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BOLT ACTION

MODERN
WARS
(V2.2_03/07/18)
Notes from creator
Note that you will need Warlord Games’ Bolt Actiontm books (Core
Rulebook and expansions) to use this rule set.
This ruleset is created with idea of giving the players a proper tool to create any modern
(1980s and later) games, emphasizing on direct combats rather than counterinsurgency
ops using the simple and effective Bolt Action mechanic basis.

As a closing phrase, I can only say that i hope you will find these rules interesting
and more or less fair regardless of the nation you prefer. Have a nice game!
If you see anything that seems wrong and want to explain your thought, or just want to share
your ideas, please don’t hesitate to contact me via my blog
http://combatoctopus.blogspot.ru/.

Rights on all images belong to respective owners.

All photo materials are taken from open sources and given for educational purpose only.
Hall of fame
What started as solo work in the middle of 2015, now became truly international project,
involving people from several countries. It now includes 12 major armylists, covering
armies and armed groups from all around the world and keeps expanding thanks to the
contribution of people.

That is why I feel need to make sure the fame will find its heroes.

There is the short list of people with their nicknames on Warlord Forums and countries
they are from, who helped me most with this project at this point, giving me new ideas,
sharing information and motivating me to keep working:

1) Pablo “Pablerasmortal” (Spain) – My current actual co-writer, who translated the


rules to Spanish language and helps me to stay in touch with community.
2) Christopher “Commissarmoody” (United States) – The man who helped me in
making US part of the book way more fair and interesting.
3) Jan “Norglet” (Germany) – Who almost rewritten whole German part to the
completely new level (current German list is mostly his work)
4) Jerome (France) – One who gave me really good ideas about overall French army
organization and special rules.
5) Jonathan (France) - Who gave me good consulting regarding French equipment.
6) Sebastien (France) – Who gave me good consulting regarding chain of command in
French army.
7) Theo Roberts (United Kingdom) – Who proposed many changes in British part of
the rules.
8) Vladislav Chvojka (Czech republic) – Who solely created Czech army list

And, of course, all the people who commented the subject and forced me to think
about some points of the rules.
Contents
Mechanics difference and additional rules Czech republic
Fire support Ground Forces
Ground attack aircraft Selectors
Weapons and equipment
Vehicles targeting equipment EU Air Forces
Equipment and tactics
Helicopter insertion
Japan Self-Defense Forces
Russian Federation Ground Forces
Selectors
Infantry
Vehicles
Air Force Israel Defense Forces
Selectors Ground Forces
Selectors
People’s Republic of China
People’s Liberation Army Armies of the third world
Chinese Paramilitary Forces Ground Forces
Air Force Selectors
Selectors
Insurgents
United States Ground Forces
Infantry Anti-air assets
Vehicles Selectors
Air Force
Selectors Democratic People’s Republic of Korea
Ground Forces
United Kingdom Selectors
Ground Forces
Air Force Republic of Korea
Selectors Ground Forces
Air Forces
European Union Selectors

Germany
Ground Forces
Fire support
Selectors
France Appendix 1. Scenarios
Ground Forces Appendix 2. Rules for landscape
Selectors Expansion. Advanced Combat Tactics
Spain Expansion. Blood on the streets.
Ground Forces
Selectors
Additional and changed mechanics

GENERAL CHANGES

1. Important note on “May take X weapon” term


When referring to “May take some weapon” I do not mean “replace primary weapon with”
but to “take in addition”. Why? Because lots (if not all) AT weapon operators, marksmen etc.
carry ARs or SMGs for self-protection or higher tactical versatility.

The best way is to refer to common sense (i.e. marksman with AR is perfectly OK, but ordinary
machine gunner with AR, pistol and, say, AT4 is a little too much) and WYSIWYG of models you
have.

2. Weapon ranges.
Any weapons can be fired twice their normal range with additional -1 to hit and penetration
penalty (effectively increasing it to -2 in total) during execution of “Fire” order.

This rule DO NOT affects ATGMs and indirect fire.

3. Scared!
If any infantry unit fails the order test by 5 or more, it immediately retreats to the friendly
table edge with full Run move. It may even flee from the table if range is allowing it!

If scenario does not specify any table edge as friendly (for example in encirclement-style
scenarios), then scared unit will move to the nearest cover (if not near/in cover already) up to
6” away and go “Down”.

If unit ends its move with no enemies in LOS and/or within 24”, it immediately removes D6 pin
markers.

Note: For example, if unit with 6 morale rolls 11 as order test, they are scared. FUBAR always
overrides Scared rule.
4. High Explosive (HE) weapons
“Thanks” to Warlord Games changing HE mechanic in BA to the one I cannot agree with, I
was forced to partially write-in the rules from 1st edition just to keep things more or less
balanced.

If a hit is scored on the target, that hit is multiplied into a number of hits equal to a die or die
roll as shown in a brackets on the weapons chart. For example, HE D6 will result in from 1 to 6
hits, HE 2D6 gives 2-12 hits and so on.

Hits by weapons with an HE value greater than D3 can result in extra pin markers on the
target. The total number of pin markers is generated randomly by rolling D2, D3 or D6
depending on the HE value of the shooter as shown on the chart below.

HE Pin Pen Additional rules


D2 1 +1
D3 1 +1 Pin D2 if 2 or more hits (before multiplication) scored by one unit
D6 D2 +2 Pin D3 if 2 or more hits (before multiplication) scored by one unit
2D6 D3 +3 Pin D6 if 2 or more hits (before multiplication) scored by one unit
3D6 D6 +4 D2 hits to vehicles instead of one

VEHICLES AND TANKS CHANGES

1. Turret Jamming (vehicle damage).


Please ignore this rule implemented in BA 2nd edition, as these rules was not written to
comply with it, which may result in a much worse playing experience and balance issues.

2. Weapon damaged (vehicle damage).


All vehicles now should have this rule.

If vehicle or tank is hit by one or more HE 3D6 hits originating from single weapon (for
example from bomb or IED), make separate D6 roll, adding number of HE 3D6 hits (before
multiplication mentioned above) received. If the total number is 7 or more, vehicle lost all of
its weapons for the rest of the game.

Example: Tank is targeted by the 6 HE 3D6 super-heavy bomb and receives 4 hits. Roll a die,
adding +4. On a roll of 3 or more the bomb cracked targeting systems and torn any external
weapons by excessive shockwave.
3. Tank armor.
All Main Battle Tanks (MBT) have Side armor 8+ and Rear and Top armor 7+ regardless of
frontal armor. No other modifiers for side/rear/top hits can be applied

Examples:
1. M1A2 Abrams has MBT 13+ unit type, so it has frontal armor of 13 but side and rear armor
as stated above.

4. Lucky hits.
Even if penetration is not enough to actually damage enemy vehicle with Veteran crew, apply
one pin marker if one or more shots with +1 or better penetration rolled 6 and 6 again for
penetration roll.

5. Explosive reactive armor.


If RPG hits facing of vehicle, protected by ERA, its damage roll receives -2 modifier.
In addition, all units within 6” of that facing immediately receive HE D3 shot hitting on 4+ and
counted as originating from vehicle. Cover modifiers applied as normal.

6. Active protection system.


All RPGs and ATGMs without “indirect attack” rule receive additional -1 to hit modifier against
vehicles with APS

7. Coaxial weapons.
Any coaxial MGs can be fired simultaneously with main cannons, but receive additional -1 to
hit modifier.

8. HE rounds.
All AT cannons have HE D6 and Heavy automatic cannons have HE D3 unless stated otherwise.

9. Linked weapons.
If weapon is written as “X-barreled”, simply multiply the usual number of shots by the number
of barrels stated unless written otherwise. All such weapons are counted as one for all
purposes.
10. Targeting equipment.
Iron sights. Have no bonuses.
Simple. Have 6” range increase of weapons, adds +6” to Night fight rolls.
Stabilized. Have 12” range increase of weapons, ignore penalty for movement, adds +12” to
Night fight rolls.
Advanced. Have 18” range increase of weapons, ignore penalty for movement, adds +18” to
Night fight rolls, reduces enemy cover by 1. In addition, it already incorporates Rangefinder
and Target tracker

11. Auxiliary equipment


Automatic fire extinguishers (AFE). Vehicle with this rule completely ignores first “Burning”
damage result. If one unit inflicted multiple “Burning” results during one order, all of them are
ignored.

All Main Battle Tanks always have Automatic Fire Extinguishers.

Rangefinder. Reduces to hit penalty for long range by 1.

Target tracker. Halves the penalty because of pin markers (rounding up) if firing at one target
2nd and subsequent times in a row.

SPECIAL RULES CHANGES


1. Medic.
Saves soldiers by 5+ roll rather than six, but maximum two per turn.

2. Transport vehicles.

Act like any other vehicle – can use its weapon, no longer destroyed if closer to the enemies
etc.

3. ATGM.

Model may only use ATGM while executing “Fire” order and no closer than 6”. ATGM never
gets range penalties to shooting.

Against non-vehicle targets, treat any ATGM as HE D2 weapon.


4. Fire-and-forget.

These advanced weapons don’t need operator to guide them. FaF missiles never receive
accuracy penalties from pin markers and hits on a roll of 3+ regardless of Indirect fire rule.
This weapon cannot be fired at the infantry in cover. When fighting in the hot zones, FoF
weapons suffer -1 accuracy modifier.

5. Marksman rifles.
When marksman rifle scores a hit, make a damage roll separately. If damage roll is successful
roll again and if second roll is successful too, it is exceptional damage.
Marksman rifles do not ignore individual armor or cover unlike sniper weapons, but reduce
cover bonus by 1.
All Marksman rifles already have Optical sights.

6. Suppressing.
Weapon with this rule can perform suppressing fire during “Fire” order. When doing this,
weapon receives -3 to hit modifier but applies 1 pin marker for each natural to hit roll of 6.
Each shot may cause only one pin marker and no pin markers is applied for hitting the target
with any other weapons of the same unit.

7. Underbarrel Grenade Launchers.


Any unit with AR/GL may use AR or Grenade launcher profile each time it fires.

8. Infiltration.
Units with this rule deploy like Observers and Snipers.

9. AA missiles.
Can only be used against aircraft. It always hit on a roll of 3+, regardless of pin/advance
modifiers. AA missiles mounted on vehicles are one-shot weapons.

10. Tactical training.


Any unit with 8 or more models may split into several fireteams at least 4-men strong each.
Refer to fireteam compositions if they are stated, otherwise try to spread special weapons as
even as possible.
Additional fireteams may act as independent units, giving additional Order dice as normal.
All fireteams of same squad have to stay within 6” of each other at the end of the turn or
receive D2 pin markers.
Declare use of this rule during deployment.
11. Thin armor.
All hits from weapons with penetration +1 or more are resolved with additional +2 modifier
regardless of facing. Apply no bonuses for rear or side hits.

12. Special Forces.


Note: I had to specially designate this rule as it incorporates a lot of other ones.
Models with this rule are not slowed by armor, gain additional +1 bonus to shooting and
cover, immune to Scared! rule and have following special rules: “Tactical training”, “Airborne-
qualified”, “Infiltration”, “Fanatics”.
In addition, Special Forces medics may re-roll the die to save wounded model once per game.
HIGH ALTITUDE AIRCRAFT AND ARTILLERY (FIRE SUPPORT).
Any model with “Forward observer” rule may call artillery or airstrike using “Fire” order,
depending on what player bought in “Fire Support” choice.
Different supports may be used together or only one-by-one, one or several times.
Process the fire support request as following:

1st step – choose the target spot anywhere on the table in LOS (for AOE) or any unit in LOS
(for Precise). It may differ from target of the rest models in the unit.
2nd step – roll for effectiveness at the start of next turn (see rulebook – Artillery chart for AOE
and Airstrike chart for Precise).
3rd step – resolve the damage using the profile from strike entry.

Models with both “Special Forces” and “Forward observer” rules count any “1” results on
effectiveness tables as “2-3” result instead.

CLOSE AIR SUPPORT (CAS)


CAS units are always begins game in reserve and have a highest priority when assigning Order
dice.
CAS cannot come at 1st turn, as any reserve (note that prioritizing rule is not applied at 1st
turn).
Fixed wing aircraft may only make Strafing runs, while Helicopters are able to Hover as well.

STRAFING RUN.
If any CAS unit and any model with “Forward observer” rule are bought, player may perform
strafing run as following:

1st step – Call in. Pass an order test for CAS to arrive. It has normal -1 modifier for being in
reserve.
2nd step – Coming. If test is successful, choose a target and place CAS anywhere on the table,
so its nose is within 18” from target. Note that if you are using rocket pods or other attack that
uses “target point”, you have to declare the exact point on the model and mark it with a
10mm die for example.
3rd step – Reaction. Any enemy units which have AA-mounted weapons and/or AA missiles
can attack it as an “out-of-sequence free shooting”, doubling distance as per “Fire” order.
Weapons fired this way cannot be used again this turn.
4th step – Fire mission. If aircraft was not shot down, resolve the attack.
5th step – Disengage. In a following turn CAS unit automatically executes “Run” order and
leaves battlefield, remove all pin markers from it after that.

It may come again next turn, using the same sequence.

Placing aircraft:
We assume, that CAS is performing low-altitude, low-speed attack at close range, so it should
be about 3” to 5” above the board (measuring to the hull, not chassis), as you prefer.

Aircraft shooting:
Due to modern targeting equipment, CAS can precisely target enemy even at high speed.
Aircraft hits at 3+ despite it moves. It can never get pointblank bonus or range penalties.
However, unlike other vehicles, CAS may use only up to three weapons (up to two of which
can be ATGMs) per turn and can attack only one target. The only exclusion is helicopters with
Crew Chiefs (look at actual models for references), who may always use their weapons in
addition to any other.
Vehicles are hit in the top armor and cover bonuses applied as normal.
Aircraft with night vision can be used in Night Fight conditions but receive -2 to hit rolls
(ATGMs are unaffected) and aircraft with thermal sights receive no penalties

Shooting at aircraft and damaging:


Any infantry units with weapons that have range 24” and more can shoot at the aircraft,
counting its nose as target point. They receive -12” penalty to their initial range (remember
that when doubling during “Fire” order) and may only hit aircraft on the roll of 6. Weapons
with AA mounts and AA missiles hit aircraft with -1 to hit penalty instead (but still not worse
than 6).

Aircraft receives one pin marker for each hit and additionally one for each superficial or full
damage. No other damage is dealt. The only exceptions to this are severe damage and
exceptional damage.

Remember, that aircraft with “Armored car” type never gets pin markers from light weapons.
Aircraft has no facings (so heavy weapons receive no penetration bonuses).

Shooting down
If the aircraft receives Severe damage from hit, it is shot down and destroyed.
If any weapon causes damage and rolls 6, roll the die again. If second result is a 6 too, then
aircraft is shot down and destroyed.
If any aircraft receives 8 pin markers before it disengages, it is shot down and destroyed.
Note that one hit may cause several results (for example 1 and 2 simultaneously).
Shot down! (OPTIONAL RULE)
If aircraft is shot down, place it on the table (or just put some marker if it is glued to base) to
display the wreck and do as following:
1st step – roll for ejection seat (if stated in profile). On a roll of 4+, pilot(s) ejected safely and
may be placed within 3” from the wreck. Roll ejection once for whole crew.
2nd step – check for survivors. Each non-ejected member of the crew receives a hit with +3
penetration. Survivors are placed at the top of the wreck. They can’t do anything except
“Down” order and have soft cover.
Note that survivors (including ejected pilots) keep their vehicle’s Order die.
3rd step – survivors may act. Ejected pilots may now move like an ordinary infantry. Crash
survivors may only be extracted by transport. They occupy two places each (count this as
embarking).
4th step – evacuate! Until evacuated, survivors may be captured (if enemies come in close
combat, crew is automatically captured), granting additional victory points. If evacuated
through allied table edge or via helicopter, they grant victory points to the allies. Transport
used for evacuation returns automatically next turn

Aircraft weapons.
All weapons used by aircraft except cannons and MGs (i.e. rockets, missiles, bombs etc.) are
single use only.

Rocket pods.
All of them contain relatively simple unguided rockets with reasonable accuracy. Mostly they
are used to attack area targets. Rocket pods have -1 to hit modifier but hit all units within 3”
from target point.

Bombs.
Old but still effective, bombs are widely used by assault aircraft. Experienced pilot can even
pinpoint bomb strike at very small location, causing terrifying damage to any target. Bombs
can hit only one target and receive no to hit penalties for cover.

Both rocket pods and bombs can be divided into four categories:

1) Light – 6 HE D3 shots.
2) Medium – 3 HE 2D6 shots.
3) Heavy – 2 HE 3D6 shots.
4) Super heavy – 4 HE 3D6 shots.
Notes: Somebody may say that it is too strong or too weak. In fact, I had to use “two weapons
counted as one” principle, because other way A-10 carrying 7 tons of bombs or Ka-52 with 24
ATGMs would be too “no brain” choices, or too expensive ones.

In other way, rulebook states 50kg shell of ISU-152 as HE 3D6 shot, so making 250kg bombs or
650kg missiles used by modern aircraft simple HE 3D6 blast didn’t make any sense. Therefore,
instead of making unreliable 9D6 rolls, I turned to more reliable “several hits – several rolls”.

HELICOPTERS.

Hovering.
Treat hovering helicopters as usual units in terms of giving orders, battlefield behavior etc.
They can begin the game on the board or arrive in the first wave while hovering.

Instead of executing “Run” order and disengaging as per Strafing run, Helicopter may execute
normal “Advance” order, moving up to 24” with maximum of 2 turns (up to 90° each) and
firing at any unit in range and fire zone as normal vehicle.

When hovering, helicopter is much more vulnerable, and all non AA weapons hit them with -1
penalty instead of 6, and AA weapons hit normally.

Transport helicopters.
When Hovering, helicopters may also land to disembark or embark troops or use rope
insertion, using “Down” order. If doing so, helicopter stays in place for the rest of the turn and
performs landing or insertion.

If transport helicopter is shot down and destroyed, its passengers receive N*1.5 (N=number of
models in each unit) hits with +3 penetration. Survivors are placed at the top of the wreck.
They can’t do anything except “Down” order and have soft cover.

The disembarking of troops may be performed in two ways: with landing or using ropes.

Note: it would be good (if not compulsory) idea to have scaled plastic or hard paper silhouette
with access points designations if you are using smaller model
Landing.
Needs circle with radius 6” without any vehicles and pieces of terrain more than 1” high
around the hull of helicopter. Give helicopter Down order. After that, troops can disembark
from helicopter’s access points (see actual models), using “Advance” or “Run” orders as from
any other transport.

Because of clouds of dust raised by rotor blades, the helicopter, its passengers and any unit
trying to shoot at them, receive additional -1 to hit cover modifier this turn.

In addition, any non-Airborne qualified units disembarking from helicopter receive D2 pin
markers at the end of the turn

Rope insertion.
Only Airborne qualified units may perform it, and only from helicopters with according rule.

Needs circle(s) with radius 2” without any interfering models or pieces of terrain like walls or
fences around the access point(s) of helicopter. Give helicopter Down order. Then troops may
disembark from helicopter’s access points (see actual models) using “Run” order with
maximum movement distance decreased by 4.

Note that this disembarking can be performed at the roofs of the buildings.

Troops disembarking this way receive -1 cover penalty until they receive next order. In fact,
they are just too busy, trying to not fall from rope and half-blinded by dust, sand and leaves
raised by their transport.

If any disembarking leads to close combat, reaction fire is resolved as usual and
disembarking infantry fights simultaneously with defender.
WEAPONS AND BODY ARMOR
Weapons chart
Light weapons
Name Shots Range Penetration Special
AR 1 24 n/a May fire one more shot but receive -1 to hit
SMG 2 16 n/a Rapid fire
Pistol 1 8 n/a Rapid fire
Suppressing
LSW 1 30 n/a
May fire two more shots but receive -1 to hit
Suppressing
LMG 2 36 n/a
May fire two more shots but receive -1 to hit
MMG 5 36 n/a Suppressing, Crew, Fixed
MR 1 30 n/a Marksman rifle
Heavy weapons
HMG 4 36 1 Suppressing, crew
Anti-materiel rifle 1 48 1 Crew, Sniper
KPVT 3 36 2 Suppressing, crew
Grenade launcher 1 6-36 HE D2 Howitzer, -1 to hit (direct fire only)
AGL 3 12-48 HE D2 Crew, fixed, howitzer, -1 to hit (direct fire only)
AA missile 1 90 5 AA missile
D-RPG 1 18 7 one-shot, shaped warhead
RPG-L 1 24 7 shaped warhead, crew, HE D3
L-ATGM 1 12-90 8 Crew, fixed, ATGM, shaped warhead
H-ATGM 1 12-120 10 Crew, fixed, ATGM, shaped warhead
Indirect fire, shaped warhead, ATGM, crew, fire-
FF-ATGM 1 12-72 5
and-forget

Medium AT cannon 1 72 7 Crew, Fixed, HE D6

Heavy AT cannon 1 84 8 Crew, Fixed, HE D6

Super-heavy AT cannon 1 96 9 Crew, Fixed, HE D6


Infantry weapon upgrades.
Upgrades chart
Name Point cost Effect
Reflex sight +2 ignores -1 moving penalty
Optical sight +3 additional 12” range during “Fire” order
Thermal sight +3 reduces cover penalty by 1
Laser designator +1 Point blank distance increased to 9”
Doubles result of initial “to see” roll of 2D6 during
Night vision +1
Night fight
Silencer +1 Ignores “Glowing barrels” rule during Night Fight
Sniper rifles, pistols and heavy weapons cannot be equipped with any upgrades unless stated
otherwise.
Optical and thermal sights equipped on the same weapon can be used only simultaneously.
Only Special Forces and Recon units can use silencers unless opposite is clearly stated.

Body armor.
Any unit with access may take one of the following:
Armor chart
Name Point cost Effect
-1 damage from HE, SMGs, pistols and all
Flak jacket +2
light weapons at long distance
Ballistic vest +3 -1 damage from HE and light weapons
Due to additional weight, models wearing Flak jackets reduce their “Run” movement by 2.
Models wearing Ballistic vests reduce their “Advance” movement by 1 and “Run movement by
3 instead.
Sniper weapons ignore individual armor.
General equipment and tactics.
Battlefield communication system (BCS). BCS can only be used by forces from 2004-later.
Units equipped with BCS may share their coordinates and positions of enemy with friendly
units, as well as ensure constant communication between units.
Units equipped with BCS form a network. All units “connected” to it receive following
bonuses:
• Can use morale of highest connected officer regardless of range.
• Connected units ignored by FUBAR’s “friendly fire” result.
• Can shoot at any target which is seen by connected unit but not shooter (because of Night
fighting for example) but receives -3 to hit and cannot use Suppressing fire rule. ATGMs
cannot use this rule, other weapons still need LOS to shoot.
Any US, UK or EU infantry units can be upgraded to have BCS for +2pt/man
Any Regular armies armored car or light tank with Advanced targeting equipment can be
upgraded to have BCS for +20pts
Any Regular armies Main Battle Tank with Advanced targeting equipment can be upgraded to
have BCS for +35pts

UAV surveillance
Acts as off-map Forward observer, which can be used from 1st turn. UAV ignores Night fight
and has LOS to all battlefield, but all fire support called by it receive -1 efficiency roll. UAV
gives one Order Die as usual unit.
UAV can only be shot down by AA missiles and AA-mounted weapons - declare target as CAS,
UAV is always in long range and has 6+ armor, any damage automatically destroys it.
Up to one UAV per army can be taken for +35pts.

Assault armor
Assault armor is the peak of personal protection available. Heavy ballistic vests, neck, shoulder
and groin protection and sometimes face protection give soldiers additional chance to survive
a close combat.
Assault armor equals the protection of Ballistic vests and can be used in close quarters, but
limit “Run” distance to 6”. Special Forces reduce their “Advance” distance by 1” and “Run”
distance by 3” instead.
All Regular armies infantry units with access to Ballistic vests may equip Assault armor for
same cost or replace existing ones for free.
Russian Federation
Russians faced the ages of war. They had to protect their borders from nomadic tribes,
European knights, Turkish and Polish invaders, and later Napoleon and Hitler armies. Such a
harsh history bred people who know the bitter price of war well, yet will never back down
when forced to fight.

In past two decades, Russia saw two brutal wars against insurgents and terrorists in North
Caucasus region, named Chechen wars, which heavily affected both Armed Forces and society.

Special rules

Nobody is forgotten, nothing is forgotten.

Russian troops take great pride in deeds and traditions of their grandfathers during all wars,
especially Great Patriotic War and will do their best to accomplish the objective no matter the
odds.

If any unit forced to make morale test (because of casualties, flamethrowers or burning
vehicle for example) or be destroyed, they can reroll failed test.

Combat groups.

Unlike Western fireteams, Russian Field manual dictates that infantry squads split into two
specialized groups – Fire group, usually consisting of sergeant and all heavy weapon operators
and Maneuver group consisting of senior rifleman (who acts as group leader) and several
privates.

Any squad consisting of six or more soldiers may split into two teams. Each team should
include at least three soldiers. All MGs and RPGs have to stay in the same group as sergeant.

In addition, as long as Sergeant is alive, full Squad or Fire group may use Split fire special rule
(see Advanced Combat Tactics).

Each team gives Order Die as usual but has to stay within 6” of other at the end of the turn or
receive D3 pin markers.

Declare using of this rule during deployment.


Equipment shortages.

Dissolution of Soviet Union left Russian military in state of disarray, which required years to
end. Because of it, Russian soldiers often lacked the up-to-date equipment often seen in
western countries.

Unless stated otherwise, any Russian infantry unit may take Flak jackets or Ballistic vests at
usual costs.

In addition, unless stated otherwise, all Russian Veteran units have access to Optical sights and
Night vision.
Specific equipment, tactics and fire support.
Guards unit.

The honorable title of Guards, implemented en masse during the Great Patriotic War, was
meant to designate the most unified, courageous and hard-fighting units. Today, soldiers from
Guard units continue the tradition, often fighting against all odds.

Any Russian platoon can be upgraded to Guards. If chosen, all models, both infantry and
vehicle (except models from Air Force and Special Forces entries), from this platoon must be
upgraded.

This upgrade costs +2pt (Infantry), +5 (Soft-skin), +10 (Armored car), +15 (Light tank), +30
(MBT) per model.

Guard units with two or more pin markers can re-roll failed Order tests.

“Ratnik” combat equipment.


Russian-made Future Soldier-type project, it includes all the soldier would need: highest
protection class ballistic vest, multiple types of sights and two innovative features - anti-
fragmentation reinforced uniform and video module for accurate firing out of cover (or from
behind a corner).
It was adopted in 2014 and entered service in 2015 in a large numbers.
“Ratnik” kit incorporates multiple upgrades: Ballistic vest or Assault armor, Battlefield
communication system, Thermal sight, Night vision, Anti-fragmentation uniform and Optical
module.
Russian Regulars and Veterans can equip Ratnik for +10pts (+8 if already wearing any kind of
armor)
Special rules:
Anti-fragmentation uniform. All HE hits decrease their power by one grade (3D6 becomes 2D6,
D2 becomes 1 hit and so on).
Optical module. Unit receives additional -1 cover modifier if “Fire” order received in addition
to actually firing. Unit with this equipment receive -2 modifier to Blind shooting, rather than -4
(see Blood on the streets).

RPG tandem warheads.


Any RPG-L can be upgraded for +10pts.
RPGs with tandem warheads counted as ATGMs for ERA.
Special assault rifle AS “Val”
Special Forces, Snipers and Recon units can replace any AR with AS Val for +3pts each.
Name Shots Range Penetration Special
May fire one more shot but receive -1 to hit, Silencer upgrade,
AS Val 1 24 n/a
ignores flak jackets at full distance and other ballistic vests at half.

Special sniper rifle VSS “Vintorez”


Special Forces, Snipers and Recon units can replace any MR with VSS Vintorez for +5pts each.
Name Shots Range Penetration Special
May fire one more shot but receive -1 to hit, Marksman rifle,
VSS
1 24 n/a Silencer upgrade, ignores flak jackets at full distance and other
Vintorez
ballistic vests at half.

Reactive flamethrower RPO-A “Shmel”.


Special Forces, Veteran Contract infantry units and Recon units may take one RPO-A per 4
models for +35pts.
Name Shots Range Penetration Special
RPO-A “Shmel” 1 24 HE 2D6 Ignores cover and “Down” to-hit penalties
Branches

Ground Forces
The main and largest branch of Armed Forces, Ground Forces are always doing the main job,
be it offence or defense, pursuing the fleeing enemy or trying to hold the line when
overwhelmed.
Heavily motorized.

Russian Ground Force doctrine emphasizes on fire and range superiority, rather than fast movement or heavy
armor. As a result, cannons of Russian AFVs are suited to fire guided missiles and each APC or IFV contains
some extra heavy weapons, just in case.

T-72B, T-80, T-90, T-14 and BMP-3 can use ATGMs as additional firing mode for their main cannons at no cost.
Tanks use H-ATGM, while BMP-3 uses L-ATGM.

VDV (Airborne Troops)


Russian Airborne is the comparatively small yet effective branch of Armed Forces, created
with a task of deploying behind enemy lines. During wars in Afghanistan and Chechnya,
soldiers of VDV often fought as elite infantry at frontlines.
Nobody except us!

VDV take great pride in their branch. There are a very little number of things that can force them to retreat.

All VDV models are immune to Scared! rule and have Tough fighters and Airborne-qualified rules.

Naval infantry
Russian Naval infantry has a long and glorious history. Since XVII century, they constantly
proved to be elite amongst Russian military, and now stand as highly skilled and motivated
force. Since the dissolution of USSR, Naval infantry fought in Chechnya and Syria, once more
proving their highest qualification.
Where We Are, There is Victory!

All Naval infantry models are immune to Scared! rule and have Tough fighters and Fanatics rules.
Headquarters units
Command unit
Russian infantry platoon’s command consists of
Lieutenant and specialists. Generally, they have
Regular grade due to their training, but some
platoons have higher standards (like in Guard
regiments) or include highly experienced veterans of
wars in Afghanistan and Chechnya.

Price: Lieutenant or senior lieutenant, as in core Options:


rulebook. • Officer and/or assistant may replace their AR with
Squad composition: Officer and up to 1 of each – AR/GL for +5pts each.
Commander assistant (platoon sgt.) for +10pts • Any trooper may take D-RPG in addition to other
(Regular) or +13pts (Veteran). weapon for +10pts each
Medic for +25pts (Regular) or +30pts (Veteran).
Marksman with MR for +15pts (Regular) or +18pts
(Veteran).
LMG team (two men, one with AR) for +40pts
(Regular) or +46pts (Veteran).
Weapons: ARs
Special rules:
Field experience. If platoon’s Officer is Veteran, add
+1 to the “Inconsistent quality” rolls.

Radio operator
In Russian Armed Forces, most of operators belong
to one of two branches – company commander’s
staff or specialist from artillery batteries. Despite
different positions, all of them are highly regarded
as typically they are the only link to HQ and fire
support.

Price: 25 (Inexperienced) or 30 (Regular) or 35 Options:


(Veteran). • May add up to 2 privates for +7pts (inexperienced),
Squad composition: 1 radio operator +10pts (Regular) or +13pts (Veteran) per model.
Weapons: ARs
Special rules:
Forward observer.
Infantry units
Conscripted troops
The bulk of Russian army consists of constant flow
of conscripts. Through typically they are lacking
experience and training of contract soldiers, they
will get the job done using their skills, ingenuity and
courage.
Conscripts may have Inexperienced or Regular
quality, which varied between different
divisions/brigades and even between companies
within one battalion.
Quality of conscripts can be divided in 3 time
periods: 90s – mostly inexperienced with some
regular units; 2000s – balance of inexperienced and
regulars; 2011 and later – regulars only.
Price: 38 (Inexperienced) or 50 (Regulars) Options:
Squad composition: Sergeant and 3 privates • May add up to 3 privates for +7 (Inexperienced) or
Weapons: 1 LSW, AR’s. +10 (Regular) per model.
Special rules: • May take up to 1 of following:
Inconsistent quality. At the start of 1st turn, roll a - RPG-L for +30pts.
D6 for each unit and consult the chart below: - MR for +5pts.
1. Discord. Due to lack of training or constant - LMG for +20pts.
• May take up to 3 D-RPG for +10pts each.
hazing, these soldiers are performing worse than
• Up to 3 troopers (including sergeant) may replace
expected. Reduce unit quality by one grade
AR with AR/GL for +5pts.
(Inexperienced units become Shirkers instead)
2-5. Nothing happens.
6. Inspired. These troopers are better motivated
than their comrades and intensively fight as a
team. Increase unit quality by one grade.
Integral part. If no transport is taken for the squad,
up to 2 additional privates can be added for the
same cost as usual.
Contract troops
In Russia, contract soldiers are the ones, who
continue service after being demobilized from
conscription or return in army eventually. They are
typically much more experienced and better
supplied. Some of them serve as UN peacekeepers
or have combat experience from Afghanistan,
Chechnya and/or Russo-Georgian war.

Price: 55 (Regulars) or 67 (Veterans) Options:


Squad composition: Sergeant and 3 privates. • May add up to 3 privates for +10pts (Regular) or
Weapons: 1 AR/GL (Sergeant), 1 LSW, AR’s. +13 (Veteran) per model.
Special rules: • May have up to 3 of following:
Integral part. If no transport is taken for the squad, - MR for +5pts each.
up to 2 additional privates can be added for the - RPG-L for +30pts each.
same cost as usual. - LMG for +20pts each.
- LSW for +10pts each.
• May take up to 3 D-RPG for +10pts each.
• Up to 3 privates may replace AR’s with AR/GL for
+5pts each.

