in order for the character to see the enemy. If the character successfully acquires a target, he may attack.

The next step is to consult Small Arms Target Modifiers (Table 7.1) and apply all modifiers to the Aim attribute. The modified number or below must be rolled on a d20 in order to score a hit. When a hit is rolled, Table 7.2, Hit Location is consulted and a d100 is rolled to determine the damage inflicted. In addition to the d100 roll, the value of the bullet is also added to the damage total (or the melee weapon modifier if fighting hand-to-hand). Weapon damage that equals or exceeds 20% of the character’s Life Points will disable that body part. If a critical hit is registered (head, jaw, neck, chest, side, upper back, lower back, groin and abdomen) in a similar fashion, the character will be completely disabled. The rate at which a character bleeds after being shot is determined by the additional damage value of the bullet or blade. Once a character is shot, he must make a saving throw verses his Resistance or suffer a knock down from the bullet’s impact. The Resistance attribute is modified by the bullet’s damage value divided by ten. For example, a 9mm bullet, which does 25 points of additional damage, would modify a Resistance attribute by three. Therefore, a Resistance attribute of 12 would become 9 if the character was shot by a 9mm bullet, and he had to make a saving throw. A number higher than 9 would mean that the character was knocked down by the impact of the bullet. He would not be capable of further action until a successful throw against his Recovery attribute was made. In addition to the Recovery throw, he would have to make a morale (Willpower) check before he could retaliate.

In certain instances, a character will enjoy the protection of cover. When a character is behind cover, the Game Master must determine whether the bullet can penetrate that cover (see subsection titled Penetration). If it cannot penetrate the cover, then only those areas that are exposed may be hit. Any area not exposed that is determined to be the hit location would be considered a miss. On the other hand, if the bullet can penetrate the cover, the damage will still be accessed, albeit at a reduced rate. For example, a soldier is hiding behind a stone wall (value 65) and being attacked by a 12.7mm machine gun (damage factor 70). Since the bullet’s damage (70) is greater than the cover (65), the bullet penetrates and the target will suffer damage if it is hit. However, the damage will be reduced by 65 because of the cover’s ability to absorb a portion of the bullet’s force. After the first burst, the stone wall will be considered destroyed at that spot and will no longer provide protection. The d100 is still rolled for each bullet that strikes the target, and a hit location is diced for each one.

Assuming the target is aware of the impending attack, one must consider his skill level when calculating the hit number for small arms. This is determined by comparing the weapon skills of the two combatants. If the target is unarmed, it will be based on the target’s skill with the attacker’s weapon. For example, an unarmed man possessing a skill of 6 with handgun would use that number if his opponent attempted to shoot him with a . He would still have knowledge of the weapon’s capabilities and characteristics. Likewise, a man possessing skill of 6 in bladed weapons, who is being fired upon with a bow and arrow, would use this to dodge the attack. This simulates the target-soldier’s training and ability to take evasive action.

Page 36 Final Combat Complete Section 7. Conducting Combat Operations

Small Arms Combat One of the most exciting aspects of these rules is concerned with attacking the enemy. That may take the form of a brutal melee or a long-range firefight. Table 7.1, Small Arms Target Modifiers, provides the information necessary to calculate what is known as a To Hit number. This is determined by adding or subtracting the relevant modifiers to the Aim attribute. The modified number or below must be rolled (d20) in order to hit the target.

Unless the target happens to be out of range or in protective cover, a die roll of one is always a hit resulting in double damage. This does not include additional damage from the bullet or blade. A roll of 20 will require a weapons reliability check.

When firing a machine gun, use the Automatic Weapons Template (AWT) provided in Appendix D to determine eligible targets per burst. Line up the template with the attacker and place the hole of the appropriate weapons segment over the acquired target. If there are any other non-acquired targets within the zone, they too may be hit. The To Hit number is based upon the acquired target’s modifiers. In the event of one or more hits, all eligible targets should be rolled for randomly. For example, if a machine gun scores three hits and four targets are within the burst zone, assign each target a number (1–4) and roll a d4 three times to determine which of the targets is hit. Three different targets may be hit or one target may suffer multiple hits. The acquired target may even escape unscathed.

Author’s Tip. Create a see-through version of the Automatic Weapons Template by reproducing the hardcopy provided in Appendix D onto a transparency. Example of a Firefight A German MG42 machine gun crew has spotted one enemy soldier evading. The Game Master reveals that five targets are within the AWT. Even though the German has only spotted one, all five soldiers are in jeopardy because they are within the zone. In the event of one or more hits, randomize all eligible targets with a die roll. The To Hit number is based upon the data of the soldier who was spotted. In this case, he has level 3 with a rifle, he is within the commander’s leadership radius (-3), and he is evading (-10) for a total of -16 against the German Aim attribute of 13. The gunner has a machine gun skill level of +3, a tripod modifier of +4, the crew commander is by his side (+3), the recoil penalty for the MG42 is -4 and short range 0 for a grand total of 19. The net effect on the attribute is 3. The number required to score a hit is 3 or less on a d20. The German will now have 25 chances to score a hit, one for each bullet per second of capable fire. To conserve ammunition and reduce the recoil, the German player may use a controlled short burst. However, he must have a troop quality of professional or higher.

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The following factors and game play mechanics must be taken into consideration when resolving combat:

• A bolt-action rifle will not receive the consecutive fire bonus.

• Within 25-yards, the modifier for “Target is running towards/away” increases with elevation. Add a -1 modifier for every 5-yards the target is below the shooter. For example, if the target is running towards a sniper in a church bell tower that is 20-yards higher, use a -7 modifier (-3 for running towards plus -4 for the elevation).

• During a night engagement, a character may fire at a muzzle flash without acquiring a target. A die roll of one is required to score a hit.

• “Target is evading” is not used in combination with any other movement penalties.

• A character may not fire while going prone.

• When an attacker uses a scope with a self-loading automatic or , only one shot per action is permitted.

• A scope can only be used at ranges greater than 25-yards.

• When attempting to shoot a soldier who is moving half speed while in a crouch, use only the -5 target modifier for crouching. Do not combine this with a movement penalty.

• In order for an attacker to avoid a movement penalty, he must come to a complete stop at least one action prior to his shot.

Page 38 Final Combat Complete Section 7. Conducting Combat Operations

Table 7.1Small Arms Target Modifiers (Aim Attribute) Attacker Modifiers Target Modifiers Attacker’s skill (+) Target’s skill (-) Attacker is within leader’s radius (+) Target is within leader’s radius (-) Rested Weapon +2 Target is encumbered +1 Weapon has +2 Target is drifting in parachute +1 Consecutive fire +2 Target is at extreme range -10 Weapon has tripod/pintle-mounted +4 Target is climbing a rope +2 Sniper scope +2 Target is at long range -6 Attacker is receiving select fire -5 Target is at medium range -4 Attacker is receiving automatic fire -8 Target is moving double-time -4 Attacker is in “fatigue” -5 Target is in a moving vehicle -6 Target is a small Short range with a shotgun +3 opening/window/embrasure -8 Attacking at dawn/dusk -2 Target is climbing a ladder +2 Attacker is shooting while crawling -12 Target is kneeling -6 Attacker is executing a snapshot -8 Target is crawling -8 Attacker is encumbered -3 Target is evading/diving -10 Attacker is walking/stalking -3 Target is running across LOS -8 Attacker is climbing a ladder -5 Target is running towards/away -3 Attacker is shooting through smoke -8 Target is walking -3 Attacker is shooting at night -8* Target is crouching -5 Attacker is running -8 Target is creeping -7 Attacker is evading/drifting in a parachute -10 Target is swimming +2 Attacker is shooting in fog -4 Target is prone -7 Attacker using the wrong hand -6 Target is stalking -1 Attacking underwater -8 Target is marching double-time -4 Attacker is moving double-time -6 Subtract for each intervening obstacle -4 Per 5 yards below the shooter while Attacker is shooting while going into a kneel -6 running towards/away -1 Attacker is shooting while creeping -10 Recoil Penalty (-) *See NOTE under Star Shell on page 33

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Initiative When both players acquire each other during the same action phase (or in the case of melee), the roll of the die (d10) plus the player’s relevant skill level and troop quality will determine the issue of who fires first. In the event of a tie, fire is considered simultaneous. Area Suppression The standard WWII infantry doctrine was predicated on the notion of fire and maneuver. This implies the existence of a small unit to provide covering fire while another small unit attempts to flank and destroy the enemy. For this tactic to function on a gaming table, the player must break the squad down into a Fire-Team and an Assault-Team. The use of suppressive fire is critical to the success of the Assault-Team.

The attacker designates a 2-yard x 2-yard target and rolls for each attacking soldier (minimum of four bullets per second). The number of rolls is based on the weapons employed. This might be one automatic weapon, or a combination of rifles and machine guns. A die roll of "1" on a d20 will indicate a possible hit. The hit location table should be consulted and any exposed area that is hit may incapacitate that soldier. At the very least, it will force the soldier to duck behind cover and take a morale check. As long as the fire continues, that position will be considered under suppression. Should a soldier pass the morale check and attempt to return fire, he will automatically be spotted by the fire team (which increases the likelihood that he will be hit on subsequent attack rolls), and he will incur a penalty for “receiving fire.” Intervening Cover This should be calculated per the obstruction. For example, one tree or bush that could deflect a shot would result in a -4 modifier to the hit die; however, two trees or bushes would result in a -8 modifier. The cover protecting a character is not considered when calculating the To Hit number, because it is evaluated by the penetration factor after the hit is determined. Posture modifiers are still factored into the final To Hit number. Snapshot This implies that the attacker is reacting instinctively and has not had time to aim. Any player who acquires a target and immediately elects to fire will suffer a snapshot penalty (-8). A (LMG) that is not deployed will receive a snapshot penalty until it is set-up. This simulates “firing at the hip.” However, it does not include a weapon such as the BAR which was typically fired in that manner. A snapshot is not permitted when the gunner has acquired the target while using binoculars. If the spotter is part of a crew and the gunner has an action chit, he may execute a snapshot. Fire Zone The exception to the snapshot rule is the Fire Zone. A player may elect to cover a 5-yard x 5- yard area called a Fire Zone. Once a target is spotted, he may fire immediately without suffering a snapshot penalty. In some circumstances, a player’s movement may carry him beyond the Fire Zone. He may still receive fire if he went through it. If a soldier is covering a Fire Zone and attempts to acquire a target outside of that zone, he will suffer a -6 penalty. If a target enters a fire zone, it will add a +3 modifier to the acquisition attempt.

Page 40 Final Combat Complete Section 7. Conducting Combat Operations

Weapon Ranges An integral component for any soldier in combat is his weapon. Appendix A lists a comprehensive set of weapons tables unique to each belligerent nation. Ranges are listed in generic terms of short, medium, long and extreme. In some instances, two figures are listed for each range. This indicates diminishing accuracy for those weapons capable of select fire modes that include fully and semi automatic. Recoil Penalty Recoil is generated by the explosion of the powder and the expansion of the gas as the bullet leaves the barrel. However, with a single shot (e.g. ) the bullet is already down range before the recoil has a chance to impact the accuracy of the weapon. Recoil becomes a factor when a gunner fires multiple, consecutive shots. To simulate the difficulty a gunner has in controlling a semi-automatic or fully automatic weapon when firing in this fashion, Final Combat incorporates a recoil penalty (RP). Any weapon firing a single shot per action will not incur this penalty. See Appendix A for this data. The first number is the RP for semi-automatic fire while the second figure represents the RP for fully automatic fire. Rate of Fire A semi-automatic weapon is capable of two shots per action but may only attack one target. Revolvers may fire every action. The bolt-action rifle can take one shot every other phase. It will take one action to chamber another round. The fully automatic machine gun has a varied cyclic rate. See Appendix A for details regarding the number of bullets per second of capable fire. Consecutive Fire Bonus When a soldier attacks the same target on consecutive actions, a +2 bonus is factored in the To Hit determination. An exception to this is a self-loading (SLAR) such as the Garand. It will receive the bonus upon firing the second shot within the same action. However, this will likely be negated by excessive recoil. A fully automatic machine gun will not benefit from this bonus until the next action of consecutive fire. Controlled Burst The penalty that represents the inherent inaccuracy or recoil of the weapon may be reduced by using a technique known as the controlled burst. There are two types of controlled bursts, the ½ burst and the ¼ burst. When a machine gunner employs a ½ burst, reduce the recoil penalty by one. A ¼ burst will reduce the RP by two. To calculate the controlled burst, multiply the number of bullets per second in a full burst by 50% and 25% respectively. Round up all fractions. Only characters with troop quality of professional and higher may use this technique. Ambush In an ambush, the attacker lies hidden awaiting the opportunity to unleash a hail of gunfire on the unsuspecting enemy. In game terms, the attacker should make his intention known to the game master, and the miniatures should be hidden from view. When an ambush is sprung, do not calculate the target’s skill level for determining the To Hit number, as there is no time to take evasive action. Furthermore, the defender is not permitted to return fire during that action phase.

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Weapons Reliability An attack die roll of 20 (d20) will require a malfunction check. Appendix A lists various weapons and their reliability percentages under combat conditions. The reliability rating plus the character’s skill level will be the basis for the malfunction check. Roll a d100 at or below the net reliability factor and the weapon will fire normally. A roll that produces a number higher than the combined skill and reliability factor will mean that the weapon has jammed, malfunctioned or misfired. When a weapon is capable of select fire, two percentages will be listed. The first is for semi-auto while the second is for full-automatic. Flame-throwers, grenades, satchel charges and rocket-propelled grenades have 50% reliability. Clear a Weapon Jam To clear a jam, the player will combine his skill level for that weapon and Dexterity modifier. The resulting sum or lower must be rolled on a d20 in order to clear the weapon. For example, a character with a Dexterity modifier of 3 and a weapon skill of 4 would have a 1–7 chance to clear the weapon jam. A flame-thrower, grenade, rocket or satchel charge malfunction shall be considered a dud with the weapon firing as normal on subsequent turns. Changing an MG42 Barrel After firing 250 rounds from an MG42, there is a 50% chance, less the gunner’s skill, that the barrel will need to be changed. The chance increases by 10% with each subsequent burst until the die roll fails. A barrel change requires 6 actions. Hit Location and Damage Once a hit has been scored, it is necessary to determine the location and severity of the wound. Unless the “Called Shot Option” is being employed, roll a d100 and check the table below for the location of the wound. Next, roll another d100 for damage and consult Table 7.4, Weapon Damage Factor to determine additional damage caused by the type of bullet fired.

Author’s Tip. A roll of one (d20) on the hit die will only result in double damage on the percentile roll.

If an area sustains damage equivalent to 20% or more of the initial total Life Points, it will become disabled. For example, an arm, leg, hand, shoulder or foot wound of 20% will prevent the character from using that extremity. A wound of 20% to a vital area such as the head, jaw, neck, chest, abdomen, sides, groin, lower and upper back will disable the character completely until he receives medical attention, and he will not be capable of any action. After sustaining 20% or more damage to a vital area, it will not be necessary to save against Resistance for the purpose of determining impact consequences because the character is considered to have fallen. However, he may still be conscious unless he has dropped to a level of exhaustion and fails his Resistance save, or to a level of coma in which case he is automatically unconscious.

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Table 7.2Hit Location Dice Dice Dice Dice Location Location Location Location Roll Roll Roll Roll Chest or 1 – 5 Right Arm 30 – 35 61 – 63 Left Hip 83 – 85 Left Calf Upper Back Abs or Right Right 6 – 10 Left arm 36 – 41 64 – 68 86 – 88 Lower Back Thigh Hand Groin or 11 – 16 Head 42 – 47 69 – 73 Left Thigh 89 – 91 Left Hand Buttocks Right 17 – 19 Jaw 48 – 52 Right Side 74 – 76 92 – 94 Right Foot Knee Right 20 – 24 53 – 57 Left Side 77 – 79 Left Knee 95 – 97 Left Foot Shoulder Left 25 – 29 58 – 60 Right Hip 80 – 82 Right Calf 98 – 100 Neck Shoulder

NOTE: An illogical hit location is only a miss when the soldier is protected by impenetrable cover. This sometimes occurs when a soldier is prone. Called Shot Option This is simply the expert or master marksman calling his shot to enhance the possibility for a lethal hit. When this option is employed it will not be necessary to consult the Hit Location Table. Weapons firing full automatic are not eligible for this option. Semi-automatic weapons may only take one shot under this option.

Table 7.3Called Shot Modifiers Range Modifier

Extreme range shot to a specific body part -16 Long-range shot to a specific body part -12 Medium range shot to a specific body part -8 Short range shot to a specific body part -4

Additional Damage When a hit is scored, a d100 is rolled for damage and severity as described in the sub-section, Hit Location and Damage. The next step is to consult Table 7.4, Weapon Damage Factor, to determine additional damage caused by the type of bullet fired. In a case where the attacker has approached his opponent undetected, or has accepted his surrender, muzzle against flesh range (point blank) is considered an execution or automatic hit. Make a normal attack by rolling a d20, and if the weapon fires properly (a 20 requires a reliability check), the execution is successful. A point blank execution shot other than the head will require a damage roll.

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Table 7.4Weapon Damage Factor Weapon Damage Factor .22 inch pistol cartridge 15 .25/. 32 inch pistol cartridge 20 9mm & .38 inch (pistol and submachine gun) 25 .44" & .45" 30 7.92mm x 33 short cartridge (StG 44) 35 All WWII 7.62mm x 63/.3 inch 40 (M1Garand, BAR, Springfield 1903) 7.7mm (Vickers, BREN, Lee Enfield) 40 7.92mm (MG42, Kar 98K, 40 Gewehr 43) 12.7–15mm (HMG)/2.0cm (Auto Cannon) 70/80 120 (short range) 60 (medium range) 30 (long range) 15 (extreme range) Check location: Hand, foot, limb is triple damage on a d100; Flame-thrower/back-blast/WP Head, jaw, neck, chest, sides, abdomen: instant death. Anyone who steps on an AP mine is considered to be in the KZ, 300 points of damage and dead Land Mines on the next turn unless medical attention is forthcoming. AT mines will destroy tracks, and cause over pressurization conditions.

Instant Death When a soldier is hit in the head or chest, there is a percentage chance of instant death equivalent to the bullet’s damage factor minus the target’s Resistance modifier. For example, a soldier with a Resistance modifier of 3 is struck by a Kar 98K. There will be a 37% chance of instant death. Bleeding When a character is wounded by a bullet or melee weapon, he will bleed at a rate determined by the type of bullet or weapon causing the wound. For example, a wound from a 9mm bullet will cause 25 points of damage, and the character will bleed at the rate of twenty-five additional points at the end of every turn until help arrives.

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Impact This is the force with which a bullet strikes a target and the resulting chance that the target will be knocked down and incapacitated. Impact is determined by subtracting the bullet’s damage factor divided by ten (rounded up) from the character’s Resistance attribute. The character must then save verses the modified attribute or be knocked down by the impact of the bullet, thus losing the chance for any action until a successful save against Recovery. Impact factors are cumulative when considering multiple hits. For example, two hits with a 9mm bullet will result in -5 being deducted from the character’s Resistance attribute. A character will fall to the ground following a disabling wound to the hip, legs or feet without an impact roll. Furthermore, a character that is knocked down and stunned will lose at least one action regardless of the Recovery save outcome. Penetration This is the bullet’s ability to pierce protective cover. Cover is defined as protection that may obscure, absorb, impede, impair, deflect or stop the damage potential of a bullet. Protective cover is assigned a penetration value, which may or may not be compromised by certain ordnance. Cover can be destroyed or worn away. To determine if a bullet can penetrate a protective cover, compare the Weapon Damage Factor (Table 7.4) with that of the cover (Table 7.5). If the value of the weapon is less than or equal to the value of the cover, the round does not penetrate. If the weapon’s value is greater than the cover’s protection, reduce the damage incurred by the protection’s point value.

For example, a soldier is hiding in a foxhole surrounded by sandbags, and he is firing at an advancing enemy patrol. The patrol spots him and returns fire. The foxhole offers 75% concealment on the Target Acquisition table, but once he is spotted, it will become protective cover for the portion of the character’s body that is unexposed. Once a hit is scored, Table 7.2, Hit Location is consulted. The soldier’s head, neck, shoulders, arms and hands are exposed and may be damaged normally. However, should the bullets strike an area protected by the foxhole and sandbags, it will only inflict damage if the bullet is capable of penetrating the cover. As previously mentioned, the damage will be reduced according to the type of protective cover. One sandbag has a cover value of 40. Therefore, it would take a bullet of 12.7mm or larger to penetrate, and in the case of a 12.7mm round, the bullet damage would be reduced from 70 to 30.

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Table 7.5Cover Penetration Value Cover Penetration Value Water (per 1' of depth) 4 Wood (per 1" of thickness) 6 Earth (per 1' of thickness) 8 RHA*/1mm 3.2 Concrete† (per 1") 22 Brick (single layer) 35 Sandbag (per bag) 40 Stone Wall/Cinder Block 65 *Rolled Homogenous Armor †1mm (RHA) = .2" of concrete: Penetration formulae do not consider absolute conversions, as the variables are too numerous. This conversion is for gaming purposes and is a compromise between extremes. Medics Once a character is wounded, it is sometimes critical that the bleeding be stopped or the character will die. To do this, a medic should roll percentile dice (d100) once per action for each skill level of first aid he possesses. He will do this on consecutive actions, and if the sum of the rolls equals or exceeds the original damage (without blood loss), the bleeding is stopped. The damage (including blood loss) will remain until surgery or a transfusion takes place. Whenever a stop-bleeding attempt is made, the victim’s Recovery modifier is added to the cumulative d100 roll(s). A shot of morphine will restore 125 Life Points for one hour. After that, the pain will return and the character’s Life Points will fall to the pre-care state. A medic may only attempt one series of first aid rolls per patient. If the attempt is successful, the soldier will bleed 1.5 times the bullet’s damage before the bleeding is completely stopped.

Page 46 Final Combat Complete Section 8. Engaging in Melee

Section 8. Engaging in Melee (Hand-to-Hand Combat) Melee is resolved at the end of each action phase regardless of the chit drawn from the cup, and it continues until the matter is settled. The combatants will make an initiative roll to determine the first strike. Check the character’s skill level for Bladed Weapons, Unarmed Combat or Martial Arts. If he has ability in any of these, add it to his Speed and Agility modifiers. If the player has ability in all forms of hand-to-hand combat, he must declare which skill he is utilizing before each initiative roll. Once the total has been calculated, compare it to that of his opponent. The character with the highest total elects how to use the point margin. For example, with a three-point advantage, he might decide to apply the points to his offense (base Power attribute), or split them up by using two toward his attack and one for his defense (subtract from his opponent’s base Power attribute). The modified Power attribute or below must be rolled (d20) to score a hit. If the modifier would take the player beyond 20, subtract the remaining points from the opponent’s Power attribute.

When a hit is scored, it will be necessary to determine the damage. This is accomplished with percentile dice similarly to the small arms procedure, but without the need for location. Once a character sustains damage of 20% or more, he must make a saving throw verses Resistance after each hit. If the character successfully passes the Resistance check, the melee may continue. If he fails this test, he is knocked down. At that point, he must forfeit the next initiative and attack opportunity. Following a knockdown, a character must save against his

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Recovery attribute or suffer a knockout. Once a character loses enough Life Points to become fatigued, a five-point penalty is immediately factored to his attack roll, and the hand-to-hand fight continues with a new To Hit number. An attack roll of 20 will necessitate a Resistance save. If the save fails, the attacker has injured himself. Roll a d4 for the injury location: 1=left hand, 2=right hand, 3=left foot, 4=right foot. Next, roll a d100 for damage.

If using a weapon in the melee such as knife, spear, sword or club, roll a d100 for damage and hit location. Next, add the appropriate Melee Weapon Modifiers from Table 8.1. When a character is wounded by a weapon during hand-to-hand combat, he will bleed at a rate equal to the number of hits times the weapon modifier per turn. Damage inflicted by a fist or foot is temporary unless the Life Point total reaches zero. A roll of 20 will indicate that the weapon has broken. The melee will continue as “unarmed.”

Table 8.1Melee Weapon Modifiers Weapon Modifier Pocketknife +21 Switchblade knife +22 Hunting knife +23 Military knife or (impact rating of -1 when thrown) +24 Short sword/club/rifle butt +25 Medium sword +26 Double-edged long sword +27 Axe/rapier +28 Samurai sword +29 Scimitar +30 Throwing star +22 Razor +23 Arrow (fired from a bow or spear gun/ impact rating of -3) +26 Spear (impact rating of -2) +23

Weight Advantage It is possible to further modify the hand-to-hand procedure by adding +1 to the Hand-to-Hand Skill Level/Speed/Agility total for every 10-pounds of weight advantage. This will differentiate between a 200-pound man and a 150-pound man with maximum yet identical power attributes.

