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pdf cartes twt usa .pdf



Nom original: pdf cartes twt usa.pdf
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When these cards are dealt they are left on the table by
the dealer until the next Big Man card is turned. At
this point the number of Tactical Initiative cards dealt
of his class or below are added to any inherent Tactical
Initiative that he may have to represent his Tactical
Initiative Tally (T.I.T.). Use lowest denomination cards
first.

When these cards are dealt they are left on the table by
the dealer until the next Big Man card is turned. At
this point the number of Tactical Initiative cards dealt
of his class or below are added to any inherent Tactical
Initiative that he may have to represent his Tactical
Initiative Tally (T.I.T.). Use lowest denomination cards
first.

When these cards are dealt they are left on the table by
the dealer until the next Big Man card is turned. At
this point the number of Tactical Initiative cards dealt
of his class or below are added to any inherent Tactical
Initiative that he may have to represent his Tactical
Initiative Tally (T.I.T.). Use lowest denomination cards
first.

On this card a D6 will be thrown. On a roll of 6 a random event will occur. The gamer may choose to concoct his own random events, but the list here should
normally suffice to add some colour.

The “Tea Break” card marks the end of this turn. All
cards are returned to the pack and shuffled. Any unit
whose cards were not dealt in that turn may now fire at
any visible target, but not move or spot.
When these cards are dealt they are left on the table by
the dealer until the next Big Man card is turned. At
this point the number of Tactical Initiative cards dealt
of his class or below are added to any inherent Tactical
Initiative that he may have to represent his Tactical
Initiative Tally (T.I.T.). Use lowest denomination cards

All of the currently unspotted units of that side may use
their initiative dice to move, spot and/or deploy in
order to fire.
You may chose to reserve dice for use later in the turn,
but these can only be used for spotting or firing.

This is done in the following order.
1. Any units automatically spotted are deployed.
2. Any reserved dice must now be used or lost.
Firing is calculated.
3. All pins or suppressions are removed.
4. Any relevant cards are added or removed from
the deck.

Roll a D6:
1. Incoming! Stray artillery rounds hit the table. Dice randomly
to see where they hit, affecting any fire teams in a 12”
square. Each team rolls three dice on the 12” to 24” column
of the fire table at OK effect.
2. Aircraft! But whose are they? No movement for the remainder of this turn.
3. Fire starts. A building (or other flammable terrain feature if
no buildings are present) has caught fire. It will burn for the
remainder of the game, producing a 6” smoke screen in the
direction of the wind.
4. Ammo running low! The side belonging to the last unit that
fired has an Ammunition Shortage card added to the deck.
5. “It’s the CO, sir”. A message from the attacking player’s
Battalion commander leaves him in little doubt of his
mission’s importance. On his next card he received Four
additional Tactical Initiatives automatically. If neither side is
designated as the attacker then a dice roll should decide
which unit benefits from an angry phone call.
6. I’m on your side! The attacking side, or one side at random if
both are considered the attacker, receives reinforcements of
one infantry squad on their table edge. Remove the random
event card from the deck.

One group, of the player's choice, that is still on a blind
card may move immediately, even if they have already
moved.

This card is used for timing of random or
pre planned events. Refer to the scenario
notes to determine the effect of this
card.

This card is used for timing of random or
pre planned events. Refer to the scenario
notes to determine the effect of this
card.

This card is used for timing of random or
pre planned events. Refer to the scenario
notes to determine the effect of this
card.

One group, of the player's choice, that is still on a blind
card may move immediately, even if they have already
moved.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

This unit may utilise some or all of their initiative dice
for this turn, i.e. they may spot, take cover and/or fire.
Movement can only occur on the turn of the Big Man’s
card. The squad may act as a whole, doing the same
thing, or may split into teams as identified in the order
of battle section for the various nations.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

You can choose to reserve dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

Support weapons will only move if attached to an
infantry unit, or if operating independently when personally commanded by a Big Man.
They may move OR fire in a turn, never both. Tripod
mounted Machine Guns will be unable to move if
reduced to a crew of one. You can choose to reserve
dice for use later in the turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

Tactical Initiative: 1
A Big Man may move a unit using its own reserved
dice.
If a unit is not under fire then a Big Man may activate
an entire squad, if they are engaged then he must
activate the component fire teams individually.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.

This vehicle may utilise some or all of it’s initiative dice
for this turn, i.e. it may move, spot, take cover and/or
fire. You can choose to reserve dice for use later in the
turn.


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