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Japanese Edition Credits

Original Story: Kow Yokoyama


Design: Koji Hayashina
Original Game System Design: Yasunori Sekiyama
Illustration: Kow Yokoyama
Artwork: Rieko Tsuiki, Fumitoshi Watanabe
Typesetting: Design Tact
Production: Sanyusha Inc.
Assistance: Hirokazu Tsubaki, Jun Yamashita
Production Editing: Akio Kurita
Playtesting: Masao Ishii, Wataru Horiba, Hirohisa Tabata, Hirohisa Yajima, Takashi Hosaka

English Edition v2.0


Translation: Henry Jerng, Michael Duggan, Rob Brunskill, Systran, Google, Excite
Layout and Editing: Rob Brunskill
Additional Support: Kevin Shope
Tactics Magazine material provided by: Dr. Tak
Play testing: Rob Brunskill, Michael Duggan, Sam Link, Terrence Rideau, AJ Sutton

This work is a translation of the S.F.3.D II: Operation Faserei game manual. It has been translated and published without direct
permission from Hobby Japan or Kow Yokoyama, who retain all copyright claims for the original material.

Twentieth Century Imports Edition


U.S. Development: Karl Hiesterman
Translation: Shuji Koizumi
Playtesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben Baron

Fan Expansion
Francis Greenaway
Jim Meggonhofen
Frank Savino
Bayne McGregor

Original Japanese rules copyright 1985 Hobby Japan Co, Ltd.


Maschinen Krieger/SF3D art and fiction copyright 1985 Kow Yokoyama
TCI edition copyright 1985 and 1986 Twentieth Century Imports
Fan Expansion copyright 2000 Greenaway, Meggonhofen, Savino and McGregor
New English edition copyright 2011 Rob Brunskill
S.F.3.D ORIGINAL
12.2 Airdrop [7.0] Aircraft..............................27
12.3 Defensive Positions 7.1 Missions
[13.0] Vehicle Units.....................15 7.2 Dogfighting
C O N T E N T S 13.1 Transporting With... 7.3 Observation Missions
13.2 Overrun Attack 7.4 Ground Attack Missions
Japanese Edition Rules
[14.0] Infantry Squads.................16 7.5 Special Rules for Aircraft
[1.0] Introduction........................3
14.1 Infantry Movement [8.0] Special Rules.....................28
[2.0] Game Contents...................3
14.2 Infantry Combat 8.1 Ammunition Restrictions
2.1 Map Boards
14.3 Infantry Morale 8.2 Special Rules Used in
2.2 Game Pieces Scenarios
14.4 Special Infantry Units
2.3 Reference Sheets 8.3 Resupply
[15.0] Concealment.....................17
[3.0] About the Game..................3 8.4 Scout Units
[16.0] Unmanned Units...............17
3.1 Game Progression 8.5 Determining Observation
16.1 Control of...
3.2 Game Scale Level
16.2 Collecting Intelligence
[4.0] Sequence of Play.................3 8.6 Computer Operated Units
[17.0] Artillery.............................17
[5.0] Attacking.............................5 8.7 Land Mines
17.1 Initial Order
5.1 Procedure 8.8 Infantry and Trucks
17.2 Resolving Artillery Fire
5.2 Direct Attack 8.9 Units Armed With Smoke
[18.0] Pilots..................................18
5.3 Offensive Attack [9.0] Optional Rules..................29
18.1 Pilot Unit
5.4 Defensive Attack 9.1 Stacking
18.2 Escaping (Optional)
5.5 Indirect Attack 9.2 Shock and Panic
18.3 Pilot Creation (Optional)
[6.0] Line of Sight.......................8 9.3 Recovery From Shock
[19.0] Special Rules.....................19
6.1 Line of Sight 9.4 Panic
19.1 Land Mines
6.2 Elevation 9.5 Pilots
19.2 Smoke Screen
[7.0] Movement...........................9 9.6 Fire
19.3 Night Combat
7.1 Procedure 9.7 Miscellaneous Rules
19.4 Fire
7.2 Movement Restrictions [10.0] Combining SF3D II with
19.5 Special Units
7.3 Carrying SF3D.................................30
[8.0] Stacking.............................10
TCI Edition Rules [11.0] Scenarios...........................30
8.1 Stack Points [1.0] Introduction......................23
Fan Expansion Rules
8.2 Stacking Limit [2.0] Game Contents.................24
2.1 Counter Explanation [1.0] Introduction......................35
[9.0] Close Quarters Combat....10
2.2 Unit Class [2.0] Shutoral PKA Hand
9.1 Procedure Weapons............................35
9.2 Defensive Attacks for... [3.0] Sequence of Play...............24
[3.0] Physical Combat................35
9.3 Continuing... [4.0] Movement.........................24
[4.0] Ranges To Ground Attack
9.4 Pinned Units in... 4.1 Movement Type
Aircraft..............................36
9.5 Unarmed Combat 4.2 Movement Points
[5.0] Multi-Attack Vehicles........36
[10.0] Aeronautical Units............12 4.3 Stacking
[6.0] Multi-Hit Vehicles.............36
10.1 Procedure 4.4 Immobilized Units
[7.0] Size IV Vehicles.................36
10.2 Air-to-Air Combat 4.5 Game Scale
[8.0] Troop Transports..............36
10.3 Breakthrough [5.0] Range and Distancing.......25
[9.0] Infantry Heavy Weapons...37
10.4 Air-to-Ground Combat 5.1 Line of Sight
[10.0] LOS and Units..................37
10.5 Spotting for Indirect 5.2 LOS and Laser Weapons
[11.0] Aircraft Pods......................37
10.6 Landing 5.3 Effects of Range on Combat
[12.0] Upgrades...........................37
[11.0] Weapons............................14 [6.0] Combat..............................25
[13.0] Electronic Warfare............38
11.1 Types of Weapons 6.1 Declaring Attacks
[14.0] Naval rules.........................40
11.2 Usage Limits of... 6.2 Hit Determination
[15.0] Variant Rules.....................42
11.3 PF Reloading 6.3 Artillery Attacks
11.4 Equipment 6.4 Armor Resistance
Scenario Rules.....................44
[12.0] Miscellaneous Rules..........15 6.5 Ground Units Vs. Aircraft
Scenarios..............................45
12.1 Initial Deployment and 6.6 Overrun Combat
Game Play Aids...................74
Reinforcement 6.7 Opportunity Fire

1
INTRODUCTION
The aim of this manual is two-fold.
First, it provides a definitive translation Tactics Magazine The Naming of Things
of the advanced rules from S.F.3.D II Several articles about both games Because of the language barrier there are
Operation Faserei. The rules expanded appeared in the pages of Tactics several cases where the accepted name
the rules for the first game, with a few magazine, a publication of Hobby or spelling of of a name has changed
changes, though the rules were intended Japan. Rule corrections or clarifications over time. TCI also used some of their
to be largely compatible. So the S.F.3.D that come from Tactics have been own terms for things. A brief guide of
II rules are presented as the primary rule incorporated into the manual, and the most common changes or errors is
set, with a few notes about differences maked with a dagger (). Unit and provided here.
between it and the original game. Reference errata can be found in sections
[2.2] and [2.3].
The second purpose for this manual is Strahl/Shuttoral/German
to collect the material that appeared in The following is a list of known articles. The Strahl Demokratische Republic,
various sources, including scenarios from SDR, or Strahl for short is now the
Issue/Page Article
both games, and Tactics, a Hobby Japan commonly accepted name for the
17, p72-3 S.F.3.D Writeup
gaming magazine. 20, p111 S.F.3.D Original Errata Germanic-influenced government put in
21, p22-4 Scenario Writeup charge over the Earth. The TCI edition
S.F.3.D Original and S.F.3.D II 21, p25 Scenario A most frequently referred to them as
Operation Faserei set in a fictional world 21, p26 Scenario B
Germans and Shutoral/Shuttoral is the
21, p27 Scenario C
now known as Maschinen Krieger ZbV transliteration of the Katakana used to
25, p36 Scenario Writeup
3000, or Ma.K. for short. 25, p36 Tournament Scenario 100 write the Strahl name.
25, p37 Tournament Scenario 101
Setting 25, p38 Tournament Scenario 102
25, p116-7 Questions and Answers
Mercenaries/Australians
Following a brief, but incredibly 25, p117 S.F.3.D II Errata The Mercenary Army, composed of, and
destructive world war that employed 26, p8-9 S.F.3.D II Writeup employed by the Earth colonists were
26, p116 Questions and Answers referred to as Australians in the TCI
nuclear, chemical and biological 27, p48 S.F.3.D II Writeup
weapons, survivors were forced to leave edition. While Australia is one of the
27, p49 Scenario 23
Earth for colonies on other planets. most significant regions on the planet,
Eventually, portions of Earth were Twentieth Century Imports having been least effected by the prior
deemed habitable again, and the planet Twentieth Century Imports brought World War, referring to the force as
where humanity began became a colony both games to the United States shortly Mercenaries is the more common term
world. While life on Earth was initially after their release in Japan. The rules now.
difficult, the colony drew little attention set written by TCI excludes a number
from the Strahl Democratic Republic, of rules from the Japanese edition, Nutcracker/N.Rocker/Nutrocker
which controlled the region of space it in addition to changing some of the The original name, still frequently
was in, and it became a popular place for scenarios. It also adds some rules that used for this Strahl tank is Nutrocker,
mercenary veterans of various wars in were created by TCI. In general, the sometimes written NutRocker or Nuts
the universe to take up retirement. rules from one or the other should be Rocker. The original intent behind its
used, but some players may find that naming was to call it the Nutcracker,
When the colony eventually turned bits from one rule set may enhance their alluding to the Mercenary AFS as the
prosperous, it drew the attention of the enjoyment of the other. nuts that would be cracked by it.
SDR, intent on enforcing their law and
taxes on the colonists. It wasnt long Gladiator/Gradiator
under this new rule that the colonists Fan Expansion This is a simple case of transposing what
rebelled. The wealthier colonists backed Several fans of S.F.3.D and the game should be an l with an r. The spelling
a military force organized by the retired decided to expand on the material, even varies in the original material quite
mercenaries, known as the Mercenary creating new rules, units, and scenarios to a bit. The intent is to name it after the
Army. expand the scope of the original games. arena fighter, though the alternative
While their content was written with spelling certainly sounds good too.
The Strahl Troops primarily deployed
the TCI edition in mind, the material is
air superiority fighters and unmanned
generally compatible with the Japanese
tanks. Under pressure, the Mercenary
edition. The material included here is
Army developed armored exoskeletons,
the most complete version available.
commonly known as the Armored
Fighting Suit, which set off an arms race
that lasted the duration of the prolonged
conflict.

2
1.0
Mercenary Inf.SQ tokens 05 through 20
The TCI editions also include English should have Defense 3.
rulebooks and reference cards.
Introduction [2.3] Reference Sheets
[2.1] Map Boards Reference charts have been provided
This rulebook is a translation of the
rulebook that came with the S.F.3.D II: The maps are marked with a number to smooth game play. The full contents
Operation Faserei game. In turn, that from 1 to 7. They can be placed in any for each scenario are included on the
work was an expansion for a prior game, combination to meet the requirements scenarios reference sheet.
S.F.3.D Original. Both games were a part of the scenario played.
of a fiction now known as Maschinen
Krieger, or Ma.K. for short.
The six-sided shapes printed on the maps 3.0
are hexes. All measurement is counted
Beginners might find this game difficult in hexes and a units location and local
topography are given by what is in the
About the Game
to master at first. Experienced gamers
will find many familiar concepts, as well hex.
as a few new ones to learn. For all levels [3.1] Game Progression
of play the presentation of the rules The game is designed for two players,
might contribute to their difficulty since [2.2] Game Pieces but with a little work, four people can
it will be done in the same order as the The processed, stamped cardboard play. Ma.K. is also suited for solo play.
original Japanese rules. tokens are the game pieces. They are
Units, which signify weapons in the There are a total of twenty-two
To get started with the game, after game, and Markers, which indicate scenarios available between S.F.3.D and
reading through the rulebook and conditions in the game. S.F.3.D II. Each scenario establishes the
grasping the general outline/synopsis, circumstances of the battle, indicating
its a good idea to start with the basic The meanings of symbols and numerical military forces, troop set-up, and
scenarios (such as scenario 1). values on the tokens are illustrated on the winning conditions. While most games
next page. will begin by selecting a scenario for play,
Players who own the English release of it is possible to create original scenarios,
either game might already be familiar Units can be classified into the following using existing scenarios as reference.
with the rules provided by Twentieth three types. Unit type is important for
Century Imports. This rule set attempts stack restrictions [Section 8.0]. The game proceeds in punctuations of
to be more accurate to the original time, called turns. The game ends
material, and should be used in place of Type I AFS type, when the number of turns set forth in
those rules. NeuSpotter, the scenario are completed. After the last
Krachen Vogel. turn, victory is awarded. If a win or loss

2.0
becomes clear during the game, a player
Type II All ground units may abandon the game, causing it to
other than those end.
listed for Type I.
Game Contents
Type III Flying units. [3.2] Game Scale
The S.F.3.D game set includes:
The game takes place on map boards
Japanese Rule Book 1
divided into hexes. Each hex is about
Map Boards (1~4) 4 [2.2.1] Unit Errata - S.F.3.D Original 80 to 100 meters across, and each turn
Reference Card 1 Early printings of S.F.3.D Original may is about 1 minute long. Most tokens
Scenario Cards 5 have PKA tokens 29 and 30 incorrectly represent one unit, whether it is a heavy
(Scenarios 1~10) printed with Gustav stats on the back, vehicle or mobile suit. For an infantry
Air Commitment Cards 2 and Gustav tokens 1 through 6 with squad, one token represents one division,
Game Pieces 480 PKA stats on the back. These tokens about 6 to 10 people.
Dice 2 appear to have been corrected in the
Plastic Tray 1 copies imported by TCI.

The S.F.3.D II game set includes: Early printings of S.F.3.D Original may
4.0
Japanese Rule Book 1 have J40(S) tokens incorrectly printed
Map Boards (5~7) 3 with a range of M, it can be ignored. Sequence of Play
Reference Cards 2 These tokens appear to have been
Each scenario uses a fixed number of
Scenario Book 1 corrected in the copies imported by TCI.
turns. The game ends when that number
(Scenarios 11~22)
of turns have been completed. Every
Game Pieces 480 [2.2.2] Unit Errata - S.F.3.D II turn consists of four phases and must
Dice 2 F-boot tokens 03 and 04 should have proceed in the following order.
Plastic Tray 1 Defense 4, Durability A.
3
Example
Ground Unit Ground Unit (Infantry)
Weapon Type Weapon Type
Front Back Front Back
Type Attack Ability Range Attack Ability Range
Type

Movement
Points ID Number Durability ID Number Durability

Defense Movement Defense


Movement Type
in Hexes

Air Unit Pilot Unit


Weapon Type

Type Attack Ability


Name Class

Dog-Fight
Rating ID Number Durability

Defense Attack Modifier Defense Modifier Dog-Fight Modifier (same order on back)
Movement Type

Markers
Front Back Front Back Front Back
Fire
Numerical Game Turn

Smoke
Numerical Screen (2) Light
Smoke (1)
Supplemental
Armament Doll House
Disabled Rocket Pilot
Immobilized

Ammunition Depot Bomb (10)


Mr. Eddie Amzel
Laser

Objective Bomb (8)

Laser Vehicle Units


Green Buffalo Sph 69
Doll House Pzkw 182
Objective Missile (12)
Ravin Makel
Dummy Laser Seduce Kraftwagen
Truck

Defensive Missile (8) Infantry Units


Position (-1)
Defensive Inf.SQ Infantry Squad
Position (-2) AAR.SQ Anti-AFS Rifle Squad
Eng.SQ Engineer Squad
Concealment TOS (Mercenary Soldiers)
Pnr.SQ Engineer Squad
(Strahl Troops)
Plt.HQ Platoon Command
NeuSpotter
Cpn.HQ Company Command
Morale Broken
Analytical Memory Unit

4
1. Air Commitment Phase Making attacks are not required and are attacking unit hits the target. If the
Each player secretly divides the aerial up to the discretion of the controlling product exceeds the attack Target,
power in hand into Air Combat duty player. the attacking unit misses.
or Ground Support duty. After the Special Note: The first SF3D game
assignments have been revealed, proceed [5.1] How to Attack rules state that the two dice rolled
with dogfighting and, if possible, break should be multiplied together.
through. [5.1.1] Attack Procedure The second game clearly changes
1. The attack is announced. The phase this resolution system to the more
2. First Players Phase traditional addition.
The first player tests the morale player decides which unit is attacking
and which unit is the target (refer 4. If the attacking unit hits, the target
of infantry units and then proceeds units player checks the effect of the
to attack and move units. The player to [14.21] for the exception). Check
that the attacking unit can see the attack. Roll two dice and add the
may proceed with with air-to-ground, results. Compare the sum with the
ground-to-ground, or close quarters target for Direct Attacks, or the
spotter, for Indirect Attacks (consult target units endurance level, using
attacks, move, or do any combination of the armor Endurance table.
these actions. Under certain conditions [6.0] for rules on Line of Sight).
the first player might receive defensive 2. Measure the distance between the [5.1.2] Attack Results
attacks from the second player. While attacking unit and target in hexes. The attack results obtained from the
the decision of whichunits will attack When measuring the distance, armor Endurance chart can be of the
and which will move is up to the player, a the hex the attacking unit is in is following three types:
single unit cannot move and attack in the not counted (consult fig. 1). If the
distance is longer than the attacking D (Destroyed): The target unit is
same phase, with the exception of close destroyed and is removed from the
quarters combat. units shooting range, the attack does
not take place. board.
3. Second Players Phase 3. Add all target modifiers to the
A (Armament Disabled): The target
This is the same as the first players attacking units attack ability (be
units weapon is destroyed. Place an
phase, but the second player is now careful that some modifiers are given
Arm. Disabled marker on the unit.
moving and attacking, and receiveing as negative). Next, subtract the target
This unit cannot attack for the rest of
defensive attacks from the first player. units defense from the adjusted
the game, even if it has multiple weapon
attack ability. The final value is the
4. End of Turn Phase systems. (For an example, consult
Attack Target. When the target
Move the turn marker one frame on [14.47]). The unit can still participate in
is below zero, the attack becomes
the turn record chart and proceed to the close quarters combat.
ineffective, but in the case of lasers
next turn. When the turn specified by or machine guns, the attack roll must M (Immobilized): Place the
the scenario ends, the game will end. still be made to determine if the Immobilized marker on top of the
weapon is expended. For weapons target unit. The unit can no longer move.
Throughout these rules the term that have a limited amount of
Phase Player is used to refer to the Flying units are destroyed, although the
ammunition, consider one round to Hornisse has the ability to land within 5
player whose phase it is. Their opponent have been fired.
is the Anti-Phase Player. hexes.
Once the attack Target is known, the
There is no seperation of player attacking player rolls two dice and (No Effect)
actions during the End of Turn and Air adds the values. If this sum is equal
Commitment Phases. to or less than the attack Target, the

5.0
Determining Range
Figure1

Attacking
For convenience, attack refers to all 1
kinds of attacks, including close quarters,
with the only exception being dog-
2
fighting. There are two kinds of attacks,
Direct Attack, which occurs when the
attacker has direct line of sight to the 3
target, and Indirect Attack, which uses
spotters, so the attacker does not have to
have a view of the target.

5
Subsequent damage results of the same If the target unit is immobilized (M), the defensive attack that is made by the
type also have no effect. there is a modifier of +2. anti-phase player.

* If the attack roll result is a 2 (a one For strafing runs by air units, there is no
on each die), the result is a D without range modifier applied. [5.3] Offensive Attack
consulting the armor endurance chart. Offensive attacks are made by the phase
All modifiers are cumulative. players units. A unit that makes an
Example offensive attack cannot move in the same
A P.K.A. is attacked by an A.F.S. and is Example
phase. (Exceptions: see [13.2], Overrun;
hit. The player controlling the P.K.A. An attacker is making an indirect attack
and [14.2.2], Infantry Charge).
rolls two dice and the sum of the dice is with a rocket, with a range of 9 hexes,
3. Using the P.K.A.s armor endurance against a target in the forest. The base [5.3.1] Each unit can only make a single
of B, consulting the armor endurance attack target is 9 (attack ability defense offensive attack in a phase. (Defensive
chart shows that the unit is destroyed (D). ability), the modifier for terrain is (1) attacks can be made as many times as
and the adjustment for indirect attack is necessary.)
[5.1.3] Modifiers (3). The total modifier is (4), and the
The attack Target is calculated by final attack target becomes 5. (9 4 = 5) [5.3.2] Multiple units may attack a single
subtracting the target units defense target. Attacks are settled individually
[5.1.4] Attacks cannot be made against a between each attacking unit and the
ability from the attacking units attack
hex, from outside that hex, if it contains target unit. (Exception: see [14.2.1],
strength. Additional modifiers are
units on the attackers side. Stacked Infantry)
added depending on the situation
(range, terrain, etc.). These modifiers [5.2] Direct Attack
[5.3.3] If the units are stacked, multiple
are indicated in the Terrain Effects and When making a direct attack, the units can attack the same target at the
Attack Modifiers charts, and explained attacking unit must be able to see same time. When the attack is declared,
below. the target. For direct attacks, there is it must be announced that it will be a
offensive attack, close quarters combat
1. Terrain Simultaneous Attack. Stacked units
(both initiated by the phase player), and do not have to make a Simultaneous
Attack modifiers are based on the terrain
that the target unit is in, and the weapon
Ranged
that the attacking unit is using. The
terrain of the attacking unit has no effect. OffensiveAttack BasicAttack
Attack DefensiveAttack An AFS uses its laser (attack ability of
As long as some form of terrain is in 8) to attack a PKA (defense rating of 2).
the same hex as the target unit, it will Examples Movement Calculate the Attack Target
(Attack Ability) (Defense)
gain some form of benefit. However, if 82=6
the hex is a partial building hex (refer Figure2 Range: 2 hexes
to [7.17]), a Type II unit will not gain +1
adjustments for the building. Terrain: Laser fire through forrest
2
Total of the above
If the attack crosses a ridgeline, the
6+1 2=5
attack modifier for the ridgeline is added Die Rolls (using addition)
to other terrain modifiers. Consequently,
result is 2 + 3 = 5, hit
if an attacking unit fires at a target unit
result is 1 + 5 = 6, miss
in a forest beyond a ridgeline, with a
laser, the terrain modifier will be (2) + Die Rolls (if using multiplication)
(2) = -4. result is 2 3 = 6, miss
result is 1 5 = 5, hit
2. Range Attacking With Multiple Units
If the range is short, the attack target is Figure 3 Figure 2
usually better. At long range the attack
target is worse. Because the modifier
changes depending on the weapon,
consult the Range adjusted Attack
Ability chart, a part of the Attack
Ability chart.

3. Indirect Attack
If the attack is indirect, a uniform
modifier of 3 is applied.
ThePKAcanmakeaDefensiveAttackagainsttheAFS,butnottheSAFSbecause
4. Targets Damage itis4hexesaway.TheAFSandSAFSmaynotmakeaSimultaneousAttackbecause
theyarenotinthesamehex.

6
Attack, they can attack separately, but 1. If the target unit remains alive after [5.4.3] With condition 3, when the phase
it changes the way the attacking units receiving an attack from within 3 player moves a unit into an adjacent
receive defensive attacks (see [5.4.1] hexes. hex, the anti-phase player may attack.
and [5.4.2]). Simultaneous Attacks are 2. If a unit is stacked with a target unit This may lead to close-quarters combat,
still resolved individually between each that received an attack from within described later.
attacking unit and the target unit. 3 hexes.
3. The phase players unit entered a hex [5.4.4] A defensive attack can proceed
Units that are not stacked cannot adjacent to the anti-phase players any time any of the three conditions
conduct a Simultaneous Attack. unit, and challenged the anti-phase are met. It is possible for a single unit to
players unit to close-quarters make many defensive attacks in a single
[5.3.4] Attacks that have been phase, and a unit may make offensive
combat.
announced must be executed. Even if and defensive attacks in the same turn.
A unit that has fulfilled any of the above
the final attack target is below zero, or (Only one offensive attack is allowed.)
conditions can proceed with a defensive
the target unit is destroyed with the very
attack.
first attack of a simultaneous attack, [5.4.5] A defensive attack is a direct
even if the attack had no effect, once [5.4.1] With conditions 1 and 2, for each attack only. A defensive attack may not
it is executed, the attacking player must attacking unit firing alone, not part of a be part of a simultaneous attack.
check for ammunition expenditure, Simultaneous Attack, each unit capable
energy usage, and accidents. of making a defensive attack may do so
against the attacking unit. [5.5] Indirect Attack
Some weapons may be fired at units that
[5.4] Defensive Attack [5.4.2] With conditions 1 and 2, if the are not directly visible to the attacking
When certain conditions are met attacks are part of a simultaneous attack, unit. These weapons are the Doll House
during the phase players turn, the anti- each unit capable of making a defensive heavy rocket shells, the Sphinxs rocket
phase player can make attacks with the attack may do so against one unit of the shell, and the Goblins TOS anti-tank
appropriate units. These conditions are: attacking stack, after all the attacks of rocket shell. In order to make an
the attacking units have been resolved. Indirect Attack, a third unit must have

Defensive Attacks and Movement


Figure5
Figure4
Figure 4

SimultaneousAttacks

With the movement of the PKA as shown, the AFS can make 3
A single Defensive Attack may only be made
seperate Defensive Attacks.

Simultaneous Attacks
Seperate Attacks
The AFS and SAFS can make a Simultaneous Attack against the
PKA. If the AFS attacks first and the PKA is eliminated, the SAFS is still
considered to have attacked, and an attack roll should be made to
check for the weapons usage limit.
If the PKA survives both attacks, it can make a Defensive Attack
against either the AFS or the SAFS.
If the AFS and SAFS attack seperately, the PKA can immediately
make a Defensive Attack against each attacker, if it survives the attack.

Defensive Attack may be made against both units

7
a view of the target, this unit is called a obstructed, the viewing unit has line of When the target is a Type II unit, line
spotter. sight to the target unit, allowing it to of sight continues to two hexes past the
attack or spot. ridge or wall. There is no line of sight to
[5.5.1] A spotting unit is anything, the third hex or beyond. (Figure 7)
including all ground units and strafing [6.1.2] The line of sight will not pass
flying units, as long as the intended through the following terrain, however Any line of sight established between
spotting unit has not been used more the terrain of the hex of the viewing unit two units is mutual.
than half of its movement points and has and the target unit do not obstruct the
not made any offensive attacks. Spotting line of sight. [6.1.4] There is no limit to the length
units also may not initiate close quarters of the line of sight, but attacks are still
or overrun combat. Once it has been Obstacle terrain: building, forest, hill, limited by the weapons range.
designated as a spotter, it may not move hexes with smoke markers, and hexes
with fire markers. [6.1.5] Adjacent units always have line
more than half of its movement points
of sight.
or make any offensive attacks in the
These terrains block line of sight without
current turn. Flying units used to survey [6.1.6] Units, whether friend or foe, do
regard to elevation level, as described in
cannot attack ground units. not obstruct line of sight or attacks.
[6.2].
[5.5.2] Weapons capable of indirect
[6.1.3] Ridgelines and walls obstruct the
attacks affect the target hex and the six [6.2] Elevation
sight line, with the following exceptions.
adjacent hexes, even when used to make [6.2.1] All terrain symbols have a height.
a direct attack. Unlike most other direct 1. When the target is a Type I unit. Consult the terrain effects chart for the
attacks, the target is not a single unit. If the line of sight crosses a ridge or height of each type of terrain.
All units within the effect of the attack wall, and a Type I target unit is in a hex
are hit. Some large missiles and artillery immediately adjacent to the ridge or [6.2.2] If the line of sight passes through
cannons will cause effects in hexes up wall, there is a line of sight. There is no a hex with a height level of 1, that line
to two hexes away from the target hex. line of sight to Type I targets beyond this of sight is obstructed. If the hex of the
Effect range is noted on the Artillery hex. (Figure 6) viewing unit and the target unit are both
Capability Chart. height level 1, the line of sight is not
2. When the target is a Type II obstructed in the above mentioned case.
[5.5.3] To determine if an indirect attack unit.
hits, make a single die roll against the
attack target, regardless of the number
of units that will be affected. Determine Ridge Lines, Unit Types, and Line of Sight
the attack results for each unit using its Figure 6
individual endurance. Units outside the
target hex get a +1 to the endurance roll.

[5.5.4] An indirect attack cannot be


targeted at a hex that contains a friendly
unit. If the attack effects adjacent hexes,
and one of those units contains a friendly
unit, the attack cannot be made.

6.0
Line of Sight
When making a direct attack, or using Figure 7
a spotting unit for indirect attack, the
target must be visible.

[6.1] Line of Sight


[6.1.1] In order to view the target, the
attackers unit must have a direct line
of sight to the target unit. The line of
sight is a straight line from any part of
the hex the viewing unit is in to any part
of the targets hex. If this line can be
drawn across the terrain without being

8
[6.2.3] Special: When the hex of the [7.1.3] The movement cost to move into a road or trail, the movement cost of the
viewing unit, target unit or both units a hex is determined by the terrain and hex is based on the surrounding terrain,
has a height of 1, the line of sight is not movement form. This is shown in the and the road or trail is ignored.
blocked by ridge lines or walls. Terrain Effects chart. If a unit does not
have the number of points left to meet [7.1.7] There are two kinds of hexes
There is an exception if the ridge or wall the cost of the terrain, the unit cannot with buildings. One is the complete
is on a hex side of the viewing or target enter the hex. building hex, which is entirely covered
units hex. In this case use the rules from with buildings, and the partial building
[6.1.3]. [7.1.4] If a hex contains several terrains, hex, which are only partially covered
factor in all terrains that influence the with buildings. When moving through

7.0
unit entering the hex. If the hex partly hexes with partial buildings, Type I
contains water, and the unit cannot units are considered to be among the
traverse it, then the water can be ignored, buildings, as though the unit were in a
Movement although the unit may not pass through complete building hex. If the unit is a
any hex side that is blocked by that Type II, it is outside the building, in the
The phase player may move units using terrain. Because ridges and walls occur surrounding terrain.
the following rules. These units may also along hex sides, and not in the hexes,
be subject to defensive attacks from the they are not included in this regulation When a Type I unit is in a partial
anti-phase player. (see [7.1.5]). building hex, it benefits from the building
attack modifiers from the Terrain Effects
[7.1.5] On the Terrain Effects Chart, a Chart, and a Type II unit does not (see
[7.1] Procedure (+) is attached to the mobility of ridges [5.1.3], Modifiers).
[7.1.1] Units move from their current and walls. If a unit enters a hex by passing
through a ridge or wall, the appropriate [7.1.8] W and C type units cannot enter
hex to an adjacent hex, one at a time. A
movement cost must be added to the cost a river or water hex.
unit cannot skip hexes.
of hex being entered. If a hover (H) type
[7.1.9] As long as a unit has not exceeded
[7.1.2] The movement capability of a unit enters a desert by passing a ridge,
its movement points, it may continue to
unit is printed on the front, lower left the cost will be 5 movement points (3 to
move. Unused movement points are lost
corner of its token. The number is the enter the desert, and 2 to pass the ridge).
at the end of the turn, they are not held
number of movement allowance the unit
[7.1.6] The movement cost for roads and over to the next turn, nor can they be
has, and the letter denotes its form of
trails on the Terrain Effects Chart is used shared with other units.
movement. The movement allowance
is the maximum number of movement when the unit is continuing movement
points a unit may spend in a single along a road or trail from one hex to the [7.2] Movement Restrictions
phase. The unit may spend any amount next. Only the cost of the road or trail
[7.2.1] A unit which made an offensive
up to this value (Figure 9). applies and the surrounding terrain is
attack cannot move in the same phase,
ignored. If a hex with a road or trail is
and a unit that has moved cannot make
entered from a hex that does not contain
an offensive attack, except for close
quarters combat (Exceptions: see [14.0]
and [19.0]).
Movement Procedure
[7.2.2] The unit may not spend more
movement points than its printed value
in a single phase.

[7.2.3] A unit is free to move through


friendly hexes without penalty regardless
of the stacking regulations (explained
later).
2 To enter a hex occupied by an enemy

1 unit, close-quarters combat must take


place. When entering a hex containing
an enemy, the moving unit must stop
regardless of what movement allowance
remains, and may not be moved again in
2 that phase.