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Martial Arts A character with skill in Martial Arts may apply that level while using a bladed weapon. To wield a double sword attack, the player must be ambidextrous or suffer a -6 penalty when striking with the non-dominant hand. Attack from Behind When an undetected melee is initiated from the rear, do not factor in the defenders skill or attribute modifiers. For example, the target soldier is engaged in a firefight with another soldier and does not notice you approaching from behind. With a Power attribute of 13, assuming Speed and Agility modifiers are also generic, and you have a skill of four in bladed weapons, you will use 23 as the To Hit number (an automatic hit). A roll of 20 may result in an injury or broken weapon. Multiple Opponents If a character is involved in a melee against two or more assailants, make an Initiative roll based upon the combined skill and Troop Quality. Add the modifiers of the attacking group, and resolve the combat with one roll. If the attackers have different Power attributes, find the average and round to the nearest tenth. For example, two assailants have Power attributes of 13 and 15 respectively. The base number would be the average of the two or 14.

The damage is doubled with two attackers, tripled with three, and so forth. If the attackers are using weapons, hit location and damage must be rolled separately for each successful strike. When the defender attacks, he must designate the target prior to the die roll.

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Page 50 Final Combat Complete Section 9. Calling Artillery

Vladimir Demchenko

Section 9. Calling Artillery Indirect Fire A character may call for indirect artillery support when available. Artillery batteries or individual mortars will first fire a marking round, wait for the correction from the forward observer (FO) or spotter, adjust the gun tube(s) and fire again. To determine when the round lands close enough to the target, roll one d12. Apply the indirect fire skill level modifiers from Table 9.1, Forward Observer, and if the total is equal to or greater than 15, the target has been bracketed. Each time the FO is activated, correct the fire by adding one to the die roll until the target is bracketed. The battery will then commence firing for effect. Next, use the procedure described in the section titled Horizontal Deviation. Each time an off-board artillery (OBA) chit is drawn, a volley will fall. Regardless of the activation chit, any soldier may dive prone just prior to the arrival of an off-board howitzer. A direct or indirect mortar round will require a successful hearing save before any reaction to the incoming shell is permitted.

NOTE: It is not necessary to track marking rounds for off-board artillery.

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Table 9.1Forward Observer Indirect Fire Skill Level Projectile Caliber 1 2 3 4 5 6 7 8 9 10 11 12 50mm/2" mortar 2 5 7 8 9 10 11 12 13 14 15 15 60mm mortar 0 2 5 7 8 9 10 11 12 13 14 15 3" mortar/75mm -2 0 2 5 7 8 9 10 11 12 13 14 80–82mm mortar/rocket -5 -2 0 2 5 7 8 9 10 11 12 13 85–90mm -6 -5 -2 0 2 5 7 8 9 10 11 12 105mm/4.2" mortar -7 -6 -5 -2 0 2 5 7 8 9 10 11 120mm mortar/132mm rocket -8 -7 -6 -5 -2 0 2 5 7 8 9 10 150/155mm -9 -8 -7 -6 -5 -2 0 2 5 7 8 9

Blast Radius & Horizontal Deviation High explosive projectiles have a blast radius in which the effects are lethal. When a high explosive shell is fired, it is necessary to determine where the round lands. There are two steps in determining the spot where a high explosive projectile lands. The direction and distance from the intended target or spot must be determined. Do this by rolling one d12 as though the facing on a clock were being employed. Once the direction has been determined, consult either Table 9.2 or 9.3 and roll the correct number of dice for the distance (yards) away from the target. Blind Fire Indirect Fire without line of sight to the target is known as blind fire. When a player decides to call for off board artillery in this fashion, consult Table 9.2 and triple the results of the distance dice.

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Table 9.2High Explosive Indirect Fire Projectile Caliber Blast Radius KZ/AP/DI Distance Dice

50mm/2" mortar 17.5 yards 20/6/200 One d10 60mm mortar/65mm howitzer 20 yards 25/8/250 One d12 3" mortar/75mm howitzer 22.5 yards 30/9/300 One d20 80–82mm mortar 25 yards 35/11/350 Two d12 85–90mm 27.5 yards 40/13/400 Three d10 95–105mm howitzer/4.2" mortar 30 yards 45/14/450 Three d12 120mm mortar 40 yards 50/16/500 Two d20 132mm rocket 45 yards 50/16/500 Two d20 150–155mm howitzer 50 yards 55/17/550 Three d20

NOTE: KZ is an abbreviation for Kill Zone and it also represents a fragment’s ability to penetrate cover; AP is an abbreviation for Armor Piercing, and it is directly correlated with the penetration of an armored fighting vehicle’s vulnerable deck or turret top; DI is the abbreviation for Damage Index and represents the damage inflicted upon a structure.

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Direct Fire Occasionally mortars, tanks and guns will fire high explosive rounds at infantry and other soft targets. The following chart lists details for high explosive ordnance fired in this manner. In the event of a Direct Fire Mortar hit, or tank gun miss, roll a d12 for direction and the appropriate dice for distance (yards). When a DFM misses the target, triple the results of the distance dice.

Table 9.3High Explosive Direct Fire Projectile Caliber Blast Radius KZ/AP/DI Distance dice

Bangalore Torpedo 3.25 yards 5/2/50 NA HEAT* AWT PD/NA/100 d6 20mm† 5 yards CZ/NA/100 d4 Hand grenade See Appendix A for details d8 Rifle grenade See Appendix A for details d12 37–40mm 12.5 yards 15/5/150 d4 45–47mm 15 yards 20/6/175 d4 50mm/2" mortar 17.5 yards 20/6/200 d6 57–65mm 20 yards 25/8/250 d6 3" mortar/75–77mm 22.5 yards 30/9/300 d8 80–82mm mortar 25 yards 35/11/350 d10 85–90mm 27.5 yards 40/13/400 d8 95–105mm/4.2" mortar 30 yards 45/14/450 d12 122–128mm 40 yards 50/16/500 d12 150–155mm 50 yards 55/17/550 d20 *A that misses the target can still be deadly. However, most of the blast will be directed straight ahead. When a HEAT round misses the target, use the back-blast section of the AWT to apply the KZ (determined by PD or projectile diameter) and CZ. The KZ percentages for rifle grenades are listed in Appendix A. †No KZ; Move directly to the CZ procedure without consideration for concussion. Vertical Deviation There may be occasions when a cannon fires directly at a vertical structure. Before calculating the To Hit for a small feature such as a window, first be certain the gun is capable of hitting the structure. Then roll a d12 for direction, and consult Table 9.4 based on a margin of the miss percentage. For example, if a veteran U.S. gunner (+80%) attempts to hit a second story window (-50%) from medium range (-20%), his To Hit number will be 10%. The commander may add +3% or more depending on his Leadership attribute. The gunner will have a net 13% chance to hit the window. A d100 roll of 71% means the gunner has missed by 58 points. According to the table, our projectile deviates 4½ yards.

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Table 9.4—Vertical Direct Fire Deviation % of Miss Point Short Medium Long Extreme Blank 1–10% ½ yard 1 yard 2 yards 3 yards 4 yards 11–20% 1 yard 1½ yards 2½ yards 3½ yards 4½ yards 21–30% 1½ yards 2 yards 3 yards 4 yards 5 yards 31–40% 2 yards 2½ yards 3½ yards 4½ yards 5½ yards 41–50% 2½ yards 3 yards 4 yards 5 yards 6 yards 51–60% 3 yards 3½ yards 4½ yards 5½ yards 6½ yards 61–70% 3½ yards 4 yards 5 yards 6 yards 7 yards 71–80% 4 yards 4½ yards 5½ yards 6½ yards 7½ yards 81–90% 4½ yards 5 yards 6 yards 7 yards 8 yards 91–100% 5 yards 5½ yards 6½ yards 7½ yards 8½ yards

Direct Fire Mortars The crew must have line of sight to the target unless accompanied by a Forward Observer (FO) with a radio (see note below). A hit is determined by rolling a d20 at or below the gunner’s mortar skill level. Adjusting the traverse (15º L/R) and elevation mechanisms for fire correction will require one action per command. This is simulated by adding 1 for each consecutive shot up to a maximum of 8 until a hit is registered. The rate of fire is predicated upon the gunner’s Troop Quality. The tube may fire every time a command or gunner’s chit is drawn. When a crew is under fire, the adjustment bonus will stop and may not progress until the suppression is lifted. Direct fire mortars have a launch-to-impact (LTI) time equal to the diameter of the projectile (e.g. 5.0cm mortar=5 seconds). Mortars have minimum ranges as follows, 5.0cm: 75 yards; 6.0cm: 100 yards; 7.6cm (3"): 125 yards; 8.0 to 8.2cm: 150 yards. Orienting to a new target beyond the traverse limits will require a number of actions commensurate with the LTI in order to reposition the tube. Whenever the gunner changes targets (including those within the traverse limits), he will lose all adjustment bonuses, and the fire correction process must begin again. This weapon has a 50% reliability rating. In the event of a malfunction, consider the bomb a dud.

NOTE: It is possible to launch a direct fire mortar attack without line of sight. A forward observer must be able to see the target and have radio contact with the crew. It will require one action to relay each fire coordinate correction. Follow the rule for indirect fire, but track each marking round. The FO must see the round fall before any adjustment on Table 9.1 is permitted. Once the tube is on target, consult Table 9.2 to determine where the round lands. Be careful to observe the minimum ranges for on-board mortars.

British 2-inch (50.8mm) Mortar This, unlike other mortars, had no bi-pod for support. It was a light hand-held, close quarter infantry support weapon designed to function on a mobile battlefield. It could almost be described as a grenade launcher.

It was fired with the spade or base plate firmly against the ground. The white line that ran the length of the barrel was used for sighting. Typically, the gunner would fire a round and then adjust the angle for the next shot. It had a maximum range of 500-yards.

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It was possible for an experienced operator (veteran to elite) to use the mortar vertically as a direct-fire weapon. However, unless it was braced against a tree or building, the recoil was particularly vicious. Kill Zone When troops are caught in the first half of a fragmenting high explosive blast radius, they are vulnerable to the crushing effects of over-pressure. This is represented by the Kill Zone (KZ). The KZ percentages are listed in Table 9.2 for High Explosive Indirect Fire and Table 9.3 for High Explosive Direct Fire. Although the effects can be lethal throughout the blast radius, it is more deadly near the epicenter of the explosion. A confined space will intensify the properties of over-pressure. To simulate this, add 40% to the projectile’s KZ percentage. Posture will not mitigate over pressure, and even with complete protective cover, a soldier is still in jeopardy. The GM must judge the merits of various protective barriers (e.g. walls, AFV, embankments, hedgerows).

Example: a 2" mortar projectile explodes. Two soldiers are within the 17.5-yard blast radius. The first soldier is 12-yards from the epicenter and the second is within 3-yards. The first soldier escapes the KZ, but the second soldier will have a 20% chance (d100 roll of 1–20) to be killed or disabled. The first half rule only pertains to fragmenting devices. Concussion devices are deadly throughout the entire blast radius.

The KZ percentage also represents the projectile’s HE penetration value with respect to protective cover. A character who suffers the effect of the KZ will incur 300 points of initial damage and 75 points of continuing damage at the end of each turn.

Casualty Zone When a character is exposed to fragmenting high explosive, apply the Casualty Zone (CZ) modifiers from Table 9.5 to a base of 10. The number or lower must be rolled (d20) for a CZ hit. If a character is struck by shrapnel, he is knocked down. Roll for hit location and damage (d100). The continuing damage is equivalent to that dice roll and should be applied at the end of each turn. The damage roll may also be used as the percentage chance of instant death when a critical hit location is registered.

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Table 9.5 CZ Modifiers (Base 10) Character Position CZ Modifier

Standing erect +4

Tree burst (switch the modifiers for Standing Erect +6 and Target Prone) Enclosed or confined space +8 Target seated/kneeling/crouching -2 Target prone or -4 50% protection (exposed tank commander) Target 75% cover or protection (slit trench) -6 Within the first half of the blast radius +5

NOTE: When a target is in protective cover, do not include the posture modifier. Concussion Effect Any character caught in the first half of a blast radius will suffer one d12 seconds of a temporary concussion effect. He will be knocked down, stunned and incapacitated for the chits indicated by the roll, minus his Recovery modifier. Damage Index Every artillery piece, whether fired as direct or indirect, has a Damage Index (DI) rating. It is used in conjunction with the destruction of buildings and bunkers. Structures should be assigned point values at the beginning of a game and whenever these structures are hit by artillery, apply the Damage Index of that weapon. Destruction of Buildings When buildings are used, the value of each structure must be determined prior to the start of the game. For example, a small house might be worth 1,000 points and a large structure 2,000. Each time a gun shoots at a building, apply the Damage Index number from Table 9.2, High Explosive Indirect Fire, or Table 9.3, High Explosive Direct Fire. When the total damage exceeds the structure’s value, it is destroyed. Only projectiles with a damage index can destroy a building. If firing a HESH projectile, add 100 to the DI rating. High Explosive vs. Armor Any HE projectile has a chance to penetrate or disable an AFV. If a round lands directly on the turret top or hull deck, compare the AP value from Tables 9.2 or 9.3 (penetration in millimeters for rolled homogenous armor) with the hit location. If the HE fragments penetrate the armor, use the CZ procedure with a modifier of enclosed space. If the round is on target or short, but falls within the first half of the blast radius, subtract the vehicle’s weight from the diameter of the projectile. The difference will be the percentage on a d100 necessary to disable the AFV. Soft vehicles are destroyed if they are anywhere within the blast radius of a projectile 37mm and larger.

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Artillery Fuses There are essentially three types of fuses found on WWII high explosive artillery projectiles. The first type is known as an "impact" fuse. The projectile will explode when it contacts a hard surface. The ground diminishes the anti-personnel properties, but creates a significant crater. The second type employs a subsurface delayed fuse and is designed to penetrate bunkers or fortifications. The third type and probably the most lethal for infantry is the airburst fuse. The projectile will explode above the target sending deadly shards of metal over a wide area. An airburst should be indicated as a special-option scenario rule. It will serve to double the CZ radius of any high explosive shell. Katyusha Rockets In the mid nineteen-thirties, NII-3 began development of unguided powder rockets for the Soviet Air Force: the 82mm diameter ROS-82 fragmentation rocket for fighters and the 132mm ROS- 132 for bombers. The Germans had begun development of the six-barreled 10.5cm Nebelwerfer rocket mortar in 1936. Details of this were known to the Soviets due to the technical exchange of information under the Soviet-German Friendship Treaty. The Soviet authorities ordered NII-3 to develop Soviet equivalents of these battlefield barrage rockets. Based on its work with aircraft rockets, the institute quickly came up with the 82mm BM-8 and the 132mm BM-13. Both types were developed to carry chemical and incendiary warheads, and were mounted on ZiS 5 and ZiS 6 trucks.

The Katyusha did not impress the Red Army's artillery branch as it took up to 50-minutes to load and fire 24 rockets. A conventional howitzer could fire 95 to 150-rounds in the same time span. Nevertheless, the Katyusha rocket, nicknamed Stalin's Organ, was accepted for service in May 1941. Two months later the rocket launchers saw action for the first time against the Germans at the Orsha Railway Station. The most commonly used rocket, the 132mm M-13, had a range of 8.47 km. The 132mm Katyusha rocket has a blast radius of 45-yards.

Rule: Because these rockets were notoriously inaccurate, roll a d100 for the distance dice. Although each truck held 24 rockets, most gaming tables should only allow from 4 to 6 rocket hits. Any more than that might upset the balance of your game. Nebelwerfer 41 Although its fire is relatively inaccurate, one of the Fog-Thrower’s chief assets appears to be the concussion effect of its high-explosive projectiles (10.5cm), which is considerable when the weapon's six barrels are fired successively (1-second apart). The barrels are fired electrically, from a distance. They are never fired simultaneously, since the blast from six rockets at once undoubtedly would capsize the weapon. The order of fire is fixed at 1–4–6–2–3–5. The high- explosive round contains 5-pounds of explosive; this is comparable to the high-explosive round used in the US 105mm howitzer. The rockets had a distinctive sound and the US soldiers called them, “screaming mi-mi’s.”

Rule: When this weapon is fired, use the blast radius for the 105mm projectile (30-yards). Similar to the Katyusha, the weapon was terribly inaccurate. Therefore, roll a d12 for direction and then a d100 to determine the distance from the target. When this weapon is fired, mark the impact of each rocket through six consecutive actions.

Page 58 Final Combat Complete Section 9. Calling Artillery

Canister Shell The U.S. 37mm M3 anti-tank gun was invaluable during the Marine’s stand at Henderson Field in December of 1942. Firing a canister round, the gun was able to deliver a shotgun effect that devastated the Japanese Banzai attacks. For game purposes, place the machine gun template over the specified target area. Any soldier within that area is a possible CZ victim. Do not apply the KZ or concussion effect as there is no over-pressure associated with this ammunition. Smoke When a smoke round/grenade/WP explodes, it will occupy the same diameter as the blast radius of the corresponding shell. A smoke grenade typically lasts for one to two minutes. The game master should judge the duration of all smoke. He may decide to remove it after 1–2 turns, or he may leave it in place for the remainder of the game. Chance of Fire Any rocket back-blast, HE, incendiary or white phosphor round, may start a fire. The chance that flammable terrain within the blast radius will catch fire and create smoke is equivalent to the projectile’s KZ percentage. Add another 20% to the chance of fire for a rocket back-blast, incendiary or white phosphorus shell. A building or forest fire may spread. The Game Master should judge the progress of such a fire. Molotov Cocktails and flame-throwers have a 100% chance of igniting flammable structures.

NOTE: Use the diameter of the projectile when determining the rocket propelled grenade’s KZ percentage (see Table 14.4). Because the PIAT used a spigot to propel its bomb, it did not create a back-blast hazard.

Final Combat Complete Page 59 Section 9. Calling Artillery

Page 60 Final Combat Complete Section 10. Throwing Grenades

Steve Zaloga

Section 10. Throwing Grenades There are essentially two types of hand grenades. The first type is known as offensive fused. This weapon is based upon the principal of over-pressurization. The blast radius is 5-yards with a KZ of 15% throughout the entire zone. If the target escapes the KZ, skip the CZ procedure and move directly to concussion (roll a d12). The second type of grenade is known as defensive fused. It is predicated on fragmentation. Although the blast radius is 10-yards, the KZ of 10% is limited to the first five yards. The casualty zone procedure is used anywhere within the 10-yard blast radius. Apply the concussion rule only when a character is within five yards of a fragmentation grenade’s epicenter. Use a reliability rating of 50% plus the soldier’s skill. Grenades Calculate the modifiers and add or subtract to the Power attribute. The modified number or below must be rolled (d20) to score a hit. If the grenade misses, roll a d12 for direction and a d8 for distance to determine if the character is within the blast radius and a possible KZ or CZ victim. There is a four second fuse on most grenades.1 The soldier will expend one second pulling the pin and throwing it. The remaining three seconds will expire concurrently with each successive action chit that is drawn. The posture of the attacker can influence the accuracy and range of the grenade. Table 10.2 indicates range limits by posture.

1The game master may wish to add an element of uncertainty for those players attempting to “cook” a grenade.

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Table 10.1Grenade To Hit (Power Attribute) The Target is The Attacker is

skill level/leadership zone* (-) skill level/leadership zone (+) running across LOS -8 throwing in obstructed area (e.g. woods) -5 Running or driving towards/away -3 using the wrong arm -6 consecutive throw +2 kneeling/walking/stalking -3 kneeling -6 prone -5 prone -7 fatigued (wounded) -5 a 2-yard x 2-yard area -7 encumbered -3 a door/window/embrasure -6 receiving automatic fire -8 driving across LOS/slower than 15 mph -3 receiving select fire -5 driving across LOS/between 15 and 25 mph -5 dawn/dusk -2 driving across LOS/between 25 and 35 mph -7 smoke -8 driving across LOS/between 35 and 45 mph -9 night -8 driving across LOS/faster than 45 mph -11 fog -4 a large vehicle +8 running -8 a medium vehicle +6 medium range from the target -4 a small vehicle +4 long range from the target -6 an open top vehicle -8 extreme range from the target -10 *Use these modifiers only if the target is another soldier.

NOTE: Add the attacker’s Power modifier to the grenade range. For example, a soldier with a Power modifier of “6” will consider all grenade tosses from 0-16 yards (while standing) as short range. This is not intended as a means to extend the maximum range. However, stronger characters will not suffer a distance penalty at certain ranges by virtue of their greater Power.

Table 10.2—Grenade Ranges by Posture Posture/Range Short Medium Long Extreme Prone 5 yards 10 yards 15 yards 20 yards Kneeling 7.5 yards 15 yards 22.5 yards 30 yards Standing 10 yards 20 yards 30 yards 40 yards

Page 62 Final Combat Complete Section 10. Throwing Grenades

Author’s Tip. When a soldier is adjacent to a window, door, pillbox embrasure, fox- hole, turret-hatch, open-top vehicle or other similar feature and throws a grenade, it will automatically enter the space regardless of the attack roll outcome. That roll is only used for reliability purposes. The direction and distance dice are used to calculate where within the room or compartment the grenade comes to rest, but the confines of the space will almost certainly limit this. Once the soldier steps away or kneels down from the window, the hit dice will once again determine the accuracy of the throw. Then it is possible to miss the window and see the grenade bounce back in your lap.

With WP (white phosphorous) grenades, as with all grenades, a soldier can only become a casualty when he finds himself within the flame/blast radius. If that happens, there will be no KZ or CZ roll as in fragmentation and concussion grenades. However, there is a 50% chance that he is burned by the WP. Once a soldier is burned by WP, roll for hit location and apply the flame-thrower damage factor from Table 7.4.

British Mills Grenade, Number 36M It evolved from golf club designer William Mills’ famous (No. 5) of and became the Grenade No. 23 after obtaining a tail rod that allowed it to be fired from a rifle. In 1918, the grenade was modified to accept a 2.5" (63.5mm) detachable base plate that would allow it to be launched by a rifle discharger cup. Although this weapon was officially re- designated the Grenade No. 36, it was still called a Mills Bomb and remained in service as the ’s standard grenade.

The No. 36M anti-personnel fragmentation grenade had a cast iron body weakened by longitudinal and transverse grooves to assist in fragmentation. It used the French Bouchon fusing mechanism that relied on an igniter-set, a .22-cal (5.56mm) rim-fire cartridge, a short length of safety fuse and a detonator. Originally, the fuse provided a lengthy 7-second delay necessary for use as a rifle-grenade. However, combat experience demonstrated that seven seconds was too long, and in 1940 a 4-second igniter set was developed and issued. The seven second delay was retained for rifle launching.

The No. 36M was a defensive-fused grenade whose shrapnel could kill within 80-yards of the detonation point. The thrower had to be behind cover or immediately had to lie prone after throwing. In a bunker or other enclosed space, the Mills Bomb was lethal to the point of overkill. Despite its habit of erratic fragmentation (large pieces were often flung more than 100- yards), the No. 36M performed admirably throughout the War.

To replicate the lethality of the 36M, the blast radius is extended to 12.5-yards. Furthermore, any soldier who is standing in the open, yet outside of the 12.5-yard blast radius, up to a maximum of 25-yards from the point of detonation may still be a casualty from an errant fragment. In this case, a roll of "1" on a d20 will result in d100 points of damage. The Mills grenade also adds a +1 modifier to the CZ table.

Mark II “Pineapple” This was the standard issue grenade for all U.S. armed forces. It was patterned after the Mills Bomb and was predicated on fragmentation. It was filled with TNT and weighed 1.31 pounds. The average throwing range was approximately 30-yards. After a 4 to 5 second fuse delay, the

Final Combat Complete Page 63 Section 10. Throwing Grenades grenade would detonate. It was lethal within a 10-yard blast radius with some fragments being thrown as far as 200 yards.

British Hand Grenade, No. 69 This was a concussion grenade made entirely of unpainted Bakelite. It weighed 13.5-ounces and was introduced in December 1940. It used a No. 247 igniter like the Gammon. It was considered an offensive grenade because it could be thrown from a standing position in the open due to a small blast radius (5-yards). When it was thrown a safety tape was pulled clear by a weight and caused the Grenade to explode on impact.

British No. 73 Anti-Tank Hand Grenade Known as the Thermos Bomb, it was a blast weapon which was more commonly used for demolition work. Treat this as a satchel charge.

British No. 74 (ST) Anti-Tank Hand Grenade Also known as the Sticky Bomb, as it had a sticky coating which helped it adhere to the target. It was unpopular as it could stick to anything and was used as little as possible. An attack roll of "20" and a subsequent failing save in the reliability roll will indicate that the grenade has stuck to the attacker. It will penetrate 10mm of armor with a casualty % of 30.

Hawkins Grenade, No. 75 This was made in the United States and it was designed to damage the tracks or suspension of an armored vehicle. It was useful only against lighter armored fighting vehicles. It could break the track of a PzKw III or IV (external damage 20%), but 3 or 4 would be needed for the heavier tanks.

British No. 77 WP Grenade This grenade was always used with an impact fuse, and was filled with white phosphorous. It could cause severe burns and ignite buildings (50% chance for hit/fire within the 10-yard flame radius). Consult table 7.4 to determine damage.

Gammon Bomb, Hand Grenade No. 82 This was a cloth bag filled with plastic explosive. The Mk. I was introduced in May 1943. The fuse cap was unscrewed and the tape weight was grasped with the thumb of the throwing hand. When the tape unwound completely and the safety bolt was extracted, the bomb was armed for an impact detonation. The tape came in 4.5" or 11.5" lengths. This works best with open-top vehicles. It will penetrate 20mm of armor with an internal damage of 45% and external of 35%.

