Molotov Cocktails | |||||||
---|---|---|---|---|---|---|---|
Target | Hit Location | D6 Result | |||||
1 | 2 | 3 | 4 | 5 | 6 | ||
Armoured Vehicle | Hull Front | Fire Starts | No Effect | ||||
Turret | Fire Starts | No Effect | |||||
Engine Deck | Fire Starts | No Effect | |||||
Soft Vehicle | |||||||
Throw Molotov cocktails as if they were grenades. Specify
the desired vehicle target location (turret, engine deck, etc.), then roll on the
grenade scatter table to see if a hit is scored. Any deviation result is a miss,
and the deviation distance is measured from the relevant edge of the vehicle.
If a hit is scored, roll a D6 against the selected target area to determine if
a fire starts.
Burning AFV need to be rolled for at the end of every turn: 1, 2, 3 = AFV brews up Burning Soft Vehicles need to be rolled for at the end of every turn: 1, 2, 3 = Vehicle brews up |
Homemade or improvised booby traps are unreliable devices, and they can be very dangerous to the user. Roll a D6 when booby traps are manipulated:
Hellbores and Fougasses may only be set off remotely. Roll of 1, 2 = does not work. The blast area is 50" long by 5" wide, from its position. Targets may claim cover from the shrapnel content of the discharge, not from the fuel. Hits are considered napalm hits, also throw for shrapnel hits if a Hellbore.
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