[7.2.4] When entering a hex adjacent


to an enemy during movement, the anti-
phase player has an opportunity to make

9
a defensive attack. The phase player does
[8.1] Stack Points [8.2.4] Stacking limits are a concern for
not have to ask if the anti-phase player flying units making strafing attacks. The
intends to make defensive attacks every The stack limit is based on stack points. stack limit for flying units is considered
time the moving unit enters an adjacent Each unit has a stack point value based separately from the stack limit of the
hex, but the phase player must clearly on its type, as shown below. ground units. Therefore, it is acceptable
show the route the unit is moving, and to have flying units stacked to 4 points
interrupt the movement if the anti-phase Type I, along with Jerry, Oskar, Goblin, and ground units stacked to 4 points.
player announces a defensive attack. Gladiator, Kafer
Once the attack is resolved, movement ................... 1 Stack Point [8.2.5] Non-unit markers and pilot
may resume, if possible. markers are not counted in the stack
Type II and Infantry limit. These types of counters may
[7.2.5] The phase player may move ................... 2 Stack Points even be placed in hexes that are already
units individually or in stacks (see [8.0, stacked to the limit.
Type III, when strafing
Stacking). Once a unit or stack has
................... 1 Stack Point
9.0
completed its movement, it cannot be
moved further, and the next unit or stack
may be moved. [8.2] Stacking Limit
[7.2.6] When units are moving together When a phase ends, or during close Close Quarters Combat
as a stack, the movement of all units is quarters combat, the number of stacking All attacks between ground units in the
limited to the lowest movement point points in a hex must not exceed 4 stack same hex are close quarters combat.
value of the units in the stack. points (Figure 9). The attacks involved consist of lasers
[8.2.1] While the stacking limit must or small arms on tanks such as the
[7.3] Carrying be applied at the end of the phase or NutRocker, or even unarmed attacks
in close-quarters combat. At any other used by armored fighting suits.
A Type I unit that is not immobilized time, such as during movement, it does
can carry another Type I unit that
is immobilized. Though Type I, the
not matter how many units are stacked. [9.1] Procedures
N.Spotter and Krachen Vovel cannot [8.2.2] In close-quarters combat, the A unit that has moved can engage in
carry units. stacking limit is separate for each side. close quarters combat in the same phase
(see [7.2.1]). The phasing players unit
[7.3.1] Units must be stacked in order to [8.2.3] Even though the NeuSpotter is 1 must stack in the same hex as the anti-
carry (see [8.0], Stacking). Declare that stack point, two NeuSpotters may not be phase players unit, at which point close
carrying is taking place and the units in the same hex, unless accompanied by quarters combat begins. The procedure
will then move together, with the carried a Type II unit. is as follows.
unit at the bottom of the stack. To drop
a carried unit, simply declare that it is
no longer carried. Both picking up and
dropping another unit costs 1 movement Stacking Limit
point.

[7.3.2] Units are under the usual Figure 9


7
restrictions for stacking when a unit is
being carried, and both units involved
are still targeted separately.
1 point
[7.3.3] If the carrying unit is destroyed
Stack
or damaged, the unit being carried is
4 points
immediately dropped in the current hex.

8.0 1 point

Stacking
When two or more units are in a single
2 point
hex it is called stacking. There is a
limit on the number of units each army
can stack in one hex. This is called the
stack limit.

10
1. The phase player advances a unit to be made even if there is no intent to [9.2.2] After the offensive units have
into a hex adjacent to an enemy, and engage in close quarters combat. made their attack, units not attacked in
states intent to enter the enemy hex close quarters combat may not make
and engage in close quarters combat. [9.1.2] The phase player can move other defensive attacks.
(A unit may only enter an enemy units into the hex where close quarters
hex if it is going to engage in close combat is occurring. This situation is the [9.2.3] Defensive attacks may not be
quarters combat). same as participating in an ongoing close made into a hex containing friendly
2. The anti-phase player proceeds with quarters combat, described in [9.3.3]. units.
defensive attacks using any units in
[9.2.4] Selection of targets and resolution
the target hex. The defensive attacks [9.2] Defensive Attacks in of defensive attacks are conducted on
may target any unit that will be
involved in close quarters combat.
Close Quarters Combat a unit-by-unit basis. In other words, a
Defensive attacks against close quarters defensive attack may be declared after
The anti-phase player may choose to
combat proceeds in any of the following seeing the results of another units
move into the phase players current
situations. attack. However, the natural flow of
hex to engage in close quarters
time may not be breached; in particular,
combat. Once this is decided, the
1. When an enemy is in an adjacent if a defensive fire is resolved against a
phase player moves into the target
hex. unit that has moved into the same hex,
hex if the units involved are not
2. When an enemy enters the same hex. a defensive attack may not be declared
already in the same hex as the enemy
A unit that engages in case 1 cannot against units in the adjacent hex.
unit. The defensive attacks then
proceed in the same hex. attack in case 2.
[9.2.5] Results of defensive attacks
3. After the defensive attack, the phase [9.2.1] Defensive attacks for close are applied immediately. If a unit is
players units that remained alive will quarters combat is completely immobilized in an adjacent hex, it does
proceed to attack. The phase player discretionary. If, for example, a stack not move into the target hex. If a unit is
decides which units are attacking was targeted for close quarters combat, destroyed in the same hex by defensive
which targets, and may have multiple it is possible for one portion of the stack fire, it does not get to attack.
units targeting a single enemy unit. to attack the adjacent hex, for another
[9.1.1] When a unit enters an adjacent portion to attack in the same hex, and
hex, it is possible for defensive attacks for the remaining portion to not attack.

Examples of Defensive Attacks in Close Quarters Combat


Figure 10 11
Figure 10

The AFS enters hex and the player announces the intent to
engage in close quarters combat before moving into hex . If there
The PKA and Gustav can make defensive attacks against the
is no intent to engage in close quarters combat, a defensive attack
AFS. It is possible to have one attack when the AFS is in hex , and
can be made by the PKA as normal (see Figure 4). If there is intent
the other attack when the AFS is in hex . But all attacks to be made
to engage in close quarters combat, the PKA may make a defensive
while the AFS is in hex must be resolved before any attacks
attack against the AFS when it is in either hex or hex .
against the AFS in hex .
If the AFS becomes immobilized in hex , its movement ends, and
the 'Immobilized' marker is placed. If it is immobilized in hex it can
Figure 13
12
still attack the PKA.


Figure 12

The PKA may make a defensive attack against either the AFS or Each PKA and Gustav can make a defensive attack, one at a time,
SAFS when they are in either hex or hex . against the AFS or SAFS.

11
[9.3] Continuing Close hex defensive attacks are prohibited, and [9.4.3] Units are not pinned specifically,
the close quarters combat is resolved as only the number of units pinned is
Quarters Combat in [9.3.2]. Units that made defensive important. The phasing player decides
After both sides have conducted attacks attacks at the approaching units may which units are unpinned.
in close quarters combat, if undestroyed participate in the close quarters combat
units from both sides remain in the same this phase as normal. [9.4.4] Pinned units may not conduct
hex at the end of the phase, this is called attacks into other hexes, including
a continuing close quarters combat. [9.3.4] In the case of retreat, defensive defensive attacks against an adjacent
attacks may be conducted against units hex.
[9.3.1] If a continuing close quarters once they have moved into an adjacent
combat exists at the start of a players hex. If one or more of the phasing
phase, the phasing player chooses from players units remain in the close quarters [9.5] Unarmed Combat
among the following: combat hex, only unpinned units may All Type 1 units may perform unarmed
conduct defensive attacks. Units may combat in close quarters combat. All
1. Conduct close combat as is. move directly from an enemy-occupied unarmed combat is performed after
2. Conduct close combat by moving in hex to another enemy-occupied hex. resolution of attacks from opposing
additional units as reinforcements. units, except for opposing unarmed
3. Retreat (move out of the hex). [9.3.5] If the phasing player chooses combat. All unarmed combat is resolved
4. Leave it as is (do nothing). to do nothing, there is no penalty, and simultaneously.
[9.3.2] If close quarters combat is defensive fire may not be conducted.
continued, the phasing player chooses The to-hit range of unarmed attacks is
a target for each of his units, and then always an unmodified 4, regardless of
resolves all attacks in order. After that, [9.4] Pinned Units in Close defensive strength.
the non-phasing player declares and Quarters Combat
10.0
resolves his fire in the same way. This
Each unit in close quarters combat exerts
combat is resolved simultaneously; the
some influence over opposing units in
phasing players combat results do not
the same hex.
affect the resolution of attacks by the Aeronautical unit
non-phasing player. Phasing units that [9.4.1] One anti-phasing unit is pinned
conduct close combat may not perform for each phasing unit in the same hex. The Falke, PK40, Salamander, and
any other action this turn. Non-phasing For example, if the phasing player has several other units in the game are
units may be pinned as indicated in [9.4]. 2 units in a hex, and the anti-phasing aeronautical units. In addition, when
player has 4 units in the same hex, 2 joined with a PK41, the PKA, Gustav, or
[9.3.3] Additional units may enter the Konrad also become aeronautical units.
of the anti-phasing players units are
close quarters combat by following the
pinned, and the other 2 are unpinned.
normal procedure of moving to an Aeronautical units can engage in air-to-
adjacent hex, where defensive attacks [9.4.2] Phasing units that are air (dog-fighting) or air-to-ground (air
may be declared. Such defensive attacks immobilized or unable to fire do not support) combat. Units assigned to air
are limited to unpinned units that can count towards determining the anti- combat are fighting for air superiority
fire into the adjacent hex. Units that phasing players pinned units. and to support units assigned to ground
survive these defensive attacks move into combat. Units assigned to ground
the close quarters combat hex. Same- combat can attack an enemy ground

Pinned Units in Close Quarters Combat


Figure 14 Figure 15
10

Either the PKA or Gustav is pinned by the AFS (the phasing player The SAFS may enter close quarters combat without taking any
decides), so only the unpinned unit may make a defensive attack defensive attacks from the PKA or Gustav. In the case of Figure 14,
against the SAFS. When the AFS initially engaged in close quarters with 3 units in the hex, the SAFS could be the target for defensive
combat, would have been able to make defensive attacks, if neither attacks, even when moving through adjacent hexes (see Figure 4),
were pinned at the time. but in Figure 15, no defensive attacks are possible.

12
unit, or provide support for indirect side with the higher rating is the aggressor units that can be placed in a hex is
attacks. (if the powers are equal, the attacking four (this does not include ground
player, as assigned by the scenario, is the units). The attacking units may be
aggressor). Roll one die and compare the placed all at once or individually.
[10.1] Procedure
result to the appropriate ratio column in Individual units may be placed
[10.1.1] During the air war phase, both the Dog-Fight Resolution Chart. The and resolved before the next unit is
players assign their aeronautical units values given are the rating points that placed, and does not count against
to Air Combat Mission or Ground each side loses. Each side loses a number the stack limit for that hex. In other
Combat Mission. The assigned unit of points as close to the value as possible, words, if all units attack individually,
should be placed in the appropriate without going over. they may all attack a single hex.
space on the air commitment card. 2. All units of the anti-phase player
Units that cannot attack may not engage -Example- in the target hex can make an
in Air Combat Missions. Once both If the Mercenary Troops only have the anti-aircraft attack against the
players are finished assigning their Falke remaining (dog-fight rating of 4), aeronautical units (the controlling
units, the assignments are compared. air and receive a loss of 3 points, no units player decides which units fire on
combat missions are resolved with the are affected. which aeronautical units, each unit
appropriately assigned units, and then can only fire once, and only on
breakthrough is conducted, depending If the Strahl Troops have three PK40s
a single aeronautical unit). After
on the results. (dog-fight rating of 2) and two Hornisse
deciding which units will make an
(dog-fight rating of 3), and receive a loss
anti-aircraft attack, the attacks are
Note: The air commitment cards are of 3 points, a single Hornisse is lost. If
resolved. Anti-aircraft attacks are
provided in both Japanese games, and at the loss is 4 points, two PK40s are lost
resolved in the same manner as
the end of this rulebook. instead.
direct fire.
[10.1.2] A players units assigned to [10.2.2] Units which are lost in air-to-air 3. If any aeronautical units survive the
ground combat missions resolve their combat do not make a durability check. anti-aircraft attacks, they resolve their
mission during that players phase. The units damaged are automatically attacks on units in the target hex
There are three types of ground combat destroyed (D). (similar to anti-aircraft attack). After
missions. declaring which units are attacking
which targets, all attacks are resolved.
[10.3] Breakthrough
1. Air-to-ground attack 4. Once its attack is complete, the
2. Spot for indirect attacks If there are no opposing units assigned aeronautical unit is placed in the
3. Land (Hornisse only) to air combat missions, or if one side Used space on the duty chart.
An aeronautical unit assigned to ground has a number of units equal to double The above procedure is followed for each
combat can only do one of the above that of the enemy after the dog-fight, it unit involved with air-to-ground combat.
actions. is possible to conduct breakthrough. A
number of units equal to the difference [10.4.2] Attacks against ground units
[10.1.3] An aeronautical unit that in the number of units on each side may are modified by terrain. There is no
has completed its duty is moved to the attack units assigned to ground combat modifier for range.
Used space on the duty chart. missions.
[10.4.3] Anti-aircraft attacks are not
If an aeronautical unit has survived, it -Example- modified by terrain or range.
can be used again on the next turn. If the Strahl Troops assign six units to
air combat, and the Mercenary Troops [10.4.4] Ground attacks are resolved
[10.1.4] A player may withdraw an assign three units, then the Strahl during a players phase. (All attacks or
aeronautical unit that is deemed as have reached the required number for actions involving aircraft are done in
unnecessary during the air war phase. breakthrough, and three units (6 3 = 3) turn, as usual).
However, the unit may not be withdrawn may breakthrough.
before the first turn or a turn in which [10.4.5] With each air-to-ground attack
the unit is deployed. [10.3.1] Breakthrough is resolved in the it is possible for units to make an anti-
same way as a dog-fight, but the dog- aircraft attack. As indicated by [10.4.1],
each unit in the target hex gets an anti-
[10.2] Air Combat Mission fight rating of the defensive side is 0.
aircraft attack with each air-to-ground
In the air war phase, the aeronautical [10.3.2] Damage from breakthrough is attack.
units assigned to air combat engage applied immediately.
in battle. Depending on the outcome, [10.4.6] In both the air-to-ground
breakthrough is conducted. and anti-aircraft attacks, the rules for
[10.4] Air-to-Ground Combat ammunition limits apply.
[10.2.1] To begin air combat, total the
dog-fight rating of the aeronautical units [10.4.1] Procedure
for each side. Compare the dog-fight 1. The phase player places ground
rating of each side to get the ratio. The combat aeronautical units on the
board. The maximum number of
13
[10.5] Spot for Indirect Attacks [10.6.5] When the Hornisse lands the this weapon. The machine gun cannot
two units separate immediately. This be repaired.
A single aeronautical unit assigned to effects the stack restrictions of the
ground combat may provide support landing hex. [11.2.3] If the laser or machine gun
for a single indirect attack, as a spotter. breaks down, place an Arm. Disabled
Simply declare that the unit is providing token to indicate that it cannot use its
support, and after the indirect attack is 11.0 weapon.
resolved, move the aeronautical unit to
[11.2.4] For rockets and PanzerFaust
the Used space.
Weapons (PF), the number of shots each unit
carries is given below.
[10.6] Landing [11.1] Types of Weapons
Rocket
The PKA (as well as the Gustav and [11.1.1] Each units weapon type is
Doll House......... 4 rounds
Konrad) can join with a PK41 to printed on the back of its token along
Sphinx . ............. 5 rounds
become a Hornisse. When entering a with attack power and range (see [3.2]
Oscar................. 2 rounds
scenario as reinforcement, the Hornisee for reference). The types are as follows:
Goblin................ 3 rounds
is in flight. It may land when assigned to
L. Laser Gladiator............ 3 rounds
a ground combat mission. When stacked
in flight, they can land in adjacent hexes. G. Large bore gun (tank guns and
similar weapons) PanzerFaust
While the SAFS joins with the Falke II MG Machine gun PKA................... 2 rounds
in a similar manner, separating the two R Rocket Gustav................ 2 rounds
is not a simple task on the battlefield, so PF PanzerFaust Konrad............... 2 rounds
the Falke II is treated as a single unit. Krachen Vogel... 6 rounds
[11.1.2] The listed weapon of the
[10.6.1] The Hornisse (PK41) can land Gustav and Konrad is L (the laser), but A unit with rockets can only fire one time
in any hex it can enter. When it lands, in addition it carries the PanzerFaust. during a phase. Two PDF rounds can be
it immediately separates. After landing, When the Gustav and Konrad use the fired in a single phase (only in the case of
there are two units stacked in the hex. PanzerFaust, the attack values are the defensive fire and anti-aircraft fire).
same as the PKA. Namely, attack power
The detached PKA cannot move or [11.2.5] Place a rocket count token to
10 and range 4.
attack in the current phase. indicate the number of rounds fired.
[11.1.3] The Goblin is listed with L (the For example if a unit has fired 3 rounds,
[10.6.2] In the phasing players turn, if place the 3 token with the unit. Once
laser), but it also carries rockets. Use the
the PK41 and PKA are stacked at the the maximum number of rounds has
Goblin rocket token for reference (see
beginning of the turn, they may unit been reached for rockets and PF, the
[3.2]). The token is stacked with the
and launch, although this is optional. numeric counter is removed, and the
Goblin token, and only shows the attack
The launching Hornisse is placed in the Arm. Disabled is placed on the unit.
power and range of the rocket, but not
Used space of the duty chart. Until rounds are added, the rocket or
the quantity. The quantity is indicated by
a separate token. PF cannot be used (see [11.3]). Rockets
A PKA that boards a PK41 may not
may only be reloaded if a scenario gives
move or attack in that turn.
The rocket quantity tokens are numbered specific rules for doing so.
[10.6.3] If the landing hex contains an from 1 to 4.
enemy unit, an anti-aircraft attack can [11.3] Supplement of PF
be made. The landing unit is considered [11.2] Usage Limits for [11.3.1] For units that use the PF (except
to have class C durability, and a result Weapons for the Krachen Vogel), it is possible
of M (immobilized) or A (armament
disabled), destroys the landing unit. The [11.2.1] If a laser weapon is fired and to reload up to the starting number of
the attack roll results in a natural (5 and rounds when in the same hex as the
result is applied to both the PK41 and
6, or 6 and 6), the power to the laser Depot (the ammo dump).
the PKA.
is depleted. The current shot is still
The unit may be supplied the moment
A surviving Hornisse lands and separates. resolved, but the laser cannot be used
it enters the Depot hex, as long as an
The PKA cannot attack during the to make any further attacks. There is
enemy unit is not in the same hex. As
current phase, but the following no way to recharge the laser during the
long as an enemy unit is in the hex,
phase starts with the units in a state of game.
supply is not possible.
continuing close quarters combat.
[11.2.2] If a machine gun is fired and
[11.3.2] There is no limit to the number
[10.6.4] A PKA and PK41 in the same the attack roll results in a natural (6 and
of times a unit may be supplied at any
hex as an enemy may unite and takeoff. 6), the machine gun breaks down. The
one Depot.
The enemy units may conduct anti- current shot is still resolved as normal,
aircraft attacks, as in [10.6.3]. but no further attacks can be made with

14
13.0
[11.3.3] If a players unit is unopposed units may be assigned to a mission on the
in the hex of a Depot of the enemy, the turn they arrive.
unit may destroy the Depot as its action.
Once the player resolves the action, Ground units enter the map board
according to the instructions in the
Vehicle units
the Depot token is removed. In order
to destroy the depot, (1) one movement scenario, and have their usual movement. Units classified as vehicles have
point is spent, and (2) the unit attacks Units may not arrive through a hex additional abilities, such as transport and
within the hex, and must be able to do occupied by an enemy unit. overrun attack. This is in addition to the
so. regular rules for a ground unit.
The entering unit must be able to enter
the terrain of the hex it is arriving in,
[11.4] Equipment and spends movement points to enter [13.1] Transporting With a
For aeronautical units, it is possible to that hex. If the unit arrives in a hex Vehicle Unit
with a road that extends off of the map,
carry equipment other than the standard [13.1.1] All vehicles and tanks of both
armament. The scenario determines the it spends movement points as if it had
forces have the ability to transport Type
equipment carried. moved along the road.
I units, infantry units, and pilot units.
This lets infantry units be moved around
[11.4.1] The additional equipment
more quickly, and relocation of Type I
includes three types of bomb, missile, [12.2] Airdrop
units that have been immobilized, to a
and laser. The appropriate marker (see In some scenarios the Nutrocker and safe place.
[3.2]) is placed under the unit to show other units are deployed using an airdrop.
that it is equipped. During that players phase the air [13.1.2] The transport rules are as
dropped unit may be placed in any hex it follows. The units being transported
[11.4.2] The bomb and missile can only
can occupy using normal movement. If are stacked under the vehicle unit,
be used when the aeronautical unit is
placed in a hex occupied by enemy forces, to indicate that they are loaded. The
assigned to a ground support mission.
the dropping unit receives anti-aircraft vehicle unit may not move on the turn
When attacking the unit can use either
fire. This anti-aircraft fire is resolved as that it loads, before or after loading. On
its equipment or its regular attack. Once
a normal ground attack (although the the next turn, the vehicle may move its
the piece of equipment is used, the
dropped unit cannot return fire). The regular allowance. When a unit unloads
marker is removed.
dropped unit has a durability rating of from the vehicle unit, it must spend half
The laser can be used for air support or C for the attack, and a result of M of its movement points (engaging in close
ground support missions. The laser can (Immobilized) results in destruction of quarters combat is possible). Infantry
be used any number of times, but the the dropped unit. After the anti-aircraft may move its one hex.
normal rules apply for the energy limit fire is resolved, a dropped unit which is
not destroyed is placed in the hex with the [13.1.3] When fired upon, the vehicle
(see [11.2.3]).
enemy units, and cannot attack or move and the units it is transporting are
[11.4.3] When using the laser for air-to- during the current phase. The opposing treated as a single target. The attack is
ground attacks, the attack power on the units in the hex are considered to be in resolved using the vehicles statistics,
laser token is used. When using the laser continuing close quarters combat on the and if the vehicle is destroyed, the units
in air-to-air combat, use the dogfight next phase. it transports are destroyed as well. If
power of the unit, and add (+1) for the the result is immobilized or armament
marker. disabled, only the vehicle is affected.
[12.3] Defensive Position
[13.1.4] Units being transported may
12.0
Some scenarios indicate the use of
fire. However, they cannot fire and
defensive positions. Each marker
unload in the same phase.
represents a suitable shield, trench, or
Miscellaneous Rules similar defensive emplacement. The [13.1.5] Each vehicle unit has a transport
rating on the marker combines with the capacity of two stack points. Exception:
attack modifier of the terrain in the hex. The Sph69-p Troop Transport can
[12.1] Initial Deployment and In order to take advantage of the position carry 6 points of Type I units only (no
Reinforcement marker, a units marker must be placed infantry), and the Green Buffalo can
Several scenarios include reinforcements under the marker. Entrance and exit to carry 10 stack points.
for either side. Also, some units begin the a defensive position is carried out during
first turn on the map without entering movement. No movement points must
be spent, but a defensive position already [13.2] Overrun attack
from any particular direction. This is
initial deployment. Units arrive at the occupied by opposing units cannot be A vehicle unit cannot engage in close
beginning of the turn (ground units entered. If the position marker is empty, quarters combat. If it is involved with
will move onto the board during the either side can enter. Defensive positions close quarters combat, it can only receive
controlling players phase). Aeronautical cannot be moved or removed during the attacks. If the vehicle is still armed it
game. can make an overrun attack, even if it

15
is transporting units at the time (this is a [14.2.2] If approaching to engage in 1. The broken unit is stacked with
variation of close quarters combat). close quarters combat, the infantry unit another unit with unbroken morale
can move two hexes. This is an infantry or is otherwise capable of making
[13.2.1] If an overrun attack is made, charge. The infantrys movement value attacks. -1
defensive fire is resolved with the same remains in hexes and does not become 2. When located in a forest or building
procedure as close quarters combat, two movement points. For instance, if the hex, -2. When inside a defensive
as the vehicle unit approaches the hex infantry unit was charging along a road position, -1
of the enemy unit (See [9.1]). After the hex, it can still only move two hexes, and 3. An enemy unit capable of making
vehicle unit finishes its attack, it passes not four (2MP at 1/2MP per road hex attacks is within 3 hexes, +1
through the hex side opposite the side = 4 hexes). The infantrys movement is 4. The units morale was broken when it
it entered. If units in the target hex unaffected by the movement cost of the received additional direct or indirect
have survived, they do not make any terrain it moves through. attacks (show this by flipping over the
additional defensive attacks because of Morale Broken token), +1
this movement. [14.2.3] Defensive attacks against a
charging infantry unit are at a -1 to hit, All of these modifiers are cumulative.
[13.2.2] The vehicle unit does not have in addition to any other modifiers.
to spend any extra movement points
to make an overrun attack, however [14.2.4] Some infantry units are [14.4] Special Infantry Units
it must be able to move into the hex equipped with the machine gun (MG). The Engineer Squad and Anti-AFS Rifle
opposite of its approach. If the unit There is no single machine gun in the Squad are two special infantry units.
still has movement points remaining, it unit; all members of the squad are Other than the following special rules, all
may continue to move and even make equipped with this weapon. Therefore, standard rules for these units apply.
additional overrun attacks. if the infantrys to-hit roll is a natural (6
and 6), the weapon does not break down. [14.4.1] There are three special abilities
[13.2.3] Units being transported may of an Engineer Squad unit.
make attacks during the overrun attack,
however any units that participate in the [14.3] Infantry Morale The first is land mine detection. When an
overrun attack may not unload in that Engineer Squad is entering a suspected
When an infantrys durability roll results
phase, or make any other attacks. minefield hex of an enemy the phasing
in an M (immobilized) or A (armament
player rolls one die. On a result of one
destroyed), the units morale is broken.
14.0
to five, the minefield is discovered before
Place a Morale Broken token with the
the unit enters the hex. If a minefield is
affected units token.
discovered, the player may cancel the
Infantry Squads [14.3.1] An infantry unit with broken units movement, and chose to move to
morale behaves in the following ways. a different hex. (For rules on land mines,
Tokens marked with the silhouette of see [19.1])
soldiers, or Inf., are Infantry units. 1. It cannot attack. If engaged in close
This unit represents approximately four quarters combat or an overrun [14.4.2] An Engineer Squad may also
to ten soldiers and any firearms carried attack, the unit can only receive attempt to cause a fire in a block or
by them. The unit behaves as a typical attacks. building hex. The target hex must be
ground unit except for the following 2. I can only move away from enemy adjacent to the unit. A unit attempting
special rules. units. If this movement would to start a fire cannot move or make any
provoke defensive fire, then the unit other attacks on that turn. At the end of
the troop phase, the player rolls two dice
[14.1] Infantry Movement cannot move.
3. The unit cannot spot. In any scenario to resolve the attempt. If the result is five
An Infantry unit can move one hex per or less, the attempt is successful, and a
in which the unit must be able to
turn. An Infantry unit cannot make any fire token is placed in the target hex.
recognize a target, the unit cannot
additional movement when loading or
satisfy this condition.
unloading from a vehicle. When Engineering Squads are stacked
4. Any special abilities the infantry are
and targeting the same hex, roll the
trying to use automatically fail.
dice only once. The result receives a -2
[14.2] Infantry Combat correction (even if it is a stack of 3 or
[14.3.2] A unit with broken morale may
All Infantry units have a specific attack more). For each additional Engineering
attempt to recover at the beginning of
power and range, just like other units. Squad beyond the first two, there is a
the troop phase on the next turn. To
The following special rules apply for -1 correction to the result (Note: If the
check for recovery, roll one die. On a
Infantry combat. modifier is received, none of the assisting
result of one to four, the units morale
units can move or attack in that turn).
[14.2.1] Stacked Infantry units may add is recovered and the Broken Morale
their attack power for a single attack. token is removed. On a result of five See section [19.4] for the effects of fire.
This is an exception to [5.1.1]. or six, the units morale continues to be
broken. The following modifiers apply to [14.4.3] If, on an enemy turn an
this roll. Engineering Squad is fired upon, but
16
16.0
does not take damage (-), it may make may collect the AMU. The AMU should
an arson attempt instead of its defensive be stacked under the unit that collects it.
attack (see [14.42]). The attempt is made When the carrier unit moves off of the
with only a single squad, so no assistance Combat With Unmanned map board with the AMU, collection is
modifiers can be applied. a success (the player does not get any
Units victory points for AMU units which are
[14.4.4] The Anti-AFS Rifle Squad was still on the board when the game ends).
commonly used when the AFS was not Unmanned weapons have an important
available in sufficient quantity. The squad place in 29th century combat, and [16.2.4] The Mercenary Troop player
has been specifically trained to fight AFS cannot be ignored. can prevent collection by entering a hex
type units. The rifle carried by the squad that contains an AMU and declaring
is short ranged, but is powerful enough [16.1] Control of Unmanned it to be destroyed. The AMU token is
to deliver a killing blow to an AFS. An Units removed at once.
Anti-AFS Squad consists of four soldiers, With several scenarios, a command unit
their equipment, and a single Anti-AFS [16.2.5] A NeuSpotter that collects a
or manned version of a unit (such as the
rifle. Because the weapon is of type L dropped AMU has its movement value
Nutrocker) may appear. While manned
(laser), if a natural result of (5 and 6, or reduced by half. For all other units, there
these units have an increased movement
6 and 6), the power source of the laser is no penalty for collecting an AMU.
(for some scenarios) and range for
rifle is drained. The unit cannot make defensive fire (see the unmanned weapon
an attack using the weapon on the next
turn, but may attack normally after that.
reference chart). In addition, such a unit
can only spot when manned. If there is
17.0
no command unit an unmanned unit
Artillery
15.0 cannot make indirect attacks, or spot for
artillery.
During the troop phase of each player, it
Concealment [16.1.1] A manned version of a normally is possible to make artillery attacks using
the artillery provided in the scenario.
unmanned unit is marked with a (PC) in
Use of this rule is up to the players to the scenario. In several scenarios there
Artillery attacks are made from outside
agree upon. This is an optional rule to be are cases where the (PC) designation is
the map board, and are on a much larger
used when required by the scenario, or if on a unit other than an unmanned unit.
scale than standard indirect fire. The
agreed to by both players. In such a case this unit is guiding the
following rules are used to make and
unmanned unit, and the rules for [16.1]
[15.4.1] The concealment token of a resolve artillery fire.
apply.
players color (printed with an arrow) is
used to conceal or stack with their units [17.1] Initial order
to confuse the enemy. To conceal a unit [16.2] Collecting Intelligence [17.1.1] The units making the artillery
or stacks type, place a concealment [16.2.1] Collecting specific intelligence attacks are outside the board, and
marker over it. This token is removed with a NeuSpotter is a victory condition will never appear on the board. Units
once an enemy unit has line of sight on in several scenarios. The Analysis on the board must contact them.
the concealed unit. Memory Unit (AMU) is housed in This communication occurs between
the lower part of a NeuSpotter, and a command unit and the off board
[15.4.2] Each player is limited to using a
stores all the valuable information the artillery unit. The command unit can
number of concealment tokens included
NeuSpotter collects. Since the AMU request attacks based on the information
in the game set, and the tokens of their
could frequently survive the destruction from reconnaissance units, but this is
own color. Concealment tokens may be
of the NeuSpotter, it became a valuable more difficult than observing the target
moved between units.
target to both sides. directly.
[15.4.3] The player may also conceal the
[16.2.2] With any scenario after [17.1.2] The following classes of units
actual size of a stack. All concealment
December 2884, any NeuSpotter can request an artillery attack.
markers in a stack are immediately
destroyed on the battlefield drops an
removed once in line of sight of an 1. Command unit
AMU in its hex.
enemy unit. A unit designated by the scenario
The Strahl Troops can obtain 1 victory All infantry Troop HQ units
point by collecting a dropped AMU. In All infantry Platoon HQ units
addition, any victory points that would 2. Reconnaissance unit
be received for returning the NeuSpotter NeuSpotter, Krte, Raccoon
alive are rewarded (as per the scenario). All aeronautical units assigned to
ground support
[16.2.3] A Strahl Troop player Infantry 3. All other units not mentioned
or Type I unit that enters the same hex above.
as the AMU and ends movement there

17
[17.1.3] To make an artillery attack, First, find the target number based on
[18.2] Escaping (Optional
units in any of the three categories must the request type (A-E) on the Artillery
have line of sight on the target unit, and Deviation Chart. Roll two dice. If the Rule)
can communicate with the off board result is below the target number, the [18.2.1] If a unit with a pilot is
unit making the artillery attack. At attack hits the target hex. If the roll is destroyed in battle, determine if the
this time, write down the unit making one or two more than the target, then the pilot has survived. Roll two dice, if
the request, the target, and the type of attack hits an adjacent hex. Roll one die the last hit result was a Disarmed (A) or
artillery attack. The spotting unit may and consult the chart to determine the Immobilized (M), a result of seven or
not move or attack on the turn it requests direction. If the roll exceeds the target by more indicates that the pilot was killed.
the strike, and if it is destroyed before the three or more, the attack fails completely. If the the last hit result was Destroyed
end of the turn, the artillery attack is not (D), the pilot is killed on a roll of four or
possible. [17.2.2] With the impact hex more. If the pilot is not killed, place the
determined, resolved the effect on units pilots token on the hex, removing the
[17.1.4] The artillery request can be using the indirect fire rules (rule [5.5.2] unit the pilot was in.
made by any of the three classes of through [5.5.4]).
units listed in [17.1.2] independently, [18.2.2] Pilot units on the map are
or in combination. The five possible [17.2.3] For statistics of possible artillery handled the same as other units until
combinations are listed below (all other attacks, refer to the Artillery Efficiency the end of the game. Pilot units can
combinations of units cannot request Chart. move one hex like infantry (unaffected
artillery attacks). by terrain costs), and their defense is

a) A unit in group 1 observes and 18.0 zero. Any result of D, A, or M will kill
the pilot. The opposing player receives
requests. a number of victory points for the pilot.
b) A unit in group 2 observes, and a unit Pilots
in group 1 requests. [18.2.3] To escape, a pilot must survive
c) A unit in group 2 observes and A number of pilots from both sides are to the end of the game. It is possible to
requests. included in the game set. Some are used retreat the pilot unit off the map board,
d) A unit in group 3 observes, and a unit in scenarios, but some of them do not at which point the pilot will survive for
in group 1 requests. appear in any provided scenario. Players the remaining time. (If the players
e) A unit in group 3 observes and should decide if they want to use these units or reinforcements enter from a
requests. tokens. specific location, the pilot unit must
retreat through the same area. Pilots
[17.1.5] The player making the artillery [18.1] Pilot Unit can also escape in the direction of that
attack uses a copy of the Artillery Request [18.1.1] Between the two games there players artillery. Leaving the board any
Sheet (at the end of this rulebook) to is a total of 42 pilot units. It is possible other direction, the pilot gets lost and is
record the type of the request (a - e), to create additional pilots using optional captured, giving their victory point value
the turn of the request, the target map rules (see section [18.3]). The numerical to the enemy!)
board and hex number, shot type, and values on the pilot token modify the
the number of shots fired. It is possible [18.2.4] A pilot may escape the board
attack power, defense, and air war power
to make multiple requests in a turn, but while being transported by a vehicle (see
of the unit they pilot.
a unit can only participate in a single [13.1]). A pilot has a stack point value of
attack. [18.1.2] For the numerical values, black zero.
numbers add to the value, and white
[17.1.6] The artillery attack is fired [18.2.5] The victory point value of
numbers subtract from the value. These
at the beginning of the troop phase a pilot is +1 for each positive ability
modifiers affect the to-hit roll for all
following the turn in which the request point, and 1 for each negative ability
attacks.
is made. However, if a friendly unit is point. The pilots rank is also added to
in the target hex, the shot is postponed For example, if Isao is attacking with a his value, with Junior Warrant Officer
until the unit is no longer in that hex. power of 10, and his correction is -1, as one, Second Lieutenant as two,
Attacks that deviate from the original and the defense of the target is 5, with and Lieutenant Junior Grade as three,
hex and impact friendly occupied hexes a correction of +1, the result is (10- each class increases by one point.
are resolved normally and effect friendly 1) (5+1) = 3. These modifiers are in The Lieutenant Colonel is worth six
as well as enemy units. addition to any terrain modifiers. points. (Additional ranks and values are
provided with the scenarios)
[18.1.3] Write down which pilot is
[17.2] Resolving Artillery Fire -Example-
assigned to which unit, and place the
[17.2.1] On the turn in which the pilot tokens to the side of the map board. Heinrich Giger, a lieutenant junior
artillery fire will land, all artillery fire is When the pilots abilities are used, show grade, has ability modifiers adding up to
resolved before any units move or attack. which pilot is involved in the action. All 1 + 2 + 0 = 3. Because his rank has a
pilots involved must be revealed before value of 3 is, combination his total value
rolling to resolve the attack. is 6 victory points.

