Professional Documents
Culture Documents
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/.
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:
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
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.
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.
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.
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
Target tracker. Halves the penalty because of pin markers (rounding up) if firing at one target
2nd and subsequent times in a row.
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.
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.
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.
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.
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.
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
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
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
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.
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.
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 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.
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.
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.
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.
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.
BMD-3
Heavily armed APC for VDV troops, based on a
new hull comparing to BMD-2. Serial production
continued from 1990 to 1997.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
All PLA Infantry units may “Run” over Rough terrain but reduce moving distance by 2”.
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
Radio operator
Medic
Infantry units
Mechanized infantry
Sniper team
ATGM crew
Militia infantry
Type 96
Type 59/69/79
Armored cars
HJ-9
Transports
WZ551 / Type 90
ZBD-97 / ZBD2000
Truck
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.
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.
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
Forward observer
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
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.
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
AGL crew
HMG crew
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.
M3 Bradley
Reconnaissance version of M2 Bradley, it trades
transport capacity for better battlefield awareness.
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.
M2 Bradley
More a light tank than APC, Bradley can fight
against any enemy, thanks to the combination of
automatic cannon and ATGMs.
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.
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.
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.
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
Infantry units
Rifle section.
Tanks
Challenger 2.
Armored cars
FV 107 Scimitar
Transports
FV 510 Warrior
FV 432 Bulldog
FV 103 Spartan
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
Medical team
Panzergrenadiergruppe
Infanteriegruppe
Granatmaschinenwaffentrupp
Scharfschützentrupp
KSK team
EGB team
Leopard 2A7+
Air defence
Flakpanzer Gepard
Luchs
Wiesel
Transports
GTK Boxer
SPZ Puma
Marder 1A5
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.
Equipe médicale
Medical team
Infantry units
Equipe MMG
MMG fire support team
Equipe de snipers
Sniper team
AMX 30 B2
AMX 10 RC
ERC 90 Sagaie
Transports
VBCI
VAB
VBL
P4
VPS
Can be taken only for COS units
HAGGLUND
Can be taken only for troupes de montagne units
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
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.
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.
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
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)
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
Anti-air squad
For AA defence, Czech infantry uses portable guided
missile system RBS-70.
Special Forces
SFG team
SFG AT team
T72M4CZ
BPzV Svatava
LRD 130
LOV IVECO
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 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
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’’.
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
Forward observer
Medical team
Airborne squad
LMAT crew
Tanks
Type 74
Type 10
Anti-aircraft artillery
Type 87
Komatsu LAV
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.
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
Medical team
Infantry units
Rifle squad
Spike crew
Paratroopers squad
Tanks
Merkava Mk III/IV
Magach
Machbet
Transports
Namer
M113
HMMWV
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.
Headquarters units
Command squad
Medical team
MMG crew
HMG crew
Sniper team
ATGM crew
Tanks
T-72B
T-72M
A1M1 Abrams
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.
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.
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
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.
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.
However, they also kill all enemy units on a roll of 3+ regardless of unit quality
Headquarters units
Command squad
Medical team
Forward observer
MMG crew
HMG crew
Anti-tank squad
ATGM crew
Tanks
Ch'ŏnma-ho II
Ch'ŏnma-ho V / VI
Transports
BTR-70/80
M-1967
Truck
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
Medical team
Forward observer
Rifle squad
Recon Squad
AGL crew
ATGM crew
K1
K1A2
T-80
K2 Black Panther
Transports
K200A1
BMP-3
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
Special rules:
Rapid firing. Can use up to 3 shots at once. All units hit receive D3 pin marker per attack.
Shots: 1
Special rules:
Pounding barrage. All units in the area (hit or not) receive D6 pin markers per attack.
Shots: 1
Attack profile: HE 3D6 to all units within 12” of the marker. Hits on 6+
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
Special rules:
Smoke. See rulebook. Thermal sights and Advanced targeting equipment ignore this rule.
Shots: 1
Attack profile: Applying Multispectral screen in 12” radius from the marker.
Special rules:
Multispectral screen. Count as smoke. Thermal sights and Advanced targeting equipment are affected as well.
Shots: 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
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.
Shots: 1
Attack profile: HE 3D6 ignoring penalties for “Down” order and cover. Hits on 2+
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.
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.
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.
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:
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.
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.
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
Motorcycle crew
Motorcycles can be taken by any Insurgents as
alternative to technical with RPG-L.
Additional weapons
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.
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
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.
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.