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Soviet Rifle Platoon Soviet Special Rules 1944-45 Dogged: In scenarios that use the Unacceptable Losses rule and where the Dogged troops are defending (or attacking in the Breakout scenario), two thirds of the force must be destroyed before the Break Point is reached. Fanatic: Following the resolution of enemy shooting, remove a number of hits indicated by the squad’s Fanatic value. For example, a squad that is Fanatic (2) and takes 10 hits would only count as having taken 8 hits. Note that this rule reflects the tendency for these troops to fight on with little regard to their safety and does not in any way affect the number that may be killed by enemy action. Light Infantry: Light Infantry may always declare a Fall Back option in the Discipline Phase, even if not under fire. Light infantry gain the benefit from Using Terrain when under Advance orders. Motivated: If the NCO of a section is killed a nominated model from the same unit may take command. In effect, the unit always has an NCO. Tactically Flexible: As long as both have NCO’s attached to them, the Machine Gun (or equivalent including mortar) section of a unit may be issued with separate orders to the Rifle Section (or equivalent) in the Orders Phase. It must still maintain Unit Coherency though this is extended to 30cm. The two sections are now treated as separate units for the purpose of affecting Discipline (e.g. a separated MG section of three men takes 3 hits – it is Suppressed) but as one for the purpose of determining if it is under half-strength. The 2 sections may revert to 1 squad by simply moving into unit coherency and declaring so. Urrahh!: When the squad initiates a close quarters assault, each model receives a +1 bonus to its Close Quarters Modifier for the first round only. Also, if called upon to make an Out of Sequence Discipline Test when launching an assault, the squad gets a +1 bonus to the roll. Additional Equipment The platoon may spend a number of Requisition Points (RP) on additional weapons and equipment to be distributed amongst the troops. Soldiers that have been allocated Additional Equipment lose their original weapon, with the exception of Panzerfausts. The cost in Requisition Points for each item is listed below. The number of RP’s is equal to the Combat Effectiveness of the force, based on the scenario, plus or minus an amount according to the platoon type as follows: Mosin Nagant/PPsH 1RP Tokarev SVT-40 4RP Mosin Nagant Rifle-Grenade Launcher DP LMG (max. of 1)* 5RP with AP Grenades (max. of 2)*: 3RP Panzerfaust (max. of 2) 3RP Scoped Mosin Nagant (max. of 1): 3RP Panzerschreck/Bazooka (max. of 1) 5RP *Maximum of 1 additional weapon may be allocated to a squad (not Scouts, MG, Mortar, Sniper Teams or AT Gun squads). Transport In addition, a Motorised Rifle Platoon may wish to be transported in soft-skin vehicles if it passes a Strategy Rating roll. Roll a D6; if the score is equal to, or below the platoon’s Strategy Rating then the vehicles are available. As many jeeps and trucks as are necessary to transport the platoon may be used. Consult the vehicle profiles on page 53 for details. These soft-skinned transports do not have any weaponry and no drivers are provided – these are allocated from the transported troops. Rifle: -3 Guards: add 3 RP’s

Soviet Rifle Platoon - Great Escape Games · Soviet Rifle Platoon Soviet Special Rules 1944-45 Dogged: ... 1 Assistant 20cm 4+ +3 4+ 4+ Mosin Nagant or Pistol Recon May be mounted

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Soviet Rifle Platoon

Soviet Special Rules 1944-45

Dogged: In scenarios that use the Unacceptable Losses rule and where the Dogged troops are defending (or attacking in the Breakout scenario), two thirds of the force must be destroyed before the Break Point is reached.

Fanatic: Following the resolution of enemy shooting, remove a number of hits indicated by the squad’s Fanatic value. For example, a squad that is Fanatic (2) and takes 10 hits would only count as having taken 8 hits. Note that this rule reflects the tendency for these troops to fight on with little regard to their safety and does not in any way affect the number that may be killed by enemy action.

Light Infantry: Light Infantry may always declare a Fall Back option in the Discipline Phase, even if not under fire. Light infantry gain the benefit from Using Terrain when under Advance orders.

