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Storm Steel Oct19

Storm of Steel is a role-playing game set during World War II, focusing on infantry combat where players assume the roles of soldiers in a squad. The game emphasizes personal combat mechanics, including character creation, combat rules, and morale, while excluding elements like covert operations. Players engage in scenarios that provide context for their missions, with a system that uses ten-sided dice for actions and outcomes.

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0% found this document useful (0 votes)
40 views16 pages

Storm Steel Oct19

Storm of Steel is a role-playing game set during World War II, focusing on infantry combat where players assume the roles of soldiers in a squad. The game emphasizes personal combat mechanics, including character creation, combat rules, and morale, while excluding elements like covert operations. Players engage in scenarios that provide context for their missions, with a system that uses ten-sided dice for actions and outcomes.

Uploaded by

allehando02
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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storm

of steel
A role-playing game of personal combat
in World War Two
Text & art
Alvaro Prada

TABLE OF CONTENTS
Character creation . . . . . . . . . . . . 2 Artillery . . . . . . . . . . . . . . . . . . . . . .8
Game system . . . . . . . . . . . . . . . . . 2 Vehicles . . . . . . . . . . . . . . . . . . . . . . 9
Combat . . . . . . . . . . . . . . . . . . . . . . 4 Fortifications . . . . . . . . . . . . . . . . 11
Morale . . . . . . . . . . . . . . . . . . . . . . . 5 Experience . . . . . . . . . . . . . . . . . . 11
Command and leadership . . . . 6 Scenarios . . . . . . . . . . . . . . . . . . . . 12
Other forces . . . . . . . . . . . . . . . . . . 7 Charts . . . . . . . . . . . . . . . . . . . . . . . 14
Supporting arms . . . . . . . . . . . . . 7 Cards: characters & vehicles . 15

© 2019 Alvaro Prada. All rights reserved. No part of this work can be reproduced by any
means, except with express permission from the copyright holder. V1.1.

storm of steel is a derivative work of Stalingrad, a Roleplaying Game of Infantry Combat during
World War II. Stalingrad can be freely distributed, but this does not apply to the present work.
storm of steel

s
torm of steel is a role-playing game about infantry combat dur- Special rule: traits
ing World War Two. The Player Characters (PC) are soldiers in
a squad, whose objectives are nothing more –but nothing less– At GM’s discretion, a soldier can get one of the following traits,
than accomplish their assigned mission and survive. And, maybe, which bestow certain advantages. The player chooses or rolls in the
earn a promotion and a decoration in the process. following table.

The rules cover infantry combat, artillery and tanks, including aspects 1d10 Trait Description
like morale, command and leadership, but leaving out other elements 0–1 None –
like covert operations or social skills.
2 Athlete Gets fatigued after two rounds moving at
fast speed, instead of one.
This booklet does not include a description of the setting either, since
3 Specialist +1 to die rolls when using a specific
there is abundant material in the internet. The scenarios to be pub-
weapon or equipment. The character
lished will provide details about the context in which the combat
must be of Regular or better Experience.
takes place.
Otherwise, no trait is obtained.
4 Strong Can carry up to 12 Load points, 8 before
In any case, our goal is not to play a strategic game, but rather to pro-
getting fatigued.
vide a vivid experience of the battlefield, with bullets flying around,
5 Hero +1 to Morale checks.
mortar fire everywhere and the vicious rattle of machineguns. It’s hell
on earth out there, and the odds are that several characters will be 6 Born leader +1 to leadership rolls.
killed or severely injured in combat. The storm of steel rules are ruth- 7 Sharp-eyed +1 to detection and identification rolls.
less in this regard: if that happens with a character, the player should 8 Resilient +1 to casualty / injury rolls.
create another one to return to the fray. 9 Sneaky +1 to concealment rolls.

The Gamemaster (GM) may make use of miniatures, pieces of scenery


The advantages of each trait will become clear once you have read
or a map to help players visualize the situation. Nevertheless, the
through the whole rulebook.
rules do not require a tactical representation of the maneuvers the
contenders are carrying out. The GM will decide whether a soldier
manages to get into a good shooting position, or if a light tank out-
flanks a heavy one. In case of doubt, a die roll decides the outcome.

Ten-sided dice (d10) are used during play, and you will need a good Game system
provision of them. It is also useful to have the Weapons Chart handy,
which you can find at the end of this document. To decide the outcome of an action or a shot roll 1d10,
its values ranging from 0 to 9. With a natural roll of 9,
throw the die again and add up the two rolls, but get-
Character creation ting another 9 does not trigger additional rolls.

Characters have two attributes: Experience, which bestows a bonus or A roll of 7 or more, after adding any modifiers, means a success, a hit
malus when attempting an action, and Rank, which indicates who is or a casualty, depending on the context in which the roll was made.
in command of the squad.
A roll of a natural 0 in any dice –even the one added after getting a 9–,
means that something went wrong. Usually, it is that the weapon ran
Experience Either the players or the GM choose the characters’ Expe- out of ammo, and it has to be reloaded with additional ammunition.
rience, according to their preferences and the difficulty of the scenario,
or each player rolls in the following table:
Special rule: limited ammo
1d10 Experience Bonus
0 Conscript −2 The GM may also apply this adverse outcome to a natural roll of:
1–2 Green −1
3–6 Regular 0 0–1 If the squad is short of ammo, according to the scenario.
7–8 Veteran +1 0–1–2 When using captured weapons or any weapon with limited
9 Elite +2 uses (grenades, bazooka, flamethrower).

Rank Denominations for ranks vary from country to country, but


usually a sergeant commands a squad, assisted by a corporal or a pri-
vate first-class. A platoon, comprising 2 to 4 squads, is under a lieu-
tenant’s command. Rank is important for the Command and Leader-
ship optional rule. Players decide between them who is in command,
or whoever gets the highest Experience roll designates the comman-
der.

Example

Vasily is a Guards lieutenant (Regular) in the Red Army, command-


ing a squad, with sergeant Mikhalov (Veteran, +1, and a machine
gun specialist) as second-in-command. Green soldiers Smilov (-1)
and Tahl (-1) are present as well.

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storm of steel

Albrecht Bernhard Carl

Vasily

1. Movement 2. Prep Fire 3. Advancing Fire

Figure 1. Sequence of play. Infantry


Albrecht, Bernhard and Carl attack a trench defended by Vasily.
1. Movement. Albrecht and Carl move to assault the trench from two sides.
2. Prep Fire: Vasily shoots at Albrecht, who becomes a casualty, while Bernhard shoots at Vasily, but misses.
3. Advancing Fire: Vasily shoots at Carl, and Bernhard and Carl shoot at Vasily.

