INFANTRY
Each soldier (tank crew, infantry, pilots, etc.) in the game has 2 actions per turn.
-Move 3"
-Obtain a lock-on
-Fire a weapon
-Hide
-Crawl 2" while staying hidden
Depending on the situation of each soldier, some actions may be required twice, for
example; moving 3" twice and going a total of 6". or obtaining a lock-on, only to have it
defeated by countermeasures, and then trying to get a second lock.
Infantry are deployed in bases of 4-5 on a 3"x1.5" base (we use carboard from kit box)
All soldiers in a squad must do the same thing. This keeps things simple, as the squad
acts like a single soldier.
Hidden Infantry:
When a soldier spends 1 action point to hide, he counts as hidden, and cannot be
targeted by any other unit unless that unit has Thermal Imaging.
Infantry that are hidden may only move 2" per action, as they crawl forward, remaining
hidden. When they move normally again they no longer count as hidden.
If enemy infantry come within 6" of a hidden unit, it is revealed, and no longer hidden.
INFANTRY IN BUILDINGS:
Infantry can enter buildings, but on the turn they do, they run up to the 2nd floor to find
firing positions. Infantry may not shoot the turn they enter a building.
The next turn they must choose a side to fire from, and they have a 45 line of sight
either side of their chosen building side. Infantry may change to an adjacent side for 1
action (so takes two actions to move from the front of the building to the rear).
Infantry in buildings count as "Hidden" and "In Heavy Cover".
If an enemy unit enters the building, and that unit is not 'hidden' the infantry allready
inside may fire at them, and the enemy unit may fire back.
Hidden units entering a building are able to sneak up to the occupants and roll damage
the next turn. Only once an occupant takes damage are they allowed to react.
Snipers:
Snipers travel in teams of two, and act like a normal squad.
Sniper rifles take 1 action to reload.
A squad of 2 snipers inflicts normal damage against enemy infantry.
If only 1 sniper is left alive, the damage is -1. Snipers can also purchase claymore trip-
mines.
Special Forces:
Special Forces operate in squads of 5. Each man equipped with an Assault rifle, Infra
Red (IR) and Thermal Imaging (TI) goggles. (these are free - no points cost)
Special forces get 3 actions per turn, but cannot repeat any action more than twice.
Special forces units are able to detect and disarm Trip mines with no chance of failure.
WEAPONS
When infantry squads are fired at, roll on the damage table below:
Infantry that have 50% of their unit killed place a red dice or counter on their base.
If they take another 50%, they are removed.
-1 Light cover
-2 Heavy cover
Squads that stayed still last turn get -1 damage from enemy shooting. (heads down)
Infantry Weapons:
Setting Trip mines: Only special forces or Snipers can set trip mines, and it takes a
squad 2 actions to do so.
Disarming Trip Mines: Units that have allready detected a trip mine can disarm it with
no chance of failure, but this requires 2 ACTIONS in total. (can be done over 2 turns)
For troops trying to disarm a trip mine in 1 Action, and also for untrained troops, there
is a 4+ chance of success ("Red or blue wire?!"), otherwise unit takes damage at +1.
Each unit has a 'still' score, the score that it needs to roll equal to or above on a D6 to
inflict damage on an enemy vehicle or aircraft. All weapons effect infantry, and if they
don't have 'still' scores, those weapons can ONLY effect infantry.
A D6 roll of a 1 is always a failure when rolling still scores or trying to obtain a lock-on.
This originally comes from Ostfont, where we started with a 4+ and modified the score
depending on abilities, equipment, weapon effectivenes, etc. We used to have to sit
there and add all these numbers up, but then we thought, hey, why not have a static
score for when the vehicle is staying still, focused on firing. If your vehicle moved, it
would no longer count as 'still', and so would add +1 to the number needed to succeed,
making it harder to hit targets on the move.
Stabilised weapons negate 'You moved this turn' modifiers, and count 'You moved
double this turn' as a +1 modifier, instead of +2.
Note: Missiles never count as stabilised, unless they are mounted on an aircraft, or
fired from a stabilised tank gun. (only specific gun-launched missiles can be fired this
way, like the Shillelagh or Sniper missiles)
Each weapon also has a 'type' which indicates how much is added to damage rolls
against enemy vehicles or aircraft. (see the Damage Tables below)
The shorthand is to just show a Still/Type, with a '#' to show stabilisation
The T-90 stays still, and so when it goes to fire at an M2A2 Bradley in heavy cover, it
needs to roll a 2+ to inflict damage, and then adds 3 to the damage table roll.