Motivated: If the NCO of a section is killed a nominated model from the same unit may take command. In effect, the unit always has an NCO.

Tactically Flexible: As long as both have NCO’s attached to them, the Machine Gun (or equivalent including mortar) section of a unit may be issued with separate orders to the Rifle Section (or equivalent) in the Orders Phase. It must still maintain Unit Coherency though this is extended to 30cm. The two sections are now treated as separate units for the purpose of affecting Discipline (e.g. a separated MG section of three men takes 3 hits – it is Suppressed) but as one for the purpose of determining if it is under half-strength. The 2 sections may revert to 1 squad by simply moving into unit coherency and declaring so.

Urrahh!: When the squad initiates a close quarters assault, each model receives a +1 bonus to its Close Quarters Modifier for the first round only. Also, if called upon to make an Out of Sequence Discipline Test when launching an assault, the squad gets a +1 bonus to the roll.

Additional Equipment

The platoon may spend a number of Requisition Points (RP) on additional weapons and equipment to be distributed amongst the troops. Soldiers that have been allocated Additional Equipment lose their original weapon, with the exception of Panzerfausts. The cost in Requisition Points for each item is listed below. The number of RP’s is equal to the Combat Effectiveness of the force, based on the scenario, plus or minus an amount according to the platoon type as follows:

Mosin Nagant/PPsH 1RP Tokarev SVT-40 4RP Mosin Nagant Rifle-Grenade Launcher DP LMG (max. of 1)* 5RP with AP Grenades (max. of 2)*: 3RP Panzerfaust (max. of 2) 3RP Scoped Mosin Nagant (max. of 1): 3RP Panzerschreck/Bazooka (max. of 1) 5RP

*Maximum of 1 additional weapon may be allocated to a squad (not Scouts, MG, Mortar, Sniper Teams or AT Gun squads).

Transport

In addition, a Motorised Rifle Platoon may wish to be transported in soft-skin vehicles if it passes a Strategy Rating roll. Roll a D6; if the score is equal to, or below the platoon’s Strategy Rating then the vehicles are available. As many jeeps and trucks as are necessary to transport the platoon may be used. Consult the vehicle profiles on page 53 for details. These soft-skinned transports do not have any weaponry and no drivers are provided – these are allocated from the transported troops.

Rifle: -3 Guards: add 3 RP’s

Soviet Rifle Platoon

Soviet Rifle Platoon

All models in a Soviet Rifle Platoon benefit from the following special rules as described below or in the Soviet Special Rules section above:

DoggedTactically FlexibleUrrahh!

Guards: The player may wish to field a platoon of veteran soldiers, hardened by months of fighting. All troops (except Sniper Teams and Scouts) have an Experience score of 4+ instead of 5+. The Platoon has a Combat Effectiveness of 12 and may spend an extra 3RP’s.

Shock: The platoon is equipped in an assault role. Each model in the Infantry Squads exchanges his weapon for a PPsH. One Infantry Squad may retain their DP LMG; others lose theirs but may take a PTRD instead. The platoon’s number of Requisition Points is equal to the Combat Effectiveness of the force -9. The Platoon’s Combat Effectiveness is unchanged.

Strategy Rating: 4Combat Effectiveness: 9

A platoon must include a Platoon Command and at least 2 Infantry SquadsA platoon may include 1 Divisional Support choiceA platoon may include 1 Company Support choice for each of its Infantry Squads and Platoon CommandNo more than 1 of each Company Support choice may be selected, except for HMG/Mortar Teams (up to 2 may be taken)

Additional Equipment

The Leytenant may distribute the additional equipment amongst the Platoon as detailed in the Soviet Rules section on page 23.The number of Requisition Points is equal to the Combat Effectiveness of the force in the scenario -3.

Soviet Rifle Platoon

Order of Battle

A Soviet Rifle Platoon must include a Platoon Command Section.