Soviet F-1 (Fugasnaya) This Soviet high explosive fragmentation grenade used the Koveshnikov fuse and was similar to the US MK II pineapple. It was filled with 45 to 50-grams of TNT and produced large, heavy fragments hazardous out to 100-meters. Use 10-yards as the effective lethal radius.

Soviet Ruchnaya Granata Degtyareva Model 1933 Translated as Hand Grenade of the Degtyarev design, this was an uncharacteristically complicated device, but it proved to be an effective weapon.

Page 64 Final Combat Complete Section 10. Throwing Grenades

Deployment in the Field: The grenade body and handle assembly were screwed together tight. The external thumb safety switch was moved to the right. This locked the handle assembly. Assembled grenades (including fragmentation sleeve) were carried in canvas pouches. Fuses were placed in a special pocket, each in a paper or cloth wrapper. They were inserted into the grenade immediately before use.

Preparation for Use: The thumb safety was moved left, unlocking the inner and outer handles. While holding the head, the outer handle was pulled back, twisted clock-wise and pushed forward. This cocked the mechanism, noted by a red indicator to the right of the thumb safety. Only the outer handle moved. The inner tube was held tight to the head by a locking washer. The thumb safety was pushed right so that the red dot was covered. The handle was then cocked and locked. The fuse/detonator was inserted from the top which pressed in against an internal spring lever (Fuse Safety). The top cover was rotated and closed over the fuse.

Operation: The thumb safety was moved to the left, exposing the red dot. A crisp and rapid throwing motion was required to activate the mechanism. When thrown, the grenade head shifted relative to the outer handle and freed the firing pin from the small notch in the internal insert. The forward momentum of the head, aided by the handle spring, twisted and pulled the firing pin clip back until it reached the long slot. Then it snapped forward (pulled by that same spring) forcing the firing pin into the primer which started the fuse delay. In about 3-½ seconds, the grenade exploded.

Rule: This weapon will require an extra action to prepare due to its complicated construction. Use a blast radius of 10-yards when the fragmentation sleeve is added (defensive-fused). Without the sleeve, the blast radius is five yards (offensive-fused).

Soviet RPG-40 The Ruchnaya Protibotankovyi Granata was a blast grenade penetrating 20mm of . It was more effective against pillboxes than armor. Use a casualty % of 40 for RPG-40, 42 and 6.

Soviet RPG-42 This AT stick hand grenade used a shaped charge to penetrate 75mm of armor.

Soviet RPG-6 This was a much improved design introduced in 1944. It was capable of penetrating 100mm of armor plate.

German Stielhandgranate 24 The "stick hand grenade" is arguably the most famous German grenade. Allied soldiers often referred to it as the potato masher. The grenade had a time fuse that was activated by unscrewing the bottom and pulling the Abreisszünder (rip detonator) safety cord (add one action to the preparation time). It weighed 480g, had an overall length of 35.6cm, a warhead with a length of 7.5cm and a diameter of 6cm that contained 165g of explosives. The Stielhandgranate 24 could be used individually or as a concentric charge when more power was needed. Because this grenade was predicated upon overpressure/concussion as opposed to fragmentation, the blast radius should be reduced to 5-yards. However, posture and protective cover will not influence the effectiveness of the device. If a fragmentation sleeve is added to the weapon, the blast radius

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will return to 10-yards. The stick acts as a lever and allows the grenade to be thrown farther. To simulate this feature, add 5-yards to each range category.

German Eigranate (egg-grenade) M39 This was developed with the intention of allowing the soldier to carry a lighter grenade into combat. The advantage would be that the button was already primed and it was 50% lighter. Consequently, an individual could now carry more and throw them farther. Add 5-yards to each range category. This weapon was also predicated on over pressurization, but fragmentation sleeves were added later. This grenade has a blast radius of 5-yards. A fragmentation sleeve will expand it to 10-yards.

Panzerwurfmine This weapon was capable of penetrating 3" (76mm) of homogeneous armor plate, and could be thrown as easily as an ordinary stick grenade. It weighed about 3-pounds, consisted of a cone- shaped body with a hemispherical end and a stick handle attached to the other, or point end of the cone. The most novel feature of this weapon was a set of four collapsible cloth vanes which were folded against the handle. When the grenade was thrown, the vanes sprung open and guided the projectile head-on to the target.

The conical head of the grenade was filled with a hollow charge designed to direct the force of explosion in one direction, against the armor plate of the target. Built to detonate on impact, the grenade fuse was located in the butt end of the hollow wooden handle, which was filled with an explosive booster charge. The fuse was comprised of a striker pin held back from a primer cap by a weak spring which detonated when the force of impact overcame the weight of the spring and threw the striker against the cap. A safety pin which fit into the top of the fuse assembly kept the fuse in an unarmed condition until the grenade was thrown. The fuse assembly was housed in a thin metal cylinder fitted over the end of the wooden handle.

The grenade was armed in flight when the loosely seated safety pin was pulled free by the drag of air on a short cloth tape, one end of which was fastened to the free end of the pin. Near the cone end of the handle, four spring steel ribs were secured in grooves. When extended, umbrella-fashion, these ribs were the framework for the cloth vanes. When the vanes collapsed, the ribs were held under tension flat against the handle, and were secured in position by a metal cap which fit over the end of the fuse assembly and the free ends of the folded ribs.

The Panzerwurfmine required a degree of caution upon the part of the thrower, who had to be sure that the vanes remain closed, thus keeping the grenade unarmed until the weapon left his hand. This weapon will have a reliability rating of 50%. In the event of penetration, use a casualty % of 40.

Page 66 Final Combat Complete Section 10. Throwing Grenades

Grenades Without Acquisition Players sometimes argue that a soldier who hears the enemy should be allowed to throw a grenade in the general direction. By rule, one must acquire before any attack is permitted. However, one alternative is to require the player attempting to throw a grenade to roll a d20 for the direction and two d20 dice for the distance. This is based on the current facing of the soldier. For example, the Hearing and Detecting chart (Table 6.4) reveals that a soldier detects footsteps. He wants to throw a grenade even though he has not confirmed the identity of the source or the exact location. 1 – 4 5 – 8 0° 9 – 12 30° 30°

17 – 20 13 – 16 60° 60°

Place a protractor in front of the casting and using a 10 o’clock through 2 o’clock facing, roll one d20 for direction. Roll results 1–4 = 0º, 5–8 = 30º to the left, 9–12 = 30º to the right, 13–16 = 60º to the left, 17–20 = 60º to the right. Next, roll two d20 for distance. The distance dice are influenced by the posture of the thrower and are further reduced by ½ if throwing in a wooded area. That will be the spot where the player throws the grenade. When a player wishes to toss the grenade over a wall or hedge at a known enemy position, use a d12 for the direction roll.

Author’s Tip. Our play-tests revealed an unrealistic event following a grenade toss over a hedge or into a field. Players would use all means to escape, even if detection would have been extremely remote. To remedy this, it is suggested that a (-2) modifier be applied to the Intuition attribute for a saving throw. A successful save would indicate that the soldier is aware of the grenade and may attempt to flee or throw it back. On the Hearing and Detecting chart, the “grenade on hard surface” provides a +3 modifier towards detection. If a player wishes to throw a grenade back, he must make an Agility save to grab it, then roll a d20 for direction using the procedures described above and finally, roll two d20 for distance. If the player is sitting at a window when a grenade comes through, he may simply throw it back out of the window without a direction roll. In that case, roll a d20+d10 for distance; if prone, roll a d20 for distance.

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Page 68 Final Combat Complete Section 11. Attacking with Flame

Kang Min-Seok

Section 11. Attacking with Flame This section will cover portable and vehicular-mounted flame weapons of both the Allied and Axis forces. Flame-thrower This has a limited anti-tank capability. The effectiveness of this weapon depends on the individual tank type against which it is deployed. Usually, the armor of the target is not a factor; although on very thin plate the flame-thrower might cook-off any content behind the armor such as ammunition, fuel etc. Generally, the ability to disable a tank with the flame-thrower is contingent upon the burning liquid seeping into vulnerable parts of the vehicle such as the engine. The tank will become immobilized if the engine catches fire, and it will often erupt into a fireball due to the gasoline. Russian tanks were not as vulnerable as others because the diesel fuel they used was more difficult to ignite. Flame-throwers had seen extensive use in WWI. The early models developed between the wars were too heavy to be carried by one man and required teams of two to three men.

When a flame-thrower hits a tank, use the engine ER number to determine the chance of destruction. It will increase by 20% with each subsequent hit. If a soldier is hit, consult the Weapon Damage Factor table. In the event of a miss, roll a d12 for direction and a d4 for distance. This weapon ignites a 4-yard flame radius, and any flammable area/structure within that radius will burn. Any soldier within the flame radius is still a potential casualty (50% chance). The reliability rating is 50% plus the gunner’s skill.

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Crocodile The Churchill Mk VII was chosen as the carrier for a flame-throwing system actuated by nitrogen pressure. Fuel passed along the underside of the vehicle through a link with a trailer. The projector replaced the hull machine gun. Otherwise, the tank’s main armament could still be used. The vehicle was capable of firing 80 to 120-yards in eighty one-second bursts. Although the trailer was armored, when empty or hit it could be easily jettisoned. On most game scales, the ammunition is unlimited. Use the following chart when determining range. This weapon ignites an 8-yard flame radius with a miss deviation of 1 to 8-yards on a d8.

Table 11.1—Armored Flame-thrower Range Range Short Medium Long Extreme Crocodile 20 40 80 120 Pz III (Fl) 10 25 40 55

Panzerkampfwagen III (Fl) The German flame-throwing PzKw III appeared for the first time in 1943 during the offensive at Kursk. This tank is a standard PzKw III, Model L or later, with a flame-thrower mounted in the turret in place of the normal 50mm KwK, Model 39. The two machine guns, one coaxially mounted in the turret and the other in a ball mounting in the front of the superstructure, are retained. The flame projector has a limited elevation (from -10° to 20°) while the turret has the full 360° traverse. Fuel (225 gallons) contained in two tanks stowed internally is propelled by a centrifugal pump driven by a small gasoline engine mounted in the engine compartment. The flame-thrower had a maximum range of about 55-yards and an effective range of about 40-yards. However, they were used mainly at ranges of 20 to 30-yards.

In the flame-throwing tank, the crew is reduced from five to three. The flame-thrower is aimed and operated by the tank commander, who has two pedals—the right controlling fuel emission and the left firing the coaxial machine gun. The gunner and loader are dispensed with, and their crew space is occupied by the flame-thrower’s fuel tanks. When penetrated, this tank has an ER (explosive rating) of 50%. This weapon has an 8-yard flame radius with a d8 miss deviation.

Author’s Tip. Flame weapons present intriguing situations for gamers. Although the agent is often similar, the method of delivery is quite varied. For a standard man-pack flame-thrower, it first has a chance to hit its victim. If successful, roll for hit location and damage. You may recall that critical hit locations result in instant death, where lesser locations cause triple damage. In the event of a miss, a soldier has a 50% chance to become a casualty if he is within the flame radius of the weapon.

Flammenwerfer 41 The first German weapon designed to be a one man flame-thrower was the model 34. It was introduced into service in late 1934. However, with a total weight of 36 kg (79 lbs.) it was still too heavy for practical use by a single operator. The larger tank contained 11.8-liters of the flaming liquid Flammöl Nr.19. The smaller tank contained the propellant which was pressurized nitrogen. It was produced until 1941 when it was finally replaced by the Flammenwerfer 40 klein. It weighed only 21.8 kg (48 lbs.). The reduction of weight was mainly achieved by reducing the amount of flaming liquid to 7.5 liters.

Page 70 Final Combat Complete Section 11. Attacking with Flame

The next development was the Flammenwerfer 41 or FmW 41. It weighed 22kg (48.5 lbs.) and utilized two cylindrical containers; it used hydrogen instead of nitrogen as the propellant. Because of the extreme temperatures on the eastern front which had led to ignition problems when firing the liquid, the next step was the Flammenwerfer mit Strahlpatrone 41 (“flame- thrower with jet cartridge”) which had an additional magazine with 10 ignition cartridges. This ensured ignition of the liquid as it was fired through the flame-thrower tube. The flame-thrower contained enough fuel for about ten seconds of fire; hence, if all ten ignition cartridges were used up, it could sustain ten one-second bursts. However, the weapon was not limited to ten bursts, as the firing of the ignition cartridge was optional. The weapon’s weight was reduced to 18 kg (39.7 lbs.) with only 7-liters of liquid. The liquid could be fired up to a range of 30-meters. It remained the standard flame-thrower type of the Wehrmacht until the end of the war. A total of 64,284 were produced between 1942 and 1945.

Ack Pack Flame-thrower The British worked on developing flame-throwers in response to the German use in 1939–40. The initial British efforts were aimed at defensive weapons to counter the anticipated German invasion of the British Isles. Serious effort was put into developing a tank-mounted flame- thrower, which did see active service in the fighting in northwest Europe in 1944–45. The man- pack model, the Ack Pack, was intended for use in the Pacific Theater against pillboxes and blockhouses manned by defenders intent on fighting to the death. The Ack Pack consisted of a ring-shaped tank (64 lbs.) carrying 18-liters of fuel, a center tank holding pressurized propellant, and a nozzle unit with two pistol grips.

M2-2 This was a man-portable backpack that was used in World War II. Although its actual “burn time” was around 7-seconds and the flame was only effective out to around 33 meters, it was still a decent weapon that had great uses in the war. However, with the later arrival of tanks and, especially, flamethrower tanks, the need for infantrymen to expose themselves to fire became unnecessary as tanks offered greater protection while still delivering the effective damage.

ROKS 2/3 (Ranzewuj Ognemjot KS-2) Flame-thrower Use of the flame-thrower in Red Army service is particularly difficult to gauge. The weapons were initially issued to infantry units but were gradually pulled back into specialist formations. As these were not necessarily assigned to each Division, it is difficult to say how many were available, though it seems reasonable to assume they were attached to units leading the assault. The ROKS-2 was joined in service by a simplified ROKS-3 model. Both types disguised the usual pipe and nozzle arrangement as a rifle to deter enemy from picking off the operator.

Type 100 Flame-thrower The Type 100 was introduced in 1940 and was primarily used during the early stages of the war in and the Philippines. There was little need for later in the war since Japan was on the defensive and had few opportunities to attack enemy fortifications. The Type 100 fuel unit consisted of three cylinders, two outer fuel cylinders and a central nitrogen pressure cylinder. The fuel was ignited by a blank cartridge fired from a mechanism in the flame gun, which held ten rounds.

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M/40 Flame-thrower When the started in November 1939, didn’t have any flame-throwers. At the time, Germany was still leading the development, but because of its treaty with the Soviets was unwilling to deliver weaponry. So, the first flame-throwers were acquired from instead. The Italians had portable flame-throwers in large-scale use and were quite willing to do business with the Finns. As a result, the Finns bought 176 portable flame-throwers which its military named as the M/40.

The fuel tank consisted of two cylinder shape containers. The upper chamber contained nitrogen gas and the lower chamber contained the fuel. Originally, the flame-thrower had a Bengal-type torch containing a flint system which had to be lit before the battle. However the Finns made the design easier to use by adding an electric lighter system which could be powered by either one 18-volt battery, four 4.5-volt batteries connected in series or a high-voltage inductor. The empty fuel tank weighed 10kg.

The fuel capacity of the M/40 was 12.5 liters, but it had to be filled just prior to use because the tanks would leak if stored for any length of time. It had a maximum range of only about 20 meters. The M/40 required a two-man crew and proved to be too heavy for practical use.

Molotov Cocktail Not to be outdone by the fascists, the Russians were also masters of field expedience. In Stalingrad, the defenders made extensive use of make-shift booby-traps and home-made bombs. The Molotov cocktail was one such device. Two glass tubes filled with sulfuric acid were affixed by rubber band to a cognac or vodka bottle of gasoline. The bottle shattered upon impact and the acid reacted with and ignited the gasoline. As with any flame-weapon, the damage was caused when the liquid seeped into a vulnerable area, such as the engine or crew compartment. This is a primitive weapon that is thrown like a grenade. Use the ER rating of a vehicle to determine the chance of destruction. On an attack roll of 20, the weapon fails to ignite. It has a flame radius of 2-yards.

Fire Bombs The Germans created a training film titled Männer Gegen Panzer (Men Against Tanks) in which a technique is demonstrated for dropping a 5-gallon petrol can with incendiary grenades down on the engine deck of a T-34/76. Use the engine ER rating of the vehicle plus 20 to determine the destruction percentage. This device will create a 4-yard flame radius.

Fuel Tank Penetration When a soldier carrying a flame-thrower is struck by small arms fire, the fuel tank may be penetrated. Roll for hit location, and if that area is covered by the fuel tank, consider it to have been penetrated. Once the tank is penetrated, there is s 50% chance the fuel ignites, engulfing the soldier and creating a 2-yard flame radius in which others are in jeopardy.

Page 72 Final Combat Complete Section 12. Accomplishing Tasks

Calvin Tan

Section 12. Accomplishing Tasks Used primarily in a role-playing venue, these are jobs that a character may wish to carry out. They will require a saving throw (at or below the number on a d20) against a particular skill plus an attribute modifier. Accomplishing a task may mean the difference between life and death. It is impossible to list every task that might arise during the course of an adventure. Therefore, the Game Master can judge the difficulty of the task, and the following modifiers may be applied at his discretion.

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Table 12.1Difficulty of Task Modifiers Difficulty of Task Modifier Extremely Difficult -4 Challenging -3 Moderate -2 Easy -1

For example, if climbing a mountain of moderate difficulty, combine the Climbing skill of the character with his Agility modifier to determine the final save number. Another example would be a character trying to swim against a challenging current. Combine his skill in swimming with his Endurance modifier, and subtract three for the current. Tasks are not always evaluated by difficulty, so the negative factors may not be applicable in every situation. Escape/Pursuit This is the ability to run and hide successfully from a pursuing enemy. This is also the ability to track down or hunt an opponent. Characters should utilize the Tracking skill level when pursing and the Driver or Pilot skill level when evading in a vehicle, boat or plane. Combine the skill and modifiers below and make a saving throw. If you are attempting to elude a pursuer on foot, the Speed modifier should be used.

Table 12.2Escape/Pursuit Modifiers (+) Level of driver/pilot (vehicle, boat, plane) (+) Level of tracking if in pursuit (+) Level of escape artist if evading capture (+/-) Speed modifier (compare escapee and pursuer) (+) Knowledge modifier +2 at night -2 in daylight

Barbed Wire This is an obstacle designed to impede an enemy advance. Wire may be cut or demolished with an explosive charge. Any soldier attempting to move through barbed wire without cutters must save against his combined Agility modifier and skill in engineer, minus the appropriate difficulty modifier. The difficulty will be based on the type of obstacle a soldier is attempting to traverse and should be judged by the Game Master. If the save fails, he is entangled in the wire for one d6 action.

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Navigation Once you’re in the bush on a mission, you should know where you’re going and how to get back!

Table 12.3Navigation Modifiers

(+) Knowledge modifier (+) level of navigation or tracking (pick one) -1 unable to see the stars -2 heavy undergrowth or jungle +2 has a compass

Stealth If you’re going to approach a sentry quietly, try to overhear a conversation, or try to get behind the enemy without detection, you will require stealth. If you accomplish your stealth task, you close and automatically kill your opponent. If you fail your stealth save, you have been discovered, and the initiative roll for normal combat may begin.

Table 12.4Stealth Modifiers

(+) Agility modifier (+) level of silent killing +1 night +1 fog +1 jump down on an opponent (-) target’s Hearing modifier (-) target’s Intuition modifier (represents alertness) -2 heavy undergrowth or jungle -2 gravel underfoot -1 daylight -1 climbing to a target -1 for every 10 yards of open territory to target

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Intercept Messages This is the ability to intercept, decode and decipher encrypted radio transmissions.

Table 12.5Intercept Modifiers

(+) Knowledge modifier (+) level of communications (+) level of language -3 unfamiliar equipment -1 simple code -4 complex code

Interrogate This is a measure of charisma and questioning techniques. It is the ability to extract information and discern its reliability. Whenever the group requires information, the character with the highest Personality attribute will have the best chance to convince a prisoner or detainee to talk.

Table 12.6Interrogation Modifiers (+) level of language (+) Personality modifier +1 questioning a civilian +2 using force +1 friendly territory (-) subject’s Willpower modifier -1 questioning an enemy soldier -3 questioning an enemy political officer -1 hostile territory (-) Prisoner’s TQ modifier (used for morale)

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Set/Disarm Explosive or Non-Explosive Devices or Traps This is the demolition expert attempting to prepare an explosive or the sapper attempting to disarm it. If the saving throw fails, the device may explode immediately (GM discretion).

Table 12.7Setting/Disarming Explosives Modifiers

(+) Knowledge modifier (+) level of demolitions/engineer (-) the appropriate level of difficulty

Repair of Electrical Device/Radio/Engine The loss of essential equipment can prove to be disastrous.

Table 12.8Repair Modifiers (+) level of computer/communications/mechanic +1 equipment was familiar original equipment (+) Dexterity modifier -2 severely damaged -1 foreign design -2 under fire

Driver/Pilot Control of Craft When the control of a craft or vehicle during a chase is at issue, the following table will be used to determine the outcome.

Table 12.9Control of Craft Modifiers

(+) Knowledge modifier (+) level of driver/pilot +1 dry surface +1 moving slowly -1 light rain -2 medium rain -3 heavy rain -4 extreme speed -2 on ice or snow -3 turbulent skies or water

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Airborne To judge the success or failure of a drop, combine the appropriate modifiers from Table 12.10 and roll at or below the number on a d20. If the die roll is successful, the character lands safely within the drop zone. If the die roll exceeds the modified number, the character misses the drop zone. When a character misses the drop zone, there is a chance that he will be killed or wounded and thus missing in action (MIA). Consult Table 12.11, Drop Zone Failure and roll (d20) for a description of the terrain. Based upon that roll, you will see a percentage chance (d100) that the character is MIA. If a soldier is MIA, he will be lost for the game. If he manages to survive the landing, he will rejoin his unit on turn d10.

Table 12.10Airborne Modifiers

(+) Knowledge modifier (+) airborne skill +2 clear day +1 full moon +1 no wind -2 firing a weapon -2 under fire -2 at night -4 windy -1 overcast day

Table 12.11Drop Zone Failure Terrain Die Roll MIA % Clear terrain 1 – 5 10% Rocky terrain/shallow water 6 – 13 45% Wooded terrain/deep water 14 – 20 90%

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Climbing This is the ability to ascend a high wall, building, tree, cliff or mountain. If the saving throw succeeds, place the character at the summit. If the roll fails, he is considered to have fallen. Check Table 12.13 to determine the extent of the injuries.

Table 12.12Climbing Modifiers

(+) Agility modifier (+) skill level for climbing +3 using a rope-ladder +2 using a grappling hook/rope +1 irregular surface (e.g. cliff, mountain) (-) difficulty of climb -1 smooth surface (e.g. building, wall) -2 encumbered -3 under fire* *If the character fails the saving throw while under fire, he is considered to have been shot. Roll for hit location and damage in addition to Fall Consequences.

Table 12.13Fall Consequences Fall Consequences Action Roll three d20 for damage plus 2 points Short (up to 5 yards) Foot/ankle injury per yard fallen. Roll one d100 for damage plus 2 points Medium (up to 10 yards) Possible foot/hip/thigh injury per yard fallen. Roll two d100 for damage plus 2 points Long (up to 15 yards) Check hit location table per yard fallen Roll three d100 for damage plus two Extreme (over 15 yards) Check hit location table points for each yard fallen

Jumping A character may also jump down from a height such as a second story building. Subtract one from the Agility attribute for each yard of elevation jumped, and then make a saving throw. If the character fails the saving throw, consult Table 12.13.

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Page 80 Final Combat Complete Section 13. Introducing Armor

Kim Hyun

Section 13. Introducing Armor This section introduces the player to armored warfare. Although a tank can dominate the battlefield, care must be taken to prevent the monopolization of the scenario. However, an armored fighting vehicle (AFV) can also enhance the gaming experience if used intelligently. Specific data is provided in the companion book, Anthology of Armor. Sequence of Play The procedure used for infantry (movement, sighting and combat) should also be followed when employing armored fighting vehicles. Target acquisition is handled in similar fashion, but some of the modifiers are different. The tank crew and commander operate as a regular infantry squad with respect to activation. Each crewman receives chits based on their Troop Quality and can be motivated by the commander’s leadership chits. Movement The speed with which vehicles move can be simulated using the movement conversion formulas described in Section 5 under the subsection titled Speed. The following table lists these

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conversions in terms of yards per second. These rates are considered to be on dirt or paved roads.

