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A CLEAR AND

PRESENT Madness
TM

An Expansion Pack For


Warfare in the Age of Madness

Jan Juklicek (Order #11435039)


Game Scope
Credits
I couldn’t have done it without you.

DESIGN
Timothy M. O’Connor
SPECIAL THANKS
Thanks to the gamers at Giga-Bites Café in Marietta, Georgia and Wasteland Gaming in
Duluth, Georgia, to the members of TheMiniaturesPage.com who provided valuable
insights on the intricacies of close air support, to Chris Banks and
Black Wolf Wargames, and to the many other “Age of Madness” players who have
emailed us with their questions, comments, and suggestions. Your support helps keep the
madness of running a game company alive!
©2014 TIMOTHY M. O’CONNOR. ALL RIGHTS RESERVED.
Apart from any fair dealing for the purposes of private study, research, criticism or review,
as permitted under the Copyright, Designs and Patents Act, 1988, no part of this
publication may be reproduced, stored in a retrieval system, or transmitted in any form or
by any means, electronic, electrical, chemical, mechanical, optical, photocopying,
recording or otherwise, without the prior written permission of the copyright owner.
WARFARE IN THE AGE OF MADNESS AND A CLEAR AND PRESENT MADNESS
ARE TRADEMARKS OF TIMOTHY M. O’CONNOR

PHOTOGRAPHS
Photographs of weapons and soldiers are courtesy of the
United States Department of Defense and used with permission.
Fort Hood Public Affairs Office
Bldg. 1001, Room W105
Fort Hood, TX 76544-5000
http://www.hood.army.mil/graphics.aspx
MINIATURES AND TERRAIN
Photos include miniatures and terrain from many different manufacturers
which are the copyrights of their respective owners.
INTENDED FOR USE WITH WARFARE IN THE AGE OF MADNESS, REVISION 1.1

Jan Juklicek (Order #11435039)


Quality
table of contents
It’s what’s on the inside that counts.

INTRODUCTION ............................................ 4
War, What is it Good For................................ 4
Neunundneunzig Luftballons .......................... 4
What’s New Pussycat ..................................... 4
NEW RULES ............................................... 5
New Elements ................................................. 5
New Battlefield Threats .................................. 6
New Traits ...................................................... 7
New Actions ................................................... 8
New Gear ........................................................ 9
NEW GAME PLAY ...................................... 10
Game Set Up ................................................. 10
The Game Turn ............................................. 11
Casualty Markers .......................................... 11
Victory Conditions ........................................ 11
TAILOR YOUR FORCE................................. 12
Force Levels.................................................. 12
Sample Forces ............................................... 13
QUICK REFERENCE SHEET ................... 13/14
MARKERS ................................................ 15

Jan Juklicek (Order #11435039)


introduction
introduction
It’s just a little bit of history repeating.

WAR, WHAT IS IT GOOD FOR...? WHAT’S NEW PUSSYCAT...


While W arfare in the A ge of Madness focuses specif-
The 20th century was defined by war starting with
ically on battles taking place after the collapse of
the War to End All Wars which essentially continued
global civilization, the rules had their start with our
with the Second World War which then settled in for
collection of World War II miniatures and then grew
a Cold War lasting another 46 years. The Cold War
to cover recent and current conflicts. You can use
was surprisingly hot with small proxy wars fought all
Warfare in the Age of Madness on its own to recre-
over the world between the Super Powers and be-
ate such battles. But we’re received many requests
tween independent factions fighting for their own
for more details on using the game for “the clear and
interests.
present madness” of our times and the recent past.
The game’s core game play structure has also
NEUNUNDNEUNZIG LUFTBALLONS been tweaked to accommodate not only post-
An isolated rifle company faces the fury of local in- apocalyptic battles but also conventional and uncon-
surgents as a quick reaction force races to the rescue. ventional warfare. Some changes are primarily cos-
A civilian militia, ready to fade into the local popula- metic and intended to better convey a sense of “pre-
tion, waits quietly to ambush a force of regulars. apocalyptic” warfare. Others add significant new
Troops from neighboring countries settle by force of assets or tweak gameplay for even more entertaining
arms disputes centuries in the making. And the great (and challenging) player decision making.
powers conduct endless exercises preparing for the In either case you should feel free to use the new
day the balloon goes up and we fight World War III. actions, elements, gear, and game play structure to
These were the scenarios repeated over and over recreate current battles, those from the recent past, or
in the second half of the 20th century whether in the those of a dark future. Whatever your choice the
jungles of Asia, Africa and South America, the game can now better handle a wider variety of histor-
mountains of Afghanistan and Chechnya, the deserts ical scenario-based play while also still supporting
of the Middle East and the American southeast, or the points-based pick-up games at your friendly local
plains of central Germany. Soviets and Americans game shop and even tournament play if desired.
fought Afghans. Russians fought Chechens. Israelis
fought Arabs. And allies scrimmaged against one
another in grand wargames as they practiced for a
war that would truly end all wars.

Jan Juklicek (Order #11435039)


Game Scope
New Rules
Ch, ch, ch, ch, changes...

short enough to ensure stability. A height of approxi-


NEW ELEMENTS mately 2 bounds (8” or 20 cm) is recommended. The
size of the base doesn’t matter for rule purposes and
AIR SUPPORT ELEMENT should be wide enough to provide stability but small
Air support counts as a one of your 6 vehicle ele- enough to fit between terrain features.
ments on page 41 of the main rule book when recruit-
ing our force. You may select up to one air support ARMORED FIGHTING VEHICLE COST CHANGE
element when recruiting your force which uses up Two Light Armored Fighting vehicle hulls have new
one of your vehicle element slots. point values. The LAV L42 costs 115 points, the old
There are two types of air support elements: gun- cost was 120 points. The LAV L54 costs 130 points,
ship and ground attack. One gunship element costs 60 the old cost was 135 points.
points. One ground attack costs 40 points. Your force ARTILLERY SUPPORT ELEMENT
may include either a gunship element or a ground Artillery support counts as a one of your 3 mortars
attack element. An air support element can be up- on page 41 of the main rule book when recruiting our
graded to “armored” at a cost of 10 points to repre- force. You may select up to one artillery element
sent more durable specialized aircraft. when recruiting your force which uses up one of your
A gunship element has one action available to it: mortar slots. One artillery element costs 170 points.
Cleared Hot! It may not conduct any other action. A Artillery functions like any other indirect fire
Ground Attack element may conduct the Cleared weapon with the following exceptions.
Hot! or Show of Force actions. It may not conduct Artillery is off-board and may not be attacked by
any other action. troops on the table. However, your artillery support
A gunship element represents an attack helicopter includes only four salvoes. One salvo may be fired
such as an AH-64 Apache, AH-1 Cobra, Mi-24 during your player turn. One of the salvoes may be a
Hind, or their near future equivalents. A gunship can smoke marker. After your four salvoes have been
also be represented by heavily armed versions of expended your artillery support is no longer availa-
transport or scout helicopters such as the MH-60L ble.
DAP. In all cases the support provided by the gun- Artillery has an unlimited range and can strike
ship includes gun runs and missile strikes. In some any target on the table subject to the standard indirect
cases, such as the present day conflict in Syria, fire rules (e.g. an observer must have line of sight to
they’ve even been used for bombing runs. the target element). However, artillery may NOT
A ground attack element represents specialized shoot as a reaction to enemy actions during the ene-
aircraft such as the A-10 Warthog, Su-25 Frogfoot, my player turn. Artillery simply isn’t as responsive as
and Panavia Tornado, their near future equivalents, or mortars to engage targets of opportunity.
even drones. It can also be represented by fighters Since artillery support is “off-board” you can rep-
configured for a ground attack role such as the F-15E resent its four salvoes with home made markers, min-
Strike Eagle and Su-30 Flanker-C. Ground attack iature artillery shells, etc. and you can even field an
elements can engage targets with gun runs, bomb artillery model as a reminder that you have support!
runs, missile strikes, and special “show of force” runs
unique to ground attack elements.
An air support element is represented by a model
aircraft mounted on a post with a base to provide
stability. The post’s height doesn’t matter for rule
purposes. It should be tall enough to look good but