Sequence of play Infantry movement


Each round comprises an undefined amount of time, from 5 to 10 sec- Movement is simultaneous, and several soldiers may move across the
onds, but enough for a soldier to advance 20 meters and then shoot, same location. You may move at the following speeds:
or for a vehicle to perform a maneuver –start up, steer– or traverse 100
meters.
Normal Soldiers move up to 20 m.
All combatants act simultaneously during the following phases: Fast Soldiers move up to 40 m, but get fatigued (−1 to every roll).
Fatigue disappears after a round without moving at all. A fatigued
1. Movement. soldier cannot move at fast speed.
2. Preparation Fire. Only those who did not move can fire.
3. Advancing Fire. Only small arms can fire (as identified in the Crawl Soldiers move up to 10 m, getting a cover modifier of −1 (see
Weapons Chart). below), but they cannot shoot in this round.

If a soldier moves through several locations under Prep Fire, he may Should you need to know who moves first, follow this priority list:
suffer incoming fire in each one.

Although it is convenient for the players to have an understanding of 1. Whoever moves at fast speed.
the rules, the important thing is that the GM fits the players’ actions 2. Whoever moves at normal speed.
within the sequence of play in a reasonable and natural way. Figure 3. Non-fatigued soldiers move before those who are fatigued.
1 on this page shows an example of the sequence of play as it applies 4. Whoever gets a higher modified roll of 1d10 + Experience − Load
to infantrymen, and Figure 2, at the end of this document, does the (re-roll ties).
same for vehicles.

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storm of steel

Load
Each soldier may carry up to 6 Load points without getting fatigued.
Whoever carries 7 or more points gets fatigued and cannot move at
fast speed. Maximum Load is 10 points. Each modified roll of 7 or more is a casualty on the enemy. Shots may
affect anyone in the target location. Apply the results so as to maxi-
The Weapons Chart shows the Load points for each weapon, which mize the casualties.
include a standard quantity of ammo, plus the Load of additional am-
munition. To determine who becomes a casualty and who is spared, each sol-
dier in the location rolls 1d10 and adds modifiers for Experience and
Note that Load applies when weapons are actually carried. A machine Fatigue. Those getting the highest rolls are spared (re-roll ties).
gun deployed in a fixed position does not pose a burden to the shooter,
and therefore, he won’t be fatigued.
Special rule: injuries
Example
That same casualty roll can also be used to determine the precise
Lieutenant Vasily carries a submachine gun (Load 2) and a pistol fate of the soldier. Check the following table.
(Load 1). Sergeant Mikhalov moves carrying a medium machine
gun (Load 8), so he is fatigued. Smilov and Tahl are carrying, in 1d10 Effect
addition to their rifles (Load 4), ammo for the machine gun (Load 4 or − Death.
3), therefore they are fatigued as well.
5–6 Serious injury. This scenario is over for this character.
7 or + Light injury. Permanent Fatigue. Only 6 Load points
can be carried. Treat a second injury as a serious injury.
Combat
If the roll is odd, any special equipment the soldier was carrying
In each Fire Phase shooting is simultaneous. (radio, flamethrower) is damaged.

Special rule: shooting order

Should the shooting order be relevant, for instance in close combat, Detection and identification
follow this priority list:
Being the first in detecting enemy presence may be the difference be-
1. Those surprising shoot first. tween life and death. The GM decides when detection is not possi-
2. Small arms shoot before supporting arms. ble (due to poor illumination, long distance, or the enemy being con-
3. Supporting arms shoot before artillery. cealed behind woods or buildings), when detection is automatic (a
4. Whoever gets a higher modified firing roll shoots first. nearby shooting, being on open terrain in broad daylight, an engine
starts up, etc.), and when the situation is unclear and a die roll should
decide (far away shooting, moving in dim light, etc.).
If the opponents concur on all the above, the shots are truly simul-
taneous. Roll a single die for all the soldiers in the same location, and to that
roll each soldier applies modifiers for Experience, Fatigue and lying
prone (see below). When it is the PCs who try to detect, it is enough
Shots are fired onto a location, which is any place where one or several that one of them succeeds to uncover the enemy’s presence. When
soldiers getting the same cover are located: a room, a trench section, the PCs are trying to hide, if someone fails then the whole group is
a foxhole, or a vehicle. In general terms, a location should not have an discovered.
area larger than 5 × 5 m.
Detecting the enemy does not imply identifying them. At GM’s dis-
Range is relevant to determine the outcome, because the greater the cretion, identification will require an additional roll. For instance, the
range, the lower the accuracy and power of the shooting. The GM de- PCs might spot an enemy tank platoon, but cannot determine which
termines the range of shooting, using the following table as a guide- model the tanks are.
line.

Range Distance (in meters) Special rule: binoculars and scopes


Close combat 5 m or in the same location.
Short 50 m With binoculars (Load 1) or a scope, a character gets +1 to rolls for
Medium 200 m detecting and identifying at medium or greater ranges.
Long 500 m
Furthermore, without binoculars or scopes identification is not pos-
Extreme 2,000 m or more. sible at ranges greater than medium.

The Weapons Chart at the end of this document shows the modifier
applicable for each weapon and range.

The player rolls as many dice as indicated in the Firepower column


Cover
on the Weapons Chart, modifying each roll by:
The rules assume that soldiers move and act with caution, using any
element on the scenario to take cover. That is why it is relatively dif-
• Experience and Fatigue. ficult to hit with a single shot, even in the open. The following list
• Weapon and range, per the Weapons Chart. indicates modifiers to be applied when shooting at locations that pro-
• Cover. vide additional protection.

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storm of steel

Protection Malus Examples Machine guns


Light −1 Sparse woods, rubble, unarmored vehicle.
Medium −3 Dense woods, timber building, crater. Note: these rules do not apply to submachine guns.
Heavy −5 Stone building, trench.
A soldier of Regular or better Experience may shoot a machine gun in
Total NA Armored vehicle, bunker.
a spray, putting contiguous locations under fire. The spray must be
along a single axis (horizontal, vertical or in depth). With spraying
With poor visibility (due to fog, smoke, or the only source of light fire, the extra dice granted for rolling a 9 do not add up, but instead
being moonlight or torchlight), apply −5 when shooting at short increase the machine gun’s Firepower. The targeted locations could
range. Furthermore, no shooting or detection is possible at medium have different cover modifiers, but the results must be allocated so as
or greater range. to maximize casualties.

At close combat range, which means being in the same location, there The light machine gun Firepower is 5d10 if it stands on a bipod, but
are no penalties for cover or poor visibility. then it cannot be used at Close Combat range. The bipod’s Load is 2
points (not included in the value listed on the Weapons Chart).
During the Movement Phase players may indicate that their charac-
ters lie prone or crawl, getting an additional cover of −1, but they The heavy machine gun Firepower is 5d10 if only one soldier mans it.
cannot fire during the whole round. This modifier is also a bonus to
hiding and a penalty to detecting. Heavy and medium machine guns have a tripod, which may be de-
tached for easier transportation. Its Load is 4 points (already included
Cover is cumulative; a character lying prone inside a timber building in the value listed on the Weapons Chart). Without the tripod, these
behind a grove (sparse woods) gets a total cover of −5. weapons operate like a light machine gun.

