Five Men in Normandy

February 21, 2017 | Author: deadroll | Category: N/A
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skirmish wargame...

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https://sites.google.com/site/fivemennormandy/home http://fivemennormandy.blogspot.com/

Ed Snowdon (order #6586153)

Cover by Ruben Smith Zempel

Five Men in Normandy

CONTENTS Page Introduction 2 Combat rules 5 Action dice 5 Movement 6 Weapons fire 8 Brawling 11 Weapons 12 Unusual situations 16 Buildings 21 Solo gaming 21 Soldiers and Characters 23 British 24 Germans 25 Americans 26 USSR 27 Free French/Polish 28 Italians 29 Finland 30 Specialist gear 31 Character skills 32 Enemy faces 33 Special characters 35 Campaigns and Encounters 38 People 40 Character details 41 Missions 43 Battle conditions 54 In game events 55 Post game 56 Campaign events 60 Questions and clarifications 64 Designer Notes 65 Table of contents 66

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Ed Snowdon (order #6586153)

Five Men in Normandy

FIVE MEN IN NORMANDY A WORLD WAR 2 SKIRMISH CAMPAIGN by Ivan Sorensen INTRODUCTION: Five Men in Normandy is an attempt to create a different kind of skirmish war game for WW2 battles. With these rules, we focus on the actions of very small groups of soldiers, the typical force being 4-6 men. Some of their actions will be regular military missions while others will be the types of misadventure soldiers tend to get themselves into. The aim is to provide a quick game that feels like reading a war story or watching a good movie and play out the way we expect these things to do. These rules are geared at experienced gamers or groups with at least one player that is already familiar with the general nature of miniatures war games.

MODULAR GAME RULES: This game is constructed in a modular fashion, permitting you to use some or all components as you see fit. There are three components available: The Combat rules you are currently reading. These give all the mechanics needed to conduct miniatures battles. The Force rules which cover how to determine the troops available for a game, skills and special equipment. The Campaign rules which help you set up a campaign to play through, assign missions and generate random events.

Each component can be used on its own with a different rules system or used all together as a coherent set of tools. For example, you could use our Campaign Rules with a different set of game rules. Since these rules focus on a small band of soldiers, they can also be used in between larger battles as well. Resolve a battle in your campaign with whatever platoon or company level rules you use, then resolve one or two games of Five Men in Normandy with selected figures in your unit for a full campaign experience.

FUNDAMENTALS: This is a skirmish game. It is meant to represent the close encounters of your figures and capture the action as if it were a scene in a movie. This means the area of game-play will be somewhat smaller than you might expect for a massed battle. Move and weapon ranges are simplified as well. Every figure represents exactly one soldier. A normal move is 6”. There is no “zone of control” or “command distance” for leadership or morale as figures are all relatively close to each other during the game. Figures do not need to maintain any particular coherency distance to each other though sticking together has its benefits (and risks). 2

Ed Snowdon (order #6586153)

Five Men in Normandy

TERMINOLOGY: Short ranged weapons (pistols, sub machine guns etc.) have a range of 12”. In the weapons section of the rules, these are clearly marked as such. Rifles and similar can fire at any target in line of sight. Typical playing area can vary in size but anything from 2-4 feet on each side should be fine.

NEEDED TO PLAY: For regular game play, only six sided dice (D6) are needed. For campaigns and force generation, you will also need ten sided (percentile) dice. You'll need a measuring tape or ruler with inches indicated. For metric, multiply distances in inches by 2.5 to get a good enough approximation of distances. Lastly you will need a method of determining random directions. You can use specially made “scatter” dice, roll a ten sided dice and see which way it points or roll a twelve sided die and read the number as a clock face.

MINIATURES: You can use any figures you want, as long as they are individually based. While figures from 15mm and upwards are more suitable, some people skirmish in 6mm so use whatever works. Personally, I don't adjust distances for smaller scales as in most cases, keeping them same will make them feel more natural.

Figure: One model representing one real life counterpart. Figures may be soldiers on either side but may also be civilians, mission objectives and similar important personnel. Turn: When the rules refer to a turn, they always refer to one players turn. Any count downs or turn limits are counted only in the turns of the player that initiated them. For example, if a demolition charge takes 3 turns to explode, only the turns of the player that set the charges are counted. Group: The figures available to a single player in a battle is a Group. This term is used rather than squad, team or a similar military term to indicate that the group may consist of men from different squads as well as assorted hangers on. The term is also used to refer to the soldiers available to a player in a campaign. Kill dice: Dice rolled to determine if a figure is knocked down or taken out of action. Shock dice: Dice rolled to determine if a figure flinches or bails due to pressure and shock. The game uses standard dice notations of xDy where x is the number of dice rolled and y is the type of dice. For example 2D6 indicates that two dice are rolled and both are six sided dice.

In campaign games, it is of benefit to be able to tell your figures apart, either by selecting poses carefully or by marking the base in some manner. A small mark on the edge of the base can serve as an easy identifier without distracting from the visuals of the game.

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Ed Snowdon (order #6586153)

Five Men in Normandy

DISCLAIMER:

HEROES:

In case it needs saying, this game does not seek to glorify or otherwise trivialize the grim reality of armed conflict. Neither does it endorse or promote any particular political view point or system of beliefs. No assumptions of the gender of the players have been made.

The following people helped make this game possible: John Parus (Editing, suggestions} Ruben Zempel Smith (cover) Rich Jones (More suggestions than I could list) Sean Mulqueen (support) Nigel Bell (support) Elli Ninnemann (support and testing) Tyrone Callaghan-Jones (proof reading, testing, support) Paul Meacham (support) Douglas Blunt (support) Christopher Jones (support) David Platt and Javier Gonzalez (moral support)

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Ed Snowdon (order #6586153)

Five Men in Normandy

COMBAT RULES TURN SEQUENCE:

Action roll:

Unless the scenario presents a clear attacker, determine randomly who moves first. Players then take turns. The turns continue alternating for the remainder of the game.

At the beginning of your turn, roll a D6. On a score other than 1 or 6, take your turn as normal, described below. 1's and 6's are special results that result in a nonstandard turn being played.

1: Scurry! If a 1 is rolled, your force sees an opportunity to relocate and redeploy, and suddenly everyone is scurrying towards new positions. Each of your figures may be moved up to a full move in any direction though they may not enter hand to hand combat. Figures currently in hand to hand may move away (escaping) but prisoners and figures unable to move (down, ducking back etc.) must remain in place. Scurrying figures are not subject to any snap fire or guard fire reactions so this is a great time to take risky moves. After the player finishes all the moves they want to take, the opposing player may scurry with any figure that had line of sight to a moving figure this turn, at any point of their movement. Once all moves are completed, the turn ends.

6: Fire Fight! If a 6 is rolled, your men are getting bogged down in a fire fight. Each of your figures may fire at any available target to them if able to do so, but may not move. Once all fire is finished, each opposing figure with a line of sight to one of your figures may fire on it, subject to the same limitations. Opposing figures that are in cover and hiding may elect to peek up and fire, but are not required to do so. If they do, they may not act in their own, following turn. To avoid forgetting, it is a good idea to place a marker near the figure to indicate its status. Once all firing has finished, the turn ends. In the event no figure has line of sight to an enemy figures, treat this as a Scurry! instead.

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Ed Snowdon (order #6586153)

Five Men in Normandy

Standard turn: In a normal turn, you may select two figures to activate. You may select the same or different figures each turn. You are not required to nominate both figures at the same time. It is perfectly acceptable to carry out the actions of one figure first before deciding the second activation.

When activated, a figure may move a standard move and fire their weapon at a visible target. Figures may fire before or after their move. Instead of moving, a figure may declare that they are peeking over an obstacle or terrain feature to fire.

What's happening here? In most turns, you only get to move 2 guys out of 5 or 6. This essentially mimics a film or TV show. The camera zooms in on a particular piece of the action and time gets suspended a bit. If you keep activating the two guys that are slugging it out with the enemy, that's where the camera focus is. If you decide to leave them in place and move up a couple of other guys to flank the enemy, it obviously means they've been pinned down and we're now focusing on the relief force instead. If you pile a bunch of guys on the table, you can increase the number of activation's. Add an activation for every 3 guys on the board on one side. If doing so, reduce activations as your side takes casualties.

MOVEMENT AND TERRAIN: A normal move is up to 6 inches and can be conducted in any direction. We assume that our guys are being as stealthy and careful as possible as they move around. At the end of the move, the figure is assumed to be doing its best to not get killed. This means taking cover, hitting the dirt, crouching and so forth. As a result, we don't worry about specific posture and positioning very much. For similar reasons, cover mainly serves to boost morale rather than make you harder to kill. Figures carrying a casualty or other heavy object move only 4”

Dashing: A figure may dash at the end of their move, rather than firing a weapon. Indicate a destination they are trying to reach and move the figure 1D6” towards that destination, in a reasonably straight line. Once committed, the figure must finish the move, even if it leaves them stranded in the open due to a bad roll. Figures must be in the open to dash but may end the move in cover. You may cross an easy obstacle with a dash but cannot enter or be in rough ground at the beginning of the dash movement. Having exited rough ground during the regular movement does not affect the ability to dash. Figures may not dash if carrying casualties.

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Ed Snowdon (order #6586153)

Five Men in Normandy

Rough Ground: If an area is designated as rough ground, any figure may enter, move inside and exit without difficulty but a figure cannot both enter and exit an area of rough ground in a single move. If the figure has enough movement to reach the other side of the terrain feature, they must halt at the edge before leaving the feature.

Brawling: Any figure that moves into contact with an enemy figure is considered to be Brawling. Resolve the encounter immediately using the Brawling rules. Once a Brawl has been resolved, the figures turn ends.

A figure beginning its movement inside the terrain feature may move out without any limitation.

In a combat situation, any number of things can be wrong. Exact location of enemies or even your own troops can be difficult to get. You directed your marksman to set up by the apple tree but he thought it was a different tree. The noises you heard were actually from some particularly angry German squirrels rather than an enemy soldier and so forth.

To make the game more interesting, place rough ground as numerous smaller patches rather than a few big areas. Obstacles: All obstacles are classified as easy or difficult. Obstacles that are waist high or lower should be easy. While setting up the game, it is worth taking a moment to discuss the different terrain features used. Note that the players or scenario designer may designate any feature as easy, if it could be climbed with relative ease. Crossing an easy obstacle will end the current move. The figure stops in contact with the obstacle and on a later move, may move across it normally. Difficult obstacles require a full move to cross. The figure moves into contact on one move. Spends a second move crossing and on the third action is finally able to move off. Figures that are behind obstacles and hidden may move along the obstacle without revealing themselves. Figures that are behind an obstacle and are not peeking over it are blocked from line of sight of any figures on the other side of the obstacle.

DISPLACEMENT:

To reflect this, the following rule is recommended: Whenever a figure that has not been spotted by an enemy yet in this game comes into line of sight of a moving figure, the stationary figure is Displaced. Displacement is triggered at the absolute earliest point the moving figure has a line of sight to the stationary figure and will interrupt the moving figures turn. Once the displacement is resolved, the moving figure resumes their turn. It may help to put down a small die to indicate any remaining inches of movement. Determine a random direction and move the figure 1D6” in that direction. This may result in the figure ending up in a Brawl, in which case it's resolved immediately, with neither figure receiving a bonus for initiating the combat. Figures are only ever displaced once in a game, and only when stationary. The moving figure is never displaced. To help track this, a small marker may be placed next to each figure at the beginning of the battle and removed when the figure has been spotted by an enemy figure.

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Ed Snowdon (order #6586153)

Five Men in Normandy

WEAPONS FIRE: When firing, a figure may select any target it is capable of seeing. You are not required to fire on the nearest target, though it's often preferable. Measuring weapon ranges is acceptable before selecting a target. To speed things up, it is helpful to have a 12” ruler or measuring stick available. Simply place one end over the firing figure and move it to quickly determine which enemies are potential targets. Figures may turn to face in any direction before firing when firing as part of their activation or during a Fire Fight turn. Visibility: Figures in obscuring terrain features such as bushes or buildings can see out, and be seen, if they are at the edge of the feature. Figures deeper in a terrain feature can be seen by other figures in the same feature, but not from the outside.

This essentially means that to flush someone out of a room or patch of dense woods, you are going to have to send guys in there to do it. Lines of sight may not be drawn through another figure, whether friend or foe. Peeking over cover: Figures behind substantial, hard cover must declare when active if they are peeking over the cover or not. If they aren't peeking over, they cannot be fired upon from the other side of the cover. Peeking permits them to fire but also opens them up to enemy fire. After each attack directed at them, the figure may be declared to no longer be peeking. Firing across obstacles: Any obstacle substantial enough to provide cover will severely limit accurate weapons fire across it unless either figure is positioned adjacent to the obstacle. If an obstacle is between firer and target and neither model is in position directly behind and touching the obstacle, all fire is limited to Shock dice.

What is happening here? When firing across an obstacle, you are essentially firing at vague movements in the distance. Such fire is going to be inaccurate and rarely will cause casualties, though it may encourage the enemy to hit the dirt. Whenever conducting such fire, we are treating it as suppressing fire only.

Bunkers: Purpose built fortifications such as bunkers must be stormed or avoided. Small arms fire is not going to make an impact. When firing at a target behind a firing slit or similar, all Kill dice are ignored. To assault a bunker, see the rules for Buildings.

How to fire: When a weapon is fired at a target, the possible outcomes will include them being temporarily out of action, permanently down, them being scared or panicked. To resolve this, when firing at a target, the attacker generally rolls two dice, one Kill die and one Shock die. 8

Ed Snowdon (order #6586153)

Five Men in Normandy

Certain weapons may use additional dice of one or the other type as indicated in the Weapons section of the rules. To speed up game play each player should use two colours of dice and make it clear which is which. This way, both dice can be rolled at the same time, to keep the game moving at a good pace.

Both dice are only read for 1's and 6's. Any other result indicates no outcome. Note that if the kill die gives a result, the shock die is applied to the figure closest to the target instead, if any are within 6”. If there are no nearby figures, the shock die is simply ignored.

The Kill die:

1: Knock Down The target figure is knocked down. Some players may use a small marker to indicate this, while others may (gently!) place the figure lying down. Figures that are down may not act normally. If the figure is activated on its own or another friendly figure moves into contact with them, they may roll to recover. To check for recovery, simply roll the Kill die again. Another 1 indicates the figure remains Down until checked again. A 6 indicates they have become Out of action. Any other roll indicates they've regained their bearings and may act normally in following turns. Moving into contact with an enemy that is knocked down results in that enemy being taken prisoner or incapacitated as a casualty. 6: Out of action While it isn't clear if the figure is injured, dead or simply knocked out cold, it is clear to everyone that they will take no further part in the fighting. Some groups may prefer leaving “out of action” figures on the board, marked in some suitable fashion, or replace them with a suitable casualty figure. Others just remove them from the board. What is happening here? Essentially any attack has a 1 in 3 chance of inflicting some sort of long lasting effect on the target at which you are firing. This means that a single figure slugging it out with multiple opponents is going to need help or they will be unlikely to make it. Better bring up someone to help give some covering fire.

