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BTI
(Multiple player Activation, Full Auto, Fanatics, Gravity, Close Combat Weapons, Casualties and Morale)
15
BTI
Where a rule does not make sense in a particular situation, ignore it or modify it.
2. Six-sided Dice Conventions
BTI
BTI
3.2 Each Unit is defined by its level of training & experience & by its weapon/armour selection.
3.3 All members of a Unit must remain within 2 of each other or incur a penalty on their Activation of 1 per figure that
is out of touch. (Exception: See Power Armour)
Table 1 - Unit Training/Experience
Level
Activation
Expertise
Green
5+
6+
Regular
4+
5+
Veteran
3+
4+
Suppress
1
2
3
4+
4
BTI
BTI
5.1 At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
5.2 The player that scores the highest can attempt to Activate a Unit first. If this succeeds then that unit can choose
one action and carry it out.
5.3 He can continue to Activate units until he fails an Activation, then the Initiative passes to his opponent.
5.4 If there are more than two players the Initiative passes to the next highest score.
5.5 The Initiative passes to & fro as players pass and fail Activation rolls, until they have all had a chance to try and
Activate each Unit in their command.
6. Activation
BTI
6.1 To Activate a Unit a player must roll equal to, or more than, the activation number given in the Unit
Training/Experience table.
6.2 A unit with a Leader attached uses the Leaders Activation Level instead of its own.
6.3 Add one to the roll if there are no visible enemy. Add one to the roll if the unit failed its Activation roll last turn.
Note these can be added together.
6.4 Once Activated a Unit can do one of the following:
Table 2 Activation
Choice
Walk
Move
6"
Notes
The unit can also fire a small arms weapon, or throw a grenade, at one point at any
time during their move.
Cannot fire weapons or throw grenades.
Run
12"
8"
On Guard
0"
Gone to
Ground
Aimed Fire
3"
0"
Assault
Overwatch
Can react once per turn by: returning fire on an enemy that fires at them, or firing at
enemy movement across their field of fire. All figures in the Unit get +1 to firing.
6.5 Units that fail to activate have the option of choosing either Gone To Ground or On Guard, unless it is a Infantry
unit that has taken more than 50% casualties. In this instance the Unit is considered Shaken. See Para 24 for
Morale.
6.7 No modifiers can make a Units Activation roll worse than 6.
6.8 Troops wearing jump packs increase their basic movement from 6 to 12 and can ignore intervening terrain.
6.9 When a unit is on Guard or Overwatch, it is its discretion if it reacts to being fired on, or enemy movement, BUT,
it must decide at the time when the opportunity presents. It can fire at any point during the enemy movement.
BTI
BTI
Infantry.
Hvy Weapons & Fixed Vehicle Weapons.
Turret Weapons.
Normal Firing
360
90
360
Aimed
Firing
360
90
360
7.13 Units that fail their Activation may be rotated up to 90 degrees, before the Guard marker is placed.
7.14 A vehicle/mechs front, side and rear armour are delineated by lines drawn through the corners of the vehicle (or
4 x 90 arcs, if the vehicle/mech is an irregular/rounded shape). If a firer is on the line, roll D6: 1-3 = Front/Rear
armour, 4-6 = side armour.
8. Suppression
BTI
BTI
9.1 At least half of a unit has to be in cover for the whole Unit to benefit from it. If the target of a firing attack is in cover
then the number the firer needs to roll to hit (its Expertise) is modified as shown below:
Table 3 Cover
Cover
Modifier
Soft
+1
Moderate
+2
Examples
Undergrowth, Woods, Wooden Buildings, Civilian Vehicles, Fences, Hedgerows,
Rifle Pits.
Stone or Brick Walls, Buildings or Rubble, Trenches.
Hard
+3
Bunkers.
9.2 No cover modifier can make a Units Expertise worse than 6+.
9.3 Infantry move through cover at their normal speed.
10. Close Combat
BTI
10.1 A Unit must use an Assault Activation to move into close combat with an enemy unit.
10.2 The attacking Unit moves its figures first into base contact with enemy figures, no figure moving more than 8.
Then the opponent can move up any unengaged figures that are within 3 of an assaulting enemy figure.
