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Ez 5

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0% found this document useful (0 votes)
16 views4 pages

Ez 5

Uploaded by

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

When a character is activated it may perform one type of attack from those listed below. The character
may use its attack before, during or after its’ movement. Choose one of the standard attacks described
below. Upon resolving the attack, an Attacked counter is placed next to it.

TYPES OF ATTACKS
There are typically 5 different forms of attack available to the characters. These are Normal Fire, Spread
Fire, Covering Attack, Grenade Attack and Hand to Hand Combat Attack.

NORMAL FIRE
The player selects a target and rolls a number of dice equal to the rate of fire (ROF) of the weapon. If the
rate of fire is two or more, the player can score multiple hits against the same target. Characters must
attack the closest zombie to them.

SPREAD FIRE
Allows for more than one target to be hit with a single attack when the attacker has 2 or more Attack
Dice.
 A +1 is added to the Hit#
 The player selects their first target and fires their first shot (one die). At this point, they may
either fire again at the same target or move to a target in an adjacent square.
 Recalculate your Hit# for each new target. (E.g. in the example below, if they failed to kill 2,
but decided to attack 3 next anyway, their would be a +2 for the intervening figure) and they
would be hitting on an 8.)
 If a target is more than one square away from the previous target, the Character may still
attempt to fire at it, however the player loses one die for each square separating the targets.
 The character must target the closest zombie with their first shot, but after their first shot is
resolved (even if unsuccessful) they may attack any other zombie (obeying normal arc & LOF
rules), even if it's not the closest.

EXAMPLES OF SPREAD-FIRE
ONE: Tank Commander Becker has scrounged an
MG34 light machine gun and is ready to try it out.
This weapon has a rate of fire of 3 as noted in the
top left of the weapon chit. He attacks (3 dice)
and begins with #2. The first die is a 2 which
misses. For the second roll, the player chooses to
fire at the same target and eliminates it. Becker’s
third die can be placed on #3.

TWO: Becker wants to eliminate zombies #1 and


#2 which are separated by a vacant square. He
fires his MG34 (3 dice). The first die is directed at
zombie #1 which eliminates it. A die is lost in the
intervening vacant square and the last die is
rolled against zombie #2.
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COVERING
In combat you are often in a “wait-and-see” situation where you know there are enemies “out
there” but you do not yet have a target. Soldiers train their weapons in the direction where they “feel”
the enemy will present themselves, waiting for a shot. In Escape from Stalingrad Z, this is represented
by the Covering rule.
 Covering Attack can be used as a reaction to anything the zombies do including move or
attack.
 A figure which does not use its Attack while activated is placed on Covering. Place a Covering
marker with the appropriate modifier (see below) next to the covering figure.
 A Covering figure can select Normal Fire, Spread Fire or Hand to Hand Combat as their
Covering Attack. A Grenade Attack cannot be chosen as a Covering Attack.
 A Covering Attack can be taken against any target in the figure's front Arc of Fire.
 Once a Covering figure fires, it loses its Covering status, and the marker is replaced by an
Attacked marker.
 Covering Fire may take place during the opponent’s turn.

COVERING TABLE
MOVE ACTION COVER MODIFIER
Did not move (stationary) Covering 0
Walked Covering +2 to HIT#
Ran Covering +4 to HIT#

EXAMPLE - COVERING
Dasha, in her previous turn elected to walk
but not fire her weapon. Because she walked
she is considered Covering 2. A Kugelfisch
zombie walks from around a corner, exposing
itself. The zombie will next move towards
Dasha but Dasha elects to attack first using
her Covering Attack. Her Primary Hit# is 5 and
the zombie is within her weapons Point Blank
range of 10. Her chance to hit will be 7 or
more on 1d12 (Hit#5 + 2 Covering = 7). She
scores a hit eliminating the zombie, it’s move
cancelled.

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WEAPON OF THE DAY: THE Mosin-Nagant Sniper Rifle
According to Wikipedia: The Mosin–Nagant Model 1891/30 was modified and adapted as a
sniper rifle from 1932 onwards with mounts and scopes from Germany at first and subsequently
with domestic designs (PE, PEM) and from 1942 was issued with 3.5-power PU fixed focus scopes
to Soviet snipers.
It served quite prominently in the brutal urban battles on the Eastern Front, such as the Battle
of Stalingrad, which made heroes of snipers like Vasily Zaitsev, Lyudmila Pavlichenko, Ivan
Sidorenko, and Roza Shanina. Finland also employed the Mosin–Nagant as a sniper rifle, with
similar success with their own designs and captured Soviet rifles. For example, Simo Häyhä is
credited with having killed 505 Soviet soldiers, many of whom fell victim to his Finnish M/28-30
Mosin–Nagant rifle. Häyhä did not use a scope on his Mosin. In interviews Häyhä gave before his
death, he said that the scope and mount designed by the Soviets required the shooter to expose
himself too much and raise his head too high, increasing the chances of being spotted by the
enemy. In addition, scopes tended to reflect sunlight when moved side to side which gave away
a sniper’s position.

Favoured by Soviet
Sniper Dasha 18
GRENADES
Determining the effect of a Grenade Attack is twofold. First, you must determine if the grenade lands in
the desired target square and immediately after you must determine if any of the surrounding figures are
hit by the explosion of the grenade. Often grenades are referred to as Area of Effect (AoE) weapons as they
attack multiple squares at the same time.

Hit# TARGET SQUARE


 A player's base Hit# on 1d12 is equal to the range to the target square.
Example: If the target is 5 squares away you need to roll 5 or more on 1d12.
 The maximum range a grenade can be thrown is 8 squares.
 The attacking player determines the range by counting the number of squares from the attacking
figure to the target square including the target square but not the attacking figure's square.
 Counting diagonal squares when determining range is done in the same way as it is for movement.
 All Hit# modifiers, as shown in Hit Number Modifiers section, apply.
 Grenades may be thrown into a figure's front or side arc of fire.
 When throwing into the side arc a +2 Hit# Modifier is applied.

THROWING GRENADES WITHOUT LOF


Grenades may be thrown at target squares which are not in Line of Fire. This rule reflects the ability to
throw grenades around corners or bounce them off walls (but not through walls or closed doors). A Hit#
modifier of +4 applies to an attack when LOF is not available.

MISSES
If a grenade fails to land on target the attacker must roll 1d12 to determine where the grenade lands.
Consult the Grenade Deviation chart below
A. On a roll of 1-8 shift the target square as indicated.
B. If the attacker rolls a 9-12 then the grenades deviates 2 squares instead of 1. Roll the 1d12 again to
determine which direction the grenade deviates. Further 9-12 rolls are ignored and simply re-rolled.
On the occasion where the new target square is occupied by Obstructive Terrain like a closed door or wall,
roll the d12 (ignoring rolls of 9-12) and shift the target square again, continuing this until a suitable location
that is unblocked is found. The grenade bounced around until it found a cozy home square to detonate.

GRENADE DEVIATION

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