PLATOON COMMAND

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Leytenant 20cm 4+ +3 5+ 3+ PPsH and/or Pistol, AP/AT Grenades Officer 20cm

1 Starshy Serzhant 20cm 4+ +3 5+ 3+ Mosin Nagant or PPsH,

AP/AT Grenades NCO

1 Ryadovóy 20cm 4+ +3 5+ 4+ Scoped Mosin Nagant, AP Grenades

1 Ryadovóy 20cm 4+ +3 5+ 4+ Mosin Nagant, AP/AT Grenades

One Ryadovóy may be upgraded to a Medic (see General Special Rules on RoE page 39). Medics are armed with a pistol.

A Soviet Rifle Platoon must include at least 2 Infantry Squads.

INFANTRY SQUADGun Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshii Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP Grenades NCO

1 Gunner 20cm 4+ +3 5+ 4+ DP LMG, Pistol 1 Assistant 20cm 4+ +3 5+ 4+ Mosin Nagant, AP Grenades

Assault Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP/AT Grenades NCO

5 Ryadovóy 20cm 4+ +3 5+ 4+ Mosin Nagant, AP/AT Grenades

PLATOON COMMAND

INFANTRY SQUAD

Soviet Rifle Platoon

A Soviet Rifle Platoon may select up to 2 additional Infantry Squads.

0 - 2 ADDITIONAL INFANTRY SQUADS (+3 SUPPORT POINTS EACh)Gun Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshii Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP Grenades NCO

1 Gunner 20cm 4+ +3 5+ 4+ DP LMG, Pistol 1 Assistant 20cm 4+ +3 5+ 4+ Mosin Nagant, AP Grenades

Assault Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP/AT Grenades NCO

2 Ryadovóy 20cm 4+ +3 5+ 4+ Mosin Nagant, AP/AT Grenades

May add 3 additional Ryadovóy to the Assault Group armed with Mosin Nagant and AP/AT Grenades (+1 Support Point).

A Soviet Rifle Platoon may select one Company Support choice for each Infantry Squad and Platoon Command.

0 - 1 RAzvEDChIkI SCOUT SQUAD (+5 SUPPORT POINTS)Gun Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshi Serzhant 20cm 4+ +3 3+ 3+ PPsH, AP/AT Grenades NCO

1 Gunner 20cm 4+ +3 3+ 3+ DP LMG, Pistol

1 Assistant 20cm 4+ +3 3+ 3+ PPsH, AP Grenades

Assault Group

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Serzhant 20cm 4+ +3 3+ 3+ PPsH, AP/AT Grenades NCO2 Scouts 20cm 4+ +3 3+ 3+ PPsH, AP/AT Grenades

May add 2 additional Scouts (one to each group), armed with PPsh and AP/AT Grenades (+1 Support Point).One Scout may exchange his PPsh for a Scoped Mosin Nagant.Scouts benefit from the Light Infantry and Recon special rules in addition to those noted at the start of the OoB.

0 - 1 SNIPER TEAM (+1 SUPPORT POINT)

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Sniper 20cm 3+ +3 3+ 3+ Scoped Mosin Nagant Sniper Team, Fanatic (2)1 Assistant 20cm 4+ +3 3+ 3+ Mosin Nagant

INFANTRY SQUAD

COMPANY SUPPORT

Soviet Rifle Platoon

0 - 2 hMG TEAMS (+1 SUPPORT POINT EACh)

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshii Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP Grenades NCO

1 HMG Gunner 20cm 4+ +3 5+ 4+ Maxim HMG, Pistol2 HMG Loaders 20cm 4+ +3 5+ 4+ PPsH or M1944 Carbine

Each hMG Team counts as one Company Support choice.One hMG may be upgraded to an SG M1943. Guards may upgrade one Maxim to a Dshk or SG M1943.

0 - 2 MORTAR TEAMS (+1 SUPPORT POINT EACh)

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshii Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP Grenades NCO

1 Mortar Gunner 20cm 4+ +3 5+ 4+ 50mm or 82mm Mortar, Pistol

1 Mortar Loader 20cm 4+ +3 5+ 4+ PPsH or M1944 Carbine

1 Observer 20cm 4+ +3 5+ 4+ PPsH or M1944 Carbine Observer

Each Mortar Team counts as one Company Support choice.

