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Disposable Heroes Qrs

The document provides detailed rules for infantry unit movement, firing, casualties, and close combat in a wargame. Movement is divided into sneak, manoeuvre, and run distances and rates of fire. Firing rules cover range modifiers, special weapons, grenades, and indirect fire. Melee combat is resolved through initiative rolls and casualty removal. Morale checks keep units in the fight.

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0% found this document useful (0 votes)
60 views2 pages

Disposable Heroes Qrs

The document provides detailed rules for infantry unit movement, firing, casualties, and close combat in a wargame. Movement is divided into sneak, manoeuvre, and run distances and rates of fire. Firing rules cover range modifiers, special weapons, grenades, and indirect fire. Melee combat is resolved through initiative rolls and casualty removal. Morale checks keep units in the fight.

Uploaded by

miguelinform
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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DISPOSABLE HEROES Infantry

Movement / Fire – Infantry


All Models must remain within command distance (GUTS score in inches) of each other.
Movement Distance ROF Range
Sneak 3” Full Half
Manoeuvre 6” Half Half
Run 9” None None
• Pistols, SMG, Assault rifles, Flamethrowers, Rifle grenades and AT weapons:
Do not half ROF and Range when Sneaking or Manoeuvring.
• Semi-auto weapons use full ROF while Manoeuvring
• HMG + Mortar: cannot move and fire. 180° to the front
A single model can’t advance towards the enemy. He may join another unit as part of his activation.

Shooting – Infantry an d Infantry Guns


Only half of the units in the squad may fire (rounding up)!
Modifiers ACC 5
Concealment (e.g. high grass, fields, light veg.) -1
Light Cover (e.g. bushes, scrub, low walls) -2
Medium Cover (e.g. rubble, hedges, stone walls, woods) -3
Heavy Cover (e.g. buildings, ruins, bocage, foxholes, vehicles) -4
Prepared Cover (e.g. bunkers, sandbag emplacements) -5
For every Linear Obstacle (fence, hedge or wall) between the two units -1
if firing at a gun crew behind a gunshield -1
if using scoped weapons +2
Camouflage (only in open, concealment, light and medium cover) -1
• A roll of “1” is always a hit, and a “10” is always a miss (exception bunker).
• For bunkers you have to roll a “1” and than a “5” or less (+ / - Modifiers).
• Snipers can always choose to hit the enemy figure with the highest GUTS rating
Grenades: 2 figures per unit may throw grenades. Us the “to hit” numbers listed above. If in base contact
with cover, then no cover modifiers apply. Grenades can be thrown at units outside LOS, and hit on a “1”.
You can lob grenades into open-topped vehicles.
Snap Fire: An unpinned unit may fire out of turn if an enemy manoeuvres or runs within 12” of it. It fires at
half ROF, hits on a “2” if not activated, or a “1” if it was activated earlier that turn.
Long Range: If a unit fires at long range (up to double the normal range) it reduces the ACC to 1 (no other
cover modifiers). Enemy in heavy + prepared cover may not hit by long range fire, but must take Guts check.
Sniper spotting: Before a unit may fire at a sniper it has to make a spot Check (ACC – cover modifiers)
Flamethrowers hits regardless of cover-modifiers / Vehicles: automatic penetration

Infantry Casualties
Small Arms Fire
For every hit roll a D10. For every roll equal or less the AP value of the weapon a casualty is inflicted. The
owning player picks which figure to remove.
Blast Effect
Roll a D10 for each figure in the target unit (a minimum of 5 D10). For every roll equal or less the AP value of
the weapon a casualty is inflicted. Roll separate for Leaders and Special weapons!
• If a blast hits in an enclosed space add 1 to the AP of the fired weapon.
• Grenades in open-topped vehicles: All passengers are affected by a blast, and you roll on the hull
damage chart.
• If a blast hits a gun crew throw as usual for the crew. Than roll a d10 for the gun. Modify the AP with
the DM of the target.
Special rules
Leaders and Special Weapons can be killed by a single “1” to wound roll. Special Weapons are: LMG, HMG,
Reloada ble AT-weapons, Rifle Grenades and Mortars.
Wounds on multiple Units: You my apply wounds to another unit in command distance (model with highest
Guts to model with highest Guts in the other unit). Both units have to make a Guts Check. If one check fails,
both are affected.
Snipers can always choose to hit the enemy figure with the highest GUTS rating.
If a model with a flamethrower is hit, roll a D10. On a “1” the model explodes. If part of a unit, roll for every
model a D10 with – 2 to the AP of the flamethrower.
Indirect Fire
No cover modifiers apply!
Situation ACC
LOS to target by firing unit 3
No LOS to target by firing unit 1
LOS to target by another friendly unit 1
LOS to target by another friendly unit with radio 2
LOS to target by a recon unit with radio 3
LOS to target by FOO with radio 4

Close Combat
• A unit may move into close combat by moving at least one of his figures into base-to-base contact
with an enemy figure.
• You may fire (and throw grenades) before charging into contact. Grenades don’t cause casualties in
this occasion.
• If the enemy unit isn’t pinned, you need to pass a Guts Check to charge in:
Modifiers Highest Guts in Unit
for each figure more than the enemy +1
for each figure less than the enemy -1
for each grenade being used +1
for charging a unit in light cover -2
for charging a unit in medium cover -3
for charging a unit in heavy cover -4
• If you pass the guts check you can charge in
• If you fail, your unit does nothing else that turn
• Charging units can be snap fired at, but don’t take another check
• The attacked unit can try to evade an enemy charge. After the attacker’s Guts Check the unit can
move back 9”. The attacker will get a free snap fire, hitting on a “1”. Units can always evade (even if
they’ve already been activated), but they count as activated and pinned afterwards.
Melee
1. Roll a d10 for initiative + the number of figures you have fighting.
+ 1 for each grenade used.
• A pinned unit always fights last
• A unit taking casualties from snap fire always fights last (roll initiative again if both apply).
2. Roll a D10 for each attacking figure
They hit on a 6 or less. Then roll a D10 for each hit – the figure kills the enemy on another 6 or less.
3. Roll a D10 for each defending figure
The other unit now attacks with its surviving figures. You continue until one side has lost all its figures.
• The victorious unit may now be moved into cover.
• All units involved in the close combat are considered to have been activated.

Guts Check
• Vehicles only need to roll a Guts Check if their armour was penetrated
• Units in bunkers only need to roll a Guts Check if there were causalities inflicted
• All other units make the check whenever they are shot at
Modifiers Highest Gut in Unit
Concealment (high grass, fields, light veg.) +1
Light Cover (bushes, scrub, low walls) +2
Medium Cover (rubble, hedges, stone walls, woods) +3
Heavy Cover (buildings, ruins, bocage, foxholes, vehicles) +4
Prepared Cover (bunkers, sandbag emplacements) +5
for each casualty suffered -1
Morale Modifier (MM) for each weapon fired -?
• You may use the Platoon Commander’s rating if he is within command distance of the unit
• A unit hit by a flamethrower and suffering casualties has to pass a Guts Check or “rout” immediately.
• A roll of “1” is always a passed, and a “10” always means you have failed
Failed Guts Check Effect
1. Pinned! Unit will remain in cover, or move its command distance to the nearest cover. It counts
as being activated for the turn.
2. Fall Back! Move 6” away from the enemy, The unit will stop if it reaches better cover.
3. Rout! Move 9” away from the enemy. It doesn’t stop for anything!

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