18
Artillery deployed land mines are
[18.3] Pilot Creation (Optional [19.2] Smoke screen
deployed in the target hex.
Rule) The smoke screen token hinders visibility
Use the rules below to create new pilots. [19.1.1] Land mines can be assigned an in the hex that it is placed.
This is only a suggested method, and attack value between five and thirteen
per hex. This assignment is kept secret, [19.2.1] The following units can deploy
players should feel free to agree on other
and only revealed for the appropriate a smoke screen.
methods of creating pilots.
hex where a minefield is discovered. Pzkw 182
[18.3.1] There are two types of pilot D. house
creation. One is recruitment. The [19.1.2] The anti-phase player must N. Rocker II
following chart is used to create a pilot observer all movement of the phase Sdh 233/232
with this method. Roll a single die twice. player, to see if any units enter a Schenkel
The first determines the ground combat minefield. The phase player should Green Buffalo
ability. The second determines the verify with the anti-phase player that Ravin
dog-fighting modifier. The player may they have not entered any minefields. Engineer units
divide the value of the ground modifier If a minefield is entered, the anti-phase
between attack and defense. player declares this immediately and Deployment of a smoke screen can
resolves the land mine attack. (see section be done at any time during the phase
New pilot creation chart [14.4.1] for exception) players troop phase. The unit that
Attack, Dog- deploys the smoke screen can still move
Defense Fighting [19.1.3] The land mine attack is resolved or attack in the same turn.
1 -1 -1 using the attack power of the minefield
2 -1 0 in the hex, against each unit that has [19.2.2] The efficiency of the smoke
3 0 0 entered. There are no modifiers applied screen for each unit is shown on the
4 0 0 for pilot ability or terrain. For each unit Smoke Screen Equipment Chart. The
5 +1 +1 hit by the attack, the standard durability chart shows the number of smoke
6 +2 +2 test for that unit is rolled. screens that can be created, the range
Roll one die the screen can be created at, and the
[19.1.4] The land mine attack is number of screens that can be deployed
[18.3.2] The other method is to use any resolved when a unit enters a minefield in a single turn.
of the pilots included with the game set. hex and when it exits. If a unit tries to
These are veteran pilots. pass through two minefield hexes, four [19.2.3] A smoke screen deployed
attacks will be resolved. during the troop phase will dissipate and
[18.3.3] The ability modifiers of pilots be removed from the board two turns
can be raised based on combat results. [19.1.5] It is impossible to move or later, at the beginning of the appropriate
For every five units destroyed, other remove a minefield once it is placed. All players phase. To show this, place the
than infantry, one ability may be raised. minefields retain their attack power until marker numbered 2, and at the next
Use the table from [18.3.1], rolling on the end of the game. troop phase, turn the marker over to
the appropriate column for the ability show the 1 side. The turn after this,
[19.1.6] Artillery deployed mines
to raise, and adding one to the die roll. the marker will be removed.
function the same as standard mine fields,
Treat negative values as zero, and a
they only differ in their deployment. [19.2.4] The Pzkw182 and Doll House
roll of seven as a six. Any single ability
Follow the standard artillery resolution. use their internal combustion engines
modifier cannot exceed 4.
A single shot will increase the attack to create smoke and hide themselves.
power of a single hex. Multiple shots can
19.0
Because of this, they are marked as
be made at the same or different hexes. having an infinite number of uses.
A minefield increased in this manner Because of the close nature of this smoke
cannot exceed an attack power of twenty,
Special Rules and further increase is ignored.
screen, do not use the regular markers.

The rules for additional weapons in [19.2.5] Smoke screens block line
[19.1.7] If an artillery deployed of sight. It is possible for a unit in the
the game appear here. Each is used as minefield lands in an occupied hex, the
appropriate for the scenario. smokescreen hex to fire.
unit in that hex is not attacked as long as
it does not move. [19.2.6] Smoke screens also make firing
[19.1] Land mines more difficult. Laser and missile weapons
[19.1.8] Friendly units may pass through have a -1 modifier to hit, and all direct
Land mines are assigned to players as an a minefield, but the minefield hex fire receives a -4 modifier.
attack power and not individual units. must be revealed to the enemy, and the
Following the rules of the scenario, appropriate attacks against the moving
the player distributes these mines by units resolved.
recording their assigned attack power,
hex, and map on a piece of paper.

19
[19.3] Night combat [19.5] Special units
Because of the loss of visibility in [19.5.1] A unit for Eddy Amzel is
darkness, manned units cannot recognize provided for the appropriate scenario.
and react to targets as quickly. Eddy can move one hex per turn, and
cannot make any attacks, observe, or
Manned units fighting at night receive take any other actions.
the darkness penalty listed in the Fire
Modifiers Chart. [19.5.2] The Raccoon, and the
unmanned Krte Pioneer have the
engineer squads mine detection ability.
[19.4] Fire See section [14.4] for reference.
There is a possibility for fire to occur in
[19.5.3] SAFS Mk. II carries a booster
all building hexes. When (1) a missle (M)
backpack. When moving on the ground,
or gun (G) weapon, or artillery attack
its movement is (5W), and when using
hit a building hex and a result of D
the booster its movement is (12B). The
is produced, or when (2) an attempt at
controlling player selects whether to use
arson is made by an engineer unit, there
the booster when the unit moves. When
is a possibility of fire.
using the booster, movement costs and
[19.4.1] When either circumstance (1) restrictions for the hexes the unit moves
or (2) occurs, check for fire ignition. For through are ignored, and the unit moves
circumstance (1), roll two dice and if at a rate of 1 hex per movement point.
the sum of the dice are four or less, fire The booster pack may be used on any
occurs. If the circumstance is (2), decide two turns in during single scenario.
using the rules in section [14.4.2]. A fire Even if the full movement allowance is
marker is placed if a fire ignites. not used, it still counts as a full use of
the booster. Mark this usage with the
[19.4.2] An infantry or pilot unit that number tokens. If unit with a booster
is inside a hex where fire occurs is is Immobilized (M), it can no longer use
automatically attacked during the enemy the booster.
fire phase. Roll two dice and add the
results to determine the attack power of When using the booster, the unit may not
the fire. Resolve the attack as a direct fire engage in close quarters combat. While
attack. All other units in the game are it is moving, if it moves into the defensive
immune to fire. attack range of an enemy unit, that unit
may make an anti-aircraft attack. A unit
[19.4.3] Line of sight cannot be using the booster may not move through
established through a hex whichh hexes that contain enemy units.
contains a fire marker. A unit in the fire
hex cannot establish line of sight out of
the hex.

[19.4.4] Any fire that begins continues


to the end of the game.

[19.4.5] If there is a Depot marker in


the hex where a fire occurs, it ignites the
ammunition, fuel, and other supplies,
resulting in an explosion. Remove the
token immediately. Roll one die to
determine the number of attacks the
explosion will cause. Resolve this number
of attacks against every unit stacked with
the depot, using the process in [19.4.2].
All units, and not just infantry and pilot
units are susceptible to these attacks.

20
21
S.F.3.D Rules by TCI

Original 1986 copyright for the following rules is held by Twentieth Century Imports, USA, and have been reproduced here without
permission. Original copyright and trademark for S.F.3.D and related material is held by Hobby Japan and Kow Yokoyama.

Design Credits:
Original Storyline: Kow Yokoyama
Original Game System Design: Yasunori Skiyama
Game Design: Koji Hayashina
U.S. Development: Karl Hiesterman
Translation: Shuji Koizumi
Playtesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben Baron
Compiling and Editing: Rob Brunskill

22
1.0 2.0
A pair of dice

2.1 Counter Explanation


Introduction Game Components The front of each unit contains the
The following rules are a compilation of The S.F.3.D. game set contains the following information. The name, the
the rules written by Twentieth Century following : number of movement points, the class
Imports (TCI), the company that of movement, and the ID number. The
released the two S.F.3.D Original games One Japanese rule book back of each unit contains the attack
in the United States. In the words of the One English rule book strength, the type of weapon used,
original T.C.I. manual, The body of Two air commitment cards the range of that weapon, the defense
the rules is a direct parallel to the original One combat results cards strength of the unit, and the armor type.
Japanese rule book. The optional rules Four full color, mounted maps
have been suggested by the American 480 counters
One counter tray 2.1.1 Aircraft and Infantry counters
play test team. These rules have some
A pair of dice Aircraft counters are identified by the
differences from the translation of the
movement code F. These counters
Japanese rule set presented previously
are slightly different than the usual unit
in this manual. They also present some
The S.F.3.D. II game set contains the counters. In place of movement points,
new rules and concepts that are not part
following : this number on the front of the counter
of the Japanese rules, which players may
is the Dogfight strength. On the back
find interesting. One Japanese rule book of these counters, no range is listed (see
One English rule book 7.4). Infantry have no movement code.
The rules are presented here so that
Two air commitment cards The movement points for Infantry are in
players can decide which core set of
Two combat results cards parenthesis.
rules they prefer to use, and pull elements
Three full color, mounted maps
from the different rule sets that they feel
480 counters
enhances their experience.
One counter tray

GroundUnit Infantry
Front Back Front Back
WeaponType WeaponType
Name Attack Maximum Name Attack Maximum
Strength Range Strength Range

Movement Defense Armor Movement Defense Armor


Points Strength Resistance Points Strength Resistance

MovementType

Aircraft WeaponType
Pilots
Name Attack Pilot
Strength Name

Dogfight Defense Armor Dogfight Defense


Strength Strength Resistance Bonus Strength
Bonus
GroundAttackBonus

Front Back Front Back Front Back


Object Smoke2
(Dummy)
Smoke1
Rockets
Expended DollHouse
Strongpoints
Rocket

Armament Shocked
Disabled
DogfightBonus
Immobilized AttackStrength

Depot MoraleBroken TOS

Object Fire NeuSpotter


Mines

23
2.2 Unit class Combat Phase #1 Player #2 Determine Artillery
All units in the game are grouped into Observation Level
classes. These classes are class I (Suits), II Player #1 Morale Recovery Player #2 may now determine the
(Vehicles), and III (Aircraft). The units in All of Player #ls units that have a morale Observation Level of one hex.
these classes are as follows. broken counter on them may now roll
for recovery . Player #2 Movement
Player #2 may now conduct movement.
Player #1 Smoke Removal
Type I Panzer Kampf Anzug
Each hex that contains smoke laid by Mutual Fire
(PKA), Gustav,
Player #1 is reduced by one. This means All eligible units may now fire.
Armored Fighting
that a smoke1 counter is removed , or
Suit (AFS), Super
a smoke2 counter is brought down to a Player #2 Aircraft Return
Armored Fighting Suit
smoke1. Player #2 aircraft are now returned to
(SAFS), Neu Spotter,
the Used box.
SAFS MkII, AFS(S),
Player #1 Aircraft Ground Attacks
Raccoon, Konrad,
Krachenvogel
Player #1 may now conduct ground End of Turn
attacks with its remaining aircraft. The Note that one turn has gone by moving
Type II All ground units. unit under attack is eligible to return fire the game turn counter forward one space
on the aircraft. These are simultaneous. on the game turn track. Play returns to
Type III All aircraft (NOTE:
the Initiative Determination phase. If
A P.K.A. or Player #1 Determine Artillery this was the last turn of the scenario,
Gustav attached Observation Level conduct Victory determination.
to a Hornisse is Player #1 now determines the
considered an aircraft Observation Level of the hex that is to
until they have
separated.)
be the target of an artillery attack (see 4.0
8.5).
Inf All Infantry units Player #1 Movement
Movement
Player #1 may now move any or all During the movement phase, the phasing
units eligible, according to the rules of player may move some, none, or all of
3.0 movement (see 4. 0). Any unit entering
an enemy hex must stop and immediately
its units that are eligible. The number
of movement points and the movement
conduct an overrun attack (see 6.5).
Sequence of Play type of each unit are listed on the front
of each counter.
Mutual Fire
Initiative Determination Any units eligible, from either player,
Each player rolls a die. The player who may now fire, according to the rules 4.1 Movement Type
rolls the highest number is Player #1. governing combat (see 6.0). These attacks Each unit is grouped by its method
The player who rolls the lowest number are simultaneous. Artillery attacks are of movement into six groups. These
is Player #2. also conducted. groups are Walkers (W), Tank Treads
(C) Hovercraft (H), Jump (B), Fliers (F),
Player #1 Aircraft Return and Infantry (no code given). These
Mutual Air Commitment Player #1 aircraft are returned to the movement types are cross referenced with
Both player secretly commit their aircraft used box on the Aircraft Commitment the terrain type on the Terrain Effects
to either ground or air attacks. Once this Card. Chart. This will give the movement cost
is done, the cards are revealed. to enter each hex.
Combat Phase #2

Dogfight Resolution Player #2 Morale Recovery 4.2 Movement Points


All units in each players air attack box Player #2 may now try to roll for The various terrain types on the map are
conduct Dogfight combat. Afterwards, recovery. explained on the Terrain Effects Chart.
any unit eligible may conduct attacks The map is divided into hexagons, or
against any opposing aircraft in the Player #2 Smoke Removal hexes, in order to regulate movement.
ground attack box (see 7.00). Any air Player #2 may now remove smoke. Each unit has a number of movement
attack units that survive are returned to points. This is the maximum number
the used box on the Air Commitment Player #2 Aircraft Ground Attacks of points each unit can use during each
Card. Player #2 may now conduct ground turn. Each hex costs a unit a certain
attacks. number of movement points to enter.
In clear terrain, all units spend 1 MP to

24
enter a hex. This means that an A.F.S., or aircraft. Each Infantry counter
5.1.2 Effects of Blocked LOS
with a movement allowance of 5, in clear represents one squad of 8 to 10 men.
If an attacker is unable to see its target,
terrain may move five hexes. Each hex is 250m across, and each turn
it must fire indirectly. Indirect fire has a
is about 90 seconds long.
Units may not skip or jump over hexes. To Hit modifier of -3 (see 6.2), because
If a unit enters a hex containing two the attacker is firing over the terrain. In
or more terrain types, the unit must 5.0 order to fire indirectly, the attacker must
also have a spotter. A spotter is a friendly
declare which terrain type it will enter.
unit that has LOS on the target. A single
This terrain is used for both movement
cost and terrain benefits. The combat
Range and Distancing spotter may only spot one target per
modifier for terrain is the same as the combat phase. The spotting unit may
The range between two units is the
terrain entered. (NOTE: The number spot and attack at the same time. If a
distance from one to the other, measured
to the left of the movement code on the unit was involved in an overrun combat
in hexes, not in movement points.
flying units is that units dogfight strength, that turn, it may not spot. (NOTE:
In order to find the range, count the
not its movement point. Aircraft have no NeuSpotters may target paint for a +3
number of hexes between the firing
movement points (see 7.00)). modifier, and Raccoons may target paint
unit and its target, including the targets
and spot at the same time, see(8.4)).
hex, but not the firing units hex. The
Infantry have only one movement point,
maximum range of a units weapon is
and may enter any hex except lakes and 5.2 LOS and Laser Weapons
listed, in hexes, on the back side of the
rivers at a cost of one. Lakes and rivers Any unit with the weapon code L is
counters. Thus, a unit with a range of 8
may not be entered by Infantry. armed with a laser. These units may
may fire at a target 8 hexes away, or less.
A unit may never fire at a unit that is out not fire indirectly. Instead, they fire
The Jump movement is not listed on the
of its range. through the intervening terrain. If LOS
Terrain Effects Chart. This movement
is blocked, the firing unit still needs
is a special, low level flight using jump
a spotter. Laser units do not have the
jets. The unit using the jump mode must 5.1 Line Of Sight indirect fire modifier. Instead , they add
move using only that mode that turn.
In order for a unit to fire upon an enemy the terrain modifier for each intervening
The Unit only pays one movement point
unit with no adverse modifiers the firing hex. The defender also gets the terrain
per hex, and pays an additional one
unit must be able to see his opponent. modifier for the hex containing the
movement point for each hex that is one
To find if a unit has Line of Sight (LOS) defending unit. Thus, if there are two
elevation in height. The unit must pay
with its tar get , imagine a straight line hexes of forest in between the attacker
the full movement cost of the hex it ends
drawn from the center of the firing hex and the target , the modifier To Hit is -4
its movement phase in.
to the center of the target hex. If the (-2 for each hex of forest).
line intersects with any blocking terrain,
4.3 Stacking LOS is blocked.
No more than one friendly unit may 5.3 Effects of Range on
occupy anyone hex at anyone time. Combat
Friendly units may pass through each 5.1.1 Blocking Terrain
The farther away a target is from the
other, but they may never end their The hex in which the attacking or
attacker, the harder it is to hit that target.
movement in the same hex. If a unit defending unit is located does not block
The attack strength of various units at
enters an enemy occupied hex, that unit LOS. The Crest hex side adjacent to the
various ranges is given on the Strength at
must come to a halt and immediately target or to the attacker does not block
Range Chart. From this attack strength,
conduct overrun combat (see 6.5). The LOS. Terrain types that block LOS are
various modifiers are added and
only exception to this is that Infantry listed on the Terrain Chart. If the LOS
subtracted. (NOTE: The range chart is
entering, leaving, or being carried by touches a hex containing any ground
not used when determining the effects of
trucks may stack with the transporting unit, LOS is blocked. Both friendly
ground vs. air attacks,or vice versa.)
truck. and enemy ground units block LOS.
Elevation can affect LOS. Elevation

4.4 Immobilized Units


levels of each terrain type are listed on
the Terrain Chart. The only terrain
6.0
feature that effects the elevation of a unit
A ground unit that has had a M result
is a hill. This makes the unit at elevation Combat
on the Armor Resistance table has been
Immobilized. This unit may not move 1. A unit not on a hill is at elevation 0.
During the mutual fire phase, all eligible
for the rest of the game. It may fire and LOS between two units at elevation 0
units may fire. Each unit may only fire
spot normally. and I is only blocked by terrain that has
once during each fire phase. A unit may
an elevation level of one. Units do not
not fire if it fired during the previous
block line of sight in this case (they are
Aircraft Ground Attacks phase or during
4.5 Game Scale at level 0). LOS between two units that
the previous Movement phase. A unit
In both SF3D I and SF3D II, each unit are both at elevation one is not blocked.
may fire only once per Combat phase.
counter represents one suit, vehicle, A unit may be fired upon any number

25
of times. All attacks are considered dependent upon the type of shell, and
6.5 Ground Units Vs. Aircraft
simultaneous, and the effects of all the distance the units are from the target
attacks take place at the end of the hex. These strengths are given on the If, during the Aircraft Ground Attack
current phase. Off-Board Artillery Chart. These attacks phase, a ground unit is attacked, that
are conducted normally, with normal ground unit may return fire upon the
modifiers applying. Artillery attacks are attacking aircraft. This return attack is
6.1 Declaring Attacks simultaneous with the aircraft attack,
simultaneous with normal ground unit
The attacker declares all attacks before attacks. The scenarios lists the type of and is resolved immediately. The ground
resolving any. This involves the attacker shell that may be used, where the shell unit suffers the modifier for Ground
declaring the firing unit, the target, comes from, and the distance already vs. Aircraft, but neither unit receives
and, when applicable, the spotting unit. traveled. The distance traveled has no a modifier for the range. The aircraft
After the attacker has declared all of the meaning to the To Hit number, but does does not receive any terrain defensive
attacks, the defender declares all return show the maximum range the shell can bonuses, but the ground unit does receive
attacks. These attacks are resolved in any reach on the board. By subtracting the this bonus. If the ground unit in question
order, but the effects take place at the distance traveled from the maximum returns fire, it may not fire again during
end of the phase. range, the range of the shell may be the current Combat phase, even in an
determined. This range is counted from overrun attack. During the Mutual Fire
the board edge listed in the scenario. phase, any ground unit may fire at any
6.2 Hit Determination. remaining aircraft on the board. This
In order to determine if an attacking attacking unit must add the modifier for
unit has hit its target, the Attack Strength 6.4 Armor Resistance ground vs. air and for range. It does not
of the attacker is used. The attacker first If the target of an attack has been hit, add the modifier for terrain. All units
determines if there is any To Hit Modifier the attacker must determine whether have a clear LOS to all ground attacking
because of the defenders terrain. This is or not the attack damaged the unit. aircraft .
found by cross referencing the attackers Find the target units armor type on the
weapon with the defenders terrain. back of the counter. The defender rolls
This modifier is added to the attackers two dice and cross references the roll 6.6 Overrun Combat
attack strength. Next, the modifiers for with the units armor type. The result If, during the Movement phase, a unit
firing indirectly are found on this chart, will be either 0, A, M, or -. A 0 moves into an enemy occupied hex, all
as for the target being Immobilized, a result indicates that the target unit has movement is stopped, and the two units
ground unit firing on an aircraft, smoke, been destroyed. The Destroyed unit is involved immediately conduct Overrun
and for infantry unit firing at night. removed from play and set aside. An A combat. The unit entering the hex is
These modifiers are added to the To Hit result indicates that the units armament referred to as the attacker, and the other
number. Finally, the defense strength of has been destroyed, and may not fire its unit is referred to as the defender. The
the target is subtracted from the To Hit weapon. (NOTE: This does not exclude range is found under the 0 range on the
number of the attacker. After all of these an air craft from firing any mounted Range Modifier chart. The defending
modifiers have been added, the resultant weapons. see 7.51). A M result indicates units terrain is the hex it occupies , and
number is the final To Hit number. The that the unit is immobilized, and may not the terrain for the attacker is the hex
attacker now rolls two dice and adds move for the rest of the game. Aircraft from which it entered the defenders hex.
together the two totals. This dice roll that receive a M result are shot down, The units now conduct attacks against
is compared to the To Hit number. If and are removed from play. A unit that each other. As usual, these attacks are
the dice roll is greater than the To Hit receives an A or a M result and has simultaneous. If both units survive, they
number, the attack is unsuccessful. If the already suffered an A or a M result, fire again. These attacks continue until
total is less than or equal to the To Hit whether or not it was received on this both units can no longer fire, one or
number, than the attack hit. turn, is destroyed. A unit that receives a both units have been destroyed, or until
- result is unaffected by the attack. each has fired three times. If both units
survive, the attacker must return to the
6.3 Artillery Attacks hex from which it entered the defenders
The To Hit number for artillery is 6.4.1 Modifications to the Armor hex. These units may not fire during
determined in the Observation Level Resistance Chart this combat round. During overrun
phase of the Combat turn. The number If the attacker, during his To Hit roll , situations, units may, if ammunition
is found on the Observation Level rolls a 2 result (ie. double ones) the restrictions allow, fire during all three
Chart. This to hit number may only be target is automatically Destroyed. If combats of the overrun. This is the
modified by the targeting of the target the attacking weapon is a rocket, then a only time a unit may fire more than
hex (see 8.40). If the To Hit number is modifier of one is added to the die roll. once during a combat round. If, in the
rolled, the shell landed in the target hex. If the target unit is a NeuSpotter, then same movement round, the unit is again
If the number is not rolled, roll one die, the target is automatically destroyed. overrun, it may not fire. In overrun
and consult the Artillery Spread Chart. situations, all M and A results on the
This shows the actual hex were the shell Armor Resistance table are treated as 0
landed. The attack strength of a shell is

26
results. All ammunition restrictions are if the dogfight strengths are equal, then conduct a Ground Attack mission. These
maintained (see 8.1). the player #1 is the attacker.). The total attacks are first declared, and carried
strength of the defender is subtracted out, during the appropriate phase. These
from the total of the attacker. This gives attacks are carried out as a normal
6.7 Opportunity Fire
the attack strength difference. This combat, with the following restrictions.
A unit may make an opportunity fire gives the column used on the Dogfight Neither unit figures range restrictions for
attack if, during the movement phase, the chart. A die is rolled, and its result is the attack, but the ground unit must use
opposing unit moves from one hex that cross-referenced on the chart. The first the ground vs. air modifier. The aircraft
has blocking LOS, into the firing units number before the slash is the attackers must add the terrain modifier for the
LOS, and ends its movement in a hex loss, in dogfight strength. The number defending ground unit. Both units have
that has blocked LOS. All opportunity after the slash is the defenders loss. LOS on each other, and both attacks are
fire attacks are declared during the simultaneous. If the ground unit returns
movement phase, and carried out during Each side now loses the appropriate fire,this attack counts toward the limit of
the current Movement phase. This amount in dogfight strength. Losses start attacks per combat round unit need not
attack counts toward the limit of one with the weakest units and work their fire. After the attack, the aircraft must
attack per Combat turn. This attack way up. Excess damage does not carry remain in the hex it attacked. Aircraft do
is carried out immediately, before any over. Example: Two Falke II (strength not count toward the stacking limit of a
other movement is conducted, and is at 4 each) suffer a loss of 5 strength. First, hex. Any number of aircraft may be in a
-1. Only the non-moving unit may fire. one of the Falkes would be destroyed. hex. During the Mutual Fire phase, any
The moving unit may not opportunity The second Falke is not lost, for there are unit eligible may fire at the aircraft. All
fire. Opportunity fire attacks are always not enough remaining points to destroy units have LOS on the aircraft, and the
voluntary. it. If the loss result was an 8, the Falke range modifiers are applied, as are the
would also have been destroyed. If, at the ground vs. air modifier. The aircraft does
7.0
end of the Dogfight phase, one side has a not get any terrain bonuses. When the
two-to-one superiority, numerically, then current combat phase is over, the aircraft
some of the dogfighting units may break are returned to the used box during the
Aircraft through and attack the opposing aircraft aircraft return phase.
units in the ground mission box. The
Aircraft are defined as units with a F player who is able to break through must
movement code. These are flying units, leave behind at least one unit for each 7.5 Special Rules for Aircraft
capable of flying ground attack, dogfight, surviving enemy. The rest of the units
and observation missions. The aircraft that were involved in this dogfight phase 7.5.1 Extra Weapons
are the Falke II, and the Salamander. are free to break through, and thus get Each aircraft may, if specified by the
a free attack upon the opposing Ground scenario, be armed with additional
mission aircraft. This attack is resolved weapons. These weapons may be
7.1 Missions using the same method as normal missiles, bombs, or lasers. The number
During the Mutual Air Commitment dogfight combat , except that the break listed on the weapon counter is the
phase, each player may commit his through units ignore all attacker losses. attack strength of the weapon. If an
aircraft to ground or air missions. A aircraft uses this extra weapon, it may
player may elect whether or not to not fire its own weapon at the same time.
commit some, all, or none of his aircraft. 7.3 Observation Missions Each aircraft can only carry one extra
The units in the air missions section will Any aircraft in the ground missions box weapon, and bombs and rockets may
conduct dogfight missions. The units in of the Air Commitment card may fly an only be fired once. Lasers may be fired
the ground mission section will conduct observation mission. If the aircraft flies any number of times, and must follow
either ground attack or observation an observation mission, it may not also laser rules and restrictions. Lasers also
missions. The decision regarding which fly ground attack or landing missions. add to the air crafts dogfight ability,
aircraft in the ground missions box On observation missions, the given by adding one to the aircrafts dogfight
will conduct which missions is decided aircraft acts as a spotting unit for one strength. The attack strength 8 bombs
during the Ground Attack phase. ground unit. This aircraft has LOS on and missiles are rather small, and so two
any unit on the board, and thus may spot of them may be carried by one aircraft,
any enemy unit. Units on Observation both of these must be fired at the same
7.2 Dogfighting missions are safe from ground attacks. time.
During the Dogfight phase of each turn, Observation missions last only one
all of the aircraft in each players air combat turn. 7.5.2 PK 41 Hornisse
mission section of the air commitment The PK 41 counter is not an air craft
card must dogfight. Each player totals unit. Only when it is combined with a
the dogfight strength of all of its aircraft 7.4 Ground Attack Missions P.K.A. or a Gustav does it become an
involved in the fight, and these totals are Any units in the ground missions box aircraft. These two counters fly, attack,
compared. The player with the highest of the Air Commitment card, and not and defend as one unit. They use the stats
total is deemed as the attacker (NOTE: flying an observation mission, may for the PK 41 counter, and if the aircraft
is destroyed, both counters are removed.
27
The PK 41 Hornisse is the only unit that resupplied. If any unit rolls a 2 on its spot and target one unit. By targeting a
may fly landing missions. The aircraft attack roll, its target is automatically unit, the Raccoon allows all units firing
lands during the ground attack phase, destroyed. at the target this combat turn a To Hit
but may not conduct ground attacks modifier of +3. A Raccoon may also
during that phase. The PK 41 may only
8.2 Special Rules Used in spot this targeted unit on the same turn.
land on Clear hexes. These hexes may Raccoons may be shocked. (see 9.2)
not contain units, Friendly or Enemy. Scenarios Artillery shots may be targeted.
The P.K.A. or Gustav may not conduct Some scenarios allow one side to have
any actions this turn. At the beginning Strong Points. These are non-moving,
8.5 Determining Observation
of the next combat turn, the P.K.A. or fortified positions. They add a defensive
Gustav is free to conduct actions. The bonus of -1 or -2, as given in the Level
PK 41 may conduct no action until it scenario. This bonus is not given in an The observation level of a given hex is
is reconnected with a P.K.A. or Gustav. overrun situation. In some scenarios, determined by how many people have a
The unit attempting to reconnect with there are objectives that must be found clear LOS, and whether or not any units
the PK 41 does so during the mutual fire and destroyed. To find if an object is a are spotting the hex.
phase, rather than conducting an attack. dummy or a true objective, a unit must
During the next aircraft return phase, move into or through the objects hex.

