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Asymmetric Warfare

Ultramodern Wargaming Rules by Matt Adams presents 'Asymmetric Warfare', a turn-based tactical game reflecting modern combat complexities. Players command forces in a skirmish setting, engaging through a structured sequence of phases including Initiative, Command, Movement, and Combat. The rulebook includes detailed sections on key concepts, core and advanced rules, vehicle and off-table asset rules, and various appendices for additional reference.

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0% found this document useful (0 votes)
615 views119 pages

Asymmetric Warfare

Ultramodern Wargaming Rules by Matt Adams presents 'Asymmetric Warfare', a turn-based tactical game reflecting modern combat complexities. Players command forces in a skirmish setting, engaging through a structured sequence of phases including Initiative, Command, Movement, and Combat. The rulebook includes detailed sections on key concepts, core and advanced rules, vehicle and off-table asset rules, and various appendices for additional reference.

Uploaded by

Shanaynay
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
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Ultramodern Wargaming Rules by Matt Adams

Project Tungsten Team: Ivan Nylander, Martin Krasemann, Torsten Liermann, Darren Benford-Brown.

1
Asymmetric Warfare© 2023 Matthew Adams. All rights reserved.
ISBN 978-1-3999-7146-1
Permission is granted to reproduce for personal use only. Commercial copying, hiring, and lending is prohibited.
Many thanks to the Project Tungsten team, Jonathan Turner, playtesters, fans and supporters.
Models featured in this rulebook are considered fair dealing by the author. Models featured are 20mm and 28mm, from Empress
Miniatures, Eureka Miniatures and Radio Dishdash.

2
CONTENTS
Section 1 - Introduction to Asymmetric Warfare
● Example of Play
Section 2 – Key Concepts
● Field of View, Line of Sight and Distance
● Dice, Scatter Dice
● Model Stats and Abilities
● The Rule of Eight
● Squads and Units
● Cohesion
● Weapons
Section 3 – Core Rules
● Game Turns and Phases
● The Initiative Phase
● The Command Phase
● The Movement and Tactical Actions Phase
■ Movement Actions
■ Tactical Actions
● The Combat Phase
■ Direct Fire Attacks
■ Suppression
■ Close Combat
Section 4 – Advanced Rules
Section 5 – Vehicle Rules
Section 6 – Off-Table Asset Rules

Appendices
Annex A – Weapon Profiles and Special Rules
Annex B – Equipment
Annex C – Vehicles
Annex D - Scenario Rules
Annex E - The Tactics Guide

A Detailed Contents Section is at the rear of this book.

3
SECTION 1 - INTRODUCTION
GAME OVERVIEW
Asymmetric Warfare is a Turn-based narrative tactical game that reflects the complexity of modern warfare. Each player
commands a force of combatants which may be grouped together into one or more squads. The opposing forces will engage
over several game Turns, each of which is broken into four you-go-I-go Phases:

1. Initiative. Initiative determines the order in which forces will act in each of the remaining Phases. When a new Turn
begins, Initiative is recalculated.
2. Command. Models issue orders and task supporting assets.
3. Movement and Tactical Actions. Models move around the board and make Tactical Actions.
4. Combat. Models engage the enemy with direct fire and in close combat.

At the end of the four Phases, the Turn ends, and a new Turn begins with the Initiative Phase. This is repeated until victory
conditions are met for one side or the other, depending on the scenario.

The system is designed as a skirmish game where the tactical effects of individual models have a strategic effect on the
wider game and campaign. It is also designed to be brutal – as modern combat is. A key design feature is flexibility of the
rules to almost any scenario and the necessary and realistic use of real-world tactics, firepower and manoeuvre.

USING THIS BOOK


This book is both a teaching guide and an in-game reference manual. The rules are broken down into sections, followed by
several appendices which feature additional information and reference material. We recommend that players read all of
Sections 1 and 2 before playing their first game.

The sections are as follows:

● Section 1 - Introduction and Background


● Section 2 - Key Concepts – the core principles and rules of the game.
● Section 3 - Core Rules – how to play a basic game, including game Turns and Phases.
● Section 4 - Advanced Rules – additional rules you can use in your games, such as: Alertness and Detection and Night
Fighting.
● Section 5 -Vehicle Rules – rules for vehicles.
● Section 6 – Off-Table Assets - support such as artillery, air strikes and surveillance drones.

ANNEXES
● Annex A – Weapons Rules.
● Annex B – Equipment Rules.
● Annex C - Vehicles.
● Annex D - Scenario Rules
● Annex E - The Tactics Guide.

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PLAYING ASYMMETRIC WARFARE
● Asymmetric Warfare is a narrative game best played with a scenario.

● The rules are deliberately flexible to account for symmetric and asymmetric forces.

● There will be times when unexpected situations occur in games. When this happens, the players should base their
decisions on whether the actions would happen on the battlefield in reality and the guidance in this book.

● Asymmetric Warfare is generally played without the supervision of an umpire or games master, but more complex
games may benefit from one. The game relies on the integrity and sportsmanship of players and the overriding
concept of realism.

STARTING GAMES
Games of Asymmetric Warfare should be started small and simple, with limited objectives. In a short time you will find
your games have evolved into tense and tactically challenging encounters. We recommend to start:

● Two small forces of models – 4 models each side is ideal.


● A 3’ x 3’ battlefield with some gaming terrain to block line of sight and force players to consider the use of tactics
and cover.
● A notebook and pen, a handful of 6-sided dice and a ruler or tape measure in inches.

For your first game, we recommend omitting Suppression rules. These are part of Core Rules but add an additional level of
complexity. We recommend reading and being aware of Suppression rules on first playing, then add to get the full effect of
Asymmetric Warfare.

There follows a simple step-by-step playthrough of a single Turn. We recommend that you read this first, as it will provide
context for the rest of the rules and give a basic introduction to some of the game’s concepts.

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EXAMPLE OF PLAY
This is a very basic example of play, detailing a single turn. The scenario is simpler than would normally be the case – there
is no covert movement, both forces are fully alert and engaging each other, and there are no specific objectives other than
to neutralise all hostiles. Stripping down the scenario like this will allow you to
follow the game’s core rules a little easier.

Setup

The scenario depicts a skirmish between an SAS patrol (two Elite Operators and an
Elite Leader) and a group of Insurgent fighters (five Militiamen and a Militia
Leader). The models in each force comprise a single squad.

The Initiative Phase

Both players roll a dice and add the Command stat of the highest rated model in
their force. The SAS player rolls a 4 and adds their Leader’s CD of 6, resulting in a
total Initiative Score of 10. The Insurgent player rolls a 5 and adds their Leader’s
CD of 4, resulting in a score of 9. This means that the SAS have the Initiative and
will act first in each of the remaining phases in the turn.

The Command Phase

In this phase, the players can perform up to one Command Action with each of
their models. The SAS player has the initiative, so goes first and decides to
perform an Overwatch Command Action with one of their Operators. This
means the model will not be able to move or fire normally, but instead will be
able to interrupt the Insurgent player if they move into Line of Sight. They
choose not to make any more Command Actions.

The Insurgent player decides to split their force and makes a Breakdown
Command Action. They make a Command roll, rolling a D6 and scoring 5. This
is added to their Leader’s Command stat of 4, reaching a score of 9 - so the
test is passed and the squad is successfully broken into two subunits, or Fire
Teams. One Militiaman is nominated as a temporary squad leader for the Fire
Team that does not contain the Leader.

The Movement and Tactical Action Phase

Again, the SAS player goes first, moving the Leader 6” (a standard move distance)
to take cover behind the vehicle. Then they make a Combat Sprint Tactical Action
with the remaining Operator, adding their Agility stat (5) to the distance they can
move. This 11” move lets them cross to the building on the left.

The Insurgent player elects to Combat Sprint with each model in their first Fire
Team, using their 9” moves (thanks to an Agility of 3) to bring them into cover
behind the building. The second insurgent fire team moves forward at a standard
rate of 6” so that they will be able to shoot in the Combat phase. Note that for
cohesion, the Insurgent player’s models must stay within 2” of another model in
the same Fire Team. The SAS force does not need to do this – as Elite troops they
can operate independently.

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Combat Phase

The SAS player declares that their Leader will shoot at the Insurgent fighter who is clearly visible at the building’s edge,
using their Carbine with a red dot sight. This weapon’s Range Interval is 16”, and the target is 10” away, so this is within the
first Range Interval and the weapon has the Compact rule.

The SAS player makes a Targeting Roll, rolling a D6 and adding the Leader’s Shooting stat (6), with an additional +2 modifier
for being within the first Range Interval of a Carbine with a red dot sight. At the same time the Insurgent player makes an
opposing roll, rolling a D6 and adding the Militiaman’s Defence stat (2). The SAS player scores a total of 11, versus the
Insurgent player’s 6 – meaning the target is hit.

Next, a Lethality roll is made, the SAS player rolling a D6 against the Carbine’s Lethality stat of 4+. They score a 5, meaning
the hit is lethal and the Insurgent fighter is removed from play. The insurgent unit also takes one Suppression Point from the
Leader’s shot.

The other two SAS Soldiers cannot shoot: one has no Line of Sight (LOS) and the other performed a Combat Sprint. The
Insurgent player can now act.

The three models in the second insurgent fire team – the one that did not
Combat Sprint – have LOS to the furthest left SAS Operator, and the Insurgent
player declares that the first Militiaman will shoot. They are armed with an
Assault Rifle, which has a Range Interval of 24”. The target is 13” away, so
there is no penalty – if they were further away than the first Range Interval,
there would be a negative modifier to the targeting roll. However, the
operator is partially obscured behind a building and therefore has cover from
fire according to cover rules. The Targeting Roll (D6 + SG3) results in a score of
5, and the opposing roll (D6 + DC3 + 2 for cover) scores 7, so the shot misses.
However, simply firing on a target has an effect, and the Operator takes one
Suppression Point.

Realising that this might be a better strategy, the Insurgent player declares
that the second Militiaman will use Rapid Fire. This lets them make two shots
instead of one, with a -1 modifier on each. Neither manages to hit, but two more Suppression Points are added. The
Insurgent Leader does the same, with comparable accuracy, but adding two more Suppression Points brings the total to 5.
This is equal to the Operator’s Command stat, meaning that the model must take a Command Test or become Suppressed.
The SAS player unluckily rolls a 1 and the Operator model becomes Suppressed, making it less effective on the battlefield,
and will also give the SAS force a penalty to their Initiative roll in the next turn.

This ends the Combat phase, and the turn.

7
SECTION 2 – KEY CONCEPTS
This section details the core gaming concepts in Asymmetric Warfare.

MODELS AND MINIATURES


Asymmetric Warfare works well for battles at 20mm or 28mm scale - the rules do not need to be changed. Any suitable
miniatures can be used to play Asymmetric Warfare and we refer to models and miniatures as ‘models’ throughout the
rules.

BASE MARKERS AND COUNTERS


Base markers, counters and coloured dice can be placed next to a model, to show various statuses of models. While not
essential, they do save a considerable amount of note-taking and speed up play.

BASE SIZES
We recommend playing Asymmetric Warfare with models on 20mm round bases. We have found that this base size best
represents the space a human would occupy on the 20-28mm battlefield. A model’s base is often used as a reference point
– for example, two opposing models whose bases are in contact are engaged in close combat. For fairness in the game, all
models should be treated the same and played as if they are on a 20mm base, even if the base is larger.

FIELD OF VIEW (FOV)


Models can only see what is in their Field of View (FOV). Each model has a 90°
FOV, centred on the direction the model is facing. If this is unclear on a model,
the controlling player should state at the start of the game how facing is
determined, or mark their bases with a central “forward” point or a painted arc
of FOV.

LINE OF SIGHT (LOS)


Not everything within a model’s FOV is visible – the model must also have Line of
Sight (LOS).

To determine if a model has line of sight to another model, object or anything else, determine the view from the model’s
head to the target. This may involve aligning your eyes behind the model and it may be tricky to get an exact view, so apply
sportsmanship, honesty and common sense. If any part of the target model is visible, the viewing model has LOS.

This may bring up strange situations, for example where a model is in LOS because a weapon or brim of a hat is visible.
Remember that while models are static, they would realistically be moving around, checking past cover and potentially
making themselves more visible than they seem. Rules for cover ensure the model will still benefit from being mostly out of
sight. If prone or kneeling models are used, consider a ‘stand in’ model to determine LOS in the interest of fairness.

MEASURING DISTANCES
All measurements are in inches. Measurements are best made using a tape measure, ruler or templates.

When measuring the distance between models, measure from the closest points on their bases. When moving a model it
does not matter which part of the base you measure from, as long as you measure to the same point.

AREA OF EFFECT
Some weapons and actions affect an area on the tabletop. Unless otherwise stated, any area measurements take the form
of a circle, with the measurement defining the area’s diameter. For example, a 4” area is a circle four inches across.

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DICE
For all the best prior preparation and training, chance is an inevitable factor on the battlefield. Asymmetric Warfare uses
only regular six-sided dice and scatter dice. Six-sided dice can be used in three different ways: a D6, a D3 and a D2.

● A D6 is a six-sided die rolled and read normally, giving a score between 1 and 6.
● A D3 is a six-sided die rolled and halved (rounding up), giving a score between 1 and 3.
● A D2 is a six-sided die rolled and divided by three (rounding up), giving a score between 1 and 2.

Sometimes multiple dice are rolled at once – for example, “roll 2D6” means “roll two six-sided dice, read them normally and
add the results together, giving a score between 2 and 12”.

A variety of colours and sizes of dice are useful, as they can be used as markers or to record in game mechanics such as
Suppression and Bleed Out, detailed later.

SCATTER DICE
Scatter dice are also used to determine random direction, such as when a weapon is off target and ‘scatters’. These are
widely available D6 dice, with arrows and targets marked on them instead of numbers which indicate the direction of
scatter.

WHAT YOU SEE IS WHAT YOU GET


Any Equipment or Weapons that a model is carrying according to the ORBAT must be reasonably represented on the
model. For example, if a US Ranger is listed as being armed with a light machine gun, its model must show that it is carrying
a light machine gun. In some cases, it may be hard to represent an item clearly – in this case, the model’s exact equipment
should be made clear to the opponent before the battle begins.

THE FORCE ON THE FIELD - ORDERS OF BATTLE


Asymmetric Warfare allows for a massive range of scenarios, forces and equipment. Accordingly, each player must have an
army list, called an Order of Battle (ORBAT). This is a detailed record of the models in their force and how each is equipped.
This should be completed before the start of the game – usually as part of the process of determining the scenario. In the
ORBAT, the Force Commander, Squads and Squad Leaders should be identified. For model equipment, it should look
something like this:

Model SAS Trooper.

Primary Weapon Carbine with laser, red dot, torch and suppressor.

Secondary Weapon Pistol.

Grenades Frag, smoke and stun grenades.

Equipment Body armour, comms.

ORBATs should be prepared in private and agreed in principle with your opponents. There is no need to share your ORBAT
unless there are questions that can be resolved by revealing elements of your ORBAT during a game - ie. proving that a
model is equipped with a certain piece of equipment.

9
RECORDING THE ACTION
During a game of Asymmetric Warfare, it will often be necessary to record information – the disposition of troops, ongoing
battlefield conditions and so on. Each player should have at least a pen and paper. Where precise notation is required – for
example, the location of hidden troops before a game begins – we recommend using gridded paper to sketch a map of the
battlefield, or taking and annotating a digital photograph.

In particularly complex scenarios, where a lot of information must be tracked, players may wish to make use of an umpire or
Game Master.

DURATION OF BATTLEFIELD EFFECTS


Several battlefield effects last for a certain number of Turns – for example, a model that is Bleeding Out will die after a
certain period if it does not receive aid.

For the purposes of these effects, the effect starts immediately and for the remainder of the current Turn, and for the
number of subsequent full Turns according to its description. Effect countdown starts at the beginning of the next full Turn
and for full Turns until it is expended unless the effect explicitly states this - such as with the Stun effect, which only lasts
the remainder of the current Turn it is deployed. As a routine example, an effect with a duration of 1 Turn lasts for the
remainder of the current Turn until the end of the entire following (one) Turn.

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MODEL STATISTICS AND ABILITIES
MODEL STATISTICS
In Asymmetric Warfare, each model has a range of statistics, or Stats, which indicate how skilled it is at certain actions or
activities. Statistics are determined by a model’s Level, with better Stats reflecting superior training and experience.

● Command (CD) defines the model’s leadership, tactics and discipline and is also used for more cerebral tests - so
scenario specific actions such as computer hacking would fall under CD.
● Agility (AG) defines how fit, nimble and coordinated a model is.
● Shooting (SG) defines how skilled a model is at ranged attacks.
● Defence (DC) defines how skilled a model is at evading fire and presenting a minimal target.
● Melee (ME) defines how skilled a model is at fighting in close combat.

Command and Agility are used for tests for a model to perform actions related to those attributes. Shooting, Defence and
Melee are for combat, using opposed rolls against other models. In all cases, the higher the stat, the more skilled the model
is.

MODEL LEVELS
In modern conflict, there is a great variation in training and ability between combatants, ranging from civilians and gunmen
with no formal military training to exceptionally well-trained Special Forces operators.

In Asymmetric Warfare each model has a level, representing its level of military training and skill. A model’s statistics
(defined above) are determined by its level – each level has its own profile, which lists its Stats.

In addition, levels are grouped into five tiers, each with their own special rules:

UNTRAINED
Civilians, street criminals and the most poorly trained militia.

MILITIA
Groups with little to no formal military training beyond basic firearms proficiency, including loosely organised armed militia,
poorly trained conscripts, organised criminals, resistance groups, insurgent forces and poorly trained or developing world
armies and paramilitary police forces.

TRAINED
Most armies in developing countries: Chinese regulars, Russian Marines, VDV and Spetsnaz, as well as Middle Eastern and
South Asian SOF, Police forces and the non-combat arms of developed countries.

PROFESSIONAL
The bulk of the developed world’s professional armies, including professional infantry and recce forces, UK SFSG, US Special
Forces, US Rangers, SEALs, Australian 2 Commando, First World Professional Armies, SWAT Teams, DEA FAST and FBI HRT,
some well trained and resourced Russian units.

ELITE
The world’s most elite soldiers. This should only be used to represent the very best soldiers in the world, such as SAS, SBS,
SRR, Delta Force, SEAL Team 6/DEVGRU, SASR, GSG-9, GROM etc.

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LEVEL PROFILES
This table lists Stats for the nine levels, as well as a summary of special rules for each tier.

Level Tier Description CD AG SG DC ME Tier Special Rules Summary


9 Elite Elite Leader 6 5 6 3 6 Optional Squad Cohesion (6”).
May Mentor others.
8 Elite Operator 6 5 6 3 6 Cannot be Routed.
Unarmed Combat Training - counts as Close Combat
Weapon
7 Professional Professional 6 4 5 2 4 Squad Cohesion (4”).
Leader May Mentor others.
6 Professional 5 4 5 2 4 Automatically pass CD test to Breakdown.
Soldier Cannot be Routed.

5 Trained Trained Leader 5 3 4 2 4 Squad Cohesion (3”).

4 Trained Soldier 4 3 4 2 4

3 Militia Militia Leader 4 3 3 2 3 Squad Cohesion (2”).


Force in Numbers. +1 CD in squads of 10 or more (+1 for
2 Militiaman 3 3 3 2 3 each additional 5 models in squad.)

1 Untrained Untrained / 2 2 2 1 2 Cannot form squads


Civilian

THE COMMANDER
The Commander is the leader of the player’s force on the battlefield and is normally their highest-level model. In some
scenarios, other elements of the force may be of a greater level, such as an Elite squad supporting a large, Professional
force.

At the start of the game, each player should know who his own Commander, Unit Commanders in charge of Platoons and
Troops and Sergeants, as well as Squad and Patrol Leaders are, but not identify them to his opponent in case they are
targeted.

COMBAT RESOLUTION
The combat system in Asymmetric Warfare uses opposed rolls. Attack rolls are made by throwing a D6 and adding the
appropriate stat - Shooting or Melee. In response, the opposing player rolls a D6 and adds their appropriate stat - Defence
or Melee. If the attacker's score is higher than the defender, the attack is a success. If the attacking score is equal or lower,
it misses. Where a hit is scored, a Lethality roll is then made, determining whether the model is killed or wounded.

STATISTICS TESTS - AGILITY AND COMMAND TESTS


In Asymmetric Warfare, models have combat statistics for shooting and hand to hand fighting, and Command and Agility
statistics for all other tests.

THE RULE OF EIGHT


Sometimes a rule will call for a statistic or ‘Stat’ test to be made - usually when a model attempts to perform an action or
activity where success is uncertain. These will usually be against Command and Agility stats. Unless stated otherwise, a test
is made by rolling a D6, applying any modifiers and adding the appropriate Stat. If the result is 8 or more, the test is passed.
The Rule of Eight is used in some other circumstances, detailed later.

Example: A player wishes to move a model over a wall measuring 1,5”. An Agility test must be made. That model is a

12
professional soldier with an agility stat of 4. For the Agility test to succeed, the roll needs to be equal to or higher than 4.

MODIFIERS
Modifiers are bonuses or penalties listed in the rules that are applied to a model’s Stat for combat and stat tests. Modifiers
are cumulative, and several may be applied to a single action or test. It is possible to end up with a negative Stat as the
result of multiple negative modifiers. Modifiers usually come as the result of battlefield conditions such as cover, weapon
sights or similar.

Example: A model with a Shooting of 3, is equipped with red dot sight, giving it a +1 modifier, so it is treated as having a
Shooting of 4 for the purposes of that shot.

BALANCE
Balancing Asymmetric Warfare can be a challenge for some players when starting out. Some good, broad metrics to factor
in are:

● 1 Elite model is equal to two Professional models, which are equal to four Trained models or eight Militia models.
● Re-using models removed from the battlefield through being killed or routed is a good way of setting balance,
challenge and fun for all players. This could be in your scenario in the form of reinforcements, a Quick Reaction
Force or a returning patrol.

UNITS, SQUADS AND COHESION


Units are a group of models acting together and are usually cohesive. Examples would be squads of infantry, vehicle
occupants (crew and passengers), and solo Elite models. Units are important for Suppression and some other mechanics in
Asymmetric Warfare which are dealt with later in the rules. The most common unit on the battlefield is a small team, patrol
or squad of infantry.

SQUADS
At the start of the game, a player can group any of their models into squads – cohesive groups of models acting as a team
under the leadership of a Squad Leader.

A squad must have at least two models and be of the same Tier, unless Mentoring rules are being used. Untrained models
cannot be formed into squads.

SQUAD LEADERS
One model in each squad must be nominated as its Squad Leader. Squad Leader is an appointment, not a rank – any level
model may be a Squad Leader, but the higher the better. Squad Leaders must be the same level or higher of the squad they
are leading. A squad second-in-command or deputy can also be nominated in case of squad Breakdown into Fire Teams
(see Command Actions for details) in the same way as squad leaders. Make sure these are all annotated on your ORBAT.

FORCE COMMANDERS
Force Commanders add enhanced capability to lead your troops and also confer a bonus in Command Actions to Rally! They
can also call in Off-Table Assets and Reinforcements as the scenario allows. Force Commanders can also lead squads.

13
SQUAD COHESION
Models in a squad must stay relatively close during combat to communicate, work together and maximise their
effectiveness. This is known as cohesion. Models must stay within a certain distance of each other to take advantage of the
Squad Benefits listed below. Casualties or other effects may push models temporarily out of cohesion, where non-cohesive
models lose the associated benefits of being cohesive with the squad leader. The cohesion distances for each tier are:

● Militia: 2”.
● Trained squads: 3”.
● Professional squads: 4”.
● Elite squads have an optional cohesion distance of 6” – see “Elite Squads” below.

SQUAD BENEFITS
Forming models into squads has several advantages.

● All cohesive models in a squad use the Squad Leader’s Command Stat.
● Command Actions made by the Squad Leader can be issued to cohesive models in the squad.

Elite Squads. Squads from the Elite tier are made up of the world’s most highly trained soldiers, and as such act
differently. Elite models do not have to stay in cohesion distance of the rest of their squad – they can move around the
battlefield independently. However, they also have an optional cohesion distance of 6”; any Elite model that is in a
cohesive group with its squad’s Squad Leader gains the squad benefits described above.

SQUAD CASUALTIES
If a Squad Leader is killed, the controlling player nominates a replacement from within the squad – this model is treated as
the new Squad Leader, but their Stats do not change.

14
WEAPONS
The list of weapons in Asymmetric Warfare is comprehensive, and a force is often defined by how it is armed. A full list of
weapons can be found at Annex A, but this section covers basic rules that are common to all weapons.

Asymmetric Warfare does not differentiate between weapon types that are built to perform similar functions. Weapons are
divided into classes which group them by their intended tactical purpose on the battlefield. For example, all assault rifles are
broadly similar in function and effect regardless of calibre, and are grouped into their own class as a result. The weapon
classifications have been determined following careful research and, more importantly, advice from military consultants.

For example, all assault rifles and carbines fire cartridges with similar effect – 5.56mm and 7.62mm (short) being the most
common. These are optimised to hit targets out to 300m and put a person down. 5.56mm is a smaller bullet, but is faster.
7.62mm is bigger, has more mass but less speed that that of 5.56mm. For the purposes of the game, the effect is similar and
hence they are grouped together.