Recon squad
Each motorized brigade has their own recce
battalions, tasked with providing battlefield
reconnaissance and special operations when
necessary. They may carry much more special
weapons in comparison with infantry relying on
their APC’s to provide covering fire.
Brigade recons have Regular or Veteran quality.
Price: 67 (Regulars) or 79 (Veteran). Options:
Squad composition: Sergeant and 3 privates. • May add up to 5 privates for + 12 (Regular) or + 15
Weapons: 1 AR/GL (Sergeant), AR’s. (Veteran) per model.
Special rules: • May have up to 4 of following:
Infiltration. - LMG for +20pts each.
- MR for +5pts each.
- LSW for +10pts each.
• May take up to 5 D-RPG for +10pts each.
• Up to 4 privates may replace their AR’s with AR/GL
for +5pts each.
• Veterans can be upgraded to Special Forces for
+10pts per model.
VDV Airborne-assault squad
Airborne-assault battalions are separate part of
their branch getting orders directly from the military
district’s command. They are primary tasked with
helicopter and plane insertion behind enemy lines,
but also can be used to relieve endangered ground
troops with surprise attacks or just strengthen
positions.
Price: 65 (Veteran). Options:
Squad composition: Sergeant and 3 privates. • May add up to 4 privates for + 15 (Veteran) per
Weapons: Sergeant has AR/GL and all others have model.
AR’s. • May take up to 4 D-RPG for +10pts each.
Special rules: May have up to 4 of following:
Fanatics. - LMG for +20pts each.
- MR for +5pts each.
- LSW for +10pts each.
• Up to 4 privates may replace their AR’s with AR/GL
for +5pts each.
• Whole squad may take Flak jackets or Ballistic
vests.
• Have access to Optical sights and night vision.

HMG crew
Sometimes Russian strongpoints are covered by
NSV-12,7 or Kord heavy machine guns, which
proved to be highly valuable due to its optics.

Price: 55 (Inexperienced), 76 (Regulars) or 97 Options:


(Veteran). • Have access to night vision
Squad composition: 3
Weapons: HMG with Optical sight, 2 ARs.
Anti-air squad

Price: 60pts (Inexperienced), 85pts (Regulars) or Options:


100 (Veterans). • One trooper may replace AR with AR/GL for +5pts.
Squad composition: 3 men.
Weapons: 3 AR, 1 AA missile launcher.

Heavy ATGM crew


Russian Kornet ATGM is reliable weapon, capable of
inflicting significant damage even to most up-to-
date AFVs.

Price: 160 (Regulars) or 200 (Veteran).


Squad composition: 3
Weapons: H-ATGM, 3 ARs.

Light ATGM crew

Price: 160 (Regulars) or 200 (Veteran).


Squad composition: 3
Weapons: L-ATGM, 3 ARs.
Special rules:
Lightweight. Can move and fire, but receives
additional -1 to hit.
AGL crew
As each BTR carries two AGLs, soldiers will use them
at once if they see that enemy is entrenched or
have to bolster company’s defenses.

Price: 40 (Inexperienced), 55 (Regulars) or 70


(Veteran).
Squad composition: 3
Weapons: AGL, 3 ARs.

Sniper team
Each motorized rifle brigade has dedicated sniper
companies to support soldiers in vital objectives or
hunt down enemy officers and other important
personnel.

Price: 40pts (Inexperienced) or 50pts (Regular) or Options:


65 pts (Veteran). • May in addition to their weapon take up to 2 AR for
Squad composition: 2 +3pts each or take up to 2 pistols for +1pt each.
Weapons: Sniper rifle. • May replace Sniper rifle with two MRs for -15pts.
• Have access to night vision
• Veterans can be upgraded to Special Forces for
+10pts per model.
Special Forces units
GRU recon team
GRU (Main Reconnaissance Directorate of Joint
Staff) Special Forces (also known as Spetsnaz GRU)
is the elite of Russian Army. Selected and trained to
the highest standards, they played a significant part
in many operations during Afghanistan and both
Chechen wars, gathering intelligence and picking off
warlords.
Price: 120 (Veteran). Options:
Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: ARs, Ballistic vests. model.
Special rules: • Any soldier may take pistol in addition to other
Special Forces. weapons for +1pts.
Reconnaissance specialists. May trigger enemy • Any soldier may replace AR with AR/GL for +5pts
ambushes only if running. In addition, fire support each.
receives +1 to hit if target is in sight of Forward • May have up to 2 of following:
Observer. - Sniper rifle for +20pts each
Have access to all weapon upgrades. - LMG for +20pts each.
• May have up to 2 MR for +5pts each.
• One soldier with AR or Val can be upgraded to
Special Forces Forward Observer for +30pts.

Special Forces Sniper team


When any special operation begins, there are
always several snipers ready to take down high
priority targets. Russian Special Forces use variety of
weapons of both domestic and foreign origin.

Price: 95 (Veterans). Options:


Squad composition: 2 operators. • May exchange sniper rifle for anti-materiel rifle for
Weapons: Sniper rifle and AR. +10pts.
Special rules: • May exchange sniper rifle and AR for two MRs for
Special Forces. -15pts.
Anti-sniper tactics. Receives additional +1 to hit • Any operator may take pistol for +1pts or SMG or
modifier when targeting enemy Snipers and/or AR for +3pts.
small units.
Have access to all weapon upgrades.
Alpha team
Where GRU soldiers were all about stealth and
intelligence, Alpha squad played a lot more direct
role. They was tasked with retrieving Soviet and
later Russian armies soldiers, captured by terrorists,
hunting down enemy leaders and providing anti-
ambush support for convoys when needed.
Later they became part of FSB (Federal Security
Service), specializing in dealing with hostage taking
situations and anti-terror and now cannot be
deployed as part of Armed Forces in conventional
conflict.
Price: 125 (Veterans). Options:
Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: ARs or SMGs, pistols, Ballistic vests. model.
Special rules: • May take up to 1 RPG-L for +30pts each.
Special Forces. • May take up to 3 LMG for +20pts.
Mission above all. Alpha team may automatically • May take up to 4 D-RPG for +10pts each.
pass any order test and ignore Rough terrain • Any soldier may replace their AR’s with AR/GL for
movement penalties. If they do this, they cannot +5pts each.
gain cover bonuses until next order is given to
them.
Have access to all weapon upgrades.

Special Forces Medical team


Despite all Special Forces soldiers have medical
training, each task force is accompanied by
superbly trained combat medics, who can provide
all help needed to any wounded even while being
under fire.
Price: 75 (Veterans). Options:
Squad composition: Medic and operator. • May have up to two more operators for + 30pts
Weapons: ARs, Ballistic vests. each.
Special rules: • Any soldier may take pistol in addition to other
Special Forces. weapons for +1pts.
Have access to all weapon upgrades.
Special Operations Forces
Created in 2009, Russian SOF is one of the country’s
most secret military forces. It is created for covert
operations all around the world, similar to US Delta
and some other Special Forces units.

Price: 120 (Veterans). Options:


Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: ARs, pistols, Ballistic vests. model.
Special rules: • May have up to 4 MR for +5pts each.
Special Forces. • May take up to 2 LMG for +20pts.
Tactical superiority. SOF units may make immediate • May take up to 4 D-RPG for +10pts each.
3” move if their transport or another SOF unit • Any operator may replace AR with AR/GL +5pts
within 12” successfully receives “Advance”, “Fire” each.
or “Run” order (measure distances before moving
any models). Maximum of two free moves are
allowed per turn for each unit and each 3” distance
is fully affected by all penalties as normal move
during “Advance”.
Have access to all weapon upgrades.
Tanks
T-72B
The working horse of Russian tank companies, T-
72B is reliable and effective enough to deal with
most threats on the battlefield, especially when
used by trained crews. Despite its cannon lacks
accuracy and penetrating power of Western
counterparts, this tank is more flexible due to
extremely powerful HE rounds.
T-72B3 basically is an entirely different beast. It
features main gun with improved ballistics, new
generation thermal sights and lots of other
improvements, which make this tank a formidable
opponent.
Cost: 230 (Inexperienced), 280 (Regular), 330 Options:
(Veteran) • Any Regular or Veteran tank may be upgraded to T-
Unit type: MBT 11+. 72B3 for + 50pts, replacing medium AT cannon with
Weapons and upgrades: Medium AT cannon with heavy one and upgrading turret targeting equipment to
coaxial MMG, AA mounted HMG, ERA (front and Advanced.
sides). • Any T-72B3 can be further upgraded to “Relict” ERA
Targeting equipment: Stabilized+Rangefinder for +40pts.
(turret weapons), Iron sights (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.
“Relict” ERA. RPG damage rolls receive -2
modifier and all ATGMs and cannons receive -1
modifier.

T-80
Created as further development of T-64 tank, T-80
featured innovative gas turbine engine and new
fire control system, comparing to T-72. Despite
this, its high price and operational issues caused T-
80 to being slowly called from active service. Today
it is largely replaced by modified T-72 tanks.
Cost: 270 (Inexperienced), 325 (Regular), 375 (Veteran)
Unit type: MBT 12+.
Weapons and upgrades: Heavy AT cannon with coaxial MMG, AA mounted HMG, ERA (front and sides).
Targeting equipment: Stabilized+Rangefinder (turret weapons), Simple (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.
T-90
Deep modernization of T-72 series, T-90 features
new cannon, new observation and targeting
modules and most importantly, APS “Shtora-1”,
making it extremely protected against laser guided
weapons while still being relatively light and small in
comparison with M1 Abrams or Leopard II MBT’s.
The most recent upgrade of T-90 includes highly
sophisticated “Relict” ERA, able to effectively protect
from armor-piercing ammunition in addition to
shaped charge warheads.
Due to comparatively low number of T-90 built, only
the most trained crews are trusted to use them.
Cost: 380 (Regular) or 450 (Veteran)
Unit type: MBT 12+.
Weapons and upgrades: Heavy AT cannon with coaxial MMG, AA mounted HMG, ERA (front and sides),
“Shtora-1”.
Targeting equipment: Advanced (all weapons)
Options:
• Can replace “Shtora-1” with “Relict” ERA for free.
Special rules:
Optic-thermal countermeasures complex “Shtora-1”. APS working only in front of turret and affecting only
ATGMs.
Large caliber. HE 2D6 instead of D6.
“Relict” ERA. RPG damage rolls receive -2 modifier and all ATGMs and cannons receive -1 modifier.
T-14 Armata
T-14 takes Command tank or both Tank and Armored
car choices.
The new Armata heavy modular armored chassis is
the first entirely new project in a post-Soviet era. It
includes lots of features never met in any MBTs
before, such as combat radar station and highest
level of communications integration, making it
capable to act as spotter for aircraft or artillery.
The main representative of this family is T-14 MBT,
carrying modified 125mm cannon with more
powerful shells, small radar station, double-
protection of the crew (by main hull and internal
armored module) as well as multiple protective
measures.
Price: 700 (Veteran)
Unit type: MBT 13+
Weapons and upgrades: Super-heavy AT cannon with coaxial MMG, AA-mounted HMG, ERA (front and
sides), APS.
Targeting equipment: Advanced (all weapons)
Special rules:
Large caliber. HE 2D6 instead of D6.
Combat radar. T-14 ignores all vision reductions when targeting vehicles
“Malachite” ERA. RPGs and ATGMs damage roll receives -2 modifier and all cannons receive -1 modifier.
“Afghanit” APS. This APS covers frontal and side arcs and affects AT cannon shots as well.
APS-integrated HMG. Before the first turn, HMG can be declared as being used in defensive mode only
through whole game. If doing so, all RPGs, ATGMs and any kinds of missiles or bombs fired from more than
12” receive additional -1 to hit modifier.
Advanced coordination. T-14 may call-in one fire support per turn as if it was Forward Observer. This does
not prevent tank from executing any orders. In addition, friendly T-15 may use Combat radar rule.
Battlefield communication system.
T-15 Armata IFV
T-15 takes both Tank and Transport choices.
The IFV version of Armata is created with
experience of brutal wars in cities and mountains in
mind. It offers tank-level protection for its crew and
passengers as well as 30mm automatic cannon and
four tubes, which may carry AT, AA or anti-
personnel guided missiles.

Price: 450 (Veteran)


Unit type: MBT 13+
Transport capacity: 8
Weapons and upgrades: AA-mounted Heavy automatic cannon with coaxial MMG, 4 one-shot H-ATGMs or
AA-missiles, ERA (front and sides), APS.
Targeting equipment: Advanced+Rangefinder (all weapons)
Special rules:
“Malachite” ERA. RPGs and ATGMs damage roll receives -2 modifier and all cannons receive -1 modifier.
“Afghanit” APS. This APS covers frontal and side arcs and affects AT cannon shots as well.
Advanced coordination. T-15 may use Combat radar rule if friendly T-14 is alive and not in reserve.
Battlefield communication system
Can fire ATGMs while moving

“Sprut-SD” light tank


More a tank destroyer than a tank itself, Sprut
was created to give troops deploying via
parachutes reliable anti-tank solution. As a
result, these AFVs have the same cannon as T-72
MBTs while being highly mobile and equipped for
both amphibious and parachute deployments.

Price: 135 (Regular) or 160 (Veteran) Options:


Unit type: Armored car • May replace Medium AT gun with Heavy one for
Weapons: Medium AT gun. +25pts (in fact is displays usage of up-to-date ammo
Targeting equipment: Stabilized+Rangefinder (all rather than replacing the gun itself).
weapons) • May have Recon special rule for +20pts.
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Large caliber. HE 2D6 instead of D6.
Thin sides. Receives additional +1 penetration to
side armor.
Armored cars
BRDM-2 recon and patrol armored vehicle
Light wheeled recon vehicle, it entered service in
early 1960s and was widely used for patrol and
observation duties in Afghanistan and conflicts in
post-Soviet space.

Price: 80 (Inexperienced) or 100 (Regular) or 120 Options:


(Veteran) • May exchange KPVT and MMG for L-ATGM for
Unit type: Armored car +45pts.
Targeting equipment: Simple (all weapons)
Weapons and upgrades: KPVT with coaxial MMG.
Special rules:
Recon.

BRM-1K combat reconnaissance vehicle


Built using the BMP-1 chassis and weapon systems,
this recon vehicle entered service in early 1970s as a
replacement for obsolete PT-76 light tank, but
didn’t saw wide use since then.

Price: 115 (Regular) or 145 (Veteran)


Unit type: Armored car
Weapons and upgrades: “Grom” cannon (count as RPG-L with penetration 5) with coaxial MMG.
Targeting equipment: Simple (all weapons)
Special rules:
Recon.
Easily catches fire. See M4 Sherman entry of rulebook.
BRM-3K “Lynx” combat reconnaissance
vehicle
The most up-to-date reconnaissance station based
on BMP-3, it is produced in very small amounts since
early 90s.

Price: 145 (Regular) or 175 (Veteran)


Unit type: Armored car
Weapons and upgrades: Heavy automatic cannon with coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon.
Forward observer.
Reconnaissance station. Can call air/artillery strikes even when don’t have LOS to target.

BMD-3
Heavily armed APC for VDV troops, based on a
new hull comparing to BMD-2. Serial production
continued from 1990 to 1997.

Price: 140 (Regular) or 165 (Veteran) Transport capacity: 5


Unit type: Armored car Options:
Weapons: Heavy automatic cannon with coaxial May remove L-AGTM for -40pts.
MMG and three-shot L-ATGM, hull-mounted
LMG, hull-mounted AGL.
Targeting equipment: Stabilized (all weapons)
Hull-mounted LMG can only be used when
transporting infantry.

BMD-4/-4M
Most up-to-date APC of Airborne
troops, it has similar features and
armaments with BMP-3.
In service since 2012.
See BMP-3 entry.
Uran-9 Unmanned combat vehicle

Price: 185 (Veteran) Options:


Unit type: Armored car • May take 4 AA-missiles for +25pts each or 4-shot L-
Weapons and upgrades: Heavy automatic cannon ATGM for +40pts.
with coaxial MMG. • May take up to 12 RPO-A for +35pts each.
Targeting equipment: Advanced (all weapons)
Special rules:
Unmanned. Uran-9 cannot receive pin markers
from enemy fire.
After every HE D6 (or stronger) hit scored on Uran-
9, roll a D6. On a roll of 5+, it suffers “Destroyed”
penetration result.

Artillery and Air defense.


2C23 “Nona-SVK” self-propelled howitzer
The self-propelled 120mm howitzer based on BTR-
80 chassis, in entered service in early 90s. Thanks to
high angles of fire and turret mount of the cannon,
they proved to be highly useful in urban warfare,
being able to fire at highest floors of the buildings
and were used during First war in Chechnya.

Price: 110 (Regular) or 130 (Veteran)


Unit type: Armored car
Weapons: Medium howitzer.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of rulebook.
Thin sides. Receives additional +1 penetration to side armor.
2C9 “Nona-S” self-propelled howitzer
This artillery piece, designed on the chassis of
BTR-D (airborne APC), features rapid firing
120mm howitzer in addition to the mobility
necessary for airborne ops.

Price: 100 (Regular) or 120 (Veteran) Options:


Unit type: Armored car • May add HEAT shells for +30pts
Weapons: Medium howitzer.
Targeting equipment: Simple (all weapons)
Special rules:
Light for class. Nona-S can use its weapon only
executing “Fire” order.
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
HEAT shells. Have same distance as howitzer,
but can be fired only directly and have +8
penetration and Shaped charge rule

ZSU-23-4 “Shilka”
The four-barreled self-propelled AA gun, in was
introduced in 1965 and widely used against ground
targets in all conflicts since then, thanks to its
firepower and wide angle of fire.

Price: 150 (Inexperienced) or 165 (Regular) or 180 (Veteran)


Unit type: Armored car
Weapons and upgrades: 4 AA-mounted light automatic cannons.
Targeting equipment: Stabilized (all weapons)
ZSU “Tunguska” / SA-19 Grison
Created as a replacement for “Shilka”, SA-19
entered service in middle 1980s. During the first
war in Chechnya they were occasionally used as fire
support vehicles, but results was disastrous due to
its vulnerability.

Price: 120 (Regular) or 145 (Veteran) Options:


Unit type: Armored car • May take up to 4 AA missiles for +25pts each.
Weapons and upgrades: 2 AA-mounted heavy
automatic cannons.
Targeting equipment: Stabilized (all weapons)

ZSU “Pantsir'-S1” / SA-22 Greyhound


The most up-to-date AA vehicle, it entered service in
2008. Saw no combat use so far.

Price: 120 (Regular) or 145 (Veteran) Options:


Unit type: Armored car • May take up to 6 AA missiles for +25pts each.
Weapons and upgrades: 2 AA-mounted heavy
automatic cannons.
Targeting equipment: Stabilized (all weapons)
Transports
BTR-70/80
Both these armored carriers saw wide use in all
conflicts from war in Afghanistan till nowadays.
They are designed to carry one squad of infantry
and some support weapons such as RPGs and AGLs
in addition to spare ammo for riflemen.

Price: 85 (Inexperienced) or 100 (Regular) or 120 Transport capacity: 8


(Veteran) Options:
Unit type: Armored car • BTR-70 can be upgraded with applique armor,
Weapons: KPVT with coaxial MMG. replacing “Thin sides” rule with “Reinforced armor”
Targeting equipment: Simple (all weapons) for +5pts.
Special rules: • BTR-80 can be upgraded to BTR-82, removing
Easily catches fire. See M4 Sherman entry of “Easily catches fire” rule for +5pts.
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
Reinforced armor. Weapons with penetration +5 or
less do not receive penetration bonus against side
armor.

BTR-80A
“A” modification features 30mm automatic cannon
and new fire control, making it a reliable counter to
light vehicles or low-flying aircraft and helicopters.

Price: 115 (Regular) or 130 (Veteran) Transport capacity: 8


Unit type: Armored car Options:
Weapons and upgrades: AA mounted Heavy • Can be upgraded to BTR-82A, removing “Easily
automatic cannon with coaxial MMG. catches fire” rule for +5pts.
Targeting equipment: Stabilized+Rangefinder (all
weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
BMP-1
Despite being almost half-century old and very
obsolete, these APCs are still widely used all around
the world. Russian troops used them intensively
during war in Afghanistan and both wars in
Chechnya.

Price: 120 (Inexperienced) or 140 (Regular) Transport capacity: 6


Unit type: Armored car Options:
Weapons: “Grom” cannon (count as RPG-L with • May equip pintle-mounted AGL for +25pts
penetration 5) with coaxial MMG and one-shot L- • May remove L-ATGM for -20pts
ATGM.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Obsolete targeting system. L-ATGM has additional -
1 to hit modifier.

BMP-2
Most widespread BMP in Russian army, BMP-2 is
tough and reliable IFV, able to easily deal with
infantry, vehicles and APCs thanks to its 30mm
automatic cannon.

Price: 95 (Inexperienced) or 110 (Regular) Transport capacity: 6


Unit type: Armored car Options:
Weapons: AA-mounted Heavy automatic cannon • May equip pintle-mounted AGL for +25pts
with coaxial MMG.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
BMP-3
This heavily armed IFV is designed to deal with any
threat to itself or the squad it is supporting. 100mm
cannon and 30mm automatic cannon can shred
infantry and blast fortified positions, while AT-12
Swinger gives it a chance to stay alive even when
fighting against enemy tanks.
Recently, some BMP-3 were modernized and up
armored to BMP-3M version, adding night vision
and thermal devices as well as additional armor.
Price: 160 (Regular) or 192 (Veteran) Transport capacity: 7
Unit type: Armored car Options:
Weapons: Light howitzer with coaxial AA-mounted • Any Veteran BMP-3 may be upgraded to BMP-3M
Heavy automatic cannon and MMG, two hull- for +40pts, making it light tank and upgrading turret
mounted MMGs. targeting equipment to Advanced.
Targeting equipment: Stabilized (turret weapons), • Can be upgraded with ERA (front and sides) for
Iron sights (hull-mounted MGs) +15pts.
Special rules:
Hull-mounted MMGs can only be used when
transporting infantry.
ATGM can be fired even while moving.

Truck
Russian military forces employ a large number of
trucks, most of which are infamous Ural-4320 and
KamAZ-4310, widely used to transport both troops
and cargo.

Price: 35 (Inexperienced) or 40 (Regular) Transport capacity: 20


Unit type: Softskin Options:
Weapons and upgrades: none. May take one of the following:
Special rules: • May be up-armored to change unit type to Armored
Thin armor (only when armored) car for +15pts.
• May take Twin-barreled AA-mounted light
automatic cannon (with Iron sights) for +40pts,
remove transport capacity and be placed in Artillery
choice.
GAZ-2330 Tiger
The “Russian HMMWV”, Tiger is a multi-purpose
vehicle currently used by Russian Army. In serial
production since 2008.

Price: 25 (Regular) or 30 (Veteran) Transport capacity: 6


Unit type: Softskin Options:
Weapons and upgrades: none. • May add one of the following:
Targeting equipment: see Options - MMG and AGL with Iron sights for +30pts
Special rules: - AA-mounted HMG with Advanced targeting
Thin armor (only when armored) for +30pts
- AA-mounted Heavy automatic cannon with
MMG and AGL cannot be used at the same time.
coaxial MMG and Advanced targeting for
+65pts
- Remove transport capacity and take H-ATGM
with Simple targeting for +45pts.
• May be up-armored to change unit type to Armored
car for +20pts.
• May increase transport capacity to 9 for +5pts.
*Tigers with H-ATGM may only be taken as Armored
car choices.

UAZ-469/3151
The most used light car in Russian military since
late 1970s, UAZ is used primarily as an officer/staff
transport, but found lots of other uses during wars
in Afghanistan and Chechnya. Serial production
stopped in 2010.

Price: 20 (Inexperienced) or 25 (Regular) Transport capacity: 4


Unit type: Soft-skin
Weapons and upgrades: none.
MT-LB
Designed primarily as replacement for unarmored
trucks in frontline activities such as field guns
towing or medical vehicles, MT-LB later proved to
be superbly versatile weapon platform as well as
APC. Dozens of modification were made all around
the world for various activities, such as mobile
radar station, AT missile vehicle, mine cleaner, mine
layer, AA vehicle, medical vehicle and APCs with
various weapons. The closest Western counterpart
of MT-LB is American M113 in terms of versatility.
Note that following options include only Soviet and
Russian versions, despite Poland, Ukraine, Sweden
and other countries have their own modifications.
Price: 45 (Inexperienced) or 60 (Regular) or 75 Transport capacity: 11
(Veteran) Options:
Unit type: Armored car May replace MMG with one of the following:
Weapons and upgrades: MMG. • HMG for +10pts
Targeting equipment: Iron sights. • KPVT for +20pts
Special rules: • Up to 4 AA missiles, remove transport capability
Thin armor. and be placed in Artillery choice for +25pts each
• Twin-barreled AA-mounted light automatic cannon
for +40pts
• L-ATGM, remove transport capability and be placed
in Armored car choice for +50pts
• Heavy automatic cannon with coaxial MMG (with
Stabilized targeting equipment and Rangefinder) for
+60pts
• Twin-barreled AA-mounted light automatic cannon
with coaxial HMG and AGL (with Stabilized targeting
equipment) for +90pts
• Twin-barreled AA-mounted light automatic cannon
and two AA missiles (with Stabilized targeting
equipment) for +90pts
• 4 one-shot H-ATGMs with coaxial MMG and AGL for
+150pts
BTR-D
Airborne APC, in service since 1974. It saw wide use
in all campaigns since then.

Price: 80 (Regular) or 90 (Veteran) Options:


Unit type: Armored car • May equip one of the following
Weapons: Two hull-mounted MMG. • Pintle-mounted AGL for +25pts
Targeting equipment: Iron sights (all weapons) • Pintle-mounted L-ATGM for +35pts and be placed in
Transport capacity: 10 Artillery slot.
Special rules: • AA-mounted Twin-barreled light automatic cannon
Easily catches fire. See M4 Sherman entry of for +40pts and be placed in Artillery slot
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
Hull-mounted MMGs can only be used when
transporting infantry.

BMD-1
The first specialized airborne fighting vehicle, it was
equipped with 76mm cannon which quickly became
obsolete due to quick development of new types of
tank armor.

Price: 115 (Regular) or 135 (Veteran) Transport capacity: 5


Unit type: Armored car
Weapons: “Grom” cannon (count as RPG-L with
penetration 5), two hull-mounted MMGs.
Targeting equipment: Simple (turret weapons),
Iron sights (hull-mounted MGs)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
Hull-mounted MMGs can only be used when
transporting infantry.
BMD-2
Airborne troops equivalent of BMP-2. It was
introduced to service in 1985 and widely used in
Afghanistan and peacekeeping missions.

Price: 105 (Regular) or 120 (Veteran) Transport capacity: 5


Unit type: Armored car
Weapons: AA-mounted heavy automatic cannon
with coaxial MMG and three-shot L-ATGM, hull-
mounted MMG.
Targeting equipment: Simple (turret weapons),
Iron sights (hull-mounted MG)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
Hull-mounted MMGs can only be used when
transporting infantry.
Air Force
Su-25 Frogfoot
Called “Grach” (as Rook bird) in Russian army, this
tough aircraft is the excellent combination of heavy
weapon load and extraordinary durability (it was
not uncommon for them to safely return from
heavy fight with about hundred holes in shell). It
was used in all campaigns since war in Afghanistan
and is still in production.
The distinctive feature of Su-25 among other
ground-attack planes is its ability to use guided
medium and long range missiles. For example, AS-
14 'Kedge' (marked X-29 in Russian) family of
missiles packs High Explosive / Piercing warhead
with weight of 317kg. Their smaller brothers,
medium range AS-10 'Karen' (X-25) have 90kg High
Explosive / Fragmentation warheads.
Price: 150 (Regular) Crew: 1
Unit type: Armored car Victory points for crew: 2
Weapons: Twin-barreled heavy automatic cannon. Options:
Special rules: May equip up to four of following in any combination:
Guided missiles. Can be used as additional “Fire • Light rocket pods for +50pts;
support” if aircraft is not on battlefield and not • Medium rocket pods or bombs for +75pts;
destroyed. To use it, Su-25 must pass test for “Fire” • Heavy rocket pods or bombs for +100pts;
order with -1 to morale and choose any • Two Twin-barreled light automatic cannons (2
target/target point on board. Only one missile may selections maximum) for +100pts;
be used at once. Note that they always counted as • Medium range guided missiles X-25 (2 shots each
“4-6” result of effectiveness roll. They hit on a roll dealing HE 2D6 hits to all units within 6” from target
of 3+ ignoring cover and “Down” order. point, counted as AOE strike) for + 140pts.
Special rule – Flying tank. Ignores first “Destroyed” • Long range guided missiles X-29 (2 shots, each
result. dealing D3 hits with penetration of +5 to any target
Ejection seat. unit, regardless armored or not. Versus buildings
counted as single HE 4D6 hits instead. 1 selection
maximum, counted as precision strike) for + 350pts.
Mi-24 Hind
Main gunship helicopter of Russian Armed Force, it
features strong weapons systems and durability
high enough to land, embark or disembark troops
and take off while under small-arms fire.

Price: 100 (Regular) Crew: 3


Unit type: Armored car Victory points for crew: 3
Weapons: Turret-mounted Four-barreled rotor Transport capacity: 8
HMG (count as two HMGs). Options:
Special rules: • May exchange four-barreled rotor HMG to twin-
Hovering. barreled light automatic cannon for +15pts or hull-
mounted twin-barreled heavy automatic cannon for
+40pts.
• May take two L-ATGMs for +160pts
• May take up to two of following in any
combination:
• Light rocket pods for +50pts;
• Medium rocket pods or bombs for +100pts;
• Heavy rocket pods for +130pts;
• Two Twin-barreled light automatic cannons (1
selection maximum) for +100pts;

Mi-8 Hip
One of the most produced helicopters in the world,
Mi-8 proved to be versatile and reliable vehicle for
decades. Due to Its vast cargo hold and variety of
weapons available this helicopter is praised by both
Special Forces and common troops.

Price: 70 (Regular) Crew: 2


Unit type: Soft-skin Victory points for crew: 2
Weapons: none. Options:
Transport capacity: 24 May equip up to two of following in any combination:
Special rules: • Light rocket pods for +50pts;
Hovering. • Medium rocket pods or bombs for +100pts;
Rope insertion. • Heavy rocket pods for +130pts;
• Two L-ATGMs for + 160pts.
Mi-28N Havoc or Ka-52 Hokum B
Comparatively new addition to Russian Air Force
arsenal, these heavy attack helicopters are
fearsome power, comparable with US Apache
Longbow of newest generation.
*Note: Mi-28N and Ka-52 can be used only in
ultra-modern scenarios (2011 and later) or
alternative history (as they were designed in late
80s). For earlier games you can use Ka-50 Hocum
A model with this profile

Price: 150 (Regular) Crew: 2 (1 for Ka-50)


Unit type: Armored car Victory points for crew: 3 (2)
Weapons: Heavy automatic cannon, night vision, Options:
thermal sights. May equip up to two of following in any combination:
Targeting equipment: Advanced (all weapons) • Medium rocket pods for +100pts;
Special rules: • Heavy rocket pods for +130pts;
Hovering. • Six L-ATGMs (for Ka-52 / 50) for + 480pts.
Ejection seat. (Note: despite Mi-28 is not having • Eight L-ATGMs (1 selection maximum) (for Mi-28N)
actual ejection seat, it is specially designed to for + 640pts.
allow pilots to survive the crash and get out of
helicopter easily).
Russian Armed Forces selectors.
Mixed troops.
Compulsory choices
Command squad 1
Conscripted, Contract or VDV squad 2
Optional choices
Radio operator 1
Conscripted, Contract, Recon, VDV airborne-assault or VDV squad 4
Sniper team 1
GRU or Alpha teams, SOF or Special Forces snipers 1
HMG or AGL crew 1
ATGM or AA missile crew 1
Tank 1
Armored car or Uran-9 1
Artillery (AA included) 1
Air forces support (CAS) 1
Fire support 1
Transports (All) 1 per squad
Special rule – all units may upgrade their LSW to LMG for +5pts each.

Ground Forces platoon.


Compulsory choices
Command squad 1
Conscripted or Contract squad 2
Optional choices
Radio operator 1
Conscripted or Contract infantry, Recon squad 2
Sniper team 1
GRU or Alpha teams, SOF, or Special Forces snipers 1
HMG or AGL crew 1
ATGM or AA missile crew 1
Tank (T-72, T-80 or T-90) 2
Armored car (BRDM, BRM, GAZ Tiger with ATGM) 1
Artillery (Nona howitzer or AA) 1
Air forces support (CAS) 1
Fire support 1
Transports (BTRs, BMPs, Truck, UAZ, GAZ Tiger) 1 per squad
Special rule – Conscripted squads can re-roll “Inconsistent quality” rolls.
VDV platoon.

Compulsory choices
Command squad 1
Conscripted (Regular) or Contract squad 2
Optional choices
Radio operator 1
Contract squad, Recon squad, VDV airborne-assault squad 3
GRU or Alpha teams, SOF, or Special Forces snipers 1
HMG or AGL crew 1
ATGM or AA missile crew 1
Tank (Sprut-SD) 1
Armored car (BMDs, GAZ Tiger with ATGM) 2
Artillery (Nona howitzer or AA) 1
Air forces support (CAS, two SU-25 maximum) 4
Fire support 1
Transports (BMD 1, BMD 2, BTR-D, GAZ Tiger) 1 per squad
Special rule – Each enemy unit suffers 1 pin marker at the start of turn 1.

Naval infantry platoon

Compulsory choices
Command squad 1
Conscripted (Regular) or Contract squad 2
Optional choices
Radio operator 2
Contract squad, Recon squad (Veterans) 3
GRU or Alpha teams, SOF, Special Forces snipers 1
Tank (T-80, T-90) 1
Armored car (GAZ Tiger with ATGM) 2
ATGM, AA missile, HMG or AGL crew 3
Air forces support (CAS) 1
Fire support 2
Transports (BTRs, BMP-3) 1 per squad
Special rule – .
Special Operations Forces detachment

Compulsory choices
Recon squads, GRU or Alpha teams, SOF 2
Optional choices
Recon squads, GRU or Alpha teams, SOF 3
Sniper team or Special Forces snipers 2
High command (Captain or Major with Special Forces upgrade for + 15pts and up 1
to 2 operators, have all Alpha, GRU or SOF special rules and options)
Special Forces Radio operator (Veteran, 55pts, may be accompanied by up to 2 2
operators) or Special Forces Medic
ATGM crew or Uran-9 1
Air forces support (CAS, one SU-25 maximum) 3
Fire support 2
Transports (All) 1 per squad
Special rule – infantry units may ignore one general rule penalty for landscape.

Assault task force

Compulsory choices
Command tank (Veteran only) 1
Tank 1
Conscripted or Contract squad 1 per each
tank
Transports (BMP only) 1 per squad
Optional choices
Conscripted or Contract squad 2
Tank 4
Command squad 1
Artillery (AA) 1
GRU or Alpha teams, SOF 1
Sniper team or Recon squad 2
Special rule – each Conscripted or Contract squad receives one RPO-A or four D-RPGs for free.
People’s Republic of China
.

Special rules
Drilled to perfection.

All Chinese units may re-roll Order tests if trying to execute same type of order second or more time in a row.

