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CONTENTS

Page Introduction 2 Combat rules 5 Action dice 5 Movement 6 Weapons fire 8 Brawling 11 Weapons 12 Unusual situations 16 Buildings 21 Solo gaming 21

Soldiers and Characters 23

British 24 Germans 25 Americans 26 USSR 27 Free French/Polish 28 Italians 29 Finland 30 Specialist gear 31 Character skills 32 Enemy faces 33 Special characters 35

Campaigns and Encounters 38

People 40 Character details 41 Missions 43 Battle conditions 54 In game events 55 Post game 56 Campaign events 60

Questions and clarifications 64

Designer Notes 65

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FIVE MEN IN NORMANDY

FIVE MEN IN NORMANDY

A WORLD WAR 2 SKIRMISH CAMPAIGN

by Ivan Sorensen

INTRODUCTION:

Five Men in Normandy is an attempt to create a different kind of skirmish war game for WW2 battles.

With these rules, we focus on the actions of very small groups of soldiers, the typical force being 4-6 men. Some of their actions will be regular military missions while others will be the types of misadventure soldiers tend to get themselves into.

The aim is to provide a quick game that feels like reading a war story or watching a good movie and play out the way we expect these things to do.

These rules are geared at experienced gamers or groups with at least one player that is already familiar with the general nature of miniatures war games.

MODULAR GAME RULES:

This game is constructed in a modular fashion, permitting you to use some or all components as you see fit. There are three components

available:

The Combat rules you are currently reading. These give all the mechanics needed to conduct miniatures battles.

The Force rules which cover how to determine the troops available for a game, skills and special equipment.

The Campaign rules which help you set up a campaign to play through, assign missions and generate random events.

Each component can be used on its own with a different rules system or used all together as a coherent set of tools. For example, you could use our Campaign Rules with a different set of game rules.

Since these rules focus on a small band of soldiers, they can also be used in between larger battles as well. Resolve a battle in your

campaign with whatever platoon or company level rules you use, then resolve one or two games of Five Men in Normandy with selected figures in your unit for a full campaign

experience.

FUNDAMENTALS:

This is a skirmish game. It is meant to represent the close encounters of your figures and capture the action as if it were a scene in a movie. This means the area of game-play will be somewhat smaller than you might expect for a massed battle. Move and weapon ranges are simplified as well.

Every figure represents exactly one soldier. A normal move is 6”. There is no “zone of control” or “command distance” for leadership or morale as figures are all relatively close to each other during the game.

Figures do not need to maintain any particular coherency distance to each other though sticking together has its benefits (and risks).

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Short ranged weapons (pistols, sub machine guns etc.) have a range of 12”. In the weapons section of the rules, these are clearly marked as such. Rifles and similar can fire at any target in line of sight.

Typical playing area can vary in size but anything from 2-4 feet on each side should be fine.

NEEDED TO PLAY:

For regular game play, only six sided dice (D6) are needed. For campaigns and force generation, you will also need ten sided (percentile) dice. You'll need a measuring tape or ruler with inches indicated. For metric, multiply distances in inches by 2.5 to get a good enough

approximation of distances.

Lastly you will need a method of determining random directions. You can use specially made “scatter” dice, roll a ten sided dice and see which way it points or roll a twelve sided die and read the number as a clock face.

MINIATURES:

You can use any figures you want, as long as they are individually based. While figures from 15mm and upwards are more suitable, some people skirmish in 6mm so use whatever works. Personally, I don't adjust distances for smaller scales as in most cases, keeping them same will make them feel more natural.

In campaign games, it is of benefit to be able to tell your figures apart, either by selecting poses carefully or by marking the base in some manner. A small mark on the edge of the base can serve as an easy identifier without

distracting from the visuals of the game.

TERMINOLOGY:

Figure: One model representing one real life counterpart. Figures may be soldiers on either side but may also be civilians, mission

objectives and similar important personnel.

Turn: When the rules refer to a turn, they always refer to one players turn. Any count downs or turn limits are counted only in the turns of the player that initiated them. For example, if a demolition charge takes 3 turns to explode, only the turns of the player that set the charges are counted.

Group: The figures available to a single player in a battle is a Group. This term is used rather than squad, team or a similar military term to indicate that the group may consist of men from different squads as well as assorted hangers on. The term is also used to refer to the soldiers available to a player in a campaign.

Kill dice: Dice rolled to determine if a figure is knocked down or taken out of action.

Shock dice: Dice rolled to determine if a figure flinches or bails due to pressure and shock. The game uses standard dice notations of xDy where x is the number of dice rolled and y is the type of dice. For example 2D6 indicates that two dice are rolled and both are six sided dice.

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DISCLAIMER:

In case it needs saying, this game does not seek to glorify or otherwise trivialize the grim reality of armed conflict. Neither does it endorse or promote any particular political view point or system of beliefs.

No assumptions of the gender of the players have been made.

HEROES:

The following people helped make this game possible:

John Parus (Editing, suggestions} Ruben Zempel Smith (cover)

Rich Jones (More suggestions than I could list) Sean Mulqueen (support)

Nigel Bell (support)

Elli Ninnemann (support and testing)

Tyrone Callaghan-Jones (proof reading, testing, support)

Paul Meacham (support) Douglas Blunt (support) Christopher Jones (support)

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COMBAT RULES

COMBAT RULES

TURN SEQUENCE:

Unless the scenario presents a clear attacker, determine randomly who moves first. Players then take turns. The turns continue alternating for the remainder of the game.

Action roll:

At the beginning of your turn, roll a D6. On a score other than 1 or 6, take your turn

as normal, described below.

1's and 6's are special results that result in a non-standard turn being played.

6: Fire Fight!

If a 6 is rolled, your men are getting bogged down in a fire fight. Each of your figures may fire at any available target to them if able to do so, but may not move.

Once all fire is finished, each opposing figure with a line of sight to one of your figures may fire on it, subject to the same limitations.

Opposing figures that are in cover and hiding may elect to peek up and fire, but are not required to do so. If they do, they may not act in their own, following turn. To avoid forgetting, it is a good idea to place a marker near the figure to indicate its status.

Once all firing has finished, the turn ends.

In the event no figure has line of sight to an enemy figures, treat this as a Scurry! instead.

1: Scurry!

If a 1 is rolled, your force sees an opportunity to relocate and redeploy, and suddenly everyone is scurrying towards new positions.

Each of your figures may be moved up to a full move in any direction though they may not enter hand to hand combat. Figures currently in hand to hand may move away (escaping) but prisoners and figures unable to move (down, ducking back etc.) must remain in place.

Scurrying figures are not subject to any snap fire or guard fire reactions so this is a great time to take risky moves.

After the player finishes all the moves they want to take, the opposing player may scurry with any figure that had line of sight to a moving figure this turn, at any point of their movement.

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Standard turn:

In a normal turn, you may select two figures to activate. You may select the same or different figures each turn.