More powerful cartridges, such as 7.62mm (long), fired from battle rifles, marksman rifles and machine guns are more
powerful and have been grouped separately to reflect reality.

WEAPON STATISTICS
Like models, each weapon has statistics to define its effectiveness in combat.

● Range Interval (RI) indicates the weapon’s performance over range – note this is not the weapon’s maximum range.
The more range intervals between the firer and the target, the more difficult the shot will be.
● Lethality (LTY) defines how likely a hit from this weapon will kill the target.
● Penetration (PEN) defines the weapon’s ability to penetrate objects and breach vehicle armour. It does not affect
personal body armour.

WEAPON CARRIAGE
In Asymmetric Warfare a model can be equipped in one of the ways below:

● Up to one Primary, Secondary and Sidearm.


● Up to one Primary, Sidearm and Shoulder Fired Launcher (the model may carry up to two ammo types).
● Up to one Medium Machine Gun and one Sidearm.
● Up to one Primary or Sidearm and one Heavy Sniper Rifle, Anti-Materiel Rifle, or Anti-Tank Weapon.

In addition to the above, a model may be equipped with:

● Up to three types of Thrown Weapon, where 2 grenades are carried per type.
● Up to two Anti-Personnel Mines.
● Up to one piece of heavy equipment such as an IED or similar.

PRIMARY AND SECONDARY WEAPONS


These are main weapon options and include machine pistols, submachine guns, shotguns, personal defence weapons,
carbines, assault rifles, battle rifles, dedicated marksman rifles, light sniper rifles, light machine guns and stand-alone
grenade launchers. If a weapon is attached to another (for example, under-barrel grenade launchers and shotguns), it
counts as one primary or secondary weapon.

SIDEARMS
These are pistols. Elite and Militia models can also carry machine pistols as sidearms.

See the weapon lists in Annex A for more details and examples.

15
SPECIAL WEAPON RULES
SCATTER
Certain circumstances, such as a failed targeting roll when throwing an object, or a failed direct hit from air support will
require the use of scatter dice to determine the direction and distance the ordnance is off target.

Scatter dice are widely available and can be used to determine the direction the weapon is off target - just roll until a
direction is indicated (ie not a hit). Then, unless the specific weapon’s rules specify otherwise, roll a D6 to see how many
inches the ordnance travels in that direction.

AREA OF EFFECT (AOE)


Some weapon effects, such as blast and stun, affect an area instead of a single target. Areas of Effect (AOE) follow the rules
such as size and Lethality as defined in the weapon statistics. Unless a weapon’s rules state otherwise, the AOE marker is
centred on the target model or target point on the battlefield. All AOE indicate diameter not radius.

STUNNED MODELS
Stunned models are considered Unalert for the remainder of the current Turn that they are Stunned and recovers at the
start of the next Turn. On being stunned, the model is disorientated and immediately moves 2” in a random direction
determined by the drift dice, unless they are in a vehicle, where they stay in their seats. The following rules apply to Unalert
models:

● Unalert models cannot make Command or Tactical Actions.


● They cannot attack.
● Unalert models have a Defence Stat of 1.

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SECTION 3 – CORE RULES
This section details the core rules for playing a game of Asymmetric Warfare. Section 3 contains advanced rules which can
be added once players are familiar with the basics.

GAME TURNS AND PHASES


Asymmetric Warfare is played in a series of Turns, each made up of four Phases. Each phase is you-go-I-go:

1. Initiative Phase. Determines the order in which forces will act in each of the remaining Phases. When a new Turn
begins, the Initiative is recalculated.
2. Command Phase. Models issue orders and tasks supporting assets and forces.
3. Movement and Tactical Actions. Models move around the battlefield and make Tactical Actions.
4. Combat. Models target and engage each other with direct fire weapons, grenades and in Close Combat.

Phases always take place in the order shown above. During each Phase (apart from the first), players act in order of
Initiative – one player completes all their actions for the Phase, then the next, and so on until all players have completed
their actions. Then the next Phase begins. After each Combat Phase, the Turn ends and a new one begins.

1. Initiative Phase
Each player establishes Initiative Score for
their force.
D6 + highest available model Command
Statistic.
Apply Initiative modifiers from Suppression.
Phases are then carried out in the order of
the initiative.

4. Combat Phase
Direct Fire (including launchers), Lethal
Grenades, Close Combat, adjust Suppression 2. Command Phase
Points and Levels. Decide on Command Actions, perform
Suppression: Command Test and resolve effects.
Total Initiative modifiers
Reset to zero for all units.

3. Movement and Tactical Action Phase


Perform Movement and Tactical actions.
Tactical Actions may be performed before,
during or after movement.

The Turn and Phases system has been developed to best simulate decision making and actions in combat. It flows logically,
ascertaining which side has the initiative, the issuing of orders, tactical movement and the employment of battlefield
enablers such as smoke grenades and breaching weapons, weapons fire and close combat. While in reality these actions
would be going on simultaneously, we believe this system provides a good balance to be the best system to ‘play’ combat
without getting bogged down.

The use of a Turn-based system rather than an individual activation system allows for the realistic and coordinated use of
fire and movement and squad tactics which are essential in Asymmetric Warfare

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PHASE 1 – INITIATIVE PHASE
The Initiative Phase determines the order of play in each subsequent Phase of the Turn.

THE INITIATIVE ROLL


Each player rolls a D6 and adds the highest Command Stat from among the surviving, conscious models in their force,
presumed to be the surviving commander. The player with the highest score gains the Initiative and acts first in each
remaining Phases of the Turn. In the case of a draw, players roll again.

INITIATIVE MODIFIERS
Various battlefield effects apply modifiers to a player’s Initiative roll. The following modifiers always apply, but scenarios
and other special rules may add others.

● -1 for each unit (squad, vehicle or solo Elite operator) that is Suppressed.
● -1 for each unit (squad, vehicle or solo Elite operator) that is Pinned.
● -1 for each unit (squad or vehicle) that is Routed.

STARTING INITIATIVE
Some scenarios dictate that one force has the Starting Initiative. For example, if one side is Unalert, the other force will
generally receive the Starting Initiative. This means they automatically have the Initiative in the first Turn of the game –
there is no need to roll.

GAMES WITH MORE THAN TWO SIDES


Most games of Asymmetric Warfare will feature two opposing forces, but the rules also allow for more than this. If there
are more than two forces, each one makes its own Initiative roll (applying modifiers as normal). In subsequent Phases, the
forces will act in descending Initiative order – in other words, the highest score goes first, then the second highest, and so
on.

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PHASE 2 – COMMAND PHASE
The Command Phase allows the player to give specific orders to models, such as going into Overwatch or Scanning for
hidden units. Models can also recover from Suppression and perform other Command Actions, detailed below. Players
undertake this Phase in Initiative order.

PERFORMING COMMAND ACTIONS


There are three types of Command Actions: those that can be performed by any model, those that can be performed by a
Squad Leader (regardless of what level model type they are) and those that can only be performed by a Force Commander.

Each surviving, conscious model can perform one Command Action per Turn. Unalert models cannot perform Command
Actions.

COMMAND TESTS
Some Command Actions require a Command Test using the Rule of Eight. Immediately after declaring the Action, the player
must make the test – if it is passed, the Action is performed. If the test is failed the Action is not performed, and the model
that attempted it cannot make any more Command Actions this Turn.

COMMAND ACTIONS: ANY MODEL


Any model can perform the following Command Actions:

COMMAND ACTION: OVERWATCH


Overwatch can be used to allow models to cover areas of terrain with enemy models in it, such as those in cover, or where
they are expected to move. This will limit an opponent's options and disrupt his plans, but models have to be moved into
position the Turn before being put into Overwatch - so plan ahead. It is most sensible to use Overwatch to catch enemies
moving between cover and fire as normal at non-fleeting enemies in the Combat Phase.

A model on Overwatch observes a specified 90 degree arc and prepares to fire on enemies that appear in LOS, over the first
two Range Intervals. When a model goes into Overwatch, it should be noted down or marked with a Base Marker. If the
model is equipped with more than one ranged weapon, the player must declare which one is being used for Overwatch.
Only direct fire weapons can be used for Overwatch. A model on Overwatch may fire in the opposing force’s Movement
and Tactical Action Phase, allowing them to react to the enemy force’s activity. The following rules apply to a model on
Overwatch:

● No test is required to put a model on Overwatch.


● The Overwatch arc is 90 degrees wide and two Range Intervals long.
● A model on Overwatch must remain static and observe the arc of their FOV, and may not move or make Tactical
Actions once in Overwatch. This must be planned in advance as this happens in the Command Phase before any
players' Movement and Tactical Actions Phase.
● Overwatch is immediately removed from the model if it fires, becomes suppressed or is involuntarily moved by
weapon effects.
● If a model makes an Overwatch shot during the opponent’s Movement and Tactical Action Phase, it cannot fire
during its own following Combat Phase that Turn. Models that do not fire on Overwatch may fire as normal in their
own Combat Phase.
● A model on Overwatch does not have to fire when an enemy moves into LOS. When an enemy model moves into
LOS, the Overwatching player must make a Command Test using the Rule of Eight to not fire at the target. If the test
fails, the model fires at the emerging model. If the test is passed, the player can elect to hold fire, and wait for
another target to appear in LOS. This can be done any number of times per Turn to remain hidden or choose a
better target. Just don’t miss your chance.

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● The Overwatching player must declare that they are shooting at a model at the time it is being moved, the shot is
immediately made & the outcome finalised before other movement can continue. Overwatch fire is allowed even if
the target model has moved between areas of cover - if there is LOS during the move then a ranged attack may be
made.
● An Overwatch shot is made with a -1 modifier, due to the difficulty of hitting a moving target – it is assumed it is a
snap shot at a fleeting enemy.
● A model can only make one Overwatch shot during a Turn and cannot use special weapon rules such as Rapid Fire
or Automatic unless the weapon is equipped with a bipod.

COMMAND ACTION: SCAN


A model that is Scanning cannot move, make Tactical Actions or fire.

Once the Command Action has been declared, the scan is immediately resolved as follows:

● Nominate a 6” diameter area entirely within the model’s LOS (use an AOE template).
● Make a Command test for the model, with a +1 modifier if the model is equipped with a Scope or Binoculars.
● Apply a -1 modifier for every full 12” between the model and the centre of the area (RI 12”).
● If the test is passed, any Hidden models, devices, or activity within the area must be revealed. If it fails, nothing is
revealed.
● If the test is passed and a Covert model is in the scan area, that Covert model must make a Command test. If the
Covert player fails, the model is revealed and loses its Covert status.

COMMAND ACTIONS: SQUAD LEADERS AND FORCE


COMMANDER
The following Command Actions can be performed by any Squad Leader or the Force Commander and are issued to their
squad. In addition, Commanders can issue these actions to other friendly squads (whether they are part of the squad
themselves or not), if the Commander is cohesive or has Communications with that unit.

COMMAND ACTION: BREAKDOWN


Breakdown is where a Squad Leader temporarily breaks his Squad to two coordinating Fire Teams.

Make a Command test for the Squad Leader. If passed, the squad is immediately divided into two Fire Teams, Alpha and
Bravo, each consisting of at least two models but otherwise as the player wishes. Alpha must contain the original Squad
Leader, and the player must nominate a model in Team Bravo as their Squad Leader.

Each Fire Team functions as a separate squad. In addition, if the Squad Leader of Team Bravo is within 24” of Alpha Team’s
Squad Leader, that Team can still use the Squad Leader model’s Command Stat and can be issued Command Actions as
though they were still in the same squad.

At any point, if the two Fire Teams are within cohesion distance of each other, the player can declare that they will link up.
They stop being two separate Fire Teams and become a single Squad again; the Bravo Team Squad Leader reverts to being a
normal trooper.

If the Squad that breaks down is suffering Suppression, both Fire Teams remain with the same Suppression Level.

Fire and Movement. The Breakdown Command Action allows squads to conduct Fire Team fire and movement within a
limited range, as detailed in Annex E - The Tactics Guide, while still enjoying the benefits of being commanded by a Leader.
When constructing a squad, it is wise to include two Leaders so that one can command each Team if the squads Breakdown.

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COMMAND ACTION: RALLY!
This Command Action is where leaders attempt to rally suppressed troops through heroism, leadership, willpower and
determination. Due to the face-to-face nature of this Command Action, it cannot be issued by a Commander to a squad that
they are not a part of, even if they are connected by Communications.

Make a Command test using the Rule of Eight for the Squad Leader. If passed, reduce the Suppression Level of each
cohesive model with them in the unit by one – Routed to Pinned, from Pinned to Suppressed, or from Suppressed to
unaffected by suppression. If a model is not cohesive with the unit, Rally! does not reduce their Suppression level. If a Squad
Leader rallies elements of their squad, those members may perform the Command Actions Overwatch, or Scan the same
turn.

COMMAND ACTION: FIRE CONTROL ORDER (FCO)


Fire Control Orders allow a squad to concentrate fire under the direction of the Squad Leader.

To issue an FCO for a squad, make a Command test using the Rule of Eight for the Squad Leader. If the Command test for
the FCO is failed, the squad may not use an FCO and acts normally as they have not heard or understood the order.

If the test is passed, nominate a target for the squad within the Squad Leader’s LOS. The target can be a single model, a
squad, a vehicle, a piece of scenery or a point on the battlefield. Once selected, this target is ‘locked on’ and will be fired at
by the squad, even if the target models move.

The Squad Leader and all cohesive models in the squad with it will make the FCO in the Combat Phase of this Turn. The
firing models cannot do anything during the Movement and Tactical Action Phase of this Turn as they set up their weapons
and positions for the FCO.

In the Combat Phase, all models making the FCO fire together at the nominated target. If the target has moved, fire is
focussed on the new position of the target and those elements or parts of it that are still in view. If no target is in LOS for
any of these models, they cannot fire as they have lost the target.

The player makes a targeting roll for each firing model, using the Squad Leader’s Shooting Stat with an additional +1
modifier. These shots are under direction, so no special rapid-fire rules are allowed (Rapid, Automatic etc) - each firer uses
single aimed shots or short bursts. To represent the high volume of accurate fire, Suppression Points are doubled - each
shot made within 3 Range Intervals applies 2 suppression points rather than one.

Once all targeting rolls have been made, move onto Lethality rolls. If the chosen target was a squad, hits are distributed
among models in the target squad as the firing player sees fit before Lethality rolls are made.

COMMAND ACTION: CALL FOR FIRE - OFF-TABLE ASSET (OTA)


This Command Action can only be made if the player has relevant Off-Table Assets such as high-altitude drones, fast air
support, helicopter gunships or artillery as part of their force and usually requires LOS to the target. In addition, the model
making the action must be equipped with Long Range Comms to pass commands.

Make a Command test using the Rule of Eight for the Squad Leader or Force Commander. If it is passed, progress to Calling
In the OTA.

COMMAND ACTIONS: FORCE COMMANDERS ONLY


The following Command Action may only be performed by Force Commanders.

COMMAND ACTION: CALL FOR REINFORCEMENTS


This Action can only be made if the player has off-table reinforcements, as determined by the scenario. In addition, a
Commander can only make this action if they have Long Range Comms.

Make a Command test using the Rule of Eight for the Commander. If it is passed, reinforcements arrive as detailed in the
relevant scenario rules depending on their insertion method.
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PHASE 3 - MOVEMENT AND TACTICAL ACTION PHASE
The Movement and Tactical Actions Phase is when the players move their models around the board using Movement
Actions, and complete battlefield activity known as Tactical Actions – gameplay actions that are related to the employment
of equipment, movement and tactics – but not combat. The Phase is completed in the order of Initiative as detailed earlier.
A player should nominate each model and declare what type of Movement and Tactical Actions are being completed by the
model, then carry those out in accordance with the rules below.

● Each model can perform up to one Movement Action per Turn, and one Tactical Action per Turn, unless conditions
such as Combat Sprint prevent this. Models do not have to move or act unless a player wishes them to do so.
● Models may complete Movement Actions and Tactical Actions in any order, or split Movement Actions either side
of completing a Tactical Action. So a model may:
○ Move then complete a Tactical Action.
○ Make a Tactical Action then move.
○ Move a model part of their allowance, complete a Tactical Action then move up to the reminder of the
movement allowance.
● If a model is in base to base contact with an enemy model it cannot move or perform any Tactical Actions other
than Close Combat or Medic!
● A model must complete all of its Movement and any Tactical Actions before another model is activated.

MOVEMENT ACTIONS
There are three methods for infantry movement in Asymmetric Warfare:

Standard Movement.
All infantry models can move up to 6” in this Phase unless prohibited by injuries. A model cannot move into contact with an
enemy model unless it is using the Move Into Close Combat Tactical Action.

Tactical Movement.
The model moves carefully, on alert. Any model can be moved tactically - with care and high alertness, making best use of
cover and ready to engage. If a model is declared as ‘moving tactically this Turn’, the model’s Movement is modified,
reducing the distance it can move to the limit of the model’s Agility Stat (for example, a model with Agility 3 could move up
to 3”). Note down that the model is moving tactically or mark it with an appropriate Base Marker. For the rest of the Turn,
the model receives a +1 modifier to its Defence. Models moving tactically may perform Tactical Actions as normal. Tactical
Movement gives a -1 Detection modifier during the day and -2 at night. It also reduces noise, so heard distance is reduced
to 3”. A model moving tactically is not slowed any further by Difficult Terrain as it is already moving carefully through it.
Tactical movement can be applied to static models, representing models using available cover or in the prone position.

Combat Sprint.
The model sprints at top speed. This Movement Action modifies the model’s standard Movement, adding their Agility Stat
to the overall distance they can move this Turn (for example, a model with Agility 3 could move a total of 9”). A model
performing a Combat Sprint may not fire in the following Combat Phase, perform Tactical Actions this Turn. A model may
not Combat Sprint into Close Combat . Models shooting at sprinting targets suffer a -1 modifier to hit.

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TERRAIN
A model’s standard move allowance assumes it is crossing clear ground with no obstacles. Various types of terrain can
reduce or prevent a model’s movement. At the start of the game, immediately after setting up the battlefield, players
should agree areas of difficult, impassable or dangerous terrain.

DIFFICULT TERRAIN
Difficult Terrain includes anything that would hinder movement or require extra caution, such as ruined buildings, bombed
streets, dense foliage, slow moving or shallow water, barbed or razor wire, and so on.

If any part of a model’s move takes it through, into or out of difficult terrain, its total move cannot exceed its Agility Stat.
For example, a model with an Agility of 3 could move no more than 3”.

IMPASSABLE TERRAIN
Impassable Terrain cannot be entered by models without specialist equipment, and may include deep or fast flowing water,
cliff faces or any other major physical barriers. A model cannot move into or through impassable terrain unless it has
equipment which specifically allows it, or unless it can do so in line with the rules for Climbing or Leg up!

DANGEROUS TERRAIN
Dangerous Terrain poses a serious threat to a model attempting to cross it, such as multiple coils of razor wire, high voltage
electric fences, traps or other defences.

For each inch that a model wishes to move through dangerous terrain, make an Agility test using the Rule of Eight – these
are rolled all at once. If one test is failed, the model suffers a hit with a Lethality of 6; if two tests are failed this is 5+, if
three are failed it is 4+, and so on. Then, if the model survives, it moves up to 1” into the terrain for each test that was
passed.

DOORS
Unlocked doors can be moved through as part of any movement and cost 1” of a model’s move for the action of opening
the door. Unlocked doors are silent. Locked doors must be Breached or picked with a lockpick.

CLIMBING
A model is permitted to climb up or down any object up to 1” in height.

Object Height Climbing Conditions

Up to 1” As part of a normal move.

1” - 2” An Agility Test using the Rule of Eight must be made. If the test is successful, place the model on the on
to or the other side of any obstacle, as appropriate. If the test is failed, the model remains in contact
with the obstacle unclimbed.

2” - 3” Leg Up! (below) must be used.

Example: A player wishes for a model to climb a wall 2” in height. The model is moved to the wall and an Agility Test is
made. The model has an AG of 3, so the player must roll a 5 or more on a D6 to complete the action.

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LEG-UP!
To perform this action any model in contact with an impassable terrain object up to 3” inches high may help other models
cross as if it is difficult terrain after a successful Agility Test using the Rule of Eight by the model wishing to make the climb.
The assisting model is also assumed to be hauled up onto the terrain object as ‘last man’. If using Leg Up! for obstacles
under 3”, the test automatically passes for both models.

Example: A player wishes a model to climb on to a building 3” in height. The model is moved to the edge of the building
along with another member of the squad. The models have an AG of 4, so the player must roll a 4 or more on a D6 to
complete the action. If the player succeeds, both climber and helper are moved on to the rooftop. If they fail, they remain at
the base of the wall and may try again next Turn.

MOVING THROUGH BURNING AREAS


At times, areas of the battlefield may be ablaze as the result of scenario conditions, destroyed vehicles or incendiary
weapons. A model cannot end its move in a burning area. To negotiate flames safely, a model must pass an Agility Test
using the Rule of Eight as soon as the model has cleared the burning area. If the test is passed, it can continue its move. If
the test is failed, the model’s move ends and it suffers a hit with a Lethality of 6+, which will result in a roll on the Casualty
table if the model is not killed.

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TACTICAL ACTIONS
During this Phase, a Tactical Action may be performed by each model. This can take place before, during or after
movement. These add the ability to throw non lethal grenades, attack silently or noisily in close combat, blow open doors
or treat wounded.

TACTICAL ACTION: DEPLOY NON-LETHAL


The model throws a non-lethal device.

The model deploys a non-lethal grenade, as described in the rules for Targeting a Point on the Battlefield and Throwing
Grenades, but during the Movement and Tactical Actions Phase. Targeting a point on the battlefield requires a score of 8 or
more to hit, grenades of all types can only be thrown a maximum of 12”.

This allows stun grenades to be thrown for surprise, and smoke grenades to cover future movement. Remember Tactical
Actions can be made before, after or during movement.

TACTICAL ACTION: MOVE INTO CLOSE COMBAT


The model assaults into close combat.

This Tactical Action modifies the model’s Movement, allowing it to move into base contact with enemy models. A model
that does so ends its move immediately and the models are locked into Close Combat until it is resolved. In the following
combat Phase, the model moving into Close Combat receives a +1 modifier to its Melee for the first round of combat only.

TACTICAL ACTION: SILENT TAKEDOWN


The model silently takes down an enemy

A model that is using Tactical Movement can move into base contact with an enemy to attempt a silent takedown. As soon
as they do so, their move ends and the player makes an Agility test using the Rule of Eight for them, with a +1 modifier if
they did not enter the target enemy’s LOS at any point during the move.

If the test is passed, the takedown is successful and the player can choose to immediately kill, knock out or capture the
target in the same way as when winning a Close Combat.

If the test is failed the models remain in base contact and will need to fight a round of Close Combat in the Combat Phase.
The moving model does not receive the usual +1 modifier for moving into contact.

TACTICAL ACTION: MEDIC!


The model attempts to treat and stabilise casualties.

A model can move into base contact with any model that is wounded (friendly, hostile or neutral) to perform medical aid. A
model applying medical aid cannot do anything else this Turn. There are several levels of medical aid that can be performed,
depending on expertise and equipment and a model can only give certain medical aid if it is equipped with the correct
medical equipment. One piece of medical equipment can be used per Medic! Action, per Turn. More than one Medic!
Action can be completed on a casualty per Turn by different models. If a model is Bleeding Out, this must be permanently
stopped first, before the casualty can be treated and decrease its wound level. A model may only ever improve two wound
levels from the most serious wound that was inflicted on it in one game.

Put Pressure on it!


A model can perform medical aid without any or with improvised equipment, but this can only stop the wounded model
bleeding out temporarily by applying pressure to the wounds. The attending model must pass a command test using the
Rule of Eight to successfully stop a bleed out using Put Pressure on It! A model applying first aid cannot do anything else
while doing this. As soon as first aid stops being administered (the model moves away, or is also wounded, for example) the
bleed out countdown resumes. A model can self-treat in this way, but suffers a -1 modifier to the roll .

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Apply Tourniquet
A model carrying a Tourniquet (TQ) may apply the TQ itself or another model. The TQ works in the same way as Put
Pressure on It! but applies a +1 modifier. This means a +1 modifier is applied to rolls where a model is treating another, and
cancels out the -1 modifier for self-treating models. To successfully apply a Tourniquet, the model must pass a command
test. If the test is passed, the wounded model permanently stops bleeding out – stop counting down the number of Turns
they have left. If it fails, the model continues to bleed out and an attempt may be made next Turn.

Individual First Aid Kit - IFAK


An IFAK is a single-use medical kit that helps to stabilise a casualty - it can only be used once, per model/ per game. It can
only be used on a model that is not bleeding out, so a TQ must be used first to stop any bleed out. A model using an IFAK
can use it on itself or another model. A Command Test must be passed to successfully use and IFAK with the following
modifiers:

● Self-treating Nil
● Treating another casualty +1
● Treating another casualty with one or more assisting models +2

If the test is passed, the model’s wound level is reduced by one level. Additional kits may be used, and up to two kits (only)
can be applied successfully. This means a model may only ever improve two wound levels on the Casualty Table from the
most serious injury it sustains - see the Casualty Table for more details.