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Ed Snowdon (order #6586153)

Five Men in Normandy

The Shock die: 1: Flinch Bullets striking all around you can trip up even the most hardened soldier. If the target is in the open, they will hit the dirt. Move the figure 1D6” towards the nearest cover. The figure is assumed to hunker down and may not move or fire on their next turn. Figures in cover are prevented from moving on their next turn and must fire at the nearest target if they fire but are not otherwise affected. 6: Bail The soldier has a rapid change of heart or the situation seems hopeless. A figure that bails is immediately moved 12” away from the threat, and towards some form of safety. Once there, they will hunker down. When next activated or contacted by a friendly soldier, roll a Shock die again. They recover unless a 1 or 6 is rolled, in which case, apply the result as normal. If a bailing figure moves within 3” of a table edge, roll the Shock die again immediately. On another Bail result, the figure flees the battle area. On a Flinch result, if the figure is not in cover, it likewise flees the battle area. If in cover on a 1, or rolling a 2-5, the figure recovers to a normal state.

HOW TO AVOID BEING SHOT:

REACTION FIRE:

Before you can defeat the enemy, you need to understand how to keep your soldiers alive. This can be accomplished in a number of ways.

While we play our game in neatly ordered turns, in reality, bullets are flying everywhere and nowhere is safe.

Figures directly behind obstacles that provide cover can hide behind them. Even if you fire in your activation, once the figure has survived an incoming attack, you have the option of diving back behind cover. This is vital to understand as this is how cover works in the game.

To cover this, we use two different types of reaction fire in our game, Snap Fire and Guard Fire. Regardless of the type used, figures may only fire at targets to their front. Anything in the front 180 degrees of the figure is considering “front”. If facing is not clear, it may be recommended to mark the base in some manner.

Figures inside terrain features can move back into the feature proper, rather than lingering at the edge. Of course the best option is to force the enemy to keep their heads down through fire-power. Automatic weapons in particular can give you multiple Shock dice, greatly increasing the odds of sending the enemy scurrying.

Snap Fire: If a figure moves to within 4” of an enemy and began their move either outside the 4” distance or outside line of sight, they are subject to Snap Fire.

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Ed Snowdon (order #6586153)

Five Men in Normandy

This occurs at the earliest point the above conditions are satisfied, and is resolved by the enemy figure rolling only Kill dice against the moving figure. No Shock dice are rolled. If the figure is not hit, they may continue their activation normally. Only one Snap Fire shot is permitted in each turn for any given figure. During situations where multiple figures are near the enemy, it may be helpful to mark which figures have Snap Fired in some fashion.

If a moving figure would be subject to Snap Fire and Guard Fire from different figures, resolve Snap Fire first and then resolve the Guard Fires.

Note that figures that scurry, flinch or bail do not trigger snap fire.

Figures may not fire and initiate a Brawl in the same turn.

Guard Fire: Figures that did not fire their weapons on their last turn (not activation) are assumed to be guarding and generally on the look out. If an enemy figure that began its movement out of sight enters their line of sight, they may perform Guard Fire at the earliest point possible. Note that peeking from cover is considered entering line of sight. Hence, figures can be positioned to provide “suppressing fire”. Resolve this by rolling only Shock dice for the firer, disregard any Kill dice normally rolled. Note that machine guns cannot “trade” for extra Shock dice when Guard firing.

We assume that the person initiating the brawl has an edge due to surprise and having a moment to ready their weapon.

Guard Fire is essentially uncontrolled “hip shooting” and for the purposes of our game, we assume the chances of inflicting any losses are minimal. Unless indicated by a scenario or skill (if playing a campaign), no Guard Fire may take place in either players first turn of the game. A figure may Guard Fire any number of times in one turn.

BRAWLING: Any figures that move into contact with an enemy figure is considering to be Brawling. Brawls are quick affairs that go either way and are usually over as quickly as they began.

Each brawler rolls 1D6. The figure that initiated the brawl adds +1 unless the contact was accidental. The lower score is defeated and knocked out of action as a casualty. The winner may immediately move 2” in any direction. If this triggers another brawl, they no longer receive the +1 bonus and must rely on luck instead. Figures defending against a brawl across an obstacle will win on any draw as will any figure carrying a dedicated melee weapon larger than a knife. If a brawl ends in a draw, move the attacker back 2” (if the target was in cover) or move the defender 2” away (if the target was not in cover).

If both apply: If a moving figure would be subject to both Snap Fire and Guard Fire from the same figure, resolve Snap Fire.

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Ed Snowdon (order #6586153)

Five Men in Normandy

WEAPONS: Due to the short nature of the encounters we are playing out, ammunition limits are not considered unless specifically noted or agreed upon for a scenario. Some exceptions can exist however. Flame throwers are always treated as having limited ammo and other weapons may be classed as such by the scenario played.

If a force, or character, is subject to limited ammo, whenever they fire, roll an additional “ammo die”. If this turns up a 1 or 6, the figure is left with only 1 attack left. Grenades are tracked individually. Note that many of the heavier weapons are not going to be common place in the type of skirmish games we're playing here, but have been included for the benefit of scenario writers and for larger games.

________________________________________________________________________________ Bolt Action Rifles:

Semi Automatic Rifles:

LINE OF SIGHT The basic rifle used by most soldiers is a sturdy bolt action rifle and this acts like a baseline for our game mechanics. Select one target in sight, roll 1 Kill and 1 Shock die.

LINE OF SIGHT Self loading rifles can lay down a rapid volley of gunfire, though firing accurately at such rates can be difficult. When firing, a figure with a semi automatic rifle will roll 1 Kill and 1 Shock die. Due to their high rate of fire, the figure may fire at any point during a move rather than only firing at the beginning or end. This limits the fire to 1 Shock die only. When doing so, stop the movement at the desired point, resolve the attack and then finish moving. Note that if the moving figure is subject to reaction fire, this occurs before the moving figure may fire.

Trench Guns: SHORT RANGE Trench guns are pump action shotguns that can be fired very rapidly at close range. A figure with a trench gun may fire at targets out to 12” rolling 1 Kill die and 1 Shock die. If firing at a target within 4”, the figure may trade the Shock die for an extra Kill die instead. If Snap firing with a trench gun, roll 1 Kill and 1 Shock as normal.

Additionally, when performing Guard fire, 2 Shock dice.

Pistols: SHORT RANGE Pistol fire is limited to a range of 12” and receive 1 Kill and 1 Shock die. While pistols have less stopping power than a rifle, they can often be fired fairly rapidly and with less recoil. Figures carrying a pistol will win a Brawl if the dice result is a draw. This benefit does not apply if the figure is crewing a machine gun as either gunner or loader.

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Ed Snowdon (order #6586153)

Five Men in Normandy

Sub machine guns: SHORT RANGE Sub machine guns and machine pistols may be fired in two manners: Aimed or Spray. Either option gives a range of 12”. During aimed fire, select a target and roll 1 Kill and 1 Shock die as normal. When spraying, select a target and roll 3 Shock dice. Additional Shock results may be applied within 4” of the target as usual. Due to their light weight and high rate of fire, a figure with a sub machine gun may fire after finishing a Dash move, but rolls only two Shock dice against a single target. A stationary figure with a sub machine gun may fire at targets more than 12” away but rolls only a single Shock die. Light machine gun (magazine fed): LINE OF SIGHT Light machine guns roll 1 Kill dice and 2 Shock die, but may trade the Kill die for 2 extra Shock dice. After firing, you may fire suppressing fire against another figure within 4” of the original target. Only Shock dice are rolled against additional targets, and one die is dropped with each target in turn. All targets must be within 4” of the original target selected. A loader is required for an LMG to function correctly. Any figure in contact can act as a loader. Without a loader, the LMG may only fire at a single target and may not trade dice.

Light machine gun (belt fed): LINE OF SIGHT Air cooled, portable machine guns fed through a belt are treated like a magazine fed gun with the following changes: They may not be fired on the move. Each additional target is selected within 4” of the previous target rather than having to select all targets within 4” of the original. They may also “double back” and fire at the same model again, as long as 1 die is dropped with each consecutive target. Machine guns with an unusually high rate of fire, such as German MG34 and MG42 receive 1 additional Shock die due to their very high rate of fire. Assault rifles: see description Assault rifles may be fired in one of two ways: Aimed or Spray. As an aimed weapon, treat it like a semi automatic rifle. When Spraying, treat it like a sub machine gun, including limiting the range to 12”. Medium machine gun: LINE OF SIGHT Water cooled guns such as the Vickers or Browning M1917 or tripod mounted guns like the SG43 or support versions of the MG42 will only show up as a scenario set piece. When firing, they are treated like a belt fed light machine gun, but are not subject to the Malfunction rule and cannot be moved or relocated during the course of the game.

Magazine fed machine guns can be fired “from the hip” while moving, but only receive 2 Shock dice when doing so.

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Ed Snowdon (order #6586153)

Five Men in Normandy

Heavy machine gun:

Flame-throwers:

LINE OF SIGHT Large calibre machine guns such as the Browning .50 and the DSHK will mostly show up as a scenario set piece. When firing, they roll 2 Kill dice against the indicated target. In addition, the target and every other figure within 4” is subjected to 1 Shock die. Heavy machine guns cannot be moved or relocated during the course of the game.

SHORT RANGE Few things strike as much fear in a soldier as a flame-thrower. Flame-throwers are subject to the limited ammo rule. When fired, the weapon projects a stream of flame 12” long and 1” wide, hitting everything in its path. Figures that are hidden behind cover can still be hit. Roll 2 Kill dice against any figure in the path. Any figure that is not affected will fall back 1D6”.

For the purpose of malfunctions, HMG's count their Kill dice rather than Shock dice. They cannot trade dice and may only fire at a single target, unless a loader is present.

When a flame-thrower is fired, roll 4 Shock dice and apply the results to any enemy figures within 12” of the figure with the weapon, with results applied to the closest figures first.

Sniper rifle: LINE OF SIGHT Often a conventional rifle with a scope attached, in the hands of a trained shooter, this is a deadly weapon. Snipers may roll 2 Kill dice, picking the better result. Whenever a sniper fires, if no other weapons are fired that turn, any other enemy within 4” will have a Shock die rolled against them. The target of a sniper attack will Flinch automatically.

After firing a flame-thrower, any enemy in line of sight and capable will fire on the flamethrower figure. This is treated as a regular ranged attack and is taken out of sequence. Contrary to popular belief, flame-throwers do not generally explode when struck.

Snipers must be stationary to get the above benefits. If moving, they fire as a normal bolt action rifle.

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Five Men in Normandy

Grenades: SHORT RANGE* Grenades are always subject to the limited ammo rule. In a more realistic game, each figure will carry 2 grenades. Figures in contact with each other when either figure is active may trade any number of grenades. If the players want to avoid extra record keeping, simply allow the figures to all draw from the same supply of grenades. If the latter option is chosen, a suitable die can be placed to mark the number of grenades left. Grenades may be thrown to a target point within 6”. The point must be visible to a member of your force, but may be out of sight of the thrower. Roll 1 Kill and 1 Shock die and apply the results to any figures within 2”. Figures with cover between them and the grenade are not hit but will Flinch automatically. If a grenade inflicts no effects on either die, it “bounces” D6” in a random direction and the dice are rolled again. If no results occur again, a last bounce is made and after that, the grenade is assumed to have either exploded harmlessly or been a dud.

Rifle grenades: see description If rifle grenades are available, the same ammunition rules apply as per thrown grenades. To fire a rifle grenade, the figure must be stationary during their turn. The grenade may be launched towards any target point visible to a friendly figure but accuracy is generally limited. If the target is more than 12” away, the target point will deviate 1D6” in a random direction. Unlike thrown grenades, rifle grenades do not bounce. Grenades may be launched at any range on the table since we are fighting over a fairly small area. Rifle grenades cannot be fired at windows unless the firer can see the target. Malfunctions: A figure scoring two or more 6's against a single target when rolling Shock dice has suffered a Malfunction. Whether a weapon jam, overheated barrel or fumbling for additional ammunition, the figure cannot fire again until the end of your following turn. Note that figures do not have to be activated to clear the malfunction but if they are, they may not fire during their activation.

Note that a grenade may well end up far away from its initial target point, representing it going way off course or being kicked or thrown away.

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Five Men in Normandy

UNUSUAL SITUATIONS: This section covers situations and actions that may not come up regularly but may feature in scenarios and missions. Persuasion and information gathering: While most interaction in a war game is an exchange of bullets rather than opinions, a scenario may involve having to get information out of someone or talking a character into something. Persuasion attempts only occur when the figure is activated and occur instead of firing a weapon. You cannot persuade during a Scurry or Fire fight turn. It is essentially handled similar to a Brawl. Roll 1D6 for each figure. If the active figure draws or rolls higher, they obtain the information or get the agreement they needed. In a preplanned scenario, persuasion tests may be used for all manner of interactions.

Tasks: Any number of situations may come up that are not covered by the rules, such as knocking down a door, starting a damaged vehicle or relaying enemy plans by radio. In most cases they can be handled by a simple Task roll. This can also be seen as the general “Do things not described by the rules” option. On a score other than 1 or 6 the action succeeds and the figure achieves what they were trying to do. 1:

6:

Delay The figure does not achieve the action but may try again in the following turn. Despair The figure is unable to accomplish the action at all. Another figure may attempt.

Particularly complex actions may be split into multiple actions to achieve. Getting a broken half track running may involve 1 task to fix the running gear and 1 task to start the engine.

Searching: If a mission involves searching an area, the players should determine how many possible locations there are to search. Searching requires an active figure and is done in place of firing. You cannot search on a Fire fight turn (the soldiers are too busy fighting or keeping their heads down). If the number of possible locations is small (35), the search succeeds on a D6 roll of 1 or 6. If the number of locations is larger, roll 2D6 and the search succeeds if both roll a 1 or 6. If the item has not been found by the time only one possible location is left, the object is in the last location.

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Five Men in Normandy

Prisoners: In a simple game, captured figures are simply removed from the table. Groups desiring more details can use the following guidelines. When captured, a figure is disarmed and is now moved by the opposing player. To move a prisoner, the figure must be within 1”. A prisoner moved within 3” of the table edge is assumed to have been sent to the rear and is lost to the campaign unless enterprising players want to arrange a special scenario. If all enemies within 6” are temporarily incapacitated (by being subject to a Shock or Kill die effect, the figure may make a break for it. Move 1D6” immediately and the figure is now treated as a normal combatant again though unarmed. Stealth: A mission may involve sneaking past guards or into better positions. Until the attackers have been spotted, all turns are Stealth turns. During a Stealth turn, Action dice are not rolled. Instead, the actions taken depend on whether the player is attacking or defending.