Table 13.1Vehicle Movement Speed Movement 15 mph 7.3 yards per second 20 mph 9.8 yards per second 25 mph 12.2 yards per second 30 mph 14.7 yards per second 35 mph 17.1 yards per second 40 mph 19.6 yards per second 45 mph 22 yards per second 50 mph 24.4 yards per second 55 mph 26.9 yards per second

Movement Terrain Reduction Mud, deep snow, marsh, steep hills, rubble and starting & stopping will reduce movement by 50% with a chance to bog (weight of AFV less driver’s skill) every action phase in terrain such as mud, marsh or snow, etc. Any vehicle moving in reverse does so at 25% normal speed. Cross-country movement is 75% of the road speed on flat, unremarkable terrain. Various obstacles, e.g., hedges and stone walls, may be crossed at a reduced speed as well, and should be judged by the Game Master. A tank may only rotate in place a number of degrees equivalent to its road speed. For example, a tank with a road speed of 35-mph, can rotate in place 35° per action. This will impact its ability to negotiate turns that exceed the rotation rate. Wide tracks reduce the chance to bog by 10%. Collisions When two vehicles collide, there is a chance that either or both will become damaged to the point of immobilization. Use the weight of the target vehicle plus the engine ER rating of the colliding vehicle and yards per second traveled, minus the driver’s skill to determine the chance that the collision will immobilize the vehicle. If one tank is heavier, it may deduct the difference from its net chance. For example, a 35-ton Sherman tank collides with a stationary 25-ton Pz IV. The Sherman has an ER rating of 20%. When added to the Pz IV’s weight, it totals 45%. The tank was moving 12-yards per second. So, we add that to 45 for a gross of 57%. The driver’s skill level is 6, and the Sherman outweighs the Pz IV by 10-tons for a net chance of 41% that the Sherman is immobilized following the collision. When both vehicles are moving, combine the yards-per-second rate.

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Sighting and Target Acquisition The ability to spot potential targets is drastically reduced when the observer is looking from the inside of a “buttoned up” tank. The following table includes modifiers that reflect this in a realistic fashion. It includes not only the distance to the target, but also reflects the size of the object being observed as well as the action of the crew at the time of the attempted acquisition. Before a target may be fired upon, it must be acquired. If one crewman acquires a target, it is sufficient for the entire crew.

Table 13.2Target Acquisition (AFV) The observer is The target is The distance is in a moving vehicle -4 a motorcycle/small AT gun +2 25 yards +1 buttoned -8 (see Author’s Tip) an armored car/large AT gun +4 50 yards 0 operating the vehicle -2 a half-track +5 100 yards -1 using binoculars +4 a light tank +6 150 yards -2 firing MG -5 a medium tank +8 200 yards -3 firing main gun -8 a large tank +10 250 yards -4 looking thru smoke -10 hull down/75% conc. -8 300 yards -5 looking in light fog -3 50% concealed -6 350 yards -6 looking in medium fog -6 25% concealed -4 400 yards -7 looking in heavy fog -12 moving slower than 15 mph +1 450 yards -8 looking at dusk -3 moving between 15&25 mph +3 500 yards -9 looking at night -12 moving between 26&35 mph +5 550 yards -10 full moon +4 moving between 36&45 mph +7 600 yards -11 flare +6 moving faster than 45 mph +9 650 yards -12 wounded -2 firing MG +6 700 yards -13 German gunnery optics +6 firing main gun/AT back blast +10 750 yards -14 Allied gunnery optics +5 human (see Table 6.2) 800 yards -15 looking at dawn -3 camouflaged -5 850 yards -16 using a periscope +4 a car/medium AT gun +3 900 yards -17 under fire -2 a building +20 950 yards -18 within leadership radius (+) within leadership radius (-) 1000 yards -19

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Author’s Tip. Use when a crewman is attempting to acquire a target while the hatches are closed. Acquisition from a periscope is limited to the direction of the turret facing. The device must be pointing at the target before any attempt to acquire is made. If the commander observes from a copula, reduce the buttoned penalty by ½ (-4). Combat Procedure for AFV Once a target has been acquired (by any crewman), the procedure for determining the chance to hit is based on the troop quality of the gunner (Table 13.3). Measure the range to target (Table 13.4), and then calculate the To Hit percentage (Table 13.6). Once a hit has been determined, it will be necessary to establish the hit location (Table 13.7). At that point, the question of penetration must be considered. This can be influenced by the angle of attack (Table 13.9), which can increase the relative thickness of armor plate. If penetration is achieved, damage must be assessed. Armored Fighting Vehicle To Hit Probability The following is the maximum hit probability for point blank shots. With each increase in range, reduce the chance to hit by 10%. These figures are much lower than would be predicted by equations, assuming likely errors in range estimation and aim point. The ability to operate a weapons system effectively is a combination of training, experience, leadership and morale.

Table 13.3AFV To Hit Troop Quality of Gunner Chance to Hit Target Moving Across Attacker Moving Elite 90% -10% -10% Crack 85% -15% -15% Veteran 80% -20% -20% Professional 75% -25% -25% Regular 70% -30% -30% Green 65% -35% -35% Conscript 60% -40% -40%

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Range to Target One of the modifiers used to determine the hit percentage is distance to the target. Each gun is represented abstractly with a certain range characteristic. The following table should be consulted when factoring attacker range to target. The range and weapon effectiveness is given in meters. It must be converted into yards for consistency with the ground scale (one meter = 1.09 yards). Refer to Table 13.5, Meters to Yards Conversion, below.

Table 13.4Weapon Ranges for AFV (meters) Weapons Point Blank Short Medium Long Extreme

Stielgranate 41 50 100 200 400 800 Raketenwerfer 43 50 100 150 200 250 12.7–28mm 100 250 500 1000 2000 37–47mm 125 350 600 1200 2200 50–57mm (M18) 150 400 700 1400 2400 75–77mm (M20) 175 450 800 1600 2600 85–95mm 200 500 900 1800 2800 100–155mm 225 550 1000 2000 3000

Table 13.5Meters to Yards Conversion (1.09 yards per meter) Meters Yards

100 meters 109 yards 500 meters 545 yards 1000 meters 1090 yards 1500 meters 1635 yards 2000 meters 2180 yards

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The following modifiers should be factored into the chance To Hit. For example, add 10% for a “Consecutive fire bonus,” but only Professional and higher may benefit. Reduce the probability by 10% with each increase in range category. To Hit percentages are based on stationary AFVs. A head on moving target is judged the same as stationary. Allied tanks equipped with gyro- stabilization should reduce “attacker moving” penalty by 10%. German gunnery optics is superior to their Allied counterparts. To reflect this, add 5% to the German chance To Hit. Subtract 50% from the chance To Hit if the target is a man, and add 50% if the target is a building. Based on the Leadership attribute of the tank commander, a bonus is added to the chance to hit. Add 8% for an attribute of 18, 7% for an attribute of 17 and so forth.

Table 13.6AFV To Hit Modifiers Circumstance/Situation Modifier

Consecutive fire bonus (Troop Quality of Professional or higher) +10% Large vehicle +10% Increase in range category -10% Per obstacle such as a tree -10% Small vehicle -10% Small AT gun -10% Gyro-stabilization +10% German optics +5% Target is a man/window/door or small feature -50% Target is a building +50% Commander’s Leadership Modifier (+%) Hull Down -40% Called shot (e.g. turret, track) -40% Snapshot -40% Tank Destroyers without a turret -5% Medium AT gun -5% Shooting at dawn -10% Shooting through smoke or at night -40% Shooting in fog -20% Gunner is in Fatigue -25%

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Table 13.7Hit Location % Location % Location

1 Turret Ring* 47 – 70 Upper hull/flank/rear 2 – 3 Main Gun** 71 – 82 Lower hull/flank/rear 4 – 19 Lower hull/flank/rear 83 – 84 Bow machine gun† 20 – 42 Turret face/flank/rear 85 – 89 Track** 43 Coaxial machine gun* 90 – 94 Suspension†† 44 Periscope** 95 – 98 Bogie/wheel ** 45 – 46 Vision slot† 99 – 100 Commander’s copula *Count as one half the armor listed for the turret face. **There is a 35% chance of destruction that increases as the projectile gets larger. See Table 13.20. †Count as one half the armor listed for the upper hull. ††Use flank armor to determine penetration. From head on, score as track hit. Hull-Down Facing When a tank is hit in the hull down position, roll a d12 and use the table below.

Table 13.8Hull-down Hit Location Roll Hit Location Roll Hit Location

1 Commander’s copula 7 Turret face/flank/rear 2 Turret face/flank/rear 8 Turret face/flank/rear 3 Turret face/flank/rear 9 Turret face/flank/rear 4 Turret face/flank/rear 10 Periscope (front or flank) 5 Coaxial machine gun (front or flank) 11 Turret face/flank/rear 6 Turret face/flank/rear 12 Main gun (front or flank)

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AFV Facing Determination The attack angle is given in terms of 0°, 15°, 30°, and 45°. This is found on the armored fighting vehicle data sheets in the companion volume, Anthology of Armor. One must use a protractor to determine the proper angle. However, there is a great deal of variation between facings. To resolve this issue place a string in the middle of the attacking vehicle’s turret and stretch it to the center of the protractor. Then consult Table 13.9.

Table 13.9AFV Facing Angle Facing 0° – 5° On either side will be considered as a head-on facing 6° – 10° Could be either zero or fifteen. Therefore, a simple roll of the dice will decide. 11° – 20° Will be considered a 15° facing for combat purposes. 21° – 25° Could be either fifteen or thirty. Roll the dice (even/odd). 26° – 35° Will be considered a 30° facing. 36° – 40° Could be either thirty or forty-five. Roll the dice. 41° – 50° Will be considered a 45° facing. 51° – 55° Could be either forty-five or flank-thirty. Roll the dice. 56° – 65° Is a 30° angle from flank. Re-adjust the protractor and start from the top of the chart.

Penetration Probability Once a hit is scored and the location has been determined, it will be necessary to calculate whether the round penetrates. Check Tables 13.10–13.17 to determine the penetration power of the gun from a given range (meters) and compare it with the effective armor resistance on the tank data sheet. Divide the penetration factor of the projectile by the effective armor resistance to get the ratio. Next, check the appropriate Penetration Probability (13.18–13.19). These tables express the penetration probability in terms of a percentage.

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Table 13.10—Polish Penetration Data Polish Guns M.V. 100 250 500 750 1000 1250 1500 2000 2500 3000 Kb ppanc wz. 35 AT Rifle 4180 21 17 13 8 4 - - - - - 20 FK wz38 (auto cannon) 2815 40 34 27 23 20 18 15 7 3 1 37mm Bofors wz36 2841 54 49 43 38 32 27 23 20 17 11 47mm Vickers QF 1601 30 28 25 22 20 18 16 13 9 4 75mm FG wz. 1897 APHE 1886 64 59 55 53 50 46 42 28 19 12

Table 13.11—Japanese Penetration Data Japanese Guns M.V. 100 250 500 750 1000 1250 1500 2000 2500 3000 20mm AT Rifle 2602 45 40 33 28 23 19 15 11 7 5 37mm Type 94 1969 49 45 37 32 27 23 19 15 12 9 37mm Type 97 2427 64 59 52 45 40 35 30 23 18 13 37mm Type 98/100 2297 36 29 25 20 16 13 11 6 3 1 47mm L/48 Type 1 2658 69 67 63 59 53 49 42 34 26 19 57mm L/15 Type 90 1210 35 32 28 27 25 22 19 16 13 10 57mm L/18 Type 97 1230 36 33 29 28 26 23 20 17 14 11 75mm L/38 Type 90 2145 117 109 97 87 77 68 61 48 38 30

Table 13.12—French Penetration Data French Guns M.V. 100 250 500 750 1000 1250 1500 2000 2500 3000 13.2mm Mle 1935 2625 16 12 8 5 3 2 2 1 - - 25mm SA34 L/72 3018 42 40 37 34 32 31 29 25 21 16 37mm SA18 L/21 APCBC 1969 35 29 24 20 16 13 10 7 4 1 37mm SA38 L/33 2297 37 30 26 21 17 14 12 7 4 2 47mm SA34 L/21 1476 17 16 14 11 8 5 2 - - - 47mm SA35 L/34 APC 2165 46 42 38 33 28 25 21 17 14 11 47mm L/53 2805 72 68 62 56 50 46 42 36 30 26 75mm Mle 1897 APHE 1886 48 45 42 39 35 29 24 13 9 4 75mm SA35 L/17 1542 52 48 44 41 39 38 36 33 18 13

Table 13.13—Italian Penetration Data Italian Guns M.V. 100 250 500 750 1000 1250 1500 1750 2000 2500 3000 13.2mm M31 Breda MG 2592 23 22 20 17 15 12 6 4 3 1 - 20mm L/65 Breda M35 2789 41 36 29 24 20 16 13 11 7 6 4 37mm L/40 2100 58 53 46 40 35 31 27 23 21 16 12 47mm L/32 AP 2067 56 51 44 38 33 29 25 21 19 14 10 47mm L/32 APBC 2067 57 54 49 45 41 38 35 32 29 24 20 47mm L/40 2953 65 62 57 53 49 46 42 39 36 31 27 75mm L/18 AP 1560 57 53 48 44 40 36 32 29 27 22 18 75mm L/18 APBC 1560 57 55 52 48 45 42 39 37 34 30 26 75mm L/18 HEAT 1312 70 70 70 70 70 70 70 70 70 70 70 75mm L/34 AP 1827 78 72 63 55 48 41 36 31 27 20 15 75mm L/46 AP 2461 92 89 84 79 75 71 67 63 59 53 47 90mm L/53 AP 2536 107 104 100 95 91 87 84 80 77 70 65 105mm L/25 HEAT 1805 112 112 112 112 112 112 112 112 112 112 112

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Table 13.14—U.S. Penetration Data U.S. Guns M.V. 100 250 500 750 1000 1250 1500 1750 2000 2500 3000 12.7mm M2 2800 22 21 19 16 13 10 5 3 2 0 0 37mm L/52 AP (M5) 2600 76 69 59 50 43 36 31 26 22 16 12 37mm L/52 AP FH (M5) 2600 57 52 45 39 34 30 26 22 20 15 11 37mm L/52 APCBC (M5) 2600 66 63 58 54 50 46 43 40 37 32 27 37mm L/52 APCBC FH (M5) 2600 65 62 57 53 49 46 42 39 36 31 27 37mm L/52 AP (M6) 2900 89 81 69 59 50 43 37 31 27 19 14 37mm L/52 AP FH (M6) 2900 65 60 52 45 39 34 29 25 22 16 12 37mm L/52 APCBC (M6) 2900 78 74 69 64 59 55 51 47 43 37 32 37mm L/52 APCBC FH (M6) 2900 73 71 67 61 57 52 48 45 41 35 30 M18 Recoilless Rifle (57mm) 1450 75 75 75 75 75 75 75 75 75 75 75 57mm L/52 AP 2950 135 126 112 100 89 79 70 62 55 44 35 57mm L/52 AP FH 2950 104 95 82 70 61 52 45 39 33 25 18 57mm L/52 APCBC 2700 110 105 98 91 85 79 73 68 64 55 48 57mm L/52 APCBC FH 2700 103 101 97 94 91 88 85 82 79 74 69 M20 Recoilless Rifle (75mm) 1500 100 100 100 100 100 100 100 100 100 100 100 75mm L/31 (M2) 1850 95 90 81 73 66 60 54 49 45 36 30 75mm L/31 FH (M2) 1850 82 76 67 59 52 45 40 35 31 24 19 75mm L/31APCBC (M2) 1850 78 76 72 68 65 61 58 55 52 47 42 75mm L/31 APCBC FH (M2) 1850 92 89 84 79 75 71 67 63 59 53 47 75mm L/40 AP (M3) 2030 109 102 92 84 76 68 62 56 51 41 34 75mm L/40 AP FH (M3) 2030 91 85 75 66 58 51 45 40 35 27 21 75mm L/40 APCBC (M3) 2030 88 85 81 77 73 69 65 62 59 53 47 75mm L/40 APCBC FH (M3) 2030 102 99 95 90 86 82 79 75 72 65 60 75mm HEAT M66 (Pack) 1001 91 91 91 91 91 91 91 91 91 91 91 3" APCBC 2600 124 121 115 109 103 98 93 88 84 76 68 3" APCBC FH 2600 124 123 121 118 115 111 107 102 97 87 77 76mm L/52 APCBC (M7) 2600 125 121 116 111 106 101 97 93 89 81 74 76mm L/52 APCBC FH (M7) 2600 124 123 122 119 116 113 110 105 101 92 83 76 HVAP 3400 239 227 208 191 175 160 147 135 124 104 88 3" M79 AP 2600 154 145 131 119 107 97 88 79 72 59 48 3" M79 AP FH 2600 132 124 112 101 92 83 75 68 62 50 41 90mm L/52 APCBC (M3) 2650 164 156 150 143 137 131 125 119 114 104 92 90mm L/52 APCBC FH (M3) 2650 151 150 147 144 140 135 131 127 123 115 107 90mm L/52 APCBC 2800 169 168 164 157 151 144 138 133 127 115 104 90mm L/52 APCBC FH 2800 161 159 155 151 147 144 140 136 132 123 116 90 M77 AP 2700 188 179 163 150 137 125 115 105 96 81 68 90 M77 AP FH 2700 168 159 146 134 122 112 102 94 86 72 60 90 T33 AP 2800 219 214 205 197 189 181 174 167 160 148 136 90 T33 AP FH 2800 195 190 182 175 168 161 155 148 142 131 121 90 HVAP 3340 306 295 278 262 246 232 218 205 193 171 151 90mm L/70 HVAP (T15E2) 3850 520 441 362 326 290 284 279 258 240 212 195 105 HEAT 1020 128 128 128 128 128 128 128 128 128 128 128 105 HEAT 1250 128 128 128 128 128 128 128 128 128 128 128

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Table 13.15—German Penetration Data German Guns M.V. 100 250 500 750 1000 1250 1500 2000 2500 3000 PzB 39 3970 30 15 8 3 ------20mm L/55 AP 2493 45 40 33 28 23 19 15 11 7 5 20mm L/55 APCR 3300 63 45 26 15 8 5 3 1 0 0 28mm Squeeze-bore 4600 83 72 56 44 34 27 21 13 8 5 37mm L/45 AP 2427 64 59 52 45 40 35 30 23 18 13 37mm L/45 APCR 3100 94 86 75 66 57 50 43 33 25 19 50mm L/42 AP 2247 73 66 55 47 39 33 28 20 14 10 50mm L/42 APC 2247 81 75 66 58 51 45 40 31 24 19 50mm L/42 APCR 3444 130 115 94 77 63 51 42 28 19 12 50mm L/60 AP 2738 97 89 77 66 57 49 42 31 23 17 50mm L/60 APC 2738 101 93 82 72 64 56 49 38 30 23 50mm L/60 APCR 3772 149 132 108 88 72 59 48 32 21 14 75mm L/24 APBC 1263 54 53 50 48 46 44 42 38 35 32 75mm L/24 HEAT "HI" 1476 52 52 52 52 52 52 52 52 52 52 75mm L/24 HEAT "A" 1476 81 81 81 81 81 81 81 81 81 81 75mm L/24 HEAT "B" 1476 87 87 87 87 87 87 87 87 87 87 75mm L/24 HEAT "C" 1476 115 115 115 115 115 115 115 115 115 115 75mm L/43 APCBC 2427 133 128 121 114 107 101 95 85 75 67 75mm L/43 APCR 3018 173 164 151 139 127 117 108 91 77 65 75mm L/46 APCBC 2600 146 141 133 125 118 111 105 93 82 73 75mm L/46 APCR 3247 195 186 170 157 144 132 121 102 86 73 75mm L/48 APCBC 2460 135 130 123 116 109 103 97 86 76 68 75mm L/48 APCR 3050 176 167 154 141 130 119 109 92 78 66 75mm L/70 APCBC 3068 185 179 168 158 149 140 132 116 103 91 75mm L/70 APCR 3706 265 253 234 216 199 184 170 145 124 105 88mm L/56 APCBC 2580 162 158 151 144 138 132 126 116 106 97 88mm L/56 APCR 3050 219 212 200 190 179 170 160 143 128 115 88mm L/56-71 HEAT 1968 110 110 110 110 110 110 110 110 110 110 88mm L/71 APCBC 3280 232 227 219 211 204 196 190 176 164 153 88mm L/71 APCR 3706 304 296 282 269 257 245 234 213 194 177 105 HEAT "A" 1624 92 92 92 92 92 92 92 92 92 92 105 HEAT "B" 1624 104 104 104 104 104 104 104 104 104 104 105 HEAT "C" 1624 115 115 115 115 115 115 115 115 115 115 128mm L/55 APC 2886 282 270 251 233 217 202 187 162 140 121 128mm L/55 APCBC 2772 267 262 253 245 237 230 222 208 195 182 150mm L/11 HEAT 918 185 185 185 185 185 185 185 185 185 185 150mm L/17 HEAT 1509 185 185 185 185 185 185 185 185 185 185 150mm L/29.6 HEAT 1509 185 185 185 185 185 185 185 185 185 185 LG40 RCL (7.5cm) 1238 50 50 50 50 50 50 50 50 50 50 LG40 RCL (10.5cm) 1224 115 115 115 115 115 115 115 115 115 115 Raketenwerfer 43 459 230 230 ------Stielgranate 41 361 150 150 150 150 ------

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Table 13.16—British Penetration Data British Guns M.V. 100 250 500 750 1000 1250 1500 1750 2000 2500 3000 Boys AT Rifle (14mm) 2979 19 14 7 2 ------15mm Besa MG 2920 20 19 18 16 13 10 6 4 1 - - .5-inch Vickers 2575 13 12 10 7 4 2 1 - - - - 40mm Bofors AP 2890 69 64 59 54 49 44 39 35 30 22 15 2pdr AP 2600 82 74 63 54 46 39 34 29 24 18 13 2pdr AP FH 2600 62 57 50 43 38 33 28 25 21 16 12 2pdr APCBC 2700 73 70 65 61 57 53 49 46 43 37 33 2pdr APCBC FH 2700 76 72 67 62 57 53 49 46 42 36 31 2pdr Littlejohn 3900 129 121 109 98 88 79 71 64 57 46 37 37 L/52 Littlejohn 3600 109 103 94 86 79 72 66 60 55 46 39 6pdr L/45 AP 2700 117 109 97 87 77 68 61 54 48 38 30 6pdr L/45 AP FH 2700 93 85 72 62 53 45 39 33 28 21 15 6pdr L/52 AP 2950 135 126 112 100 89 79 70 62 55 44 35 6pdr L/52 AP FH 2950 104 95 82 70 61 52 45 39 33 25 18 6pdr L/45 APCBC 2600 107 103 96 90 84 78 73 68 64 56 49 6pdr L/45 APCBC FH 2600 109 101 89 78 69 61 53 47 41 32 25 6pdr L/52 APCBC 2725 115 110 103 96 90 84 78 73 68 60 52 6pdr L/52 APCBC FH 2725 119 115 109 103 97 92 86 82 77 69 61 6pdr APDS 4000 177 170 160 150 140 131 123 115 108 95 83 75mm Mk. V APCBC 2030 88 85 81 77 73 69 65 62 59 53 47 75mm L/40 AP (M3) 2030 109 102 92 84 76 68 62 56 51 41 34 75mm L/40 AP FH (M3) 2030 91 85 75 66 58 51 45 40 35 27 21 75mm L/40 APCBC (M3) 2030 88 85 81 77 73 69 65 62 59 53 47 75mm L/40 APCBC FH (M3) 2030 102 99 95 90 86 82 79 75 72 65 60 17pdr AP 2900 200 190 175 160 147 135 124 114 105 88 74 17pdr AP FH 2900 164 156 144 132 121 112 103 94 87 73 62 17pdr APCBC 2900 174 170 163 156 150 143 137 132 126 116 107 17pdr APCBC FH 2900 187 182 175 167 161 154 148 141 136 125 115 17pdr APDS 3950 275 268 256 244 233 223 213 204 194 178 162 3" HEAT 1066 75 75 75 75 75 75 75 75 75 75 75 77mm APCBC 2575 147 143 137 131 126 121 116 111 106 98 90 77mm APCBC FH 2575 157 153 147 141 135 130 124 119 114 105 96 25pdr AP (early) 1550 78 73 66 59 53 48 43 39 35 28 23 25pdr AP FH (early) 1550 88 83 74 67 60 54 49 44 39 32 26 25pdr AP (late) 1897 103 96 86 77 69 61 55 49 44 35 28 25pdr AP FH (late) 1897 114 106 95 85 76 68 60 54 48 38 31 95mm HEAT 1650 127 127 127 127 127 127 127 127 127 127 127

NOTE: FH is an abbreviation for Face-hardened armor. Use L/45 for the 6-pounder Mk. 3 and L/52 for the Mk. 5. See Table 9.3 for direct fire HE data.

