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Alpha Set RULES FOR 28mm Weird Nam Tabletop Skirmish Games

(For Playtest Only)

Black Sun is a game of ground combat that accompanies our 28mm Black Sun range of models. It is set in
another dimension that is known as Black Sun, located somewhere in an alternate jungles of Cambodia in the
year 1968. The rules are designed to give you an authentic feel for warfare in the Viet Nam War and could
certainly be used for this purpose. However, the game also includes some fantastic events from the alternate
dimension of the Black Sun. These rules include unpredictable events – sudden rushes, explosions, ambushes,
and malfunctioning weapons along with more far flung environmental and strange atmospheric manifestations
– that will challenge your strategy and tactics as a tabletop general. The terrain can be as elaborate or as simple
as you like; but the game is best played with lots of cover (jungle, trees, jungle, rocks, downed helicopters,
ancient buildings and yet more jungle). The playing area can represent anything from an ancient city to an alien
jungle canopy to a Bug-infested tunnel complex!

Each player controls a Force about the size of a small squad (6-15 models). Some Forces may involve more
models than others since they consist either of less skilled troops (like NVA militia or poorly armed and trained
conscripts) or weird alien Fury Bugs whose strength lies in their overwhelming numbers. As players become
more experienced, they can control larger numbers of troops as well as vehicles and incorporate more
advanced rules for Viet Nam era warfare. At its most basic size (squad level), a game of Black Sun should take
an hour or less to play.

What you need to play:

Regular Six-sided Dice (D6) – we recommend a mix of at least 3 red, 3 green, and 6 white dice.

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• Tape Measure

• Templates

• Black Sun 28mm models by Crucible Crush

• Terrain items for the 3’ x 3’ playing area

• Cigar Box Battle Mats Official Black Sun Mat

• One Black Sun Event Deck

A Bit on Scales: in Black Sun each model represents a trooper and each terrain item is exactly as shown.
What You See Is What You Get: if there is a door on a scale building, assume it is precisely where it is
shown to determine distance and line-of-sight.

Ground scale also relates directly to the 28mm models, so an inch is almost five feet. This means that
weapon should be able to fire the whole distance of a tabletop, given reasonable Line of Sight. Even
these ranges are far shorter than in real life – so we have used an effective range of a weapon that fires
48” on the table would be shooting only 75 yards in real life, which would fall well within and
“effective” range. Likewise, a moment’s thought will suggest that the time scale must be very short
indeed, since a standard 4” action is only 18 feet, a bare few seconds for any moderately fit person to
walk. As the game designer, I ask you to think briefly of these issues, then set them aside in favor of
simply playing a fast-moving game!

Credits

Rules written by Howard Whitehouse, Roderick Robertson and Lee VanSchaik

Rules Play tested by Vidal Bairos, Mike Manning, Kirk Doughtery, Dan Demetrioff, Dan Foley, and many others
who playtested at conventions across the USA and Canada.

Figures Sculpted by Robert Murch.

Produced in conjunction with Pulp Figures and Silver Fox Productions Inc.

Background Material researched and written by Robert Murch and Lee VanSchaik

Art by Robert Murc and Maxsym Yenin

Edited by Lee VanSchaik

Copyright 2019 by Crucible Crush Productions

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Table of Contents
Table of Contents 3 Jammed Weapons 25
Forces in Black Sun 5 INFLICTING LOSSES 25

Your Squad 5 Cheating Death Table 26


Penetration Modifiers 26
Groups 5
Injuries 27
Combat Value 6
Multiple Wounds 27
Squad Composition 7
Cheating Death Results 27
Weapons 7
OUT OF ACTION TABLE ................................. 28
Armor 8
Treating Casualties 29
Communications 8
Leader Casualties 30
Abilities 8
Spraying Lead! 31
Choosing your Squad 10
Pinned Down 31
Sample Squad 12
Suppression
PLAYING THE GAME 13
Error
TERRAIN SET UP 13 ! Bookmark not defined.
MODEL DEPLOYMENT 13 Hitting the Dirt 32
The Game Turn 13 Rally 32
SPECIAL WEAPONS 33
Activation 14
Grenades 33
ACTIONS 15
Flame Throwers 35
WHAT THE...?!? 15
CLOSE COMBAT 35
REACTIONS 16
Announce the Attack 36
Movement 17
Receive the Attack 36
Rough Terrain 18
Defensive Fire 36
Difficult Ground 18
CLOSE COMBAT RESULTS 37
Rough Ground and Obstacles 19
Winning Close Combat 38
Impassable Terrain 19
Nerve Test Results 39
Ambush 19
Nerve Test Table ........................................... 39
Observation 20
Other Nerve Tests 40
Shooting 21
Winning and Losing 41
Declaring Targets 22
VICTORY POINTS 41
SUPPORT WEAPONS SPECIAL RULES 22
Advanced Rules 42
MARKSMEN SPECIAL RULES 23
Battlefield Medicine 42
TARGET TYPES 23
Docs 42
Shooting Roll 24
Leader Casualties 42
WEAPONS TABLES 24
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Swimming 43 The Adaro 45
Night Actions and Fog 43 The Fury Bugs 45
Rain 43 Black Sun Quick Reference Sheet 46
Torrential Rain 43 WEAPONS TABLES 47
Concealment and Hidden Movement 43 Penetration Modifiers 48
“What the…” Event Roles Table 44 Cheating Death Table 48
Factions in Black Sun 45 OUT OF ACTION TABLE ................................. 49
The US ARMY 45 Winning Close Combat 50
The Viet Cong 45 Nerve Test Table ....................................... 50

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Forces in Black Sun
To get started with Black Sun you first need to collect a Force of 28mm models from Crucible Crushs’
rapidly growing Black Sun range. You may choose from the US Army, North Vietnamese Army, Fury Bugs,
Frogs or one of any of the other forces in the game. Visit http://www.cruciblecrush.com to see the latest
releases!

Your Squad
The most basic force in the game is called a Squad. A Squad consists of 6-15 troopers. The Squad is led by a
Squad Leader with one or more leaders (junior NCO’s) reporting to him.

Along with regular infantry troopers, sometimes a specialized support team built around a heavy weapon
designed to pin down the enemy while your own troops can move freely. One or more troops may have a
specialist role – grenadier, marksman, flame thrower operator, etc.

Groups
A Group is a bunch of models acting together, even if they are not performing the exact same series of
Actions. Each model must be within 2” of another model in the Group even if there are obstacles between
models. A Group led by an Officer or an NCO (Non-Commissioned Officer) will usually perform better than
one without.

Sometimes a Group may consist of just one model as in these situations:

• A single model expected to act alone such as a sniper or a medic. These single models are also
permitted to act as part of a larger unit whenever the player prefers.

• A model who becomes separated from his initial Group will count as an Group on his own until he
re- joins his Group or joins another.

• In practical terms, a Squad will usually consist of two or four Groups at the start of the game. These
may break up into smaller Groups as the game goes on and any number of Groups is allowed in the game.

• You may form new Groups, or divide the Groups you have, when you activate your Force. There is
no limit on this beyond the obvious fact that the die roll might not permit all Groups to act at once.

Example: Groups can form and disperse as the player wishes. A US Army Squad might be counted as a
single Group while riding in a Huey Gunship, or rushing forward onto a landing zone. Once deployed for
action it would usually break up into its separate fireteams (three Groups). A fireteam might then break up
into two distinct Groups if the gunner and assistant set up their weapon while the other soldiers moved
forward. A marksman might move to a firing position to get the best target and form his own Group.

A bit on Groups: Having very few Groups means that it’s easy to get the whole force to obey your
orders, but lacks flexibility. It also means that whole chunks of that force may be Pinned Down by
heavy enemy fire against one part of it. Having too many Groups means that some may not activate
at all, and small Groups are easily Pinned Down due to being under fire.

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Combat Value
Within the Squad, each Trooper has a Combat Value which shows his level of combat effectiveness. Combat
Value is expressed by a number between 2 and 5 and is designated CV. Success in the game is based on rolling
a D6 and scoring equal or less than this CV number. The rules will say “Test against CV” when this is required.
Experienced troops, with a CV of 3, will thus have a 50% chance of performing any test required of them.

A basic Squad is made up of a Boss, his Top and many Grunts, and sometimes another Key Character such as a
Medic or Specialist (for non-military Squads). The Squad is usually led by a Top which is the equivalent of an
NCO or key companion and is rounded out by Grunts and then perhaps a Specialist or two.

Boss: your personal figure, a powerful leader. The best and most well trained individual in the squad. Their
basic CV is 5. May have two chosen abilities.

Top: your trusted friend, who is a skilled fighter and a dependable sub-leader or your assigned NCO if a military
unit. May have one free random ability. Considered to have combat experience. Their basic CV is 4. May have
one random ability.

Medic: a member who may heal wounds after – and sometimes during – a fight. The Medic is not a combatant,
but will defend him or herself if necessary. Their basic CV is 2. May have one free random ability.

Specialist/Shaman: In a military unit this may be a special advisor, a communications officer or a Forward
Observer. In a non-human race this position may be filled by a wise, perhaps sorcerous, person who can invoke
the powers of the spirit world. The Specialist is not a combatant, but will defend him or herself if necessary,
and in some cases may count as Frightening if attacked. Their basic CV is 2. May have one chosen abilities.

These four classes are sometimes referred to as 'Key Characters' (KCs) and they are treated in more detail than
the following folk, whom we term 'Basic Characters' (BCs).

Veteran: very experienced and capable in combat, but not suitable for leading others because he's unlucky, or
impulsive, or disliked, or just plain stupid. Veteran troops have considerable combat experience. Their basic CV
is 4 and they may have one random ability.

Grunt: Considered experienced troops that have been in combat previously. They are ‘average’ troops. Their
basic CV is 3. No bonus abilities at start of game.

Recruit: a fresh faced new trooper with very little training or perhaps a civilian or militia type that has joined
the Squad. What he lacks in skill he makes up in passion for the cause. Green troops are trained but have seen
little combat, or seasoned but poorly trained fighters. Their basic CV is 2. No bonus abilities at the beginning of
the game.

Key Characters have Reputations measured in Reputation Points (RPs). These improve (or not) according to
success in battle, wounds inflicted, and wounds taken (and ignored).

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Squad Composition
Type Numbers Cost Combat Equipment Abilities
Allowed Value Points

Boss 1 50 5 4 Up to two free chosen abilities

Top 0-3 25 4 3 One free random ability

Veteran 0-2 15 4 4 One free random ability

Trooper (Grunt) Infinite 10 3 3 No abilities at start

Recruit 0-3 5 2 2 (no armor) No abilities at start

Doc 0-1 25 2 3 One free random ability. Heal CV3

Specialist 0-1 30 2 2 Two free chosen abilities. Specialist


Value (SV) 3.

Weapons
The standard weapons used in Black Sun are graded according to their range, how many dice are rolled when
they shoot, and by Impact – the power of each shot to damage its target. Standard weapons include:

Bolt-Action Rifle (BR) (Impact 1) is an old Bolt Action rifle often found in the hands of ill trained or equipped
troops. It fires 2D6 up to 36” and 1D6 beyond that range. The BR cannot fire while moving.

