ࡱ> -0*+,y >bjbjEE 4f''6dO<*+*-*-*-*-*-*-*$,6/VQ*Q*gf*+*+*k(|)f(*|*0*(// )/)Q*Q**/ : BEAMSTRIKE QUICK REFERENCE SHEET VERSION 6 FOR CORE RULES 1.2 19/10/2007 HIT MODIFIERS TURN SEQUENCE CHART PLAYER PHASE DESCRIPTION A First MOVE Player A may move any or all of his figures as outlined in the movement rules. A and B FIRE Both players may use ranged fire with all eligible figures and vehicles- see the firing rules. Firing is treated as simultaneous, so casualties are not removed until the end of the fire phase (Unless Concealed units get the special FIRST SHOT) A and B Morale checks Both players check morale strengths of their armies A Second MOVE Player A may again move with any or all figures and vehicles, even if they moved during the first movement phase. A Close Combat Player A makes troop rolls for all squads within 5cm of an enemy, successful troops may make a close combat action, as detailed in the close combat rules. B First MOVE As per player A descriptions, player Bs turn follows the same sequence of events. A and B FIRE A and B Morale checks B Second MOVE B Close Combat BOTH END OF TURN Any turn related events are rolled for (such as weather conditions), and the turn comes to an end. Another turn starting with player A is then commenced. FIRERS TROOP RATING Elite +3 Veteran +2 Regular +0 Civilian -2 Hero Varies(+3 base) COVER Target soft cover -1 Target hard cover -2 Target reinforced cover -4 Through smoke -1 TARGETER At 0-8 inches +1 At 8 inches + +2 SUPPRESSION/ MORALE Firer is suppressed -2 Firing at suppressed troops -1 Firer is shaken or broken -1 Grenadier throwing grenades +2 OTHER Target is AD trooper +1 Firing on building itself +4 AI-turret +1 Undeployed squad support weapon -2 Target stealth cloaked -3 Firer is doper -2 VEHICLE TARGETS Vehicle bike/ trike/ skimmer +1 Vehicle APC /Tank +2 Air target -3 Vehicle is Walker +3 Vehicle is Mecha/ battlesuit +4 Tank is hull down No vehicle hit bonus INFANTRY GRENADES Grenade type Effect Blast template High explosive (HE) Standard damage type- effective against lightly armoured troops 2 Smoke (SMK) Blocks vision (See below) 2 SUPPORT GRENADES Grenade type Effect Blast template Armour Piercing (AP) High damage type- small blast area, but better at taking out PA/ AD troops 1 Anti vehicular (AV), armour piercer Power damage against vehicles, low damage for any figures in burst area. Bonus of only -1 penalty against AM shields, rather than -3. 1 SPECIALISED GRENADES Grenade type Effect Blast template Fragmentation HE (FHE) Standard damage type-large burst area, effective against lightly armoured troops 3 Smoke (SMK) Blocks vision (See below) 2 Limpet (LPT) Self tracking once thrown/ fired, this grenade houses a shaped charge, affecting only one figure. +2 hit bonus, Power damage type 1 figure only Armour Piercing (AP) High damage type- small blast area, but better at taking out PA/ AD troops 1 Stun (STU) Stun damage type. 2 Anti vehicular (AV), armour piercer Power damage type against vehicles, low damage type for any figures in burst area. Bonus of only -1 penalty against PS shields, rather than -3. 1  MOVEMENT TABLE Movement Rate (inches) per move phase Troop/ Vehicle type Road Open ground grassland, scrub. Light woods, boggy ground, bush land, Slopes, desert sand Difficult Medium woods, boulders, light ruins and rubble, steep slopes Very Difficult Heavy woods, jungle, rubble strewn ruins, etc CIV 5 4 3 2 1 FI/ LA 5 4 3 3 2 PA 4 3 2 2 1 AD 3 2 2 1 1 Wheeled Bike or Trike/Quad 14 10 6 6 2 Wheeled 12 8 6 4 Not allowed Tracked 8 8 8 6 2 Anti-grav 12 10 8 8 3 Hover 10 10 8 8 Not allowed Fast grav/ Fast hover/Jetcycle 14 14 12 10 4 Legged 10 10 8 6 4 Heavy legged 5 5 4 3 2 Limbs 12 11 8 6 4 Heavy Limbs 8 6 5 4 3 GRENADES AND INDIRECT FIRE No cover, in open: Automatically hit Soft cover: Throw a 1d6 per figure, 1-2 miss, 3-6 hit. Hard cover: Throw a 1d6 per figure, 1-4 miss, 5-6 hit Reinforced cover: Throw a 1d6 per figure, 1-5 miss, 6 hit. High wall/ building/ large vehicle in way: Cannot be hit If grenade was thrown by a figure with grenadier skill, 1 is added to the 1d6 roll above. TROOP DICE ROLLS Civilian: 6 Veteran: 4 Vehicles: 4 Regular: 5 Elite: 3 Hero: 2  DAMAGE TABLES MODIFIERS Add the following modifiers to the Damage Table 1d6 dice roll as appropriate: FI (Segregation. era) -1 Alien target Varies, see Alien supplement Critical hit +2 Target is hero with constitution skill -2 SHIELD DAMAGE TABLE MODIFIERS Energy shield against lasers, conversion beamers, and auto blasters -3 Projectile shield- against explosives, pistols, ramjets, CPP/ bolt guns -3 CLOSE COMBAT ACTIONS TABLE 1D6 random (if needed) C.C. ACTION Notes 1-2 Fire close assault weapon* *Any pistol, auto laser, Shotgun, SMG, palm flamer. 