The document provides rules for determining enemy reactions to detected and undetected players in a tactical combat scenario. When alerted, enemies will draw cards that dictate attack orders, such as moving towards the player and attacking. If undetected, enemies will draw patrol orders like sweeping an area. The cards also specify reaction orders the enemy may take, such as calling for help or suppressing fire. Noise levels from player actions are tracked with marker tokens that can alert nearby enemies.
The document provides rules for determining enemy reactions to detected and undetected players in a tactical combat scenario. When alerted, enemies will draw cards that dictate attack orders, such as moving towards the player and attacking. If undetected, enemies will draw patrol orders like sweeping an area. The cards also specify reaction orders the enemy may take, such as calling for help or suppressing fire. Noise levels from player actions are tracked with marker tokens that can alert nearby enemies.
The document provides rules for determining enemy reactions to detected and undetected players in a tactical combat scenario. When alerted, enemies will draw cards that dictate attack orders, such as moving towards the player and attacking. If undetected, enemies will draw patrol orders like sweeping an area. The cards also specify reaction orders the enemy may take, such as calling for help or suppressing fire. Noise levels from player actions are tracked with marker tokens that can alert nearby enemies.
presence the Patrol Orders on the card. If the enemy has been alerted follow the attack orders on the card. Attack Orders Draw new cards for each part of the order Attacks at most advantageous point. 1. Draw initial card for Sweep Order. Hostile: Enemy moves 2d6 towards player, 2. Draw next card for compass direction. then attacks. 3. Draw final card for distance roll. Defensive: Enemy moves 1d6 towards player, and the n attacks, enemy will attempt to stay in cover. Patrol Orders Flank: Enemy moves 2d6 towards cover. Anytime player's unit comes into view the ene- Draw to see general direction. Enemy will my will react. head toward cover in that direction. Sweep: Enemy moves 1d6 or 2d6 in the Retreat: Enemy moves 2d6 towards cover appointed direction. away from Player. Suspicion: Enemy Push: Enemy moves 2d6 towards Objec- Alert: Enemy might have heard the player. tive. Check 1d6 or 2d6 vs Noise markers. Draw React: Enemy takes a reaction order. next card if roll is less than the amount of Noise markers. Enemy enters attack mode Reaction Orders and fires on the player. Help: Enemy Alerts enemies to possible Pace: Enemy moves 1d6 either toward or presence away from the Objective Marker. Charge: Enemy attempts to move into me- React: Enemy takes a Reaction Order. lee with closest player, if possible shoots if not. Noise Markers Suppress: Enemy will fire on first player Stealth Walking: 0 Markers. entering LOS, until next turn. Crawling: 0 Markers Secondary: Enemy will use secondary Walking: 1 Marker. weapons/items/grenades, etc. Running: 2 Markers. Climbing: 2 Markers. Double Time: Enemy takes 2 moves in a Shouting: 2 Markers. row. Silenced Weapon fire: 1 Marker. Unsilenced Weapons: 1 Marker per shot. Rally: Enemy recovers or helps unit with (So 3 bursts are 3 markers) 2d6. Leaders order attack Explosives 3 Markers. * Orders: Whenever an asterix, (*) occurs either on the Compass or for Patrol order or Attack order, immediately add one Reaction order to that enemy’s orders. After the Reaction is completed, continue with the initial order.