Attackers: Each turn, before moving any figures, the attacking player decides whether to reveal themselves or remain hidden. Defenders: When setting up their forces, each defending figure must be designated as stationary or patrolling. Stationary figures do not move during Stealth segments. Each patrolling figure will move during the defenders turns. Roll 1D6 and deduct 2 from the total, treating negative scores as 0. Move the figure that number of inches in a randomly determined direction. Detection: Any attacker within 6” and line of sight of a defender is automatically detected. The only exception is that an attacker that was not detected at the beginning of their move may move into a Brawl with a defender. If they win, they knock out or kill the defender without making noise. On a draw or defeat, the attackers are detected. Attackers within 4” but not in sight or in sight but over 6” away are subject to detection rolls. The defender rolls a Detection die. On a 2-5, nothing is discovered. 1: Alert Guard moves 2” towards attacking figure then rolls again. 6: Discovered Alarm is raised and attacking force is detected.

When the alarm is raised, every defending figure may take a 3” move and may fire using only Shock dice at any visible target. After that, the attacking player take a normal turn and the Stealth segment is over. The Displacement rules are not used in Stealth scenarios. Figures deployed with line of sight to

each other do not displace. It can be argued that the defenders becoming aware of the locations of the attackers when the alarm goes up is not entirely realistic but it does make the game a lot easier to play. For special missions and scenarios, a games master may devise more detailed systems to govern this.

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Retrieving weapons: For simplicity, only machine guns can be taken over by another figure during a battle. If a friendly figure is within 1” of the gun when the gunner goes out of action, the gun may be attempted recovered immediately, otherwise a figure has to move to the spot in question. Note that enemy machine guns can be recovered for use during the battle in question. Recovering a machine gun requires a task roll. A 1 indicates that the figure must try again on a future activation while a 6 indicates the gun is beyond recovery. Recovered weapons that malfunction cannot be fixed during the battle. Unexpected encounters: During a battle, an unexpected encounter may occur. To place the encounter, the inactive player places a marker anywhere they please. Determine a random direction and move the marker 1D6 inches in that direction. On a 6, move the marker 6” and roll the D6 again for additional distance. Continue rolling again for each 6. If the encounter involves multiple figures, place the first figure on the marker and each additional figure 1D6” away from the marker in a random direction. The above mechanic can also be used any time an item or object needs to be placed randomly on the battle field.

Demolitions: If a mission involves destroying anything, two figures are designated as carrying the explosives. If either figure becomes a casualty, another figure may pick up the explosives by moving into contact. Setting up explosives at the target requires a Task roll. Once set, the figures have 3 turns to clear the blast area. On the third turn, make a Task roll to see if the explosives go off as scheduled. When they go off, the target is destroyed and any figure within 6” becomes a casualty. Needless to say, setting off explosives will alert any sentries in a Stealth mission. Mined areas: If a scenario involves minefields, they should be clearly indicated on a map. Depending on the scenario, either or both sides may be aware of the locations. If mines are hidden, usually from the attacker, ensure that scenario maps are very clear and specific. It helps if the mine fields are “anchored” to another terrain feature. Within the time frame of the game, clearing a mine field is not possible, but a figure may trace a safe path. This requires moving at half speed and succeeding in a Task roll each turn. If the figure manages to find a safe path across the mine field, other figures crossing and following the same path may move safely at half speed, without requiring Task rolls. Any figure moving in a minefield rolls 1D6. Scores of 2-5 are ignored. Roll at the beginning of the move or as soon as the field is entered. 1: Found one! The figure spots a mine and ceases all actions this turn. 6: Kaboom! The figure triggers a mine and is rendered out of action. Roll 1 Kill and 1 Shock die for each figure within 2”.

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Five Men in Normandy

Leaving the battle area: At the beginning of your turn, before rolling your Action Die, any figure within 3” of a table edge may be declared to leave the battle area. Remove the figure from the table. Retreating Incoming fire: Large scale artillery is far outside the scope of the game we're dealing with, but a larger group may receive supporting fire from a platoon mortar if the scenario permits it. Calling in the fire requires someone to signal the mortar crew, set up off the table. During a standard turn, any active figure that is not firing a weapon may signal provided they are on a raised terrain feature (such as a tower or hill) or within 6” of the table edge the group started at.

from an active battle may have consequences depending on the scenario. On the other hand, a soldier that dies fighting a hopeless battle is not a soldier that goes on to fight another day. The player designates a target point and whether the fire should be high explosive or smoke shells. Starting on the following turn, a shell is fired every turn, regardless of the type of turn taken. Mortars are fired after random events have been determined but before any figures take any actions. Roll 1D6 on the Incoming table below

1:

What are they doing? No fire this turn as the mortar team is hauling ammo. The second time this occurs: the mortar is no longer available for this mission.

2-5:

Incoming! The shell lands 1D6” from the target point in a random direction.

6:

On target! The shell lands on the target point.

High explosive shells have a 2” area of effect and roll Kill and Shock dice equal to the number of figures in the blast. Smoke shells will cover a 3” area and prevent firing. They clear the second time a player rolls a Scurry or Fire Fight on their Action die. The target point may be changed or fire stopped under the same conditions as calling it in. Larger guns are best restricted to appropriate scenarios as the effects on the gaming table would be devastating.

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If a grenade is hurled inside a vehicle and any result is rolled on Kill die, the vehicle is wrecked. Figures firing from a vehicle count as being in cover, if the vehicle is Armoured.

Vehicles: At this scale of gaming, vehicles aren't likely to feature often. A team of 4-5 soldiers would have a hard time taking on an armoured fighting vehicle and such an encounter would inevitably revolve around whether or not the guy with the bazooka is killed before he can blow up the vehicle. For this reason, the only role vehicles will play in Five Men in Normandy is limited to get away vehicles and arrivals. If a scenario involves arrival by vehicle, set up the vehicle near the table edge and deploy within 4” of it, having disembarked as the scenario starts. Figures may not drive the vehicle during the encounter though a figure stationed in the vehicle may operate a machine gun from it. Alternatively a vehicle may be placed anywhere on the board as part of a scenario. Vehicles may be either Regular (Jeeps, Kubelwagen and similar) or Armoured (Such as British Universal Carriers). Firing at and from vehicles: Regular vehicles may be fired upon by small arms fire. Only Out of Action results are counted against a stationary vehicle. A vehicle with one hit will require a Task roll to be started. A vehicle with two hits or more is wrecked.

Escaping in a vehicle: A vehicle may be used to leave the battle area. A figure within 1” may enter a vehicle on any action that permits movement. When the vehicle is started, a special Escape turn plays out. The moving player moves the vehicle on a path towards a table edge. As the vehicle moves, each occupant that is not the driver may perform suppressing fire once against a single target. Figures with rifles roll a single Shock die while figures with automatic weapons roll two Shock dice. Apply results as normal. Any figure that can trace line of sight to the vehicle during its escape route may Guard Fire upon it, if they'd normally be able to do so. All fire is carried out after any suppressing fire from the vehicle occupants. Disregard “Flinch” results. A “Bail” causes the vehicle to move erratically. Determine a random direction and 1D6” for the distance. Two random sets of direction+distance are generated and the vehicle player may select which to use. If the vehicle does not strike an obstacle, the moving player may elect to begin another Escape turn or disembark every figure within 2” of the vehicle and let the opposing player take a turn. If another Escape turn is played, all eligibility to fire is reset. 20

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If the vehicle does strike an obstacle, roll a Kill die. On a “Knock down” result, the vehicle is stuck and requires a Task roll to get started. On a “Out of action” result, it takes a point of damage.

may prefer to trace lines of sight into and out of buildings normally. If so, any model firing through a window or door (in or out) is treated as firing over an obstacle (Shock dice only) if neither figure is positioned immediately by the window or door.

Either result will force the occupants to disembark and the opposing player takes a turn.

BUILDINGS: Battles taking place inside buildings, bunkers and other structures can add a lot of challenge and excitement to a battle but can also add a lot of complexity. Since buildings can take a wide variety of shapes and forms, rather than solid rules, we will provide a number of guidelines for how to handle structures in your games. Doors: Figures may move through doors without any penalty or reduction in movement unless the door has been locked or barred. Knocking down a locked door requires a Task roll. A figure with a trench gun may blow it open from a distance of 4” or less. Windows: Crawling through a window counts as a light obstacle. Firing into and from buildings: A figure positioned next to a doorway or window may use it as cover, firing from the position or hiding, as with any other position of cover. If your buildings do not have detailed interior plans to place figures on, simply treat buildings as terrain features for purposes of firing in and out.

Grenades in buildings: Grenades are one of the most effective weapons for clearing buildings. Resolve grenade attacks as normal. If the grenade bounces, the bounce will stop when it hits a wall. A bounce that goes through a window or door is assumed to have been thrown out by one of the figures in the room or simply the result of a severely fumbled throw. Needless to say, grenade explosions are stopped by walls.

SOLO GAMING: While this is not intended primarily as a solo game, it is helpful to have some methods for adding unpredictability to a game played mostly from one side. If one side is not going to be controlled by a player, take a few minutes to determine what actions the enemy is trying to achieve and what orders they might have. If they were assigned to guard an area, they are going to move in the immediate area and fight off attackers, but they aren't likely to do a mad charge to the other side of the table, for example. If in doubt, the following guidelines can be applied but let common sense guide you.

If your buildings do have interior plans, you

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Defending: When defending an area, figures will generally remain in or directly around the feature they are defending. One or two figures may be patrolling or otherwise guarding outside the feature but won't usually be more than 1 move away (if walking) or 2 moves away (if positioned in cover).

Attacking: An attack is always directed at a specific location or feature. Attackers will try to advance in cover and take enemies near their objective under fire when possible. If an area of open ground must be crossed, they'll try to cross it in groups rather than all at once.

Figures will move to reinforce and support troops under attack but will not generally move to engage new enemies.

To inject a bit of variety, when making the Action roll for the enemy, roll an Order die as well. On scores of 2-5, the turn is played as normal, taking whatever action is most sensible according to their mission.

1: Dig in! Whether concerned about a recent development, a squad leader losing his nerve or trying to regroup the unit, the enemy will avoid advancing this turn. Stragglers far from the unit will try to rejoin it, otherwise figures will move to positions of better cover. They will fire on targets that present an immediate threat, otherwise duck down and try to avoid taking fire.

6: Forward! An overzealous squad leader, the right moment or excessive patriotism, it's time to take the fight to the enemy. Figures will attempt to close the distance with the enemy, getting close enough to throw grenades or Brawl where possible. Weapons will be fired for maximum Shock to facilitate this. Ambitious players may roll Activity for each activated figure but this may bog down the game unacceptably. Use your best discretion here.

Decisions: In the event that a decision has to be reached for the non player force and it's not obvious what the more logical solution is, the following method can be applied.

Determine which approach is the more likely and roll 1D6. On a 1-2 the less likely option is taken while on a 3-6, the more likely is taken. If all options seem about equal, simply pick one at random using any appropriate dice roll.

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SOLDIERS AND CHARACTERS FORCE GENERATION: A force may be generated in a number of instances, whether to determine the group of men you'll have available in a campaign, to generate a unit for a pick-up game or to find the nature of the opposition. At any time, feel free to simply select available troops and characters if it suits a certain scenario, mission or game. For example, you may want to select a single character as your “player character”, representing yourself, then randomly generate the team you'll be leading. When using random tables to generate outcomes, it is always an art form to know when to stop and simply pick a result that works and when to roll randomly and work with what you get. Whatever makes the game fun for everyone involved is the correct answer. All rolls are done using D100 (“Percentile dice”). These can be obtained from a gaming store, many hobby sites on the internet or the gaming section of many book stores. Likewise, a dice rolling application or web site can be utilized. Size of force: Forces are generated by a number of “force rolls” on each of three tables: Forces, Specialist gear and Character skills. For a typical game, you may assign from 3-5 rolls on the Forces table. 3 rolls will give you an average force while a larger force for a longer game may use up to 5. Specialist Gear and Character Skills may be rolled or assigned as the players agree. To begin, 2 rolls on each table is a good start.

If you have a specific mission or battle in mind, obviously feel free to assign whatever troops and equipment make the most sense for you. The three tables are as follows: Forces: This option gives you ordinary soldiers with basic weaponry. These guys are usually the backbone for a force and represent the vast majority of troops out there. Note that rolls on this table may result in more than one soldier being obtained. Specialist Gear: Each roll here will provide a single item of specialist equipment, such as tools, extra or superior weaponry and so forth. Most specialist gear is simply tracked on paper and marked off as it is used but some items, such as weapons, may be assigned to specific figures of your choice. Character Skills: This will give you a skill or trait that may be assigned to any soldier in your force. You may wait until all rolls for gear and skills have been finished before deciding.

FORCES TABLES: The below tables cover the main combatants of the second world war in Europe but can be adapted for other nationalities. It generates ordinary soldiers with basic equipment. Figures armed with pistols may be assumed to be various NCO's, officers or staff rather than plain infantry men, at the players discretion. If so, they are assumed to be dependable but unremarkable in terms of skill and temperament.

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Note that figures originating from this table are not necessarily inferior or incompetent, despite lacking special skills. They can be interesting characters with their own origins, desires and motivations and can progress in the campaign like any one else. They simply start out as the rank and file.

BRITISH COMMONWEALTH: The Commonwealth force list may be used to generate British, Canadian, Australian, New Zealand, South African or Indian troops. Commonwealth forces fought for the duration of the war, opposing their enemies with determination and dedication. Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-76 77-92 93-98 99-100

Troops received One figure with bolt action rifle Two figures with bolt action rifles One figure with Sten gun One figure with Webley revolver One figure with bolt action rifle, one with Sten gun One figure with bolt action rifle, one with Webley revolver Three figures with bolt action rifles. Two figures with Sten guns Two figures with bolt action rifle, one with Webley revolver One figure with Bren light machine gun One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion. Only one Bren gun is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen. Early war notes: The above table can be used for forces fighting in Norway or France in 1940. In such cases, sub machine guns will be Thompson's instead, and only one is permitted in a unit. All additional rolls are taken as rifles instead. Home guard and similar may find themselves

with a Lewis gun instead of a Bren. For game purposes, they can be treated the same. Unit types: If the unit represents paratroopers or commandos, if no Sten guns are generated, replace one rifle with a Sten. Weapon notes: Sten guns are treated as sub machine guns. Bren is a magazine fed light machine gun. Webley is treated as a pistol. Sniper rifle is simply a normal Lee Enfield rifle fitted with a scope.

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Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear.

Stiff Upper Lip: The bravery and determination of British, Canadian, Australian and New Zealand forces have been proven a thousand times over. When generating skills, you may trade any rolled skill for Guts to reflect their dogged tenacity.

