Ludexv2026.11.11-ba1dcbe2Ambush!Official rulebook ↗

Visitors

Loading…

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:

EffectRule
TurnsAt 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.
CarryingPort Boxes reduced to one; drop the excess immediately.
Combat−1 to fire, −2 to throw, −2 when assaulting; cannot use his WS when assaulted.
CommandCannot be given a turn or made aware by a commander.
AgainA 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.

LevelExplosiveNon-explosive
LightSurface destroyedPasses through a wooden wall or an unarmoured vehicle surface
MediumSurface destroyedPasses through any wall or vehicle surface except heavy armour
HeavyDestroys any surfaceDestroys 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.

Captured equipment

Taken from incapacitated, killed or captured Germans with a Pick Up action (p. 27):

ItemUse
Personal and crew weaponsOne 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.
GrenadesAs US grenades, no penalty.
RadiosUnusable.
VehiclesAny but tanks; the driver’s counts as 1 lower, so a DS 0 soldier cannot drive one.
Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close