Failed Bail Out Check (Smoke and Retreat rule) – If a mobile vehicle with smoke
grenade launchers suffers a bail out failure the crew does not bail, instead the vehicle throws out a 6” wide smoke screen which is
placed 6” to front of the vehicle (or in the turret direction) and the vehicle
immediately reverses 5” in a straight line.
On the following turn the vehicle attempts to stabilize, if it fails it
makes a further 5” move, and continues to do so until it recovers. If the vehicle reverses into an obstacle that
it cannot or fails to surmount then the crew bails. A “smoke and retreat” crew still suffers the bailed out penalty. The smoke from a vehicle smoke screen stops all LOS.
Failed Bail Out Check – All vehicle
crews who bail or “Smoke and Retreat” suffer a -1DShift to morale per failure
and lose a level in confidence. A
vehicle crew who drops below MOR6 is removed from play and the VP is awarded to
the opposition.
Thermal IR Night Vision Device:
+1DShift to spotting at night. In the
campaign all heavy tanks, UN IFV, vehicles with RWS, gunship helicopters,
Specter/Spooky and UAV are equipped with thermal IR night vision devices.
IR Search Light: All medium tanks
and Hotakistani IFV have IR Search lights. NVG but with a -1DShift for spotting targets.
BAR Armour: All UN vehicles
capable of having BAR armour have effective BAR armour on a TQ 4+. Roll once for a platoon or unit of vehicles.
ERA: All Hotakistani vehicles
capable of having ERA have ERA on a TQ 4+.
Roll once for a platoon or unit of vehicles.
Uparmoured: All conventional
force vehicles capable of being uparmoured are uparmoured.
Remote Weapon Station (RWS): All
UN vehicles capable of mounting a RWS station have an operating RWS station on
a TQ 4+. Roll once for a platoon or unit
of vehicles.
Combat Assault Dog: A combat
assault dog has all the benefits of a normal military dog and in addition will
automatically take the first hit when assaulting and does not count as a
casualty for morale purposes.
DARPA Dog (Ammo): A DARPA Ammo
dog carries ammunition, a unit may use the dog (and remove the dog) in any activation
to add a +2FP.
DARPA Dog (Gun): The unmanned
ground vehicle is armed with a AP3/AT0 RWS and counts as an uparmoured vehicle
(2D6 armour).
Obstacles (tall wall): Breaking
through a wall without a dozer blade requires a TQ 4+ to succeed, costs 2” of
movement, cannot be performed at Rapid movement, and requires a bog check. Compound walls and building walls are broken
on a TQ -1DShift. All low walls are broken through on a TQ +1DShift.
Obstacle (mound): Mounds are
successfully navigated on a TQ 4+, costs 2” and cannot be performed a Rapid
movement speed.
Obstacle (stream): Crossing
ditches or streams cost 2” per 1” moved, and requires a bog check on entering
and on exiting.
Progress: When I unit attempts to
breach or break through a wall or attempt to pass over an obstacle that
requires a TQ and fails, place a marker, in the next turn the team receives a
+1DShift to repeat the action.
POW from overrun downed units: When a unit overruns
a downed enemy unit roll D6 for each casualty, a score of 1 the casualty
becomes a dependent POW, otherwise the casualty is dead.
Medium Range Weapons: All RPG-like, LAW,
AT-4 etc. weapons are considered medium for movement
Arming Distance: AT-4
has an arming distance of 4˝. Other
systems (other than the LAW/RPG series) have an arming distance of 8˝. ATGMs receive a -1DShift against targets less
than 24˝. A rocket weapon fired at a
target within the arming distance still adds +1FP vs. infantry or soft targets.
ATGM Reloads: Each time a Javelin or other ground mounted
ATGM is fired roll a TQ with a -1DShift, if the test is passed the Javelin
anti-tank specialist may continue to fire the Javelin, otherwise the soldier is
out of reloads. If a team that no longer
has a Javelin is adjacent to its own armoured or uparmoured vehicle for a whole
turn it may replenish its Javelin on a successful TQ.
Multi-wheeled vehicles: When
a 6-wheeled or 8-wheeled vehicle suffers an immobilization for the first time
roll a D8, on a 4+ its suffers limited mobility instead of immobilization and
can still move up to 3” per turn.