Jan Juklicek (Order #11435039)


New Rules
COMMAND POST ELEMENT may not be shot at or assaulted, it moves as an infan-
The Command Post element replaces the Field Camp try element and is otherwise subject to the Non-
element. It remains free but is now entirely optional. Player Element (NPE) trait.
So, unlike the Field Camp element which was man- To remove a Civilian NPE from the battlefield a
datory, you don’t have to include a Command Post. core element must perform a Clear Casualty action
A Command Post can provide you with 2 relative- treating the Civilian NPE as a casualty marker except
ly easy Victory Points (VP) simply by not letting the that no Victory Points are earned for clearing the Ci-
enemy secure it by the end of the game. Effectively vilian NPE.
you start the game with 2 VP which are yours to lose! GREEN FORCE NON-PLAYER ELEMENT
But if you include a Command Post you run the Your force may include up to 1 Green Force Non-
risk of your opponent scoring 4 relatively tough Vic- Player Element (NPE). A Green Force NPE uses 1 of
tory Points if he manages to secure your Command your 2 Battlefield Threat slots. One Green Force NPE
Post. costs 100 points.
If you’re fielding a Defensive force then it’s prob- The Green Force NPE is subject to the standard
ably a good idea to include a Command Post. If NPE rule. While “passive” a Green Force NPE may
you’re more aggressive and field a mobile force then not be shot or assaulted by your force and blocks
you might want to exclude the Command Post from your elements’ line of fire but not line of sight. A
your force and go for the enemy Command Post if Green Force NPE becomes “active” once it shoots or
it’s present. assaults one of your elements. Once active you may
FAC ELEMENT shoot or assault the Green Force NPE and it no longer
The FAC Element is a specialist element. Its stats can blocks your line of fire.
be found on the updated A Clear and Present Mad- A Green Force NPE represents international peace
ness quick reference sheet at the back of this volume. keepers, allied troops of questionable loyalty, local
Your force my include up to 1 FAC element at a cost police, etc.
of 20 points. The FAC element includes the FAC trait NEWS CREW NON-PLAYER ELEMENT
at no additional cost. Your force may include up to 1 News Crew Non-
MOUNTS ELEMENT Player Element (NPE). A News Crew NPE uses 1 of
The Mounts element represent horses, camels, or any your 2 Battlefield Threat slots. One News Crew NPE
mutant creature you can imagine for a conventional costs 150 points.
or post-apocalyptic setting. Its stats can be found on A News Crew NPE has no combat ability or hit
the updated A Clear and Present Madness quick ref- points, it does NOT block line of fire or line of sight,
erence sheet at the back of this volume. One Mounts it may not be shot at or assaulted, it moves as an in-
element cost 25 points and can be purchased for any fantry element and is otherwise subject to the Non-
infantry element except a crew element. The Mounts Player Element trait.
element includes the Mounts trait. If you control the News Crew NPE per the stand-
ard NPE rule then for the cost of 1 AP you may
NEW BATTLEFIELD THREATS “interview” one enemy element within 1 bound of the
News Crew NPE. The enemy element must make a
CIVILIAN NON-PLAYER ELEMENT Teamwork roll on 4d6 suffering 1 Friction Point per
Your force may include up to 2 Civilian Non-Player failed die.
Elements (NPE). Each Civilian NPE uses 1 of your 2 To remove a News Crew NPE from the battlefield
Battlefield Threat slots. One Civilian NPE costs 100 a core element must perform a Clear Casualty action
points. treating the News Crew NPE as a casualty marker
A Civilian NPE has no combat ability or hit except that no Victory Points are earned for clearing
points, it blocks all line of fire but not line of sight, it the News Crew NPE.

Jan Juklicek (Order #11435039)


New Rules
NON-STATE ACTORS NON-PLAYER ELEMENT NEW TRAITS
Your force may include up to 1 Non-State Actor Non
-Player Element (NPE). A Non-State Actor NPE uses AA TRAIT
1 of your 2 Battlefield Threat slots. One Non-State The AA (anti-aircraft) trait may be added to any
Actor NPE costs 100 points. HMG, HMG-MB, Minigun, Vehicle MG, or Auto-
The Non-State Actor NPE is subject to the stand- cannon for a cost of 10 points. If Alert the weapon
ard NPE rule. It represents professional criminal or- may shoot in reaction to the arrival of an enemy air
ganizations with access to better small arms, inde- support element during the enemy player turn.
pendent militias, and other third party or non-state FAC TRAIT
actors encountered on modern battlefields. The FAC trait appears in the notes section of the FAC
element and may be added to a Command element at
a cost of 5 points. An element with the FAC trait can
designate a target for air support.
MOUNTS TRAIT
The mount trait can be found under the notes section
of the Mounts element and Mounts Small Arms. An
infantry element transported by a mounts element
may move for 1 AP using the mounts move rates. A
mounts element may transport 1 infantry element of
any type except for crew elements which are limited
to pack animals.
While transported the infantry element may shoot
small arms at a range up to 1 bound with an addition-
SENSITIVE AREA/SITE
al hit roll difficulty modifier of +1. While mounted
Your force may include up to 1 Sensitive Area/Site
all Core elements have a firepower of 2d6, APERS
(SAS) marker in your force. An SAS uses 1 of your 2
3+, AT 2, and AT Dam 1. Specialists shoot with
Battlefield Threat slots. One SAS costs 200 points.
these same small arms stats but with Firepower 1d6.
An SAS marker may be up to 30mm x 30mm in area.
These stats can also be found under the special weap-
It is deployed like a Booby Trap marker in the neutral
ons section of the quick reference sheet.
zone during deployment.
While mounted the only special weapons an ele-
An element within 1 bound of an “active” SAS
ment may shoot are Molotov cocktails and demo
may not be shot at by any type of weapon. It may be
charges, all others are prohibited.
assaulted. An SAS marker is rendered “inactive” and
All friction and damage points suffered by the
removed from the battlefield if an element from the
mounts elements are also suffered by the transported
force that placed the marker conducts a shoot or
infantry element. The infantry element must mount
fights in an assault action as the attacker or defender
and dismount per standard vehicle rules.
while within 1 bound of the marker (if defending the
While mounted the infantry element may assault
elements may “surrender” by leaving the game and
with a charge move of 2 bounds instead of the stand-
giving the enemy an automatic victory point, but the
ard 1 bound. Its assault roll difficulty modifier is +2
SAS remains in play). An SAS marker does not block
when charging an obstacle or charging an enemy in
line of fire or line of sight.
bad going, very bad going, or a built up area. While
mounted an infantry element may not use stun gre-
nades.

