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These rules were originally on the Icon Miniatures page. After a recent chat with Nick Eyre, he has permitted me to place these rules here. They were apparently something that he came up with on his own time, and he is planning to resurrect and improve them at some time in the near future.

The original rules are in black, and the optional rules suggested on the Landser Yahoo group are in red.

To play you will need:-

     At least 10 figures a side to represent the opposing squads
     1 x D6 and 1 x D10
     A circular template 4" in diameter (called a large template in the rules)
     A ruler marked in inches

The game is divided up into turns, and players take alternate turns during which they carry out all the actions that they want their troops to perform for that turn. To see who has the first turn, roll a six-sided dice (D6); the player with the highest score gets the first turn. The player who goes first gives every figure under his command an action. Once every figure has been given an action and completed it (a figure doesn’t have to do anything, but the player must declare this) then the turn goes to the other player. Once every figure in that command has performed an action then the turn goes back to the first player.
Once both players have finished their turns, roll for initiative again. This means that one player may act twice in a row- reflecting the ebb-and-flow of a real battle...


Each soldier can perform a variety of different actions, which are listed in his profile. Actions include: Move, Move Fast, Move and Fire, Sneak, Fire, Hide, Assault, Covering Fire, Weapon Work and Rally.


This is the most basic action, and allows the miniature to be moved 4" (optional 1d3+2") in the turn. Movement Distances at a Glance:

Movement 4" 1d3+2"
Move Fast 7" 1d6+4"
Move and Fire 4" 1d3+2"
Sneak 2" 1d3"

Move Fast

A soldier moving fast covers 7" (optional 1d6+4") in his turn. He may not end this turn in full cover. In addition, he cannot spot a target while moving fast, and will only be able to locate a target at the beginning of his next turn. A soldier cannot move fast in three consecutive turns.

Move and Fire

If a soldier chooses to move and fire he may choose to fire in any point in his movement. The move and fire action allows a soldier to move 4" (optional 1d3+2") in his turn.


Soldiers who elect to sneak are harder to spot but don’t move as fast. This action allows the soldier to move 2" (optional 1d3") in a turn.

Terrain and Barriers

Sometimes soldiers will enter patches of tricky ground or come across obstacles. These both impede movement. Any piece of difficult ground on the tabletop must be declared as such before the game begins. To cross difficult ground, every inch the soldier moves takes two inches off his movement. For example, if a soldier was making a move action through a swamp, he would only move 2". Soldiers sneaking only lose a quarter of their movement. Piles of rubble, dense undergrowth, marsh or swamp, streams, fordable rivers and rocky ground all count as difficult ground.
Obstacles such as walls and fences may be climbed and leapt over. These cost a soldier double per inch width or the obstacle. A soldier may not cross barriers during a move fast action.


This action allows a soldier to fire at an enemy target.


For a soldier to fire he must choose the fire or move and fire action. He must be able to see the target soldier and know that the target is there. If there is some terrain between the target and firer that partially obscures the target then the target counts as being in half cover. If a figure is in or next to terrain, then he may declare that he is ‘in cover’ and so may claim full cover. To claim full cover there must be some terrain between the target and firer, e.g. if a figure is in cover behind a wall, it cannot claim cover if someone moves behind it. If a figure goes into cover in open ground, i.e. throws themselves down, then they count as being in half cover. A figure cannot be in cover at point blank range.


There are five different ranges:

Point Blank (PB) 0-2"
Short (S) >2-5"
Medium (M) >5-15"
Long (L) >15-30"
Extreme (E) >30-60"

The distances in inches are given on the soldier’s profile (> is greater than).

Line of Sight

As long as the target is partially visible to the firing soldier, the shot can be made. If a target is hiding (see the hide action) in terrain they cannot be fired at except at point blank range. If hiding in open ground the target is counted as being in partial cover.