Example: A model is hit by direct fire and is Wounded, reducing the model’s stats to 2. The player decides the model will
apply the TQ it is carrying. The player rolls a D6, scoring a 4, failing the Command Test. The TQ is not applied and the
model begins to bleed out, and an IFAK cannot yet be used.

The player moves another model into base to base contact with the Wounded model and tries again. The model is
uninjured and has a Command Stat of 4. It is also afforded a +1 modifier as it is working on another model. The player rolls
a 3 and the TQ is successful, stopping the bleed out. An IFAK may now be used to improve the Wounded models
condition.

Trauma Pack
A Trauma Pack is carried by a team medic. And is a multi-use medical pack that helps to stabilise a casualty. It can only be
used on a model that is not bleeding out, so a TQ must be used first. A model using a Trauma Pack can only use it on
another model and may not self-treat using a Trauma Pack. A Command Test must be passed to successfully use a Trauma
Pack with the following modifiers:

● Treating another casualty with one or more assisting models +2

If the test is passed, the model’s wound level on The Casualty Table is reduced by one level. The medic may attempt to
further treat the casualty to a maximum of two wound levels. A Trauma Pack has unlimited uses in a game.

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TACTICAL ACTION: BREACH
The model attempts to breach an obstacle or create an entry point.

Breaching is a skill that is best performed by well-trained teams. Use breaching methods, non-lethal devices and dynamic
movement coordinated for best effect to neutralise the enemy. This can mean models stacking up for an assault - one model
breaches the obstacle, one throws a flash bang and the remainder assault. Remember your troops are vulnerable when
bunched up too.

A model can only make the Breach Tactical Action if it is in base contact with a wall, door or window which is declared as the
breaching point. Models breach in three ways: without specialist equipment, with tools or with charges. The model must
pass an Agility test using the Rule of Eight in addition with the modifiers on the table below:

Breaching Table
No Breaching Breaching Breaching
Target Tools Lockpick Tools Weapon Charge
Standard - - Auto Auto Auto
Window
Internal Door - - Auto Auto Auto
External Door - - +1 +2 Auto
Wire / - N/A +1 N/A Auto
corrugated iron /
wood fence
Barricaded Door N/A N/A - +1 Auto
Mud / brick / N/A N/A - N/A +1
block wall
Concrete / thick N/A N/A N/A N/A +2
adobe wall
Audible Distance 12” Silent 12” 24” 42”
of Breach
To make the Action, roll a D6 and Use Rule of Eight using the modifiers above. Some Breaching weapons have additional
modifiers to this test – for example, a Shotgun has Breaching +1.

For each attempt, noise is generated. Enemy models within audible distance indicated on the table above are Alerted by the
noise of the attempt.

If the attempt is successful, place a 1” wide breach marker to indicate the breached area – this area now counts as open for
purposes of line of sight.

If the Breaching Roll fails, make a note that the point has been weakened. Add 1 to the result of the dice roll on all further
attempts to breach in this location. Attempts to breach are cumulative and more attempts will further weaken breach
points.

A breached doorway can be moved through by models without penalty. A model moving through a breached window has
its movement reduced by 2”.

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PHASE 4 - THE COMBAT PHASE
In the Combat Phase, each player attacks with their models. Attacks are completed one at a time, resolving one model’s
attacks before moving onto the next. The Phase is completed in Initiative order.

Each model can usually make up to one attack, either shooting or close combat. Some special rules might allow a model to
shoot more than once, such as using rapid fire weapons.

DIRECT FIRE ATTACKS


Shooting attacks are generally made with direct fire weapons that require LOS to the target. Weapons such as grenade
launchers and thrown grenades fire in an arc, but still require LOS to the target so are treated as direct fire weapons.

Modern weapons tend to be able to fire at a high rate, and in Asymmetric Warfare they are measured in ‘shots’ – whether a
single round from a sniper rifle, a double tap from a pistol or a short burst from a light machine gun – all are considered an
in-game ‘shot’.

To make a direct fire attack, nominate a target model then follow these steps:

1. Establish LOS – can the target be hit?


2. Make Targeting Roll – has the target been hit?
3. Make Lethality Roll – has the target been killed?
4. Make Casualty Roll – if the target has been hit but not killed, how badly wounded are they?
5. Apply Suppression – if the target was not killed, but was within 3 RI of the firer, they take 1 Suppression Point per
shot made against the unit, even if they were not hit.

ESTABLISH LINE OF SIGHT (LOS)


A direct fire attack can only be made if the firer has LOS to the target.

Indirect fire weapons and grenades can be fired or thrown without LOS, but the firer must reasonably know a target is
there. For example, they might have seen the target move out of LOS. A model is always aware of enemy models within 4”.

MAKE TARGETING ROLL


Once LOS is established, the player makes a targeting roll by rolling a D6 and adding the firing model’s Shooting Stat. Their
opponent makes an opposing roll by rolling a D6 and adding the target model’s Defence Stat (if the target is Unalert, their
Defence is counted as 1). Each player applies modifiers as described below.

If the firer’s score exceeds the target’s score, the shot is on target and a Lethality roll must be made. Otherwise, the shot
misses and will only cause Suppression if it is within the first 3 Range Intervals.

RANGE INTERVALS
Each weapon has a Range Interval (RI) that dictates its effective range over the battlefield. If the target is no further away
than the weapon’s RI, there is no modifier to the Targeting Roll based on range. For each full RI between the firer and the
target, the Targeting Roll has a -1 modifier. For example, if the firing weapon has an RI of 8”, there would be no modifier for
shooting a target within 8” but a -2 modifier for shooting a target 19” away.

MAX RANGE
The maximum distance a weapon can fire is seven Range Intervals. If the target is further than this, the attack automatically
misses. Remember, Suppression is only applied within the first three Range Intervals and Overwatch can only be done over
two Range Intervals.

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DIRECT FIRE MODIFIERS
If the firing model is using a direct fire weapon, the following modifiers apply to their roll in addition to those applied from
RIs:

● Aiming. If a model has not moved or conducted a Tactical Action this Turn, it can be assumed to be carefully aiming
at targets from a static position, and is granted a +1 modifier to direct fire targeting rolls. A model shooting on
Overwatch does not gain a bonus for being static as it is overwatching a larger area.
● Elevation Advantage. If the model is at least 3” higher than their target, they receive a +1 modifier.
● Large Target. A large target is anything larger than a car, skip or similar object that is easily seen, identified and
engaged on the modern battlefield. Large targets incur a +1 modifier when being fired at with any weapon, +2 if in
the first RI.
● Sprinting. Shooting at a sprinting model is difficult and incurs a -1 modifier.

THE COVER SYSTEM


Models behind cover are harder to hit. If the model is assessed as being in line of sight, but is in any way partially obscured
by cover, it is assumed to be using that cover as best it can. If the model is partially obscured by two types of cover, use the
most protective to resolve combat. In Asymmetric Warfare, two factors are considered - whether the cover provides just
cover from view, or whether it provides cover from view and fire:
● Cover From View. This is cover that partially obscures the target but does not offer protection.
● Cover From Fire. This is cover that partially obscures the target and offers some protection.
Refer to the table below and apply cover modifiers to the defending model as appropriate:

Cover Table
Type of Cover Examples Defence Modifier
No Cover. Target model in the open, with no Moving in the open with no LOS obstructions or nearby cover. -
cover from view or fire.
Cover from View. The target model is Target model is partially obscured by: +1
partially behind cover that offers some cover Rural: Bushes, foliage, or tall grass.
from view but not cover from fire. Urban: Rubbish bags, cardboard box, corrugated iron, wooden
fence, metal barrel etc.
Cover from Fire. The target model is partially Target model is partially obscured by: +2
behind cover that offers some cover from Rural: Tree trunks, thick branches, wooden shed etc.
view and cover from fire. Urban: Brick walls, masonry, soft skinned vehicle etc.
Hard Cover. The target model is partially Target model is partially obscured by: +3
behind cover that offers some cover from Rural: Large rocks, log bunker etc.
view and hard cover from fire. Urban: Solid Concrete walls, concrete bunker, armoured vehicle
etc.

TARGETING A POINT ON THE BATTLEFIELD


Sometimes a player will want to target something that isn’t an enemy model, but a point on the table or piece of terrain.
This could occur when they are throwing or firing a grenade or calling in a target for an off-table asset. This follows all the
normal rules for shooting, with the exception that the targeting roll is unopposed; instead, a score of 8 or more is on target,
exactly as per the Rule of Eight. If the weapon used to make the attack uses an AOE template and the targeting roll scores 7
or less, the template will scatter D6” in a random direction. If a model is caught under the AOE template of a weapon, refer
to those specific weapons rules to determine effect.

THROWING GRENADES
A model carrying a grenade can throw one as their shooting attack, or a non-lethal grenade as a Tactical Action, both using
the rules for targeting a point on the battlefield. A model throwing a grenade can only throw to a maximum of two RIs or
12”. If the attack misses, use scatter dice to see where it lands, then resolve the attack from the new landing point. A
scattering grenade scatters D3” if it is targeted in the first RI, and D6” if targeted in the second RI. If a scattering grenade

29
hits a solid object, such as a wall or vehicle, it will bounce off in the opposite direction, continuing its move until it comes to
a halt. Each model carries two of each type of grenade with which they are equipped.

MAKE LETHALITY ROLL


If the target is hit, the player must make a Lethality roll by rolling a D6. If the score is equal to or greater than the weapon’s
Lethality, the target model is killed and removed from the game. Otherwise, the target has been wounded, and the player
must roll on the Casualty Table to determine the level of injury. Any injuries or cumulative injuries that raise the Wound
Level to 7 or more are instantly fatal.

MULTIPLE WOUNDS
If a model is wounded again after already being wounded, roll on the Casualty Table as normal. For each additional wound,
add the score of the Casualty Table roll to the model’s current wound level to establish a new wound level, to reflect the
cumulative effect of multiple wounds.

The Casualty Table


Note - The Casualty Table. The casualty table has been deliberately designed to reflect realistic injuries and the treatment needed in combat to
stabilise them. Tourniquets are needed to stabilise bleed outs and there are deliberately no quick fixes to injuries - significant medical effort is needed
to improve a casualty. This is why the table is structured as above and why wound levels may only be improved up to two levels in a game.

Roll Wound Severity Injury Effect Bleedout?


Wound
Level

Zero and Lucky Escape No effect No


below

1 Light Wound All Stats and Move reduced to 2 for the remainder of the No
current Turn and until the end of the next Turn.

2-3 Wound All Stats and Move reduced to 2 for the remainder of the No
game.

4-5 Serious Wound All Stats and Move reduced to 1 for the remainder of the Yes. Dead in 5 Turns.
game. May only fire Sidearm.

6 Catastrophic Incapacitated for the remainder of the game. Yes. Dead in 3 Turns.
Wound May not perform any actions or move.

7+ Dead

TREATING WOUNDS
To treat wounded models, see the Tactical Action Medic!

BLEEDING OUT
A model that begins to Bleed Out will continue to do so until stabilised with a Tactical Action Medic! Bleeding out only lasts
for a certain number of Turns, after which the model dies and is removed from play. Bleed out countdown starts at the
beginning of the following Turn and is measured in full Turns. So a model with a 3-Turn Bleed Out will survive for three full
Turns and be removed at the end of the third full Turn.

BODY ARMOUR
When worn, Body Armour reduces each roll on both the lethality and casualty tables by -1, or -2 for Heavy Body Armour. A
model wearing Heavy Body Armour suffers a -2 to their Agility Stat.
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SUPPRESSION
The rules for Suppression represent the degradation of a force’s performance as it comes under heavy weapons fire. With a
sufficient weight of fire, models can be Suppressed, Pinned or Routed, even if the attackers lack accuracy. Suppression is
one of the most important aspects of Asymmetric Warfare. Suppression affects the ability of troops to command, react and
resist the effect of heavy fire. It has the potential to severely restrict movement, pin down or rout an enemy, as well as
sway the Initiative of a battle.

Using Suppression, more numerous forces stand a real chance of degrading and defeating a smaller team of well-trained
troops.

UNITS
Suppression is a group game mechanic, applied to squads or vehicle crew as groups. It also applies to single models
operating alone in the case of Elite models. For simplicity, cohesive squads, vehicle occupants (crew and passengers), and
solo Elite models in this section are all each referred to as a ‘unit’.

AWARDING SUPPRESSION POINTS


Each time a model is targeted by direct fire and is within 3 Range Intervals of the firing weapon, it is subject to 1
suppression point for every shot fired. This is applied regardless of whether the target is hit or not. This point counts
towards the model’s unit rolling total.

Suppression points inflicted on the models in a unit are treated as a cumulative unit total, and the total number of
Suppression Points is tracked each Turn (a coloured die placed next to the unit is ideal). Fire is targeted by players at
individual models, but Suppression affects the unit – to demonstrate the difficulties of command and control for a unit
under fire.

As soon as a unit has received suppression points equal to the Command Stat of the current unit leader (Squad Leader,
Vehicle Commander or model Stat in the case of solo models), a Command Test for that unit is triggered.

● If the Command Test is failed, the unit is affected by suppression and its Suppression Level immediately increases
by one (make a note or mark it the models with an appropriate Base Marker).
● If the Command Test is passed, the unit is unaffected by increased Suppression at this time.

● Once the test is taken, regardless of pass or fail, the Suppression Points that triggered the test are removed from
the rolling unit total - i.e. the number of suppression points up to the leader's Command Value.

● If the attack inflicted more than enough suppression points to trigger a Command Test, those extra points remain
with the unit and carry over in the rolling total to the next test.

Suppression points are reset to zero for all units at the end of each Turn and start again as fire effect and suppression
mounts each Turn. Suppression Levels remain unless a Rally! Command Action is successfully completed.

Note that some weapons that are not direct fire still inflict suppression points (such as grenades and other fragmentation
weapons) inflict multiple suppression points on multiple models, quickly adding to the unit total.

Example: A unit commanded by a Professional Leader (Command 6) is targeted by 3 Militia Soldiers at close range. The
Militia fire Rapid Fire shots, which all miss but immediately inflict 6 Suppression Points. The Professional player rolls a 1
on their command test, failing the test. The Professional Unit now moves up one Suppression Level, and the 6
Suppression Points are removed and the rolling unit total reset.

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EFFECTS OF SUPPRESSION
Suppression is a cumulative effect, representing increasingly heavy fire on a unit and the effects this causes. The four levels
of suppression have escalating effects, as described below.

Suppression Levels

● The first time an unaffected unit’s suppression level increases, it becomes Suppressed.
● If a Suppressed unit’s suppression level increases, it becomes Pinned.
● If a Pinned model’s suppression level increases, it becomes Routed.

It is possible, through considerable weight of fire, for all three to happen within a single Turn.

Remember that Professional and Elite troops cannot be Routed – their suppression level cannot be increased past Pinned.

Unaffected

● The model or unit is not affected by fire and may move as normal.

Suppressed
● Suppressed models are suffering the fire effect and are restricted in their movement and actions:
o A Suppressed model or unit reduces its move by 2” and reduces its Shooting Stat by 2.
o A Suppressed model or unit may not make any Command Actions except to attempt Rally! and Call for
Reinforcements.
o Each Suppressed unit in a force at the end of a Turn creates a -1 modifier to the Initiative roll at the start of
the next Turn.

Pinned
● Pinned models are severely affected by fire, and are restricted in their movement and actions:
o A Pinned model or unit reduces its move by 3” and reduces its Shooting Stat by 3.
o A Pinned model or unit cannot make a Combat Sprint Tactical Action but may make other Tactical Actions.
o A Pinned model or unit may not make any Command Actions except to attempt Rally!
o Each pinned unit in a force causes a -1 modifier to the Initiative roll at the start of the next Turn.

Routed
● Routed models are extremely affected by fire, and are either combat ineffective or panicked.
o Routed models cannot fire.
o If the model is in the open, in the Movement and Tactical Action Phase it must make a Combat Sprint
Tactical Action towards the nearest cover (toward a building, trench, large tree – anything that will provide
cover from fire). If there is no cover available, the model makes a Combat Sprint towards the friendly table
edge and is removed if it reaches it. Routed models do not have to move to the same cover, whatever is
nearest. Routing will lead to a breakdown of unit cohesion in most cases and some recovering to Pinned
quicker than others.
o If the model is already in cover, it is Dislodged and is affected as if it is not in cover, and moves towards the
next rearward cover or friendly table edge.
o A Routed model or unit may not make any Command Actions except to attempt Rally!
o Each Routed unit in a force at the end of a Turn causes a -1 modifier to the Initiative roll at the start of the
next Turn.

Example: The Professional Unit comes under fire again with three more shots fired at it. This is not enough Suppression
Points to trigger a command test, as the previous 6 points were removed after the last test. These 3 do stay with the unit
until the end of the turn and any additional points will be added to the current total. The Militia player then elects to
attack the Professional unit again that Turn. Two shots and a frag grenade inflict a further 4 Suppression Points on the
Unit, pushing its rolling total to 7. A Command Test is triggered (against CD of 6) and one Suppression Point is carried over
on the rolling total.

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RECOVERING FROM SUPPRESSION
Squad Leaders can use the Command Action - Rally! to reduce the Suppression level by one during the Command Phase.

SUPPRESSION AND FLED OR DESTROYED UNITS


If a Suppressed unit is completely removed from the table through Routing or being killed, the suppression penalty is also
removed from Initiative, as that unit no-longer affects the battle. If any models from a unit remain on the table, the
Suppression level remains and will pose a modifier to the Initiative.

SUPPRESSION AND VEHICLES


Suppression affects vehicles and crew in different ways – they cannot be Pinned as it defeats the object of the mobility of
the vehicle and escalates directly from Suppressed to Routed. See vehicle rules for details.

Surrendering
Routed is the standard rule as it captures the likely actions of a heavily suppressed force. In certain scenarios, the enemy
may consider to Surrender under heavy fire. If your gaming group wish to play Surrender rules, the following can apply:

Models that reach the Routed level of Suppression do not rout in the normal way, but surrender instead. They stay in place,
take cover and play no further part of the game. The models are considered Passive and do not fire or move again due to
shock and terror unless directed by a non-passive model.

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CLOSE COMBAT
Hand-to-hand or ‘close combat’ is an important part of modern combat. When in close quarters, the use of bayonets, knives
and rifle butts as well as more specialist weapons such as short swords and tomahawks is sometimes more effective than
gunfire. Close combat also happens when there are no other options – when the enemy is too close, or the combatants
have run out of ammunition.

Attacks made hand-to-hand are between two models in base contact. As well as killing an enemy model, this can also result
in one being subdued or captured.

CLOSE COMBAT RULES


During a close combat attack, both models fight at the same time. Each player rolls a D6 and adds their model’s Melee Stat.
Remember that if one model moved into base contact this Turn they will receive a +1 modifier. Additional modifiers can be
obtained from close combat weapons and unarmed combat skills.

The model with the highest score wins the combat, and chooses whether to kill, knock out or capture the enemy model. In
the case of a draw, both players roll again until combat is resolved. Sidearms can be used in close combat in some
circumstances. See the Sidearm rule.

KILL
The model is killed and removed from play.

KNOCK OUT
If the winner of the combat chooses this option, roll a D6. On a result of 1-5, the model falls unconscious for that many
rounds. On a result of 6 the model is accidentally killed by the blow.

Unconscious Models
Unconscious models are considered Passive, have a Defence Stat of 0, automatically lose close combat and cannot make
any actions or move in any way.

CAPTURE
The other model is taken captive. Unconscious and captive models are considered Passive Models. A model may not
capture another if it is outnumbered in Close Combat.

CLOSE COMBAT ACROSS COVER


A model that is making a Move into Close Combat can assault a model across cover by moving to the opposite side of the
cover, as close as possible to the model. They are treated as being in base contact with each other. The model that moved
does not receive the normal +1 modifier to the close combat roll – instead, they receive a -1 modifier because of the
obstacle.

SHOOTING INTO CLOSE COMBAT


If a model fires at a target that is in base contact with a friendly model and the targeting roll fails, the friendly model is hit
instead.

MULTIPLE CLOSE COMBATANTS


If a model is in base contact with more than one enemy in the Combat Phase, it must fight each of them in succession. A
model has a -1 modifier to all its Close Combat rolls for each enemy after the first in base contact with them. For example, if
a model is in base contact with two enemies, they will fight both of them, with a -1 modifier to each Close Combat roll.

SIDEARMS IN CLOSE COMBAT


If a model is equipped with a sidearm, it may attempt to use it once as it is pulled into Close Combat. Before close combat is
resolved, the side-armed model takes an Agility Test using the Rule of Eight at -1 per enemy model they are fighting. If the
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test is passed, they may make a free Shooting attack at 0” at a -1 modifier against an enemy model before Close Combat.
The enemy model must be in base-to-base contact.

If one or more opposing models has a sidearm, they test simultaneously, and if passed, shoot simultaneously. Players
choose which models are targeted.

Survivors of any sidearm shooting continue to resolve Close Combat as normal. If a model has fired a sidearm, it may fight
in close combat using the sidearm as a physical weapon (Considered a Close Combat Weapon). If using a sidearm, Specialist
CCWs may not be used in Close Combat as the model is swinging a sidearm. Models that are attacked with Silent Takedown
may not attempt to draw and fire a sidearm.

THE END OF THE TURN


Once each player completes their Combat Phase, the Turn is over. Before the new Turn begins, the “end of the Turn” step
happens, which triggers some game effects.

Now stop! If you have read this far, you now know all you need to play your first game. We recommend that you try a small
skirmish before continuing to the Advanced Rules – this will ensure that you understand how the game works and will keep
confusion to a minimum.

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SECTION 4 – ADVANCED RULES
This Section covers advanced rules which add more depth to games of Asymmetric Warfare.

These add more narrative elements into the game and allow the creation of in depth scenarios, missions and plans with the
Scenario Rules at Annex D. Advanced rules can also be used to balance games - taking the advantage from a player using
bad weather to obscure targets or allowing a small force to recce an objective using darkness.

Players shouldn’t feel they have to introduce all the rules in this section at once, if at all. Picking select rules in agreement
with your gaming group will allow you to get even more deeply immersed in Asymmetric Warfare.

Due to the complexity of advanced rules in Asymmetric Warfare, some players prefer to play with a Games Master or GM. A
GM provides support with hidden troops and movement, secret radio communication, release of kinetic OTAs and acts as a
higher authority during the game. A GM could also control the Civilian population or any ‘undetermined’ troops. Having a
GM gives the players more flexibility to create varied game play through scenarios, without having to worry about tacking
movement of threats and assets that are not on either player's side.

ADVANCED MOVEMENT RULES


CAPTIVES, CASUALTIES AND UNCONSCIOUS MODELS
During a battle, models might be captured, knocked unconscious or seriously wounded. These models are referred to as
passive while in this state, as they cannot act by themselves. Other models can still interact with them in various ways,
which are detailed here.

DETAINING
A model that moves into base contact with a passive enemy model is assumed to be able to detain it using plasticuffs, zip
ties, handcuffs or rope. This model can then be Carried or Dragged in accordance with rules below.

MOVING WITH A PASSIVE MODEL


There are two ways that a passive model can be moved: another model can carry it, or another model can drag it. Casualties
are normally carried, and prisoners dragged.

● A model may carry another through difficult and dangerous terrain, but not drag it.
● If a model that carries or drags a passive model wishes to shoot in the following Combat Phase, it can only use a
sidearm.

CARRYING
● A model must start in base contact with a passive model to carry it.
● A model carrying another model cannot move further than its AG Stat in inches.

Example: A model with an Agility of 3 could carry a passive model up to 3”. The passive model is kept in base contact,
moving with the model that is carrying it. A passive model may be carried through difficult or dangerous terrain but the
carrier suffers an additional -2 modifier to Move and Agility Stats.

36
DRAGGING
● A model that moves into base contact with a passive model can immediately drag it as it moves or continues its
move.
● A model dragging a passive model cannot drag the model further than its Agility Stat.
● As soon as it moves into base contact, Dragging rules apply to the whole move distance, so if it has an Agility of 3
and has moved 2” to the passive model, it may only drag a further 1”.
● A model cannot be dragged over difficult or dangerous terrain.
● Up to two models can drag a passive model between them. A second dragging model after the first adds 2” to the
maximum distance that they can move, to a maximum of 6”.

Example: A model with an Agility of 3 could drag a passive model up to 3”. The passive model is kept in base contact,
moving with the model that is dragging it. An additional ‘dragger’ would increase this distance to 5”.

SHOOTING AT PASSIVE MODELS


Passive models can be shot at in the same way as any other model, with the following additional rules:

● Attending Models. A model that is carrying, dragging, or performing a Medic! command action on a passive model
is said to be attending it. If a ranged attack targets a passive model or that is being attended, and the targeting roll
fails, the attending model is hit instead. The opposite is also true – if a ranged attack targets an attending model and
the targeting roll fails, the passive model they are attending is hit.

● Freeing Captives. If a model moving a captive is wounded or killed, the captive goes free – they immediately stop
being a captive.

