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Inxrecon - Print at Home

This document provides an overview of the key concepts and rules for the tabletop wargame INCOUNTRY: RECON by Enemy Spotted Studios. Some key elements include: - Games are played using miniatures on a table and involve rounds of activations for moving, shooting, and other actions. - Core mechanics involve measuring distances, line of sight, concealment, cover, skills, and rolling dice to determine the outcomes of checks. - Forces are represented by team cards that provide details on models' movement, skills, and weapons. - The game aims to provide fast-paced and flexible gameplay while maintaining realism.

Uploaded by

JM
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
189 views12 pages

Inxrecon - Print at Home

This document provides an overview of the key concepts and rules for the tabletop wargame INCOUNTRY: RECON by Enemy Spotted Studios. Some key elements include: - Games are played using miniatures on a table and involve rounds of activations for moving, shooting, and other actions. - Core mechanics involve measuring distances, line of sight, concealment, cover, skills, and rolling dice to determine the outcomes of checks. - Forces are represented by team cards that provide details on models' movement, skills, and weapons. - The game aims to provide fast-paced and flexible gameplay while maintaining realism.

Uploaded by

JM
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 12

PRINT AT HOME EDITION

A GAME BY ENEMY SPOTTED STUDIOS


CONTENTS [1.0] KEY CONCEPTS 1
[2.0] GAME STRUCTURE 3
[3.0] ACTIVATIONS 4
[4.0] ACTIONS AND REACTIONS 5
[5.0] MOVEMENT 6
[6.0] SHOOTING 6
[7.0] SMOKE 7
[8.0] CQC 8
[9.0] CHECKS 8
[10.0] STATUS TOKEN 8
[11.0] NIGHT FIGHTING 8
[12.0] TERRAIN 8
[13.0] VEHICLES 9
[14.0] CONTACTS 10
[15.0] ALERT AND UNALERT 10

[0.0] INTRODUCTION
INCOUNTRY: RECON is a fast paced, ultra tactical, modern
wargame. It is designed for flexibility, speed, and fun.
Challenge your friends in competitive matched play and
destroy their forces in brutal yet easy to understand gameplay.

[0.1] [0.2]
To get the FULL INCOUNTRY RECON EXPERIENCE INCOUNTRY: RECON can be played on any Table
you will need to download the FREE INCOUNTRY: size, but the designers recommend a 2x2ft Table for
Recon Forces and Scenarios document. This will give standard games and a 3x3ft to 4x4ft for larger games.
you the forces to fight with, and the reasons to fight! INCOUNTRY: RECON is played using scale Miniatures
In addition to these documents, there are several called Models. The most authentic and detailed
Scenario documents, narrative campaigns, and more Miniatures are available at www.inxcountry.com and
available at www.inxcountry.com or www.enemyspottedstudios.com
www.enemyspottedstudios.com
[1.0] KEY CONCEPTS: [1.8] ROUNDS
Rounds consist of an Operational Phase and a
[1.1] D10
number of Activations.
A D10 is a 10-sided die or other way to generate a number
from 1-10. [1.9] TOKENS
Tokens are used in games to represent certain statuses,
[1.2] ACTIVE PLAYER
rules, or things to remember.
The Player who has the current Activation.
[1.10] CONTACTS
[1.3] REACTIVE PLAYER
Contacts are 25mm or 1” Markers that represent hidden units.
The Player who does not have the current Activation.
[1.11] TABLE
[1.4] MODELS
The Table is the space in which Players will play
A Model refers to any Infantry, Vehicle, or Dog miniature INCOUNTRY: RECON on.
used in INCOUNTRY: RECON.
[1.12] PRIORITY PLAYER
[1.4.1] MODEL TYPES
The Priority Player will always Activate first in a Round.
Infantry are human Models. They must be mounted on
25mm or 1” Bases. [1.13] LINE OF SIGHT