3-4 Move up to 2 inches This may include moving over obstacles, through an unlocked door etc, engaging into hand to hand combat. Squad formation/ coherency must be maintained 5-6 Throw a grenade Bear in mind blast radius! HAND TO HAND COMBAT THROW MODIFIERS (1d10 each) Hero +3 Doper -2 Elite +2 Fast infantry -0- Veteran +1 Light armour infantry +2 Regular -0- Power armour infantry +5 Robot or android -2 Assault Dreadnought infantry +6 Civilian -2 No melee weapon/ unarmed -3 Swordsman +4 Sword, axe, vibro knife or club -0- Each opponent above 1 (max 4) -3 Force sword/ power sword/ riot stick/ power glove +3 hibevor -2 Thuntra +5 Growwlan/ Spug +1 Advanced force sword +4 Ferrapur +2 Heavy power axe +5 Centaling +3 Hunter/ Terror claws +3 Warbird +5 Cllosus claws +5 Just had glancing hit -2 Power axe/glaive +5 TROOP TRAINING CLASS ELIGIBLE TARGETS CIVILIAN The closest enemy target only. REGULAR The closest enemy troops OR any vehicle/ building visible. VETERAN Choice of any of the 2 closest targets, or any vehicles/ buildings ELITE/ HERO Choice of any of the 3 closest targets, or any vehicles/ buildings  COVER AND CONCEALMENT CHART Type of coverExamplesHit penaltyConcealment Range- figuresConcealment Range- VehiclesNONEDesert, road, large flat featureless terrainNone40 inches (30)As far as line of sight existsSOFTScrub, bush land, light woods, crops, foliage-110 inches (7)18 inchesHARDBuildings,Heavy Jungle, low walls, in crater, in trench-26 inches (4)8 inchesREINFORCEDBunkers, in armoured vehicles-44 inches (3)6 inchesABSOLUTENo line of sight, behind high wall etcCannot fire upon2 inches4 inches MISSILES Missile typeEffectBlast template Anti- personnel Large blast area anti- personnel shell. Standard damage type.4Anti tank (AT)Tank busting high penetration round. Total damage type against vehicles, standard damage type for any figures in burst area. Bonus of only -1 penalty against PS shields, rather than -3.1Note missile launchers/ salvos may alternatively fire any type of specialised grenade (blast radius identical to grenade being used) MORALE AND LEADERSHIP ElementPointsElementPointsElementPointsEach trooper1Each armoured vehicle or hero3Each nominated building/ key defence position/ VIP civilian or unarmoured vehicle5-20 (Agree before battle)A figure counts as lost if he is killed. Medics never count as lost if killed, but do add to an armys morale strength at the beginning of the game. This is because friendly troops are infuriated, not demoralised, if a medic is targeted. An armoured vehicle is counted as lost for morale purposes if it is knocked out. It is still in the game (no morale loss) if it is only immobilized or has its weapons knocked out, or has lost its crew. MORALE POINTS=SHAKEN ARMY (place shaken counter next to army) When an army is shaken it may not advance, but may hold its ground or start to retreat, it may fire upon eligible targets as wished. A shaken army must make a morale test at the end of each own player turn. To do this, throw 2d6. If the score is 7 or more, the army is broken. BROKEN ARMY (Place broken counter next to army) A broken army must retreat all troops and vehicles their maximum movement distance in at least 1 move phase per turn, except those rallied by leaders, or fanatics or robots. In the other move phase, it may stand its ground but cannot advance. A broken army also may not engage any targets other than those who have fired upon them in the same turn, or those that block off the armys retreat NOMINATED BUILDINGS/ KEY POSITIONS Before the game commences, an independent spectator may nominate, or the players mutually agree key scenery or terrain features/ positions which are allocated a morale value. This can include key bunkers, a bridge, a checkpoint, a fuel dump, or other important position. These are added