Special rule: surprise

Soldiers who didn’t expect an attack and are surprised reduce their
cover by 1 point. This can make the net modifier positive.

Special rule: random shooting

When firing small arms, increase cover by 2 if the shooter targets a


location where no enemies have been detected.

Example

Lieutenant Vasily’s squad is hiding in a wood. Their mission is to


Sharpshooter
place their machine gun to enfilade a section of the German trench,
located about 500 m away.
Sometimes you may want to eliminate a specific individual in an en-
emy squad, like an officer. A Regular or better soldier may aim at him
To do so, they must cross a mowed field and reach an area that, due
with small arms, but only during the Prep Fire Phase, and only if the
to heavy shelling, offers some shelter in the form of shell craters.
individual has been identified.
Vasily and Smilov dash first. Due to the distance, the two Russians
If the shooter achieves a hit, the designated individual is one of the
would easily go undetected. However, the GM decides that, because
casualties.
they are moving through clear terrain, the enemy has a chance to
detect them, and therefore asks for a hiding check. The roll is 8; the
A Specialist with a scoped rifle gets a bonus of +1, both for shooting
Russians are undetected.
and identifying.
While Vasily and Smilov keep their heads down inside a crater,
Mikhalov and Tahl cross to them. The hiding roll is 7. Sergeant
Mikhalov would succeed with his Experience bonus (+1) and his Fa- Morale
tigue penalty (−1), but Tahl, being green, would fail. Therefore, the
whole group is detected and a German heavy machine gun opens After each Fire Phase, any soldier in any of the following situations
fire on them during the Prep Fire Phase. must undergo a Morale check.

The machine gun fires in spray (see below), covering both the
mowed field and the crater where the four Russians are now lo- • Conscripts and Greens under fire up to Medium range, except be-
cated. Range is Long (−1) and the machine gunner is a Veteran (+1). hind total cover.
The crater has a cover modifier of −3. However, Mikhalov and Tahl
moved through the mowed field, where there is no protection. • Having failed a Morale check in the previous Phase, they are under
fire up to Medium range, except behind total cover.
The machine gun firing rolls are 3, 1, 7, 9, 6, 9. The two 9s trigger
additional rolls: 5 and 8. • Under machine gun fire (no spraying) up to Medium range, except
behind total cover. Note: this does not apply to submachine guns.
With the 7 and 8 rolls Mikhalov and Tahl fall on the mowed field,
while the 9s are not enough to hit the other two Russians inside the • Under fire that got a natural 9 up to Medium range, except behind
crater. total cover.

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storm of steel

• Upon a successful hit from a flamethrower, demolition charge or The leading PC –and only that PC– rolls 1d10 at the start of a round,
artillery (except the 20 mm gun). applying the following modifiers:

• In this Fire Phase the group they are moving or staying with suf-
• Experience and Fatigue.
fered at least one casualty.
• +1 the leader and his group surprise the enemy.
• −1 the leader is surprised.
• −1 the leader is second-in-command.
Only one roll is made for each location in each Fire Phase, regardless • −2 the leader is a private.
of the number of casualties or attacks it undergoes. The same rolls
applies to every soldier present at the same location.
The leader cannot move or shoot during the Prep Fire Phase, but he
The roll is modified as follows: can fire during the Advancing Fire Phase. This represents the amount
of time needed to tactically assess the situation, think out a plan and
convey it to his subordinates.
• Experience and Fatigue.
If the leadership roll is successful, the leader gets a number of com-
• −1 for each casualty suffered by the same group in this Fire Phase. mand points equal to the difference between the modified roll and
6.
• −1 if the attack triggering the Morale check comes from the flank
or higher ground. The leader allocates the command points to the soldiers under his
command, at most one per soldier, but only if he and the soldier can
• −2 if the attack triggering the Morale check comes from the rear or see each other. At GM’s discretion, sometimes hearing contact will
from an unknown source, or shooting back is not possible (it being suffice (with a radio, for instance). Points not immediately allocated
an artillery attack or coming from a tank or a bunker). are lost. The leader cannot allocate points to himself, except with the
special rule described below.
Soldiers who fail the Morale check are pinned down; during the next
move they must lie prone, and they cannot shoot during the next Fire The leader must tell the soldier the task to be performed, and the com-
Phase. mand point will grant that soldier a bonus of +1 to the relevant die
roll (shooting, Morale check, hiding), but only to that die roll. The
Soldiers with a modified roll of 0 or less become casualties –they command point may also be allocated to increase the soldier’s cover
flee or surrender–, although this does not trigger additional Morale by 1, which will be valid as long as the soldier does not move away.
checks for those still holding out.
If the squad split in two, the sergeant may allocate the command point
to the corporal, to modify the corporal’s own leadership roll.
Example
Soldier and leader must keep visual contact (or hearing contact if us-
In the previous example, the survivors do not have to check Morale, ing a radio) at the time of the die roll or, for the increase in cover, at
as they were not in the same location as their fallen comrades, and the time of incoming enemy fire.
the machine gun fired from Long range and in spraying mode.
Furthermore, the leader or the soldier must explain to the GM why
Had the machine gun concentrated fire on the crater, there would they should get a bonus to perform such task. Players may come up
be two casualties. Each soldier present would roll 1d10, with the fol- with new elements to justify the bonus, as long as they do not con-
lowing scores: Vasily (8), Mikhalov (6 + 1 − 1), Smilov (4 − 1 − 1, tradict the GM’s description of the scenario, or any other element in-
death), Tahl (8 − 1 − 1). The tie is resolved as follows: Mikhalov (5 troduced by another player in a previous attempt to use a command
+ 1 − 1), Tahl (2 − 1 − 1, serious injury). point.

The survivors must undergo a Morale check, as their group suffered


casualties: the roll is 5. Vasily (−2) and Mikhalov (+1 − 1 − 2) fail Example
and are pinned down; they cannot shoot in the next Fire Phase and
must lie prone. Lieutenant Vasily rolls for leadership, scoring a 9 + 4 = 13. He gets
7 command points, but with only one man under his command, he
allocates a point to Mikhalov, to be used when firing the machine
gun, and the rest are lost.
Command and leadership
Vasily’s player justifies the bonus stating that Vasily orders Mikhalov
This optional rule adds an element of resource management to the to concentrate fire on a spot in the enemy’s trench, firing short bursts
game, with a slight increase in complexity. Its inclusion will give an to increase accuracy and reduce the weapon’s recoil.
advantage to the players, but it is not recommended to apply it to the
enemy too; if you want to balance the scenario, increase the enemy’s
Experience, which also means better troop coordination.
The bonus takes effect from the next Advancing Fire Phase, and will
Usually, the PC’s squad will comprise 6 to 12 soldiers, commanded by last until the GM decides that the tactical situation has changed and
a sergeant and a corporal as a second-in-command. Sometimes, the a new leadership roll is needed. Usually, this will happen every 5
squad splits into two teams to outmaneuver the enemy, one team un- rounds, but this time can be increased or decreased according to the
der the sergeant and the other under the corporal. It may also happen battle’s developing.
that those two get killed and a private must take command.
In between rounds, command points cannot be reallocated, neither to
Whoever is leading the team or squad may get command points and another soldier nor to another task. If the leader wants to do so, he
allocate them to individual soldiers to carry out a specific task. Those may reroll at the start of a round, but all previously allocated points
soldiers will have a bonus when performing such task. are lost, whether the new roll is a success or not.