Assault Rifle (AR) (Impact 1) is the basic infantry firearm of the Viet Nam War era. It fires 2D6 up to 36”, 1D6
beyond that range. The AR may be fired while moving, rolling only 1D6 with a range of 36”. One or more troops
per squad may be designated as Marksmen, able to use aimed fire on a specified target.

Squad Automatic Weapon (SAW) (Impact 1) is a larger, bulkier weapon designed primarily to pin down a target.
It counts as a Suppressive Weapon, where each D6 rolled for fire effect counts as 2D towards any test to pin
down a target. It fires 4D6 up to 48”, but 6D6 if set up on a bipod in a fixed position. It may be fired while
moving, rolling 2D6 to a range of 48”.

Machine Gun (MG) (Impact 2) is a tripod-mounted large calibre gun requiring a two-man crew. It fires 8D6
when set up and cannot be fired while moving except when mounted on a vehicle.

Mortar (MO) (Impact 1) The MO is a dedicated indirect fire weapon for lobbing explosives into enemy
positions. It may fire a variety of loads, including a high explosive grenade, combustible rounds, and close range
shotgun shells. Its effectiveness is based on a template. A smaller version of the GL may be attached to an AR.

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Flame Thrower/Acid Dispenser (Impact 2) Flamethrowers and acid weapons serve to clear bunkers and other
confined spaces. This weapon uses a conical template.

Armor
Armor is standard for almost all but the most primitive or under-supplied troops. It can also be part of some
beings basic DNA. Armor is graded according to this system:

No Armor (Armor 1): No protection beyond occasional helmets or improvised padded garments.

Helmet/Flak Vest (Armor 2): Basic body armor and head protection. Tough leathery skin.

Light Armor (Armor 3): Modern fibre issue helmet, torso, and leg protection. Chitin type hard carapace.

Battle Armor (Armor 4): Full body and head armor. A large plated monster.

Communications
There are two ratings to measure the effectiveness of communications among troops. See the individual Force
listings for the Communication rating of your unit.

Hive Mind Part of a collective intelligence with all Groups instinctively acting on cue. They do not lose
effectiveness due to Nerve Test failure

Everyone else. Everyone else uses the Standard Column for Activation but depending on the effects of a Nerve
Test (See Nerve Tests) they may become Inspired or Demoralized.

Abilities
Your models may have special abilities, called Advantages or Disadvantages. You may choose the appropriate number of
abilities for Key Figures. For each random ability roll on the chart below.

Advantages
Roll Ability Effects

 Agile +1D6

Mean Mo Fo Double Reputation gain for malevolent acts – killing prisoners, burning buildings, etc.

Clever-Tongued Double RP gains for Taunt.

Aggressive +1 Damage in Close Combat.

Light Footed CV+1 for tests of Nerve. Does not affect tests for Frightening or Terrifying

Duck-footed +2” of movement when crossing water terrain (rivers, marches, etc.).

Eagle Eye +1 Modifier when Spotting.

Fearless Ignore Frightening creatures; Terrifying creatures are only CV-1.

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Brawling Ignore penalties for fighting with bare hands or improvised weapons.

Fierce Scars Grunts and Recruits facing him within 6” test Nerve as “Frightening”

Fast +1D6” movement when running.

Martial Artist +1D6 when defending in Close Combat.

Lucky Gets one free re-roll per turn, to be used at any time.

Nimble Rough Terrain counts as normal during movement.

Camouflage The figure always causes a one column shift to the left when observed or Shot at.

Strong CV+1 for feats of strength.

Conscientious Cleans weapons religiously and can ignore any Gun Jams rolled.

Strong Swimmer May swim at higher of 2D6”/action, and may dive to recover items at the bottom of rivers
(but not deep lakes).

Sure Shot Adds +1d6 when Shooting while walking.

Marksman +1 CV when firing while Stationary.

Grenadier Shift one column to the left when throwing a weapon

Tough Skin -1 Damage when hit by an attack.

Disadvantages

Cowardly CV-1 for Nerve Tests

Cripplehand -1D6 in Close Combat

Cruel Neither gives nor receives quarter.

Cursed Opponent may demand one re-roll in any round of close combat.

Feeble Add 1 to all wound effect scores against him.

Greedy Will always go for the treasure. Double RP for gaining wealth.

Hates His Foe (list) Will always stay in charge and attempt to melee with hated opponent. Must state “Hated”
foe prior to mission/campaign.

Lame Roll 1D6” less for movement, or -1” (minimum 1D6 or 1”).

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Misses the Target Shift one column to the right when using a missile weapon

Proud Will not attack anyone of lesser status while there is another option.

Slow -1” per movement die, minimum 1” per die

Choosing your Squad


For a small campaign, 200 Points is a good start – that allows you to have your Boss, a Top or two, and a variety of
lesser warriors. You’ll probably start with a band of 6-15 figures. Don’t worry – you’ll be able to recruit more figures as the
campaign goes on.

Once you have your Squad, you may wish to name them, marking their bases with either a name, a number or simply a
painted dot to keep track of who is who.

Equipment Table
Item Equipment Other notes
Points

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Knife, small club or tomahawk Free Everyone has one!
(secondary weapon)
.

Grenade 1 per 2 Area effect, USA Grunts start with two free

Pistol 1

Bolt Action Rifle 2 Adarro and VC Squad must be 50%

Assault Rifle 2 US Squad can all be armed with this

SMG 1 VC must be 10%

Flak Vest 1

Machine Gun 2 Assistant Gunner Required to carry Ammo

Grenade Launcher 1 Available to US Army Squad only

Flamethrower 3 Must have AG

Shotgun 2 May fire either ammo (Slug or Pellet)

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Sample Squad

Character CV Weapons Armor Attributes Cost

Captain 5 Pistol Armor 2 Aggressive (+1 Damage in 50


Steven Mint Close Combat)
Boss Fleet of Foot (+1D6” movement)
Sgt. Harry 4 Assault Armor 2 Duck Footed (+2” movement 25
Pierce Rifle when crossing water terrain)
Top
CPL. Tyrone 4 Assault Armor 2 Sure Shot (Adds +1d6 if shooting 25
Jackson Rifle while walking)
Top
Grunt Alberto 4 Assault Armor 2 Misses the Target (Shift one 25
'Al' Chavez Rifle column to the right when using
Veteran missiles)
Grunt Reed 4 Assault Armor 2 Lucky (one free re-roll per turn) 15
Berinson Rifle
Veteran
Grunt 3 Assault Armor 2 10
Rifle
Grunt 3 Assault Armor 2 10
Rifle
Grunt 3 Assault Armor 2 10
Rifle
Grunt 3 Assault Armor 2 10
Rifle
Grunt 3 Assault Armor 2 10
Rifle
Recruit 2 Assault Armor 2 5
Rifle
Recruit 2 Assault Armor 2 5
Rifle
Total 200

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PLAYING THE GAME
Now that you understand how to muster in a Squad in Black Sun it’s time to look at the rules
themselves. The first thing we need to do is set up the battlefield.

TERRAIN SET UP
Start by arranging terrain on the table. This can be done either according to a specific scenario or
however you and your opponent choose. The standard tabletop game size of Black Sun in 3 feet by 3
feet.

Discuss the terrain to decide which features count as soft or hard cover, which cannot be
moved over, and any other aspects of the terrain that might pose questions as the game goes
on; it’s far better to decide that a rickety old shed provides concealment but no protective
cover from weapons fire before the game than to argue the point once a player has models
inside it. Remember your set up should include lots of jungle.

MODEL DEPLOYMENT
Once the terrain has been laid out, each player rolls a D6 and whoever has the lowest number can
choose whether he wants to deploy first, or make his opponent do so. If you are deploying first, you
also choose which side of the table you deploy on.

You will deploy your models within 6” of your side of the board. This is called the Deployment Zone.

If you have chosen not to deploy all of your models at the start, they may enter at the board edge as
you play your turn. Hidden movement and concealed Groups are accounted for in the advanced
rules. The player who deploys first will also have the first Activation.

Example: Dave and Bob lay out the village with a main street crossing from left to right and lesser
roads joining it. Once they are satisfied with the layout, they roll to determine the start. Bob wins by
rolling a 1 and decides to bring his US Army in on the north side of the board. Bob places a group of
four Grunts under Sergeant Pierce, behind a house on his left flank. He brings another Group onto the
baseline in the center, and keeps a third Group led by the Boss off board. Dave selects a position in the
centre of his base line, about 5” from the edge where the ruins of an ancient stone wall allow good
vision and places his MG team there. A second Group (under his Rank 1 Top Vang Thi) is left off-table.
The three Grunts (with assault rifles) under the Boss Viet Kang Thang, gather under cover of some
hooches off to the left. The scene is set!

The Game Turn


Decide who goes first, by any method you like. In general, the player whose forces are ‘the attackers’
in the scenario will act first. Each side will take turn to act alternately throughout the game, and this

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‘Igo-Ugo’ sequence remains constant even though Reactions may alter the balance of which units are
currently moving.

Each turn, the sequence is:


Player 1 rolls to Activate his forces. He is considered the Active Player.
Player 1 takes the first Action with as many of his own Groups as he’s allowed.
Player 2 may take one Action per Group to React (see Reactions). He is considered the Reacting
Player.
Player 1 completes his turn by taking second Actions for each Group.
Repeat the sequence, with Player 2 as the Active Player.

Activation
You start by rolling a die to Activate your force. How well you do – and how many Groups you can
Activate depends not only on the die roll but the Communication rating of your unit. If the unit is
Elite, once per game you may re-roll activation although you must use the second roll even if it’s
worse than the first.

Die Hive Motivated Standard Demoralised


Roll Mind

1 All Groups All Groups All Groups All Groups


2 All Groups All Groups All Groups Any Group
led by Top or
higher
3 All Groups All Groups Any Group led by Any Group
Top or higher led by Top or
higher
4 All Groups Any Group led by Top Any Group led by One Group
or higher Top or higher
5 All Groups Any Group led by Top One Group One Group
or higher led by the
senior leader
6 “What the --- ?!?” “What the --- ?!?” “What the --- ?!?” “What the --
- ?!?”

Example: Bob starts the first turn and rolls a 4. Since his Squad is rated as Professional and in Linked
Communication, this means that all three of his Groups Activate as each is led by a leader (rank 1 or
higher). If he had separated his Force any further, there would have been at least one Group without
a Rank 1 leader, which would not have activated.

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ACTIONS
Each Activation roll allows the Group(s) to perform one or two of the following Actions:

• Move – either creeping, Walking, or Running. Most troops can shoot while Creeping or
Walking but not Running. There is no restriction against Running on successive Actions or Turns.

• Take up an Overwatch pose, covering an area where an enemy target is expected to appear
with the intention of Shooting. This may occur on the first or second Action of the turn. The Group
must remain halted in place in order to take best advantage of Reaction shooting on the enemy’s
turn. A Group in Over-watch can shoot if it was stationary when making a Reaction.

