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Bayonet - Types of Figure
Types of Figure
Some types of figure are more or less effective against other types, and in different conditions.
There is no provision for play balance; a Heavy (machine gunner) is more effective than Cavalry in most circumstances.
Crew / Civilian Any non-combatants.
Irregular Militia, police, most guerrillas, and other fighters, etc.
Engineer Combat engineer of any type, radio, (AFV) crew, etc.
GI General infantry, full time (infantry) soldiers.
Sniper Lurks and shoots at relatively long range (any suitable weapon range is 2 x), usually single shots, often taking considerable time to aim.
Heavy Can use man portable heavy infantry weapons; HMG, flamethrower, light mortar, etc. Often represents a single weapon with a crew of 2.
Artillery Heavier artillery piece. Much as Heavy, but possibly with different combat factors and movement.
Artillery may also be treated as a terrain feature if this is more convenient.
Cavalry Mounted troops.
Vehicle Any vehicle, including animal drawn / large animals. Wagon, car, small boat with combat factor 1, truck, etc. combat factor 2.
A vehicle may also be treated as a terrain feature if this is more convenient.
AFV +4 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 10mm thick.
AFV +5 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 20mm thick.
AFV +6 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 30mm thick.
AFV +7 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 40mm thick.
AFV +8 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 50mm thick.
AFV +9 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 60mm thick.
AFV +10 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour up to 80mm thick.
AFV +12 Armoured fighting vehicle; any armoured car, tank, etc with frontal armour from 81mm thick, or more.
Key
Most figures will only require a few of these values.
Type(s) Irregular, GI, etc. Combat style / classification(s).
Quality (I), (O), (S), (E) and/or (-Off). General skill and morale. Default values are for (O); Ordinary. See: Quality.
Based upon the type of figure, degree of skill, type of weapon, and any other
fudge factors.
Combat Factor Shooting Expressed as a 1D6 modifier. Range is indicated.
Area and Rate of Fire may be indicated.
Combat Factor v Shot At Expressed as a 1D6 modifier. Based upon the type of figure, degree of skill, any armour, and any other fudge factors.
Hand-toHand Combat Factor Expressed as a 1D6 modifier. Based upon the type of figure, degree of skill, any armour, any Hand-to-Hand weapon,
and any other fudge factors.
Combat Factor v ABC Expressed as a 1D6 modifier. Resistance to gas, etc., based upon the type of figure, degree of skill, any protection, and
any other fudge factors.
Psi / Magic / POW Expressed as a 1D6 modifier. +1 for most figures, typically +3 for practitioners.
Various modifiers can be applied, and define separate Offensive and Defensive values.
Movement In Good / Rough / Difficult Going. Based upon the type of figure, encumbrance due to armour, etc., and any other fudge
factors.
3 numbers for the main terrain types are useful.
Weapon (etc.) Note only, no values required.
Armour (etc.) None / Flak Jacket / Full Armour. Note only, no values required.
Combat Result if Total = enemy = Total is equal to enemy total. Generally not required.
Usually nothing decisive happens.
Combat Result if ½(enemy) 1- Total is less than the enemy total, but more than half the enemy total.
< Total < enemy Usually Suppressed if Shot at / Recoil in Hand-to-Hand.
Combat Result if Total ½ Total is equal to half the enemy total.
= ½(enemy) Often Suppressed if Shot at / Flee in Hand-to-Hand.
Combat Result if Total ½- Total is less than half the enemy total.
< ½(enemy) Usually Downed.
Stealth Expressed as a 1D6 modifier. Hiding and sneaking; skill modified by camouflage, etc.
Perception Expressed as a 1D6 modifier. Observation: skill modified by various factors, etc.
STR / Breakthrough Expressed as a 1D6 modifier. Ability to lift / carry / move, open / break (shut) various things.
Caving Expressed as a 1D6 modifier. Ability to squeeze through small cavities: size modified by skill, and any other fudge
factors.
Climb Expressed as a 1D6 modifier. Skill modified by encumbrance and any other fudge factors.
FER Expressed as a 1D6 modifier. Bravery / morale / ferocity. Typically (I) 0 for civilians, (O) +1 for combatants.
Jump Expressed as a 1D6 modifier. Skill modified by encumbrance and any other fudge factors.
Swim Expressed as a 1D6 modifier. Skill modified by encumbrance and any other fudge factors.
Basic Values for Types of Figure / Combat Styles, including Combat Results
Default values are for (O) Ordinary. Quality and most equipment is in addition.
Type of Figure Combat Factor Shot At / Move Combat Result
Shooting H/H / ABC Good Rough Difficult ½(enemy) < Total < enemy Total = ½(enemy) Total < ½(enemy)
Crew / Civilian 0 0 12 [6] 10 [5] 8 [4] Downed by ABC, or by Cavalry Flee from Hand-to-Hand
(or anything with 2 x movement Flee. in Difficult, except
in the terrain) in Hand-to-Hand against Crew, Irregular
in Good. or GI.
If not, Suppressed / Recoil. If not, Downed.
Irregular 1 1 12 [6] 10 [5] 8 [4] Downed by ABC. Suppressed if Shot At. Flee from Hand-to-Hand
If not, Suppressed / Recoil. Flee from Hand-to-Hand. in Difficult, except
Fanatics may be Downed. against Irregular or GI.
If not, Downed.
Engineer 1 1 10 [5] 8 [4] 6 [3] Downed by ABC. Suppressed if Shot At. Downed.
If not, Suppressed / Recoil. Flee from Hand-to-Hand.
GI 2 2 12 [6] 10 [5] 8 [4] Downed by ABC. Flee from Hand-to-Hand in Difficult, except against
If not, Suppressed / Recoil. Irregular or GI.
Sniper 3 1 12 [6] 10 [5] 8 [4] Downed by ABC. Suppressed if Shot At. Flee from Hand-to-Hand
If not, Suppressed / Recoil. Flee from Hand-to-Hand. in Difficult, except
against Irregular or GI.
If not, Downed.
Heavy 2 1 10 [5] 8 [4] 6 [3] Downed by ABC. Flee / abandon piece. Downed.
If not, Suppressed / Recoil.
Artillery 2 (or 3) 1 (or 2 - 3) Variable. Downed by ABC. Flee / abandon piece. Downed.
If not, Suppressed / Recoil.
Cavalry 1 1 24 [12] 18 [9] 12 [6] Downed in close combat in Flee Downed.
Difficult Going.
Flee ABC.
If not, Recoil.
Vehicle 1 1 (or 2) Variable. Suppressed / Recoil. Downed.
AFV 2 3 Variable. Ignore. Immobilised. Downed.
An AFV is unaffected by small calibre weapons.