Determining Hits

Roll to hit. You need to roll equal to or greater than the score given below on a D6 to hit. Modify the dice score by the following:

-3 Firing from vehicle
-1 Firing and moving
-1 Target and move fast option
-1 Target in half cover
-2 Target in full cover
+1 Firing at the same target as last turn and neither firer or target moved this turn

There are times when the modifiers make the shot impossible (requiring more than a 6 on the die). If this situation arises, then apply the following rule. The firing model can try to score a hit by rolling a six. If a six is rolled then a hit is scored, but the die roll to determine the effect of the hit is modified according to the negative modifier that made the roll to hit impossible. For example, if a character needs a six to hit, but is subject to a -3 modifier for firing from a moving vehicle, then if he rolled a six (and scored a hit), he would apply a -3 to the effects table die roll. This means that although the figure is difficult to hit, the shot may cause it to go for cover. As an optional rule, if a shot has no chance of hitting, the firing player may declare a ‘Dog’s chance’ and roll 2 dice. If he rolls a score of eleven, he hits the target, if he rolls a score of two, the gun blows up and must be discarded.

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
Rifle 3 2 4 4 5
Carbine 3 4 5 5 6
SMG 1 1 4 6 -
Pistol 3 5 6 - -
LMG 3 2 2 2 4
GPMG 3 2 1 1 2

Carbines may fire twice at the same target per turn.

Jammed Weapons

If a roll of one is scored, the soldier rolls again:

Rifle Roll of 6 the gun jams
SMG Roll of 4-6 gun jams (only jams on a 6 for Soviet SMG)
LMG Roll of 6 the gun jams, 5-6 on fully automatic
GPMG Roll of 6 the gun jams, for the turn of the jam 50% of figures in the template are still hit. If the GPMG only has one crew, the gun jams automatically

To clear a weapon, the soldier must spend a turn doing no other action apart from Weapon Work.

Machine Guns & Automatic Fire

An SMG (Submachine Gun), and LMG (Light Machine Gun) or a GPMG (General Purpose Machine Gun) on fully automatic can hit more than one target. To allow for this, if a hit is scored against a target soldier, place a large template over the target. All figures within the template must roll for effects. The SMG and LMG must reload in their next turn, i.e. not fire, but the GPMG (General Purpose Machine Gun) may keep the template on the same position, or fire again at any target within a 45 degree arc. The template remains in place until the firer needs to reload/change barrel, stops firing by choice or is forced into hide mode, and any soldier entering the template or crossing a line drawn directly between the firer and the template must roll on the fire effects table. A soldier that was caught in the template during the firer’s turn may leave in their own turn before any fire effects are rolled, but if for some reason they cannot leave then at the end of their turn they must roll for effect. If a soldier is hiding behind a hard object that lies between him and the firer then they cannot be hit. Firers may not move and fire using the fully automatic rules.

Automatic Fire

Instead of using a template for automatic fire, each automatic weapon has a burst rating. The burst rating indicates how many dice are rolled to hit targets with automatic fire, with one die removed for each additional target and for each inch between targets after the first.
A player assigns the remaining dice to each target he is firing at, rolling to hit each target separately. Burst dice are determined as follows:

  Light Medium Heavy
SMG 3d6 6d6 9d6
LMG 4d6 8d6 12d6
GPMG 5d6 10d6 15d6
HMG 6d6 12d6 18d6

Example: I have a figure with a LMG. I want to fire at three targets using a heavy burst. As there are three targets, I deduct 2d from the burst total. The third target is 2 inches from the second target, so I deduct a further die from the burst total, giving me a total of 9d6 to roll. I decide to roll 3d6 per target.
Roll for jams as they happen.


If hit the firing player rolls again. Note that you get a bonus of +1 if at short range, +2 if at point blank range.

1-4 Target goes into Hide mode
5 Light Wound
6 Serious Wound

If the target soldier has a light wound roll again. Add 1 to the dice roll if the soldier has already received a light wound this turn. Add +1 to the dice roll at short range or less.
If the soldier receives a serious wound this turn roll again. Add +1 to the dice roll for each serious wound suffered this game. Add +1 to the dice roll if at short range or less.

