Rifle Grenade Launchers

1. Treat the Rifle Grenade Launcher (RGL) and Anti-Tank Rifle Grenade Launcher (ATRGL) as a secondary weapon for ALL purposes. It is assigned to a man at start-up. A squad can only have one RGL in its order of battle.

2. The Launcher can only be fired by a man with one of the following *functional* primary weapons: Bolt-Action Rifle, Semi-Automatic Rifle, Assault Rifle, Carbine, and FG42.

3. The Launcher starts with either 5, 10, or 15 shots. It remains in play after all shots are spent but cannot be fired again.

4. Do NOT draw a second card in order to see if it's a dud, if a Red 6 is drawn, the man's primary weapon malfunctions. The RGL itself cannot malfunction. None of the shots are ever considered duds.

5. A leader is NOT required to be in the RGL operators's group in order for it to be fired.

6. If the target is in Buildings or Pillbox terrain and a black RNC greater than 0 is drawn (and if a 0 would also have hit) the grenade has gone through a window/slot so that the TEM for the Building is ignored.

7. Note that a Hero can be used to increase the To Hit chance per normal Ordnance rules. The basic To Hit for both is "NA : NA : 1 : 0 : 0-1 : NA".

8. For DYO, a RGL can be purchased with either 5, 10, or 15 shots at a cost of 15, 30, or 45 point respectively. The RPG's unboxed ordnance effect is 2. Verses AFVs, use the mortar critical hit rules 26.5.

9. A man with a RGL continues to contribute to the firepower of his group with his primary weapon.

10. The Anti-Tank version of the RGL (ATRGL) uses all the rules above except that it is used primarily against AFV targets and its DYO cost is doubled - 5, 10, or 15 shots at a cost of 30, 60, or 90 point respectively. The ATRGL has a boxed effect of 2 and an unboxed effect of 0.

For a scenario that makes use of a RGL go here