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Any dice with result of 4 or less can be used as Orders. 4.2.3 Suppressed Platoon Movement
Any dice with result of 5 or more are discarded.
Suppressed platoons may not be included with a
Perfect Command Command Platoon’s group movement. They must be
activated using an individual Order.
A company with no LoS to any enemy platoons, is in
full strength and with no suppressed platoons is a When they are activated, their Suppressed status is
company with Perfect Command. Such a company removed.
does not need to roll a command roll. It simply
4.2.4 Reserving Orders
receives Orders equal to the number of its platoons.
Any Orders not used during movement phase can be
4.2 Maneuver Phase reserved. These Orders can be used to trigger special
abilities and interrupts. You should mark this with a
In Maneuver Phase, you move your platoons using
die on your command platoon.
Orders.
A company with destroyed command platoon may not
4.2.1 Moving Your Platoons
reserve Orders.
To move a platoon, you spend an order and choose a
Unused reserved Orders are removed by the end of
platoon.
the round.
The chosen platoon gains a number of Movement
Points (MP). If the platoon has LoS to any enemy 4.3 Combat Phase
platoon, it may cruise. A cruising platoon gains a
All platoons within the activated company, even those
number of MP equal to its Cruise Speed. Otherwise, it
not ordered, may attack now.
gains a number of MP equal to its Combat Speed.
To attack with a platoon, choose a target within FoF.
Note that if a platoon is attacking a Recon platoon, its
Combat Range is reduced to 2. Platoons within the movement made during fleeing must take the platoon
same company do not block each other’s LoS. The farther than the attacking platoon.
exception is suppressed platoons, which block other
platoons’ LoS. 5 Interrupts
Roll 3 dice. If the attacking unit is reduced, roll 2 dice Interrupts allow a platoon to act out of its company’s
instead. Suppressed platoons, whether they are activation. Interrupt is done by individual platoons. To
reduced or not, always roll 2 dice. make an interrupt you must have at least 1 reserved
Order on that platoon’s command platoon and spend
Consult Combat Strength table on the QRS for target
it.
numbers. You have to roll equal to or lower than
target numbers to score Hits. 5.1 Interrupt: Maneuver
If you score 2 Hits, the target is reduced. If it’s already
This type of interrupt can be made right after an
reduced, then it’s destroyed.
enemy’s platoon Movement Phase, just before the
If you score 3 Hits, the target is destroyed. Combat Phase. The platoon making the interruption
must be able to see the platoon triggering the
4.3.1 Bonus & Penalty interrupt.
An attacking platoon may gain Bonus and Penalty. A The interrupting platoon may move up to its speed,
platoon may ever have 1 Bonus or 1 Penalty, away from the triggering platoon. Each movement
regardless of the number of sources. made must take the platoon farther than the platoon
triggering the interruption.
If a platoon ever has Bonus and Penalty, it only has a
Penalty. 5.2 Interrupt: Opportunity Fire
A Bonus increases the target number by 1, while a This type of interrupt can be made when a platoon
Penalty decreases the target number by 1. enters another platoon’s FoF during Maneuver Phase.
Note that a roll of 1 always score a Hit, except if the The interrupting platoon may attack the moving
target number is N/A. platoon with Penalty. The attack is made after the
moving platoon finishes its movement, even if it’s no
4.3.2 Critical Hit
longer within the interrupting platoon’s FoF.
If you roll at least two 1s when attacking, you may roll
an additional die, adding the effect of this die to the 5.3 Interrupt: Combat
total. Only 1 additional die may ever be added to an
This type of interrupt can be made when an attack is
attack.
declared against a platoon. The platoon triggering the
4.3.3 Morale Effects interruption must be within line of sight and attacking
range of the interrupting platoon.
If a platoon is attacked, suffers at least 1 Hit and is not
destroyed, it must take Morale Test. Both platoons make their attack simultaneously.
Roll a number of dice equal to the Hits suffered. For 6 Special Abilities
each result of 4, 5, 6 it suffers a Morale Failure.
6.1 Smoke Launchers
If it suffers 1 Morale Failure, it’s suppressed.
Instead of attacking, a platoon may pop smoke. Place
If it suffers 2 Morale Failure, it flees, and then
a smoke marker on the platoon or to a hex adjacent
suppressed.
to the platoon. Smoke marker can be placed on non
A fleeing platoon moves away from its attacker, in a empty hex. The smoke marker is removed at the end
straight way, as far as its Combat Speed allows. Each of the round. If a platoon is attacked and the platoon
is in smoke or the attack goes through a smoke It should be noted a road may go through forest and
marker, the attack suffers a Penalty. settlement hexes. Road may also go through berm
edge. In such situation, platoons moving through the
Platoons attacking through smoke can only attack a road only spend 1 MP per hex, and still eligible for the
target right beyond the hex containing smoke. Targets free MP.
at more than 1 hex away than the smoke (not
counting the hex the smoke is in) can’t be attacked. 7.3 Forest
The following platoons may use Pop Smoke: MBT, IFV, Forest hexes block LoS to hexes beyond it. Forest
and Recon. hexes cost 3 MP to move into. When an attack targets
a platoon in a Forest hex, the attack suffers Penalty.
6.2 ATGM
7.4 Settlement
Instead of attacking, a platoon may launch ATGM. An
Order is required for this ability to be used. Settlement hexes are similar to forest. However, the
Recon unit has distinctive advantage when in
ATGM has range of 4 and rolls only 2 dice.
Settlement hexes. This will be explained on individual
The following platoons may use ATGM: IFV & Recon. unit rules.
There are 4 types of passable terrain: Clear, road, Platoons at the high edge of a cliff may be attacked
forest, and settlement. There are also 2 special edge from across the cliff, but the attack suffers Penalty.
types: berm and cliff.
Otherwise a cliff edge blocks LoS.
7.1 Clear
Helicopter
Artillery
Range
Recon
MBT
IFV
AA