Dogs are Dog Models or Tokens mounted on 25mm Bases. A Model has Line of Sight to another Model or Token on the
Table when it can draw an imaginary line from any point of
Vehicles are any larger Vehicle Model. These are not
one Player’s Model to the closest point of the other Player’s
required to be placed on a Base.
Model or the Token.
[1.5] BASE-TO-BASE
If an Infantry Model is in Base-to-Base contact with a
When a Model is contacting another Model’s Base or a Friendly Infantry Model, it may draw Line of Sight and
Vehicle Model it is considered to be Base-to-Base measure distances from that Model. It can have Line of
with that Model. Sight drawn to it, in turn.
[1.6] TERRAIN [1.14] CONCEALMENT AND COVER
Terrain is represented by two-dimensional or three- If a Model’s Line of Sight to another Model is over 50%
dimensional scenery pieces. Before a game, it is essential to obscured by a piece of Terrain, or Vehicle Model, then
agree with your opponent on what Terrain is and what kind both Models have Concealment from one another.
of effects it will have on the game.
If a Model is in Base-to-Base contact with Terrain and
[1.7] MEASURING DISTANCES has Line of Sight to its Target, the Target Model does not
gain Concealment from the Terrain the Shooting Model is
INCOUNTRY: RECON uses Inches. Players are allowed touching. Make sure all Players agree if this is the case.
to measure distances at any time. A Model on a Base
measures distances from the edge of its Base. A Model in Base-to-Base with a piece of Terrain that is
providing Concealment to it gains Cover.
A Vehicle Model measures distances from the edge of the
Model or the Model’s weapons.

[1.13] LINE OF SIGHT


A - Target in Concealment and Cover.
B - Target has no Concealment or Cover.
A C - Target is out of Line of Sight.
C

1
[1.15] FORCES [1.17] CHECKS
A Force is a Player’s group of Models they control in a Game. Models will have to make Checks to accomplish certain
We suggest downloading the RECON: Forces and Scenarios actions during the Game.
document that will outline how to create your Force. To make a Check, the Player that controls the Model will
[1.16] TEAM CARDS roll a D10 and confirm the results.

Models are represented by a Card that will display several After a Player rolls their Check they must compare the
pieces of information. This is called a Team Card. result of their roll(s) to either the Model’s Skill or a required
number specified by the Check.
Team Cards will list information for every Model in that Team.
However, sometimes the required number is specified by
[1.16.1] TEAM NAME the Check itself, such an Injury Check’s Lethality value.
[1.16.2] NUMBER OF MODELS IN THE TEAM
[1.18] PASSING AND FAILING CHECKS
[1.16.3] MOVEMENT VALUE
A D10 Passes if the result is equal to or higher than the
A Team will always have a Movement Value. This represents required number.
the maximum distance a Model in that Team may move.
A D10 Fails if the result is lower than the required number
[1.16.4] SKILL for a Check.
A Team’s Skill represents the Team’s quality or training and A Check will Pass as long as one D10 is a Pass.
is used for any Skill Checks the Team must make.
A Check will Fail if no D10 results in a Pass.
[1.16.5] WEAPONS
[1.19] MODIFYING CHECKS
Team Cards will list each Weapon a Model in a Team has.
Models may sometimes roll more than 1D10 for a Check.
[1.16.6] ROLES
A Player may never roll more than 3D10 total for a Check.
Some Team Cards will list Roles.
If a Check is marked as being a Hard Check, a Player may
For each Role a Team has, the Player should designate a
never roll more than 1D10.
Model in that Team to depict that Role. The Model should
be visually different in some way to distinguish it as that Role, EXAMPLE CHECK
such as carrying the Role’s Weapon or Equipment.
A Model has a Skill of 8+. It is attempting to Shoot a Model.
If a Role lists a Weapon, it is assumed that Model has the Shooting is a Skill Check, and in this particular case the Target
listed Weapon in addition to any Weapons their Team Card does not have Concealment or Cover. Shooting that Targets
has listed. a Model without Concealment or Cover may roll 3D10.
When a Model representing a Role is Destroyed, that The Player rolls an 8,8, and 1. The Check Passes due to at
Role’s Weapons and Special Rules may no longer be used. least one D10 Passing. It scores two Passes, the 8’s, and one
Failure, the 1.