• Shoot a weapon.

• Fight hand to hand. This action happens immediately if a Group moves into contact with an
enemy Group. If this occurs during a Group’s first Action, this Group may not take another Action this
turn.

• Leap through a window, climb a wall, or dismount from a vehicle etc.

• Set up a bipod for applicable weapons. A tripod takes two Actions.

• Treat a wounded model.

• Other special Actions required for a scenario such as defusing bombs, downloading data,
opening gates, etc

All models can repeat an Action - for instance, they can run or shoot twice in succession. You can do
these things in any order you like. Once you have completed your Actions (and the results have been
worked out), your turn is over and the turn sequence resumes. Every Group on the moving side must
complete its first action before any Group starts its second action.

Example: Dave rolls a 5 for his own activation, which allows only those Groups with leaders to
activate. His MG team in the warehouse has no Rank 1 or higher, but since at least one member of the
main group under the Boss is within 2”, all six models count as one Group for right now. He decides to
move his off-board Group of models under the Top to a building at the table edge and then to climb
inside through a window. This means he moves them 4” to the window, then whatever distance is
needed to place them actually inside the structure.

WHAT THE...?!?
When you roll a 6, something known as the “What the...?!?” occurs. This is a sequence of events that
brings random elements into the game. When a “What the...?!?” occurs, there are four steps:

1. Checks the status of your wounded models (if any).

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2. You select one Group to perform one Action only, and decide whether to do so before or
after step 4...

3. Choose a “What the..?” Card and follow the instructions printed on it.

Example: On the next turn, Bob rolls a 2 and continues to move forward, bringing Fire Team Charlie
on to support Gonzales’ advance team. On his own turn, Dave rolls a What the...?!? Neither side has
any wounded or Out of Action models to recover or lose at this stage of the game. He chooses a
Group to Activate, and makes one (not the usual two) actions. He chooses a card and gets The One
Man Army and he selects a Grunt to become that special character for the rest of the game.

REACTIONS
Reacting - interrupting the sequence of your opponent’s turn - is an important aspect of Black Sun.
As one player moves his models, the other will be on the lookout for chances to Shoot at them under
the circumstances best for him. He may also have forces ready to attack from ambush, or models that
might need to pull back from a dangerous place.

Each Group can only make one Reaction during the enemy’s turn. This may be any type of Action
such as Shooting, close assault, treating a newly wounded comrade or simply running away from
danger. Groups must React to a specific action by visible enemy forces within 24” – it’s not simply a
‘free action’ for the non-moving player. To React:

• An Group that is Pinned Down or Suppressed cannot React in any circumstance.

• An Group that has taken up an Overwatch position may Shoot at full effect at the enemy in
its forward arc (180 degrees ahead) and Line of Sight.

• An Group that has taken up a Counter-attack position may Charge at an enemy in its forward
arc.

• Any Group that isn’t included under the criteria in the above bullets may attempt to React by
testing against the CV of its leader. If it passes, it may Shoot as if moving, may move or Charge, or
retreat from its present position. The next Group, if the player has one, may now try to React, and so
on. If any Group to test for Reaction fails, it takes no Action and you move on to the next Group that
the player desires to React with.

• Normally the Reaction takes place right after your opponent's first Actions, but sometimes
you may want to React during those Actions. For instance, you may want to shoot at models crossing
a gap between buildings or disappearing into cover. In those cases, you may only React after your
opponent has moved a model at least 1” or completed one Action shooting weapons.

Example: Bob watches Dave move A Group of models. He has placed Bravo Fire Team on Overwatch
in LOS of Dave’s Grunts. As soon as the two leading troops cross between bushes, he announces that

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he is choosing to React at that moment, and opens up with his fire team for one Action of Shooting at
full effect.

Line of Sight (LOS) refers to the ability of one figure to see another. There is no distance limit
placed on LOS except where a specific exception is stated (such as ‘heavy rain’ or ‘blinding
snowstorm’ or Sudden Fog from the What the..? tables)

Since we understand that actual warriors try hard to use concealment as much as possible,
we’ll assume that the models (usually posed in active, upright positions) don’t exactly
represent what the combatant is doing; therefore we’ll draw an imaginary base-to base line
from one figure to another. If there is no obstacle between the two, unrestricted LOS exists.
If there is one or more obstruction between the two models, a decision must be made as to
the validity of the target. It may be :

A) Partly visible but obstructed by scenery (etc.) that prevents complete sighting of the
target - counting as 'Concealment'.

B) Visible but protected by substantial cover – counting as ‘Cover’ or even ‘Fortifications’.

C) Completely blocked.

Movement
The player must state what each figure is doing before he moves each piece. This is to make clear
what type of Movement the figure intends to make, what sort of terrain they are crossing, and where
they are moving to. Remember, while a figure is always set in the same pose, an actual warrior would
be using the terrain to his best advantage, hugging cover rather than standing upright at all times!

Each model in a Group doesn’t have to stay with the Group. Models may be sent off to perform other
objectives. Keep in mind that only one type of Movement is allowed by the Group. However, Grunts
can always remain stationary and Shoot or pick up objective markers without taking on the Movement
type of the rest of the Group. You cannot have one Grunt (or more) Run while others Walk, if any are
moving all must use the same movement type.

Movement in inches per Action

Action Movement Notes

Warriors Running 3D6: 2 Highest dice. No Shooting or Observation allowed.

Warriors Walking 2D6: Higher die (minimum 2”). Shooting: -1 CV.


Normally

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Warriors Moving 2D6: Lower die (maximum 3”). Shooting and Observation as normal.
Cautiously

Civilians, children, 2D6: Lower die. Includes carrying supplies overland.


heavily burdened,
etc.

The player rolls once for each Group. There’s no reason to carefully measure every figure’s distance;
just move the Group and make sure that no figure moves further than the distance allowed. A Group
may run as much as it wishes – these skirmishes are assumed to be brief, and warriors have
impressive stamina!

Example: Bob activates a Group of three Grunts and a Top. They are currently in light forest (Woods)
with loose rock underfoot (Rough Terrain). They move cautiously, so roll 1D6. They roll a ‘1’, which is
raised to 2, the minimum movement distance allows in that terrain type.

Rough Terrain
When crossing Rough Terrain, a warrior may move one inch for each two inches of movement rolled.
Rough Terrain could be rocks, steep slopes, thorny thickets or crossing streams. Any terrain that
affects movement in this way should be defined as Rough Terrain prior to game and agreed upon by
both players. Rough Terrain would also count as Cover for the Grunts inside the Rough Terrain.

Difficult Ground
Difficult Ground is any terrain that actually stops movement. This would be a window, wall or even a
wider or faster stream. Players should agree on Difficult Ground before the game begins. To move
across Difficult Ground you move up to the terrain piece in one Action. On the next Action you move
to the other side of the obstacle. This concludes your Movement. Grunts cannot Shoot or Charge
while crossing Difficult Ground. If Shooting occurs with the Grunts as targets and the terrain
intervenes across the Line of Sight of from the Firer than the target models are considered using the
hardest to hit modifier.

Movement Modifiers

Condition Notes

Heavy Rain Consider as Rough Terrain

Night actions

Narrow streams

Wearing Armor in Woods -1”/action, to a minimum 1”.

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or Rough Terrain

There’s no need to carefully measure every figure’s move distance; just move the Group and make
sure that no figure moves further than the distance allowed. A Group may run as much as it
wishes―these skirmishes are assumed to be brief, and warriors have impressive stamina!

Example: Dave activates Sgt. Harry Pierce’s Group. He declares that Cpl. Dexter Ward and three Grunts
will run at the enemy while the rest will remain stationary and Shoot AR’s. They are currently in light
forest (Woods) with 2” of loose rock (Rough Terrain) about four inches away. The player rolls 3D6 and
takes the two highest dice (a six and a two) as movement for Cpl. Dexter Ward who runs across the
loose rock at a speed of 8”. It takes Cpl. Dexter Ward four inches of movement to get to the rock and
four inches of movement to cross the two inches of loose rock. Cpl. Dexter Ward is placed on the far
edge of the loose rock.

Remember that a Group may not always move in the exact formation it begins the Action in.
Model’s Running across a ditch will be following at least one inch apart, so the last model may be
several inches behind the leader. A low die roll may leave the unlucky one at the rear caught in
the open, even if his comrades are safely in Cover!

Rough Ground and Obstacles


You should discuss the terrain with your opponent before starting the game. Troops can move over
most rubble piles without a penalty or through a ploughed field, but some terrain is very hard to move
through except slowly–swamp, sharp rocks, or steep slopes for example. Move at half speed, counting
every inch as two inches for measurement. No running is allowed.

Troops are assumed to be able to leap over low walls, fences, etc without any penalty, but head-
height walls, wide ditches, and thick hedge rows take an Action to cross. Troops cannot leap onto a
second story from the ground, but one troop can help another up. Some significant obstacles might
demand two Actions and two troops working together.

Impassable Terrain
Some objects or areas may be considered impassable which means no figures may enter the terrain
piece. Players must agree on Impassable Terrain before the game begins. Bogs, cliffs and jungle choked
stony ruins are some examples of possible Impassable Terrain.

Ambush
A Group may choose to take up a watching position (akin to 'on watch' or 'overwatch' in modern
warfare) which allows for improved abilities in making a Reaction to enemy Actions. Figures in Ambush
shoot better when making a Reaction, and can opt to make a Reaction earlier or later than the middle of
the opponent's turn.

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• Taking up an Ambush position takes an Action. Once a Group moves from the original Ambush
spot, it ceases to count as being in Ambush. Only Groups that are not currently Spotted may take up an
Ambush position.

• Groups in Ambush may interrupt an enemy Action as it occurs―Shooting while the enemy
Group is moving between stands of trees, for example.

• A Group that has taken up an Ambush position may Shoot or Charge into Close Combat without
a Reaction CV roll.

• Charging or Shooting from Ambush at an enemy from 6” or less causes a Nerve check. (See
Nerve Checks)

• Shooting by figures in Ambush is assumed to be aimed, so there is no deduction from the


shooter’s CV.

Observation
In the basic version of Black Sun all figures are visible to the players once they have been placed on
the table. However, all figures are not always visible to their little metal opponents, and it’s possible
for one Group to be aware of an enemy who is completely oblivious to their presence.

Spotting is “free”, and does not use up an Action or Reaction. Each player may try to spot as-yet-
unseen enemy figures at any time during his own Actions, before or after he moves a Group; or in the
Reaction phase of the other player’s turn, before or after he moves the Group. The Group must be
successfully Activated before it can make a spotting roll as a Reaction.

Spotting is done by Group, not by individual; each Group may make only one spotting check when
Activated.

The Reacting player may only spot Groups that were just Activated and performed an Action by the
Active Player.

No spotting is allowed if a Group declares or performs a run Action.

Once a Group spots an enemy Group it may tell the rest of its Squad where the opponent is during its
next Action for free.

If a Group or figure has not been successfully spotted and an Active Group moves into them, the
Active Group must come to a stop 1” away from the unspotted opponent and is surprised. This
finishes their Action; move on to the next Active Group, or otherwise complete the Activation. At this
point both Groups are considered spotted and may react as desired in future Actions.

