# encoding : iso-8859-1 # @Include{ rulesdoc } @Document // @Text @Begin @CentredDisplay { @I {Nations At War } - @B { White Star Rising } - Cheatsheet - @Date } @DP @Heading{ HQ (headquarters) @Char slash sHQ (sub-headquarters) - 1.3.2 } @DP @BulletList @ListItem { must remain{ @Char slash }move with 1+ unit of its formation. } @ListItem { do not count against stacking. } @ListItem { no more than 1 HQ{ @Char slash }sHQ per hex. } @ListItem { a sHQ is in command at up to 2x the HQ command range. } @ListItem { in command (s)HQ gives orders to units of the same formation within command range. } @ListItem { if all units in the same hex are @I eliminated, the (s)HQ is too. } @ListItem { if 1+ units in the same hex are @I disrupted{ @Char slash }@I reduced @LP 1D6 (-2 if a unit has been destroyed) : 1=> (s)HQ is @I reduced. } @ListItem { a sHQ may not be replaced when @I eliminated. } @ListItem { @I eliminated HQ is replaced @I reduced side up during @I{Marker Removal Phase} : @LP @BulletList @ListItem { swap it with an existing sHQ } @ListItem { if there is none, stack it with a unit of the same @I{formation and type} } @ListItem { if there is none, it can't be replaced. } @RawEndList } @ListItem { (s)HQ may add their @I leadership rating to the @I firepower{ @Char slash }@I Assault factor of @B{1 only} unit in their hex. } @ListItem { (s)HQ may substract their @I leadership rating from the rally die of @B{all units} in their hex. } @EndList @DP @Heading{ Reconnaissance Units - 1.3.3.2 } @DP @BulletList @ListItem { are considered in command at 2x the (s)HQ command range. } @ListItem { @I{Good Order} recon platoon who are in command may : @LP @BulletList @ListItem { call artillery fire as if they where (s)HQ.} @ListItem { unconceal enemy units in their @I{Line Of Sight} and within 4 hex. } @RawEndList } @EndList @DP @Heading{ Support Weapons - 1.3.4 } @DP @BulletList @ListItem { can only be assigned to an infantry platoon. } @ListItem { can not be reassigned and are @I eliminated if the owning platoon is. } @ListItem { add their @I firepower and @I range to the platoon that employs it when firing. } @ListItem { @I{Support Weapons} with a @B{+} instead of @I firepower and @I range enhancements grant an @B{augmented firepower}.} @EndList @DP @Heading{ Moral Check } : 2D6 <= formation's moral @DP @Heading{ Comand Status - 4.2 } @DP @BulletList @ListItem { each formation hex out of command range does a @I{Moral Check}. } @ListItem { if failed, hex is @I{Out Of Command}, and may only opportunity fire. } @EndList @DP @Heading{ Rally - 4.3 } @DP @BulletList @ListItem { each @I disrupted unit rallies with a successfull @I{Moral Check}. @LP @BulletList @ListItem { @B{+1} if @I{Out Of Command}. } @ListItem { @B{-} (s)HQ @I leadership rating if in the same hex. } @RawEndList } @EndList @DP @Heading{ Movements - 5.0 } @DP @BulletList @ListItem { transporting units may. @LP @BulletList @ListItem { load for the cost of 3 @B MF only if not @I disrupted. } @ListItem { unload for the cost of 3 @B MF. } @RawEndList } @EndList @DP After any @B movement a unit recieves an @I{Ops Complete} marker. @DP ######################### #@NP @Heading{ Ranged Combat - 6.1 } @DP @BulletList @ListItem { a unit may fire at target during formation impulse if it : @LP @BulletList @ListItem { is in @I{Good Order} (not @I disrupted). } @ListItem { has no @I{Ops Complete} marker. } @ListItem { has a valid @I{Line Of Sight} to the target. } @ListItem { is within range of the target. } @RawEndList } @ListItem { @B without an underlined @I{range factor}, it can make a : @LP @BulletList @ListInterruptItem { @Underline @I{Extended Range} fire, up to @B 2x the normal range : } @ListItem { if unmodified @I{To Hit} number is < 6, add +1 to it. } @ListItem { or if unmodified @I firepower is > 1, sub -1 to it. } @ListItem { otherwise, no @I{Extended Range} fire is possible. } @ListInterruptItem { @Underline @I{Reduced Range} fire, up to @B {@Char{slash}2} the normal range : } @ListItem { sub -1 to @I{To Hit} number. } @RawEndList } @ListItem { a target is @B concealed, @B{+1}D @I{Defensive Bonus} if : @LP @BulletList @ListItem { occupies a wood, city, rough, or cultivated (infantry only) terrain, or a wreck, improved position. } @ListItem { has no @I{Ops Complete} marker. } @ListItem { is not adjacent to a @I{Good Order} @B friendly unit. } @ListItem { is not within the @I{Line Of Sight} and within 4 hex of a @I{Good Order} @B friendly reconnaissance unit. } @RawEndList } @ListItem { (s)HQ may add their @I leadership rating to the @I firepower factor of @B{1 attacking} unit in their hex. } @ListItem { @I firepower{@Char slash}@I Assault followed by a @B{+} is an @B{augmented firepower}, @B{+1}D ignore the smallest. } @ListItem { use the @I{Armor Piercing} vs @I{Hard Target} or the @I{High Explosive} vs @I{Soft Target}. } @ListItem { each of @I firepower D6 @Sym greaterequal @I{To Hit} number hits the target. } @ListItem { @I{Soft Target}, each @I{Defensive Bonus} D6 @Sym greaterequal 5 saves a hit. } @ListItem { @I{Hard Target}, each (@I{Armor Factor} + @I{Defensive Bonus} @B{max 2}) D6 @Sym greaterequal @I{Save Number} saves a hit. } @ListItem { a hit @I disrupts a unit, if it is already @I disrupted or suffers more than 1 hit, it is also @I reduced, then @I eliminated. } @EndList @DP @Heading{ Opportunity Fire - 6.2 } @DP @BulletList @ListItem { for each new hex (not the assault one) an enemy unit stack moves in, @LP @B 1 unit which satisfies the @B{Ranged Combat} conditions may fire at it. } @ListItem { if the enemy unit is @I disturbed or @I reduced, it must stop its movement. } @EndList @DP @Heading{ Assault Combat - 6.3 } @DP @BulletList @ListItem { units whose @I Assault factor is followed by an @B{*} may not initate assault, but may counter-attack. } @ListItem { units without an @I Assault factor may not attack or counter-attack during assault combat. } @ListItem { units assault enemy units by moving into their hex. @LP @BulletList @ListItem { @I disrupted defending units have their @I{Assault To Hit} number increased to 6. } @ListItem { (s)HQ may add their @I leadership rating to the @I Assault factor of @B 1 attacking{@Char slash}defending unit in their hex. } @ListItem { @I{Good Order} infantry defending{@Char slash}attacking an @I{Armored Fighting Vehicles} @B only stack : @LP @BulletList @ListItem { sub -1 to its @I{Assault To Hit} number. } @ListItem { if the assault takes place in a city, add + 1 to the infantry @I Assault factor. } @RawEndList } @RawEndList } @ListItem { each attacking and defending unit counts its hits : @I Assault factor D6 @Sym greaterequal @I{Assault To Hit}. } @ListItem { each side fairly distributes his hits between his units, odd hit is assigned randomly. } @ListItem { if the attacker recieves less hits than the defender, he must retreat to the hex from which he entered. } @ListItem { otherwise the attacker remains in the hex and the defender must retreat 1 hex. @LP @BulletList @ListItem { the defender must retreat in 1 of the 3 hexes opposite to direction from which the attacker came. } @ListItem { he cannot retreat into a hex occupied by or adjacent to an enemy unit other than the attacker stack. } @ListItem { if he cannot respect the