Three-man-training.

All Chinese Regular or Veteran infantry squads may split fire during “Fire” order. At least three models must
fire in each direction, but maximum number of targets is not limited.

Note that additional targets do not receive pin markers as a result of such attack
Branches

People’s Liberation Army


Intensive selection.

All PLA Infantry units may “Run” over Rough terrain but reduce moving distance by 2”.

Chinese Paramilitary Forces


Shield of the Homeland.

When fighting against any foreign regular army, Paramilitary Forces can be Fanatics at no cost.

Guerilla operations.

All Paramilitary Forces units receive no penalties for outflanking moves and may always enter from any point
of any table side except of enemy’s.

Headquarters units
Command unit

Price: Lieutenant or senior lieutenant, as in core Options:


rulebook. • Officer and/or assistant may replace their AR with
Squad composition: Officer and up to 1 of each – AR/GL for +5pts each.
Commander assistant (platoon sgt.) for +10pts • Whole squad can take Flak jackets or Ballistic vests
(Regular) or +13pts (Veteran).
Medic for +25pts (Regular) or +30pts (Veteran).
RPG team (two men, one with AR) for +40pts
(Regular) or +50pts (Veteran).
Weapons: ARs

Radio operator

Price: 25 (Inexperienced) or 30 (Regular) or 35 Options:


(Veteran). • May add up to 2 privates for +7pts
Squad composition: 1 radio operator (inexperienced), +10pts (Regular) or +13pts
Weapons: ARs (Veteran) per model.
Special rules: • Whole squad can take Flak jackets or Ballistic vests
Forward observer.
Militia command unit

Price: Lieutenant or senior lieutenant, as in core Options:


rulebook. • May take up to 3 fighters with ARs for +7pts
Squad composition: Officer (Inexperienced) or +10pts (Regular) per model
Weapons: ARs • Officer and one private may replace their AR with
Special rules: AR/GL for +5pts each.
Green (Inexperienced only). • Whole squad can take Flak jackets

Medic

Price: 25 (Inexperienced) or 30 (Regular) Options:


Squad composition: 1 Medic • May add up to 2 privates for +7pts (inexperienced)
Weapons: ARs or +10pts (Regular) per model.
Special rules: • Whole squad can take Flak jackets
Medic.
Green (Inexperienced only).

Infantry units
Mechanized infantry

Price: 50 (Regulars) Options:


Squad composition: Sergeant and 4 privates. • May add up to 4 privates for +10pts (Regular)
Weapons: ARs. • May have up to 1 RPG-L for +30pts each.
Special rules: • May have up to 1 LMG for +20pts.
• May take up to 3 D-RPG for +10pts each.
• Sergeant and one private may replace their AR’s
with AR/GL for +5pts each.
• Whole squad may take Flak jackets or Ballistic
vests.
Infantry squad

Price: 63 (Inexperienced) or 90 (Regulars) Options:


Squad composition: Sergeant and 8 privates • May add up to 3 privates for +7 (Inexperienced) or
Weapons: ARs. +10 (Regular) per model.
Special rules: • May take up to 2 RPG-L for +30pts.
Green (inexperienced only) • May have up to 2 LMG for +20pts.
May only take Trucks as transport. • Up to 3 troopers (including sergeant) may replace
AR with AR/GL for +5pts.
• Whole squad may take Flak jackets or Ballistic
vests.

Sniper team

Price: 50pts (Regular) or 65 pts (Veteran). Options:


Squad composition: 2 men. • May replace Sniper rifle with Anti-material rifle for
Weapons: Sniper rifle, 2 ARs. +10pts.
• Whole squad may take Flak jackets or Ballistic
vests.
• Have access to night vision

ATGM crew

Price: 160 (Regulars) or 200 (Veteran). Options:


Squad composition: 3 men. • Whole squad may take Flak jackets or Ballistic
Weapons: H-ATGM, 3 ARs. vests.

Special Forces assault team

Price: 120 (Veteran). Options:


Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: ARs or SMGs, Ballistic vests, pistols. model.
Special rules: • Any soldier may replace AR with AR/GL for +5pts
Special Forces. each.
Lightning-fast. May fire light weapons while • May have one LMG per 2 squad members for
Running, but with -2 to-hit modifier instead of usual +20pts each.
-1 for moving.
Have access to all weapon upgrades.
Commando recon unit

Price: 130 (Veterans). Options:


Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: Two AR/GL, all others have ARs or SMGs, model.
Ballistic vests, pistols. • May take up to 1 LMG for +20pts.
Special rules: • May take up to 4 D-RPG for +10pts each.
Special Forces. • Any soldier may replace their AR or SMG with MR
Spot and retreat. Commando recon may use Recon for free.
move despite being Infantry. Count it as Run order. • One soldier with AR can be upgraded to Special
Have access to all weapon upgrades. Forces Forward Observer for +30pts.

Special Forces Medical team

Price: 75 (Veterans). Options:


Squad composition: Medic and operator. • May have up to two more operators for + 30pts
Weapons: ARs, Ballistic vests, pistols. each.
Special rules: • Any squad member may exchange AR for AR/GL for
Special Forces. +5pts.
Have access to all weapon upgrades.

Special Forces Sniper team

Price: 100 (Veterans). Options:


Squad composition: 2 operators. • May exchange sniper rifle for anti-materiel rifle for
Weapons: Sniper rifle and AR, pistols, ballistic vests. +10pts.
Special rules: • May exchange sniper rifle and AR for two MRs for -
Special Forces. 15pts.
Supporting fire. SF Snipers may try to activate
immediately after friendly SF unit within 18”.
Have access to all weapon upgrades.

Militia infantry

Price: 63 (Inexperienced) Options:


Squad composition: Sergeant and 8 privates. • May add up to 6 privates for +7pts (Inexperienced)
Weapons: ARs. per model
Special rules: • May have up to 2 RPG-L for +30pts each.
Green. • May have up to 2 LMG for +20pts.
• Whole squad may take Flak jackets.
Militia Medium mortar crew

Price: As in rulebook. Options:


Squad composition: 3 men. • May add spotter (Regular) for +10pts.
Weapon: Medium mortar. • Whole crew may take Flak jackets.

Militia ATGM crew

Price: 120 (Inexperienced) or 160 (Regulars). Options:


Squad composition: 3 men. • Whole squad may take Flak jackets.
Weapons: H-ATGM, 2 ARs.

Militia Anti-air squad

Price: 60pts (Inexperienced) or 85pts (Regulars). Options:


Squad composition: 3 men. • Whole squad may take Flak jackets.
Weapons: 2 AR, 1 AA missile launcher.

Militia AGL crew

Price: 40 (Inexperienced) or 55 (Regulars). Options:


Squad composition: 3 men. • Whole squad may take Flak jackets.
Weapons: AGL, 2 ARs.
Tanks
Type 99

Cost: 360 (Regular), 420 (Veteran) Options:


Unit type: MBT 13+ • Any Type 99 can have H-ATGMs as additional firing
Weapons and upgrades: Heavy AT cannon with mode for main cannon for +30pts.
coaxial MMG, AA mounted HMG, ERA front and
sides).
Targeting equipment: Advanced (turret weapons),
Iron sights (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.

Type 96

Cost: 200 (Inexperienced), 245 (Regular) or 320 Options:


(Veteran) • Any Type 96 can have ERA (front and sides) for
Unit type: MBT 11+ +30pts.
Weapons and upgrades: Medium AT cannon with • Any Type 96 can have H-ATGMs as additional firing
coaxial MMG, AA mounted HMG. mode for main cannon for +30pts.
Targeting equipment: Stabilized+Rangefinder
(turret weapons), Iron sights (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.

Type 59/69/79

Cost: 108 (Inexperienced), 135 (Regular) or 162 Options:


(Veteran) • May take AA-mounted HMG for +25pts.
Unit type: Light tank. • Can take ERA (front and sides) for +20pts.
Weapons and upgrades: Light AT cannon with
coaxial MMG.
Targeting equipment: Stabilized+Rangefinder
(turret weapons), Iron sights (AA mounted HMG)
Type 63 / 63A

Price: 105 (Regular) or 130 (Veteran) Options:


Unit type: Armored car • May upgrade Light AT gun to Medium and targeting
Weapons: Light AT gun. equipment to Advanced+Rangefinder for +40pts
Targeting equipment: Simple • May have Recon special rule for +20pts.
Special rules:
Thin sides. Receives additional +1 penetration to
side armor.

Armored cars
HJ-9

Price: 120 (Inexperienced) or 140 (Regular)


Unit type: Armored car
Targeting equipment: Simple
Weapons and upgrades: L-ATGM.
Special rules:
Recon.

Artillery and Air defense.


Type 95

Price: 150 (Inexperienced) or 165 (Regular) Options:


Unit type: Armored car • May take up to 4 AA missiles for +25pts each.
Weapons and upgrades: 4 AA-mounted light
automatic cannons.
Targeting equipment: Stabilized (all weapons)

Transports
WZ551 / Type 90

Price: 80 (Inexperienced) or 95 (Regular) Transport capacity: 8


Unit type: Armored car
Weapons: HMG
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.
Type 86

Price: 100 (Inexperienced) or 120 (Regular) Transport capacity: 6


Unit type: Armored car
Weapons: “Grom” cannon (count as RPG-L with
penetration 5) with coaxial MMG and one-shot L-
ATGM.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.

ZBD-97 / ZBD2000

Price: 160 (Regular) or 192 (Veteran) Transport capacity: 7


Unit type: Armored car Infantry weapons: none.
Weapons: Light AT cannon with coaxial AA-mounted Options:
Heavy automatic cannon and MMG, one hull- • Can be upgraded with ERA (front and sides) for
mounted MMG. +15pts.
Targeting equipment: Stabilized (turret weapons),
Iron sights (hull-mounted MMG)
Special rules:
Hull-mounted MG can only be used when
transporting infantry.

Truck

Price: 35 (Inexperienced) or 40 (Regular) Transport capacity: 20


Unit type: Softskin
Weapons and upgrades: none.
Air Force
Q-5 / A-5

Price: 120 (Regular) Crew: 1


Unit type: Armored car Victory points for crew: 2
Weapons: Twin-barreled light automatic cannon. Options:
Special rules: May equip up to four of following in any
Ejection seat. combination:
• Light rocket pods for +50pts;
• Medium rocket pods or bombs for +75pts;
• Heavy rocket pods or bombs for +100pts;

Z-9 (Attack variant)

Price: 95 (Regular) Crew: 3


Unit type: Soft-skin Victory points for crew: 3
Weapons: Hull-mounted twin-barreled light Transport capacity: 6
automatic cannon. Options:
Special rules: May take up to two of following in any combination:
Hovering. • May take two L-ATGMs for +160pts
• Light rocket pods for +50pts;
• Medium rocket pods for +100pts;
• Two Twin-barreled light automatic cannons (1
selection maximum) for +100pts;

Z-9 (Transport variant)

Price: 70 (Regular) Crew: 2


Unit type: Soft-skin Victory points for crew: 2
Weapons: none. Transport capacity: 10
Special rules:
Hovering.
Z-10 Attack helicopter

Price: 150 (Regular) Crew: 2


Unit type: Armored car Victory points for crew: 3
Weapons: Heavy automatic cannon, night vision, Options:
thermal sights. May equip up to two of following in any combination:
Targeting equipment: Advanced (all weapons) • Medium rocket pods for +100pts;
Special rules: • Heavy rocket pods for +130pts;
Hovering. • Six L-ATGMs for + 480pts.
People’s Republic of China Selectors
Mechanized platoon.
Compulsory choices
Command squad 1
Mechanized infantry squad 2
Optional choices
Radio operator 1
Mechanized infantry squad 4
Sniper team 1
Special Forces assault team, snipers or medics 1
ATGM crew 2
Tank 2
Armored car 1
Artillery (AA included) 1
Air forces support (CAS) 2
Fire support 1
Transports (All) 1 per squad
Special rule: Tanks may ignore friendly Mechanized infantry on their line of fire.

Reserve platoon.
Compulsory choices
Command squad 1
Infantry squad 4
Optional choices
Radio operator 2
Command squad 1
Infantry squad 4
Commando recon team, Special Forces snipers or medics 1
ATGM, AGL or AA missile crew 3
Tank 2
Armored car 2
Artillery (AA included) 1
Fire support 2
Transports (All) 1 per squad
Special rule: Heavy mortar and Howitzer fire support can re-roll failed to-hit rolls of 1.
Paramilitary force.

Compulsory choices
Militia command squad 1
Militia Infantry squad 2
Optional choices
Radio operator 3
Medic 2
Militia Infantry squad 4
Commando recon team, Special Forces snipers or medics 1
Militia ATGM crew 3
Militia AGL or Mortar crew 2
Militia AA missile crew 2
Fire support (Artillery only) 3
Transports (Trucks only) 1 per squad
Special rule: All ATGM crews and infantry without heavy weapons may use Infiltration rule.
United States of America
The most fighting amongst developed countries, US always ready to bring democracy and
human rights anywhere in the world, often resulting in shelling and airstrikes. In past twenty-
five years, US forces were fighting in Panama, Somalia, Iraq, Afghanistan and more and have
lots of combat veterans still in service.

Confident, trained and well-supplied, US troops are one of the best fighting forces in the
world.

Special rules
Abundant supplies.

US have the biggest defense budget in the world and invest lots of money into infantry equipment.

As a result, every US soldier wears Ballistic vest (cost is already included if not said otherwise) and may take
one weapon upgrade at no cost.

All US infantry units may equip pistols in addition to other weapons for +1pt per model.

All US units have access to night vision, laser designators, optical sights and reflex sights.

Infantry tactics.

US troops participated in many major conflicts during the last twenty five years and accumulated vast
experience in infantry tactics due to competent command and reasonable communications.

US infantry units may provide covering fire to friendly infantry squads. To do so, declare covering squad (by giving them
“Ambush” order) and covered squad (it may act as normal). Ambushing unit may shoot only in enemy units firing at
covered squad, but covered squad receives +3 to morale for next order and remove 1 additional pin marker in case of
passing the order test.
Specific equipment, tactics and fire support.
AGL HEDP munitions.
Any US AGL can add HEDP munitions for +5 pts or replace HE munitions with it for free.
HEDP munitions have +3 penetration but no HE characteristic.

XM25 Counter Defilade Target Engagement System


Any US unit may replace LMG with XM25 for free.
Name Shots Range Penetration Special
Ignores cover penalty, ignores gun shields etc., receives no range
XM25 2 12-36 HE D3 penalties, cannot receive any upgrades, cannot fire at double
distance
Branches
Marine Corps
USMC, as main expeditionary force of their country, fights always and everywhere, be it Iraq,
Afghanistan, Panama or any other theater of war. US Marines have everything they would
need for war – APCs, tanks, artillery and air assets from Navy and operate as equals with US
Army.

Semper fidelis.
Each and every soldier in USMC knows that he will never be left behind and will do everything
to help endangered comrades.
If any unit is forced to retreat as a result of FUBAR! or Scared! results, they will move the half
of distance and immediately regroup to normal condition, removing all pin markers

US Army
While not officially being expeditionary force, US Army is fought in a various warzones all
around the world, most famous of which was two campaigns in Iraq and long-term operation
in Afghanistan.

Special rules.

Cover and advance.

US Army soldiers are well-trained in coordinated step-by-step advance with fireteams covering
each other.

If order is successfully given to a Fireteam, all other Fireteams in the same squad can act
immediately after it (take a dice from a cup as per “Down” order).
Headquarters units
Command unit

Price: Lieutenant or senior lieutenant, as in core Options:


rulebook +3pts. • Officer, privates and/or assistant may replace their
Squad composition: Officer and up to 1 of each – AR with AR/GL for +5pts each.
Commander assistant (platoon sgt.) for +13pts
(Regular) or +16pts (Veteran).
Medic for +28pts (Regular) or +33pts (Veteran).
Up to two privates for +13pts (Regular) or +16pts
(Veteran) each.
Weapons: Assault rifles.

Forward observer

Price: 35 (Regular) or 40 (Veteran). Options:


Squad composition: 1 radio operator • May add up to 2 men for +13pts (Regular) or +16pts
Weapons: ARs (Veteran) per model.
Special rules: • Veterans can be upgraded to USAF combat
Forward observer. controllers team, getting Special Forces rule for
+10pts per model.
Infantry units
USMC rifle squad
USMC uses effective four-men-fireteam-based
organization of rifle squads consisted of trained
and seasoned soldiers.

Price: 90 (Regulars) or 105 (Veterans) Options:


Squad composition: Sergeant and 1 Fireteam • May add up to 2 more fireteams for +77pts
Weapons: Sergeant has AR. Each fireteam (Regulars) or +89 (Veterans) per team.
consists of 4 men with 2 ARs, AR/GL and LMG. • Sergeant may replace AR with AR/GL for +5pts.
Special rules: • One model per squad can replace AR with MR for
Tactical training. free
• One LMG per squad can be replaced with LSW for
-10pts
• May take up to 2 D-RPG per fireteam for +10pts each.

US Army Rifle Squad


US Army utilizes flexible platoon system, with three
two-fireteam rifle squads and dedicated MMG
squad. Through it lacks anti-tank weaponry, it is
still formidable power on the battlefield.

Price: 90 (Regulars) or 105 (Veterans) Options:


Squad composition: Sergeant and 1 Fireteam • May add 1 more fireteam for +77pts (Regulars) or
Weapons: Sergeant has AR. Each fireteam consists +89 (Veterans).
of 4 men with 2 ARs, AR/GL and LMG. • Sergeant may replace AR with AR/GL for +5pts.
Special rules: • One model per squad can replace AR with MR for
Tactical training. free
• May take up to 2 D-RPG per fireteam for +10pts
each.
Scout-snipers team
USMC Scout snipers is an essential part of lots of
operations, requiring precise neutralization of
enemy officers or pinning down enemy squads by
firing out-of-nowhere.

Price: 75pts (Veterans). Options:


Squad composition: 2 men • May in addition to their weapon take up to 2 SMG for
Weapons: Sniper rifle and AR. +3pts each.
Special rules: • May replace sniper rifle with anti-materiel rifle for
Out of nowhere. Sniper weapon hits apply D2 pin +10pts.
markers rather than 1

Snipers observation team

Price: 85 (Veterans).
Squad composition: Sniper and Observer.
Weapons: Sniper rifle and 2 AR.
Special rules:
Observer. May call-in fire support, but receive additional -1 modifier to effectiveness. May fire sniper
weapon and call-in fire support simultaneously.
US Army Recon Squad

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add 4 more privates for +17pts (Veterans).
Weapons: ARs. • May take up to 1 MR for +5pts.
Special rules: • May take up to 2 LMG for +20pts each.
Careful advance. Until this unit fires first time, all • May take up to 4 D-RPG for +10pts each.
enemy units targeting it must first pass vision test • Up to five men (including sergeant) may replace AR
as per Night Fight (it cannot be improved by Night with AR/GL for +5pts.
vision but ignored by Thermal sights). During actual
night, they receive additional -12” to being seen.
Airborne-qualified.
Tactical training.

Marine Division Recon squad

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add up to 5 more privates for +17pts
Weapons: ARs. (Veterans) per model.
Special rules: • May take up to 2 MR for +5pts each.
Out of contact. Once per game when fired at, Recon • May take up to 2 LMG for +20pts each or LSW for
squad may move up to 6” in any direction instead 10pts each.
of going “Down”. Shooter gets -1 to hit modifier • May take up to 3 D-RPG for +10pts each.
during this move. Note that this move is counted as • Up to four men (including sergeant) may replace AR
normal and may trigger ambushes etc. with AR/GL for +5pts.
Airborne-qualified.
US Airborne infantry
US Army Airborne regiments have long and bright
service history. From WW2 to nowadays they
constantly prove their skills and courage in every
campaign US Army participates in, including both
wars in Iraq and war in Afghanistan.

Price: 95 (Regulars) or 110 (Veterans) Options:


Squad composition: Sergeant and 1 Fireteam • May add 1 more fireteam for +81pts (Regulars) or
Weapons: Sergeant has AR. Each fireteam consists +93 (Veterans).
of 4 men with 2 ARs, AR/GL and LMG. • Sergeant may replace AR with AR/GL for +5pts.
Special rules: • May take up to 2 D-RPG per fireteam for +10pts
Airborne-qualified. each.
Immune to Scared! rule.
Tactical training.

SMAW squad
SMAW is the American sibling of Russian RPG-7 –
easy to use, versatile weapon powerful enough to
knock out even MBTs when used in masses or hits
weak spots, while still too weak to surely destroy
tanks with frontal hits.
SMAW crews may have Regular or Veteran quality.

Price: 60 (Regulars) or 75 (Veterans) Weapons: RPG-L, ARs.


Squad composition: 2 men Options:
Special rules: • May add 1 more SMAW team (2men) for +60pts
Heavy weapon squads: 1-3 SMAW squads can be (Regulars) or +75pts (Veterans)
taken as one choice.

Javelin crew
AGM-146 Javelin is a pinnacle of portable US Anti-
tank weaponry. Powerful enough to destroy any
tank and nearly uninterceptable by APS’s, they pay
for it by relatively slow rate of fire, big weight and
high cost, which makes this weapon a rare sight.
Price: 200 (Regulars) or 240 (Veterans)
Squad composition: 2 men
Weapons: FF-ATFM.
Special rules:
Slow reload. After each shot roll a D6. On a roll of 1-3, FF-ATFM cannot be fired next turn.
Heavy weapon team

Price: 60 (Regulars) or 70 (Veterans) Options:


Squad composition: 3 men • May replace MMG for RPG-L or Sniper rifle for free.
Weapons: MMG, 2 ARs.
Special rules:
Weapon squads. 1-2 Heavy weapon teams may be
taken as a single choice. Heavy weapon teams can
only be taken 1 choice per 2 US Army Rifle squads.

AGL crew

Price: 65 (Regulars) or 80 (Veteran).


Squad composition: 3 men.
Weapons: AGL, 3 ARs.

HMG crew

Price: As in rulebook +9pts.


Squad composition: 3 men.
Weapons: HMG, 2 AR.
Anti-air squad

Price: 94pts (Regulars) or 109 (Veterans). Options:


Squad composition: 3 men. • One trooper may replace AR with AR/GL for +5pts
Weapons: 3 AR, 1 AA missile launcher. or LMG for +20pts.

US Army Rangers squad

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add up to 5 privates for +17pts per model
Weapons: ARs or SMGs. • May have up to 2 LMG for +20pts each
Special rules: • May take up to 4 D-RPG for +10pts each.
Rangers lead the way. See US armybook. • Up to five soldiers (including sergeant) can replace
Airborne-qualified AR with AR/GL for +5pts each.
Tactical training. If squad includes 8 soldiers, they • Whole squad may have Special Forces rule for
can split into 2 fireteams. +10pts/man.
Immune to Scared! rule.

Army Rangers weapon team

Price: 70 (Veterans) Options:


Squad composition: 3 privates • May replace MMG with sniper rifle or with RPG-L
Weapons: MMG, 2 AR. for free
Special rules: • Whole squad may have Special Forces rule for
Weapon squads. 1-3 Army Rangers weapon teams +10pts/man.
may be taken as a single choice. Ranger Weapon
teams can only be taken 1 choice per 2 Army
Rangers squads.
Airborne-qualified.
Rangers lead the way. See US armybook.
Immune to Scared! rule.
Special Forces
Delta team
Even within Special Operations Forces there are
outstanding soldiers, hand-picked for extreme
missions. In US, it is wide known yet highly classified
Delta.

Price: 116 (Veterans) Options:


Squad composition: 4 operators. • May take up to 4 operators for +29pts each.
Weapons: ARs or SMGs. • May have up to 4 MR for +5pts each.
Special rules: • May take up to 4 D-RPG for +10pts each.
Special Forces. • Any operator may take pistol in addition to other
Equanimity. Each time before making order test, weapons for +1pts each.
remove D3 pin markers. Pin marker for successful • Any operator may replace AR with AR/GL for +5pts
order test is not removed instead. each.
Have access to Thermal sights.

US Army Special Forces


The famous “Green Berets” are highly qualified
covert operations specialists, who can effectively
use guerilla tactics and fight unconventional war.
They’ve been seen operating in Afghanistan, as well
as in other battle zones.

Price: 120 (Veterans). Options:


Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: ARs, pistols. model.
Special rules: • May have up to 4 MR for +5pts each.
Special Forces. • May take up to 2 LMG for +20pts.
Unconventional methods. Special Forces can be • May take up to 4 D-RPG for +10pts each.
Cavalry or Motorbikes for no additional cost. In • Any soldier may replace AR with AR/GL +5pts each.
addition, they may use “Ambush” order to
additionally move as per “Advance” prior to taking
position.
Have access to Thermal sights.
US Navy SEAL team
Legendary US Navy Special Forces, they are force to
be reckoned with. Having the best available training
and equipment, they are always ready for any
special operation, no matter where and when.

Price: 116 (Veterans) Options:


Squad composition: 4 operatives. • May take up to 4 operatives for +29pts each.
Weapons: All have ARs. • May have up to 4 MR for +5pts each.
Special rules: • May have up to 2 LMG for +20pts each.
Special Forces. • Any soldier (including leader) may replace AR with
Always where most needed. Do not receive AR/GL for +5pts each.
penalties for outflanking and being in reserve and • One operator with AR can be upgraded to Special
may always enter table from any side they choose, Forces Forward observer for +30pts.
including opponent’s.
Have access to Thermal sights.

Special Forces snipers team

Price: 70 (Veterans) Options:


Squad composition: 2 operators. • May exchange marksman rifles for two sniper rifles
Weapons: Two MRs and pistols. for +60pts or anti-materiel rifle and marksman rifle
Special rules: for +35pts.
Special Forces. • May replace pistols with SMGs or ARs for +2pts
Perfect synergy. This unit is Sniper pair (See each.
Advanced Combat Tactics section) which still
receives +1 to hit modifier when firing Sniper
weapons or MRs.

Special Forces medical team

Price: 80 (Veterans) Options:


Squad composition: Medic and operator. • May be upgraded to CSAR unit, adding medic and
Weapons: ARs. operator for +80pts.
Special rules:
Special Forces.
Special rules – see Delta or SEALs entry (choose
one). CSAR units have specific rules.
CSAR. Medics of this unit may save soldiers hit by HE
up to D3 on a roll of 6+
Tanks

M1A1 Abrams
Second generation of US current MBT fought all
over the world during 1990s. Despite various
problems during fights in the deserts, it outmatched
all obsolete modifications of others tanks seen by
US troops.

Cost: 325 (Regular) or 390 (Veteran) Options:


Unit type: MBT 11+ • May have APS for +30pts.
Weapons and upgrades: Heavy AT cannon with • May upgrade HMG’s targeting equipment to
coaxial LMG, AA-mounted HMG. “Advanced” for +10pts.
Targeting equipment: Advanced (turret weapons), • May take up to 2 one-shot Canister cartridges for
Iron sights (AA-mounted HMG and MMG) +60pts each.
Special rules: • May add AA-mounted MMG for +15pts
Soft-kill protective system. This APS affects only
ATGMs.
Canister cartridges. Draw a line 30” long and 4”
wide. All infantry, unarmored vehicles, armored
cars and buildings along the line receive automatic
HE D6 hits. Buildings and armored vehicles block
this line from moving further.

M1A1HA / M1A2 Abrams


Most common of US MBT’s modifications feature
depleted uranium armor and various reliability
improvements. In addition, M1A2 can be upgraded
with TUSK package, adding second AA MG and side
ERA panels to improve combat survivability.
Cost: 385 (Regular) or 460 (Veteran) Options:
Unit type: MBT 13+ • May upgrade HMG’s targeting equipment to
Weapons and upgrades: Heavy AT cannon with “Advanced” for +10pts.
coaxial LMG, AA mounted HMG. • May upgrade cannon to Super-heavy for +80pts.
Targeting equipment: Advanced (turret weapons), • May take up to 2 one-shot Canister cartridges for
Iron sights (AA-mounted HMG and MMG) +60pts each.
Special rules: • May be upgraded with TUSK package, adding AA-
Canister cartridges. Draw a line 30” long and 4” mounted MMG and ERA (front and sides) for +40pts.
wide. All infantry, unarmored vehicles, armored
cars and buildings along the line receive automatic
HE D6 hits. Buildings and armored vehicles block
this line from moving further.
M1A2SEPv3 Abrams
Perspective modification of Abrams features new
CROWS station, reworked targeting and
communication equipment and, most importantly, new
airburst rounds, greatly increasing effectiveness
against entrenched infantry as well as new-generation
AP rounds.
Modernization expected to begin in 2016 year.
Cost: 475 (Regular) or 565 (Veteran) Options:
Unit type: MBT 13+. • May replace AA-mounted HMG with AGL for free or
Weapons and upgrades: Super-Heavy AT cannon with with MMG for -10pts.
coaxial MMG, AA mounted HMG, ERA (frontal arc). • Can be upgraded with TUSK package, adding
Targeting equipment: Advanced (turret weapons and coaxial HMG, AA-mounted MMG and side ERA for
AA-mounted HMG), Iron sights (AA-mounted MMG) 75pts.
Special rules:
Airburst rounds. HE D6, ignores gun shields and
“Down” penalty.
Battlefield communication system
Armored cars
LAV-25
This Canadian made APC was introduced in USMC in
1983. It is relatively light comparing to M2 Bradley
IFV despite constant efforts to improve armor
protection.

Price: 115 (Regular) or 140 (Veteran) Options:


Unit type: Armored car • May replace all weapons with H-ATGM for free or
Transport capacity: 6 add AA-mounted MMG (with Iron sights) for +20pts.
Weapons and upgrades: AA-mounted Heavy
automatic cannon with coaxial LMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon

M3 Bradley
Reconnaissance version of M2 Bradley, it trades
transport capacity for better battlefield awareness.

Price: 150 (Regular) or 175 (Veteran) Options:


Unit type: Light tank • May add ERA (front and sides) for +15pts.
Weapons and upgrades: AA-mounted Heavy
automatic cannon with coaxial MMG, 2-shot H-
ATGM.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon
Stryker RV M1127
Reconnaissance modification of Stryker features
LRAS3 surveillance system and enhanced
communications and able to act as land spotter for
aircraft and artillery.

Price: 130 (Regular) or 160 (Veteran)


Unit type: Armored car
Weapons and upgrades: HMG.
Targeting equipment: Iron sights (all weapons)
Special rules:
Recon.
Surveillance station. Can call-in one fire support per turn as Forward Observer during “Fire” or “Advance”
orders. In addition, all Fire support receives +1 to hit roll if called by M1127.

Transports

HMMWV
The main working horse of US forces, in use since
early 90s. Humvee proved to be reliable and
versatile vehicles and became almost iconic for US
military. Despite many advantages, they are slowly
pulled out of service in counter-insurgency
operations due to low mine and overall protection.

Price: 21 (Regular) or 25 (Veteran) Options:


Unit type: Softskin • May add HMG or AGL for +25pts.
Transport capacity: 5 • May further upgrade HMG or AGL targeting
Weapons and upgrades: none. equipment to “Advanced” for +10pts.
Targeting equipment: Iron sights (all weapons) • May be up-armored to change unit type to Armored
Special rules: car for +20pts.
Thin armor • May remove transport capacity, take H-ATGM and
be placed in Armored car choice for +45pts.
M-ATV MRAP
Comparatively new addition to US arsenal, M-ATVs
went in production in 2009. This vehicles offers the
best mine protection available for its class, as well
as reasonable armor protection.

Price: 55 (Regular) or 65 (Veteran) Transport capacity: 5


Unit type: Armored car Options:
Weapons and upgrades: none. • May add HMG or AGL for +25pts.
Targeting equipment: Iron sights (all weapons) • May further upgrade HMG or AGL targeting
Special rules: equipment to “Advanced” for +10pts.
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
Thin armor

M2 Bradley
More a light tank than APC, Bradley can fight
against any enemy, thanks to the combination of
automatic cannon and ATGMs.

Price: 150 (Regular) or 175 (Veteran) Transport capacity: 6


Unit type: Light tank Options:
Weapons and upgrades: AA-mounted Heavy • May add ERA (front and sides) for +15pts.
automatic cannon with coaxial MMG and 2-shot
H-ATGM.
Targeting equipment: Advanced (all weapons)
Stryker IAV
This APC saw their first massed deployment during
US invasion in Iraq. Despite having some protection
issues, which lead to emerging of “Kevlar coffin”
nickname, upgraded versions shows more than
acceptable performance.

Price: 65 (Regular) or 70 (Veteran) Transport capacity: 8


Unit type: Armored car Options:
Weapons and upgrades: none. May take one of following:
Targeting equipment: Advanced (all weapons) • Add HMG or AGL for +25pts
• Add Heavy automatic cannon instead of HMG or
AGL for +60pts
• Remove transport capacity and take Medium AT
gun* for +45pts.
*Strykers with AT guns can only be taken as Artillery
or Armored car choices.

M113
Old but still widely used due to its reliability, M113
serves as both personnel carrier and firing platform
for ATGMs, mortars and AA cannons.

Price: 65 (Regular) or 70 (Veteran) Transport capacity: 11


Unit type: Armored car Options:
Weapons and upgrades: none. • May add HMG or AGL for +25pts
Targeting equipment: Iron sights (all weapons) • May remove transport capacity and take AA-
mounted M61 Vulcan cannon (count as 4 light
automatic cannons) for + 100pts.*
*M113 with Vulcans can only be taken as Artillery
choice.
Truck
US armed forces use variety of trucks for non-
combat activities and logistics. However, it is
uncommon to see them as personnel carriers
nowadays.

Price: 30 (Inexperienced) or 35 (Regular) Transport capacity: 20


Unit type: Softskin Options:
Weapons and upgrades: none. • May take AA-mounted MMG for +15pts or HMG for
Targeting equipment: Iron sights (all weapons) +25pts

MRAP
US Army use great variety of MRAP vehicles, most
numerous of which are MaxxPro, Caiman 4x4,
Cougars H 4x4 and HE 6x6. They provide troops
with reasonable protection from small-arms fire
and explosives.
Note: Due to huge number of different models in
service, these rules are highly generalized.

Price: 55 (Regular) or 65 (Veteran) Transport capacity: 4


Unit type: Armored car Options:
Weapons and upgrades: none. • May take turret-mounted HMG or AGL for +25pts
Targeting equipment: Iron sights (all weapons) • May increase transport capacity to 6 for +5pts or to
Special rules: 10 for +15pts
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
Thin armor
US Air Force
A-10 Thunderbolt II
Called “Hog” by US troops, this assault aircraft is
built around enormous GAU-30 rotor cannon,
intended to counter Soviet tanks. Despite it proved
to be unreliable in is role at best, wide range of
bomb and missile loads ensure high level of tactical
versatility.