You are not required to nominate both figures at the same time. It is perfectly acceptable to carry out the actions of one figure first before

deciding the second activation.

When activated, a figure may move a standard move and fire their weapon at a visible target. Figures may fire before or after their move. Instead of moving, a figure may declare that they are peeking over an obstacle or terrain feature to fire.

MOVEMENT AND TERRAIN:

A normal move is up to 6 inches and can be conducted in any direction. We assume that our guys are being as stealthy and careful as

possible as they move around.

At the end of the move, the figure is assumed to be doing its best to not get killed. This means taking cover, hitting the dirt, crouching and so forth. As a result, we don't worry about specific posture and positioning very much.

For similar reasons, cover mainly serves to boost morale rather than make you harder to kill.

Figures carrying a casualty or other heavy object move only 4”

Dashing:

A figure may dash at the end of their move, rather than firing a weapon. Indicate a

destination they are trying to reach and move the figure 1D6” towards that destination, in a reasonably straight line. Once committed, the figure must finish the move, even if it leaves them stranded in the open due to a bad roll. Figures must be in the open to dash but may end the move in cover.

You may cross an easy obstacle with a dash but cannot enter or be in rough ground at the beginning of the dash movement. Having exited rough ground during the regular movement does not affect the ability to dash.

Figures may not dash if carrying casualties. What's happening here?

In most turns, you only get to move 2 guys out of 5 or 6. This essentially mimics a film or TV show. The camera zooms in on a particular piece of the action and time gets suspended a bit. If you keep activating the two guys that are slugging it out with the enemy, that's where the camera focus is. If you decide to leave them in place and move up a couple of other guys to flank the enemy, it obviously means they've been pinned down and we're now focusing on the relief force instead. If you pile a bunch of guys on the table, you can increase the number of activation's. Add an activation for every 3 guys on the board on one side. If doing so, reduce activations as your side takes casualties.

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Rough Ground:

If an area is designated as rough ground, any figure may enter, move inside and exit without difficulty but a figure cannot both enter and exit an area of rough ground in a single move. If the figure has enough movement to reach the other side of the terrain feature, they must halt at the edge before leaving the feature.

A figure beginning its movement inside the terrain feature may move out without any limitation.

To make the game more interesting, place rough ground as numerous smaller patches rather than a few big areas.

Obstacles:

All obstacles are classified as easy or difficult. Obstacles that are waist high or lower should be easy. While setting up the game, it is worth taking a moment to discuss the different terrain features used.

Note that the players or scenario designer may designate any feature as easy, if it could be climbed with relative ease.

Crossing an easy obstacle will end the current move. The figure stops in contact with the obstacle and on a later move, may move across it normally.

Difficult obstacles require a full move to cross. The figure moves into contact on one move. Spends a second move crossing and on the third action is finally able to move off.

Figures that are behind obstacles and hidden may move along the obstacle without revealing themselves. Figures that are behind an obstacle and are not peeking over it are blocked from line of sight of any figures on the other side of the obstacle.

Brawling:

Any figure that moves into contact with an enemy figure is considered to be Brawling. Resolve the encounter immediately using the Brawling rules. Once a Brawl has been resolved, the figures turn ends.

DISPLACEMENT:

In a combat situation, any number of things can be wrong. Exact location of enemies or even your own troops can be difficult to get. You directed your marksman to set up by the apple tree but he thought it was a different tree. The noises you heard were actually from some particularly angry German squirrels rather than an enemy soldier and so forth.

To reflect this, the following rule is recommended:

Whenever a figure that has not been spotted by an enemy yet in this game comes into line of sight of a moving figure, the stationary figure is Displaced.

Displacement is triggered at the absolute earliest point the moving figure has a line of sight to the stationary figure and will interrupt the moving figures turn. Once the displacement is resolved, the moving figure resumes their turn. It may help to put down a small die to indicate any remaining inches of movement.

Determine a random direction and move the figure 1D6” in that direction. This may result in the figure ending up in a Brawl, in which case it's resolved immediately, with neither figure receiving a bonus for initiating the combat. Figures are only ever displaced once in a game, and only when stationary. The moving figure is never displaced. To help track this, a small marker may be placed next to each figure at the beginning of the battle and removed when the figure has been spotted by an enemy figure.

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WEAPONS FIRE:

When firing, a figure may select any target it is capable of seeing. You are not required to fire on the nearest target, though it's often

preferable.

Measuring weapon ranges is acceptable before selecting a target. To speed things up, it is helpful to have a 12” ruler or measuring stick available. Simply place one end over the firing figure and move it to quickly determine which enemies are potential targets.

Figures may turn to face in any direction before firing when firing as part of their activation or during a Fire Fight turn.

Visibility:

Figures in obscuring terrain features such as bushes or buildings can see out, and be seen, if they are at the edge of the feature. Figures deeper in a terrain feature can be seen by other figures in the same feature, but not from the outside.

This essentially means that to flush someone out of a room or patch of dense woods, you are going to have to send guys in there to do it. Lines of sight may not be drawn through another figure, whether friend or foe. Peeking over cover:

Figures behind substantial, hard cover must declare when active if they are peeking over the cover or not.

If they aren't peeking over, they cannot be fired upon from the other side of the cover.

Peeking permits them to fire but also opens them up to enemy fire.

After each attack directed at them, the figure may be declared to no longer be peeking. Firing across obstacles:

Any obstacle substantial enough to provide cover will severely limit accurate weapons fire across it unless either figure is positioned adjacent to the obstacle.

If an obstacle is between firer and target and neither model is in position directly behind and touching the obstacle, all fire is limited to Shock dice.

Bunkers:

Purpose built fortifications such as bunkers must be stormed or avoided. Small arms fire is not going to make an impact. When firing at a target behind a firing slit or similar, all Kill dice are ignored.

To assault a bunker, see the rules for Buildings.

How to fire:

When a weapon is fired at a target, the possible outcomes will include them being temporarily out of action, permanently down, them being scared or panicked.

To resolve this, when firing at a target, the attacker generally rolls two dice, one Kill die and one Shock die.

What is happening here?

When firing across an obstacle, you are essentially firing at vague movements in the distance. Such fire is going to be inaccurate and rarely will cause casualties, though it may encourage the enemy to hit the dirt.

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Certain weapons may use additional dice of one or the other type as indicated in the Weapons section of the rules.

To speed up game play each player should use two colours of dice and make it clear which is which.

This way, both dice can be rolled at the same time, to keep the game moving at a good pace.

Both dice are only read for 1's and 6's. Any other result indicates no outcome.

Note that if the kill die gives a result, the shock die is applied to the figure closest to the target instead, if any are within 6”.

If there are no nearby figures, the shock die is simply ignored.

The Kill die:

6: Out of action

While it isn't clear if the figure is injured, dead or simply knocked out cold, it is clear to everyone that they will take no further part in the fighting. Some groups may prefer leaving “out of action” figures on the board, marked in some suitable fashion, or replace them with a suitable casualty figure.