Light Wounds

1 Made you angry; you must return fire in your next turn, but otherwise you may continue as normal
2 Not serious; spend a turn in hide mode making sure you’re okay and then continue as normal
3-4 Hit and disorientated; may only move at half speed and may not fire or assault for your next turn only. After that, you continue as normal
5 You have been hit; spend a turn in hide then move to the nearest full cover and remain there until a commander or medic moves in base to base contact. Then you may continue as normal
6 You are hurt; move in sneak mode back to your base line, hide if fired upon. Once back to base line may fire from there. May return to normal if commander or medic moves into base to base contact
7 Serious wound (see below)

Serious Wounds

1-2 Go into hide for one turn, find that the wound is an (a) wound and has affected your moving, lose 1" from your movement and can no longer make move fast or move and fire actions. Subsequent wounds are cumulative
3-4 Go into hide for one turn, find that the wound is a (b) wound and has affected your ability to use your weapons. All firing rolls receive a -1. Subsequent wounds are cumulative
5 You are out of action. You go into hide. If a medic moves into base to base with you then the turn following roll a D6:
1-3 you have an (a) wound
4-5 you have a (b) wound
6 you are out of action. Remove the soldier from the battlefield

Any soldier who receives a serious wound can not use Assault mode, and any assaults will be at -1.
Alternative Wounding Rules
If you want a quicker combat result and less record keeping, you can use this alternative wounding system. Substitute the firing effects table for the following:

1-3 Target goes into Hide mode
4-5 Light wound
6 Serious wound

Light Wound : if you receive a light wound, you go into hide mode for one turn. You recover after one turn, but may no longer move fast and receive a -1 penalty to firing.
Serious Wound : You go into hide mode; you may not move forward or move fast, you can not assault and you receive a -2 penalty to firing. If you roll a 5 or 6 on a D6 when you receive a serious wound, you are out of action immediately.
If you receive a second light wound, it counts as a serious wound. Your second serious wound puts you out of action. If you receive a light wound and then a serious wound, you suffer the penalties of the serious wound but a second light wound will put you out of action.
A medic can remove one light wound per turn providing that he is in base contact with you and is interrupted for the entire turn (i.e. not wounded or assaulted, etc.).


A soldier is counted as wounded until he returns to normal as per the injury table above.

Wounds (Campaign Games)

Instead of removing a figure that is classed as out of action put a casualty figure in its place. This figure may not make any actions. (This enables the use of the wounded figures that are produced).
Each turn, roll 1d6 for each out of action figure - if a 1 is rolled then the figure has died. If a medic treats an out of action figure, then no die roll is needed to see if the wounded figure dies each turn. Instead, roll to see if the figure dies every second turn if treated for one turn by a medic, every third turn if treated for two turns by a medic and so on.
If an enemy figure gets into point blank range of the out of action figure, then the enemy figure may automatically kill the wounded figure or leave it until the end of the battle to determine its fate. The wounded figure can be carried off by the enemy figure (as a prisoner).
If a friendly figure reaches the out of action figure, it may be carried off the table in order for it to receive medical attention. Roll 1d6 for each turn the figure is carried - on a roll of 1 the figure has died, even if a medic has treated the wounded figure (moving the wounded negates any treatment). Wounded patients carried on stretchers retain all the treatment benefits a medic has given.
The side that controls the table top at the end of the game - i.e. wins- gets to choose the fate of all Out of Action figures on the table. All Out of Action figures must be carried off the table if they are to survive. Enemy figures that survive and are taken prisoner end up in a POW camp (which could make a good scenario for future games).