spotting, # of units
# of spotting units
Observation Level

with LOS needed


the PK 41 Hornisse is moved to the used The counter is then immediately turned

# of units with

If no units are
box. over. In order to destroy an objective, a
unit in the hex must fire at the objective,

8.0
and it is destroyed. If any enemy unit is
in the object hex, the attacking unit may

LOS
not destroy the object.
Special Rules A 1 4 6
8.3 Resupply B 1 3 5
8.1 Ammunition Restrictions If a Depot counter is supplied in C 1 2 4
The Dollhouse Vehicle and Goblin is a scenario, units may resupply by D 1 1 -
armed both with rockets and a laser. In entering the Depot hex. Depots contain E 0 1 -
order to show this, a separate counter is an unlimited amount of PFs, MG
provided for the rockets. This unit may ammunition, and vehicle rockets. The
not fire both its laser and its rockets in unit must remain for one entire combat 8.6 Computer Operated Units
the same turn. After each rocket attack is turn in order to resupply. The Depot is Some units are controlled by computer,
used, place a Rocket expended counter destroyed in the same way as an objective and are not manned. Usually, unless the
on the unit. When the unit has reached (see above). Each PK 41 contains two scenario states otherwise, these units are
its limit, it may make no more rocket PFs, and may resupply P.K.A.s in the controlled remotely. If, for some reason,
attacks. There are other units that also same hex. Any units that are overrun these units are released from control, their
use rockets. These are listed on the Unit while resupplying may not fire during on-board computers take over. These
Summary Chart, as well as the number the overrun. computers, while very sophisticated, are
of rockets per unit. not fast enough for combat situations,
and therefore the defense strengths are
The P.K.A. unit uses a special rocket 8.4 Recon Units lowered. The Computer Control Chart
launcher (the PF). Although it uses a lists the defense strengths of the units
special column on the Terrain Effects 8.4.1 NeuSpotter both Under Control and Not Under
Chart, it suffers the same ammunition The NeuSpotter is a special recon unit, Control. In some scenarios, it lists a
restrictions as other rockets. (NOTE: on with no combat ability. But, during each certain unit as the controller. This unit
the Armor Resistance chart, the PF is not combat turn, a NeuSpotter may either controls the computer units, and if it is
a Rocket). If a P.K.A. starts the Combat spot two units it has clear LOS on, or destroyed, all computer controlled units
turn adjacent to any other P.K.A., it may spot and target one unit. By targeting are now considered Not Under Control.
give its PFs to the other unit. a unit, the NeuSpotter allows all units
firing at the target this combat turn a To
If a unit armed with a laser rolls an 11 Hit modifier of +3. A NeuSpotter may 8.7 Land Mines
or a 12 on its attack roll, that units laser also spot this targeted unit on the same In certain scenarios, the defender is
is burned out. An Armament Disabled turn. NeuSpotters may not be shocked allowed to place land mines. The location
counter is placed on that unit, and it (see 9.2). of the mines is recorded, in secret, on a
may no longer fire that weapon. If a
separate piece of paper. The amount of
unit armed with a MG rolls a 12 on its 8.4.2 Raccoon mines that may be placed is presented in
attack roll, that units MG has run out The Raccoon is a special recon unit, the form of attack strengths. This attack
of ammunition. Place an Armament with no combat ability. But, during each strength is divided up into separate mines,
Disabled counter on the unit. That combat turn, a Raccoon may either each totaling anywhere from 5 attack
unit may not fire its weapon until it is spot two units it has clear LOS on, or
28
strength points to 13 attack strength Phase, the phasing player rolls one die for If a truck is destroyed while carrying
points. Each mine may be placed in each of their units that are broken. On a infantry then the infantry are also
anyone non-building hex. Whenever any roll of 1-4, the Morale Broken counter is destroyed.
ground unit, of either player, enters the removed. On a 5 or 6, the unit remains
mined hex, the mine goes off. The unit broken. There are several modifiers
8.8.5 Heavy Machine Guns
in question is immediately attacked at to this roll. If the unit is adjacent to a
Heavy Machine Guns (HMG) are crewed
the listed strength. The defence strength non-broken unit, the modifier is -1, if
weapons used by a squad of infantry.
of the unit, and any terrain modifiers the unit is in LOS blocking terrain, the
They increase the attack strength by
(bomb column) are included. Once the modifier is -2, and if an enemy unit is
one, and increase the range by two.
mine has gone off, the hex is clear. The within 3 hexes, the modifier is +2. These
HMG cannot be used by AAR squads.
only ground unit that can enter a mined modifiers are cumulative.
Some combats occur at night, which will
hex with a chance of avoiding the mine
be stated in the scenario. Most units,
is an Engineer unit (See Below).
8.8.2 Headquarters because of their sensors, are not affected
Another type of mine is the AMU In general, a platoon consists of 4 by night. But infantry are affected by
(Advanced Munitions Unit). The AMU infantry, engineer, and/or AAR squads, night, and the modifiers are listed on the
is a large bundle of explosives that can plus the platoon HQ. A company To Hit Modifier Chart.
be carried by the Krachenvogel (and consists of two platoons and a company
the Neuspotter.). Any unit carrying HQ. This is not solid, but should be stuck 8.9 Units Armed with Smoke
the AMU has its movement allowance to if possible in the scenario. If a platoon Some units carry smoke rounds that
reduced by 10. The AMU may be HQ is destroyed, all of the units in that may be used instead of normal rounds.
dropped during any movement phase, units platoon are immediately broken. These units are listed on both the Unit
and it goes off during the next Mutual If a company HQ is destroyed, all of the Summary Chart, and the Smoke Chart.
Fire phase. It attacks all units in the hex it units in the company are broken. When The Smoke Chart lists the number of
was dropped at a strength of 20, and all retreating units off board, the HQ must smoke rounds the unit has , the range
units in adjacent hexes at a strength of be the last unit off the board. (in hexes) that the smoke can be fired,
10. AMUs will be listed in the scenario and the duration. If a unit wishes to fire
that they are used in. 8.8.3 Engineers smoke, it does so during its own Mutual
Engineers are special units that have fire phase, and may not fire any other
special abilities above their combat weapon during that phase.
8.8 Infantry and Trucks ability. There are two special abilities.
The first is the ability to detect and
9.0
Each Infantry counter represents a
squad of 8-10 men. There are five types disarm land mines. When an engineer
of infantry squads in the game. These enters a hex that it believes is mined , it
are standard infantry Platoon HQ , may roll one die. On a 1-5, the mine, if
it is there, is disarmed. On a 6, the mine
Optional Rules
Company HQ , Anti A.F.S. Rifle (AAR),
and engineers (Eng. or Pnr.). Platoon HQ goes off. An engineer may not fire on the The following are optional rules. They
and Company HQ are the commanders same turn it searches for mines, nor may are not necessary for play, but they add
for their respective units , AAR squads it have been transported by a truck. The to the flavor of the game. Any all of
are laser armed infantry , and engineers other ability is to destroy bridges (and these rules may be used.
are engineers and demolitionists. A other structures, see scenario). It takes
few special rules are used for infantry, two full turns to destroy a bridge. If the
otherwise, they follow normal ground engineer is destroyed before the bridge 9.1 Stacking
unit rules. is, the bridge is not destroyed. A second More than one friendly unit may now
Engineer may finish the Demolition. occupy a given hex. The stacking limits
Any unit on the bridge at the end of are as follows. No more than four aircraft
8.8.1 Infantry Morale the movement phase is destroyed, and may occupy a single hex. All ground
If an infantry unit rolls an M or an A that bridge may no longer be used. An units have a stacking size. This size is
result on the armor resistance chart, the engineer may not attack when destroying the unit class number. There cannot be
unit now has its Morale Broken, and a a bridge. more than four class numbers in a single
morale broken counter is placed on the hex (ie. four class I, or two class II, or
unit. There are several effects of broken 8.8.4 Trucks one class II and two class I etc. ). If an
morale. The unit in question cannot Trucks and Kraftwagens are designed attacker is firing into a hex that contains
attack, except in overrun combat. The primarily for carrying infantry. One more than one unit, The attacker singles
broken unit cannot spot, and, during truck may carry 2 infantry units at a out one unit as its target, and conducts
its movement phase, moves toward and time. Infantry may off load from trucks fire normally. If the attackers weapon
stays in the nearest LOS blocking terrain at any time during the movement phase. is a Rocket, Bomb, or Missile, the non-
(if there are two or more LOS terrains Infantry may on load onto a truck if they targeted units in the hex suffer spillover
equal distant from the unit, determine start the movement phase in the same fire. The units suffering spillover fire are
randomly which hex the unit moves hex as the truck. The trucks movement
toward.). During the Morale Recovery points are reduced by 3 for that phase.
29
each attacked separately, with a modifier 6 Units pilot makes a fatal error same target. Gustavs are allowed to carry
of -2. in suit control. Suit explodes a P.K.A. grenade launcher. Each Gustav
(unit is eliminated). All other carries 2 PFs, and fires these at the same
attack strength and range as the P.K.A..
9.2 Shock and Panic units in the same hex as the
exploding unit are attacked All destroyed Class II units are left on the
If, at any time, a unit is hit by an attack , map as wreckage. Wreckage blocks LOS,
at an strength of 7 (less any
whether or not the attack penetrates the and each destroyed unit in a hex adds
modifiers) Resolve damage
units armor, that unit is shocked. A unit one movement point to the cost of the
immediately.
is also shocked if three or more attacks hex. Aircraft cause no wreckage. Class II
are resolved against the unit in one turn, units may now enter buildings. Each hex
whether or not these attacks successfully 9.5 Pilots
costs 5 Movement Points to enter (This
hit. Only unit class I units may be There are several pilot counters supplied simulates the tanks breaking through the
shocked. Shocked units may carry out no in the game. Before the scenario begins, wall to get at the annoying little suits).
actions until the shock is released. Any the player randomly assigns one pilot to
simultaneous attacks may be conducted. each aircraft. P.K. 41 Hornisse are not
P.K.A.s and Gustavs are not affected by assigned pilots. Each counter lists the 10.0
shock if they are attached to a PK 41. name, rank, dogfight bonus, ground
attack bonus, and defense bonus of the
pilot. If the number is white, the bonus is
Combining SF3D II with
9.3 Recovery From Shock negative. The first number is added to the SF3D
At the beginning of each Combat Phase, dogfight strength of the unit, the second
In order to combine SF3D with this
all shocked units must roll to recover number is added to the attack strength of
game, these rules are used, rather than
from shock. The owning player rolls a the unit, and the third number is added
SF3D I. Additionally, SF3D I has special
single die. If the result is a 1, 2 or 3, the to the defensive strength of the unit.
rules pertaining to certain units, such
units shock has been released, and the
as the Neuspotters, and the Hornisse.
unit may now conduct actions freely. If
the result is a 4 or 5, the unit remains 9.6 Fire These rules have been worked into this
rule set. The Charts contained in this
shocked , and may conduct no actions If the fire optional rules are used, the wind
game include all of the units from the
this Phase. If the result is a 6, the unit direction must be determined before
first game.
panics, and the result of the units panic the scenario begins. Determine this by
is resolved immediately (see below). rolling on the Artillery Spread chart. The
wind direction is used to determine the
direction of fire spreading, and where the
11.0
9.4 Panic fire produces smoke. Whenever a laser
If a unit panics, one die is rolled. The weapon is fired at or through a forest Scenarios
effects of the panic are listed below, and hex, two dice are rolled. If the total is 7
NOTE: Scenario sheets based on the
resolved immediately. or more, a fire is started, and a counter is
Japanese scenarios and updated with
placed in that hex. When a fire is started,
the TCI rules are listed as TCI #. The
Die Result three smoke counters are placed. One
original rules text is provided here.
Roll counter is placed downwind, and the
1 Unit recovers and is free to other two are placed on both sides of These instructions for the scenarios are to
conduct actions this Phase. the first smoke, adjacent to the fire hex. be used with the Japanese scenarios. Use
These smoke counters always remain. the map configurations from the original
2,3 Unit moves towards the
During the Initiative Determination scenarios, as are the orders of battle. The
nearest cover (ie a hex that
phase, player #1 rolls two dice for each German troops are contained in the first
contains LOS blocking terrain)
hex that contains a fire. If the result is a 5 box, the Australians are in the bottom
and remains shocked.
or less, the fire (and any smoke associated box, and are usually divided into two or
4 Unit moves toward the nearest with it) is removed. If the result is 10 or
enemy unit and attempts to more groups. These groups are referred
more, the fire spreads to one of the three to as Group 1, Group 2, etc. and are
overrun. This unit is no longer smoke hexes, determine randomly. Any
shocked, but may not conduct numbered left to right, top to bottom.
unit passing through or stopping in a hex Special rules and Victory conditions
any other action this Phase. containing fire is attacked with a strength are listed here. If the scenario refers to
5 Unit does not move now, of 8. Range and terrain modifiers do not the Standard Victory Conditions, that
and fires at the nearest unit apply. NOTE: Infantry in a fire hex have means each side receives the victory
(whether they are friend a defense strength of 0. points listed on the Unit Summary
or foe). This unit remains Chart. An immobilized unit is worth
shocked. half the victory points.
9.7 Miscellaneous Rules.
P.K.A.s are allowed to fire both of their
PFs on one turn if the attacks are on the

30
#1 Operation: Search Party
A German frontal assault upon the area HQ , which has recently been reinforced by two platoons of S.A.F.S.s. German group 1
starts in the air, German group 2 enters on any 1 board edge on any 1 turn. Australian group 1 may set up anywhere. 3 of the 5
object counters are dummies. The five object counters must be set up in buildings. Each object counter must be within 3 hexes of
at least one other object counter. Victory Conditions: The Germans must destroy both 0 object counters. The Australians are to
prevent this. This scenario lasts 10 turns.

#2 Rescue 34th A.F.S. Platoon


The 34th A.F.S. Platoon is caught by surprise during a rest break and is completely surrounded. The 48th New South Wales Guard
are sent in to break through and rescue the 34th. The German group 1 may enter the board on the east side, or set up in the building
that contains hex 2404. The aircraft are allowed four extra weapons. The Australian group 1 is placed in the building that contains
hex 2006. Australian group 2 enters on turn two on the west edge of the map. Victory Conditions: The Australians must move 5
A.F.S. off the west edge of the map. These units may not leave until turn 5. The Germans must stop this. This scenario lasts 10 turns.

#3 Operation: Fast Track


An assault upon a weak flank by the City of Darwin Yeomanry is not the compleat surprise expected by the Australian Command.
German group 1 may set up anywhere east of hex column 04XX. Australian group 1 enters through hex 07. Two of the three object
counters are dummies. Australian group 2 enter on turn 4. The Australians get the initiative on turn one. Victory Conditions: The
Australians must exit two units off the board via hex column 27XX, or destroy the German Object counter. The Germans must
stop this. This scenario lasts 12 turns.

#4 Battle of McCormicks River


The front line had stabilized and strengthened. Major Ed Mad man McCormick decided to attempt to break the local stalemate
by crushing the German line. German group 1 sets up on map 4. German group 2 sets up north of the river. Australian group 1 sets
up south of the river. The Australians get the initiative on turn one. The river is the dark line that starts on hex 07 and leaves on the
east edge of the map board. See the Terrain Effects Chart for the effects. The hexes 0807, 1209, and 2007 are bridge hexes, and are
considered clear. Any H class units hit over a river hex are automatically destroyed. German units may escape off the north board
edge. The Australians get half the victory points for these units. Victory Conditions: Standard victory points. One side must have 6
or more victory points, otherwise it is a draw. This scenario lasts 8 turns.

#5 Operation Super Hammer (Part 1)


Australian command begins a daring move. A direct assault to relieve the siege of New Canberra. The main body of the 3rd
Mechanized division met the encamped 25th Panzer Group. German Groups 1 and 2 set up in the forest that contains hex 2008
or in the building containing hex 1607. Two of the Krte from this group may set up anywhere on map 4. German group 3 enters
the north edge on turn 3, and group 4 enters the north edge on turn 5. Australian Group 1 enter the south edge of map 4, group 2
enters on turn 3, and group 3 enters on turn 5. Victory Conditions: Standard Victory points. Higher total wins. This game lasts 16
game turns.

#6 Operation Super Hammer (Part 2)


The 3rd Mechanized, after a bloody exchange, began to fall back into more favorable defensive terrain. When their relief arrived,
the Australian withdraw turned into an German nightmare. German group 1 sets up on map 3, between hex columns 16XX and
26XX. Group 2 arrives on turn 1, in the air. Australian group 1 sets up on map 3, between hex columns 05XX and 14XX. Group
2 enters on the west edge of map 2, on turn 4. The Nutrockers, on turn one, may appear (land) on any unoccupied hex on map 3.
They may take no action on the first turn on the ground. Victory Conditions: Standard Victory points. This scenario lasts 15 game
turns.

#7 Breakthrough at New Canberra


Meanwhile, east of the city, a small armor unit successfully broke through to the city. German group 1 is placed anywhere on map
2, group 2 is placed on map 2, in or within 2 hexes of the building. Group 3 starts in the air, and group 4 enters the west edge of
map 3 on turn 3. Australian group 1 enters the east edge of map 2 on turn 1, and group 2 enters the east edge of map 2 on turn 3.
Victory Conditions: Standard Victory Points. If there are no German units on map 3 by the end of the game, the Australians get
double the victory points. This scenario lasts 12 turns.

31
#8 Hold Out!
Supplies and Relief for New Canberra are on the way, but so are the German reinforcements. German group 1 enters on the east
edge of map 2, and German group 2 enters on the south edge of map 4. Australian group 1 sets up anywhere but 4 hexes from each
of the German entrance edges. Victory Conditions: If the Australians still have men on map 3 by the end of the game, they win.
The Germans must stop this. This game lasts 14 turns.

#9 Assault New Canberra Supply Storehouse


The Australians were slowly taking New Canberra, but the German resistance could not be stopped, unless the supplies from outside
the city were stopped. German group 1 sets up anywhere on map 3. Groups 2 and 3 start in the air. Australian group 1 enters on
the north edge of map 4. Group 2 starts in the air. Victory Conditions: Standard Victory Points. If one side is the only side that has
units in the building on map 3, that side gets 4 Victory points. This scenario lasts 10 turns.

#10 Battle of New Canberra


January 11, 2885: The German forces in New Canberra defend their last supply source in the city, a group of Military warehouses.
After the loss of this supply center, German Command was forced to withdraw from New Canberra. German group 1 sets up in
the buildings that contain the hexes 1309 and 1312. The following reinforcement groups enter on the hexes 0914 and 1714. Group
2 appears on turn 2, group 3 on turn 3, group 4 on turn 4, group 5 on turn 5, and group 6 on turn 6. Australian group 1 sets up
anywhere but buildings 1309 and 1312. The following reinforcement groups enter on the hexes 0201 and 2301. Group 2 appears on
turn 1, group 3 on turn 2, group 4 on turn 3, group 5 on turn 4, and group 6 on turn 5. Victory Conditions: A building is controlled
by a player if the player is the only player with troops in the building. The winner of this scenario is the player who controls both
building 1309 and 1312. Otherwise it is a draw. This scenario lasts 10 turns.

#11 Flare Furmer


A German Infantry platoon is escorting supplies through a rear area when it is attacked by a small breakthrough force. German
group 1 enters the map on the road containing hex 0914. All of the infantry and the three depots must start in the trucks. The
depots may not leave the truck, and count for one infantry squad when in trucks. German group 2 is an Artillery attack that begins
on turn 8, from the south edge, it has traveled 60 hexes. There are four attacks, and up to four attacks may be made per turn. They
are type I shells. Australian group 1 enters the map on the north edge, west of hex 1600. The Australian player gets 30 pts. of mines
to be placed anywhere except the road. Australian group 2 enters the map on turn 3, on the north edge. The German player must
get two of the depot trucks off the east edge of the map. If the German player fails in this, the German player must destroy 2 times
the VP in enemy units than it loses. The Australians must stop this, and may retreat off of the north edge. This game lasts 8 turns.

#12 Fire Fight


This is a typical fire fight between units during the Australian conflict. German group 1 enters the map on turn 1, on the north edge,
east of hex 1801. One of these units is a controller. German group 2 enters on turn 4, on the north edge, east of hex 1900. German
artillery starts on turn 5, on the north edge, traveled 100 hexes. There are 10 rounds, up to two may be fired per turn. They are fired
from Sphinx, Attack 16, range 120, Rockets. Australian group 1 enters the map on turn 1, on the south edge, west of hex 1214.
Australian group 2 enters the map on turn 3, on the south edge. Australian artillery starts on turn 1, on the south edge, traveled 60
hexes. There are 20 rounds, up to two may be fired a turn. They are type II shells. To win, at the end of the turn, one player must
control three of hexes 1509, 1612, 1711, 1811, 2209. This scenario is a draw otherwise. This scenario lasts 10 turns.

#13 Militia Holds the Line


The 12th Militia attempts to fend off the assault of the 134th Armored Regiment. German group 1 enters the map on turn 1, on the
west edge of map 6. Each Konrad has 2 PFs as well as its laser (Attack 10, Range 4). One of the Konrads is the controller. German
group 2 enters on turn 4. Australian group 1 starts anywhere on map 6. Group 2 starts .on map 5. Australian group 3 starts on turn
3, at an unknown location. On turn 3, the Australian player rolls one die. If the result is 1-2, east edge of map 5, 3-4, south edge
of map 5, 5-6, east edge of map 6. Each Pak Krte and Makel have 2 PFs stored. A Konrad must spend 2 MPs to get them. If the
Australian Platoon HQ is destroyed, all infantry on map 6 must retreat to map 5. The Depot is worth 6 VP. High VP total wins.

#14 Canadian Invasion


Because of the victories of the Rebel Mercenaries, many of the new colonies began to think of rebellion. In order to stop this, The
German command started an invasion of Canada, the most rebellious of the colonies. As usual, the Australians were already there.
German group 1 enters on turn 1, on the south edge of map 6, west of 0914. Two of the Konrads are controllers. German group

32
2 enters on turn 2, on the south edge of map 6, west of 0914. Australian group 1 starts on map 6. Australian group 2 starts on map
5. Group 3 may start on turn 3, on the east edge of map 5, if the player wishes to lose 20 VP. Group 4 may enter on turn 6, if the
player wishes to lose 10 VP. The Australians get 140 pts of mines to place anywhere east of hex row 13XX of map 6. On turn 2,
the Australians get artillery: From east edge map 5, traveled 42 hexes, 14 rounds, 3 per turn, Type I shells. From east edge map 5,
traveled 60 hexes, 6 rounds, 1 per turn, Type II shells. One object counter may be carried per truck. Each truck retreated off of east
edge of map 5 is worth 10 VP. The entire map is snow-covered. All W types, except Krote, have 3 MP, all C types, except Green
Buffalo, Ravin, and PzKw 182, have 4 MP. The Germans win if they retreat 100 VP off of the east edge of the map, or if they are
ahead of the Australians by 25 VPs. This game lasts 20 turns.

#15 Airborne Raid


The 18th Airborne was dropped behind the lines in order to raid McCormick Airbase. German group 1 is airdropped into the area.
They may be placed anywhere on the map that they are able to enter, and may not fire on the same turn that they land. Australian
group 1 starts anywhere on the map. Australian group 2 enters the north edge of the map starting on turn 2, two units at a time.
The player may choose which two appear each turn. The six buildings on hex row 24XX are hangers. They have a defense of 5,
and must be empty to attack. If they are hit, they are automatically destroyed. The German player gets 10 VP each. The winner of
this scenario is the player who has 10 more VP than the opponent. This scenario lasts 10 turns.

#16 The Rescue of Major Pierce


Major Pierce, commander of the 44th A.F.S. Battalion, was captured in a surprise attack on the 44ths base. The 90th All Mercenary
company went in for a rescue. German group 1 starts anywhere on map 7. German group 2 starts anywhere on map 6. The POW
counter is placed anywhere on map 7. Australian group 1 enters on turn 1, the east edge of map 6. Australian group 2 enters on
turn 5, the east edge of map 6. On turn 2, the Australians get artillery. From east edge of map 6, traveled 70 hexes, 12 rounds, 1 per
turn. The shells are type II. The F-Boots have no smoke. Any Australian unit that moves into the hex containing the POW may pick
up the POW. If the unit carrying the POW is Destroyed, The POW is killed. The Australians get 10 VP for the POW. The German
player may not move or kill the pow. The higher VP total wins. This scenario lasts 15 turns. (Note: Our play testers noticed that the
POW was worth very few VP, and recommended that he be worth 30 VP, and not be kill-able, instead abandoned KH).

#17 Battles Won and Lost


The city of Bedford became the sight of one of the bloodiest battles of the war. The Germans dug in, and the Australians dug them
out. German group 1 starts anywhere west of hex row 22XX on maps 1 and 7. German group 2 may enter on turn 6. Before this
group arrives, roll one die. On 1-2, the Konrads are not accompanied by the Hornisse, and enter on the west edge of map 1. If
German group 2 enters the game, the player loses 10 VP. The Germans get 100 pts. of mines to be placed anywhere. On turn 2, the
Germans get Artillery: west edge, traveled 80 hexes, 15 rounds, 2 per turn, Type II, West edge, traveled 200 hexes, 6 rounds, 2 per
turn, Type III, West edge, traveled 80 hexes, 6 rounds, 2 per turn. Australian group 1 enters the map on turn 1, on the east edge of
the boards. Group 2 enters on turn 3, east edge, group 3 enters on turn 6, east edge; group 4 enters on turn 9, east edge; and group
5 enters on turn 12. The buildings containing hex 1106 on map 7 and hex 1307 on map 1 are worth 30 VP each if one player is the
only player with units in the building. High VP total is the winner. This scenario lasts 15 turns.

#18 Stop Them at Colonier


The 711th A.F.S. Battalion began moving toward La Grange spaceport, where mercenary units were collecting for an assault.
The city of Colonier was ordered to stop the 711th. German group 1 sets up anywhere east of hex row 07XX on map 6. German
group 2 sets up anywhere on map 5 or 6. The infantry is a controller. Australian group 1 enters on turn 1, west edge of map 6. The
Australians must retreat 40 VP worth of units off of the east edge of the board, or gain 2 time the VP of the German player. The
German player must stop this. This scenario lasts 15 turns.

#19 Hill 91
Hill 91 was a high-point occupied by the controller of the 17th Automated Company. The 331 AFS Company was ordered to take
the hill. German group 1 sets up anywhere on either map. The infantry squad is the controller. Australian group 1 enters on turn
1 on the north edge of map 4. The Australians win if they have a unit on the hill, Hex 2205, map 6 at the end of the game. This
scenario lasts 10 turns.

#20 Prologue to Faserei


One of the opening battles of Operation Faserei, the final resistance of the now cut-off German invasion force in Canada. German
group 1 sets up anywhere within 16 hexes of the east edge. German group 2 enters on turn 4. Group 3 may enter on turn 6, and

33
is airdropped. These units may be placed anywhere it is possible for them to enter. These units may not fire on the turn they are
placed. The player loses 5 VP if these are used. Australian group 1 is placed anywhere on maps 2 or 4. Group 2 may enter on turn
3, from the west edge. The player loses 5 VP if these are used. Group 3 enters on turn 5. The Australians have artillery: West edge,
traveled 60 hexes, 15 round, 2 per turn, Type II shells; West edge, traveled 100 hexes, 10 rounds, 2 per turn, Type III shells. Three
of the German object counters are real. Each real object destroyed is worth 15 VP. The highest VP wins. This scenario lasts 15 turns.

#21 Operation Faserei


The German invasion force had pulled back into the Alberta area. They were surrounded and attacked. German group 1 begins
anywhere on maps 1, 5, and 7. Three of the Gustavs are controllers. All of these Konrads and Gustavs have 2 PFs. German group
2 enters on turn 3. German group 3 enters on turn 9, on the east edge of maps 1, 5, and 7. The Germans get 280 pts of mines on
maps 3, 4, 5, and 6. The Germans get artillery on turn 1: From the east edge, traveled 70 hexes, 30 rounds, 2 per turn, Type II shells;
East edge, traveled 150 hexes, 10 rounds, 1 per turn, Type III shells; East edge, traveled 65 hexes, 15 rounds, 3 per turn, Type IV RM
shells. Australian group 1 enters on the west edge, and on the north edge of map 6. Group 2 enters on turn 4, on the west edge, and
on the north edge of map 6. Group 3 enter on turn 6, on the north edge of map 5, or on the south edge of map 4, players choice.
The Australians get artillery: From the west edge, traveled 60 hexes, 40 rounds, 2 per turn, type II shells; on the west edge, traveled
100 hexes, 6 rounds, 1 per turn, Type III shells; on the west edge, traveled 4 hexes, 5 rounds, 2 per turn, Dollhouse rockets. If there
are no mobile German ground units on any of the boards at the end of the game, the Australian player gets 20 VP. The Germans
may retreat units off of the East edge of the map. To win this scenario, a player must have 20 more VP than their opponent. This
game lasts 30 turns.

#22 After The Holocaust


The 192 Panzer Company, one of the few units left relatively intact, had been chased across Canada into Ontario. While waiting
for their ship, their camp was attacked. The scouts of the 192 returned, to find the enemy dug in. German group 1 starts anywhere
on map 5. The Gustavs have 2 PFs, and one of the Nut Rockers is a controller. German group 2 enters on turn 1, from the west
edge of map 4. One Nut Rocker II is a controller. The German player gets 100 pts of mines anywhere on map 5. Australian group
1 starts anywhere on maps 3, 4, and 6. Both the Company HQ and the Schenkel are Company HQs, and both must be destroyed
before the effects of destruction of an HQ occur. The Australians get 240 pts of mines to be placed anywhere on maps 3, 4, and
6. The Australian gets Artillery: from the north edge, traveled 72 hexes, 4 rounds, 2 per turn, Dollhouse rockets. On turn 13, the
Germans may begin to retreat units off of the east edge of map 5. Any units that leave the map before then, or any German units
left on the map after turn 16 are considered destroyed by the Australian player, and count for VP. The winner is the player with the
most VP. This scenario lasts 16 turns.

34
S.F.3.D Fan Expansion
Original copyright and trademark for S.F.3.D and related material is held by Hobby Japan and Kow Yokoyama.

Design Credits:
Francis Greenaway
Jim Meggonhofen
Frank Savino
Bayne McGregor.