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Table 13.17—Soviet Penetration Data Soviet Guns M.V. 100 250 500 750 1000 1250 1500 2000 2500 3000 DShK(M) 2822 18 17 15 12 9 6 1 - - - Simonov PTSR 3220 45 40 34 17 12 5 1 - - - Degtyarev PTRD 3220 40 31 19 11 4 - - - - - 20mm TNsh L/82.4 2680 32 27 22 15 8 3 - - - - 37mm PS-2 2887 47 42 35 30 25 21 17 13 9 7 45mm L/46 APBC 2493 64 58 49 43 38 34 32 28 25 22 Mod 32/34 45mm L/46 APCR 3182 94 84 70 59 49 41 34 24 17 12 Mod 32/34 45mm L/66 APBC Mod 38 2690 77 70 59 50 44 39 35 31 27 23 45mm L/66 APCR Mod 38 3510 108 97 81 68 57 47 39 28 19 13 57mm L/73 AP 3247 134 125 111 98 87 77 69 54 42 33 57mm L/73 AP FH 3247 107 99 88 78 69 61 55 43 34 27 57mm L/73 APBC 3247 119 114 106 98 91 85 78 68 58 50 57mm L/73 APCR 3936 183 169 147 128 111 97 84 64 48 36 76.2mm L/16.5 KT 1214 38 35 31 30 28 25 22 19 16 13 76.2mm L/20.5 PS-3 1739 64 62 57 51 47 43 39 34 28 23 76.2mm L/23.7 L-10 1831 68 66 61 55 51 47 43 38 32 27 76.2mm L/30.5 APBC L- 2007 69 67 63 59 57 55 53 50 46 43 11, F-32 76.2mm L/41.5 APBC ZiS- 2148 78 75 70 66 61 58 56 52 49 45 3 (BR-350B) 76.2mm L/41.5 APBC ZiS- 2171 75 72 67 63 59 56 54 50 47 43 3 (BR-350A) 76.2mm L/41.5 APBC F- 2230 84 80 75 70 66 62 58 54 51 47 34, ZiS-5 76.2mm L/41.5 APCR 3132 130 114 92 75 60 49 39 26 17 11 76.2mm L/41.5 HEAT 1066 75 75 75 75 75 75 75 75 75 75 85mm L/52 AP 2600 136 129 116 105 95 86 78 64 52 43 85mm L/52 AP FH 2600 123 116 105 95 86 78 70 58 47 39 85mm L/52 APBC 2600 139 132 121 111 102 93 88 77 69 63 85mm L/52 APCR 3444 175 159 136 117 100 85 73 54 39 29 100mm L/52 AP 3000 202 194 181 168 157 146 136 119 103 89 100mm L/52 AP FH 3000 187 179 167 155 145 135 126 109 95 83 100mm L/52 APBC 3000 235 226 211 197 185 172 161 141 123 108 122mm L/43 & 46 AP 2600 192 184 171 159 149 139 129 112 97 85 122mm L/43 & 46 AP FH 2600 185 177 165 154 143 134 125 108 94 82 122mm L/43 & 46 APBC 2600 206 194 183 172 162 152 144 129 118 108 122mm HEAT (SU 122) 1099 120 120 120 120 120 120 120 120 120 120 122mm HEAT (ISU 122) 1804 120 120 120 120 120 120 120 120 120 120 152mm L/28 AP 1968 165 157 144 133 123 113 104 89 75 64 152mm L/28 AP FH 1968 173 165 152 140 129 119 110 93 79 67 152mm L/28 APBC 1968 135 131 128 123 119 116 114 110 106 102

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Shatter Gap Early in the war, Allied armor piercing rounds that had sufficient kinetic energy to penetrate a given armor thickness would occasionally shatter against German face hardened armor. The advent of ballistic caps solved this problem. This rule only applies to non-capped, solid, armor- piercing shot. If an asterisk follows the percentage, there may be a chance of shatter gap. There is a 50% chance of shatter gap when the exceeds 2,000 fps and the thickness of the armor (before slope) divided by the diameter of the shell is at least 0.8. If the round penetrates the armor, move to damage assessment (see Tables 13.18 and 13.19).

Table 13.18—Penetration Probability on Eastern Front Penetration/Effective Penetration Penetration/Effective Penetration Armor Resistance Ratio Probability Armor Resistance Ratio Probability 0.78 and below 0% 1.03 66% 0.79 1% 1.04 72% 0.80 1% 1.05 76%* 0.81 1% 1.06 80%* 0.82 1% 1.07 84%* 0.83 1% 1.08 87%* 0.84 1% 1.09 90%* 0.85 2% 1.10 93%* 0.86 2% 1.11 94%* 0.87 4% 1.12 95%* 0.88 5% 1.13 96%* 0.89 6% 1.14 98%* 0.90 7% 1.15 98%* 0.91 10% 1.16 99%* 0.92 13% 1.17 99%* 0.93 77% 1.18 99%* 0.94 20% 1.19 99%* 0.95 24% 1.20 99%* 0.96 28% 1.21 99%* 0.97 34% 1.22 100%* 0.98 39% 1.23 100%* 0.99 44% 1.24 100%* 1.00 50% 1.25 100%* 1.01 56% 1.26 and above 100% 1.02 61% - -

NOTE: Probabilities marked with an asterisk indicate potential Shatter Gap of 50% from 1.05 to 1.25 (penetration/effective armor resistance ratio), when the T/D ratio is at least 0.8 and the impact velocity is equal to or greater than 2,000 feet per second. The Shatter Gap rule is only to be used when determining Soviet penetration possibilities against face hardened armor when the projectile is without a ballistic cap.

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Table 13.19—Penetration Probability on Western Front Penetration Penetration/Effective Armor Resistance Ratio Probability 0.88 and less 0% 0.89 1% 0.90 1% 0.91 1% 0.92 2% 0.93 4% 0.94 7% 0.95 11% 0.96 16% 0.97 23% 0.98 31% 0.99 40% 1.00 50% 1.01 60% 1.02 69% 1.03 77% 1.04 84% 1.05 89% * 1.06 93% * 1.07 96% * 1.08 98% * 1.09 99% * 1.10 99% * 1.11 99% * 1.12 to 1.25 100% * 1.26 and above 100%

NOTE: Divide the penetration factor of the projectile by the effective armor resistance to get the ratio.

Damage Assessment When penetration occurs, there is a chance for internal damage. This varies from tank to tank. Each AFV has an explosion rating (ER) that represents the likelihood of the vehicle brewing up. This is also influenced by the caliber of the penetrating round. Most AFVs employ a driver/co- driver in the front hull and a commander, gunner and loader in the turret. Consequently, penetration of the turret, front hull or flank will present a possibility for casualties. When a tank is penetrated or a hit is scored against any of the following locations: main gun, periscope, vision slot, bogie, track, suspension, bow and coaxial machine guns, there is a chance of destruction that increases by 5–10% with each caliber listed on Table 13.20. Armor values of the vision slot and machine guns are one half the listed value. Therefore, a hit on a vision slot would be one

Final Combat Complete Page 95 Section 13. Introducing Armor half the value of the upper hull. The table below can be used to determine damage and casualties once penetration has been achieved.

Author’s Tip. When a tank is penetrated, three percentage rolls are required in the following order: explosive damage (when the engine and ammunition are involved), compartment destruction and casualties. Critical Hit Location The engine and ammunition offer a chance for catastrophic consequences following penetration. Consult Table 13.20 to determine the chance of explosive damage and modify the percentage by the target vehicle’s explosion rating (ER). For example, the ER rating of a Sherman M4A3 is 15/20%. In the event of engine penetration by an 88mm projectile, there would be a 90% chance for the gasoline to catch fire (75+15). The same projectile penetrating the turret would have a 95% chance of detonating the ammunition (75+20). Penetration into other locations may destroy the compartment rendering the vehicle useless, but not necessarily create a fireball. When penetration fails to result in explosive damage, make two more rolls to determine compartment destruction and casualties using the same procedure.

NOTE: If a percentage roll results in casualties, use the high explosive casualty zone procedure (Table 9.5). Apply the modifier for seated -2 and enclosed space +8. When a compartment is penetrated by HEAT munitions, add 10% to the casualty roll. For example, a 57mm HEAT round would have a 55% chance for compartment destruction, but a 65% chance for casualties.

Table 13.20Damage and Casualty Percentages Caliber Casualty Percentage

7.92mm 25% 12.7–25mm 35% 28mm 40% 37–47mm 45% 50–57mm 55% 60mm 60% 75–82mm 65% 85–95mm (Püppchen) 75% 100–155mm (Stielgranate 41) 85%

Crew Morale Use the infantry procedure for determining if the crew bails out. A tank crewman will abandon the vehicle with a morale failure of panics, routed or surrenders. There are a number of factors that will influence the crew’s behavior. Each crew member will make an individual saving

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throw against their Willpower attribute with the following modifiers. If the commander is alive, apply his Leadership modifier to the save. If more than one modifier is applicable, choose the one least favorable to the crew. When the engine burns, the tank may explode. If this happens, the crew must abandon the vehicle.

Table 13.21AFV Crew Morale Modifiers Situation Modifier Character is wounded -10 Commander is killed, wounded or disabled -8 For each crewman killed, wounded or disabled -7 Tank is hit and/or penetrated without damage -9 Tank is penetrated with compartment destruction -12 Main gun is destroyed -9 Vehicle is immobilized -7

Rate of Fire For armored vehicles and AT guns, this is contingent upon the loader who serves the weapon. The following table will provide guidelines for determining how fast a tank may fire. This is based on a 75–76.2mm shell with one loader. Reduce the load time by one action for each drop in the projectile’s diameter (e.g. 50–57mm) and add one as the shell increases in size (e.g. 85– 90mm). For example, a regular loader would need 10 actions (7+3) to reload a 122mm projectile. Because an AT Gun crew works outside the confines of a turret, reduce the reload time by ½ (minimum reload time is one second). Should the crew suffer casualties; the reload time will increase proportionately.

Table 13.22Rate of Fire Load Time: 75-76.2mm Projectile Actions to Load Troop Quality Projectile Diameter ± Elite 3 actions 28–47mm -2 to load time Crack 4 actions 50–57mm -1 to load time Veteran 5 actions 75–76.2mm listed load time Professional 6 actions 85–90mm +1 to load time Regular 7 actions 95–100mm +2 to load time Green 8 actions 122–128mm +3 to load time Conscript 9 actions 155mm +4 to load time

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Ammunition Types AP These are armor-piercing rounds without ballistic or armor piercing caps This is armor-piercing with an armor piercing cap (AP+APC, abbreviated APC instead of APAPC), where the cap is designed to reduce shatter tendencies against face-hardened armor and increase ensuing penetration. These caps were APC also promoted to reduce shatter against rolled homogeneous armor. It should be noted that homogeneous armor has the same thickness throughout, while face- hardened armor has a thin extremely hard layer. The armor-piercing cap (APC) was used to reduce shatter and the ballistic cap APCBC (BC) to reduce wind resistance while increasing penetration at range. This is a flat-nosed armor piercing round used by the Soviets and patterned after naval ammunition. It was especially effective against sloped armor. It had a ballistic cap to counter the poor aerodynamic shape of the flat nose. It should be APBC noted that the relative armor thicknesses for vehicles represented in Final Combat are based upon armor- piercing (AP) slope multiplier equations. The flat-nosed APBC munitions will not perform realistically with the current tank data sheets included in this book. This is an acronym for high explosive anti-tank. When a shaped charge detonates, the energy is concentrated into the center of a hollow space in front of and along the axis of the charge. A forceful jet-stream of explosive gases results and it typically hits the steel target with a speed of 8,000 meters per second (26,000 fps). It generates a penetrating pressure in excess of 10 million kg/cm. pounds per square inch. The effect can be increased by putting a metal liner HEAT around the surface of the hollow charge. When the explosion occurs, the metal liner is formed into a molten spike. To be most effective, the shaped charge has to be detonated at the right distance from the target. If it detonates too close to the armor, the plasma-jet hasn’t formed out before hitting the surface, and the effect is diminished. If it is detonated too far from the armor surface, the plasma jet becomes unfocused and begins to dissipate. This is a hard, high density material that is brittle but able to hit armor at high Tungsten velocity and avoid shatter failure. This is an acronym for armor piercing composite rigid. This was used by both the Germans and Soviets. This projectile was comprised of a lightweight carrier holding a smaller tungsten core. The British used a similar round known as APCR APDS or armor piercing discarding sabot. When the projectile exited the , the carrier sides fell off (thus, discarding sabot). This projectile maintained velocity and penetration because of the reduction in wind resistance. HVAP The Americans used hyper-velocity armor piercing which was similar to APCR. The high explosive squash head round is a plastic explosive charge contained in a thin-walled projectile with a base detonating fuse. It relies on brute force to HESH smack into the tank, with the pliable explosive squashing out and detonating, so that the explosion sheers off fragments from the inside of the armor. This round is useful against soft-skin vehicles, light fortifications and buildings.

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Turret Rotation The turret rotation is listed per action on the vehicle data sheets. The Allied turret rotation was considerably faster than their German counterpart. The Panther and Tiger I & II traversed their turrets at a psaltery 6° per action. The hydraulic and electric turret systems worked only when the engine was running. In the event of engine failure or simulation of earlier models that require a manual traverse, use 6° per second as the traverse rate. Flank/Hull Hits A flank/hull hit will necessitate a roll for explosive engine damage or ammunition cook-off. In the event of a flank hit, there will be a 50% chance of engine involvement. The front hull has a 25% chance of engine involvement. A HEAT round will never involve the engine when it hits the front hull. If the engine is involved, do not roll for compartment destruction. Bogging Once a tank bogs down, it may attempt to break free. The chance of success is determined by combining the driver’s skill with the Knowledge modifier and rolling a d20. After three unsuccessful attempts, the tank throws a track and becomes immobile. Spall If an AP round fails to penetrate there is still a chance of casualties due to spall or internal armor flaking. When the resistance ratio on the Penetration Probability table is 0.89 or higher, use ½ of the projectile’s casualty percentage to determine if spall occurs. HESH is designed to create massive internal flaking. Use the casualty % for all armored targets struck by a HESH projectile. Rounded Armor When an armor piercing projectile strikes a rounded surface, it may encounter slope properties from 0° to 90°. It is possible to avoid a cumbersome game mechanic and still maintain the spirit of realism by asking the player to roll 1d4 where each number corresponds to an angle of attack (e.g. 1=0°, 2=15°, 3=30°, 4=45°). If the tank has a round turret (e.g. IS-3, T-54/55), the attacker’s orientation to the target is irrelevant because the round surface will always present the same slope possibilities at every attack angle. However, do not follow the rounded properties rule for mantlets and hulls unless the attacker’s orientation is 0°. Once the slope has been determined with this random roll, cross reference the relative armor resistance and compare it to the penetration value of the projectile. Schürzen Some German tanks added side and turret skirts (Schürzen) to defeat HEAT rounds. Tanks so equipped cannot be destroyed by HEAT rounds if struck on the spaced armor. The spaced armor will be destroyed with the first hit, but subsequent hits may penetrate. Sandbags In an attempt to augment their tank’s armor, allied crews routinely adorned their vehicles with sandbags, logs, bins and spare tracks. Occasionally, even bedsprings and wire mesh were

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strapped to the turret and hull flanks with the hope of providing an extra bit of protection. Apart from other enemy tanks, the shaped-charge wielded by an infantryman proved to be one of the biggest concerns for most tank crews. The panzerfaust was cheap to produce and easy to deploy. It was well respected for its destructive power. To guard against this ubiquitous threat, crews sought an expedient means to prematurely detonate or disrupt the weapon’s effect. Sandbags were thought to cause this desired effect. It seems to have worked better against shaped charge munitions than those based on kinetic energy.

Rule: A sandbag will add 13mm (40 ÷ 3.2) of armor protection against kinetic munitions. If struck by a shaped charge, treat the results similarly to the German schürzen. The first hit will focus on the sandbags and dissipate without penetrating the actual armor. Subsequent hits will attack the armor proper. Smoke Devices In order to provide local smoke cover to conceal a vehicle in an emergency, all British tanks from 1939 on were provided with single or twin 4-inch smoke dischargers on the turret sides. These were also installed on American-built vehicles in British service. The dischargers held smoke candles that were fired electrically by the vehicle commander. They could only be reloaded from outside the vehicle. Some tanks had a similar device fitted at the rear of the hull, known as a “rear smoke emitter.”

The Valentine and Churchill A27 series and all later British tanks were fitted with a 2-inch bomb thrower in the turret roof. This was a small mortar specifically designed to fire smoke bombs (30-yards). Crews were generally equipped with twenty of these “ready use” rounds, thus permitting longer lasting smoke screens. Depending on the number of tubes, they will propel the smoke canister fifteen yards covering a 180° arch in front of the tank. Gyrostabilizer A revolutionary feature of American tank gun control was the gyrostabilizer. It was introduced with the M3 light and medium tanks and it allowed the gun to maintain its aim (in elevation) while the vehicle was moving over rough terrain. Prior to its introduction, a main gun could only be fired accurately while the tank was stationary. The gyro was attached to the gun cradle on the same axis as the gun and set spinning. Displacement of the gyro by vertical movement of the tank caused the stabilizer to return the gun barrel to its original axis. The main problem with this system was its size and inability to fit comfortably inside the close quarters of a typical turret. Neither British nor German tanks employed this device and American variants from the M3 light and medium tank on had a definite tactical advantage. However, in combat, the gyrostabilizers were not often deployed and were frequently disabled. The absence of this feature provided crews with much appreciated additional space. This should be a pre-scenario condition that is established prior to play. Trucks and Jeeps Soft vehicles such as trucks and jeeps should be assigned an ER of 35% when the engine is hit by an armor-piercing projectile. When that happens, follow the Damage Assessment procedure outlined in this section. If a truck or jeep is struck by a high explosive projectile 37mm or larger,

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immediately judge it as catastrophic destruction. A machine gun can also disable a soft vehicle. Determine the hit location by using Table 13.23 below. If the engine is struck, there will be a 60% chance that it catches fire. If the machine gun bullets strike an area that is occupied, there will be a 25% chance (per bullet) that the passengers/operators are hit (one per bullet).

Table 13.23—Hit Location for Wheeled Vehicles Die Roll Location Die Roll Location (Flank) (Front/Rear) 1 Engine/Cargo* 1 Engine 2 Engine/Cargo 2 Engine 3 Engine/Cargo* 3 Cab 4 Engine/Cargo 4 Cab 5 Cab 5 Cargo* 6 Cab 6 Cargo 7 Cab 7 Tire 8 Tire 8 Suspension 9 Suspension 9 Tire 10 Tire 10 Cargo* *If a wagon or gun is in tow, score this as the hit location. Towed objects will be destroyed on a roll equal to or less than the projectile’s casualty percentage. An HE round will automatically destroy any towed object. Crew-Served Anti-Tank Guns This is essentially a main gun without the limitations of a turret. If one man spots a target, it is sufficient for the entire crew. The To Hit number is based upon the troop quality of the gunner. Calculate the attack percentage using the AFV procedure outlined previously in this Section.

The crew will be able to unlimber and move the trails of their gun at a rate that is commensurate with the size of the weapon. Table 13.24 indicates movement reduction percentages for the varying gun . The movement is based upon the full crew’s average rate for dashing (reduce proportionately if members are lost). Some variants are decidedly too heavy and should be stated as such in the scenario rules. A gunner may traverse the gun barrel at a rate of 6° per second. This is limited to the total traverse listed in the Anti-Tank Guns Data table on page 136.

Table 13.24—AT Gun Movement by Crew Gun Caliber Movement Reduction Unlimber Time 20–37mm (including Püppchen) 25% 4 actions 45–57mm 50% 6 actions 75–76mm 75% 8 actions 85–100mm 100% NA

Schwere Panzerbüchse 41 In 1941 the Germans made limited use of a Gerlich-type tapered or squeeze-bore gun in the Western Desert. When a Schwere Panzerbüchse 41 was captured and tested, the British were so impressed that they accelerated development of their own squeeze-bore prototype.

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The 2.8cm sPzB 41 was a small wheeled weapon meant to replace the 7.92mm AT rifles. It used a special projectile that was squeezed down to a smaller caliber (2.8cm to 2.0cm) when fired in order to achieve a higher velocity. It saw only limited use because of high production costs and the scarcity of tungsten necessary for its AP rounds. The weapon was traversed and elevated manually with handgrips near the breech. The Panzerbüchse 41 has a casualty % of 40. Use the AFV attack procedure.

Stielgranate 41 During WWII, the Germans were faced with an ever increasing armor threat (especially on the Russian Front against the T-34). Although the German 3.7cm PaK 36 anti-tank guns were in wide spread use, they were considered ineffective against tanks in general by 1941. While newer and more powerful guns were in production, distribution was another matter. Because it was still an effective light field gun, the German High Command considered it impractical to simply abandon the numerous weapons already in service. A far better solution was to upgrade the ammunition, and thus the “rod grenade” or 3.7cm Stielgranate 41 (a.k.a. 3.7cm Aufsteck Geschoss- “Attached Projectile”) was born.

The projectile had a massive hollow-charge warhead (159mm) that used fins for stabilization. It weighed almost 19-pounds and had a very slow muzzle velocity of 361fps. Although it could reach out to about 800-meters, its lack of accuracy limited it to an effective range of only 300- meters. The warhead could penetrate 150mm of armor plate. This was quite formidable for its day.

The projectile was loaded in the bore of the gun, like a rod grenade and was fired with a special propellant cartridge. There were gas-check grooves in the base of the rod to reduce gas blow-by. It used both point detonating and base detonating fuses which was a unique combination for hollow charge munitions. Use the AFV attack procedure with this weapon.

Recoilless Rifle The recoilless rifle combined a rocket propelled projectile with a rifled barrel (unlike the smooth bore bazooka) firing a spin-stabilized round with anti-tank capability. The RCL ammunition looks like an artillery round, but with Swiss-cheese vent holes which allow gasses that propel the round to escape. Although the light recoil of the U.S. M18 made it possible to fire from the shoulder, it was usually mounted on a tripod or in smaller vehicles such as a jeep. The back- blast of this weapon presents a significant hazard, similar to the bazooka. Extend the back-blast portion of the AWT by one section to determine the lethal area. Any soldier caught in this area may be a casualty. Consult the flame-thrower procedure. The variants included in this book are the U.S. M18 & M20, and the German LG40 series. Each was capable of firing high explosive, HEAT and smoke. Use the comparable artillery projectile for blast radius purposes. Penetration data for these weapons is included in Tables 13.14 and 13.15.

Raketenwerfer 43 (Püppchen) This weapon was essentially a breech-loaded non-recoilless rocket platform that fired an 8.8cm shaped-charge similar to that of the panzerschreck. It had a limited effective range, but was capable of penetrating 230mm of armor. Use the AFV attack procedure with this weapon.

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2.0cm/3.7cm Auto Cannons The procedure used for auto cannons is contingent upon the target. The rule for firing at a vehicle is based upon the AFV To Hit procedure. In this rule, the gunner’s troop quality and a series of modifiers will determine the percentage necessary to score a hit. The attacker rolls the dice (d100) only once. Following a successful hit, he will roll a die commensurate with the weapon’s rounds per second rate to determine how many projectiles strike the target. Dice for each hit location and calculate the chance of penetration separately.

Conversely, when the target is a soldier, use the small arms procedure for automatic weapons, whereby the number of hit dice (d20) to be rolled is contingent upon the gun’s rate of fire. The following table lists relevant data for a number of different German Auto-cannon Flak guns.

Table 13.25—German Flak Guns Cyclic Rounds per Reliability Gun Recoil Penalty Rate Second Percentage 2.0cm Flak 30 -1 280/rpm 1–5/rps 80% 2.0cm Flak 38 -2 450/rpm 1–8/rps 80% 2.0cm Flakvierling -6 1800/rpm 4–30/rps 85% 3.7cm Flak 18 -4 160/rpm 1–3/rps 85% 3.7cm Flak 36/37 -4 160/rpm 1–3/rps 85% 3.7cm Flak 43 -5 250/rpm 1–4/rps 85%

Auto Cannons vs. Infantry When auto-cannons fire AP at infantry targets, use the machine gun procedure described in Section 7 and roll one d20 for each bullet per second of capable fire. If firing HE, use the AFV To Hit procedure (roll one d100). If a hit is scored, place the Automatic Weapons Template over the target area, and any soldier caught within the HMG/MMG block of the template may be a potential CZ victim. If the gunner misses the target, roll a d20 for the distance die and use the off-set procedure. With the exception of the Flakvierling, the cyclic rates on all other AA guns are sufficiently slow to render the template unnecessary. Therefore, it is appropriate for the game master to track the path of individual explosions.

Flakvierling 38 This consisted of four 20mm Flak 38 anti-aircraft guns set on a quadruple mounting with collapsing seats, folding handles and ammunition racks. The mount had a triangular base with a jack at each leg for leveling the gun. The tracker traversed and elevated the mount manually using two hand-wheels. The gun was fired by a set of two foot pedals, each of which fired two diametrically opposed guns and could be operated either automatically or semi-automatically. It was widely used against low-flying Allied aircraft and was often installed in flak towers and other permanent mounts.