above rules or the stacking, he is @I eliminated. } @RawEndList } @EndList @DP ######################### #@NP @Heading{ Overrun Combat - 6.4 } @DP @BulletList @ListItem { @I{Armored Fighting Vehicles} may attempt to overrun @I{Soft Targets} in open or hill terrain, to do so they must : @LP @BulletList @ListItem { during their movement, enter the enemy hex and pay @B 1 extra @B MF. } @ListItem { retain enough @B MF to exit into an adjacent hex which contains no enemy units. } @RawEndList } @ListItem { each attacking @I AFV unit counts its hits : @B 3x @I Assault factor D6 @Sym greaterequal @I{Assault To Hit}. } @ListItem { @I{Good Order} defending unit counts its hits : unmodified @I Assault factor D6 @Sym greaterequal @I{Assault To Hit}. } @ListItem { @I disrupted defending units have their @I{Assault To Hit} number increased to 6. } @ListItem { each side fairly distributes his hits between his units, odd hit is assigned randomly. } @ListItem { if @I AFV are @I disrupted or @I reduced, they can't exit through but must retreat in the hex they came from. } @ListItem { a @I{Good Order} @I AVF may conduct as many overruns as its @I MF allows, but on different hexs. } @EndList @DP @Heading{ Disrupted Units - 6.1.7 } @DP @BulletList @ListItem { may not attack. } @ListItem { may not move closer or adjacent to an enemy unit in their @I{Line Of Sight}. } @ListItem { if already adjacent they may retreat if it does not bring them closer to an enemy unit in their @I{Line Of Sight}. } @ListItem { may counter attack an assault but have their @I{Assault To Hit} number increased to 6. } @ListItem { may return to @I{Good Order} by passing a @I{Moral Check} at the beginning of their @I{Formation Impulse}. } @EndList @DP @Heading{ Mortars - 6.1 } @DP @BulletList @ListItem { they fire at a hex, not a unit, and attack both @I Hard and @I{Soft Targets} with equal effectiveness. } @ListItem { each @I{firepower} D6 @Sym greaterequal @I{To Hit} number is a hit. } @ListItem { each (@I{infantry Defensive Bonus} of the terrain @B{+1} if there is at least 1 @I{Hard Target}) D6 @Sym greaterequal 5 saves a hit. } @ListItem { mortars may fire (but not opportunity fire) at a hex in their range but not in their @I{Line Of Sight} as long as @LP a @I{Good Order} (s)HQ{ @Char slash }@I{Reconnaissance Unit} of the same formation has a @I{Line Of Sight} to the hex @LP and conduct this fire as an @I{artillery mission}. } @EndList @DP After any type ef @B combat, a unit recieves an @I{Ops Complete} marker. @DP @Heading{ Improved Positions- 8.1 } : nullifies the first hit of any attack including an assault. @DP @Heading{ Mines - 8.2 } @DP @BulletList @ListItem { can be placed in any previously unoccupied hex, immediately after an enemy unit moves into the hex. } @ListItem { mines attacks occur before opportunity fire, each 2D6 @Sym greaterequal 5 is a hit. } @ListItem { fairly distribute hits between the units in the hex. } @ListItem { an infantry or @I engineer unit that begins a formation impulse adjacent to a minefield can attempt to clear it : @LP @BulletList @ListItem { infantry rolls 1D @I engineer rolls 2D, minefield is cleared on an even number. } @ListItem { each unit attempting to clear a minefield recieves an @I{Ops Complete} marker. } @RawEndList } @EndList @DP @Heading{ Artillery - 11.2 } @DP @BulletList @ListItem { a @I{Good Order} (s)HQ{ @Char slash }@I{Reconnaissance Unit} may call up to 2 fire missions on any hex in their @I{Line Of Sight}. } @ListItem { this must be the first action of the unit, but it is not marked with an @I{Ops Complete} marker. } @ListItem { artillery missions strike a hex and the 6 adjacent hexes, 1D6 : 1 is a mission failure.