Others just remove them from the board.

1: Knock Down

The target figure is knocked down. Some players may use a small marker to indicate this, while others may (gently!) place the figure lying down.

Figures that are down may not act normally. If the figure is activated on its own or another friendly figure moves into contact with them, they may roll to recover.

To check for recovery, simply roll the Kill die again. Another 1 indicates the figure remains Down until checked again. A 6 indicates they have become Out of action. Any other roll indicates they've regained their bearings and may act normally in following turns.

Moving into contact with an enemy that is knocked down results in that enemy being taken prisoner or incapacitated as a casualty.

What is happening here?

Essentially any attack has a 1 in 3 chance of inflicting some sort of long lasting effect on the target at which you are firing. This means that a single figure slugging it out with multiple opponents is going to need help or they will be unlikely to make it. Better bring up someone to help give some covering fire.

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The Shock die:

HOW TO AVOID BEING SHOT:

Before you can defeat the enemy, you need to understand how to keep your soldiers alive. This can be accomplished in a number of ways. Figures directly behind obstacles that provide cover can hide behind them. Even if you fire in your activation, once the figure has survived an incoming attack, you have the option of diving back behind cover. This is vital to understand as this is how cover works in the game.

Figures inside terrain features can move back into the feature proper, rather than lingering at the edge.

Of course the best option is to force the enemy to keep their heads down through fire-power. Automatic weapons in particular can give you multiple Shock dice, greatly increasing the odds of sending the enemy scurrying.

REACTION FIRE:

While we play our game in neatly ordered turns, in reality, bullets are flying everywhere and nowhere is safe.

To cover this, we use two different types of reaction fire in our game, Snap Fire and Guard Fire.

Regardless of the type used, figures may only fire at targets to their front. Anything in the front 180 degrees of the figure is considering “front”. If facing is not clear, it may be

recommended to mark the base in some manner. Snap Fire:

If a figure moves to within 4” of an enemy and began their move either outside the 4” distance or outside line of sight, they are subject to Snap Fire.

6: Bail

The soldier has a rapid change of heart or the situation seems hopeless. A figure that bails is immediately moved 12” away from the threat, and towards some form of safety. Once there, they will hunker down. When next activated or contacted by a friendly soldier, roll a Shock die again. They recover unless a 1 or 6 is rolled, in which case, apply the result as normal.

If a bailing figure moves within 3” of a table edge, roll the Shock die again immediately. On another Bail result, the figure flees the battle area. On a Flinch result, if the figure is not in cover, it likewise flees the battle area. If in cover on a 1, or rolling a 2-5, the figure recovers to a normal state.

1: Flinch

Bullets striking all around you can trip up even the most hardened soldier. If the target is in the open, they will hit the dirt. Move the figure 1D6” towards the nearest cover. The figure is assumed to hunker down and may not move or fire on their next turn.

Figures in cover are prevented from moving on their next turn and must fire at the nearest target if they fire but are not otherwise affected.

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This occurs at the earliest point the above conditions are satisfied, and is resolved by the enemy figure rolling only Kill dice against the moving figure. No Shock dice are rolled. If the figure is not hit, they may continue their activation normally. Only one Snap Fire shot is permitted in each turn for any given figure. During situations where multiple figures are near the enemy, it may be helpful to mark which figures have Snap Fired in some fashion.

Note that figures that scurry, flinch or bail do not trigger snap fire.

Guard Fire:

Figures that did not fire their weapons on their last turn (not activation) are assumed to be guarding and generally on the look out.

If an enemy figure that began its movement out of sight enters their line of sight, they may perform Guard Fire at the earliest point possible. Note that peeking from cover is considered entering line of sight. Hence, figures can be positioned to provide “suppressing fire”. Resolve this by rolling only Shock dice for the firer, disregard any Kill dice normally rolled. Note that machine guns cannot “trade” for extra Shock dice when Guard firing.

Guard Fire is essentially uncontrolled “hip shooting” and for the purposes of our game, we assume the chances of inflicting any losses are minimal.

Unless indicated by a scenario or skill (if playing a campaign), no Guard Fire may take place in either players first turn of the game. A figure may Guard Fire any number of times in one turn.

If both apply:

If a moving figure would be subject to both Snap Fire and Guard Fire from the same figure, resolve Snap Fire.

If a moving figure would be subject to Snap Fire and Guard Fire from different figures, resolve Snap Fire first and then resolve the Guard Fires.

BRAWLING:

Any figures that move into contact with an enemy figure is considering to be Brawling. Brawls are quick affairs that go either way and are usually over as quickly as they began. Figures may not fire and initiate a Brawl in the same turn.

We assume that the person initiating the brawl has an edge due to surprise and having a moment to ready their weapon.

Each brawler rolls 1D6. The figure that initiated the brawl adds +1 unless the contact was accidental.

The lower score is defeated and knocked out of action as a casualty. The winner may

immediately move 2” in any direction. If this triggers another brawl, they no longer receive the +1 bonus and must rely on luck instead. Figures defending against a brawl across an obstacle will win on any draw as will any figure carrying a dedicated melee weapon larger than a knife.

If a brawl ends in a draw, move the attacker back 2” (if the target was in cover) or move the defender 2” away (if the target was not in cover).

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WEAPONS:

Due to the short nature of the encounters we are playing out, ammunition limits are not

considered unless specifically noted or agreed upon for a scenario. Some exceptions can exist however. Flame throwers are always treated as having limited ammo and other weapons may be classed as such by the scenario played.

If a force, or character, is subject to limited ammo, whenever they fire, roll an additional “ammo die”. If this turns up a 1 or 6, the figure is left with only 1 attack left.

Grenades are tracked individually.

Note that many of the heavier weapons are not going to be common place in the type of skirmish games we're playing here, but have been included for the benefit of scenario writers and for larger games.

________________________________________________________________________________ Bolt Action Rifles:

LINE OF SIGHT The basic rifle used by most soldiers is a sturdy bolt action rifle and this acts like a baseline for our game mechanics.

Select one target in sight, roll 1 Kill and 1 Shock die.

Trench Guns:

SHORT RANGE Trench guns are pump action shotguns that can be fired very rapidly at close range.

A figure with a trench gun may fire at targets out to 12” rolling 1 Kill die and 1 Shock die. If firing at a target within 4”, the figure may trade the Shock die for an extra Kill die instead. If Snap firing with a trench gun, roll 1 Kill and 1 Shock as normal.

Pistols:

SHORT RANGE Pistol fire is limited to a range of 12” and receive 1 Kill and 1 Shock die.

While pistols have less stopping power than a rifle, they can often be fired fairly rapidly and with less recoil.

Figures carrying a pistol will win a Brawl if the dice result is a draw. This benefit does not apply if the figure is crewing a machine gun as either gunner or loader.

