UK Chindits, Wargaming, Historyczne, Różne, Operation Squad

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BRITISH ARMY
CHINDIT SQUAD
Squad Value:
350 points
Breakpoint:
4
N.
Model
VT
Weapons
Characteristics
1 Chindit Sergeant
5
M1 semi-automatic carbine, N°36 Mills
Bomb grenades, Gurkha Kukri knife
leader
1 Chindit Corporal
5
M1 semi-automatic carbine, N°36 Mills
Bomb grenades, Gurkha Kukri knife
leader
1 Chindit
4
Bren light machine gun, N°36 Mills
Bomb grenades, Gurkha Kukri knife
1 Chindit
4
N.4 Mk.1 Enield rile, N°36 Mills
Bomb grenades, Gurkha Kukri knife
assistant
6 Chindit
4
N.4 Mk.1 Enield rile, N°36 Mills
Bomb grenades, Gurkha Kukri knife
VARIANTS:
- The Squad can become
Veteran
by removing a Chindit.
- One Chindit per Squad can buy the
Medic
characteristic for +15 points.
- One Chindit per Squad can buy a 2” mortar for +50 points.
- One Chindit per Squad can become an
Assistant
to the Mortar for +10 points.
- All Chindits armed with M1 semi-automatic carbines can replace their carbines with Thompson M1
sub-machine guns for free.
- All Chindits can replace their Gurkha Kukri knives with Machetes for +5 points each.
- You can add Vickers Machine Gun Section for +150 points (increase the Breakpoint by 1).
- You can add up to two Burmese Scouts for +60 points each.
- You can add a
Mule
for +50 points.
- One leader per Squad can buy
Binoculars
for +10 points.
- You can make the entire Squad
Seasoned Fighters
for +50 points.
- You can add up to 3
Wait Actions
for +40 points each.
BUR
MESE SCOUT
N.
Model
VT
Weapons
Characteristics
1 Burmese Scout
3 N.4 Mk.1 Enield rile, Gurkha Kukri knife
iniltrator, jungle
specialist, traps
expert
VICKERS MACHINE GUN SECTION
N.
Model
VT
Weapons
Characteristics
1 Machine gunner
4
Vickers medium machine gun, N°36 Mills
Bomb grenades, Gurkha Kukri knife
2 Crew
4
N.4 Mk.1 Enield rile, N°36 Mills Bomb
grenades
assistants
MELEE WEAPONS
Type
Characteristics
Gurkha Kukri knife
sharp
Machete
jungle specialist, sharp
NEW CHARACTERISTICS
Ammunition box:
when a model in a squad with this characteristic runs
out of ammunition
(the triples rule) roll
1d6: 1-3 you’re out of ammunition anyway but 4-6 and you’re not out, so keep iring!
Jungle specialist:
when a model with this characteristic (or armed with a weapon that has this characteristic) moves
through wooded or overgrown areas (woods, jungle, cultivated ields) he does not apply the penalties shown on the
Terrain Table. Just imagine him hacking through the vegetation.
Mule:
we consider that the squad that buys a
pack-mule
has got a lot of ammunition. The squad gets the
Ammunition
box
characteristic. The
mule
takes damage as if it were infantry, moreover it cannot move on its own and does
not get an action to spend. An adjacent model can use a
Pull
action to move it up to 15cm (they move together).
This movement is not considered
careful movement
nor
running
. If you attack a
mule
in
Melee
then it is
killed
automatically and it’s death gives 2 Scenario Points to the opponent.
Sharp:
weapons with this characteristic can re-roll 1d6 in a
Melee.
Traps expert:
a model with this characteristic can re-roll 1d6 if he
springs a trap.
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