6
storm of steel

Ambush Supporting arms


The leader may employ command points to prepare the squad before Supporting arms, identified in the Weapons Chart, include grenades,
enemy contact, including laying an ambush or preventing it. To do so, demolition charges and flamethrowers. They can be employed only
the leader conveys instructions to the soldiers he believes deserve a during the Prep Fire Phase (and only if the operator did not move).
command point.

At the start of the round when first contact with the enemy takes place, To-hit roll
the leader rolls for leadership, and gets to know how many points can
be allocated between the soldiers who received orders. The GM will Supporting arms and artillery (see below) roll only 1d10 when attack-
decide whether, thanks to the leader’s preparation, surprise modifiers ing a location, applying modifiers for Experience, Fatigue, command
apply to the leadership roll. As an exception to the rule stated above, point, range and cover (except for lying prone).
command points can be used from the Movement Phase.
Special rule: self-allocating command points If this roll is successful, a hit has been achieved, and every soldier in
that location undergoes an attack by rolling 1d10 and modifying it:
The leader may allocate a command point to himself and choose one
of the following benefits, if it is justified to the GM: • As indicated by the Firepower column in the Weapons Chart.
• By −1 for lying prone.
• Shots at a target the leader designates, made by soldiers of his
own squad in his location, get a bonus of +1. The leader cannot With a result of 7 or more, the soldier is a casualty. You can make
shoot. Only one target (a specific location) may be designated per another roll to determine his injuries, as explained above.
Fire Phase.
Special rule: the antitank rifle and the 20 mm gun
• Morale checks made by soldiers of his own squad in his location
get a bonus of +1, but not the leader himself. To get the bonus, The antitank rifle and the 20 mm gun can only inflict one casualty:
the soldiers must follow the leader’s instructions (cover, disperse, the soldier getting the highest modified die roll (re-roll ties).
dash, etc.). Should the leader become a casualty, the members of
his squad who were in his location get a penalty of −2 to their However, some 20 mm guns are in fact autocannons. In this case,
next Morale check. thanks to their high rate of fire, the above restriction does not apply.

The scenarios will describe other possible uses of command points,


usually to get reinforcements. Special rule: additional effects

Some supporting arms, like demolition charges, the flamethrower


Other forces or the bazooka, require a Specialist to operate them effectively. If
this is not the case, when the to-hit roll results in a natural 0 a disas-
ter ensues: the charge blows up when attempting to manipulate it,
If other squads are fighting in the combat zone, it is not practical to the flamethrower’s backpack catches fire…
detail each one of their shots. A better approach is for the GM to focus
on the action around the PCs and simulate the effect of other forces
On the other hand, if the to-hit roll is a natural 9, the attack results
in an abstract manner, as follows.
in an additional effect: a flamethrower sets its target ablaze, a demo-
lition charge brings down a building…
The GM determines the Experience of non-player squads, their main
weapon (rifle, machine gun, etc.) and their Firepower (1 or 2 dice).
At each Fire Phase a non-player squad may shoot at an enemy loca-
tion, applying relevant modifiers for cover, range and Experience. If Smoke grenades
it scores a 7, an enemy is killed, and any additional point causes an ad-
ditional casualty. But rolling a natural 0 means the squad is no longer Both infantry and artillery can throw smoke grenades at a location,
available for the remainder of the scenario, due to lack of ammo or in order to hinder enemy fire. Do not apply the cover modifier to this
being suppressed by enemy fire. throw, but do apply the range or barrage density modifier.

Fire from the non-player squad may also trigger a Morale check, if the If the to-hit roll is successful, starting in the next Prep Fire Phase
relevant conditions apply. smoke will fill the targeted location.

Special rule: command points allocated to other forces Special rule: grenade bundle

If a PC commands other squads, as could be the case if he is a lieu- When throwing a grenade bundle at a target, apply the range modi-
tenant, the player may allocate 1 command point to each one. fiers of a hand grenade, increased by +2. All of a soldier’s grenades
are used up for the bundle.
Example
You may also pack a bundle with smoke grenades.
Another Red Army squad was advancing parallel to Vasily’s. The
GM decides that their experience is Green(−1), their main weapon
the rifle and their Firepower is 2d10, to account for the fact that there Demolition charges
are ten soldiers.
Demolition charges –a pack of explosives wired to a detonator– are
The squad fires at the German trench (−5) at a medium range (−1), employed against fortifications and tanks. In addition to their regular
the dice rolls being 6 (no effect) and 9 + 6 − 7 = 8. There are two use –rolling a to-hit roll and as many attack dice as enemies present
casualties and the Germans must check Morale. in the target location–, you may employ them:

7
storm of steel

• Against minefields or barbed wire. If the to-hit roll is successful, Indirect fire
the location is cleared.
Howitzers and mortars can conduct indirect fire, but not guns and
• Against a wall. If successful, a man-sized hole is created. rockets.

To do so, the crew does not need a line of sight to the target, but in
When employing two demolition charges at once, add +2 to the range
this case a spotter directing the fire does need a line of sight.
modifier.
Apply the same modifiers as in direct fire mode, but if a spotter is
directing the fire, take the worst modifier (Experience + Specialist +
Artillery Fatigue + command point) between the gunner and the spotter. The
spotter cannot shoot or move.
Pieces of artillery ordnance are classified as guns (firing at low an-
gles and usually direct), mortars and rockets (firing at high angles Locations that offer total protection (a tank or a bunker) are unaf-
and never direct) and howitzers (firing at any angle). fected by indirect fire.

Artillery only fires during the Prep Fire Phase. Some great caliber
pieces have a very slow rate of fire, and need a whole round to load Barrage
and another to fire. When the crew is incomplete and the gunner must
also load, the rate of fire is very slow too. All artillery pieces, except the 20 mm gun, can be used in a barrage,
and this is actually the sole mode of employment for rockets.
Artillery may fire directly at its target, indirectly or in a barrage.
An artillery barrage employs several pieces, placed outside the sce-
nario, to deliver tons of shells on its target. The barrage comes into
Direct fire action when a spotter directs its fire, or because of a scheduled attack
against a predesignated target at a pre-set time, often just before an
Only guns and howitzers can conduct direct fire, never mortars or assault.
rockets.
Usually, a barrage affects several contiguous locations. It may also be
The piece’s crew must have a line of sight to the target. A line of sight a moving barrage, creeping forward to cover a wider area.
is obstructed, at GM’s discretion, by dense woods, buildings, terrain
features or smoke. Until the barrage is over, each round a to-hit roll is made at every lo-
cation under bombardment, modified by cover and barrage density
An artillery piece has a limited arc of fire and, due to its weight, the (instead of range), per the Weapons Chart.
crew needs several minutes to reposition it. Some guns, in particular
anti-aircraft guns, are mounted on rotating platforms, enabling the
crew to reorient the gun and fire it in the same round. Battery access
To determine if the shot hit the target, apply the relevant modifiers for Usually, artillery batteries operate well far behind the front line, rely-
the gunner’s Experience, Specialist, Fatigue and command point, the ing on a spotter to direct their fire using a field phone or a radio. A
target’s cover and range. portable radio has a Load of 7 points.