10.3 Both sides simultaneously roll one dice per figure & use their Expertise rating to determine hits.
10.4 Figures that are already Suppressed before this attack strike after all other attacks are resolved.
10.5 All hits not saved by personal armour result in casualties. Cover has no effect.
10.6 Units may only take casualties, not Suppression.
10.7 The combat continues at the beginning of each subsequent turn. The units involved automatically Activate at
that point. They cannot subsequently Activate in that turn.
10.8 To attempt to withdraw from combat a Unit must make a successful Activation roll & then move 1D6 away from
their opponents. The unit does not have to move the full distance if does not wish to.
10.9 If the opponents can also make a successful Activation roll they can follow up 1D6. The unit does not have to
move the full distance if does not wish to. If they catch their opponents, combat continues.
10.10 "This supersedes the normal Activation rules."
10.11 Close Combat Weapon Bonus.
Weapon Type
Bayonet / Sword / Edged / Improvised weapon.
Powered / Vibro / Chainsaw.
Force field / focused energy weapon.
Powered Suit.
Bonus
+1
+2
+3
+1
10.12 Vehicles cannot close-combat Infantry, but they can try to mow them down however. (See para X). Infantry can
attempt to close-combat vehicles however, and are successfully on a 4 to 6. The result is below:
Weapons
BTI
Table 4 Weapons
Small Arms
Pistol / Revolver
Infantry Rifle
Assault Rifle 1
Sniper Rifle 3
Laser Pistol *
Laser Rifle *
Plasma Pistol
Plasma Rifle
Sub-Machine Gun
Light Machine Gun/SAW
Combat Shotgun
Grenades, thrown
Grenade Launcher
1.
2.
3.
Range
8
24
24
32
8
24
8
24
12
32
8
8
16
Fire
points
1 FP
1 FP
1 FP2
2 FP
2 FP
2 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
BTI
Range
32
8
24
56
40
24
32
32
40
48
62
32
32
AP
Fire points
5 FP
4 FP
3 FP
3 FP
3 FP
4 FP
3 FP
4 FP
5 FP
6 FP
2 FP
3 FP
5 FP
LA
5+
2+
2+
4+
4+
Auto
4+
Auto
Auto
Auto
Auto
Auto
AT Penetration
MA
HA
5+
3+
2+
SHA
5+
5+
3+
4+
3+
Auto
5+
4+
Damage
Bonus
5+
4+
Auto
Auto
4+
Auto
+1
+2
4+
BTI
Save
6+
5+
4+
3+
3+
Examples
Light Flak Jacket, Police Armour, Tough Skin .
Modern Carapace or SWAT, Chitinous Skin.
Sci-Fi Jointed Carapace, Hard Scaly Hide.
Powered Suit.
Tactical Dreadnought Suit.
12.3 Some troops will have the ability to blend with their surroundings (Cloaking or Chameleon ability). When using
their ability, these troops count as being in moderate cover. This represents how difficult it is for ordinary troops
to target them. High-tech targeting abilities or power armour will not suffer this difficulty.
13. Power Armour
BTI
This category defines a broad range of self-powered, fully-enclosed suits worn by human and alien elite forces. Power
Armour usually has integrated communications and targeting systems and mount a variety of weaponry.
Troops in Power Armour:
Have a 3+ armour save,
May fire two ranged weapons per turn,
May fire up to short range in soft cover,
Add +1 to Expertise in Close Combat,
Ignore the first hit taken in each combat,
May be up to 6 away from unit members without suffering Activation penalties.
14. Vehicles
BTI
On
Road
24
16
12
18
In
Open
12
12
9
18
Soft Cover
Moderate Cover
No
6 Unable to fire.
No
No
Each time a Armoured Vehicle receives a non-penetrating hit there is a chance of glancing damage. Roll on
the following table.
BTI
Effect
Crew distracted -1 to Activation.
Sight Systems degraded by 1.
Defence Systems degraded by 1.
Crew Stunned -2 to Activation.
1 Random Secondary Weapon disabled.
Suspension Damage - Speed Reduced by Half. (successive hits reduce by half again)
14.12 For each unsaved penetrating hit roll on the following table:
Table 9 Penetrating Hit Damage
Roll
1
2
Effect
Crew Stunned.
Main Weapon Destroyed.
3-4
5
-2 to next activation.
If the main weapon has been already been destroyed,
selected next most important and so on.
It can still shoot.
All crew/passengers must bail out & take a hit.