Jan Juklicek (Order #11435039)


New Rules
SAM TRAIT shooting by Alert enemy elements prior to resolving
The SAM (Surface to Air Missile) trait appears in the the air support element’s attack.
notes section of the MPADS. The SAM includes the If a friendly element with the FAC trait does NOT
AA trait (the weapon may shoot at air support ele- have line of sight to the intended target element then
ments) but the weapon may NOT shoot at any other the player may wave off the air support and remove it
element type. from the battle or the air support element must pass a
teamwork roll on 1d6 to remain under control of its
TRANSPORT TRAIT force. If the teamwork roll passes proceed as if a
Soft vehicles and Light Armor Vehicles may now add
friendly element with the FAC trait has line of sight
Transport 4 trait for a cost of 40 points.
to the intended target element (ie resolve anti-aircraft
Transport 1, 2 and 3 trait may not be combined
shooting and then resolve the attack). If the teamwork
with Autocannon L04, any Tank Gun, ATGM NT2,
roll fails then the opposing player takes control of the
any Gun-Mortar, or any Mortar. Transport 4 may be
air support element, places the target in range and
combined only with a primary vehicle MG, HMG, or
line of sight of an enemy target element (ie one
AGL and 2 secondary weapons. Transport 4 may not
friendly to the air support element), and immeidatel
be combined with any other weapon.
resolves the attack against the enemy element using
This change increases the carrying capacity of
the type of attack already declared by the original
armored fighting vehicles to a more realistic level.
controlling player. There is no anti-aircraft shooting
For example, the Bradley IFV should now use
allowed in this instance.
Transport 3 while the Stryker ICV should use
Line of sight between an air support element and
Transport 4.
ground target is determined per standard rules except
that intervening building, woods, or hill do not block
NEW ACTIONS line of sight and line of fire unless the target ground
CLEAR CASUALTY element is entirely within 1 bound of the intervening
Costs 1 AP for friendly Casualty marker and limited terrain feature. Troops from either side do not block
to Core elements only. Go off Alert. Secure range is 1 line of sight or line of fire between ground target and
bound. Prohibited if enemy element or any Non- air support.
Player Element is within 2 bounds of marker. Pass Alert enemy elements capable of anti-aircraft fire
Secure/Clear/Confirm (SCC) roll on 1d6, difficulty within range and line of sight of an air support ele-
+1 per Friction Point, to collect marker and remove it ment may shoot at the air support element before it
from the table. Replaces the Scavenge action. resolves its attack. Such fire is conducted using the
standard Shoot action rules except that air support
CLEARED HOT! elements have a special Evade Roll table which can
Costs 2 AP. Limited to air support elements. be found on the Quick Reference Sheet. Damage rolls
During a player’s SitRep phase roll 1d6 to deter- against an air support are always resolved against the
mine the availability of his force’s air support ele- air support element’s deck armor value.
ment if one has been purchased and not yet passed an The following elements and weapons are capable
availability roll. See the Quick Reference Sheet for of anti-aircraft fire (no other elements or weapons
the Air Support Arrival Roll table. If the roll fails try may shoot at air support elements): core infantry ele-
again next turn. If the availability roll passes declare ments, LAW, MPADS, and any weapon to which the
the type of attack (show of force, gun run, bomb run, AA trait has been added.
or missile strike) and proceed as described below. If an aircraft element suffers a Mobility Kill or
If a friendly element with the FAC trait has line of Destroyed critical hit result it crashes 1d6+4 bounds
sight to the air support element’s intended target from its current position in line with its current head-
place the air support element within range and line of ing. If it’s still on the table at that point place a casu-
sight of a target element, and resolve any anti-aircraft alty marker at the crash location. It doesn’t inflict
casualties on ground troops in the area.

Jan Juklicek (Order #11435039)


New Rules
If an air support element survives enemy anti- element suffers 1 Friction Point up to the standard
aircraft fire then it immediately resolves its attack maximum of 4 Friction Points.
using the normal Shoot action rules against a single This special action represents ground troops being
target element except that it uses its special Air Sup- stunned by the thunderous roar of the aircraft as it
port Hit Roll table found on the Quick Reference passes low and fast overhead. This tactic is often used
Sheet instead of the standard Hit Roll table. in areas with civilians and sensitive site present or
Ground Attack air support elements are limited to when a FAC has difficulty clearly identifying a target
one turn of availability. Gunship air support elements for the air support element.
are removed from the table immediately after they
SMOKE OUT!
resolve their first Cleared Hot! action. They may re-
Costs 2 AP. Go off Alert. Limited to infantry ele-
turn on the following game turn skipping the Air
ments equipped with Smoke Grenades.
Support Availability roll but otherwise proceeding
The infantry element may make a move action
with another SitRep phase Cleared Hot! action as
subject to standard movement rules. If Alert enemy
described here. Alternatively the player may wave off
elements react to the move action with a Shoot action
the gunship and remove it from the battle after its
then, if exposed, the moving element’s base save roll
first attack.
difficulty is 4+ instead of 5+.
CONFIRM KILL
Costs 1 AP for enemy Casualty marker and limited to NEW GEAR
Core elements only. Go off Alert. Secure range is 1
bound. Prohibited if enemy element or any Non- MPADS
Player Element is within 2 bounds of marker. Pass A Man-Portable Air Defense System (MPADS) rep-
Secure/Clear/Confirm (SCC) roll on 1d6, difficulty resents light surface-to-air missiles which can be car-
+1 per Friction Point, to collect marker and remove it ried by infantry or mounted on a vehicle. Any ATGM
from the table. Replaces the Scavenge action. in the Recruit Your Force section of the main rule
book, except those integral to a low velocity gun or
SECURE OBJECTIVE tank gun, can be replaced with an MPADS. One
Costs 2AP for Objective marker or enemy Command MPADS costs 70 points.
Post (CP) element and limited to Core elements only.
Go off Alert. Secure range is 1 bound. Prohibited if
enemy element or any Non-Player Element is within
2 bounds of Objective/CP. Pass Secure/Clear/
Confirm (SCC) roll on 1d6, difficulty +1 per Friction
Point, to collect Objective/CP and remove it from the
table. Replaces the Scavenge action.
SHOW OF FORCE
Costs 2 AP. Limited to ground attack air support ele-
ments. Show of Force is a special action limited to
ground attack air support elements. It is executed
precisely the same was as the Cleared Hot! action
with one exception. Instead conducting a gun run,
bomb run, or missile strike the ground attack element SMOKE GRENADES
executes a “show of force” run. Smoke Grenades are new gear that allows the
All elements, friendly and enemy, intersected by a equipped element to perform the special move action
line drawn from the ground attack element’s support- “Smoke Out!”. Any infantry element, except for
ing post to any point on the target element, whether Crew elements, may be equipped with Smoke Gre-
or not in line of sight to the air support element, must nades for a cost of 10 points.
conduct a Moxie roll on 4d6. For each failed die the