Price: 220 (Regular) Options:


Unit type: Armored car May equip up to five of following in any combination:
Crew: 1 • Medium bombs (3 selections maximum) for +75pts;
Victory points for crew: 3 • Heavy bombs (4 selections maximum) for +100pts;
Weapons: Rotor heavy automatic cannon (count as • SH-ATGMs (3 selections maximum) for + 150pts.
four HAC).
Special rules:
Carpet bombing. A-10 can use its bombs as rocket
pods if using 2 or more simultaneously. Announce
which firing mode is used before declaring target of
the attack.
Super-Heavy ATGMs. These are H-ATGMs with +2
modifier to damage rolls.
Flying tank. Ignores first “Destroyed” result.
Ejection seat.

AH-64 Apache / AH-1Z Viper


Possibly the most advanced (and expensive)
helicopters in current service, Apache Longbow and
Viper are able to carry load large enough to defeat
armored or infantry platoon almost single-
handedly.

Price: 150 (Regular) Crew: 2


Unit type: Armored car Victory points for crew: 4
Weapons: Heavy automatic cannon, night vision, Options:
thermal sights. May equip up to two of following in any combination:
Special rules: • Medium rocket pods for +100pts;
Hovering. • Heavy rocket pods for +130pts;
• Four L-ATGMs for + 320pts.
UH-1 Iroquois / UH-60 Blackhawk
These medium helicopters are working horses of air
transportation in combat. Capable to carrying a full
squad of troopers and some support weapons, they
are valuable support to ground units.

Price: 60 (Regular) Crew: 4


Unit type: Soft-skin Victory points for crew: 5
Weapons: Two MMGs in side apertures. Transport capacity: 11
Special rules: Options:
Hovering. • May have Night Vision devices for +10pts
Rope insertion. • May replace side MMGs with miniguns (count as 2
MMGs each) for +20pts.
May equip up to two of following in any combination:
• Medium rocket pods for +100pts;
• Heavy rocket pods for +130pts;
• Four L-ATGMs (1 selection maximum) for + 320pts.
• Two MMGs for +20pts, two HMGs for +40pts or two
light automatic cannons for +60pts;

MH-6 / AH-6 Little Bird


These small and light helicopters are operated
exclusively by US Army for reconnaissance and
special operations.

Price: 50 (Regular) Crew: 2


Unit type: Soft-skin Victory points for crew: 2
Weapons: none, night vision. Transport capacity: 6
Special rules: Options:
Hovering. • May equip up to one of following:
Special operations helicopter. Cannot use rope • L-ATGM for + 80pts.
insertion. Requires 4” circle for landing instead of • Two miniguns (count each as 2 MMG) for +50pts
6”. In addition, if its passengers have Special Forces • Medium rocket pods for +100pts;
rule, they may execute “Fire” order while helicopter
is hovering, receiving -2 penalty for shooting and
lowering their weapon’s initial range by 6”.
United States Selectors
USMC Mechanized Platoon
Compulsory choices
Command squad 1
USMC Rifle squad or Division Recon 3
Optional choices
Forward observer 1
USMC rifle squad or Division Recon 3
US Navy SEALs or SF snipers 1
USMC snipers 1
SMAW squad or Javelin crew 1
Anti-air squad 2
Tank (M1A1, M1A2 TUSK) 1
Armored car (LAV-25, HMMWV w/ H-ATGM) 2
Artillery (AA included) 1
Air forces support (CAS) 2
Fire support 1
Transports (M113, HMMWV, Truck, M-ATV) 1 per squad
Special rule – if no tanks are taken, all vehicles may have Recon special rule for +5pts each

US Army Mechanized Platoon

Compulsory choices
Command squad 1
US Army Rifle squad or US Army Recon squad 2
Heavy weapon squad 1
Optional choices
Forward observer 2
US Army rifle squad, US Army Recon squad or Airmobile infantry 4
Heavy weapon squad 1 per 2 rifle or
recon squads
US Army Rangers or Delta or SF snipers 1
Javelin crew 1
Anti-air, AGL or HMG crew 1
Tank (M1A1, M1A2 TUSK) 2
Armored car (M3 Bradley, HMMWV w/ H-ATGM, Stryker M1127) 1
Artillery (AA included) 1
Air forces support (CAS) 1
Fire support 2
Transports (M2 Bradley, M113, Stryker, HMMWV, Truck, M-ATV, MRAP) 1 per squad
Special rule – all infantry units have +1 morale when within 6” of allied Abrams or Bradley.
US SOCOM Task force

Compulsory choices
Command squad (Veterans, must be upgraded to Delta or SEALs for 1
+10pts/man, getting all special rules and options)
Delta or SEALs 2
Optional choices
Forward observer (with combat controller upgrade) 2
Delta, SEALs, Special Forces medics or SF snipers 4
Javelin crew 2
Anti-air squad 2
Armored car (M3 Bradley, TOW HMMWV) 3
Air forces support (CAS, one A-10 maximum) 3
Fire support 1
Transports (HMMWV, M-ATV, MRAP) 1 per squad
Special rule – CAS do not receive -1 morale for being in reserve.

US Army Airborne platoon


Compulsory choices
Command squad (must take “Airborne-qualified” and “Rangers lead the way!” 1
rules for +2pts/man, can be upgraded to Special Forces for +10pts)
Airborne infantry or Army Rangers 2
Optional choices
Forward observer (can take helicopter insertion access for +1pts/man) 1
Airborne infantry or Army Rangers 4
Army Rangers weapon team 1 per 2 Rangers
squads
SMAW squad or Javelin crew (can take helicopter insertion access for 2
+5pts/team or crew)
Air forces support (CAS, two A-10 maximum) 4
Fire support (Aircraft only) 1
Transports (HMMWV, M-ATV) 1 per squad
Special rule – CAS can be used from the 1st turn rather than from 2nd.
US Army Armored Platoon

Compulsory choices
Command Tank (Veteran) 1
Tank 1
US Army Rifle squad 1 per any tank
Transports (M2 Bradley) 1 per Rifle squad
Optional choices
Command squad 1
Forward observer 1
Tank 3
Rifle squad 2
Snipers observation team 2
Fire support (Aircraft only) 2
Special rule – All units with BCS (see Future Forces) ignore Scared rule and have +1 morale.
United Kingdom
Special rules

Marksmanship Training.
When firing any AR or MR a natural 6 to hit will generate a second shot, rolling to hit as normal.

Soldiers with AR, AR/GL or LSW receive Optical sights for free.

All UK troops have access to Optical sights, reflex sights, laser designators and night vision.

British Bulldog.
When a unit of British troops is charged into hand to hand combat, they may forgo any reactionary shots in
order to reroll all dice in the subsequent combat.

Headquarters units
Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. Veterans only • May add Platoon sgt. for + 15pts per model
Squad composition: Officer. (Regular) or +18pts per model (Veteran).
Weapons: Assault rifles. • May add Radio Operator for +30pts (Regular) or
Special rules: +35pts (Veteran).
Forward observer (Radio Operator only) • Whole squad may take Ballistic vests.
Backbone of the Army (Platoon Sgt only) A platoon • Any squad member may take an AR/GL for +5pts
sergeant will confer the morale bonus in the same
way an officer will, but may not activate troops;
note this bonus will not stack with the officers
Medical team

Price: 25 pts (Regular) or 30pts (Veteran). Options:


Squad composition: Medic. • May add up to 2 riflemen for + 10pts per model
Weapons: Assault rifles. (Regular) or +13pts per model (Veteran).
• Whole squad may take Ballistic vests.

Infantry units

Rifle section.

Price: 55 pts (Regulars) or 64pts (Veterans). Options:


Squad composition: 4 men fireteam. • May add 4 men fireteam with 2 AR, AR/GL and LSW
Weapons: 2 AR, AR/GL, LMG. for + 65pts (Regular) or +80pts (Veteran).
Special rules: • May take up to 2 LMG per squad for +20pts each.
Tactical training. • May upgrade LSW to LMG for +10pts.
• May take up to 2 D-RPG per fireteam for +10pts
each.
• May take up to 2 MR for +5pts each
• Whole squad may take Ballistic vests.
Parachute Regiment section.

Price: 80pts (Veterans). Options:


Squad composition: 4 men fireteam. • May add 4 men fireteam with 2 AR, AR/GL and LMG
Weapons: 2 AR, AR/GL, LMG, Ballistic vests. for or +93pts (Veteran).
Special rules: • Any trooper may replace AR with AR/GL for +5pts
Airborne-qualified. each.
Tough fighters. • May take up to 2 MR for +5pts each.
Immune to Scared! rule • May take up to 4 D-RPG for +10pts each.
Tactical training.

Royal Marine section.

Price: 80pts (Veterans). Options:


Squad composition: 4 men fireteam. • May add 4 men fireteam with 2 AR, AR/GL and
Weapons: 2 AR, AR/GL, LMG, Ballistic vests. LMG for or +93pts (Veteran).
Special rules: • Any trooper may replace AR with AR/GL for +5pts
Per Terra: Run move is increased to 13” each.
Per Mare: May use any water terrain features as • May take up to 2 MR for +5pts each.
heavy cover • May take up to 4 D-RPG for +10pts each.
Immune to Scared! rule
Tactical training.
GPMG crew

Price: As in rulebook. Options:


Squad composition: 2 men. • Whole crew may take Ballistic vests.
Weapons: MMG, 1 AR.

Javelin / MBT LAW crew

Price: 195 (Regulars) or 235 (Veterans) Options:


Squad composition: 2 men • Whole crew may take Ballistic vests.
Weapons: FF-ATFM.
Special rules:
Slow reload. After each shot roll a D6. On a roll of
1-3, FF-ATFM cannot be fired next turn.
Sniper team

Price: 65pts (Veterans). Options:


Squad composition: 2 men. • Whole squad may take Ballistic vests.
Weapon: Sniper rifle and AR or SMG.

SAS or SBS section

Price: 120pts (Veterans). Options:


Squad composition: 4 operators. • May add up to 2 operators for +30pts (Veteran)
Weapons: AR or SMG, pistols, Ballistic vests. each.
Special rules: • May take up to 3 LMG for +20pts each.
Special Forces. • May take up to 4 MR for +5pts each.
Pull yourself together. An SAS/SBS sections morale • May take up to 4 D-RPG for +10pts each.
is always taken as 11, and never affected by
pinning.
Tactical advance. An SF section may make a 6”
move before entering the ambush state, treated
exactly the same as if they had not moved
Have access to Thermal sights.
SAS or SBS sniper team

Price: 100pts (Veterans). Options:


Squad composition: 2 operators. • May exchange Anti-materiel rifle and SMG for two
Weapons: Anti-materiel rifle and SMG, Ballistic MRs for -30pts or two Sniper rifles for +30pts.
vests. • May take two pistols for +1pls each
Special rules:
Special Forces.
Perfect aim. Receives +1 to damage rolls against
infantry if firing at one unit for two or more turns in
a row executing “Fire” order. Only Anti-materiel
and Sniper rifles are affected.
Have access to Thermal sights.

Tanks

Challenger 2.

Cost: 405 (Regular) or 455 (Veteran)


Unit type: MBT 13+
Weapons and upgrades: Heavy AT cannon with coaxial MMG, AA-mounted MMG, ERA (front and sides).
Targeting equipment: Advanced (turret weapons), Iron sights (AA-mounted MG)
Special rules:
HESH rounds – HE 2D6 instead of D6 against buildings.

Armored cars
FV 107 Scimitar

Cost: 120 (Regular) or 150 (Veteran)


Unit type: Armored car.
Weapons and upgrades: Heavy automatic cannon with coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon.

Transports

FV 510 Warrior

Cost: 120 (Regular) or 150 (Veteran) Transport capacity: 8


Unit type: Armored car.
Weapons and upgrades: Heavy automatic cannon
with coaxial MMG.
Targeting equipment: Advanced (all weapons)
Mastiff

Cost: 85 (Regular) or 95 (Veteran) Transport capacity: 8


Unit type: Armoured car. Options:
Weapons and upgrades: Heavy automatic cannon • May take turret-mounted HMG or AGL for +25pts
with coaxial MMG. • May take BAR armour +15pts
Targeting equipment: Iron sights (all weapons)
Special rules:
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
BAR armour. Any RPG hits against a vehicle with
BAR armour will have to reroll its penetration dice

FV 432 Bulldog

Cost: 90 (Regular) or 105 (Veteran) Transport capacity: 10


Unit type: Armoured car. Options:
Weapons and upgrades: MMG. • Can replace MMG with HMG for +10pts
Targeting equipment: Iron sights (all weapons)

FV 103 Spartan

Cost: 80 (Regular) or 90 (Veteran) Transport capacity: 5


Unit type: Armored car.
Weapons and upgrades: MMG.
Targeting equipment: Iron sights (all weapons)
MWMIK (Jackal)

Cost: 40 (Regular) or 60 (Veteran) Transport capacity: 4


Unit type: Armored car.
Weapons and upgrades: AA-mounted HMG, hull-
mounted MMG.
Targeting equipment: Iron sights (all weapons)
Special rules:
Open-topped
Army Air Corps
AH-64 Apache

Price: 150 (Regular) Crew: 2


Unit type: Armored car Victory points for crew: 4
Weapons: Heavy automatic cannon, night vision, Options:
thermal sights. • May equip up to two of following in any
Special rules: combination:
Hovering. • Medium rocket pods for +100pts;
• Heavy rocket pods for +130pts;
• Four L-ATGMs for + 320pts.

Westland Lynx / Wildcat

Price: 50 (Regular) Crew: 2


Unit type: Soft-skin Victory points for crew: 3
Weapons: none. Transport capacity: 8
Special rules: Options:
Hovering. • May equip up to one of following in any
combination:
• Medium rocket pods for +100pts;
• Four L-ATGMs for + 320pts.
• Two light automatic cannons for +60pts;
• May have Night Vision devices for +10pts
United Kingdom Selectors
Infantry Platoon
Compulsory choices
Command squad 1
Rifle section 2
Optional choices
Rifle section 2
SAS/SBS section 1
Sniper team or SAS/SBS sniper team 1
HMG crew 1
Javelin / MBT LAW crew 1
Tank 1
Armored car 1
Artillery (AA included) 2
Air forces support (CAS) 1
Fire support 1
Transports (Warrior, Bulldog, Spartan) 1 per squad
Special rule – All infantry sections that take casualties putting it under half strength will receive a -1 to be killed
(e.g. making veterans a 6+). Remember that roll of “6” skill scores a kill.

PARA Platoon

Compulsory choices
Command squad 1
Air Assault Brigade section 2
Optional choices
Air Assault Brigade section 3
SAS/SBS section 2
Sniper team or SAS/SBS sniper team 3
HMG crew 1
Javelin / MBT LAW crew 2
Artillery (AA included) 1
Air forces support (CAS) 2
Fire support 1
Transports (Warrior, Bulldog, Spartan) 1 per squad
Special rule – all infantry units may make free 4” move before 1st turn. It allows coming from 1st wave as well.
Special operations task force

Compulsory choices
SAS/SBS section 2
SAS/SBS sniper team 1
Optional choices
Command squad (Captain or Major, veterans, must be upgraded to SAS/SBS 2
for +10pts/man, receiving all special rules)
SAS/SBS section 2
SAS/SBS sniper team 1
Javelin / MBT LAW crew 2
Armored car 3
Air forces support (CAS) 2
Fire support 2
Transports (All) 1 per squad
st
Special rule – during 1 turn, all units can be only seen as during Night fight. During actual night, they receive
additional -6” to be seen.
European Union
Germany
Special Rules

Advanced RPGs
German RPG-L interacts with ERA same way as ATGMs do. In addition, any RPG-L can take Optical sight
upgrade for +5pts.

In-built sights
All German models with AR or AR/GL can take this upgrade to have Reflex and 3x sight (count as Optical with
range increase of 6” instead of 12”) for +3pts/man.
All German troops have access to night vision.

Initiative training
See German entry of rulebook.
Headquarters units

Führungsgruppe

Price: Lieutenant, Senior lieutenant or Captain as in Options:


core rulebook. Regular or Veteran only • May add platoon sgt. for +10pts (Regular) or +13pts
Squad composition: Officer. (Veteran).
Weapons: ARs. • May add up to five privates for +10pts (Regular) or
Special rules: +13pts (Veteran).
Forward observer (Radio Operator only) • One private may take LMG for +20pts or LSW for
Integral part (Infanterie and Panzergrenadiers +10pts.
only). • Officer and one private may replace AR with AR/GL
If no transport is taken for the squad, two more for +5pts each.
privates with ARs can be added for +10pts (Regular) • May add Radio Operator for + 25pts (Regular) or
or +13pts (Veteran) each. +35pts (Veteran).
Enduring (Fallschirmjäger only). Automatically • Whole squad may take Ballistic vests.
removes one pin at the end of the turn if wasn’t • May take up to 1 D-RPG per 2 men for +10pts each.
fired at during this turn. • May take one LSW per 4 men for +10pts each.
Airborne-qualified (Fallschirmjäger only). • Veteran unit can be upgraded to either
Rough terrain training (Gebirgsjäger only). Unit Fallschirmjäger or Gebirgsjäger gruppe for +25pts.
counts dry Rough terrain as clear for move
purposes.

Medical team

Price: 25 pts (Regular) or 30pts (Veteran). Options:


Squad composition: Medic. • May add up to 2 unarmed men for + 10pts per
Weapons: none. model (Regular) or +13pts per model (Veteran).
Special rules: • Whole squad may take Ballistic vests.
Geneva convention. Any unit wishing to shoot at
Medical team must pass Order test with -2
modifier. Insurgents ignore this rule
Infantry units

Panzergrenadiergruppe

Price: 21pts (Inexperienced), 30pts (Regulars) or Options:


42pts (Veterans) • May add 3 men for + 10pts (Regular) or +13pts
Squad composition: Leader and 2 privates. (Veteran) each.
Weapons: ARs. • May take 1 LMG for +20pts or LSW for +10pts.
Special rules: • One private may replace AR with AR/GL for +5pts.
Green (Inexperienced only). • One private may take RPG-L for +30pts.
• May take up to 2 D-RPG for +10pts each.
• Whole squad may take Ballistic vests.

Infanteriegruppe

Price: 43pts (Inexperienced), 55pts (regulars) or Options:


67pts (Veterans) • May add up to four privates for + 7pts
Squad composition: Leader and 3 privates. (Inexperienced), 10pts (Regulars) or 13pts (Veterans)
Weapons: 2 AR, AR/GL, LMG. each
Special rules: • May take up to 1 D-RPG per 2 men for +10pts each.
Green (Inexperienced only). • May take one LSW per 4 men for +10pts each.
Integral part (Infanteriegruppe only). If no transport • Whole squad may take Ballistic vests.
is taken for the squad, two more privates with ARs • Veteran unit can be upgraded to either
can be added for +10pts (Regular) or +13pts Fallschirmjäger or Gebirgsjäger gruppe for
(Veteran) each. +2pts/man.
Enduring (Fallschirmjäger only). Automatically
removes one pin at the end of the turn if wasn’t
fired at during this turn.
Airborne-qualified (Fallschirmjäger only).
Rough terrain training (Gebirgsjäger only). Unit
counts Rough terrain as clear for move purposes.
Maschinengewehrtrupp

Price: As in rulebook. Regulars or Veterans Options:


Squad composition: 3 men. • Whole crew may take Ballistic vests.
Weapons: MMG, 2 AR. • Veteran unit can be upgraded to either
Special rules: Fallschirmjäger or Gebirgsjäger gruppe for +10pts.
Buzz saw. MMG may increase number of shots to 7, (see Infanteriegruppe entry for respective special
but receive -1 to hit modifier. Cannot be used with rules)
suppressing fire.

Granatmaschinenwaffentrupp

Price: 55 (Regulars) or 70 (Veteran). Options:


Squad composition: 3 men. • Whole squad may take Ballistic vests.
Weapons: AGL, 2 AR. • Veteran unit can be upgraded to either
Fallschirmjäger or Gebirgsjäger gruppe for +10pts.
(see Infanteriegruppe entry for respective special
rules)
Panzerabwehrlenkflugkörpertrupp

Price: 160 (Regulars) or 200 (Veteran). Options:


Squad composition: 3 men. • Whole squad may take Ballistic vests.
Weapons: H-ATGM, 3 ARs. • Veteran unit can be upgraded to
Fallschirmjäger gruppe for +20pts. (see
Infanteriegruppe entry for respective special rule)
• May equip night vision for +15pts.

Scharfschützentrupp

Price: 50pts (Regulars) or 65pts (Veterans). Options:


Squad composition: 2 men. • Whole team may take Ballistic vests.
Weapon: Sniper rifle and AR. •May replace Sniper rifle with Anti-materiel rifle for
+10pts.
Kampfrettertrupp

Price: 90pts (Veterans) Options:


Squad composition: 2 Medics and 2 riflemen. • Whole squad may take Ballistic vests.
Weapons: ARs or SMGs. • Any rifleman may replace AR with AR/GL for +5pts
Special rules: each.
Airborne-qualified.

KSK team

Price: 120 (Veterans) Options:


Squad composition: 4 operators. • May take up to 4 operators for +30pts each.
Weapons: ARs or SMGs, Ballistic vests, pistols. • May have up to 4 D-RPG for +10pts each or MRs for
Special rules: +5pts each.
Special Forces. • May have up to 2 RPG-L for +30pts each.
Have access to all weapon upgrades. • May have up to 2 LSW for +10pts each.
Extensive training. After each enemy order test, roll • Any soldier (including leader) may replace AR with
a D6 for each KSK team on the table. On each roll of AR/GL for +5pts each.
6+, one KSK team can be given order prior to this • One operator with AR can be upgraded to Special
enemy unit. Pass requirement increased to 4+ if Forces Forward observer for +30pts.
only 1 or 2 KSK units are on table.

EGB team

Price: 120 (Veterans) Options:


Squad composition: 4 operators. • May take up to 4 operators for +30pts each.
Weapons: ARs or SMGs, Ballistic vests, pistols. • May have up to 2 RPG-L for +30pts each.
Special rules: • May have up to 2 LMG for +20pts or LSW for
Special Forces. +10pts each.
Have access to all weapon upgrades. • Any soldier (including leader) may replace AR with
Tough fighters. AR/GL for +5pts each.
Tanks
Leopard 2A6

Cost: 380 (Regular) or 460 (Veteran) Options:


Unit type: MBT 13+. • May take MUSS for +40pts.
Weapons and upgrades: Heavy AT cannon with
coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
MUSS: Up to four ATGMs per turn receive -2 to hit
modifier if fired from 24” and more.

Leopard 2A7+

Cost: 520 (Regular) or 620 (Veteran) Options:


Unit type: MBT 14+. • May take MUSS for +40pts.
Weapons and upgrades: Heavy AT cannon with
coaxial MMG, AA-mounted MMG, ERA (front and
sides).
Targeting equipment: Advanced (turret weapons),
Iron sights (AA-mounted MG)
Special rules:
MUSS: Up to four ATGMs per turn receive -2 to hit
modifier if fired from 24” and more.
Leopard 1

Cost: 220 (Regular) or 260 (Veteran) Options:


Unit type: Light tank. • May take AA-mounted MMG for +15pts.
Weapons and upgrades: Medium AT cannon with
coaxial MMG.
Targeting equipment: Advanced (all weapons)

Air defence

Flakpanzer Gepard

Price: 125 (Regular) or 150 (Veteran)


Unit type: Armored car
Weapons and upgrades: 2 AA-mounted heavy
automatic cannons.
Targeting equipment: Advanced (all weapons)
Armored cars

Luchs

Cost: 110 (Regular) or 140 (Veteran)


Unit type: Armored car.
Weapons and upgrades: Light automatic cannon
with coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon.
Double direction steering. No penalty when going
reverse.

Wiesel

Cost: 80 (Regular) or 110 (Veteran) Options:


Unit type: Armored car. • May replace automatic cannon with H-ATGM for
Weapons and upgrades: Light automatic cannon. +40pts.
Targeting equipment: Advanced (all weapons) • May replace automatic cannon with medium
Special rules: mortar for +20pts
Recon (only if equipped with automatic cannon).
Thin armor
Fennek reconnaissance vehicle

Price: 110 (Regular) or 140 (Veteran) Options:


Unit type: Armored car • May replace MMG with HMG or AGL for +10pts.
Weapons and upgrades: AA-mounted MMG.
Targeting equipment: Iron sights (all weapons)
Special rules:
Recon.
Forward observer.
Reconnaissance station. Can call air/artillery strikes
even when don’t have LOS to target.
Thin armor.

Transports
GTK Boxer

Cost: 100 (Regular) or 115 (Veteran) Transport capacity: 8


Unit type: Light tank. Options:
Weapons and upgrades: MMG. • Can replace MMG with HMG or AGL for +10pts
Targeting equipment: Iron sights (all weapons)
MRAP

Price: 55 (Regular) or 65 (Veteran) Transport capacity: 5 / 8


Unit type: Armored car Options:
Weapons and upgrades: none. • May add MMG for +15pts.
Targeting equipment: Iron sights (all weapons)
Special rules:
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
Thin armor.

Eagle IV / Enok / Dingo

Cost: 70 (Regular) or 80 (Veteran) Transport capacity: 4


Unit type: Armored car. Options:
Weapons and upgrades: MMG. • Can replace MMG with HMG for +10pts
Targeting equipment: Iron sights (all weapons)
Thin armor.
Serval (Can be taken only for KSK teams)

Cost: 95 (Veteran) Transport capacity: 4


Unit type: Armored car.
Weapons and upgrades: HMG or AGL.
Targeting equipment: Iron sights (all weapons)
Special rules:
Special Forces crew. May re-roll “On fire” morale
checks and have +1 to hit modifier
Open-topped.
Thin armor.

SPZ Puma

Cost: 225 (Regular) or 270 (Veteran) Transport capacity: 6


Unit type: Light tank. Options:
Weapons and upgrades: Heavy automatic cannon • May take MUSS for +40pts.
with coaxial MMG and FF-ATFM.
Targeting equipment: Advanced (all weapons)
Special rules:
MUSS: Up to four ATGMs per turn receive -2 to hit
modifier if fired from 24” and more.
Slow reload (ATGM only). After each shot roll a D6.
On a roll of 1-3, FF-ATFM cannot be fired next turn.
Fighting from the hatch. Up to two models in the
vehicle can fire their weapon from the back of the
AFV, covering the side and rear ark. No stationary
weapons or AT-weapons.
TPZ Fuchs

Cost: 75 (Regular) or 95 (Veteran) Options:


Unit type: Armored car. • May take MMG for +15pts, HMG or AGL for +25pts
Transport capacity: 10 or H-ATGM for +40pts.
Weapons and upgrades: none. • In addition, may take up to two MMG for +15pts
Targeting equipment: Iron sights (all weapons) each.

Marder 1A5

Cost: 140 (Regular) or 170 (Veteran) Transport capacity: 6


Unit type: Light tank.
Weapons and upgrades: Light automatic cannon
with coaxial MMG and H-ATGM.
Targeting equipment: Advanced (all weapons)
Special rules:
Fighting from the hatch. Up to three models in the
vehicle might fire their weapon from the back of
the AFV, covering the side and rear ark. No
stationary weapons or AT-weapons.
Mungo ESK

Cost: 70 (Regular) or 80 (Veteran) Transport capacity: 8


Unit type: Armored car.
Weapons and upgrades: MMG.
Targeting equipment: Iron sights (all weapons)
Special rules:
Thin armor.

Hägglund (Can be taken only for


Gebirgsjäger units)

Cost: 85 (Veteran) Transport capacity: 10


Unit type: Armored car.
Weapons and upgrades: MMG.
Targeting equipment: Iron sights (all weapons)
Special rules:
Thin armor.
Germany Selectors
Mixed troops
Compulsory choices
Führungsgruppe 1
Panzergrenadierrguppe or Infanteriegruppe 2
Optional choices
Panzergrenadierrguppe or Infanteriegruppe 4
Scharfschützentrupp 1
Maschinengewehrtrupp 1
Granatmaschinenwaffentrupp 1
Führungsgruppe 1
Medical team 1
Panzerabwehrlenkflugkörpertrupp 1
Armored car 1
Tank 1
Air defense 1
Air forces support (EU Aircraft) 1
Fire support 1
Transports (All German) 1 per squad
Special rule – Command radius of all Officers is increased by 3”.

Panzergrenadier Platoon

Compulsory choices
Führungsgruppe 1
Panzergrenadiergruppe 3
Medical team 1
Optional choices
Panzergrenadiergruppe 3
Führungsgruppe 1
Maschinengewehrtrupp 2
Scharfschützentrupp 1
Panzerabwehrlenkflugkörpertrupp 1
Tank 2
Armored car 2
Air defense 1
Air forces support (EU Aircraft) 1
Fire support 2
Transports (All except TPZ Fuchs and Boxer) 1 per squad
Special rule – A unit with transport receives In-built sights for free.
Infanterie Platoon

Compulsory choices
Führungsgruppe 1
Infanteriegruppe 3
Optional choices
Infanteriegruppe 2
Scharfschützentrupp 3
Medical team 2
Maschinengewehrtrupp 1 per 2 Jäger units
Panzerabwehrlenkflugkörpertrupp 1
Armored car 3
Air forces support (EU Aircraft) 3
Fire support 1
Transports (TPZ Fuchs, all wheeled vehicles) 1 per squad
Special rules – All infantry can ignore movement penalties for landscape general rules.
A unit with transport receives In-built sights for free.

Fallschirmjäger Platoon
Compulsory choices
Fallschirmjäger command squad 1
Fallschirmjäger gruppe 3
Optional choices
Fallschirmjäger gruppe 3
Scharfschützentrupp 2
Medical team 2
Fallschirmjäger Maschinengewehrtrupp 1 per Fallschirmjäger
gruppe
Fallschirmjäger Granatmaschinenwaffentrupp 1 per 3 Fallschirmjäger
gruppen
Fallschirmjäger Panzerabwehrlenkflugkörpertrupp 2
Kampfrettergruppe 1
EGB gruppe 2
Armored car (Airmobile only) 4
Air forces support (EU Aircraft) 3
Fire support 2
Transports (TPZ Fuchs, all wheeled vehicles) 1 per squad
Special rule – .
Gebirgsjäger Platoon

Compulsory choices
Gebirgsjäger Führungsgruppe 1
Gebirgsjägergruppe 3
Optional choices
Gebirgsjägergruppe 3
Scharfschützentrupp 2
Gebirgsjäger Maschinengewehrtrupp 2
Gebirgsjäger Granatmaschinenwaffentrupp 2
Armored car (Fennek/Fuchs/Wiesel only) 2
Tank 1
Air forces support (EU Aircraft) 1
Fire support 3
Transports (Hägglund and Mungo/Wolf/Dingo) 1 per squad
Special rule – .

Armored Platoon
Compulsory choices
Command tank or command Armored car 1
Tank or Armored car 2
Transports (all vehicles) 1 per infantry
squad
Optional choices
Führungsgruppe 2
Panzergrenadiergruppe 4
Medical team 2
Tank or Armored car 3
Air defense 3
Air forces support (EU Aircraft) 2
Fire support 2
Special rule – Command tank counts as Major and can use Extra Orders.
Division Spezialisierte Operationen

Compulsory choices
Special Forces Command squad (KSK or EBG team, one operator becomes Captain 1
for +90pts)
KSK or EBG gruppe 2
Optional choices
KSK or EBG gruppe 3
Fallschirmjägergruppe 2
Kampfrettergruppe 3
Air forces support (EU Aircraft) 3
Fire support 3
Transports (Serval, Eagle, Mungo MRAP only) 1 per squad
Special rule – First two turns are played using Night Fight rules.
France
Since the last 30 years, French forces were deployed in nearly all the hot spots of the world:
Lebanon, Chad, Iraq, Former Republic of Yugoslavia, Somalia, Rwanda, Afghanistan, Ivory
Coast, Mali and Central Africa… Accustomed to fight in harsh conditions, with little support,
French forces are well experienced and well trained.
In 2016, the French infantry performed some organization changes. It integrated the FELIN, a
brand new Battlefield Communication System, and decided to change some of its arsenal.

In order to represent the specificities of the French infantry, 2 platoon patterns are included in
following list: 1999 year pattern and 2016 year pattern.

Special rules

Forged steel
Every soldier wears ballistic vest (cost is already included in the price of units) and he may take one weapon
upgrade at no cost (has access to night vision, laser designators, optical sights and reflex sights).

In addition, even when they are embedded in a groupe de combat, Sharpshooters can use the sniper special
rule (see rulebook p.70) to pick up another target than the rest of the group.
It can be done when the group shoots using Fire or Ambush order.
Their Marksman rifles are counted as Sniper weapons while using this rule.
Specific equipment, tactics and fire support.
Chats maigres.
Any French Veteran unit can reduce the penalty for wearing armor to Special Forces level for +2pts per model.

ERYX ATGM.

Name Shots Range Penetration Special


ERYX 1 6-36” +7 Lightweight
Lightweight – this weapon can be fired if Advance order is received, but receives additional -1 to hit modifier
in this case.
Headquarters units

Groupe de commandement – 1999


Commanding squad - 1999

Squad composition : Officer (Lt or 2d Lt, price core Options:


rulebook) +3pts (ballistic vest)  May add platoon sgt. for +13pts (Regular) or +16pts
Weapons: ARs (Veteran).
Special rules: Forward Observer  May add Radio Operator for + 28pts (Regular) or
May call-in artillery fire support, but receive +38pts (Veteran).
additional -1 modifier to effectiveness.  May add up to 2 marksmen with MRs for + 18pts
(Regular) or +21pts (Veteran) each.

Groupe de commandement – 2016


Commanding squad - 2016

Squad composition : Officer (Lt or 2d Lt, price core Options:


rulebook) +3pts (ballistic vest)  May add platoon sgt. for +13pts (Regular) or +16pts
Weapons: ARs (Veteran).
Special rules:  May add Radio Operator for + 28pts (Regular) or
Forward Observer. May call-in artillery fire support, +38pts (Veteran).
but receive additional -1 modifier to effectiveness.  Unit can be upgraded to have BCS for +2pt/man

Equipe médicale
Medical team

Price: 28 pts (Regular) or 33 pts (Veteran) Options:


Squad composition : Medic  May add up to 2 riflemen for + 13pts (Regular) or
Weapons: AR +16pts (Veteran) per model.
Equipe d’observateurs d’artillerie
Artillery Forward observers team

Price: 38 pts (Regulars) or 43 (Veterans) Options:


Squad composition : 1 radio operator  May add up to 2 men for +16 pts (Regular) or
Weapons: AR +19pts (Veteran) per model.
Special rules:  Veterans can be upgraded to JTAC team, getting
Forward observer ability to call air support, for +10pts per model.

