Sidecar Cycles

* Second Draft *

--- Values
FP: 2 3 4 5 6 6
Malf: X6
Rpr: 1-6
Rmv: 4-6
Bog: 4/w6
Ovr: 0*

A sidecar motorcycle is represented by a counter/card placed on a two-man infantry group during setup; Neither PC can be armed with a weapon other than MP, R, CAR, or AR. While the motorcycle is in play that group follows special rules as detailed below. Note that motorcyle groups are only available in scenarios which specify their inclusion.

1. The PC in position one is considered to be the Driver; the PC in position two is considered to be the Gunner. The positions can be swapped by spending an action but only if the group is not moving; swapping can occur even if one or both PCs are pinned. If the Driver is killed the Gunner can spend an action to take his place. Note, that a group with only a Gunner cannot fire or move so its actions are very limited; a group with only a Driver can move but cannot fire.
2. The group is considered an AFV for all movement/terrain/bog purposes except that Bog removal attempts are always successful - no RNC need be drawn. In order to play a movement card the Driver must be unpinned and unwounded. The group can move even if the Gunner is pinned or has been killed. Individual transfers cannot be made into or out of a motorcycle group. The group cannot attempt Entrenchments.
3. Terrain effect modifiers and movement cards do not modify the fire strength of an attack against the group. Also, the group cannot play Conceal cards, however all infantry fire attacks against the group have their strength reduced by 1. Other than the above differences, fire attacks are resolved just like attacks against infantry groups. Adjacent infantry groups do not get the -1 TEM bonus for being adjacent to an AFV group.
4. The Driver has no FP; The Gunner acquires the FP of the motorcycle. The Gunner can fire only if both PCs are unpinned and the Driver is not wounded. The Gunner's weapon is the only weapon that is considered to be firing for purposes of malfunction. British/Italian FP bonus/penalty is not applicable to the Gunner's FP. A Wounded Gunner cannot fire while the group is moving; otherwise his FP is halved. A Hero can be used to double the Gunner's FP but only if the card has a Black RNC.
5. The group cannot infiltrate though it can itself be infiltrated - treat the group as an infantry group for infiltration purposes. Each PC is considered unarmed for purposes of CC and are attacked as a crew (20.71).
6. A motorcycle can be abandoned as an action but only if the group is not moving. The group functions as a normal infantry group from then on using each PC's printed weapon. Any bog chits are removed.
7. All Ordnance attacks against the group are at -1 To Hit. If the group is hit by ordnance using its boxed value, the motorcycle is automatically destroyed and each PC is immediately attacked with a fire strength equal to the fire strength of the boxed attack. The group functions as a normal infantry group from then on. A Minefield destroys a motorcycle in the same fashion. Any movement cards on the group are discarded when the motorcycle is destroyed (per 28.441). [The group is not subject to boxed fire as is the case with open top AFVs; a FT would attack the PCs directly as infantry].
*8. The group can perform an overrun only if the motorcyle's weapon is functional and neither PC is pinned or wounded; the overrun strength is halved (fractions rounded down) after the initial RNC is drawn and before applying all other modifiers. The group is considered Open Topped for purposes of 29.4: a Red 5 or Red 6 destroys the motorcycle and requires each PC to make a morale check (20.21).