Jan Juklicek (Order #11435039)


set up and victory conditions
New Game Play
Win just one for the Gipper.

Deployment Zone 2 Deployment Zone 3


Deployment Zone 1

Deployment Zone 4
Neutral Zone

Table Center Each square measures


1 bound x 1 bound or
4" x 4" or 10cm x 10cm

Deployment Zone 6 Deployment Zone 5

1. DETERMINE ORDER OF PLAY


GAME SET UP Both players roll 1d6, reroll ties. The higher roller
The Neutral Zone is a rectangular area 6 bounds by 8 chooses to play as the Red Player or the Blue Player.
bounds (24'' x 32'' or 60cm x 80cm) and centered on Red Player places Objective markers first, deploys
the table center as indicated in the diagram above. If his troops first, and takes the first player turn on
the table is rectangular then the Neutral Zone should game turn one.
be oriented on the same long axis as the table. 2. PLACE OBJECTIVES
Place terrain in a mutually agreeable manner. Starting with the Red Player each player alternately
More terrain is generally better than less. While a few places one Objective marker in the Neutral Zone until
lines of sight should exist between opposite deploy- four Objective markers have been placed on the table
ment zones these should be limited. Gaps between (i.e. two per player). Objective markers must be
area terrain should exceed one bound, especially be- placed over 2 bounds from other Objective markers.
tween buildings on opposite sides of roads. A couple It's best to place Objectives towards the table's
of open areas approximately three bounds across center since at this point you don't know where your
should also be included to allow maneuver space for own troops will deploy.
vehicles.
One or two roads connecting opposite corners or 3. DEPLOY TROOPS
ends of the table should also be included. An impass- The Red Player nominates a narrow end of the table
able river connecting opposite sides or corners should as Deployment Zone (DZ) 1 and rolls 1d6.
include at least two crossing points such as fords or The Red Player immediately deploys his troops in
bridges and these should be more than four bounds the DZ indicated by the die roll (counting clockwise
apart if possible and located in opposite table halves from the zone nominated as DZ 1). The Blue Player
or quarters. then deploys his troops in the DZ opposite the Red
Player’s DZ. For deployment purposes the following
DZs are considered “opposite” from on another: DZs
1 and 4, DZs 2 and 5, and DZs 3 and 6.

10

Jan Juklicek (Order #11435039)


New Game Play
Note that the table’s corner areas are not included 2. BLUE PLAYER TURN
as part of any Deployment Zone and that DZs extend The Blue Player performs his SitRep and Action
from the edge of the Neutral Zone to the table’s edge. Phases while Alert Red Player elements may react.
A Recon element has the option to deploy in any
DZ other than the enemy DZ and more than 3 bounds
3. BREAK OFF ROLL
On game turn 6 roll 1d6. If the result is 4+ then the
from the enemy DZ and any enemy Recon element.
game is over. Otherwise the game is automatically
All troops may deploy Alert. A Mine or IED
over after game turn 7.
marker may be deployed entirely within its own DZ
or retained for later placement by an Engineer Ele-
ment.
CASUALTY MARKERS
A Non-Player Element or booby trap must be de- During the game when an element is destroyed re-
ployed entirely within the neutral zone. A Non-Player move it from the table and replace it with a Casualty
Element may not be placed within a booby trap zone marker. A Casualty marker represents an element’s
and a booby trap may not by placed so as to include a dead and severely wounded and gear with intel value.
Non-Player Element or enemy element within its Confirming enemy casualties provides leadership
zone. with a more accurate view of enemy strength as well
as potentially actionable intel. It also provides troops
4. RED RECON MOVE in the field with trophies, gear, and munchies.
The Red Player’s recon element may perform a single
move action and end the move Alert. If mounted in a
vehicle then the vehicle may make the recon move as
VICTORY CONDITIONS
long as no other infantry element is also mounted in Victory is determined by the number of objectives
the vehicle. The recon element may not dismount secured and kills confirmed.
after the vehicle moves and the vehicle may end the SECURING, CONFIRMING, CLEARING
move alert. Booby trap rules apply. A Core element within 1 bound of a Casualty marker
5. BLUE DEFENSIVE MOVE may attempt to Confirm the Kill (enemy casualty) or
Clear the Casualty (friendly casualty) for 1 Action
All of Blue Player’s troops may now perform a single
Point (AP). A Core element within 1 bound of an
move action and end the move Alert. All standard
Objective marker or enemy Command Post element
move action rules apply. Booby trap rules apply. Non
may attempt to Secure it for 2 AP.
-Player Elements may not move.
6. STARTING THE GAME VICTORY POINTS
A player scores 4 Victory Points (VP) for a Secured
The game then starts with game turn one and the Red
enemy Command Post element, 3 Victory Points for
Player turn.
each Secured Objective marker and 1 VP for each
THE GAME TURN Confirmed enemy Casualty marker. A player also
scores 2 Victory Points if his own Command Post has
1. RED PLAYER TURN not been secured by the enemy by the end of the
During his SitRep Phase the Red Player replenishes game. Do NOT score any VP for Cleared friendly
his Motivation Point pool and removes his smoke Casualty markers, these are simply removed from the
markers. During his Action Phase he activates ele- field of battle and denied to the enemy. The force
ments one at a time spending Action Points to per- with the most VP at the end of the game wins.
form various actions until all of his elements have At the end of the game if both players have scored
either activated or passed. Blue Player elements the same number of VPs then to break the tie award 1
which are Alert may react. bonus VP to the player who secured the most Objec-
tive markers. Otherwise the result is a tie.