EXAMPLE TEAM CARD


1.16.1 1.16.2 1.16.3 1.16.4
LOCAL FIGHTERS (4) 4” 8+

1.16.5

Rifle - 24”/6+
WEAPON
Grenade - 6”/6+ Blast(2”/8+), Smoke

PRIMARY ROLE Fireteam Leader


1.16.6

2
[2.0] GAME STRUCTURE [2.3] INITIATIVE
A Game will take place over a number of Rounds. Before To determine the Priority Player, both Players will roll a
the first Round, Players will have to set up the Game D10, re-rolling if both Players roll the same result. The
following the Game setup. Player who rolls higher will become the Priority Player
1. Players determine their Objective or Scenario and set up and will Activate first.
the Table and Terrain.
[2.4] COHERENCY
2. Players will create their Force using
A Model is considered in Coherency if it is within 8” of a
the Forces Document.
Model in its Team that is classified as a Leader.
3. Players will determine Avenues of Approach.
A Model is considered in Coherency if it is within 4” of a
4. The first Round begins. Model in its Team.
[2.1] AVENUES OF APPROACH If a Model is not in Coherency, the Team gains a
Pinned Token [3.1].
To determine who chooses their Avenue of Approach
first, both Players will roll a D10, re-rolling ties. The higher
rolling Player chooses their Avenue of Approach and the
other Player takes the opposite edge of the Table as their
OPERATIONAL PHASE
Avenue of Approach. 1. Players determine Initiative.
An Avenue of Approach is a Player’s chosen edge of the 2. Players Check for any Scenario specific Special Rules.
Table, which is one of the four edges of the Table that 3. The Priority Player may play any Effects they have.
make up the perimeter of the play space. Then the other Player may do so.
Models will Infiltrate and Exfiltrate from this Table edge. 4. Infantry will make Medical Checks.
[2.2] ROUNDS 5. All Teams check for Coherency and remove their
Activation Markers.
A Round is made up of an Operational Phase, followed by
Activations. Players must complete the following Steps in the
Operational Phase before Players may Activate.
1. Players determine Initiative. WINNING THE GAME
2. Players Check for any Scenario specific Special Rules. The Game will end when (depending on the
3. The Priority Player may play any Effects they have. Then Scenario) a certain number of Rounds have passed or
the other Player may do so. there are no Player-Controlled Models on the Table.
4. Infantry will make Medical Checks. Players are encouraged to select a Scenario
from the INCOUNTRY: RECON FORCES AND
5. All Teams Check for Coherency and remove
SCENARIOS document.
Activation Markers.
After the last step of the Operational Phase has been
completed the Priority Player will Activate one of their Teams.
When the Priority Player is finished Activating a Team, the
other player may Activate one of their Teams. Players will
alternate Activating Teams back and forth until they have no
Teams without an Activation Marker.
Players will then begin a new Round.

3
[3.0] ACTIVATIONS
When it is a Player’s turn to Activate, they must choose one
Team to Activate.
If a Player does not have a Team that may Activate, the
other Player may Activate instead.
A Team with an Activation Marker may not Activate.

TEAM ACTIVATION STEPS


1. Each Model in the Team may Activate and resolve their
Model Activations individually.
2. When Activating a Team, a Player must place an
Activation Marker near the Team or on their Card.
3. After all Models have completed their Model Activation
the Team’s Activation ends.

[3.1] PINNED TOKENS


When a Player Activates a Team with a Pinned Token,
instead of Activating or placing an Activation Marker they
must remove the Pinned Token.
Teams may only have one Pinned Token at a time.

4
MODEL ACTIVATION EXAMPLE
1. Model spends its first Action to Move into Line of sight of
two Enemy Models.
2. Both Enemy Models declare they are Reacting to
the Active Model.
3. Active Model declares it is Shooting as its Second
3 5 Action, Targeting one of the Reacting Models. This puts
vs

4 them into a Conflict.


2 4. Models out of a Conflict now Shoot the Active Model. If
the Active Model gains an Injury Token or is Destroyed the
Conflict does not happen.
5. CONFLICT! The Active Model and its Target now roll their
Shots at the same time. The Model that scores more Passes
resolves its Shot first. If Models tie, they are resolved at the
same time.
1 6. If a Model in a Conflict gains an Injury Token or is
Destroyed first its results do not apply.

