vbcw rules

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QUICK & DIRTY VBCW TURN SEQUENCE Initiative, Movement, Firing, Melee, Morale/Rally INITIATIVE Both sides roll 1d6, whoever rolls the highest has initiative for this turn. The side that lost the initiative on the previous turn adds +1 to the roll. Any time a 6 is rolled roll another d6 1- Time for tea : One of your militia units, chosen by your opponent, does nothing this turn as it stops to have a cuppa. 2- Thats the bugger! : Choose one of your militia units, that unit gets +1 to all shooting or melee rolls this turn as someone in the unit recognises the cad on the other side who tried to seduce his wife... 3- Cough! Splutter! Cough! : Choose one of your opponents vehicles (not an aircraft), that vehicle breaks down and cannot move again until your opponent repairs it by throwing a 5 or 6 during his Morale phase. 4- Whats Phil done with the keys?!? : One of your militia or regular infantry units, chosen by your opponent, runs out of ammunition. The unit may not fire again until two members of the unit get to another friendly unit, to scrounge what ammo they can, and back again. 5- I have a cunning plan! : Choose one of your opponents militia units, you get to move them this turn. 6- Incoming! : One of your militia units, chosen by your opponent, does nothing this turn except hit the deck as it believes its about to come under heavy fire. Any shooting rolls against this unit receive an extra -1 and only veterans roll extra d6's per 6 rolled. MOVEMENT Type Move Fast Rough Armour Infantry 4” +1d6” 4” - Civilian car/van 10” +1d6” 5” 2 Armoured civilian 6” +1d3” 3” 3 Civilian lorry/bus 8” +1d3” 4” 2 Armoured lorry/bus 6” - 3” 3 Steam lorry 6” - 3” 2 Armoured steam 4” - 2” 3 Traction engine 4” - 2” 2 Armoured traction 4” - 2” 3 Bicycle 8” +1d6” 6” - Cavalry 10” +2d6” 10” - Armoured car 10” +1d6” 6” 3 Light tank 10” +1d6” 10” 4 Medium tank 8” +1d3” 8” 5 Heavy tank 6” - 6” 6 Aircraft 20” - - 2 (min 10”) Aircraft ignore all terrain. Large hedges may only be crossed by heavy tanks. Stone and brick walls may only be crossed by tanks and armoured cars. Infantry and cavalry may cross them if they are no higher than an infantry figure. Woods are only passable to cavalry, bicycles (no fast movement for either) and infantry. Vehicles and bicycles which complete all their movement on roads may roll an extra 1d6 for fast movement.

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quick and dirty vbcw

Transcript of vbcw rules

Page 1: vbcw rules

QUICK & DIRTY VBCWTURN SEQUENCE

Initiative, Movement, Firing, Melee, Morale/Rally

INITIATIVE

Both sides roll 1d6, whoever rolls the highest has initiative for this turn. The side that lost the initiative on the previous turn adds +1 to the roll.

Any time a 6 is rolled roll another d6

1- Time for tea: One of your militia units, chosen by your opponent, does nothing this turn as it stops to have a cuppa.

2- Thats the bugger!: Choose one of your militia units, that unit gets +1 to all shooting or melee rolls this turn as someone in the unit recognises the cad on the other side who tried to seduce his wife...

3- Cough! Splutter! Cough!: Choose one of your opponents vehicles (not an aircraft), that vehicle breaks down and cannot move again until your opponent repairs it by throwing a 5 or 6 during his Morale phase.

4- Whats Phil done with the keys?!?: One of your militia or regular infantry units, chosen by your opponent, runs out of ammunition. The unit may not fire again until two members of the unit get to another friendly unit, to scrounge what ammo they can, and back again.

5- I have a cunning plan!: Choose one of your opponents militia units, you get to move them this turn.

6- Incoming!: One of your militia units, chosen by your opponent, does nothing this turn except hit the deck as it believes its about to come under heavy fire. Any shooting rolls against this unit receive an extra -1 and only veterans roll extra d6's per 6 rolled.

