Operation Overlord
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CHARACTERISTICS TABLE

Updated Characteristics List
In order to allow you to easily check on all the characteristics, we thought we'd give you a full list (in alphabetical order) that are in the manuals (with some new ones too).

Operation Overlord Characteristics Table

  • Accurate shot:
    A model with a rifle and this characteristic reduces his target's cover level by 1: Heavy is considered Medium, Medium as Light and Light as no cover at all.

  • Attached Unit:
    The model or models with this characteristic can be attached to another unit by saying so at the start of the game. The attached unit is not considered a separate unit for the rest of the game. Seeing that is has become an integral part of the unit it joins, it does not receive a separate order card.

  • Ambush Camouflage:
    If a vehicle starts the game in cover it is treated as infantry for awareness purposes as long as it remains "Stationary". If it moves or fires it loses this advantage for the rest of the game.

  • Anti-aircraft:
    All weapons described as anti-aircraft, when firing at paratrooper or airborne units, get a +2 to hit for the first turn only.

  • Anti-aircraft support:
    A machine gun may be fixed to a support. In this case it doesn't need an assistant and may be used as anti-aircraft.

  • Armoured door:
    If you can see an armoured door, are armed with a Heavy Weapon and within 20cm, you can try to destroy it. Roll on the table for demolition charges (Paratrooper Attack) regardless of the weapon used. The door is considered closed if at least one model is inside. It doesn't cost movement to open or close the door but you are only allowed to move slowly.

  • Bogs down easily:
    Apply a -1 to the roll when you roll to see if this vehicle gets blocked.

  • Bullet-proof tyres:
    A vehicle with bullet-proof tyres that is hit by small arms considers the "Tyres" result as "NE".

  • Coaxial Weapon:
    The gunner can choose which weapon to use. If the main weapon is destroyed, the coaxial weapon is destroyed too.

  • Diesel:
    When you hit the motor of a vehicle with this characteristic, roll 1d10: 6-10 catastrophe, 1-5 immobilised/crew3.

  • Extra-long barrel:
    The barrel is very long and has excellent penetration capacity. Add +2 to hit when using armour-piercing shells.

  • Exposed Crew:
    Vehicles with this characteristic offer no protection at all. Exposed crew have a -1 on their damage roll, instead of the normal -3 from non-armoured vehicles.

  • Gyrostabiliser:
    When shooting with a turret-gun, a vehicle with Gyrostabiliser ignores the -1 penalty for ASSAULT.

  • "Hawkins" Mine:
    You get a +1 to hit when you assault a non-immobilised tank that did an ASSAULT or MOVE as it's previous action.

  • Heavy Armour:
    -2 to hit on the front, -1 on the sides or the rear.

  • High Manoeuvrability:
    The vehicle can reverse as if it were moving normally; if it does it can turn twice.

  • Hull mounted Weapon:
    The vehicle doesn't have a large firing arc and so you must turn the vehicle to fire. This means that the turret cannot be rotated by the normal 90° when you give an order of FIRE, SUPPRESSION FIRE, or AMBUSH. If the weapon is not pointing at the target, you will have to use an ASSAULT to turn the vehicle.

  • HVSS Suspension:
    Vehicles with this characteristic cancel the effects of being bogged down easily.

  • Ignores cover (L/M/H):
    When rolling for damage, ignore the type of cover indicated (or lower).

  • Inadequate Cover:
    Vehicles with this characteristic offer little protection to the crew and transported troops; they are considered exposed.

  • Independent Unit:
    The model or models with this characteristic can be separated from the unit to which they belong; declare this at the start of the game. The separated unit is no longer subject to rules on command distance and is treated as a separate unit for the rest of the game, receiving an order card. You may decide to keep the unit as an integral part of the original unit, but you will not be able to separate it later. The unit has RP:1.

  • Indirect Fire:
    Indirect-Fire weapons can fire without having line-of-sight and/or awareness; in order to fire this way they must receive a communication from another unit.
    The minimum range for a light mortar is 20 cm; for a medium mortar is 30 cm; for a heavy mortar 50 cm; for a howitzer 100 cm.
    When considering cover look at the target starting from the point of impact. Models in woods, buildings, ruins or bunkers are considered in cover.

  • Light Armour:
    +1 to hit.

  • Long barrel:
    The barrel is longer and has improved penetration capacity. Add +1 to hit when using armour-piercing shells.

  • Long-range radio:
    Add a +1 to your roll for communications, but only if made from the vehicle.

  • Loophole:
    Units inside a position with a loophole can only fire or be fired at if the line-of-sight goes through the loophole.

  • Magnetic Mines:
    Apply a +1 to hit when assaulting an armoured vehicle.

  • Marksman:
    Models with this characteristic have a +1 to hit infantry if they use the AMBUSH order.

  • Medium Armour:
    -1 to hit.

  • No-turret:
    Read the "turret" result as "NE" on the Damage Table.

  • Open Fieldworks:
    See Open-topped vehicle.

  • Open-topped vehicle:
    The vehicle doesn't have a "hard-top", and so even vehicles which could not normally be damaged (NE) are subject to attack with grenades or arched "high ball" fire. If the target point of a grenade or burst weapon is in the open-part of the vehicle (look at the model), then all members of the crew (and passengers) are hit and have no cover.