VEHICLES
Crew members spend actions to move just like infantry, but they use their vehicles
move statistic instead of their own.
Each crew member has 2 actions per turn
Either crew member can act first, unless a missile is inbound.
The gunner can still obtain a lock and fire if the driver moved flat out, but receives a +2
to still score. (+1 with target stabilisation)
All Vehicles have a Driver and a Gunner, for simplicity.
Players may choose who acts first, unless a missile is incoming. (covered later on)
Finish all soldiers inside one vehicle before moving on to the next.
Driver Actions:
Move the vehicle -Vehicles standard move, as listed in "T-90 Forces'
Deploy smoke -Counts as in 'heavy cover' next turn
Fire hull mounted MG
Gunner Actions:
Obtain a Laser Lock-on
Fire any weapon on the vehicle.
Deploy smoke
Weapon:
Always add your weapons 'type' to damage rolls.
Flanking a vehicle:
When firing at the rear of a vehicle, all damage rolls are +1.
Target is in Cover:
Targets in Light Cover take -1 damage.
Targets in Heavy Cover take -2 damage.
Armour:
A vehicles armour effects the penetration and damage rolls of enemy weapons as
follows;
Vehicles with chobham AND reactive armour reduce the 'type' of all incoming ATGWs
by 2.
Vehicles with Heavy Reactive Armour get 3+ saves from all weapons to their front
facing only. Each time this save is succeeded, it becomes 1 higher. (4+,5+, etc). Once
the save become 7+, it stops being heavy armour and reverts to normal reactive
armour (-1 type vs Missiles, -2 type vs. man-port Missiles.)
For example:
A T-80U, with HRA is fired at by an M-1A1 abrahms. The abrahms is using laser
targeting and so hits automatically, but the T-80U gets to roll it's HRA save. as the T-80
hasn't been hit yet, it needs to roll a 3 or higher to negate the APFSDS round from the
abrahms. The T-80 rolls a 3, and so the shot is negated and no damage is rolled.
The T-80's shell bounces off the abrahms' armour.
As the abrahms takes it's second shot, the T-80 makes another save, this time needing
4 or higher. the T-80 rolls a 2 and so the '+3' type APFSDS round makes it past the
reactive armour, into the T-80's standard armour or 375mm, (-2 to damage) and so the
overall modifier to the damage roll is +1.
The abrahms rolls a 5 and destroys the T-80.
Laser Guided Weapons:
To guide a weapon with laser targeting, you must roll a D6 and succeed its still score.
Include any 'Cover', 'Target moved' and 'Airborne' modifiers, but ignore armour.
Once they are locked on to a target, laser guided weapons are presumed to hit
automatically. You don't have to roll to hit with your still score, you only have to roll
damage. Flares (covered below) allow an enemy to shake off a locked-on weapon
before it hits them, and this is usually done after a lock is declared, or just before you
roll damage.
Once a weapon has been fired, or the target goes out of sight or range, the lock-on is
lost, and must be obtained again.
Cannons cannot exceed their max range through laser lock-ons, and missiles must be
within range to fire, but can continue to follow a target out of your range. A missile can
move up to it's normal speed from the edge of your range. Any further and the missiles
fuel is spent.
Use cardboard counters with different coloured bands to represent missiles in flight.
Once you fire a missile, it must move its full speed directly toward the target. If the
missile doesn't reach the target, place a missile counter, facing your target. At the start
of your next turn, any missile counters on the table can pivot up to 25 towards their
target before moving their full speed. Even if the lock is lost while the missile is in
flight, most missiles have their own guidance systems, and will still move directly
towards their original target.
Missiles that are fired without laser locks fire directly down the nose of the aircraft or
vehicle, and scatter D6+3" when they make contact with something. They will not use
their own guidance to track targets, and cannot pivot.
Each flare allows you 3 dice rolls, each with a '5+' possibility of negating the lock.
Flares are free to use, and cost no action points.
Each vehicle has a limited number per battle, indicated in their stats.
Weapons that are "User Operated" such as the TOW and MILAN missiles, are guided
by an operator, instead of by thermal or laser lock-ons, thus flares and
countermeasures are ineffective against these types of weapons. Instead, when it
comes time to roll damage, The operator must succeed a 'still' score (excluding
armour), in order to correctly line up the target and roll damage.
