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Weapon Note: When carrying two weapons, you use the lowest movement, and then you

subtract half the points from the least expensive weapon to obtain cost.

American Weapon Specs.


M1A1 Thompson
SMG
3 points
Range: Targets: 2
Minimum: 01in. – 10in. must roll 3-8
Middle: 11in. – 19in. must roll 7-8
Maximum: 20in. – 30in. must roll 8
Suppression: +2 Movement: 10

M1 Garand
Semi-Auto Rifle
4 points
Range: Targets: 1
Minimum: 01in. – 10in. must roll 6-8
Middle: 11in. – 29in. must roll 4-8
Maximum: 30in. – 50in. must roll 7-8
Suppression: +0 Movement: 9

B.A.R.
LMG
7 points
Range: Targets: 3
Minimum: 01in. – 10in. must roll 6-8
Middle: 11in. – 29in. must roll 5-8
Maximum: 30in. – 40in. must roll 6-8
Suppression: +3 Movement: 5

30 Cal.
HMG
9 points
Range: Targets: 4
Minimum: 01in. – 10in. must roll 6-8
Middle: 11in. – 39in. must roll 6-8
Maximum: 40in. – 60in. must roll 7-8
Suppression: +4 Movement: 5
50 Cal.
HMG (t2)
12 points
Range: Targets: 4 (2 if one is a vehicle)
Minimum: 01in. – 10in. must roll 6-8
Middle: 11in. – 39in. must roll 6-8
Maximum: 40in. – 60in. must roll 8
Suppression: +6 Movement: 3
Max AP = Ultra-Light

M2 Flamethrower
Flamethrower (t4)
15 points
Range: Targets: 00
Minimum: 01in. – 10in. must roll 2-8
Middle: 11in. – 20in. must roll 5-8
Maximum: 21in. – 25in. must roll 8
Suppression: 0 Movement: 4

Notes: This unit shoots at any units within a straight line from the gun. Instant Kill, and
also disregards cover bonuses, unless covering half of the unit’s body. Then the defender
may roll an 8d, and on the result of a 7 or 8 you flamethrower misses.

Grenade
Grenade
2 points
Range:
Minimum: 1in. - 10in. 4d
Medium: 11in. – 15in. 6d
Maximum: 16in. - 20in. 8d
ER: 1in. kill 4in. injure

Mortar
Mortar (t1)
8 points
Range:
Minimum: 10in. – 30in. 8d with Spotter: 6d
Maximum: 31in. – 60in. 12d with Spotter: 8d
Maximum AP = Light
ER: 2in. kill 4in. injure
Movement: 4 (does not add to the weapons already equipped)

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