  • Radio Operator:
    The model has a radio. It can make one communication per turn.

  • Rapid Fire:
    This type of weapon has it's rate of fire doubled.

  • Recoilless:
    Cannons that have this characteristic are considered vehicles after they have fired for awareness purposes, and this for the entire game. The gas produced during the firing phase clearly shows the position of the gun. You cannot place models closer than 10 cm directly behind the gun (they would be burnt).

  • Ronson:
    when you hit the motor of a vehicle with this characteristic, roll 1d10: 6-10 catastrophe, 1-5 immobilised/crew3.

  • Runner:
    This member of the unit can leave the team to make a communication.

  • Scouts:
    The task of the scouts, or pathfinders is to identify and mark the best landing areas to minimise the risks in a paratrooper action. If you use these units the deviation of the landing areas is multiplied by x2 instead of x3. For every scout (pathfinder) unit bought you can limit the deviation of one unit.

  • Sandbags:
    When a shrapnel anti-tank weapon fires at the front or sides of the vehicle, take a -1 to hit.

  • Short Barrel:
    The barrel has a shorter barrel and has a lower penetration capacity. Subtract -1 to hit when using armour-piercing shells.

  • Shrapnel:
    Cannons or rocket launchers that use these shells always apply the +1 written in the AMBUSH order even if they at more than _ range and do not apply the -3 malus for being beyond the range but within twice the range. If the target is an infantry unit and you roll a hit, then apply the burst area A(n); if you miss, the shot is ignored and does not deviate (NE).

  • Shurzen:
    Roll a dice when an anti-tank weapon hits one of the areas in brackets; on the roll of 1-3 there in NE.

  • Sight:
    If a model with a rifle and sight does not move, it may add a +1 to the roll to hit and +1 to the effects. Only valid when firing at Infantry.

  • Silent Weapon (Low noise):
    Models with this type of weapon are considered "Stationary" for awareness purposes even if they shoot, as stationary (FIRE, SUPRESSION FIRE or AMBUSH Orders) or as moved (ASSAULT order if they move quickly).

  • Slow re-load:
    Weapons of this type can only fire on alternate turns.

  • Slow turret:
    The vehicle's turret moves very slowly. When you use a weapon installed in this turret, you can rotate up to a maximum of 45°.

  • Sniper:
    A model with this ability and armed with a rifle can always choose to fire at a leader, radio operator or runner or models that are escorting friendly units. For awareness purposes, when he fires with the rifle use the following distances:
    - Daily 30 cm in cover, 50 in the open;
    - Night 10 cm in cover, 30 in the open (official rule).

  • Soft skin:
    When you hit a vehicle with this characteristic, add +1 to the damage roll.

  • Tank hunter:
    A model with this characteristic gets a +1 to hit when assaulting an armoured vehicle.

  • Temporarily Attached Unit:
    Any unit can be temporarily attached to a transport vehicle by declaring this at the beginning of a turn. In order to be temporarily attached the unit must be on board or transported. The temporarily attached unit is not considered a separate unit and becomes an integral part of the transporting vehicle. Until they separate the vehicle and the temporarily attached unit receive only 1 card in the refill phase and must obey the same order. More units can be temporarily attached to the same transport vehicle up to the load limit of the vehicle concerned.

  • Towing Trailer:
    The trailer increases the transport capacity of a vehicle by +2. E.g. a Jeep can normally transport 4 people, with a trailer up to 6. The models on the trailer are always considered exposed.

  • Trained with the bayonet:
    You get a +1 bonus in close combat for models with bayonets. For awareness purposes, models that use an ASSAULT order and DO NOT fire before or after movement are considered stationary.

  • Transport Vehicle:
    This vehicle can transport infantry, either inside or on the outside. The number in brackets shows the number of models it can carry.

  • Tripod:
    If a Light, Medium or Heavy Machine-Gun has a tripod, its rate of fire is increased by +3 but only if you increase the number of assistants by +1. Neither gunner nor servants can move to get the bonus.

  • Troop Transporter:
    The vehicle can transport infantry units. The number in brackets indicates the maximum number of models it can carry. Check crew tasks on the sheet.

  • Tungsten Shells / Improved Shells:
    Apply a +1 to the roll to hit when you use these armour-piercing shells.

  • Unprotected ammunition:
    When you hit a vehicle with this characteristic, roll a d10: 6-10 catastrophe, 1-5 immobilised/crew3.

  • Veteran:
    A team with this characteristic gets a +1 bonus on it's bravery test. If the team has a bravery test of +2 instead of reducing it, it gains RP: 5. It is assumed that a veteran squad has already lost some models. Roll a dice to see how many men are already Dead:
      1-3: 1 models
      4-7: 2 models
      8-10: 3 models

  • Volatile Petrol:
    When you hit the Motor of a vehicle with this characteristic, roll 1d10: 6-10 catastrophe, 1-5 immobilised/crew3.

  • Weapon Support:
    A machine gun may be fixed to a support. In this case you don't need an assistant.

  • Wet:
    Cancels the Ronson effect.

  • Zimmerit:
    when an Infantry unit assaults a tank with this option, the infantry can't use magnetic mines.


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