Infantry units

Groupe de combat – 1999


Infantry squad - 1999

Price: 52 pts (regulars) or 64 pts (Veterans) Options:


Squad composition : Leader and 3 privates  May add up to 3 riflemen for + 13pts (Regular) or
Weapons: ARs +16pts (Veteran) per model.
Special rules:  May take one LMG for +20 pts
FAMAS Rifle Grenade. Rifleman equipped with rifle  May take one light mortar for +5 pts
grenades is counted as having AR/GL.  May take up to 2 D-RPG for +10 pts each
 Any rifleman may equip rifle grenades for +5pts
each.
Groupe de combat – 2016
Infantry squad - 2016

Price: 52 pts (regulars) or 64 pts (Veterans) Options:


Squad composition : Leader and 3 privates  May add up to 3 riflemen for + 13pts (Regular) or
Weapons: ARs +16 pts (Veteran) per model.
Special rules:  May add 1 marksman with MRs for + 18 pts
FAMAS Rifle Grenade. Rifleman equipped with rifle (Regular) or +21 pts (Veteran).
grenades is counted as having AR/GL.  May take one LMG for +20 pts
 May take one light mortar for +5 pts
 May take up to 2 D-RPG for +10 pts each
 Any rifleman may equip rifle grenades for +5pts
each.
 Unit can be upgraded to have BCS for +2pt/man

Groupe Commandos (GCP – GCM)


Commando squad, only available for airborne and
troupes de montagne platoons

Price: 120 pts (Veterans) Options:


Squad composition : 4 operators  May add up to 4 operators for + 30pts (Veteran) per
Weapons: ARs, pistols model.
Special rules:  May take up to 2 LMG for +20 pts
Special Forces  May take up to 2 D-RPG for +10 pts each
Always where most needed. Do not receive penalties  May take up to 2 MR for +5 pts
for outflanking and being in reserve and may always  Any operator may replace AR with AR/GL for +5pts
enter table from any side they choose, including each.
opponent’s.
Groupe d’Appui Antichar Moyenne Portée
Middle Range AT squad

Price: 149 pts (regulars) or 174 pts (Veterans) Options:


Squad composition : Leader and 2 men crew  May add one more launcher with 2 men crew for +
Weapons: ERYX ATGM, 3 ARs 136pts (Regular) or +166 pts (Veteran).

Groupe d’Appui Antichar Longue Portée


Long Range AT squad

Price: 169 pts (regulars) or 209 pts (Veterans) Options:


Squad composition : Leader and 2 men crew  May add one more launcher with 2 men crew for +
Weapons: H-ATGM, 3 ARs 156 pts (Regular) or +191 pts (Veteran).
Special rule:  May replace H-ATGM with FF-ATGM for
Slow reload (FF-ATGM only). After each shot roll a D6. + 40 pts each.
On a roll of 1-3, ATGM cannot be fired next turn.

Equipe MMG
MMG fire support team

Price: As in rulebook +9pts (ballistic vests). Regular or Veteran only.


Squad composition : 3 men
Weapons: MMG, 2 ARs
Equipe HMG
HMG fire support team

Price: As in rulebook +9pts (ballistic vests). Regular or Veteran only.


Squad composition : 3 men
Weapons: HMG, 2 ARs

Equipe de snipers
Sniper team

Price: 71 pts (Veterans) Options:


Squad composition : 2 men  May replace Sniper rifle with Anti-materiel rifle for
Weapons: Sniper rifle, 2 ARs +10pts.
Special rule:
Observer. May call-in fire support, but receive
additional -1 modifier to effectiveness. May fire
sniper weapon and call-in fire support
simultaneously.
Stick Action Spéciale - COS

Price: 120 pts (Veterans) Options:


Squad composition : 4 operators  May add up to 4 operators for + 30pts (Veteran) per
Weapons: ARs or SMGs, pistols model.
Special rules:  May take up to 2 LMG for +20 pts
Special Forces  May take up to 2 D-RPG for +10 pts each
Pull yourself together: If order roll summary is equal  May take up to 2 MR for +5 pts
or lower than number of pin markers applied to this  Any operator may replace AR with AR/GL for +5pts
squad, remove all pin markers after the roll. This will each.
not lead to automatic pass of order test (for example
if squad have 6 pin markers and 5 is rolled, all pin
markers are removed but order still wasn’t successful
because it had actual morale 4).
Have access to Thermal sights.

Equipe HMG or AGL – COS


AGL or HMG fire support team - COS

Price: 89 pts (Veterans) Options:


Squad composition : 3 operators  Any operator may replace AR with AR/GL for +5pts
Weapons: AGL, 3 ARs each.
Special rule:  Chose HMG or AGL at the beginning of the game
Special Forces
Pull yourself together. Look to COS unit special rules
Equipe de snipers COS
COS Sniper team

Price: 100 pts (Veterans) Options:


Squad composition : 2 snipers  May exchange Anti-materiel rifle and SMG for two
Weapons: Anti-materiel rifle, 2 ARs MRs for -30pts or two Sniper rifles for +30pts.
Special rule:
Special Forces
Perfect aim. Receives +1 to damage rolls against
infantry if firing at one unit for two or more turns in a
row executing “Fire” order. Only Anti-materiel and
Sniper rifles are affected.
Tanks
AMX LECLERC

Price: 410 pts (Regular) or 500 pts (Veteran)


Unit type: MBT 13+.
Weapons and upgrades: Heavy AT cannon with coaxial HMG. AA-mounted MMG
Targeting equipment: Advanced (all weapons excepted AA-MG)
Special rules:
Self-protection measures. Once per game can use inbuilt grenade launchers, dealing HE D6 damage to all
infantry units within 9” hitting on 4+

AMX 30 B2

Price: 150 pts (Regular) or 185 pts (Veteran) Options:


Unit type: Light tank. • May add ERA (front and sides) for +25pts.
Weapons and upgrades: medium AT cannon with
coaxial light automatic cannon. AA-mounted MMG
Targeting equipment: Stabilized+Rangefinder (all
weapons)
Armored cars

AMX 10 RC

Price: 150pts (Regular) or 185 pts (Veteran)


Unit type: Armored car.
Weapons and upgrades: Medium AT cannon with coaxial MMG. AA-mounted MMG
Targeting equipment: Stabilized +Rangefinder (all weapons excepted AA-MG)
Special rules: Recon

ERC 90 Sagaie

Price: 120 pts (Regular) or 150 pts (Veteran)


Unit type: Armored car.
Weapons and upgrades: Light AT cannon with coaxial MMG. AA-mounted MMG
Targeting equipment: Simple +Rangefinder (all weapons excepted AA-MG)
Special rules: Recon
VAB Cn 20mm

Price: 105 pts (Regular) or 125 pts (Veteran) Options:


Unit type: Armored car.  can be upgraded with applique armor,
Weapons and upgrades: Light automatic cannon with adding “Reinforced armor” for +5pts.
coaxial MMG.  May replace weapons by 4 shots L-ATGM for +35 pts.
Targeting equipment: Advanced (all weapons)
Special rules:
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
Reinforced armor. Weapons with penetration +5 or
less do not receive penetration bonus against side
armor.

Transports
VBCI

Price: 125 pts (Regular) or 160 pts (Veteran) Transport capacity: 9


Unit type: Armored car. Options:
Weapons and upgrades: Heavy automatic cannon  can be upgraded with applique armor,
with coaxial MMG. adding “Reinforced armor” for +5pts.
Targeting equipment: Stabilized +Rangefinder (all
weapons)
Special rules:
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
AMX10P

Price: 105 pts (Regular) or 125 pts (Veteran)


Unit type: Armored car.
Transport capacity: 8
Weapons and upgrades: Light automatic cannon with coaxial MMG.
Targeting equipment: Simple (all weapons)

VAB

Price: 75 pts (Regular) or 95 pts (Veteran) Transport capacity: 10


Unit type: Armored car. Options:
Weapons and upgrades: none. • May take MMG for +15pts, HMG or AGL for +25pts.
Targeting equipment: Iron sights (all weapons)  May upgrade HMG or AGL targeting to “Advanced”
Special rules: for +10 pts.
Mine protected. Rerolls any successful damage rolls • In addition, may take up to two MMG for +15pts
to vehicle and passengers when hit by IED etc. each.
Reinforced armor. Weapons with penetration +5 or  can be upgraded with applique armor,
less do not receive penetration bonus against side adding “Reinforced armor” for +5pts.
armor.

VBL

Price: 70 pts (Regular) or 80 pts (Veteran) Transport capacity: 4


Unit type: Armored car. Options:
Weapons and upgrades: MMG  May remove transport capacity and MMG to add
Targeting equipment: iron sight HMG for +25pts or H-ATGM for +40 pts.
Special rules:
Recon. If taken by unit with Special Forces rule
Thin armor.
PVP

Price: 70 pts (Regular) or 80 pts (Veteran)


Unit type: Armored car.
Transport capacity: 4
Weapons and upgrades: MMG
Targeting equipment: iron sight
Special rules:
Thin armor.

P4

Price: 21 pts (Regular) or 25 pts (Veteran) Transport capacity: 4


Unit type: Softskin Options:
Weapons and upgrades: none • May take MMG for +15pts, HMG for +25pts or H-
Targeting equipment: iron sight (all weapons) ATGM for +40 pts.

VPS
Can be taken only for COS units

Price: 50 pts (Veteran) Transport capacity: 4


Unit type: Softskin Options:
Weapons and upgrades: MMG • May add HMG or AGL for +25pts or H-ATGM for +40
Targeting equipment: iron sight (all weapons) pts.
Special rules:
Special forces crew. May re-roll “on-fire” morale
checks and have +1 to hit modifier
VLRA PATSAS
Can be taken only for COS units

Price: 40 pts (Veteran) Transport capacity: 8


Unit type: Softskin Options:
Weapons and upgrades: MMG • May add HMG or AGL for +25pts or H-ATGM for +40
Targeting equipment: iron sight (all weapons) pts.
Special rules: • In addition, may take up to two MMG for +15pts
MGs can only be used if carrying soldiers. each.
Thin armor.  May be up armored in order to transform in Sherpa
armored truck (open top) for +50 pts.

HAGGLUND
Can be taken only for troupes de montagne units

Price: 85 pts (Veteran) Transport capacity: 10


Unit type: armored car Options:
Weapons and upgrades: MMG • May add HMG for +25pts.
Targeting equipment: iron sight (all weapons)
QUAD POLARIS
Can be taken only for COS units

Price: 10 pts (Veteran) Transport capacity: 2


Unit type: softskin Options:
Special rules: • May add MMG for +15pts.
Special forces crew: may re-roll “on-fire” morale
checks and have +1 to hit modifier

TRUCK

Price: 35 pts (regular) or 40 pts (Veteran) Transport capacity: 10 to 20 (depends on the truck)
Unit type: Softskin Options:
• May take a AA-MMG for +15 pts or HMG for +25 pts.
• May take a AA-light automatic cannon (iron sight) for
+40 pts. Remove transport capacity and be placed in
artillery choice.
FRANCE Selectors

INFANTRY PLATOON

CORE UNITS
Groupe de commandement (1999 / 2016) 1
Groupe de combat (1999 / 2016 Squad) 3
OPTIONAL UNITS
Groupe de combat (1999 / 2016 Squad) 2
Groupe d’appui antichar Moyenne Portée 1
Groupe d’appui antichar Longue Portée 1
Equipe MMG 2
Equipe HMG 1
Equipe snipers 1
Equipe Medic 1
Equipe d’observation d’artillerie 1
Transports (truck, VAB, VBCI, AMX10P, P4, PVP or VBL) 1 per squad
Armored car (VAB Cn 20, VHL w ATGM) 1
Tank (all) 2
Fire supports (HAA & arty strike) 2
Artillery (AA included) 1
Air force support (CAS) 1
COS TASK FORCE

COS units are the french special forces.


They are the heirs of the WW2 French SAS squadron, and are
determined to follow their path, completing the mission whatever
it would cost.
“Qui ose gagne”, the legendary SAS “who dares wins”, is their
motto.

CORE UNITS
Groupe de commandement (Stick Action Spéciale : one operator 1
becomes Captain for +90pts)
Stick Action Spéciale 2
OPTIONAL UNITS
Stick Action Spéciale 3
Groupe d’appui antichar Longue Portée 1
Equipe MMG 2
Equipe HMG or AGL - COS 1
Equipe snipers - COS 1
Equipe Medic 1
Equipe d’observation d’artillerie 1
Transports (VPS, VLRA PATSAS, or QUAD only) 1 per squad
Armored car (VAB Cn 20, VHL w ATGM) 1
Fire supports (HAA & arty strike) 1
Air force support (CAS) 4

Special rules :
Qui ose vaincra :
COS units are “airborne” units (see below).

Moreover, any operator may replace AR/GL with AR and shotgun for free. Shotguns cannot be fired at twice
range and cannot be equipped with Optical sights.
Any operator may equip pistol in addition to other weapons for +1pt per model.
AIRBORNE INFANTRY PLATOON

Core unit must be veterans and you need to buy the special skills
(+15 pts per squad).
Your optional units can be regulars, but they won’t get the special
skills. To be specialized, they need to be vets and you need to buy
the special skill, just like your core units.

CORE UNITS
Groupe de commandement (1999 / 2016) 1
Groupe de combat (1999 / 2016 Squad) 3
OPTIONAL UNITS
Groupe de combat (1999 / 2016 Squad) 2
Groupe de commandos 1
Groupe d’appui antichar Moyenne Portée 1
Groupe d’appui antichar Longue Portée 1
Equipe MMG 2
Equipe HMG 1
Equipe snipers 1
Equipe Medic 1
Equipe d’observation d’artillerie 1
Transports (truck, VAB, P4, PVP or VBL) 1 per squad
Armored car (VAB Cn 20, VHL w ATGM) 1
Tank (AMX10RC or ERC90 only) 2
Fire supports (HAA & arty strike) 1
Artillery (AA included) 1
Air force support (CAS) 2

Special rules :
Etre et durer :
French airborne troopers take great pride in their branch and in their elders history: even surrounded, they
never give up and pursue the fight. Airborne units are immune to Scared! rule and have Tough fighters rule.
Airborne units can perform light helicopter insertion.

Note:
If you want to play the 2e REP, Foreign legion airborne battalion, you have to stick to the airborne
organization, but use the “Foreign Legion” special rule.Tour unit still gets the light helicopter insertion ability.
FOREIGN LEGION INFANTRY PLATOON

Core unit must be veterans and you need to buy the special skills (+25 pts per
squad).
Your optional units can be regulars, but they won’t get the special skills. To be
specialized, they need to be vets and you need to buy the special skill, just like
your core units.

CORE UNITS
Groupe de commandement (1999 / 2016) 1
Groupe de combat (1999 / 2016 Squad) 3
OPTIONAL CHOICES
Groupe de combat (1999 / 2016 Squad) 2
Groupe d’appui antichar Moyenne Portée 1
Groupe d’appui antichar Longue Portée 1
Equipe MMG 2
Equipe HMG 1
Equipe snipers 1
Equipe Medic 1
Equipe d’observation d’artillerie 1
Transports (truck, VAB, VBCI, P4, PVP or VBL) 1 per squad
Armored car (VAB Cn 20, VHL w ATGM) 1
Tank (all) 2
Fire supports (HAA & arty strike) 2
Artillery (AA included) 1
Air force support (CAS) 1

Special rules :
Legio Patria Nostra :
Due to their history, their training, and their great experience in all the areas, Legionnaires are tough fighters
and very experienced. Foreign Legion units automatically remove one pin at the end of the turn if it wasn’t
fired at during this turn.
Moreover, Foreign Legion unit ignores half of pin markers (rounding down) when calculating to hit penalty
and morale for “Run” order.

Note:
If you want to play the 2e REP, Foreign Legion airborne battalion, you have to stick to the airborne
organization, but use the “Foreign Legion” special rule.Tour unit still gets the light helicopter insertion ability.
TROUPES DE MONTAGNE INFANTRY PLATOON

Core unit must be veterans and you need to buy the special skills (+20
pts per squad).
Your optional units can be regulars, but they won’t get the special
skills. To be specialized, they need to be vets and you need to buy the
special skill, just like your core units.

CORE UNITS
Groupe de commandement (1999 / 2016) 1
Groupe de combat (1999 / 2016) 3
OPTIONAL UNITS
Groupe de combat (1999 / 2016 Squad) 2
Groupe de commandos 1
Groupe d’appui antichar Moyenne Portée 1
Groupe d’appui antichar Longue Portée 1
Equipe MMG 2
Equipe HMG 1
Equipe snipers 1
Equipe Medic 1
Equipe d’observation d’artillerie 1
Transports (truck, VAB, Hagglunds, P4, PVP or VBL) 1 per squad
Armored car (VAB Cn 20, VHL w ATGM) 1
Tank (AMX10RC or ERC90) 2
Fire supports (HAA & arty strike) 1
Artillery (AA included) 1
Air force support (CAS) 2

Special rules :
Les diables bleus (the blue devils) :
These units are specifically trained to fight in high mountains: “survival training” ability cost is lowered at 50%
(rounding down) when deployed in high mountain or harsh winter/arctic conditions.
Moreover, Troupes de montagne counts dry Rough terrain as clear for move purposes.
SPAIN
Special rules

Upgraded armor.
All Spanish vehicles with Upgraded armor reduce the penetration of non-HEAT weapons by 1 when hit in
frontal, side or top arcs.

Tercio de Armada (TEAR)


Special rules

Valientes por terra y por mar - Courageous on land and at sea


All TEAR infantry models are Tough fighters, Fanatics and immune to Scared! special rule

All TEAR models with AR or AR/GL can take this upgrade to have Reflex and 3x sight (count as Optical with
range increase of 6” instead of 12”) for +3pts/man.
All TEAR troops have access to night vision.
All TEAR models have Access to ballistic vests for +3 pts / man.
Headquarters units

Command Squad
Price: Lieutenant or Senior Lieutenant, as in rulebook Options:
Squad composition: Officer and up to one of each of • Officer and assistant may change their ARs for an
the following: AR/GL for +5pts each.
Platoon sergeant +11 pts (regular), +14 pts (veteran).
Medic for +26 pts (regular) or +31 (veteran)
Weapons: ARs, Ballistic vests

Radio operator
Price: 31 (Regular) or 36 (Veteran). Options:
Squad composition: 1 radio operator • May add up to 2 more men for +10 pts (Regular) or
Weapons: ARs +13 pts (Veteran).
Special rules:
Forward observer.

Infantry units
Marine rifle squad (Infantes de Marina)
Price: 75 (Regular) or 90 (Veteran) Options:
Squad composition: Segeant and 1 fireteam (4 • You may add one more fireteam for +65pts
models) (Regular) or +77pts (Veteran).
Weapons: Sergeant carries AR, fireteam carries 2 AR, • The Sergeant may replace his AR with an AR/GL for
1 AR/GL, 1 LMG. +5 pts.
Special rules: •One model in the squad can replace his AR with MR
Tactical training. for free.
•One LMG can be changed to LSW for -10pts.
• May take up to two D-RPGs per fireteam for +10pts
each.

Explorer-sniper team
Price: 65pts (Veteran). Options:
Squad composition: 2 men • May take up to two SMGs for +3pts each.
Weapons: Sniper rifle and AR. • May change sniper rifle with an antimateriel rifle,
Special rules: for +10 pts.
Out of nowhere. The sniper rifle causes D2 pins
instead of one.
Special Naval War Force (Fuerza de Guerra Naval
Especial (FGNE) )
Price: 120 (Veteran) Options:
Squad composition: 4 operatives. • You may add up to 4 operatives for +30pts each.
Weapons: ARs, Ballistic vests. •They may carry up to 4DMRs for +5pts each.
Special Rules: • They may carry up to 2 LMGs for +20pts each.
Special Forces. •Any soldier (including the leader) may replace his AR
Always where most needed. Do not receive penalties for an AR/GL for +5pts each.
for outflanking and being in reserve and may always • May take up to four D-RPGs for +10pts each.
enter table from any side they choose, including •One operative with AR may become Special Forces
opponent’s. Forward Observer for +30pts.
Have access to all weapon upgrades.

AT rocket squad
Price: 60 (Regular) or 75 (Veteran) Options:
Squad composition: 2 men • You may add one more SMAW team (2 men) for
Weapons: 1 RPG-L, ARs. +60pts (regular) or +75 (veteran)
Special rules:
Heavy weapon squads: 1-3 AT rocket squads can be
taken as one choice.

AA Squad
Price: 75 pts (Regular) or 90 (Veteran). Options:
Squad composition: 3 men. • One soldier may change his AR for an AR/GL for
Weapons: 3 ARs, 1 AA missile launcher. +5 pts, or a LMG for +20pts.

Mortero Medio ECIA 80LL


Price: 50 (Regular) or 65 (Veteran) Options:
Team Composition: 3 men • May include a spotter for +10pts.
Weapons: Medium mortar

ATGM crew
Price: 200 (Regular) or 240 (Veteran)
Squad composition: 2 men
Weapons: 1 FF-ATGM, ARs
Special rules:
Slow reload. After each shot roll a D6. On a roll of 1-3,
FF-ATFM cannot be fired next turn.
Tanks

M60A3 TTS
Cost: 225 (Regular) or 272 (Veteran)
Unit type: Light tank.
Weapons and upgrades: Medium Anti-tank gun, with coaxial MMG, AA-mounted HMG.
Targeting equipment: Advanced (Turret) and Iron Sights (external HMG).
Special Rules:
Upgraded armor.

Armored cars
8x8 Piraña IIIC (VCR) - Recon
Cost: 125 (Regular) or 155 (Veteran)
Type of Vehicle: Armored Car
Transport capacity: 4
Weapons and upgrades: Heavy autocannon, Coaxial MMG and external MMG.
Targeting equipment: Stabilized + Laser rangefinder (Turret) and iron sights (External MMG).
Special rules:
Mine protected. Rerolls any successful damage rolls to vehicle and passengers when hit by IED etc.
Recon.
Options:
• Replace Stabilized targeting equipment with Advanced for +10pts

8x8 Piraña IIIC (VCR) – Electronic warfare


Cost: 125 (Regular) or 155 (Veteran)
Unit type: Armored Car.
Weapons and upgrades: MMG, Battlefield communication system.
Targeting equipment: Iron Sights (MMG).
Special Rules:
Mine protected. Rerolls any successful damage rolls to vehicle and passengers when hit by IED etc.
Forward Observer.
Reconnaissance station. Can call air/artillery strikes even when don’t have LOS to target.

Transport
8x8 Piraña IIIC (VCR) - Transport
Cost: 115 (Regular) or 130 (Veteran)
Unit type: Armored Car
Transport capacity: 8
Weapons and upgrades: AGL, HMG.
Targeting equipment: Stabilized (Turret).
Special rules:
Mine protected. Rerolls any successful damage rolls to vehicle and passengers when hit by IED etc.
AGL and HMG cannot be used in the same turn.
HMMWV
Price: 21 (Regular) or 25 (Veteran) Options:
Unit type: Softskin • May add HMG or AGL for +25pts.
Transport capacity: 5 • May further upgrade HMG or AGL targeting
Weapons and upgrades: none. equipment to “Advanced” for +10pts.
Targeting equipment: Iron sights (all weapons) • May be up-armored to change unit type to
Special rules: Armored car for +20pts.
Thin armor (up-armored only) • May remove transport capacity, take H-ATGM and
be placed in Armored car choice for +45pts.

Iveco/Pegaso truck
Price: 35 (Regular) or 40 (Veteran) Transport capacity: 20
Unit type: Softskin Options:
Weapons and upgrades: none. • can be up-armored to armored car for +25pts.
Targeting equipment: Iron sights (all weapons)
Special rules:
Thin armor (up-armored only)

URO VAMTAC ST5 4x4


Price: 65 (Regular) or 75 (Veteran) Transport capacity: 9
Unit type: Armored car Options:
Weapons and upgrades: none. • May remove transport capacity and take H-ATGM
Targeting equipment: Iron sights (all weapons) for +40pts*
Special rules: *Can only be taken as Armored car.
Mine protected. Rerolls any successful damage rolls
to vehicle and passengers when hit by IED etc.
Thin armor
Spain Selectors
TEAR platoon
Compulsory choices
Command squad 1
Marine rifle squad 2
Optional choices
Radio operator 2
Marine rifle squad 3
Explorer-sniper team 1
Special Naval War Force 1
AT rocket squad or ATGM crew 2
Mortero Medio ECIA 80LL or AA Squad 2
Tank 1
Armored car 1
Air forces support (EU Aircraft) 1
Fire support 2
Transport 1 per squad
Czech Republic
After abolition of compulsory military service on 1st January 2005, rather small (Slightly above 25 000 men
strong *January 2018) Army of the Czech Republic depends on all-professional, highly skilled and motivated
troops.
Since 1990, armed forces of Czech Republic participated so far in 30 missions abroad under the UN, EU
and NATO command. Missions such as Desert storm and Enduring freedom in Iraq, peacekeeping missions in
Kosovo, Bosna and Herzegovina, and also ISAF mission in Afghanistan. Many of Czech soldiers are combat
veterans and even though they are few and they sometimes have to use obsolete equipment, they always do
their job honorably and what more - successfully. Czech soldiers are highly valued by all NATO allies.

Armed forces of Czech Republic is something between East and West in terms of organization and
equipment. Czech army uses mixture of Russian, domestic and western vehicles and weapons. Many of ex-
Warsaw pact equipment was modernized by domestic or foreign companies to fit today´s standards, such as MI
- 171Š or T72M4Cz.

Doctrine of Armed forces of Czech Republic count on conducting combat operations with small, versatile,
highly mobile and well armed units of mechanized and motorized infantry.

Special rules
"We were and will be! We endure!" - Based on a motto of Czechoslovak elite borderer regiments during Munich crisis,
1938. This moto reflects motivation and will of soldiers to defend their country against all odds.

If any unit forced to make morale test (because of casualties, flamethrowers or burning vehicle for example) or is
to be destroyed, they can re-roll failed test.
"Modernization" - After rearming to new CZ 805 assault rifle, domestic made Red-dot sights have became standard issue
to every soldier armed with this rifle. All soldiers in combat battalions are also equipped with sidearms and body armor.

All regular or veteran soldiers armed with AR or AR/GL get reflex sights for free. Can downgrade for -2pts per man.

All regular or veteran units have access to night vision, laser designators, optical sights and reflex sights.

All regular or veteran soldiers are equipped with ballistic vests. (Cost is already included, if not said otherwise). Can
downgrade for -3pts to no protection, or -1pt to flak vests per man.

All regular or veteran soldiers can be armed with pistols in addition to their weapon, for +1pt per man.

"Esprit de corps" - Czech army is small, so soldiers from different units get to know each other and develop a special "Esprit
de corps". This is why they don´t want to let their comrades down at any time.

All Czech infantry units may provide covering fire to friendly infantry squads. To do so, declare covering squad
(by giving them “Ambush” order) and covered squad (it may act as normal). Ambushing unit may shoot only on enemy
units firing at covered squad, but covered squad receives +3 to morale for next order and remove 1 additional pin
marker in case of passing the order test.
Branches
4th Rapid Deployment Brigade "Defense of the
nation"
"Where others don't suffice," is a general motto of the 4th Rapid Deployment Brigade of the Czech ground forces.
Brigade was established on 14th January 1994. Currently the brigade is part of the NATO Response Forces (NRF). For
conducting combat operations, the brigade is usually reinforced with other support units, providing artillery support and
tactical combat helicopter support. The brigade has very high level of readiness, training and mobility. Within Army of the
Czech Republic, the brigade is equipped with the newest equipement and vehicles.

The brigade is predestinated to conducting immediate combat and special tasks during military and non-military
threat to the republic as well as its parts could be used to conduct these tasks outside its territory as part of NATO and UN
operations.

4t RDB is currently formed of 41st Mechanized battalion, 42nd Mechanized battalion, 43rd Airborne battalion,
44th Light motorized battalion and 45th Mechanized battalion (Under construction).

Special rules
"1st company" - Each 1st company of each battalion within 4th Rapid Deployment Brigade is capable of airborne
deployment via helicopters.

You can buy "1st company" rule for +20pts. All infantry-based teams (Auxilary units, Infantry units) may use "Helicopter
insertion".
43rd Airborne battalion
Special rules
"Airborne qualified" - 43rd battalion is the only unit within Czech army, which is completely airborne qualified.

All infantry-based teams (Auxilary units, Infantry units) have Airborne-qualified rule.

"Sweat saves blood." - 43rd battalion uses strict selection process for accepting new soldiers from other units. After
passing selection, newcomers have to undergo intense superstructure training. This makes paratroopers from 43rd
battalion elite. This is their motto.

All "AIRBORNE" units are immune to Scared! and Airborne Command squad, Airborne squad and Airborne battalion recon
team are Tough fighters.
7th Mechanized Brigade "Of the Dukla"
71st, 72nd mechanized batt., 73rd tank batt., 74th light mot. batt
The 7th Mechanized Brigade "Dukelská" is a combat unit representing the decisive firing and striking force of the
heavy forces of the Army of the Czech Republic. It is predestined to fulfill the tasks of prevention and response to crisis
situations within the national and allied groupings both in the Czech Republic and abroad. The structure of the brigade
allows for the creation of the necessary task forces to solve tactical tasks and operations, whether as a part or as the main
body of a combat task force.

The Brigade can carry out defensive and offensive combat activities, strengthen the protection of state border,
protect communications, as well as guard important objects and areas outside of direct combat. In accordance with valid
legislation, its members may also be deployed to carry out the tasks of the Police of the Czech Republic. Currently, the
brigade together with its headquarters consists of 71st Mechanized Battalion, 72nd Mechanized Battalion, 73rd Tank
Battalion and 74th Light Motorized Battalion.

Special rules
"Memories of Dukla" - 7th Mechanized Brigade is called "Dukelská", after the famous battle of Czechoslovak armored
brigade from WW2. Men of the 7th Mech. brig. heavily depend on their tanks, and are more skilled in cooperation with
them.

Tanks may ignore friendly Mechanized infantry on their line of fire and all infantry units have +1 morale when within 6”
of allied tank or BVP 2.
Active Reserves
Active reserves of the Army of the Czech Republic is the only exception in all-professional concept. Yet it is still
voluntarily to join the Active reserves. Soldiers in Active reserves serve just a few weeks of the year on regular field trainings.
They are trained in all the basics of military service and also with all small arms which are currently in use of Czech armed
forces. But there are two types of units of Active reserves.

First type are companies by each regional military HQ. They often have older equipment and weaponry than
professional army. Currently they are still armed with 7.62mm SA vz. 58 Assault rifles. And these units are predestinated
to protect and guard important object within their region.

The second type are the units of Active reserves by the professional army units. These are equipped and trained as
closest as possible to the standard of their professional comrades. Yet it is still complicated due to the little time they spend
in the field compared to professionals.

There are approximately 2500 active reservists in the Armed forces of the Czech Republic.

Rules not applied: "We were and will be! We endure!"; "Modernization"
Special forces
102nd Recon batt., Centrum podp, spec. sil (SF support center), 601st SF Group

Special rules
"Dum Spiro Spero" - "Until I breath, I hope" is the motto of 601st Special Forces Group. This truly reflects their dedication
and determination to successfully complete their mission.

Each time before any "SFG" unit is making order test, remove D3 pin markers. Pin marker for successful order test is not
removed instead.
Headquarters units

Velitelské družstvo (Command squad)


2nd or 1st Lieutenant usually leads the platoon. For
purpose of the game, we set Combat life saver (Medic)
in to his Command squad instead of having CLS in each
infantry squad.

Price: 2nd Lieutenant or 1st lieutenant, as in core Options:


rulebook +3pts. • One squad member, except of commander, may
Squad composition: replace their AR with AR/GL for +5pts.
Officer and up to 1 of each:
Commander assistant (platoon sgt.) for +13pts
(Regular) or +16pts (Veteran).
Combat lifesaver (Medic) for +28pts (Regular) or
+33pts (Veteran).
And up to two privates for +13pts (Regular) or +16pts
(Veteran).
Weapons: Assault rifles.

Výsadkové velitelské družstvo (Airborne Command


squad)
2nd or 1st Lieutenant usually leads the platoon. For
purpose of the game, we set Combat life saver (Medic)
in to his Command squad instead of having CLS in each
infantry squad.
Price: 2nd Lieutenant or 1st lieutenant, as in core Options:
rulebook +8pts. • One squad member, except of commander, may
Squad composition: replace their AR with AR/GL for +5pts.
Officer and up to 1 of each:
Commander assistant (platoon sgt.) for +21pts
(Veteran).
Combat lifesaver (Medic) for or +38pts (Veteran).
And up to two privates for +21pts each (Veteran).
Weapons: Assault rifles.
Forward Air Controller (Radio operator)
Czech army has to deal with considerably lower budget
than many other NATO armed forces. Because of that,
some sort of fire support is simply not available for
Czech troops. Nevertheless Czech army trains its own
few special FAC´s very intensively on top NATO
standards.

Price: 40 (Veteran). Options:


Squad composition: • May add 1 private +13pts (Veteran).
1 radio operator
Weapons: ARs.
Special rules:
Forward observer. Except: Rocket artillery, Multispectral
aerosol screen, Laser-guided bomb.

Airborne Forward Air Controller (Radio operator)


Czech army has to deal with considerably lower budget
than many other NATO armed forces. Because of that,
some sort of fire support is simply not available for
Czech troops. Nevertheless Czech army trains its own
few special FAC´s very intensively on top NATO
standards.