Technical Data – Caliber: 20mm (.79 in.); Barrel length: 51½ in. including flash hider; Weight: 3,200 lbs.; Height: 10 ft. 1 in. (guns elevated); Maximum vertical range: 4,012 yards

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Rate of fire: 900 rounds/min. practical; 1,800 rounds/min. cyclic; Magazine capacity: 20 rounds Storage capacity: 16 magazines (320 rounds)

Page 104 Final Combat Complete Section 14. Deploying Shoulder Fired Anti-Tank Weapons

Tomi Mynttinen

Section 14. Deploying Shoulder Fired Anti-Tank Weapons This section will introduce a variety of shoulder fired anti-tank weapons complete with historical background and relevant technical data. It includes anti-tank rifles, rocket propelled HEAT munitions and anti-tank rifle grenades (50% reliability). Shoulder Fired Anti-Tank Procedure Table 14.1 includes all of the modifiers necessary to calculate an attack roll for a shoulder fired anti-tank weapon. The net modifier number is combined with the Aim Attribute of the gunner to determine a To Hit number. If the projectile is on target, roll for hit location (13.7) and compare the penetration power of the projectile with the armor of the vehicle. If the round penetrates, consult Table 13.20 (AT rifles) or 14.4 (HEAT), then move to the damage assessment and casualty procedures. When a tank is penetrated by HEAT, a molten jet spews around the compartment. To simulate this, add 10% to the casualty roll.

Table 14.2 lists ranges for AT rifles and rocket propelled grenades while rifle grenades are listed in Appendix A.

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Table 14.1Shoulder Fired Anti-Tank To Hit (Aim Attribute) Attacker Modifiers Target Modifiers Attacker’s skill (+) Driver’s or Commander’s skill (-) Attacker is within leader’s radius (+) Within leader’s radius (-) Rested Weapon +2 Moving across LOS/slower than 15 mph -3 Weapon, e.g., PIAT, has mono-pod +2 Moving across LOS/between 15 and 25 mph -5 Subtract for each intervening obstacle -4 Moving across LOS/between 25 and 35 mph -7 Attacker using wrong hand -6 Moving across LOS/between 35 and 45 mph -9 Attacker is executing a snapshot -8 Moving across LOS/faster than 45 mph -11 Attacker is encumbered -3 Large vehicle +8 Attacker is receiving automatic fire -8 Medium vehicle/large AT gun +6 Attacker is receiving select fire -5 Small vehicle/small-medium AT gun +4 Attacker is in “fatigue” -5 In a moving vehicle -6 Attacking at dawn/dusk -2 Moving double-time -4 Attacker is shooting through smoke -8 Medium range -4 Attacker is shooting at night -8 Long range -6 Attacker is shooting in fog -4 Extreme range -10 Attacker is in a moving vehicle -6 Target is a building +10 Shooting while going into a kneel -6 Window/embrasure/2x2 yard area/called shot -8

Table 14.2—Anti-Tank Ranges (yards) Range Short Medium Long Extreme Boys AT Rifle 100 200 500 750 Degtyarev PTRD 100 250 400 650 Simonov PTRS 250 500 1000 1600 PzB 39 100 200 500 750 Kb ppanc wz. 35 150 300 450 600 M9 Bazooka 50 100 200 300 Panzerschreck 50 100 150 200 Panzerfaust 30 10 20 25 30 Panzerfaust 60 20 35 50 65 Panzerfaust 100 30 55 80 110 PIAT 25 50 75 100

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Anti-Tank Rifles Anti-tank rifles were developed during the first Great War in an attempt to stop the tank. This weapon quickly reached the limits of its kinetic capability and became obsolescent by 1940. The weapon continued in Soviet service long after it was recognized to be ineffective.

The Boys Anti-Tank Rifle The British Boys Anti-Tank Rifle was developed in the mid 1930’s. The weapon was named Boys after one of its chief designers, Captain Boys, who died just prior to the start of production. It was manufactured by Enfield, and its original designation was 0.55 (13.97mm) Boys Anti- Tank Rifle Mk. 1. It had an effective range of 500-meters but could only penetrate 15mm of armor sloped at 30° from one hundred yards. It has a reliability rating of 90%.

Degtyarev PTRD and the Simonov PTSR Throughout the course of the war, the Russians deployed two variants of anti-tank rifle: the Degtyarev PTRD and the Simonov PTSR. Soviet doctrine called for groups of ten rifles for every platoon of enemy tanks. They usually occupied forward flank positions that were stationed across the front and in depth approximately 50 to 100-meters apart. Each position was strategically placed in order to provide defilading fire for the other guns. These subunits were attached to rifle formations. A typical company consisted of a seven-man command and control element and three platoons of AT rifles with three squads each. A platoon contained 24 personnel, a horse-drawn wagon and 9 anti-tank rifles (three per squad).

These rifles fired a 14.5mm cartridge that came with a variety of projectiles.

• B-30 AP (armor piercing) • B-32 API (armor piercing incendiary) • BS-41 AP projectile with a metal-chambered core

Table 14.3 reveals some details and characteristics about these two anti-tank rifles. Both were equipped with a bi-pod and muzzle brake for aiming stability and recoil reduction.

Table 14.3—Characteristics of the AT Rifle Parameter PTRD PTRS Caliber 14.5mm 14.5mm Weight 38 lbs. 46 lbs. Muzzle Velocity 3320 fps 3320 fps Effective Range 600 meters 1500 meters Magazine Capacity 1 5 Reliability Rating 90% 80%

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Panzerbüchse 39 The German anti-tank rifle featured a vertical breechblock mechanism and weighed 12.6 kg (27.8 lbs.). To increase the practical rate of fire, two cartridge-holding cases containing 10- rounds each could be attached to both sides of the weapon near the breech. These were not magazines feeding the weapon; they simply enabled the gunner to extract the cartridges (that he still had to manually insert into the gun) from the conveniently placed magazines. Five hundred sixty-eight of these weapons were used by the German army in the invasion of . Two years later at the beginning of the war against Russia, 25,298 were in use by German troops; total production from March 1940 to November 1941 was 39,232 rifles.

Technical data: overall length: 162cm; barrel length 108.5cm; total weight (incl. bipod and carrying sling but no magazines) 12.6 kg; weight empty 11.6kg; total weight of magazine (loaded) 1.09 kg; weight magazine (empty) 0.25kg; practical rate of fire: 10 shots/min. Ammo: Patrone 318 (7.92mm); Velocity: 3,970 fps; armor penetration 30mm@100m. Use a casualty % of 25 for determining explosive damage and a 90% reliability rating. Should this small bullet achieve penetration, it will never cause more than one casualty as the ricocheting projectile would stop with the first crewman unfortunate enough to be in its path.

Karabin przeciwpancerny wzór 35 The model 35 was a Polish single shot AT rifle with a magazine for three rounds. It can easily be recognized by the lack of a which is rather uncommon for tank rifles. The barrel had 6 grooves/right spin and was very long and thin. After 300 shots it had to be changed and could be accomplished quickly with a special key. The well-designed muzzle brake absorbed 65% of the recoil forces and was only slightly stronger than that of a regular infantry rifle. Because the ammunition for this weapon had no hardened core and instead relied on the high velocity of the bullet, penetration performance dropped significantly at ranges beyond 300 meters. This is widely regarded as the foremost drawback of the weapon. The high velocity of the bullet made for an extremely straight flight path; therefore, sights at a range of 300m were used. The weapon comes complete with a bipod but can be used without it. Penetration performance is rated at 22mm of armor at 50m and 15mm at 100m (both at 30° impact angle). This was sufficient for lightly armored vehicles early in the war, but like other tank rifles the weapon was obsolete by 1940.

Technical data – caliber: 7.92mm; Vo : 1,280m/s; length 176cm; barrel length 120cm; weight w/o ammo 9.5kg (21 lbs) and 10kg (22 lbs) with bipod. Use 90% reliability. The Munroe Effect In 1935, Henry Mohaupt, a chemical engineer, was a machine gunner in the Swiss Army preparing for WWII. He was disturbed by the ineffectiveness of anti-tank weapons currently under development. He established a laboratory in Zurich to develop an effective anti-tank weapon that could be used by the infantry soldier. The starting point was the Munroe Effect (1885), where a high explosive with a cavity facing a target leaves an indentation. The Munroe Effect was rediscovered by Von Neumann in 1911, but no practical applications were developed. Actually, the earliest known reference to the effect appears to be 1792, and there is some indication that mining engineers may have exploited the phenomenon over 150 years ago. In his

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research, Mohaupt noted that strange things happened when he tried to propel metal discs with conically hollowed-out explosive charges. This led him to place a steel cone in the hollowed-out explosive. When this device was moved away from the target, no fragmentation of the metal cone occurred. However, when placed within close proximity, a narrow hole in the target was created which was much deeper than the diameter of the cone.

From 1935 to 1939, development of lined shape charges was driven by the need for a workable anti-tank weapon. After early demonstrations in Switzerland and generated interest, Mohaupt assisted the British and French to begin their own research programs. With conditions deteriorating, the French furnished their secret research to the United States. After the real war started on May 10, 1940, Mohaupt was asked to come to the United States. In October 1940, after delays because he was not an American citizen, he arrived in the United States and took over direction of the bazooka project. After a previously skeptical U.S. Ordnance Department finally recognized the significance of Mohaupt’s research, the program was made a high priority and labeled “secret” on June 4, 1941. Because Mohaupt was an alien, he was thereafter excluded from direct contact with the program, and he assumed a distant advisory role. Later, he joined the army and returned to DuPont on his army assignment.

The bazooka was first used in the North African theatre, and allowed a foot soldier to stop a tank! As he had in Europe, Mohaupt filed for U.S. patents in June 1941. Mohaupt was briefly pursued by the U.S. Justice Department for violations of the War Secrets Act, but the charges were found to have no merit (what a wonderful way to repay this man for his contributions to the war effort). After the war ended, Mohaupt married and went back to Europe, and upon his return to the U.S., went to work for the Navy. Shaped-Charges The following is an excerpt taken from the web site Panzerfaust regarding shaped charges:

Because the effect is independent from the kinetic energy of the warhead, it doesn’t matter with which carrier the shaped charge is being delivered to the target; both target range and weapon velocity are not a factor, the charge can be literally laid onto the target and still have the same devastating effect. The only variables that impact the performance are the kind of explosive, the shape of the hollow cone and the distance to the target surface at the moment of detonation. . . The destructive force of an exploding hollow charge is concentrated to a relatively small area immediately to the front of the warhead. If this pointed blowtorch – like explosion is slightly off course due to an unfavorable impact angle, as sometimes happened on sloped and rounded surfaces (a problem sometimes encountered in the employment of Faustpatrone warheads against Russian T-34 tanks), the detonation is used up, more or less harmlessly to the side of the armor.

To simulate this phenomenon against rounded armor, when the penetration is greater than the armor-value, roll percentile dice with a 50% chance of success (a failing roll means the explosion of the shaped charge is disrupted and slightly off course due to the angle). If this happens, even though the HEAT round strikes the target, it will have no effect. If the penetration power is equal to the armor-value, there will be a 25% chance of success. Subtract the angle of attack from the success percentage. When the hit location is sloped, but the penetration is greater than the armor-value, combine the angle of attack with the armor slope and subtract it from 100. If the penetration is equal to the armor-value, combine the angle of attack with the armor slope and subtract it from 50. For example, a PIAT bomb that strikes the superstructure of a Hetzer

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(60mm@60°) will penetrate 40% of the time. If the attack angle is 15° it will only have a 25% chance of penetration. If the attacker is above the target, the armor’s slope will be reduced proportionately by the angle of elevation. Rocket Propelled Grenades When a rocket propelled grenade (RPG), bazooka or similar weapon strikes an armored vehicle, truck, structure or human etc., consult Table 14.4 and follow the damage assessment procedure outlined in Section 13. Soft targets will suffer automatic explosive damage if hit. Penetration by a HEAT round will increase the chance of casualties by 10%. The operator must be stationary. An anti-tank weapon does not receive the consecutive fire bonus. Calculate a back-blast hazard by using the AWT and Table 7.4 (see page 59 for chance of fire).

Table 14.4—HEAT Penetration Weapon Penetration Casualty % M9 Bazooka (60mm) 119mm 60% Panzerfaust (150mm) 200mm 85% Panzerschreck (88mm) 230mm 75% PIAT (82mm) 100mm 65% Soviet VPGS-41 30mm 45% Grosse GewPzGr 70mm 45% GewPzGr 61 125mm 45% GewPzGr 46 90mm 45% M9A1 102mm 45% Type 2a 30mm 45% Type 2b 50mm 45% British No. 68 50mm 45%

The Projector Infantry Anti-Tank or PIAT This was one of the earlier anti-tank weapons based on the premise of a shaped charge known as HEAT. The British developed it in 1941, reaching the field in time for the invasion of Sicily in 1943. Unlike the US bazooka and the German Panzerschreck, the PIAT created no smoke or back-blast and could be used in enclosed spaces, which made it more useful in close combat and for hiding in houses. This was a significant advantage. The PIAT used a large spring for propulsion. The spring pushed against a 12-pound steel canister and rod that rode up the barrel and impacted with the rear of the shell, igniting a small charge. The heavy bolt and rod, known as the spigot, was used primarily to damp out the recoil of the projectile leaving the barrel. The charge was also intended to reset the spring, meaning that the weapon had to be cocked only once, by pulling up on the tube while standing on a handle mounted at the rear. Unfortunately, the spring required a heavy barrel to hold it, and the spigot itself added even more weight, resulting in a weapon the weighed 34-pounds unloaded. Furthermore, the charge often failed to reset the spigot, requiring the user to retire behind cover to re-cock the weapon (spigot will reset on an attack roll of 1–5). Consequently, it was considered a one shot per battle device. If the spigot resets itself, the gunner may reload in two seconds/actions. If the spigot fails to reset, the

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gunner must stand to re-cock the weapon (requiring five seconds/actions), and then he may reload.

In general use, the PIAT had a rated range of about 100-meters, but that was considered the extreme and was typically fired at much shorter distances. It also proved useful in a mortar-like role as well, by firing in a parabolic arc up to 350-meters. The three-pound HEAT warhead (82mm) was capable of penetrating 100mm of armor at 100-meters. The limited penetration potential made it necessary to attack most German tanks from the flank and rear.

2.36-inch M9 Rocket Launcher Weighing 15.87-pounds, this weapon is universally known as the “bazooka.” Radio comedian and musician Bob Burns used an amusing musical instrument in his act that he called the bazooka. The similarity was noted by Major Zeb Hastings and the nickname stuck. The first were shipped to the British and Russians. The British deemed it unsuitable for Desert warfare and placed them in storage. By contrast, the Red Army immediately recognized the weapon’s potential in a defensive role, and the first of theirs to be lost in combat provided the model for the German 8.8cm Raketenpanzerbüchse or Panzerschreck (armored terror). The bazooka underwent a number of changes over the course of its evolution until it was finally standardized in September of 1943 as the M9. Some of the changes included an improved electrical system and an extension of the tube length to 61-inches. This increased both accuracy and range (300-yards).

The M6 HEAT rocket (60mm) had a pointed nose, six long blade-like tailfins and could penetrate between 3 to 4.7-inches (76–119mm) of armor depending on the angle. However, numerous detonating malfunctions led to the development of the M6A3 rocket in August 1943. It had a round nose to lower the angle of effective impact, a short cylindrical fin assembly with four vanes for better stability and an improved cone-liner in the shaped charge warhead which increased penetration by 30-percent (99–155mm).

8.8cm Raketenpanzerbüchse 54 Captured American 2.36-inch M1 bazookas led to a new design known as the Panzerschreck (armored terror) or Ofenrohr (stove-pipe). The first model (RPzB 43) of the electrically fired shoulder weapon was 65-inches long and weighed 20.9-pounds. It used the same 8.8cm warhead as the Püppchen, but with a redesigned motor. It had an effective range of 150-yards and was capable of penetrating 230mm of armor.

After combat experience indicated a need for several field improvements, including a particle shield, the RPzB 54/1 appeared. The overall length was reduced to 52.5-inches and it could fire an improved rocket up to 180-yards. Technically a recoilless design, the shield gave the weapon a nasty kickback from the projectile’s rocket engine back-blast. When calculating this weapon’s To Hit number, factor in a -3 for excessive recoil.

Panzerfaust Translated as “armored fist” this is the best known of the German anti-armor weapons, and it was genuinely revolutionary. It was a single-shot recoilless gun, launching a fin-stabilized shaped charge warhead with a propellant cartridge that was fired by a percussion igniter.

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The first “klein” (small) model (1943) weighing 7.05-pounds had a 100mm diameter warhead weighing 3.3-pounds that could penetrate 140mm of armor at 30-yards. The Panzerfaust 30 or Gross (large) model weighing 11.23-pounds had the same 30-yard range, but it had a 150mm warhead capable of penetrating 200mm of armor. This and subsequent models were designated by their effective range in meters. They had progressively larger propellant charges, but the penetration power remained at 200mm.

NOTE: The Panzerfaust 60, weighing 13.4-pounds was the most numerous. The Panzerfaust 100 also weighed 13.4-pounds and had a 150mm warhead, but the range was increased to 100-meters.

RPG Miss When a shaped charge misses the target, it is necessary to track the point of impact. The back- blast portion of the AWT will represent the forward cone in which the KZ and CZ must be applied. However, the warhead may still be lethal outside of the blast cone if the target is anywhere within 2-yards of the impact point. Calculate KZ and CZ as you would within the forward blast cone. Anti-Tank Rifle Grenades This weapon enabled the infantryman to attack targets outside the range of hand-thrown grenades with similar small explosive devices (See Appendix A for individual ranges). To modify the rifle for firing these grenades, the soldier had to attach a device to his gun that accommodated the over-caliber rifle grenades. The German Gewehrgranatgerät (“rifle grenade device”), also called Schiessbecher (“firing cup”), could be attached to the Karbiner 98K rifle, the Gewehr43, the StG44 assault rifle and the FG42 rifle. A soldier must spend one full turn to either install or remove this device. It takes 3-actions to reload the rifle grenade.

The Schiessbecher was basically a short rifled barrel with a caliber of 30mm and a length of 25cm. It weighed 0.75kg (1.7 lbs.) and was attached to the bore of the rifle. A rather complicated aiming device was mounted to the left of the original sights and allowed for aiming ranges of up to 300-meters. The Schiessbecher was produced until May 1944. The total production was 1,450,114.

Grosse Gewehrpanzergranate This was capable of penetrating 70mm of armor.

Gewehrpanzergranate 46 This was developed by the SS weapon’s academy and it could penetrate 90mm of armor.

Gewehrpanzergranate 61 This was a further improvement which increased penetration performance to 125mm. Both types, GewPzGr 46 and GewPzGr 61, were produced in very small numbers towards the end of the war.

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British, No. 68 Anti-Tank Rifle Grenade The British never fully embraced the concept of a rifle grenade. They were unimpressed with the weapon’s potential and elected to concentrate their efforts on the PIAT and other more powerful anti-tank devices. The No. 68 used a cup-type adaptor that could be attached to any Enfield rifle. Special blank cartridges were used to launch the grenade. This grenade employed a HEAT/shaped charge with an impact fuse which was capable of penetrating 50mm of armor. Although the No. 68 did not enjoy wide-spread usage, it is listed here for completeness.

Soviet VPGS-41 This rifle grenade was a heavy, fin-stabilized rod-type grenade that did not require a separate launcher attachment for the rifle. Its poorly designed shaped charge lacked sufficient stand-off and had an almost flat nose which degraded its accuracy (factor a -3 to attack roll for poor accuracy). It was phased out in 1943 due to its limited range (15/35/55/75-yards), poor armor penetration (30mm) and damaging effect on rifles. The rifle will be damaged on an attack roll of “20” regardless of the weapon’s reliability results.

Type 2 AT Grenade One of the few Japanese weapons employing shaped charges was the 30mm Type 2 grenade based on the German Schiessbecher cup discharger system. It could be fitted on the 6.5mm and 7.7mm rifles and fired both 30mm and over-caliber 40mm AT grenades. Their penetration was approximately 30mm and 50mm respectively with a range of about 100-yards.

M9A1 AT Rifle Grenade This was the U.S. Army’s standard AT rifle grenade. The M9A1 weighed about 1.3 pounds, contained a shaped charge similar to the bazooka AT rocket, could penetrate 3 to 4 inches of armor and had a maximum effective range of 250 yards.

Author’s Tip. If a shaped charge detonates on a perpendicular surface where the penetration and armor are equal, it will succeed 50% of the time. Unless otherwise noted, use a casualty % of 45 for all AT rifle grenades.

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Page 114 Final Combat Complete Section 15. Using Mines and Explosives

Robert Doepp

Section 15. Using Mines and Explosives This section covers explosive and incendiary devices (both manufactured and improvised) that can be planted, placed or thrown. The picture above demonstrates the effect of an anti-tank mine on this Tiger. However, most were purely blast/fragmentation weapons and did not employ a shaped or concentrated charge. Therefore, the armor penetration potential was extremely limited. The research indicates that they disabled tracks on armored vehicles and could be placed with a hand-activated fuse on vulnerable spots such as the engine grate. When a gaming situation calls for an anti-tank device such as the Teller Mine, use the satchel-charge rule as it may be thrown at or placed on its target. However, unless it is a shaped-charge, it will have limited penetration properties (25mm) for armored vehicles beyond the potential for concussion and track/wheel damage. When determining track breakage or wheel damage, consult Table 15.2. Mines will have a 7.5-yard blast radius, a reliability of 50% and a KZ of 15% unless noted otherwise.

A mine-field density percentage should be established as a scenario rule. It will represent the chance that a mine is triggered by a passing soldier or vehicle and also the probability that a soldier finds a mine while probing with a bayonet. Unless the mine field is discovered through detonation or probing, the results should not be revealed.

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Expedient Tactics A vast array of expedient weapons was used to combat enemy armor. Regardless of how ingenious these last resort tactics may have been, any army forced to employ them was in desperate straits. Most required an attack delivered at very close range which necessitated a high degree of exposure with a minimal chance of escape.

The German soldier developed ingenious methods for dealing with Soviet armor. In the early T- 34 and KV-1 variants, a flaw in the turret design was often exploited with anti-tank Teller Mines. The rear of the turret had a notable over-hang (this was addressed in the T-34/76 model 1942) which provided the Germans with a vulnerable place to wedge the mine. Although this mine was not predicated on the shaped-charge, it would still damage the turret ring and thus disable the vehicle’s combat capability. The crew would also suffer from over-pressurization. Close Infantry Assault This is a courageous act whereby a soldier enters into melee with an armored fighting vehicle. A character must pass a morale check prior to this act. A number of weapons were used in this fashion during WWII, e.g. magnetic mines, sticky bombs, gammon bombs, Molotov Cocktails and satchel charges. Table 15.1 proposes action costs associated with close assault and anti- personnel/anti-tank mines. Once a device is deployed, determine damage assessment by consulting Table 15.2.

Table 15.1—Close Assault Action Costs Action Time Required Prepare a Teller mine for placement on a tank 2-actions Place a Teller/Hafthohlladungen mine on the tank deck or hull 1-action Prepare a Hafthohlladungen magnetic mine 4-actions Wedge a mine in the over-hang of a tank turret 2-actions Open/Close a tank hatch 1-action Secure (lock) a tank hatch 1-action Throw an anti-tank mine in the path of a tank 1-action Crew exits a tank through designated hatch 2-actions per man Attach a “sticky bomb” AT Grenade 1-action Bayonet probe for buried mines 1-action per yard cleared

Damage Assessment for Mines The following table lists a damage and casualty percentage for each mine in this section. Mines are rated according to their ability to inflict both internal and external damage to an Armored Fighting Vehicle. Internal damage can only occur if a tank is penetrated. In that case, combine the percentage listed with the explosive rating of the tank and roll a d100 at or below the number to determine possible ammunition cook-off or fuel ignition. Compartment destruction and/or crew casualties are calculated without adding the tank’s explosive rating. The second rating is external and it relates to the mine’s ability to destroy vulnerable features such as the turret ring, periscope, track, wheel, idler arm, sprocket and suspension etc.

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Table 15.2—AP/AT Mines & Close Assault Devices Mine Internal Damage External Damage Blast Radius Penetration Teller Mine 40% 80% 7.5 yards 25mm Haft-Hohlladungen 60% N/A N/A 140mm Lunge Mine† 85% N/A N/A 150mm Riegelmine 45% 85% 10 yards 30mm S-Mine N/A N/A 50 yards N/A Stockmine N/A N/A 50 yards N/A Schu-Mine N/A N/A 7.5 yards N/A Glassmine 43 N/A N/A 7.5 yards N/A Satchel Charge 50% 50% 12.5 yards 25mm Grenade Bundle 50% 50% 12.5 yards 25mm AKS 40% 80% 7.5 yards 25mm Type 99 40% 80% 7.5 yards 19mm Molotov Cocktail ER of Tank None 2 yard flame None Fire Bomb ER + 20% None 4 yard flame None RPG-40 40% 35% 5 yards 20mm RPG-42 40% N/A 5 yards 75mm RPG-6 40% N/A 5 yards 100mm Panzerwurfmine 40% N/A 5 yards 76mm Gammon No. 82 45% 35% 10 yards 20mm No. 73 50% 50% 12.5 yards 25mm No. 74 (Sticky) 30% 20% 5 yards 10mm Hawkins No. 75 N/A 20% 5 yards N/A

Author’s Tip. Anti-tank mines will not penetrate unless they are in direct contact with the surface of a tank. For example, running over a Teller Mine will yield an 80% chance of track damage, but the blast is too far away to penetrate the underside of the tank. However, if that same mine were to be placed on the engine deck, it would penetrate up to 25mm of armor. At that point, the game master would calculate internal damage plus the tank’s engine ER (explosive rating). Mines & Other Devices Although not exhaustive, the following explosive devices are among the most ubiquitous found throughout the war.

