Alien War Quick Refence Sheets: Communications
Alien War Quick Refence Sheets: Communications
Alien War Quick Refence Sheets: Communications
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
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
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.