WABGT BOLT ACTION                                                                      REFERENCE
REFERENCE SHEET
                           TURN SEQUENCE p18                                                                 SHOOTING
1. Special situations        2. Orders phase        3. Turn End phase                              SHOOTING PROCEDURE P32
1. Resolve special situations: Artillery/Smoke/Air Strike                      1.   Declare target (no measuring)
2. Orders phase:                                                               2.   Target reacts (if not activated may go Down)
   1   Draw an order die.                                                      3.   Measure range and open fire
   2   Select unit and give it an order.                                       4.   Roll to hit 1 or more hits = 1 Pin (Not SA Vs Enclosed Tank)
   3   If necessary (not for down) take an order test to determine if the      5.   Roll to damage (1 always fails)
          unit follows the order.                                              6.   Target takes casualties
   4   Execute the units resulting action.                                    7.   Target checks morale (if lost 50% or more)
   5   Back to 1. Once all eligible units have received an order, the orders
          phase ends  move to the turn end phase.                                                          HIT MODIFIERS p36
3. Turn End phase:                                                             The basic chance of hitting a target is a roll of 3+;
Remove order dice for destroyed units. Remaining order dice to the cup,        Impossible shots >6+ Roll a 6 then re-roll a 6 to get a hit. p37
unless retaining Ambush or Down order.                                         Indirect fire is 6 to hit if; +1 each turn at same target (if no
                                                                               movement). Rocket multiple launcher; 6 to hit all within 6 of target.
   ORDERS                          SUMMARY OF ACTIONS
1. Fire          Fire at full effect without moving.                           Shooting at point blank range (< 6)                      +1
2. Advance       Move normally and then fire.                                  Sniper on ambush or Fire                                  +1
3. Run           Double speed no firing. (Needed to carry out an assault).     Per pin marker on the firer                               -1
4. Ambush        No move/fire, but wait for opportunity fire.                  Long range (> half range)                                 -1
5. Rally         No move/fire, but lose D6 pin markers.                        Inexperienced                                             -1
6. Down          No move/fire, but gain an extra -1 to be hit.                 Fire on the move (not if USA or assault weapons)          -1
                                                                               Target is down infantry or artillery                    -1
                    MORALE AND ORDERS CHECKS p22                               Target is a small unit                                    -1
If an order test roll comes up two sixes then roll on FUBAR chart              Target in soft cover; Cammo nets, Smoke(not sniper)       -1
        MORALE QUALITY                         MORALE MODIFERS                 Target in hard cover (p 39) (not sniper)                  -2
                                                                               Target is in Bunker                                       -4
Inexperienced         8                Second Lieutenant            +1
                                                                               Target Hidden p117 (must be in cover)                     -3
Regular               9                First Lieutenant             +2
                                                                               Last man in unit shooting                                 -1
Veteran             10                 Captain                      +3
                                                                               Firing a shaped Charge weapon p51                         -1
                                       Major                        +4
If a Vehicle fails test in sight of    Pinned                        -1                           DAMAGE VALUE TABLE p38
enemy must do basic reverse            Last man in unit              -1
                                                                               The minimum score indicated is required to score damage
move then go Down p81.                 Lost NCO                      -1
                                                                               (1 rolled on a die always misses)
                                       Trying to assault Tank        -3
                                                                               Exceptional damage: Roll a 6, then re-roll 6 p41 (not SA v Artillery)
                                       (Tank or Infantry with no anti-tank)
                                                                             Troops and soft-skinned targets:                             D6
                        FUBAR CHART  Roll 1d6                               Inexperienced infantry or artillery                          3+
1 or 2 Friendly Fire                                                         Regular infantry or artillery                                4+
The unit does not move and opens fire against a friendly unit, mistaking it Veteran infantry or artillery                                 5+
for enemy. Place a fire order by the unit. The opposing player chooses the Soft skinned vehicles (Art with gun shield, n/a to HE)        6+
target. The target must have an enemy unit within 12'', as proximity to      Any experience of troops inside Buildings (n/a to HE)        6+
enemy is precisely what has caused the friendly fire incident. If no such
target is available the unit does not fire and simply goes down.             Armoured Targets           Superficial      Normal        Massive