Price: 45 (Veteran). Options:


Squad composition: • May add 1 private +16pts (Veteran).
1 radio operator
Weapons: ARs.
Special rules:
Forward observer. Except: Rocket artillery, Multispectral
aerosol screen, Laser-guided bomb.
Infantry units
Mechanized/Motorized squad
Standard Czech mechanized infantry squad is formed
up of 9 men. But 3 of them make the crew of their APC,
so it´s only 6 pairs of boots on the ground. Squads of
Light motorized battalions are similar. 6 soldiers in one
squad, however they do not have additional crewmen,
because Light motorized battalions use only Light
armored vehicles and trucks. To balance the lack of
manpower, the squad is armed, equipped and trained
to be vastly versatile.
Squad leader with AR, Machinegunner with
7.62mm FN Minimi or UK59 MG, Anti-tank gunner with
RPG-7, Marskman with SVD-S Dragunov rifle, Combat
life saver (Medic) with AR and one man with AR with
mounted grenade launcher. Soldiers can be also armed
with one shot light RPG - 75. And because they are all
professionals and make their career in a military, they
undergo various trainings and courses for special skills.
Such as EOR - Explosive Ordnance Reconnaissence,
Chemical observer, Course of military climbing, SERE
course and so on...
Price: 80 (Regulars), 95 (Veterans). Options:
Squad composition: 1 NCO and 3 privates • May add up to 2 more privates for +20pts (Regulars)
Weapons: NCO and 1 private ARs, 1 private has AR/GL, or +23 (Veterans) per man.
1 private has LMG • One model can replace AR with MR for free.
• One model with AR can take RPG-L in addition to his
weapon for +30pts.
• May take up to 2 D-RPG for +10pts each.

Heavy weapons team


Even tough standard infantry squad has the RPG-7
within it´s men, you sometime need additional AT
firepower from other platoons or you need an extra
MG fire to cover your advance or to hold the perimeter.

Price: 60 (Regulars) or 70 (Veterans) Options:


Squad composition: 2 men • May replace RPG-L for MMG for free
Weapons: RPG-L, 2 ARs.
Special rules:
Weapon squads. 1-2 Heavy weapon teams may be
taken as a single choice. Heavy weapon teams can only
be taken 1 choice per 2 Mechanized/Motorized
squads.
Airborne squad
Infantry squad of airborne battalion is almost the same
as in regular mechanized/motorized battalions. But
the RPG-7 AT launcher is not standard issue for them,
due to need of reducing the weight for parajumps.

Price: 100 (Veterans). Options:


Squad composition: 1 NCO and 3 privates • May add up to 2 more privates for +20pts (Regulars)
Weapons: NCO and 1 private ARs, 1 private has AR/GL, or +25 (Veterans) per man.
1 private has LMG • One model can replace AR with MR for free.
• One model may replace his AR for AR/GL for +5pts.
• May take up to 4 D-RPG for +10pts each.

Airborne weapon team


Each airborne company fields heavy weapons platoon
beside standard three infantry platoons. These heavy
weapons platoons provide needed firepower and AT
weapons. Because 43rd AB battalion is elite, modern
weapons are issued preferably. For example
replacement of RPG-7 with Carl Gustav M3.

Price: 80 (Veterans) Options:


Squad composition: 3 privates • May replace MMG with sniper rifle or with RPG-L for
Weapons: MMG, 2 ARs. free.
Special rules:
Weapon squads. 1-3 Heavy weapon teams may be
taken as a single choice. Airborne Weapon teams can
only be taken 1 choice per 2 Airborne squads
AGL/HMG crew
Sometimes, the situation requires usage of heavier
weapons to support infantry. Czech army uses 30mm
automatic grenade launcher AGS-17 and 12,7 mm
DShK Heavy AA Machinegun.

Price: 72 (Regulars) or 92 (Veterans). Options:


Squad composition: 3 men. • May replace AGL for HMG for +5pts.
Weapons: AGL, 2 ARs.

Airborne AGL crew


Price: 100 (Veterans).
Squad composition: 3 men.
Weapons: AGL, 2 ARs.

Anti-air squad
For AA defence, Czech infantry uses portable guided
missile system RBS-70.

Price: 94pts (Regulars) or 109 (Veterans).


Squad composition: 3 men.
Weapons: 3 ARs, 1 AA missile launcher.

Airborne Anti-air squad


Price: 115 (Veterans).
Squad composition: 3 men.
Weapons: 3 ARs, 1 AA missile launcher.

Battalion sniper team


Each combat battalion has its own group of snipers and
recon platoon. They are strategic element at hand of
battalion commander.

Price: 56pts (Regulars) or 71 pts (Veterans). Options:


Squad composition: 2 men. • May in addition to their weapon take up to 2 AR for
Weapons: Sniper rifle. +3pts each.
• May replace Sniper rifle with two MRs for -15pts.
Battalion recon team
Each combat battalion has its own group of snipers and
recon platoon. They are strategic element at hand of
battalion commander.

Price: 77 (Regulars) or 91 (Veterans). Options:


Squad composition: Sergeant and 3 privates. • May add up to 4 privates for + 16 (Regular) or + 19
Weapons: Sergeant has AR/GL, all others have AR’s. (Veteran) per man.
Special rules: • May have up to 1 LMG for +20pts each.
Infiltration. • 1 soldier may replace his AR for AR/GL for +5pts.

Airborne battalion recon team

Price: 100 pts (Veterans). Options:


Squad composition: Sergeant and 3 privates. • May add up to 4 privates for +25 (Veteran) per man.
Weapons: Sergeant has AR/GL, all others have AR’s. • May have up to 1 LMG for +20pts each.
Special rules: • One model may replace his AR for AR/GL for +5pts.
Infiltration. • One model may replace hi AR for MR for + 5pts.
Active Reserves squad

Price: 56pts (Regulars) or 71 pts (Veterans). Options:


Squad composition: 2 men. • May add up to 5 more privates for +8pts
Weapons: Sniper rifle. (Inexperienced) or +11 (Regulars) per man.
• May take up to 1 MR for +5pts.
Price: 40 (Inexperienced), 55 (Regulars). • May have up to 1 LMG for +20pts.
Squad composition: 1 NCO and 4 privates • May take up to 1 RPG-L for +30pts.
Weapons: ARs • May take up to 3 D-RPG for +10pts each.
Special rules: • Whole squad may take Flak jackets or Ballistic vests
Inexperienced squad is "GREEN" - see core rulebook (Only Regulars).
and do not use any other special rules. Inexperienced
unit does not have access to any weapon upgrades and
Ballistic vests - Only Flak jackets. Regulars do not use
any special rules.

Special Forces

102nd Recon team


102nd Recon battalion is the only specialized recon unit
of this size in Czech armed forces. Also this is the only
unit specialized in In-Depth Reconnaissence.

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add 4 more privates for +17pts (Veterans).
Weapons: ARs. • May take up to 1 MR for +5pts.
Special rules: • May take up to 2 LMG for +20pts each.
Careful advance. Until this unit fires first time, all • May take up to 4 D-RPG for +10pts each.
enemy units targeting it must first pass vision test as • Up to 2 men (including sergeant) may replace AR with
per Night Fight (it cannot be improved by Night vision, AR/GL for +5pts.
but ignored by Thermal sights). During actual night,
they receive additional -12” to being seen.
Airborne-qualified
CPSS squad
Centrum Podpory Speciálních Sil - Special forces
support center is kind of similar to US ARMY Rangers.
Elite unit with main task of supporting operations of
Special forces.

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add up to 6 privates for +17pts per man
Weapons: ARs or SMGs. • May have up to 2 LMGs for +20pts each
Special rules: • May take up to 4 D-RPG for +10pts each.
Tactical training. • Up to five soldiers (including sergeant) can replace AR
Airborne-qualified with AR/GL for +5pts each.
• Whole squad may have Special Forces rule for
+10pts/man.

CPSS Heavy weapons team


Centrum Podpory Speciálních Sil - Special forces
support center is kind of similar to US ARMY Rangers.
Elite unit with main task of supporting operations of
Special forces.
Price: 67 (Veterans) Options:
Squad composition: 3 privates • May replace MMG with sniper rifle or with RPG-L for
Weapons: MMG, 2 AR free.
Special rules: • Whole squad may have Special Forces rule for
Airborne-qualified +10pts/man.
Weapon squads. 1-3 CPSS heavy weapon teams may
be taken as a single choice. ÚPSO heavy weapon teams
can only be taken 1 choice per 2 CPSS squads.

SFG team

Price: 125 (Veterans) Options:


Squad composition: 4 operators. • May take up to 4 operators for +30pts each.
Weapons: ARs or SMGs. • May have up to 4 MR for +5pts each.
Special rules: • May take up to 4 D-RPG for +10pts each.
Special Forces. • Any operator may take pistol in addition to other
Tough fighters. weapons for +1pts each.
• Any or all operators may replace AR with AR/GL for
+5pts each.
SFG Sniper team

Price: 78(Veterans) Options:


Squad composition: 2 operators. • May exchange sniper rifle for anti-material rifle for
Weapons: 1 Sniper rifle, 1 AR and pistols. +10pts.
Special rules: • May exchange sniper rifle and AR for MRs for -15pts.
Special Forces.
Anti-sniper tactics. Receives additional +1 to hit
modifier when targeting enemy Snipers and small
units.
Have access to all weapon upgrades.

SFG AT team

Price: 250 (Veterans) Options:


Squad composition: 2 operators. • May downgrade to RPG-L for -150pts.
Weapons: FF-ATFM, ARs.
Special rules:
Special Forces.
Slow reload. After each shot roll a D6. On a roll of 1-3,
FF-ATFM cannot be fired next turn.

SFG medical team

Price: 80 (Veterans) Options:


Squad composition: Medic and operator. • May be upgraded to CSAR unit, adding medic and
Weapons: ARs. operator for +80pts.
Special rules:
Special Forces.
CSAR. Medics of this unit may save soldiers hit by HE
up to D3 on a roll of 6+
Tanks
T72M1

Cost: 210 (Regular) or 250 (Veteran)


Unit type: MBT 9+
Weapons and upgrades: Medium AT cannon with coaxial MMG.
Targeting equipment: Stabilized+Rangefinder (all weapons).
Special rules:
Large caliber. HE 2D6 instead of D6.
Options:
•May take AA-mounted HMG for +35pts.

T72M4CZ

Cost: 300 (Regular), 350 (Veteran)


Unit type: MBT 11+
Weapons and upgrades: Medium AT cannon with coaxial MMG, ERA.
Targeting equipment: Stabilized+Rangefinder (turret weapons), Simple (AA mounted HMG).
Special rules:
Large caliber. HE 2D6 instead of D6.
Options:
•May add AA mounted HMG for + 35pts.
Armored cars
KBV-PZLOK (Pandur II)

Price: 150 (Regular) or 165 (Veteran)


Unit type: Light tank
Weapons and upgrades: Heavy automatic cannon, coaxial MMG and two shot L-ATGM
Targeting equipment: Advanced (all weapons)
Special rules:
Recon
Options:
• May have APS for +30pts (May be used only in counter-insurgency scenario in Middle-east).

BPzV Svatava

Price: 125 (Regular) or 150 (Veteran)


Unit type: Armored car
Weapons and upgrades: “Grom” cannon (count as RPG-L with penetration 5) with coaxial MMG and one-shot L-
ATGM.
Targeting equipment: Simple (all weapons)
Special rules:
Recon
Easily catches fire. See M4 Sherman entry of rulebook.
Obsolete targeting system. L-ATGM has additional -1 to hit modifier.
Options:
• May remove L-ATGM for -20pts.
Transports
UAZ

Price: 20 (Inexperienced) or 25 (Regular) or 30 (Veteran)


Unit type: Soft-skin
Weapons and upgrades: none.
Transport capacity: 4

LRD 130

Price: 30 (Regular) 40 (Veteran)


Unit type: Soft-skin
Weapons and upgrades: None. Iron sights (all weapons).
Special rules:
Recon
Passenger operated weapons.
Transport capacity: 6
Options:
• Add Hull mounted MMG for +15pts.
• Add Turret mounted MMG for +20pts.
• Add AA-mounted HMG/AGL for +35pts.
• May be up armored in order to transform in LRD SOV armored truck (open top) for +25 pts (Only SFG units can
use this version).
Special rules:
Thin armor (up-armored only).
T-810

Price: 35 (Inexperienced), 40 (Regular) or 45 (Veteran)


Unit type: Softskin
Weapons and upgrades: None. Iron sights.
Transport capacity: 20
Options:
• May be up-armored to change unit type to Armored car for +25pts.
• May add AA-mounted MMG (with Iron sights) for +15pts. (Passenger operated).
Special rules:
Thin armor (up-armored only).

LOV IVECO

Price: 21 (Regular) or 25 (Veteran)


Unit type: Softskin
Transport capacity: 5
Weapons and upgrades: none.
Targeting equipment: Iron sights (all weapons)
Options:
• May add HMG for +25pts.
• May further upgrade HMG with targeting equipment to “Advanced” for +10pts.
• May be up-armored to change unit type to Armored car for +25pts.
Special rules:
Thin armor (up-armored only).
Dingo 2

Cost: 45 (Regular) or 50 (Veteran)


Unit type: Armored car.
Weapons and upgrades: None
Targeting equipment: Iron sights (all weapons)
Transport capacity: 4
Options:
• May add MMG for +15pts.
Special rules:
Thin armor (up-armored only).

TITUS (MRAP)
Price: 95 (Regular) or 100 (Veteran)
Unit type: Armored car
Weapons and upgrades: AA-mounted HMG.
Targeting equipment: Advanced (all weapons)
Transport capacity: 4
Special rules:
Mine protected. Rerolls any successful damage rolls to
vehicle and passengers when hit by IED etc.

BVP 2
Price: 110 (Regular) or 125 (Veteran)
Unit type: Armored car
Weapons: AA-mounted Heavy automatic cannon with
coaxial MMG.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of rulebook.
Transport capacity: 6
Options:
• May add one shot L-ATGM for +20pts
KBVP Pandur II
Price: 60 (Regular) or 75 (Veteran)
Unit type: Armored car
Weapons and upgrades: none.
Targeting equipment: Advanced (all weapons)
Transport capacity: 8
Options:
May take one of following:
• Add HMG for +25pts.
• Add RAFAEL RCWS-30 turret, instead of HMG, with
Heavy automatic cannon, coaxial Mmg and two shot L-
ATGM for 100pts.
• May have APS for +30pts (May be used only in
counter-insurgency scenario in Middle-east).

HMMWV 1151
Price: 45 (Regular) or 50 (Veteran)
Unit type: Armored car
Transport capacity: 5
Weapons and upgrades: none.
Targeting equipment: Iron sights (all weapons)
Special rules:
May be used only in counter-insurgency scenario in
Middle-east.
Options:
• May add HMG or AGL for +25pts.
Special rules:
Thin armor (up-armored only).

MaxPro MRAP
Price: 70 (Regular) or 75 (Veteran)
Unit type: Armored car
Weapons and upgrades: none.
Targeting equipment: Iron sights (all weapons)
Special rules:
Mine protected. Rerolls any successful damage rolls to
vehicle and passengers when hit by IED etc.
May be used only in counter-insurgency scenario in
Middle-east.
Transport capacity: 4
Options:
• May take turret-mounted HMG or AGL for +25pts
• May increase transport capacity to 6 for +5pts or to
10 for +15pts.
Czech Selectors
Czech Mechanized Platoon (41st/42nd/45th Mechanized battalion)
Compulsory choices
Command squad 1
Mechanized squad 2
Optional choices
Forward air controller 1
Mechanized squad 2
Heavy weapons squad 1 per 2 mechanized
squads
Anti-air or AGL team 1
Battalion sniper team 1
Battalion recon team 1
Active reserves squad 1
Armored car (KBV-PZLOK) 1
Air forces support (EU Aircraft) 1
Fire support 2
Transports (UAZ, LRD 130, T-810, LOV Iveco, Dingo 2, Titus, Pandur II) 1 per squad

Czech Motorized Platoon (44th/74th Light motorized battalion)


Compulsory choices
Command squad 1
Mechanized squad 2
Optional choices
Forward air controller 2
Mechanized squad 2
Heavy weapons squad 1 per 2 mechanized
squads
Anti-air or AGL team 1
Battalion sniper team 1
Battalion recon team 1
Active reserves squad 1
Armored car (KBV-PZLOK) 1
Air forces support (EU Aircraft) 2
Fire support 2
Transports (UAZ, LRD 130, T-810, LOV Iveco, Dingo 2) 1 per squad

.
Czech Airborne Platoon (43rd Airborne battalion)
Compulsory choices
Airborne Command squad 1
Airborne squad 2
Optional choices
Airborne Forward air controller 1
Airborne squad 4
Airborne Heavy weapons squad 1 per 2 airborne
squads
Airborne Anti-air or AGL team 1
Airborne Battalion recon team 1
Air forces support (EU Aircraft) 3
Fire support 1
Transports (LRD 130) 1 per squad

Czech Mechanized Platoon (71st, 72nd Mechanized battalion)


Compulsory choices
Command squad 1
Mechanized squad 2
Optional choices
Forward air controller 1
Mechanized squad 2
Heavy weapons squad 1 per 2 mechanized
squads
Anti-air or AGL team 1
Battalion sniper team 1
Battalion recon team 1
Active reserves squad 1
Armored car (BPzV Svatava) 1
Tank 2
Air forces support (EU Aircraft) 1
Fire support 2
Transports (UAZ, LRD 130, T-810, BVP 2) 1 per squad
Czech Armored Platoon (73rd Armored battalion)
Compulsory choices
Command tank 1
Tank 1
Mechanized squad 1
Transport 1
Optional choices
Command squad 1
Forward air controller 1
Mechanized squad 2
Battalion recon team 1
Active reserves squad 1
Armored car (BPzV Svatava) 1
Tank 3
Fire support 2
Transports (UAZ, LRD 130, T-810, BVP 2) 1 per squad

Czech Special Forces Task force


Compulsory choices
Command squad (Veterans, must be upgraded to SFG for +10pts/man, 1
getting all their special rules and options)
SFG team 2
Optional choices
Airborne Forward air controller 2
SFG Sniper team 2
SFG Medical team 1
SFG AT team 1
CPSS squad 2
CPSS Heavy weapons team 1 per 2 CPSS
squads
102nd Recon team 3
Air forces support (EU Aircraft) 3
Fire support 1
Transport (LRD 130, LOV Iveco, Dingo 2) 1 per squad
Czech Active Reserves Company
Compulsory choices
Command squad 1
Active reserves squad 2
Optional choices
Forward air controller 1
Active reserves squad 6
Heavy weapons squad 1 per 2 reserve
squads
Battalion sniper team 1
Fire support 1
Transports (UAZ, LRD 130, T-810, BVP 2) 1 per squad

Czech Mechanized Platoon in Afghanistan


Compulsory choices
Command squad 1
Mechanized squad 2
Optional choices
Forward air controller 2
Mechanized squad 2
Heavy weapons squad 1 per 2 mechanized
squads
AGL team 1
Battalion sniper team 2
Battalion recon team 1
Air forces support (EU Aircraft) 2
Fire support 2
Transports (LRD 130, HMMWV 1151, T-810 - up armored only, LOV Iveco, 1 per squad
Dingo 2, Titus, MaxPro MRAP, Pandur II - max 3 per side)
European Union Aircraft
NH90
Price: 80 (Regular)
Unit type: Soft-skin
Weapons: Two door MMGs.
Transport capacity: 20
Crew: 2
Victory points for crew: 2
Special rules:
Hovering.

Eurocopter Tiger
Price: 150 (Regular)
Unit type: Armored car
Weapons: Heavy automatic cannon, night vision,
thermal sights.
Crew: 2
Victory points for crew: 4
Options:
May equip up to two of following in any
combination:
• Two light automatic cannons for +70pts
• Medium rocket pods for +100pts;
• Four L-ATGMs for + 320pts.
Special rules:
Hovering.
Stealth. AA missiles receive -1 to hit when targeting
this helicopter.

AS532 Cougar
Price: 70 pts (regular)
Unit type: softskin
Weapons: 2 doors MMG
Transport capacity: 20
Crew: 4
Victory point for crew: 5
Special rules:
Hovering
Rope insertion.
SA342 GAZELLE
Price: 50 pts (regular)
Unit type: Softskin
Weapons: night vision
Transport capacity: 4
Crew: 2
Victory point for crew: 2
Options: may equip with one of the following
(removes transport capacity)
• AA-light automatic cannon (iron sight) for +40 pts.
• 4 shots L-ATGM + thermal sight for +320 pts.
Special rules:
Hovering
Special operations helicopter.
Requires 4’’ circle for landing instead of 6’’.
If its passengers have special forces rule, they may
execute “fire” order while helicopter is hovering,
receiving -2 penalty for shooting and lowering the
weapon range by 6’’.

EC725 CARACAL (can be taken only for COS units)


Price: 70 pts (regular)
Unit type: softskin
Weapons: 2 doors MMG
Transport capacity: 25
Crew: 4
Victory point for crew: 5
Special rules:
Hovering
Rope insertion.

MI - 8 (17) Hip
Price: 70 (Regular)
Unit type: Soft-skin
Weapons: none.
Transport capacity: 24
Special rules: Hovering.
Crew: 2
Victory points for crew: 2
Options:
• May equip up to two of following in any
combination:
• Light rocket pods for +50pts;
• Medium rocket pods or bombs for +100pts;
• Heavy rocket pods for +130pts;
MI - 24 (35) Hind
Price: 100 (Regular)
Unit type: Armored car
Weapons: Turret-mounted Four-barreled rotor
HMG (count as two HMGs).
Special rules: Hovering.
Crew: 3
Victory points for crew: 3
Transport capacity: 8
Options:
• May exchange four-barreled rotor HMG to
twinbarreled light automatic cannon for +15pts or
hullmounted twin-barreled heavy automatic
cannon for +40pts.
• May take two L-ATGMs for +160pts
• May take up to two of following in any
combination:
• Light rocket pods for +50pts;
• Medium rocket pods or bombs for +100pts;
• Heavy rocket pods for +130pts;
• Two Twin-barreled light automatic cannons (1
selection maximum) for +100pts;

MI - 171 Š
Price: 100 (Regular) or 115 (Veteran)
Unit type: Soft-skin
Weapons: 3x MMGs (2x sides, 1x back)
Transport capacity: 24
Special rules: Hovering.
Crew: 5
Victory points for crew: 5
Options:
• May replace side MMGs with miniguns (count as
2 MMGs each) for +20pts.
• May equip up to two of following in any
combination:
• Light rocket pods for +50pts;
• Medium rocket pods or bombs for +100pts;
• Heavy rocket pods for +130pts;
L - 159 Alca
Price: 130 (Regular)
Unit type: Armored car
Weapons: Twin-barreled heavy automatic cannon.
Special rules:
Carpet bombing. Alca can use its bombs as rocket
pods if using 2 or more simultaneously. Announce
which firing mode is used before declaring target
of the attack.
Ejection seat.
Crew: 1
Victory points for crew: 2
Options:
May equip up to four of following in any
combination:
-Light rocket pods for +50pts;
-Medium rocket pods or bombs for +75pts;
-Heavy rocket pods or bombs for +100pts;
-Medium range guided Maverick missiles (2 shots
each dealing HE 2D6 hits to all units within 6” from
target point, counted as AOE strike) for + 140pts.
Japan Self-Defense Forces

Special rules
Close combat trainings

Most of Japanese soldiers are trained in toshu kakuto fighting style, optimized for use with full field kit.
All Japanese infantry models have extra attack in close combat.

Headquarters units

Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. Regulars or Veterans only • May add up to two riflemen with for +10pts
Squad composition: Officer. (Regular) or +13pts (Veteran) each.
Weapons: AR. • May add platoon sergeant for +10pts (Regular) or
+13pts (Veteran).
• Whole squad may take Ballistic vests.

Forward observer

Price: 30pts (Regular) or 35pts (Veteran). Options:


Squad composition: Forward observer. • May add up to 2 riflemen for + 10pts per model
Weapons: AR. (Regular) or +13pts per model (Veteran).
Special rules: • Whole squad may take Ballistic vests.
Forward observer

Medical team

Price: 20 (Inexperienced) or 25 pts (Regular) or 30pts Options:


(Veteran). • May add up to 2 riflemen for + 7pts per model
Squad composition: Medic. (Inexperienced) or +10pts per model (Regular) or
Weapons: AR. +13pts per model (Veteran).
• Whole squad may take Ballistic vests.
Infantry units
Rifle squad

Price: 28 (Inexperienced) or 40 pts (Regulars) Options:


Squad composition: Leader and 3 privates. • May add up to 4 privates for +7pts (Inexperienced)
Weapons: ARs or +10pts (Regular) each.
Special rules: • May take up to 2 LMG for +20pts each.
Tactical training. • May take up to 1 RPG-L for +30pts.
• May take up to 4 D-RPGs for +10pts each.
• Whole squad may take Ballistic vests.

Airborne squad

Price: 40 (Regulars) or 52 pts (Veterans) Options:


Squad composition: Leader and 3 privates. • May add 4 men for+10pts (Regular) or + 13pts
Weapons: ARs. (Veteran) each.
Special rules: • May take up to 2 LMG for +20pts.
Tactical training. • May take up to 2 MR for +5pts each.
Airborne-qualified. • May take up to 4 D-RPG for +10pts each.
Immune to Scared! rule • Any soldier may take pistol for +1pt each.
Have access to night vision • Whole squad may take Ballistic vests.

Special Forces Group squad

Price: 120 pts (Veterans) Options:


Squad composition: 4 operatives. • May add 4 men for + 30pts (Veteran) each.
Weapons: ARs or SMGs, pistols, Ballistic vests. • May take up to 3 LMGs for +20pts each.
Special rules: • May take up to 2 MR for +5pts each.
Special Forces • Any soldier may replace AR with AR/GL for +5pts
Have access to all weapon upgrades each.
Extreme motivation. Instead of taking Order die • May take up to 4 D-RPG for +10pts each.
blindly (as normal), SFG may visibly take its Order die
from cup. Declare the squad you want to activate
this way before taking the die.
Sniper team

Price: 50 (Regulars) or 65 pts (Veterans) Options:


Squad composition: 2 privates. • Whole team may take Ballistic vests.
Weapons: Sniper rifle and AR.

LMAT crew

Price: 195 (Regulars) or 235 (Veterans) Options:


Squad composition: 2 men • Whole crew may take Ballistic vests.
Weapons: FF-ATFM, AR.
Special rules:
Slow reload. After each shot roll a D6. On a roll of
1-3, FF-ATFM cannot be fired next turn.

Tanks
Type 74

Cost: 100 (Inexperienced), 130 (Regular) Options:


Unit type: Light tank. • Can add AA-mounted HMG (with iron sights) for
Weapons and upgrades: Light AT cannon with +25pts.
coaxial MMG.
Targeting equipment: Stabilized (all weapons)
Type 90

Cost: 295 (Inexperienced) or 380 (Regular) Options:


Unit type: MBT 11+. • Can add AA-mounted HMG (with iron sights) for
Weapons and upgrades: Heavy AT cannon with +25pts.
coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Differentiated armor. Frontal armor value is
increased to 10+

Type 10

Cost: 390 (Inexperienced) or 500 (Regular) Options:


Unit type: MBT 13+. • Can add AA-mounted HMG (with iron sights) for
Weapons and upgrades: Super-Heavy AT cannon +25pts.
with coaxial MMG.
Targeting equipment: Advanced (all weapons)
Special rules:
Battlefield Communication System
High mobility. Can move backwards at full speed.
Armored cars

Maneuver Combat Vehicle

Price: 175 (Regular) or 210 (Veteran)


Unit type: Light tank
Weapons: Medium AT gun.
Targeting equipment: Advanced (all weapons)
Special rules:
Recon

Anti-aircraft artillery
Type 87

Price: 120 (Regular) or 145 (Veteran) Options:


Unit type: Armored car • May take up to 4 AA missiles for +25pts each.
Weapons and upgrades: 2 AA-mounted heavy
automatic cannons.
Targeting equipment: Stabilized (all weapons)
Transports

Mitsubishi Type 89 IFV

Price: 150 (Regular) or 175 (Veteran) Transport capacity: 7


Unit type: Light tank
Weapons and upgrades: AA-mounted Heavy
automatic cannon with coaxial MMG and 2-shot
H-ATGM.
Targeting equipment: Stabilized (all weapons)

Type 96 Wheeled Armored Personnel Carrier

Price: 55 (Inexperienced) or 65 (Regular) Transport capacity: 8


Unit type: Armored car Options:
Weapons and upgrades: none. • May add AGL or HMG for +25pts
Targeting equipment: Iron sights (all weapons)
Type 73 APC

Price: 55 (Inexperienced) or 65 (Regular) Transport capacity: 9


Unit type: Armored car Options:
Weapons and upgrades: none. • May add HMG for +25pts or MMG for +15pts
Targeting equipment: Iron sights (all weapons)

Komatsu LAV

Price: 50 (Inexperienced) or 55 (Regular) Transport capacity: 4


Unit type: Armored car Options: Can take one of following
Weapons and upgrades: none. • May add HMG +25pts or MMG for +15pts.
Targeting equipment: Iron sights (all weapons) • May remove transport capacity and add H-ATGM
Special rules: for +40pts*.
Thin armor. *Can only be taken as Armored car
Japan Self-Defense Forces Selectors
Mechanized Platoon
Compulsory choices
Command squad 1
Rifle section 2
Optional choices
Command squad 1
Rifle section 4
Forward observer 2
Medical team 1
Special Forces Group squad 1
Sniper team 1
LMAT crew 1
Tank 2
Artillery (AA included) 1
Air forces support (CAS) – see US entry except A-10 1
Fire support 2
Transports 1 per squad
Special rule – may always visibly take first order die in a turn.

Airborne Platoon

Compulsory choices
Command squad (Veterans only) 1
Airborne squad 3
Optional choices
Airborne squad 2
Forward observer 1
Medical team 1
Special Forces Group squad 2
Sniper team 2
LMAT crew 2
Artillery (AA included) 1
Air forces support (CAS) – see US entry except A-10 2
Fire support 1
Transports (Komatsu LAV) 1 per squad
Special rule – Veteran units ignore morale penalty for up to two pin markers.
Israel Defense Forces

Special rules
Full-scale conscription

All Israeli Green units may re-roll result of this rule. In addition, any Israeli Inexperienced squad can be Green.

Low intensity warfare experience

Israeli infantry units receive additional +2 morale bonus when fighting against Insurgents.

All Israeli Veteran infantry units may use Optical sights, Reflex sights and Night vision.

Headquarters units
Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. Regulars or Veterans only • May add up to two riflemen with for +10pts
Squad composition: Officer. (Regular) or +13pts (Veteran) each.
Weapons: Assault rifles. • May add platoon sergeant for +10pts (Regular) or
+13pts (Veteran).
• May take up to 2 D-RPG for +10pts each.
• Any trooper may replace AR with AR/GL for +5pts
each.
• Whole squad may take Ballistic vests.
Forward observer

Price: 30pts (Regular) or 35pts (Veteran). Options:


Squad composition: Forward observer. • May add up to 2 riflemen for + 10pts per model
Weapons: AR. (Regular) or +13pts per model (Veteran).
Special rules: • Whole squad may take Ballistic vests.
Forward observer

Medical team

Price: 20 (Inexperienced) or 25 pts (Regular) or 30pts Options:


(Veteran). • May add up to 2 riflemen for + 7pts per model
Squad composition: Medic. (Inexperienced) or +10pts per model (Regular) or
Weapons: AR. +13pts per model (Veteran).
• Whole squad may take Ballistic vests.

Infantry units
Rifle squad

Price: 42 (Inexperienced) or 60 pts (Regulars) Options:


Squad composition: Leader and 5 privates. • May add up to 6 privates for +7pts (Inexperienced)
Weapons: ARs or +10pts (Regular) each.
• May take up to 2 LMG for +20pts each.
• May take Sniper rifle for +30pts or up to 2 MR for
+5pts each.
• Three troopers may replace AR with AR/GL for
+5pts each.
• May take up to 2 D-RPG for +10pts each.
• Whole squad may take Ballistic vests.
ATGM crew

Price: 115pts (Inexperienced) or 160pts (Regulars) or Options:


200pts (Veterans) • Whole squad may take Ballistic vests.
Squad composition: Leader and 2 men crew.
Weapons: H-ATGM, 2 ARs.

Spike crew

Price: 210 (Regulars) or 250 (Veterans) Options:


Squad composition: 3 men • Whole crew may take Ballistic vests.
Weapons: FF-ATFM, ARs.
Special rules:
Slow reload (Spike only). After each shot roll a D6.
On a roll of 1-3, FF-ATFM cannot shoot next turn.

Paratroopers squad

Price: 52 pts (Veterans) Options:


Squad composition: Leader and 3 privates. • May add 4 men for + 13pts (Veteran) each.
Weapons: ARs or SMGs. • May take up to one LMG for +20pts.
Special rules: • May take up to two Sniper rifles for +30pts each or
Airborne-qualified. up to three MR for +5pts each.
Immune to Scared! rule • May take up to 4 D-RPG for +10pts each.
• Up to 4 troopers may replace AR with AR/GL for
+5pts each.
• Whole squad may take Ballistic vests.
Sayeret squad

Price: 120 pts (Veterans) Options:


Squad composition: 4 operatives. • May add 4 men for + 30pts (Veteran) each.
Weapons: ARs or SMGs, pistols, Ballistic vests. • May take up to one LMGs for +20pts or two LSW
Special rules: for +10pts each.
Relentless. Sayeret ignores half of pin markers • May take up to two RPG-L for +30pts each or
(rounding down) when calculating to hit penalty and Sniper rifles for +35pts each.
morale for “Run” order. • Any soldier may replace AR with AR/GL for +5pts
Special Forces each.
Have access to thermal sights and laser designators • May take up to 4 D-RPG for +10pts each.

