CoC SCW Specific Rules
CoC SCW Specific Rules
After the first barrage, future availability is Off-table batteries follow all the normal rules of
determined as per barrage availability (10.3.3). Support Weapon Fire once activated (section 10).
MOLOTOV COCKTAIL ADVANCED ARMOUR RULE
Molotov Cocktails are the same as Petrol Bombs - It is recommended that the Advanced Armour Rule be
details of which are shown on Table Seven, Hand-Held used. When doing so, the following rules apply;
Anti-Tank Weapons. They may be used once by any
Squad when commanded by the Senior Leader on- Table Twelve/Thirteen replaces the existing
table who is commanding the platoon. A maximum of damage Tables Twelve and Thirteen in CoC (p56).
two such weapons may be selected per platoon. How Softskin vehicles still use Table Fourteen (p57).
the charge works is detailed in Section 9.3.4. Advanced Rule 17 Firing Procedure is standard
ie a firer secures hits on frontal armour on a roll of
RANDOM AIR SUPPORT 4, 5 or 6. On the side armour with rolls of 3 to 6
If an end of Turn occurs, at the beginning of the next and 2 to 6 on the rear armour.
phase the phasing player nominates a target point
Each vehicle is classified with an armour rating
and rolls a dice. On a score of 1 the airstrike hits the
and defensive aspect based on its Front, Flank or
wrong target and your opponent may redirect the
Rear when it receives hits eg a T-26B is rated
attack onto any of your units within 12 of the target
Armour 3 (F/F/F) which means it defends with 3
point and conduct the attack as if it was his own.
save dice and all unsaved hits against its front,
From the target point each target along any line of
flank or rear will strike as if against Frontal
12 x 4 beaten zone are strafed with 2D6 Regular-
Armour ie 4, 5, or 6.
Effective Range firepower attacks each. Roll on Table
5 to hit and Table 6 for effect. Allocation of Shock TABLE T WELVE/THIRTEEN (SCW)
and Loss effect is the same as all normal rules. Air
TANKS, ARMOURED CARS, TIZNAOS
attacks secure hits on a score of 3 to 6. EQUAL HITS AND SAVES
1-2 No effect
CAVALRY 3 Halt and engage firer in next Phase
For each dismounted cavalry squad in your force you 4 Must immediately drive flat-out towards cover
roll 1d6 before the Patrol Phase begins. On a score of 1 Shock. Reverse 1D6 immediately. Any infantry in
4,5,6 you gain one free Patrol Phase move with any of 5-6 the way are moved by the controlling player to avoid
being run down
your markers. This is in addition to any scenario
ONE NET HIT
specific rules regards bonus patrol moves, however, a
1 Shock. Driver panics and may not be activated in
force may never have more than six free patrol phase 1
the next Phase
moves. When deployed dismounted troops are placed 1 Shock. Gunner/Commander panics and may not be
2
on-table without their horses. Mounted cavalry apply activated in the next Phase
the following rules; 1 Shock. Commander panics and may not be
3
activated in the next Phase
a) Cavalry may choose to deploy on-table 1 Shock. Engine damage. Breakdown if Unreliable,
4
dismounted without their horses. otherwise now considered so.
b) Mounting or dismounting requires one complete 1 Shock. Weapon mechanism damage: -1 to hit when
5
firing
Normal Move action - no shooting allowed.
6 2 Shock. Reverse 2D6 immediately
c) Dismounting Squads must remove two Cazadores TWO NET HITS
as horse holders (n/a if deploying dismounted). 2 Shock. Driver killed. It takes two activations in
d) Cavalry move like infantry adding 2 per D6 used. subsequent Phases to allow another crew member to
1
They may not move tactically if mounted! take over unless a two-man vehicle, which is
immobilised, the crew member abandoning his vehicle.
e) When fired at Mounted they count as Green 2 Shock. 1D6 hits on crew and passengers as if in
(regardless of their actual quality). 2
open
f) Cavalry may not charge enemy if they would have 2 Shock. Commander wounded. Reduce Command
3
to move over an Obstacle, Heavy terrain or enemy level by 1. 1D6 hits on passengers as if in open
2 Shock. Immobilised for game. Passengers/Crew
that is entrenched, in buildings or an AFV.
4 disembark immediately in base to base contact with
g) Cavalry are considered Aggressive. In combat, the vehicle
they roll 2D6 per man, 4D6 if they move 8 or 2 Shock. 1D6 on crew, 2D6 on Passengers as if in
more in a straight line over open ground. Fight 5 open. Hull or Other Mounted MG out of action for
combat as per 13.1. game
3 Shock. Main Gun(s) out of action for rest of game.
Close Combat modifiers; halve the 6 Reverse 2D6 immediately. 1D6 hits on passengers as
SMG/LMG/MMG modifiers, but triple light/heavy if in open
cover modifiers. Determine Results as per 13.1.2. THREE NET HITS
h) If moving At The Double or after any Close 1-4 Knocked Out, 1D6 hits on passengers as if in the open
Explodes, crew dead. 1D6 hits on any infantry within
Combat, each cavalry Team takes 2 Shock. 5-6
4. 2D6 hits on any passengers as if in open
VEHICLE SPECIAL RULES - ALL: TIZNAOS VEHICLES ANNEX
EASILY CATCHES FIRE (NATIONALIST OR REPUBLICAN)
If hit on the vehicle front and you get a net 3 hits The following notes and specific rules comprise a
result you add +1 to the D6 roll to see if it explode. useful annex of the types of Tiznaos Vehicles
(armoured truck) available as described in F.C. Albert's
FIRING PORTS Carros de Combate y Vehiculos Blindados de la Guerra
Troops aboard a vehicle fire their weapons into a 90 1936-1939. Generally speaking, all Tiznaos vehicles
arc. They must be given their own order dice to fire have similar characteristics in armour and
(as a Team) as they do not belong to the crew. configuration.