0 - 1 ANTI-TANk TEAM (+1 SUPPORT POINT)

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Gunner 20cm 4+ +3 5+ 4+ PTRD/PTRS, Pistol

1 Loader 20cm 4+ +3 5+ 4+ Mosin Nagant, AT Grenades2 Tank hunters 20cm 4+ +3 5+ 4+ Panzerfaust, Mosin Nagant

May be fielded as two separate teams on the battlefield.

0 - 1 ANTI-TANk GUN (+1 SUPPORT POINT)

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Mladshii Serzhant 20cm 4+ +3 5+ 4+ PPsH, AP Grenades NCO

1 Gunner 20cm 4+ +3 5+ 4+ 57mm Anti-tank Gun, Pistol

2 Loaders 20cm 4+ +3 5+ 4+ PPsH or M1944 Carbine

A Soviet Rifle Platoon may select one Divisional Support choice. Divisional Support is selected from the section below.

DIvISIONAL SUPPORT

Soviet Rifle Platoon

Each Platoon has access to a Divisional Support choice as indicated in its Order of Battle. Transport vehicles are chosen as indicated in your OOB.

Artillery (+1 Support Point or +2 Support Points for 3)

See the section on Artillery Support on page 61 of the RoE rulebook. If multiple ‘stonks’ are purchased they may be a mix of Preliminary Bombardment and Close Artillery Support. A Forward Observer team is included with the following profile:

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Officer 20cm 4+ +3 4+ 4+ PPsH or Pistol Forward Observer, Recon1 Assistant 20cm 4+ +3 4+ 4+ Mosin Nagant or Pistol

May be mounted in a jeep.

Armour

The Armoured Vehicles Profiles are on the pages below. Any vehicle with a Crew of ‘0’ must provide a driver from the transported squad.

Up to 2 BA-64 Armoured Cars (+2 Support Points for 1, +3 Support Points for 2)Up to 2 BA-10 Armoured Cars (+2 Support Points each)T-26S Light Tank (+2 Support Points)T-70 Light Tank (+2 Support Points)SU-76 Tank Destroyer (+2 Support Points)SU-85 Tank Destroyer (+3 Support Points)T-34/76 (+4 Support Points)T-34/85 (+5 Support Points)IS-2 (+8 Support Points)

Engineer Squads may only be used where described in certain scenarios or with your opponent’s permission.

UP TO 1 ENGINEER SQUAD (+5 SUPPORT POINTS)

Assault Section

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Starshy Serzhant 20cm 4+ +3 4+ 4+ PPsH, AP/AT Grenades NCO

1 Flamethrower Gunner 20cm 4+ +3 4+ 4+ ROKS-2 Flamethrower,

Pistol

1 Flamethrower Assistant 20cm 4+ +3 4+ 4+ PPsH or Mosin Nagant

1 Ryadovóy 20cm 4+ +3 4+ 4+ PPsH or Mosin Nagant, AP/AT Grenades

Rifle Section

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

1 Serzhant 20cm 4+ +3 4+ 4+ PPsH, AP/AT Grenades NCO1 Gunner 20cm 4+ +3 4+ 4+ DP LMG, AP/AT Grenades

1 Assistant 20cm 4+ +3 4+ 4+ Mosin Nagant, AP/AT Grenades

1 Ryadovóy 20cm 4+ +3 4+ 4+ Mosin Nagant, AP/AT Grenades

Each squad may take up to 2 Demolition ChargesEngineers benefit from the following special rules: Desant, Tactically Flexible, Urrahh!

