
In my first post, I described movement and briefly addressed activation. The activation system is very similar to the Look, Sarge, No Charts family of rules; however, there are more cards in the activation deck.
Units activate and fire by half squad. After all shots are declared, the firing player begins flipping cards. The series of symbols at the top of the card are used to determine whether the shot hits. Start in “column” zero and shift right as indicated in the green, rounded rectangle. If the result is a green check, flip the next card to determine which figure was hit and where the figure was hit. Once the hit is resolved, flip the next card for the next shot. Keep going until all shots are resolved.
When a hit is scored and you flip the next card to determine where the figure was hit, the figure may be protected by cover. The type of cover determines which body parts are protected as indicated below.
If the body part is protected, compare the penetration of the firing weapon with the protection level of the cover. For instance, most rifles and light machine guns have a penetration of two. Trees, for instance, have a protection of one. If the protection is greater than penetration, the shot is blocked, and the target soldier gets a “duck back” or “stun” result instead. If the penetration is greater than the protection, the wound type goes down a level: incapacitate is reduced to wound, and wound is reduced to wound(-). Wound(-) means that if the wound hits an area previously wounded, the wound has no effect.
A wound reduces a figures endurance by one. Incapacitate reduces endurance by three. When endurance is reduced to zero, the figure is out of the game.
Note that some weapons get to fire more than once per activation, as indicated in the “dice” column.