11

Jan Juklicek (Order #11435039)


set up and victory conditions
Tailor Your FORCE
Your force is with you.

vehicle design rules found on pages 40-45 of the


FORCE LEVELS main rule book as well as any modifications to those
This section replaces the “Base Points and Modifiers” rules found in this volume. It allows you to field a
section found on page 40 of the main rule book. fully mounted mech infantry company or a rifle com-
There are now three force levels to choose from: pany reinforced by some serious firepower. This level
Platoon, Company, and Company Plus. Each level is recommended primarily for muli-player games.
includes its own point limit and element caps. You ALLIED FORCES
may not spend more points than allowed by a given You may split your points available and element limit
force level and you may not field more elements than between two “sub-forces”, each with its own unique
allowed by a given force level. set of perks and penalties. This represents combined
PLATOON LEVEL allied forces such as native forces backed by more
You may spend up to 600 points on your force. You advanced special forces.
may include up to 9 elements in your force. For example, if building a company level force
The Core element minimum requirement is re- you could divide your force into an elite sub-force of
duced to 2 elements instead of 3 elements. Up to 2 of 6 elements costing 1,000 points and a militia sub-
the elements in your force may be vehicle elements force of 10 elements costing 600 points.
instead of the usual 0-6 vehicle elements allowed on All element limits found in the main rule book
page 41 of the main rule book. All other element lim- still apply to the combined total force. For example,
its found on pages 40 and 41 remain in effect. you are still limited to 1 command element and 3-9
This is the smallest force level for the game. It core elements when looking at the combined ele-
allows you to field a reinforced platoon with very ments of both sub-forces. The only difference be-
limited vehicle support. Instead of fielding an inde- tween a homogeneous force and a force composed of
pendent Command element the Command trait is two allied sub-forces is that a combined force may
usually applied to a core element to represent a small select different perks and penalties for the sub-forces.
command team attached to a rifle group. SPECIALIST: MILITIA FORCE
COMPANY LEVEL If you field no allies, towed weapons, vehicles with
You may spend up to 1,250 points on your force. any armor value of 1 or more, air support, or artillery
You may include up to 18 elements in your force. support then you may field up to 8 Battlefield Threats
This is the standard force level for the game and instead of the standard 0 to 2 Battlefield Threats. You
uses the Army List force structure, point values, and may field 0 to 3 of any given Battlefield Threat type
vehicle design rules found on pages 40-45 of the regardless of the standard limits in the main rule book
main rule book as well as any modifications to those and this volume except for the News Crew NPE
rules found in this volume. It allows one to field a which remains limited to a maximum of 1. For exam-
basic rifle company at full strength or an under- ple, you could field 3 Civilian NPE, 2 Sensitive Ar-
strength company reinforced with heavy support. eas/Sites, and 3 Booby Traps.

COMPANY PLUS LEVEL SPECIALIST: CONVENTIONAL FORCE


You may spend up to 2,500 points on your force. If you field no allies or Battlefield Threats then you
You may include up to 24 elements in your force. may field up to 8 vehicles instead of the standard 0 to
The Core element maximum limit for all core 6. Furthermore, an Air Support element does not
elements is increased to 12 elements from 9 elements. count against your vehicle limit and an Artillery sup-
This is the maximum force level for the game and port element does not count against your mortar limit.
uses the Army List force structure, point values, and

12

Jan Juklicek (Order #11435039)


Tailor YOUR FORCE
PERKS AND PENALTIES ELEMENT COST MODS SAMPLE FORCES
Perks and penalties no longer modify your base
Below are some real world forces modeled in A Clear
points available. Instead, perks and penalties modify
and Present Madness terms. They are provided as
the cost of each and every element in your force ex-
examples for those wanting to do historical scenarios
cept Non-Player Elements.
and those who would like to use them as a basis for
Below there are 7 categories of perks and penal-
friendly points-based pickup games.
ties (i.e. Motivation, Network, etc.). You may apply
to your force one perk or penalty from any given cat- STRYKER PLATOON AT PLATOON LEVEL
egory and it must apply to all elements in your force. 1x Rifle-MG Element ................................ 80 pts.
Perks (e.g. Inspired motivation and Unified team- 1x Hardened I Trait .............................. 15 pts.
work) increase the cost of each element. Penalties 1x Command Trait.................................... free
(e.g. Cowardly moxie and Bullet Magnet evasion 1x Medic Trait ........................................ 5 pts.
skills) reduce the cost of each element. 1x Grenade Launcher ........................... 15 pts.
Instead of being restricted to just three categories
1x Rifle-MG Element ................................ 80 pts.
as in the main rule book you may now select perks
1x Hardened I Trait .............................. 15 pts.
and penalties from any number of categories .
1x LAW-22 .......................................... 50 pts.
MOTIVATION 1x MG Element........................................ 100 pts.
Inspired......................................... +10 pts./element 1x Hardened I Trait .............................. 15 pts.
Aggressive ...................................... +5 pts./element
1x M1126 Stryker ICV ............................ 205 pts.
Passive ............................................ −5 pts./element
LAV 42 Hull, Wheeled
Feckless ........................................ −10 pts./element
Transport 3 Trait
NETWORK Primary Weapon: HMG or AGL
Vast .............................................. +25 pts./element TOTAL .......................... 4 elements and 580 pts.
Limited ......................................... −25 pts./element
STRAYKER COMPANY AT COMPANY LEVEL
TEAMWORK 1x Command Element ............................... 20 pts.
Unified ......................................... +15 pts./element 1x Hardened I Trait .............................. 15 pts.
Sloppy .......................................... −25 pts./element 1x Medic Trait ........................................ 5 pts.
MOXIE 1x FO Trait ............................................. 5 pts.
Heroic ........................................... +15 pts./element 3x Rifle-MG Element .............................. 240 pts.
Cowardly ...................................... −25 pts./element 3x Hardened I Trait .............................. 45 pts.
SHOOTING COMBAT SKILLS 3x Grenade Launcher ........................... 45 pts.
Hawkeye....................................... +15 pts./element 3x Rifle-MG Element .............................. 240 pts.
Oblivious ...................................... −25 pts./element 3x Hardened I Trait .............................. 45 pts.
3x LAW-22 ........................................ 150 pts.
EVASION COMBAT SKILLS
Elusive .......................................... +25 pts./element 3x MG Element........................................ 300 pts.
Bullet Magnet ............................... −20 pts./element 3x Hardened I Trait .............................. 45 pts.

ASSAULT COMBAT SKILLS 1x Crew Element w/Light Mortar .............. 75 pts.


Ninja ............................................. +10 pts./element 1x Hardened I Trait .............................. 15 pts.
Glass Jawed ................................. −15 pts. /element TOTAL ......................11 elements and 1,245 pts.