3, 4, 5 or 6 Panic                                                           Armoured Car/Carrier          7+             89            10+
The unit executes a run order and must move as fast as possible away         Light Tank                    8+             9  10         11+
from the closest visible enemy unit. If no enemy are visible the unit simply Medium Tank                   9+            10  11         12+
goes down.                                                                   Heavy Tank                    10+           11  12         13+
                                                                             Super-heavy Tank              11+           12  13         14+
                                  MOVEMENT
          Type                   Advance                     Run                  PENITRATION MODIFIERS (Heavy weapons vs Armour)
Infantry                  6''                     12''                       Vehicles side or top armour (indirect / plunging fire)     +1
Tracked vehicle           9'' (One * 90 Turn)    9-18'' (No Turning)       Indirect fire vs open top                                  +1
Half-tracked vehicle 9'' (Two * 90 Turn)         9-18'' (One * 90 Turn)   Vehicles rear armour                                       +2
Wheeled vehicle           12'' (Two * 90 Turn) 12-24'' (One * 90 Turn)    Long range (not if shaped charge or HE; p53)                -1
Artillery                 Pivot any direction     6
Reverse: Recce at Advance speed others at  Advance                                                        HE SHOTS p53
                                                                                   HE HITS                     PIN                   PEN
                              TERRAIN TABLE p28                                         D2                       1                    +1
  Terrain type        Infantry       Artillery     Wheeled         Tracked              D3                       1                    +1
Open                     OK              OK            OK             OK                D6                      D2                    +2
Rough                 No Run            No*            No           No Run             2D6                      D3                    +3
Obstacle              No Run             No            No            OK*               3D6                      D6                    +4
Building                 OK             No*            No            No (!)  Reduce hits caused by 50% (round down) if target is Down
Road                     OK              OK          Double         Double   Max of only 1 hit v Armoured Target
Key
OK                  Unit can move normally                                                  SMOKE ROUNDS (shoot as indirect) p78
OK*                 Moves normally unless Anti-Tank obstacle                                Weapon                  Diameter of smoke template
No                  Unit cannot move within or enter this terrain            Light Mortar                                         3
No*                 May deploy here but no movement allowed                  Medium Mortar/Light howitzer                         4
No (!)              Only super heavy tanks others No. p104                   Heavy Mortar/Medium howitzer                         5
Double              Double rate if movement entirely on road                 Heavy  howitzer                                      6
                         WEAPONS CHARTS p45                                                     CLOSE QUARTERS PROCEDURE
                               SMALL ARMS                                                       INFANTRY VS INFANTRY p57-60
Type                     Range Shots Pen/           Special                    1. Declare target
Rifle                     24''     1    n/a                                    2. Target reacts if > 6 away
Pistol                     6''     1    n/a Assault                            3. Measure move distance and move assaulting models
Sub-machine gun           12''     2    n/a Assault                            4. Fight first round of close quarters
(SMG)                                                                                     a. Attackers roll to damage
Automatic Rifle            30''      2      n/a                                           b. Defenders take casualties
Assault Rifle              24''      2      n/a     Assault                               c. Defenders roll to damage
Light Machine Gun          30''      3      n/a     Team                                  d. Attackers take casualties
MMG                        36       4      n/a     Team (fixed)                          e. Loser surrenders and is destroyed
Sniper (on Fire or         36       1      n/a     Picks Target same as       5. Resolve draws  further rounds of close quarters
Ambush)                                             exceptional damage         6. Winner regroups 1D6 (no ambush fire allowed)
                                                    p70
                                                                                         INFANTRY ASSAULTING VEHICLES p91-92
                            HEAVY WEAPONS                                      Infantry cannot assault a vehicle making a run unless
Type                    Range Shots Pen                   Special              subsequently brought to a halt/down.
Heavy Machine Gun         36''     3   +1         Team, Fixed                  1. Take orders test
Light auto cannon         48      2   +2         Team, Fixed, HE (D2)         2. Target reacts if > 6 away. Recce can escape move p95.
Heavy auto cannon         72''     2   +3         Team, Fixed, HE (D2)         3. Hit on 6 if target moved otherwise 4+
Anti-tank rifle           36      1   +2         Team                         4. Roll to damage adding number of hits to 1D6. Damaged soft
PIAT                      12      1   +5         Team, Shaped Charge          skin or open top are destroyed.
Bazooka                   24''     1   +5         Team, Shaped Charge          5. Make regroup move 1D6  (no ambush fire allowed).