To request indirect fire or a barrage, the spotter must designate a tar-


Special rule: zeroing get within his line of sight (being on higher ground is thus advanta-
geous) and try to contact the battery by rolling 1d10. Apply the usual
If a gun conducting direct fire hits its target (disregarding the effect modifiers (Fatigue, Experience, Specialist), plus any the GM deems
of armor), its next shot will be easier: apply the next lower range relevant to reflect the availability of artillery.
modifier (minimum is short range), as long as neither the gun nor
the target moved. If the spotter succeeds, the battery will fire at the designated target
after some time, at the GM’s discretion, but several minutes may pass.
If he fails, the battery won’t be available until after several minutes.
If the roll is a natural 0, artillery fire will fall anywhere, at the GM’s
discretion, even on friendly troops.
Special rule: antitank guns
The GM may allow for the artillery to have a location as a pre-
Guns may fire either high explosive shells (appropriate against designated target. In this case, die rolls to get access to the battery
infantry and unarmored vehicles) or armor-piercing ones (appro- get a bonus of +2.
priate against armored targets). These rules assume the crew has
ammo of both types and use the most appropriate one.

If, for any reason, ammo of a certain type is depleted, firing inappro- Special rule: incoming shell
priate shells entails a penalty of −2.
Soldiers of Regular Experience or better may roll a die to detect an
Sometimes, a gun may have high-performance, armor-piercing am- incoming artillery shell or a hand grenade. If they succeed, they get
munition (like tungsten-core rounds). It will get a bonus of +1 in a few seconds to lie down on the ground. If a natural 9 is rolled, at
direct fire against an armored target. However, sloped armor can- GM’s discretion they could move away to an adjacent location.
cels this bonus.
A bonus of +1 applies in case of incoming rockets.
Long-barreled guns, with good performance against armored tar-
gets, get a bonus of +1 when firing directly at an armored target. Mortar fire or direct fire cannot be detected in this way.

8
storm of steel

Counter-battery fire Tracked


Wheeled Light Medium Heavy
If a spotter guesses where the enemy fire is coming from, he can direct Road +3 +2 +1 0
his own artillery against enemy batteries. The die roll to get access to Cross-country −1 +1 0 −1
the battery has a penalty of −2, to reflect the difficulty of determining
Mud / snow −4 0 −1 −2
the enemy position and the possibility that this type of mission is not
available.
If the vehicle moves through several types of terrain, the worst modi-
Apply the modifier for extreme range to the to-hit roll. If successful, fier applies. When using a captured vehicle, apply a penalty of −2 to
the enemy artillery is silenced for the remainder of the scenario. driving checks.

If the roll is unsuccessful, the driver fails to achieve his intended pur-
Special rule: attacks on artillery pose, but he can try again next round, unless he was attempting to
save an obstacle (see below) because then the vehicle gets immobi-
If a piece of artillery is hit by supporting arms or other artillery, com- lized. In any case, if you get a natural 0, the vehicle gets immobilized,
pute the difference between the to-hit roll and 7, and consult the too, for the remainder of the scenario. At GM’s discretion, the PCs
following table: could try to repair the vehicle.

Diff. Effect If you need to know which vehicle moves first, each driver performs
0 No effect. a driving check; whoever gets the highest modified roll gets to move
1–2 Immobilized. first (re-roll ties).
3 or + Destroyed.

In any case, if the to-hit roll was a success, roll 1d10 for each crew
Special rule: command points for crewmen
member to determine the number of casualties.
The lieutenant commanding a vehicle platoon may allocate com-
An artillery piece is an unarmored target. Some guns sport a shield,
mand points to his own crewmen, or to other vehicle commanders
which provides medium cover to their crew.
to modify their own leadership roll. But the latter will get a penalty
of −1 for not being the platoon commander.

Mortars Crewmen from the same vehicle can freely communicate between
them, but between different vehicles either a radio or visual signal-
The 55 and 81 mm mortars may be transported on foot. The latter ing must be used.
can be disassembled into three parts of 6 Load points each. It takes
5 rounds to assemble or disassemble the mortar. Three people are
needed to fire a mortar; with a smaller crew the rate of fire is very
slow.
Attacks on vehicles
A forest does not provide any cover against mortar strikes, because
their shells detonate upon touching the tree canopy, just above the A vehicle is its crew’s location, and they are subject to Morale checks
target, with deadlier effect than if it stroke the ground. like any other combatant. Inside a vehicle a soldier cannot lie prone.

Crewmen who get a result of 0 in a Moral check must try to leave the
Effects of artillery strikes vehicle. They will then try to escape or surrender or, exceptionally
and at the GM’s discretion, will join the fray with their small arms.
Artillery, especially the pieces of the largest calibers, can create craters
on the battlefield, bring buildings down or cause fires and smoke. An unarmored vehicle provides light cover to its crew against small
arms. However, to determine if the vehicle itself is damaged no cover
If the to-hit roll is a natural 9, the attacked location is affected, at the modifier is applied; one successful shot with small arms, or a hit with
GM’s discretion; a crater is created, a storey (or all the building) col- supporting arms, artillery or mines is enough to disable the vehicle.
lapses, a vehicle or a forest are set ablaze, etc.
Infantry crouching behind an unarmored vehicle get light cover
against any type of attack, and heavy cover if it is an armored vehi-
Vehicles cle.

Vehicles follow the same sequence of play than infantrymen; if they


sport small arms (like machine guns), they can move and shoot dur- Armored vehicles
ing the Advancing Fire Phase. Guns and mounted flamethrowers can
only fire during the Prep Fire Phase, and only if the vehicle did not Armored vehicles, and their crew, are immune to small arms and in-
move. direct fire. Therefore, a direct hit with supporting arms, artillery or
mines, or a barrage are needed to disable them. To knock the vehicle
Each crew member usually has a function, as driver, gunner, or com- out it is enough that the to-hit roll is a success.
mander. Apply the gunner’s Experience when the main weapon is
fired, and the commander’s when a detection roll is needed. Each weapon has a different performance against armor and soft tar-
gets. For this reason, the Weapons Chart lists different modifiers, de-
The driver rolls a die when he attempts something special, like mov- pending on the target being armored or unarmored.
ing a wheeled vehicle across country, or saving a ditch, or reaching a
specific position on time. This maneuver roll is modified according to Against vehicles, no modifier is applied for cover, but rather for armor.
the type of vehicle and the terrain, as indicated in this table: A list of armor values for different vehicle types are shown below:

9
storm of steel

Light armor (halftrack, Panzer II, T–70) Example


Front: −1
Once the German machine gun position has been discovered, a Rus-
Side: 0
sian T–34 comes out from behind the forest, firing at the machine
Rear: 0 gun in the next round. At a distance of 500 m, its 76 mm gun gets
Tracks / wheels: 0 a bonus of +2, but the trench cover is −5. The die roll is 3 (miss).
However, the coaxial medium machine gun (−1 at Long range) gets
Medium armor (Panzer IV, T–34) the following rolls: 1, 1, 5, 6, 9 + 5. The latter roll kills a German and
Front: −3 forces the remaining machine gun’s crew to check Morale.
Side: −2
During the following rounds, the T–34 keeps advancing towards the
Rear: −1
German trench line, with the hatch open. A 50 mm antitank gun,
Tracks / wheels: −1 positioned on its flank, has been trailing the Russian tank and fires
when it is 200 m away (range: +1, side armor: −2).
Heavy armor (Tiger, KV–1, IS–2)
Front: −5 With a die roll of 5 it misses, and the GM asks the tank’s commander
Side: −3 (a Veteran) to roll for detection.
Rear: −2
The result is 6 + 1 = 7, a success; the antitank gun has been detected.
Tracks / wheels: −2
Next round, the T–34 rotates its turret and fires against the German
These are generic values. The GM may fine-tune them to simulate spe- gun, which is behind medium cover. The antitank gun fires as well.
cific tank models. For instance, sloped armor provides one point of ad-
ditional protection, plus it cancels the bonus of special armor-piercing
The die rolls are as follows:
munitions, like tungsten-core rounds.
Soviet T–34: 3 + 3 − 3 = 3, a miss.
German AT gun: 8 + 1 − 2 = 7, a hit.
The tracks / wheels armor modifier is only applied when the vehicle
is hit by a mine, or a gunner aims specifically at the tracks (see below).
The Russian tank is knocked out and its four crewmen roll 1d10 each
Otherwise, apply the front, side or rear armor modifier, depending on
to determine if they are injured, the results being: 1, 4, 6, 8 (one ca-
the angle of attack.
sualty). The survivors must also pass a Morale check.
A vehicle changing direction in the same round it is hit, applies the
worst armor exposed to the enemy. But an armored vehicle under an
artillery barrage applies its strongest armor modifier.

Detailed damage
Tank tactics
If you want to determine in detail the effects of a hit on a vehicle, com-
Hull down The tank’s hull is covered behind a terrain feature, only pute the difference between the modified die roll and 7, and consult
the turret being exposed, which usually has a smaller profile and bet- the following table:
ter armor than the rest of the tank.
A hull down position is relative to a certain point. Our tank could be Diff. Effect
considered to be in hull down against one enemy tank, but not against 0 Secondary weapon disabled.
another. 1–2 Wheels / tracks damaged. Vehicle immobilized.
If the driver passes a driving roll, he manages to position the vehicle 3–4 Main weapon disabled.
in hull down. Armor increases by 1 point and detection chances are re- 5–6 Engine damaged. Vehicle immobilized and main
duced. However, some secondary weapons, like a bow machine gun, weapon disabled. Crew rolls are made with +3.
won’t be able to fire. 7–8 Vehicle set ablaze. Crew rolls are made with +5.
Open hatch Inside a tank visibility and hearing are seriously im- 9 or + Explosion. All crew is killed.
paired. Therefore, the tank’s commander must open up from time to
time to scan the battlefield or give or receive orders. This exposes him If the to-hit roll was odd, the radio is disabled.
to enemy fire, but he is considered to be behind medium cover.
If an element does not exist or has already been damaged, apply the
Higher ground Tanks on higher ground benefit from exposing their immediately preceding effect. This may result in no damage to the ve-
armor at a greater angle, and thus with better chances that enemy hicle, but the crew may suffer casualties due to shrapnel from armor
shots ricochet; increase armor protection by 1. At the same time, their spalling upon impact.
target’s sloped armor bonus is canceled.
Turret If the enemy lies outside the arc of fire, a tank with a turret can The GM may find this rule interesting to apply to PC-controlled vehi-
rotate it to engage the enemy and, in the same round, fire the weapons cles, or when an enemy tank is engaged at a decisive moment in the
mounted on the turret. To fire other weapons, or if it is a turret-less scenario. But in other cases, you may ignore this rule and treat any
vehicle, a full round is needed to get into firing position. successfully hit vehicle as disabled for the remainder of the scenario.

Example

Continuing with the previous example, the modified roll of 7 would


damage the medium machine gun. The surviving crew may still
drive the tank and fire its gun.

10
storm of steel

Aiming at tracks or wheels Infantry may pass through antitank obstacles (dragon’s teeth, hedge-
hogs) and, in fact, they provide light cover. Wheeled vehicles cannot
A soldier of Regular or better Experience can aim at a vehicle’s tracks move through these obstacles. Tracked vehicles may attempt to pass
or wheels, up to Medium range. If a hit is achieved, the vehicle gets through with a successful driving roll, applying the mud / snow mod-
immobilized (do not check for detailed damage), but neither the crew ifier. If unsuccessful, they get immobilized.
nor the radio are affected.

Bunkers
Fortifications
A concrete bunker protects its crew from any projectiles, except the
On the battlefield you may find multiple types of fortifications, both largest calibers especially designed to defeat its thick walls. Bunkers
improvised and elaborate. These rules cover minefields, trenches, sport a slit at their front wall for its crew to fire rifles, machine guns
barbed wire and bunkers. and even guns. The rear gate usually leads to a zigzagging corridor,
to prevent a grenade from easily landing onto the main room.

Bunkers are usually built as part of a complex defensive system, with


Minefields
each bunker covering another’s blind spots.
Buried mines may be antipersonnel (triggered under light pressure,
A scoped rifle Specialist may try to hit throw the bunker’s front slit,
but affecting infantry only) or antitank (triggered only under the
but subject to the following restrictions:
weight of vehicles). Both types may be laid on the same location.

The existence of mines is unknown to the opposing side. When in- • Only in the Prep Fire Phase.
fantry or vehicles (depending on the type of mine) enter a mined lo- • Up to Medium range.
cation, every one rolls 1d10 to determine if they suffer any damage. • With a cover modifier of −7.
The result is modified by the minefield density (+1 if high, −1 if low),
but modifiers for range or cover do not apply.
But the most effective way of dealing with a bunker is to employ a
flamethrower, a grenade or demolition charges. If the assailants man-
Vehicles apply the tracks or wheels armor modifier, if any. If a vehicle
age to close in to Short range, they may attack the bunker with those
is hit it is rendered immobilized, but neither the crew nor the radio
weapons, applying a cover modifier of −5, and the anti-armor range
are affected.
modifier.
Once the existence of mines has been confirmed in a location, infantry
If the assailants position themselves next to the bunker wall, assume
can only enter it by crawling.
they are on a blind spot and the crew cannot see them, but the as-
sailants may employ a flamethrower or a grenade at Close Combat
Special mine clearing vehicles are capable of opening safe lanes across
range.
the minefield. Also, a demolition charge may be employed to clear a
location (see above) and an artillery attack rolling a natural 9 could
If the assailants penetrate into the bunker, the crew does not get any
trigger all the mines in a location, thus clearing the minefield. Other
cover.
mine clearing procedures take a long time and fall out of the scope of
these rules.