This is an action a soldier may take or be forced into by combat. A soldier who performs an hide action drops to the ground, does not move or fire and tries to disappear into any hole he can find. If in open ground the soldier counts as being in half cover; if in any kind of terrain then he is out of sight. They become visible again if the enemy moves into Point Blank range (though certain circumstances negate this, for example, a soldier still remains out of sight if he is the other side of a 6’ wall). In his own turn, the hiding soldier may not fire, or prepare to give covering fire. If it received one hide result from firing then it may sneak towards the nearest terrain; if hit twice or more in the same turn with one of them being a hide result then the soldier must remain in place.
To come out of hiding, a soldier is considered to have performed a move action, though he may not physically move anywhere. He may not move and fire because he is not aware of any target at the beginning of the turn.
If a figure is forced into hide mode due to combat, then that figure doesn’t automatically come out of hiding by making a move action.
There are only two ways a hiding figure forced to hide can become active again: to be rallied by an Officer or NCO, or by making a roll as per the rules on Break-off Points.
Any figure caught in the burst radius of explosive weapons (grenades, mortars and artillery) automatically go into hide mode as they try to escape the flying shrapnel.


Some more aggressive soldiers are willing to get into face to face, hand to hand combat. If a soldier has assault action, he may attack his enemy with rifle butt, pistol, knife and anything else he can lay his hands on.
A soldier wishing to assault an opponent may only move into contact with the nearest opponent.
A soldier who can perform an assault action may move fast to contact his opponent. If a soldier does not have the assault option, they may only move into base contact and attack opponents at point blank range. Each soldier then rolls a dice and modifies it by the following:-

+/- Assault Factors
+4 Pistol-armed
+1 Assault weapon (bayonet on rifle, clubs, axes, swords, etc.)
-1 Each opponent this turn after the first
-2 Soldier has no weapon
-1 Soldier on difficult ground (see definition below)

If a soldier armed with a pistol rolls a 1, the pistol has jammed, and the soldier is thereafter treated as having no weapon (-2 on the die roll). The penalty for fighting on difficult ground applies when the soldier is crossing a barrier when in base contact (this would happen if the opponent was defending a wall, for example), when his opponent is defending higher ground (on a flight of stairs, for example) and when he’s on rough terrain (like rubble).
The highest roll wins, putting his opponent out of action. If the roll is a draw, both figures remain where they are and combat continues in the next turn unless the opponent wishes to break off the engagement in his turn by using a move fast action to get out of there.
If an enemy isn’t taken out by a soldier in assault then another soldier may assault the same enemy. If this happens, the enemy receives a -1 on his dice roll. The -1 accumulates in the turn if more soldiers attack the same enemy.

Covering Fire

This action allows a soldier to fire in the opposition’s turn. The firer may not do anything in his own turn, but anything that crosses into a 45 degree arc to the front of the soldier in the subsequent enemy turn may be fired on before the enemy can fire back.

Suppressive Fire

This is basically a version of the Covering Fire rule, only it is used by the side with the initiative. It is used to give covering fire for a moving figure by forcing the enemy to keep its head down.
Each figure with the suppressive fire action fires towards a designated area (such as towards an MG in a bunker). Any enemy figures firing from that area suffer a -1 penalty to hit at any figure they fire at for each figure using suppressive fire towards that area.
Example: The sergeant figure needs to cross a bit of open ground covered by an MG. I use three figures to provide suppressive fire, aiming at the area the MG is in. Should the enemy MG fire at the sergeant it will suffer a -3 penalty to hit due to the rounds being fired at it.

Weapon Work

If a soldier has to clear a jammed weapon or reload, then the figure is declared to be doing ‘weapon work’ this turn.


This additional rule allows for Officers and Non-Commissioned Officers to rally troops that have broken due to the use of the optional break-off rule in the original rules. By using this rule the game doesn't end when the break-off point is failed.
The Officer or NCO may attempt to rally broken troops within 15 inches. Roll 1d10 and if the result is equal to or less than the number of figures In Action, then the squad rallies and may continue to fight. Officers and NCOs that have been forced to hide or are seriously wounded may not attempt to rally.
Officers and NCOs may rally a soldier who is in Hide Mode. To do this the Officer or NCO must be within 10" of the hiding figure and take a Rally action. Roll 1d6 for the Officer or NCO taking the action. If a 1 is rolled, then the rally attempt has failed.


