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Alien War Quick Refence Sheets: Communications

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Alien W ar Quick Refence Sheets

Communica tions
Roll Hive Mind Linked Communication (Professional troops) All elements -two actions All elements - two actions All elements - two actions Any element led by Rank 1+ - two actions Any element led by Rank 1+ - two actions What the --- ?!? Linked Communication (Grade 2 troops) or Voice & Visual (Professional) All elements -two actions All elements - two actions Any element led by Rank 1+ - two actions Any element led by Rank 1+ - two actions One element - two actions What the --- ?!? Voice & Visual Communication (Grade 2 troops) All elements -two actions Any element led by Rank 1+ - two actions Any element led by Rank 1+ - two actions One element - two actions One element led by the senior leader - two actions What the --- ?!?

1 2 3 4 5 6

All elements two actions All elements two actions All elements two actions All elements two actions All elements two actions What the --- ?!?

What the --- ?!? Player must: A) Test to return own wounded models B) Comms drop one level C) Activate one element, one action D) Roll 1D6: 1: Roll on the Thats Good table for his own side. 2: Roll on the Thats Bad table for his own side 3: Roll on the Thats Good table for opposing side. 4: Roll on the Thats Bad table for opposing side. 5: Roll on the Theater of War table. 6: Roll on the Mission-specific table, otherwise Theater of War table

Movement
Type Slow Standard Fast Creep 2 2 3 Walk 4 4 6 Run 4 + D6 (Maximum 8) 4 + D6 6 + D6 Rough terrain: speed, no running. Obstacles: Low walls, etc. no penalty Head-height walls, etc. one action to cross

Weapons
Weapon Pistol Combat shotgun (slug) Combat shotgun (shot) Sub-machine gun Standard Assault Rifle Squad Support Weapon* Medium Support Weapon* Heavy Support Weapon* Hard Beam weapon Grenade Launcher* Flame Thrower Range 9 18 18 24 36 48 48 72 72 9-36 24 Impact 1 2 1 1 1 1 1 2 3 1 2 dice per shot without moving 1 2 (1 at 9 or beyond) 3 (2 at 9 or beyond) 2 (1 at 12 or beyond) 2 (1 at 18 or beyond) 6 set up on bipod; 4 if not 7 set up on bipod; 5 if not 8 (only if set up on tripod, set-up takes 2 actions) 2 2 or 3 Template Template weapon dice per shot while moving 1 1 (up to 9 max) 2 (up to 9 max) 2 (up to 12 max) 1 (up to 18 max) 2 (up to 24 max) 1 (up to 24 max) N/A 1 (up to 24 max) Template weapon May not fire while advancing

*Suppressive weapon: counts double dice rolled when deciding if a target is Pinned Down.

T arget Numbers
Shooters are: Veteran Experienced Green Easy Target 5 4 3 Basic Target 4 3 2 Concealment 3 2 1 Cover 2 1 1, then 1-3 Fortifications 1 1, then 1-3 1, then 1-2

Chea ting Dea th


Subtract the Impact of the weapon against the Armor of the target to find correct Column. Roll 1D6 for each hit. Roll
1 2 3 4 5 6

7
Retaliate OK OK OK OK 1-3 OK 4-5 Wnd 6 OoA

6
Retaliate OK OK OK OK 1-3 OK 4-5 Wnd 6 OoA

5
Retaliate OK OK OK OK 1-2 OK 3-4 Wnd 5-6 OoA

4
Retaliate OK OK OK OK 1-3 Wnd 4-6 OoA

3
Retaliate OK OK OK Wounded Out of Action

2
Retaliate OK OK Wounded Wounded Out of Action

1
Retaliate OK Wounded Wounded Out of Action Out of Action

0
OK Wounded Wounded Out of Action Out of Action Out of Action

-1
OK Wounded Out of Action Out of Action Out of Action Out of Action

-2 >
Wounded Out of Action Out of Action Out of Action Out of Action Out of Action

Shift one column to the right for a hit with an aimed shot (marksmen and snipers only) Shift one column to the right for a hit on a green target. Shift one column to the right for an explosive shell or grenade inside an enclosed space (room, bunker etc). Shift one column to the left for an artillery or mortar shell if target is shielded from the blast by intervening cov Shift one column to the left for a veteran target. 2

Chea ting Dea th Results


Retaliate If the target model is not also Wounded or taken Out of Action, he immediately fires back at the enemy shooter! Count as if shooting while moving. The enemy will NOT shoot back if they get a Retaliate roll. A model can only Retaliate once each time it is targeted, regardless of how many dice give a Retaliate result. The target model is not hit. The target model is wounded, and is placed face up where he falls. Roll on the Wounds table. Roll on the Out of Action table. On a 6 the model suffers a Gory Death. Otherwise the target model appears to be either dead or critically injured. He is placed face down where he falls.