Compiling and Editing: Rob Brunskill

1.0 2.0
This rule allows a unit with no weapons
left to try and engage an enemy unit in
physical combat. If it survives of course.
Introduction Strahl PKA Hand Held Note that a unit may engage in physical
combat even if it does has weapons left.
From the Introduction page of the Weapons This is brutal combat, where the two
original project site: The PKA suit is at a serious disadvantage units are clubbing each other, kicking,
when playing games that dont include charging and trying to inflict damage by
This website is devoted to mainly any means possible.
the gaming side of both SF3D and the PK41 or supply depots. While the
2887, with background notes, panzerfaust is a relatively powerful To be applicable for physical combat,
history and rules where necessary. To weapon at close ranges, the fact that it two units have to be in the same hex
be get the most out of this site, you is only a close range weapon, and that (thus overrun combat may have already
must have a copy of either SF3D I only two of them are carried means that occurred - possibly the reason for the
or II. The TCI translated rules have the standard PKA soon loses its ability close combat?), and if this is the case,
been used mainly for these pages as to fight. then after ALL shooting combat has
I dont read Japanese. However, if To improve the state of the PKA, they occurred, physical combat may happen.
you can get hold of a translated rules may carry a different hand held weapon This means that the unit may not survive
set, then youll find it contains much instead of one panzerfaust. The weapon the turn to be able to conduct physical
more than the TCI rules ever did. options include: combat. A unit may engage in physical
combat even if it has conducted shooting
Weapon Damage combat in the turn.
The following is a collection of fan-
created material intended for the Hand held laser 6L8 To conduct close combat, both units roll
English-edition S.F.3.D game releases by The laser burns out on an 10,11 1D6 and add the following modifiers.
Twentieth Century Imports. The main or 12
creators of this content were Francis + the defence strength of the unit
Hand held cannon 8 MG 6
Greenaway, Jim Meggonhofen, Frank
The cannon runs out of ammo + physical combat modifier if the
Savino, and Bayne McGregor. Some of
on an 11 or 12 unit is not good at physical attacks
the rules recreate elements that are in the
(see list below)
Japanese rules, but were missing from the A unit with one of these weapons may
TCI edition. It also adds some rules that still carry one panzerfaust, but may not +2 if the unit is immobilised
are meant for the TCI edition, but would use it in the same turn as it fires the hand
be compatible with the Japanese edition weapon. The Gustav may not use these Then with this modified number, consult
as well. Two scenarios (numbered x #) weapons at all as it only has one hand the Armour Resistance Chart and cross
and a small selection of additional units actuator, the other containing the in- index the number with your units armour
are also included. built laser. letter. The result is the damage that your
unit sustains in combat. It is possible for
At the time of this writing, the original both units to destroy each other or inflict
site is no longer available, but a partial
copy is hosted by Kevin Futch at
3.0 no damage.

http://futchfactor.com/resources/ Sometimes a unit doesnt want to engage


sf3dgaming/. Physical Combat in close combat, and instead may try and
evade it. This can only be done if the
A snapshot of the original pages can PKA suits run out of ammunition quite
unit isnt currently immobilised. In this
also be found on the Internet Archive quickly, and many other units either also
case, the unit evading gets a +2 to its
Wayback Machine by searching it for run out of ammunition eventually or
roll, and the opponent does not have to
http://www.bus.bton.ac.uk/staff/fesg/ burn out their lasers. When this happens,
make a roll at all, meaning that it cannot
games/sf3d/rules/index.html. the unit is effectively reduced to spotting
be damaged in the physical combat.
or becoming a target.

35
4.0 6.0
The various units pages lists all the
relevant physical modifiers for the units
in the game, but as a rule, a normal
armoured suit will have a -0 modifier, Ranges to Ground Multi-Hit Vehicles
a walker with limited physical potential
(like an HAFS Jerry) will have a -1 Attack Aircraft Some vehicles are also much larger than
modifier, and a unit that cannot engage This is just a bit of a small clarification, others and able to survive more than one
at all (like an armoured vehicle, such as which most people would probably use successful weapon attack them.
the Nutrocker) will have a -2. anyway. In the rules, it states that in the On the new unit tables, a vehicle with
Any fliers and NeuSpotters (or variants) mutual combat phase, ground attack more than one hit has a number in
may not be engaged in physical combat aircraft can be attacked by ground units parenthesis after the armour code, such
at all. at normal range modifiers. However, as C(2). The number is the number of
as ground attack aircraft arent placed hits that the vehicle can survive.
Some examples: on the map, there can be a bit of a
discussion as to what this range really is. Every time a vehicle is hit, roll for
A PKA suit and an AFS engage each damage as normal, but if a letter is rolled
other in physical combat, and both So, what we do, is to use the range on the armour resistance chart, consult
survive the turn to see the combat between the current firing unit, and the the following table:
through. target of the ground attack aircraft that
is the current target of the firer. This D: The vehicle is damaged. It loses
The PKA rolls a 6 and adds 2 for its defence. means that a marker has to be placed on one hit, and may suffer further damage
This is an 8, which is a no effect on the chart the map if the target of the ground attack effects. Roll 1d6:
(because it only goes up to 6!). aircraft has already been destroyed. Or to
put it another way, when a ground attack 1-3 The vehicle loses one
The AFS rolls a 2, and adds 2 for its defence. aircraft is declaring its target, simply put weapon system (owning
Consulting the armour chart, under B for the the aircraft counter in the same hex as player chooses)
suits armour class, a result of 4 is an M, thus its target.
the AFS is now immobilised. 4-6 The vehicle loses motive
damage, and has its
This seems to make sense as a ground
An AFS decides to attack a available MP reduced by
attack aircraft and its target dont ever
Nutrocker in physical combat. 1/4 of its maximum value.
use range modifiers, so for simplicities
The Nutrocker rolls a 1, and adds 4 for its sake, all vertical ranges have been M: The vehicle suffers one hit damage,
defence. However, the Nutrocker has a -2 for ignored. but no further effects.
being completely incapable of physical combat,
so the end result is a 3, which according to the
chart under armour class A, denotes that the
5.0
When a vehicle takes an amount of
Nutrocker is now immobilised.
Multi-Attack Vehicles successful hits equalling the hits it can
The AFS also rolls a 1, and adds 2 for its take, it is destroyed.
defence rating. This is enough for the AFS to Some vehicles, especially with the advent
of the naval ships and the MAK 2887 A multi-hit vehicle will still be destroyed
be destroyed, so probably the AFS tried hitting
vehicles, contain a range of weapons, by rolling a 2 to hit.
the Nutrocker which crushed it underneath itself,
resulting in its immobilisation. and the ability to use a lot more than one

A Krte decides to attack a Sand


of them per turn.
7.0
Stalker. The Sand Stalker however A vehicle so designed will have an
has other plans, and decides to Attacks rating listed in the weapons Size IV Vehicles
evade the Krte, thus not attacking section on the units chart. This number
it. will is the total amount of attacks that Some vehicles (namely the ocean going
the vehicle may perform in one turn, vessels, but some large ground vehicles as
As a result, the Krte need not roll for damage, and these attacks may be at the same or well), are just much larger than normal.
so it survives the combat. The Sand Stalker rolls different targets. These are termed sized IV vehicles, and
a 4, adds 2 for evading and 1 for its defence, are treated as normal vehicles except
which gives a total of 7, so it escapes unharmed Each weapon and rocket code will also that they always leave wreckage when
also. have a number in parenthesis after the they are destroyed (except ships usually
code (for example 8 L 8 [1]) which is the sink and can be ignored), and being as
amount of weapons of that particular large as they are, no other unit may enter
the vessel has. No weapon may be fired the same hex as them, they completely
more than once regardless of the amount fill it.
of attacks that the vehicle has.

36
8.0 9.0
Troop Transports Infantry Heavy Weapon Upgrades
Some vehicles have the capacity to S.F.3.D. II supplies regular infantry and a Heavy Machinegun counter to improve their
transport troops, and these will be termed offensive punch. How about some more?
transports in the units page, along with
the amount of troops that can be moved Weapon Damage VP Note
by the vehicle. Missile Launcher 10 R 8 2 6 shots
Mortar 8M6 2 Indirect fire only, does spillover damage
8.1 Loading Up Panzerfaust 10 PF 4 2 10 shots, may fire twice per turn
To be able to load up on troops, a
transport vehicle must be stationary Mortars can be used by both sides, Aussies get missiles, Germans get Panzerfausts.
for the entire turn, although it can fire
as normal. The troops themselves must
end their movement in the hex with
10.0
the transport and they may ignore
normal stacking rules as the troops LOS and Units
are considered entering the transport
Units, whether they are friendly or enemy, do not block LOS.
vehicle. Of course, if the vehicle is full,
then normal stacking rules apply.

On the next turn, the transport may 11.0


move as normal.
Aircraft (and Other Unit) Pods
8.2 Destruction of the Some units (excluding infantry) can carry pods (such as EW pods, or additional
Transport weapons). A pod carried by an aircraft replaces its ability to carry extra weapon
counters. Class II or IV Ground units can carry one of them freely. Only specially
If the transport is hit and destroyed while built Class I suits can mount them. As before, aircraft must declare airborne or ground
carrying troops, then all units onboard combat EW.
must roll on the armour resistance
chart as though they had been hit by The AMU is a very large mine that can be carried and dropped by a Neuspotter, it
rockets (thus with a +1 modifier). If they explodes in the next Mutual Fire Phase. Capacity is in terms of an aircrafts normal
survive, they may occupy the same hex extra weapon load.
as the transport, or any adjacent hex
to represent them scattering. Normal Payload type VP Capacity Effect
stacking rules apply. ECM/Jamming pod 4 1 4 power units, ECM:3 Jam:3
Spot/Target pod 2 1 Spot:2, Target: +3
8.3 Unloading ECM pod 2 0.5 ECM 3 only
To unload a troop transport, the vehicle Jamming pod 2 0.5 Jamming 3 only
must be stationary for the time, and then Bomb 0.5 0.5 Attack Strength 8
all the contained troops may simply
disband, observing all normal stacking Large Bomb 1 1 Attack Strength 12
rules. Small Missile 1 0.5 Attack Strength 8, range 10
Missile 2 1 Attack Strength 12, range 10
Note that their is no additional MP cost
Laser 3 1 10 L 10, +1 to dogfight level
for entering or leaving a troop transport.
Neuspotter AMU 2 - Attack Strength 20 in target hex, 10
in adjacent
8.4 Transport Units
The EW rules mentioned above can be found here.
8.4.1 Mercenary Transports
Green Buffalo (all) - 6 Type I
Truck - Infantry

8.4.2 Strahl Transports


Kraftwagen - Infantry
N.Rocker Troop Carrier - 8 Type I
37
12.0
As a result, new ways are being developed
to try and get the balance back into force
for one side, and one way of doing this
Electronic Warfare and Fire Control Upgrades is to get more electronic warfare vehicles
back onto the front line.
These are extra abilities that can be bought for units at an additional victory point cost.
Like the EW rules, they add an extra dimension but at the cost of more complexity. Electronic warfare, at its simplest, is the
use of jammers and counter-jammers
VP Upgrade filling the air so that one sides reliance
on their modern technology is shattered.
+2 Radar/Radio Direction Finder
Then the EW side can then mop up the
This allows a unit to locate functioning Anti-aircraft, Headquarters, ECM/ enemy as their targeting systems will still
Jamming, Remote Controller, Point Defence and Counter-battery units. be working fine.
Instead of making an attack, it may attempt to electronically spot one unit.
The spotting player must choose one of the above types to spot and declare At least this is the theory, in practise the
which unit is making the attempt. The opposing player counts the range to other side is going to be doing the same
the spotter, divides by ten (round up) and tells the spotting player what the thing and not wishing to let you overrun
number is, and he must roll over that number on 1 die. Spotter gets a +1 for their targeting systems when they can
each additional spotting unit and +1 if the target is stationary. Once a unit is overrun yours!
spotted, its identity is known for the rest of the game.
+2 Counter-Battery Radar
Detects source location of artillery fire aimed at hex within 40 hexes of the 13.1 Terms
CB radar unit during spotting phase. On following turn, owning player can
direct artillery fire at enemy guns. This can get really complicated, see the EW
Artillery Duel rules below [coming soon - Francis]. Can also pass location to Electronic Warfare. For the purposes of
friendly aircraft. this article, EW is any of the actions that
are described later, and a EW vehicle
+1 Anti-Aircraft is simply one that can employ EW. A
No Ground vs Air penalty. Can be added to Laser, MG or Rocket armed Neuspotter is an EW vehicle.
Class I,II and IV units.
+3 Point Defence ECM
The PD upgrade is not an upgrade as such, but the addition of a self Electronic Counter measures. For the
contained turret mounted on the upper deck of the vehicle to give it a large purposes of this, ECM also includes
arc of fire. It contains its own laser, search radar and fire control system, and ECCM (Electronic Counter-Counter
only needs power from the mounting vehicle. It will automatically attack measures), the art of trying to break
any rocket/artillery projectile aimed at the vehicle. It may be used to block through an opponents ECM.
rockets, missiles, panzerfausts, bombs and artillery.
Jamming
When the vehicle is attacked, roll 1d6 for each attack. Bombs and rockets are Jamming is a very specific form of ECM
destroyed on a 1-5, missiles and panzerfausts a 1-4. For artillery, roll 1d6. On which tries to disrupt automated units
a 1-3, subtract 1 from the Strength of artillery, on a 4-5 subtract 2, and on a 6 only. ECM will not affect automated
subtract 3. If the artillery strength is reduced to zero then it totally blocked. anymore than it will affect normal units,
and jamming has no effect on ECM.
The PD unit has a range of 6 hexes and may attempt to block one artillery
attack OR any number of projectile attacks. Attacks fired during overrun or For the purposes of this article, a ground
from adjacent hexes may NEVER be blocked (not enough tracking time). unit includes any surface naval vessel.
Units with multiple PD systems may not roll twice against the same projectile
attack, but can defend against the same or multiple artillery attacks. 13.2 EW Actions
The PD may not be used in forest or city/building hexes, and a vehicle may There are several abilities which an
only carry one system per hits rating. EW vehicle may use, which include the
following:

13.0 Spotting
This is when a unit with LOS to several
Electronic Warfare enemy units sends this information to
other units so that the enemy may be
With the increase in SDR automated units, and armies reliance on modern technology
attacked by indirect fire.
for targeting systems and the like as a whole, combat is getting more and more lethal,
and for the troops on the ground, there doesnt seem too much of a way to break this
deadlock.

38
if they are going to be using them for of the unit is declared, that value is fixed
Targeting
ground attack or dogfighting missions. for the turn.
This allows the EW unit to effectively
paint the targeted unit, which means Note that more than one vehicle on each Also, a unit that is declaring ECM or
that the EW unit is getting as much side may declare ECM or Jamming, but Jamming may declare that it is only being
information about the enemy as possibly only the highest rating vehicle will take used in the countering role. In this case,
and as accurately, which it then sends to effect here. No vehicle has to declare the declarations are made as normal, but
another unit so that that the firer may ECM if they chose not to employ it. if the countering side wins, the active
have a much improved chance of hitting. ECM or Jamming rating will be 0.
Spotting and Targeting do not have to be
ECM declared now.
An EW vehicle employing ECM is trying 13.3.1 Destroying a Unit That is
to jam every single enemy unit in the area Once done, both sides declare their ECM Generating ECM or Jamming
of effect, by submitting the enemy units and Jamming ratings, and then they There is a way to break this ECM or
to as much electronic static and noise as compare each others scores. The highest jamming in a turn. If the EW vehicle
possible. A unit subject to ECM is trying side has the lower rating subtracted and moves and then gets destroyed in
to break through this ECM and in doing the modified result is the Active ECM Opportunity Fire, or if the unit is
so attempting to subject the other side to and Jamming ratings. The side with the destroyed in Overrun combat, then the
its own ECM. higher ECM is called the Active ECM ECM (or jamming) generated by that
side (or Jamming side because they may unit is lost. This means that the next
Jamming be different). highest rating ECM or Jamming vehicle
Jamming is a much more directed (if active [which is declared in the new
For example, an SDR force declares
version of ECM. Whereas ECM is trying Electronic Warfare phase, remember])
an ECM of 2, and a Jamming of 0.
to blanket everything, jamming is only will take over the role, but unless its
The Mercs declare an ECM of 3 and
trying to disrupt automated units (such rating is exactly the same as the lost unit,
a Jamming of 3. The end result is the
as Neuspotters and Nutrockers), and then the active ECM (or jamming) side
Mercs are the active ECM side with an
attempts to confuse them and put them and active ECM (jamming) modifier will
active ECM of 1, they are also the active
out of action. Jamming also involves have to be recalculated.
Jamming side with an active Jamming of
counter-jamming which attempts to
3.
break through the jamming and impose 13.3.2 ECM and Jamming Range
its own on the other side. It is possible for there to be no active Whilst there is a range for everything,
ECM or jamming side, and for there to when it comes to EW, the range is
be an active ECM or jamming rating of sufficient that it will cover the entire
0. This just means that both sides EW map. Thus no unit on the non-active EW
Every ability will have a rating. For
facilities are powerful enough to be able side is safe from the effects of ECM or
spotting, this will be amount of units that
to burn through the oppositions EW, but Jamming.
can be spotted in the turn, Targeting has
a modifier of what bonus a firer will have arent powerful enough to actually take
It is also worth noting that ECM and
on a targeted unit, and with ECM and advantage of this.
jamming are not effected by LOS, and
Jamming this is the rating of the system. a unit cannot hide from these weapons.
Unless an EW unit has more than one
In all cases, the higher the number, the The only defence is to destroy the EW
attack, if it uses an EW action, then it
better the system. vehicle, or to have a greater EW strength.
may not conduct an attack. If a unit does
Not all vehicles will have all the abilities, have more than one attack, then each
and most will have them at differing EW action it uses counts as one of its 13.3.3 ECM
ratings, for example a Neuspotter has attacks. This applies to overrun combat The active ECM modifier is used as a
Spotting (2) and Targeting (+3). too, and a unit that defends or attacks in negative modifier to all opposing forces
overrun will lose any ECM or Jamming to-hit rolls and targeting modifiers,
that it currently has active. A unit that making it harder for them to hit their
13.3 EW In Use gets engaged in overrun combat may targets, and reducing the targeting
EW adds a new phase to the game elect not to return fire, in which case it abilities of EW craft.
turn - the Electronic Warfare phase. will get no attacks back at the attacker,
but will keep its EW running if it survives. This modifier will be in effect for the
This is placed after the Mutual Air entire turn, unless the unit gets destroyed
Commitment phase, and before the
The exception to this is physical combat. as stated above.
Dogfight Resolution phase.
A unit may engage in physical combat
During this phase, both sides secretly and be engaged in physical combat with 13.3.4 Jamming
declare what EW units will employ ECM no penalties. Jamming is similar to ECM, although
and which will employ Jamming (if they it is only used against automated units.
A unit never has to use all of its ECM
have any units that are capable of doing The active jamming modifier is applied
or Jamming ability, but when the rating
this). Aircraft with EW pods must declare to all combat rolls made by the unit (use
the higher of active ECM and active
39
jamming if both are in effect), but it is The only exception is when it comes
13.4.1 Observation Missions
also applied as a modifier against the to units that are in deep water. An EW
In these missions, an aircraft may employ
jammed units movement rate. This unit in deep water will only effect other
Spotting and Targeting EW only.
simulates the fact that the automated units in deep water and will not be able
unit is getting confused and is constantly to effect other undersea or surface craft.
13.4.2 Ground Attack Missions
re-evaluating the situation. The reverse is also true.
These missions allow an aircraft to use
There is also another effect. At the end all EW functions. However, ECM may
of the turn where jamming is in effect, only be used to affect ground targets 13.6 Availability of EW
any units that have been jammed that and other aircraft flying ground attack Vehicles
turn must roll 1d6, with a + modifier of missions. It will never effect dogfighting
EW vehicles are never as common as
the active Jamming. vehicles, even if they are currently being
their commanders would like them
employed to engage ground attack
to be. As a result, generally only one
On a 6+, that unit will be shocked next aircraft.
EW vehicle is ever assigned to a single
turn, and thus will not be able to move or
Aircraft involved in ground attack platoon. For walkers, this is usually one
fire in the turn.
missions may have EW employed against SAFS Racoon or PKA Konrad per 12 or
This shocking will happen regardless of them. They are susceptible to ECM and so armoured suits, and usually the EW
whether there is any jamming next turn. they may be Targeted as normal. vehicle is also the commanders vehicle.

At the end of the next turn, all shocked Other EW vehicles (such the HEWS
13.4.3 Dogfight Missions Janus) are assigned as and when deemed
units will become active again, although
Aircraft in dogfighting have very little necessary, as is the case with aircraft EW
if there is any opposing jamming, then
EW options. All they can do is to employ pods.
all units will have to roll for shock again.
ECM and jamming against the opposing
dogfighters. The exception to this are the Neuspotters
13.3.5 Spotting and KrachenVogel which are spread all
A unit with this ability has the capacity to When using ECM or Jamming in over, and (especially with the Neuspotters)
act as a spotter for other units to be able dogfighting, the active EW side get to use are used whenever possible.
to use indirect fire. It may spot as many the active ECM (or Jamming) as a bonus
units as it has LOS for and has a rating to their dogfight rating. For example, an For the units listed below, S = Spotting,
for, so a Neuspotter may spot 2 units. SDR flight with a dogfight rating of 2 T = Targeting, E = ECM, and J =
and an ECM rating of 2 goes up against Jamming.
13.3.6 Targeting some Mercs with a dogfight rating of
An EW vehicle with this ability is using 3 and no ECM. The totals are that the 13.6.1 Mercenary EW Units
all of its sensors to track a target very SDR flight have a dogfight rating of 4, Raccoon - S(2), T(+3), E(2)
accurately. This information is then sent while the Mercs still have still a rating of
to all other units on the EW vehicles side, 3. 13.6.2 Strahl EW Units
and they may then fire on the targeted NeuSpotter (Ns465) - S(2), T(+3)
The craft that are using the ECM do not
vehicle with the rating of the targeting NeuSpotter (Ns466) - E(2), J(2)
add their dogfight rating to the combat,
ability, which is reduced by any active NeuWasser - S(2), T(+3)
but they can be taken as casualties if so
ECM if the opposing side is the active Krachen Vogel (all) - S(2), T(+3)
desired.
ECM side. Konrad - S(2), T(+3), E(2)
If an opposing aircraft is effected by
Only one unit may be targeted by an EW
Jamming and is shocked, then it will 13.7 Optional EW Rules
vehicle per turn.
crash and burn on the following turn Instead of giving each unit a set rating of
if it has to roll again to see if it is still ECM and Jamming, units have a power
13.4 Aircraft shocked. An automated aircraft can only unit rating. This should be 75% of the
Aircraft may also employ EW. Instead of survive one consecutive turn in the air combined total of the units ECM and
carrying an extra weapon counter, they shocked. Jamming (thus a HAFS Janus with an
may carry an EW counter (which youll ECM 3 and Jamming 3 would have 4
have to make yourself Im afraid). Some Dogfighting EW will not effect ground power units).
examples of these counters include: attack aircraft, nor ground units.
These power units can then be split
Spotting (2) 13.5 Naval EW between the two sources of EW as the
Targeting (+3) EW used in the seas works exactly as it owner wishes which would give more
ECM (1, 2 or 3) done on land, and surface or undeasea tactical options as you would have to
Jamming (1, 2 or 3) units are treated as ground units for this decide which is more important - ECM
purpose. EW operating from a surface or Jamming? After all, with the rules as
An aircrafts use of EW will depend on or ground unit will effect units that are they stand, there is no reason to ever not
its mission. underwater, and vice versa. give all of the rating to the enemy.

40
Units that only have the one ability will simply use that ability at its listed strength and
14.1.2 Landings
not take a reduction, but this can be balanced by the fact that the units with the power
Some units will be able to land (mainly
units have no maximum value that can be allocated to any specific ability.
the armoured suit variants), and provided
the suit has enough MP to be able to
14.0 enter a land based hex, they may do so as
they wish, with no additional penalties.
Of course, the land will have to be at sea
Naval Rules level for the unit to be able to land.
With the war spiralling into a global conflict, it was inevitable that there would be
14.1.3 Submerging
fighting across most of the surface of the planet, and one huge battlefield just waiting
Some units have the ability to operate
to happen, is, naturally enough, the ocean.
underwater. These units are either
These rules are an incomplete work in progress, and any comments, suggestions or underwater or on top, and it costs +1
feedback would be graciously received. MP to surface or dive, although the only
other restriction is that a unit may not be
Also, at the moment, I havent included any stats for the naval vessels, but rest assured, submerged when entering shallow water.
these are coming shortly!
14.2 Combat
Ocean going vessels are slightly different to their 20th Century cousins. Boats employ
Again, for the most part, combat on or
much more powerful hover engines, and such dont need to worry about drafts and
under the seas is basically as normal.
how deep the water has to be before they get stuck. Whilst powerful, the crafts engines
and size do not permit them to be land based, and thus cannot be used as land ships.
14.2.1 Surface Combat
14.1 Movement Units that are the surface shoot each
Whilst normal hovercraft may struggle to cross the worlds oceans, there are two other other as normal. Unless there are islands
types of movement that allow almost free rein across the water. There are represented or coastal areas present, they will be
by the movement codes of S (for surface ship), and U (for undersea vessel). almost no blocking terrain save for the
units themselves.
These two new codes may only travel on or under the waves, and use the following
terrain effects chart. 14.2.2 Undersea Combat
Combat under the waves, however, is
Movement Class Weapon Type a little different. Water is considered
Terrain S U H L R PF MG T Blocking Terrain blocking terrain, although no spotter is
needed. It does mean that indirect fire is
Shallow 1 (1)* 3 - - - - - -
not possible, and unless the unit is firing
water
a laser or torpedo, an attacker will only
Above sea 1 1 3 - - - - - - be only be able to fire at an undersea unit
Undersea x 1 x -2 -2 -2 -2 - Yes, see torpedoes that is one hex away or surfaced.

(1)* - denotes that it costs 1 MP per hex, but the unit can only travel in this terrain Any vessel that is currently under the
when surfaced. waves treats every hex between it and
every other unit as underwater.
Shallow water is anything that isnt very deep, probably around man height, or
about 2 metres or less. No unit may submerge in shallow seas.
14.2.3 Hovercraft
Above sea is the standard terrain for most of the worlds oceans and lakes. It is deep Whilst hovercraft may travel and fight
enough for units to submerge in. on the water, they are slightly more
vulnerable than normal vessels. Any
Undersea is for those units that can submerge, and represents their ability to dive. immobilisation result is effectively
treated as a destroyed hit, as a hovercraft
The weapon code T is for torpedoes, see later. cannot stop on water without sinking,
and a sunken unit that is not equipped
Movement is basically handled as normal, although there arent many different types
for undersea operations is a dead unit.
of terrain to have to worry about.
14.2.4 Torpedoes
14.1.1 Islands Any sea going vessel or aircraft may
Islands are probably the only terrain that will effect naval vessels. These will block mount torpedoes instead of normal
terrain and thus naval vessels will have to go round. The island will effect LOS as rockets. The torpedoes will have the
normal terrain would. same statistics as normal rockets, but
they cant be fired at any unit other than

41
an undersea or ocean going vessel. They a unit may only attack with lasers and their MP (round up), and must make a
have a weapon code of T. torpedoes, not MG, PF or R weapons. 1d6 roll in the initiative phase. On a 3+,
then that unit must roll on the armour
Against surface vessels, these function resistance chart. Aircraft roll directly on
as normal rockets. Against undersea 14.3 Storms
the armour resistance chart.
units, water doesnt block LOS, and thus Storms are a hazard to naval units, and
torpedoes will effectively function as indeed any unit that crosses the waves. Underwater vessels suffer the same ill
normal rockets. For the purposes of these rules, storms effects as a light storm, while deep water
are handled very abstractly. units suffer no effects.
Being treated as rockets does mean that
a unit hit will get the +1 to the armour There are two types of storms, light and
resistance chart roll. major, and these should be decided upon 15.0
before a scenario. Storms generally take
14.2.5 Mines
Mines are another hazard that surface
some time to brew, and there are always
warnings that the various forces can sense
Optional Rules
and undersea vessels face. Any unit that (visually and electronically, although if The following section presents some
enters a hex which contains a mine must the unit is currently being jammed, then rules as potential alternatives to rules
make a normal to hit roll, with a basic this option could be out), so forces should introduced in the TCI edition.
target of 7, with a modifier of + the size usually be given the option to avoid those
of the unit. areas if at all possible, which of course it
may not be. 15.1 New Combat Rules
So a size II patrol boat entering a mined
The regular combat rules in S.F.3.D.
hex, gets hit on a roll of 9 or less on 14.3.1 Light Storms are too cumbersome and requires two
2D6. If the unit is hit, then it must take Light storms are not a major hindrance die rolls for every shot. The new table
a normal roll on the armour resistance to vessels, more of an annoyance. All below is inspired by Ogre/GEVs CRT,
chart. surface units lose 1 MP from their while the alternate ranges used above are
movement automatically. This is lost based on Battletech. They are intended
Unless placed in deep water, a mine
before the unit moves. In addition, all to simplify and speed game play. They
will not effect deep water units, and
size I and II units on the surface, and have only been playtested a little, Im still
deep water mines will not effect normal
all flying units most roll 1d6 in the refining them.
undersea or surface vessels.
initiative phase. On a roll of 6, that unit
Laying mines is easy. A unit that carries takes an automatic roll on the armour Take the attacking units strength at
them may lay one counter per turn per resistance chart, with all units that would that range band and apply the usual
firing action. be automatically destroyed (such as the modifiers (Indirect fire, target immobile,
Neuspotter) rolling on the C column. Ground vs Air, ECM etc) and compare
All combat rolls have a an additional -1 to defenders strength to generate a ratio.
14.3 Deep Water to the roll. Round in favour of the defender.
Sometimes a unit wants to get deeper Underwater vessels are not effected at Example: a strength 12 attack vs a strength 5
than normal undersea operations, and all. defence is a 2-1 attack ratio.
in this case, it may get go to what is
classified as deep water. Find the column for that ratio on the
14.3.2 Major Storms
table below and roll one die with the
Deep water is much deeper than normal Major storms are not generally travelled
following cumulative modifiers: Class A:
undersea, and thus may not be available in lightly. All surface vessels of size IV
-1, Class B: 0, Class C: +1 and Rocket
in all scenarios. This, like shallow water, lose 2 MP. All other vessels lose half
attack: -1.
should be decided before the game
begins.
Attack to Defense Ratio
Getting to deep water costs a +1 MP Roll 1-2 1-1 2-1 3-1 4-1 5-1 or
to enter, and once there, all normal better
undersea rules apply, with the additional 1 NE NE NE A M X
combat notes.
2 NE NE A M X X
A unit in deep water may target units in 3 NE A M X X X
deep water with no additional penalties. 4 A M X X X X
Deep water units may attack units in 5 M X X X X X
normal undersea or on the surface with
normal range penalties, and an additional 6 X X X X X X
-2 modifier. Surface units target deep NE = No effect, A= Armament disabled, M= Immobilised, X= Destroyed
water units at the same penalties, but as
deep water and undersea blocks terrain,

42
I have placed M as being worse than A penalties, use the following: the fighter
Anti-tank rounds
results because an M results destroys places his fighters on the map anywhere
Give extra +1 on my CRT table [above]
aircraft in flight and immobilised units he chooses. Air to Ground and Ground
(but -1 versus Infantry). AT rockets are
are easy targets, especially for artillery. to Air fire is the conducted normally
+0 then. Can be used for Rockets, Guns,
(ground units still get the -2 penalty).
Initial playtesting shows that between Panzerfausts, Missiles. No spillover fire.
The only time the fighter must be placed
comparable units (say a Ravin versus Extra 2 VP per unit armed with AT
over the target hex is for bombing runs.
Pzkfw 182) that combat at Medium rounds.
Missiles can be fired as ranged combat.
range gives you a good chance to survive,
but Short range combat is bloody as hell. FASCAM (Field Artillery SCatterable
15.3 Sphinx and Dollhouse Mines)
One optional rule to further add is that Rockets Give extra +1 on my CRT table [above]
units in Strongpoints use the modifier (but -1 versus Infantry). AT rockets are
Most rockets in the game lose attack
not on the attackers strength before +0 then. Can be used for Rockets, Guns,
strength as the range increases, just like
generating the ratio but on the CRT Panzerfausts, Missiles. No spillover fire.
lasers and other weapons. The Sphinx
instead! This gives fortified positions a Extra 2 VP per unit armed with AT
and (I assume) Dollhouse rockets go UP in
much better chance of surviving and rounds.
strength. Im assuming that most rockets
really makes them something to take
are short ranged and unsophisticated,
seriously. Yes, a Green Buffalo in a Smoke
but the Sphinx/Dollhouse (S/D) rounds
Strongpoint would be very difficult to Lasts for two rounds in target hex, one
are larger, accurate long-range missiles.
take out, but: round in adjacent hexes. Artillery only.
S/D rounds can be fired as Direct fire,
A. Its realistic. Indirect fire, and as offboard artillery.
Incendiary
S/D rounds fired as offboard artillery
Normal damage to Infantry, 1/2 damage
B. Thats what artillery is for: stationary can scatter and all targets in the scattered
to class I+ units, automatically sets fire
targets... hex take a spillover attack (the round
in all affected hexes. Artillery, Mortar,
was a miss, so no unit takes a direct hit).
Bombs only. Normal cost.
Use the original rules for Artillery and
15.1.1 Alternate Spillover Attack
Observation level to determine to hit
Strength CBM (Cluster Bomblet Munition)
number and roll two dice.
Use half the attack strength, rather than Does 1.5 x damage to infantry and
reducing it by -2. It makes better sense units with B or C Armour resistance,
with these rules. 15.4 Alternate Ammunition half damage to A type units. Artillery &
Types Bombs only. Triple point cost.
15.2 Alternate Fighter Ground
Most of these are for Artillery, but some
Combat Attack are for others, such as Guns and Rockets
Instead of placing a fighter counter
over the target hex and ignoring range

43
UNDERSTANDING THE SCENARIOS
The following guidelines should help in If there the leader designation Computing Operational
understanding the scenarios. reads Ld there is no secondary
commander. If that unit dies in battle, Goal Points
the remaining units are left without a
a) Deploying Onto the Map The victory conditions of many scenarios
command unit.
Initial placement and entry into the map require computing the operation goal
board is written as follows. Example 2: points (referred to as O.G.P.). The
PC following method is used to compute this
Example: value.
(Deploy from 1N1801) Meaning:
The controller of an unmanned vehicle (Items)
Meaning: is pilot #4 The victory point value of enemy
On the first turn, enter map board
units that have been destroyed,
through the north edge, from hex 1801 It is possible to have a combination such
immobilized, or disarmed.
and east. as PC = Ld 2 (An unmanned vehicle
The victory point value of friendly
piloted by the secondary commander,
The first number is the turn of entry, and artillery used
pilot #5).
the number in the is the map number. Additional victory points designated
PC is an abbreviation for Pilot-less by the scenario (example: Object
The letter in the code indicates the map Vehicle Control marker of scenario 14)
edges using the cardinal compass. E = (Formula)
East, W = West, S = South, N = North. (O.G.P.) = +
c) Off board artillery
If the entry zone is restricted to a certain The type, direction, distance (given in is still applied if it is a negative
segment of the map edge, a hex number hexes from the map edge), and frequency number
will be given and a direction. That hex is given.
and all hexes in that direction are the Game Components Used
entry zone. = East of, = West of, Example:
Scenarios No. 1 10 , 100-102, and
= South of, = North of. Type II W805 (2)
A-B only use components found in the
Meaning: original S.F.3.D game.
b) Units involved
Type II artillery, 80 hexes west of map
A code under units indicates the number Scenarios No.17 23 require maps and
board 6. Two rounds can be fired in a
of units to use, the use of pilots, and units from both the first and second
turn, and 5 total rounds are available.
designated commanders. game.
d) Any information not given in the unit
Example 1: Scenarios No.11 and 14 require units
deployment orders is optional for the
12 (Ld 1) (Ld 2) from the first game (AFS and PK40), but
player. For example if the scenario says
can still be played by substituting other
Meaning: Deploy E, the units will enter the
tokens in their place.
12 units of that type are used. The east edges of boards 5 and 6, but which
primary commander is Pilot #1, the hexes and what turn is up to the player.
secondary commander is Pilot #5. Pilot In addition, with all reinforcements, the
#11 is also assigned to one of these 12 player has the option of delaying their
units. entry.