In war, soldiers do not want to die nor kill the enemy face to face. Whether a soldier surrenders, and whether the surrender is accepted is down to many factors. The willingness of soldiers to surrender must be part of a given scenario, but in simple battles the following rules can apply.
If a soldier has no uninjured comrades within 10 inches and an enemy gets to point blank range he will surrender. The captor will escort the prisoner back to the base line, or hand the prisoner over someone else. Prisoners move in the guards turn, at their move rate. One guard may have 5 prisoners in their care. If a guard is fired on his prisoners are removed from the board immediately. The guard may be assaulted, and prisoners may join in after the first assault.


A GPMG cannot move and fire. It must spend a turn setting up before firing, counting as weapon work. If firing without a turn spent on weapon work then there is a -2 to the hit roll, and can only fire for one turn. It is then out of ammo, and a turn must be spent on weapon work to reload. If a GPMG is fired for 4 consecutive turns on fully auto, then the following turn must be spent on weapon work to replace the barrel.


Both the LMG and GPMG work in teams with loaders. They make sure the ammunition is available to keep the rate of fire high. For GPMG’s they lower the chance of jamming. In addition, a GPMG cannot fire continuously without one. The loader also carries ammunition. A gunner can only carry enough ammo for two fully automatic bursts, but if a loader is present the bursts are unlimited. A loader must remain within 2" of the machine-gun when moving, and in base-to-base contact when stationary.


HMGs are a platoon’s support weapon. Designed to produce sustained and accurate fire to suppress areas rather than individuals they need to be set up on tripods or other carriages for firing and have observers to direct their fire.

  PB S M L E X
  (0-2) (>2-5) (>5-15) (>15-30) (>30-60) (>60-120)
HMG 3 3 3 3 4 5

The HMG always fires a template. Centre the template on a point rather than a miniature and roll to hit. If the die roll scores a miss, then use a clock face to determine in which direction the firing has deviated. Roll 1D6; if odd, use the numbers 1-6 on the clock-face, if even, use the numbers 7 to 12. Roll D6 again; this gives you the final direction of the deviation.
Then roll 1D6 and halve the result. This is the distance in inches in which the fire deviates.
Roll effects for all models caught inside the template. If the targets are in partial cover a roll of 1 has no effect. If in hard cover, a rolls of 1 or 2 are ineffective. Targets that are hit must add +1 to when rolling on the wound table because of the power of the bullets.
The template remains where it is for the following turn, but the firing player may move the template 6" in any direction in his next firing turn without having to roll again (of course, you can’t move it beyond the 120" maximum range).

Grenades and Molotovs

Troops can be issued with hand grenades- small anti-personnel explosive devices designed to be thrown amongst groups of enemy soldiers- or Molotov cocktails.
They can be thrown up to 8 inches.
When throwing grenades, the soldier does not have to see the target; instead he elects a point at which he wishes the grenade to land. A roll of 4+ on a D6 means that he has successfully placed the grenade where he wants it; place the centre of the large template over the point he hit. Any soldier within the template must now roll for effect. The effectiveness of a grenade is 3.
If the thrower rolls 3 or more on a dice then the effected soldier must roll to see whether he is wounded or suppressed into hide mode. Use the same tables as for firing effects with the point blank range additions. If the soldier is in cover, that is terrain between himself and the centre of the blast, then there is a minus to the effectiveness of the grenade.

Hard Cover -2
Soft Cover or target Prone -1
Grenade landed on soft ground -1

If the grenade thrower missed his initial to hit roll, then roll a d6 again. Counting 6 as 12 o’clock, then the score of the dice roll is the direction the grenade has gone. Roll a d3 to determine the distance, in inches, the grenade has gone.

Molotov Cocktail
A Molotov cocktail can be thrown up to 8 inches. The soldier must see the tank in order to throw the Molotov cocktail. On a roll of 4+ the soldier has successfully placed the Molotov cocktail on top of the tank, otherwise the cocktail falls harmlessly beside the target.

