Australian Infantry Organisation 2012-15.
Size 1 Move 4" Close Combat 2xD6 Target 4+ Armour 5+ Kill 6+
Platoon Command Team.
Lieutenant (Platoon Leader) + F88A4.
Sergeant + F88A4.
Signaller + F88A4/Radio.
Medic + F88A4.
Infantry Section (x3).
Team 1 – Corporal (Section Leader) + F88A4.
LSW operator + F89 Minimi.
Grenadier + AICW.
Marksman + F88A4/Thermal sights.
Team 2 – Lance Corporal (Team Leader) + F88A4.
LSW operator + F89 Minimi
Grenadier + AICW
Marksman + F88A4/Thermal sights.
Manoeuvre Support Teams (x3).
Corporal (Team Leader) + F88A4
Support Weapon operator + FN MAG or 12.7mm HMG or 40mm AGL .
Grenadier + AICW.
Sharpshooter + SR-98 Sniper Rifle.
Independent Support Units.
Each Platoon Command Team fielded allows you to field up to 1 of each of the following Independent Support units.
Direct Fire Support Weapon Section –
Team 1 – Corporal (Section Leader) + F88A4
Gunner + GPMG OR Carl Gustav/Javelin ATGW.
Team 2 – Lance Corporal (Team Leader) + F88A4
Gunner + GPMG OR Carl Gustav/ F88A4 OR Javelin ATGW/F88A4.
Mortar Section –
Team 1 – Corporal (Section Leader) + F88A4
Gunner + 81mm mortar/F88A4.
Loader + F88A4.
Team 2 – Lance Corporal (Team Leader) + F88A4
Gunner + 81mm mortar/F88A4.
Loader + F88A4.
Recon Patrol - Corporal (Section Leader) + F88A4.
LSW operator + F89 Minimi.
Grenadier + AICW.
Marksman + F88A4/Thermal sights.
Sniper pair - Corporal (Section Leader) + F88A4/Thermal sights.
Sharpshooter + SR-98 Sniper Rifle.
F88A4 Assault Rifle - Range 20" Damage D6.
Land 125 system - All units have a command range of 12" rather than the normal 6", as well as 5+ Armour.
Section Fire Teams: Team 2 may be split off from the section to act as an independent unit with the Lance Corporal acting as unit leader. This may be done before the start of the battle or at the beginning of any turn. This rule may apply to an Infantry section, DFSW section or Mortar section.
F89 Minimi - Range 30" Damage 2xD6 - If a Ready action is taken to set this weapon up properly (lie prone, extend tripod, etc.) then all subsequent Shoot actions will gain two bonus Damage Dice though it may only shoot in its forward facing. These bonus dice are lost as soon as the model moves. In addition, every Damage Dice the weapon rolls counts as two for the purpose of Suppression only.
AICW - Range 16" Damage D6+1 - One Rifleman in each team has a grenade launcher attached to his F88A4. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only D6 with no penalty to Armor rolls) against every model within 1" of the center of the model the first Damage Dice is allocated to. These extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction. The weapon may be fired normally as an F88A4 Assault Rifle or once per turn as a grenade launcher.
FN-MAG - Range 30" Damage 3xD6 - If a Ready Action is taken to set the weapon up properly (lie prone, extend bipod, etc.) then all subsequent Shoot actions will gain two bonus Damage Dice though it may only shoot in its forward facing. These bonus dice are lost as soon as the model moves. In addition, every Damage Dice the weapon rolls counts as two for the purpose of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose both actions from Suppression rather than just one.
12.7mm HMG - Range 36" Damage 3xD6 – A Ready action must be taken to set this weapon up in position before firing, if the firer moves position, a Ready action must be used again to set it up in a new position. This weapon causes a -1 penalty to Armor rolls. In addition, every Damage Dice this weapon rolls counts as two for the purpose of Suppression only. If every model in the target unit is assigned two or more Damage Dice when this weapon is used, the unit will lose both actions from Suppression, rather than just one.
Thermal Sights – This model ignores the effects of smoke.
Medic – If a friendly model within the medic’s command range is about to be removed as a casualty for failing a save, you may move the medic into contact with the downed model immediately to keep it in play. Models about to be removed for other reasons (such as having their kill score beaten by an attack) may not be rescued in this way. The medic and his patient may not move or take actions. Roll a D6 at the beginning of each subsequent player turn;
1 – Remove patient as casualty.
2-3 – Patient needs more care and may not take actions. If the game ends with a model in this state and the medic is still in contact with it, the model does not count as a casualty. If the medic takes any actions the patient is removed as a casualty.
4-6 – Both models can take actions again.
40mm AGL - Range 24" Damage 3xD6+1 – A Ready action must be taken to set this weapon up in position before firing, if the firer moves position, a Ready action must be used again to set it up in a new position. This weapon causes a -1 penalty to Armor rolls and will roll extra Damage Dice (but only D6 with no penalty to Armor rolls) against every model within 1" of the center of the model the first Damage Dice is allocated to. These extra models need not be in Line of Sight. In addition, every Damage Dice this weapon rolls counts as two for the purpose of Suppression only.
SR-98 Sniper Rifle – Range 30” Damage D6 - This weapon causes a -1 penalty to Armor rolls and the sniper may re-roll one damage dice per turn.
Radio – A unit with a radio will always be within command radius, even if all of its officers/nco’s have been killed. If the Lieutenant has been killed, unit leaders may still be promoted as if he were still alive and on table.
Lieutenant – If the Lieutenant is alive and on-table, he may instantly promote an out of command soldier to unit leader. The unit will not miss its next 2 actions. This may only be done if the original unit leader is killed or removed from the table.
81mm mortar – Range 30" Damage D6+2 – A Ready action must be taken to set this weapon up in position before firing, if the firer moves position, a Ready action must be used again to set it up in a new position. There must be 3 crew for this weapon to fire each action; for each crewmember missing it takes an extra action to load between firing. This weapon causes a -2 penalty to Armor rolls and will roll extra Damage Dice (but only D6 with no penalty to Armor rolls) against every model within 2" of the center of the model the first Damage Dice is allocated to. None of these models need be in Line of Sight.
Carl Gustav 84mm RCL - Range 20" Damage D10+2 - This weapon causes a -2 penalty to Armor rolls and will roll extra Damage Dice (but only D6 with no penalty to Armor rolls) against every model within 1" of the center of the model the first Damage Dice is allocated to. These extra models need not be in Line of Sight. It may only be fired once per turn, and never as a reaction. If a model of Size 2 or greater is within the Fire Zone, you may opt to roll the weapon's Damage Dice against that model rather than allocate normally.
Javelin ATGW - Range 72" Damage D10+5 - A Ready action must be taken to set this weapon up before firing. This weapon causes a -4 penalty to Armor rolls and will roll extra Damage Dice (but only D6+1 with no penalty to Armor rolls) against every model within 2" of the center of the model the first Damage Dice is allocated to. These extra models need not be in Line of Sight. It may only be fired once per turn. If a model of Size 3 or greater is within the Fire Zone, you may opt to roll the weapon's Damage Dice against that model rather than allocate normally.
2 weapons - If a model is shown as having 2 weapons, for example a heavy weapon and an assault rifle, either weapon may be used by that model to fire with in an action/reaction.
You may not field more manoeuvre support teams than infantry sections. You may not field more support sections than infantry sections.