MOVEMENT

Type Move Fast Rough ArmourInfantry 4” +1d6” 4” -Civilian car/van 10” +1d6” 5” 2Armoured civilian 6” +1d3” 3” 3Civilian lorry/bus 8” +1d3” 4” 2Armoured lorry/bus 6” - 3” 3Steam lorry 6” - 3” 2Armoured steam 4” - 2” 3Traction engine 4” - 2” 2Armoured traction 4” - 2” 3Bicycle 8” +1d6” 6” -Cavalry 10” +2d6” 10” -Armoured car 10” +1d6” 6” 3Light tank 10” +1d6” 10” 4Medium tank 8” +1d3” 8” 5Heavy tank 6” - 6” 6Aircraft 20” - - 2 (min 10”)

Aircraft ignore all terrain.Large hedges may only be crossed by heavy tanks.Stone and brick walls may only be crossed by tanks and armoured cars. Infantry and cavalry may cross them if they are no higher than an infantry figure.Woods are only passable to cavalry, bicycles (no fast movement for either) and infantry.Vehicles and bicycles which complete all their movement on roads may roll an extra 1d6 for fast movement.

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FIRING

Weapon Range Anti-Veh Anti-InfPistol 12” - 1d6Shotgun 12” - 2d6Rifle 24” - 1d6Smg 12” - 2d6Lmg 24” - 2d6For all the above weapons every 3 hits 1 armour penetrated vs vehiclesHmg 36” 1d3 3d6Anti-tank rifle 12” 2d3 -Light cannon 24” 1d6 2” burstMedium cannon 36” 1d6+1 3” burstLarge cannon 48” 1d6+2 4” burstLight mortar 6-24” 1d3 2” burstMedium mortar8-36” 1d6 3” burstHeavy mortar 10-48” 1d6+2 4” burst

Burst Weapons: Regular & veterans 1d6” scatter, militia 2d6” scatter. 1D6 per figure under burst to hit.

Armour value must be beaten to knock out a vehicle.

Firer To Hit Modifiers To RollMilitia 5+ Target Firer Regular 4+ Light cover -1 Moved -1Veteran 3+ Medium cover -2 Moved Fast -2 Heavy cover -3 Moved -1A roll of 6 is always a hit. Regulars and veterans roll an extra d6 per 6 rolled.Reaction FireAny unit that did not fire in its previous fire phase may shoot at any enemy unit that moves through its front fire arc. Only 6's hit (no re-rolls for regulars) and the unit may not fire in its next fire phase.

MELEE

Any unit moving into contact with an enemy unit counts as charging.1d6 per figure in contact with an enemy figure or across obstacle.To Hit ModifiersMilitia 5+ Charged +1 (first round of combat only)Regular 4+ Opponent behind obstacle -1 (both sides get this)Veteran 3+ Opponent suppressed +1Casualties must be taken from those actually in melee.The unit that suffers the most casualties takes a morale check. If both sides suffer the same amount of casualties or the morale check was passed immediately fight another round of melee.If a second (or third etc) round is to be fought the side that did not need to take a morale check gets to move extra figures into combat or a better defensive position first. If both sides suffered the same amount of casualties each side rolls 1d6 with -1 for militia and +1 for veterans. The winner of the roll gets to move its figures first.

MORALE/RALLY

When to TestMilitia taking first casualty due to firingAny unit that goes below 50% of its starting numberEach phase a unit suffers a shooting casualty once its below 50%If a vehicles armour is equalled by any hitRoll 2d6 2-4 5-8 9-12 Modifiers to RollMilitia rout off field* suppressed hold In medium or heavy cover +1Regular retire 2d6* suppressed hold Over 50% of unit left +1Veteran suppressed hold hold Command within 6” +1 Not under fire or in melee +1 *if in medium or heavy cover suppressed instead Regular +1 Veteran +2 Suppressed -1