Satchel Charge This explosive is deployed similarly to a grenade (reduce range by ½ with a d6 deviation). It may be detonated with a safety fuse, a flash fuse on a timer or with an electric charge sent through wires from a plunger. When used against armored vehicles, it will penetrate 25mm of armor. Its greatest chance for success is against the tracks (50% chance of immobilization) or engine deck (50% chance to start an engine fire). Casualties can be caused by over pressurization. The satchel charge was used primarily to destroy bunkers and clear obstacles. It required specialized training because the explosive had to be tamped prior to detonation. Any

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soldier attempting to deploy this weapon must make a saving throw against Knowledge. Consult Table 12.7 on page 77. This weapon has a 50% reliability rating and a KZ of 25%.

Bangalore Torpedo (M1A1) This device pre-dates the First World War. It was used primarily to destroy barbed wire and anti-personnel mines. It consists of 10 five-foot metal tube sections filled with explosives, each weighing 13-pounds. The sections are then linked together, maneuvered into position and electronically or fuse detonated. It will clear a two-yard path through barbed wire and a 6.5-yard path through a minefield.

Teller Mine (AT) The Teller Mine (plate mine) was the standard anti-tank mine used by German forces in World War II. A circular, plate-shaped device with a built-in carrying handle, the Teller Mine was produced in four different models during the war:

• Teller Mine 43 • Teller Mine 42 • Teller Mine 35 • Teller Mine 29

A simplified version of the Model 42, the Model 43 Mushroom was detonated when a protruding pin was forced into the mine due to the pressure of a tank or other heavy object impacting on the upper surface of the mine. Another employment method which required the use of a timer-based igniter was to directly attach the mine to an enemy vehicle using the teller mine’s magnetic underside. Approximately 3,622,900 of these mines were produced by Germany from 1943 to 1944. Anti-tank mines may create over-pressurization conditions that can incapacitate the crew. An anti-tank mine will destroy any unarmored vehicle and subject the occupants to possible KZ, CZ and concussion.

Hafthohlladungen (AT) The hollow charge 3kg mine was the principal German hand anti-tank weapon. This armor- cracker (Panzerknacker) was adopted in November 1942. It had a truncated cone shape, a handle holding the fuse and three pairs of magnets around the base which allowed it to be attached to a tank, fortress gun cupola or pillbox doors/shutters. Early models had a friction- ignited 4.5-second delay fuse that barely allowed time for the attacker to seek cover. A 7.5- second fuse was introduced in May 1943. The charge could penetrate up to 140mm of armor or 20-inches of concrete. When this device is detonated on a fortification, use the satchel charge data to determine kill zone consequences for an enclosed space. If the occupants survive the kill zone, move to the casualty zone.

Suicide Lunge Mine This was a hand-delivered, shaped-charge AT mine attached to a pole. First used in the Philippines in 1944, it consisted of an 11.8-pound truncated cone-shaped warhead fitted with stand-off prongs and mounted on a 6-foot pole. The attacker rushed a tank, slamming the charge into its side. Often he did not survive, but the mine could penetrate 150mm of armor. Because

Page 118 Final Combat Complete Section 15. Using Mines and Explosives

the delivery of this weapon requires such close proximity, there is an 85% chance the attacker dies.

Riegelmine (AT) The Germans also used Bar Mines or Riegelminen to provide anti-tank barriers. This mine proved to be the most effective anti-tank mine of the war.

S-Mine (AP) The first “S” mine was the Schrapnellmine 35 (Smi-35). The Smi 35 was buried with just its igniters protruding above ground or connected to tripwires. When tripped, the Smi 35 ejected a small cylinder that scattered 350 steel balls over an area of 164-yards (anyone within a blast radius of 50-yards will roll for the CZ). The Allies dubbed these the Bouncing Betty.

Stockmine (AP) This operated on a similar principle to the Smi 35; however, the device was fixed on a wooden stake above ground. These are sometimes referred to as Stake Mines and were activated by tripwires.

Schu-Mine (AP) This was a small wooden box that measured six by six-inches. It contained a detonator and a solid charge. Another name or spelling of this mine is Shoe Mine or Shoe Box Mine. The Shoe Box was a favorite among the Germans. One of the places the Americans first encountered the Schu-Mine was during the failed attempt to cross the Rapido River on 21 January 1944.

Glassmine 43 (AP) In 1943 the Germans introduced another non-metallic mine. This mine had a body made entirely of glass in order to reduce its metallic signature. Although part of the firing mechanism had to be metal, the mine was still difficult to detect.

AKS (AT) The Russian AKS (a tilt-rod-actuated blast AT mine that appeared on the Russian front during World War II) was probably the first true full-width AT mine. Another important advance in the evolution of the full-width AT mine was the Russian development of influence fusing (both seismic and magnetic) during World War II. This combination of a shaped charge with a full- width-attack fuse proved to be extremely effective. Its greater coverage enabled emplacing units to get the same obstacle effect with significantly fewer mines per kilometer of front.

Additionally, this type of mine often produces a catastrophic kill with fatalities to crew members of all vehicles, including tanks and other tracked vehicles. This lethality definitely decreases the willingness of combat vehicle crews to “bull through” a mined area (use satchel charge KZ).

Type 99 Hand Mine The Type 99 (Hako-Baku-Rai) mine was a Japanese anti-tank weapon that entered service in 1939. Four magnets were attached to the casing, along with an external fuse. The fuse had a time delay which enabled it to be used as an anti-tank hand grenade or a demolition charge.

Final Combat Complete Page 119 Section 15. Using Mines and Explosives

Once the safety pin was removed, it was armed. Striking the fuse ignited a powder delay train. The mine detonated after a five to ten second delay, giving enough time for it to be thrown. The mines could be stacked, held together by the magnets for greater effect. When used individually the mine could penetrate approximately 0.75 inches (19mm) of steel, with two mines stacked it can penetrate 1.25 inches (32mm) of steel.

Concentrated Charges A common tactic was to bundle 5 to 7 stick grenades or a small demolition charge wired together with a central detonator. It was then used to break a track or damage an engine. The concussion was reportedly enough to temporarily incapacitate a tank crew. A single grenade could also be shoved down a gun barrel. Use the satchel charge data when determining blast radius, KZ and casualty percentages.

Dog Anti-Tank Mine The simplicity of the dog-mine must have been an appealing concept in 1942 when the Russian army was still hard pressed to keep the German invaders at bay. The idea was based on the premise that a wooden box or packet containing explosives could be strapped to a dog by means of a harness. The dogs were then trained to seek food underneath tanks. This action tripped a vertical, wooden lever which in turn detonated the explosives. Undoubtedly, this surprised both the German tank crews and the dogs.

Unfortunately, this was one simple idea that did not work terribly well in combat. Because the dogs were conditioned to expect the food under Soviet tanks, they were just as likely to attack Russian vehicles as German. On one occasion, the dogs became such a menace that an entire Soviet tank division had to be withdrawn from the combat zone until their infantry could shoot the uncontrollable animals.

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Word spread quickly throughout the German ranks that all Russian dogs should be considered potential threats and therefore, shot on sight. As a result, all dogs virtually disappeared from the eastern front.

Soviet sources reported that several enemy tanks were destroyed in this manner at the Battle of Kursk, but the Germans dispute this claim. However, once the inherent danger was realized, the practice was abandoned.

Rule: The game master will assign a number to each vehicle on the map and roll a corresponding die. For example, with a total of eight Russian and German vehicles on the board, assign a number to each one and roll a d8. The die roll will determine the dog’s target. This should not be revealed to either player. Use the satchel charge rule for judging explosive results. Any attempt to destroy an animal with small arms fire will incur a -10 modifier for target is evading.

Artillery Shells The Germans also buried artillery shells that had a long detonator. This allowed them to be placed beyond the range of a mine detector and made a deadly roadside improvised explosive device (IED). The damage characteristics should be determined by the caliber of shell that is detonated, but the blast radius should be reduced by ½.

Booby Traps These are improvised explosives (e.g. grenades or C-4) rigged with a simple trip wire. If setting the explosive is part of the scenario, use Table 12.7 to determine the success of the trap. If the trap is pre-established as part of the scenario, the skill check is not necessary. Once the device is tripped, roll a d20. Any number other than "20" will indicate that it detonates immediately. A roll of 20 will necessitate a reliability check (50%). If the device is planted during the scenario, add the demolition expert’s skill to the roll (e.g. 50 + skill level). A roll that exceeds the net reliability number means the device did not function properly, and therefore, does not explode. However, this might still initiate a morale check. Zimmerit Fearing the allies might use magnetic mines, the Germans took counter-measures, especially on the eastern front, with the application of a paste known as Zimmerit. The ridges were designed to prevent magnetic mines and sticky bombs from adhering to the surface of a tank. However, the Allies did not deploy this weapon frequently as the risk was considered too great. Consequently, the Germans eventually abandoned this labor intensive practice.

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Page 122 Final Combat Complete Section 16. Providing Air Support

Joseph Neumeyer

Section 16. Providing Air Support In this section, planes are added to simulate combined arms operations. Once the type of aircraft and ordnance is determined, place a random event chit in the cup. The scenario rules may determine the percentage chance that the plane arrives. If the attack takes place, roll a d4 for the direction of the attack, (e.g. North, South, East or West). Next, determine the pilot’s attack angle by rolling on Table 16.1. Finally, add or subtract the relevant modifiers from Table 16.2 and make a close air support roll (d20). Consult Table 16.3 for the results.

For example: a British Spitfire attacks a stationary (-8). The pilot’s skill is 6, but the enemy ground-fire includes one Quad 2.0cm AA battery (+12) and two MG34 machine guns (+4). The net effect of the modifiers on the die roll is plus 2. A roll of 14 or above will result in the plane being “shot down.”

The blast radius for aerial ordnance can be determined by dividing the weight of the bomb by ten. For example: a 250-pound bomb will have a blast radius of 25-yards with a KZ of 50% and a damage index of 500. A 500-pound bomb will have a blast radius of 50-yards with a KZ of 50% and a damage index of 1000. A 1000-pound bomb will have a blast radius of 100-yards with a KZ of 50% and a damage index of 2000. An armored fighting vehicle, regardless of the variant, will be disabled if a bomb falls within the first half of the blast radius. The term disabled is intended to imply that the crew is killed by over-pressurization or the tracks, idler

Final Combat Complete Page 123 Section 16. Providing Air Support arms, bogies and sprockets (suspension) are destroyed. Bunker destruction will require a direct hit, although the crew may be disabled by over-pressurization if they are within the blast radius. Dive & Recovery When a plane attacks a ground target, roll a d20 and consult Table 16.1 to determine the pilot’s attack angle (vertical orientation). Each time the pilot makes a bomb or strafing run, he must roll a recovery save. Multiply the skill level by ten and add it to the attack angle. For example, a regular pilot with a skill of four, who dives down on a tank from an attack angle of 45° would combine 40% (4x10) with 45% (attack angle) for an 85% chance to pull-out of the dive.

Table 16.1—Pilot’s Attack Angle Die Roll (d20) Dive Angle 1 – 2 0° 3 – 6 15° 7 – 10 30° 11 – 20 45°

Table 16.2—Aircraft Modifiers Modifiers Subtract pilot’s skill from die roll Subtract 10 if the target is a bunker/stationary structure Subtract 8 if the target is a large vehicle Subtract 6 if the target is a medium vehicle Subtract 4 if the target is a small vehicle Subtract 3 if pilot dives at 0° Subtract 2 if pilot dives at 15° Subtract 2 for each 20-37mm auto cannon attacking a ground target Subtract 1 if pilot dives at 30° Subtract 1 for each MG attacking a ground target Add one for an infantry target Add four if the target is a moving vehicle Add two for each anti-aircraft/light machine gun firing Add three for each 2.0cm Flak barrel firing Add four for each 3.7cm Flak barrel firing Add five for each 40mm Bofors barrel firing

Page 124 Final Combat Complete Section 16. Providing Air Support

Table 16.3—Close Air Support Die Roll Results (d20) 1-below Attack is on target 2 Attack is off target by 30 yards/roll direction 3 Attack is off target by 40 yards/roll direction 4 Attack is off target by 50 yards/roll direction 5 Attack is off target by 60 yards/roll direction 6 Attack is off target by 70 yards/roll direction 7 Attack is off target by 80 yards/roll direction 8 Attack is off target by 90 yards/roll direction 9 Attack is off target by 100 yards/roll direction 10 Ordnance is a dud 11 Weapon(s) malfunction(s) and will not fire 12 Off course/abort attack 13 Intense ground fire/abort attack 14 Engine stalls/save v. pilot skill plus knowledge modifier (d20) 15 Light ground fire/use results for number 18 16 Medium ground fire/use results for number 19 17 Heavy ground fire/use results for number 20 18 Pilot is wounded/abort attack 19 Engine is on fire/pilot must bail out (save v. agility -3) 20-above Plane is shot down (pilot may attempt to bail out with a save v. agility -6)

NOTE: When a bomb is dropped on target, roll 1d12 for direction and 1d20 for distance. When bomb clusters are dropped, it will require multiple die rolls, regardless of whether the attack is on or off target. Strafing Infantry A strafing run against infantry that is determined to be on target will require an additional roll of “one” on a d20 to score a hit. In this case, a die roll of 20 will not indicate a possible malfunction. Designate a target with the AWT and roll d20 hit dice equivalent to the rate of fire for the plane’s armament. For example, the P47 was equipped with eight .50 caliber machine guns. Therefore, at nine bullets per second, the player must roll 72 hit dice (nine for each barrel). In the event of one or more hits, randomize all eligible targets within the AWT zone. Guns vs. Armor When an aircraft strafes an armored fighting vehicle with guns and the attack is on target, it is necessary to determine if the projectiles penetrate. Simply roll a die (even/odd) to see if the turret top or the hull deck is struck and consult the data sheet for the armor thickness. Next, check the appropriate penetration table from Section 13 and compare it with the armor resistance on Table 16.4 by cross referencing the projectile diameter. Use 250-meters as the penetration range. If the projectiles penetrate, judge the vehicle to be knocked out. It is not necessary to track each bullet.

Final Combat Complete Page 125 Section 16. Providing Air Support

Table 16.4—Strafing Attack vs. Armor

Top/Deck Relative Thickness at Attack Angle (Dive) Armor 0° 15° 30° 45° Thickness 12.7 20 37 12.7 20 37 12.7 20 37 12.7 20 37 mm mm mm mm mm mm mm mm mm mm mm mm 5 4 4 4 5 4 4 5 5 4 7 6 5 6 5 5 5 6 5 5 6 6 5 8 8 6 7 6 6 6 7 6 6 8 7 6 10 10 8 8 7 7 7 8 7 7 9 8 7 14 12 9 9 8 8 8 9 8 8 10 9 8 16 14 11 10 9 9 9 10 9 9 12 11 9 18 16 13 11 11 10 10 11 10 10 13 12 11 21 18 14 12 12 11 11 12 11 11 14 13 12 24 20 16 13 13 12 12 13 12 12 16 15 13 26 22 18 14 14 13 13 14 14 13 17 16 14 29 25 20 15 15 14 14 15 15 14 19 17 15 32 27 22 16 16 15 15 16 16 15 20 19 17 35 30 24 17 17 16 16 17 17 16 22 20 18 38 32 26 18 18 17 17 19 18 17 24 22 19 41 35 28 19 19 18 18 20 19 18 25 23 20 44 37 30 20 20 19 19 21 20 19 27 24 22 47 40 32 25 25 25 24 27 26 24 35 32 28 63 54 44 30 31 30 29 33 31 29 43 40 35 81 69 56 35 36 35 34 39 37 35 52 48 42 100 85 69 40 42 41 39 45 43 40 61 56 50 119 102 82

Page 126 Final Combat Complete Appendix A. Infantry Weapons Reference Tables

Appendix A. Infantry Weapons Reference Tables

Final Combat Complete Page 127 Appendix A. Infantry Weapons Reference Tables

Italian Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. S M L E /sec Cap. Beretta Semi- Model 1934 5 20 35 50 1–2 7 9mm 25 80% -1 1.5 lbs Auto Pistol Glisenti Semi- Model 1910 5 20 35 50 1–2 7 9mm 20 70% -1 1.9 lbs Auto Pistol Bolt M91* 100 250 400 700 1 6 6.5mm 35 90% NA 8.4 lbs Action Beretta Model 1918 15 25 50 75 Auto 15 25 9mm 25 65% -5 7.1 lbs SMG Beretta Model 25/ 50/ 100/ 150/ 9.25 Select 1–10 8 9mm 25 70% -1/-5 1938A 15 25 50 75 lbs SMG FNAB-43 25/ 50/ 100/ 150/ Select 1–7 20/40 9mm 25 75% -1/-3 8.8 lbs SMG 15 25 50 75 Breda 22.5 Model 1930 100 400 800 1200 Auto 8 20 6.5mm 35 65% -3 lbs LMG Breda 20 Model 1937 250 500 1000 2000 Auto 8 8mm 40 60% -3 43 lbs Strip HMG Breda 41.2 M38 250 500 1000 2000 Auto 8 Belt 8mm 40 65% -3 lbs HMG Fiat-Revelli Model 1935 250 500 1000 2000 Auto 8 Belt 8mm 40 60% -3 40 lbs HMG Breda 104.5 Model 1931 250 500 1000 2000 Auto 8 Belt 13.2mm 70 65% -3 lbs HMG 3x M/40 5 10 15 20 Burst 1 15 Flame 50% NA 60 lbs d100 Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius 5-yards 58 Mod. 35 10 20 30 40 Throw Impact NA 15% 50% .4 lbs Blast mm *When equipped with a scope, increase each range category by 100-yards. This is the rifle version of the Mannlicher-Parravicion-Carcano M91.

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German Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. S M L E /sec Cap. Luger Semi 5 20 35 50 1–2 8 9mm 25 80% -1 1.9 lbs 1908 Auto 5 20 35 50 Select 1–14 10/20 7.63mm 20 50% -1/-6 2.9 lbs 1932 Walther Semi 5 20 35 50 1–2 8 9mm 25 80% -1 2 lbs P38 Auto Walther Semi 5 20 35 50 1–2 7 9mm 25 80% -1 1.3 lbs PPK Auto FG 42* 100 250 400 700 Select 1–13 20 7.92mm 40 70/65% -2/-6 10 lbs Gewehr 75 150 300 500 SLAR 1–2 10 7.92mm 40 70% -2 11 lbs 41* Gewehr 75 150 300 500 SLAR 1–2 10 7.92mm 40 80% -2 9.7 lbs 43* Bolt Kar 98K* 100 250 400 700 1 5 7.92mm 40 90% NA 9 lbs Action 50/ 100/ 200/ 400/ StG44* Select 1–8 30 7.92mm 35 75/70% -1/-5 11.5 lbs 25 50 75 100 MP 15 25 50 75 Auto 8 32 9mm 25 65% -3 10 lbs 38/40/41 25/ 50/ 100/ 150/ SL-100 Select 1–8 32 9mm 25 65% -1/-3 8.5 lbs 15 25 50 75 Suomi 15 25 50 75 Auto 15 30/50/71 9mm 25 65% -5 15.5 lbs m/1931 MP28 15 25 50 75 Auto 7 32 9mm 25 65% -5 11.6 lbs

ZB vz26 100 400 800 1200 Auto 8 20 7.92mm 40 65% -3 21.4 lbs

CZ vz30 100 400 800 1200 Auto 10 30 7.92mm 40 65% -3 21.4 lbs

CZ vz37 250 500 1000 2000 Auto 12 Belt 7.92mm 40 70% -3 41 lbs Belt/ MG34 100 400 800 1200 Select 1–13 7.92mm 40 85/80% -1/-3 25.4 lbs 50/75 Belt/ MG42 100 400 800 1200 Auto 25 7.92mm 40 75% -4 25.4 lbs 50/75 3x FmW 41 5 10 20 30 Burst 1 10 flame 50% NA 48.5 lbs d100 Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius 5-yards ST 24 15 25 35 45 Throw 4-second NA 15% 50% NA 1.1 lbs Blast 5-yards M39 15 25 35 45 Throw 4-second NA 15% 50% 50mm .5 lbs Blast Panzer- 5-yards 10 20 30 40 Throw Impact 76mm 10% 50% NA 3 lbs wurfmine HEAT GewPzGr AWT 50 100 150 250 Launch Impact 70mm 15% 50% 40mm 1.8 lbs 40 HEAT GewPzGr AWT 50 100 150 250 Launch Impact 90mm 20% 50% 46mm 2 lbs 46 HEAT GewPzGr AWT 50 100 150 250 Launch Impact 125mm 25% 50% 61mm 2.3 lbs 61 HEAT *When equipped with a scope, increase each range category by 100-yards

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Russian Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E Tokarev Semi 7.62 5 20 35 50 1–2 8 20 80% -1 1.8 lbs TT-33 Auto mm Nagant 7.62 5 20 35 50 Revolver 1 7 20 90% NA 1.8 lbs Mod. 1895 mm Vintovka Bolt 7.62 Obr 100 250 400 700 1 5 40 90% NA 8.8 lbs Action mm 1930g* Vintovka Bolt 7.62 Obr 100 250 400 700 1 5 40 90% NA 8.8 lbs Action mm 1891g* Karabina Bolt 7.62 75 150 300 500 1 5 40 90% NA 7.6 lbs Obr 1938g Action mm Karabina Bolt 7.62 75 150 300 500 1 5 40 90% NA 7.6 lbs Obr 1944g Action mm Tokarev 7.62 75 150 300 500 SLAR 1–2 10 40 80% -2 8.6 lbs SVT 40 mm 25/ 50/ 100/ 150/ 7.62 12.5 PPSh-41† Select 1–15 35/71 25 65/60% -1/-5 15 25 50 75 mm lbs 7.62 PPS-42/43 15 25 50 75 Auto 12 35 25 80% -4 8.6 lbs mm Maxim 7.62 52.5 100 400 800 1200 Auto 9 Belt 40 75% -3 Mod. 1910 mm lbs DShK 12.7 78.5 250 500 1000 2000 Auto 9 Belt 70 60% -3 1938 mm lbs Degtyarev 7.62 20.5 100 400 800 1200 Auto 9 47 40 75% -3 DP mm lbs DT 7.62 (tank 100 400 800 1200 Auto 9 60 40 75% -3 28 lbs mm LMG) 7.62 30.3 SG43 250 500 1000 2000 Auto 10 Belt 40 75% -3 mm lbs 3x 50.7 ROK2/3 5 20 35 50 Burst 1 8 Flame 50% NA d100 lbs Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius VPGS- 30 AWT 40 15 35 55 75 Launch Impact 15% 45% 2 lbs 41** mm HEAT mm 4- 10-yards RGD-33 10 20 30 40 Throw NA 10% 50% NA 1.7 lbs second Frag 4- 5-yards RG-41 10 20 30 40 Throw NA 15% 50% NA .9 lbs second Blast 4- 10-yards F-1 10 20 30 40 Throw NA 10% 50% NA 1.3 lbs second Frag 20 5-yards 95 RPG-40 10 20 30 40 Throw Impact 15% 50% 2.7 lbs mm Blast mm 75 5-yards 66 RPG-42 10 20 30 40 Throw Impact 10% 50% 1.9 lbs mm HEAT mm 100 5-yards RPG-6 10 20 30 40 Throw Impact 10% 50% NA 2.5 lbs mm HEAT *When equipped with a scope, increase each range category by 100-yards †When the PPSh-41 uses the 35-round magazine, the reliability becomes 85/80% **The rifle will be damaged on an attack roll of “20” regardless of the weapon’s reliability roll. Also, factor -3 to the attack roll for poor accuracy

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United States Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E Colt Semi 5 20 35 50 1–2 7 .45 cal. 30 80% -1 3 lbs 1911 Auto S&W 5 20 35 50 Revolver 1 6 .38 cal. 25 90% NA 1.5 lbs .38/200 M1 75 150 300 500 SLAR 1–2 8 .30 cal. 40 80% -2 9.5 lbs Garand Johnson 75 150 300 500 SLAR 1–2 10 .30 cal. 40 75% -2 9.5 lbs M1941 M1/M1A1 75 150 225 300 SLAR 1–2 15 .30 cal. 20 80% -1 5.4 lbs Carbine M2 75/ 150/ 225/ 300/ Select 1–13 30 .30 cal. 25 80/70% -1/-4 5.7 lbs Carbine 15 25 50 75 Bolt M1903* 100 250 400 700 1 5 .30 cal. 40 90% NA 8.7 lbs Action M3A1 15 25 50 75 Auto 7 30 .45 cal. 30 55% -5 10 lbs Thompson 25/ 50/ 100/ 150/ 20/30/ 10.5 Select 1–12 .45 cal. 30 65/60% -1/-5 M1A1 15 25 50 75 50 lbs BAR 100 250 400 700 Auto 10 20 .30 cal. 40 65% -3 16 lbs Browning 100 400 800 1200 Auto 10 Belt .30 cal. 40 70% -3 53 lbs M1917 ANM2 100 400 800 1200 Auto 20 Belt .30 cal. 40 65% -4 23 lbs Stinger 47/ 100 400 800 1200 Auto 8 .30 cal. 40 65% -4 27 lbs 97 Browning 32.5 100 400 800 1200 Auto 7 Belt .30 cal. 40 75% -3 M1919 A4 lbs M2 HB 250 500 1000 2000 Auto 9 110 12.7mm 70 75% -3 44 lbs Marlin 12 15 30 60 75 Pump 1 Tube Vary 85% NA 7.4 lbs 94 gauge Remington Pump/ Tube/ 12 15 30 60 75 1–2 Vary 85/80% -2 7.8 lbs Mod. 10/11 Semi 5 gauge Winchester 12 10.6 15 30 60 75 Pump 1 Tube Vary 85% NA Mod. 97 gauge lbs M2-2 3x 70.5 10 20 30 40 Burst 1 7 Flame 50% NA flamethrower d100 lbs Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius Mk II 10-yards 10 20 30 40 Throw 4-second NA 10% 50% NA 1.3 lbs pineapple Frag M18 20x4x2 Colored 10 20 30 40 Throw 2-second None none 50% NA 1.2 lbs yard smoke† 10-yards M15WP† 10 20 30 40 Throw 4-second NA 50% 50% NA 1.9 lbs Flame Ext- Throw/ Crush 5-yards Hawkins 5 10 15 20 dam. 15% 50% NA 2.2 lbs Place Igniter Blast 20% 102 AWT 40 M9A1 50 100 150 250 Launch Impact 15% 50% 1.3 lbs mm HEAT mm *When equipped with a scope, increase each range category by 100-yards †Burn time is 60-seconds. A byproduct of WP is phosphoric acid which can damage the lungs and throat.