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ADVANCED RULE - HIDDEN TROOPS
Some scenarios use Hidden troops – ones that have spent time concealing themselves in hides and spider holes. Models
cannot become Hidden during a game. Hidden troops are not revealed to the enemy until they have been Detected or they
open fire – until then, they cannot be engaged. They can still be hit by AOE weapons that target the area they are in by
chance or speculative fire.

Hidden troops must be accurately recorded. They can be represented by hidden counters or marked on a sketch map. You
could even annotate a photograph of the game board taken at the start of the first Turn to indicate your troop’s positions.
As your Forces move around the board, they should be tracked clearly in some way, the easiest of which is a sketch map.

Due to the nature of hidden troops, and the complexity of recording their position and movement, they are best suited to
games that make use of a Games Master who can arbitrate.

Note that some off-table assets, such an ISTAR UAV, can reveal hidden models.

HIDDEN MOVEMENT
Hidden models may move if undetected they remain out of LOS of the enemy. The opposing player should not know what
forces are moving, or where they are moving to. A hidden model moves at the same speed as a non-hidden model,
following the same rules for terrain.

REVEALING HIDDEN TROOPS


Hidden models can be found through Scanning , Detection or Hearing following the same rules for Unalert models
detecting the enemy, but with an additional -1 modifier to the roll for Detection. Note that both Alert and Unalert models
can Detect and Hear hidden models. In addition, a hidden model is revealed if it is within 3” of an enemy and with LOS, or if
it opens fire.

Once a hidden model has been revealed it loses all benefits of being hidden and cannot become hidden again.

38
ADVANCED RULE - SNIPERS IN GHILLIE
A ghillie suit is an especially well camouflaged piece of clothing often used by snipers. Snipers in ghillie are treated as a
special kind of hidden model to represent their specialist skills and experience. They follow all the rules above, with the
following additions.

● Snipers in ghillie can only be deployed in a suitable environment, such as a rural area, an observation post or within
a building or similar hide.
● They cannot be detected until they move or fire, or until an enemy moves within 1”. They can still be detected by a
model making a Scan Command Action.
● If a sniper fires, they have a chance of being detected. This is resolved using a D6 roll on the table below and is
different for suppressed and unsuppressed weapons. The more shots fired, the greater the chance of detection.
This is cumulative throughout the game.

Snipers – Detection
Shot Detection Chance – Detection Chance –
Unsuppressed Suppressed
1 6 Nil
2 5+ 6
3 4+ 5+
4 3+ 4+
5 2+ 3+
6 2+ 2+
Sniper Stalk
Snipers in ghillie may crawl while remaining Hidden, at a maximum rate of half their Agility stat, rounded up. If they do this
they remain undetected even if they enter an enemy’s LOS outside of 1”.

Detection
If a Detection roll is ever made for a sniper in ghillie, subtract 1 from the score.

39
ADVANCED RULE - PICKING UP WEAPONS AND
EQUIPMENT
Models can pick up weapons and equipment from the battlefield, whether found on the battlefield as part of a scenario or
taken from a dead model. To pick up a weapon or piece of equipment a model simply must move into contact with it, or
with the dead model that was carrying it. A model that picks up equipment cannot make any further actions in the same
Turn.

When retrieving weapons or equipment from a dead model, there is a chance that it will have been damaged. Roll a D6 and
refer to the table below, depending on how the model was killed. If the result is equal to or greater than the “Viable” value,
the weapon or equipment is usable; otherwise, it has been destroyed and cannot be picked up.

Cause Viable
Fall, road accident or crash 2+
Infantry Direct Fire (up to .50.) 3+
Light fragmentation or explosion (40mm or hand grenade,
or smaller).
Heavy Weapon Direct Fire (.50 or larger). 4+
Large explosion (mine, IED or vest or larger).

In some cases, a more technical weapon may be picked up by a low-level fighter or civilian. As a general rule, if the level the
model is representing in the ‘real’ world does not routinely operate the weapon or equipment (such as a militia fighter
attempting to use a Javelin missile) – the players must make a determination that the equipment cannot be used, or a
suitable penalty is incurred on its use.

ADVANCED RULE - MENTORING


Elite and Professional models may mentor squads of less well-trained troops. Using their superior skills and experience, they
advise and direct the squad in battle to enhance their combat effectiveness. Mentoring is subject to the following:

● A Mentored squad uses the profile of a model 3 levels higher: therefore Militia become Trained, Trained become
Professional and so on. The effect is the same for Squad leaders and commanders, as well as ordinary troops.
● Each Mentor can only advise up to 6 models.If a mentor is in a squad with more than 6 mentees, all benefits are
immediately lost.
● Mentors must be part of the Squad they are advising.
● Mentors must be at least one Tier above the unit they are working with. Eg Elites can Mentor units of Professional
and below.

For example; a squad of 12 Afghan Commandos (Trained) are mentored by 2 US Special Forces ODA (Professional). As a
result, the Commandos use Professional Command Stats.

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ADVANCED RULE - MISSION SPECIALISTS
Some operations require skills outside of normal military training and require highly trained specialists in different fields
that have to be physically taken into combat zones as there are no other alternatives. These are ideal entities in scenario
missions and campaigns to make things interesting.

Specialists are in-general, not well trained militarily, but experts in their particular non-combat field. These personnel on the
battlefield are almost always mission essential, and if they are killed or wounded, the mission is a failure. These specialists
could be used by SOF or professional armies to achieve objectives, but also by militia or criminal groups to break into vaults
or computers, steal nerve agents or any number of scenario ideas.

In general, a specialist will adopt the standard profile of a civilian, trained soldier or in some cases professional soldier
(usually in the case of support to SOF/Elite troops), but with a Command Value of 5 in their specialist subject. Some
examples are given below, but feel free to create your own.

Level Description CD AG SG DC ME PV Special Rules Summary


S SOF Military 3 4 5 2 4 13 Has a CD of 5 when facing language tests.
Interpreter
(professional)
S Trained Military 2 3 4 2 4 8 Has a CD of 5 when facing CBRN-E tests.
CBRN Specialist
S Civilian hacker 1 2 2 1 2 10 May not use weapons. Has a CD of 5 when hacking tests. Takes
1 turn to set up a hacking station, 1 turn to break in and 2
turns to acquire information. Each turn a suitable CD test
should be made for the difficulty of the task. If any fail, the
alarm is raised.
S Doctor (virologist, 2 2 2 1 2 12 May not use weapons. Has a CD of 5 when making specific
surgeon etc) medical tests pertaining to their speciality.
S Nuclear physicist 2 2 2 1 2 12 May not use weapons. Has a CD of 5 when making specific
tests pertaining to their speciality, such as defusing a dirty
bomb or nuke.

There are many stories of mission specialists taken into harm’s way – a hacker being tandem HALOed into Russia with SOF
to access a computer node, CBRN specialists flown into Syria to test for chemicals, and interpreter taken to a key senior
leadership meeting in Afghanistan – and lots more.

Remember, if these guys are being taken on a mission, they are essential and must be protected. Screen them from the
enemy by using covered routes and your teams as shields, and as with every mission – getting on the objective is not even
half way there. Protect them as they complete their task and on the route out. Anything can happen, and usually does.

41
ADVANCED RULE - COVERT TROOPS
In some scenarios, players will want to conduct covert operations where their troops are not necessarily concealed on the
battlefield, but hidden in plain sight. This is ideal for close-in surveillance, or getting near a target before launching a
surprise attack. There are two ways of operating covertly: The model is in civilian dress and has concealed weapons, or is in
‘enemy’ uniform and is attempting to blend in around the opposition. For simplicity the models are dealt with in the same
way.

● Models are designated as Covert at the beginning of the game.


● A model is considered Covert until it is compromised.
● It is usually simpler to have a covert insertion at the beginning of the mission or game.
● Until they are compromised, covert models are assumed to be either friendly, undetermined forces or civilians and
may not be engaged by enemies.
● Models can only be Covert if they are equipped with Compact weapons. Grenades and small equipment can be
carried as normal.
● As soon as a model makes an action that is suspicious or hostile in Line Of Sight and 24” of any enemy model, they
become compromised and lose their Covert status.
● Becoming Compromised may happen by accident. Every turn a Covert model must pass a Command Test in the
Command Phase using the Rule of Eight. If it fails and is in Line Of Sight of an enemy model, the model is
immediately compromised and may be engaged at the start of the next turn. The same can also happen with some
civilians.

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SECTION 5 – VEHICLE RULES
INTRODUCTION
Vehicles add an additional dimension to games of Asymmetric Warfare, allowing a much broader variety of battlefield
tactics. This section covers all the rules for fielding and using vehicles of all shapes and sizes.

Military vehicles such as armoured patrol and combat vehicles are commonplace on the modern battlefield and afford a
force speed, mobility, firepower and protection. Combat vehicles such as Mine Resistant, Ambush Protected (MRAP)
armoured vehicles are now core platforms within the world’s military forces. In addition to these vehicles are lightweight
‘light strike’ vehicles – used unconventionally off-road or in areas inaccessible to normal or armoured vehicles – such as the
Polaris RZR and DAGOR. Also seen in the hands of special operations forces and militia forces alike are modified pickup
trucks and ‘technicals’, mounting everything from heavy machine guns to rocket pods, comms systems and supplies. Less
frequently noticed but still commonplace are discreet armoured vehicles protecting diplomats and VIPs, and ‘civilianised
military vehicles’ – covert vehicles designed to blend in, but with added capabilities such as armour, comms, cameras and
distraction devices. Tanks are still formidable enemies, but more lethal anti-tank weapons in the hands of small bands of
determined men are deadly….

VEHICLES
A vehicle is activated in the same way as an infantry model in the controlling player’s force – it can make Command Actions
in the Command Phase, move in the Movement and Tactical Action Phase and weapons can be fired in the Combat Phase.
Any deviations from the standard rules are detailed in the following sections.

VEHICLE STATISTICS
Vehicles have statistics similar to infantry models. They are:

● Move (Mv). This is the distance (in inches) that the model may move up to per Turn.
● Armour Value (AV). This represents how well protected the vehicle is against attacks. This has been broken down
into frontal, side, rear and top armour.
● Transport (Tt). This is the total number of personnel that can fit in the vehicle.
● Crew (Cw). This is the number of personnel that crew the vehicle, and is included within the Transport Stat.

VEHICLE CREW
Vehicles are assumed to be crewed by Trained Soldiers (level 4), and where points values are being used their cost is
included in that of the vehicle. If a player wishes they can upgrade or downgrade the level of a vehicle crew – if points
values are being used, adjust the value of the vehicle accordingly.

COMMAND ACTIONS AND VEHICLES


The only Command Action that a vehicle can make is Overwatch. When a vehicle goes into Overwatch the player must
decide which direction the vehicle’s weapons are facing and will be fired from – mark this facing accordingly.

A Squad Leader mounted on a vehicle can make Fire Control Order and Call for Fire: Off-Table Asset Command Actions, but
if they do the vehicle cannot move in the following Movement and Tactical Action Phase.

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VEHICLE MOVEMENT
● Normal Move. When a vehicle moves, it can travel over open ground up to a number of inches equal to its Mv Stat.
● Turning. Vehicles must move directly forward or backwards. After moving 2” it can make a turn of up to 45 degrees
in either direction; it must move another 2” before it can turn again. There is no limit to the number of times a
vehicle can turn as long as there is 2” between each turn.
● Difficult Ground. Every inch a vehicle travels across difficult ground counts as 2” of movement.
● Moving fast. All vehicles can move faster on roads and hard surfaces - The player may move up to double the MV by
passing an AG test using Ro8 - The vehicle must move in a straight line and may not make turns or adjustments to
directions during this move. If the test is failed, the vehicle cannot perform a ‘Moving Fast’ move.
● Transporting Passengers. A vehicle may transport as many models as its Transport Stat. This number includes the
crew.

MOUNTING AND DISMOUNTING


An infantry model that moves into contact with a vehicle that has not moved this Turn can mount it. The vehicle cannot
move for the rest of this Turn as troops mount it.

An infantry model can dismount from a vehicle in any subsequent Turn. The vehicle may move before the model dismounts
up to 6”, but cannot move after. A dismounting model is placed in base contact with the vehicle, and may then move as
normal.

The above rules reflect the fact that most units are good at dismounting from vehicles into combat, and that mounting or
re-mounting is a time consuming event.

VEHICLE WEAPONS
A vehicle can fire its weapons in the Combat Phase, as long as each of them is crewed. If the vehicle moved at least 12”
during the Turn, any targeting rolls have a -2 modifier unless it is stabilised. Some mounted weapons such as Light Tank Gun
are Move or Fire weapons. Although they are mounted onto a vehicle, they may not shoot in the same Turn they are
moved. See full rules explanation in the vehicle special rules.

INFANTRY FIRING FROM A VEHICLE


Any infantry models being transported in a vehicle with the Open Topped special rule can shoot from it. If the vehicle
moved at least 6” during the Turn, any targeting rolls made for them have a -1 modifier. Troops firing from vehicles
travelling more than 6” are ineffective and automatically miss.

FIRING AT A VEHICLE
If a vehicle is targeted by a shooting attack, the firer should nominate the area that the vehicle is being targeted - front,
side, rear, or top. A targeting roll is then made as normal, factoring in any modifiers but the defending roll adds the
vehicle’s Driver’s Agility Stat (instead of adding Defence). The scores are compared in the normal manner, and if the firer’s
score exceeds the target’s score, the shot is a hit. Otherwise, the shot misses and will only cause Suppression within the first
3 Range Intervals.

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VEHICLE SHOOTING MODIFIERS
The following modifiers are applied when shooting at a vehicle:
● Static. If the vehicle did not move this Turn it is stationary and treated as an inanimate object – no opposing roll is
made and a targeting roll of 8 or more will score a hit (Ro8 standard). Cover may still apply.
● Aiming. If a model has not moved or conducted a Tactical Action this Turn, it can be assumed to be carefully aiming
at targets from a static position, and is granted a +1 modifier to direct fire targeting rolls. A model shooting on
Overwatch does not gain a bonus for being static as it is overwatching a larger area (same as infantry rules).
● Elevation Advantage. If the model is at least 3” higher than their target, they receive a +1 modifier (same as
infantry rules).
● Moving. Shooting at a moving vehicle (6” or more) is difficult and incurs a +1 modifier to the defender's Agility.
● Cover. Cover modifiers apply as normal (same as infantry rules).
● Hull down. If a vehicle is only exposing the turret, a -3 modifier is applied to a Ro8 roll or a +3 to the defender's
agility roll if the vehicle is mobile and only the turret is visible.

If a hit is scored, no Lethality roll is made. Instead, compare the weapon’s Penetration (PEN) Stat to the vehicle’s Armour
Value (AV) Stat in the area that it was hit. If the PEN is equal to or greater than the AV, the vehicle’s armour can be
penetrated and a roll is made on the Vehicle Armour Penetration table below. Add 1 to this roll for each point by which the
PEN value exceeds the vehicle AV.

MAXIMUM PENETRATION
The maximum result on the Vehicle Armour Penetration table cannot be higher than the firing weapon’s PEN value. For
example, if a weapon with a PEN of 6 is being fired at a vehicle, the maximum possible score is 6 (an M-Kill result). Treat any
score higher than the PEN value only as high as the highest possible result for that weapon.

FIRING AT CREW
If crew can be seen either on exposed parts of the vehicle or through unarmoured windscreens, they may be targeted in the
normal manner, factoring in any parts of the vehicle obscuring them as cover.

CREW DEATH
If the Driver of a vehicle is killed, the vehicle goes out of control. In each subsequent Movement and Tactical Action Phase it
will move forward the number of inches equal to the distance it travelled in the previous Turn minus 4”, until it comes to
rest. Another model aboard the vehicle – a passenger or other crew member – can take over driving the vehicle once it has
come to rest, at which point it can move in a controlled fashion.

If a gunner is killed, the weapon they were serving can no longer be used to fire. In any subsequent Turn another model
aboard the vehicle – a passenger or other crew member – can take over the gun, allowing it to be fired again.

45
VEHICLE ARMOUR PENETRATION TABLE
Vehicle Armour Penetration Table
D6 Result Effect
1 No effect The hit passes harmlessly through the vehicle, narrowly missing vital components or crew, or
the warhead failed to arm.
2 Minor Damage The vehicle’s Mv is reduced by 3” for the remainder of the game. This is cumulative. If a
vehicle’s Mv is reduced to 0 it cannot move for the remainder of the game.
3 Damage The vehicle’s Mv is reduced by 6” for the remainder of the game. This is cumulative. If a
vehicle’s Mv is reduced to 0 it cannot move for the remainder of the game.
4 Passenger Each passenger on board the vehicle suffers a Lethality 5+ hit. If they are not killed, make a
Compartment Casualty roll for them as normal.
hit
5 Driver hit The vehicle’s driver suffers a Lethality 3+ hit, and the vehicle moves D6” out of control (use
scatter dice and according to specific vehicle movement rules) unless the vehicle is
immobilised.
6 Mobility Kill A vital part of the vehicle is hit. The vehicle moves D6” out of control (use scatter dice and
according to specific vehicle movement rules) and is immobilised. Roll a D6; on a roll of 5+ the
vehicle is so badly damaged that its weapons and equipment can no longer be used.
Otherwise, all weapons and equipment can still be used.
Each passenger and crew member suffers a Lethality 5+ hit. If they are not killed, make a
Casualty roll for them as normal. In addition to normal effects, they are stunned for the
remainder of the current turn.
7 Mobility Kill The vehicle moves D6”out of control (use scatter dice and according to specific vehicle
movement rules) and is immobilised. On a roll of 3+ all hydraulics or power is cut, rendering it
impossible to use any mounted weapons.
Each passenger and crew member suffers a Lethality 4+ hit. If they are not killed, make a
Casualty roll for them as normal. In addition to normal effects, they are stunned for the
remainder of the current turn and all of the following turn.

8+ K-Kill The vehicle is completely destroyed, and any on-board ammunition detonates and fuel ignites.
An explosion extends D6” from the vehicle in all directions, inflicting a Lethality 4+ hit on any
models within its reach. This area is also set ablaze. All crew and passengers are instantly
killed.

SUPPRESSION AND VEHICLES


Suppression on vehicles is treated slightly differently to infantry. Vehicle crews are treated as a unit as per normal
Suppression rules. Vehicles can be suppressed in the same way as infantry units, except those with the Heavily Armoured
and Armoured Fighting Vehicle rule, with one exception – vehicles cannot be Pinned.

If a vehicle suffers suppression points equal to the Driver’s or Commander’s CD Stat (whichever is the higher if both are
present), a Command Test is made in the normal manner. IF failed, the suppression level for the vehicle increases.
However, vehicles cannot be Pinned. If a Suppressed vehicle’s suppression level increases beyond Suppressed, it
immediately becomes Routed. The effects of suppression on vehicles are as follows:

Suppressed
A Suppressed vehicle reduces its move by 2” and any shooting attacks made by it or by models mounted aboard it have a -2
modifier.

Routed
A Routed vehicle cannot shoot, and neither can any models mounted aboard it. In the Movement and Tactical Action Phase
it must move as far as possible, either forwards or backwards, towards the nearest cover. Once the vehicle reaches cover its
suppression level is immediately reduced to Suppressed. If there is no friendly cover available, the vehicle moves towards
the friendly table edge instead, and is removed if it reaches it.

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VEHICLE COLLISIONS
If a vehicle collides with a building, other vehicle or terrain feature, the vehicle will take damage and have its course and/or
behaviour altered.

Players must judge whether the vehicle merely glances an object or has a full collision, based on how they have connected.
As a rule of thumb, a glance would slow and / or divert a vehicle, while a collision would stop it entirely. If it is not clear or
the players cannot come to an agreement, they should roll off. In general, a speed of up to 6” would create a glance. Faster
would create a collision.

In either case, roll a D6 and add 1 to the result for every full 2” over 8” that the vehicle moved this Turn before the impact.
Look up the result on the relevant column of the table below to determine the effects. If the vehicle is moved in a random
direction, using scatter dice.

Vehicle Impact Table


D6 Glance Collision
1 The vehicle bounces off the object with no damage. It The vehicle hits the object and stops dead with miraculously no
can continue its move but its maximum move distance damage.
this Turn is reduced by 2”.
2 The vehicle clips the object. Roll on the Armour The vehicle smashes into the object and moves D3” in a random
Penetration table, subtracting 2 from the result. The direction. Roll on the Armour Penetration table.
vehicle can continue its move but its maximum move
distance this Turn is reduced by 4”.
3 The vehicle clips the object. Roll on the Armour The vehicle smashes into the object and moves D3” in a random
Penetration table, subtracting 1 from the result. The direction. Roll on the Armour Penetration table, adding 1 to the
vehicle can continue its move but its maximum move result.
distance this Turn is reduced by 4”.
4 The vehicle clips the object. Roll on the Armour The vehicle smashes into the object and moves D3” in a random
Penetration table. The vehicle can continue its move but direction. Roll on the Armour Penetration table, adding 2 to the
its maximum move distance this Turn is reduced by 4”. result.
5 The vehicle goes out of control and moves D6” in a The vehicle smashes into the object and moves D6” in a random
random direction. Roll on the Armour Penetration table. direction. Roll on the Armour Penetration table, adding 3 to the
result.
6 The vehicle goes out of control and moves D6” in a The vehicle smashes into the object and moves D6” in a random
random direction. Roll on the Armour Penetration table, direction. Roll on the Armour Penetration table, adding 4 to the
adding 1 to the result. result.

Ramming
A ram is an intentional collision between a vehicle and another vehicle or infantry model.

Ramming Other Vehicles


Ramming another vehicle is resolved in the same way as a collision, with the following exceptions.

When a vehicle rams another, a separate roll on the Vehicle Impact Table is made for each vehicle. Add 1 to both results for
every full 2” over 8” that the ramming vehicle moved this Turn before the impact. The driver of the ramming vehicle can
make an Agility test to control the ram – if the test is passed they can increase or decrease each roll by up to 2.

A ramming vehicle must be in the same category or larger than the target vehicle, according to the vehicle profiles table.

Ramming Terrain
If they wish, players can allow vehicles to ram terrain features in an attempt to break through doors and knock down walls.
Common sense should be applied in the application of this rule to allow in game effects.

Ramming Infantry
If a vehicle contacts an infantry model, make an Agility test for that model. If the test is passed, the model can move up to
1” to avoid the vehicle. If the test is failed, or if the model cannot move out of the path of the vehicle, the model suffers a
single hit at Lethality 5+, or 3+ if the vehicle has travelled at least 6” this Turn. Add 1 to the result of this roll if the vehicle is
tracked.

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SECTION 6 – OFF-TABLE ASSETS
As well as the troops they have on the battlefield, a player’s force might include Off-Table Assets (OTAs) that can be called
in during the battle. These might include high altitude drones, fast air support, helicopter gunships, mortars or artillery
barrages. Some scenarios may restrict the use of Off-Table assets. Most kinetic OTAs have a delay of one Turn after they
have been called in. This is to realistically simulate the time needed to call for and receive support.

TARGETING OFF-TABLE ASSETS


Each Off-Table Asset in the force may only be used once per game, although multiples of each asset may be included in a
force. Assets are called in with a Call for Fire: Off-Table Asset Command Action.

If the Command Action is successfully completed, the player declares a point on the battlefield within the model’s LOS to be
the intended target location. The player then makes a targeting roll. The default Range Interval is 24”, but this can be
improved with certain items of equipment (specifically, Binoculars or a Handheld Integrated Targeting SystemCombat
Equipment).

If the targeting roll scores 8 or higher the target location stays where it is – on a score of 7 or less it scatters D6”.

The target location can be marked with a token, or marked on a map and kept secret from the enemy until the ordnance
arrives. Each type of OTA has specific rules that govern what happens when it arrives.

Example: A Professional Commander with binoculars and Long Range Comms makes a CFF:OTA Command Action, calling
for mortar support. The Command test is passed with a D6 roll of 4, and the player declares a target point on the
battlefield – the current location of an enemy Militia fighter. The target is 40” away, which is in the second RI for
binoculars, giving a -1 to the targeting roll. The player rolls a D6, adds the Commanders Shooting Stat of 5 and subtracts 1,
scoring a total of 9. This is sufficient for the ordnance to land on target. Following the rules for mortars, a D2 is rolled with
the result of 2, meaning the ordnance will hit the targeted area in 2 Turns. Their effects will be resolved in the Combat
Phase of that Turn.

CALLING IN OFF-TABLE ASSETS


To successfully call in an OTA, a Commander must see and be able to attempt to hit the target. The model makes the attack
rolls to hit as if firing at an inanimate object following the normal rules for range intervals using Call For Fire. Once they pass
the test and successfully indicate the target, each OTA acts as described below:

Sniper OP Support
This OTA simulates snipers supporting from off-table. The player makes an attack on the target model in the Combat Phase
of their next Turn with a 7.62mm sniper rifle, fired from a nominated point on the table edge of their choice using shooting
rules as per usual. The sniper is placed an additional 1RI back from the table edge, so factor in +1RI for each shot. The shots
are taken at the start of the player’s Combat Phase in the next Turn. The player may make follow up shots from the same
table edge but each shot after the first adds a -1 modifier to the OTA command test. Once the test is failed, the OTA cannot
be used again.