Experience
Trenches
If players want to carry the same characters over a series of engage-
Trenches are ditches dug along a frontline, usually following a zigzag ments, within the framework of a campaign, it would be interesting
pattern to prevent that, if part of the trench falls to the enemy, the to know when the characters get to improve their Experience.
rest gets caught in enfilade fire. Trench walls can be reinforced with
sandbags or wooden planks to prevent a collapse. One can move with The following table shows how many scenarios a character must com-
speed and ease along a trench, if the lane is clear of any obstacles. plete to reach an Experience level, and if any specific tasks must be
completed at each scenario for it to count towards Experience im-
Trench lines may get quite complex, sporting machine gun nests, ob- provement (apart from surviving the engagement).
servation outposts, barbed wire and antitank obstacles, and set up
with double or triple lines with connecting lanes to facilitate retreats. Experience Scenarios Requisites
Conscript 0 —
As stated above, trenches provide a cover modifier of −5. However,
Green 0 Finish training or take part in a com-
there is no cover inside a trench, unless the zigzag pattern prevents
bat.
direct fire between two different sections. Regular 1 Pass a Morale check during combat.
Veteran 3 Pass a Morale check or knock out an
enemy.
Barbed wire and antitank obstacles
Elite 5 Pass a Morale check and knock out an
enemy.
Infantry attempting to cross barbed wire, must crawl for at least two
rounds.
The required number of scenarios is cumulative; a Green soldier who
passes a Morale check during his first combat will be considered a
Wheeled vehicles moving over barbed wire require their drivers to
Regular for his next mission, but he will need to survive another three
pass a driving roll, applying the mud / snow modifier. If the attempt
engagements to reach Veteran status.
is unsuccessful, the vehicle gets immobilized. Tracked vehicles can
automatically move over barbed wire.
Specialist training to operate weapons and equipment is acquired in
between missions.

11
storm of steel

Scenarios and character cards • A beach too far depicts tank engagements between British and Ger-
mans around Sword beach.
Two scenarios, set on D-Day, are already available:
At the end of this document you may find character and vehicle cards
• Climbing to hell puts the players on the role of Rangers attacking (including two vehicle examples), ready to print, cut out and put into
Pointe-du-Hoc. euro size (59 mm × 92 mm) card sleeves.

12
storm of steel

Tiger I
1st Round.
Movement Phase.
Two Soviet T-34 tanks try to outflank a German
Tiger I, which remains stationary.

T-34 T-34
1st Round.
Prep Fire Phase.
The Tiger I fires at a T-34, knocking it out.

2nd Round.
Movement Phase.
The surviving T-34 goes on with the outflanking
maneuver, while the Tiger moves backwards to
prevent it.
A roll of 1d10 determines that the Soviet crew
succeed in outflanking the German tank.
Neither tank can shoot their main gun in this round.

3rd Round.
Movement Phase.
The Tiger keeps moving backwards, but the Soviet
tank, already in position, remains stationary.

3rd Round.
Prep Fire Phase.
The T-34 fires, hitting the German tank on its side,
but the shot does not penetrate its thick armor.

Figure 2. Sequence of play. Vehicles

13
Sequence of play Load Effect
1. Movement 0−6 No effect
2. Prep Fire 7−10 Fatigued (−1)
(only if no move) A role-playing game of personal combat
Roll to fire In World War Two Driving check
Roll to hit Fire / Action Tracked
1d10+# per soldier 1d10 Result Wheeled Light Medium Heavy
Casualties and Morale 0* Negative effect Road +3 +2 +1 0
3. Advancing Fire 7 Success / hit / casualty Cross-country −1 +1 0 −1
Roll to fire 9* Additional roll / effect Mud / snow −4 0 −1 −2
Casualties and Morale * Natural Captured vehicle: −2
Range (Antipersonnel / Antiarmor) Load
Class Weapon Firepower CC Short Medium Long Extreme Weapon /
5m 50 m 200 m 500 m 2 km Ammo
Small Melee weapon 1d10 −1 N N N N 1 to 4/−
arms Handgun 1d10 +1 −1 −3 N N 1/1
Rifle / Carbine 1d10 +1 0 −1 −3 N 4/1
Scoped rifle 1d10 +1 0 −1 −2 −3 4/1
Semi-automatic rifle 2d10 +1 0 −2 −4 N 4/1
Assault rifle 3d10 0 −1 −3 −5 N 4/1
Submachine gun 4d10 0 −1 −5 N N 2/1
Light machine gun 4d10 0 0 −1 −2 −4 4/2
Medium machine gun 5d10 N +1 0 −1 −3 8/3
Heavy machine gun 6d10 N +2 +1 0 −2 10/3
Bipod N N N N N N 2
Tripod N N N N N N 4
Support Hand grenade *1d10 0/−1 −1/−2 N N N −/2
Flamethrower *1d10+1 +5/+2 +3/ 0 N N N 8/4
Prep Fire Flamethrower – mounted *1d10+1 N +4/+2 +2/ 0 N N N
only Panzerfaust *1d10 N +1/+2 −1/−1 N N 4@
Bazooka / Panzerschrek † *1d10 N +1/+3 −1/ 0 N N 8/4
Demolition charge *1d10+1 N +7/+4 N N N 5@
Antitank rifle ‡*1d10 N +1/ 0 0/−1 −2/−3 N 6/2
Artillery 20 mm gun ‡*1d10 N +1/ 0 0/−1 −1/−2 −2/−4 N
37 mm gun *1d10 N +2/+1 +1/ 0 0/−1 −1/−3 N
Prep Fire 50 mm gun *1d10 N +3/+2 +2/+1 +1/ 0 0/−2 N
only 75 mm gun *1d10+1 N +4/+3 +3/+2 +2/+1 +1/−1 N
88 mm gun *1d10+1 N +5/+4 +4/+3 +3/+2 +2/ 0 N
120 mm gun † *1d10+1 N +6/+5 +5/+4 +4/+3 +3/+1 N
75 mm howitzer *1d10+1 N +5/+2 +4/+1 +3/ 0 +2/−2 N
105 mm howitzer *1d10+1 N +6/+3 +5/+2 +4/+1 +3/−1 N
155 mm howitzer † *1d10+2 N +7/+4 +6/+3 +5/+2 +4/ 0 N
55 mm mortar *1d10 N N +2/−3 +1/−4 0/−6 6/6
81 mm mortar *1d10+1 N N +4/−1 +3/−2 +2/−4 Φ 18/8
120 mm mortar † *1d10+1 N N +5/+1 +4/ 0 +3/−2 N
300 mm rocket † *1d10+2 N N +7/+3 +5/+2 +3/ 0 N
Portable radio counter battery fire: −2 7
*Roll to hit. If successful, 1d10+# for each soldier ‡ Max 1 casualty High Regular Low @ single use
† Very slow rate of fire (1 Round to load) Morale check Barrage density Φ 3 parts of 6
Cover Bonus Armor Detailed damage Command points
Surprised +1 Light Medium Heavy Diff. Damage # Experience / Fatigue
Lie prone −1 Front −1 −3 −5 0 Secondary weapon +1 Surprising
Light −1 Side 0 −2 −3 1−2 Wheel / track −1 Surprised
Medium −3 Rear 0 −1 −2 3−4 Main weapon −1 Second-in-command
Heavy −5 Tracks/Wheels 0 −1 −2 5−6 Engine – crew roll +3 −2 Private soldier
Total NA Sloped armor: −1 7−8 Set ablaze – crew roll +5 Points = 1d10 + # − 6
Bunker NA/−7/−5 Hull down: −1 9 or + Explosion – all crew dead Experience Bonus
Poor visibility −5 Higher ground: −1 Odd Radio Conscript −2
Casualties Green −1
1d10 Effect Morale check Regular 0
4 or − Dead # Experience / Fatigue 1d10 Effect Veteran +1
5−6 Serious injury −1 For each casualty in the group 0 or − Casualty Elite +2
7 or + Light injury −1 Flank attack 1−6 Pinned Specialist +1
www.sagittarius.es Odd Equipment damaged −2 Rear attack 7 or + No effect Fatigued −1
Name: Name:
Country: Country:

ED

ED
U

U
G

G
TI

TI
Rank: Rank:

FA

FA
−1 −1

Experience: Experience:
Trait: Trait:

Equipment Load Firepower CC S M L E Equipment Load Firepower CC S M L E

Total Load Total Load

Name: Name:
Country: Country:

ED

ED
U

U
G

G
TI

TI
Rank: Rank:

FA

FA
−1 −1

Experience: Experience:
Trait: Trait:

Equipment Load Firepower CC S M L E Equipment Load Firepower CC S M L E

Total Load Total Load

Storm of steel
Name: Name:
Country: Country:
ED

ED
Character cards

U
G

G
TI

TI
Rank: Rank:
FA

FA
−1 −1

Experience: Experience:
Trait: Trait:

Equipment Load Firepower CC S M L E Equipment Load Firepower CC S M L E

Total Load Total Load

Name: Name:
Country: Country:
ED

ED
U

U
G

G
TI

TI

Rank: Rank:
FA

FA

−1 −1

Experience: Experience:
Trait: Trait:

Equipment Load Firepower CC S M L E Equipment Load Firepower CC S M L E

Total Load Total Load

Name: Name:
Country: Country:
ED

ED
U

U
G

G
TI

TI

Rank: Rank:
FA

FA

−1 −1

Experience: Experience:
Trait: Trait:

Equipment Load Firepower CC S M L E Equipment Load Firepower CC S M L E

Total Load Total Load


Country: Country:
Class: Class:

AC EL

AC EL
E

E
IN

IN
TR HE

TR HE
K

K
G

G
W

W
Model: Model:

EN

EN
Crew: Crew:

Armor Wheel Armor Wheel


Front Side Rear Track Front Side Rear Track

N
N Y

N Y
PO

PO
PO AR

PO AR
IO

IO
EA

EA
EA ND

EA ND
AD

AD
W

W
O

O
C

C
R

R
N

N
SE

SE
AI

AI
W

W
M

M
Weaponry Firepower CC S M L E Weaponry Firepower CC S M L E

Country: Country:
Class: Class:

AC EL

AC EL
E

E
IN

IN
TR HE

TR HE
K

K
G

G
W

W
Model: Model:

EN

EN
Crew: Crew:

Armor Wheel Armor Wheel


Front Side Rear Track Front Side Rear Track
N

N
N Y

N Y
PO

PO
PO AR

PO AR
IO

IO
EA

EA
EA ND

EA ND
AD

AD
W

W
O

O
C

C
R

R
N

N
SE

SE
AI

AI
W

W
M

M
Weaponry Firepower CC S M L E Weaponry Firepower CC S M L E
Vehicle cards

storm of steel
Country: Country:
Class: Class:
AC EL

AC EL
E

E
IN

IN
TR HE

TR HE
K

K
G

G
W

W
Model: Model:
EN

EN
Crew: Crew:

Armor Wheel Armor Wheel


Front Side Rear Track Front Side Rear Track
N

N
N Y

N Y
PO

PO
PO AR

PO AR
IO

IO
EA

EA
EA ND

EA ND
AD

AD
W

W
O

O
C

C
R

R
N

N
SE

SE
AI

AI
W

W
M

M
Weaponry Firepower CC S M L E Weaponry Firepower CC S M L E

Country: Country:
Class: Class:
AC EL

AC EL
E

E
IN

IN
TR HE

TR HE
K

K
G

G
W

Model: Model:
EN

EN

Crew: Crew:

Armor Wheel Armor Wheel


Front Side Rear Track Front Side Rear Track
N

N
N Y

N Y
PO

PO
PO AR

PO AR
IO

IO
EA

EA
EA ND

EA ND
AD

AD
W

W
O

O
C

C
R

R
N

N
SE

SE
AI

AI
W

W
M

Weaponry Firepower CC S M L E Weaponry Firepower CC S M L E

Country: Germany Country: Soviet Union


Class: Class: medium tank
AC EL

AC EL

medium tank
E

E
IN

IN
TR HE

TR HE
K

K
G

G
W

Model: Model:
EN

EN

Panzer IV−F T-34/76

Crew: 5 Crew: 4
Examples

Commander (Veteran), gunner (Regular), loader (Regular) Commander and gunner (Regular), loader (Green), loader (Green)
driver (Regular), radio operator (Regular) driver (Green)
Armor Wheel Armor Wheel
Front Side Rear Track Front Side Rear Track
N

N
N Y

N Y
PO

PO
PO AR

PO AR
IO

IO
EA

EA
EA D

EA D
W ON

W ON
AD

AD

3* 2 1 1
W

3 2 1 1
C

C
R

R
N

N
SE

SE
AI

AI

*Sloped: +1
M

Weaponry Firepower CC S M L E Weaponry Firepower CC S M L E


75 mm gun *1d10+1 N +4/+3 +3/+2 +2/+1 +1/−1 76 mm gun *1d10+1 N +4/+3 +3/+2 +2/+1 +1/−1
Medium machine gun - coaxial (gunner) 5d10 N +1 0 −1 −3 Medium machine gun - coaxial (gunner) 5d10 N +1 0 −1 −3
Medium machine gun - bow (radio) 5d10 N +1 0 −1 −3 Medium machine gun - bow (loader) 5d10 N +1 0 −1 −3

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