Pilot Names and Numbers Chart Victory points by rank


Mercenary Troops Strahl Troops
No.1 Heinz Hargen, Corporal No. 1 Walter Nowotony, Junior Warrant Officer Private, Second Class (e-1).................. 1
No.2 Aile Bungard, Sergeant No. 2 Dieter Nor, Sergeant Private, First Class (e-2)........................ 1
No.3 Gairy Noodson, Private No. 3 Schmitt von Siegfried, 1st Lieutenant Lance Corporal...................................... 1
No.4 Hasse Wind, 1st Lieutenant No. 4 Heinz Godesknecht, Sergeant Major Soldier, Skilled....................................... 1
No.5 Scerian Luta, Corporal No. 5 Tort Gulmer, Captain Corporal................................................. 1
No.6 Antonio N. Calatiora, Corporal No. 6 Bask Rashelow, 1st Lieutenant Sergeant................................................ 1
No.7 Richalt Katze, 1st Lieutenant No. 7 Faldia Karneldo, 2nd Lieutenant Master Sgt / Sgt Major........................... 1
No.8 George Norman, 1st Lieutenant No. 8 Gerling Berg, 2nd Lieutenant Jr Warrant Officer / WO......................... 1
No.9 Schoun Fricke, Sergeant No. 9 Telly Jackson, Warrant Officer Second Lt / Ensign................................ 2
No.10 George Conan, 2nd Lieutenant No. 10 Heinrich Gieger, 1st Lieutenant First Lt / Lt Jr Grade.............................. 3
No.11 Karl Mackalahmn, 2nd Lieutenant No. 11 Marks Wendy, 1st Lieutenant Captain.................................................. 4
No.12 Evalit Kreiber, Corporal No. 12 Albrecht Weber, Major Major / Lt Commander........................... 5
No.13 Max Burkram, Sergeant No. 13 Elic Jasco, Captain Lieutenant Colonel................................ 6
No.14 Rischuer Brant, Sergeant No. 14 Dick Barns, Sergeant Major Colonel.................................................. 7
No.15 Bally Rosky, Major No. 15 Adlno Schtanhaut, Sergeant
No.16 Jaohim Munsterberg, Captain No. 16 Kraus Brinkman, Lieutenant Colonel

44
1
SCENARIO FORCE RECONNAISSANCE October 2884

Seeking the Mercenary front line command,


the 663rd Assault Reconnaissnce Troops approached
Chattering City. Though there was no indication that
Mercenary forces would be scarce, the decision was
made for this to be the debut of the NeuSpotter. Unlike
the sluggish Krte, it was stealthier, but couldnt stand up
in a fight.
A platoon of SAFS was the last thing they
expected to find.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Arrival
(Arrive combined as Hornisse) (Arrive on any map edge)

N.Rocker may use the


Airdrop rules [12.2]

18 15 3 2 8

MERCENARY ARMY
Initial Deployment SPECIAL RULES
(Deploy on ) Reconnaissance: When a NeuSpotter ends its movement in the
same hex as an Objective marker, starting on the next turn it may
attempt to escape the map. Each NeuSpotter may do this for a
single Objective. A unit that leaves the map in this way is removed
from the game.

11 1 2 6 5 PK41: Each PK41 (The fuselage of the Hornisse) carries 2


NeuPanzerfaust rounds. When a PKA (or Gustav) ends its
Three of the five Objective markers are dummies. Each Objective movement in the same hex as a PK41, it can reload, up to 2 rounds.
marker must be placed at least 3 hexes from any other Objective marker. Place a numerical marker under the PK41 to indicate how many
Neither player may know which are the dummies and which are the real rounds have been removed.
objectives without ending movement in that hex.

VICTORY CONDITIONS
Strahl Troops: If two NeuSpotters using the Reconnaissance
rule escape the map after touching the two non-dummy Objective
markers, it is a Strahl victory.

Mercenary Soldiers: As long as a Strahl victory is prevented, the


Mercenaries are victorious.

NUMBER OF TURNS: 10 Turns


(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.

Ma.K.
45
2
SCENARIO RESCUE

The AFS of veteran pilot Fink had not


returned. Stopping to rest in a nearby town while
searching for him, his platoon found an enemy force
instead.
The AFS were no match for the forces,
including the new Gustav, so the fate of the 34th AFS
Platoon would depend on the arrival of allies.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment (Deploy anywhere on , except for hexes with Mercenary Troops,
the buildings of the block that contains 2404, and the hexes adjacent to that block)

Aerial units may be equipped with bombs and missiles. Roll


1 die; the result is how many pieces of optional equipment
are available.
8 3 4 12 2 4

MERCENARY ARMY
SPECIAL RULES
Initial Deployment (Deploy within the block that Prepared for urban combat, and pre-loaded with a sophisticated
contains hex 2006, or any hex adjacent to that block.) urban combat AI, the Jagdpanzer NutRockers of the Strahl Troops
are able to make defensive attacks out to 5 hexes, instead of the
usual 3 hexes.

Units can only exit the map from hexes 0112, 0113, and 0114.
Exiting from hexes 0112 and 0114 costs 1 movement point. Exiting
10 3 1 from hex 0113 costs movement point. Once off the map, a unit
cannot return.

VICTORY CONDITIONS
Reinforcements (Arrive after turn 2 or later, see note)
After turn 10, calculate the score for each side as follows.
At the end of the 2nd turn, roll 1 die. If the
Both players: Tally the defensive rating (or dog-fight rating for
result is a 2 or less, reinforcements arrive
air units) of defeated enemy units to determine the points scored
at the beginning of the next turn. After
(exclude any units that have escaped the map).
turn 3, subtract 1 from the die roll (so the
reinforcements will arrive on a roll of 1, 2,
11 3 Strahl Troops: The sum of the defensive ratings of all Mercenary
or 3). At the end of each turn, an additional
Troops remaining on the map, including any damaged units (A or M
1 is assessed (so reinforcements will arrive
condition markers) is added to the score.
Translation Note: Tactics (issue on a roll of 1, 2, 3, or 4 after turn 4, and
20, page 111) indicates that the
will automatically arrive after turn 6). The
Mercenary reinforcements should Mercenary Soldiers: For every AFS of the original squad that
consist of AFS not SAFS. The reinforcements enter the map through the
escapes the map, add 2 points. However if the unit is damaged
correction has been made here. west edge.
(with an A or M condition marker), add only 1 point. Units other than
the AFS that escape are not counted toward the score.

NUMBER OF TURNS: 10 Turns After combining the appropriate totals above, if the Mercenary
(Mercenary is first player) player has at least 15 points more than the Strahl player, it is a
Mercenary victory, otherwise the Strahl player wins.

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.

Ma.K.
46
3
SCENARIO COLUMN AMBUSH August 2884

Morale was up. All thanks to the combination


of the Sand Stalker and AFS, making rapid deployment
and recovery possible along the front.
This would be the first campaign for the
Kuritan Corps.
But there had been an information leak, and
now a significant Strahl combat force was laying in wait
in the forest, along the highway, like highwaymen of
hundreds of years ago.
And like those highwaymen, they were intent
on violence.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Arrival (04XX)

Translation Note: Tactics (issue 20, page 111)


indicates that the inclusion of the Depot markers
was an error. The correction has been made here.
16 8 4

MERCENARY ARMY SPECIAL RULES


Initial Arrival (1W0107)
Though the Strahl player is the first player, there is no Strahl phase
on the first turn. The first turn starts with the Mercenary players
phase.

10 10 VICTORY CONDITIONS
Mercenary Soldiers: If two or more units exit the map off the east
edge (hex column 27XX), it is a Mercenary victory. To exit the map,
Reinforcements (Arrive turn 4 or later, see note) spend the same number of movement points as it would cost to
enter the current hex. Use of the road may be factored into this
Starting with turn 4, roll 1 die at the beginning of the turn.
cost.
If the result is a 1, reinforcements arrive, and no further
rolls are necessary.
Strahl Troops: The Strahl player wins if a Mercenary victory is
prevented.
5

NUMBER OF TURNS: 12 Turns 1 2


(Strahl is first player, see special rules)

3 4 5 6 7 8 9 10 11 12 Source: S.F.3.D.

Ma.K.
47
4
SCENARIO ASSAULT CROSSING Late 2885

An opportunity to launch a counterattack had


developed. The Mercenary Soldiers, accompanied by
powerful air support, started a moonlight river crossing.
With PKA and NutRocker in short supply
on the Strahl front, there was a greater reliance on the
Sphinx and its anti-tank rockets to guard the river. The
Doll House would be assigned to counter-fire.
After a fierce exchange, the Mercenary troops
managed to build a bridgehead across the river. The
bridges had been made at great expense-of lives and
equipment.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment River Garrison
(Any hexes north of the river [see special rules]) (Any hexes north of the river [see special rules])

16 8 4 6 6 2 2 6

MERCENARY ARMY
Initial Arrival (1S) SPECIAL RULES
Turn 1: Skip the air combat phase, and the Strahl players phase, start with
the Mercenary players phase. Mercenary units may move twice on the first
turn, but may not engage in close quarters combat.

River: The road on map 2 is regarded as a river. Where paths cross the
10 10 2 8 6 river (hexes 0807, 1607, and 2007) are bridges. Spotters are not needed
Two Falke are equipped with bombs. for the Sphinx to fire indirectly as far as the river hexes. If a hover unit
becomes immobilized while over the river, it is eliminated.

VICTORY CONDITIONS Retreat: The Strahl player can retreat units off the north edge of map 4.
Both Players: Total the defense rating of defeated enemy units (dog- The Strahl player loses half of the victory point value for units that retreat.
fight rating for air units). Exclude enemy units that have retreated. Any Moving off the map costs 1 movement point.
enemy units with A or M markers on the map count for half their value
(drop fractions). If at the end of the game there are no intact Mercenary
Soldiers north of the river, it is a Strahl victory. Otherwide if the point
difference between the two players is 5 or less, it is a draw. If the
difference is 6 or more, it is a victory for the player with the higher total.

NUMBER OF TURNS: 8 Turns


(Strahl is first player, see special rules)

1 2 3 4 5 6 7 8 Source: S.F.3.D.

Ma.K.
48
5
SCENARIO OPERATION SUPER HAMMER I 23 September 2885

SAFS, Doll House, and other allied units


gathered secretly. Recruits and veterans alike would
participate in the secret maneuvers known as Operation
Super Hammer. They managed a level of secrecy so
strict that detecting the activity with NeuSpotters would
not have been possible. Anything short of an eye in the
sky would not have noticed anything out of the ordinary.
Thanks to the Strahls satellite system now in
orbit, their troops were prepared.

MAP N

ENGAGING FORCES
STRAHL TROOPS MERCENARY ARMY
Initial Deployment (Deploy in any forest Initial Arrival (1S)
hexes on . Krte deploy in any hex on )

16 20 4 10 12
4 6 6 20 10
Reinforcements
(Arrive on turn 3) (Arrive on turn 5)

8 6 4 2

Reinforcements 4 2 4
(Arrive on turn 3, Nutrockers use
Airdrop rules [12.2])

SPECIAL RULES
None
6 2
(Arrive VICTORY CONDITIONS
on turn 5,
Total the defense rating (dog-fight rating for air units) of eliminated
Nutrockers
opposing units, excluding any units that have retreated. Any opposing
use Airdrop
units on the map, at the end of the game with A or M markers, count for
rules [12.2])
2 6 8 2 half their value. The victor is the player with the higher total.

NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6


(Mercenary player is first player)

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D.

Ma.K.
49
6
SCENARIO OPERATION SUPER HAMMER II Mercenary Retreat
27 September 2885

The Mercenary martial command was in


total disarray, with every attempt at a counteroffensive
being anticipated and cut off by the Strahl army. With
nothing but defeat after defeat being reported, it became
impossible for commanders to cope with the situation
and order anything other than to withdraw.
The Super Hammer operation was over
before it had even begun, the name being remembered
for the rout and retreat of the Mercenaries, and not the
planned maneuvers, which failed to be executed.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment Reinforcements
(16XX and 27XX) (Arrive on turn 1 using Airdrop rules [12.2])

10 16 6 8 4 8 8 2

MERCENARY ARMY
Initial Deployment (05XX and 14XX)
SPECIAL RULES
None

VICTORY CONDITIONS
6 10 2 4 Total the defense rating (dog-fight rating for air units) of eliminated
opposing units, excluding any units that have retreated. Any
opposing units on the map at the end of the game with A or M
Reinforcements (4W) markers count for half their value. The victor is the player with the
higher total. For each unit that escapes the west edge of map ,
the Mercenary Soldier Troops player obtains a number of points
equal to double the attack rating of that unit. Moving off of the map
costs one movement point, even when moving along the road in
hex 07.
4 4

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Mercenary is first player)

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D.

Ma.K.
50
7
SCENARIO ASSAULT CROSSING Late 2885

The skirmishes continued as the front became


mired. Both sides sought to break through the others
lines (though neither had a sufficient force to do so), and
it became their sole focus.
It was the Mercenary Army that had the first
breakthrough. A powerful, high-speed shock force
succeeded in destroying a supply depot, disrupting
enemy supply lines.

MAP N
Mercenary
Advance

ENGAGING FORCES
STRAHL TROOPS MERCENARY ARMY
Initial Deployment (Deploy on ) Initial Arrival (1E)

8 4 1 8 12 4
(Dploy within 2 hexes of the building on )
Reinforcements (3E)

8 4 1 4 4
4

SPECIAL RULES
1 All hexes of the building on map 3 are considered to be ammunition
depots.
Reinforcements (3W)
VICTORY CONDITIONS
Total the defense rating (dog-fight rating for air units) of eliminated
opposing units, excluding any units that have retreated. Any opposing
units on the map, at the end of the game with A or M markers, count for
half their value. The victor is the player with the higher total. For each
2
unit that escapes the west edge of map , the Mercenary Soldier Troops
player obtains a number of points equal to double the attack rating of
that unit. Moving off of the map costs one movement point, even when
moving along the road in hex 07.

NUMBER OF TURNS: 12 Turns 1 2


(Mercenary player is first player)

3 4 5 6 7 8 9 10 11 12 Source: S.F.3.D.

Ma.K.
51
8
SCENARIO CLOSE COMBAT October 2885

The orders were simple, Expel the


Mercenary Army out of Oak Village, and destroy
them. That was all.
They prepared to attack with a force that
would be more than sufficient.
Mercenary Army strongholds had been
collapsing one after another in the face of such
overwhelming odds. Only the brave would hold their
position when faced with such a large force. Any
mopping up would be done by nightfall.

MAP
Group 1

N
} 4 hexes


} 4 hexes

Group 2

ENGAGING FORCES
STRAHL TROOPS
Initial Arrival (Arrive as two groups)
Group 1 (1E) Group 2 (1S)

4 12 4 4 6 16 4

MERCENARY ARMY
Initial Deployment
(Deploy anywhere, except within 4 hexes, including partial SPECIAL RULES
hexes, of the east edge of and the south edge of ) NutRocker tanks carry NeuPanzerfaust rounds, which can be used
to rearm units that can use them.

16 6 10 2 3 VICTORY CONDITIONS
Mercenary Army: If any ground units remain from the Mercenary
Army on map (3), it is a Mercenary victory.

Strahl Troops: Prevent a Mercenary victory.

NUMBER OF TURNS: 14 Turns 1 2 3 4


(Strahl player is first player)

5 6 7 8 9 10 11 12 13 14 Source: S.F.3.D.

Ma.K.
52
9
SCENARIO FRONTAL ASSAULT Early 2885

Successes throughout the Mercenary Army


started to turn the tide in their favor, allowing them
to switch to more offensive maneuvers. Commander
VanHoff was given such an assignment.
However, both sides were still evenly matched
along the front. There was little to be gained from
pressing an attack at the time. The soldiers along the
front fought well, but it was the ignorance of the rear
that would truly matter.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment Reinforcements
(Deploy on ) (Combined as Hornisse) (See special rules)

10 2 8 8 8 8 1 1

MERCENARY ARMY
Initial Arrival (1N) SPECIAL RULES
Each turn after the first, roll a die. If the result is a 1 or 2, the
Mercenary Army receives two J40(S) units as reinforcement. If the
result is a 3, 4, or 5, nothing happens. On a result of 6, the Strahl
Troops receive a PK41 (with a Gustav on board) as reinforcement

16 6 6 2 2
VICTORY CONDITIONS
Total the defense rating (dog-fight rating for air units) of eliminated
Reinforcements (See special rules) opposing units, excluding any units that have retreated. For each
building hex on map 3 that is occupied at the end of the game, an
additional four points are received. These points are scored even if
an enemy unit also occupies the hex.

Additionally, for each Mercenary Army unit that exits the map off
2 any side of map 3, the Mercenary Army player receives a number
of points equal to twice the attack power of the unit. Moving off the
map costs the same as the hex the unit is currently occupying. The
road may be used to exit the map.

NUMBER OF TURNS: 10 Turns The victor is the player with the higher total.
(Mercenary is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.

Ma.K.
53
10
SCENARIO STREET FIGHT A continuous stream of reinforcements on both sides!
Late 2885

A Mercenary force had surrounded Strahl


troops in Tolus. Reinforcements for both sides began to
arrive.
A single block in the city became the focus of
the battle. With the PKA holed up and the AFS trying to
drive them out, the picture of a chaotic street fight was
being painted with every stroke.
Before long, both sides would have significant
losses, minor gains, and the fate of Tolus would be
decided.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment Reinforcements (Arrive turn 2) (Arrive turn 3)
(Deploy in city block hexes (S0914 and S1714)
that include 1309 and 1312)

3 6 4 4
(Arrive turn 4) (Arrive turn 5) (Arrive turn 6)
16

6 6 1 4 2 6

MERCENARY ARMY
Initial Deployment Reinforcements (Arrive turn 1) (Arrive turn 2)
(Deploy in any hex other than (N0201 and N2301)
the city block hexes that
include 1309 and 1312)

11 2 4
(Arrive turn 3) (Arrive turn 4) (Arrive turn 5)

10 4

4 4 4 2 1 6

SPECIAL RULES VICTORY CONDITIONS


None Victory goes to the side that occupies the most hexes in the city blocks that
include hexes 1309 and 1312. Do not count hexes that are occupied by both
NUMBER OF TURNS: 10 Turns friendly and enemy units.
(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.

Ma.K.
54
11
SCENARIO NEW ORDINANCE Flare Furmer
13 June 2883

In 2883 a weapon was introduced which


overturned all previous notions of combat and began
a new era in ground warfare. The Armored Fighting
Suit started as a reengineering of labor suits, used in
construction. When it was finished it was found in the
front lines, changing the course of the warfare, and the
weapon of choice for guerilla warfare.
No one could have predicted the attack on
the Landing Ship Division by 14 suits, and those who
knew about the attack couldnt predict the devastating
outcome of the surprise attack. The impact of this new
AFS weapon in the hands of trained pilots assured that
it would spread, along with this new war, across all of
the earth.
The AFS weapon had been introduced
The first page of the Earth Independence War
had been written

MAP N

ENGAGING FORCES
STRAHL TROOPS SPECIAL RULES
Initial Deployment (Deploy all units in a single column from hex Off-Board Artillery
0914, along the road that goes through hex 0914) Starting on turn 9 When communicating with
Type I.............S704(4) the Strahl Troops artillery, all
(See special rules) communications levels are set one
level lower. The artillery may target
only two separate hexes in a single
turn.
10 7 3 1 3 6
The Depots are worth six victory
points each. Destruction of infantry
does not count for victory points.
Smoke screens can be deployed
MERCENARY ARMY automatically.
Initial Arrival (1N1600) Reinforcements (3N) Land Mines
30 Points.......Place on any
non-road hex VICTORY CONDITIONS
The Strahl troops must escape two trucks
with Depot tokens off the east end of the
map board. If this does not happen, then
14 2 3 the player with an OGP score of at least
double the opponent is the victor.

NUMBER OF TURNS: 10 Turns


(Mercenary is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II

Ma.K.
55
12
SCENARIO ENCOUNTER ACTION Fire Fight
Late 2884 or Early 2885

As the year 2885 arrived, both the Strahl


and Mercenary forces were sending newer and newer
weapons to the front. The PKA series is a typical
example. In July the type G was fielded while the
improved H type was rushed through development
and was already in the fronts by September. It was not
uncommon for new units on both sides to encounter
each other on their first use.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Arrival (1N1801) Reinforcements (4N1900) Off-Board Artillery
Starting on turn 5
Sphinx...........N10010(2)

12 2 2 3 3
(Ld)

MERCENARY ARMY
Initial Arrival (1S1214) Reinforcements (3S) Off-Board Artillery
Starting on turn 1
Type II............S6020(2)

4 6 6 3
(Ld 1 ) (Ld 2 )

SPECIAL RULES VICTORY CONDITIONS


None There are 5 key hexes: a meeting hall in hex 1509; a warehouse, which
spans three hexes (1612, 1711, 1811); and the top of a nearby hill, 2006.
At the end of the game, the person who has units occupying three or more
of those hexes wins. Alternatively, if neither player controls three hexes, or
NUMBER OF TURNS: 10 Turns is tied, the winner is the player that has at least double the number of OGP
points as the other player. Any other condition results in a draw.
(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II

Ma.K.
56
13
SCENARIO GOBLINS COUNTERATTACK 17 February 2886, Eastern Europe

Drive the enemy militia out of the area around


Shannon Village... were the orders given to Faldia Karneldo,
2nd Lieutenant of the Strahl 134th Mechanized Infantry
Regiment. The unit had just been replenished and rearmed
with four bazooka armed Krte, and the subordinates in
the unit had been given five Konrad, with the intention of
bolstering them against the local militia.
MAP N

ENGAGING FORCES
STRAHL TROOPS 134th Mechanized Infantry Regiment

Initial Arrival Reinforcements


(1W) (Arrive on turn 4)
All Konrads start with 2 PFs each.
Experimental plane piloted by Junior
Warrant Officer Walter Nowotony
6 4 4 1 2
(Ld)

MERCENARY ARMY Earth Independence Militia,


Plain Province Troops, Rusk 12th Defensive Group SPECIAL RULES
Initial Deployment For the Mercenary troops, when the Platoon HQ unit is
(Conceal anywhere on ) eliminated, entry to map becomes impossible, and units on
map may only move toward map . The depot is worth 6
points and contains 8 TOS missile reloads (for the Goblin).

3 1 1 For the Strahl Troops, if 2nd Lieutenant Karneldo dies in battle,


(Conceal anywhere on ) it becomes impossible for Strahl Troops to advance North. Each
Pak Krte and Makel carries 2 PF rounds. Taking PFs from
another unit costs 2 movement points, whether 1 or 2 rounds
are taken.

7 2 2 1 2 1
Infantry can start in trucks.
VICTORY CONDITIONS
Reinforcements At the end of the game, if the Mercenary Troops are repelled
(Roll one die on the 3rd turn. On a result of 1~2, from all buildings on the map, or the Strahl O.G.P score is at
enter E, 3~4 enter S, 5~6 enter E) least 10 points higher than the Mercenary Score, it is a Stahl
victory, otherwise it is a Mercenary victory.
8 Total 10 Rounds

NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6


(Strahl player is first player)

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D. II

Ma.K.
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14
SCENARIO ROAD OF FLAME 5 February 2886, North America

Mercenaries soon encircled the Strahl bases located in MAP N


key Canadian cities. When news of these maneuvers
spread, through a newspaper article of only 10 lines,

From 2885, extending through 2886, the it had the damaging effect exceeding 10,000 lines.
Strahl Troops faced a number of unexpected counter In Super Henburke (old Cornwall), the 100th Mechanized Infantry Division was
attack maneuvers from Mercenary Troops in the surrounded, and tried to divide into several forces and break through the encircling
North American colonies. The AFS offered greater net. It was the duty of Lieutenant Colonel Brinkman to break through where the
freedom of movement in the winter snows, and the fortifications were thinnest and escape with the military support unit stationed in
ENGAGING FORCES the city.

STRAHL TROOPS Brinkman Kampfgruppe (100th Army Division 93rd Mechanized Infantry Regiment, Support Echelon rem.
Initial Arrival N.Rocker IIs are equipped with
(1S0914) smoke screens.
Troops under the command PK40s may be taken as an
of Junior Grade Lieutenant alternative to smoke screens.
Giger
12 6 6 3 2 4
(Ld 3 ) (2 are PC)

Reinforcements
(2S0914)
Brinkman Kampfgruppe,
main body
4 4 3 10 2 3 4 2 3
(Ld 2 ) (Ld 1 )

MERCENARY ARMY Pacific Coast Defense Group


Initial Deployment
(Conceal anywhere on )

8 3 1 3 3 3 6 8

(Conceal anywhere on ) SPECIAL RULES


The objective marker of the Strahl troops represents important
support equipment. It counts as a single unit loaded in one of
the trucks (Kraftwagen). It cannot be unloaded. If the Mercenary
army obtains this equipment (has a unit stacked in the same hex
8 3 1 3 3 8 at the end of the game), the Strahl lose 10 O.G.P. (in addition
to the value of the truck). If this is prevented, the Strahl lose 5
O.G.P. Alternatively, if the truck carrying the objective escapes
Reinforcements (Use of these units is optional) from the board through the road of hex 27, Strahl gain 10 O.G.P.
(Available after 3 turns, E)
If deployed: O.G.P. -20 Snow: This area of the Canadian southeast was receiving heavy
snowfall. In order to represent this fact, the movement points of
certain units are reduced, as follows:

2 8 Off-Board Artillery W movement type units, excluding Krte (Type 2 units) 3W


Available after turn 2 C movement type units, excluding Tanks (PzKw, Ravin) 4C
(Available after 6 turns)
If deployed: O.G.P. -10 Type I.......E4214(3)
Type II......E606(1)
VICTORY CONDITIONS
Land Mines The Strahl forces win the moment 100 O.G.P. of units escape
140 Points.....13XX
3 map 5 through hex 27. If this does not happen by the end of
and anywhere on
the game, the victor must have 25 or more points than the
opponent.
NUMBER OF TURNS: 20 Turns (Strahl is first player)
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20 Source: S.F.3.D. II

Ma.K.
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15
SCENARIO AIRPORT RAID August 2885, Japan

While the Mercenaries were usually warry


of attack from Strahl Troops, the urban location
of the airport made that possibility seem less likely.
Unfortunately, the airports cargo and shuttle
maintenance facility made it a primary target for the
unmanned Strahl paratroopers.

MAP N

ENGAGING FORCES SPECIAL RULES


STRAHL TROOPS Treat one of the N.Rocker IIs as manned.
Initial Arrival (Use Airdrop rules [12.2])
The small buildings that lie in the 24XX hex line are
N.Rocker IIs and F-Boot hangars. Each may be attacked and has a defense
are equipped with smoke rating of 5B. If the durability check results in a D,
screens. the aircraft inside that hanger explodes. The Strahl
receive 10 O.G.P. for each D result, once per
building.
6 6 2 3
(PC) The F-Boot must operate as part of a stack.

MERCENARY ARMY
Initial Deployment (Deploy on )
VICTORY CONDITIONS
At the end of the game, the player with a lead of 10
O.G.P. points or more wins. Anything else is a draw.

6 6 4

Reinforcements (After turn 2, up to two units may enter N each turn)

2 2 4 2
(Ld)

NUMBER OF TURNS: 10 Turns


(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II

Ma.K.
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16
SCENARIO TAKE NO PRISONERS

Hasse Wind, 1st Lieutenant (44th AFS


Troop, 24 confirmed kills), killed when shot
through by an F-boot from the right rear. Captain
Dordis McCrea (62nd Guns AFS Company, 18
confirmed kills), killed when he took a direct hit to
the cockpit, at point blank, from a Krachen Vogel.
Major Belnick (a former commander of Rosky,
and a sure bet to achieve 29 confirmed kills) had
furlough coming. Just like the others he had been
targeted for assassination by the Strahl Troops.
Major Roskys team was assigned to stop
the hit squad of enemy unmanned unitsand take
their commander, alive.

MAP
N

ENGAGING FORCES
STRAHL TROOPS 3rd Fall Battlewagon Regiment Post
Initial Deployment
(Deploy on using concealment rules) (Deploy on )

3 4 10 2 2 2
(Ld)

MERCENARY ARMY 90th Company, All Mercenary AFS Independent


Initial Arrival SPECIAL RULES
(1E) F-boot cannot use smoke screens in this scenario.

No more than 10 unmanned units can fire each turn, or


else no Strahl units may move.
12 2 4
(Ld 1)
Use the escaped pilots rule (18.2). However, the Strahl
(Ld 2)
player does not announce whether 2nd Lieutenant Berg
was killed unitl the game ends.
Reinforcements (5E) Off-Board Artillery
Starting with turn 2
Type II......E7012(1)
VICTORY CONDITIONS
The player with the highest O.G.P. total is the victor. 2nd
Lieutenant Berg is worth 10 additional points for this
4 4
scenario.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Mercenary is first player)

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II

Ma.K.
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17
SCENARIO BATTLES LOST AND WON January 2885, West Asia

MAP
A Mercenarys primary concern was meeting the quota of defeated enemies defined by their
N
contract. Success could lead to higher pay or vacation time when it came time for contract renewalin
addition to a distinguished service record.
This sometimes led to priority being given to confirmed kills over sound tactics, particularly with a
force composed of several competing teams


ENGAGING FORCES
STRAHL TROOPS Bishan Pool Garrison (Garudea Battle Group)
Initial Deployment Reinforcements
(Starting turn 6, roll 1d6. On a roll of 1~2, arrive W)
(, 22XX, concealed deployment allowed)
Optionally, the
reinforcements may
arrive combined as
Hornisse, without
needing to roll. This costs
10 O.G.P. and no units
4 4 will carry PFs.
24 12 6 6 20 5 5
(Ld 1) Land Mines Off-Board Artillery
(Ld 2) 100 Points....., Starting with turn 2
Type II............W8015(2)
Type III...........W2006(2)
Each P.K.A., Gustav, and Konrad is carrying 2 PFs. Type IV RM....W806(2)

MERCENARY ARMY mixed units from three different regiments

Initial Arrival
(1E)

First Lieutenant Wreck Garibaldi


15 1 1 2 2 15 4
(Ld 2) (Ld 1)

Reinforcements
(3E) (6E) (9E) (12E)

10 4 1 5 3 2 2 6 4
If deployed, Mercenary
Cpn.HQs arrive in the Trucks.
player loses 10 O.G.P.