Ploughed fields: Any
team wearing battle armour which uses rapid movement to cross a field must roll
a TQ, if the TQ is failed one of their number receives a light wound (sprained
ankle, stunned etc.).
Narrow streets and UN force: When faced with an insurgent opposition UN
forces in narrow urban streets (<2˝ wide), bridges and alleyways UNSAF will
only move at Rapid pace if they pass a TQ, this is due to UNSAF being wary of
IEDs in choke points.
Entering compound buildings: Windows in Malikastan are generally narrow or barred,
therefore windows may not be used to enter or exit a building except with a
successful breaching attempt.
Offboard Setup: Forward Observer’s (FO), Forward Air
Controllers (JTAC or FAC, and therefore any air assets as well), artillery vehicles,
HMG/AGL, Guns, Multi-barreled Rocket Launchers, Mortars, ATGMs, Sniper teams and Anti-aircraft
teams may setup offboard.
The offboard
location is represented by a vertical rod of 2˝, 4˝ or 6˝ height at the edge of
the board. To find the height roll a D3,
on a 1 it is 2˝, on a 2 it is 4˝ and on 3 it is 6˝. The owning player positions the rod on the
friendly edge or on an enfilading edge (if a TQ is passed, the player may
select an enfilading edge which is adjacent to the friendly edge). The offboard support teams are placed in an
offboard area and are activated as normal, and may fire at any target that can
be observed from the top of the rod. They
must also pass a spotting TQ to fire.
All fire between
onboard and offboard teams (and between offboard teams) are considered to be
beyond optimum range, with the exception of ATGMs and vehicle main guns of
20mm+ calibre.
Certain onboard
teams may fire on the offboard fire support: Forward Observer’s (FO), Forward
Air Controllers (FAC, and therefore any air assets as well), vehicles, GPMG,
HMG, Light guns, Light Mortars, ATGMs, SAM and Sniper teams. All combat between onboard and offboard (or
offboard vs. offboard) teams are resolved only after the target is first
spotted by rolling a successful TQ.
All offboard teams
are considered to be in +2 defensive terrain and are considered to be “in
cover” from the turn following the turn in which they enter the offboard fire
support location. The regular player may
“move” teams that have not yet entered the board to the Offboard Fire Support
location through a normal activation. The
insurgent player may place a team offboard when a 6 is rolled on the Hotspot
dice roll. The first time the insurgent
player decides to create a Fire Support location the player may place an
offboard rod on the edge opposite to the UNSAF player’s friendly edge.
Night with a New Moon
Non-NVG units:
Non-NVG units:
No optimum range bonus
Must spot to fire at any target, unless the target is moving and within double optimum.
Must spot to fire at any target, unless the target is moving and within double optimum.
Must first pass a spot check to attempt to interrupt
an enemy.
NVG Units:
Do not have to spot target unless attempting to engage
a non-moving unit in cover beyond double optimum.
Vehicles with NVG are assumed to have infinite optimum range. All non-technical vehicles are considered to possess NVG
Vehicles with NVG are assumed to have infinite optimum range. All non-technical vehicles are considered to possess NVG
All units: Once any unit is engaged successfully in a
turn all other units may fire upon the firing unit or the target without a
spotting attempt for that turn. In following turns the unit returns to
“hidden” status.
Fields and treelines
SCRUB, +1 Cover to
all units, no LOS through more than 6” of scrub, moving units do not count as exposed.
PLOUGHED, +1 cover
to non-moving infantry unit, no LOS effect, infantry who rapid move through a
ploughed field suffer a light wound on a failed TQ. Moving infantry count as exposed.
FALLOW: +1 cover
to non-moving infantry unit. Moving
infantry do not count as exposed.
OPEN GROUND: No cover (but can still "be in cover"). Moving infantry count as exposed.
MATURE CROPS, +1
cover to all units, no LOS through more than 2”. Vehicle to vehicle LOS
unaffected, but +1 cover
TREELINES block
LOS, +1 cover for unit in treeline.
Unit must be declared to be against the treeline to be seen or to see
through the treeline.
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