Asset LTY PEN Fire Considerations Special Rules


Sniper 2+ 7 Professional firer. RI 36” 1 shot per Turn, Heavy Sniper Rifle.

48
Heli Snipers
This OTA simulates snipers firing from a supporting helicopter. The player makes an attack on the target model in the
Combat Phase of their next Turn with a 7.62mm sniper rifle, fired from a nominated point on the table edge of their choice.
The shots are taken at the start of the player’s Combat Phase in the next Turn.

Asset LTY PEN Fire Considerations Special Rules


Heli Snipers 3+ 7 Professional firer. RI 36” 2 shots, Sniper Rifle, Vulnerable to MANPADs.

Attack Helicopter – Miniguns


This OTA simulates a missile minigun strafe by an off-table attack helicopter. The player may make a strafing run by a light
attack helicopter using two 7.62mm minigun pods. Pick a point on a table edge and fire 2 x minigun pods as a direct fire
attack from that point at the nominated target at the start of the Combat Phase in the next Turn.

Asset LTY PEN Fire Considerations Special Rules


Attack Helicopter – 3+ 7 Professional firer. RI 36” 2 x Minigun fired from any table edge, Vehicle
Miniguns Mounted, Heavy Weapon, Vulnerable to
MANPADs.

Attack Helicopter – Cannon


This OTA simulates a cannon attack by an off-table attack helicopter. The player may make a strafing run by a light attack
helicopter using a cannon. Pick a point on a table edge and fire a cannon as detailed below from that point at the
nominated target at the start of the players Combat Phase in the next Turn.

Asset LTY PEN Fire Considerations Special Rules


Attack Helicopter – 2+ 9 Professional firer. If Multi Blast (3), Frag 1”, Vulnerable to
Canon missed, D3” deviation of MANPADs.
first hit.

Attack Helicopter – Rockets


This OTA simulates a rocket attack by an off-table attack helicopter. The player may nominate the impact point. The
ordinance lands at the start of the player's Combat Phase in the next Turn.

Asset LTY PEN Fire Considerations Special Rules


Attack Helicopter – 4+ 6 Professional firer. If missed, Multi Blast (4), Frag 2”, Vulnerable to
Rockets D3” deviation of first hit. MANPADs.

Attack Helicopter - Missile


This OTA simulates a missile attack by an off-table attack helicopter. The player may nominate the impact point. The
ordinance lands at the start of the player's Combat Phase in the next Turn.

Asset LTY PEN Fire Considerations Special Rules


Attack Helicopter - 3+ 12 + Automatic hit if indicated by Frag 4”, Vulnerable to MANPADs.
Missile D6 the commander.

Close Air Support - Cannon


This OTA simulates a close air support gun run with a cannon. The player may nominate the impact point. The ordinance
lands at the start of the players Combat Phase in D2 Turns after the current Turn, with a 3” deviation of first hit, and Multi
Blast rules with D6” between hits.

Asset LTY PEN Fire Consideration Special Rules

49
Close Air Support, 2+ 9 D3” Deviation of first Multi Blast (3), D6” between hits, Frag 1”,
Cannon hit. Armour piercing, Tank killer, Vulnerable to
MANPADs.

Close Air Support - Unguided Bomb


This OTA simulates a close air support strike with a 500 lbs bomb. The player may nominate the impact point. The ordinance
lands at the start of the players Combat Phase in D2 Turns after the current Turn, with a 6” deviation in the direction
indicated by scatter dice.

Asset LTY PEN Fire Considerations Special Rules


Unguided Iron Bomb 3+ 20 D6” deviation from target. 10” Frag, lethal inner 2”. If dropped on
a building, it penetrates to the ground
floor and explodes. Shocking,
Vulnerable to MANPADs.

Close Air Support – Laser Guided Bomb


This OTA simulates a close air support strike with a laser guided 500 lbs bomb. The player may nominate the impact point.
The ordinance lands at the start of the player's next Combat Phase in the following Turn.

Asset LTY PEN Fire Considerations Special Rules


Laser Guided Bomb 3+ 20 Automatic hit if indicated by the 10” Frag, lethal inner 2”. If dropped on
commander. a building, it penetrates to the ground
floor and explodes. Shocking,
Vulnerable to MANPADs.

Loitering Munition or FPV Drone


This OTA simulates a loitering drone that can be called in to strike a particular target over the battlefield. The player may
nominate the impact point. The ordinance lands at the start of the players Combat Phase in D2 Turns after the current
Turn.

Asset LTY PEN Fire Considerations Special Rules


Loitering Tactical 3+ 11+ Automatic hit if indicated by the Frag 2”.
Munition D6 commander.

Drone Strike
This OTA simulates a Reaper, TB2 or similar drone supporting from overhead with stand-off missiles. The player may
nominate the impact point. The ordinance lands at the start of the players Combat Phase in D2 Turns after the current
Turn.

Asset LTY PEN Fire Considerations Special Rules


Armed 3+ 12 + D6 Automatic hit if indicated by All enemy forces revealed for 1 Turn.
UAV - commander One attack of Frag 3”, Shocking.
Hellfire

Light Mortars
This OTA simulates a light mortar mission being fired on to the battlefield. The player may nominate the impact point. 3 x
60mm mortar bombs land at the start of the players Combat Phase D2 Turns after the current Turn.

Asset LTY PEN Fire Considerations Special Rules


Light 5+ 6 Elite/Professional/Trained D3” Multi Blast (3), Frag 3”, 1” between
Mortars Deviation of first hit. Militia - D6”. templates.

50
Mortars
This OTA simulates a mortar mission being fired on to the battlefield. The player may nominate the impact point. 3 x
81/82mm mortar bombs land at the start of the players Combat Phase D2 Turns after the current Turn.

Asset LTY PEN Fire Considerations Special Rules


Mortars 5+ 7 Elite/Professional/Trained D3” Multi Blast (3), Frag 4”, 1” between
Deviation of first hit. templates, Shocking.
Militia - D6”.

Artillery Strike – One 4-gun fire mission


This OTA simulates a 4-gun artillery mission being fired on to the battlefield. The player may nominate the impact point. 4 x
artillery rounds land at the start of the players Combat Phase D2 Turns after the current Turn

Asset LTY PEN Fire Considerations Special Rules


Artillery Strike 4+ 8 D3” Deviation of first hit. Multi Blast (4), 1” between hits, Frag 4”,
Armour Piercing, Shocking.

Precision Artillery Strike – one artillery shell delivered by gunship or guided munition
This OTA simulates guided artillery shells. The player may nominate the impact point. The ordinance lands at the start of the
players next Combat Phase this Turn.

Asset LTY PEN Fire Considerations Special Rules


Precision Artillery 4+ 8 Automatic hit if indicated Frag 4”.
Strike by commander

Artillery/Mortar - Smoke Mission


This OTA simulates an artillery or mortar smoke mission on the battlefield. The player may nominate the impact point. 4 x
artillery rounds land at the start of the players Combat Phase in D2 (next or Turn after) Turns.

Asset Firing Special Rules


Considerations
Smoke Mission D3” Deviation of Multi Blast (4), 1” between templates, Smoke 4”, lingers on the
first hit. battlefield for D3 Turns.

Artillery/Mortar - Illumination Mission


This OTA simulates artillery or mortar parachute flares. A 24” diameter Light Pool is created during next Turn, in a location
of the firing player’s choosing. Night fighting rules are suspended inside for 2 Turns.

Asset Firing Special Rules


Considerations
Illumination D3” Deviation of 24” diameter Light Pool during next Turn, in a location of the firing player’s
Mission first hit. choosing. Night fighting rules suspended inside.

GMLRS - Guided Multi-Launch Rocket System


This OTA simulates a Guided Multi-Launch Rocket System strike from afar. The player may nominate the impact point and
type of missile. The ordinance lands at the start of the players Combat Phase in D3 Turns after the current Turn.

Asset LTY PEN Fire Considerations Special Rules


HIMARS 4+ 10 Automatic hit if indicated Frag 6”, lethal inner 2”. If dropped on a building, it
by commander penetrates to the ground floor and explodes. Shocking.
ATACMS 3+ 12 Automatic hit if indicated Frag 8”, lethal inner 2”. If dropped on a building, it
by commander penetrates to the ground floor and explodes. Shocking.

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Alternative Warhead 4+ 8+D Automatic hit if indicated Frag 8”, +1 to hit even in cover. Shocking.
3 by commander

STORM SHADOW
This OTA simulates a cruise missile hitting a target on the battlefield. Prior to game start, and before any models are placed,
the player nominates the impact point and the turn in which the ordinance lands as a scripted part of the scenario. The
player can either write this down or coordinate with the GM. The ordinance lands at the start of the players Combat Phase
in the nominated phase.

Asset LTY PEN Fire Considerations Special Rules


Storm Shadow 4+ 10 Automatic hit if indicated by commander Frag 6”, lethal inner 2”.

Non-Kinetic OTAs
ISTAR UAV. Intelligence, Surveillance, Target Acquisition and Reconnaissance drone
All enemy forces revealed for 1 Turn. +1 to hit for all Call For Fire actions for 2 Turns.

Strategic UAV – A long loiter UAV brings ISTAR and SIGINT to the battle.
All enemy forces are revealed for the rest of the game. Enemy Long Range Comms jammed on a 3+ roll of a D6 every time
they attempt to use them. Comes into effect as soon as the Command Test is passed.

Leaflet Drop
The following Turn during the combat Phase, leaflets drop on the entire battlefield.

Asset Firing Special Rules


Considerations
Leaflet Drop Battlefield-wide. Battlefield-wide drop of influence leaflets. Friendly troops are unaffected. All
enemy troops must pass a command test or immediately increase their
Suppression level by 1.

Electronic Attack
Roll D6 and use the table below to immediately implement the result.

Asset Firing Special Rules


Considerations
Electronic Attack Battlefield-wide.
D6 Effect
5-6 All enemy comms jammed for D3 Turns. All enemy squads fed
disinformation. D3 enemy squads can be moved by the Electronic
Attack player. The remaining squads cannot move this Turn but
may fire.
3-4 All enemy comms jammed for D3 Turns. All enemy squads fed
disinformation and cannot move this Turn but may fire.
2 All enemy comms jammed for D3 Turns.
1 All enemy comms jammed for 1 Turn.

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ANNEX A - WEAPONS
WEAPON PROFILES
Close Combat Weapons
Class RI LTY Special Rules Examples
Unarmed Combat Training N/A N/A Close Combat (+1 Modifier) Combatives.
Close Combat Weapon N/A N/A Close Combat (+1 Modifier) Knife.
Specialist CCW N/A N/A Close Combat (+2 Modifier) Combat Axe, Machete,
Sword.

Sidearms
Class RI LTY PEN Special Rules Examples
st
Pistol 8” 5+ 4 Compact (+1 in 1 RI), Rapid Fire (1 shot, or 2 at -1), Sidearm. Glock etc.
Integrally Suppressed Pistol 6” 5+ 4 Compact (+1 in 1st RI), Suppressed, Sidearm. Maxim 9, VP9.
Heavy Pistol 6” 4+ 4 Compact (+1 in 1st RI), Breaching (+1 against locks), Sidearm. RSh-12, S&W 500

Sub-Machine Guns
Class RI LTY PEN Special Rules Examples
st
Machine Pistol 8” 5+ 4 Compact (+1 in 1 RI), Automatic (up to 3 shots at -1). MP7, Mac-10
Submachine Gun 10” 5+ 4 Compact (+1 in 1st RI), Automatic (up to 3 shots at -1). MP5, MPX.

Shotguns
Class RI LTY PEN Special Rules Examples
Breaching/Sawn-off / 4” 3+ 4 Buckshot, Compact (+1 in 1st RI), Breaching +1. Sawn off, Masterkey.
Under-barrel Shotgun
Civilian Shotgun 8” 3+ 4 Buckshot, Breaching +1 Civilian Shotgun.
Tactical/Combat Shotgun 6” 3+ 4 Buckshot, Rapid Fire (1 shot, or 2 at -1), Breaching +1. M3, SPAS-12 etc.

Auto Shotgun 6” 3+ 4 Buckshot, Automatic (up to 3 shots at -1), Breaching +2. AA-12, SAIGA-12, VEPR
etc.

Rifles and Carbines


Class RI LTY PEN Special Rules Examples
CQB Carbine 12” 4+ 5 Compact (+1 in 1st RI), Rapid Fire (1 shot, or 2 at -1). MK18, 9-A91, Rattler

Carbine 16” 4+ 5 Compact (+1 in 1st RI), Rapid Fire (1 shot, or 2 at -1). M4, 416, AKS-74 etc.

Assault Rifle 24” 4+ 5 Rapid Fire (1 shot, or 2 at -1). M16, AK series, SCAR-
L.
Bullpup Assault Rifle 24” 4+ 5 Compact (+1 in 1st RI), Rapid Fire (1 shot, or 2 at -1). SA80, Vulcan, FAMAS,
AUG.
CQB Battle Rifle 12” 3+ 5 Compact (+1 in 1st RI), Rapid Fire (1 shot, or 2 at -1). SCAR-H CQC, DSA
OSW.
Battle Rifle 26” 3+ 6 Rapid Fire (1 shot, or 2 at -1). FAL, G3, SCAR_H.
Dedicated Marksman Rifle 32” 3+ 6 Comes with Scope (+1 to hit if not moved in all but 1st M14 EBR, SCAR-H.
RI).
Bolt Action Rifle 32” 3+ 6 Nil. 7.62mm civilian rifle.
Heavy Assault Rifle/DMR 16” 2+ 6 Nil. Ash-12.7

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Sniper Rifles
Class RI LTY PEN Special Rules Examples
Bolt Action Rifle / 36” 3+ 6 Comes with Scope (+1 to hit if not moved in all but 1st 7.62mm rifles.
Light Sniper Rifle RI), Crew Served (assistant allows 1 x re-roll/Turn),
Sniper Weapon.
Heavy Sniper Rifle 36” 2+ 7 Comes with Scope (+1 to hit if not moved in all but 1st .308 - .50 sniper rifles.
RI), Crew Served (assistant allows 1 x re-roll/Turn),
Encumbering (move and fire -3 to hit/+3 Scatter,
Move= Agility), Sniper Weapon.
Anti-Materiel Rifle 36” 1+ 8 Comes with Scope (+1 to hit if not moved in all but 1st 20mm sniper and
RI), Crew Served (assistant allows 1 x re-roll/Turn), anti-materiel
Encumbering (move and fire -3 to hit/+3 Scatter, weapons.
Move= Agility), Frag 1”, Incendiary (burn damage),
Heavy Weapon, Sniper Weapon.

Machine Guns
Class RI LTY PEN Special Rules Examples
Compact Light 18” 4+ 5 Compact (+1 in 1st RI), if not moved - Sustained Fire (4 shots split SAW (short), Mk 46.
Machine Gun within 2” @ -1), if moved – Automatic. Bipod.
Light Machine Gun 24” 4+ 5 If not moved - Sustained Fire (4 shots split within 2”@ -1), if SAW (long), RPK.
moved – if moved – Automatic. Bipod.
Medium Machine 30” 3+ 6 If not moved - Sustained Fire (4 shots split within 2”@ -1), if FN MAG, M240, PKM.
Gun moved – Rapid Fire (1 shot, or 2 at -1). Can be Crew Served. Bipod.
Medium Machine 36” 3+ 6 Heavy Weapon (carried and set up by 3, 1 turn setup). Sustained FN MAG, M240, PKM.
Gun - Tripod Fire (if static - 4 shots split within 2”).
Crew Served (assistant allows 1 x re-roll/Turn, setup).
Heavy Machine 36” 2+ 7 Heavy Weapon (carried and set up by 3, 1 turn setup). Sustained M2, DshK.
Gun Fire (if static - 4 shots split within 2”).
Crew Served (assistant allows 1 x re-roll/Turn, setup).

Grenade Launchers
Class RI LTY PEN Special Rules Examples
(Frag)
Under-barrel Grenade 14” 5+ 5 Frag 3” (2” inner kill zone), Smoke 2", minimum range M203,
Launcher 6”, removes Compact rule of the weapon it is attached GP-25.
to.
Grenade Launcher 18” 5+ 5 Frag 3” (2” inner kill zone), Smoke 2", minimum range M79
6”.

Compact Grenade Launcher 12” 5+ 5 Frag 3” (2” inner kill zone), Smoke 2", minimum range M320
6”, Compact (+1 in 1st RI). Pirate Gun!

Multiple Grenade Launcher 14” 5+ 5 Multi Blast (2), Frag 3” (2” inner kill zone) or Smoke 2", Milkor,
minimum range 6”. Player nominates ammo fired each RG-6
turn.
Air Burst Grenade Launcher 18” 5+ 5 Frag 2” (1” inner kill zone), Airburst (ignores cover less XM25
overhead), minimum range 6”.

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Specialist Weapons
Class RI LTY PEN Special Rules Examples
Flame thrower 9” 3+ NA Range 0-9” ONLY, Flamethrower. Encumbering (move Flame thrower
and fire -3 to hit/+3 Scatter, Move= Agility).

Stun Gun 2” NA NA Range 0-2” ONLY, +2 to close combat if used in CC, hits Taser
always incapacitate for 2 Turns and model may be
captured. Compact (+1 to hit).
MANPADS NA NA NA MANPADS, Encumbering (move and fire -3 to hit/+3 Stinger, SA series.
Scatter, Move= Agility).
Crossbow 12” 5+ 4 Audible in the first 2 RIs only. Hunting Crossbow.
Drone Jammer 10” - - Drone Jammer. Encumbering (move and fire -3 to hit/+3
Scatter, Move= Agility).

Shoulder fired launchers


Class RI LTY PEN Special Rules Examples
RPG HEAT warhead 18” 4+ 7+D6 Minimum Range 6”, Frag 2” (1” inner kill zone), RPG-7 (HEAT).
Encumbering (move and fire -3 to hit/+3 Scatter,
Move= Agility), Back Blast 3”.
RPG Frag warhead 18” 5+ 5 Minimum Range 6”, Frag 4” (1” inner kill zone), RPG-7(AP)
Encumbering (move and fire -3 to hit/+3 Scatter,
Move= Agility), Back Blast 3”.
RPG Thermobaric warhead 18” 3+ 5 Minimum Range 6”, Thermobaric 3” (LTY 2 in confined RPG-7 (Thermobaric),
space, destroys building on 3+), Encumbering (move M72 ASM.
and fire -3 to hit/+3 Scatter, Move= Agility), Back Blast
3”.

RPG Tandem Warhead 18” 4+ 14+D6 Minimum Range 6”, Frag 2” (1” inner kill zone), PG7-VR
Encumbering (move and fire -3 to hit/+3 Scatter,
Move= Agility), Back Blast 3”.
Light Anti-Tank Weapon 24” 2+ 7+D6 Minimum Range 6”, Frag 2” (1” inner kill zone), Back M72 LAW, RPG-26.
(Disposable) Blast 4”.
Light Anti-Tank Weapon 24” 2+ 10+D6 Minimum Range 6”, Frag 2” (1” inner kill zone), Back RPG-29/30.
Blast 4”.
Next-generation Light Anti- 24” 2+ 10+D6 Minimum Range 6”, Frag 2” (1” inner kill zone), NLAW.
Tank Weapon Encumbering (move and fire -3 to hit/+3 Scatter,
Move= Agility), Back Blast 1” no Stun, Guided outside
of 1st RI. Top Attack.
Light Recoilless rifle HEAT 18” 3+ 8+D6 Frag 2” (1” inner kill zone), Encumbering (move and Carl Gustav.
fire -3 to hit/+3 Scatter, Move= Agility), Crew Served
(assistant allows 1 x re-roll/Turn), Back Blast 4”.
Light Recoilless rifle HE 18” 3+ 2D3 Frag 4” (2” inner kill zone), Encumbering (move and Carl Gustav.
fire -3 to hit/+3 Scatter, Move= Agility), Crew Served
(assistant allows 1 x re-roll/Turn), Back Blast 4”.

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Thrown and Non-Lethal Weapons
Class RI LTY PEN Special Rules
Frag Grenade 6” 4+ 5 Thrown (max rng 12”, may scatter), Frag 4” (2” inner kill zone).
Concussion Grenade 6” - - Thrown (max rng 12”, may scatter), Concussion: Stun 4” (Stats reduced to 1 for
one Turn, inner 1” = L6+ hit).
Molotov Cocktail 6” 6+ - Thrown (max rng 12”, may scatter), Incendiary (burn damage) 2”, Smoke 3x1”,
Unstable (targeting roll of 1, explodes).
Phosphorus grenade 6” 5+ 4 Thrown (max rng 12”, may scatter), Incendiary (burn damage), Smoke (obscures)
3” , 1” inner kill zone,
Smoke Grenade 6” - - Thrown (max rng 12”, may scatter), Smoke obscures area = (Multi Blast templates
2 x 4” (or wind direction)).
Stun Grenade 6” - - Thrown (max rng 12”, may scatter), Stun 3” (Stats reduced to 1 for rem of Turn).
Thermite Grenade 6” 1+ - Thrown (max rng 12”, may scatter), Incendiary 1” (destroys all equipment and
personnel in the 1” marker, if a vehicle is hit, roll on the Vehicle Armour
Penetration Table with a +2 modifier. Thermite burns for 1 Turn only.
Thermobaric Grenade 6” 4+ 5 Thrown (max rng 12”, may scatter), Frag 4”, Thermobaric (L2+ in confined space,
destroys building on 3+),
CS Gas Grenade 6” - - CS 4”.
Mini Grenade 6” 4+ 5 Thrown (max rng 10”, may scatter), Frag 2” (1” inner kill zone), 4 may be carried
by equipped model.
Impact Grenade 6” 4+ 5 Thrown (max rng 10”, may scatter), Frag 2” (1” inner kill zone), 4 may be carried
by equipped model. Explodes on impact, no bounce, no chance to avoid.
AT Grenade 6” 4+ 7+D6 Thrown (max rng 12”, may scatter), Frag 1” (1” inner kill zone), always attacks top
of vehicle.

Heavy Weapons
Class RI LTY PEN Special Rules Examples
Old Gen Crew Served Guided 24” 2+ 13+D3 Frag 2” (1” inner kill zone), Minimum Range 8”, Kornet, MILAN etc.
Missile Launcher Guided (+2 targeting), Heavy Weapon (assistant
allows re-roll, no move & fire, -1 AG, carried by 3),
Back Blast 4”.
Javelin 24” 2+ 15+D3 Frag 2” (1” inner kill zone), Minimum Range 8”,
Guided (+2 targeting), Heavy Weapon (assistant
allows re-roll, no move & fire, -1 AG, carried by 3),
Back Blast 4”.
Heavy Recoilless rifle 24” 2+ 12+D3 Frag 2” (1” inner kill zone), Heavy Weapon (assistant B10 or B11, SPG-9.
allows re-roll, no move & fire, -1 AG, carried by 3),
Back Blast 4” .
Auto Grenade Launcher 24” 5+ 5 Multi Blast (3), Frag 3” (1” inner kill zone), Heavy AGS-17, Mk 19, HK GMG.
Weapon (assistant allows re-roll, no move & fire, -1
Agil, carried by 2).
AFV Cannon HE Ammo 40” 2+ 3 + D3 Multi Blast (2), Frag 2” (1” inner kill zone), Vehicle Bush master, BMP
(20mm – 40mm) Mounted, Heavy Weapon (assistant allows re-roll, no cannon, RARDEN.
move & fire).
AFV Cannon AP Ammo 40” 3+ 9+D3 Multi Blast (2), Frag 1” (1” inner kill zone), Vehicle Bush master, BMP
(20mm – 40mm) Mounted, Heavy Weapon (assistant allows re-roll, no cannon, RARDEN.
move & fire).
Dual Auto Cannon 40” 2+ 9 Multi Blast (4), Frag 1” (1” inner kill zone), Vehicle ZSU 23/2 armament etc.
(20mm – 40mm) Mounted, Heavy Weapon (assistant allows re-roll, no
move & fire).
Quad Auto Cannon 40” 2+ 9 Multi Blast (8), Frag 1” (1” inner kill zone), Vehicle ZSU 23/4 armament etc.
(20mm – 40mm) Mounted, Heavy Weapon (assistant allows re-roll, no
move & fire).
Minigun 36” 3+ 7 Rotary Cannon (6 shots/Turn at targets 2” of each Gun pod, Minigun etc.
(7.62 – 12.7mm) other. Each target engaged until destroyed or the fire
moved on to a model within 2”). Vehicle Mounted,
Heavy Weapon (assistant allows re-roll, no mv & fire).

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Multi-launch rocket system. 40” 3+ 6 Multi Blast (8), Frag 2” (1” inner kill zone), Minimum Stalin’s Organ, Militia
range 18”, One Use (1/game), Vehicle Mounted, home-made.
Heavy Weapon (assistant allows re-roll, no move &
fire). Home-made MLRS are Unstable and explode on
a 1.