Tanks

Merkava Mk III/IV

Cost: 500 (Regular) or 650 (Veteran) Options:


Unit type: MBT 14+. • Can be upgraded to Mk IVm Windbreaker, adding
Weapons and upgrades: Heavy AT cannon with APS and AA-mounted HMG (with Iron sights) for
coaxial MMG. +50pts.
Targeting equipment: Advanced (all weapons)

Magach

Cost: 210 (Regular) or 250 (Veteran) Options:


Unit type: Light tank. • Can take ERA (front and sides) for +20pts.
Weapons and upgrades: Medium AT cannon with
coaxial MMG.
Targeting equipment: Advanced (all weapons)
Anti-aircraft artillery

Machbet

Cost: 165 (Regular) or 180 (Veteran) Options:


Unit type: Armored car. • May add up to two AA missiles for +25pts each
Weapons and upgrades: AA-mounted M61 Vulcan
cannon (count as 4 light automatic cannons).
Targeting equipment: Simple (all weapons)

Transports
Namer

Cost: 250 (Regular) or 300 (Veteran) Transport capacity: 9


Unit type: MBT 14+.
Weapons and upgrades: HMG or AGL, AA-mounted
MMG.
Targeting equipment: Iron sights (all weapons)
IDF Achzarit

Cost: 165 (Regular) or 210 (Veteran) Transport capacity: 8


Unit type: MBT 11+. Options:
Weapons and upgrades: 3x AA-mounted MMG. • May replace one MMG with HMG or AGL for
Targeting equipment: Iron sights (all weapons) +10pts

M113

Price: 65 (Regular) or 70 (Veteran) Transport capacity: 11


Unit type: Armored car Options:
Weapons and upgrades: none. • May add HMG or AGL for +25pts
Targeting equipment: Iron sights (all weapons)

HMMWV

Price: 21 (Regular) or 25 (Veteran) Transport capacity: 5


Unit type: Softskin Options:
Weapons and upgrades: none. • May add HMG or AGL for +25pts.
Targeting equipment: Iron sights (all weapons) • May be up-armored to change unit type to
Special rules: Armored car for +25pts.
Thin armor.
Israel Defence Forces Selectors
Infantry platoon
Compulsory choices
Command squad 1
Rifle squad 2
Tank 1
Optional choices
Rifle squad 4
Command squad 1
Forward observer 1
Medical team 1
ATGM or Spike crew 1
Sayeret squad 2
Tank 1
Air forces support 1
Fire support 1
Transports (Namer, Achzarit, M113) 1 per squad
Special rule – Scared infantry run to closest tank and goes “Down” instead of running to table edge.

Paratroops platoon
Compulsory choices
Command squad (Veterans) 1
Paratroopers squad 2
Optional choices
Paratroopers squad 3
ATGM or Spike crew 2
Forward observer 2
Medical team 2
Air forces support 3
Fire support 1
Transports (HMMWV) 1 per squad
Special rule – ***
Armies of the third world
One of the most active fighting forces in the world is the countries of the so-called “Third
world”. While having radically different training, equipment, motivation and goals, most of
them use old Soviet equipment or modern gear, given or bought from US or Russia.

Note that these rules are much generalized, so feel free to adjust them to specific countries.

Special rules

Vast arsenals.
Each infantry unit may take one free LMG or RPG-L per 4 or 5 members of the squad respectively.

Familiar with deserts.


All units receive no general special rules penalties for fighting in hot zones.

Headquarters units

Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. • May add up to 3 riflemen for + 7pts per model
Squad composition: Officer. (Inexperienced), + 10pts per model (Regular) or
Weapons: ARs. +13pts per model (Veteran).
Special rules: • May add Radio Operator for +25pts (Inexperienced),
Forward observer (Radio Operator only) +30pts (Regular) or +35pts (Veteran).

Medical team

Price: 20pts (Inexperienced), 25 pts (Regular) or Options:


30pts (Veteran). • May add up to 3 riflemen for + 7pts per model
Squad composition: Medic. (Inexperienced), + 10pts per model (Regular) or
Weapons: ARs. +13pts per model (Veteran).
Infantry units
Combat squad

Price: 35pts (Inexperienced), 50 pts (Regulars) or Options:


65pts (Veterans). • May add up to 5 more riflemen for + 7pts per
Squad composition: Sergeant and 4 riflemen. model (Inexperienced), + 10pts per model (Regular)
Weapons: ARs. or +13pts per model (Veteran).
Special rules: • May take up to 2 LMG for +20pts each, or 2 LSW
Any Inexperienced squad can be green for free. for +10pts each.
• May take up to 1 RPG-L for +30pts.
• May take up to 3 D-RPG for +15pts each.
• Up to 2 troopers (including sergeant) may replace
their AR’s with AR/GL for +5pts each.
• Whole squad may take Flak jackets or Ballistic
vests.
• Whole squad can be shirkers for -3pts per model
(non-Veterans only).

Light infantry squad

Price: 65pts (Veterans) Options:


Squad composition: 4 operators. • May add up to 6 more operators for +20pts per
Weapons: ARs, Ballistic vests. model (Veteran).
Special rules. • Can be upgraded to Special Forces for +15pts per
Assault equipment. Light infantry cannot get RPG-L, model.
but may take free MR for 4 men or two D-RPG for 5. • May take up to 2 LMG for +20pts each, or 2 LSW
Adaptive. Can take two infantry tactics from for +10pts each.
Advanced Combat Tactics expansion for free (Special • May take up to 2 MR for +5pts each.
Forces units take three instead). • May take up to 4 D-RPG for +15pts each.
• Up to 4 operators may replace their AR’s with
AR/GL for +5pts each.

MMG crew

Price: As in rulebook. Options:


Squad composition: 3 men. • Whole crew may take Flak jackets or Ballistic vests.
Weapons: MMG, 2 AR. • Whole crew can be shirkers for -10pts per team
(non-Veterans only).

HMG crew

Price: As in rulebook. Options:


Squad composition: 3 men. • Whole crew may take Flak jackets or Ballistic vests.
Weapons: HMG, 2 AR.
• Whole crew can be shirkers for -10pts per team
(non-Veterans only).
Anti-tank squad

Price: 40pts (Inexperienced) or 46pts (Regular) or 52 Options:


(Veteran). • May add up to 2 more AT teams for + 40pts
Squad composition and weapons: AT team, (Inexperienced), +46pts (Regular) or +52pts
consisting of 2 men armed with one RPG-L and one (Veteran) per team.
AR. • Whole squad may take Flak jackets or Ballistic
vests.
• Whole squad can be shirkers for -10pts per team
(non-Veterans only).

Medium mortar crew

Price: As in rulebook. Options:


Squad composition: 3 men. • May add spotter (Regular) for +10pts.
Weapon: Medium mortar. • Whole crew may take Flak jackets or Ballistic vests.
• Whole crew can be shirkers for -10pts per team
(non-Veterans only).

Sniper team

Price: As in rulebook. Options:


Squad composition: 2 men. • Whole squad may take Flak jackets or Ballistic
Weapon: Sniper rifle and AR. vests.

ATGM crew

Price: 100 (Inexperienced), 130(Regular) or 160 Options:


(Veteran). • Whole crew may take Flak jackets or Ballistic vests.
Squad composition: 2 men. • Whole crew can be made shirkers for -30pts per
Weapon: L-ATGM. team (non-Veterans only).

Tanks

T-72B

See Russian Ground Forces entry. • Cannot be upgraded to T-72B3.


• Can remove ERA and/or AA-mounted HMG for -
20pts each.
• Crew can be made shirkers for -60pts (non-
Veterans only).
T-54/T-62/M60 etc.

Cost: 108 (Inexperienced), 135 (Regular) or 162 Options:


(Veteran) • May take AA-mounted HMG for +25pts.
Unit type: Light tank. • Can take ERA (front and sides) for +20pts.
Weapons and upgrades: Light AT cannon with • Can be up-gunned to fire L-ATGMs (Soviet only)
coaxial MMG. for +50pts.
Targeting equipment: Stabilized+Rangefinder (all • Can upgrade AT cannon to Medium and targeting
weapons) equipment to Advanced (US only) for +85pts.
• Crew can be made shirkers for -25pts (non-
Veterans only).

T-72M

Cost: 180 (Inexperienced), 210 (Regular) Options:


Unit type: MBT 9+. • Can take ERA (front and sides) for +20pts.
Weapons and upgrades: Medium AT cannon with • Can be up-gunned to fire L-ATGMs for +50pts.
coaxial MMG, AA mounted HMG • Can remove AA-mounted HMG for -20pts.
Targeting equipment: Simple+Rangefinder (turret • Crew can be made shirkers for -55pts.
weapons), Iron sights (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.

A1M1 Abrams

See United States entry. • Cannot have APS.


• Crew can be made shirkers for -70pts (non-
Veterans only).

Armored cars, Artillery and Transports


See respective armies’ entries and Selectors
Air support
See respective armies’ entries and Selectors
Armies of the third world Selectors
Syrian army (2013).
Compulsory choices
Command squad 1
Combat squad 2
Optional choices
Medic team 1
Combat squad 2
Sniper team or Light infantry squad 2
MMG or HMG 1
ATGM crew or AT squad 1
Medium mortar crew 1
Armored car (BRDM-2) 1
Tank (T-54, T-62 or T-72B) 2
Artillery (Russian-made AA artillery) 1
Air forces support (Mi-8, Mi-24, SU-25) 1
Fire support (Regular army grade) 1
Transports (BTR-70/80, BMP-1/2, Russian Trucks) 1 per squad
Special rule – Syrian troops cannot be shirkers.

Syrian Special Forces detachment (2013).

Compulsory choices
Command squad (Veterans with Forward Observer) 1
Light infantry squad 2
Fire support (General only) 1
Optional choices
Command squad (Veterans with Forward Observer) 1
Medic team (Veteran only) 1
Light infantry squad 2
Sniper team (Veteran only) 2
ATGM crew (Veteran only) 2
Tank (T-54, T-62 or T-72B) (Veteran only) 1
Fire support (Regular army grade) 1
Transports (BMP-1/2) 1 per 2
squads
Iraq army (2003).

Compulsory choices
Command squad 1
Combat squad (at least 8 men strong) 4
Optional choices
Medic team 1
Combat squad 4
MMG or HMG 2
AT squad 2
Medium mortar crew 1
Tank (T-54, T-62 or T-72B) 1
Artillery (Shilka) 1
Fire support (General only) 2
Transports (BTR-70/80, BMP-1/2, Russian Trucks) 1 per squad
Special rule – Iraqi troops can be only Inexperienced. In addition, Iraq player receives one free Inexperienced
Combat squad per platoon.

Saudi Arabia (2014).

Compulsory choices
Command squad 1
Combat squad 2
Optional choices
Medic team 1
Sniper team 1
Combat squad 3
MMG or HMG 1
ATGM crew or AT squad 1
Medium mortar crew 1
Tank (M1A1 Abrams, M60) 1
Armored car (M3A3 Bradley, LAV-25, AMX-10RC) 1
Fire support (Regular army grade) 2
Transports (M113, US Trucks, AMX-10P) 1 per squad
Special rule – Cannot take free RPG-L.
Insurgents
Special rules
Jihad.

Most of modern-time wars are thundering in Muslim countries or regions. As a result, lots of new fighters are
recruited with the idea of “Holy war against infidels” by the people who twist and warp Islam into highly
radical teaching.

In other hand, people who saw NATO or Israeli bombings of Middle East or Africa will fight to avenge deaths of
their relatives or friends, caring not about holiness but about reckoning.

As a result, all Insurgent troops have Fanatics special rule at no cost.

Leader authority.

Personal authority is not an empty word for them. And if the leader falls, unconfident fighters will run.

If non-Veteran unit of Insurgents lose squad leader, they receive additional -1 morale penalty as well as -1
shooting penalty.

One way or another – only one of following rules may be chosen for all army:

Drugs.

Various drugs are widespread in the Africa and Middle East and sometimes used by fighters. They have two
basic grades: Light and Heavy.

Light drugs (like khat) have some stimulation effect, but it quickly fades.

Unit who took this drugs gains +1 morale to maximum of 10, receive -1 penalty to shooting and can ignore
wounds inflicted by light weapons and HE D2/D3 at the die roll of 6 (basically it suppresses pain from any
glancing wounds).

Heavy drugs (or any strong stimulants) have more radical effects which last much longer.

Unit who took heavy drugs cannot gain any cover bonuses at all and receive penalty -2 to any shooting. In
addition, they cannot be pinned by any means, can ignore wounds inflicted by light weapons, close combat
and HE D2/D3 at the die roll of 6 and add 1 to their damage value (making inexperienced 4+, regulars 5+ and
veterans 6+ to kill).

Any unit of insurgents may use light drugs for +1pts per model or heavy drugs for +2pts per model if not said
otherwise.
Locals.

Knowledge of local landscape and hidden ways in the city or mountains determines victory or defeat. Even best
troops, trapped within city blocks or in ravines, can be destroyed easily.

All Insurgent models except Foreign mercenaries can be Locals for +1pt per model. At the start of the game,
roll D6 for each unit of locals. On a roll of 5+, this unit becomes one grade better.
Note: Local mobs may increase their grade two times due to Green rule, accidentally becoming Veterans.

IEDs

Heavy use of IEDs became the cause of many casualties during modern conflicts. It is hard to fight, when you
are afraid that every step may become your last.

Up to 1 IED per 250pts of roster size can be bought for +30pts each. They have two ways of use. Note that you
can mix them (for example making one ambush and three traps)

1st way – Traps. Secretly note one piece of terrain (with folded pieces of paper with notes such as “Clear” and
“IED” in each terrain, for example) for each IED you have. When enemy unit enters this terrain, IED explodes
as HE D6 automatically hitting attack.

2nd way - Convoy ambush. Before the first turn, choose a random vehicle on table for each IED. Soft-skins are
destroyed immediately and their passengers suffer from transport destruction effects. Armored vehicles
receive automatic Immobilized result instead, along with D3 hits with no penetration to passengers.

Headquarters units
Command unit
Field commanders and warlords of insurgents is the
most experienced ones in their cells. They will never
go to field without several fighters to cover them.
Command unit may have Regular or Veteran quality.
Price: Lieutenant, senior lieutenant or captain, as in Options:
core rulebook + 10pts per model (Regular) or +13pts • May add up to 6 more men for + 10pts per model
per model (Veteran). (Regular) or +13pts per model (Veteran).
Squad composition: “Officer” and 3 riflemen. • May take up to 3 RPG-L (without HE rockets) for
Weapons: Assault rifles. +20 pts each.
Special rules: • May take up to 2 LMG for +20pts each.
Forward observer (Commander only)
Infantry units
Jihadists
The bulk of any insurgency, they may vary from
brainwashed younglings to dedicated terrorists, but
all of them have weapons and intent to use it.
They may have Inexperienced or Regular quality.
Price: 35pts (Inexperienced) or 50 (Regular). Options:
Squad composition: Leader and 4 riflemen. • May add up to 5 more men for + 7pts per model
Weapons: Assault rifles. (Inexperienced) or +10pts per model (Regular).
• May take up to 2 RPG-L (without HE rockets) for
+20 pts each.
• May take up to 2 LMG for +20pts.

Local mobs
All over the world there are places, where AK can be
found in any home and some people used to get the
things done by force. And if any hostile forces step
onto their ground, they will immediately answer with
assembling massed militia armed with everything
they can get.
Price: 35pts (Inexperienced). Options:
Squad composition: 7 men. • May add up to 8 more men for + 5pts
Weapons: Assault rifle, SMG, rifle or pistol (basing (Inexperienced) each.
on what model displays) each. • May take anti-tank grenades for +1pt per model
Special rules:
Mob. These people have weapons, but not military
training. All models in mobs have -1 to hit penalty
for shooting.
Green.
Poor. Local mobs can use only light drugs.

Suicide bomber
.
Price: 40pts (Inexperienced).
Squad composition: 1 man.
Weapons: Suicide vest.
Special rules:
Suicide vest. If model with this rule comes in close
combat, immediately remove it. Instead, closest
enemy unit receives immediate HE D6 auto hit.
Suicide cell. 1-4 bombers can be taken as one choice.
Civilian crowd
.
Price: 20pts (Inexperienced). Options:
Squad composition: 10 people. • May add up to 20 more people for + 2pts
Weapons: none. (Inexperienced) each.
Special rules:
Unseen threat. Any Suicide bomber, Jihadist or Local
mob unit without MGs or RPG-Ls and staying in
reserve may replace this unit if total number of
models is lower or equal than in this unit. After that,
remove this unit and its Order die.
Rules of Engagement. Regular armies cannot attack
this unit by any means until it comes within 12” of
Regular army’s unit.
Shirkers.

Foreign mercenaries
Foreign or foreign-supplied forces were seen all over
the world in almost all major conflicts of the past 30
years. The existence of conflict draws attention of
lots of people, making black market and mercenaries
boil.
Some of them may even be different nations black-
ops, sent to ensure the achieving of some goals
without direct involvement of armies.
Price: 40pts (Regulars) or 52pts (Veterans). Options:
Squad composition: Leader and 3 riflemen. • May add up to 6 more men for + 10pts per model
Weapons: Assault rifles. (Regular) or +13pts per model (Veteran).
Special rules: • May take up to 3 RPG-L for +30 pts each.
Have access to Optical and reflex sights. • May take up to 2 LMG for +20pts each.
• May take up to 3 MR for +5pts each.
• May replace up to 3 AR with AR/GL for +5pts each
• May take up to 3 D-RPG for +10pts each.
• Whole squad may have Flak jackets or Ballistic
vests.
Insurgent sniper
Snipers, spreading terror within any regular army’s
ranks is inseparable part of most irregular cells.
Through most of them have only old soviet-made
SVDs, others may get most powerful models from
black market.
Price: 15pts (Regular) or 25pts (Veteran). Options:
Squad composition: Sniper. • May add up to 2 more men with AR’s for + 10pts
Weapons: MR. per model (Regular) or +13pts per model (Veteran).
Special rules: • May replace MR with sniper rifle for +30pts or with
Cheap and reliable. 1-3 Insurgent snipers may be anti-materiel rifle for +40pts.
taken as one choice.

Anti-tank squad
Squads, armed with several RPGs, are well known in
all warzones. Knocking out leading vehicles or tanks
with one salvo, they ensure that regular army’s
convoy or patrol will be trapped and destroyed.
Price: 35pts (Inexperienced) or 40pts (Regular). Options:
Squad composition and weapons: AT team, • May add up to 3 more AT teams for + 35pts
consisting of 2 men armed with one RPG-L (without (Inexperienced) or +40pts (Regular) per team.
HE rockets) and one AR.
Special rules:
Cheap and reliable. 1-3 Anti-tank squads may be
taken as one choice.
Transports
Technical
Initially Toyota pickups with weapons in trunks,
Technicals are the most cost-effective combat vehicle
in the deserts and cities of Middle East. They carry
HMGs, rocket launchers, mortars and AA cannons to
provide fire support to their comrades while being
mobile enough to leave the place before enemy will
answer with fire.
Price: 20 (Inexperienced) or 30 (Regular) Transport capacity: 6
Unit type: Softskin, Open-topped Options: May take one of the following:
Weapons and upgrades: none. • HMG for +20pts
Targeting equipment: Iron sights (all weapons) • KPVT for +35pts and be placed in respective slot.
Special rules: • RPG-L for +30pts and be placed in respective slot.
Recon. • Medium mortar for +30pts and be placed in
respective slot.
• Twin-barreled AA light automatic cannon for
+40pts and be placed in AA assets slot.

Truck

Price: 30 (Inexperienced) or 35 (Regular) Transport capacity: 20


Unit type: Softskin Options:
Weapons and upgrades: none. • May take MMG for +15pts or HMG for +25pts
Targeting equipment: Iron sights (all weapons)

Car bomb
.
Price: 80 (Inexperienced) Options:
Unit type: Softskin Can be upgraded to VBIED making it Armored car for
Weapons and upgrades: none. +60pts
Special rules:
One-way ride. This unit cannot be pinned by any
means
Heavy explosive. Vehicle with this rule can make
assault move in as if being a tank. If the assault move
is successful, all units within 6” of this vehicle receive
HE 3D6 hits. After that, remove this vehicle.
Thin armor.
BTOOM! If a car bomb is destroyed by enemy fire,
immediately work out Heavy explosive rule where it
stood.
Anti-aircraft assets
Anti-air squad
War in Afghanistan changed many things. If in the
early 80s insurgents had to rely on RPGs and AA
cannons, new “Stinger” AA missiles sent to mujahidin
in Afghanistan by CIA gave them highly effective
weapons. Later, when USSR fell apart, a lot more of
American and Soviet made AA missiles emerged at
black market.
Price: 50pts (Inexperienced) or 75pts (Regular).
Squad composition: 2 men.
Weapons: 2 AR, 1 AA missile launcher.

Anti-air emplacement
Old Soviet ZU-23-2 AA guns are widespread in
Eastern Europe and Middle East. Although they are
not effective against high altitude jets, such cannons
proved to be very useful against APCs, infantry and
low-altitude ground attack helicopters and planes.
Price: 45pts (Inexperienced) or 60pts (Regular).
Squad composition: 3 men crew
Weapon: Twin-barreled AA mounted light automatic cannon.
Special rules:
Dug in emplacement. AA cannon cannot be moved by any means. Crew always has heavy cover bonus (as
they are usually entrenched and protected by landscape or something else).
Insurgents Forces selectors.
General insurgents.
Compulsory choices
Command squad 1
Jihadists or Local mob 2
Optional choices
Jihadists or Local mob 4
Civilians 4
Foreign mercenaries 1
MMG or HMG squad or KPVT Technical 1
Anti-tank squad 1
Insurgent snipers 1
Suicide bombers or Car bomb 1
Mortar squad or Mortar Technical 1
RPG Technical 1
Fire support 1
AA asset (AA missile crew, AA emplacements, AA Technical) 2
Transports 1 per squad
Special rule: Jihadists can replace any AR with SMG for no cost.

Somalia – Militia / Iraq - Irregulars.

Compulsory choices
Command squad 1
Local mob 2
Optional choices
Local mob 4
Civilians 4
Organized militia (count as Jihadists, can use both ammo types for RPG-7) 3
Anti-tank squad 2
Mortar Technical 1
KPVT Technical 1
RPG Technical 1
AA assets (AA Technical) 2
Transports 1 per squad
Special rule: all infantry units are “Local” at no cost. Still may use IEDs or Drugs.
Afghanistan – Mujahidin / Taliban

Compulsory choices
Command squad 1
Jihadists 2
Optional choices
Jihadists 3
Civilians 2
Foreign mercenaries 1
MMG or HMG squad 1
Anti-tank squad 2
Insurgent snipers 2
Mortar squad 1
Fire support 1
AA asset (AA missile crew, AA emplacements) 3
Transports 1 per squad
Special rule: all infantry units may always enter battlefield from any table edge.

Chechnya - Insurgents

Compulsory choices
Command squad 1
Jihadists (Regular only) 2
Optional choices
Jihadists (Regular only) 2
Civilians 1
Insurgent snipers 2
Foreign mercenaries 3
Anti-tank squad or RPG Technical (Regular only) 2
MMG or HMG squad or KPVT Technical (Regular only) 1
Medium mortar crew or Mortar Technical (Regular only) 1
Fire support 2
AA asset (AA missile crew, AA emplacements, ZU-23-4 Shilka, AA technical) 3
Transports 1 per squad
Special rule: Regular Jihadists can be upgraded to Veterans for +2pts/man
Mobile maneuver unit.

Compulsory choices
Command squad 1
Jihadists 2
Transports (Technicals only) 1 per
infantry
unit
Optional choices
Jihadists 4
Anti-tank squad 2
Mortar Technical 2
KPVT Technical 2
RPG Technical 2
AA assets (AA Technical) 2
Special rule: all Technicals receive “Recon” special rule for free.

Urban insurgents.

Compulsory choices
Command squad 1
Jihadists or Local mob 1
Civilians 2
Optional choices
Jihadists or Local mob 4
Civilians 8
Foreign mercenaries 2
Suicide bombers or Car bomb 2
Anti-tank squad 3
Insurgent snipers 2
RPG Technical or KPVT Technical 2
Fire support 1
AA asset (AA missile crew, AA Technical) 2
Transports 1 per squad
Special rule: civilian units are not removed while using “Unseen threat”.
Instead they are moved to Reserve and can be swapped with any Insurgent unit meeting the requirements and
out of enemy’s LOS.
Democratic People's Republic of Korea
.

Special rules

Prepared artillery.
North Korean forces may use one Fire support per Command squad or tank at the beginning of the 1st turn.

In addition, if preparatory bombardment rule is used, North Korean forces may re-roll effectiveness dice.

Ready for sacrifice.


North Korean units always killed in close combat on a roll of 3+ regardless of unit quality.

However, they also kill all enemy units on a roll of 3+ regardless of unit quality

Headquarters units
Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. Inexperienced or Regular only. • May add up to 3 riflemen for + 7pts per model
Squad composition: Officer. (Inexperienced) or + 10pts per model (Regular).
Weapons: ARs. • Whole squad may take Flak jackets.

Medical team

Price: 20pts (Inexperienced) or 25 pts (Regular). Options:


Squad composition: Medic. • May add up to 3 riflemen for + 7pts per model
Weapons: ARs. (Inexperienced) or + 10pts per model (Regular).
• Whole squad may take Flak jackets.

Forward observer

Price: 25pts (Inexperienced), 30pts (Regular). Options:


Squad composition: Forward observer. • May add up to 2 riflemen for + 7pts per model
Weapons: AR. (Inexperienced) or + 10pts per model (Regular).
Special rules: • Whole squad may take Flak jackets.
Forward observer
Infantry units
Rifle squad

Price: 56pts (Inexperienced) or 80pts (Regulars). Options:


Squad composition: Sergeant and 7 riflemen. • May add up to 8 more riflemen for + 7pts per
Weapons: ARs. model (Inexperienced) or + 10pts per model.
Special rules: • May take up to 2 LMG for +20pts each.
Any Inexperienced squad can be green for free. • May take up to 2 LSW for +10pts each.
• May take up to 2 RPG-L for +30pts each.
• Whole squad may take Flak jackets.

MMG crew

Price: As in rulebook. Inexperienced or Regular only. Options:


Squad composition: 3 men. • Whole crew may take Flak jackets.
Weapons: MMG, 2 AR.

HMG crew

Price: As in rulebook. Inexperienced or Regular only. Options:


Squad composition: 3 men. • Whole crew may take Flak jackets.
Weapons: HMG, 2 AR.

Anti-tank squad

Price: 40pts (Inexperienced) or 46pts (Regular). Options:


Squad composition and weapons: AT team, • May add up to 1 more AT team for + 40pts
consisting of 2 men armed with one RPG-L and one (Inexperienced) or +46pts (Regular) per team.
AR. • Whole squad may take Flak jackets.

Heavy mortar crew

Price: As in rulebook. Inexperienced or Regular only. Options:


Squad composition: 3 men. • May add spotter (Regular) for +10pts.
Weapon: Heavy mortar. • Whole crew may take Flak jackets.

ATGM crew

Price: 100 (Inexperienced) or 130(Regular). Options:


Squad composition: 2 men. • Whole crew may take Flak jackets.
Weapon: L-ATGM.
Anti-air squad

Price: 60pts (Inexperienced), 85pts (Regulars) Options:


Squad composition: 3 men. • Whole squad may take Flak jackets.
Weapons: 3 AR, 1 AA missile launcher.

Special Forces squad

Price: 140pts (Veterans). Options:


Squad composition: Sergeant and 3 soldiers. • May add up to 4 more soldiers for + 35pts per
Weapons: ARs. model.
Special rules: • Any soldier or sergeant may replace AR with AR/GL
Special Forces. for +5pts or LSW for +10pts each.
Mission before survival. This squad does not receive • May take up to 4 D-RPG for +10pts each.
usual +1 to cover for being SF, however it moves 8” • Can take Optical sights and Night vision.
(and runs 16”), ignores “Ready for sacrifice” penalty
and never hits worse than on a roll of 6 regardless of
any modifiers.

Tanks
Ch'ŏnma-ho II

Cost: 108 (Inexperienced) or 135 (Regular) Options:


Unit type: Light tank. • May take AA-mounted HMG for +25pts.
Weapons and upgrades: Light AT cannon with • Can take ERA (front and sides) for +20pts.
coaxial MMG. • Can be up-gunned to fire L-ATGMs for +50pts.
Targeting equipment: Stabilized+Rangefinder (turret
weapons), Iron sights (AA mounted HMG)

Ch'ŏnma-ho V / VI

Cost: 205 (Inexperienced) or 255 (Regular) Options:


Unit type: MBT 10+. • May take AA-mounted HMG for +25pts.
Weapons and upgrades: Medium AT cannon with
coaxial MMG, ERA (front and sides).
Targeting equipment: Stabilized+Rangefinder (turret
weapons), Iron sights (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.
Seon'gun-915

Cost: 260pts (Inexperienced) or 320pts (Regular) Options:


Unit type: MBT 11+. • Can add two-shot H-ATGM for +40pts.
Weapons and upgrades: Medium AT cannon with
coaxial MMG, AA mounted KPVT, ERA (front and
sides), two-shot AA-missile.
Targeting equipment: Stabilized+Rangefinder (turret
weapons), Iron sights (AA mounted KPVT, all
missiles)
Special rules:
Large caliber. HE 2D6 instead of D6.

Transports
BTR-70/80

Price: 85 (Inexperienced) or 100 (Regular) Transport capacity: 8


Unit type: Armored car
Weapons: KPVT with coaxial MMG.
Targeting equipment: Simple (all weapons)
Special rules:
Easily catches fire. See M4 Sherman entry of
rulebook.
Thin sides. Receives additional +1 penetration to
side armor.

M-1967

Price: 85 (Inexperienced) or 100 (Regular) Transport capacity: 11


Unit type: Armored car
Weapons: HMG with coaxial MMG.
Targeting equipment: Simple (all weapons)
Special rules:
Thin sides. Receives additional +1 penetration to
side armor.

Truck

Price: 35 (Inexperienced) or 40 (Regular) Transport capacity: 20


Unit type: Softskin Options:
Weapons and upgrades: none. • May take Twin-barreled AA-mounted light
automatic cannon (with Iron sights) for +40pts,
remove transport capacity and be placed in Artillery
choice.
Democratic People's Republic of Korea Selectors
Infantry platoon.
Compulsory choices
Command squad 1
Medic team 1
Forward Observer 1
Rifle squad 3
Optional choices
Medic team 1
Forward Observer 2
Rifle squad 4
Command squad 2
MMG or HMG 1
ATGM crew or AT squad 2
Heavy mortar crew 2
Special Forces squad 2
Tank 1
Artillery (Trucks with AA cannons or AA squads) 2
Fire support (no aircraft allowed) 3
Transports 1 per squad
Special rule – Can always use Preparatory bombardment.

Armored platoon.

Compulsory choices
Command tank 1
Tank 2
Optional choices
Forward Observer 2
Rifle squad 4
Command squad 2
ATGM crew or AT squad 4
Special Forces squad 2
Tank 2
Artillery (Trucks with AA cannons) 2
Fire support (no aircraft allowed) 2
Transports 1 per squad
Special rule – All Tanks and ATGM crews/AT squads can always start the game Hidden and with Ambush order.
Republic of Korea
.

Special rules

Preemptive attack.
South Korean player can take half of order dice out of sequence during 1 st turn.

Anti-tank training.
All South Korean Helicopters and ATGM crews have +1 to hit modifier when targeting Tanks.

Headquarters units
Command squad

Price: Lieutenant or senior lieutenant as in core Options:


rulebook. Regular only. +3pts for Ballistic vest • May add Commander assistant (platoon sgt.) for
Squad composition: Officer. +13pts (Regular).
Weapons: ARs, Ballistic vests. • May add up to 2 riflemen for + 13pts per model
(Regular).
• Up to three men (including officer) can replace AR
with AR/GL for +5pts per model.

Medical team

Price: 25 pts (Regular). Options:


Squad composition: Medic. • May add up to 2 riflemen for + 13pts per model
Weapons: ARs, Ballistic vests. (Regular).
• One rifleman can replace AR with AR/GL for +5pts.

Forward observer

Price: 25pts (Inexperienced), 30pts (Regular). Options:


Squad composition: Forward observer. • May add up to 2 riflemen for + 10pts per model
Weapons: ARs, Ballistic vests. (Regular).
Special rules: • One rifleman can replace AR with AR/GL for +5pts.
Forward observer
Infantry units

Rifle squad

Price: 90 (Regulars) Options:


Squad composition: Sergeant and 1 Fireteam • May add 1 more fireteam for +77pts (Regulars).
Weapons: Sergeant has AR. Each fireteam consists • Sergeant may replace AR with AR/GL for +5pts.
of 4 men with 2 ARs, AR/GL and LMG. • May take up to 2 D-RPG per fireteam for +10pts
All unit have Ballistic vests. each.
Special rules:
Tactical training.

Recon Squad

Price: 68 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add 4 more privates for +17pts (Veterans).
Weapons: ARs, Ballistic vests. • May take up to 2 MR for +5pts.
Special rules: • May take up to 1 LMG for +20pts each.
Airborne-qualified. • May take up to 4 D-RPG for +10pts each.
Tactical training. • Up to four men (including sergeant) may replace
AR with AR/GL for +5pts.

AGL crew

Price: 65 (Regulars) or 80 (Veteran).


Squad composition: 3 men.
Weapons: AGL, 2 ARs, Ballistic vests.

ATGM crew

Price: 110 (Inexperienced) or 140(Regular).


Squad composition: 2 men.
Weapon: L-ATGM, 2 ARs, Ballistic vests.
Tanks

K1

Cost: 280 (Regular)


Unit type: MBT 12+
Weapons and upgrades: Medium AT cannon with coaxial MMG, AA mounted HMG, AA-mounted MMG.
Targeting equipment: Stabilized+Rangefinder (turret weapons), Simple (AA mounted MGs)

K1A2

Cost: 330 (Regular)


Unit type: MBT 12+
Weapons and upgrades: Heavy AT cannon with coaxial MMG, AA mounted HMG, AA-mounted MMG.
Targeting equipment: Advanced+Rangefinder (turret weapons), Simple (AA mounted MGs)

T-80

Cost: 325 (Regular)


Unit type: MBT 12+
Weapons and upgrades: Heavy AT cannon with coaxial MMG, AA mounted HMG, ERA (front and sides).
Targeting equipment: Stabilized+Rangefinder (turret weapons), Simple (AA mounted HMG)
Special rules:
Large caliber. HE 2D6 instead of D6.

K2 Black Panther

Cost: 510 (Regular)


Unit type: MBT 13+
Weapons and upgrades: Super-Heavy AT cannon with coaxial MMG, AA mounted HMG, AA-mounted
MMG.
Targeting equipment: Advanced+Rangefinder (turret weapons), Simple (AA mounted MGs)

Transports
K200A1

Price: 110 (Regular) Transport capacity: 9


Unit type: Armored car
Weapons: HMG with coaxial MMG.
Targeting equipment: Simple (all weapons)
K21 IFV

Price: 140 (Regular) Transport capacity: 9


Unit type: Light tank
Weapons: AA-mounted Heavy automatic cannon
with coaxial MMG.
Targeting equipment: Advanced+Rangefinder (all
weapons)

BMP-3

Price: 160 (Regular) or 192 (Veteran) Transport capacity: 7


Unit type: Armored car Infantry weapons: none.
Weapons: Light howitzer with coaxial AA-mounted
Heavy automatic cannon and MMG, two hull-
mounted MMGs.
Targeting equipment: Stabilized (turret weapons),
Iron sights (hull-mounted MGs)
Special rules:
Hull-mounted MMGs can only be used when
transporting infantry.
Air Force
AH-1 Cobra

Price: 150 (Regular) Crew: 2


Unit type: Armored car Victory points for crew: 4
Weapons: Heavy automatic cannon, night vision, Options:
thermal sights. May equip one of following:
Special rules: • Medium rocket pods for +100pts;
Hovering. • Heavy rocket pods for +130pts;
• Four L-ATGMs for + 320pts.