Grenade Launcher

A soldier may be armed with a grenade launcher on the end of his rifle. The procedure remains the same, except the distance the grenade may be fired. The firing soldier must also have a direct line of sight to the target; the grenade can not be lobbed over buildings, etc.

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")


- - 5 6 -

Anti-Tank Small-Arms

All man-portable anti-tank weapons are listed here- weapons like bazookas, PIATs, Panzerschrecks and Panzerfausts are included in this category.

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")

Bazooka / Panzerschreck

- 3 4 5 -
Panzerfaust - 3 5 - -
Sticky Bomb 5 - - - -

Bazookas, Panzerschrecks, and Panzerfausts are move or shoot weapons.
Bazookas and Panzerschrecks are two man teams, a firer and a loader. If the loader is killed the weapon may be fired every other turn. If the firer is killed, the loader may pick up the weapon and can fire every other turn.
Panzerfausts where disposable weapons and, once used, cannot be used again.
Sticky Bombs require the soldier to be within 2 inches of the tracks of a vehicle. On a roll of a 1 the Sticky Bomb explodes prematurely. Sticky bombs are only allowed for US soldiers.


The battlefield is a confusing and dangerous place, where the natural instinct is to keep one’s head down. A soldier must be aware of an enemy before he can take a shot at them.
Automatic awareness
A target has fired, anywhere on the tabletop.
Any soldier within point blank range.
Any soldier moving in the open other than sneak on the table top. It is harder to spot soldiers in sneak mode; see the table below for details.
In night-time games automatic awareness is not gained for figures moving in the open beyond medium range.
Rolling for awareness
If terrain blocks the sight of a soldier, they cannot be seen.
If a figure is moving fast, then they are not aware of any opponent outside of point blank range.
If a figure is moving and firing, the firer must be aware of the target before moving.
In bad weather, apply -1 to die roll.
In night-time games, apply - 1 to the die roll.

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")

Sneak Action in Open

a 3 4 5 6
Sneak Action in Cover a 5 6 6 6
Soldier in Cover a a 4 6 6


A squad fields 10 men. They can be a mix of rifles and sub-machine guns, with two troopers working as the LMG/GPMG team. One figure is the unit leader. See "A Typical Squad" for the troop types within a squad.


Rather than fight to the last man, we play to a break-off point. When a squad has 2 of its members Out of Action, then roll on a D10 at the beginning of its own turn. If the score is more than the number of squad members not Out of Action then that players loses the game immediately.
Optional Break-off Rules
Some squads can have a higher break-off point than others to represent their greater combat experience and morale. These squads are defined as stubborn, elite or fanatic troops, and each has a different break-off point. Stubborn squads have a break-off point of 3 casualties, elite squads a break-off point of 4 casualties, and fanatics a break-off point of 5 casualties.
Stubborn squads are all Soviets, U.S. Rangers and Canadian troops.
Elite squads are SS troops, Allied Guard Formation, and Airborne troops.
Fanatic squads consist of desperate troops like Japanese island defenders.

A Typical Squad

1* Squad Leader
The squad leader will normally be a Sergeant.
Actions Available:
Movement// Move Fast// Move and Fire// Sneak// Assault// Fire// Hide// Cover Fire// Weapon Work// Rally

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
SMG 1 1 4 6 -

1* Second in Command
The second in command is a corporal, lance-corporal or senior soldier. He takes over the squad if the squad leader is out of action.
Actions Available:
Movement// Move Fast// Move and Fire// Sneak// Assault// Fire// Hide// Cover Fire// Weapon Work// Rally

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
Rifle 3 2 4 4 5

1* Machinegunner
Actions Available:
Movement// Move Fast// Sneak// Assault// Fire// Hide// Cover Fire// Weapon Work

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
Pistol 3 5 6 - -
GPMG 3 2 1 1 2

The gunner is also armed with a pistol. When armed with the pistol, he may Move and Fire.