SPECIAL RULES VICTORY CONDITIONS


If leader or are killed in action, or if a Cpn.HQ is destroyed, at least 20 The Mercenary Army may win by (1) eliminating 45 enemy units
units must remain idle for one turn. (Hornisse count as one), (2) occupying hex 1706 , the crossing
at 0907 , and the courtyard containing hex 1303, or (3) having
Strahl scores double points for this scenario. 30 O.G.P. more than the enemy at the end of the game. The Strahl
Troops are victorious if they prevent all of these conditions.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Mercenary is first player)

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II

Ma.K.
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18
SCENARIO BREAKTHROUGH STRATEGY October 2885, Asia Minor

The AFS is a high speed fighting unit, capable of


quickly breaking through enemy lines and holding territory, were
the words of 2nd Lieutenant Skinner Doratti, who participated in
the first battle to use AFS, in June 2883. With its increased usage
over two years, the battlefield came to be populated with many
professional engineers and mechanics to maintain the machines,
but victory still came down to the do-or-die spirit of the front line
soldier, as he would say.

MAP N

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment
(Deploy 07XX)

8 8 2

(Deploy on and )

Cpn.HQ starts in the Kraftwagon.


No PFs available.
6 2 1 1
(PC)

MERCENARY ARMY 711th AFS of the Earth Independent Militia, Anatolia Company SPECIAL RULES
Initial Arrival (1W) None
VICTORY CONDITIONS
The Mercenary player is victorious if 40
O.G.P. of units escapes off the east edge
of map by the end of the game. If this is
16 3 4 4 2 prevented, victory goes to the player with
the highest O.G.P. total.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Mercenary is first player)

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II

Ma.K.
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19
SCENARIO HOT SANDS HILL (Hill 91)
May 2885, African West Coast

The heart of Second Lieutenant Conan


was heavy with the loss of so many subordinates
to the unmanned weapons of the Strahl. Bazooka
armed NeuSpotters and the slug-like F-boot were
becoming more common among the Strahl desert
forces; cheaper to station there than a manned unit.
After seeing so many friends fall victim to them, he
vowed revenge.

MAP N
Treat all forest
and pond hexes
as clear.

ENGAGING FORCES SPECIAL RULES


STRAHL TROOPS Base Defense Group 17 With this scenario a special concealment rule is used. The
Strahl troop player does not place concealed units on the
Initial Deployment (Deploy according to the Special Rules) map; their hex location should be recorded and the tokens
set aside. Strahl units that are concealed remain concealed
until they move or attack, hiding under the sand. The infantry
squad is the exception and can be found by the Mercenary
Troop player by using a J40(S). Every turn, during the troop
phase J40(S)s assigned to ground support can be placed
4 8 2 1 on a hex on the map board. If the infantry unit is within that
(PC) hex, or the 6 adjacent hexes, the Strahl Troop player should
announce so, and the unit is revealed.
MERCENARY ARMY company attached to the 331st AFS
Initial Arrival (1N)
VICTORY CONDITIONS
On map board 6, hex number 2205 and the six surrounding
hexes are Hill 91. If the Mercenary troops have 4 units on
the hill at the end of the game, they are victorious. The Strahl
force is victorious if this is prevented.
6 6 4
(Ld)
(Ld)

NUMBER OF TURNS: 10 Turns


(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II

Ma.K.
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20
SCENARIO SKIRMISH (A14 PROLOGUE TO FASEREI)
March 2886, Eastern Europe

The renewed balance of power in local and orbital space was a sign
of a weakening Strahl presence. By the beginning of February 2886, there were
nine satellites over the northern hemisphere, restoring planetary communications
for the Mercenary Army, including Africa and Northern Europe. Just six months
after the defeat of Operation Super Hammer, it was once again possible to
coordinate large forces and put the strength of the Mercenary Army to full use.

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment 16th Satellite Communication Company Defense Corps

18 10 8 6 2 10 6 10 4 6
(Ld 1 ) Except for the Oskar, all units are deployed within 8 hexes of hex (3 are
(Ld 2 ) 2614 on . PFs are available. Oskar deploy anywhere. dummies)

Reinforcements (Arrive on turn 4) MAP N


All PK41 and PKA are combined as Hornisse.
Each PK41 carries 2 PFs.


20 20
(Arrive on any turn after turn 6, through any map edge) SPECIAL RULES
Calling in these forces and how many of them The six object markers of the Strahl troops (which represent
are deployed is optional. These units are satellite communications equipment, as well as three decoys)
deployed in groups of three, with each group of can be placed anywhere on the map board, as long as there
three reducing O.G.P. by 5. is at least three hexes between them.
Reconnaissance: If a Mercenary Troop unit ends its
6 6 movement on an object marker, the player may inspect the
marker.
MERCENARY ARMY
Initial Arrival (Arrive from any map edge)
VICTORY CONDITIONS
Victory is achieved for the Mercenary Army when two non-
decoy object markers are attacked successfully with a result
other than No Effect. The Strahl player achieves victory by
preventing this.
30 15 5 2 6 8
Reinforcements Off-Board Artillery
(Arrive on any turn after turn 3, through any map edge) (Arrive on turn 5) Starting with turn 1
Type II......W,6015(2)
Bringing in these forces is optional, Type III.....W,10010(2)
as well as how many are brought in.
Brining units in is done in groups of
three, with each group of three or
15 6 less reducing O.G.P. by 5. 4

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Mercenary is first player)

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II

Ma.K.
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21
SCENARIO OPERATION FASEREI 18 March 2886, Eastern Europe

MAP
N

A large counterattack of the Mercenary army started on March 18th, at dawn (Operation
Faserei), in order to expel the Strahl Troops from the European regionthe entire Terrestrial
Independent Militia was deployed. The attack was well planned and kept secret, however the
principal base of the Strahl army had been converted into a fortress at the beginning of winter, in
expectation of a major assault.
ENGAGING FORCES
STRAHL TROOPS 16th Armored Mobile Infantry Division
Initial Deployment (Deploy in any building on , and in the building or forest hexes on )

16 8 4 4 3 20 9 8 12 8 7
(Ld 1 ) All Konrads and Gustavs start with 2 PFs each. (PC)
(Ld 2 )
(Ld 3 ) Reinforcements (Arrive on turn 3) (9E) Off-Board Artillery
Starting with turn 1
All PK41 and PKA are Type II............E7030(2)
combined as Hornisse. Type III...........E15010(1)
Each PK41 carries 2 Type IV RM....E6515(3)
PFs.
Land Mines
16 10 10 6 3 280 Points.....distributed on maps
in any non-edge hex

MERCENARY ARMY 2nd Temporary Breakthrough Regiment, Nortung


Initial Arrival
(1W, N)

30 12 6 2 5 6 6 10 10

Reinforcements SPECIAL RULES


(4W, N)
Mercenary reinforcements: Before play begins, the
SAFS Mk II enter as
Mercenary player selects which map side the turn 6
passengers of the
reinforcements arrive. Write down the selection and reveal
12 3 5 8 GreenBuffalo.
the selection when they arrive.
Scoring block hexes: In this scenario, block hexes score
(6N or S)
points for the side that controls that block. Each block is
worth a number of points equal to the number of hexes that
See special rules for are a part of the block. At the end of the game, for each
the arrival method. uncontested block a side controls, it gains O.G.P. equal to
6 2 4 4 the point value of the block.
Off-Board Artillery
Starting with turn 1 VICTORY CONDITIONS
The two D.house firing artillery may be used Type II......W6040(2) The player to acquire at least 20 more O.G.P. points than
as reinforcements, entering from the West Type III.....W1006(1) their opponent is the victor. In all other cases, the game ends
after turn 5. D.house...W45 Each (2) in a draw.

NUMBER OF TURNS: 30 Turns 1 2 3 4 5 6 7 8


(Mercenary is first player)

9 10 11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30 Source: S.F.3.D. II

Ma.K.
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22
SCENARIO FOLLOWING FASEREI After the holocaust
30 April 2886, Southern Ukraine

FASEREI was a success within the


first seven minutes. All initial target points were
occupied, and a panic spread through the Strahl
army that lasted for a week. The front moved three MAP
hundred kilometers, allied damage was negligible,
N
and victory parties celebrated the achievement all
across the Earth. However, the Strahl main force
managed to escape destruction. F. Rashutendolf, now
senior general of the Strahl European forces, sent

fresh troops as reinforcement before the forces were
completely overrun.

ENGAGING FORCES
STRAHL TROOPS 192nd Strahl Army Combat Battalion, main force
Initial Deployment (Deploy on , inside or within 4 hexes of any small building)
All Gustavs
start the
game with 2
PFs each.

8 3 3 1 3 1 1 3 3 2
(PC)
Initial Arrival (1W) 192nd Strahl Army Combat Battalion, remainder Land Mines
100 Points.....distributed on map from 5 to 9
hexes away from any small buildings

7 6 3 5 4 2
(PC)

MERCENARY ARMY
Initial Deployment (Deploy on )

12 12 2 1 4 1 2 2 4 2 1
(Ld1) (Ld2)
Off-Board Artillery Land Mines
Starting with turn 1 280 Points.....distributed on map from 6 to 12 hexes away from any small
D.House....N724 Each (2) buildings

6 2

SPECIAL RULES
None
VICTORY CONDITIONS
The Strahl player claims victory if 13 units (including A and M state units) are still within the starting zones of the main force.
The Mercenary player wins if this is prevented.
NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6
(Strahl is first player)

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D. II

Ma.K.
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23
SCENARIO IN FOG (Es Nebelt)
October 2885, Japan

Environmental conditions often influence


the outcome of battle. Generally, fog has a
detremental effect on troop effectiveness. However,
for the Strahl unmanned units, the fog was heaven.

N
ENGAGING FORCES
MAP
STRAHL TROOPS
Initial Arrival (1E and 1W)

4 3 7

MERCENARY ARMY
Initial Deployment (Deploy on )

6 6 2 3

SPECIAL RULES VICTORY CONDITIONS


All manned weapons (SAFS, Goblin, D.house, Ravin) have a visibility of up to At the end of the game, if the building hexes surrounded
five hexes. However, if a Strahl unit attacks a mercenary unit during the Strahl by roads in the middle of the map board (the 12 hexes
players phase, Mercenary units have visibility of up to six hexes to that Strahl unit including 1108, 1109, through 1709) are not occupied by any
on the following Mercenary phase. Manned weapons also apply a -2 modifier to all Mercenary units, it is a Strahl victory. Otherwise, if the Strahl
attacks, except for close quarters, hand-to-hand, and indirect attacks. is stopped, it is a Mercenary victory.

NUMBER OF TURNS: 10 Turns


(Strahl is first player)

1 2 3 4 5 6 7 8 9 10 Source:
Tactics #27, p. 49

Ma.K.
67
100
SCENARIO SECURE THE BASE (First Round)

Immediately after breaking through the


enemy line, cut off their line of contact to their
base of operations, said the orders of an operation
known ABC Guardian. The objective was a major
troop transportation hub.

ENGAGING FORCES
STRAHL TROOPS MAP N
Initial Deployment (Deploy on )

P.K.A. and Gustavs
start with 2 PFs each.


3 6 6 3

Reinforcements (6N)

4 1

MERCENARY ARMY
Initial Arrival (1S)

8 6 2 4 SPECIAL RULES
None

Reinforcements (4S)

VICTORY CONDITIONS
At the end of the game, the Mercenary wins if
they occupy hexes 0503, 1209, and 2007 on
map board 2. If these conditions are not met,
4 2
the player with the most O.G.P. wins.

NUMBER OF TURNS: 10 Turns


(Mercenary is first player)
Source:
Tactics #25, p. 37
1 2 3 4 5 6 7 8 9 10 Hobby Japan Fest
85 Tournament

Ma.K.
68
101
SCENARIO CONFLICT (Second Round)

A forrest battle can be brutal for both sides.


Poor visibility and short ranges make an ambush all
the more likely.

ENGAGING FORCES
STRAHL TROOPS
Initial Deployment (Deploy first, 19XX) Reinforcements (Arrive turn 6 as Hornisse)
All PK41 and Gustav are combined
as Hornisse.

7 7 3 4 4

MERCENARY ARMY
Initial Deployment (Deploy 09XX)
MAP N

8 2 3 2


Reinforcement 09XX 19XX
(40107)

SPECIAL RULES
2 The PK41 have MG only and do no have other equipment.
For Hornisse in flight, every turn at least 2 units may not
(Arrive on any turn) engage in a ground attack, unless there are only 2 or fewer
left.

4
VICTORY CONDITIONS
The player with the most O.G.P. wins.

NUMBER OF TURNS: 10 Turns


(Mercenary is first player)
Source:
Tactics #25, p. 38
1 2 3 4 5 6 7 8 9 10 Hobby Japan Fest
85 Tournament

Ma.K.
69
102
SCENARIO URBAN ASSAULT (Third Round)

Everyone knows how important


cities are. But those who have experienced
urban combat know it better than most...

ENGAGING FORCES
STRAHL TROOPS MAP N

Initial Deployment (Deploy first, on ) XX11



3 6 4 6 3 3

Reinforcements
(2S) (3S)

3 3 2

(4S)

2 SPECIAL RULES
The Strahl Troops Depot and Object markers are
placed on map board in hexes 0406, 1211,
MERCENARY ARMY 2108.
Initial Deployment (XX11) Reinforcements
(3N) VICTORY CONDITIONS
At the end of the game, the Mercenary wins if
they capture at least two of the three Object
markers. If these conditions are not met, the
Strahl player wins.
16 2 2 6 2 4

NUMBER OF TURNS: 10 Turns


(Mercenary is first player)
Source:
Tactics #25, p. 39
1 2 3 4 5 6 7 8 9 10 Hobby Japan Fest
85 Tournament

Ma.K.
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A
SCENARIO FIRE AT FELSCT Felsct Village
February 2886, Eastern Europe

MAP
N
The Mercenary force forded the river, Rue Koniev, by night to intrude

on the Strahl Troops rear line. The objective was to cut the Strahl supply line, so
the Mercenary commander selected a small Strahl supply base in Felsct Village
as the first target; it would also provide a defensive position from which to operate.
But, as the attack started, it quickly became clear that choice was a mistake.
ENGAGING FORCES
STRAHL TROOPS 53rd Armored Infantry Battalion, 1st and 2nd Squadron
Initial Deployment
(Place on map , within 3 hexes of building or ridge line hexes) Trucks
(Placed on
the road
hexes in the
woods)
11 6 3 4 5 4
Each PK41 is placed in a stack with a PKA or Gustav, and can
be placed outside of the 3 hex restriction. Reinforcements (Arrive on or after turn 5)
(Place anywhere On turns 5 through 11, roll 1 die each
on the map) turn. If the roll is less than 3, one of the
six PK40s arrives. On the 12th turn any
remaining units arrive.
4 2 5 6

MERCENARY ARMY 35th AFS Company SPECIAL RULES


Initial Arrival Reinforcements Movement Restrictions: Until one of the N.Spotter, Krte, N.Rocker
unmanned units have a clear line of sight on a Mercenary unit, the N.Rocker
Attack Group A (1S) SAFS Support Team
cannot be moved.
(Arrive on the edge of
any map, see note)
Defensive Attacks: The range for defensive attacks (against non-adjacent
May arrive units) changes as follows: N.Rocker 4 hexes, Krte 3 hexes.
on any
turn after Trucks: The Arrow Markers is used to represent trucks. Theyre stuck, and
1 6 the fourth, cannot be moved. One is secretly designated as division headquarters. Note
though their which hex on a piece of paper and reveal it at the end of the game. Trucks
Attack Group B Attack Group C 12 arrival is have a defense rating of 2, with a durability rating of B, and are worth 2
(1W) (1N) optional. O.G.P.
Reserve Battalion (Arrive VICTORY CONDITIONS
on the edge of any map) Calculate the points earned by players on both side at the end of the game.
Victory is determined by the difference. Points are calculated as follows.

8 14 Both Forces: Both sides receive O.G.P. for defeated enemy units, excluding
units that have retreated.
Company Headquarters Group
(Arrive with Group A, B, or C) 1 6 Mercenary Forces: If the divisional headquarters truck is destroyed, its
May arrive on turn 15 worth 15 O.G.P. If it is not destroyed and an undamaged Mercenary unit is
or any turn after, if the within two hexes, its worth 25 O.G.P.
SAFS Support Team
has already arrived, and Strahl Forces: If the SAFS Support Team arrives, receive 10 O.G.P. If the
the Strahl Troops are Reserve Battalion arrives, receive 15 OO.G.P.
1 6 winning.
It is a Mercenary victory if the Mercenary O.G.P. total is at least five points
higher than the Strahl, otherwise it is a Strahl victory.
NUMBER OF TURNS: 20 Turns (Mercenary is first player)
1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20 Source:
Tactics #21, p. 25

Ma.K.
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B
SCENARIO TORIFUJIOGRAD 25 December 2884

Christmas 1984 was disastrous. Strahl airborne


troops composed of a heavy tank company invaded the city of
Torifujiograd. The only Mercenary forces present in the city were
students of an army war college, training in the use of the AFS.
Officer candidate Conrad Amzel, and his fellow cadets, would
experience combat for the first time that day.

ENGAGING FORCES
STRAHL TROOPS
Initial Arrival N
(Arrive using airdrop rules, PK40 excluded) MAP

5 5 8 5

MERCENARY ARMY
Initial Arrival Reinforcements (Arrive turn 4,
(Arrive turn 1 on any edge hex) (Arrive turn 3) see special rules)
Two Objective Markers are Dummies.
Place an Objective marker on hexes
0407, 0902, 1312, 2002, 2511.
Markers denote landmark buildings.
12 2 1 5 3 3

SPECIAL RULES VICTORY CONDITIONS


Control N.Rocker: One of the N.Rockers is a Arrival of S.Stalkers: Roll a die for each Both Forces: If all three non-dummy Objective
manned command unit. Secretly select which S.Stalker arriving in the 4th turn. On a roll of 1 markers are not reconned, determine victory
marker represents this unit and write the id or 2, enter on the northern edge. On a 3, enter based on O.G.P. Both sides receive O.G.P. for
number of the token on a piece of paper. If the on the eastern edge. On a 4, 5, or 6, enter on defeated enemy units.
command N.Rocker is destroyed, reveal the the western edge.
paper immediately, and the now unattended Mercenary Forces: For each unit the Strahl
unmanned units suffer the following effects: Retrieval: Starting with the 13th turn, the the player fails to retrieve, receive 5 O.G.P. If the
Strahl Troops attempt to recover their forces. command N.Rocker is still on the board and
Movement point values are reduced: The retrieval vessel arrives in hex 1804 on not recovered, receive 10 O.G.P.
N.Rockers to 7, and N.Spoter to 16. turn 13. To be recovered, a unit must move
adjacent to hex 1804 and roll a die. On a roll Strahl Forces: If all three non-dummy
When retrieving units near the end of the of 1-5 (Type II units add +1 to this roll), the unit Objective markers are reconned, it is a Strahl
game, retrieving fails on a result of 5 and 6. is collected successfully, and removed from victory.
the map. If collection fails, for a unit, no further
Reconnaissance: Each NeuSpotter may units can be collected that turn. Retrieval is
scout an Objective by spending 10 movement determined at the end of the Strahl phase. The
points in the same hex as an Objective Mercenary player may not attack the retrieval
marker. Each NeuSpotter may do this for a vessel. A unit that fails to be collected may be
single Objective. To successfully complete collected on subsequent turns.
the reconnaissance, the N.Spotter must be
collected by the retrieval vessel.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Strahl is first player)

Source:
6 7 8 9 10 11 12 13 14 15 Tactics #21, p. 26

Ma.K.
72
C
SCENARIO FIRST FIGHT (Siege of New Canberra)
Sunday, 9 June 2884

The morning of June 9th, Mercenary


Armys 14th Armored Pursuit Regiment, led
by Captain Julie Groholtz, received orders
from regimental command, Hold your current
position. While unsure of was going on, the
orders were spread through the ranks and they
waited. Despite the occupation of New Canberra
and being on the verge of victory, the outcome
was about to change with the first assault by a
new model of unmanned tank known as the
Nutcracker.

MAP
N

ENGAGING FORCES
STRAHL TROOPS MERCENARY ARMY
Initial Deployment (Deploy on , so that there is no Initial Deployment
clear line of sight to or from any Mercenary Army units) (Deploy first, XX03 or anywhere on )

12 16 30 2

SPECIAL RULES VICTORY CONDITIONS


The Strahl N.Rocker must first advance to column XX06 on map . Both Forces: Both sides receive O.G.P. for defeated enemy units, excluding
This is due to how their AI and remote control is currently configured. units that have retreated.
In addition, whenever a N.Rocker is destroyed, roll one die. If the
result is a 1 or 2, the N.Rocker no longer needs to advance to map Mercenary Forces: Each turn after turn 5, if a Mercenary unit remains on
, and any N.Rocker that is in map must immediately move west map that is not damaged (not disabled or immobilized) receive four O.G.P.
to map . This represents maneuvers programmed by the Strahl This is a single bonus, the exact number of units is irrelevant.
Troops.
The victor is the player with the most O.G.P.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5


(Strahl is first player)

6 7 8 9 10 11 12 13 14 15 Source:
Tactics #21, p. 27

Ma.K.
73
SCENARIO
TCI 1
OPERATION: SEARCH PARTY

A German frontal assault upon the area HQ ,


which has recently been reinforced by two platoons of
S.A.F.S.s.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment
(Arrive combined as Hornisse) (Arrive on any single map edge on any single turn)

18 15 3 2 8

THE AUSTRALIANS
Initial Deployment (Deploy on ) SPECIAL RULES
None

11 1 2 6 5
Three of the five Objective markers are dummies. The five object counters
must be set up in buildings. Each object counter must be within 3 hexes
of at least one other object counter.

VICTORY CONDITIONS
The five object counters must be set up in buildings. Each
object counter must be within 3 hexes of at least one other
object counter . Victory Conditions: The germans must destroy
both 0 object counters. The Australians are to prevent this.

NUMBER OF TURNS: 10 Turns

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.
TCI Edition

Ma.K.
74
SCENARIO
TCI 2
RESCUE 34th A.F.S. PLATOON

The 34th A.F.S. platoon is caught by surprise


during a rest break and is completely surrounded. The
48th New South Wales Guard are sent in to break
through and rescue the 34th.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment
(Arrive 1E, or deploy in the buildings of the block that contains 2404)

Aerial units may be equipped with four extra weapons.

8 3 4 12 2 4

THE AUSTRALIANS
SPECIAL RULES
Initial Deployment None
(Deploy within the block that contains hex 2006)

10 3 1

VICTORY CONDITIONS
Reinforcements
(2W) The Australians must move 5 A.F.S. off the west edge of the map.
These units may not leave until turn 5. The Germans must stop this.

11 3

NUMBER OF TURNS: 10 Turns

Source: S.F.3.D.
1 2 3 4 5 6 7 8 9 10 TCI Edition

Ma.K.
75
SCENARIO
TCI 3
OPERATION: FAST TRACK

An assault upon a weak flank by the City of


Darwin Yoemanry is not the complete surprise expected
by the Australian Command.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment (04XX)

Two of the three Objective markes are dummies.

16 8 4 3

THE AUSTRALIANS SPECIAL RULES


Initial Deployment (1W0107)
None

10 10 VICTORY CONDITIONS
The Australians must exit two units off the board via hex column
27XX, or destroy the German Object counter. The Germans must
Reinforcements (Arrive turn 4) stop this.
Starting with turn 4, roll 1 die at the beginning of the turn.
If the result is a 1, reinforcements arrive, and no further
rolls are necessary.

NUMBER OF TURNS: 12 Turns 1 2


(Australians get initiative on turn 1)

3 4 5 6 7 8 9 10 11 12 Source: S.F.3.D.
TCI Edition

Ma.K.
76
SCENARIO
TCI 4
BATTLE OF McCORMICKS RIVER

The front line had stabalized and strengthened.


Major Ed Mad man McCormick decided to attempt to
break the local stalemate by crushing the German line.

MAP
N

ENGAGING FORCES
THE GERMANS
Initial Deployment River Garrison
(Deploy on ) (Any hexes north of the river [see special rules])

16 8 4 6 6 2 2 6

THE AUSTRALIANS
Initial Arrival (Any hexes south of the river) SPECIAL RULES
River: The road on map 2 is regarded as a river. Where paths cross the
river (hexes 0807, 1607, and 2007) are bridges. Spotters are not needed
for the Sphinx to fire indirectly as far as the river hexes. If a hover unit
becomes immobilized while over the river, it is eliminated.

10 10 2 8 6 Retreat: German units may escape off the north board edge. The
Two Falke are equipped with bombs. Australians get half the victory points for these units.

VICTORY CONDITIONS
Standard victory points. One side must have 6 or more victory points,
otherwise it is a draw.

NUMBER OF TURNS: 8 Turns


(Australians get initiative on turn 1)

1 2 3 4 5 6 7 8 Source: S.F.3.D.
TCI Edition

Ma.K.
77
SCENARIO
TCI 5
OPERATION SUPER HAMMER (Part 1)

Australian command begins a daring move.


A direct assault to relieve the siege of New Canberra.
The main body of the 3rd Mechanized division met the
encamped 25th Panzer Group.

MAP
N

ENGAGING FORCES
THE GERMANS THE AUSTRALIANS
Initial Deployment (Deploy in the forest that contains Initial Arrival (1S)
hex 2008 or in the building containing hex 1607.)

16 20 4 10 12
4 6 6 20 10
(Two Krte Reinforcements
may set up (Arrive on turn 3) (Arrive on turn 5)
anywhere
on )

8 6 4 2

Reinforcements 4 2 4
(3N)

SPECIAL RULES
None
6 2
(5N) VICTORY CONDITIONS
Standard Victory points. Higher total wins.

2 6 8 2

NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D.
TCI Edition

Ma.K.
78
SCENARIO
TCI 6
OPERATION SUPER HAMMER (Part 2)

The 3rd Mechanized, after a bloody exchange,


began to fall back into more favorable defensive terrain.
When their relief arrived, the Australian withdrawl
turned into a German nightmare.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment Reinforcements
(17XX and 25XX) (Arrive on turn 1, see Special Rules)

10 16 6 8 4 8 8 2

THE AUSTRALIANS
Initial Deployment (06XX and 13XX)
SPECIAL RULES
The Nutrockers, on turn one, may appear (land) on any
unoccuppided hex on . They may take no action on their first
turn on the ground.

6 10 2 4

VICTORY CONDITIONS
Reinforcements (4W)
Standard Victory points.

4 4

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

Source: S.F.3.D.
6 7 8 9 10 11 12 13 14 15 TCI Edition

Ma.K.
79
SCENARIO
TCI 7
BREAKTHROUGH AT NEW CANBERRA

Meanwhile, east of the city, a small armor unit


sucessfully broke through to the city.

MAP Mercenary N
Advance

ENGAGING FORCES
THE GERMANS THE AUSTRALIANS
Initial Deployment (Deploy on ) Initial Arrival (1E)

8 4 1 8 12 4
(Deploy on or within 2 hexes of the building on )
Reinforcements (3E)

8 4 1 4 4
4

SPECIAL RULES
1 None

Reinforcements (3W)
VICTORY CONDITIONS
Standard Victory Points. If there are no German units on map 3 by the
end of the game, the Australians get double the victory points.
2

NUMBER OF TURNS: 12 Turns 1 2

3 4 5 6 7 8 9 10 11 12 Source: S.F.3.D.
TCI Edition

Ma.K.
80
SCENARIO
TCI 8
HOLD OUT!

Supplies and Relief for New Canberra are


on the way, but so are the German reinforcements.

MAP

N Group 1
} 4 hexes


} 4 hexes

Group 2

ENGAGING FORCES
THE GERMANS
Initial Arrival (Enter as two groups)
Group 1 (1E) Group 2 (1S)

4 12 4 4 6 16 4

THE AUSTRALIANS
Initial Deployment
(Deploy anywhere, except within 4 hexes, including partial SPECIAL RULES
hexes, of the east edge of and the south edge of ) None

16 6 10 2 3 VICTORY CONDITIONS
If the Austarlians still have men on by the end of the game, they
win. The Germans must stop this.

NUMBER OF TURNS: 14 Turns 1 2 3 4

Source: S.F.3.D.
5 6 7 8 9 10 11 12 13 14 TCI Edition

Ma.K.
81
SCENARIO
TCI 9
ASSAULT NEW CANBERRA SUPPLY STOREHOUSE

The Australians were slowly taking New


Canberra, but the German resistance could not be
stopped, unless the supplies from outside the city were
stopped.

MAP
N

ENGAGING FORCES
THE GERMANS
Initial Deployment Reinforcements
(Deploy on map ) (Combined as Hornisse) (Combined as Hornisse)

10 2 8 8 8 8 1 1

THE AUSTRALIANS
Initial Arrival (1N) SPECIAL RULES
None

16 6 6 2 2
VICTORY CONDITIONS
Standard Victory Points. If one side is the only side that has units in
Reinforcements the building on map 3, that side gets 4 Victory points.

NUMBER OF TURNS: 10 Turns

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.
TCI Edition

Ma.K.
82
SCENARIO
TCI 10
BATTLE OF NEW CANBERRA

January 11, 2885: The German forces in


New Canberra defend their last supply source in the
city, a group of Military warehouses. After the loss of
this supply center, German Command was forced to
withdraw from New Canberra.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment Reinforcements (Arrive turn 2) (Arrive turn 3)
(Deploy in city block hexes (S0914 and S1714)
that include 1309 and 1312)

3 6 4 4
(Arrive turn 4) (Arrive turn 5) (Arrive turn 6)
16

6 6 1 4 2 6

THE AUSTRALIANS
Initial Deployment Reinforcements (Arrive turn 1) (Arrive turn 2)
(Deploy in any hex other than (N0201 and N2301)
the city block hexes that
include 1309 and 1312)

11 2 4
(Arrive turn 3) (Arrive turn 4) (Arrive turn 5)

10 4

4 4 4 2 1 6

SPECIAL RULES VICTORY CONDITIONS


None A building is controlled by a player if the player is the only player with troops
in the building. The winner of this scenario is the player who controls both
NUMBER OF TURNS: 10 Turns building 1309 and 1312. Other wise it is a draw.

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D.
TCI Edition

Ma.K.
83
SCENARIO
TCI 11
FLARE FURMER

A German Infantry platoon is escorting


supplies through a rear area when it is attacked by a
small breakthrough force.

MAP N

ENGAGING FORCES
THE GERMANS SPECIAL RULES
Initial Deployment (Arrive on the road containing hex 0914. All of Off-Board Artillery
the infantry and the three depots must start in the trucks. The depots may Starting on turn 8 None
not leave the truck, and count for one infantry squad when in trucks.) Type I.............S604(4)
(See special rules)

10 7 3 1 3 6

THE AUSTRALIANS
Initial Arrival Reinforcements Land Mines VICTORY CONDITIONS
(1N1600) (3N) 30 Points.......Place on any The German player must get two of the
non-road hex depot trucks off the east edge of the map. If
the german player fails in this, the german
player must destroy 2 times the VP in
enemy units than it loses. The Australians
must stop this, and may retreat off of the
14 2 3 north edge.

NUMBER OF TURNS: 8 Turns

1 2 3 4 5 6 7 8 Source: S.F.3.D. II
TCI Edition

Ma.K.
84
SCENARIO
TCI 12
FIRE FIGHT

This is a typical firefight between units during


the Australian conflict.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Arrival Reinforcements Off-Board Artillery
(1N1801) (4N1900) Starting on turn 5
Sphinx (16R120)
......................N10010(2)

12 2 2 3 3
(PC)

THE AUSTRALIANS
Initial Arrival Reinforcements Off-Board Artillery
(1S1214) (3S) Starting on turn 1
Type II............S6020(2)

4 6 6 3

SPECIAL RULES VICTORY CONDITIONS


None To win, at the end of the turn, one player must control three of hexes 1509,
1612, 1711, 1811, 2209. This scenario is a draw otherwise.