DIvISIONAL SUPPORT

Soviet Rifle Platoon

vehicle Profiles

JeepType Move Shoot EXP Discipline Armour Front Side Rear

Open Wheeled 35 cm n/a n/a n/a Turret n/a n/a n/aCrew: 0Transport: 5Special Rules: Soft Skin

Weapons:None

hull 5 5 5Wheels 5

TruckType Move Shoot EXP Discipline Armour Front Side Rear

Open Wheeled 30 cm n/a n/a n/a Turret n/a n/a n/aCrew: 0Transport: 13Special Rules: Soft Skin

Weapons:None

hull 5 5 5Wheels 5

BA-10 Armoured CarType Move Shoot EXP Discipline Armour Front Side Rear

Closed Wheeled 30 cm 4+ 4+ 4+ Turret 7 6 6Crew: 4Transport: n/aSpecial Rules: May be fielded as a Halftrack

Weapons:Turret – 45mm Tank Gun,Co-axial MGHull - MG

hull 7 7 7Wheels 7

BA-64 Armoured CarType Move Shoot EXP Discipline Armour Front Side Rear

Closed Wheeled 40 cm 4+ 4+ 4+ Turret 6 6 6Crew: 2Transport: n/aSpecial Rules: None

Weapons:Turret – MG

hull 7 7 7Wheels 7

T-26S Light TankType Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 25 cm 4+ 4+ 4+ Turret 8 7 7Crew: 3Transport: n/aSpecial Rules: Anti-Infantry Defence, Slow Turret

Weapons:Turret – 45mm Tank Gun,Co-axial MG

hull 8 7 7Tracks 7

T-70 Light TankType Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 25 cm 4+ 4+ 4+ Turret 10 9 9Crew: 2Transport: n/aSpecial Rules: Slow Turret

Weapons:Turret – 45mm Tank Gun,Co-axial MG

hull 10 9 9Tracks 8

Soviet Rifle Platoon

SU-76 Tank DestroyerType Move Shoot EXP Discipline Armour Front Side Rear

Open Tracked 20 cm 4+ 4+ 4+ Turret n/a n/a n/aCrew: 4Transport: n/aSpecial Rules: None

Weapons:76mm ZIS-3Sh Tank Gun

hull 9 7 7Tracks 8

SU-85 Tank DestroyerType Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 20 cm 4+ 4+ 4+ Turret n/a n/a n/aCrew: 4Transport: n/aSpecial Rules: None

Weapons:Hull – 85mm Tank Gun

hull 11 10 10Tracks 9

T-34/76DType Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 25 cm 4+ 4+ 4+ Turret 13 11 11Crew: 4Transport: n/aSpecial Rules: None

Weapons:Turret - 75mm F-34 Tank Gun,Co-axial MGBow – MG

hull 12 11 11Tracks 9

T34/85Type Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 25 cm 4+ 4+ 4+ Turret 16 13 11Crew: 5Transport: n/aSpecial Rules: None

Weapons:Turret - 85mm Tank Gun,Co-axial MGBow – MG

hull 12 11 11Tracks 9

IS-2Type Move Shoot EXP Discipline Armour Front Side Rear

Closed Tracked 20 cm 4+ 4+ 4+ Turret 16 15 15Crew: 4Transport: n/aSpecial Rules: Anti-Infantry Defence, Heavy Tank, An IS-2 that moves more than 10cm may not fire its main gun

Weapons:Turret - 122mm Tank Gun,Co-axial MGPintle - DShK MG

hull 17 15 12Tracks 10

The following profile is to be used for tankers that have bailed out of their tank. Only vehicles with 3 or more crew have a Commander.

Crew Profile

Qty Soldier Move Shoot CQ EXP Discipline Weapons Notes

- Commander 20cm 4+ +3 4+ 4+ Pistol Officer 15cm- Other ranks 20cm 4+ +3 4+ 4+ PPsH or Pistol

Tank Crew do not benefit from any of the special rules from the parent platoon.