Tank Weapons
Class RI LTY PEN Special Rules Examples
Light Tank Gun up to 24” 2+ 10+D3 Frag 2” (1” inner kill zone), Vehicle Mounted, 41mm – 80mm
80mm AT Ammo Move or Fire.
Light Tank Gun up to 24” 2+ 3+D3 Frag 4” (2” inner kill zone), Vehicle Mounted, 41mm – 80mm
80mm HE Ammo Move or Fire.
Main Armament Tank Gun 24” 1+ 12+D3 Frag 4” (2” inner kill zone), Vehicle Mounted , 105mm
up to 105mm AT Ammo Move or Fire.
Main Armament Tank Gun 24” 1+ 3+2D3 Frag 6” (2” inner kill zone), Vehicle Mounted, 105mm
up to 105mm HE Ammo Move or Fire.
Main Armament Tank Gun 24” 1+ 14+D3 Frag 4” (2” inner kill zone), Vehicle Mounted, 125mm
up to 125mm AT Ammo Move or Fire.
Main Armament Tank Gun 24” 1+ 3+3D3 Frag 6” (2” inner kill zone), Vehicle Mounted, 125mm
up to 125mm HE Ammo Move or Fire.

Demo Charges
Class RI Arc Hit Lethality PEN Special Rules
Cutting Charge 1” 360D 1+ 2+ 7 Demo Charge. Timer or Remote Trigger. Destroys or cuts
specific equipment in inner 1” as player chooses.
Small Demo Charge 6” 360D 3+ 3+ 7 Demo Charge. Time or Remote Trigger. Destroys all personnel,
6-12” 360D 4+ 4+ 4 equipment and vehicles in inner 1”.
Satchel Charge 12” 360D 3+ 3+ 7 Demo Charge. Timer or Remote Trigger. Destroys all personnel,
12-24” 360D 4+ 4+ 5 equipment and vehicles in inner 2”.
32-52” 360D 3+ 3+ 5

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WEAPON RULES
Airburst
Airburst weapons explode overhead and as such, are treated as being fired from above when determining whether a target
model is in cover. This means that a model behind a linear wall would not be in cover, but a model could be partially
obscured by the protruding roof of a building or in a bunker.

Area of Effect (AOE)


Some weapon effects, such as blast and stun, affect an area instead of a single target. Areas of Effect (AOE) follow the rules
such as size and Lethality as defined in the weapon statistics. Unless a weapon’s rules state otherwise, the AOE marker is
centred on the target model or target point on the battlefield. All AOE indicate diameter not radius.

Automatic
Automatic weapons may fire up to three shots at the same target but suffer -1 modifier to targeting rolls.

Back Blast
The weapon discharges to the rear on firing for the stated distance at a 30-degree arc. This means at 3”, the backblast is
40mm wide (or 2 model bases). Any models in the blast cone are hit with a lethality 2+ hit. If the weapon is fired in a
building and the backblast cone touches a full wall to the rear, all in the room are Stunned for 1 Turn.

Breaching
A model equipped with a Breaching weapon gains an advantage when using the Tactical Action: Breaching as per the
weapon profile.

Burn Damage.
Models affected by Incendiary weapons, vehicles or areas on fire suffer burn damage. After working out the effect of the
immediate causes - such as explosions, or when a model enters a burning area, mark the models as Burning. Each Turn for
the following 2 Turns, the model automatically suffers a Lethality 6+ hit and rolls on the Casualty Table if it survives.

Co-Axial
Co-Axial weapons are mounted alongside the main armament of a vehicle and may make ranged attacks at the same target
or one within 2” of the original target of the weapon it is attached to.

Compact
Compact weapons are optimised for close quarter battle. Compact weapons give a +1 modifier to targeting rolls in the first
RI.

Concussion
Concussion weapons explode without fragmentation effect and can stun the occupants of buildings or trenches without
killing them. Concussion weapons have a Stun range and a dangerous inner area with a Lethality of 6.

Crew Served
When an assisting crewman is in base contact with the operator, the operator may re-roll one failed targeting roll per Turn.
The assisting crewman may not shoot their own weapon in the same Turn. Both may defend themselves in close combat as
normal. The assisting crewman may leave the crew in the movement Phase, but the re-roll is lost until they move back into
base contact.

CS Gas Grenade
CS gas irritates eyes and throat, causing all models in the affected area to be stunned for D3 Turns. This effect starts in the
current Phase and finishes in the Movement and Tactical Phase D3 Turns later. Respirators can be worn to protect wearers
from the effects of CS gas.

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Demo Charge
A model can place a demo charge either before or after its move. If it does so, it cannot make any other Command Actions
or Tactical Actions, or make any attacks, during the Turn. A Demo Charge on a timer explodes at the start of the Combat
Phase of the Turn that it counts down in.

Drone Jammer
A Drone Jammer is a directional weapon that can be used to disrupt nearby enemy drones and is treated as a weapon in
Asymmetric Warfare.

Dual
Dual weapons fire in their normal manner as per their rules but must be fired at the same target(s) at the same time.

Encumbering
A model carrying an Encumbering weapon may only move a distance equal to its current Agility stat in inches. If the model
attempts to fire the weapon after moving, it suffers a -3 modifier to the targeting roll and +3 to any weapons scatter. If an
Encumbering weapon is not moved and is fired in the Combat Phase, it suffers no penalties and can be aimed as normal.

Flamethrower
In Asymmetric Warfare, flamethrowers do not fire in the same way as other ranged weapons. Flamethrowers project a line
of flame across the battlefield and create a ball of burning fuel when they hit a target.

● When a model fires a flamethrower, place a 2” AOE on the intended target. The template must be placed entirely
within the range of the flamethrower (this is normally 9”, unless stipulated otherwise in the weapon’s profile) and
in the firer’s LOS. From the centre of the template, trace a LOS line back to the firer. All models that are wholly or
partially under the template, or are within ¼” of the flame LOS line (not including the firer) have the potential to be
hit.
● Roll a D6 for each of these models. On a score of 3+ the model is hit – make a Lethality roll as normal according to
the weapon profile. Flamethrowers disregard normal body armour and cover rules.
● Each model that is hit by a flamethrower and not immediately killed is set ablaze. These models are automatically
Routed and take an automatic hit with a Lethality of 4+ at the start of each subsequent Combat Phase.
● For each model killed or set ablaze by a Flamethrower, add 2 Suppression points to the Unit total.
● Each time a model carrying a flamethrower is hit by a ranged attack, roll a D6. On a 6, the fuel tank is ruptured and
explodes. Remove the model, then centre the 2” AOE template on the model and resolve any hits as described
above.

Fragmentation
Explosive fragmentation weapons use the AOE template stated in their profile. This is centred over the target of the attack,
which could be a point on the ground. The following special rules also apply.

● All models in the inner 2” of a blast template are automatically killed due to explosive shock unless noted on the
weapon profile.
● Fragmentation weapons explode outwards from the centre of the blast template and are treated as being fired
from this point when determining if a target model is in cover.
● Models behind partial cover are hit on a 4+.
● Models behind full cover are hit on a 5+.
● Fragmentation weapons are especially deadly in confined spaces. If a model in a room is hit by a fragmentation
weapon detonating inside, they are subject to a +1 on the Lethality roll.
● If the throw misses, the device scatters in a direction and lands D6” away, measured from the point the player
intended to hit.

59
● If a scattering hand grenade hits a hard terrain feature such as a wall, it bounces off at the exact opposite angle and
comes to rest once its movement is complete.
● If a grenade throw misses in the first RI, scatter distance is halved.
● A fragmentation grenade has a fuse of 3-5 seconds. Alert models may scramble and move 1” from the impact point
before the grenade explodes. This applies only to fused fragmentation grenades and no other types.
● A warhead from an RPG or grenade launcher will detonate if it hits a hard terrain feature, unless it is inside its
minimum arming range of 4”. If the weapon hits the target 4” or less it is treated as a LTY 4+, PEN 3 hit.
● Fragmentation weapons inflict double suppression points on infantry.
● Fragmentation weapons cause 2 points of suppression on unarmoured vehicle units, even if they do not penetrate,
to simulate the effects of blast and shock.
● AFVs and Fully Armoured vehicles take 1 point of Suppression from fragmentation weapons, even if they fail to
penetrate due to the blast and shock.

Guided
A guided weapon gains +2 to targeting rolls.

Grenade Launchers
Grenade Launchers fire several types of ammunition, but most grenadiers are equipped with either frag or smoke rounds.
Players must declare what they intend to fire before making the targeting roll. If the Grenade Launcher can fire multiple
shots, the player may fire a mix of ammunition in the same shooting Phase. Grenade launchers have a minimum arming
range of 4”. If the weapon hits the target 4” or less it is treated as a LTY 4+, PEN 3 hit.

Heavy Weapon
Heavy Weapons are normally mounted on vehicles, but can be mounted on tripods or specially designed platforms and
must be carried, set up and fired by a crew. These weapons are always Crew Served. They must be carried by 3 models if
moved and take one Turn to set up once in position and one Turn to pack away before ready for movement. The model in
contact with the weapon may not perform any other action in a Turn that the weapon makes a ranged attack or packs and
unpacks. Heavy Weapons may be vehicle mounted, in which case they follow the rules for Move or Fire weapons. Troops
carrying part of a Heavy Weapon can only move at their Agility Stat, in inches.

Incendiary
Incendiary weapons follow the rules for fragmentation with the following additional rules.
● If an Incendiary weapon hits an open-topped vehicle, all crew members and passengers are automatically hit with
Burn Damage. The area hit by an incendiary attack is set ablaze – mark this on the battlefield with a counter, spare
template or similar. This area is on fire. At the end of the Turn after the current one, the flames go out.
● Incendiary weapons inflict double suppression points on infantry.
● Incendiary weapons cause 2 points of suppression on unarmoured vehicle units, even if they do not penetrate, to
simulate the effects of blast, fire, smoke and shock.
● AFVs and Fully Armoured vehicles take 1 point of Suppression from Incendiary weapons, even if they fail to
penetrate due to the blast, fire, smoke and shock.

MANPADS
Man-Portable Air Defence Systems (MANPADS) offer the chance to down enemy air assets. They can be used to target low
and medium level helicopters and aircraft. If a force has a MANPADS asset, they can be fired to protect against enemy Off-
Table Assets. If a player has included MANPADS in their force, they have troops able to fire it (on or Off-Table). When an
opposing force attempts to deploy an Off-Table Asset that is vulnerable to MANPADS, any player can deploy a MANPADS to
defeat it. When a MANPADS is deployed, roll D6. On a 3+ the MANPADS destroys the aircraft and the attack is averted. If
the roll is failed, the shot misses and the strike happens as normal.

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Minimum Range
Some weapons require a minimum range within which the projectile can arm itself. Targets that are hit within this range are
treated as a LTY 4+, PEN 3 hit due to the kinetic impact, but the weapon does not explode or function otherwise.

Move or Fire
Ranged weapons with this rule may not fire if mounted on a vehicle which moved more than 6” that Turn.

Multi Blast
These are munitions fired or initiated so that they go off almost simultaneously in bursts or have more than one template
on the battlefield. These include automatic cannons and automatic grenade launchers, but also represent weapons such as
smoke grenades. The number indicates the amount of templates placed down per ‘shot.’ The first hit is calculated and the
template or marker placed. The player should then roll scatter dice to determine the impact of the next munition, and place
the template in that direction, touching the edge of the last placed template. This is repeated until all markers or templates
in that series are spent. This can mean double hits in some cases and will leave a trail or cluster of markers on the game
board.

Phosphorous
Phosphorous grenades explode and cover an area with burning phosphorus, creating an immediate smokescreen and
hazardous area within the template. These weapons have the special rules for Smoke and Incendiary weapons.

Quad
Quad weapons fire must be fired at the same target(s) at the same time.

Rapid Fire
Rapid Fire weapons may be fired normally once per Turn as a normal attack with no penalty. They may be fired twice per
Turn at one target, but the shooting model suffers a -1 modifier to their targeting rolls with each shot.

Rotary Cannon
Rotary Cannons have a high fire rate and fire from a vehicle platform. They fire 6 shots per Turn at targets within 2” of each
other. Each target can be engaged and re-engaged until it is destroyed or the moved onto a different target within 2” of the
last, until all 6 shots are expended. Rotary Cannons apply double Suppression, 2 points per shot.

Scatter
Certain circumstances, such as a failed targeting roll when throwing an object, or a failed direct hit from air support will
require the use of scatter dice to determine the direction and distance the ordnance is off target.

Scatter dice are widely available and can be used to determine the direction the weapon is off target - just roll until a
direction is indicated (ie not a hit). Then, unless the specific weapon’s rules specify otherwise, roll a D6 to see how many
inches the ordnance travels in that direction.

Shocking
This weapon delivers a massive payload on the battlefield. The player using it automatically gains the Initiative the next
Turn. If more than one Shocking weapon is used in a Turn, the weapon with the highest Lethality gains the Initiative. Draws
can be resolved with a roll-off.
Shoulder fired launchers

Some models can be equipped with specialist warheads for their launcher. The player must declare they are using any
specialist warheads before the targeting roll is made.

Shotguns
Buckshot is the standard ammunition for shotguns. Combat and Automatic shotguns may choose to fire alternative
ammunition listed below, declare if you intend to do so before rolling to hit. All shots fired per Turn must be of a single type.
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● Buckshot is a number of metal balls fired in a cloud. A model using a weapon with buckshot ammunition may re-roll
any failed targeting roll in the weapon’s first range interval. Lethality is also dependent on Range Interval, starting at
3+ in the first range interval and increasing by 1 in each subsequent interval to a maximum of 6+.
● Solid Slug are large solid single projectile with massive impact. Slug shot adds +1 to shotgun Lethality and +1 to
Penetration in the first and second range intervals.
● Flechette cartridges contain a swarm of metal darts and stabilise in the early part of their flight. Ignore light cover
(+1) modifiers and body armour and give +1 to Penetration in the second and third range intervals.

Smoke
Smoke obscures line of sight and can create temporary cover from view. A smoke weapon produces an area of smoke
defined in the weapon’s profile that cannot be seen through and blocks LOS. The rules use the Multi Blast weapon
technique to define the smokescreen. The area of the smoke effect is assumed to have no height limit and therefore it
cannot be shot over or from above. The smoke remains on the table for 2 Turns and appears and disappears in the Combat
Phase. When smoke is deployed, the smoke must be placed either using Multi Blast rules or using wind direction, as per the
scenario, in a line following the direction of the wind. Thermal Sights can see through smoke, but not thermal smoke or
phosphorus smoke.

Sniper Weapon
A sniper weapon can be used to hit precision targets. If the model remains static for 1 Turn or more it may make a precision
shot. This shot can be used to target small, difficult to hit objects and deals double suppression due to the nature of the
attack.

● Head Shot. A head shot may be made at a -3 penalty. If the shot hits, it is immediately lethal. This can be used to
target commanders, HVTs, vehicle crew or normal models and is an excellent and realistic way to defeat vehicles
with light weapons.
● Optic Shot. An optic shot may be made at a -3 penalty. The shot can be used to target lights, optic sights, windows
or prism sights on Fully Armoured and AFVs. A light or optic sight will be immediately destroyed if hit and cease to
function. The player should select the sight they wish to target with the sniper.
● Commander Sight/Window. The vehicle is immediately Suppressed and may no longer make Command
Actions for the remainder of the game.
● Gunner Sight/Window. The vehicle can no longer fire main armament or coaxial weapons for the remainder of
the game.
● Driver Sight/Window. The vehicle driver cannot see. He can be directed by other crew but the vehicle speed is
now reduced by half for the remainder of the game.
● If all three sights are destroyed, the vehicle is blinded and cannot move or fire for the remainder of the game.

Stun
Stun weapons create bright flashes and loud explosions that blind, deafen and disorientate targets for a short time within a
certain distance, as shown on the weapon’s profile. Each model within this distance is considered Unalert for the remainder
of the current Turn and recovers at the start of the next Turn. On being stunned, the model is disorientated and
immediately moves 2” in a random direction determined by the scatter dice. The following rules apply to Unalert models:
• They cannot make Command Actions or Tactical Actions.
• They cannot attack.
• Unalert models have a Defence Stat of 1.

Stun Gun
Stun guns are non-lethal weapons used to subdue enemies. They can be used for both short-range direct fire or close
combat. They have a maximum range of 3” and hits from direct fire or close combat automatically incapacitated for 2 Turns.
A model incapacitated in this way may be captured as normal.

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Sustained Fire
If the firer has not moved in the Movement and Tactical Actions Phase, this weapon may split up to 4 shots between the
main target and any visible others within 2” of the primary target. Any shots taken against targets other than the primary
target suffer a -1 modifier to targeting rolls.

Thermite
Thermite weapons burn with an intense heat focussed in a limited area. They destroy all equipment in the burn area and
penetrate and damage vehicles. Any equipment or personnel in the burst area of thermite are destroyed. Vehicles are hit
on a 2+ and immediately roll on the vehicle armour penetration table with a +2 modifier.

Thermobaric
Thermobaric or ‘fuel-air’ weapons as they are otherwise known are devastating, especially in confined areas. As such they
ignore all cover and body armour modifiers. When shot or thrown into an occupied building the weapon will become
lethality 2+. The building will also collapse and be destroyed on a D6 roll of a 3+, killing trapping all inside in rubble for the
remainder of the game.

Thrown Weapons
Thrown weapons can be used in the following ways:

● In place of, or as shooting attack the Combat Phase.


● As a Deploy Non-Lethal Tactical Action in the Movement and Tactical Actions Phase.

Thrown Weapons target an area on the tabletop, and the effect on nearby models according to the appropriate rules. The
model rolls to hit as normal, and must score 8+ to hit the desired area. If the targeting roll is failed, use scatter dice to
determine direction of travel. The thrown weapon will land D6” in that direction, measured from the intended target. If the
direction it scatters hits a solid object such as a wall or vehicle, the thrown weapon will bounce off in the opposite direction
it hit, carrying on until the scatter distance is expended. Thrown weapons can only be thrown a maximum of 12” and are
subject to the following modifiers:

● Throwing through a door -1


● Throwing through a window -2
● Throwing through a bunker slit -3

Even if the shot misses there is still a chance it will catch other models in the effect area. Thrown weapons may be used
speculatively in areas where the player suspects there are enemy forces. This is resolved in the same way as throwing/firing
at a point on the ground. It should be agreed that it is likely that the models suspect that there are enemies in the vicinity of
the target, that is, they were seen moving into the area, can be heard, or they have been identified by other means, such as
Off-Table assets.

Thrown weapons may be thrown without LOS to the intended target, but an automatic deviation of D3” is applied in the
first RI and D6” in the second.
Each model carries two of each type they are equipped with per game.

Top Attack
A top attack weapon can be used to hit the weaker top armour of a vehicle, regardless of the direction it is fired at the
target. On firing, the player nominates the direct fire target, or declares ‘top attack’.

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Unstable
Some weapons are unstable due to their age, modifications or homemade nature. Any targeting roll of 1 will render the
weapon unusable for the rest of the game. If the weapon also has the frag or incendiary rule it will explode placing the frag
template on the weapon and resolving the hit as normal.

Vehicle Mounted
Vehicle Mounted weapons are either too big or require power to operate and must be mounted on a vehicle.

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WEAPON ATTACHMENTS
Bipod
A bipod allows the use of Rapid Fire and Automatic rules while in Overwatch.

Combat Optic
A combat optic is a robust magnified sight, usually x 4. A Combat Optic gives +1 in only the second RI, may be mounted on
any weapon except a pistol and can be combined with Red Dot. This category also covers LPVOs.

Laser Sight
A laser sight mounted on a weapon will give a +1 modifier to targeting rolls to shots made within the first range interval
during the day and first two range intervals at night. These sights are small and sized appropriately to fit any weapon. Laser
sights can be mounted in addition to normal scopes and red dot sights. Lasers work with NVGs, so the 2 RI bonus works with
NVGs at night. Laser sights are active systems - any model using NVGs or Smart Goggles gains a +1 to hit a model using a
laser sight at night. Thermal sights cannot see lasers. Red dot and laser effects are not cumulative, only one bonus will
count.

Red Dot Sight


A red dot sight mounted on a weapon will give a +1 modifier to targeting rolls to shots made within the first range interval.
These sights can be mounted on any weapon. Red dot sights can be mounted in addition to normal scopes and laser sights.
Red dot and laser effects are not cumulative, only one bonus will count.

Scope
A scope is a magnified weapon sight. If a model carrying a weapon with a scope does not move, the scope confers a +1
modifier to a model's targeting rolls in all but the first range interval.

Suppressor
A suppressor is attached to the muzzle of a weapon and uses a series of baffles and/or wipes to reduce the signature of the
weapon firing. Shots fired from the equipped weapon are not heard by enemy models more than one Range Interval away.

Thermal Sight
A thermal sight is extremely effective at detecting troops. If a model with a thermal sight makes a roll to detect an enemy,
add 1 to the result (at night, add 2 instead). In addition, if a model with a thermal sight makes a Scan Command Action, add
1 to the roll. Thermal sights can see through Smoke except phosphorus smoke.

SPECIALIST AMMO
Specialist ammo is used to improve weapons performance over and above standard ‘ball’ ammo, usually for increased
penetration or stealth. Specialist ammo is usually loaded into specific magazines for use, and as such the same type of
ammo must be used by a model for all shots it takes in a Turn.

Armour Piercing (AP) Ammo


A weapon loaded with AP ammo increases its PEN by 1 when targeting vehicles, and negates one point of body armour
when targeting infantry - reducing body armour effect on lethality rolls by one.

Subsonic Ammo
A weapon loaded with subsonic ammo must also feature a suppressor. When a weapon with subsonic ammo and a
suppressor is fired, models are only Alerted if they are within half of the firing weapon’s Range Interval. However, the
weapon cannot hit beyond 3 Range Intervals and suffers -2 to PEN value. If the target is wearing any form of body armour,
bonuses are doubled. Subsonic Ammo does not inflict Suppression.

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CLOSE COMBAT WEAPONS
Close Combat Weapon
A close combat weapon such as a knife or bayonet, is used as a backup weapon in combat. A model with a Close Combat
Weapon gains a +1 modifier when making a Close Combat roll.

Specialist Close Combat Weapon


A specialist close combat weapon such as an axe, sword, machete or tomahawk are larger, dedicated close combat
weapons. Models equipped with a Specialist Close Combat weapon gain a +2 modifier when making a Close Combat roll but
cannot elect to capture or knock out defeated enemies. Enemies are automatically killed if the combat is won.

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ANNEX B - EQUIPMENT
COMBAT EQUIPMENT
Ballistic shield – Full
A model equipped with a ballistic shield may only move the distance of their Agility Stat and may only fire using a side arm.
The shield confers +2 to the equipped models' Defence Stat when being fired upon. This is also conferred to any model in
base to base contact and in the rear 90-degree arc of the equipped model.
Recommend a top-down image/ photo showing the amount of cover this shield confers

Ballistic Shield – Half


A model equipped with a ballistic shield may only move the distance of their Agility Stat and may only fire using a side arm.
The shield confers +2 to the equipped models' Defence Stat when being fired upon.

Breaching Tools
A model with breaching tools can use it when making a Breach Tactical Action.
Breaching tools can be used alongside a Breaching Weapon or Breaching Charge; if a model with Breaching Tools uses one
of those methods, use other modifiers for the breaching roll.
Body Armour - Plate Carrier and/or helmet
This covers the protection provided by standard personal body armour, from plate carrier alone to carrier with side
protection and a helmet. Subtract 1 from both lethality and casualty table rolls made against a model wearing a plate
carrier.

Body Armour - Heavy


This covers body armour heavier than a plate carrier - normally the above with, added neck, arm and groin protection.
Subtract 2 from both lethality and casualty table rolls made against a model wearing heavy body armour. A model wearing
Heavy Body Armour suffers a -2 to their Agility Stat.

Body Armour - Juggernaut Suit


A Juggernaut suit is massive soft armour panels with hard armour inserts and a helmet. Subtract 3 from both lethality and
casualty table rolls made against a model wearing Juggernaut Armour. A model wearing Juggernaut Armour suffers a -3 to
Agility.

Breaching Charge
A model with a breaching charge can use it when making a Breach Tactical Action. Each charge carried by a model can only
be used once. In addition, if the breach is successful, each model on the other side of the breach point and within 6” of it is
stunned.

Climbing kit
A model with a climbing kit may move directly up or down impassable surfaces (such as cliff faces) at the speed of that
model’s Agility Stat.

Ghillie Suit
Models wearing a ghillie suit gain a +1 modifier to their Defence Stat while in cover and a -1 modifier to enemy detection
rolls.

Lockpicks
A model equipped with lockpicks may silently breach a locked standard door or window using the Breaching Tactical Action
and the Breaching Table. If successful the door acts as a normal unlocked door.

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Mine and IED Detector
A model equipped with a deployed mine and IED detector (metal detector or ground penetrating radar) may search a 1”
wide area directly to the front of the model. Doing this requires concentration and the model may do nothing else other
than scan, and only at the speed of Command stat +1 in inches. Any buried mines, IEDs or decoys are automatically
detected. If a device is detected, the model stops and is assumed to mark the area for others to see. The device can then be
avoided or dealt with using EOD rules in the CBRN-E section.