The player must declare which Group is Spotting and which Group it is attempting to Spot. To make a
Spotting attempt, the targets must be in LOS. Check the Observation Table for the base Spotting

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number, modified by the Observation Modifiers. Roll 1D6 for the Group, and it successfully Spots the
enemy Group if it rolls less than or equal to the Spotted On number.

A figure or Group firing that is in Open terrain is automatically Spotted by any figure within the LOS of
this figure. He also gives away the location of the rest of his Group that is also in Open Terrain.

A figure or Group firing from is +1 modifier to the Observation roll.

Observation Table

Target in: Spotted on:

Open 5

Concealed 4

Cover 3

Hardest to Spot 2

Observation Modifiers

Target Running +2

Target Walking +1

Spotter in ambush +1

Target Firing from Cover +1

Target in ambush -1

Example: CPL. Dexter Ward and his Group are in Ambush (+1 to the spotting number). One of the
opponents Groups is sneaking through light woods about 16” away. The target is in Concealment (Base
4 or less) and is Moving Cautiously (no modifier).

The Spotting number is 5 (Base 4, +1 for Ambush). Mike rolls a 5 and spots the enemy (just barely).

Shooting
Shooting has two objectives in Black Sun. One is to actually hit your opponent’s models and put them
out of the game of course! The other is to make your opponent’s models duck for cover so that their
own ability to fire is severely limited. Therefore we focus attention as much on the target as those
doing the actual Sshooting.

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Remember - Test against CV: This core mechanism of Black Sun is simple – roll a D6 and
score equal or less than the CV of the model in question. Sometimes there may be
modifiers to the test as, for Example, “Test against CV-1” which means that a veteran
model whose CV is 4 now needs a roll of 3 or less to pass the test.

Declaring Targets
The player Shooting selects a target in LOS that has been Spotted. This includes not just a single
model, but all the enemy troops in LOS within a Group – for instance, “Those four models behind the
rice paddy – I can just see their heads”. The target Group may include any number of models as long
as they are within 2” of another model. Refer to the Weapons Table below to determine ranges and
whether or not you may shoot while moving. You may not Shoot while Running or climbing obstacles
that require both hands.

You may not deliberately target the wounded or those in the act of helping them. Wounded troops
may be subjected to area weapons and to fire on a Group of their comrades, but it’s not permitted to
shoot directly at wounded opponents unless the Shooters are listed as Hating the type of enemy.

Sometimes the target models will not all be in the same type of cover or some members of the Group
may not be in LOS. Although the Group will count as a single unit for the purposes Nerve Tests, the
Shooting player has the option to take the shot he wishes. If he wishes to hit all the models then his
shots must take the Cover modifier into account. If he only wishes to shoot at targets in open then he
rolls taking no Cover modifier. Also, some Figures can be designated to Shoot at each type of target.
Also, keep in mind that Key Characters can shoot at specific targets and should take all the modifiers
into account for that target.

The Shooting player will then check the Range, check to see how many dice he is allowed to roll, and
check whether any modifiers apply due to Range or Movement. Then he will roll the dice for ALL
Shooting on that particular target.

Example: Dave’s MG Team shoots at Bob’s Grunt’s, which is moving through ruined buildings 15”
away. Dave is able to bring to bear his bipod-mounted MG (7D6), fired by gunner Ling, plus shooting
from the Gunner’s Assistant (D6) for a total of 8D6 against Bob’s Grunts.

SUPPORT WEAPONS SPECIAL RULES


The Squad Automatic Weapon (SAW) or Machine Gun (MG) is operated by a team of two – the Gunner
and Assistant Gunner (AG). The AG’s job is to carry ammunition, assist with clearing jams and replacing
barrels, and to take over the gun if the Gunner is killed or wounded. The AG may fire his own rifle (1D6
only). The AG must be within 2” of the Gunner to carry out these duties, or else the gunner counts as
operating alone.

If a Gunner is alone, any Shooting roll that features more 6s than numbers equal or less than the
Gunner’s CV means the weapon has jammed, and will take an Action to clear. Hits on the enemy before
the gun jams still count.

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A Machine Gun (MG) is also operated by a team of two and sometimes supervised by an NCO. The
loader is fully occupied with feeding ammunition into the gun. The NCO can fire his own weapon. All
are trained to use the MG, and can take over the Gunner’s or Loader’s roles without penalty, but the
weapon must be operated by two Grunts.

MARKSMEN SPECIAL RULES


Troops designated Marksman are one step down from elite snipers. Marksmen may shoot normally,
counting as one CV grade better than usual due to their special skills.

Alternatively, if the marksman does not move on his Action, he may choose to shoot at a specific (single
model) target as an aimed, shot rolling 1D6 to hit. This roll is shifted one column to the left on the
Target Table. A successful Hit from aimed shots by a Marksman shift one column to the right on the
Cheating Death Table.

TARGET TYPES
There are five basic Target types in Black Sun:

• Easy. The target is standing in the open or targets being shot at from their rear arc, bunched up
in a tight Group (bases touching), or inside a vehicle or enclosed space also count as ‘Easy’.

• Basic. The target has performed a Walk Action in the open, or keeping as close to cover as
possible without actually being behind it. The target is moving from one piece of cover to
another. If the shooter is Reacting while the target moves between cover, it counts as a Basic
target.

• Concealment. The target is concealed by trees, bushes, or other features that don’t stop a
bullet, but make the target harder to spot. The target is using a low wall, a hastily-dug foxhole or
similar, but can be seen by the shooter.

• Cover. The target is using a brick building, a properly dug foxhole or trench, or another solid
object, but can be seen by the shooter.

• Fortified. The target is inside a solidly built pillbox, bunker, or similar enclosed structure but, can
be seen by the shooter.

Note that figures do not provide cover or concealment―as they are assumed to be crouching, moving,
etc, it is perfectly acceptable to shoot “through” figures to hit someone in the back rank, or “through”
your own figures.

Note that figures that are Running as their last Action are considered more difficult to hit and when
they are targeted the shooter receives a -1CV modifier.

Example: Dave will roll 8D6 against Bob’s Group which has two Grunts who have reached the cover of a
ruined house. One is hidden completely behind a high wall and the other is still moving through the
heavy rubble, which they have already agreed to count as Concealment. If Dave chooses to shoot at

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both targets they would get the benefit of Cover. If however he wishes to just Shoot at the target in the
heavy rubble then that shot would be taken with the penalty of Concealment on the dice roll.
Alternately he may split his fire at either target.

Shooting Roll
To make a shooting roll, check the Missile Weapon Table for the range and damage of your weapons
and the Shooting Modifiers Table (add all that apply), then roll 1D6 against each shooter’s CV. A roll
equal to or less than the modified CV of the Shooting figure is required to Hit the target. Roll all Hits
again on the Cheating Death table, by the target player to determine results.

Different color dice help distinguish shots from different kinds of Grunts or
weapons.

WEAPONS TABLES
Weapon Short Impact dice per shot without moving dice per shot while moving
Range
Pistol 9” 1 1 1

Bolt-Action Rifle (BR) 36” 1 2D6 up to 36” N/A

Combat shotgun (slug) 18” 2 2 (1 at 18” or beyond) 1 (up to 9” max)

Combat shotgun (shot) 18” 1 3 (2 at 18” or beyond) 2 (up to 9” max)

Sub-machine gun 24” 1 2 (1 at 24” or beyond) 2 (up to 12” max)

Standard Assault Rifle 36” 1 3 (1 at 36” or beyond) 2 (up to 18” max)

Squad Automatic 48” 1 6 set up on bipod; 4 if not 2 (up to 24” max)


Weapon*

Machine Gun* 72” 2 8 (only if set up on tripod, N/A


set-up takes 2 Actions)

Grenade Launcher* 9-36” 1 2” or 3” Template Template weapon

Flame Thrower 24” 2 Template weapon May not fire while advancing
max

* Counts as a Suppressive Weapon – count double dice to determine if a target is Pinned Down.

Heavy Weapons Range Impact Dice per Shot (Stationary) Dice per Shot (Moving)
(Mostly Off Table)

Light Mortar 12-72” 2 4” Template N/A

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Heavy Mortar 12-72” 3 6” Template N/A

Light Artillery 72” 3 4” Template 1 (if vehicle mounted)

Medium Artillery No limit 4 6” Template 1 (if vehicle mounted)

Heavy Artillery No limit 6 8” Template 1 (if vehicle mounted)

Shooting Modifiers Table


Target is Modifier (to CV base)
In Fortified -3 to CV
In Cover -2 to CV
In Concealment -1 to CV
Run Action as last Action -1 to CV
Charge Action as last Action +1 to CV
Easy Target +1 to CV

Jammed Weapons
If you roll more 6’s then successes on your Shooting Roll then your weapon has jammed. It takes one
Action to clear a jammed weapon. You may not Shoot, Move or take part in Close Combat during thus
Action and you must declare that the figure is Clearing a Jammed Weapon.

INFLICTING LOSSES
Count the number of firing dice rolled against a target Group. If they are equal to or more than the
number of models in the target Group, the Group rolls to see if it is Pinned Down. Count the number of
dice that scored “Hits”.

The owner of the targeted models must then roll the Hits:

First, decide which model(s) might be Hit. Roll randomly among the targeted models and place Hits.

Next, Roll on the ‘Cheating Death’ table for each Hit and compare the die score with each target
model's grade. Models which have already been wounded (Stunned or Hurt) and have not yet
recovered count as +1 on the ‘Cheating Death’ Roll if they are unlucky enough to be hit a subsequent
time. (They are assumed to be oblivious to their danger.) Do not count models who are already Out of
Action.

Example: Bob has received eight shots at his four man fire team, three of which “Hit”. One hit went to
the Trooper moving through rubble (Concealment) and two hits went to those in behind some ruins
(Cover). Bob points to the Troopers in the ruins, Smith and Sung and rolls 2d6, one for each Hit caused.
On a 1, 2, or 3 he will hit Smith, on a roll of 4, 5, or 6 he will hit Sung. He rolls a 3 and a 4 causing one hit
on each model. Both these models need to roll on the ‘Cheating Death’ table. He does the same thing
with the Grunt in concealment and - being only one possible candidate - puts the Hit on the Trooper.

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Cheating Death Table
Subtract the Impact of the weapon against the Armor of the target. This tells you which column will
determine the result of the Hits. Roll a die for each Hit.

Armor - Impact = column rolled on


Die Roll 3 2 1 0
1 Retaliate Retaliate Retaliate OK
2 OK OK OK Duck Back
3 OK OK Duck Back Wounded -1CV
4 OK Duck Back Wounded -1CV Wounded -2CV
5 Wounded -1CV Wounded -1CV Wounded -2CV Out of Action
6+ Out of Action Wounded -2CV Out of Action Out of Action

If Armor-Impact equals -1 or worse than the die roll is modified by a -1 modifier on the die roll.