Semi Automatic Rifles:

LINE OF SIGHT Self loading rifles can lay down a rapid volley of gunfire, though firing accurately at such rates can be difficult.

When firing, a figure with a semi automatic rifle will roll 1 Kill and 1 Shock die. Due to their high rate of fire, the figure may fire at any point during a move rather than only firing at the beginning or end. This limits the fire to 1 Shock die only.

When doing so, stop the movement at the desired point, resolve the attack and then finish moving. Note that if the moving figure is subject to reaction fire, this occurs before the moving figure may fire.

Additionally, when performing Guard fire, 2 Shock dice.

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Sub machine guns:

SHORT RANGE Sub machine guns and machine pistols may be fired in two manners: Aimed or Spray.

Either option gives a range of 12”.

During aimed fire, select a target and roll 1 Kill and 1 Shock die as normal.

When spraying, select a target and roll 3 Shock dice. Additional Shock results may be applied within 4” of the target as usual.

Due to their light weight and high rate of fire, a figure with a sub machine gun may fire after finishing a Dash move, but rolls only two Shock dice against a single target.

A stationary figure with a sub machine gun may fire at targets more than 12” away but rolls only a single Shock die.

Light machine gun (magazine fed):

LINE OF SIGHT Light machine guns roll 1 Kill dice and 2 Shock die, but may trade the Kill die for 2 extra Shock dice. After firing, you may fire suppressing fire against another figure within 4” of the original target. Only Shock dice are rolled against additional targets, and one die is dropped with each target in turn.

All targets must be within 4” of the original target selected.

A loader is required for an LMG to function correctly. Any figure in contact can act as a loader. Without a loader, the LMG may only fire at a single target and may not trade dice. Magazine fed machine guns can be fired “from the hip” while moving, but only receive 2 Shock dice when doing so.

Light machine gun (belt fed):

LINE OF SIGHT Air cooled, portable machine guns fed through a belt are treated like a magazine fed gun with the following changes:

They may not be fired on the move.

Each additional target is selected within 4” of the previous target rather than having to select all targets within 4” of the original. They may also “double back” and fire at the same model again, as long as 1 die is dropped with each consecutive target.

Machine guns with an unusually high rate of fire, such as German MG34 and MG42 receive 1 additional Shock die due to their very high rate of fire.

Assault rifles:

see description Assault rifles may be fired in one of two ways: Aimed or Spray. As an aimed weapon, treat it like a semi automatic rifle. When Spraying, treat it like a sub machine gun, including limiting the range to 12”.

Medium machine gun:

LINE OF SIGHT Water cooled guns such as the Vickers or Browning M1917 or tripod mounted guns like the SG43 or support versions of the MG42 will only show up as a scenario set piece. When firing, they are treated like a belt fed light machine gun, but are not subject to the Malfunction rule and cannot be moved or relocated during the course of the game.

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Heavy machine gun:

LINE OF SIGHT Large calibre machine guns such as the

Browning .50 and the DSHK will mostly show up as a scenario set piece. When firing, they roll 2 Kill dice against the indicated target. In addition, the target and every other figure within 4” is subjected to 1 Shock die.

Heavy machine guns cannot be moved or relocated during the course of the game.

For the purpose of malfunctions, HMG's count their Kill dice rather than Shock dice. They cannot trade dice and may only fire at a single target, unless a loader is present.

Sniper rifle:

LINE OF SIGHT Often a conventional rifle with a scope attached, in the hands of a trained shooter, this is a deadly weapon. Snipers may roll 2 Kill dice, picking the better result.

Whenever a sniper fires, if no other weapons are fired that turn, any other enemy within 4” will have a Shock die rolled against them. The target of a sniper attack will Flinch automatically. Snipers must be stationary to get the above benefits. If moving, they fire as a normal bolt action rifle.

Flame-throwers:

SHORT RANGE Few things strike as much fear in a soldier as a flame-thrower. Flame-throwers are subject to the limited ammo rule.

When fired, the weapon projects a stream of flame 12” long and 1” wide, hitting everything in its path. Figures that are hidden behind cover can still be hit. Roll 2 Kill dice against any figure in the path. Any figure that is not affected will fall back 1D6”.

When a flame-thrower is fired, roll 4 Shock dice and apply the results to any enemy figures within 12” of the figure with the weapon, with results applied to the closest figures first. After firing a flame-thrower, any enemy in line of sight and capable will fire on the flame-thrower figure. This is treated as a regular ranged attack and is taken out of sequence. Contrary to popular belief, flame-throwers do not generally explode when struck.

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Grenades: SHORT RANGE* Grenades are always subject to the limited ammo rule. In a more realistic game, each figure will carry 2 grenades. Figures in contact with each other when either figure is active may trade any number of grenades. If the players want to avoid extra record keeping, simply allow the figures to all draw from the same supply of grenades.

If the latter option is chosen, a suitable die can be placed to mark the number of grenades left. Grenades may be thrown to a target point within 6”. The point must be visible to a member of your force, but may be out of sight of the thrower.

Roll 1 Kill and 1 Shock die and apply the results to any figures within 2”.

Figures with cover between them and the grenade are not hit but will Flinch

automatically.

If a grenade inflicts no effects on either die, it “bounces” D6” in a random direction and the dice are rolled again.

If no results occur again, a last bounce is made and after that, the grenade is assumed to have either exploded harmlessly or been a dud. Note that a grenade may well end up far away from its initial target point, representing it going way off course or being kicked or thrown away.

Rifle grenades:

see description If rifle grenades are available, the same

ammunition rules apply as per thrown grenades. To fire a rifle grenade, the figure must be stationary during their turn. The grenade may be launched towards any target point visible to a friendly figure but accuracy is generally limited. If the target is more than 12” away, the target point will deviate 1D6” in a random direction. Unlike thrown grenades, rifle grenades do not bounce.

Grenades may be launched at any range on the table since we are fighting over a fairly small area.

Rifle grenades cannot be fired at windows unless the firer can see the target.

Malfunctions:

A figure scoring two or more 6's against a single target when rolling Shock dice has suffered a Malfunction. Whether a weapon jam,

overheated barrel or fumbling for additional ammunition, the figure cannot fire again until the end of your following turn.

Note that figures do not have to be activated to clear the malfunction but if they are, they may not fire during their activation.

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UNUSUAL SITUATIONS:

This section covers situations and actions that may not come up regularly but may feature in scenarios and missions.

Persuasion and information gathering: While most interaction in a war game is an exchange of bullets rather than opinions, a scenario may involve having to get information out of someone or talking a character into something.

Persuasion attempts only occur when the figure is activated and occur instead of firing a

weapon.

You cannot persuade during a Scurry or Fire fight turn.

It is essentially handled similar to a Brawl. Roll 1D6 for each figure. If the active figure draws or rolls higher, they obtain the information or get the agreement they needed.

In a preplanned scenario, persuasion tests may be used for all manner of interactions.