BTI
BTI
16.1 This category is for flying vehicles rather than Grav tanks. Flyers:
Can move to any location on the table and fire a single weapon.
Can move up to 18 and fire all weapons.
Can move up to 12 and pick up disembark passengers (up to 24 if the passengers have jump packs).
Always have a saving throw of 3+ to represent the difficulty in being targeted by ground troops.
17. Automatons / Robots / Androids
BTI
17.1 All automatons have an Expertise level of Elite and always Activate on a 3+.
17.2 Suppression affects automatons differently since morale isnt an issue. Suppressed automatons may only move
up to half their normal movement, and their range is reduced by one category (to a minimum of short). This
represents damaged automatons attempting to fulfil their combat programming.
18. Bugs / Xenomorphs
BTI
18.1 Bugs are fast-moving mindless creatures who frantically charge their opponents and ignore casualties. Bug
units:
Automatically Activate when the controlling player receives Initiative.
Move up to 12.
Do not use ranged weapons, but have an Expertise in 4+ when fighting in close combat.
Large (vehicle-size) bugs may attack three times in close combat and are +1 Expertise against vehicles.
Are never suppressed.
19. Gangs / Colonists / Guerrillas
BTI
19.1 Because these forces know their cities/settlements/creepy alien forests better than the attacking military, guerrilla
forces are not deployed at the start of a battle. Instead, they may appear anywhere (in cover) on the table during
their first successful Activation.
20. Guided Munitions
BTI
20.1 Some munitions carried by infantry and vehicles can hit targets hiding behind terrain or buildings.
20.2 These are one-shot munitions that can target any unit open terrain, soft cover, or moderate cover.
20.3 Models in transport vehicles or bunkers cannot be targeted.
20.4 If no friendly units have LoS to the target, the firers Expertise is reduced by -1.
21 .
Leaders
BTI
21.1 Leaders and HQ units when not operating a vehicle may attach themselves to another Infantry unit. To do this
all they need do is move with 2 and declare they are attached.
21.2 Units with attached Leaders must have at least 1 man within 2 at all times.
21.3 Units with Leaders benefit from using their Activation number.
Character Attributes
BTI
Engineer: May repair one weapon or immobilized vehicle when in base contact with a vehicle and passes an
Expertise check
Follow Me: The character and activated unit may move an additional D6.
Furious Charge: Adds +1 to the close combat rolls for the character and any attached unit.
Inspirational: Units Activated by the Character never become Shaken.
23.
Indirect Fire
BTI
23.1 Units with indirect fire weapons do not need LoS to the target in order to fire at it, but at least one friendly model
must have LoS to the target.
23.2 Mortars may not target a model within 6 of the firing model.
23.3 Vehicle mounted indirect fire weapons may not target a model within 12 of the firing model.
23.4 To resolve indirect fire, declare the target point and roll a scatter die. If the scatter die does not indicate a direct
hit the target point shifts in the direction indicated by a number of inches equal to 1d6-(suppression value of
unit).
24.
Off-Board Strikes
BTI
24.1 Units with the RTO or Leader attributes may request off-board artillery/air/orbital strikes if they have LoS to the
target.
24.2 Strike attributes, descriptions, and availability are provided in the scenario description.
24.3 Strikes are resolved after the last unit on the table has activated as indirect fire unless otherwise noted in the
scenario. If there are multiple strikes to be resolved, start with the player that won Initiative and alternate players,
one strike at a time.
25.
Morale
BTI
25.1 Morale rules in FUBAR are kept simple. If a unit below 50% in strength fails its Activation roll then it is
considered temporarily Skaken.
Situation
Unit is out in the open.
Unit is in cover
Unit Must
Unit must Walk backwards away from nearest visible enemy, or back towards their
deployment point if none are visible.
Unit has option of remaining where it is, or falling back. Under either option it
counts as Walking.
25.2 If the unit subsequently passes an Activation roll it can of course do all the other actions.
25.3 Note: a unit of 8 with 4 men remaining has not fallen below 50%.
25.2 If any Infantry / Heavy Weapons unit is reduced to 1 man they need to make a Fanatic die roll to remain on the
table. On anything other than a roll of a 1 of a D6 the unit is removed from the table.
OPTIONAL RULES
BTI
Before any or all of the optional rules are used below, all players must agree to use them before the game starts.