GERMANS: This force list is used for German groups as well as volunteers in German service. German troops fought anywhere from the blazing heat of North Africa to the frozen steppes of Russia. D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-76 77-92 93-98 99-100

Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Troops received One figure with bolt action rifle Two figures with bolt action rifles One figure with MP40 One figure with pistol One figure with bolt action rifle, one with MP40 One figure with bolt action rifle, one with pistol Two figures with bolt action rifles, one with G43. Two figures with MP40 Two figures with bolt action rifle, one with STG One figure with MG42 One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion. One of these traded figures may be given a G43, if one has not already been generated. Only one MG42 gun is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen. Early war notes: For early war battles, G43 and STG are taken as bolt action rifles. MG42 will be MG34 but are treated the same in game terms.

Unit notes: Volks Grenadier and Panzer Grenadier units may trade one rifle for an STG, if none were generated. Weapon notes: MP40 are sub machine guns. East front veterans may use Soviet sub machine guns instead. MG42 is a belt fed light machine gun. It may be fitted with an assault drum, turning it into a clip fed gun. It still receives the extra Shock die for high rate of fire. G43 is a semi automatic rifle. STG is an assault rifle.

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Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear. Blitzkrieg: The Germans received a reputation for always attacking aggressively and operating extremely fluidly with limited resources. Any rolled skill may be replaced with Right Place Right Time at the players discretion.

D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-84 85-92 93-98 99-100

AMERICANS: This force list may be used to generate groups of American G I's. Although a late-comer to the war and forced to catch up quickly, the US army produced an efficient war machine that supported her allies wherever the battle took them. Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Troops received One figure with M1 rifle Two figures with M1 rifles One figure with sub machine gun One figure with pistol One figure with M1 rifle, one with sub machine gun One figure with M1 rifle, one with pistol Three figures with M1 rifles One figure with sub machine guns, one figure with trench gun Two figures with M1 rifles, one with BAR One figure with Browning .30 MG One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion. Only one Browning MG is permitted except by special agreement. Otherwise, additional rolls are taken as two riflemen. Early war notes: Early war Americans are outfitted much as late war. Very early Marines may have Springfield bolt action rifles instead of M1.

Weapon notes: M1 rifle is a semi automatic rifle. Sub machine guns may be “Thompson” or “Grease gun”. BAR is treated as an assault rifle. Browning machine gun is a belt fed light machine gun. Figures with M1 carbines can be treated as sub machine guns or rifles at the players discretion but should be treated consistently. No more than one figure may carry a trench gun. It may be swapped for an M1 rifle. Historically, shotguns were mainly used for guard duty and military police work, but for the rag tag bunch of personalities we are assembling, it is entirely in character for an

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enterprising GI to have one. Please note that your assembled soldiers may not resemble what a conventional infantry unit would have available. This is intentional. Your men may not originate from the same unit, may have acquired additional weapons or otherwise feature non standard gear. Marching Fire: The US army put heavy emphasis on laying down dense, covering fire. Any skill roll may be replaced with Over Watch skill.

D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-76 77-92 93-98 99-100

SOVIET UNION: The Soviet Union force list covers Red Army troops from all over the USSR. Men of the Red Army fought a bitter war to repel the invaders from their lands and to crush his capital. Soldiers may be from regular infantry, Guard or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Troops received One figure with bolt action rifle Two figures with bolt action rifles One figure with sub machine gun One figure with Tokarev pistol One figure with bolt action rifle, one with sub machine gun One figure with bolt action rifle, one with Tokarev pistol Two figures with bolt action rifles, one with sub machine gun Two figures with sub machine guns Two figures with bolt action rifle, one with SVT40 One figure with DP light machine gun One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion. Only one DP gun is permitted except by special agreement. Otherwise, additional rolls are taken as two sub machine guns. Early war notes: The above table can be used for forces fighting in 1940 or 41. In such cases only one sub machine gun is permitted in a unit. All additional rolls are taken as rifles instead. Early war Soviets may replace a DP with an AVS automatic rifle. These mostly disappeared

after the winter war in Finland. Weapon notes: Sub machine guns may be PPSH, PPS or PPD models. SVT40 is a semi automatic rifle. DP is a magazine fed light machine gun. One with the land: Red Army soldiers were renowned for their toughness and ability to use the terrain to their advantage. When generating skills, you may trade any rolled skill for Field Craft to reflect their talents.

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Dig in and fire: French early war tactics assumed a defensive war Following the fall of their home country, French where fire power would defeat mobility. Any soldiers fought on in the colonies and alongside French figure may replace a rolled skill with British and American forces, struggling for the Rapid Fire. liberation of their home. For Free French fighting after the fall of France, For French forces, use the British force tables but they may replace rolled skills with Brave to with considerable variation possible, as described reflect their determination to liberate their home below. land. FREE FRENCH:

Options: FREE POLISH: If more than one figure with pistols is generated, excess figures may be traded for figures with Having suffered bitterly in the war, Polish rifles at the players discretion. soldiers fought under both British and Soviet flags, bleeding and dying to liberate their ravaged Only one machine gun is permitted except by homeland from the Germans. special agreement. Otherwise, additional rolls are taken as two rifles. Free Polish are generated using either the British or Soviet force tables. Early war notes: The above table can be used for forces fighting in They may replace any skill rolled with Brave to Norway or in the Blitzkrieg of 1940. In such reflect their tenacious determination to avenge cases only one sub machine gun is permitted in a their fallen comrades. unit. All additional rolls are taken as rifles instead. French machine guns are magazine fed. Weapon notes: Rifles may be British or French bolt actions or American semi automatic rifles. If desired, a D6 roll of 1 or 6 will give American rifles. All rifles in the unit will be identical. Units with American M1 rifles will also have a BAR (assault rifle) instead of a light machine gun.

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ITALIANS: Italian troops fought throughout Africa, in Eastern Europe and resisting the Allied forces near home from Operation Husky onwards.

Additionally, Italian troops fought for the Allied cause and for the King as part of the Italian CoBelligerent Army. Soldiers may be from regular infantry, airborne or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-76 77-92 93-98 99-100

Troops received One figure with bolt action rifle Two figures with bolt action rifles One figure with MAB 38 sub machine gun One figure with pistol One figure with bolt action rifle, one with MAB One figure with bolt action rifle, one with pistol Three figures with bolt action rifles. One figure with bolt action rifle, one with MAB Two figures with bolt action rifle, one with pistol One figure with Breda light machine gun One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Co-Belligerent Army notes: Members of the Co-Belligerent Army can be rolled up using the regular tables or, if later reequipped, using the British Force table.

Unless the unit is Black Shirts or paratroopers, only one sub machine gun is permitted except by special agreement. Additional rolls are taken as riflemen.

Unit types: If the unit represents paratroopers or commandos, if no sub machine guns are generated, replace one rifle with a MAB.

Weapon notes: Only one Breda gun is permitted except by special agreement. Otherwise, additional rolls are MAB is treated as sub machine guns. Breda is a magazine fed light machine gun. taken as two riflemen. Early War notes: No special accommodations required for early war forces.

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Outflank and envelop: Italian infantry tactics emphasized the rapid assault of the rifle team under covering fire from the machine gun group, to envelop and outflank the enemy. Any skill rolled may be replaced by Runner at the players discretion.

D100 1-11 12-21 22-31 32-40 41-49 50-58 59-64 65-71 72-76 77-92 93-98 99-100

FINLAND: Finland fought bitterly to resist Soviet aggression in the Winter War and would go on to fight alongside Germany to recapture its lost territory. Soldiers may be from regular infantry or specialist units such as engineers at the players discretion. Since we are dealing with only a small band of comrades, the exact unit type is only for narrative purposes.

Troops received One figure with bolt action rifle Two figures with bolt action rifles One figure with sub machine gun One figure with pistol One figure with bolt action rifle, one with sub machine gun gun One figure with bolt action rifle, one with Tokarev pistol One figures with bolt action rifles, one with sub machine gun Two figures with sub machine guns One figure with bolt action rifle, one with SVT40 One figure with light machine gun One figure with sniper rifle Players choice of one figure with any one weapon from the list above.

Options: If more than one figure with pistols is generated, excess figures may be traded for figures with rifles at the players discretion.

Weapon notes: Sub machine guns may be Suomi or captured Soviet weapons. Machine guns may be Lahti or captured DP.

Only one light machine gun is permitted except Please note that your assembled soldiers may not by special agreement. Otherwise, additional rolls resemble what a conventional infantry unit would are taken as two sub machine guns. have available. This is intentional. Your men may not originate from the same unit, may have SVT40 are captured Soviet stock. Additional rolls acquired additional weapons or otherwise feature are taken as bolt action rifles or a sniper if none non standard gear. have been rolled. Skirmish Tactics: Perpetually lacking in manpower and equipment, Early war notes: For Winter War forces, SVT are always taken as the Finn's had to make up for it with efficient bolt action rifles. skirmish tactics. When generating skills, you may trade any rolled skill for Shoot and Scoot to reflect their talent for mobile infantry combat. 30

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A roll on this table the specified equipment to your unit. In most cases, the gear is not assigned The below table is used to generate specialist or to a specific soldier but may be used by any unusual equipment. As always, if a scenario or applicable figure. It is assumed this was the guy who had the gear all along. situation seems to demand particular gear, go This table is fairly generic and applicable to all ahead and assign that. nationalities. In campaigns, keep a list of specialist gear available and cross items off as they are used.

SPECIALIST GEAR:

D100 1-15

Gear received Ammo stockpile Ignore one weapon Malfunction during the game. 16-30 Extra grenades Two additional grenades available. 31-45 Entrenching tool +1 to Brawling rolls 46-55 Extra pistol Once per game, may take a second Snap Fire attack. 56-60 Local map Force enemy to deploy first. 61-70 Medical kit Re-roll one failed roll to recover from a knock down. 71-75 Camouflage gear After deploying, one figure may take 2 moves. If spotted, the figure may elect not to be displaced 76-85 Trench knife A figure with a trench knife will win any Brawl on a draw. This supersedes other “win on draw” conditions. 86-90 Smoke grenades Smoke grenades are subject to limited ammo. Range of 12” and will bounce 1D6” before detonating. It obscures a 3” diameter. Smoke counts as rough ground for movement and prevents any weapons fire. Smoke clears the second time a player rolls a Scurry or Fire Fight on their Action die. 91-95 Extra smokes or rations Your force may shake off the first 2 results from Shock dice. 96-100 Replacement weapon One figure may replace their weapon with another weapon of the players choice for the duration of one battle.

In campaigns, specialist gear is usually temporary. With each mission, any unused gear is replaced with a new random roll.

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CHARACTER SKILLS: In our game terms, a “Character” is any figure with a special skill or ability. Some of these may be very minor or situational, others may be quite significant. Over the course of a campaign, regular figures will tend to turn into characters as they gain new skills and traits. Unless otherwise agreed upon, simply roll for 1-3 4-6 7-9 10-12 13-15 16-18 19-21 22-24 25-27

28-30 31-33 34-36 37-39 40-42 43-45 46-48 49-51

each Character Skill below and assign it to any figure you like. A single figure can have multiple skills if you like. You could even assign the skill to a random figure but note that this may give less optimal results, like a machine gunner ending up with a hand to hand fighting skill. The Skill table is generic and applies to every nationality.

Sharp shooter Once per game, may roll 1 extra Kill die for any attack Rapid fire Once per game, may roll 1 extra Shock die for any attack Sentry This figure is never subject to Displacement. May Guard Fire in the first turn Brave All Bail results on this figure are treated as Flinching instead Tough The figure may ignore the first hit taken each game Brawler +1 bonus to all Brawling rolls Quick Standard move increased by 2”. No impact on Dash moves Runner When Dashing, roll twice and pick the higher score Right Place During non-Scurry and non-Fire Fight turns, if this figure is not activated, it may be take a 2” move at the end of your turn Shoot and Scoot When a Fire Fight is rolled, this figure may be moved up to 4” before firing Covering Fire When a Scurry is rolled, this figure may fire after moving Evasive Move This figure is never subject to Guard Fire Assault This figure is never subject to Snap Fire Accurate Weapons with limited range are increased to 16” Defensive Fire Figure may Snap Fire out to 8” range. Over Watch Once per turn, when Guard Firing the figure may trade 1 Shock die for 1 Kill die. Guts When activated, this figure will automatically rally from having Bailed.

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Motivator If moving into contact with a Bailed figure, the figure recovers automatically 55-57 Ambush If Displaced, the figure may choose where to Displace to, provided it is within 6” 58-60 Infiltrator After all figures have set up, the figure may take a free Scurry move. 61-63 Strong Arm The figure always count as stationary when firing, even if it moved. 64-66 Field Craft All rough terrain may be treated as cover. 67-69 Throwing When throwing grenades, the direction and distance of the first bounce may be rolled twice and either result chosen. 70-72 Skilled Once per mission, may roll twice for a Task roll. 73-75 Charisma +1 to all Persuasion attempts 76-78 Rallying Cry When this figure is activated, any friendly figure within 4” may roll to recover from having Bailed 79-81 Stealthy During Stealth segments, this figure may move 6” per turn. 82-84 Aggressive If a Brawl ends in a draw, the player may chose to have both sides roll again. 85-87 Inspiring While this figure is on their feet, any friends within 4” treat Bail results as Flinching. 88-90 Last Gasp If this figure goes out of action for any reason, they may immediately fire at a target in range and line of sight. 91-100 Battle Hardened Soldier Players choice from above list but cannot duplicate a skill already possessed by a member of the group. 52-54

ENEMY FACES: The opposition in a campaign may be a fully fledged body of troops controlled by another player, or they may be generic opposition assigned for a given mission. The below entries will give you some options for enemies, bystanders and troublemakers you may run into. Generally speaking, enemy figures will not have skills.

opposition in stealth scenarios. Assign sentries to patrol or guard duty according to the Stealth rules. When sentries are used, you should designate the area they are guarding. Patrolling sentries may move away from this area but once fighting starts, they will try to fall back to the guarded area. Sentries will not generally move more than one move (6”) away from the guarded area, when fighting known enemies.

Sentries: Sentries will generally be equipped with rifles and sub machine guns only and are usually the

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To determine the number of sentries present, roll 1D6+1. If this total is less than the size of the attacking force, they will have a number of reinforcements available to bring the total number up to the size of the attackers plus one. Reinforcements may be brought on from a pre determined entry point during regular combat turns. Half the sentries, rounded down, will be placed guarding the objective while the remainder is placed within 6” of the objective in patrol mode. Enemy troops: Regular enemy troops can be met in almost any configuration and may be scouting parties, patrols or even random stragglers. Generate the enemy force with 3 rolls on the appropriate Forces table. If this leaves the enemy with 2 or more figures less than your group, make an additional roll. When rolling enemy forces, any roll letting you select freely is treated as a single figure with a rifle plus an additional roll. Enemy troops may be deployed in two groups, up to 12” apart. Defensive position: An enemy defensive position is generated with 3 rolls on the appropriate Forces table. If no machine gun is generated, trade one figure for a machine gun. This will be a water cooled machine gun, though armies with access to heavy machine guns (such as Americans and Soviets) may substitute that. Germans will field a belt fed machine gun. 2 figures will be deployed with the gun, while the rest may be positioned up to 12” away.