Searching:

If a mission involves searching an area, the players should determine how many possible locations there are to search. Searching requires an active figure and is done in place of firing. You cannot search on a Fire fight turn (the soldiers are too busy fighting or keeping their heads down).

If the number of possible locations is small (3-5), the search succeeds on a D6 roll of 1 or 6. If the number of locations is larger, roll 2D6 and the search succeeds if both roll a 1 or 6.

If the item has not been found by the time only one possible location is left, the object is in the last location.

Tasks:

Any number of situations may come up that are not covered by the rules, such as knocking down a door, starting a damaged vehicle or relaying enemy plans by radio. In most cases they can be handled by a simple Task roll.

This can also be seen as the general “Do things not described by the rules” option.

On a score other than 1 or 6 the action succeeds and the figure achieves what they were trying to do.

Particularly complex actions may be split into multiple actions to achieve. Getting a broken half track running may involve 1 task to fix the running gear and 1 task to start the engine.

1: Delay

The figure does not achieve the action but may try again in the following turn.

6: Despair

The figure is unable to accomplish the action at all. Another figure may attempt.

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Prisoners:

In a simple game, captured figures are simply removed from the table.

Groups desiring more details can use the

following guidelines. When captured, a figure is disarmed and is now moved by the opposing player. To move a prisoner, the figure must be within 1”.

A prisoner moved within 3” of the table edge is assumed to have been sent to the rear and is lost to the campaign unless enterprising players want to arrange a special scenario.

If all enemies within 6” are temporarily incapacitated (by being subject to a Shock or Kill die effect, the figure may make a break for it. Move 1D6” immediately and the figure is now treated as a normal combatant again though unarmed.

Stealth:

A mission may involve sneaking past guards or into better positions. Until the attackers have been spotted, all turns are Stealth turns.

During a Stealth turn, Action dice are not rolled. Instead, the actions taken depend on whether the player is attacking or defending.

Attackers:

Each turn, before moving any figures, the attacking player decides whether to reveal themselves or remain hidden.

Defenders:

When setting up their forces, each defending figure must be designated as stationary or patrolling. Stationary figures do not move during Stealth segments.

Each patrolling figure will move during the defenders turns. Roll 1D6 and deduct 2 from the total, treating negative scores as 0. Move the figure that number of inches in a randomly determined direction.

Detection:

Any attacker within 6” and line of sight of a defender is automatically detected. The only exception is that an attacker that was not detected at the beginning of their move may move into a Brawl with a defender. If they win, they knock out or kill the defender without making noise.

On a draw or defeat, the attackers are detected. Attackers within 4” but not in sight or in sight but over 6” away are subject to detection rolls. The defender rolls a Detection die. On a 2-5, nothing is discovered.

When the alarm is raised, every defending figure may take a 3” move and may fire using only Shock dice at any visible target.

After that, the attacking player take a normal turn and the Stealth segment is over.

The Displacement rules are not used in Stealth scenarios. Figures deployed with line of sight to

each other do not displace.

It can be argued that the defenders becoming aware of the locations of the attackers when the alarm goes up is not entirely realistic but it does make the game a lot easier to play. For special missions and scenarios, a games master may devise more detailed systems to govern this.

1: Alert

Guard moves 2” towards attacking figure then rolls again. 6: Discovered

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Retrieving weapons:

For simplicity, only machine guns can be taken over by another figure during a battle. If a friendly figure is within 1” of the gun when the gunner goes out of action, the gun may be attempted recovered immediately, otherwise a figure has to move to the spot in question. Note that enemy machine guns can be recovered for use during the battle in question.

Recovering a machine gun requires a task roll. A 1 indicates that the figure must try again on a future activation while a 6 indicates the gun is beyond recovery.

Recovered weapons that malfunction cannot be fixed during the battle.

Unexpected encounters:

During a battle, an unexpected encounter may occur. To place the encounter, the inactive player places a marker anywhere they please. Determine a random direction and move the marker 1D6 inches in that direction. On a 6, move the marker 6” and roll the D6 again for additional distance. Continue rolling again for each 6.

If the encounter involves multiple figures, place the first figure on the marker and each

additional figure 1D6” away from the marker in a random direction.

The above mechanic can also be used any time an item or object needs to be placed randomly on the battle field.

Demolitions:

If a mission involves destroying anything, two figures are designated as carrying the

explosives. If either figure becomes a casualty, another figure may pick up the explosives by moving into contact.

Setting up explosives at the target requires a Task roll. Once set, the figures have 3 turns to clear the blast area. On the third turn, make a Task roll to see if the explosives go off as scheduled.

When they go off, the target is destroyed and any figure within 6” becomes a casualty.

Needless to say, setting off explosives will alert any sentries in a Stealth mission.

Mined areas:

If a scenario involves minefields, they should be clearly indicated on a map. Depending on the scenario, either or both sides may be aware of the locations. If mines are hidden, usually from the attacker, ensure that scenario maps are very clear and specific. It helps if the mine fields are “anchored” to another terrain feature.

Within the time frame of the game, clearing a mine field is not possible, but a figure may trace a safe path. This requires moving at half speed and succeeding in a Task roll each turn. If the figure manages to find a safe path across the mine field, other figures crossing and following the same path may move safely at half speed, without requiring Task rolls.

Any figure moving in a minefield rolls 1D6. Scores of 2-5 are ignored. Roll at the beginning of the move or as soon as the field is entered.

1: Found one!

The figure spots a mine and ceases all actions this turn.

6: Kaboom!

The figure triggers a mine and is rendered out of action. Roll 1 Kill and 1 Shock die for each figure within 2”.

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Leaving the battle area:

At the beginning of your turn, before rolling your Action Die, any figure within 3” of a table edge may be declared to leave the battle area. Remove the figure from the table. Retreating

from an active battle may have consequences depending on the scenario. On the other hand, a soldier that dies fighting a hopeless battle is not a soldier that goes on to fight another day. Incoming fire:

Large scale artillery is far outside the scope of the game we're dealing with, but a larger group may receive supporting fire from a platoon mortar if the scenario permits it.

Calling in the fire requires someone to signal the mortar crew, set up off the table. During a standard turn, any active figure that is not firing a weapon may signal provided they are on a raised terrain feature (such as a tower or hill) or within 6” of the table edge the group started at.

The player designates a target point and whether the fire should be high explosive or smoke shells.

Starting on the following turn, a shell is fired every turn, regardless of the type of turn taken. Mortars are fired after random events have been determined but before any figures take any actions.

Roll 1D6 on the Incoming table below

High explosive shells have a 2” area of effect and roll Kill and Shock dice equal to the number of figures in the blast.

Smoke shells will cover a 3” area and prevent firing. They clear the second time a player rolls a Scurry or Fire Fight on their Action die. The target point may be changed or fire stopped under the same conditions as calling it in.

Larger guns are best restricted to appropriate scenarios as the effects on the gaming table would be devastating.

1: What are they doing?