[4.0] MODEL ACTIVATIONS [4.2] REACTIONS


Inactive Models may declare they are Reacting to a Model
[4.1] MODEL ACTIONS
that has resolved its first Action in their Line of Sight.
When a Model Activates, it must remove
After the Active Model has declared its Second Action and
any Ready Tokens. Afterwards, it may make two Actions.
its Target, all Reacting Models must spend their Ready
Its First Action must be to Move, and its Second Action to Token to Shoot it. Resolving each Shot individually.
Move again, or Shoot.
A Reacting Model that is Targeted by an Active Model’s
A Model may instead gain a Ready Token as one of its Actions. Shooting is considered in Conflict and must wait to
The Active Player must wait for all Reactions to be declared resolve its Shot.
before they may declare their Model’s second Action.
[4.3] CONFLICT
If a Model is able to do so, it may resolve its Second Action
When two Models are in Conflict, Players should roll each
after any Reactions are resolved.
Model’s Shot at the same time after all other Reactions have
been resolved.
If a Model that would be in Conflict is unable to participate in
a Conflict due to Injury Tokens or being Destroyed by other
Reactions, the other Model in the Conflict may resolve its
Shooting first.
During a Conflict, the Model that rolls more Passes will
apply their Shot first. If the Target does not gain an Injury
Token or is not Destroyed, it may then resolve its Shot
against the first Model.
If the Models tie, then both Models will resolve their Shots
at the same time. This may cause both Models to gain Injury
Tokens or be Destroyed.

5
[5.0] MOVEMENT [5.3] INFILTRATING

When Moving a Model, its Base may not move further than Infiltrating represents Models Moving onto the Table
its total Movement Value. when beginning their Activation off of the Table. Models
will measure their Movement from their Player’s Avenue
Models may not move through other Models.
of Approach.
Players should communicate on where it is appropriate to
Move a Model during a Game. [5.4] EXFILTRATING

[5.1] MOVING OVER OBSTACLES


Models may choose to leave the Table at the end of any
Activation if they are touching their Avenue of Approach. They
A Piece of Terrain that is 1” tall or shorter is considered may not Infiltrate again.
an Obstacle.
[5.5] INSERT
An Infantry Model may Move over an Obstacle by
sacrificing 2” of its Movement. Sometimes Teams may be Inserted. Instead of Infiltrating
they are placed within a certain distance from their Avenue
[5.2] VERTICAL MOVEMENT of Approach during the third step of the Operational Phase.
A Model may Move vertically if interacting with stairs, The Player who chose their Avenue of Approach first places
ladders, ropes, or other equipment which specifically allows their Inserted Models first.
vertical Movement. In these cases, simply Move the Model
up the equipment or Terrain like a normal Movement. [5.6] DRAGGING
Models cannot end a Movement in mid-air. Instead of Moving during a Move Action, an Infantry
Model may choose to move one Infantry Model with an
Injury Token that is within 2” of it into Base-to-Base with it.

[6.0] SHOOTING [6.2] HITS

When a Model is able to Shoot, it must follow these steps. For each Hit a Target receives, the Shooting Player must roll
an Injury Check.
1. Choose a Weapon to Shoot with.
2. Choose a Target Model or Mark in Line of Sight of the [6.3] INJURY CHECK
Model and in Range of the Weapon. For each Hit a Target suffers, the Shooting Player must
3. Determine Concealment and Cover. roll an Injury Check using the Weapon’s Lethality as the
required number.
4. Roll for the Shot and resolve any Hits.
The Target Model gains an Injury Token per D10 that Passes.
SHOOTING MULTIPLE TIMES
[6.4] CLOSE RANGE
If a Model is allowed to Shoot Multiple Times with one
Weapon, it must Target Models that are within 3” of its Shots Targeting a Model within 4” are considered in
first Target. Close Range. Models that would gain an Injury Token
from a Model in Close Range are instead Destroyed.
[6.1] SHOTS
Shots are Skill Checks. Each D10 that rolls equal to or [6.5] ACES
higher than the Model’s Skill is a Pass and will apply a If a Player rolls more than one Pass in a Shot, the Model’s Shot
Hit to the Target. has Aced its Target. This may cause special effects to happen.
A Player may roll 3D10 when Shooting a Target with no [6.6] PROTECTION
Concealment or Cover.
A Model may have the Protection(X) Special Rule. Injury
2D10 when Shooting a Target in Concealment. Checks Targeting this Model must use the higher of the
1D10 when Shooting a Target in Cover. two numbers between the Lethality of the Weapon and
the Protection of the Model.