13

Jan Juklicek (Order #11435039)


Tailor your force
BRADLEY COMPANY AT COMPANY PLUS LEVEL
1x Command Element ................................ 20 pts.
1x Hardened I Trait ............................... 15 pts.
1x Medic Trait ........................................5 pts.
1x FO Trait .............................................5 pts.
6x Rifle-XMG Element ............................ 540 pts.
6x Hardened I Trait ............................... 90 pts.
6x Grenade Launcher ............................ 90 pts.
4x Bradley IFV ...................................... 1,360 pts.
LAV 54 Hull, Tracked
Transport 2 Trait
STRYKER COMPANY AT COMPANY PLUS LEVEL Primary Weapon: ATGM S42
1x Command Element ............................... 20 pts. Auxiliary Weapon: Autocannon M81
1x Hardened I Trait .............................. 15 pts. Auxiliary Weapon: Coax Vehicle MG
1x Medic Trait ........................................ 5 pts. TOTAL ...................... 11 elements and 2,125 pts.
1x FO Trait ............................................. 5 pts. Notes: Each of three Bradleys carries 2x Rifle-XMG
6x Rifle-MG Element .............................. 480 pts. elements. The fourth Bradley carries the Command
6x Hardened I Trait .............................. 90 pts. element.
6x Grenade Launcher ........................... 90 pts. U.S. MARINES AT COMPANY PLUS LEVEL
3x MG Element ....................................... 300 pts. 1x Command Element ................................ 20 pts.
3x Hardened I Trait .............................. 45 pts. 1x Hardened I Trait ............................... 15 pts.
4x M1126 Stryker ICV ............................ 820 pts. 1x Medic Trait ........................................5 pts.
LAV 42 Hull, Wheeled 1x FO Trait .............................................5 pts.
Transport 3 Trait 9x Rifle-MG Element ............................... 720 pts.
Primary Weapon: HMG or AGL 9x Hardened I Trait ............................. 135 pts.
1x M1128 Stryker MGS .......................... 365 pts. 9x Grenade Launcher .......................... 135 pts.
LAV 42 Hull, Wheeled 3x MG Element ........................................300 pts.
Primary Weapon: Tank Gun B32 3x Hardened I Trait ............................... 45 pts.
Auxiliary Weapon: Coax Vehicle MG 1x Assault Rifle Element ............................ 80 pts.
Secondary Weapon: HMG 1x Hardened I Trait ............................... 15 pts.
1x M1129 Stryker MCV-B ...................... 250 pts. 1x LAW-22 ...........................................50 pts.
LAV 42 Hull, Wheeled 1x Crew Element w/Light Mortar ..............75 pts.
Primary Weapon: Heavy Mortar 1x Hardened I Trait ............................... 15 pts.
Secondary Weapon: Vehicle MG
4x AAV-7 .................................................880 pts.
TOTAL ...................... 16 elements and 2,485 pts. LAV 22 Hull, Tracked
Notes: Each of three ICVs carries 2x Rifle-MG ele- Transport 4 Trait
ments and 1x MG element. The fourth ICV repre- Primary Weapon: AGL
sents the command, medical, and FIST Strykers and Auxiliary Weapon: HMG
carriers the command element. TOTAL ...................... 19 elements and 2,495 pts.
Notes: Each of three AAV-7s carries 3x Rifle-MG
elements and 1x MG element. The fourth AAV-7
carries the Command element, Assault Rifle element,
and Crew element w/Mortar.

14

Jan Juklicek (Order #11435039)


Tailor YOUR FORCE
INSURGENT FORCE AT PLATOON LEVEL
1x Command Element ............................... 20 pts.
1x Assault Rifle Element ........................... 80 pts.
1x Recon Trait ...................................... 20 pts.
1x Assault Rifle Element ........................... 80 pts.
1x LAW-22 .......................................... 50 pts.
1x MG Element........................................ 100 pts.
4x Elusive Perk ........................................ 100 pts.
OPFOR AT COMPANY LEVEL 1x Booby Trap ........................................... 30 pts.
1x Rifle-MG Element ................................. 80 pts. 1x Green Force NPE ................................ 100 pts.
1x Hardened I Trait ............................... 15 pts. TOTAL .......................... 5 elements and 580 pts.
1x Command Trait .................................... free
Notes: This small, elite force illustrates the insurgent
1x Grenade Launcher ............................ 15 pts.
penchant for ambush and stealth over firepower. That
2x Rifle-MG Element ............................... 160 pts. starts with using lower firepower assault rifle ele-
2x Hardened I Trait ............................... 30 pts. ments combined with the Elusive perk. The Booby
2x Grenade Launcher ............................ 30 pts. Trap and Green Force Non-Player element also pro-
3x Rifle-MG Element ............................... 240 pts. vide opportunities for the insurgent player to hit his
3x Hardened I Trait ............................... 45 pts. opponent prior to contact between the main forces.
3x LAW-13 ......................................... 105 pts. Note that since the Green Force NPE is a non-player
3x BMP-2 IFV ......................................... 915 pts. element it does not pay for or benefit from the Elu-
LAV 42 Hull, Tracked sive perk.
Transport 2 Trait INSURGENT FORCE AT COMPANY LEVEL
Primary Weapon: ATGM S23 1x Command Element ............................... 20 pts.
Auxiliary Weapon: Autocannon M81
3x Assault Rifle Element ......................... 240 pts.
Auxiliary Weapon: Coax Vehicle MG
3x Assault Rifle Element ......................... 240 pts.
9x Bullet Magnet Penalty ...................... −180 pts.
3x Grenade Launcher ........................... 45 pts.
9x Oblivious Penalty ............................. −225 pts.
4x Assault Rifle Element ......................... 320 pts.
TOTAL ........................ 9 elements and 1,230 pts. 4x LAW-22 ........................................ 200 pts.
Notes: This is a good example of using perks and 3x MG Element........................................ 300 pts.
penalties to get a force to fit into a given force level.
1x Crew w/S03 Low Velocity Guns ........ 150 pts.
Here penalties reducing the combat skills of the force
allow it to field heavier equipment at the company 1x Crew w/Light Mortar ............................ 75 pts.
force level. However, the force presents an easier 16x Oblivious Penalty (-25) ..................... −400 pts.
target (Bullet Magnet penalty) and can’t shoot 16x Glass Jawed Penalty (-15) ................. −240 pts.
straight (Oblivious penalty). 1x Civilian Element ................................. 100 pts.
1x Sensitive Area/Site .............................. 200 pts.
TOTAL ......................17 elements and 1,250 pts.
Notes: This large insurgent force is well armed but
has poor combat skills. Instead of using armored ve-
hicles for protection or “technicals” for speed this
force uses a Civilian element to disrupt enemy opera-
tions and a Sensitive Area to mitigate superior enemy
firepower. The S03 LVG represents a recoilless rifle.