No fire this turn as the mortar team is hauling ammo. The second time this occurs:

the mortar is no longer available for this mission. 2-5: Incoming!

The shell lands 1D6” from the target point in a random direction.

6: On target!

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Vehicles:

At this scale of gaming, vehicles aren't likely to feature often. A team of 4-5 soldiers would have a hard time taking on an armoured fighting vehicle and such an encounter would inevitably revolve around whether or not the guy with the bazooka is killed before he can blow up the vehicle.

For this reason, the only role vehicles will play in Five Men in Normandy is limited to get away vehicles and arrivals.

If a scenario involves arrival by vehicle, set up the vehicle near the table edge and deploy within 4” of it, having disembarked as the scenario starts. Figures may not drive the vehicle during the encounter though a figure stationed in the vehicle may operate a machine gun from it.

Alternatively a vehicle may be placed anywhere on the board as part of a scenario.

Vehicles may be either Regular (Jeeps,

Kubelwagen and similar) or Armoured (Such as British Universal Carriers).

Firing at and from vehicles:

Regular vehicles may be fired upon by small arms fire. Only Out of Action results are counted against a stationary vehicle.

A vehicle with one hit will require a Task roll to be started.

A vehicle with two hits or more is wrecked.

If a grenade is hurled inside a vehicle and any result is rolled on Kill die, the vehicle is wrecked.

Figures firing from a vehicle count as being in cover, if the vehicle is Armoured.

Escaping in a vehicle:

A vehicle may be used to leave the battle area. A figure within 1” may enter a vehicle on any action that permits movement.

When the vehicle is started, a special Escape turn plays out.

The moving player moves the vehicle on a path towards a table edge. As the vehicle moves, each occupant that is not the driver may perform suppressing fire once against a single target. Figures with rifles roll a single Shock die while figures with automatic weapons roll two Shock dice. Apply results as normal.

Any figure that can trace line of sight to the vehicle during its escape route may Guard Fire upon it, if they'd normally be able to do so. All fire is carried out after any suppressing fire from the vehicle occupants.

Disregard “Flinch” results. A “Bail” causes the vehicle to move erratically. Determine a random direction and 1D6” for the distance. Two random sets of direction+distance are generated and the vehicle player may select which to use. If the vehicle does not strike an obstacle, the moving player may elect to begin another Escape turn or disembark every figure within 2” of the vehicle and let the opposing player take a turn.

If another Escape turn is played, all eligibility to fire is reset.

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If the vehicle does strike an obstacle, roll a Kill die. On a “Knock down” result, the vehicle is stuck and requires a Task roll to get started. On a “Out of action” result, it takes a point of damage.

Either result will force the occupants to

disembark and the opposing player takes a turn.

BUILDINGS:

Battles taking place inside buildings, bunkers and other structures can add a lot of challenge and excitement to a battle but can also add a lot of complexity. Since buildings can take a wide variety of shapes and forms, rather than solid rules, we will provide a number of guidelines for how to handle structures in your games.

Doors:

Figures may move through doors without any penalty or reduction in movement unless the door has been locked or barred.

Knocking down a locked door requires a Task roll. A figure with a trench gun may blow it open from a distance of 4” or less.

Windows:

Crawling through a window counts as a light obstacle.

Firing into and from buildings:

A figure positioned next to a doorway or window may use it as cover, firing from the position or hiding, as with any other position of cover.

If your buildings do not have detailed interior plans to place figures on, simply treat buildings as terrain features for purposes of firing in and out.

If your buildings do have interior plans, you

may prefer to trace lines of sight into and out of buildings normally. If so, any model firing through a window or door (in or out) is treated as firing over an obstacle (Shock dice only) if neither figure is positioned immediately by the window or door.

Grenades in buildings:

Grenades are one of the most effective weapons for clearing buildings. Resolve grenade attacks as normal. If the grenade bounces, the bounce will stop when it hits a wall. A bounce that goes through a window or door is assumed to have been thrown out by one of the figures in the room or simply the result of a severely fumbled throw.

Needless to say, grenade explosions are stopped by walls.

SOLO GAMING:

While this is not intended primarily as a solo game, it is helpful to have some methods for adding unpredictability to a game played mostly from one side.

If one side is not going to be controlled by a player, take a few minutes to determine what actions the enemy is trying to achieve and what orders they might have. If they were assigned to guard an area, they are going to move in the immediate area and fight off attackers, but they aren't likely to do a mad charge to the other side of the table, for example.

If in doubt, the following guidelines can be applied but let common sense guide you.

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Defending:

When defending an area, figures will generally remain in or directly around the feature they are defending. One or two figures may be patrolling or otherwise guarding outside the feature but won't usually be more than 1 move away (if walking) or 2 moves away (if positioned in cover).

Figures will move to reinforce and support troops under attack but will not generally move to engage new enemies.

Attacking:

An attack is always directed at a specific

location or feature. Attackers will try to advance in cover and take enemies near their objective under fire when possible. If an area of open ground must be crossed, they'll try to cross it in groups rather than all at once.

To inject a bit of variety, when making the Action roll for the enemy, roll an Order die as well.

On scores of 2-5, the turn is played as normal, taking whatever action is most sensible according to their mission.

Decisions:

In the event that a decision has to be reached for the non player force and it's not obvious what the more logical solution is, the following method can be applied.

Determine which approach is the more likely and roll 1D6. On a 1-2 the less likely option is taken while on a 3-6, the more likely is taken. If all options seem about equal, simply pick one at random using any appropriate dice roll.

6: Forward!

An overzealous squad leader, the right moment or excessive patriotism, it's time to take the fight to the enemy.

Figures will attempt to close the distance with the enemy, getting close enough to throw grenades or Brawl where possible. Weapons will be fired for maximum Shock to facilitate this.

Ambitious players may roll Activity for each activated figure but this may bog down the game unacceptably. Use your best discretion here.

1: Dig in!

Whether concerned about a recent development, a squad leader losing his nerve or trying to regroup the unit, the enemy will avoid advancing this turn.

Stragglers far from the unit will try to rejoin it, otherwise figures will move to positions of better cover. They will fire on targets that present an immediate threat, otherwise duck down and try to avoid taking fire.

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SOLDIERS AND CHARACTERS

SOLDIERS AND CHARACTERS

FORCE GENERATION:

A force may be generated in a number of instances, whether to determine the group of men you'll have available in a campaign, to generate a unit for a pick-up game or to find the nature of the opposition.

At any time, feel free to simply select available troops and characters if it suits a certain

scenario, mission or game.

For example, you may want to select a single character as your “player character”,

representing yourself, then randomly generate the team you'll be leading.

When using random tables to generate

outcomes, it is always an art form to know when to stop and simply pick a result that works and when to roll randomly and work with what you get.

Whatever makes the game fun for everyone involved is the correct answer.

All rolls are done using D100 (“Percentile dice”). These can be obtained from a gaming store, many hobby sites on the internet or the gaming section of many book stores. Likewise, a dice rolling application or web site can be utilized.