If Armor-Impact equals 4 or better than modify the die roll by +1 per difference. Example Armor-
Impact equals 4 then +1 on the die roll, Armor-Impact equals 5 then +2 on the die roll.

Penetration Modifiers
Effect Modifier

Aimed Shot (Marksmen or Sniper only) +1 on die roll

Explosive Shell or Grenade inside an enclosed space +1 on die roll

Artillery or Mortar shell against a target in cover -1 on die roll

If the Cheating Death Chart calls for a second roll you add these modifiers onto the roll again.

Armor Grades Impact Grades


0 - 0 Very Light Weapons
1 No armor 1 Standard AR and SAW, Grenade
2 Protected – Helmets/Flak Vests 2 MG, Light Mortar or Missile
3 Light Armor – Helmets, Body, and Leg armor 3 Medium Mortar or Missile, Light Artillery
4 Battle Armor - Full Body Armor 4 Light Tank Main Gun, Medium Artillery,
Heavy Mortar
5 Battle Tank Main Gun
6 Heavy Artillery
7 Mother of All Bombs

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Example: Bob checks the Cheating Death Table. His Grunts all have Protected - Helmet/Flak Vest (Armor
2) and have taken fire from weapons listed as Impact 1. This means that the base column he has to roll
on is Column 1. Veterans will roll on Column 2, Green troops on Column 0.

Duck Back
No damage, but target misses next action (unless in close combat)

Injuries
Injuries from combat reduce a figure’s CV, making it less effective. Injuries are cumulative, until the
figure’s CV drops to 0, putting it out of the game. Each level of CV loss in one attack is given a name,
which, during the Survival phase of the Campaign game, may create a long-lasting effect on the figure,
giving it an Advantage, Disadvantage or even kill him.

-1 CV is a Light Wound.

-2 CV is a Wound.

-3 CV is a Deep Wound.

-4 CV is a Mortal Wound.

If a figure loses more CV in one attack than its starting CV, the target figure receives a Gory Death,
which, unfortunately means that the figure is obviously dead―missing its head, etc.

Injuries may be healed during a game (or revealed to be less than originally thought); see “What the..?”
on page xx, and Healing on page XX.

Multiple Wounds
A figure may receive more than one wound (either at the same time or on subsequent turns). The
effects are cumulative, so a Trooper (CV 3) who receives a Light Wound (CV-1) now counts as CV 2. On
the following turn he receives a Wound (CV-2), which brings him down to CV 0, which knocks him out
of the game. If playing the Campaign Game keep track of how the figure was removed from play. If a
figure loses all its CV in one shot it is considered a gory death.

Cheating Death Results


Retaliate If the target model is not also Wounded or taken Out of Action, he immediately fires
back at the enemy shooter! Count as if shooting while moving. The enemy will NOT shoot
back if they get a Retaliate roll. A model can only Retaliate once each time it is targeted,
regardless of how many dice give a Retaliate result.
OK! The target model is not hit. The Armor deflected the round.
Wounded (-1 The target model is Wounded for the amount of CV listed. If a models CV is reduced to
or -2CV) zero then the model is Out of Action, see below.

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Out of Action Roll on the Out of Action Table. On a 6 the model suffers a Gory Death. Otherwise the
target model
appears to be either dead or critically injured. He is placed face down where he falls.

A model will always take the worst result out of the Hits rolled. If a model rolls a -1CV or -2CV Wound
then add the results and subtract from the models CV. On a Wound (regardless of –CV) and Out of
Action result, the model cannot Retaliate.

Example: Bob rolls for each of the Grunts who have taken Hits. Sung, an Experienced Grunt, rolls a 4 and
receives a -1CV Wound. Smith, a Green rookie rolls a 6 and is taken Out of Action. A second roll of 1
indicates that Smith is Seriously Wounded. Sgt. Pierce rolls a 1 and Cpl. Ward a 3, meaning that both
shots narrowly miss. The Retaliate result means that he fires one burst of his assault rifle (1 die in this
case) back at the NVA Group that fired at him. He rolls a 5, which misses.

Whenever a model receives an Out of Action result roll a D6 to see what condition it is in:

OUT OF ACTION TABLE


Die Result If Treated If Untreated

1 Stunned The model returns to play The model returns to


automatically at the end of their play automatically on
If not in Cover the model can move next turn. No other effects. an Activation roll of 1
to safety (4” per Action). Cannot or a What the...!?
shoot or fight at all until returned to result.
action.
2 Hurt (Receives -1 CV Wound) Test vs. CV: If a 1 is rolled for
Pass- The model returns to play. -1 Activation, the model
If not in Cover the model can crawl CV from now on returns to play
to safety (2” per Action). Cannot Fail- test again next turn. automatically at -1
shoot or fight at all until returned to If a 1 is rolled for activation, the CV.
play model returns to play automatically.
If What the...!? comes
first, the
model becomes Out
of Action.

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3 Seriously Wounded (-2CV Wound) The model can be stabilized by a The model bleeds out
comrade testing against CV. Test and dies at
The model cannot move unaided. can be repeated until successful. first What the...?!?
Cannot shoot or fight at all. The model can be revived by a Doc
only. Test against medic’s CV:
Pass – The model is now considered
Hurt. Test on subsequent Actions to
return to combat.
Fail – The model is stabilized but out
of action for the rest of the game.
Fail on roll of ‘6’ – the model dies
during treatment.
4-5 Killed in Action. Already dead. Already dead.
6 Gory Death. Test vs. CV for all friends within 6” who have LOS to this
Notably bloody death in combat. model.
Fail – choose to be Pinned Down (1 Pinned Down marker)
or retreat one action immediately.

Treating Casualties
Wounded Models are not simply ignored as non-functioning playing pieces, but are treated as fallen
comrades who must be looked after. Those that receive minor wounds, or are stunned by a blast, may
return to the fight. Those who are more seriously injured should be treated to stabilize their condition
and moved to a safe place. Failure to protect and treat wounded comrades is a serious mistake in Black
Sun.

It's important to tend to fallen comrades. Players must make efforts to check on casualties and move
those who are not dead to a place of safety. Wounded models and any models helping them are
Activated as part of the Group they belonged to in the previous turn; they do not become a separate
Group that needs its own activation.

Stunned and Hurt models can move on their own; seriously wounded men may be carried 2” per action
towards safety by a single comrade, or 4” by two. They should not be deliberately shot at by the
enemy, al- though they are still vulnerable to shell and grenade fire.

Wounded models should be attended to by a Warband mate, which takes one Action by the helper,
who must be in base contact with the Wounded model. This may be done either by the mate moving to
his friend’s aid or the victim crawling or staggering towards assistance.

Treatment consists simply of one Action using a basic medi-pack, carried as a standard issue item as
listed on the Squad Chart.

A Stunned model recovers automatically when a comrade takes an Action to treat him.

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A Hurt model has a more serious condition. Professional troops roll against their CV to treat the Hurt
casualty successfully, and may try on successive turns if the first attempt fails. Once the test is passed,
the casualty returns to action, at -1 CV from now onward.

Several models may attempt to treat a casualty as a Group, if the player wishes, rolling for each model.
If the roll fails they may try again next turn.

If a wounded model becomes a casualty for a second (or subsequent) time before recovery from the
first wounding, it adds a +1 modifier on subsequent ‘Cheating Death’ roll. That’s because he is more
concerned with the wound he’s just received than avoiding taking another.

Seriously Wounded models are treated in the same way as those who are Hurt. However, the result of
a success is that the victim is stabilized prior to evacuation; he cannot return to combat. Only a medic
model can revive a seriously wounded model. Seriously Wounded models can be carried by two men,
at 4” per action or one at 2”.

Out of Action models who have not been treated by a comrade when the next “What the...?!?” is
rolled die of their wounds.

Example: Private Smith has been Seriously Wounded by the NVA shooting. He cannot move on his own
and will need to be treated by a comrade or (ideally) a Doc or he will bleed to death on the next What
the...?!? His comrades Sgt. Pierce and Cpl. Ward must come to his aid.

Multiple Wounds: a model may receive more than one wound (either at the same time or on
subsequent turns). A model can be Stunned more than once with no change in his status.

Docs improve the chances of casualties surviving. They may be rated as CV 3 or 4.

• A Doc will automatically succeed when treating both Stunned and Hurt casualties.

• A Doc may attempt to revive a Seriously Wounded model from Out of Action to Hurt, and then
to recovery. There is a chance (roll of 6) that the patient will die.

• A Doc can treat a wound while Hitting the Dirt.

Additionally, in a campaign game the presence of a Doc on the battlefield will improve the chances of
seriously wounded models recovering for the next combat.

Leader Casualties
In Black Sun we always use the model with the best CV to make any tests by the Group. When the
leader of a Group is Wounded or Out of Action, the player must select another model to take his place
(usually the most experienced model) and it is accepted that he is leading the Group for now.

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Spraying Lead!
Actually hitting enemy models is only part of the reason troops lay down fire on a target. Troops who
have been shot at may be forced to stop Moving or Shooting, and take cover. When a target has been
Pinned Down by a hail of bullets and explosives, it attempts to get under cover as completely as it can.
Once troops are Pinned Down it requires bold leadership to get them going again.

Pinned Down
A target Group may be Pinned Down –

• If the target Group is inside the blast radius of a grenade or mortar shell. Members of the
Group outside that radius are unaffected by the blast itself, but may become pinned down along with
their friends within the blast zone as everyone seeks cover.

• If the number of shots fired equals or exceeds the number of models in the target Group.

• If the number of shots fired equals or exceeds TWICE the number of men in the target Group, it
rolls twice, and may receive two Pinned Down markers. Two markers are the most a Group may
receive.

• Some weapons (primarily SAWs, MGs and MOs) are listed as ‘Suppressive weapons’. They
count double dice, so (for example) five shots from a SAW against a target Group count as ten for the
purpose of deciding whether the Group is Pinned Down.

Test against CV for the target Group’s leader. If he fails, place a Pinned Down marker next to the Group.
The player then chooses whether to have the Group go to ground in its present position (counting
‘Heads Down’) or to run for safety. It may make a normal run move (3D6 take the two highest dice in
inches) in any direction, ending in a dive towards cover. If any of the dice rolled are a ‘1’ the Group is
caught upright in a ‘freeze frame’ position and counts as an ‘Easy target’.

The Group can do nothing during its next Action. It cannot Shoot or fight while Pinned Down.

A target Group may receive two markers from heavy gunfire, from an artillery shell or from taking
another Pin Marker while already Pinned Down. This has no effect except that the Group must rally
twice to return to the game instead of simply once.

No matter how much fire a Group receives, it cannot take more than two pin markers at one time.

Example: Bob’s rifle team has taken eight shots against the Fire Team of four Grunts. Since the number
of shots is more than the number of men, he must test to see if the Group is Pinned Down. In fact, the
shooting caused twice the hits than the number of targets he has to test twice. Sergeant Pierce is a
veteran, and will pass on a roll of ‘4’ or less; he rolls a ‘2’ and a ‘5’ so, failing one, the Group is Pinned
Down until the second Action of their next turn offers a chance to recover.