1* Loader
The loader is the assistant to the machinegunner. He carries the ammunition for the gun and helps in setting the weapon up. He may also take over the machinegun if the machinegunner is incapacitated. He is armed with a rifle, and may join in a firefight if the machinegun is not firing fully automatic, otherwise he must assist in supplying ammunition.
Actions Available:
Movement// Move Fast// Sneak// Assault// Fire// Hide// Cover Fire// Weapon Work

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
Rifle 3 2 4 4 5

6* Riflemen
Actions Available:
Movement// Move Fast// Move and Fire// Sneak// Assault// Fire// Hide// Cover Fire// Weapon Work
Weapon PB(0-2) S(2-5) M(5-15) L(15-30) E(30-60)

  PB S M L E
  (0-2") (>2-5") (>5-15") (>15-30") (>30-60")
Rifle 3 2 4 4 5

For expanded army lists and profiles, look here.


Snipers are specialist troops tasked with shooting the enemy at long range.

  PB S M L E X
  (0-2) (>2-5) (>5-15) (>15-30) (>30-60) (>60-120)
Sniper Rifle 4 4 2 3 4 5

A sniper always hides at the end of any movement made - this is automatic and doesn't need to be taken as an action to perform.
A figure hit by sniper fire rolls on the following chart to determine the effects of a hit:

1 The target goes into hide mode
2 The target suffers a light wound
3 The target suffers a serious wound
4+ The target is Out of Action

Add +1 per extra turn spent by the sniper aiming at the same target before firing.

A sniper may accompanied by a spotter who is another sniper. If the spotter performs no other action during a turn, then a +2 to the observation die roll is applied. The spotter is classed as a sniper for hiding purposes. A sniper automatically observes an enemy figure the spotter observes.

Tank and Vehicle Crews

Each tank lists a number of crew under its profile.

Wounded Crews
These crewmen are treated just like regular soldiers. If half the tank's crew is out of action or hiding then the tank can only move or shoot during its turn. If all of the crew are out of action or hiding then the tank cannot do anything for that turn. Tank crews use the same wounding chart as soldier with one exception, being in an armoured vehicle they ignore a roll of 1.

Escaping Crews
Occasionally a lucky crew would escape the destruction of their tank. If the tank is taken out of action and the result does not expressly state that the crew is killed, then you may roll for each crewmember. On a 4+, that crewman escapes the destruction of their vehicle. Crewmen with light wounds receive a -1 penalty; crewmen with a serious wound receive a -2. Crewmen that escape the tank are then treated like normal soldiers and are armed with rifles only.

Tanks and Vehicles


Each tank or vehicle can perform a variety of different actions, which are listed in its profile. Actions include: Move, Move Fast, Move and Fire, Fire, Covering Fire and Weapon Work. Any descriptions below supersede the standard descriptions in the rules for troops.


This is the most basic action, and allows the tank or vehicle to be moved. Movement Distances at a Glance:

  Fast Tank Medium Tank Slow Tank
Movement 12" / 1d6+6" 9" / 1d6+3" 6" / 1d3"+3"
Move fast 24" / 2d6+3" 18" / 2d6" 12" / 1d6"
Move and fire 12" / 1d6+6" 9" / 1d6+3" 6" / 1d3"+3"

Terrain and Barriers

Sometimes vehicles will enter patches of tricky ground or come across obstacles. These both impede movement. Any piece of difficult ground on the tabletop must be declared as such before the game begins. To cross difficult ground, every inch the vehicle moves couns as two inches of his movement. For example, if a vehicle was making a move action through a swamp, it would only move half the allowed distance. Tanks can move at full speed through light terrain such as small rubble piles, sand bags, small craters, and low walls. Tanks can move at half speed through difficult terrain. Any tank that ends it’s move in difficult terrain must make a drive test. A light or medium tank is immobilized on a 1 or a 2, while a heavy tank is immobilized on a 1.


There are six different ranges:

(0-2) (>2-5) (>5-15) (>15-30) (>30-60) (>60-120)

The distances in inches are given on the vehicle’s profile (> is greater than).

Tank Weapons

These are the heavy weapons fitted to various vehicles, both armoured and soft-skinned.

