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TOMORROW'S WAR v1.11 QRS Firepower (p.58-62) Being in Cover (p.

57):
by Gavin "Kealios" McClements [# of models + Spec.Weap dice + POSITIVE mods] : * If 1/2 or more of a given unit (as a whole) is in cover,
Jan. 24, 2012 Cap at 10 --> Factor in NEGATIVES (from the CAP the entire unit receives the benefit.
if need be) for TOTAL Firepower
TC / QC = Troop Quality, or Quality Check. TC+ means
"If you PASS", TC- means "If you FAIL" +1 die if in Optimum Range (equals TQ die in ") Defense / Cover (p.57-58)
+1 die if target Unit moved at Rapid Pace this turn # of models OR Firepower dice used against it,
+1 die if target Unit is Exposed whichever is LESS = Basic Defense (min. of 1
Initiative Dice (p.38-40)
regardless of negative mods). Add Cover and Armor
Roll one die for every 2 Infantry units and soft-skinned +1 die if firing Unit has Abundant Supplies to this.
vehicles (round down) plus 1 die per armored, non-soft- +1 die for each TL higher than Target's armor In Cover (+1D): No move, not exposed = In Cover
skin vehicle.
-1 die if firing Unit made a Rapid move this turn Solid Cover (+1D): Sand Bags, Stone Walls, etc
CAP this number at 10D. This is the Basic Init. Dice. -1 die for each Reaction/Defensive Action/Overwatch fire Intervening Cover: LOF passing over intervening terrain
Adding onto the Basic Dice pool, add: after the first in a turn allows Defending unit to claim Solid Cover

+1 die per 3 VPs earned in the Previous turn, round down -1 die for each move as part of a Defensive Action, Deployed Smoke this Turn (+1D) (p.74)
+1 die if your side had Initiative last turn Reaction, or Morale test failure Improved Cover (+2D): trenches, sandbagged walls
+1 die if you have more units than the opponent -1 die in Defensive fire vs. Close Assault Fortified Cover (+3D): specific fortifications
+1 die for each Positive leader in the force -1 die if firing Unit is Poorly Supplied Reinforced Fortification (+4D)
-1 die for each Negative leader in the force -2 dice firing at/from an NOE target Armor (+1-3D): (p.58)
+/-X dice per Scenario Initiative bonus/penalty (if any) Tech: +1D per TL higher than firing unit's weapons (p.53)
Forces will never have less than 1D! Reading a Support Weapon entry, p.62 Exposed : In open ground, not within 2" of terrain
Optimum Range (Support Weapons) p.60 Who Got Hit? (p.64)
Init. for Irregular-only forces (p.48,166): Splitting Fire (Number of targets engaged) p.63 Only if unit contains Specialist units (Leaders and Special
If pitted against Regulars or a Mixed force, a force [If splitting fire, apply appropriate mods to both groups] weapons usually dont count), then randomly determine
consisting only of Irregulars may NEVER be awarded who got hit. Regulars are all cross-trained to cover
Weapon types, Support Weapon effects p.74-80 losses.
Initiative.
Special Teams, Weapon Teams, p.78-80 Irregulars suffer differently: Leaders = no leader till
joined by one. SW : QC+ = ok, QC- = no
Moving Support Weapons (p.61)
Declaring a Move (p.36, 45): Light (1D): no penalty
Clearly state where a unit intends to move TO and the Medium (2D): only 1D instead of 2D if moved Firepower vs Defense (p.63):
ROUTE it intends to take (to allow for Reactions). Heavy (3D): -2D on Tactical, no fire on Rapid Any of the Attackers dice with a score of 4 or more that
cannot be equaled or exceeded by a Defense die
Measuring a Move (p.47, 50):
indicates a casualty.
* Measure movement for the unit's leader, then place his Supression Fire (p.68-70):
members within cohesion around him (1", or 2" for -2D, must succeed with at least one die. Weapon Teams
Regulars wholly within a defensive position) or units with LMGs (not SAWs), GPMGs, MMGs,
First Aid Checks (p.65): 1d6
HMGs, or AGLs do not lose -2D and ALWAYS use
Infantry move: 6" (Tactical) or 12" (Rapid Move) Supression Fire. 1: Dead. TQ+ = act as normal. TQ- = only react to fire
-1 to Reaction Tests if unit made a Rapid Move 2-3: Serious wound. Casualty Penalty, only react to fire
Low Confidence units: Make Morale Check with -1 Die this turn. Model adds no dice to unit
shift. Fail = Supressed 4-5: Light wound. Unit acts as normal. Casualty Penalty.
Line of Sight (p.44):
Confident units: Make Morale Check if Suppression Figure may leave on his own.
* Traced from rough center of the FIRING unit to rough
center of the TARGET unit. attempt has modified Firepower of 3D+. Failure = 6: OK! Unit takes turn as normal.
Supressed
* If 1/2 or more of the FIRING unit can see the target Casualty Penalty (p.67): Make QC when moving faster
unit, it may fire. High Confidence units: Cannot be Suppressed than Tactical. TC- = no fast movement

* If less than 1/2 of the TARGET unit is visible to the Intimidating Weapons(p.77) : ALL infantry units must Advanced First Aid Checks (p.66): 1d6
firing unit, it cannot be fired upon. make a Morale Check to avoid being Suppressed 1: Dead. TQ+ = act as normal. TQ- = only react to fire
* If any portion of a vehicle or single-figure unit is visible Suppressed: Same as Pinned, but multiple Suppressed 2: Serious wound. Casualty Penalty, only react to fire
to an enemy unit, they are in LOS. results won't force a unit to Fall Back this turn. Model adds no dice to unit

3-4: Light wound. Unit acts as normal. Casualty Penalty.