26.
26.1 When multiple players are involved in team game (ie a 6 player game 3 v 3) to keep the pace of the game up,
rather than activating a unit at a time per team, it makes better sense to have everyone on a team each try and
activate a unit simultaneously. If all players on the team successfully activate, the Initiative stays with them. If
they dont, it passes to the other team.
27.
FULL AUTO - !
27.1
Once a game each Infantry squad may opt to off-load on the enemy with a 50% increase in its normal firepower.
Thereafter until the end of the game, it fires at half-rate however.
28
GRAVITY
BTI
BTI
29
Class Explanation
Less Than Earth
Gravity Rating 2
Less Than Earth
Gravity Rating 1
ELG
GTE1
GTE2
Effect
Infantry Movement x 3. No Jetpacking allowed.
Vehicles Quarter speed only (otherwise drift away).
Infantry Movement x 2.
Tracked & Wheeled Vehicles Speed + 25%.
Grav Vehicles Speed + 50%.
No change.
Infantry - Movement halved for those not in Powered Suits.
Tracked & Wheeled Vehicles Speed - 25%.
Grav Vehicles Speed unchanged.
Infantry - Movement not possible for those not in Powered Suits.
Infantry - Movement halved for those in Powered Suits.
Tracked & Wheeled Vehicles Speed - 75% (due massive suspension
over-load).
Grav Vehicles Speed reduced by 50%.
BTI
29.1 OPTION 1
Instead of commanders having the option of taking hits as suppression or casualties, all hits must be taken as
Suppression until the Suppression factor for that Training category is exceeded, at which point casualties are
taken (i.e. A Regular unit takes 3 hits, two troops become suppressed and 1 is killed).
OPTION 2
29.2 Each time a unit receives a casualty, that model is removed from play by marking it appropriately. Receiving
casualties always results in taking a Morale/Activation test immediately. The nature of a casualtys wounds must
be determined, either in game or at the end. The nature of the models wounds is determined by throwing a D6
per and comparing to table below:
Roll
1-2
3-4
5-6
a)
b)
Wounds
Lightly wounded. Return to combat.
Seriously wounded. Cannot fight.
Out of Action. Lost.
If the test is made in the field with a treat wounded action, add a +1 penalty for rough conditions.
If a medic is present in the unit or within 8 for the test, give a -1 bonus to the roll. Up to two medics can
give their bonuses.
10
30
BTI
30.1 During the campaign game, the winning side always gets to reclaim its casualties to determine their outcome.
The losing side only reclaims casualties from units that left or routed off the board.
31
a)
Units that were destroyed in combat or routed within 12 of an enemy with no friendly units closer
(considered surrendered) are considered captured and no longer are available.
b)
Reclaimed casualties may be diagnosed using the above Casualty table, and the presence of medics
improves prognosis in manner mentioned above.
c)
Models that are lightly wounded return to active duty immediately, models that are seriously wounded
must be treated for another turn, and models that are OOA are removed from play.
28mm Figures
BTI
30.1 These rules and the scales work fine with 28mm figures. The only modification I would suggest, is that the OutOf-Touch distance in Para 3.3 is increased from 2 to 3.
32.
Massive Vehicles
BTI
32.1 Massive vehicles represent extremely large models like giant tanks, huge walkers, or otherwise ridiculously large
models.
32.2 LOS for an individual weapon is drawn from the weapons location on the model. If players cant agree on
LOS, roll a die.
32.3 They may ignore one or two hits as indicated by the vehicles attributes.
32.4 They ignore glancing hits.
32.4 Use the following damage table.
Roll
1-2
3-4
5
6
Wounds
No effect.
One weapon destroyed (owner chooses).
Motive system damaged. Half movement (cumulative with any
previous damage, rounded down).
Three weapons destroyed (owner chooses)
32.5 Two results of the same type in a single attack are counted as the next higher result.
32.6 Two results of a 6 destroy the vehicle.
Enjoy
Ian
Credits:
Theo Street, John Elwen and John Savage from the Harrogate Wargames Club.
Craig, the Forgemaster http://uk.groups.yahoo.com/group/forgeofwar/?yguid=333701921 and Barry Bordner (FUBAR Crunch
Style).
11
Casualties
33.1 These casualty rules are intended to provide a different sort of flavour to the typical FUBAR game and are
especially intended for smaller-scale games.