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Suppression
Suppression is simply the state of being 'even more pinned down'. If the number of shots fired equals
or exceeds TWICE the number of men in the target Group, it rolls twice, and may receive two Pinned
Down markers. Two markers are the most a Group may receive. It is now Suppressed, and cannot fire
at all. It may choose to run away from the enemy if the player chooses.

Hitting the Dirt


Sometimes the player will want his models to dive flat, even if they are not Pinned Down by enemy fire.
It’s like being Pinned Down voluntarily.

• He may simply announce that the models are going prone at the end of their movement.

• The player may also decide to order his troops to hit the dirt during an enemy’s turn, after a
Group has been declared a target of Shooting against them and after the Shooting has been completed
the Group may go prone. This does not count as a Reaction.

• Models who have hit the dirt count as Pinned Down, and must test against CV to recover.

• Models who have Hit the Dirt count as being in Cover as a Shooting Modifier.

Rally
A Group that has been Pinned Down may try to Rally, so that it will follow the player’s orders. On its
first turn after it has been Pinned Down, it spends the first action simply reacting to being suppressed.
Now test against the CV of the leader of the Group. If it passes the test, the Group can act normally on
its second Action of the turn. If not, it remains Pinned Down until its next turn, when it can try again.

An Group that has two pin markers rolls once to remove the first pin marker. If it succeeds, it may
immediately roll again to remove the second pin marker. If it passes both tests the Group only misses
the current Action. If it fails the second attempt to Rally, it remains Pinned Down with a single Pinned
Down marker left in place.

You can remove a Pin marker or markers as a Reaction.

Example: On his next turn Sgt Pierces Group spends the first Action Pinned Down. On his second Action
he needs to roll against his CV of 5 to rally from being Pinned Down. If he passes, his Group will be able
to act immediately. However, he rolls a 6 and fails. The turn played is wasted for Sgt Pierce’s Group. He
must wait until his next turn to try once more to Rally.

Model Status Trigger Rallies Effect


Hit the Dirt Voluntary Test vs. CV (free) Cannot shoot or React
Considered “heads down”
May crawl to cover

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Pinned Down 1 check if shots equal to number Test vs. CV (free) Shoots as if moving
– one Pinned of model in Group
Down marker Cannot React
Within grenade or mortar blast
•Considered “heads down”

•May crawl or run to cover


Suppressed – 2 checks if shots are double Test vs. CV (free) Cannot Shoot or React
two Pinned number of model in Group Rally to one Pinned
Down markers Within artillery blast Down marker after •Considered “heads down”
first successful check
•May crawl or run to cover. May
run away from the enemy.

SPECIAL WEAPONS

Grenades
In the basic game, grenades are only used by a model with a designated grenade launcher (GL).
Alternately Grunts armed with Grenades may throw them out to 9” away.

These may be the small GLs attached to an assault rifle (with limited ammunition) or dedicated
weapons with a wider choice of grenade types.

The grenade launcher can be used in two ways:

Up to 9” the dedicated grenade launcher fires a shotgun round, rolling in the same way as a combat
shotgun. For the smaller GL attached to an assault rifle, count shooting under 9” as standard rifle fire.

Between 9” and 36” the grenade launcher fires a grenade in an arc that will bring the missile onto the
target from a steep angle.

Choose the target. Use the 3” diameter blast template for the dedicated grenade launcher, the 2”
template for the rifle-attachment GL.

The player places the template on top of his chosen target.

• Test against the firer as if shooting any other weapon, with modifiers as usual. The key
difference is that a target in cover that is open from above counts as being in concealment only; he is
hard to spot, but has no overhead defense against the grenade.

• If the grenade hits the target, and place the blast template at the intended spot.

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• The grenade lands in the precise centre of the template Note where the potential casualties
from the grenade are placed in relation to the grenade; some may be able to claim cover from the
blast.

• All models inside the template test on the Cheating Death table to see if they are hit by the
grenade blast. In a multi-room house, this may mean some men are safe simply by being in a separate
part of the build- ing.

• Test to see if the survivors are Pinned Down; the test is against the CV of the senior model still
standing

• If the grenade misses the target, it lands one inch away for every point that the shooter missed
his die roll by; for Example if a veteran (CV4) aimed at a target in cover, he would need a roll of 1-2. If
he rolled a 5, he missed his roll by three points. The targeted player may move the grenade by three
inches. This may be measured ‘centre to centre’ or ‘edge to edge’ (easier in practice). He chooses which
direction it goes, with the obvious hope of avoiding any of his own troops and, indeed, hitting those of
the enemy. If that happens, treat it as a ‘friendly fire’ hit on them. Otherwise, it explodes harmlessly.

For a hand held grenade thrown by a Grunt use a 2” Blast Template centering on the target spot.

Example: Dave sneaks his grenadier, Andrada to a position where he can launch grenades into Sgt.
Gonzalez’s position. Dave places the template onto the middle of Gonzalez’s position, where it covers
most of the Group. Gonzales’ Fire Team is Pinned Down in the ruined house, so counts as concealment
rather than hard cover since the missile is lobbed in from above. He rolls for Andrada’s shot, which
misses when he rolls a 4; He needs a 2 or less, as a Veteran soldier shooting at a target in concealment,
so the grenade lands 2” away from its intended target, which (no matter which way he moves the
template) still includes one Marine within the tem- plate radius. It’s the already wounded Private Smith.
He rolls a 5 which would put him out of action even if he wasn’t already wounded, and then again. It’s a
6 – a ‘Gory Death’ – and he is obliterated by the explosion.

MORTAR SHELLS are treated like grenades, except that the template is 4” for a light mortar, 6” for
heavy. In diameter. There is no range restriction they can hit any target on the tabletop.

Mortar shell misses deviate 2” for every point by which the shooter missed its die roll, so a difference
of ‘4’ means that the shell lands 8” from the intended target.

Example: Dave is moving his own assault team to attack Sgt. Gonzalez’s Group. Bob plays an off-table
mortar round onto the Panzergrenadiers and registers a direct hit. There are four Panzergrenadiers
inside the target radius. Dave has a fairly disastrous run of die rolls on the ‘Cheating Death’ table,
ending with two Out of Ac- tion – Seriously Wounded (Hoffmann and Rosada) and one wound (Hurt), his
Unteroffizier, Muller. The Group must also roll to see if it is Pinned Down, and – since Muller is down –
the roll is made against the CV of the senior man still standing, the experienced Ertegun.

ARTILLERY SHELLS are treated like mortars, except that the template is larger (4” for light, 6” medium,
8” heavy) in diameter and men within the radius test against CV twice to see if they are Pinned Down.

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There is no range restriction. Like mortar shells, artillery misses deviate 2” for every point that the
shooter missed its die roll by, so a difference of ‘4’ means that the shell lands 8” from the intended
target.

Flame Throwers
Flame Throwers are used primarily against enemy bunkers and other hard positions.

• The operator has to reveal himself to fire, and will always count one grade higher as a target
than if he was using small arms. e.g. – A flamethrower operator hiding in some bushes would count as a
Basic target instead of a Concealed target.

• The flamethrower uses the cone template provided with the rules.

• The operator must halt and take an action to aim the flamethrower before firing. To use a
flamethrower as a Reaction, the operator must already be stationary and and in Overwatch position.

• The narrow end of the cone template is placed in base contact with the model using the
flamethrower, and all models under the template have to test as a possible casualty. The flamethrower
counts as Impact 2 on the ‘Cheating Death’ table.

• Any wound result is counted as an automatic Out of Action – Seriously Wounded, any Out of
Action result as a Gory Death. Any flammable material (either part of a scenario or agreed upon by the
players before the start of the game) inside the template catches fire and is destroyed.

• Flamethrowers have a limited capacity. After three uses, roll a die. If the score is 4-6, the
flamethrower can be used again. After the fourth ‘shot’ roll again, roll a 5-6 to remain in action, and so
on.

• If the operator is targeted by enemy fire, a roll of 1 on the ‘to hit’ table means that the tank has
been struck. The operator will go up in flames, fatally. Any model within 2” must test against CV. Any
that fail the test must roll again:

1-2: merely singed.


3-4: burned and Out of Action 5-6: Fatally burned.

CLOSE COMBAT
The most conclusive sort of fight in the game is Close Combat. This occurs with a short Charge forward,
an exceptional shooting battle at short range, and potentially real hand-to-hand battling with rifle-
butts, edged weapons, and fists. Physical battle can happen, however by and large, Close Combat is
often resolved before the troops close. For some alien races, Close Combat may involve close-range
shooting, spitting acid or poison, or attacking with claws and teeth.

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Announce the Attack
To launch an attack that will bring figures into close combat requires a specific announcement of intent
at the start of the action (not necessarily the turn, if it occurs on the second action). The attacker
declares that he will take a Charge Action with a Group or Groups and its intended target Group.

A Boss or Second can do this automatically, and take the rest of the Group along with him.

If the attacking Group is not led by a Boss or Top, test against the CV of the figure with the best CV in
the Group:

Roll Result

Pass They charge as planned.

Fail They just stand there nervously forfeiting their Action.

Fail on a 6 They use a Run to move away from the target - OR – they are Pinned Down at
their starting position. Target of charge chooses which option applies.

Roll the movement distance and move the models up to one inch away from the target of the Charge. If
more than one Group wishes to Charge the same target then this must be announced and performed at
this time.

Receive the Attack


The defender decides how he will respond.

If the defending leader is a Boss or Top, he responds by accepting the Charge or retreating at Walking
pace.

If the defender is not led by a Boss or Top, test against the CV of the best warrior of the group:

Roll Result

Pass They accept the charge.

Fail They stand around fumbling with their weapons, counting as unarmed, and
can’t move to respond to the attack.

Fail on a 6 They use a Run to move away from the target.

If the Charge is accepted the Defender may now perform Defensive Fire.

Defensive Fire
This applies to the target of the Charge only. If they are NOT Pinned Down or Suppressed the defenders
now perform a free Shooting Action. This Shooting occurs as the assaulting troops are just short of

36
reaching the enemy; they count as a Basic Target, since they are Running. All members of the targeted
defending Group may fire, even if they will not be contacted by the attackers during this turn.

Attackers must make a Nerve Test if they lose their leader or any model receives a Gory Death result.
Otherwise they move into Close Combat after this fire is completed.

Example: The wounding of Ling means that his number two, Song, takes over. Since he’s operating a
two-person weapon on his own, it will jam if he scores more 6s than hits.

Firefight at close quarters


Move the Attackers into contact with the Defending figures. Both sides count their models.

• Models with assault rifles, combat shotguns, and SMGs roll two dice per model. Other type of
weapons rolls one dice.

• Defending models with SAW ‘s–roll four dice per model in the first round, but two dice per
model if the close combat continues beyond the first turn of fighting. The assistant is assumed to fight
with his own personal weapon rather than keep passing ammo to the gunner. Attackers roll two dice
for Models with SAWs throughout the Close Combat.

• Machine Gun, flame throwers, mortar crews, etc. roll one die per model as they reach for
pistols, rifles, or carbines.

