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Bayonet - Hand to Hand / Physical

Hand to Hand

A figure with double frontage aligned in front to front contact with 2 enemy figures, or facing troops in close order, engages only 1 of them, the other provides aid. If the enemy is pushed back, forced to flee or downed, the other enemy figure recoils.

Combat is resolved using (1d6 + attacker’s Physical Combat Factor ± any Modifiers) versus (1d6 + target’s Physical Combat Factor ± any Modifiers).
Friendly figures attacking the same enemy aid rather than make their own attack.

A figure may subdue, restrain or knock out an opponent by obtaining a downed result in Hand to Hand combat. Most normal modifiers apply.

Hand to Hand combat involving vehicles can be problematic.
It can be avoided in many circumstances by opportunity fire (shoot at vehicle / attacking infantry, or dropping explosive under an advancing vehicle).
Shooting at 0 range, including with an area effect weapon that may affect the shooter (such as dropping explosive under an advancing vehicle at the last moment, without the penalty for opportunity fire).
Infantry can attempt to board an open vehicle (including an AFV with open hatches) and engage individuals inside, who may enjoy modifiers due to protection and position.
Otherwise, if required, Vehicular Combat Factors can be derived in the usual way, including armour. Vehicles do not turn to face.

 

 

Physical

 

In the event of a vehicle attempting to run down a person on foot, in good, rough or difficult terrain.

 

                   Speed                                               
* With off road capability                              
                                                             Physical (O)     Good     Rough    Difficult
                 10                                       -1 / -2 / -3               8             6              4
                 20                                        0 / -1 / -2              10            8              6
                 30                                       +1 / 0 / -1              12           10             8
                 40                                      +2 / +1 / +0            18           12             6
                 60                                      +3 / +2 / +1            24           18            10
                 80                                      +4 / +3 / +2            36           10             x
                 80*                                                                   36           14             6
                100                                     +5 / +4 / +3            48           10             x
                100*                                                                  48           18             8
                200                                     +6 / +5 / +4            60           10             x

 

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