to the morale strength as normal, and treated as lost if destroyed by demolition, or captured by the enemy (i.e. the defenders are all killed). The morale value for the item is then added to the other players morale strength. If captured back, the morale value then passes back to the original player. In this way it is possible for an army to be shaken by the loss of such a position, but then stop being shaken if it is recaptured. A broken army is broken; it is too late to do anything by that time, unless the troops are rallied by leaders. In certain game scenarios, even civilians may be assigned a morale value in the game, if the objective of one side is to rescue/ kidnap them. Arc of facing while retreating When units are retreating they may retreat on foot, but still be facing forward, this means they may fire back at troops who are still attacking them. The exception is vehicles which when retreating turn around (and may only fire back into the battle with turreted or rear facing weapons), and troops which have jump packs, they must turn to jump back, thus exposing their backs to enemy fire. Retreating troops do not have to follow squad coherency rules, and must make for the friendly table edge they came from. In games where troops started in the centre of the table, they retreat as close to the central part of the table as possible. LEADERSHIP AND RALLYING TROOPS The moment an army is broken and starts to retreat, all leaders present may attempt to rally remaining troops around them. For each leader roll 1d6, and the score is the number of troops the leader has rallied and who will stay with him. Heroes may also rally troops and roll 1d6. Heroes with leadership skill may roll 2d6, taking the highest figure (not adding the dice together). Troops must be within 8 inches of the leader when the rally roll is made, or they are too far away to be rallied. The rallied troops may fire and move as normal, and do not have to retreat with the rest of the army. The rallied troops now count as a new unit/ squad for coherency purposes, even though they may have come from different original infantry elements. Fanatic troops/ robots Morale rules do not apply to fanatic troops and robots. Any fanatic human troops which were not fired upon in the last fire phase must move straight towards the nearest enemy unless they are in a coherent squad containing a leader, or another leader/ hero figure is within 8 inches. The advance must be directly towards the nearest visible enemy, if no enemy is visible fanatic troops advance towards the enemy table edge. JET PACK RANGES Troop typeJump distance in inchesTroop typeJump distance in inchesLA infantry10Light Mecha 20Fast infantry16Medium Mecha 14PA infantry8Heavy Mecha 8AD infantry6Trooper has scout skill: +3 inches to jumpJET PACK ACCIDENTS (Roll 2D6) Troop typeAccident scoreFast Infantry12Light Armoured Infantry11Power armoured Infantry10Assault Dreadnought Armour/ Mecha9NOTE: Troops with scout skill deduct 1 from the 2d6 accident roll. SQUAD SUPRESSION When a deployed support or heavy weapon, a deployed sniper, a weapon from the tank gun chart, is fired at an enemy squad, whether or not a hit is achieved, suppression of that squad may be achieved. The squad under fire must make a troop roll at the end of the fire phase (use the troop type of the majority of the figures in the squad), modified as below. A failed roll means the whole squad is Suppressed (place suppressed counter next to squad) and remains so until a troop roll is made (one roll can be made per squad at the start of each subsequent fire phase), or the suppressing attacker is destroyed by another friendly unit. MODIFIERS TO TROOP ROLL FOR SUPRESSION/ REMOVAL OF SUPRESSIONLeader in squad +2Squad less than strength -1 Beam or flame/ sun weapon -1Leader within 12 inches +1PA troops +1Target squad in heavy cover +1AD troops +2Target squad reinforced cover +2 EFFECT OF SUPRESSION: A suppressed squad MUST move to the NEAREST cover of at least 1 level higher than it currently has unless already in hard/ reinforced cover in the next movement phase. The suppressed squad may not move toward suppressing attacker, unless by doing so it finds better cover in one movement phase. 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