OK Wounded Out of Action

Wounded
Roll 1-3 Wound Type Stunned: Can move to safety (4 per action). Cannot shoot or fight at all until returned to action. Hurt: Can crawl to safety (2 per action). Cannot shoot or fight at all until returned to action If Treated Returns to action automatically at the end of their next turn. No other effects. Test vs. CV: Pass: Returns to ation. -1 CV from now on. Fail: test again next turn. If a 1 is rolled for activation, returns to action automatically. If Untreated Returns to action automatically at next activation roll of 1 or What the --- ?!? If a 1 is rolled for activation, returns to action automatically at -1 CV. If What the --- ?!? comes first, becomes Out of Action.

4-6

Out of Action
Roll 1-3 Out of Action type: Seriously Wounded. Cannot move unaided. Cannot shoot or fight at all. Killed in Action. Gory Death. Notably bloody death in combat. If Treated Can by stabilized by a comrade testing against CV. Test can be repeated until successful. Already dead. If Untreated Bleeds out and dies at first What the --- ?!? Already dead.

4-5 6

Test vs. CV for all friends within 6 who have LoS to this model. Fail: choose to be Pinned Down (I pin marker) or retreat one action immediately.

Morale
Figures are: Hit the Dirt Trigger Voluntary Rallies Test vs. CV (free) Effect Cannot shoot or interrupt Considered heads down May crawl to cover Pinned Down one Pinned marker Pinned Down two Pinned markers 1 check if shots equal to group # Within grenade or mortar blast 2 checks if shots are double group # Within artillery blast Test vs. CV (free) Rally to 1 pinned marker after first successful check Same as above Test vs. CV (free) Same as above

Close Comba t
Count as Firefight at close quarters. Both sides count their models Models with assault rifles, combat shotguns and SMGs roll 2D6 per model. Models with SSWs/MSWs roll 4D6 per model first round, 2D6 in later rounds. Assistant uses AR (2D6). HSWs, flame throwers, mortar crew (etc) roll 1D6 per model. Roll for shooting, counting the attackers at Basic Target. If defenders are in concealment/cover/ fortifications, use appropriate column. Models who have Hit the Dirt or are Pinned Down count as -1 to CV. Two pin markers count as -2 to CV. Wounded (Stunned and Hurt) models cannot fight until recovered Seriously Wounded models cannot fight at all.

Close Comba Results t


For each hit, roll again on the Cheating Death Chart, as if taking casualties from shooting. Ignore Retaliate results. Hits from close combat are distributed evenly, so one model cannot take two or more wounds if there are others unwounded. Compare each sides losses, 1 pt each for a wounded model (Stunned or Hurt), 2 pts for OoA -Seriously Wounded, 3 pts for Killed, 4 pts for Gory Death. If the defender inflicts twice as many points as he receives, the attack is beaten off. Surviving attackers test against CV. Pass: run 3D6 back towards friendly cover, recieve one Pinned marker. All casualties left behind. Fail: surrender. If the attacker inflicts twice as many points as he receives, the defender is beaten. Surviving defenders test against CV. Pass: run 3D6 back. towards friendly cover, recieve one Pinned marker. All casualties left behind. Fail: surrender. If no possible retreat, surrender (unless one side Hates the other, then fight will continue.) Troops who surrender are removed from play immediately. If neither side inflicts twice the losses it receives, close combat continues next turn. Close combat is mandatory and requires no Activation roll. Players may bring in extra models on their own turn, they may not fire into the melee At the end of each turn of CC, compare losses to see if either side has won. If not, continue fighting. Hate: fight continues until all models on one side are Wounded or OoA. Winners kill all remaining enemy OoA. Hurt or Stunned losers try to flee; if caught, count as one automatic hit per pursuer; must roll on the Cheating Death chart. Shift one column to the right for Stunned, two for Hurt.

Winning and Losing


If any three of the following conditions are true, the squad is defeated and must retire from the board: If the squad leader (Rank 2+) is OoA, or Wounded and not yet recovered, or Surrendered. If all the junior leaders (Rank 1) are OoA, or Wounded and not yet recovered, or Surrendered. If at least half of the original unit are OoA, or Wounded and not yet recovered, or have retreated off the board, or Surrendered. If all remaining models are Pinned Down. If two of those conditions for defeat are true, test against CV for the senior leader still in action; if he passes the game continues, but if he fails, the remainder of the squad retreats from the board. If a third condition occurs, the squad is defeated automatically. 4

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