} @ListInterruptItem { High Explosive Mission : } @ListItem { for each of the 7 targeted hex, mission @I{firepower} @Sym greaterequal mission @I{To Hit} is a hit. } @ListItem { each (@I{infantry Defensive Bonus} of the terrain + 1 if there is at least 1 @I{Hard Target}) D6 @Sym greaterequal 5 saves a hit. } @ListItem { fairly distribute hits between units in the hex, odd hit is assigned randomly. } @ListInterruptItem { Smoke Mission : } @ListItem { place a @I Smoke2 marker in the impact hex which blocks @I{Line Of Sight} into{ @Char slash }out{ @Char slash }through{ @Char slash } the 7 impacted hexes. } @EndList @DP ######################### @NP @Heading{ Anti-Aircraft Units - 11.1 } @DP @BulletList @ListItem { attacks @I aircraft with the blue @I firepower. } @ListItem { may also attack @I{Hard Targets}, with a @I{To Hit} of 6, no @I{Extended Range} fire possible. } @ListItem { attacks @I{Soft Targets}, as indicated on their counter. } @EndList @DP @Heading{ Close Air Support - 11.3} @DP @BulletList @ListItem { the aicraft is placed on the target hex. } @ListItem { @I {Anti-Aircraft} may @I{Opportunity fire} at it : @LP @BulletList @ListItem { @I {Anti-Aircraft} always have a clear @I{Line Of Sight} to attacking @I aircraft. } @ListItem { each of @I {Anti-Aircraft} @I firepower D6 @Sym greaterequal @I{To Hit} number hits the @I aircraft. } @ListItem { each of @I aircraft @I{Armor Factor} D6 @Sym greaterequal @I{Save Number} saves a hit. } @ListItem { 2 hits @I eliminate the aircraft. } @ListItem { 1 hit @I disrupt it => 1D6 : 1-3 leave the game, 4-6 goes back in the cup during @I{Marker Removal Phase}. } @RawEndList } @ListItem { @I aircraft strike accuracy 1D6 : @LP @BulletList @ListItem { 1 : failure, the defending chose an adjacent hex for the strike to hit. } @ListItem { 2 : @I firepower is reduced @B{-1}D. } @ListItem { 3-6 : successfull strike, use normal @I firepower. } @RawEndList } @ListItem { @I aircraft strike hits : @LP @BulletList @ListItem { modified @I{firepower} @Sym greaterequal @I{To Hit} is a hit. } @ListItem { (@I{infantry Defensive Bonus} of the terrain +1 if @I concealed) D6 @Sym greaterequal 5 saves a hit. } @ListItem { fairly distribute hits between units in the hex, odd hit is assigned randomly. } @RawEndList } @ListItem { after the attack, 1D6 @Sym greaterequal hits before savings counter goes back to the cup, otherwise aircraft strikes are over. } @EndList @DP @DP @Heading{ Additionnal Rules from "http://spartans.org.uk/white-star-rising-15mm-ww2-game" @URLLink @Underline spartans.org.uk } @DP @BulletList indent { 1c } @ListInterruptItem @B{Assault Combat} @ListItem { infantry platoons may only close assault armour units in the open if they are adjacent to them. } @ListInterruptItem @B {(s)HQ leadership bonus} @ListItem { are not added to @I firepower but treated as an @B{augmented firepower} bonus. } @ListInterruptItem @B{Mortars & Artillery} @ListItem { if more than 1 target in hex add 1 extra attack dice. } @ListItem { ignore first hit from artillery against @I{Hard Target}. } @ListItem { @I{Soft target} in hex with @I{Hard Target} get 1 extra defence dice. } @ListInterruptItem @B{Concealed infantry} @ListItem { may not be reduced by direct fire, it can be disrupted at worst. } @ListInterruptItem @B{Armor Bonus for cover ????} @ListItem { is 5+ always, for all types. use a separate colour 'cover' dice and roll them as needed. } @EndList @DP @CentredDisplay { @B TODO } @BulletList @ListItem { Fate points } @ListItem { Add rules gathered from the forum } @EndList @End @Text