Size of force:

Forces are generated by a number of “force rolls” on each of three tables: Forces, Specialist gear and Character skills.

For a typical game, you may assign from 3-5 rolls on the Forces table.

3 rolls will give you an average force while a larger force for a longer game may use up to 5. Specialist Gear and Character Skills may be rolled or assigned as the players agree. To begin, 2 rolls on each table is a good start.

If you have a specific mission or battle in mind, obviously feel free to assign whatever troops and equipment make the most sense for you. The three tables are as follows:

Forces: This option gives you ordinary soldiers with basic weaponry. These guys are usually the backbone for a force and represent the vast majority of troops out there. Note that rolls on this table may result in more than one soldier being obtained.

Specialist Gear: Each roll here will provide a single item of specialist equipment, such as tools, extra or superior weaponry and so forth. Most specialist gear is simply tracked on paper and marked off as it is used but some items, such as weapons, may be assigned to specific figures of your choice.

Character Skills: This will give you a skill or trait that may be assigned to any soldier in your force. You may wait until all rolls for gear and skills have been finished before deciding.

FORCES TABLES:

The below tables cover the main combatants of the second world war in Europe but can be adapted for other nationalities. It generates ordinary soldiers with basic equipment.

Figures armed with pistols may be assumed to be various NCO's, officers or staff rather than plain infantry men, at the players discretion. If so, they are assumed to be dependable but unremarkable in terms of skill and temperament.

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Note that figures originating from this table are not necessarily inferior or incompetent, despite lacking special skills. They can be interesting characters with their own origins, desires and motivations and can progress in the campaign like any one else. They simply start out as the rank and file.

BRITISH COMMONWEALTH:

The Commonwealth force list may be used to generate British, Canadian, Australian, New Zealand, South African or Indian troops. Commonwealth forces fought for the duration of the war, opposing their enemies with determination and dedication.

Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Only one Bren gun is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen.

Early war notes:

The above table can be used for forces fighting in Norway or France in 1940. In such cases, sub machine guns will be Thompson's instead, and only one is permitted in a unit. All additional rolls are taken as rifles instead.

Home guard and similar may find themselves

with a Lewis gun instead of a Bren. For game purposes, they can be treated the same.

Unit types:

If the unit represents paratroopers or commandos, if no Sten guns are generated, replace one rifle with a Sten.

Weapon notes:

Sten guns are treated as sub machine guns. Bren is a magazine fed light machine gun. Webley is treated as a pistol.

Sniper rifle is simply a normal Lee Enfield rifle fitted with a scope.

D100 Troops received

1-11 One figure with bolt action rifle 12-21 Two figures with bolt action rifles

22-31 One figure with Sten gun

32-40 One figure with Webley revolver

41-49 One figure with bolt action rifle, one with Sten gun

50-58 One figure with bolt action rifle, one with Webley revolver 59-64 Three figures with bolt action rifles.

65-71 Two figures with Sten guns

72-76 Two figures with bolt action rifle, one with Webley revolver 77-92 One figure with Bren light machine gun

93-98 One figure with sniper rifle

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Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

Stiff Upper Lip:

The bravery and determination of British, Canadian, Australian and New Zealand forces have been proven a thousand times over. When generating skills, you may trade any rolled skill for Guts to reflect their dogged tenacity.

GERMANS:

This force list is used for German groups as well as volunteers in German service.

German troops fought anywhere from the blazing heat of North Africa to the frozen steppes of Russia.

Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion. One of these traded figures may be given a G43, if one has not already been generated.

Only one MG42 gun is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen.

Early war notes:

For early war battles, G43 and STG are taken as bolt action rifles. MG42 will be MG34 but are treated the same in game terms.

Unit notes:

Volks Grenadier and Panzer Grenadier units may trade one rifle for an STG, if none were generated.

Weapon notes:

MP40 are sub machine guns. East front veterans may use Soviet sub machine guns instead. MG42 is a belt fed light machine gun. It may be fitted with an assault drum, turning it into a clip fed gun. It still receives the extra Shock die for high rate of fire.

G43 is a semi automatic rifle. STG is an assault rifle.

D100 Troops received

1-11 One figure with bolt action rifle 12-21 Two figures with bolt action rifles

22-31 One figure with MP40

32-40 One figure with pistol

41-49 One figure with bolt action rifle, one with MP40 50-58 One figure with bolt action rifle, one with pistol 59-64 Two figures with bolt action rifles, one with G43.

65-71 Two figures with MP40

72-76 Two figures with bolt action rifle, one with STG

77-92 One figure with MG42

93-98 One figure with sniper rifle

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Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

Blitzkrieg:

The Germans received a reputation for always attacking aggressively and operating extremely fluidly with limited resources. Any rolled skill may be replaced with Right Place Right Time at the players discretion.

AMERICANS:

This force list may be used to generate groups of American G I's.

Although a late-comer to the war and forced to catch up quickly, the US army produced an efficient war machine that supported her allies wherever the battle took them.

Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Only one Browning MG is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen.

Early war notes:

Early war Americans are outfitted much as late war. Very early Marines may have Springfield bolt action rifles instead of M1.

Weapon notes:

M1 rifle is a semi automatic rifle. Sub machine guns may be “Thompson” or “Grease gun”. BAR is treated as an assault rifle.

Browning machine gun is a belt fed light machine gun.

Figures with M1 carbines can be treated as sub machine guns or rifles at the players discretion but should be treated consistently.

No more than one figure may carry a trench gun. It may be swapped for an M1 rifle. Historically, shotguns were mainly used for guard duty and military police work, but for the rag tag bunch of personalities we are

assembling, it is entirely in character for an

D100 Troops received

1-11 One figure with M1 rifle

12-21 Two figures with M1 rifles

22-31 One figure with sub machine gun

32-40 One figure with pistol

41-49 One figure with M1 rifle, one with sub machine gun 50-58 One figure with M1 rifle, one with pistol

59-64 Three figures with M1 rifles

65-71 One figure with sub machine guns, one figure with trench gun 72-84 Two figures with M1 rifles, one with BAR

85-92 One figure with Browning .30 MG

93-98 One figure with sniper rifle

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enterprising GI to have one.

Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

Marching Fire:

The US army put heavy emphasis on laying down dense, covering fire. Any skill roll may be replaced with Over Watch skill.

SOVIET UNION:

The Soviet Union force list covers Red Army troops from all over the USSR. Men of the Red Army fought a bitter war to repel the invaders from their lands and to crush his capital.

Soldiers may be from regular infantry, Guard or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Only one DP gun is permitted except by special agreement. Otherwise, additional rolls are taken as two sub machine guns.

Early war notes:

The above table can be used for forces fighting in 1940 or 41. In such cases only one sub machine gun is permitted in a unit. All additional rolls are taken as rifles instead. Early war Soviets may replace a DP with an AVS automatic rifle. These mostly disappeared

after the winter war in Finland.