● Civilians, Militia and Trained troops may only use detectors during the day, they are not skilled enough to use them
at night.
● Professional and Elite troops may use them at night but must be equipped with NVGs or Smart Goggles, and suffer a
-1 to move distances.
● Detectors take one complete turn to deploy or pack away. Models may start the game with detectors deployed and
ready.

Night Vision Goggles


Head mounted thermal imaging and/or image intensifier optical systems negate modifiers conferred by night conditions
and the model operates as per normal daytime rules. Smoke still obscures in the normal way.

Rappelling kit
A rappelling kit can be used to rapidly descend and ascend ropes. To set up the rope, the model must pass an Agility test in
the Movement and Tactical Actions Phase and make no other actions for the rest of the Turn. The position of the model
becomes the start point of the descent or ascent. The following Turn, the model may move up to 3” upwards or 6”
downwards towards their intended destination on the battlefield. In both cases the ropes stay in place for the remainder of
the game. They can be removed by any model spending an action to remove them. Ropes that have been set up can be
used by any model to move up or down.

Smart Goggles
Head mounted combination thermal imaging and image intensifier goggles negate modifiers conferred by night conditions
and the model operates as per daytime rules. If a model with head mounted smart goggles makes a roll to detect an enemy,
add 1 to the result. Finally, the model ignores the effects of Smoke.

Tactical diving kit


The model wearing a Tactical Diving Kit may move through deep water at the speed of their Agility Stat.

Tactical ladder
Ladders can be deployed against an object up to 1 ½ inches in height to allow models to cross the obstacle unhindered. A
ladder may be deployed in any circumstance in which you would usually take an Agility test to cross an object. The ladder
may be left in place for other models to climb. After the model that deployed the ladder climbs it he may choose to remove
the ladder and may use it in subsequent Turns as usual.

Torch/Flashlight
Used during night fighting or in a darkened building, a model equipped with a torch may use it to double their detection
ranges. All targeting rolls against that model gain a +2 modifier to hit for that Turn.

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OPTICS AND SURVEILLANCE DEVICES
Binoculars/Commanders Scope
A model with Binoculars has a bonus when making a Scan Command Action. In addition, when calling for fire, a model with
Binoculars has a Range Interval of 36”.

Handheld Targeting System


This is a combination of Binoculars, GPS, laser rangefinder and compass, and is used when calling for fire. A handheld
targeting system is supremely accurate and as a result no Targeting roll is required – the ordnance is automatically on
target. Normal weapon deviation applies.

Laser Target Designator (LTD)


An LTD is used to mark targets for Off-Table assets. A model equipped with an LTD may reroll both their Command and
Targeting roll for that Turn when calling for fire. That model may not move or make any other actions for the rest of the
Turn.

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MEDICAL EQUIPMENT
TOURNIQUET - TQ
A model carrying a Tourniquet may apply the TQ on itself or on another model. To successfully apply a Tourniquet, the
model must pass a command test with a +1 modifier. If the test is passed, the wounded model permanently stops bleeding
out – stop counting down the number of Turns they have left. If it is failed, the model continues to bleed out and an
attempt may be made next Turn. An uninjured model applying a TQ to another is granted an additional +1 modifier as they
are treating someone else and are unwounded, for a total of +2.

INDIVIDUAL FIRST AID KIT - IFAK


An IFAK is a single-use medical kit that helps to stabilise a casualty. It can only be used on a model that is not bleeding out,
so a TQ must be used first to stop any Bleedout. A model using an IFAK can use it on itself or another model. A Command
Test with a +1 modifier must be passed to successfully use an IFAK with the following modifiers:

● Self-treating +1 (as above)


● Treating another casualty +2

If the test is passed, the kit is used up and the model’s wound level is reduced by one level. If failed, the kit is used up and
cannot be used again. Additional kits may be used, and up to two kits (only) can be applied successfully. This means a model
may only ever improve two wound levels on the Casualty Table from the most serious injury it sustains - see the Casualty
Table for more details.

TRAUMA PACK

A Trauma Pack is carried by a team medic. And is a multi-use medical pack that helps to stabilise a casualty. It can only be
used on a model that is not bleeding out, so a TQ must be used first. A model using a Trauma Pack can only use it on
another model and may not self-treat using a Trauma Pack. A Command Test must be passed to successfully use a Trauma
Pack with the following modifiers:

● Treating another casualty with one or more assisting models +2

If the test is passed, the model’s wound level is reduced by one level. The medic may attempt to further treat the casualty
to a maximum of two wound levels. A Trauma Pack has unlimited uses in a game.

Medical Aid Summary Raw Modifier Self Aid Aiding Another

Put Pressure On It! None None +1

TQ +1 +1 +2

IFAK +1 +1 +2

Trauma Pack - must be used by medic on other model +2 N/A +3

Using any of the above in treating another model +1 N/A N/A

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COMMS EQUIPMENT
On the modern battlefield, communication is key to victory, and a well-equipped force will carry a variety of comms
equipment. There are two main types of Comms equipment available: Radio Comms and Long Range Comms.

RADIO COMMS
Radio Comms allows communication within squads, and between squads.

If a Squad Leader has Radio Comms, any other models in their squad that also have Radio Comms can use their CD Stat,
even if they are not cohesive.

In addition, a model with Radio Comms can communicate with any other friendly model on the table with Radio Comms.
This will mainly be used in conjunction with rules for Alerting.

Radio comms can be picked up from bodies. This may mean that one side has their comms compromised, leading to
interesting in-game scenario effects such as revealing the position of hidden troops or the strength and ETA of any
reinforcements…

LONG RANGE COMMS


Long Range Comms allow communication beyond the scope of the battlefield (tabletop). In most cases this will be a HF or
VHF radio, but militia forces might use mobile phones or other civilian telecom devices.

Long Range Comms are required for certain Command Actions – specifically, Call For Fire: Off-Table Asset and Call for
Reinforcements.

ELECTRONIC COUNTERMEASURES (ECM)


Squad ECM. Squad ECM is a high-tech jammer carried by one or two members of the squad. It jams all communications
except the squads own, and any IED Remote Trigger initiators or receivers (i.e. devices) within a certain area. Coverage is
dependent on atmospheric conditions. At the start of each game, a player with Squad ECM should roll 4D6. This is the
jamming range in inches from each jammer for the remainder of the game. This should be written down and kept from the
opposing players until they attempt to use a Remote Trigger near the players models. Squad ECM is heavy - models carrying
Squad ECM may only move to the limit of their Agility Stat. Squad ECM may be mounted in vehicles, and when using a
vehicle power system and antennas, adds 2D6 the range.

Personal ECM. Personal ECM is cutting edge technology and much smaller and lighter than Squad ECM. At the start of each
game, a player with Personal ECM should roll 2D6. This is the jamming range in inches from each jammer for the remainder
of the game. This should be written down and kept from the opposing players until they attempt to use a Remote Trigger
near the players models.

Cell Jammer. A Cell Jammer is a device that blocks out cell coverage over a certain area. It follows the rules for Squad ECM
but is not heavy. It can be manpacked or mounted in a vehicle. It can also be dropped off in an area to deny cell use, and
can be used to jam focus using cell phones as Long Range Comms as part of scenario conditions.

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DOGS
Forces can be accompanied by dogs. For each dog in the force, one infantry model must be nominated as the designated
handler.

● A dog must remain in base contact with its handler at all times unless it is ordered to investigate, or attack as
described below. If the handler is killed, the dog is also removed.
● Dogs can be targeted by attacks and are considered to have a Defence of 2.
● There are three types of dog: Attack Dogs, Detection Dogs and Dual Role Dogs.

Attack Dogs
During the Movement and Tactical Action Phase, an attack dog can be ordered to attack a target within 9”. The dog is
moved into base contact with the target, and will fight a round of Close Combat in the subsequent Combat Phase. Attack
dogs have a Melee Stat of 5. If the dog wins the fight, it can choose to kill or capture the target. Dogs cannot drag or carry
captives, but will stay in base contact and keep them restrained (a friendly model can then move in to take control of the
captive).

A dog restraining a captive can be recalled by its handler in a subsequence Move and Tactical Action Phase. If it does so, and
the captive has not been taken by another friendly model, the captive returns to combat as normal.

Attack dogs and hyenas that are part of a Militia force never capture an enemy they beat in Close Combat – they always kill.

Detection Dog
During the Movement and Tactical Action Phase, a detection dog can be ordered to search an area with a 4” diameter that
is centred within 9”. All hidden elements in the area are revealed.

Dual Role Dog


Dual role dogs are specially trained to seek out a variety of hidden threats and objectives, as well as providing a pursuit and
attack capability. They may act as either attack or detection dogs.

DOG EQUIPMENT
Advanced communications. The handler and dog are connected by radio link and video. The handler may move the dog
independently of a squad with a movement of 9”. The handler may command the dog to attack or search as necessary.

Dog Vest. When facing small arms fire or the possibility of shrapnel injuries, blast armour can be worn by dogs. This will
confer a -1 modifier to all Lethality rolls, but the dogs’ movement is reduced to 7”.

72
MINES, IMPROVISED EXPLOSIVE DEVICES (IEDS) AND
BOOBY TRAPS
Mines, IEDs and Booby Traps are weapons placed on the battlefield to restrict the movement and actions of the enemy.
They are broken down into anti-personnel and anti-vehicle devices.

When determining the scenario, players should determine whether these devices are in use, and if so, which player has
access to them.

LAYING DEVICES
Before the battle begins, a player with mines, IEDs or booby traps can secretly note down the locations of any pre-set
devices. As with hidden models, this can be done with a detailed sketch map (preferably featuring precise measurements to
/ from battlefield edges or recognisable landmarks), or by annotating a digital photograph of the battlefield. These devices
should not be revealed until they are triggered by an enemy, or revealed through Probing (see below) or with a Scan
Command Action.

Anti-personnel mines and IEDs can be pre-set in this way or can be laid during a battle if a model is carrying them. To lay an
anti-personnel mine or IED, a model cannot do anything else for one complete Turn. They cannot make Command Actions
or Tactical Actions, move or make any attacks.

Anti-vehicle mines take too long to dig in, and are too large to be easily carried, so can only be pre-set.

SETTING OFF A DEVICE


Devices can be set off in one of four ways, depending on what type they are.

Victim Operated Devices


A victim operated device will potentially be set off when a model comes into contact with it. When this happens, roll a D6. If
this is equal to or greater than the device’s Hit Stat, the device detonates.

Trip Wires
Trip wires can be used to increase the chance of a victim operated device being triggered. It must be set when the device is
laid (either before or during the battle), and its exact location must be noted. A tripwire must contact the device to which it
is connected, and cannot be more than 6” long.

If a model moves into contact with a tripwire, make a Hit roll for it. If this roll is successful, the connected device is
detonated. In addition to mines, IEDs and booby traps, Trip wires can also be used to set off grenades of any type, including
fragmentation, smoke, stun, incendiary and illumination.

Suicide Devices
A model carrying a suicide device can trigger it in any Combat Phase, detonating it automatically.

Timer Devices
When a device with a timer is set, the player who set it must note down a number of Turns and start the countdown. When
the countdown runs out, the device detonates at the start of the next Combat Phase.

Remote Trigger Devices


A device with a remote trigger can be set off by a model carrying a remote detonator (in games that use points values, each
one of these costs 5 points).

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A model with a remote detonator can trigger a remote triggered device in the Combat Phase, as long as they have LOS to
the device or are in comms contact with a model that has LOS to the device. No test is required – the device simply
detonates.

Daisy Chaining. Devices can be daisy chained (linked to another device with det cord). This should be noted when the
device is set up. If a device detonates, all other devices that are daisy chained to it also detonate.

DETONATING DEVICES
ANTI-PERSONNEL DEVICES
When an anti-personnel device detonates, place the relevant AOE template centred on that model, and resolve a hit against
each model within the area, using the device’s Lethality.

ANTI-VEHICLE DEVICES
When an anti-vehicle device detonates, roll on the Vehicle Armour Penetration Table for each vehicle within its blast area,
adding 2 to the result.

DEVASTATING BLASTS
An IED with devastating blast special rule automatically kills all personnel and destroys all vehicles, buildings that are within
8” of the centre of the blast.

PROBING FOR MINES, IEDS AND BOOBY TRAPS


If a model moves no more than 2” in a Turn, and does not perform a Tactical Action during the Phase, they will detect any
mines, IEDs and booby traps that they would otherwise be triggered by their movement.

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EXPLOSIVE DEVICES
Mines and IEDs
Class Hit LTY PEN Area of Special Rules PV
effect
Low Density AP minefield 5+ 2+ 5 1” 5”x 5” area. Victim Operated (model contacts). 5
High Density AP minefield 3+ 2+ 5 1” 1” area. Victim Operated (model contacts). 10
Individual IED or booby 2+ 2+ 5 1” 1” area. Victim Operated (model contacts). or 2
trap Remote Trigger.

Class Hit Lethality Area of Effect Special Rules PV


Tripwire 2+ As per As per ordnance. TripWire (6” length, model contacts).
ordinance

Anti-Tank Mines and IEDs


Class Hit LTY PEN Area of Special Rules PV
effect
Anti-tank Mine 2+ 2+ against 12+ 1” 1” area. Victim Operated or Remote 10
infantry D3 Trigger.
Anti-vehicle IED 2+ 2+ against 10+ 3” 2” area. Victim Operated or Remote 11
infantry D3 Trigger.

Directional Mines
Class RI Arc Hit Lethality PEN Special Rules PV
Claymore 10” 60D 4+ 2+ 5 Victim Operated, Trip Wire or Remote Trigger. 5
10 - 60D 6 3+ 5 Victim Operated, Trip Wire or Remote Trigger.
20”
Improvised Claymore 8” 40D 4+ 3+ 4 Victim Operated, Trip Wire or Remote Trigger. 4
8-16” 40D 6 3+ 4 Victim Operated, Trip Wire or Remote Trigger.
Directional Anti 12” 1” 2+ 2+ 9 Victim Operated or Remote Trigger. 5
Vehicle

Unconventional Bombers.
Class RI Arc Hit Lethality PEN Special Rules PV
Home-made explosive 6” 360D 3+ 3+ 5 Suicide or Remote Trigger. 1” inner kill zone. 25
vest 6-12” 360D 4+ 4+ 4
Frag Vest 10” 360D 4+ 2+ 6 Suicide or Remote Trigger. 1” inner kill zone. 30
10 - 360D 4+ 3+ 5
20”
Medium SIED 12” 360D 3+ 3+ 6 Suicide, timer or Remote Trigger. 1” inner kill 35
(Motorbike etc) 12-24” 360D 4+ 4+ 5 zone.
Vehicle IED/SIED 16” 360D 2+ 2+ 7 Suicide, timer or Remote Trigger, Devastating 200
16-32” 360D 4+ 3+ 6 (destroys all 8”). Shocking (user gains initiative).
Truck/Very 32” 360D 1+ 2+ 12 Suicide, timer or Remote Trigger, Devastating 400
Large/Massive 32-52” 360D 3+ 3+ 5 (destroys all 8”). Shocking (user gains initiative).
IED/SIED

75
BATTLEFIELD DRONES
Models can be equipped with a variety of battlefield drones in Asymmetric Warfare.

Types for Drones

● Heli drones are small rotor driven unmanned vehicles.


● Rotary drones are small propeller driven unmanned vehicles.
● Ground drones are wheeled or tracked unmanned vehicles.

Drone Rules

● A model may deploy a drone in the Movement and Tactical Actions Phase.
● If a model equipped and deploys a Drone, it is placed in base to base contact and it may be moved independently
that Turn.
● The model piloting the drone is observing a screen and may not move or make any other actions that Turn. They
may take cover and operate the drone but are considered to have a Defence of 1 as they are essentially Unalert.
● The operator sees what the drone sees, using the relevant Stats and can scan an area and detect enemy movement
or devices.
● Drones are immune to Suppression, their operators are not.
● Ground drones can be targeted, hit and penetrated as normal. The first time a drone is hit and penetrated, it is
damaged and all Stats and move are halved (rounding up). The second time it is hit and penetrated, it is destroyed.
● Drones have a 90 degree arc of vision in a small gimbal turret and an RI of 12”, to a maximum of 4 RIs, in accordance
with detection rules.
● Drones are equipped with Night Vision as standard and may be upgraded with Thermal Sights.
● Airborne Drones are assumed to be flying at an appropriate height. There is a chance that they can be heard by
those on the ground within 8” of the base of the drone.
● Ground drones can be heard by those on the ground within 4” of the base of the drone. If they do not move, they
are silent.
● Airborne drones may be shot at, but firers suffer a -3 to hit due to their small size and speed. If they are hit by any
weapon, they are immediately destroyed.
● Drones may never be more than its max distance from the controller and will stop at maximum range. Winged flying
drones will adopt a holding pattern at max range. Ground drones can be stopped and ordered to remain in place
regardless of the location of the operator. To control the drone and move it again, the operator must move in
range.

Recovering Drones
● For Heli Drones, if the controlling model moves, the drone either remains in place and cannot move until the
controller returns to a static, controlling position, or returns immediately to the controller at maximum speed – the
player chooses.
● For Rotary Drones, if the controlling model moves, the drone remains in a holding pattern flying the edge of the
tabletop at its current speed until the controller returns to a static, controlling position.
● For Ground drones, if the controlling model moves, the drone either remains in place and cannot move until the
controller returns to a static, controlling position. Larger ground drones can be tethered to a model and follow it at
a distance of 6” until ordered to move elsewhere.

Heli Drones
These are small multi-rotor heli and rotary drones used to survey the surrounding area and are used on the tabletop as
opposed to larger drones that are treated as OTAs.

● The drone can be heard by those on the ground within 8” of the base of the drone.
● Models within 8” make a Command Test each Turn they are within hearing distance. If successful they hear the
drone and become alerted.

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HELI DRONES - BATTLEFIELD QUADCOPTER DRONE
● The drone can move up to 8” per Turn. The drone may never be more than 36” from the operator.
● The drone can be heard by those on the ground within 10”.
● The drone is noisier than a Surveillance Drone and models within 10” make a Command Test each Turn they are
within hearing distance. If successful they hear the drone and become alerted.
● The drone can drop 1 Frag or AT Grenade once per game, directly below its position. Treat as targeting a point on
the battlefield using the operator’s statistics. If it misses, roll scatter dice and deviate D3 inches.

Airborne Drones Mv AV AG Max Rg Special Rules Example


Heli Drone 12” 2 2 36” Battlefield or Off-Table control, 90D arc of Small
(Quadcopter). view, small target (-3 to hit). Quadcopter
Surveillance Drone 24” 2 2 48” Battlefield or Off-Table control, 90D arc of Raven etc
(Rotary). view, small target (-3 to hit).
Battlefield 8” 2 1 36” Battlefield or Off-Table control, 90D arc of
Quadcopter Drone. view, small target (-3 to hit), may make 1 x
grenade attack directly below per game.
Grenades may be Frag or AT.

ROTARY SURVEILLANCE DRONE


● Rotary Drones are small planes. They may Turn 45 degrees for every 6” of movement. They may look in an
independent direction to the direction that it is flying in.

GROUND DRONES
Small ground-based wheeled and tracked drones are also in use on the modern battlefield. There are many in operation,
the rules below can be adapted as the players agree to use them in games of Asymmetric Warfare.

● For moving through Difficult Terrain, each UGV has an Agility Stat (AG) as per an infantry model.
● The drone has a 90 degree arc of vision and an RI of 12” to a maximum of 3 RIs, or as per a weapon mounted on it.
● Some UGVs can be controlled from on or off the battlefield. This should be dictated before the game as part of the
scenario.

Ground Drones Mv AV AG Max Special Rules Example


Rg
Surveillance Drone 8” 3 2 48” Battlefield or Off-Table control, 90D arc of MLT Jack Russell
(wheeled). view, small target (-1 to hit, detect and
hear).
Armed Combat 6” 5 3 48” Battlefield or Off-Table control, 90D arc of MAARS
Drone (tracked). view, small target (-1 to hit). LMG, MMG
and/or 4-shot UGL. Weapons are extra PV.
C-IED Drone 4” 3 3 48” Battlefield control, 90D arc of view, small EOD 'Wheel barrow’
(tracked). target (-1 to hit), CIED
Logistic Transporter 6” 4 3 48” Battlefield or Off-Table control, 90D arc of MUTT
Drone (Wheeled or view, can carry kit and equipment or 1-2
tracked). stretchers depending on size.

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ANTI-DRONE WEAPONS
Anti-drone weapons are essentially high-power directional jammers. The weapon only works against drones and is harmless
to other models on the battlefield. It ‘fires’ a broad beam of energy that gives a +1 modifier to any shots against drones.
Roll to hit as normal using a 12” RI, out to a maximum of 4 RIs/48”. If hit, roll D6 and consult the Drone Jamming Table
below:

Drone Jamming Table


D6 Score Result Effect
1-2 Lock-on The drone is slightly affected, -2 to any attempted movement and +1 to hit and to any rolls on
the Drone Jamming Table next turn.
3-4 Jammed The drone cannot be contacted by the operator and continues to do what it was doing at the
start of jamming – firing, observing or moving in the same direction regardless of maximum
distances.
5-6 Fried Essential control systems are cooked by the radiation. The drone shuts down immediately and
falls out of the sky (heli), ceases all functions (ground) or continues to glide in the same
direction until it crashes in 4D6” (rotary). Drones can be recovered from the battlefield but
play no further part in the current game.

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CBRN-E EQUIPMENT
This section describes detection and protective equipment to counter the CBRN-E threat.

EOD TRAINING AND EQUIPMENT


Explosive ordnance disposal training and equipment allows an equipped model to render safe any munitions or IEDs that it
comes into base contact with. The model moves into base contact with the device and the player declares he is disposing of
the device. The model cannot move or perform any other actions until the device is safe, or it is detonated – this takes a
minimum of 3 turns due to the hazardous nature. The model may move away from the device but must start the defusing
process again from the beginning.

● Conduct assessment. The EOD operator conducts a survey of the device for 1 turn. The model may perform no
other actions this turn.
● Initial treatment. Perform a CD test. If passed, move to Render Safe next turn. If failed, roll D6. On 1-3, the device
is partially defused, reroll Initial Treatment next turn with a +1 modifier. If 4-5, the device is damaged, reroll Initial
Treatment next turn with a -1 modifier. If a 6, the device functions immediately. The model may perform no other
actions this turn.
● Render safe. Perform a CD test. If passed, the device is rendered safe and cannot be detonated for the remainder
of the game. If failed, roll D6. On 1-3, the device is partially safe, reroll Render Safe next turn with a +1 modifier. If
4-5, the device is damaged, reroll Render Safe next turn with a -1 modifier. If a 6, the device functions immediately.
The model may perform no other actions this turn.

CBRN-E DETECTOR
This is a handheld multi-sensor device that detects chemical, biological and radiological levels, even in small doses. If a
model equipped with a CBRN-E Detector moves into a chemical, biological or radiological threat area, the device will alarm.
The model and those cohesive with the model are then aware of the threat (or within 6”, in the case of Elites).

A model equipped with a detector can also use it in the Movement and Tactical Action phase, when in contact with a closed
door. This prevents the model from making any Tactical Actions or making ranged attacks later in the turn. Make a
Command test for the model – if it is passed, any CBRN-E in the next room must be revealed to the player.

In games with a Game Master, the GM can make this roll secretly so that the player does not know whether a room is clear,
or whether their model failed to use the device correctly.

RESPIRATOR
A respirator protects the wearer to some extent from contaminants and gases, including CS. Models wearing respirators are
subject to the following rules.

● All Range Intervals for attacks and detection are halved.


● If a model carrying but not wearing a respirator moves into a contaminated area and is alerted to the presence of a
CBRN-E threat, the model immediately makes a Command test. If passed, they don the respirator in time. If not,
they are affected by the agent as normal. Models equipping a respirator cannot perform any other actions that
turn.

CBRN-E PROTECTIVE SUIT


A CBRN-E suit includes a respirator and gives additional protection against CBRN-E agents. Although encumbering, it allows
for longer survival in a contaminated area. It incurs a -1 to movement and -1 to all Agility tests. If the model is hit by any
form of penetrating attack such as direct fire, fragmentation or a knife in close combat, roll D6. On a 4+ the suit is
punctured and rendered useless.

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HAZMAT PROTECTIVE SUIT
A HAZMAT suit is a full protective outfit that gives the wearer significant protection against CBRN-E agents but is not
designed for combat. Models wearing one have a -2 to movement and all Agility tests. A HAZMAT suit takes 2 complete
turns to put on or take off. The model gains a +1 modifier when rolling on the Contaminated Area Table. If the model is hit
by any form of penetrating attack such as direct fire, fragmentation or a knife in close combat, roll D6. On a 4+ the suit is
punctured and rendered useless.

Each turn that a model remains in a contaminated area, roll on the table below factoring in their equipment.

