Ambush Alley QRF
Ambush Alley QRF
Ambush Alley QRF
VEHICLES
UNIT DEFENSE
Defense = Number of Figures in Target Unit + Cover Dice + Armor Dice -1 die when charging into Close Assault Defense Cap: No Defense may exceed 10d
COVER DICE
In Cover: +1 Defense Die Solid Cover: +1 Defense Die Exposed: +1 Firepower Die for Attacker
FIREPOWER
The Number of Figures + Special Weapons = Number of Troop Quality Dice in Firepower +1 die if in Optimum Range -1 die for each interruption after the first in single Activation -1 die in defensive fire vs. Close Assault +1 die if target Unit is Exposed or making a Rapid Move Firepower may never exceed 10d. All negative penalties are applied to 10d cap, regardless of the number of figures in the unit.
ARMOR DICE
Light Body Armor: +1 Troop Quality Die
VEHICLE BREAKDOWNS
Roll a d6 1 - 2: Mobility failure 3 - 4: Armament failure 5 - 6: Reliability failure
l/s/o = leader Hit; else Special weapon hit; else any other gure hit s/o = Special weapon hit; else any other gure hit o = any other gure hit (Chart developed by Timothy berry)