  PB S M L E X Bonus Nationality
  (0-2) (>2-5) (>5-15) (>15-30) (>30-60) (>60-120)    
M6 37mm - 4 3 4 5 - +3 USA
M1 75mm - 4 2 3 4 5 +6 USA
M3 or M6 76mm - 4 2 3 4 5 +6 USA
M1 90mm - 4 2 3 4 5 +7 USA
2cm - 5 3 4 5 - +2 Germany
7.5cm KwK 39/ KwK 42 - 4 2 3 4 5 +3 Germany
8.8cm KwK 40/ KwK 43 - 4 3 2 3 4 +6 Germany

Tank Armour

Tanks are separated into three categories: Light, Medium and Heavy.

Light Tanks and APCs
PzKpfw I
PzKpfw II

Medium Tanks
PzKpfw III

PzKpfw IV

Heavy Tanks
PzKpfw V Panther
PzKpfw VI Tiger
Pershing Iosef Stalin II

The armour works as follows:

Light Tank Armour
Front: -1 // Sides: -1 // Rear: -1

Medium Tank Armour
Front: -3 // Sides: -2 // Rear: -1

Heavy Tank Armour
Front -4 // Sides: -2 // Rear: -1

Top Armour
Top armor is always a -1, unless the vehicle is open topped.

Damaging a Vehicle

When a tank is hit, subtract the armour and add any damages bonuses (see below) to a D6 roll, the consult the following chart for the result:

1-3 No Effect- the shot does not penetrate the armour
4-5 Glancing Hit- the shot his a vulnerable spot on the tank, such as the tracks
6 Penetrating Hit- the shot penetrates the tank's armour

Bazookas, Panzerschrecks and Panzerfausts
Bazookas and Panzerschrecks add a +2 to their damage roll.
Panzerfausts add a +3 to their damage roll within short range and +2 within medium range.
Elevation adds +1 to the damage roll.

Sticky Bombs
On a 3 or better, a sticky bomb damages the tanks tracks and the tank is immobilized.

Molotov Cocktails
On a 5+ the fiery concoction has found it was through a vision slit into the interior of the tank and the tank takes a Glancing Hit. If the tank is open toped (i.e. a Half Tack) then the cocktail damages the tank on a 3+ on a D6.

Glancing Hits

1-2 Crew Shaken. The tank has taken a hit, but is mostly intact. The only real damage is that they crew has been shaken up by the blast and the tank may only move forward next turn.
3 Weapon Destroyed. One of the machine guns, chosen by the opponent, has been destroyed.
4 Weapon Damaged. The main gun has been damaged but may still be used. If you roll a 1 or 2 on the to-hit roll, the weapon explodes and may not be used for the rest of the game.
5 Thrown Track. The tank moves D6 divided by 2 inches forward, then comes to a halt and is immobilized for the remainder of the game.
6 Crew Injured. A fire in the crew compartment has injured some of the crew; the tank may only shoot every other turn.

Penetrating Hits

1 Thrown Track. The tank moves D3 inches forward, then comes to a halt and is immobilized for the remainder of the game.
2 Weapon Destroyed. The main gun has been destroyed, along with any co-axially mounted machine guns.
3 Turret Damaged. The turret has been damaged and can no longer traverse; it is stuck in its last position.
4 Crew Killed. The shot has shredded the armour and killed the crew inside, the tank remains where it is for the remainder of the game.
5 Engine Explodes. The tank moves D3 inches forward, then comes to a halt and is destroyed.
6 Ammunition Explodes. The crew is killed and the tank blows up in a fiery explosion, all models within 2" of the edge of the tank are hit.

Notes on Using Tanks

Landser is primarily a squad based skirmish game. In keeping with the small feel of the game players should have two full 10 man squads in order to take one medium tank, or four full 10 man squads to take one heavy tank. These are just suggestions and players can easily say that they can take one heavy tank with two squads each if they wanted to use the Pershing and Tiger tanks, however if they American player wishes to use Sherman the before mentioned ratio is suggested.

For expanded army lists and profiles, look on this page.

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