15

Jan Juklicek (Order #11435039)


A Clear and Present Madness Quick Reference Sheet
INFANTRY AND SPECIAL WEAPONS CREW SERVED AND VEHICLE WEAPONS
FIRE AT AUTOMATIC FIRE AT
CORE ELEMENT RNG PWR APERS AT DAM ASLT HP NOTES WEAPON RNG PWR APERS AT DAM NOTES
 Blade — — — 1 1 4+ 2 Fast Charge  AGL 4 4D6 4+ 5 2 Heavy, Blast
 Rifle 3 4D6 3+ 2 1 5+ 2 —  HMG 4 6D6 2+ 4 1 Heavy
 CQB 1 6D6 3+ 2 1 3+ 2 Run-n-Gun  HMG-MB 4 6D6 2+ 4 1 Towed, Multi-Barrel
 Assault Rifle 2 6D6 3+ 2 1 4+ 2 —  Minigun 4 10D6 3+ 2 1 Towed, Multi-Barrel
 Rifle-MG 3 6D6 3+ 2 1 5+ 2 —  Vehicle MG 3 8D6 3+ 2 1 —
 Rifle-XMG 3 8D6 3+ 2 1 5+ 2 — AUTOCANNON
SPECIALIST ELEMENT  Autocannon M71 4 5D6 1+ 7 2 Towed
 MG 4 3/10D6 3+ 2 1 6+ 2 —  Autocannon M71B 4 5D6 1+ 7 2 Towed, Multi-Barrel
 Command 2 3D6 3+ 2 1 5+ 1 Command, AP3  Autocannon M81 4 5D6 1+ 8 2 Towed
 Sniper 4 1D6 3+ 2 1 6+ 1 Sniper, Ghost  Autocannon M94 4 4D6 4+ 9 2 Towed, Blast
 FO 1 2D6 3+ 2 1 6+ 1 FO  Autocannon L04 6 4D6 4+ 10 2 Towed, Blast
 FAC 1 2D6 3+ 2 1 6+ 1 FAC GUN
 Medic 1 2D6 3+ 2 1 6+ 1 Medic  Low Velocity Gun S03 3 3D6 3+ 10 3 Blast, Heavy
 Crew 1 3D6 3+ 2 1 6+ 2 Crew  Low Velocity Gun M03 4 3D6 3+ 10 3 Blast, Towed
 Pack Animal — — — — — — 2 Pack Animal  Low Velocity Gun S12 3 3D6 2+ 11 3 Blast, Towed
 Mounts — — — — — — 2 Mounts  Low Velocity Gun M12 4 3D6 2+ 11 3 Blast, Towed
 Field Camp — — — — — — — Field Camp  Low Velocity Gun M22 4 3D6 2+ 12 3 Blast, Towed
NPE ELEMENT  Tank Gun L13 6 3D6 3+ 11 4 Blast, Towed
 Civilians — — — — — — —  Tank Gun A23 6 3D6 3+ 12 4 Blast, Towed
 Green Force 3 6D6 3+ 2 1 6+ 1 NPE, AP2  Tank Gun B22 6 3D6 2+ 12 4 Blast, Towed
 Infected Horde — — — 1 1 5+ 6  Tank Gun B32 8 3D6 2+ 13 4 Blast, Towed
 Marauder Warband 2 6D6 3+ 2 1 4+ 2 NPE, AP3  Tank Gun C42 8 3D6 2+ 14 4 Blast, Towed
 News Crew — — — — — — —  Tank Gun C52 10 3D6 2+ 15 4 Blast, Towed
 Non-State Actors 3 6D6 3+ 2 1 5+ 2 NPE, AP3  Gun-Mortar M94 4 3D6 4+ 9 3 Blast, Light Mortar
SPECIAL WEAPON  Gun-Mortar M03 4 3D6 3+ 10 3
 Mounts Small Arms 1 1/2D6 3+ 2 1 — — Mounts  Gun-Mortar M12 4 3D6 2+ 11 3 Blast, Heavy Mortar
 Stun Grenades — — — — — — — Stun MISSILE
 Smoke Grenades — — — — — — — Smoke Out!  ATGM S23 12 0/1D6 3+ 12 1D6+2
 Molotov Cocktail 1 2D6 5+ 3 2 — — Blast, Deck Attack  ATGM S42 12 0/1D6 2+ 14 1D6+2
 Demo Charge 1 2D6 3+ 5 3 — — Blast, Deck Attack  ATGM FT2 12 1D6 2+ 2+ 1D6+2
 Grenade Launcher 2 2D6 4+ 4 2 — — Blast  ATGM NT2 12 1D6 2+ 2+ 1D6+2
 LAW-03 2 2D6 3+ 10 3 — — Blast  MPADS 12 1D6 2+ 2+ 1D6+2
 LAW-13 2 2D6 3+ 11 3 — — Blast MORTAR/ARTILLERY
 LAW-22 2 2D6 2+ 12 3 — — Blast  Light Mortar 6 0/3D6 6+ 1 2
 LAW-T2 2 2D6 2+ 2+ 3 — — Blast  Medium Mortar 1-10 0/3D6 5+ 2 2
 Booby Trap 1 BZ 2D6 2+ 5 3 — —  Heavy Mortar 2-12 0/3D6 4+ 3 2
 IED 1 BZ 2D6 2+ 5 3 — —  Artillery NA 3 D6 3+ 4 2
 Mine 1 BZ 2D6 2+ 5 3 — — AIR SUPPORT
 Show of Force 12 — — — —
 Gun Run 4 5 D6 2+ 6 2
 Bomb Run 4 3 D6 2+ 6 3
 Missile Strike 12 1D6 2+ 2+ 1D6+2
VEHICLE ARMOR AIR SUPPORT STEPS AIR SUPPORT ARRIVAL ROLL
TYPE FRONT SIDE DECK HP TYPE FRONT SIDE DECK HP 1. Arrival Roll GAME TURN
 Soft S0-2 0 0 0 2  LAV L22 2 2 1 6 2. Declare Attack Type 1 2 3 4 5 6+
 Soft S0-3 0 0 0 3  LAV L42 4 2 1 6 3. Select FAC/Target Arrives — 6+ 5+ 4+ 3+ 2+
 Soft S11* 1 1 1 4  LAV L54 5 4 1 6 4. Place Aircraft Ground Attack availble 1 turn
 Soft S21* 2 1 1 4  LAV L65 6 5 1 6 5. Anti-Aircraft Shooting Gunship available for 2 turns
 Mecha M0-2 0 0 0 2  MBT A86 8 6 2 8 6. Aircraft Shoots
 Mecha M21 2 1 0 4  MBT B97 9 7 2 8
 Mecha M32 3 2 0 6
AIR SUPPORT SAVE ROLL AIR SUPPORT HIT ROLL
 MBT C08 10 8 2 8
 Mecha M53 5 3 0 6
TARGET DIFFICULTY TEAMWORK DIFFICULTY
 MBT C19 11 9 2 8
*All hovercraft have deck armor 0. Ground Attack 2+ Unified 3+
 Air Support — — 0 4
Gunship 4+ Tight 4+
 Armored AS — — 1 6
−1 Elusive Sloppy 5+
+1 Bullet Magnet −2 Missile Strike
+1 Per Friction Point

