1. bef. All British riflemen firing in 1914 scenarios subtract one (-1) from their aimed fire hit roll to reflect their marksmanship. Treat a result of 0 as a French

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3. German Muskete battalion. All LMGs, all the time. 1 NCO, 3 or more LMG pairs, 1 grenadier. All LMGs are Bergman MG15s. From 1916 on. There were only two of these on the whole front.

V. Light Machine Guns (Expansion)
All LMGs occur only in two man teams, a gunner and an ammo carrier. These are two riflemen with an LMG counnter and an Ammo counter placed under them. To perform a Load action, the gunner must be adjacent to the carrier and in the same posture (standing or prone). All LMG Loads require three turns, because two people are involved. Carriers are treated as unarmed. LMG gunners can only target one enemy soldier at a time. No rechambering is required. LMGs cannot make quick shots. As for the BAR, the first die is rolled on the Rifle Aimed Fire column and the rest are rolled on the Rifle Quick Shot columns. LMG gunners and carriers cannot be given Run plots. LMG gunners are +1 for slipping. LMG gunners and carriers have melee values of 1.
If a carrier or gunner is killed, leave his weapon or ammo counter on the map. A soldier can be plotted to move next to the counter and on the next action, Assume the Load.
LMGs with belt ammunition supplies that are not being fired from a firing step can only be fired and loaded from a prone position, with the prone carrier in an adjacent hex. Gunners holding LMGs with magazines can fire while away from the ammo carrier, but must move adjacent to the carrier to reload. Also, LMGs with belt ammunition supplies will not run out of ammunition during a scenario unless you are using the optional partial magazine load rule.
Weapon Magazine Size Shots/turn Reload Notes


Chauchat 24 3 3 turns French, U.S., special rules

Lewis 48 6 3 turns British
Bergmann MG15 belt 4 3 turns German, Austrian, rare

Bergmann MP18 32 4 3 turns German, 1918 only, rare

Madsen 24 4 3 turns German, Austrian, rare, *

Maxim MG08/15 belt 6 3 turns German, Austrian

*Present in the Russo-Japanese War.
Chauchat Special Rules
The CSRG Fusil Mitrailleur M15 (A.K.A. the “Chauchat”) was notoriously badly built, having a violent recoil and jamming frequently. When using this weapon, use these two rules: 1) Add one (+1) to firing rolls. 2) When you roll a 1 on the die for firing, the gun has jammed. To clear the jam, the gunner must perform three ReChamber actions.
Except for a rare Chauchat or Lewis, LMGs should not be used in scenarios before 1916.

VI. Heavy Machine Guns (Expansion)
Heavy MGs are too powerful for the scale of this game, but here are rules for them. Use no more than one HMG per scenario. Give the opposing side (i.e., the attacker) three to four times as many men as the side with the HMG. For simplicity, HMGs will never move during the course of a scenario. This includes pulling the HMG out of its firing step to point it down the trench! Treat HMGs exactly like LMGs, but HMGs can target up to four different enemy soldiers within 6 hexes from the leftmost to the rightmost soldier and the ammo carrier affects its rate of fire. Except for the loading of the 1914 Hotchkiss and St. Etienne HMGs, all nations’ HMGs behave the same way.
All fully crewed HMGs may fire up to 12 rounds each turn. These 12 rounds can be applied to any one enemy soldier and up to three more enemy soldiers within 6 hexes to one side of the first soldier in one of the following patterns: 12 rounds at 1 soldier, 6 rounds each at 2 soldiers, 4 each at 3 or 3 each at 4, gunner’s choice. All HMG shots are rolled on the Rifle Quick Shot columns. If the ammo carrier is not adjacent to the HMG, its rate of fire drops to 6 rounds per turn, with a maximum of three targets. HMG teams may have spare ammo carriers beyond the first one who can automatically take over the role of carrier or gunner. Soldiers who are not part of the original gun team cannot operate an HMG, unless the scenario rules allow for such heroic skill.
Loading 1914 French machine guns: The French started WWI with HMGs that were loaded with rounds from small metal trays, or strips. By 1915 they had converted to belts. Until then, treat all French HMGs as having a 24 round magazine. Loading is 2 turns, and the ammo carrier must be adjacent.

VII. Optional LMG (and HMG) Rules
Variable Ammo. For fun and variety, start scenarios with part of the LMG (or HMG) magazine or belt already expended. Roll 1d6. Each pip represents 1/6th of the magazine supply. Thus a 6 means that the magazine starts out full, and a 1 for a Lewis LMG means that the magazine has only 8 rounds left in it. For a belt-fed weapon, use a full magazine supply of 240 rounds.
Variable Jamming. Any time an HMG rolls two 1s for firing in the same turn, it jams. When an Chauchat or an HMG jams, the number of turns the gunner must execute a ReChamber action is determined by a die roll. To add tension, roll 1d6 for each turn that the gunner performs the RC. The gun does not become unjammed until the die roll is equal to or less than the number of RCs performed (i.e., if the gunner rolls a 2 after the third RC, the gun is unjammed).
Cowboy Style. LMGs with magazines (NOT belt-fed) can be fired while the gunner is standing still (away from a trench firing step). All of the shots are rolled on the Rifle Quick Shot columns.

VIII. Increased Effects of Wound Level (Optional)
0 – 3: No effect.

4 – 6: No Jump or Run actions. –1 in melee, +1 in firing

7 – 9: No Jump, Run or Trot actions. –2 in melee, +2 in firing

10: Dead.

IX. Storming Weapons (Expansion)

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