Civilians: If civilians show up in the battle area, they act as a third party, acting after all player turns have been completed. Civilians do not roll an action die. Instead, for each civilian figure roll 1D6. On a 1, the figure remains where it is. On a 2-5, move that many inches in a random direction. On a 6, the figure will move 6” towards the closest civilian or a random direction if no other civilians are present. If weapons fire occur within 6” of a civilian (firer or target), the figure will panic and run for cover at a pace of 6” per turn, staying hidden until the battle is over. A soldier moving within 1” of a civilian and succeeding in a Persuasion test can convince the figure to leave the battle area. For the purpose of our games, deliberately firing upon civilians is not permitted but they may be affected by area of effect weapons or similar. If civilians are present in a battle area, they should be given a specific role by the scenario designer. Hidden sniper: A scenario involving a single hidden sniper requires a Games Master to run properly but can be quite challenging. Note that this is different from simply having a sniper on the table as part of one of the two forces fighting. The GM indicates the location of the sniper on a map of the battle area. The sniper must be located in a terrain feature. In hidden sniper scenarios, there are usually no other enemy troops present. To locate the sniper, each terrain feature must be investigated using the Search rules. A success will either reveal the sniper or reveal the feature to be empty.

During the battle, defensive troops will rarely advance, and will not move outside 12” of the gun position. 34

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During the snipers turn, the sniper may either fire if a line of sight can be traced from any point in the snipers terrain feature. Resolve the fire as normal. If the target suffers no negative effects, they may conduct a free search roll against a terrain feature in line of sight. Instead of firing, the sniper may move to an adjacent terrain feature within 6” that has not yet been searched. Once the sniper is revealed, the rest of the game is played out as a normal game.

SPECIAL CHARACTERS: These characters represent various specialist individuals, unique personalities and stereotypes that can be added to any scenario. They are mainly intended for use in special scenarios and show some of the range of options available in Five Men in Normandy. Please note that these are intended to be iconic and heroic individuals, rather than an example of what every medic, sergeant or commissar should look like in game terms. Rather than provide a lengthy, exhaustive list, view these as inspiration for what various heroic individuals might look like and don't be afraid to develop your own. Courageous Medic A battlefield medic of exceptional bravery and determination to save the wounded. Medics carry only a pistol but will fire only as Snap Fire or Guard Fire. They may not fire during regular activations. A Medic will not engage in a Brawl unless the enemy figure is within 3” of a knocked down or out of action friendly figure.

Due to their exceptional bravery, Flinch results are ignored and Bail results are treated as a Flinch. If a Medic reaches a knocked down figure, the figure recovers immediately. If a figure that went out of action can be reached, the Medic may drag the casualty with them each move. Casualties that can be moved within 3” of a table edge are considered to have been evacuated and may roll twice for wound results after the battle, picking the higher roll. Grizzled Sergeant Sarge have seen it all. He was probably made from shrapnel and motor oil and the only thing he hates more than your whining is the enemy. The Sergeant usually carries a sub machine gun or pistol but Americans may trade for a Trench Gun. During Scurry turns, the Sergeant may fire using shock dice before moving. During regular turns, if the Sergeant is activated, he may also motivate one non activated figure within 4”. This figure may either make a move or fire a weapon but not do both. Since nothing fazes him, he will never Flinch. A Bail result on a Shock die permits him to roll the Shock dice for his weapon against a visible target in range before retreating 6”. Tough Guy Big and burly, the Tough Guy is occasionally mistaken for a bear but there's rarely a better guy to have at your side when things get mean. The Tough Guy carries a basic rifle or sub machine gun. The Tough Guy automatically recovers from Knock Down and adds a +1 bonus to all Brawling rolls.

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If the Tough Guy suffers the first Out of Action result during a game, he's knocked back 2” but otherwise unaffected. Soviet Commissar The political officer strikes fear in the enemy as much as in their own men. Whether motivating by fear or example, they are here to deliver Soviet victory over the Fascist invaders.

kind may be rolled again, against the same or another target. For example, if the Hero scores a miss on the Kill die and a Flinch on the Shock die, the player may pick a new target and roll another Shock die. If another result is rolled, the process may be repeated. Extra dice may be applied to any target in line of sight, even if the initial shot was a reaction shot.

The Commissar carries a pistol.

NON RANDOM FORCES: Commissars do not suffer any negative effects of Shock dice. They receive a +1 bonus to all Brawling rolls. Any Soviet soldiers within 6” may shake off the effect of any Flinch or Bail but must move 6” towards the nearest enemy and attempt to engage them in a Brawl. When dealing with civilians, Commissars receive a +1 bonus to Persuasion rolls. British Commando Death from the shadows after climbing a cliff side with a knife between his teeth.

While using the random Force tables is recommended, some players may not like the idea of a randomly selected force or may have specific troops they want to use, particularly in a non-campaign game or a stand-alone battle. As always, feel free to do what makes the most sense for the specific game in question.

WHERE ARE THE HISTORICAL ORGANIZATION CHARTS?

The Commando carries a Sten gun. Commando's receive a +1 bonus to all Brawl rolls. At the beginning of each turn, the Commando may be repositioned anywhere within 4”. If the Commando is not within 10” of any other friendly figures, he may be activated in addition to any figures normally activated. Yankee Hero The dashing young man from humble upbringing who shows himself to be larger than life. They'll probably make a film about him afterwards. The Hero carries an M1 rifle.

World War 2 gamers are used to rules containing lists of how many men belong in a squad or section, what ranks the leaders would have, what weapons they would carry and in what quantity. You won't find any such listing in these rules for two reasons: First and foremost, this isn't that type of game. While your group may undertake the same patrol and raid activities that might happen in another game, we're rarely, if ever, dealing with a full squad or section. Our group of heroes or villains are the “band of brothers” that our campaign follows and may be comprised of men from a few different squads, a supply sergeant they befriended and the platoon sergeant.

The Hero may ignore the first hit taken in the game and whenever he fires (normal or in reaction), any dice that score a result of any 36

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In other cases, they may be from the same squad, but happens to be assigned to a number of tasks on their own, in the style of a TV show or movie. In this case, we're dealing with a subset of the whole squad and for a special mission like a raid, they'd likely carry non standard equipment in any event. If you do want to play out larger games and don't mind the extra record keeping and potential slow down in game play the following guide lines should suffice: •

• •

A squad or section has 8-10 men in it, though combat losses will mean 6-8 is more likely, particularly during heavy fighting. The back bone of the unit is the light machine gun. The leader often carries a sub machine gun.

The intricacies of specific units at specific times of the war, when fighting in certain theatres is far beyond the scope of this game. People who enjoy this type of detail or who like basing their war gaming units on specific, historical units will no doubt be better off conducting such research in more formal books.

YOU LEFT OUT MY FAVOURITE ARMY! Due to limitations of space, eventually you have to draw the line somewhere, and I tried to keep it to armies that were prevalent in the most popular theatre of the war, personal favourites and fan requests. Limitations of available material is a factor as well. As much as I'd love to include Brazilian and Hungarian force tables, the lack of good sources in English becomes a problem, particularly when trying to imbue the lists with a bit of character. In many cases, the existing force tables can be used without too many problems. Simply choose the one that seems closest to what you are looking for, and modify results a little where appropriate. Of course, if you are passionate about a given force, creating your own table can be a lot of fun as well.

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CAMPAIGNS AND ENCOUNTERS THE NATURE OF THE CAMPAIGN: The heart of Five Men in Normandy are the campaign rules. With these rules, you'll be able to take your ragtag group of men through the trials and tribulations of a campaign. Unexpected events will occur and your men will develop in response. How it works: We divide the campaign in a number of turns. The focus of each turn is the action your men will be fighting. This may be an assigned military mission or it may be a side mission you get caught up on. With each mission, we'll generate the conditions surrounding it and what sort of opposition you run into. After each mission, we'll check if your men have learned any new skills, what happened to the wounded and what sort of things you run into. Your men might make new acquaintances, find new locations to explore and get caught up in unexpected adventures. A turn can represent any amount of time that seems reasonable, from a few days to a week or more. Some players may prefer keeping a very tight calendar while others don't worry too much about it. The default option is to advance the calendar 1D6 days after each mission.

Below is the sequence of events that occur after fighting a mission. • • • • • •

Determine fate of wounded and replacements Determine morale changes Gain skills Roll for character events Carry out player actions Determine follow up mission

Combining Five Men with another rules set: A popular option is the use these rules to play out encounters between large scale battles in another campaign. In that case, you may have to adjust time passed slightly to account for the series of events. Likewise, if a named figure becomes a casualty in the larger campaign, you will have to decide how that will affect in a Five Men campaign. Fitting the narrative together: A big part of a campaign like this is the narrative that develops as you play. The rules give you outcomes and results but it is up to you to piece together what the pieces mean and what it all fits together. Why is a priest wanting a ragtag band of paratroopers to go find something in an old farmhouse? That's where the fun of a narrative campaign comes in. The result you come up with will be much more satisfying than anything a pre-defined scenario could have provided. If something really doesn't seem to work for you, modify it or ignore it. Don't get too hung up trying to fit the exact things generated into the game if a slight modification works better. The first good answer you come up with is usually going to be the best one. 38

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HOW THE CAMPAIGN WORKS:

SETTING UP THE CAMPAIGN:

The structure of the campaign essentially follows one group of soldiers, your “band of brothers” if you will. If you are not playing solo, the other player takes the role of “the enemy” or you may take turns playing the enemy and the heroes. There's nothing preventing you from running two campaigns at the same time, with the two groups running into each other at times, though the same two groups fighting each other over and over would likely feel very contrived.

The first step is to establish who you are and where you are at. Pick a nationality and unit that you like the idea of and select or roll up a force to begin the game with. Likewise, determine where you are fighting, which will dictate your opposition.

Beyond all else, do what feels right for your campaign. There's no reason your squad of British paratroopers can't show up as the opposition in your friends German Volks Grenadier campaign.

For each campaign, we establish some acquaintances of your fighting group.

We assume that your group of men will be spending a period of time in the same area and will slowly come to know the area and establish a history there.

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People: People are non player characters that you encounter. They may provide additional missions or complications in the campaign. To begin the campaign, three People are generated. More may be met as a result of random events and battle conditions.

During the campaign people can come and go and may provide missions for you. They are mainly there to add background flavour to the campaign and make it feel more alive. People may be connected to the battalion you belong to, or they may simply be met in the general area where your unit is stationed.

Roll 1-11

People Soldiers in battalion Another soldier in the same battalion. 12-19 Soldier from rival unit Soldier from a rival outfit, whether of the same type or another branch (Armour, artillery etc.) 20-25 Allied soldier Soldier from another army. For western allies this may be Americans, British, Canadians, Free French, Free Polish and others. For Germans, it may be Finn's, Romanians, Italians, Bulgarians, Hungarians or others. For Soviets, it may be Polish red army or men from the far corners of the Soviet Union. 26-38 Officer from own unit An officer from the outfit you belong to. 39-46 Locals Sympathetic local civilians. 47-51 Resistance fighter/partisan A member of the local resistance or partisan band. Germans may take this as a collaborator or a member of various militia mobilized to defend the Reich. 52-55 Reporter A news reporter looking to portray the war effort to the people back home. 56-60 Political figure Minor politician, member of a commission or similar busybody. 61-72 Non combat military personnel Any of the mechanics, administrative personnel, medical staff and other military types required to make a war run on schedule. 73-76 Government agent An agent of the government. This may be a spy, intelligence agent, political officer or similar. Tread lightly. 77-80 Criminal Small time smuggler, gangster or similar shady element. 81-87 Refugee Civilian refugees hiding out near the battle area. 88-94 Straggler A lone member of another unit that ends up joining the battalion. May even be a different branch altogether (such as a pilot, engineer, vehicle crewman or similar) 95-100 Camp follower Any number of civilians, traders, ladies and petty crooks that seem to congregate when a military unit is in the same place for any length of time.

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ADDITIONAL CHARACTER DETAILS: Campaigns are ultimately about the characters and the events that happen to them. If you want, you can use the following tables to determine additional background and characteristics for your figures. Some may want to only do this for one or two “main” characters while others may want to go through every figure. It is recommended to do this for each figure that has skills assigned to them whether they start with them or acquire them later.

Alternatively, you may simply generate these details for one figure after every mission, to slowly “reveal” the men at your disposal. These details will not generally influence game play but they help us establish a narrative of what is going on. As always, have fun with the unusual results. A former gangster turned patriotic believer? Wars are full of interesting and unique personalities and there's no reason your games should not follow their example.

Roll 1-20

Background Working class Miner, factory worker, teamster or road crew. Used to tough work and a hard life. 21-30 White collar professional A nice, quiet office job in a nice, quiet office. Now you hope for a nice, quiet foxhole. 31-35 Drifter On the fringe of society, doing odd jobs and staying alive. At least the meals are regular now. 36-40 Criminal Small time crook, hardened gangster or an enemy of the state. Out here, no one cares. Roll a negative morale die. 41-50 Academic Student or teacher, scholar or scientist. Now you're learning the art of war. 51-65 Straight out of school They told you to get a good education. Then the war came and now it's all you know. 66-85 Farmer Whether working the fields or entrenching in them, it always seems to involve digging. 86-90 Upper class Petty nobility, business family or political elite. The trenches don't distinguish. 91-95 Long term soldier Army life is all that you've wanted in life. Now you do the uniform proud. Roll 1D6. On a 1 or 6, figure begins with a random skill. 96-100 Entertainer Musician, writer, painter, singer or poet. What stories will you tell of the war?

A soldiers motivations may change as the campaign goes on.

If the newly generated motivation has effects that trigger upon the soldier arriving in the group, resolve that effect immediately.

