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).