Panzerschreck             24''     1   +6         Team, Shaped Charge
Panzerfaust               12      1   +6         One-shot, Shaped Charge                TANKS ASSAULTING INFANTRY/ART p88
Light AT gun              48      1   +4         Team, Fixed, HE (D2)         Only Tanks with Damage value >8+ can assault
Medium AT gun             60      1   +5         Team, Fixed, HE (D2)         1. Declare target
Heavy AT gun              72''     1   +6         Team, Fixed, HE (D3)         2. Target reacts if > 6 away, weapons that can damage
Super-heavy AT gun        84''     1   +7         Team, Fixed, HE (D3)         3. Move until touching target
Flamethrower (infantry)    6     D6   +2         Team, Flamethrower p51       4. Target takes morale test:
Flamethrower (vehicle)    18     2d6  +3         Flamethrower p51             Fail = destroyed.
Light Mortar            12''-24''  1   HE         Team, Indirect, HE (D3)      Pass = Tank finishes move (min of  run move). Infantry and
Medium Mortar           18''-60''  1   HE         Team, Fixed, Indirect, HE    crews move aside/away 1 Artillery guns destroyed.
                                                  (D6)                         5. Back to 1 until all targets in move range assaulted. Tank must
Heavy Mortar / Rocket 18''-72''      1      HE Team, Fixed, Indirect, HE       move min of  max move.
Multiple Launcher                                 (2D6)
Light howitzer        0/24''-48''    1      HE Team, Fixed, Howitzer, HE
                                                                                         TANKS ASSAULTING OTHER VEHICALS p89
                                                  (D6)
                                                                               1. Declare target and take morale test with -3 modifier (not if
Medium howitzer       0/24''-60''    1      HE Team, Fixed, Howitzer, HE
                                                                               target soft skin/armoured car/armoured carrier)
                                                  (2D6)
                                                                               2. Target reacts if > 6 away
Heavy howitzer        0/24''-72''    1      HE Team, Fixed, Howitzer, HE
                                                                               3. Move until touching target
                                                  (3D6)
                                                                               4. Each roll 1D6 add damage value if armoured (7+or >)
Fixed; no movement and fire, arc 45 of forward facing
                                                                               Loser if lower scoring/draw when both count as losers.
             DAMAGE RESULTS ON ARMOURED TARGETS                                Soft skin destroyed outright; Armoured roll on Damage Results
                                                                               table (if heaver tank is loser only Superficial Damage).
Open Topped hit by indirect fire Add +1 to roll p87-88
   Die      Effect                              Actions                        Winner no damage if heavier otherwise superficial damage roll
   roll                                                                        on Damage Results table.
  1 or      Crew         Add one additional pin marker to the vehicle.
  less    Stunned.       Place or change order die to down on the                      FORWARD ARTILLERY OBSERVERS p63-64
                          vehicle.                                             Place aiming marker on table when given Fire order every turn
    2   Immobilised  Add one additional pin marker to the vehicle.            afterwards before orders roll 1D6 and consult chart below
                                                                               (declare HE or Smoke first), stop when fire mission successful
                         If already moved change order die to down on
                          the vehicle.                                                           Artillery HE and Smoke Chart
                         If a further immobilised result is suffered the      Die roll     Effect                         Actions
                          vehicle is knocked out                                   1    MiscalculationEnemy move marker by 24 anywhere
                                                                                                         then Fire for effect.
    3     On Fire.           Add one additional pin marker to the vehicle.
                          And take a morale check. If the test is:                2-3        Delay       Move marker by 12 the roll again next
                                                                                                         turn.
                             Passed; the fire has been put out.
                                                                                  4-6 Fire for effect Targets may go down before roll made;
                             Failed; the crew abandon the vehicle and it is
                                                                                               HE        Roll 1D6 for each unit within D6+6 of
                          knocked out
                                                                                                         marker; Score 1-5 take D3 Pin, Score 6
  4, 5 Knocked out. The vehicle is destroyed and becomes a wreck.
                                                                                                         take 3D6 hits Pen 4+ and D6 Pin.
  or 6                   Armoured vehicles count as impassable terrain.
.                                                                                 4-6 Fire for effect Place a 12 circle of smoke centred on
                                                                                            Smoke        the marker.
Superficial Damage         Roll D6-3 (non anti-tank infantry assaulting)
Full Damage                Roll D6                                             Smoke Screen. Smoke effect is similar to cover rules; more
Massive Damage             Roll two D6                                         than 2 block line of sight, less than 2 count as in soft cover.
                                                                                                 SMOKE SCREEN MOVEMENT
                                                                               At start of every turn roll 1D6
                                                                               1. Dispersed (remove smoke)
                                                                               2. Smoke drifts D6 randomly.
                                                                               3+ Smoke stays put.
 Bolt Action QRS v1.3                                                                          Created by http://www.wabgt.co.uk/