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Roll 1-14

Motivation Patriotism A staunch supporter of your home country, eager to defend it against the enemies that surround it. Roll a positive morale die. 15-26 Survival You've known a lot of brave men who won't be coming home. You intend to make it. 27-35 Political You're a model democratic citizen/communist/fascist willing to die for freedom and the cause. If group morale is currently 0 or positive, roll a positive morale die. 36-44 Glory In times of war, men rise to their finest and you are going to rise with them. 45-54 Revenge The enemy will pay for the crimes they've committed against you and yours. If group morale is currently 0 or negative, roll a positive morale die. 55-61 Adventure See new corners of the world, meet interesting people and trade grenades with the enemy under foreign skies. 62-74 Brotherhood The only thing certain in this world is the man sharing your fox hole. When the figure joins the group, roll a positive morale die. 75-82 Ambition You intend to crawl your way up the chain and get the position you deserve. If another figure with Ambition or Glory joins group, roll a negative morale die. 83-88 Fatalist The war gets everyone. Eventually it'll get you too. When a Fatalist joins the group, roll a negative morale die. 89-95 Family You have people back home waiting for you. You have a duty to do well and come back in one piece. 96-100 Escape If you weren't here, you'd be at home and probably on the run. Getting shot at isn't so bad after all. If a figure with Political or Patriot motivation joins group, roll a negative morale die

Roll 1-25

Length of service Fresh at the front You've just arrived in the past week and are still uncertain of what to do. If group morale is 0 or positive, roll a positive morale die. Cannot use any skills until they have survived 2 missions. 26-55 Inexperienced You're still pretty green but you feel pretty at home on the front lines. 56-80 Been in battle You know your way around the battlefield and are ready for anything. 81-95 Seen it all A battle hardened veteran, you have survived everything this war could throw at you. Roll a D6. On a 1 or 6, generate a random skill and assign to this figure. 96-100 To hell and back The battalion has legends about the things you've done. Roll an additional skill and assign to this figure. If this figure leaves group permanently, roll a negative morale die.

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ASSIGNING MISSIONS: Each turn, your group is assigned a mission. If you already have something in mind, simply set up the next mission as you see fit, otherwise you can use the sequence below to determine the next mission.

Roll 1-70 71-85 86-95 96-100

Mission type Military missions Your group is assigned a mission intended to further the war effort in some way. Side mission A random character you know gives you a side mission. Follow up mission The mission will be a follow up to the last mission played. Player mission Select a mission of choice or fight a unique battle.

Note that not all missions are conventional combat actions. Your men may get up to all sorts of mischief. If a mission seems strange, use your imagination and try to think of possible explanations that may be the case. Don't overdo it, just go with the first thing that comes to mind and run with it. As always, if a random result seems to be complete nonsense, don't be afraid to just make a selection that works for everyone involved. Note that the origin of the mission is mainly there to establish narrative rather than have a specific impact in the rules. Whether you get the Retrieve mission from the normal chain of command or the priest of the local village does not change the mission (unless you feel it should) but the specifics would be narrated rather differently. One mission may be to find documents dropped by a military courier while the other might be to secure lost church silver from Nazi claws!

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Locations: A location is the general area you will be fighting in or around. Use this as simple inspiration for how to set up the table for a game. If you already have a terrain layout in mind, don't worry about this step. The below Location table is suitable for “country side” campaigns. Roll 1-7

Location Section of trench A section of fortified positions and earth works, likely now not the focus of any fighting. Possibly an abandoned position. 8-17 Landmark in no man's land A noteworthy landmark in a neutral or contested area. 18-24 Location of previous battle Area covered in shell holes, wrecked vehicles and remains of trenches. 25-33 Cross road An important cross roads in the vicinity. Likely near buildings. 34-42 Farm An intact farm with barn or other nearby wooden structures. 43-51 Ruined building Buildings, farms or structures that have been reduced to rubble either partially or completely. 52-58 Urban area A small hamlet, the outskirts of a village or the suburbs of a larger city. 59-65 Orchard or field Cultivated land of some sort. Usually fenced or surrounded by hedgerows. 66-73 Hill A notable hill slightly away from the main battle area. 74-78 Lake A lake or area of marsh or wetlands. 79-82 Bridge Bridge over a river, stream or valley. 83-87 Intact building One or more intact buildings or structures of little military importance. 88-94 Disputed front line A location between the lines that is still hotly contested. 95-100 Section of the enemy line A landmark of interest at the edge of enemy held ground.

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If your campaign takes place in an urban battle area, you may prefer the following table.

Roll 1-7

Location Fortifications Abandoned fortifications or barricades. 8-17 Rubble choked street A particular street or alley filled with debris from buildings ruined in the fighting. 18-24 Location of previous battle Area covered in shell holes, wrecked vehicles and remains of trenches or barricades. 25-33 Cross roads An important intersection or cross roads. 34-42 Park A park, plaza or similar open area with vegetation. 43-51 Large ruined building A very large, multi-room ruined structure or multiple smaller ones. 52-58 Intact building A large, important building that is still intact. 59-65 Factory or similar facility A larger facility, likely with multiple rooms, floors or individual structures. 66-73 Intact building A large, important building that is still intact. 74-78 Lake or pond Often contained in a park or similar natural area. 79-82 Bridge A bridge or the nearby approaching roads. 83-87 Intact building A large, important building that is still intact. 88-94 Disputed front line A location between the lines that is still hotly contested. 95-100 Section of the enemy line A landmark of interest at the edge of enemy held ground.

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Missions available: 1-12 ENCOUNTER A chance encounter with enemy troops. Since you do not have specific orders, expectation is to engage the enemy aggressively without incurring excessive risk. Battle area: This can take place in almost any terrain. Generally, chance encounters will occur in more dense terrain. Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: The mission is considered a victory if the number of enemy figures that become prisoners, casualties or leave the field is larger than your own. Once any figures have become casualties, the force may leave the table with no negative effects. Roll 1D6. On a roll of 1, the group arrived by vehicle. If the mission is not a Stealth mission, roll 1D6. Mortar support is available on a roll of 1. Opposition: 1: Sentries 2-4: Enemy troops 5: Defensive position 6: Hidden sniper

13-26 SCOUT You've been tasked with scouting the area ahead and find out what the enemy is up to. Battle area: The terrain can be dense or open at your discretion. The scout party should have three terrain features designated as objectives on the opposing half of the table. Scout parties set up within 6” of their own table edge, with all figures deployed on the table. Enemies that are not scout patrols are set up on their third of the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: A figure has to reach within 3” of each of the three designated objectives to scout them. Once this has been achieved, the group can leave the table with no negative effects. Taking more than a single casualty also authorizes the group to leave the table. Special circumstances: Roll a D6. On a 1, play the mission using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. Opposition: 1: Sentries 2-4: Enemy troops 5: Defensive position 6: Hidden sniper

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27-33 FIND You are looking for an object or person. While enemies may be present, aggressively engaging them is not a priority.

34-41 DESTROY The target must be destroyed with explosives. Neutralizing other enemy forces is not a priority.

Battle area: The terrain can be set up as you like but should have several distinct terrain features. Nominate at least 3 features that could hide the object or person you are trying to find and ideally five.

Battle area: Set up the terrain as desired with a clearly marked objective that looks reasonably important.

The search party is set up within 6” of their own table edge, with all figures deployed on the table. Enemies that are not scout patrols are set up on their third of the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: Use the Search rules to track down the target. Once the target has been found, the group is authorized to leave the table. Special circumstances: Roll 1D6. On a 1 or 6, this mission is played using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. Opposition: 1-2: Sentries 3-4: Enemy troops 5: Defensive position 6: Hidden sniper

The attackers are set up within 6” of their own table edge with all figures deployed on the table. Enemies are set up in defensive positions and must be set up first. Objectives: The target must be destroyed using the Demolition rules. Once the target has been destroyed, the group is authorized to leave the table. Special circumstances: Roll 1D6. On a 1 or 6, the mission is NOT played using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. If the mission is not a Stealth mission, roll 1D6. Mortar support is available on a roll of 1. Opposition: 1-3: Sentries 4: Enemy troops 5-6: Defensive position

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42-47 KILL A specific priority target must be eliminated. Battle area: Set up the terrain as desired. Position a terrain feature in the middle of the table. The enemy is set up near the centre of the table with the target as close to the exact middle as possible. The attackers set up second within 6” of their table edge with all figures deployed on the table. Objectives: The mission is a success if the target becomes a casualty. Once the target has been killed, the group is authorized to leave the table. Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. The target may not move more than 6” from the central terrain feature. Roll 1D6. On a roll of 1, the group arrived by vehicle. If the mission is not a Stealth mission, roll 1D6. On a roll of 1, the group has mortar support available. Opposition: 1-3: Sentries 4: Enemy troops 5-6: Defensive position

48-53 CAPTURE An enemy soldier needs to be captured to get information and intelligence. If capturing an enemy does not seem feasible, any enemy presence must be neutralized. Battle area: This can take place in almost any terrain. Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: Mission success is achieved if an enemy is overcome by Brawling or if a Knocked Down enemy is contacted. Once this has been achieved, the group is authorized to leave the table. If a capture does not succeed, if all enemy forces are neutralized, the mission is not considered a success or failure. Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. Opposition: 1-3: Sentries 4: Enemy troops 5-6: Defensive position

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54-59 RETRIEVE An item must be found and brought back from the battle area while preventing it from falling in enemy hands.

60-63 DELIVER An item must be delivered to a specific spot while avoiding or driving off enemy forces in the process.

Battle area: The terrain can be set up as desired but should feature multiple terrain features as possible locations for the item to be found. Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously.

Battle area: Set up the terrain as desired. Place a marker roughly mid way between the centre of the table and the opposing table edge. This is the delivery point.

Objectives: Use the Search rules to locate the item. Any figure can pick up the item and carry it with them. Once the item has been acquired, the group is authorized to leave the battle area, winning the mission if the item is carried off the board. The mission is lost if an enemy figure carries the item off the board. Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. Opposition: 1-3: Sentries 4-6: Enemy troops

Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: The item is carried by one figure in the group. If the figure becomes a casualty, any friendly figure may pick the item up. If a figure carrying the item reaches the delivery point, the mission is a success and the group is authorized to leave the battle area. Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. Roll 1D6. On a roll of 1, the group arrived by vehicle. Opposition: 1-3: Sentries 4: Enemy troops 5: Defensive position 6: Hidden sniper

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Five Men in Normandy

64-70 CROSS The group must make their way across the battle area, while pushing through or avoiding enemy patrols. Battle area: The terrain can be set up as desired though a fairly dense table will give a better game.

71-74 ESCORT An important individual has to be escorted safely across the battle area. Battle area: The terrain can be set up as desired though a fairly dense table will give a better game.

Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously.

Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. The escorted figure is placed within 2” of one of the figures making up the escort.

Objectives: At least 2 figures must escape through the opposing table edge to win the mission. Once this has been achieved, remaining figures are authorized to leave the battle area through any table edge.

Objectives: The escorted individual must be led off the opposite table edge. Once that has been achieved, the rest of the group is authorized to leave the battle area.

Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. Opposition: 1-2: Sentries 3-4: Enemy troops 5: Defensive position 6: Hidden sniper

Special circumstances: Roll 1D6. On a roll of 1 or 6, the mission is played using the Stealth rules. The escorted figure will activate for free if it is within 2” of another figure being activated. The escorted figure cannot fire weapons but will defend itself if attacked in a Brawl. The enemy will not fire directly at the escorted figure but may attack in a Brawl to take the figure prisoner. Opposition: 1-2: Sentries 3-4: Enemy troops 5: Defensive position 6: Hidden sniper

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Five Men in Normandy

75-80 SECURE An objective has to be secured against nearby enemy troops. Fighting them off will be a requirement.

81-84 CONTACT Your group needs to make contact with a non military person of great importance. The ideal mission will avoid contact with the enemy.

Battle area: The terrain can be set up as desired though a fairly dense table will give a better game. Place a landmark or object of interest near the centre of the table, about 6” closer to the group with the mission.

Battle area: The terrain can be set up as desired but the table should be quite dense. Using several buildings will work particularly well. The enemy is positioned around the table with the advancing group choosing an entry point along the table edge and deploying within 3” of that point.

Forces set up within 6” of their own table edge, with all figures deployed on the table. Determine randomly which side sets up first. Advanced players may prefer to indicate deployments on paper in advance, then place the figures simultaneously. Objectives: At least one figure must move to the objective and succeed in a Task roll while no enemies are within 6”. Once this succeeds, the enemy will fall back off the table. Special circumstances: Roll 1D6. On a 1, the group has mortar support. Once a figure in the group reaches the objective, roll 1D6 every enemy turn. On a 6, the enemy receives an additional figure with a rifle, placed within 6” of the table edge. Opposition: 1-6: Enemy troops

Once they have deployed, the enemy uses the Unexpected Encounter rules to deploy 1D6+1 civilians. Each civilian must be placed initially within 12” of the centre of the table. Objectives: The group must find their contact by moving within 1” of a civilian and using the Search rules. Once contact has been made, the group may leave the battle area. Special circumstances: This mission is always played using the Stealth rules. A civilian can be talked into providing distraction using the Persuasion rules. If convinced, the civilian now moves 4” per turn. When contact is made with an enemy figure, if the civilian wins a Persuasion test, the enemy may be moved 6” in any direction. Only one attempt is permitted per civilian per game. Opposition: 1-6: Sentries

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Five Men in Normandy

85-90 DEFEND You're in the pathway of a larger enemy force and must hold off until relieved. Battle area: The terrain can be set up as desired though a fairly dense table will give a better game. The defending player selects a point on their half of the table edge and deploys in or around that location. If the point is an actual terrain feature, this is the spot to defend. If it is a location in the open, such as a cross roads, figures may set up within 6” of the location. Attackers set up within 6” of their table edge. Objectives: The defenders must render at least half the attack group ineffective (bailed, captured or out of action) at any one time. Once this occurs, the attack is broken up. Special circumstances: The attackers receive mortar support and receive 3 extra rolls on the appropriate Forces table.

91-100 REPEAT LAST MISSION Whether due to changing conditions, bad intel or the wrong target, the group must undertake the same mission as the last one played though locations and targets may differ. Variant missions: Variations of the above missions can be easily generated for an almost infinite variety. Give the attackers a vehicle to escape in, change a few parameters of the mission, require them to Persuade a civilian before they find the actual objective location and so forth. Don't be afraid to be creative with missions especially in a multi player campaign or in a campaign linked to a larger game. Opposition: Opposition is determined by rolling 1D6 though you may always exchange the troops rolled for something that suits the campaign better. For special missions you may simply assign the opposition in whatever manner fits the mission best.

Opposition: 1-6: Enemy troops

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CONDITIONS OF BATTLE: After determining the mission and after setting up the terrain and deploying all figures, you may optionally determine a condition of battle. Roll on the table on the next page to determine what the situation is and how to implement it. Players who prefer more structure to their game may want to omit this stage. The battle conditions can be used for non-campaign battles, though some results refer to specific

aspects of the campaign rules. Many conditions are entirely descriptive and will not impact the game. Results are applied to the side undertaking the mission, while “enemy” results apply to the opposition. In a non-campaign battle, simply determine randomly who the event applies to or generate an event for both sides.

IN GAME EVENTS: People who like a random aspect to their battles may find this section to be of benefit. When each player rolls for their turn, along with their Action Die, they also roll a D6 in a different colour. On a score of 1, a random event has occurred. Roll on the table below to determine what happened and apply the effects immediately. Events are resolved before the turn proceeds.

All random events that affect a specific figure will be applied to a figure on the active players side, unless otherwise indicated.

Players who prefer less random factors in their battles may want to omit the use of this table, or stop rolling after 1 or 2 events have occurred.