33.2 Suppression rules are ignored completely. Any unit that takes hits must roll to determine how badly the
casualties are wounded:
Roll
1-2
3-4
5-6
Wounds
Model is only lightly wounded. Gets back up on next activation, just
like Suppressed models.
Model is seriously wounded. Will move and fight with a -2 penalty,
also has a -2 to saves.
If a model is seriously wounded twice it is Out-of-Action.
Model is Out of Action. Removed from play immediately.
33.3 Regardless of type of casualties inflicted, units must always take a Morale test immediately after working out
the casualties.
33.4 If a unit includes a medic, subtract 1 from each casualty roll. (A modified roll of 0 is still a light wound)
34.
Morale System
34.1 This supplement to FUBAR is intended to provide quick, easy morale system for the basic game system for
those who want to simulate the effects of morale in their battles. It is intended to provide another layer of
tactical and strategic depth to the excellent FUBAR system.
34.2 A unit must immediately take a morale test after any of the following circumstances apply:
Circumstance
The unit received casualties.
The unit is attempting to charge an enemy unit.
The unit is being charged by an enemy unit.
34.2 If the unit passes the test, it holds fast and continues with its orders. If it fails, it will fall back or, at worst,
route off the battlefield.
34.3 The morale test utilizes dice from that sides Morale Dice Pool. The Morale Dice Pool starts as a fixed
amount of dice that can be reduced through various events in the course of the game. The starting number
of dice in the Morale Dice pool is calculated as follows:
Circumstance
Per unit in force.
Per green/seasoned commander.
Per veteran/elite commander.
34.4
Dice
+1
+1
+2
Additional Morale Dice can be awarded or penalized for specific scenario requirements.
34.5 To test morale, choose dice from available dice in the Morale Dice Pool; up to four dice may be used in a
test. Add the values of the dice together and compare to the units Activation value. Add any applicable
modifiers to the activation value. If the total value of the dice rolled is above the modified activation value, the
unit passes the test.
34.6 Modifiers to activation value for Morale Test:
Modifiers
Per casualty just received.
If the unit has previously suffered casualties.
If being charged by terrifying creature.
If within 8 of a green/seasoned commander.
Dice
+1
+1
+1
-1
12
-2
34.7 If the unit fails the Morale test, it will experience one of two outcomes:
Failed The Test By:
Less than four points.
Four points or more.
Outcome
Must fall back from the enemy at a Run.
It will reactivate as normal on the next turn.
Unit routs and will begin moving toward to the board at a Run.
It will not stop until it reaches the board and exits (note: this penalty only
applies to units who have taken casualties
34.8 Each time a unit is destroyed or routs a die is lost from the Morale Dice Pool.
34.9 Each time a test fails, all 1s rolled in that test are removed from the dice pool(regardless of the kind of test).
34.10 If one sides Morale Dice Pool is reduced to zero, it suffers a complete breakdown of morale and its forces
route off the board.
CONCEPT NOTES
BTI
1.
The rules are designed to be quick to play but with sufficient detail to make them flavourful.
2.
The Power and Battlesuits have the same armour rating because in game play, having the
Battlesuits one harder made them too difficult to kill. Battlesuits still have an advantage in that
generally the figure can carry more offensive hardware.
3.
Here is further clarity on units that suffer casualties that are converted to Suppressed..
Scenario
What happens
Unit has
yet
activate.
It takes
casualties.
Unit has
yet to
activate.
Unit has
already
been
activated.
Unit has
already
been
activated.
It takes
casualties
which it
converts to
Suppressed.
It takes
casualties.
Nothing adverse.
Nothing adverse.
It takes
casualties
which it
converts to
Suppressed.
Nothing adverse.
10
2
2
Chassis
Per level of Sighting system
Per level of Defence system.
4
8
Light Armour
Medium Armour
BTI
13
12
20
Heavy Armour
Super Heavy Armour
5
20
30
40
Green troops
Regular troops
Veteran troops
Elite troops
2
4
5
6
6
6
7
8
15
20
HMG
Flamethrower
Light Mortar
RPG/LAW
Light Auto-cannon
Light Cannon
Heavy Auto-cannon
Medium Cannon
Heavy Cannon
Rail Gun
?
?
?
?