NUMBER OF TURNS: 10 Turns

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II
TCI Edition

Ma.K.
85
SCENARIO
TCI 13
MILITIA HOLDS THE LINE

The 12th Militia attempts to fend off the


assault of the 134th Armored Regiment.

MAP N

ENGAGING FORCES
THE GERMANS

Initial Arrival Reinforcements


(1W) (Arrive on turn 4)
All Konrads start with 2 PFs each.

6 4 4 1 2
(PC)

THE AUSTRALIANS
Initial Deployment SPECIAL RULES
(Deploy on ) Each Pak Krte and Makel have 2 PFs stored. A Konrad must
spend 2 MPs to get them.

If the Australian Platoon HQ is destroyed, all infantry on map


must retreat to map . The Depot is worth 6 VP.

3 1 1
(Place anywhere on )

7 2 2 1 2 1
VICTORY CONDITIONS
Reinforcements High VP total wins.
(Roll one die on the 3rd turn. On a result of 1~2,
enter E, 3~4 enter S, 5~6 enter E)

NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D. II
TCI Edition

Ma.K.
86
SCENARIO
TCI 14
CANADIAN INVASION

N
Because of the victories of the Rebel Mercenaries, many of MAP
the new colonies began to think of rebellion. In order to stop this, The
German command started an invasion of Canada, the most rebellious
of the colonies. As usual, the Australians were already there.

ENGAGING FORCES
THE GERMANS
Initial Arrival
(1S0914)

12 6 6 3 2 4
(2 are PC)

Reinforcements
(2S0914)

4 4 3 10 2 3 4 2 3

THE AUSTRALIANS
Initial Deployment
(Deploy on )

8 3 1 3 3 3 6 8

(Deploy on ) SPECIAL RULES


One object counter may be carried per truck. Each truck
retreated off of east edge of map 5 is worth 10 VP.

The entire map is snow-covered. All W types, except Krote,


8 3 1 3 3 8 have 3 MP, all C types, except Green Buffalo, Ravin, and PzKw
182, have 4 MP.

Reinforcements
(3E)
Optional, if deployed lose 20 VP

VICTORY CONDITIONS
2 8 Off-Board Artillery The Germans win if they retreat 100 VP off of the east edge of
Available starting turn 2
(Arrive turn 6) the map, or if they are ahead of the Australians by 25 VPs.
Optional, if deployed Type I.......E4214(3)
lose 10 VP Type II......E606(1)
Land Mines
140 Points.....13XX
3 and anywhere on

NUMBER OF TURNS: 20 Turns


1 2 3 4 5 6 7 8 9 10

11 12 13 14 15 16 17 18 19 20 Source: S.F.3.D. II
TCI Edition

Ma.K.
87
SCENARIO
TCI 15
AIRBORNE RAID

The 18th Airborne was dropped behind the


lines in order to raid McCormick Airbase.

MAP N

ENGAGING FORCES SPECIAL RULES


THE GERMANS German group 1 is airdropped into the area. They
Initial Arrival (Airdrop, see Special Rules) may be placed anywhere on the map that they are
able to enter, and may not fire on the same turn
N.Rocker IIs and F-Boot that they land.
are equipped with smoke
screens. The six buildings on hexrow 24XX are hangers.
They have a defense of 5, and must be empty
to attack. If they are hit, they are automatically
6 6 2 3 destroyed. The German player gets 10 VP each.

THE AUSTRALIANS
Initial Deployment
(Deploy on )
VICTORY CONDITIONS
The winner of this scenario is the player who has 10
more VP than the opponent.

6 6 4

Reinforcements
(Starting turn 2, up to two units may arrive N each turn)

2 2 4 2

NUMBER OF TURNS: 10 Turns

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II
TCI Edition

Ma.K.
88
SCENARIO
TCI 16
THE RESCUE OF MAJOR PIERCE

Major Pierce, commander of the 44th


A.F.S. Battalion, was captured in a surprise attack
on the 44ths base. The 90th All Mercenary
company went in for a rescue.

MAP
N

ENGAGING FORCES
THE GERMANS
Initial Deployment
(Deploy on ) (Deploy on )
The F-Boot are not
equipped with smoke.

3 4 10 2 2 2

THE AUSTRALIANS
Initial Arrival
SPECIAL RULES
(1E) Any Australian unit that moves into the hex containing
the POW may pick up the POW. If the unit carrying the
POW is Destroyed, The POW is killed. The Australians
get 10 VP for the POW. The German player may not
move or kill the pow.

12 2 4 (Note: Our play testers noticed that the POW was


worth very few VP, and recommended that he be worth
30 VP, and not be killable, instead abandoned - KH.)
Reinforcements (5E) Off-Board Artillery
Starting with turn 2
Type II......E7012(1)
VICTORY CONDITIONS
The higher VP total wins. This scenario lasts 15 turns.

4 4

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II
TCI Edition

Ma.K.
89
SCENARIO
TCI 17
BATTLES WON AND LOST

MAP
N
The city of Bedford became the sight of one of the
bloodiest battles of the war. The Germans dug in, and the
Australians dug them out.

ENGAGING FORCES
THE GERMANS
Initial Deployment Reinforcements Before this group
(May arrive turn 6, see note) arrives, roll one die. On
(22XX) 1-2, the Konrads are
not accompanied by the
Hornisse, and enter on
the west edge of map .
If German group 2
enters the game, the
4 4 player loses 10 VP.
24 12 6 6 20 5 5
Land Mines Off-Board Artillery
100 Points....., Starting with turn 2
Type II............W8015(2)
Type III...........W2006(2)
Each P.K.A., Gustav, and Konrad is carrying 2 PFs. Type IV RM....W806(2)

THE AUSTRALIANS
Initial Arrival
(1E)

15 1 1 2 2 15 4

Reinforcements
(3E) (6E) (9E) (12E)

10 4 1 5 3 2 2 6 4

SPECIAL RULES VICTORY CONDITIONS


None The buildings containing hex 1106 on map 7 and hex 1307 on map 1
are worth 30 VP each if one player is the only player with units in the
building. High VP total is the winner.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II
TCI Edition

Ma.K.
90
SCENARIO
TCI 18
STOP THEM AT COLONIER

The 7llth A.F.S. Battalion began moving toward La


Grange spaceport, where mercenary units were collecting for an
assault. The city of Colonier was ordered to stop the 7l1th.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment
(07XX)

8 8 2

(Deploy on )

6 2 1 1
(PC)

THE AUSTRALIANS SPECIAL RULES


Initial Arrival (1W Arrival) None

VICTORY CONDITIONS
The Australians must retreat 40 VP worth
of units off of the east edge of the board,
16 3 4 4 2 or gain 2 time the VP of the German
player. The German player must stop this.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II
TCI Edition

Ma.K.
91
SCENARIO
TCI 19
HILL 91

Hill 91 was a high-point occupied by the


controller of the 17th Automated Company. The
331 AFS Company was ordered to take the hill.

MAP N

ENGAGING FORCES SPECIAL RULES


THE GERMANS None
Initial Deployment (Deploy on )

4 8 2 1
(PC)

THE AUSTRALIANS VICTORY CONDITIONS


Initial Arrival (1N) The Australians win if they have a unit on the hill, Hex 2205,
map 6 at the end of the game.

6 6 4

NUMBER OF TURNS: 10 Turns

1 2 3 4 5 6 7 8 9 10 Source: S.F.3.D. II
TCI Edition

Ma.K.
92
SCENARIO
TCI 20
PROLOGUE TO FASEREI

One of the opening battles of Operation Faserei, the final resistance of


the now cut-off German invasion force in Canada.

ENGAGING FORCES
THE GERMANS
Initial Deployment (11XX)

18 10 8 6 2 10 6 10 4 6
(3 are
dummies)

Reinforcements (Arrive turn 4) MAP N


All PK41 and PKA are combined as Hornisse.


20 20
(May arrive turn 6, airdrop, see note) SPECIAL RULES
These units may be placed anywhere it is Each real object destroyed is worth 15 VP.
possible for them to enter. These units may not
fire on the turn they are placed.
The player loses 5 VP if these are used.
6 6

THE AUSTRALIANS
Initial Arrival (Deploy on )
VICTORY CONDITIONS
The highest VP wins.

30 15 5 2 6 8
Reinforcements Off-Board Artillery
(3W, see note) (Arrive on turn 5) Starting with turn 1
Type II......W,6015(2)
The player loses 5 VP if these are Type III.....W,10010(2)
used.

15 6 4

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

6 7 8 9 10 11 12 13 14 15 Source: S.F.3.D. II
TCI Edition

Ma.K.
93
SCENARIO
TCI 21
OPERATION FASEREI
MAP N


The German invasion force had pulled back into the
Alberta area. They were surrounded and attacked.

ENGAGING FORCES
THE GERMANS
Initial Deployment (Any building on )

16 8 4 4 3 20 9 8 12 8 7
(3 are PC) All Konrads and Gustavs start with 2 PFs each.

Reinforcements (Arrive on turn 3) (9E) Off-Board Artillery


Starting with turn 1
All PK41 and PKA are Type II............E7030(2)
combined as Hornisse. Type III...........E15010(1)
Each PK41 carries 2 Type IV RM....E6515(3)
PFs.
Land Mines
16 10 10 6 3 280 Points.....distributed on maps
in any non-edge hex

THE AUSTRALIANS
Initial Arrival
(1W or N)

30 12 6 2 5 6 6 10 10

Reinforcements SPECIAL RULES


(4W or N)
If there are no mobile German ground units on any of the
boards at the end of the game, the Australian player gets 20
VP. The Germans may retreat units off of the East edge of
12 3 5 8 the map.
(6N or S)

6 2 4 4
Off-Board Artillery
Starting with turn 1 VICTORY CONDITIONS
The two D.house firing artillery may be used Type II......W6040(2) To win this scenario, a player must have 20 more VP than
as reinforcements, entering from the West Type III.....W1006(1) their opponent.
after turn 5. D.house...W45(2)

NUMBER OF TURNS: 30 Turns 1 2 3 4 5 6 7 8

9 10 11 12 13 14 15 16 17 18 19 20

21 22 23 24 25 26 27 28 29 30 Source: S.F.3.D. II
TCI Edition

Ma.K.
94
SCENARIO
TCI 22
AFTER THE HOLOCAUST

The 192 Panzer Company, one of the few


units left relatively intact, had been chased across
Canada into Ontario. While waiting for their ship, MAP
their camp was attacked. The scouts of the 192
N
returned, to find the enemy dug in.


ENGAGING FORCES
THE GERMANS
Initial Deployment (Deploy on )
All Gustavs
start the
game with 2
PFs each.

8 3 3 1 3 1 1 3 3 2
(PC)
Initial Arrival (1W) Land Mines
100 Points.....distributed on map

7 6 3 5 4 2
(PC)

THE AUSTRALIANS
Initial Deployment (Deploy on )

12 12 2 1 4 1 2 2 4 2 1
Both the Company HQ and the Schenkel are Company HQs, and both
must be destroyed before the effects of destruction of a HQ occur.
Off-Board Artillery Land Mines
Starting with turn 1 240 Points.....distributed on map
6 2 D.House....N724(2)

SPECIAL RULES
On turn 13, the Germans may begin to retreat units off of the east edge of map 5. Any units that leave the map before then, or any German units
left on the map after turn 16 are considered destroyed by the Australian player, and count for VP.

VICTORY CONDITIONS
The winner is the player with the most VP.

NUMBER OF TURNS: 16 Turns 1 2 3 4 5 6

7 8 9 10 11 12 13 14 15 16 Source: S.F.3.D. II
TCI Edition

Ma.K.
95
SCENARIO
X1
THE HOMESTEAD Late 2884

Whilst the SDR was the aggressor in the war, and while all the Australian land owners supported the use of Mercenary
troops to get of them, that didnt mean that the Mercenaries had the support of all the people. To some, they were just another
bunch of ruffians, and the fact that a portion of the Mercenaries were criminals didnt help much.

So to try and dispel this attitude, the Mercenaries made sure that a lot of their actions were seen as selfish acts of
heroism, regardless of what actually happened.

This scenario depicts such an action. An SDR patrol has made a break stop in a local home owners dwellers, and, in
what would become a good publicity stunt, a nearby group of Mercenaries has decided to intervene.

MAP

ENGAGING FORCES
THE GERMANS SPECIAL RULES
Initial Deployment (The PK41s have landed and the PKA are None
detatched. Deploy anywhere within 3 hexes of
the building. PK41s must be places 1 per hex,
at least 2 hexes from the building.)

8 8

MERCENARY ARMY VICTORY CONDITIONS


Initial Arrival (Deploy on any edge. All S.Stalkers must be grouped At the end of the game, whoever is in possession of the
together, and all AFS must be grouped together.) building (having at least one unit in it) wins. If both sides has
a unit within the building, then it is a draw.

x4 6

NUMBER OF TURNS: 8 Turns

1 2 3 4 5 6 7 8 Source: Fan
Expansion

Ma.K.
96
SCENARIO
x2
Ambush! Late January 2885

With the SDR in retreat from New Canberra, the Mercenaries took every opportunity to harass them as they went.
Sometimes they even got to try out some new equipment too...

The scenario depicts a scouting-inforce unit of the SDR which stumbles into a Mercenary ambush, which will prove
costly.

MAP N

ENGAGING FORCES
THE GERMANS
Initial Deployment (Deploy first, on , south of the road and trail Reinforcements
which passes through hex 07) (See Special Rules)

All Gustavs
start the
game with 2
PFs each.
6 4 4 10 2 6

SPECIAL RULES
On any turn that a Raccoon is not employing ECM, the
Germans will automatically call for reinforcements (group
MERCENARY ARMY 2), which will appear on the following turn, regardless of
Initial Arrival whether ECM has begun again. If not using the Electronic
(Deploy on ) Warfare rules, the trigger is the destruction of the Raccoons.

VICTORY CONDITIONS
x2 10 10 The German player must get at least 4 units off the northern
side of map 2, and the Australian player must prevent this.

NUMBER OF TURNS: 12 Turns 1 2

3 4 5 6 7 8 9 10 11 12 Source: Fan
Expansion

Ma.K.
97
Artillery Request Record Sheet
Turn of Type of Target Map Target Hex Type of Number of Result / Notes
Request Request Number Number Round Rounds

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e
ATTACK MODIFIERS ATTACK MODIFIERS ARMOR ENDURANCE DOG-FIGHT RESOLUTION
Movement Attack
Symbol Modifiers Modifiers Line of Ele-
Name Sight vation
W C H L G,R(Bmb) PF MG Close Quarters (0 hexes) Roll A B C Roll 0 +1~2 +3~4 +5~8 +9~
Excluding anti-air attacks. 2 or less D D D 1 2 / 4 4 / 5 2 / 6 2 / 8 2/9
Clear 1 1 1 0 Type 1 Attacking +2 3 D D D 2 2 / 2 2 / 4 2 / 4 2 / 6 0/7
Type 2 Attacking -1 4 D D D 3 0 / 2 0 / 3 4 / 4 0 / 4 0/6
Excluding Jerry, Goblin, 5 D D D 4 2 / 0 0 / 2 0 / 3 0 / 3 0/5
Rough 2 2 3 -1 0 Gladiator, F-boot, and Kfer. 6 A A D 5 2 / 2 2 / 3 0 / 2 0 / 2 0/4
Inf Type Attacking +2 7 M M D 6 4 / 2 4 / 2 3 / 4 4 / 3 4/3
Forest 2 3 3 -2 -1 -1 -1 BLOCKED 0 8 M M A
Number on the left Number on the right
Indirect Attack -3 9 A M Loss to the larger force Loss to the smaller force
10 M
Target Immobilized (M) +2
#/#
Ridge +1 +1 +2 -2 -1 See (6.1.3) 0.5
11
Ground to Air Attack -2 Select units based on dog-fight rating.
Type I units (b)
12 or more The total value of units selected should be as close as
entering the Air to Ground Attack 0
Building building only
1 -2 -1 -2 -1 BLOCKED 1 possible to, but not exceed the loss #.
(a) Attacking at Night D = Destroyed
A = Armament Disabled
This modifier only applies to
M = Immobilized (Example) A Falke (dog-fight rating 4) is not subject to loss if
manned and Inf Type units
Road = No Effect the loss result is 3 or less. If the loss result is anywhere from
0 hexes 0
4 to 7, only one unit is lost.
1 to 4 hexes -1 Damaged air units retreat and are removed.
Trail 1 1 1 5 or more hexes -2 Hornisse may land within 5 hexes.
If the attack roll result is a natural 2 (one
Attacking through Smoke on both die) the durability result is an
River 3 -2 0 Laser -5 automatic D.
Missile (R, Bmb) -5 For Rocket (R) attacks, units in adjacent
(b) units receive a +2 modifier to the armor
Roll two dice against the target determined by the request type.
Others -4
Crossing 2 2 2 -2 0 endurance roll.
(Results)
1
N 1. If the result is less than the target number,
Lake 2 -2 0 ARTILLERY DEVIATION 6 2
Target the attack impacts in the target hex.
Hex
(b)
Sm. Building Request Type Target Number 2. If the result is 1 or 2 more than the target
(occupies 3 1 2 3 -1 -1 -2 -1 BLOCKED 1 5 3 number, the attack impacts an adjacent
hexes or less) (a) a 10 hex. Roll 1 die to determine the impacted
4 hex.
b 9
Hill +2 +3 +3 BLOCKED 1 c 8
(c) 3. If the result is 3 or more than the target number, the attempt to request artillery
d 7 support has failed. No round was fired and the ammunition is not spent.
(b)
e 6
Wall +1 +1 +1 -1 -1 -1 -1 See (6.1.3) 0.5

(a). Type 1 units may enter buildings. Type 2 units are considered to be outside
the building, and subject to the terrain the building is in.
SMOKE SCREEN EQUIPMENT (MERCENARY ARMY)
(b). Infantry Charges cannot traverse this terrain.

(c). This modifier applies only when entering a hill from a lower elevation.
S.F.3.D
O R I G I N A L
D.house
Uses

Range (Hexes)
0
Uses Per Turn
1
Green Buffalo 2 1 2
ARTILLERY EFFICIENCY (MERCENARY ARMY) Sdh233/232 2 1 2
Type Attack Power Range Point Value Schenkel 3 2 3
(Impact Hex) (1 Hex) (2 Hexes) (Hexes) (per shot) Ravin 2 1 2
I. R 10 8 90 1 A unit equiped with smoke can only generate smoke a number of times during a scenario equal to the Uses value.
II. R 14 10 120 2 For the D.house, it uses its engine to generate smoke, giving it an infinite () number of uses during a scenario. Each subsequent
III. R 20 14 8 260 3 round producing smoke, the range of the smoke can be increased by 1.
UNIT STATISTICS - WEAPON EFFICIENCY AND RANGE
Attack Range Defense Movement Type Stack Ammunition Special Point Number Attack Over Range
Weapon Durability Points Rules Value In Game 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AFS (Mk II) 8 L 8 2 B 5W I 1 2 30 9 9 8 8 8 8 8 8
AFS(S) 8 L 8 3 B 5W I 1 3 3 9 9 8 8 8 8 8 8
SAFS (Mk I) 11 L 8 3 B 5W I 1 3 30 12 12 11 11 11 11 11 11
SAFS Mk II 11 L 8 3 B 5W(12B) I 1 4 12 12 12 11 11 11 11 11 11
Racoon (SAFS R) 3 B 5W I 1 [19.5] 4 2
Goblin (HAFS) 11 L 8 3 B 4W II 1 TOSx3 4 12 12 12 11 11 11 11 11 11
Goblin TOS 10 R 30 11 11 10 10 10 10 10 10 9 9 9 9 8 8 8 8 7 *
Jerry (HAFS) 8 L 8 2 B 4W II 1 3 15 9 9 8 8 8 8 8 8
Gladiator (HAFS) 10 R 30 5 B 5W II 1 (Fixed)Rx3 4 6 11 11 10 10 10 10 10 10 9 9 9 9 8 8 8 8 7 *
D.house (Y615) 11 L 10 4 A 6C II 2 15R100x4 Smk 6 10 12 12 11 11 11 11 11 11 10 10
D.house R 15 R 100 15 15 15 15 15 15 15 15 14 14 14 14 13 13 13 13 13 *
Green Buffalo 12 L 10 4 A 5C II 2 Smk [13.1] 5 3 13 13 12 12 12 12 12 12 11 11
S.Stalker (Sdh222F) 6 L 8 1 C 8H II 2 Smk 2 10 7 7 6 6 6 6 6 6
S.Stalker (Sdh232M) 6 L 8 2 C 8H II 2 Smk 2 8 7 7 6 6 6 6 6 6
Ravin 7 L 8 4 B 6C II 2 Smk 4 12 8 8 7 7 7 7 7 7
Schenkel (Udk.38) 7 L 10 4 C 2W II 2 Smk 3 5 8 8 7 7 7 7 7 7 6 6
Seduce 5 L 8 2 C 7C II 2 2 8 6 6 5 5 5 5 5 5
Truck 1 C 7C II 2 1 10
Inf (Infantry) SQ 7 MG 4 5 B (1) Inf 2 4 20 7 6 5 4
Plt (Platoon) HQ 7 MG 4 4 B (1) Inf 2 [17.1.2] 4 20 7 6 5 4
Cpn (Company) HQ 7 MG 4 4 B (1) Inf 2 [17.1.2] 4 20 7 6 5 4
Eng (Engineer) SQ 7 MG 4 5 B (1) Inf 2 [14.4] 4 20 7 6 5 4
AAR (Anti-AFS) SQ 7 L 7 3 A (1) Inf 2 [14.4] (a) 4 20 8 8 7 7 7 7 6
Falke 10 MG 4 A 4F III 1 4 15
Falke II 13 MG 4 A 4F III 1 4 3
J40(S) 8 MG 3 C 2F III 1 3 15
Fan Expansion
AFS Mk I 8 L 8 2 C 5W I 1 1 9 9 8 8 8 8 8 8
Green Buffalo (Con.) 10 MG 10 3 A 6C II 2 Smk [13.1] 4 11 11 10 10 10 10 10 10 9 9
SAFS Trident 11 L 8 3 B 3W(5U) I 1 4 12 12 11 11 11 11 11 11
SAFS Fireball 11 L 8 3 B 4W(3F ) I/III 1 3 12 12 11 11 11 11 11 11
AFS Mk I Banshee 8 L 8 2 C 4W(2F ) I/III 1 3 9 9 8 8 8 8 8 8
SAFS Wolverine 10 R 10 3 B 5W I 1 5 11 11 10 10 10 10 10 10 9 9
(a) This unit cannot add its attack power with other Infantry Type units. These values are Dog-Fight Rating, not movement.
* The attack value for ranges of 18 or more are are the same as range 17. These units can operate as both air (Type III) and ground (Type I) units. Use Hornisse landing rules.
ATTACK MODIFIERS ATTACK MODIFIERS ARMOR ENDURANCE DOG-FIGHT RESOLUTION
Movement Attack
Symbol Modifiers Modifiers Line of Ele-
Name Sight vation
W C H L G,R(Bmb) PF MG Close Quarters (0 hexes) Roll A B C Roll 0 +1~2 +3~4 +5~8 +9~
Excluding anti-air attacks. 2 or less D D D 1 2 / 4 4 / 5 2 / 6 2 / 8 2/9
Clear 1 1 1 0 Type 1 Attacking +2 3 D D D 2 2 / 2 2 / 4 2 / 4 2 / 6 0/7
Type 2 Attacking -1 4 D D D 3 0 / 2 0 / 3 4 / 4 0 / 4 0/6
Excluding Jerry, Goblin, 5 D D D 4 2 / 0 0 / 2 0 / 3 0 / 3 0/5
Rough 2 2 3 -1 0 Gladiator, F-boot, and Kfer. 6 A A D 5 2 / 2 2 / 3 0 / 2 0 / 2 0/4
Inf Type Attacking +2 7 M M D 6 4 / 2 4 / 2 3 / 4 4 / 3 4/3
Forest 2 3 3 -2 -1 -1 -1 BLOCKED 0 8 M M A
Number on the left Number on the right
Indirect Attack -3 9 A M Loss to the larger force Loss to the smaller force
10 M
Target Immobilized (M) +2
#/#
Ridge +1 +1 +2 -2 -1 See (6.1.3) 0.5
11
Ground to Air Attack -2 Select units based on dog-fight rating.
Type I units (b)
12 or more The total value of units selected should be as close as
entering the Air to Ground Attack 0
Building building only
1 -2 -1 -2 -1 BLOCKED 1 possible to, but not exceed the loss #.
(a) Attacking at Night D = Destroyed
A = Armament Disabled
This modifier only applies to
M = Immobilized (Example) A Falke (dog-fight rating 4) is not subject to loss if
manned and Inf Type units
Road = No Effect the loss result is 3 or less. If the loss result is anywhere from
0 hexes 0
4 to 7, only one unit is lost.
1 to 4 hexes -1 Damaged air units retreat and are removed.
Trail 1 1 1 5 or more hexes -2 Hornisse may land within 5 hexes.
If the attack roll result is a natural 2 (one
Attacking through Smoke on both die) the durability result is an
River 3 -2 0 Laser -5 automatic D.
Missile (R, Bmb) -5 For Rocket (R) attacks, units in adjacent (Results) UNMANNED WEAPONS
(b) Others -4 units receive a +2 modifier to the armor
Crossing 2 2 2 -2 0 endurance roll. 1. If the result is less than the Defensive Fire Range
target number, the attack
impacts in the target hex.
Normal Manned
N. Rocker 2 4
Roll two
Lake 2 -2 0 ARTILLERY DEVIATION 2. If the result is 1 or 2 more N.Rocker II 2 4
dice than the target number, the
(b) 1 attack impacts an adjacent F-Boot 3 4
against
Sm. Building Request Type Target Number N hex. Roll 1 die to determine Krte Pnr
(occupies 3 1 2 3 -1 -1 -2 -1 BLOCKED 1 6 2 the target the impacted hex.
hexes or less) (a) a 10 Target Krte 3 3
Hex
determined
b 9 3. If the result is 3 or more Pak Krte 4 5
by the than the target number, the
Hill +2 +3 +3 BLOCKED 1 c 8 5 3 N.Spotter
(c) request attempt to request artillery
d 7 4 support has failed. No Krachen Vogel 3 3
(b)
type. round was fired and the
e 6 ammunition is not spent. Control has no effect on Offensive Fire range
Wall +1 +1 +1 -1 -1 -1 -1 See (6.1.3) 0.5

(a). Type 1 units may enter buildings. Type 2 units are considered to be outside
the building, and subject to the terrain the building is in.
SMOKE SCREEN EQUIPMENT (Strahl Troops)
(b). Infantry Charges cannot traverse this terrain.
Uses Range (Hexes) Uses Per Turn
(c). This modifier applies only when entering a hill from a lower elevation.
S.F.3.D
O R I G I N A L

Pzkw 182
N.Rocker II

2
0
1
1
2
ARTILLERY EFFICIENCY (STRAHL TROOPS) F-boot 0 1
Type Attack (Imp.Hex) (1 Hex) (2 Hexes) Range Point Val. (per shot) Krte ausf Pnr 3 1 3
I. R 10 8 100 1
II. R 12 9 130 2 A unit equiped with smoke can only generate smoke a number of times during a scenario equal to the Uses value.
III. R 22 16 8 260 3 For the Pzkw 182 and F-boot, they use their engines to generate smoke, giving them an infinite () number of uses during a scenario.
IV.RM [19.1.6] 130 2 Each subsequent round producing smoke, the range of the smoke can be increased by 1.
UNIT STATISTICS - WEAPON EFFICIENCY AND RANGE
Attack Range Defense Movement Type Stack Ammunition Special Point Number Attack Over Range
Weapon Durability Points Rules Value In Game 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
P.K.A. 10 PF 4 2 B 5W I 1 PFx2 2 30 10 10 10 10
P.K.A. G (Gustav) 9 L 8 3 B 5W I 1 PFx2 3 30 10 10 9 9 9 9 9 9
P.K.A. K (Konrad) 9 L 8 4 B 5W I 1 PFx2 3 16 10 10 10 10 10 9 9 9
Krachen Vogel 10 PF 5 2 C 16H I 1 PFx6 P 2 10 11 11 10 10 10
NeuSpotter 0 20H I 1 [8.2.3] P [16.2] 3 10
Kfer 12 L 8 5 B 5W II 1 5 8 13 13 12 12 12 12 12 12
Krte 7 MG 10 2 C 5W II 2 P 3 8 8 8 7 7 7 7 7 7 6 6
Krte Ausf Pak 9 G 14 3 C 4W II 2 P 3 8 9 9 9 9 9 8 8 8 8 8 7 7 7 7
Krte Ausf Pnr 3 B 4W II 2 [19.5] 3 3
F-boot 14 L 20 4 A 12H II 2 P Smk 6 4 15 15 14 14 14 14 14 14 13 13 13 13 12 12 12 12 12 *
Kraftwagen 1 C 7C II 2 1 10
Makel 5 L 7 2 C 7C II 2 2 12 6 6 5 5 5 4 4
N.Rocker 13 L 20 4 A 9H II 2 P 5 16 13 13 12 12 12 12 12 12 11 11 11 11 10 10 10 10 10 *
N.Rocker II 14 L 20 5 A 9H II 2 P Smk 6 8 14 14 13 13 13 13 13 13 12 12 12 12 11 11
Oskar 8 R 15 2 B 12H II 2 Rx2 P 3 10 9 9 8 8 8 8 8 8 7 7 7 7 6 6 6
Sph.69 2 C 8H II 2 [13.1] 2 4
Sphinx 16 R 120 4 A 9H II 2 Rx5 6 8 10 10 10 10 10 12 14 16 16 16 16 16 16 16 16 16 16 *
Pzkw 182 7 L 8 4 B 6C II 2 Smk 4 6 8 8 7 7 7 7 7 7
Inf (Infantry) SQ 6 MG 5 5 B (1) Inf 2 4 12 6 6 5 4 4
Plt (Platoon) HQ 6 MG 5 4 B (1) Inf 2 [17.1.2] 5 6 6 6 5 4 4
Cpn (Company) HQ 6 MG 5 4 B (1) Inf 2 [17.1.2] 7 2 6 6 5 4 4
Pnr (Engineer) SQ 6 MG 5 5 B (1) Inf 2 [14.4] (a) 4 6 7 7 5 4 4
AAR (Anti-AFS) SQ 7 L 7 3 A (1) Inf 2 [14.4] 3 6 8 8 7 7 7 7 6
Fire Fly (XK-427) 12 MG 3 C 3F III 1 12 1
(a) This unit cannot add its attack power with other Infantry Type units.
PK40 8 MG 3 C 2F III 1 3 16
These values are Dog-Fight Rating, not movement.
PK41 9 MG 3 B 3F III 1 [10.6] 3 30
P This designates units that typically operate as unmanned weapons.
Salamander 12 MG 4 A 4F III 2 4 3
Fan Expansion
P.K.A.G5 (Grisly Bar) 9 L 8 3 B 5W I 1 Rx4 4 10 10 9 9 9 9 9 9
P.K.A. G5 Rocket 8 R 8 8 8 7 7 7 7 6 6
K.Vogel (B-U2) 12 PF 4 2 C 16H I 1 PFx4 P 2 12 12 12 12
K.Vogel (B-U3) 10 PF 4 2 C 16H I 1 PFx8 P 3 10 10 10 10
Kanguruh 9 L 8 3 B 5W II 1 4 10 10 10 10 10 9 9 9
NeuWasser 0 20H(10U) I 1 [8.2.3] P [16.2] 4
N.Rocker Troop Car. 9 MG 10 4 A 9H II 2 [X8.0] 5 10 10 9 9 9 9 9 9 8 8
Fire Fly (KH503) 12 MG 3 B 4F III 1 4
PK43 9 MG 3 B 3F III 1 [10.6] 3 * The attack value for ranges of 18 or more are are the same as range 17.

This unit is equivalent to a PK41, but specifically carries a Gustav.
PK240 10 L 4 B 4F III 1 4
Strahl Troops

Ground
Air Combat
Used Combat
Mission
Mission

Maschinen Krieger
Air Commitment Card

Mercenary Troops

Ground
Air Combat
Used Combat
Mission
Mission

Maschinen Krieger
Air Commitment Card

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