Damage and Captures
Damage results in Ambush!: panic, wounds, incapacitation, kills, penetration, prisoners and captured equipment.
A successful attack on a soldier panics, wounds, incapacitates or kills him; an attack on a wall or vehicle may penetrate it and hurt whoever is behind (rulebook p. 26). Soldiers recover between missions in a campaign.
Panic
A Panic result during a Round works like panic from the initiative roll (p. 26): the soldier loses his remaining turns (marker to the Panic space), does nothing, not even a free stance change, and falls prone at the end of the Round. A panicked commander has no Command Radius and a panicked defender cannot use his against an assault. In Operations a Panic result has no effect.
Wounded
Place a Wounded marker; it stays for the mission (p. 26). The soldier falls prone at once and loses his remaining turns (marker to Complete). From then on:
| Effect | Rule |
|---|---|
| Turns | At most one per Round; a 2-Turn result becomes 1-Turn. |
| Movement | reduced to 2 for the rest of the mission; no free stance change, each change costs a Movement Point. |
| Carrying | Port Boxes reduced to one; drop the excess immediately. |
| Combat | −1 to fire, −2 to throw, −2 when assaulting; cannot use his WS when assaulted. |
| Command | Cannot be given a turn or made aware by a commander. |
| Again | A second wound or an incapacitation result incapacitates him. |
Incapacitated
The soldier falls prone, gets an Incapacitated marker and his AR marker goes to Inactive; he can do nothing for the rest of the mission (p. 26). He cannot be attacked on purpose, and is not a target in a hex that is fired into, though a scattered grenade can still hit him. A standing active soldier may drag him one hex or load him into a vehicle; each such action kills him on a die roll of 0, but riding in a vehicle is safe. A further wound or incapacitation kills him.
Killed
Move the AR marker to Inactive and place a Killed marker. A body can be moved like an incapacitated soldier (p. 26).
Penetration
Only fire at walls and vehicles uses the Penetration results (p. 26–27). Bazookas and tank guns fire explosive shells; everything else is non-explosive.
| Level | Explosive | Non-explosive |
|---|---|---|
| Light | Surface destroyed | Passes through a wooden wall or an unarmoured vehicle surface |
| Medium | Surface destroyed | Passes through any wall or vehicle surface except heavy armour |
| Heavy | Destroys any surface | Destroys any surface |
A wall may be the target of fire at +4 to the base chance. When a wall is penetrated but not destroyed, a soldier behind it is hit on a roll of 0 if prone, 0–1 if crouching, 0–2 if standing, most exposed first; aimed automatic fire rolls for every soldier. A destroyed wall hits everyone in the hex as if by a semi-automatic rifle and becomes a clear hexside; a building hex with two destroyed walls collapses into rubble and kills everyone inside (p. 27).
Aimed automatic fire
When aimed fire from an automatic weapon hits its primary target in a multiple-target hex, roll damage, then keep rolling for the next most exposed soldier while each roll is lower than the one before; stop at the first roll that is equal or higher (p. 27).
Captured Germans
A capture result from an assault puts the German prone under a Captured marker with his AR marker in Inactive; his equipment may be taken (p. 25). If every German on the map is inactive, Operations resume.
- A US soldier in the hex may move him; both have 2. The guard acts normally except that he cannot fire a crew weapon; changing guard is free on the guard’s turn. Automatic fire or a grenade into the hex hurts prisoner and guard alike.
- Left in a hex with no active US soldier, the prisoner is free at once: Rounds commence, every US soldier is aware of him, and for the rest of the mission he acts on his card’s Self-Preservation column; out of sight at the start of a turn, he is removed from the map.
- Prisoners may never be harmed, shot or marched into mines, but may be left behind on purpose.
Captured equipment
Taken from incapacitated, killed or captured Germans with a Pick Up action (p. 27):
| Item | Use |
|---|---|
| Personal and crew weapons | One clip or round when captured (none if the German had run dry); the user’s counts as 1 lower; US ammunition rules apply from then on. |
| Grenades | As US grenades, no penalty. |
| Radios | Unusable. |
| Vehicles | Any but tanks; the driver’s counts as 1 lower, so a DS 0 soldier cannot drive one. |