Wheeled
Tracked
Walker
Grav
BTI
14
QR SHEET
Table 1 - Unit Training/Experience
Level
Activation
Expertise
Green
5+
6+
Regular
4+
5+
Veteran
3+
4+
Elite
2+
4+
+1 if no enemy units are in sight.
Suppress
1
2
3
4
+2
Hard
+3
Light Mortars 4, 5
Light Auto-Cannon 6
Heavy Auto-Cannon 6
Light Cannon 1,3
Med Cannon 1,3
Hvy Cannon 1,3, 8
Rail Gun 8
Laser Cannon 4, 7, 8
Plasma Cannon 4
Fire points
1 FP
1 FP
1 FP2
2 FP
2 FP
2 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
Wheeled
In
Open
12
Tracked
Walkers
Grav
16
12
18
12
9
18
Soft Cover
6 Able to Fire
1 weapon
40
24
32
32
40
48
62
32
32
3 FP
4 FP
3 FP
4 FP
5 FP
6 FP
2 FP
3 FP
5 FP
4+
4+
Auto
4+
Auto
Auto
Auto
Auto
Auto
5+
3+
2+
5+
5+
3+
4+
3+
Auto
5+
4+
5+
4+
Auto
Auto
4+
Auto
+1
+2
4+
Type
Light
Save
6+
Medium
Heavy
Power
5+
4+
3+
Examples
Light Flak Jacket, Police Armour, Tough
Skin .
Modern Carapace or SWAT, Chitinous Skin.
Sci-Fi Jointed Carapace, Hard Scaly Hide.
Powered Suit + Tactical Dreadnought
No
1
2
3
4
5
6
Effect
Crew distracted -1 to Activation.
Sight Systems degraded by 1.
Defence Systems degraded by 1.
Crew Stunned -2 to Activation.
1 Random Secondary Weapon disabled.
Suspension Damage - Speed Reduced by Half. (successive
hits reduce by half again)
For each unsaved penetrating hit roll on the following table:
5+
2+
2+
Dam
Bon
us
Type
4 FP
3 FP
3 FP
S
H
A
Table 4 Weapons
Range
8
24
24
32
8
24
8
24
12
32
8
8
16
8
24
56
AT Penetration
MA
HA
Examples
Undergrowth, Woods, Wooden Buildings,
Civilian Vehicles, Fences, Hedgerows,
Rifle Pits.
Stone or Brick Walls, Buildings or
Rubble, Trenches.
Bunkers.
Small Arms
Pistol / Revolver
Infantry Rifle
Assault Rifle 1
Sniper Rifle 3
Laser Pistol *
Laser Rifle *
Plasma Pistol
Plasma Rifle
Sub-Machine Gun
Light Machine Gun/SAW
Combat Shotgun
Grenades, thrown
Grenade Launcher
LA
32
AP
Fire
poin
ts
5 FP
10
Table 3 Cover
Moderate
Notes
The unit can also fire a small arms
weapon, or throw a grenade, at one
point at any time during their move.
Run
12"
Cannot fire weapons or throw
grenades.
Duck & Weave
8"
Cannot fire weapons or throw
grenades.
Figures count as being in Soft Cover.
On Guard
0"
Can react once per turn by returning
fire on an enemy or firing at enemy
movement across their field of fire.
- 1 to Hit
Gone to Ground
3"
Drop into nearest cover. Increase the
level of that cover by one.
Cannot fire weapons or throw
grenades.
Aimed Fire
0"
All figures in Unit get +1 to firing.
Assault
8
Move into close combat with enemy.
Overwatch
0
Can react once per turn by returning
fire on an enemy or firing at enemy
movement across their field of fire.
+ 1 to Hit
Jet-pack Infantry have an option to Jump-Walk 12 or Jump/Run
24
Modifier
+1
Ran
ge
2 , 4, 11
Table 2 Activation
Choice
Move
Walk
6"
Cover
Soft
Weapon Type
Moderate
Cover
No
6 Unable to fire
No
No
BTI
15
Effect
Crew Stunned.
Main Weapon Destroyed.
Vehicle immobilised for
rest of game.
Vehicle Destroyed.
Vehicle Destroyed by
Catastrophic Explosion
-2 to next activation.
It can still shoot.
All crew/passengers must bail
out & take a hit.
All crew/passengers instantly
killed. Any Infantry within 3count
as being hit by a Gren.