[6.7] PEN AND ARMOR


A Model with the Armor(X) Special Rule cannot gain an Injury
Token or be Destroyed from a Shot unless they are Targeted
by a Weapon with Pen(X) of an equal or higher number.
A Model will gain an Injury Token per level of Pen(X) above its
Armor per Hit caused by a Weapon with Pen(X).
6
[6.8] EXPLOSIVES
Some Weapons may list Blast (X”/Y+).
These are Explosive Weapons.
Explosive Weapons only apply their Lethality to Vehicles.
Hits from Explosive Weapons use their Blast Lethality for
Injury Checks against Infantry Models.
When an Explosive Weapon Passes a Shot against an Infantry
Model, it will resolve a Blast.
[6.9] BLAST (X”/Y+)
For each Hit an Infantry Model receives from an Explosive
Weapon, Infantry Models within X” and Line of Sight of the
Target gain a Hit from the Explosive Weapon’s Blast.
Injury Checks from a Blast will use Y+ for Lethality.
Example:
An Infantry Model receives 3 Hits from an Explosive
Weapon with Blast (2”/8+).
All Infantry Models within 2” and Line of Sight of the BLAST REF: 6.9

Target Infantry Model gain 3 Hits. These Hits will resolve


an Injury Check using the 8+ Lethality from the Explosive
Weapons Blast as the Required Number.

[6.10] GRENADES
Instead of Targeting a Model with a Grenade Weapon,
the Player may place a 25mm Token in Line of Sight of the
Model and treat it as the Target of the Shot. Players will
measure the Blast from this Token. Players will remove this
Token after resolving the Shot.

[7.0] SMOKE
Some Weapons may list Smoke as a Special Rule. A Player
may choose to place a 25mm Smoke Token in Base-to-Base
with their Target instead of applying any Injury Checks. In Smoke
3”
During Step 2 of the Operational Phase, Players must roll
a D10 for each Smoke Token. On a roll of a 6+ the Smoke
Token is removed from the game. No LOS
Models outside of Smoke may not draw Line of Sight
through the area within 3” of a Smoke Token to a Model
outside of it.
Models and Marks within 3” of a Smoke Token are SMOKE TOKEN REF: 7.0
considered in Smoke. Shots Targeting Targets in Smoke and
Shots from Models in Smoke are Hard.

7
[8.0] CQC [11.0] NIGHT FIGHTING
When an Infantry Model’s Activation ends and it is in Night is split into two levels and may vary
Base-to-Base with an Enemy Infantry Model, the two based on the Scenario.
Models are considered to have entered into CQC. Night 1 - Shots Targeting Models more than 8” away are Hard.
Each Model in CQC will roll 1D10, re-rolling any tied Night 2 - Models cannot draw Line of
results. The lower rolling Model will be Destroyed. Sight past 8”.
If a Model cannot Destroy the other Model in CQC, it may Models with the NVG(X) Special Rule will remove (X)
instead move 1” and leave CQC. levels of Night.
[8.1] HOSTAGES [11.1] OPTIONAL NIGHT FIGHTING RULES
A Model that Destroys an Enemy Model in CQC may Models inside of buildings do not
choose to take it Hostage for Scenario purposes. benefit from Night.
Models within 3” of Player determined Light Sources do not
[9.0] CHECKS benefit from Night.
An example could include street lights.
[9.1] INJURY CHECK (LETHALITY CHECK)
A Player must make an Injury Check using the Weapon’s
Lethality as the required number. If it Passes, the Target [12.0] TERRAIN
Model gains an Injury Token. While we can never account for all the Terrain available to
[9.2] PINNED CHECK (SKILL CHECK) play with, we like to abide by some general rules:

When a Model in a Team is Destroyed, the Team must Models outside of a Structure may never draw Line of Sight
make a Pinned Check. through a Structure to a Model outside of that Structure.

If a Team Fails a Pinned Check, it gains a Pinned Token. While inside a Structure, a Model always has Concealment
from Models outside of it.
[9.3] MEDICAL CHECK (SKILL CHECK) Models inside of a Structure Targeting Models inside of the
In step 4 of the Operational Phase, any Infantry Model with same Structure use Line of Sight as normal.
an Injury Token must make a Medical Check. If it Passes, it Doors can be opened when a Model comes into contact with
may remove its Injury Token. If it Fails, it is Destroyed. one during their Move.

[10.0] STATUS TOKENS


A Model may only have one Status Token at a Time.

[10.1] READY TOKEN


Models with a Ready Token may spend
it to make Reactions.

[10.2] INJURY TOKEN


Infantry with an Injury Token have no Line of Sight and may
not make Actions. Models gaining Injury Tokens will replace
any existing Ready Tokens with their Injury Token.
Infantry Models with an Injury Token must make Medical
Checks during the Operational Phase.
Vehicles with an Injury Token cannot Move.
When any Model would gain two or more Injury Tokens, it
is considered Destroyed and removed from the Game.