Weapon notes:

Sub machine guns may be PPSH, PPS or PPD models. SVT40 is a semi automatic rifle. DP is a magazine fed light machine gun.

One with the land:

Red Army soldiers were renowned for their toughness and ability to use the terrain to their advantage.

When generating skills, you may trade any rolled skill for Field Craft to reflect their talents.

D100 Troops received

1-11 One figure with bolt action rifle 12-21 Two figures with bolt action rifles

22-31 One figure with sub machine gun

32-40 One figure with Tokarev pistol

41-49 One figure with bolt action rifle, one with sub machine gun 50-58 One figure with bolt action rifle, one with Tokarev pistol 59-64 Two figures with bolt action rifles, one with sub machine gun 65-71 Two figures with sub machine guns

72-76 Two figures with bolt action rifle, one with SVT40 77-92 One figure with DP light machine gun

93-98 One figure with sniper rifle

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FREE FRENCH:

Following the fall of their home country, French soldiers fought on in the colonies and alongside British and American forces, struggling for the liberation of their home.

For French forces, use the British force tables but with considerable variation possible, as described below.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Only one machine gun is permitted except by special agreement. Otherwise, additional rolls are taken as two rifles.

Early war notes:

The above table can be used for forces fighting in Norway or in the Blitzkrieg of 1940. In such cases only one sub machine gun is permitted in a unit. All additional rolls are taken as rifles instead.

French machine guns are magazine fed.

Weapon notes:

Rifles may be British or French bolt actions or American semi automatic rifles. If desired, a D6 roll of 1 or 6 will give American rifles. All rifles in the unit will be identical.

Units with American M1 rifles will also have a BAR (assault rifle) instead of a light machine gun.

Dig in and fire:

French early war tactics assumed a defensive war where fire power would defeat mobility. Any French figure may replace a rolled skill with Rapid Fire.

For Free French fighting after the fall of France, they may replace rolled skills with Brave to reflect their determination to liberate their home land.

FREE POLISH:

Having suffered bitterly in the war, Polish soldiers fought under both British and Soviet flags, bleeding and dying to liberate their ravaged homeland from the Germans.

Free Polish are generated using either the British or Soviet force tables.

They may replace any skill rolled with Brave to reflect their tenacious determination to avenge their fallen comrades.

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ITALIANS:

Italian troops fought throughout Africa, in Eastern Europe and resisting the Allied forces near home from Operation Husky onwards.

Additionally, Italian troops fought for the Allied cause and for the King as part of the Italian Co-Belligerent Army.

Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Unless the unit is Black Shirts or paratroopers, only one sub machine gun is permitted except by special agreement. Additional rolls are taken as riflemen.

Only one Breda gun is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen.

Early War notes:

No special accommodations required for early war forces.

Co-Belligerent Army notes:

Members of the Co-Belligerent Army can be rolled up using the regular tables or, if later re-equipped, using the British Force table.

Unit types:

If the unit represents paratroopers or commandos, if no sub machine guns are generated, replace one rifle with a MAB.

Weapon notes:

MAB is treated as sub machine guns. Breda is a magazine fed light machine gun.

Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

D100 Troops received

1-11 One figure with bolt action rifle 12-21 Two figures with bolt action rifles

22-31 One figure with MAB 38 sub machine gun

32-40 One figure with pistol

41-49 One figure with bolt action rifle, one with MAB 50-58 One figure with bolt action rifle, one with pistol 59-64 Three figures with bolt action rifles.

65-71 One figure with bolt action rifle, one with MAB 72-76 Two figures with bolt action rifle, one with pistol 77-92 One figure with Breda light machine gun

93-98 One figure with sniper rifle

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Outflank and envelop:

Italian infantry tactics emphasized the rapid assault of the rifle team under covering fire from the machine gun group, to envelop and outflank the enemy.

Any skill rolled may be replaced by Runner at the players discretion.

FINLAND:

Finland fought bitterly to resist Soviet aggression in the Winter War and would go on to fight alongside Germany to recapture its lost territory. Soldiers may be from regular infantry or

specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Options:

If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Only one light machine gun is permitted except by special agreement. Otherwise, additional rolls are taken as two sub machine guns.

SVT40 are captured Soviet stock. Additional rolls are taken as bolt action rifles or a sniper if none have been rolled.

Early war notes:

For Winter War forces, SVT are always taken as bolt action rifles.

Weapon notes:

Sub machine guns may be Suomi or captured Soviet weapons. Machine guns may be Lahti or captured DP.

Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

Skirmish Tactics:

Perpetually lacking in manpower and equipment, the Finn's had to make up for it with efficient skirmish tactics.

When generating skills, you may trade any rolled skill for Shoot and Scoot to reflect their talent for mobile infantry combat.

D100 Troops received

1-11 One figure with bolt action rifle 12-21 Two figures with bolt action rifles

22-31 One figure with sub machine gun

32-40 One figure with pistol

41-49 One figure with bolt action rifle, one with sub machine gun gun 50-58 One figure with bolt action rifle, one with Tokarev pistol 59-64 One figures with bolt action rifles, one with sub machine gun 65-71 Two figures with sub machine guns

72-76 One figure with bolt action rifle, one with SVT40 77-92 One figure with light machine gun

93-98 One figure with sniper rifle

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SPECIALIST GEAR:

The below table is used to generate specialist or unusual equipment. As always, if a scenario or situation seems to demand particular gear, go ahead and assign that.

A roll on this table the specified equipment to your unit. In most cases, the gear is not assigned to a specific soldier but may be used by any applicable figure. It is assumed this was the guy who had the gear all along.

This table is fairly generic and applicable to all nationalities. In campaigns, keep a list of specialist gear available and cross items off as they are used.

In campaigns, specialist gear is usually

temporary. With each mission, any unused gear is replaced with a new random roll.

D100 Gear received 1-15 Ammo stockpile

Ignore one weapon Malfunction during the game. 16-30 Extra grenades

Two additional grenades available. 31-45 Entrenching tool

+1 to Brawling rolls 46-55 Extra pistol

Once per game, may take a second Snap Fire attack. 56-60 Local map

Force enemy to deploy first. 61-70 Medical kit

Re-roll one failed roll to recover from a knock down. 71-75 Camouflage gear

After deploying, one figure may take 2 moves. If spotted, the figure may elect not to be displaced 76-85 Trench knife

A figure with a trench knife will win any Brawl on a draw. This supersedes other “win on draw” conditions. 86-90 Smoke grenades

Smoke grenades are subject to limited ammo. Range of 12” and will bounce 1D6” before detonating. It obscures a 3” diameter. Smoke counts as rough ground for movement and prevents any weapons fire. Smoke clears the second time a player rolls a Scurry or Fire Fight on their Action die.

91-95 Extra smokes or rations

Your force may shake off the first 2 results from Shock dice. 96-100 Replacement weapon

References

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