Soviet Rifle Platoon

Infantry Weapons’ Table

To hit Modifiers

Weapon Weapon Type Range Short Range (up to 30cm)

Long Range

ROF EXP Modifier

AP AT Notes

Pistol Pistol 30cm 0 n/a 1 0 5+ n/a PPsh SMG 40cm 0 -1 2 0 5+ n/a At Short Range ROF is D6

Mosin Nagant/M1944 Carbine Rifle 80cm +1 0 1 0 4+ 0

Tokarev SVT-40 Semi-Auto 60cm 0 -1 2 0 4+ 0

DP LMG ISW 100cm 0 0 D3+5 -1 4+ 1 -1 To Hit if MovingAP Grenade AP Grenade 20cm 0 n/a 1 -1 5+ 0 Blast 1

Mosin Nagant Gde Launcher

Rifle AP Grenade 60cm 0 -1 1 -1 5+ 0 May not Move & Fire, Blast 1

AT Grenade AT Grenade n/a n/a n/a 1 n/a n/a 8 Close Quarters only

Panzerfaust Infantry AT 30cm 0 n/a 1 0 3+ 11 May not Move & Fire, AT Weapon

Panzerschreck Infantry AT 50cm 0 0 1 0 3+ 11 May not Move & Fire, AT Weapon

Bazooka Infantry AT 40cm 0 0 1 0 3+ 7 (8 at SR)*

May not Move & Fire, AT Weapon

PTRD/PTRS Infantry AT 100cm 0 0 1 0 3+ 3 (4 at SR)*

May not Move & Fire, AT Weapon

* SR indicates the weapon’s effectiveness at Short Range, within 30cm.

Support Weapons’ Table

To hit Modifiers

Weapon Weapon Type Range Short Range (up to 30cm)

Long Range

ROF EXP Modifier

AP AT Notes

Maxim hMG HMG 120cm 0 0 D3+7 -1 4+ 1 Support Weapon, Cumbersome

SG M1943 hMG HMG 120cm 0 0 D3+7 -1 4+ 1 Support Weapon

Dshk hMG HMG 120cm 0 0 D3+5 -1 3+ 2 Support Weapon, Cumbersome

57mm ATG Anti-tankGun 150cm 0 -1 1 -1 3+ 10 (11

at SR)*

Support Weapon, Cumbersome, AT Weapon or HE Blast 2

50mm Mortar Mortar 120cm n/a 0 1 0 5+ 1 May not Move & Fire, Indirect Fire, HE Blast 2, Smoke

82mm Mortar Mortar n/a n/a 0 1 -1 5+ 1 Support Weapon, Indirect Fire, HE Blast 3, Smoke

ROkS-2 Flamethrower Flamethrower 20cm +2 n/a 1 -2 3+ 8 Three Shot Weapon,

Blast 1

* SR indicates the weapon’s effectiveness at Short Range, within 30cm.

Soviet Rifle Platoon

vehicle Weapons’ Table

To hit Modifiers

Weapon Weapon Type Range Short Range (up to 30cm)

Long Range

ROF EXP Modifier

AP AT Notes

MG Vehicle MG 100cm 0 0 D3+6 -1 4+ 1 -1 to hit if movingDShk MG Vehicle MG 120cm 0 0 D3+5 -1 3+ 2 -1 to hit if moving

45mm Tank Gun Tank Gun 120cm 0 -1 1 -1 4+ 5 (6 at

SR)*AT or HE Blast 1, -1 to hit if moving

76mm ZIS-3Sh Tank Gun Tank Gun 150cm 0 -1 1 -2 3+ 10 (12

at SR)*AT or HE Blast 2,-1 to hit if moving

76mm F-32 Tank Gun Tank Gun 150cm 0 -1 1 -2 3+ 10 (11

at SR)*AT or HE Blast 2, Smoke,-1 to hit if moving

85mm Tank Gun Tank Gun 150cm 0 -1 1 -2 3+ 11 (13

at SR)*AT or HE Blast 2, Smoke-1 to hit if moving

122mm TankGun Tank Gun 180cm 0 -1 1 -2 2+ 13 (14

at SR)*AT or HE Blast 3, Smoke-1 to hit if moving

* SR indicates the weapon’s effectiveness at Short Range, within 30cm. high Explosive (hE)

• HE shells utilise the size template indicated in the weapon’s profile. • HE shells halve their AT value (round down).