8
[13.0] VEHICLES [13.6] DESTROYING VEHICLES
Vehicles are a single Model that are treated When a Vehicle is Destroyed, Players may agree to keep it
as a Team. They will say “Vehicle” in the name of the Team. as Terrain on the Table.
When a Vehicle is Destroyed all Embarked Models must be
[13.1] VEHICLE SPECIAL RULES
placed within 2” of the Vehicle and gain a Pinned Token.
Vehicles cannot move with an Injury Token
If an Explosive Weapon Destroys a Vehicle, the Vehicle
Vehicles may have a Ready Token in addition to Explodes. All Embarked and the Vehicle are removed from
an Injury Token. the Game.
[13.2] PASSENGERS
Vehicles with the Transport(X) Special Rule may have VEHICLE ARMOR
Infantry Teams Embarked inside of them. The Maximum
number of Embarked Models is equal to X. If a Vehicle has Armor(X), it will be listed as
Armor(X,Y,Z). The first number is the Armor from
Embarked Models are considered to be removed from the Shots Targeting the Vehicle from the Front Arc, the
Game until they Disembark. Models with an Injury Token second number for the Side Arcs and the third
cannot be Embarked. number for the Rear Arc.
All Models in a Team may Embark upon a Vehicle if their
Activation begins with all Models within 2” of the Vehicle.
All Models in a Team may Disembark and be placed within
2” of the Vehicle before their Model Activations begin.
FRONT
[13.3] MOVING VEHICLES
Vehicles can only move in straight lines either
forwards or backwards.
Vehicles may spend 2” of Movement to rotate in place up
SIDE

SIDE
to 90 degrees. They may do this any number of times as
long as they have enough remaining Movement to spend.

[13.4] VEHICLE LINE OF SIGHT


Vehicles will draw their Line of Sight and Measure range
from their physical weapons on the Model. Make sure your REAR
opponent understands where the Vehicle’s Line of Sight is.
A Vehicle will have Arcs to represent its Line of Sight.
Players must determine which Arc a Model in a Vehicle’s
Line of Sight falls into when drawing Line of Sight to it.

[13.5] SHOOTING WITH VEHICLES


Vehicles may Shoot once per Weapon represented on their
Team Card.
Some Vehicle Weapons will list an Arc. They may only Target
Models in that Arc when Shooting.

9
[14.0] CONTACTS [15.0] ALERT AND UNALERT
Contacts represent hidden or unknown forces. Some Teams may be Unalert of Enemy Forces.
Players will gain one 25mm or 1” Contact Token per Team While a Team is Unalert, they may only Activate by passing
with the Contact Special Rule in their Force. a Skill Check.
During step 3 of the Operational Phase, Players may A Team becomes Alert at the end of an Activation in which
alternate moving their Contact Tokens up to 4”. Contact they have Line of Sight to an Enemy Model, an Explosion
Tokens must Infiltrate and may only Move once per Round. occurs, or a Model Shoots.
[14.1] REVEALING CONTACTS [15.1] OPTIONAL ALERT RULES
Contacts may either Ambush or be Revealed. A Suppressed Weapon will not alert Enemy Models if the
When a Player is able to Activate a Team, they may instead Shooting Model is farther than 16” away. Subsonic Weapons
declare a Contact is Ambushing. The Player may replace the will not alert Enemy Models when used in Shooting.
Contact Token with any Team that has the Contact Special Rule. Unalert Enemies always roll Close Combat as a 4.
Models are placed within 2” of the Token before removing it Players should leave Destroyed Models on the Table and
and making their Team Activation. treat them as Enemy Models for Alerting Unalert Forces.
Models placed in this way are considered to be Ambushing
the Enemy. Shots Targeting an Ambushing Model are Hard.
A Contact is Revealed if an Enemy Model gains Line of Sight
to a Contact; following rules for Ambushing but with no
Team Activation.

THANK YOU
Thanks to everyone involved in play testing, creating, and
making this rules set come to life.

THE ESS TEAM


ESS AU
OMISAMA
BEERJONATHAN
DAUNTING
BEEZOR
TONYBANAA
DRUNKENARCHER
SOUP
IRONBURN
SCARYCAT
CONS
PLAYTESTING DISCORD 10

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