• Both sides roll for Shooting simultaneously, counting the attacker at Base Target. If the
defenders are clearly in Concealment or Cover, use the appropriate modifiers.

• Models who have Hit the Dirt or are Pinned Down count as -1 to CV.

• •Suppressed models count as -2 to CV.

• Wounded (Stunned and Hurt) models cannot fight until they have recovered and returned to
the fight. Seriously wounded models cannot fight at all.

Example: On the US Army side, Corporal Ward and his three comrades each get two dice for their
assault rifles shooting at close range. They are in the open (basic target) while the NVA position still
counts as cover.

The new NVA MG gunner, Song rolls four dice in the first round of close combat; the wounded Ling is
unable to fight.

The US Army troops get three hits, the NVA cause two.

CLOSE COMBAT RESULTS


For each hit, roll again on the Cheating Death Chart, as if taking casualties from Shooting. Ignore
‘Retaliate’ results.

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Hits from Close Combat are distributed evenly, so one model cannot take two or more wounds if there
are others unwounded. They may however have a -2CV result, just not two such results.

If the Attacker wins the Close Combat and forces the Defender from the position they may then move
their figures into the position held by the Defender before the fight. In case of a Tie result or a Nerve
Test Pass result this will not occur.

Example: The US Army take their hits on a Grunt who rolls a 2 and is safe. The second goes onto
another Grunt who rolls a 4 and is stunned. The NVA have three hits on one unwounded Grunt. Song
saves all three hits. Ling, previously wounded and not in combat, is not counted as a potential casualty.

Winning Close Combat


During the combat players should be counting up Nerve Points as they go through the melee. Each side
keeps track of their points with markers or dice.

Nerve Points are acquired as follows:

Cause Nerve Points

Wounds caused +1/ CV loss

Stunned model +1

Caused a Gory Wound +1

Wounded, Gory Wound or knocked down +1


opponent was a Boss, or Top

Inspired +1

Demoralized -1

Add the points together for each fight in the melee. Then compare the scores and the loser of the fight
is the side that inflicted the fewest points.

Nerve Test

The losing player now makes a Nerve Test. He must roll against the CV of the best warrior left standing:

Nerve Point Difference Roll Against

Less than 2-1 CV

2-1 CV-1

3-1 CV-2

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Example: The US Army caused no Nerve points on the NVA as they created no damage. The NVA caused
a Stunned Grunt on the US Army Group so they get one point. They win the fight 1-0.

Nerve Test Results


The effect of the Nerve Test depends on whether the roll was successful or failed. The important
consideration if the player fails the Nerve Test is how much the roll was failed by.

Consult the Nerve Test Table for results:

Nerve Test Table


Pass Both sides move their figures back 2” from the spot of the melee. Defenders do not have to
leave Cover.

Grunts who fell down need a standing comrade to drag them clear or they stay where they
fell, and may become a separate Group or Groups.

Fail by One The losers retire one Action at Walk pace and may take their casualties with them.

Fallen Grunts each need a standing comrade to drag them clear or they stay at the spot of the
fight and may become a separate group or groups.

The winners remain in place. They may recover any dropped weapons or capture fallen
enemies.

Fail by Two The losers retire one Action at a Walk. All fallen warriors are left behind.

The winners remain in place. They may recover any dropped weapons or capture fallen
enemies.

The Squad becomes Inspired.

Failed by The losers flee one action at a Run, and abandon all fallen warriors. The Squad becomes
Three Demoralized.

The winners become Inspired. They have the choice of:

Remain in place, recover weapons and bind prisoners; this ends their Action.

or

Pursue the enemy Group at a Run. If they reach the fleeing enemy, a second round of close
combat immediately takes place. If they do not catch the enemy, their action is over and the
turn continues.

If the Inspiration Level changes, it affects the entire Squad (whether involved in the close combat or
not).

39
Once the Nerve Test is completed, the attacking Group’s Action is over.

Example: Cpl. Ward rolls versus his CV and scores a ‘5’. That is a failure by one point. The two Grunts
retire at Walk (lower of 2D6”), the standing one dragging Stunned one to safety.

Tie

If the two bands’ Nerve Points are tied, then neither side has won the fight. Check the Nerve points:

Even: the fight continues. Do another round of Firefight at Close Quarters only. When this Close
Combat is over and resolved the attacker has used his action for this Group and now continues with the
rest of his move.

Odd: both sides withdraw 2” from the spot of the Close Combat. They may take their wounded with
them if they can. Each wounded fallen down figure requires a standing figure to carry them.

There is no change to Inspiration level for either side.

Other Nerve Tests


In some circumstances a group must test against the CV of its leader. Test Nerve in any of these
circumstances:

Shooting: A Group must check its morale when its leader (Boss or Top) suffers a wound, or if any
member falls with a Out of Action result. If a member of a Group takes a Gory Death result, do this
Nerve Test with a -1 Modifier on the target number needed to pass.

Close combat: this is covered in the rules for winning a Close Combat.

Surprised by an unseen enemy appearing and attacking (with missiles or Close Combat) within 6”.

When faced with something designated as Frightening or Terrifying.

Result: Use this Table with any of the above Other Nerve Tests for results

Roll Result

Pass Continue as normal.

Fail by one or Either retreat one turn at Move rate or pinned


two in place at CV-1 (opponent's choice)

Fail by 3+ Either rout off the table or pinned in place at


points CV-2 (opponent's choice)

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Winning and Losing
In most cases, the players will decide when it's time to call it quits. Killing opponents, capturing
objective markers and taking captives are key objectives, but the loss of Squad members is very bad
indeed.

Each scenario has its own specific victory conditions, but in general it will be clear when one side or the
other is no longer able to carry on. If the player has not chosen to withdraw from the field, then
circumstances may force him to do so―sometimes in an undignified haste.

Check against the following list at the end of every round: The Inspiration Level is Demoralized.

The senior leader Boss or Top is Mortally Wounded, dead, or captured.

At least half the Key Characters are Mortally Wounded, dead, or captured.

At least one quarter of the original Squad are Mortally Wounded, dead, or captured, or have retreated
off the board.

If two conditions are true, test against CV for the senior leader still in action. If he passes, the game
continues, but if later a third condition is met the Squad is defeated automatically. If he fails, the Squad
retreats from the board.

If any three of the following conditions are true, the Squad is defeated and must retreat from the
board:

It is assumed that a retreating Squad is able to take all their wounded, as well as any prisoners and
Objective Markers it has taken, with it as it retires. This is unrealistic, but allows the Squad to progress
from game to game in the Campaign Game.

Example: Mike and Howard have been fighting for an hour. Three of Mikes’ four Key Characters are
mortally wounded or dead. His Inspiration Level has just dropped to Demoralized, so he must roll
against his CV of 5. He passes (barely). Later, a single volley of arrows manages to injure or kill 5 of his
12 Grunts, the game is over and his men disappear into the jungle.

VICTORY POINTS
If the squad is completely successful in completing its mission, it gets 50 Victory points (VPs). If it is
partially successful at the time its opponents concede defeat, it gets 25 Victory points.

Subtract for injuries:

Grade KIA Seriously Wounded ‘Hurt’

Veteran 5 VPs 4 VPs 2 VPs

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Experienced 4 VPs 3 VPs 2 VPs

Green 3 VPs 2 VPs 1 VPs

VP losses for leaders count double

Example: The US Army get 50 points for a complete victory. They have one Grunt killed, the Recruit
Smith (3 VPs). The only other casualties were Stuns on two Grunts, which – being the most minor
wounds - aren’t counted. There are no bonus points, so the squad finishes with 47 VPs.

The NVA have been beaten, so they get no VPs for their failed mission. They have three Grunts Out of
Action – Seriously Wounded, with their Top Manh and gunner Ling both hurt. That’s a total of 15 lost
VPs, so the final total is -15 VPs.

Advanced Rules

Battlefield Medicine
Many wounds seem worse to the recipient than they really are (except for those that are actually a lot
worse). If a warrior (or better, a Doc) spends an action checking on a wounded comrade, he rolls a D6:

Warrior Result

1-2 The wound isn’t as bad as he thinks. +1 CV.

3-5 Nothing.

6 The wound is worse than he thought. -1 CV

A wound may only be improved +1 CV. (note: that’s +1 per wound, not per figure!)

The mere act of tending a wounded figure means that the chance of recovery is increased when a
Medicine Roll occurs (See Medicine Roll, page xx).

Docs
A Doc doesn’t roll on this Table; a Doc rolls against their HV to improve a wound +1 CV. A Doc may
spend multiple Actions to sequentially remove the CV losses on the figure, bringing him back to full
health.

Leader Casualties
When a group leader, either the Boss or a Top, is unable to continue due to wounds, the player must
select a member of the Group to take his place (usually the most experienced figure).

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Swimming
A figure may swim voluntarily, or involuntarily when in water. It’s assumed that all Grunts can swim.
Warriors in full armor must test against CV to shed their armor, or they drown.

Swimmers can move the lower of 2D6” per action, and may drag a non-swimmer with them.

Non-swimmers drown if not rescued before the next “What the..?” roll.

Night Actions and Fog


Night raids are a common occurrence.

Visibility on a moonlit night is limited to 12” and all shooting is at -1. Movement is at one row down on
the Movement Table (i.e. “Warriors Running” move at the “Grunts Walking Normally” speed. A Running
model whose rolled distance takes him into any sort of obstacle that he couldn’t see at the start of his
move is assumed to crash into it; he rolls on the Cheating Death Table at the level of his Armor with no
Damage bonus, but no deduction for armor or shield either, since a warrior in armor may indeed be
injured when his protection is used as a weapon against him.

The penalties on a moonless night are raised (or lowered, as the case may be) to 6”, -2 shooting, and
running at only D6” per action.

Light Visibility Shooting Movement

Moonlit night, Light 12” -1 CV May crash into obstacles


fog

Moonless night, 6” -2 CV Running is only 1D6” per action. May crash


Thick fog into obstacles.

Rain 18” -1 CV Running reduced by 2”.

Torrential Rain 12” Throwing Grenades - All movement distances halved.


2 CV;

Rain
Rain is similar to night in many ways. All visibility is limited to 18” and all shooting is at -1. Movement is
normal except for Running, which is reduced by 2” per action (although models do not crash into unseen
obstacles). Rain clears up through drawing the appropriate “What the..?” Card.

Torrential Rain
Visibility is limited to 12”. Throwing is at -2. No bow or shining wood shooting is allowed. All movement
distances are halved. Torrential rain clears up through drawing the appropriate “What the..?” Card.

Concealment and Hidden Movement


Concealment improves the sense of “Where are the enemy, and how many are there?”

43
For each figure you want to conceal, make three simple ‘dummy’ markers. These can be as simple as
pieces of card, poker chips or pennies. Mark the underside of one of the three as the ‘real’ warrior. Place
the dummies on the board in cover. The player may move the dummies on his turn, but whenever an
enemy figure is in a position to see a dummy directly, outside of cover or concealment, the player must
reveal the truth about the marker.

If the enemy can see the dummy in concealment or cover, use the Observation rules to see if he spots it
for what it is.