Jan Juklicek (Order #11435039)


GAME TURN Action Points ComSpan Moxie Roll Motivation Points
ACTION COST NETWORK RANGE MOXIE DIFFICULTY A Motivation Point may be expended
1. Red Player Turn
Move 1 AP Vast 4 bounds Heroic 3+ as a Bonus Action Point or to re-roll a
A. SitRep Phase die once. Replenished at start of own
B. Action Phase Move with Heavy/Towed 2 AP Broad 2 bounds Brave 4+ SitRep phase.
2. Blue Player Turn Stalk or Alert 2 AP Limited 1 bound Cowardly 5+ Friction Point (FP)
A. SitRep Phase Shoot or Assault 2 AP Limited to 4 on a element
B. Action Phase Recover 1 AP Motivation Pts. Teamwork Roll SitRep Phase
3. Break Off Roll Secure Objective 2 AP MOTIVATION MP TEAMWORK DIFF. Replenish Motivation Points and
remove own smoke markers
Clear Casualty/Confirm Kill 1 AP Inspired 5 Unified 3+
Other Action Varies Break Off Roll
Aggressive 4 Tight 4+ On game turn 6 end game on roll of 4+
Each element has 2 AP, may Determined 3 Sloppy 5+
receive 1 Bonus Action Point to Measuring Distance
Passive 2 1 bound is 4" or 10cm.
maximum of 3 AP.
Feckless 1

MOVE Move Bounds Free Recover Roll Secure, Clear,


VERY BUILT Element may not move with Friction Pts.;
1. Go Off Alert
CROSS BAD BAD UP element is allowed a 'free' Recover Roll to Confirm
2. Free Recover attempt to move by eliminating all FP 1. Go Off Alert
Roll MOBILITY COUNTRY GOING GOING AREA ROAD
Moving Between Enemy Elements 2. SCC Roll
3. Rotate Vehicle Infantry*/Pack Animal 2 1 1 1 2 Gap must >1 bound to move between
4. Move Mounts 3 1 1 1 3 enemies SCC Roll
Legged 4 3 1 — 4 Vehicle Movement & Passengers TEAMWORK DIFF.
Tracked 4 2 — — 5 Vehicle may rotate 180° before moving;
reversing 1 bound requires entire move; Unified 3+
Wheeled 5 1 — — 6 passengers may not dismount after vehicle Tight 4+
Hover 6 — — — 6 moves; passengers dismount with FPs
equal to those on vehicle; passengers Sloppy 5+
Road Wheeled 3 — — — 6 eliminated with destroyed vehicle unless +1 Per Friction Point
*Crew with towed weapon may only mount, dismount, or rotate. they pass Moxie roll to bail out w/4 FP Core elements only.

ASSAULT Assault Roll Assault Action Requirements


Only command, core, and vehicle
RECOVER Recover Roll
1. Go Off Alert ELEMENT DIFF. elements may charge; other elements 1. Recover Roll MOXIE DIFF.
2. Charge 1 Bound to within Infantry ASLT and any element with 1 or more 2. Remove Heroic 3+
Assault Range of 1 Bound friction points may not charge Friction Points
Vehicle 4+ Brave, Non-State Act. 4+
3. Alert Enemies May React Vehicle Damage Roll
–1 Ninja Vehicle versus vehicle hits are Cowardly, Marauder 5+
4. Defender Assault Roll +1 Glass Jawed reciprocal; use infantry element AT or Green Force 6+
5. Attacker Assault Roll +1 Per Friction Point vehicle front armor +3 against deck
6. Defender Hold Decision/Roll +1 Charging Obstacle armor; ramming damage equals ½ HP All Infantry: 4d6
Unarmored Vehicle: 5d6
7. Attacker Advance/Withdrawal Roll 4d6 per element Hold Roll Armored Vehicle: 6d6
Roll of 6 always passes Pass moxie to hold with +1 modifier Remove 1 FP per passing die.
1 damage pt. per pass per FP; if fail must move 1-2 bounds

SHOOT Hit Roll Save Roll Damage Roll Critical Hit Roll
SHOOTER DIFFICULTY TARGET DIFF. TARGET DIFFICULTY ROLL RESULT
1. Go Off Alert
Direct fire within 1 bound 3+ Concealed and Alert 3+ Infantry APERS 1 No Effect
2. Hit Roll
Direct fire within 4 bounds 4+ Concealed, Smoke Out! 4+ Vehicle AT vs Armor 2-4 Stun
3. Save Roll
Direct fire over 4 bounds 5+ Exposed 5+ +1 direct fire over 4 bounds 5 Stun + Mobility Kill
4. Place Friction Pts.
Indirect fire with FO trait 3+ −1 Elusive +2 Infantry in Partial Cover 6 Stun + Weapons Kill
5. Damage Roll +3 Infantry in Full Cover
Indirect fire without FO trait 5+ +1 Bullet Magnet, Infected 7 Destroyed
6. Critical Hit Roll +1 Vehicle, Pack Animal Roll 1 die per failed save die
ATGM Lock vs vehicle 2+ Roll when weapon inflicts
+1 Concealed Target vs Blast For each passing die infantry vehicle damage on one or
ATGM NLOS vs vehicle 3+ suffer 1 damage pt. & vehicle
Roll 1 die per hit more dice. Add +1 to roll if
−1 Hawkeye For each unsaved hit suffer 2 FP suffers weapon AT damage
+1 Oblivious, Marauder DP are >½ vehicle’s HP.
from Blast weapons and 1 FP for Blast: ignore cover modifier
+1 Per Friction Point other weapons
© 2014 Timothy Roll dice equal to weapon firepower
M. O’Connor, AT vs Armor
All Rights Area Terrain Line of Sight/Line of Fire Hardened Troops AT MINUS ARMOR RESULT
Reserved LoS and LoF are limited to 1 bound Hardened I: hit point value +1
Permission to Hardened II: hit point value +2 6 OR 0 OR
Firing Multiple Weapons MORE 5 4 3 2 1 LESS*
photocopy for Infantry: integral and 1 special Mobility Kill
personal use Vehicle: 1 primary or 1 auxiliary and Save roll prohibited. Difficulty 1+ 2+ 3+ 4+ 5+ 6+ —
only. 2 secondaries *If result is 0 or less then may not inflict Friction Points.

Jan Juklicek (Order #11435039)


Warfare in the Age of Madness Game Markers
To make handy double-sided markers print out this page, apply spray adhesive

Jan Juklicek (Order #11435039)

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