Do not roll random events during non-standard turns such as Stealth turns or vehicle Escape turns.

Note that an event may occur that is not applicable, for example bonuses to fire during a Scurry turn. It is up to the group playing the game whether such results are ignored or rolled again.

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Battle Conditions Table:

Roll 1-5

Battle condition Head start After deploying, resolve a Scurry turn before starting game 6-10 Unexpected resistance Enemy receives 2 additional figures with rifles 11-15 Fire support The mission has been deemed important enough to get support from a light mortar 16-20 Pretty gloomy All fire above 18” range will roll Shock dice only 21-25 Confused All figures begin the game Flinching. 26-30 Bad maps Select a random terrain feature and move it 2D6” in a random direction 31-35 Dense fog During first 2 turns, all weapon ranges are limited to 4” 36-40 Surprise encounter No Guard Fire is possible in the first 3 turns. 41-45 Got lost One random figure is removed from the table and will not be available this mission. 46-50 Bad feeling Roll a negative morale die. 51-55 Good spirits Roll a positive morale die. 56-60 Hellish downpour Neither side may take Dash moves this game. Visibility limited to 18” 61-65 Civilians Place 1D6 civilians in the battle area. Suffer 1 negative morale die for every accidental civilian casualty. 66-70 Good place to scavenge Terrain features may be searched. The first successful Search roll provides one roll on the Specialist Gear table. 71-75 Fancy meeting you here A random character known in the campaign is in the battle area. If they can be reached and escorted off the table, roll a positive morale die and make a roll on the Specialist Gear table. 76-80 High priority Due to the importance of this mission, if the mission is a success, roll an extra positive morale die. If it is a failure, roll an extra negative morale die. 81-85 Rely on your wits No Specialist Gear may be used in this mission. 86-90 Not your best day Randomly select a figure with skills. The figure may not use a random skill during this mission. The skill is not lost and is available again in subsequent missions. 91-95 Brothers in arms The group is accompanied by a Special Character selected from those available to the nationality. 96-100 Chaotic battle During the battle, roll for a random event every turn

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Five Men in Normandy

In-game Events table: Roll 1-4 5-8 9-12

13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52

53-56 57-60 61-64 65-68 69-72 73-76

77-80 81-84 85-88 89-92 93-96 97-100

Random event Cold feet Random figure Flinches Gun jammed Random figure suffers a weapon jam and must succeed in a Task to fix it. Distracted Random figure may not act this turn. This prevents the figure from being activated and prevents it from Guard firing in the next enemy turn, though Snap fire is still permitted. Opening Prevent one enemy figure of choice from Guard firing this turn. Up and at 'em One figure of your choice may ignore Snap fire and gets +1 to Brawls this turn Hit the dirt One figure of choice in the open may move up to 4” if it brings them into cover Covering fire One figure of choice may roll 2 Shock dice and apply them to any enemy in sight Bravery One figure of choice may shake off the effects of a Flinch or Bail result Accurate fire One figure firing this turn may roll an extra Kill die. They're pinned down A random enemy Flinches Thought he was over there Move a random enemy figure 1D6” in a random direction. We're okay Ignore a weapon malfunction or grenade low ammo result this turn Straggler You receive an additional soldier with a rifle. Place the figure within 3” of your table edge. The figure fights with you for the remainder of this mission Hiding spot A random figure in cover or rough terrain may not be fired upon next turn. Just a scratch A random figure that went out of action returns to action but may not act this turn. Accident Roll a Kill die and apply the result to a random figure. Spooked Roll a Shock die and apply the result to a random figure. Ouch Random figure is knocked down. Keep pushing A random figure gets a bonus turn before commencing your normal turn. The bonus turn is always a normal turn, even if the main turn is a Scurry or Fire fight. Move it A random figure may take a 4” move in any direction. I see you Pick an enemy figure that is hiding behind cover. The figure peeks this turn. Hit and run One figure of choice may fire at any point of their movement rather than only firing before or after moving. Let 'em have it One figure of choice may fire twice this turn, if normally permitted to fire. Fall back Each figure may retreat up to 3” away from enemies and towards their table edge. Lesson learned Determine a random figure. If this figure does not become a casualty, they receive an extra skill at the end of the game.

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Five Men in Normandy

POST GAME CONSEQUENCES: After a battle has finished, we need to determine what direct impacts it had on the men in your force. Knock downs at the end of the game: Any figure that is knocked down when the game ends makes one last Kill roll. On a 6, the figure is treated as having gone out of action, otherwise, it is recovered and is okay.

Out of action: Any figure rendered out of action during a game may have simply been knocked unconscious or they may have been seriously injured or killed. Roll on the table below to determine the fate of any figures out of action.

Roll 1-10

Result Mental scar Made it out okay but has battle stress, nightmares or other mental issues. Roll 1 negative morale die. (see group morale below) 11-25 Knocked out Back in action. 26-30 Dramatic scar Big hit with the ladies but back in action. 31-50 Light wound The soldier will be out of action for 2D6 days. 51-60 Moderate wound The soldier will be out of action for 3D6 days. 61-70 Seriously wounded The soldier will be out of action for 5D6 days. 71-80 Seriously wounded and reassigned When soldier recovers, he'll be reassigned to a non combat position and leaves the campaign 81-90 Permanent injury The war is over for this guy. Sent home. 91-100 Killed A soldier finds his final rest.

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Five Men in Normandy

Cowardice: Any soldier leaving the battle area without authorization has a chance of being accused of cowardice.

Roll a D6 for each figure and on a 1, they have been accused, whether fairly or not. Roll on the tables below, depending on nationality.

Regular armies (American, British and Commonwealth, French, Polish etc.) Roll 1-5

Result Harsh court martial The soldier is removed from the campaign permanently. Roll a negative morale die for the group. 6-15 Court martial The soldier must win a persuasion test or be removed from the campaign. Roll a negative morale die. 16-30 Stern talking to Roll a negative morale die. 31-40 Crisis of confidence Roll a negative morale die. Re-roll the soldiers motivation. 41-100 Found free of fault All is forgiven. Back to the trenches.

Totalitarian armies (German, Soviet, Japanese and others at player discretion) Roll 1-10

Result Summary execution Traitors and defeatists must be shown no mercy. 11-20 Penal unit A chance to redeem yourself. You may play out a near suicide mission or simply roll 1D6. On a 6 the figure returns to your unit. On another roll, hopefully the authorities write their parents a nice letter. 21-30 Court martial The soldier must win a persuasion test or be removed from the campaign. Roll a negative morale die. 31-40 Stern talking to Roll a negative morale die. 41-45 Crisis of confidence Roll a negative morale die. Roll again for the soldiers motivation. 46-100 Found free of fault All is forgiven. Back to the trenches.

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Five Men in Normandy

REPLACEMENTS: While your group of characters does not necessarily represent a specific unit, they will obtain replacements as the campaign goes on. Note that this is not inherently tied to the overall military outfit receiving replacements or reinforcements. Your group represents a close knit band of comrades and a replacement figure is essentially a friend made or a brother in arms gained. If your group has less than five figures, you may make a roll on the relevant Force table for your nationality to see who you obtain. New arrivals do not generally have skills. If you have five figures or more, you can only add figures through player actions or random events. Figures not currently available due to injuries, leave or otherwise are not counted towards the size of your group. This means that your group can potentially get pretty large over time.

RESTOCK EQUIPMENT: If the campaign makes use of Specialist Gear, roll a new item and add it to the stock available to the group. Grenades and similar limited equipment is replenished.

SKILL GAINS:

Skills that have a numeric bonus effect (like a plus to a dice roll) or are permitted once per mission can be assigned multiple times to the same figure, permitting higher bonuses or multiple uses.

GROUP MORALE: When playing a campaign, the morale of the group will go up and down as the campaign goes on. Individual events and figures will contribute to the morale score as the campaign goes on. Rather than look at the morale of individual soldiers, what we are tracking is the morale of the group as a whole. Certain events and even certain soldiers will benefit the overall performance and cohesion of the group while others may weaken it in some ways. At any given time, the groups morale score may be viewed as a verdict on how cohesive and bonded they feel, how well they feel they can survive the situation they are in and how positive their outlook is. Morale starts at a base of 0 where it has no game impact. Groups with good morale will have a score above 0 while groups with bad morale will have a score below 0. Morale modifiers from events are applied as they occur. Morale modifiers from soldiers are applied when the soldier joins the group. Once a morale die has been applied, the results are not reversed by the soldier leaving the group later.

While your men can gain new skills as a result of random events, the main source of improvement is steady and automatic. After every mission, you may roll for a random skill and assign it to any surviving member of your unit. Soldiers can end up with multiple skills.

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Good morale: Morale scores above 0 translate to better resiliency during a battle. Each point of morale let's you ignore the effects of one Shock die during the game. The player may select when to apply this benefit. Note that this does not negate all Shock from an attack, only the effect of one die. For example, if a burst of machine gun fire causes both a Flinch and a Bail result, one point of morale could be spent to negate the Bail result, leaving the figure Flinching. It would require two points of morale to negate both. Mission results: Various factors in a mission can influence whether morale goes up or down. In either event, the result is given as a number of Morale Dice.

Bad morale: Bad morale will hurt a groups performance in combat, rendering them more susceptible to the effects of enemy fire and less likely to engage aggressively. If a group has bad morale, the enemy gets a number of extra Shock dice to roll during the game equal to the negative morale score. Each die can be used once and may be rolled at any time during the enemy turn. This can result in figures Flinching or Bailing even when not under fire.

Roll the specific number of dice and for every 1 or 6, morale is modified by one point (up for positive morale dice, down for negative morale dice)

Positive morale dice: Mission completed successfully No figures out of action Captured enemy soldier

3 dice 1 die 1 die

Negative morale dice: Mission failed Each figure out of action

1 die 1 die

CAMPAIGN EVENTS: After every mission, 2 Campaign Events are generated and implemented, one after the other. This presents the unpredictable nature of the campaign. While many results will have ingame effects, some will end up mainly serving for story reasons. Elaborate and adapt as needed.

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Five Men in Normandy

Roll 1-4 5-7 8-10 11-13

14-16

17-20

21-23

24-27

28-30

31-33 34-36

37-39 40-42 43-45

46-48 49-51

Event Meet new character The group meets someone new. Roll on the People table to determine who it is. Character leaves One of the characters the group has met leaves the campaign. Determine which one randomly. Character dies One of the characters the group has met is killed. Determine which one at random. Letter from home A random soldier gets a letter from home. If the soldiers motivation is Family, increase group morale by 1. Otherwise roll a positive morale die. Change of motivation A random soldier changes their motivation. Roll randomly and apply any effects as if the figure had just joined the group. Pick up new member Someone made a friend. Add a soldier to your group with no skills and a rifle or any non MG weapon you do not currently have in your group. Extra training Whether a formal training opportunity or unusual talents acquired, roll a random skill and assign it to a soldier of your choice. Character encounter You have an encounter with a random known character. Make a Persuasion roll. On a success, you receive an additional player action this campaign turn, provided you can justify it through the character you encountered. Meet the boss A random figure has a meeting with the Battalion commander. If the last mission was a success, you just made a friend. You can use this to get a second player action or protect one figure from the effects of a Court Martial at any later point in the campaign. If the last mission was a failure, you've made an enemy. Roll on the Court Martial table. Bad news for our boys War news are not looking good. Roll a negative morale die. Promotion or commendation A random figure gets a promotion, commendation or other act of recognition. Roll a positive morale die. If the figures motivation is Glory or Ambition, roll a second positive morale die. Delay Hurry up and wait. An additional 1D6 days pass before the next mission. Quick recovery A random wounded soldier can cut 1D6 days from his recovery time. Milestone reached An important mile stone has been reached in the current campaign. This could be the capture of a given objective or turn of the tide in the overall battle. If this event occurs a second time, the campaign comes to an end. If you prefer basing the length of the campaign on other factors, simply treat this as a positive morale die. Scavenged loot Make a roll on the Special Gear table and apply it to a mission of your choice. Weapon broken Determine a random figure armed with something other than a rifle. The weapon has broken or become defective and the figure must use a rifle.

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Weapon acquired Replace one figures weapon with another weapon of your choice. 55-57 Reassigned A random soldier is reassigned to another unit, sent home to aid in propaganda tasks or otherwise removed from the campaign. Wish him the best and roll a positive morale die. 58-61 Leave A random soldier is given leave. He'll be gone for 3D6 days before returning. Roll a D6. On a 1 or 6, while gone from the front, his motivation has changed. If so, roll randomly for the new motivation. 62-65 R&R The whole group gets some well deserved R&R. Roll a positive morale die. R&R lasts 1D6 days and is added to the normal time between missions. Generate an additional event while the group is kicking back and enjoying life. 66-68 Bottle of booze Roll a positive morale die. 69-71 Sickness A random soldier gets sick. The sickness will last 1D6 days and the soldier is unable to fight until recovered. 72-75 Accident A random soldier gets in an accident. Roll a D6. On a 1, he escapes unharmed and rolls a positive morale die. On a 2-5, he is incapacitated that many days. On a 6, roll a negative morale die and the soldier must roll on the Injury table as if he had gone out of action during a mission. 76-78 Intense fighting The battles have been particularly fierce. The mission receives no recovery time and must undertake a second military mission immediately. Roll a negative morale die but if the next mission is won, roll two positive morale dice. 79-81 Meet a girl A random figure meets a local girl. Roll a positive morale die. After each mission, roll a D6. On a 1 or 6, she breaks it off. Roll a negative morale die. While in love, the figure counts as having the Brave skill. 82-85 Argument Randomly select two soldiers. They get into a personal dispute. While bickering is normal, on occasion this becomes a problem. Roll 1D6. On a 1, the argument turns into a fistfight. Resolve a Brawl between the two figures with the loser requiring 1 day of recovery. On a 6, the argument affects the unit. Roll a negative morale die. 86-89 No break No time passes in the campaign before the next mission is assigned. All post mission steps are carried out as normal but the calendar is not advanced D6 days. 90-92 War effort An important victory for your side, somewhere else in the war. Roll a positive morale die. 93-95 War struggle The battalion has suffered set backs. Roll a negative morale die. Add an additional enemy figure during any missions, until you've won two. 96-100 Better use of talent Generate a random skill. At your discretion, you may replace an existing skill on one figure with the newly generated skill. If no figures in the group currently have skills, simply add the skill to a figure of your choice. 52-54

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Five Men in Normandy

PLAYER ACTIONS: After every mission, once all other events have been resolved, the player may attempt any one change that is mutually agreed upon.

1: 6:

Whether it is picking up another soldier, acquiring a replacement weapon or anything else the player can think of, it is handled essentially by the Task system. Roll a D6, with the action succeeding on a 2-5.

Delay The action does not succeed but is rolled for again after the next mission. Didn't expect that The action does not succeed but an additional random event triggers instead.