These weapons still need to lock on to fire in the first place.
Smoke:
Vehicles that deploy smoke count as being in heavy cover next turn. (+2 when fired at
or testing to lock-on)
Weapons that were locked-on before the vehicle deployed smoke retain their lock, and
may still be fired through the smoke with no negatives.
Thermal Imaging:
Vehicles or infantry with Thermal Imaging (TI) sights may use them to see hidden
infantry. It takes 1 action to change to TI.
Thermal imaging is only effective against infantry, vehicles must be targeted in normal
visual mode. Night Fighting rules are covered later.
Tandem HEAT weapons:
Do not count as Missiles for the purpose of chobham/reactive armours, as they can
easily penetrate these types of armour. Tandem HEAT weapons also ignore saves from
HRA.
Aircraft
Aircraft and Crew:
Pilot Actions:
-Move the aircraft normal speed. -standard move
-Climb/Descend -move double your climb rate up/down
-Fire any fixed weapons (like rocket pods)
-Change to TI
-Change to the gunners FCR (Fire Control Radar) allows the pilot to fire any weapons.
Fixed weapons must be fired directly ahead of an aircraft. (15 either side)
A pilot will usually have to move standard speed to line up a target, then fire.
If the gunner is dead, the pilot may spend 1 action to change to the FCR, and is then
able to fire any weapons on the aircraft.
Gunner Actions:
-Lock-on to a target -roll 'still' score for weapon
-Fire any weapons on the aircraft.
-Fly the aircraft (1 action required if pilot is dead)
Limits of targeting: Helicopters cannot target things directly below them on the
ground, and to represent this, There is a "no engagement" area around the base of
each helicopter. The area is a perfect circle, with the radius the same as your altitiude
in inches.
Helicopter
12"
Ground 12" 12"
no fire area
Targeting Aircraft:
Infantry:
Infantry with guided projectiles like stinger missiles can target aircraft easily, as long
as they are within line of sight and range, they roll to lock on as usual, (include cover,
'target moved' and 'airborne' modifiers) then fire the projectile. The projectile moves at
its indicated speed, and the enemy pilot gets to deploy any flares or countermeasures,
and if the projectile touches the aircraft, and the weapon is still locked, roll on the
aircraft damage table, noting the weapons type and applying it to the result.
Vehicles:
Vehicles cannot target aircraft more than 25 above them. this is a cover-all maximum
elevation for turret-mounted weapons, even though they do all have individual
maximum elevations. EXCEPTION: Specific anti-air vehicles are able to target aircraft
anywhere in sight, and this is noted in their statistics.
Vehicles can roll to lock-on to aircraft using the still score for their cannon. Tanks
without Laser Targeting systems must fire using their standard 'still' score, with any
modifiers for target being airbourne or having moved.
Weapons that are fired with a laser lock hit automatically as soon as the projectile
touches the aircraft. (cannons hit instantaneously, missiles move their speed) Pilots
always have a chance to use flares and/or take Evasive Action, regardless of the type
of projectile.
Evasive Action:
When a missile is heading for you, your priorities change very quickly.
A pilot will always try to preserve his or her aircraft, and to represent this they can take
Evasive Action. Declare this just before an enemy rolls on the damage table.
The pilot Sacrifices one action from their next turn, but the damage roll is -1
This may only be done once per aircraft, per enemy turn.
Modifiers like cover and weapons 'type' are still included.
Engine Failure:
Aircraft is now 'out of control'; it moves 2D6" in a random direction every turn, and
down 6". An engine fire could start on a 4+ each turn.
Engine fire: roll on the damage table (+1) as soon as this happens, and every turn
afterwards - (still at +1)
Helicopter Spinout:
if this happens, the helicopter is 'out of control'; it moves 2D6" in a random direction,
and 3" down every turn.
Aircraft as Transports:
Helicopters can transport 1 base of infantry (usually 4-6 men, with supplies).
The infantry may fast rope to the ground, as long as the heli stayed still and is within
10" of the ground.
It takes 2 turns to deploy an entire 5 man base of infantry onto the ground from a heli.
roll damage on the infantry base as a whole if the helicopter takes any damage or the
pilot takes Evasive Action.
MISCELANEOUS RULES
NIGHT FIGHTING
Max range for any unit without Infra Red or Thermal Imaging is 16".
Roll a dice: on a 1 it is a moonless night, max range for anyone without night sights is
10"