MD-500 TOW Defender

Price: 100 (Regular) Crew: 2


Unit type: Soft-skin Victory points for crew: 2
Weapons: Two L-ATGMs, night vision.
Special rules:
Hovering.
Republic of Korea Selectors
Anti-tank platoon.
Compulsory choices
Command squad 1
Rifle squad 2
Optional choices
Medic team 2
Forward Observer 1
Rifle squad 4
AGL crew 2
ATGM crew 4
Tank 1
CAS 3
Fire support 1
Transports 1 per squad
Special rule – ATGM crews can fire while Advancing, but with -2 to hit modifier.

Mechanized platoon.
Compulsory choices
Command squad 1
Rifle or Recon squad 3
Optional choices
Medic team 2
Forward Observer 2
Rifle or Recon squad 3
AGL crew 3
ATGM crew 2
Tank 3
CAS 1
Fire support 2
Transports 1 per squad
Special rule – Receive one free Intense Smoke Bombardment per Forward Observer.
Fire support.
Area of Effect (AOE) strikes.
Heavy mortar battery (General).
Cost: 35

Shots: 1

Attack profile: HE 2D6 to all units within 6” of the marker. Hits on 5+

Options: May add up to 5 shots for +35pts each.

Special rules:

Rapid firing. Can use up to 3 shots at once. All units hit receive D3 pin marker per attack.

Howitzer battery (General).


Cost: 70

Shots: 1

Attack profile: HE 3D6 to all units within 6” of the marker. Hits on 6+

Options: May add up to 2 shot for +70pts.

Special rules:

Pounding barrage. All units in the area (hit or not) receive D6 pin markers per attack.

Rocket artillery (General)


Cost: 100

Shots: 1

Attack profile: HE 3D6 to all units within 12” of the marker. Hits on 6+

Options: May add up to 2 shots for +125pts each.

Special rules:

Coordinated barrage. All shots must be used simultaneously. Add +1 to hit if 2 or 3 shots are fired. Units in the
area (hit or not) receive D3 pin markers per attack. This number increased to D6+1 if 2 or 3 shots are fired.
Intense smoke bombardment (General)
Cost: 30

Shots: 1

Attack profile: Applying smoke in 12” radius from the marker.

Options: May add up to 2 shots for +30pts each.

Special rules:

Smoke. See rulebook. Thermal sights and Advanced targeting equipment ignore this rule.

Multispectral aerosol screen (Regular armies only)


Cost: 70

Shots: 1

Attack profile: Applying Multispectral screen in 12” radius from the marker.

Options: May add up to 2 shots for +70pts each.

Special rules:

Multispectral screen. Count as smoke. Thermal sights and Advanced targeting equipment are affected as well.

Aircraft rocket strike (Regular armies only)


Cost: 50

Shots: 2

Attack profile: HE D6 to all units within 3” of the marker. Hits on 5+

Options: May add up to 6 shots for +50pts per 2.

Special rules:

Rocket pods. Can use up to all shots at once, must always use even number of shots.
Precise attacks
Air-to-ground AT missile. (Regular armies only)
Cost: 200

Shots: 1

Attack profile: +10 penetration. Hits on 3+

Options: May add up to 1 shot for +200pts.

Special rules:

Target lock. Randomly determine missile route (roll D6 for table edge, route comes from middle of that edge)
when the strike comes. If there is any obstacle 5” or higher between missile and target, shot is missed
automatically.

Laser-guided bomb. (Regular armies only)


Cost: 125

Shots: 1

Attack profile: HE 3D6 ignoring penalties for “Down” order and cover. Hits on 2+

Options: May add up to 3 shots for +125pts each.


Scenarios.
Accidental clash.
During the assault on strategic positions somewhere in the world, two nations’ black-ops accidentally clash
with each other. If the enemy will report this, it will be a disaster. Fortunately, the only long-range transmitters
nearby is in those positions.

Battlefield: any, with 3 hard cover strongpoints (each 4x4” approximately, at the middle line of the table with
equal intervals).

Set-up: Make a roll-off. Winner chooses “his” long edge of the table. Both sides must assign up to all of their
units to be sent in the first wave. All remaining units are held in reserve.

Victory conditions: Place radio operator in one of strongpoints and keep him there with “Down” order for 2
turns. Do not let the enemy do the same. If no transmissions are made, it is draw.

Special rules:

Link to HQ – each player gets 2 free radio operators (Regular, AR, Ballistic vests). Only these operators can use
strongpoints.

Undercover – no tanks, helicopter insertions, infiltrations or CAS is available.


World / End.
As a result of terrible accident or some malicious will, nuclear missiles went flying. As first news came, all
military forces of all nations around the world started moving, executing the last orders.

Battlefield: Any.

Set-up: Defender deploys all units within 24” of one of the long table edges. Attacker comes as a first wave
from opposite edge.

Victory conditions:

Attacker: Save as many personnel as you can and continue to move on! Attacker receives 4 VP for each non-
destroyed allied armored vehicle (APCs, IFVs and so on) with infantry embarked, which exits the battlefield
using defender’s edge. Tanks give 2 VP instead.

Defender: Aggressor will not leave the place alive. Defender receives 1 VP for each enemy unit destroyed.
Special Forces and tanks give 3 VP instead.

Special rules:

Lost hope – each not-armored-vehicle unit in the open (i.e. not embarked in the armored vehicle) receives D3
pin markers at the start of each turn.

Second sun – No thermal or reflex sights, night vision, helicopter insertions, CAS or fire support is available.
Infantry cannot move more than 6” per order (even when running) due to NBCD suits.
Ambush.
Mountain regions of Afghanistan, streets of Iraqi cities and villages in Chechnya became ill-famed for
ambushes, which caused heavy casualties to troops.

Battlefield: Urban or mountain, with road from one corner to the opposite.

Set-up: Defender deploys all units at the road as column. Attacker deploys up to half units anywhere, but no
closer than 6” to the road. All other can be sent in the first wave or left in reserve.

Victory conditions:

Defender: Defender receives 1 VP for each enemy unit destroyed and 2 VP for each friendly unit alive at the
end of game.

Attacker: Defender receives 2 VP for each enemy unit destroyed.

Special rules:

Ambushed – first and last units in the column are automatically immobilized and take 2 hits with penetration
of +6 (RPG) in a side armor. Infantry takes HE 3D6 automatical hit instead. Defender cannot use Infiltration or
Rangers lead the way rules.
CCP protection.
As operation goes terribly wrong, the task force establishes Casualty Collection Point, to better protect and
take care of the wounded. Knowing that, enemy launches attack after attack, trying to overwhelm defenders.

Battlefield: Urban or mountain, with building (4x4”) in the center.

Set-up: Defender deploys all units within 9” from the center. Attacker deploys up to half units anywhere, but
no closer than 24” to the center. All other can be sent in the first wave or left in reserve.

Victory conditions:

Defender: Hold building until the end of the game.

Attacker: Assault building and capture it.

Special rules:

Wave after wave – if Attacker’s infantry unit is destroyed or reduced to half models from initial size, it may re-
enter battlefield next turn, using Advance or Run orders.

Firing support – Defender may have up to two free CAS vehicles with summary cost no more than 30% of roster
total cost.

The dusk approaches - From the turn 4 and on, Night Fight rule is in effect.
Emergency exfiltration.
Not all hostage rescues goes well. After infiltrating the enemy camp and saving several soldiers and officers,
Special Forces team finds themselves surrounded by enemies. The situation is worsened by approaching allied
airstrike.

Battlefield: mountain village, with zindan/pit (2x2”) in the corner and exfiltration point at the middle of
opposite short edge.

Set-up: Defender deploys all units within 4” from zindan. Attacker sends up to half of his units in the first
wave, coming from random edge. All other placed in reserve and come from random edge.

Victory conditions:

Defender: Exit the area before it’s too late. Defender receives 5 VP for each hostage and 1 VP for each Special
Forces operator, who exits the area using exfiltration point.

Attacker: Kill enemy special ops and hostages. Attacker receives 3 VP for each hostage and 2 VP for each
Special Forces operator killed.

Special rules:

Rush – no matter of operation’s result, HQ states that enemy base will be bombed into the ground. Roll D6 at
the start of turn 4 and each after that. If 4+ is rolled, area with 24” radius centered on zindan is bombed. All
units in the area receive automatic HE 3D6 hit.

Hostages – Defender receives 6 free unarmed models, which must be added to any of his squads (even to one),
maximum 1 for each squad’s initial members. Squads assisting hostages may not run.

At the break of dawn – first two turns Night Fight special rule is in effect (see BA expansions).
Expanded rules for different landscape.
General rules. This type of rules is in use always, regardless of battlefield changes. They depict the common
distinctive features of some environment.

Changing rules. They are created to show the unstable nature of battlefield itself, be it tricky weather,
confusion of urban warfare etc.

At the beginning of every turn, both players roll a D6. Sum of this dice display changes, according to the
respective charts. Note that natural roll of 1-1 is always a Miracle, regardless of any other modifiers.

Hot zones (deserts/wastes).


General special rules:

Extreme heat: All Infantry units without Survival training have their movement reduced by 1 during the
daytime.

Jamming weapons: Every time any unit fires, roll a D6 for every weapon fired. On a roll of 1, weapon is
jammed and cannot be fired this turn. This rule affects only light weapons.

Abrasive sands: Each time when vehicle successfully receives “Advance” or “Run” order, roll a D6. On a roll of
1-2, decrease its movement by 1 for the duration of the game.

Changing weather:

Miracle. Eye of the storm. Weather immediately becomes Clear and next roll is made without modifiers.

Up to 6. Clear weather. No further effects… for now.

7-9. Rising wind. Next roll receives +2 modifier. All vision is reduced to 36”. All ranged weapons receive -1 to
hit. Thermal sights and Advanced targeting equipment ignore vision reduction.

10-11. Blinding sands. Next roll receives +3 modifier. All vision is reduced to 18” and all movements are
reduced by half. All ranged weapons receive -2 to hit. Thermal sights and Advanced targeting equipment
ignore vision reduction.

12. Dust storm. Next roll receives +4 modifier. All vision is reduced to 12”. All infantry units have their
movement reduced to 2” and vehicles have their movement halved. All ranged weapons receive -3 to hit.

In addition, every time vehicle successfully receives Advance or Run order, roll a D6. On a roll of 1-3 vehicle is
instantly immobilized as its engine was clogged with dust.

If Blinding sands or Dust storm are in effect, no Fire support or CAS are available. CAS which is still on board
must disengage and leave battlefield.
Urban warfare.
General special rules:

Confusion. All units must take order tests even if has no pin markers when outside of officer’s command
radius and all fails by 4 and more counted as FUBAR.

Atrocities of war. When fighting against Insurgents, all Regular non-Inexperienced forces become Fanatics.

Death in every shadow. All sniper weapons apply D3 pin markers to the units hit, rather than 1.

Changing conditions:

Miracle: Moment of silence. All units with no enemies within 6” remove all pin markers.

Up to 5. No effects. Bloodshed continues without surprises.

6-7. Civilians emerging. Group of 4 civilians emerges from one of the buildings and moves to the one of table
edges. They cannot be shot through by any Regular units, but can be by Insurgents. They are controlled
(including spawn and exit points designation) by Insurgents or (if two Regulars or Insurgents are fighting) by
the player who win additional roll-off. They do not give any order dice and always move at the start of the
turn like with “Advance” order.

8-9. Inaccurate shelling. Immediately perform “Preparatory bombardment” roll for each unit. Units with
Survival training receive -1 modifier.

10-11. Unexpected aid. Each side receives reinforcements up to 15% of initial roster size. They enter
battlefield like any reserve.

12. Smoke and flame. Randomly choose half of terrain and buildings. They are instantly set on fire, becoming
impassable. All units leave it immediately (like from destroyed transport) and go “Down” regardless of order
received earlier, receiving D3 hits with +1 penetration.

From this point, all vision is reduced to 18” and all ranged weapons receive -1 to hit modifier as thick smoke
covers the battlefield. Thermal sights and Advanced targeting equipment ignore this rule.
Harsh winter / arctic conditions.
General special rules:

Deadly frost. Any infantry unit, who is not moving (as a result of Advance or Run order) and not embarked in
vehicle or building, receive 1 pin marker each turn. During the night, they receive D3 pin markers instead.

Snipers, Spotters and Forward Observers are not affected (as they are specially prepared for such actions).

Deep snow. All terrain without a roof and open ground are counted as Rough.

Fields of white. Infantry units executing “Ambush” or “Down” orders receive soft cover bonus if doing so at
the open ground (as they are blending with the snow). Thermal sights and Advanced targeting equipment
ignore this rule.

Changing weather:

Miracle: Unexpected warming. Deadly frost is ignored for 2 turns.

Up to 5. Blinding reflections. Next roll receives -1 modifier. All ranged attacks without using optical/thermal
sights receive -1 to hit.

6-8. Gathering clouds. Next roll receives +2 modifier. Conditions are normal.

9-10. Snow mist. Next roll receives +3 modifier. Night fight rules are in effect.

11-12. Blizzard. Next roll receives +4 modifier. Night fight rules are in effect. All visibility reduced to 24” and all
movements are halved. Units without Survival training caught by deadly frost suffer D3 pin markers during the
day or D6 at night.

When Blizzard conditions are in effect, CAS and fire support are unavailable. CAS which is still on board must
disengage and leave battlefield.
Thick forest / jungles.
General special rules:

Hard to move. All ground except clearings and roads (must be marked) counted as Rough.

Thick vegetation. Pointblank bonus is ignored. All vision is limited to 24”. Extremely thick forest (must be
marked) is impassable for vehicles and limits vision to 6”.

Spooky. All infantry units receive -1 to morale. All Scared results counted as FUBAR instead. At night, penalty
is increased to -3.

Changing conditions:

Miracle. Both forces can clearly identify friendlies. Spooky rule is ignored for 2 turns.

Up to 5. Calm forest. Conditions are normal.

6-8. Clouds of insects/night birds. All infantry units without Survival training receive additional -2 to morale
and -1 to hit penalty.

9-10. Unnatural silence. Next roll receives +2 modifier. Moving vehicles can be seen (heard?) at any distance
and infantry receives -2 to move penalty.

11-12. Heavy rain. Next roll receives +5 modifier. All infantry units receive -1 to hit, -1 to morale and -6” to
vision penalties.
High mountains.
General special rules:

Hard to breathe. All infantry units without Survival training receive -1/-2 move penalty to Advance/Run orders
respectively.

Rocky ground. All natural soft cover counted as heavy.

Landslide danger. After each HE D6 and more shot misses, roll a D6. On a roll of 6, target unit is hit by falling
rocks. Infantry receives D6 hits with +1 penetration. Vehicles are automatically stunned.

Changing conditions:

Miracle.

Up to 6. Clear weather. Conditions are normal.

7-9. Low clouds. Visibility is limited to 18”. Stays in effect until Clear weather is rolled. Thermal sights and
Advanced targeting equipment ignore this rule.

10-11. Roaring echo. Next roll receives +4 modifier or +1 if Low clouds are in effect.

12. Avalanche. Randomly select table side. In the beginning of the next turn, avalanche goes directly from this
side to opposite, hitting all units on its way. Vehicles are stunned and receive hit with penetration +3 to
respective facing. Infantry receives 2D6 hits. Then all units hit automatically go “Down” as they try to dig
themselves out.

Units placed within 3” behind solid obstacles (such as tanks or buildings) still go down but receive no damage.

Note that all avalanches will always go identical way. In other way, you may decide how slope is directed
before game, in this case there is no need of rolling for table sides.
Expansion 1. Advanced Combat Tactics
General rules.
Number of tactics and upgrades
Any Inexperienced unit may take two tactics or upgrades, Regulars may take three, Veterans may take four
and Special Forces may have any number.
Insurgents and Shirkers may take only one tactic or upgrade regardless of skill.
Inexperienced commanders may take one Command tactic, Regulars may take two and Veterans may take
three. It applies to both regular armies and insurgents.
Using tactics
All upgrades and tactics can be used any number of times if not said otherwise.

Command tactics
Second in command.
Any Platoon sergeant can be upgraded with this tactic for +15pts.
Platoon sergeant from Command squad with this upgrade adds +3” to Command radius of officer and may act
as squad leader if officer dies, preventing morale penalty.

Surprise Deployment. Airborne and Special Forces selectors only.


Commander may take this tactic for +30pts.
During 1st turn, all infantry units cannot trigger enemy Ambush.

Booby traps
Each commander may buy up to 10 booby traps for +2pts each.
Each time any squad moves, roll a D6. On a roll of 6, Booby trap is triggered, dealing D3 hits with penetration
1 and D3 pin markers.
Note that friendly units may trigger “their” booby traps.

Combat cameraman
Each side may take up to two cameramen each, making either any model from Compulsory choices carry a
camera for +10pts (keeping his ability to fight) or adding unarmed cameraman for +25pts .
Regulars: each time cameraman sees Atrocities marker, Regular player gets 1 VP. Each time Regular destroys
enemy unit within LOS of cameraman, place marker in “camera pool”. After the last turn, roll D6 for each of
them and count:
1-2 – Cruel commentaries or behavior turns public opinion against troops. Enemy gains 1 VP.
3-4 – Scene of combat violence was accepted without sensation.
5-6 – Disciplined actions and strict compliance with rules of engagement and/or laws of war attracted public
to your troops. Regular player receives 2VP.
Insurgents: receive 1VP for each Atrocity marker in army (we assume that they were filmed before fight) and
each time Insurgents destroys enemy unit within LOS of cameraman.
If cameraman’s unit is destroyed camera is lost.
Atrocities. Insurgents only
Insurgent player may place up to 4 atrocities markers anywhere on the battlefield for +20pts each.
Alternatively, any of them can be carried by a squad leaders or officers.
When Regular Army squad comes in vision of atrocity marker, roll a D6 and check the results:
1. Regular’s squad became enraged by the terrible fate of their comrades. From now on, this unit
loses half of pin markers at the start of each turn.
2-4. Soldiers managed keep their battle spirit. No effect on this one.
5-6. Soldiers became terrified. Unit receives D3 pin markers. From now on, it cannot remove one pin
marker by any means.
Inexperienced troops receive +1 modifier, while Veterans receive -1.

Vehicle upgrades.
Anti-RPG countermeasures
Being hit by an RPG is a worst nightmare of any APC inhabitant. Dangerousness of being inside armor during
the fight is perfectly displayed by an unofficial nickname of Russian BMP family – Infantry’s Mass Grave
(Bratskaya Mogila Pehoty). As a result, crews of armored vehicles and repair companies often tried to make
some protection from any scrap available.
In NATO armies this process came another way. Lots of vehicles including M113 and Stryker APCs were
outfitted with factory-made steel meshes.
RPGs receive -1 penetration when attack facing protected by it.
Any vehicle may add countermeasures for +3pts per facing or +10 for all-round. Facings fitted with ERA cannot
be protected this way.

Additional MMG/HMG/AGL
In urban warfare, every shot makes difference. As a result, maintenance and repair companies sometimes weld
additional weapon platforms so crews or accompanying infantry can protect themselves better.
Every vehicle may add one MMG for +15pts or HMG/AGL for +25pts with any type of mount.

Spare ammo
Ammo supply becomes crucial in intense building-to-building city fighting, thus many crews will bring some
additional ammo for their fellow troopers.
Infantry may resupply their *number*-shot weapons while being within 3” of vehicle with this upgrade (they
do it automatically, just declare). Each vehicle may carry 4 shots for such weapons. In addition, all light
weapons fired by units within 3” receive +1 to hit as soldiers do not need to conserve the ammunition.
Any transport vehicle may carry spare ammo for +50pts.

Smoke dischargers.
Vehicle with this upgrade may declare smoke use at any point of the game. At this moment, deploy 6”
diameter smoke or multispectral aerosol (see Fire support section) centered in the middle of that vehicle,
which acts as normal smoke from this moment. Dischargers are one-use.
Any vehicle may add smoke dischargers for +65pts or multispectral screen for +85pts.
Vehicle tactics.
Ace crew
Despite the “Tank ace” term is closely rooted in WW2 terminology, even today some crews shows almost
instinctive understanding of war and achieves efficiency far beyond their comrades’ limits.
Ace crew receives additional +1 to hit modifier and may use defensive maneuver during “Fire” or “Advancing”
orders. To do this, make a morale test with -3 modifier after the shooting. If the test is successful, vehicle can
make 6” move straightly forward or backward.
Any Veteran crew can be upgraded to Aces for +30% of total vehicle cost, including all options taken.

Tracer targeting tactics


If enemy squad was shot at by allied infantry or other vehicle’s MG or automatic cannon during this turn,
vehicle with this rule may pass additional Morale test. If test is successful, this enemy squad receives -1 to
cover bonus when being attacked by this vehicle.
This tactic is not cumulative with “Advanced fire control” or other cover reductions.
Any armored vehicle can take this tactic for +10pts.

Fire wall tactics


During “Fire” order, AFV may pass additional Morale test with -3 modifier. If the test is successful, main
weapon can be fired twice, both shots receiving additional -2 modifier. Does not affects ATGMs.
Any armored vehicle can take this tactic for +25pts.

Infantry tactics and training.


Riding on top of AFVs
While being inside of troop compartment became highly dangerous due to mines and RPGs, troops began to
ride atop of their armor again, becoming vulnerable to small-arms fire but compensating it with faster
reaction on events happening.
Such tactic was used by US troops in Vietnam and Iraq and widely used by Russian troops during wars in
Afghanistan and Chechnya.
Any infantry squad can ride on top of any AFV. Each vehicle can carry only one squad. If vehicle is shot at, roll
a D6 for each hit. On a roll of 1-3 vehicle is hit, on 4+ its riders. All pin markers are applied to both units. HE
rounds hit both vehicle and riders.
Infantry may shoot from unmoving or advancing vehicle, executing “Fire” or “Advance” orders respectively. In
addition, infantry unit which didn’t act this turn, may automatically disembark and go “Down” if vehicle comes
under fire. In this case, all shots hit riders on a roll of 6+, rather than 4+.

Split fire training


Infantry units may split fire to several targets. Units from 4 to 7 may fire at two targets, larger units may fire at
up to four targets.
Any infantry squad with more than 4 members can take this training for +2pts per model.
Expertise covering fire training
Machine gunners can support their unit’s advance in close combat by hail of fire. When declared, enemy’s
infantry reaction fire receives additional -1 to hit modifier, but MG operator cannot attack in close combat this
turn (model is still moved with the rest of the squad).
Any soldier with LMG can take this training for +5pts.

Advanced breaching training. Special Forces and all US, UK and EU troops only
Infantry squad with this training ignores “fighting through obstacle” when assaulting building from outside or
move from floor to floor. It is not used when assaulting from one building to another.
Any unit with allowance may gain this training for +1pt per model.

Foxholes
If Infantry unit with this upgrade is placed during deployment, it can use foxholes for better protection. As
long as squad does not move and keeps its initial positions, it has soft cover even while in the open.
Instead, troops may spend one turn digging in by executing “Down” order but receiving no defensive bonuses
for it. From the start of following turn, they count as being in foxhole.
Any infantry unit can be equipped to dig foxholes for +1pts per model.

Survival training
Survival trainings allow ignoring some landscape or weather rules with respective notes.
Any unit may take this training for +1pts per model.

Sniper pair
Any Sniper unit of two may take additional MR for +30pts or second sniper rifle for +45 if not said otherwise.
Any sniper unit with two MRs and/or sniper weapons (in any combination) is a Sniper pair.
Such unit receives no +1 modifier for firing sniper weapon but not counted as crew anymore.

Combat dog / keen instincts


One soldier per infantry unit can take this upgrade for +5pts.
If he is alive and his unit triggers IED or Booby trap, roll a D6. On a roll of 4+, unit receives no casualties and
pin markers.
Expansion 2. Blood on the streets.
Urban warfare at the turn of the centuries.
Battlefield complexity
Any battlefield involving buildings can certainly be considered as one of the most difficult landscapes to fight
in. Such situations as ambushes on rooftops, shooting from behind walls and corners and many others cannot
be covered by basic Bolt Action rules.
Due to this, I propose additional changes:
Orders:
“Down” - unit cannot be targeted even when within 2” of corners (see Blind shooting) and able to
immediately move 2” in any direction.
“Regroup” - order is executed without test if using second time (and subsequent) in a row.
“Ambush” - order gives the unit ability to make reaction shooting even if enemy unit is within 6” or moving
from another building etc., with additional -1 to hit.

Pin markers applying:


Shots from all light weapons and weapons with 2 or more shots not performing “Suppressing fire” deal 1 pin
marker per 8 shots (no matter hit they or not) made by unit, rather than 1 pin marker if at least one hit is
scored.
Keep counting the number of shots within one turn, as several units may summarize the effect.
Shots from MRs and GL/AGL weapons count as two.
Shots from Sniper weapons, AT cannons and ATGMs count as 4
Note that other HE weapon hits still deal usual pin markers.

Scared:
Scared units are trying to get out of enemy’s LOS (it may include entering buildings) rather than leaving table.
If unit ends its move out of enemy’s LOS it goes “Down” and removes D6 pin markers.

Blind shooting:
Any infantry models with light weapon or GL, standing within 2” of building’s corner or roof edge may fire and
be fired at if LOS is blocked by this corner or edge.
When doing this, all to hit rolls receive additional -4 penalty. Note that even if no hits were scored, pin markers
are applied as stated in previous entry.

Cover quality as universal rule.


When determining level of cover (soft, hard or fortified aka bunker-level) best way is to ask: how can weapon
interact with this obstacle?
If it may limit visibility, but very likely will be penetrated by bullet, it is soft cover.
If this obstacle may withstand light weapons fire, but will be broken by cannon shot, it is hard cover.
And if this obstacle is hard to reliably hit or penetrate even for MBT’s cannon shell, it is indeed highest-level
cover.
Examples.
Soft cover is basically all undergrowth, all buildings and trees are hard and trenches, heavy bunkers,
basements etc. are fortified.

Buildings rules.
Tower/apartment blocks.
Buildings with three and more floors is not destroyed by HE weapons hitting it and rolling 12 or more. Instead,
the 4x4” block (from the floor hit and all above) of building is collapsing instead, instantly killing all models
within and dealing HE 2D6 hits to all units within 6”.
If 18 is rolled, 6x6” block of building collapses with same consequences.
Collapsed parts of the buildings are rough ground, impassable for vehicles.
Compounds.
Compounds are cannot be entirely destroyed by rolling 12 or more. Instead, they are counted as several
buildings despite having common fences.
Ruins.
Ruins are treated as rough ground giving hard cover.
In addition, large ruins are impassable even for tanks.
Ordnance vs buildings.
If shooting at buildings, HE D3 (and better) weapons may fire at the walls in order to damage building itself,
instead of trying to kill its occupants. If doing so, weapons do not receive -2 cover modifier but reduces its
effect by two grades (so HE 2D6 becomes D3 and so on) and do not ignore “Extra protection” rule. In addition,
HE 3D6 reduce the roll needed to destroy building by 1 for each hit.
Additional units
Urban warfare veterans.
Urban warfare veterans can be taken by any Regular
army as alternative to other compulsory infantry
choices.

Price: 102 (Veterans) Options:


Squad composition: Sergeant and 3 privates • May add up to 4 privates with ARs for +16
Weapons: Sergeant and two privates have AR, third (Veteran) per model.
private have LMG. • May take up to 2 LMG for +20pts.
Special rules: • Up to 4 troopers (including sergeant) may take D-
Advanced breaching training. RPG in addition to their AR or AR/GL for +10pts
Split fire training. each.
Expertise covering fire training (private with LMG). • Any soldier may replace AR with AR/GL for +5pts
each.
• Whole squad may be Tough fighters for +1pt per
model.
• Whole squad may take Flak jackets or Ballistic
vests.
• May take up to 2 LSW for +10pts each.
• Any soldier may take pistol in addition to their
equipment (US/British/EU only) for +1pt each.
• Any soldier may replace AR with SMG for free (US
only).
• 8 men squad may carry two RPO-A “Shmel”
instead of one.

Special Forces breaching squad.


SF breaching squad can be taken by any Regular
army as alternative to other Special Forces units.

Price: 128 (Veterans) Options:


Squad composition: 4 operators • May add up to 4 operators for +32 (Veteran) per
Weapons: AR or SMG, Assault armor. model.
Special rules: • May take up to 2 LSW for +10pts each.
Tough fighters. • May take up to 2 LMG for +20pts each.
Special Forces. • Any operator may take D-RPG in addition to their
Expert breaching training. Ignores “fighting through AR, SMG or AR/GL for +10pts each.
obstacle” during charge in all cases related to • Any operator may replace AR with AR/GL for
buildings, walls or ruins. +5pts.
Close combat equipment. Have +1 to damage rolls in • 8 men squad may carry two RPO-A “Shmel”
close quarters. instead of one.
Chechen ambush team.
Ambush team can be taken by any Insurgents as
alternative to Jihadists.

Price: 100 (Regulars) or 115 (Veterans) Options:


Squad composition: Leader and 3 militants • Up to 2 militants (including leader) may take D-
Weapons: Leader have AR/GL, others have AR, LMG RPG in addition to other weapon for +10pts each.
and RPG-7 respectively. • One Militant may replace AR with AR/GL for +5pts.
Special rules:
Split fire training.
Combat cells – 1-2 ambush teams can be taken as
single choice.

Motorcycle crew
Motorcycles can be taken by any Insurgents as
alternative to technical with RPG-L.

Price: 45 (Inexperienced) or 55 (Regular)


Unit type: Softskin, Open-topped
Weapons and upgrades: RPG-L.
Special rules:
Agile. Can make unlimited number of turns during
movement. In addition, may use defensive
maneuver like Ace crew (see ACT expansion).

Additional weapons

Reactive flamethrower RPO-A “Shmel”.


Russian armed forces, Chechen insurgents and Syrian army only.
Name Shots Range Penetration Special
Ignores cover and “Down”
RPO-A “Shmel” 1 24 HE 2D6
to-hit penalties

Any squad of 4 and more may take one “Shmel” in addition to other weapons for +40pts.

Combat shotguns.
US, UK and Israel armies only.
Name Shots Range Penetration Special
Shotgun 2 12” n/a Rapid fire, ignores cover penalty
Any model may replace AR/GL with AR and shotgun for free. Shotguns cannot be fired at twice range and
cannot be equipped with Optical sights.
Expansion 3. Crimson waters.
Amphibious assaults in the new era.
While amphibious operations are already covered in Bolt Action supplements, I will try to propose some ideas
regarding number of marine-involved operations.
This entry will give some suggestions regarding fighting inside the large ships, assault of defended coastline by
large-scale forces and commando raids.

Fighting in confined space.

Battlefield complexity
Pitching. Due to the floating ship being way less solid than ground, untrained troops tend to lose their
accuracy of fire.
All units except Special Forces, using the weapons without “Fixed” rule, receive -1 to hit modifier
Hail of bullets. The narrow corridors and walkways of the ship can quickly become the most terrifying killzone,
with bullets ricocheting from the steel of walls, ladders and pipes.
All natural rolls of “1” to hit can be re-rolled

Squad organization.
Due to cramped conditions of most ships, employing large units is both impractical and dangerous, therefore:
1. All Special Forces units can be fielded as either four-man teams or two-man teams. They receive no
penalties for doing this.
2. All non-Special Forces Regular and Veteran units have to be fielded as three- or four-man fireteams as
original squad composition fits best, even if it does not have the Tactical Training rule. If the unit has
no Tactical training or similar (for Russian or Chinese armies), it receives -2 to Morale.
3. All Inexperienced units are fielded as usual, their tendency to stick to each other limiting the
effectiveness in firefights. As a result, Inexperienced units receive -2 Morale modifier, and units with
more than six models receive -1 to hit penalty.

Combat divers
Combat divers can be taken instead of any other
Special Forces unit

Price: 120 (Veteran). Options:


Squad composition: 4 operators. • May add up to 4 operators for + 30 (Veteran) per
Weapons: AR’s. model.
Special rules: • Whole squad may take Flak jackets or Ballistic
Special Forces. vests.
Have access to all weapon upgrades.
Maritime veterans. Combat divers never suffer from
penalties stated in Appendix 3.
Special equipment. Combat divers can fire normally
after Submerge and ignore “Full of water” rule.
Fighting amphibious operations.

Battlefield complexity
Amphibious units.
Due to huge number of amphibious units in these rules, I did not make the complete list of them.
Please refer to known technical data or common sense while using them.
Amphibious unis can cross water obstacles using Advance rules and shoot as normal.
Full of water. e.
All non-amphibious units that spent at least one turn diving receive “Full of water” penalty. Next time this unit
shoots, weapon that rolls “1” to hit cannot be used in this game anymore and shooter immediately suffers hit
from it.
Unit can remove this penalty by spending one turn with “Rally” order.
Diving.
Even not amphibious units are allowed to cross water obstacles using Advance order. However they cannot
shoot and must roll D6 for every model that stays in water after the move. Every natural roll of 1 immediately
kills the model as it drowns. Models without any kind of body armor can re-roll the rolls of 1.
Submerge/Emerge.
All Special Forces and Recon units are counted as amphibious and can submerge using their equipment and
training.
Submerged units cannot be selected as targets of assault or shooting, however they receive -1 to-hit penalty
for each turn they spent submerged. This penalty lasts for one turn after moving to “ground” or emerging.

Scenario proposal – Crimson surf

Armies: one player acts as attacker, another as defender. Attacker should have two times bigger force.
Board and deploy areas: as in the drawing. Remember that defender’s deploy has to include field
fortifications for every unit (counted as solid cover)

Attacker’s mission: Move as many units as possible into defender’s deployment area
Defender’s mission: Not let attacker to achieve his goal.
Winning conditions: Attacker receives 1 point for every destroyed defender’s unit and 4 points for every
attacker’s unit in defender’s deployment area by the end of the game. Defender receives 3 points for every
attacker’s unit destroyed or immobilized.

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