Figure may leave on his own.
Line of Fire (p.45): Overwatch (p70):
* Any units or civilian stands within 2" of the LOS line *Usable only by Regular TQd8+ units 5-6: OK! Unit takes turn as normal.
(center to center) and at the same elevation are "in the Call for Medic (p.67):: If Medic is within Rapid
*May Interrupt Reactions (+1 on Reaction test) without
line of fire". Movement distance, may teleport to ONE unit and let
being Reacted to.
them use the Advanced chart
*Failing a Reaction test makes the unit fire LAST and
"Fall offs" Overwatch
Morale Checks (p.85) <Regulars>: Terrain Effects on Movement (pp.88-96):
Roll one TQ die per model in the unit when: Buildings, Breaching (p.89-92)
Low Confidence Troops: Water Obstacles (p.92-93)
Each time a Unit is fired upon Vertical Obstacles (p.93)
Confident ("Normal", not "High") Troops: Forests and Woods (p.93-94)
Each time a Unit is fired on by Support Weapon or Extremely Rough Ground (p.94-95)
Vehicle Mounted Weapon with an unmodified Firepower
Unearthly Environments (p.95-96)
of 3D+

All Troops: Close Assault (p.83) 7.Neither side may claim Cover dice other than Body
Each time a Unit takes casualties Armor
1.May declare an assault if one or more models are within
Each time a Unit is fired upon by a weapon with an Rapid Movement distance an an enemy unit. 8.Assaulting unit makes first attack roll, casualties are
unmodified Firepower of 4D+ determined, morale checks are resolved. If defending unit
2.Make a QC after declaring assault. QC+ = proceed with
isn't wiped out or captured [see below ], they may make an
Each time an IED is detonated within 10" the assault. QC- = remain in place, forfeit activation (may
attack using survivors.
still take cover, tend wounded, and react to the enemy).
Each time a unit is subjcted to an artillery salvo or air-strike

Each time fire from their unit injures/kills a civilian or 3.Defending unit must make QC if the attackers 9.This process is repeated until one side is wiped out or
non-combatant succeeded in theirs. QC+ = may Defensive fire (-1D from surrenders.
defender's Firepower, -1D from attacker's Defense) [units
MCs are taken immediately as they occur. If multiple with dependents cannot flee] OR flee one full Rapid NOTE: If Attackers QC+ and Defenders flee for any
instances of the same type of MC points occur at once, Movement away. [Defending unit forfeits any other reason, Attackers will move to where the Defenders were
only one MC is made for all of them actions this turn]. before the Defenders then move away.

Morale Effects (p.86): 10.Morale Checks: Resolved normally:


Stand: More Successes (4+) than Failures = no adverse 4.If Attackers take casualties, take MC as normal. Pinned Regular Units: Pinned = drop Morale by one die type. If
effects or Shaken result aborts assault (stay in their original Morale drops below d6, they surrender and become
places). Otherwise, move attackers into base contact with POWs (p.85). Multiple Pins in Close Assault reduce
Pinned: Failures are equal to or greater than Successes = defenders and resolve the Close Assault. Morale level,but don't force a Pull Back.
unit is Pinned

Pull Back: If a Pinned unit is Pinned again, must Pull 5.QC- = stand in place and fight, OR flee one full Rapid Irregular Units: If they become Shaken and have Morale
Back unless already in a defensible position Movement away and become Pinned [units with reduced below d6, they become POWs.
Dependents cannot flee]
Pinned: Must move to cover if they have movement left, Wiped Out? Roll 1d6: Each "1" is a POW, otherwise
no moving towards enemy; otherwise must attempt to get 6.Fight like in a Firefight, Assaulting unit first, but figure is removed from play.
In Cover (TQ+). REDUCE TQ die when firing or combat continues until one side is wiped out or captured.
reacting this turn. Units LESS than d6 may not fire at all
until Unpinned [Morale Dice are unaffected].

Pull Back: Immediately move away from last enemy unit


that fired at it, up to 6" to find cover (regardless of how
far they have already moved) , but must move to the
nearest covered position that does not require movement
towards enemy units. Next turn, may return fire only (may
not go on Overwatch or initiate a round of fire, nor may
they move). [Treats all failed Morale results as another
Pull Back]

Morale Checks (p.166-167) <Irregulars>:


May only activate if a Leader is attached, or are within
Supervision Range of its Control unit, or requires TQ+ to
activate

Moral Checks by Irregulars are done the same way as


Regulars, but have different Checkpoints:
Each time an Irregular unit without a Leader is fired upon
Each time an Irregular unit takes casualties
Each time an air strike or Regular artillery mission hits
within 6"

Each time the Irregular Unit's Control Unit is more than


4" distant or out of LOS.

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