Players have wide discretion on what can be done with a player action, but suitable examples include: • • • • • • • • •

Raise morale by 1 (if negative currently) Roll a positive morale die (if 0 or positive currently) Add one figure with a basic rifle and no skills. Acquire a replacement weapon of choice. Reduce the injury recovery time of one figure by 1D6 days. Meet a new character. Roll again for a figures motivation. Roll for an additional Specialist Gear item. Add a random skill to a figure.

ADVANCE THE CALENDAR: Once all other actions have been taken, unless campaign events dictated otherwise, advance the calendar 1D6 days and mark off the time for any figures that are injured or on leave and add

returning figures back to the group. You are now ready to play another mission.

HISTORICAL EVENTS: An effective way of increasing the ambience and flavour of a campaign is to check on important events as they occur. This can be reflected in various ways but a simple way is through the Morale system. Major events to the benefit of the nationality you play (major battles won, allied countries entering the war or enemy countries leaving the

war) all qualify for a positive morale die, while major drawbacks (battles lost, allies leaving the war or new enemies entering it) would inflict negative morale dice. A more comprehensive system could be devised but the author feels this is better left up to individual campaign organizers and gaming groups. 62

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DECIDE NARRATED MISSIONS: At times, even in a mostly random campaign, you may find a perfect opportunity for a follow up mission, whether based on characters met, events that have happened or things that took place in the last mission. Maybe you've just come up with a good scenario you want to play through, or the groups of two players will meet in an epic struggle. Whatever the case, any time you deviate from the normal random generation methods, it's a Narrated mission. • • • • • • • •

Narrated missions are still considered part of the campaign and the normal processes apply after the mission such as experience, campaign events and so forth. The designer of the scenario should consider the following factors:

Will battle conditions and random events be rolled for? What are the objectives of each side? At what time is the group authorized to leave the battle area? Will this have larger consequences in the campaign? Does the group receive any special rewards or benefits for winning? Does the group receive any special penalties or consequences for losing? What opposition will the group be facing? Will they have any assistance or support?

If you keep a consistent calendar, it can add a lot of flavour to the campaign if you mark important battles and events in the calendar. That way, you can incorporate them into the campaign and use them as inspiration for missions as you go along. Even if the scale of group skirmish we are playing is too small to fully reflect battles like Monte Casino or Bastogne, thematic elements can be worked in. If a mission takes place near

the Battle of Bastogne, the group may play out a defensive mission where entrenched Americans have to fight off waves of German attackers for example. Narrated missions don't have to be that serious either. One of the soldiers has a local girlfriend? Play a Stealth mission where he's trying to sneak past her disapproving parents and wager a morale die on the outcome.

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Five Men in Normandy

QUESTIONS AND CLARIFICATIONS: Writing a set of rules is always a balance between explaining everything as clearly as possible versus trying to keep things as concise and manageable as possible. In most cases, concerns and disputes can be resolved by discussing the issue at the table, letting a games master make a ruling or simply rolling a die to decide but it's worth answering some basic questions that may come up more frequently. Many situations can be solved by applying rules literally and in the order a given rule would “trigger” or apply. Reaction Fire across obstacles? Guard Fire across intervening obstacles is handled as normal by rolling Shock dice only. Snap Fire across an obstacle is handled by applying the rules strictly and in order. Snap Fire limits to firing figure to Kill dice only. Once the decision to Snap Fire is made, the intervening obstacle is applied, preventing any Kill dice from being rolled. Hence, no dice would be available. As a consequence, all reaction fire across intervening obstacles should be resolved as Guard Fire. Can my figure Dash if I began the turn in rough terrain but moved out during my regular movement? Yes you can. As long as the figure is not in rough terrain when the Dash itself is started, it is permitted.

If I activate figures near each other, do they move as a unit? No. Figures always activate individually and one at a time, unless a rule specifically states otherwise. This applies during regular activations, Scurry moves and any other situation. Select a figure, move it then select another figure. How are multiple Shock dice applied? If multiple Shock dice are applied to the same target, only count the worst result. A figure will not both Flinch and Bail from the same attack, however a figure already Flinching from one attack may be forced to Bail from a subsequent one. How are multiple “Win on a draw” effects applied to Brawls? If both sides win on a draw, the effects cancel out and it is indeed a draw. If a figure both wins and loses on draws, this likewise cancels out. Can I move into contact with two enemies at the same time? You can if they are close together. If so, count the first Brawl with the +1 bonus for initiating the fight and then resolve the second Brawl as a subsequent fight, same as if using the 2” move to enter contact.

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Ed Snowdon (order #6586153)

Five Men in Normandy

DESIGNER NOTES YOU MADE IT TO THE END: I have loved world war 2 as a war gaming period for almost as long as I have been gaming, but I always felt that there was something not quite covered. Skirmish games still tended towards strict military action and I often felt that they tried to lean too heavily into the simulation side of things.

With Five Men in Normandy, I've tried to capture the erratic nature of movement and combat. You can never quite predict what is going to happen and you have to plan ahead for any eventuality. Roll a Fire Fight but only one guy in sight of the enemy? Hopefully next time you push more aggressively.

What I wanted was something that would play and feel like a good war movie, while maintaining the focus on the fact that our little toy soldiers represent people with agency and motivation. I also wanted to stay focused on the skirmish aspect specifically rather than write yet another set of “from squad to platoon” rules. Hopefully it succeeded and hopefully you'll have good games playing these rules.

There's a lot of decisions to make even though they seem small at first glance. Learning how to use cover effectively is a big one and can take a few games to wrap your head around. Managing risk and knowing when exposing yourself to fire (and Shock dice) is worthwhile and when it is not is vital in keeping your squad alive. How to coordinate your men with limited activations is another important learning curve.

When a set of rules is discussed, the question always ends at realism. Is the game realistic? In most cases, what is meant by that question is “Does the game have some decent element of simulation?” or more simply put: “Does it feel right to me?”

Over the course of the campaigns, hopefully your little toy soldiers will take on some personality and if I've done my job right, when one of them finally bites the bullet, hopefully there'll be a tiny sting of regret. Anyone who's written a game will want to sell you on the game and get you to play it. If you've made it this far in the rules, you likely already know if this game will do it for you or not.

All I can say is:

It feels right to me. Cheers and thank you for purchasing. Ivan Sorensen [email protected] You are welcome to contact me with questions, comments, feedbacks and suggestions. If you've obtained these rules in a manner other than paying for a download, please consider sending me a few bucks through Paypal in return for the work I've done for you.

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Ed Snowdon (order #6586153)

Five Men in Normandy

Table of contents Action die Advance the calendar Assault rifle Assigning missions Background, character Bail Bolt action rifle Brawling Buildings Bunkers, firing at Campaign events Campaigns and encounters Capture, mission Civilians Conditions of battle table Contact, mission Cover Cowardice Cross, mission Dashing Defend, mission Defensive position Deliver, mission Destroy, mission Demolitions Displacement Encounter, mission Enemy faces Enemy troops Escort, mission Find, mission Fire fight Firing across obstacles Flame thrower Flinch Force generation Force table: Americans

5 62 13 43 41 10 12 11 21 8 60 38 48 34 54 51 8 57 50 6 52 34 49 47 18 7 46 33 34 50 47 5 8 14 10 23 26

Force table: British Force table: Finland Force table: Free French Force table: Free Polish Force table: German Force table: Italian Force table: Soviet Grenades Group morale Guard fire Heavy machine gun Hidden sniper Incoming fire In-game events table Injury table Kill dice Kill, mission Knock down Leaving the battle area Length of service Light machine guns Locations, standard Locations, urban Malfunctions Medium machine gun Mined areas Missions Motivation Movement Narrated missions Obstacles Out of action People Persuasion Pistol Player actions Post game consequences

24 30 28 28 25 29 27 15 58 11 14 34 19 55 56 9 48 9 19 42 13 44 45 15 13 18 46 42 6 63 7 9 40 16 12 62 56

Prisoners Questions and answers Reaction fire Replacements Restock equipment Retrieve, mission Retrieving weapons Rifle grenades Rough ground Scout, mission Scurry Searching Secure, mission Semi auto rifle Sentries Shock dice Skill gains Skills Snap fire Sniper rifle Solo gaming Solo game order dice Special characters Specialist gear Standard turn Stealth Sub machine gun Tasks Trench gun Turn sequence Unexpected encounters Unusual situations Vehicles Visibility Weapons Weapons fire

17 64 10 58 58 49 18 15 7 46 5 16 51 12 33 10 58 32 10 14 21 22 35 31 6 17 13 16 12 5 18 16 20 8 12 8

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Ed Snowdon (order #6586153)

FIVE FIVEMEN MENIN INNORMANDY NORMANDY QUICK QUICKREFERENCE REFERENCESHEET SHEET ACTION DIE ACTION DIE 1: Scurry! 1: Scurry! 2-5: Regular turn 2-5: Regular turn 6: Fire Fight! 6: Fire Fight!

Scurry: Scurry: Regular: Regular: Fire Fight: Fire Fight:

All figures may move without triggering reaction fire. All figures move triggering reaction fire. Enemies withmay LOS maywithout move afterwards. Enemies LOS may move afterwards. Activate twowith figures. Activate figures. Each figuretwo may move and may fire before or after moving. Each figure may and may Any figure with LOSmove to enemy mayfire fire.before or after moving. Any figure with LOS to enemy may Then all enemies with LOS may fire. fire. Then all enemies with LOS may fire.

KILL DIE KILL DIE 1: Knock down

Knock Down: Knock Down: Miss: Miss: Out of action: Out of action:

Figure is unable to act. Figure is unable to or act.when a friend moves into contact, roll again. When next activated Whenisnext or feet. when a friend moves into contact, roll again. Figure okayactivated and on its Figure is okay and on its feet. Figure becomes a casualty and is out of the remainder of the game. Figure becomes a casualty and is out of the remainder of the game.

SHOCK DIE SHOCK DIE 1: Flinch

Flinch: Flinch: No effect: No effect: Bail: Bail:

If in the open, move 1D6” to cover and hunker down next turn. If in the open, move 1D6” to cover andmust hunker next turn. If in cover, may not move next turn and fire down on closest target If in cover, may not move next turn and must fire on closest target Figure is okay and able to move and fight. Figure is okay and able to move and fight. Flee 12” then hunker down. then hunker down.moves into contact, roll again. OnFlee next12” activation or if friend On next activation or if friend moves into contact, roll again.

1: Knock down 2-5: Miss 2-5: Miss 6: Out of action 6: Out of action

1: Flinch 2-5: No effect 2-5: No effect 6: Bail 6: Bail

Weapon range and mobility: Weapon range LOS and mobility: Bolt action rifle Move and fire Bolt auto action rifle Semi rifle Semi auto rifle Sub machine gun Sub machine gun Trench gun Trench gun Assault rifle Assault rifle Pistol Pistol LMG (mag) LMG (mag) LMG (belt) LMG (belt) MMG MMG HMG HMG Sniper Sniper

Ed Snowdon (order #6586153)

LOS May Move fire move LOS fireand during LOS May fire during move 12” May fire after rush. Limited fire over 12” 12” Move May and fire after 12” fire rush. Limited fire over 12” 12” asMove and fire rifle or SMG as rifle or SMG 12” Move and fire 12” Limited Move and fire moving LOS fire when LOS Limited fire moving LOS No fire when when moving LOS No Nomovement fire when possible moving LOS LOS No movement possible LOS No movement possible LOS No movement possible LOS Fire as rifle if moving LOS Fire as rifle if moving

CAMPAIGN CAMPAIGNREFERENCE REFERENCESHEET SHEET Mission Missionroll: roll: 1-12 Encounter 1-12 Encounter 13-26 Scout 13-26 Scout 27-33 27-33 Fine Fine 34-41 Destroy 34-41 Destroy 42-47 42-47 Kill Kill 48-53 Capture 48-53 Capture 54-59 54-59 Retrieve Retrieve 60-63 Deliver 60-63 Deliver 64-70 64-70 Cross Cross 71-74 Escort 71-74 Escort 75-80 75-80 Secure Secure 81-84 Contact 81-84 Contact 85-90 85-90 Defend Defend 91-100 Repeat 91-100 Repeat

Mission Missiontype: type: 1-70 Military 1-70 Militarymission mission 71-85 Side mission 71-85 Side mission 86-95 86-95 Follow Followup upmission mission 96-100 Player mission 96-100 Player mission

Location Locationroll: roll:(rural (rural/ /urban) urban) 1-7 Section of trench 1-7 Section of trench/ / Fortifications Fortifications 8-17 Landmark / Rubble 8-17 Landmark / Rubblestreet street 18-24 Previous battle / Previous 18-24 Previous battle / Previousbattle battle 25-33 Cross road / Cross road 25-33 Cross road / Cross road 34-42 Farm / Park 34-42 Farm / Park 43-51 Ruins / Large 43-51 Ruins / Largeruin ruin 52-58 Urban / Intact building 52-58 Urban / Intact building 59-65 Orchard or field / Large 59-65 Orchard or field / Largefacility facility 66-73 Hill / Intact building 66-73 Hill / Intact building 74-78 Lake / Pond 74-78 Lake / Pond 79-82 Bridge / Bridge 79-82 Bridge / Bridge 83-87 Intact building / Intact 83-87 Intact building / Intactbuilding building 88-94 Disputed front / Disputed 88-94 Disputed front / Disputedfront front 95-100 Enemy line / Enemy line 95-100 Enemy line / Enemy line Ed Snowdon (order #6586153)

Injury Injurytable: table: 1-10 1-10 Mental Mentalscar scar - -Bad Badmorale morale 11-25 Knocked out 11-25 Knocked out 26-30 26-30 Dramatic Dramaticscar scar 31-50 Light wound 31-50 Light wound(2D6) (2D6) 51-60 Moderate wound 51-60 Moderate wound(3D6) (3D6) 61-70 Seriously wounded 61-70 Seriously wounded(5D6) (5D6) 71-80 Wounded and reassigned 71-80 Wounded and reassigned 81-90 81-90 Permanent Permanentinjury injury 91-100 Killed 91-100 Killed

Morale Moraleeffects: effects: Complete Completemission mission No casualties No casualties Captured Capturedenemy enemy

33PP 11PP 11PP

Mission Missionfailed failed Each casualty Each casualty

11NN 11NN

Campaign Campaignturn turncheck checklist: list:

Player Playeraction actiontable: table: 1:1: Delay Delay 2-5: Approved 2-5: Approved 6:6: Random Randomevent event

Before Beforegame: game: Determine Determinemission missiontype type Determine location Determine location Determine Determinemission mission Battle conditions Battle conditions After Aftergame: game: Injuries Injuries Cowardice Cowardice Replacements Replacements Restock Restockgear gear Gain skill Gain skill Morale Morale Campaign Campaignevents events(x2) (x2) Player actions Player actions Advance Advancecalendar calendar Narrated mission? Narrated mission?

Ed Snowdon (order #6586153)

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