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Japanese Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E

Meiji 26 5 20 35 50 Revolver 1 6 9mm 25 90% NA 2.3 lbs Taisho 04 Semi 5 20 35 50 1–2 8 8mm 20 75% -1 2 lbs Pistol Auto Taisho Semi 14 5 20 35 50 1–2 8 8mm 20 75% -1 2 lbs Auto Pistol Type 94 Semi 5 20 35 50 1–2 6 8mm 20 65% -1 1.8 lbs Pistol Auto Arisaka Bolt Type 38* 100 250 400 700 1 5 6.5mm 35 90% NA 9.5 lbs Action Rifle Arisaka Bolt Type 99* 100 250 400 700 1 5 7.7mm 40 90% NA 9.1 lbs Action Rifle Type 100 15 25 50 75 Auto 13 30 8mm 20 60% -5 9.7 lbs SMG Type 96 100 400 800 1200 Auto 9 30 6.5mm 35 50% -3 20 lbs LMG Type 97 100 400 800 1200 Auto 8 30 7.7mm 40 65% -3 25.2 lbs LMG Type 99 100 400 800 1200 Auto 13 30 7.7mm 40 80% -4 20 lbs LMG Type 92 250 500 1000 2000 Auto 8 30 7.7mm 40 75% -3 122 lbs MMG Type 100 3x 5 10 20 30 Burst 1 12 Flame 50% NA 65.5 lbs flamethrower d100 Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius Type 10 10-yards 25 75 125 175 Launch Impact NA 10% 50% 50mm 5.5 lbs Discharger Frag Type 89 10-yards 125 325 525 725 Launch Impact NA 10% 50% 50mm 10.4 lbs Discharger Frag Type 97 4- 10-yards 10 20 30 40 Throw NA 10% 50% 50mm 1 lbs Grenade second Frag Type 2a AWT 25 50 75 100 Launch Impact 30mm 10% 50% 30mm .73 lbs AT Grenade HEAT Type 2b AWT 25 50 75 100 Launch Impact 50mm 15% 50% 40mm .73 lbs AT Grenade HEAT *When equipped with a scope, increase each range category by 100-yards

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British Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E Webley Semi 5 20 35 50 1–2 7 .44 cal 30 80% -1 2.5 lbs Mk I Auto Webley 5 20 35 50 Revolver 1 6 .38 cal 25 90% NA 1.7 lbs Mk IV Webley 5 20 35 50 Revolver 1 6 .45 cal 30 90% NA 2.3 lbs Mk VI Single 5 20 35 50 1 6 .32 cal 20 80% NA 2 lbs Mk I Shot Rifle No. 3 Bolt 100 250 400 700 1 5 7.7mm 40 90% NA 9.6 lbs Mk 1* Action Rifle No. 1 Bolt 100 250 400 700 1 10 7.7mm 40 90% NA 8.7 lbs Mk III* Action Rifle No. 4 Bolt 100 250 400 700 1 10 7.7mm 40 90% NA 9 lbs Mk I* Action Rifle No. 5 Bolt 75 150 300 500 1 10 7.7mm 40 90% NA 7.2 lbs Mk I* Action De Lisle Bolt 50 100 150 200 1 8 .45 cal 30 80% NA 8.3 lbs Carbine Action 25/ 50/ 100/ 150/ 70/65 Mk 2 Select 1–9 32 9mm 25 -1/-5 8 lbs 15 25 50 75 % 25/ 50/ 100/ 150/ 75/70 10.6 Owen Gun Select 1–12 33 9mm 25 -1/-3 15 25 50 75 % lbs Lanchester 15 25 50 75 Auto 10 50 9mm 25 65% -5 9.6 lbs

BREN Gun 100 400 800 1200 Auto 8 30 7.7mm 40 65% -3 22 lbs 48.5 Vickers 250 500 1000 2000 Auto 7 Belt 7.7mm 40 70% -3 lbs Vickers 250 500 1000 2000 Auto 17 96 7.7mm 40 65% -3 21lbs G.O. Besa MMG 250 500 1000 2000 Auto 12 Belt 7.92mm 40 75% -3 47 lbs 125.5 Besa HMG 250 500 1000 2000 Select 1–8 Belt/25 15mm 70 65% -1/-4 lbs 3x Ack Pack 10 20 30 40 Burst 1 12 Flame 50% NA 64 lbs d100 Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius 4- 12½-yds 61 36M 10 20 30 40 Throw NA 10% 50% 1.7 lbs Second Frag mm AWT 40 No. 68/AT 50 100 150 250 Launch Impact 50mm 15% 50% 2 lbs HEAT mm 10-yards Gammon 5 10 15 20 Throw Impact 20mm 15% 50% NA vary Blast 5-Yards 60 No. 69 10 20 30 40 Throw Impact NA 15% 50% .8 lbs Blast mm 12½-Yds No. 73 3 6 9 12 Throw Impact 25mm 15% 50% tube 4.5 lbs Blast No. 74 4- 5-yards 10 20 30 40 Throw 10mm 15% 50% NA 2.3 lbs ST Second Blast No. 77 10-yard 10 20 30 40 Throw Impact NA 50% 50% NA .5 lbs WP Flame *When equipped with a scope, increase each range category by 100-yards

Final Combat Complete Page 133 Appendix A. Infantry Weapons Reference Tables

French Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E

Mod. 1892 5 20 35 50 Revolver 1 6 8mm 25 90% NA 1.8 lbs Mod Semi 5 20 35 50 1–2 8 8mm 25 80% -1 1.7 lbs 1935S Pistol Auto Mle 07/15 Bolt 100 250 400 700 1 3 8mm 40 90% NA 8.4 lbs Rifle* Action Mle 07/15 Bolt T16 100 250 400 700 1 5 8mm 40 90% NA 8.4 lbs Action Rifle* Mle 1916 Bolt 100 250 400 700 1 5 8mm 40 90% NA 8.4 lbs Rifle* Action Mle 07/15 Bolt M34 100 250 400 700 1 5 7.5mm 40 90% NA 8.4 lbs Action Rifle* MAS Bolt 100 250 400 700 1 5 7.5mm 40 90% NA 8.3 lbs Mle 1936* Action MAS 25/ 50/ 100/ 150/ Mod. 38 Select 1–10 32 7.65mm 25 65% -1/-3 6.3 lbs 15 25 50 75 SMG FM24/29 100 400 800 1200 Select 1–8 25 7.5mm 40 65% -1/-3 19.7 lbs LMG Mitrailleuse 150 100 400 800 1200 Auto 13 7.5mm 40 65% -3 26 lbs Mle 1931† Drum Hotchkiss 25/30 100 400 800 1200 Select 1–9 7.5mm 40 65% -1/-3 20.9 lbs 1922/26 Strip Hotchkiss 24/30 Mle 1914 250 500 1000 2000 Auto 10 Strip/ 8mm 40 60% -3 51.9 lbs MMG Belt Hotchkiss Mle 1930, 250 500 1000 2000 Select 1–9 30 13.2mm 70 65% -1/-3 83.5 lbs 1935/AA Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius 4- 10-yds F-1 Mle 1935 10 20 30 40 Throw NA 10% 50% NA 1.7 lbs Second Frag 4- 5-yds OF 1935 Mle 10 20 30 40 Throw NA 15% 50% NA 1.7 lbs Second Blast *When equipped with a scope, increase each range category by 100-yards †The Machine Gun Model 1931 (Châtellerault) was the standard weapon mounted in French tanks and fortifications. It used the 7.5mm MAS cartridge with a 150-round drum magazine.

Page 134 Final Combat Complete Appendix A. Infantry Weapons Reference Tables

Polish Weapons Range RoF Mag. Weapon Mode Cal. Dam. Rel RP Wgt. /sec Cap. S M L E Pistolet wz. Semi 5 20 35 50 1–2 8 9mm 25 80% -1 2.5 lbs 35 Auto Kb wz. 98a Bolt 100 250 400 700 1 5 7.92mm 40 90% NA 9.6 lbs Rifle* Action Kb wz. 29 Bolt 100 250 400 700 1 5 7.92mm 40 90% NA 8.8 lbs Rifle* Action Browning wz. 1928 100 400 800 1200 Auto 11 20 7.92mm 40 65% -3 21 lbs LMG Hotchkiss wz. 25 250 500 1000 2000 Auto 8 Belt 7.92mm 40 65% -3 59.8 lbs MMG Ckm wz. 30 250 500 1000 2000 Auto 8 Belt 7.92mm 40 70% -3 143.3 lbs MMG Range Blast Grenade Mode Fuse Pent. KZ Rel Cal. Wgt. S M L E Radius 5-yards ET wz. 40† 10 20 30 40 Throw Impact NA 15% 45% 53 .6 lbs Blast 4- 5-yards R wz. 42† 10 20 30 40 Throw NA 15% 45% 55 .6 lbs Second Blast *When equipped with a scope, increase each range category by 100-yards †These improvised grenades were made by the Polish Resistance. They were comprised of cheddite and ammonite filling and were based on the Polish pre-war ET-38 anti-tank grenade. They were use extensively during the and other battles of Operation Tempest.

Final Combat Complete Page 135 Appendix A. Infantry Weapons Reference Tables

Anti-Tank Guns Data Gun Caliber Weight Traverse Elevation Crew PaK 41 28mm 1390kg 45° L 45° R -8° to +28° 3 PaK 35/36 37mm 328kg 29.5° L 29.5° R -8° to +25° 3 PaK 38 50mm 830kg 32.5° L 32.5° R -8° to +27° 5 PaK 40 75mm 1,425kg 32.5° L 32.5° R -5° to +22° 5 PaK 43/41 88mm 5,000kg 30° L 30° R -8° to +40° 5 2-Pounder 40mm 830kg 360° -13° to +15° 4 6-Pounder/M1 57mm 1,110kg 45° L 45° R -5° to +15° 5 17-Pounder 76.2mm 3,048kg 30° L 30° R -6° to 16.5° 5 25-Pounder 88mm 1829kg 360° -5° to +45° 6 M3A1 37mm 410kg 30° L 30° R -10° to +15° 5 3" Gun M5 76.2mm 2,005kg 22.5° L 22.5° R -5° to +30° 5 Pack Howitzer 75mm 653kg 3º L 3º R +5º to +45º 6 M-42 45mm 625kg 30° L 30° R -8° to +25° 3 ZiS 2 57mm 1,150kg 30° L 30° R -8° to +25° 5 ZiS 3 76.2mm 1,200kg 27° L 27° R -5° to +37° 5 Type 94 37mm 324 kg 30° L 30° R -10° to +35° 8 Type 1 47mm 800kg 30° L 30° R -8° to +25° 8 Cannone da M35 47mm 277kg 31° L 31° R -15° to +56° 5 Raketenwerfer 43 88mm 123kg 30° L/R -18° to +15° 2 M20 RCL 75mm 52kg 30° L/R -10° to 35° 3 LG40 RCL 75mm 147kg 40° L/R -20° to +42° 3 LG40 RCL 105mm 408kg 30° L/R -15° to +40° 3

Page 136 Final Combat Complete Appendix B. 15mm Range Conversion Chart

Appendix B. 15mm Range Conversion Chart

Final Combat Complete Page 137 Appendix B. 15mm Range Conversion Chart

15mm Range Conversion Chart

15mm Range 15mm Range 15mm Range Cm Cm Cm Cm 15mm Range (yards) (yards) (yards) 1 1.33 31 41.2 61 81.1 91 121.0 2 2.7 32 42.6 62 82.5 92 122.4 3 4.0 33 43.9 63 83.8 93 123.7 4 5.3 34 45.2 64 85.1 94 125.0 5 6.6 35 46.5 65 86.4 95 126.4 6 8.0 36 47.9 66 87.8 96 127.7 7 9.3 37 49.2 67 89.1 97 129.0 8 10.6 38 50.5 68 90.4 98 130.3 9 12.0 39 51.9 69 91.8 99 131.7 10 13.3 40 53.2 70 93.1 100 133.0 11 14.6 41 54.5 71 94.4 125 166.2 12 16.0 42 55.9 72 95.8 150 199.5 13 17.3 43 57.2 73 97.1 175 232.8 14 18.6 44 58.5 74 98.4 200 266.0 15 20.0 45 59.8 75 99.8 225 299.2 16 21.3 46 61.2 76 101.1 250 332.5 17 22.6 47 62.5 77 102.4 275 365.8 18 24.0 48 63.8 78 103.7 300 399.0 19 25.3 49 65.2 79 105.1 325 432.2 20 26.6 50 66.5 80 106.4 350 465.5 21 28.0 51 67.8 81 107.7 375 498.8 22 29.3 52 69.2 82 109.1 400 532.0 23 30.6 53 70.5 83 110.4 425 565.2 24 31.9 54 71.8 84 111.7 450 598.5 25 33.2 55 73.2 85 113.0 475 631.8 26 34.6 56 74.5 86 114.4 500 665.0 27 35.9 57 75.8 87 115.7 600 798.0 28 37.2 58 77.1 88 117.0 700 931.0 29 38.6 59 78.5 89 118.4 800 1064.0 30 39.9 60 79.8 90 119.7 900 1197.0

Page 138 Final Combat Complete Appendix C. Sample Scenario – Rapido River Crossing

Appendix C. Sample Scenario—Rapido River Crossing

Final Combat Complete Page 139 Appendix C. Sample Scenario – Rapido River Crossing

The Rapido River viewed from Monte Trocchio. (National Archives) Historical Background The 36th Infantry Division of the II Corps had been ordered to cross the Rapido River in the vicinity of Sant'Angelo, a village atop a forty-foot bluff. The 15th Panzer Grenadier Division, considered one of the best enemy units in Italy, opposed them.

The Rapido was a small but swift-flowing river, 25 to 50 feet wide and 10 to 15 feet deep, with banks varying in height from 3 to 6 feet. There were few covered approaches to the river. Because the British 10 Corps and the French Expeditionary Corps had failed to expel the Germans from the heights on both sides of the Liri valley between 12–20 January, the entire area was under enemy observation. The 141st and 143rd Infantry Regiments of the 36th Division were to cross the river on the night of 20 January and envelop Sant'Angelo from the north and south. In 48 hours of combat, they suffered 2,128 casualties with no significant gain in territory. Situation This scenario is based upon the heroic acts of Staff Sergeant Thomas E. McCall, from Viedersburgh, Indiana. Serving with Company F of the 143rd Infantry Regiment, he commanded a machine-gun section that provided fire support for riflemen crossing the Rapido River. Although exposed to enemy fire, McCall and two squads managed to cross the river where he formed them into an effective fighting force. He led the men forward across barbed-wire entanglements and personally placed the machine guns in positions covering the battalion's front. A shell soon landed near one of the positions, wounding the gunner, killing the assistant gunner and destroying the weapon. Even though shells were falling all around, McCall crawled forward and rendered first aid to the wounded man before dragging him to safety. In the meantime, the

Page 140 Final Combat Complete Appendix C. Sample Scenario – Rapido River Crossing

crew of the second machine gun was also wounded, leaving McCall as the only combat capable member of his section.

McCall picked up the last operating machine gun and ran forward with the weapon on his hip. He reached a point 30-yards from the Germans where he fired two bursts, killing or wounding all the enemy soldiers and putting their gun out of action. A second enemy machine gun soon opened fire, and he rushed that position as well, firing again from the hip and killing four of the crew. A third machine gun located 50-yards to the rear began delivering a tremendous volume of fire. McCall spotted its position and went toward it in the face of overwhelming fire, shooting from the hip. He was severely wounded and captured in this last attack, but his actions helped stabilize the battalion's position. For his extreme valor, he was later awarded the Medal of Honor. However, despite such individual acts of courage, the badly mauled battalions on the far bank were ordered to withdraw.

Setting 07:30 1/20/44- Sergeant McCall and two squads of F Company have crossed the Rapido River (see Map). They are pinned down in a grove of trees facing a murderous barrage from elements of the 15th Panzer Grenadier Division. German Schu-mines (20% density) are placed just beyond the marsh at a depth of 12-yards. As Sergeant McCall, you must rally your men and capture the head-quarters/command post house. Victory Conditions U.S. Orders: Capture the HQ/CP in 10 turns. German Orders: Defend the HQ/CP. U.S. Order of Battle Sergeant McCall- elite TQ; Leadership: 16; Willpower: NA*; Rifle Skill: 11 2x .30 caliber M1919A4- crew of 2; TQ: green & regular; Willpower: 11–12; Skill: 3 or 4

Final Combat Complete Page 141 Appendix C. Sample Scenario – Rapido River Crossing

2x Squad of 10 men (assorted M1 Garand rifles/SMG/BAR)- TQ: green to professional; Willpower: 11–13; Skill: commensurate with TQ; includes 2 corporals with TQ related Leadership attributes. *Sergeant McCall’s morale is unlimited. He will never have to check for failure. German Order of Battle 1x 8 man squad of Panzer Grenadiers w/ standard loadout; TQ: regular to veteran; Leadership and Willpower is based on TQ; Skill: commensurate with TQ. 1x Battery off-board 8.0cm mortars (2 tubes) two missions with 65% availability 1x off-board FO team; TQ: regular

Sergeant McCall and his company must be just in front of the river. The Germans may occupy the CP/HQ and be dug-in nearby.

Page 142 Final Combat Complete

Appendix D. Reproducible Forms

Character Sheet

Name: Rank: Troop Quality: Experience Points: Age: Speed Factor: Life Points: Fatigue: Exhaustion: Coma:

Physical Appearance

Hair Color: Eye Color: Height: Weight: Skin Tone: Carrying Capabilities: Dominant Hand:

Attributes

Power: Speed: Endurance: Intuition: Reason: Knowledge: Agility: Aim: Dexterity: Resistance: Recovery: Fitness: Personality: Willpower: Leadership: Sight: Smell: Hearing:

Skill Levels

Handgun: Mortar: Gymnastics: Submachine Gun: Martial Arts: Mechanic/Technician: Shotgun Level: Unarmed Combat: Communications: Assault Gun: Silent Killing: Driver: Rifle: Escape Artist: Pilot: Machine Gun: Swimming: Languages: Grenadier: Climbing: First Aid: Grenade: Tracking: Engineer: Bladed Weapons: Acting: Skiing: Demolitions: Navigation: Equestrian: Indirect Fire: Airborne: Survivalist:

Weapons and Equipment

Weapon/Weight Rate of Fire Ammo/Weight Total Weight Skill Level

Wounds: Total Weight Carried:

Final Combat Game Sheet

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

CRH CRH CRH CRH CRH CRH CRH CRH CRH CRH CRH Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch

STD STD STD STD STD STD STD STD STD STD STD Stand Stand Stand Stand Stand Stand Stand Stand Stand Stand Stand

KNL KNL KNL KNL KNL KNL KNL KNL KNL KNL KNL Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel

PRN PRN PRN PRN PRN PRN PRN PRN PRN PRN PRN Prone Prone Prone Prone Prone Prone Prone Prone Prone Prone Prone

JAM JAM JAM JAM JAM JAM JAM JAM JAM JAM JAM Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam Weapon Jam

HT HT HT HT HT HT HT HT HT HT HT HEAT HEAT HEAT HEAT HEAT HEAT HEAT HEAT HEAT HEAT HEAT

AP AP AP AP AP AP AP AP AP AP AP Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell

HE HE HE HE HE HE HE HE HE HE HE Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell

SM SM SM SM SM SM SM SM SM SM SM smoke smoke smoke smoke smoke smoke smoke smoke smoke smoke smoke

CN CN CN CN CN CN CN CN CN CN CN Canister Canister Canister Canister Canister Canister Canister Canister Canister Canister Canister

FTG FTG FTG FTG FTG FTG FTG FTG FTG FTG FTG Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue Fatigue

HST HST HST HST HST HST HST HST HST HST HST Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate

SHK SHK SHK SHK SHK SHK SHK SHK SHK SHK SHK Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken

P P P P P P P P P P P Panic Panic Panic Panic Panic Panic Panic Panic Panic Panic Panic

BRK BRK BRK BRK BRK BRK BRK BRK BRK BRK BRK Broken Broken Broken Broken Broken Broken Broken Broken Broken Broken Broken

RT RT RT RT RT RT RT RT RT RT RT Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed

DSH DSH DSH DSH DSH DSH DSH DSH DSH DSH DSH Dashing Dashing Dashing Dashing Dashing Dashing Dashing Dashing Dashing Dashing Dashing

SA SA SA SA SA SA SA SA SA SA SA Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim Stop/Aim

CC CC CC CC CC CC CC CC CC CC CC Concuss Concuss Concuss Concuss Concuss Concuss Concuss Concuss Concuss Concuss Concuss

BT BT BT BT BT BT BT BT BT BT BT Button Button Button Button Button Button Button Button Button Button Button

FZ FZ FZ FZ FZ FZ FZ FZ FZ FZ FZ Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone

UB UB UB UB UB UB UB UB UB UB UB Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned

W W W W W W W W W W W Wound Wound Wound Wound Wound Wound Wound Wound Wound Wound Wound

CRP CRP CRP CRP CRP CRP CRP CRP CRP CRP CRP Creep Creep Creep Creep Creep Creep Creep Creep Creep Creep Creep

STK STK STK STK STK STK STK STK STK STK STK Stalk Stalk Stalk Stalk Stalk Stalk Stalk Stalk Stalk Stalk Stalk

PND PND PND PND PND PND PND PND PND PND PND Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned

BG BG BG BG BG BG BG BG BG BG BG Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged

IM IM IM IM IM IM IM IM IM IM IM Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile

EVD EVD EVD EVD EVD EVD EVD EVD EVD EVD EVD Evading Evading Evading Evading Evading Evading Evading Evading Evading Evading Evading

SU SU SU SU SU SU SU SU SU SU SU Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up

CW CW CW CW CW CW CW CW CW CW CW Change Change Change Change Change Change Change Change Change Change Change Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons

WLK WLK WLK WLK WLK WLK WLK WLK WLK WLK WLK Walk Walk Walk Walk Walk Walk Walk Walk Walk Walk Walk

EXH EXH EXH EXH EXH EXH EXH EXH EXH EXH EXH Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust Exhaust

CM CM CM CM CM CM CM CM CM CM CM Coma Coma Coma Coma Coma Coma Coma Coma Coma Coma Coma

LD LD LD LD LD LD LD LD LD LD LD Loading Loading Loading Loading Loading Loading Loading Loading Loading Loading Loading

SUR SUR SUR SUR SUR SUR SUR SUR SUR SUR SUR Surrender Surrender Surrender Surrender Surrender Surrender Surrender Surrender Surrender Surrender Surrender

SPT SPT SPT SPT SPT SPT SPT SPT SPT SPT SPT Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted

LR LR LR LR LR LR LR LR LR LR LR Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Leadership Radius Radius Radius Radius Radius Radius Radius Radius Radius Radius Radius

DIS DIS DIS DIS DIS DIS DIS DIS DIS DIS DIS Disabled Disabled Disabled Disabled Disabled Disabled Disabled Disabled Disabled Disabled Disabled

CRL CRL CRL CRL CRL CRL CRL CRL CRL CRL CRL Crawl Crawl Crawl Crawl Crawl Crawl Crawl Crawl Crawl Crawl Crawl

DBT DBT DBT DBT DBT DBT DBT DBT DBT DBT DBT Double- Double- Double- Double- Double- Double- Double- Double- Double- Double- Double- Time Time Time Time Time Time Time Time Time Time Time

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Automatic Weapons Template

Heavy Machine Gun Sustained Fire Machine Gun on Tripod

Squad Automatic Weapon Light Machine Gun

Assault Rifle Sub-Machine Gun

Back Blast