Of course, dummy markers can’t shoot at the enemy. If a concealed figure shoots or does anything that
would reveal his presence, the marker is replaced with a figure.

“What the…” Event Roles Table


Die Roll Event
1 Booby Trap
2 Dysentery
3 Random 105mm Shell
4 Unpopular Boss – for the next two Actions any Group not led by a boss will hold or move to
cover only.
5 Snake Attack – roll less than the CV of a figure or the target takes a CV-1 Wound. If the roll is
a six the figure takes a -2CV wound.
6 Sleeping Tiger – roll a D6 on a roll of 5 or 6 the Tiger awakens and attacks a random figure.
7 Get your Head Down – One random figure becomes an Easy Target for the rest of the turn.
8 Huey Gunship shows up for one turn
9 Weapons Stash – player may place a weapons stash 3” away from a randomly chosen figure.
Roll 1d6 to see what is in the stash 1,2 – RPG, 3,4 Three Gernades, 5,6 – Empty Stash.
10 Bad Reaction – A random figure makes a Run move towards the enemy Shooting blindly at
them.

44
Factions in Black Sun
Use these various special rules when playing Black Sun to give each Warband its own feel for how they
play.

The US ARMY
Typical US Army soldiers are armed with the M-16 Assault Rifle and an assortment of other equipment
including grenades, 40mm grenade launchers, M-60 Machineguns and Shotguns. They are also armored
with flak vests giving them a little bit better survivability than their NVA counterparts. The faction brings
the advantage of Superior Firepower to the tabletop. This advantage gives them a bonus when choosing
equipment for their troops. All US soldiers receive two Grenades as free equipment.

The Viet Cong


The Viet Cong troops bring the AK-47 Assault Rifle and the SKS Auto Rifle with them to Black Sun but
they are also armed with an assortment of old French Bolt Action rifles and can have submachine guns
dating back to WWII. This was typical of the troop armament during the war as many different types of
assorted weapons made their way into the conflict in Vietnam. The faction brings the advantage of
Hidden Units to the tabletop. This advantage gives them a greater ability to move into and out of
Ambush in the tabletop game. All VC Units start the game in Ambush. If they are spotted they may
regain Ambush status by moving into Cover and remaining stationary. They must be spotted again
before becoming an eligible target. The VC may Move Cautiously and stay in Ambush mode.

The Adaro
The Adaro, when armed with modern weapons use the AK-47 Assault Rifle. They can also be armed with
an assortment of old French Bolt Action rifles and weapons dating back to WWII. Ancient swords, spears
and their own claws and teeth are also common weapons. This faction brings the advantage of
Toughness to the tabletop. This advantage gives them the ability to ignore their first “Out of Action” test
when wounded in the tabletop game. They also lose 1” of movement when on dry land and move
normally when in water.

The Fury Bugs


The Fury Bugs have a telekinesis assault they can use to cause the ground to open up and be flung at
their opponents. Use the following stats, only Boss Bugs can be armed with this weapon.

Ground Thrower 9-18” 3d6 3” Template Template weapon – all figures within 3” of
impact position are attacked with 3d6. Impact 2.

This faction is also very deadly at Close Combat closing with enemies and swarming over their
opponents they get +1d6 per Fury Bug involved in Close Combat.

They also activate more easily than other factions using the Hive Mind column on the Activation Table.
The faction brings the advantage of Fast Moving to the tabletop. This advantage gives them an extra D6
of movement when taking a Run Action.

45
Black Sun Quick Reference Sheet
Activation Table
Die Hive Motivated Standard Demoralised
Roll Mind

1 All Groups All Groups All Groups All Groups


2 All Groups All Groups All Groups Any Group
led by Top or
higher
3 All Groups All Groups Any Group led by Any Group
Top or higher led by Top or
higher
4 All Groups Any Group led by Top Any Group led by One Group
or higher Top or higher
5 All Groups Any Group led by Top One Group One Group
or higher led by the
senior leader
6 “What the --- ?!?” “What the --- ?!?” “What the --- ?!?” “What the --
- ?!?”
Movement in inches per Action
Action Movement Notes

Warriors Running 3D6: 2 Highest dice. No Shooting or Observation allowed.

Warriors Walking 2D6: Higher die (minimum 2”). Shooting: -1 CV.


Normally

Warriors Moving 2D6: Lower die (maximum 3”). Shooting and Observation as normal.
Cautiously

Civilians, children, 2D6: Lower die. Includes carrying supplies overland.


heavily burdened,
etc.

Observation Table Observation Modifiers


Target in: Spotted on: Target Running +2
Open 5 Target Walking +1

Spotter in ambush +1
46 Firing from Cover
Target +1

Target in ambush -1
Concealed 4

Cover 3

Hardest to Spot 2

Shooting Modifiers Table


Target is Modifier (to CV base)
In Fortified -3 to CV
In Cover -2 to CV
In Concealment -1 to CV
Run Action as last Action -1 to CV
Charge Action as last Action +1 to CV
Easy Target +1 to CV

WEAPONS TABLES
Weapon Short Impact dice per shot without dice per shot while moving
Range moving
Pistol 9” 1 1 1
Bolt-Action Rifle (BR) 36” 1 2D6 up to 36” N/A
Combat shotgun (slug) 18” 2 2 (1 at 18” or beyond) 1 (up to 9” max)
Combat shotgun (shot) 18” 1 3 (2 at 18” or beyond) 2 (up to 9” max)
Sub-machine gun 24” 1 2 (1 at 24” or beyond) 2 (up to 12” max)
Standard Assault Rifle 36” 1 3 (1 at 36” or beyond) 2 (up to 18” max)
Squad Support Weapon* 48” 1 6 set up on bipod; 4 if not 2 (up to 24” max)
Heavy Support Weapon* 72” 2 8 (only if set up on tripod, N/A
set-up takes 2 Actions)
Grenade Launcher* 9-36” 1 2” or 3” Template Template weapon
Flame Thrower 24” max 2 Template weapon May not fire while advancing
* Counts as a Suppressive Weapon – count double dice to determine if a target is Pinned Down.

Heavy Weapons Range Impact Dice per Shot Dice per Shot (Moving)
(Mostly Off Table) (Stationary)
Light Mortar 12-72” 2 4” Template N/A
Heavy Mortar 12-72” 3 6” Template N/A
Light Artillery 72” 3 4” Template 1 (if vehicle mounted)
Medium Artillery No limit 4 6” Template 1 (if vehicle mounted)
Heavy Artillery No limit 6 8” Template 1 (if vehicle mounted)

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Penetration Modifiers
Effect Modifier
Aimed Shot (Marksmen or Sniper only) +1 on die roll
Explosive Shell or Grenade inside an enclosed space +1 on die roll
Artillery or Mortar shell against a target in cover -1 on die roll
If the Cheating Death Chart calls for a second roll you add these modifiers onto the roll again.

Cheating Death Table


Subtract the Impact of the weapon against the Armor of the target. This tells you which column will
determine the result of the Hits. Roll a die for each Hit.

Armor - Impact = column rolled on


Die Roll 3 2 1 0
1 Retaliate Retaliate Retaliate OK
2 OK OK OK Wounded -1CV
3 OK OK Wounded -1 CV Wounded -2CV
4 OK Wounded -1CV Wounded -2 CV Out of Action
5 Wounded -1CV Wounded -2CV Out of Action Out of Action
6+ Out of Action Out of Action Out of Action Out of Action

Armor Grades Impact Grades


0 - 0 Very Light Weapons
1 No armor 1 Standard AR and SSW, Grenade
2 Protected – Helmets/Flak Vests 2 HSW, Light Mortar or Missile
3 Light Armor – Helmets, Body, and Leg armor 3 Medium Mortar or Missile, Light Artillery
4 Battle Armor - Full Body Armor 4 Light Tank Main Gun, Medium Artillery, Heavy Mortar
5 Battle Tank Main Gun
6 Heavy Artillery
7 Mother of All Bombs

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OUT OF ACTION TABLE
Die Result If Treated If Untreated

1 Stunned (Receives -1CV Wound) The model returns to play The model returns to
automatically at the end of their play automatically on
If not in Cover the model can move next turn. No other effects. next roll of 1 or a
to safety (4” per Action). Cannot What the...!?
shoot or fight at all until returned to
action.
2 Hurt (Receives -2 CV Wound) Test vs. CV: If a 1 is rolled for
Pass- The model returns to play. -1 activation, the model
If not in Cover the model can crawl CV from now on returns to play
to safety (2” per Action). Cannot Fail- test again next turn. automatically at -1
shoot or fight at all until returned to If a 1 is rolled for activation, the CV.
play model returns to play automatically.
If What the...!? comes
first, the
model becomes Out
of Action.
3 Seriously Wounded (-2CV Wound) The model can be stabilized by a The model bleeds out
comrade testing against CV. Test and dies at
The model cannot move unaided. can be repeated until successful. first What the...?!?
Cannot shoot or fight at all. The model can be revived by a Doc
only. Test against medic’s CV:
Pass – The model is now considered
Hurt. Test on subsequent Actions to
return to combat.
Fail – The model is stabilized but out
of action for the rest of the game.
Fail on roll of ‘6’ – the model dies
during treatment.
4-5 Killed in Action. Already dead. Already dead.
6 Gory Death. Test vs. CV for all friends within 6” who have LOS to this
Notably bloody death in combat. model.
Fail – choose to be Pinned Down (1 Pinned Down marker)
or retreat one action immediately.

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Winning Close Combat
Cause Nerve Points
Wounds caused +1/ CV loss
Stunned model +1
Caused a Gory Wound +1
Wounded, Gory Wound or knocked down +1
opponent was a Boss, Top or Recruit
Inspired +1
Demoralized -1
Nerve Test
The losing player now makes a Nerve Test. He must roll against the CV of the best warrior left standing:
Nerve Point Difference Roll Against
Less than 2-1 CV
2-1 CV-1
3-1 CV-2

Nerve Test Table


Pass Both sides move their figures back 2” from the spot of the melee. Defenders do not have to
leave Cover.
Grunts who fell down need a standing comrade to drag them clear or they stay where they
fell, and may become a separate Group or Groups.
Fail by One The losers retire one Action at Walk pace and may take their casualties with them.
Fallen Grunts each need a standing comrade to drag them clear or they stay at the spot of the
fight and may become a separate group or groups.
The winners remain in place. They may recover any dropped weapons or capture fallen
enemies.
Fail by Two The losers retire one Action at a Walk. All fallen warriors are left behind.
The winners remain in place. They may recover any dropped weapons or capture fallen
enemies.
The Squad becomes Inspired.
Failed by The losers flee one action at a Run, and abandon all fallen warriors. The Squad becomes
Three Demoralized.
The winners become Inspired. They have the choice of:
Remain in place, recover weapons and bind prisoners; this ends their Action.
or
Pursue the enemy Group at a Run. If they reach the fleeing enemy, a second round of close
combat immediately takes place. If they do not catch the enemy, their action is over and the
turn continues.
If the Inspiration Level changes, it affects the entire Squad (whether involved in the close combat or
not).

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