Turn 1 2 3 4 5 6 7 8 9
Unprotected 3+ 2+ Affected
Mask Only - - - - 6 5+ 4+ 4+ 4+
Suit and Mask - - - - - - 6 5+ 4+

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ANNEX C - VEHICLES
Vehicle Profiles
Category 1 - Light Vehicles
Armour Values
Vehicle Move Front Side Rear Top Tpt Crew Special Rules Examples
Motorbike 18” 3 3 3 3 2 1 Driver Open Topped, Soft Skin, Agile. Motorbike
Quad Bike 14” 3 3 3 3 2 1 Driver Open topped, Soft Skin, Agile, All Terrain, additional gun mount for 1 x Quad Bike
MMG or GMG (optional), Move or Fire (cannot move at all and fire –
must be static), Agile.
Razor 2/4 16” 4 4 4 4 2/4 1 Driver Open topped, Soft Skin, All Terrain, Agile, Night Vision Lights. Muffled RZR2/4
Engine. Move or Fire. Commanders swing arm may mount: LMG,
Compact LMG, MMG. Roll bar may mount: LMG, Compact LMG, Dual
mounted MMG, Auto Grenade Launcher, Minigun (7.62mm).

Category 2 - Civilianised Vehicles


Armour Values
Vehicle Move Front Side Rear Top Tpt Crew Special Rules Examples
Civilian Car 12” 4 4 4 3 4 1 Driver Open Topped. Civilian Saloon
Covert Car 12” 6 6 6 6 4 1 Driver Open Topped, Half Armoured, Uprated, Flashbangs. Civilian Saloon
SUV 12” 4 4 4 4 5 1 Driver Open Topped, Soft Skin, All Terrain. Civilian SUV
Minibus 10” 4 4 4 4 10 1 Driver Open Topped, Soft Skin. Civilian Minibus
Covert bus/van 10” 6 6 6 6 7 1 Driver Open Topped, Half Armoured, Flashbangs. Civilian Minivan/bus
Armoured SUV 12” 7 7 7 6 5 1 Driver Fully Armoured, Uprated, All Terrain, Run Flats. Armoured SUV
SOF Armoured 12” 7 7 7 6 5 1 Driver Fully Armoured, Uprated, All Terrain, Firing Ports, Run Flats, Night SF SUV
SUV Vision Lights, Flashbangs.
Technical 12” 4 4 4 4 6 1 Driver Open Topped, Soft Skin, Additional gun mount (truck bed), Move or Militia pickup
1 Gunner Fire.
SF Pickup 12” 4 4 4 4 6 1 Driver Open Topped, Soft Skin, Night Vision Lights, Additional gun mounts SF Pickup
1 Gunner (truck bed MMG/GMG and commander (optional) – MMG) or Turret,
Bull Bar, Move or Fire.
Armoured Limo 12” 7 7 7 7 7 1 Driver Fully Armoured, Uprated, All Terrain, Run Flats. Limo

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Category 3 - Military Vehicles
Armour Values
Vehicle Move Front Side Rear Top Tpt Crew Special Rules Examples
Soft-skin Patrol 12” 4 4 4 4 5 1 Driver Open Topped, Soft Skin, Night Vision Lights. Optional – Turret. Humvee (basic), Land
Vehicle Rover
Recce Vehicle 12” 4 4 4 4 4 1 Driver Open Topped, Soft Skin, Additional gun mount (rollbar - MMG, HMG, Land Rover WMIK
1 Gunner GMG or Twin MMG and commander - MMG), MBSGD, Night Vision
Lights, Move or Fire, Muffled Engine.
High mobility 12” 5 5 5 5 5 1 Driver All Terrain, Open Topped, Soft Skin, Turret (MMG, HMG, GMG or Twin Humvee (GMV)
patrol platform 1 Gunner MMG and commander - MMG), MBSGD, Night Vision Lights), Move or
Fire.
All Terrain Fire 12” 5 5 5 5 4 1 Driver All Terrain, Open Topped, Soft Skin, Turret (rollbar - MMG, HMG, Supacat Jackal
support platform. 1 Gunner GMG or Twin MMG and commander - MMG), MBSGD, Night Vision
Lights, Bull Bar, Move or Fire, Muffled Engine.

Category 4 - Wheeled Armoured and Heavy Vehicles


Armour Values
Vehicle Move Front Side Rear Top Tpt Crew Special Rules Examples
Wheeled APC 12” 7 7 7 6 5 1 Driver AFV, Turret (AFV gun, MMG, HMG or GMG), Fully Armoured, Run BTR Series
1 Gunner Flats, Night Vision Lights, MBSGD, Move or Fire.
Wheeled 12” 8 7 6 6 6 1 Driver Turret (MMG, HMG or GMG) + Gun shield, Fully Armoured, Fire Foxhound, Husky, M-
Protected Patrol 1 Gunner suppression, Run Flats, Night Vision Lights, MBSGD, Bull Bar, Move or ATV, JLTV.
Vehicle Fire.
Wheeled MRAP 10” 9 8 7 6 9 1 Driver Turret (MMG, HMG or GMG) + Gun shield, Fully Armoured, Fire Cougar, MaxxPro,
1 Gunner suppression, Run Flats, Night Vision Lights, MBSGD, Bull Bar, Move or Mastiff.
Fire.
Civilian Truck 12” 4 4 4 3 3 1 Driver Open Topped. Light truck
(Light)
Civilian Truck 10” 4 4 4 3 3 1 Driver Open Topped. Heavy goods vehicle
(Medium)
Civilian Truck 8” 4 4 4 3 3 1 Driver Open Topped. Articulated Truck
(Heavy)

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Category 5 - Tracked Armoured Fighting Vehicles
Armour Values
Vehicle Move Front Side Rear Top Tpt Crew Special Rules Examples
Modern 10” 12 12 10 9 9 1 Driver, AFV, All terrain, Turret, AFV gun and coaxial MMG, Night Vision BMP 3, Bradley,
Tracked AFV/APC 1 Gunner Lights, Night Vision Sights, MBSGD, Move or Fire. Warrior.
Tracked AFV/APC 9” 13 13 10 9 9 1 Driver, AFV, All terrain, Turret, AFV gun and coaxial MMG, Night Vision BMP 3, Bradley,
Applique Armour 1 Gunner Lights, Night Vision Sights, MBSGD, Move or Fire. Warrior.
Kit
Cold War Era 10” 7 7 7 7 9 1 Driver, AFV, All terrain, Turret, AFV gun and coaxial MMG, Night Vision BMP1/2.
AFV 1 Gunner Lights, Night Vision Sights, MBSGD, Move or Fire.

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Category 6 - Main Battle Tanks
Armour Values
Vehicle Move Front Side Rear To Tpt Crew Special Rules Examples
p
WWII Era Tank 10” 10 8 8 7 3/4 3/4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, MBSGD.
Cold War Era 10” 12 11 9 8 3/4 3/4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T55,
Tank Lights, Night Vision Sights, MBSGD. Centurion
T72 Early Model 12” 13 11 9 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T72
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T72 Modern 12” 14 12 10 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T72
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T80 Early Model 12” 14 13 10 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T80
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T80 Modern 12” 15 13 11 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T80
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T90 Early Model 12” 15 14 11 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T90
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T90 Modern 12” 16 14 11 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T90
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
T14 Armata 12” 16 15 12 9 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision T14
Lights, Night Vision Sights, MBSGD, Stabilised weapons, Protection System.
M1 Abrams 14” 15 13 11 8 3 3 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision M1
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
M1A2 Abrams 14” 17 16 12 9 4 4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision M1A2
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
Challenger 2 14” 17 16 12 9 4 4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision CR2
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
Leopard 2 14” 16 16 12 9 4 4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision
Lights, Night Vision Sights, MBSGD, Stabilised weapons.
Merkava 3d/4 14” 16 16 12 9 4 4 AFV, All Terrain, Turret, Tank gun and coaxial MMG, Roof mounted MMG, Night Vision
Lights, Night Vision Sights, MBSGD, Stabilised weapons, Protection System.

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85
VEHICLE SPECIAL RULES
Agile
If the vehicle moves less than 6” in a game Turn, it is able to Turn 45 degrees for every 1” it moves
rather than the normal 2”.

Soft Skin
Soft skin vehicles are usually civilian vehicles and are vulnerable to all small arms. As such, soft
skinned vehicles will suffer suppression from all ranged attacks made against them.

Armoured Fighting Vehicles (AFV)


The AFV rule covers all tanks, tracked armoured personnel carriers (APCs) and some wheeled APCs.
Small arms are generally ineffective against AFVs, machine guns and sniper rifles can be used to
target weak points such as optics. AFVs ignore hits and Suppression from Sidearms, SMGs, Shotguns
and Rifles. Explosive, Fragmentation and Sniper weapons have special effects on AFVs. AFVs are
more vulnerable to attack from the top, bottom and rear. Successful hits against these areas given
+1 to PEN. AFVs are not affected by difficult terrain. AFVs may mount additional MMG/HMG on top
of turrets, or RWS.

Open Topped
Open topped vehicles can be fired from by any crew member with a suitable weapon. The driver
may only fire with a pistol and drive. This rule generally applies to stripped down vehicles and those
with doors removed or windows which can be opened fully.

All Terrain
Raised suspension, special tyres, tracks or other modification allows difficult terrain to be covered
more easily. Difficult terrain only reduces all terrain vehicle movement by 1/3rd.

Half Armoured
Doors and seat backs are armoured, along with additional armour plates in key areas, afford
additional protection.

Fully Armoured Vehicle


The Fully Armoured Vehicle rule covers Mine-Resistant Ambush Protected (MRAP) wheeled vehicles
and some APCs. A bullet resistant survival capsule surrounds the crew including doors, windows,
windscreens, roof and floor. Passengers cannot make ranged attacks from the vehicle unless there is
a turret or firing ports installed. Small arms are generally ineffective against specially armoured
vehicles, but machine guns and sniper rifles can be used to target weak points such as optics. Fully
Armoured Vehicles ignore hits and Suppression from Sidearms, SMGs, Shotguns and Rifles.
Explosive, Fragmentation and Sniper weapons have special effects on Fully Armoured Vehicles.

Gun Shield
The gunner receives an additional save from direct fire or fragmentation on a roll of 4+.

Flashbang Dispensers
Once per game the vehicle can make a single stun attack on all models within 3” of the vehicle.

86
Multi Barrelled Smoke Grenade Dischargers
MBSGDs are positioned around the vehicle hull and turret. Once per game, the player can
automatically fire a smoke barrage that lands at 12 o’clock from the direction the vehicle or turret is
facing 24” from the vehicle. The smokescreen extends 12” in either direction from this point and is
4” wide. This can only happen during the Movement and Tactical Actions Phase once per game.

Bull Bars
Bull Bars gives a +1 modifier to Lethality rolls when ramming personnel. If the equipped vehicle is
ramming another vehicle, they may adjust the roll once made of the Vehicle Collision Table by 1 up
or down as they choose.

Firing Ports
AFVs and Fully Armoured Vehicles can be fitted with gun ports to allow passengers to fire out of the
vehicle.

Escape Hatches
If the vehicle is equipped with Escape Hatches, if the vehicle is destroyed each crew member can
make a survivability roll. On the roll of a 6, the model survives and is placed adjacent to the
destroyed vehicle.

Run Flat Tires


Specially modified or non-pneumatic tyres allow the vehicle to keep moving even when the tyres are
targeted. Run Flat Tires give the upgraded vehicle a +1 modifier to their Armour Value. The vehicle
cannot be M-Killed and the attacking player must re-roll the Armour Penetration Table.

Uprated Engine and Brakes


Improved performance allows a vehicle to make sharp Turns and cover ground more quickly.
Upgraded vehicles gain +1 to their movement. Upgraded vehicles may also make a 45 degree Turn
for every 1” the vehicle moves.

Fire suppression systems


Incendiary weapons do not confer any additional suppression to the vehicle.

Night vision lights


This vehicle’s headlights will not be spotted by the enemy while night fighting is in effect, unless they
are equipped with night vision optics. If the driver and passengers are equipped with night vision
optics the vehicle may move as per daytime rules.

Move or Fire
These vehicles cannot fire their weapons if they move more than 6” that Turn.

Stabilised Weapons
Vehicles with stabilised weapons may fire on the move with no penalty.

Night Vision Sights


All personnel in the vehicle (personnel and crew) can see at night. The vehicle follows normal driving
at night rules.

Muffled Engine
The detection distance for hearing is reduced to 24”.

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Protection System
An adaptive protection system adds +2 to agility or defence rolls against RPG and anti-tank missile
shots.

Remote Weapons Station (RWS).


An RWS allows the firing of a weapon from inside a vehicle. Modern RWS are equipped with
Thermal Sights and are assumed to be fired by crew members from inside the vehicle but from the
point of view of the RWS. RWS can be fitted as a replacement for Turrets on vehicles.
Turret
Vehicles with a turret may be mounted with a weapon.

Stowage
All vehicles allow the carriage of additional equipment on the battlefield. Any reasonable equipment
may be stowed on vehicles and used in game. Equipment is considered stowed until a dismounted
model retrieves it from the payload area at the rear of the vehicle. Casualties may also be loaded
onto vehicles. Examples of standard vehicle equipment include:

● Long Range Comms


● Battlefield Trauma Kit x 3
● Up to 1 x Large Encumbering Weapon (MMG, MANPADS, Heavy Sniper or Anti
● Materiel Rifle)
● Up to 2 x Small Encumbering Weapons (RPG or LAW)
● Up to 1 x Crew Served Missile Launcher
● Ammo resupply

88
ANNEX D - SCENARIO RULES
Asymmetric Warfare is a narrative game and players will get a huge amount of enjoyment from a more detailed scenario.
Get together with your gaming group and create amazing high-stakes scenarios in conflict zones across the world- or covert
operations in your home town.

CREATING A SCENARIO
To create your own scenarios, players should agree several factors before the game begins:

• Outline the narrative and setting.


• A Mission and Victory Conditions for each side.
• Troop types and assets allowed for the game.
o Any Reinforcements or Off-Table Assets allowed?
o Are any troops going to be Covert?
• Each sides’ initial Alertness Levels.
• The Environment
o Is it day or night?
o Urbanised or open country?
o Decide on Dangerous, Difficult, and Impassable Terrain.
o Weather Conditions?
o Will there be civilians on the battlefield? Are they friendly, semi-permissive or hostile and to which side?
• Decide on Deployment Zones. Where each force starts and how they are inserted or arrive in game.

MISSIONS
Missions give players something to concentrate on other than the opposing force and make games more interesting. In the
real-world, conflict is often less about annihilating the opposing force and more about achieving objectives.There is no limit
to the missions players can set. Missions create simple, easily understood and measurable victory conditions in games and
campaigns. Some examples might be:

● Attack/Defend. One force holds ground of tactical advantage; the other force wants it.
● Meeting Engagement. Two forces unexpectedly bump into each other when advancing into a new area.
● Recce. One side must sneak in and gather information on the enemy, extract an agent or plant a device.
● Raid. One force must move in, strike and get off one table edge.
● Ambush. One force lies in wait for another on a route or similar choke point.
● Secure. Both forces are trying to capture a single objective, such as an individual model, or a terrain feature like a
vital bridge.
● Breakthrough. One force must reach the opposite table edge by a given turn.

Objectives can be physical or conceptual. They may be something as simple as a building or road junction, the protection of
civilians or the capture of an enemy commander. Whatever you decide, objectives are central to the plot of your scenario.
Mark them on the table with character models, terrain features or objective markers like ammo caches, intelligence files
and computers. Let your imagination run riot!

Another tool to create realistic missions is to use military ‘effects terms’ and a defined objective, such as:

● ‘Task Force NOMAD is to FIND and DESTROY all enemies in Objective BRONZE (the gaming area) by (turn number).’
● ‘Insurgent Force SCIMITAR is to CAPTURE Objective SILVER (a hilltop held by Rangers) by (turn number).’
● ‘RANGER 03 is to EXTRACT to (table edge or pickup zone) by (turn number).’

A list of Mission Terms is contained in Annex E - The Tactics Guide.

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Victory Conditions
Be sure to determine the victory conditions for each force when designing your scenario. If one force fails their mission,
does the other force automatically win, or do they also have an objective they must complete?

More advanced scenarios may provide multiple objectives for each side that will compel players to split their forces and
make tough decisions on where to commit their troops. In multi-objective scenarios, allocate a number of Victory Points to
each, so players can add up the final score at the end of the game and determine a winner.

To make a game even more tense and exciting, consider keeping objectives or missions secret so neither player knows
exactly what the enemy is after. This can lead to some surprising and fun narratives as your opponent’s true goal emerges
during play!

Deployment Zones
A Deployment Zone is an area in which troops begin the game. This is often dictated by the scenario, and may be a specific
area on one table edge, or something like a building. In some missions, forces may enter using boats, helicopters or even by
parachute, which could mean their Deployment Zone is flexible – see Methods of Insertion. Again, use your imagination to
embellish your scenario.

Ending the Game


Another important aspect of designing a scenario is deciding how the game should end. Players can set any limits, including
a set number of turns to give a sense of urgency; the achievement of a priority objective or when a certain amount of the
enemy have been destroyed. By tying the end state into objectives, you will ensure players keep focused on what they
need to achieve.

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SCENARIO RULE - ALERTNESS AND DETECTION
Most combat operations in the modern age are conducted in darkness. The rules for Alertness and Detection add huge
levels of realism and tactical challenge to the game, allowing a wider range of scenarios and more use of darkness, stealth,
tactics and terrain. In most scenarios, it’s assumed models are aware of the enemy and the fact they are in combat.
Depending on the scenario, this section allows players to use darkness, stealth and terrain to their advantage.

ALERT AND UNALERT MODELS


Unless a scenario specifies otherwise, all models are Alert – they are aware of the enemy’s presence on the battlefield, even
if they cannot directly see or engage them.

Models for whom this is not the case – as defined by the scenario – are termed Unalert. They may be aware there is a
general threat, but they do not know the enemy is on the battlefield. Unalert models should be noted or marked with a
Base Marker. The following rules apply to Unalert models:

• They cannot make Command Actions or Tactical Actions.


• They cannot attack.
• Unalert models have a Defence Stat of 1.

BECOMING ALERT
There are several ways an Unalert model can become Alert. As soon as they do, they stop following the rules for Unalert
models.

VISUAL DETECTION
If an Unalert model gains the view of an enemy model as it moves into or moves within their LOS, there is a chance it will
Detect that model. Immediately roll a D6 and refer to the table below, taking into account the distance to the enemy model
and the Unalert model’s Tier.

Detection Range Elite Professional Trained Militia Untrained


0 – 12” Automatic
12” – 24” 1+ 2+ 2+ 3+ 3+
24 – 36” 2+ 3+ 3+ 4+ 4+
36 - 48” 3+ 4+ 4+ 5+ 5+
48 - 60” 4+ 5+ 5+ 6 6
60 - 72” 4+ 5+ 6 6 6
Subtract 1 from the score on the die if the enemy model is using Tactical Movement, or add 1 if the enemy is performing a
Combat Sprint. If the final score is equal to or higher than the number shown, the enemy is Detected and the Unalert model
becomes Alert at the start of the next Turn. At this stage it has not yet alerted the rest of the unit it is part of.

HEARING
There are several ways that a model can become Alert through hearing:

Enemy Movement and Activity


If an enemy model moves within 4” of an Unalert model (or within 3” if the enemy model is using Tactical Movement or, 8”,
if the enemy model is performing a Combat Sprint), the Unalert model will Hear them, and will become Alert at the start of
the next Turn. Breaching also makes noise unless done silently with lockpicks - see the Breaching table.

Gunfire and Vehicle Noise


Unalert models that Hear unsuppressed gunshots or any enemy vehicles within 36” will cause them to become Alert at the
start of the next Turn.

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OTHER WAYS OF BEING ALERTED
As well as detection and hearing, models can become Alert as follows.

Taking Fire
If an Unalert model is shot at and not immediately killed, it will take Suppression as per normal rules and become Alert at
the start of the next Turn.

Casualties
If a model is killed, all Unalert models within 4” hear the commotion and become Alert at the start of the next Turn. If the
model is killed with subsonic ammo, only models within 2” will become Alert at the start of the next Turn.

If a model is killed or wounded, all friendly models within 12” that have line of sight to it become Alert at the start of the
next Turn.

Players may agree that scenario actions will affect alertness – for example, a low-level aircraft overflight of the battlefield or
similar event would cause all models to become Alert. Discuss this with your opponent as you develop your scenario.

RAISING THE ALARM


At the start of each Turn, Alertness spreads as the alarm is raised. If a model becomes Alert because it Detected an enemy
or was told by Radio Comms, it will not immediately pass this Alertness on to its squadmates until the following Turn.

● Previously Alerted models pass on the Alert status to all cohesive models in their unit at the start of the Turn.
● If a previously Alerted model has Radio Comms, all friendly Unalert models also with Radio Comms become Alert at
the start of the Turn as if they were cohesive with that model, as they are treated as having received an alert
message. This can spread to other cohesive Unalert models the following Turn as per normal.

A good tactic is jamming an enemy’s comms using OTAs at key times can prevent the alarm being spread and allow time for
alerted enemies to be silenced.

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SCENARIO RULE - NIGHT FIGHTING
Most modern combat takes place at night. To illustrate this, night fighting rules have been developed.

Scenario considerations at night


During a game where night fighting rules are in play, consider that the ‘defender’ may not move or shoot other than in pre-
game, agreed patrol patterns until the attacker is detected, or as part of scenario rules.

Movement at night.
● Infantry models may only move the distance of their Agility Stat at night.
● Squad cohesion range is reduced to 1” at night unless the models have night vision.
● Vehicles may only move 4” at night with their lights off, and at 2/3 speed with their lights on but suffer a +2 to hit
because of the large light signature.
● Specialist driving Night vision equipment is both lights and goggles. If equipped, vehicles may be driven as if in the
day.
● Vehicles displaying night vision lights suffer a +2 to hit to firers with their own night vision, because they can see
the large light signature.

Detection in Darkness:
● Models are automatically detected if they are in LOS and in 0-12” unless they are Hidden.
● Models in LOS in darkness at 12-24”.
● Models 24”+ cannot be detected at night.
● Night vision enables normal vision as per day.
● Tactical Movement offers a -1 modifier to Detection during the day and -2 at night.
● Being Hidden gives a -2 to an enemy Detection Roll at night.

Detection Range (Night) Elite Professional Trained Militia Untrained


0 – 6” Automatic unless hidden
6” – 12” 2+ 3+ 3+ 3+ 4+
12” – 24” 4+ 5+ 6 6 6

Lighting at Night
Models inside lit rooms in buildings cannot see outside into the darkness through windows. A lit room is considered a
Lightpool. These can be seen into at night at normal ‘day’ distances. Any activity conducted in a lightpool is treated as if it is
conducted during the day. Lightpools can be marked out by chalk, ribbon, cotton or string on the tabletop for ease of play.

Shooting Attacks at Night


While night fighting rules are in effect, shooting attacks have additional modifiers to any targeting rolls, as follows:

Shooting at night
Range to target Targeting Roll Modifier
0-12” -1
12 – 24” -3
24”+ Automatically misses

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DAWN AND DUSK SCENARIOS
Below is a transition table for night to day, and day to night if used in reverse. It can be triggered after several Turns of night
or day, or on game start.

Turn Description Effect


1/5 Night Night Rules.
2/4 Nautical twilight Night Rules, night Detection Table +1 modifier to
detection rolls.
3 First Light Night Rules, night Detection Table +2 modifier to
detection rolls.
4/2 Sun up Day Rules, difficult movement due to shadow. Models
may only move at their Agility Stat. Day Detection Table.
5/1 Day Day Rules

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SCENARIO RULE - BATTLEFIELD WEATHER CONDITIONS
More narrative games may benefit from atmospheric or other conditions. Use your imagination and take inspiration from
the below:

WIND DIRECTION
In games where wind direction is going to be important, roll the drift dice before deployment – this will be the wind
direction that smoke will follow for the rest of the game. In some scenarios this can change. Wind can be applied to smoke
drift, mortar fire, parachute descents and many other factors - use your imagination!

ADVERSE WEATHER
In some cases thick fog, very heavy rain or other extreme weather may affect combat operations. Use the table below for
inspiration or roll D6 to generate weather for the scenario.

Adverse Weather Table


Roll Weather Effect on Tabletop Play Effect on OTAs
Condition
1 Storm All shooting past 1st RA subject to an If an Off-Table Asset ‘hits’, the OTA still drifts by D6”.
Winds additional increasing -1 per range interval: If an Off-Table Asset misses, the drift distance will
RI 1 2 3 4 be doubled +D6.
Modifier 0 -1 -2 -3
2 Storm Rain LOS reduced to 24”, all ranged attacks will If an Off-Table Asset ‘hits’, the OTA still drifts by D6”.
suffer and additional -1 modifier to hit. If an Off-Table Asset misses, the drift distance will
All detection ranges for sight within LOS be doubled +D6.
and hearing halved. ISTAR effects failed on D6 roll of 4+.
3 Blizzard LOS reduced to 18”, all ranged attacks will If an Off-Table Asset ‘hits’, the OTA still drifts by
suffer and additional -1 modifier to hit. 2D6”.
All detection ranges for sight within LOS If an Off-Table Asset misses, the drift distance will
and hearing halved. be doubled +D6.
ISTAR effects failed on D6 roll of 4+.
4 Fog LOS reduced to 12”, all ranged attacks will If an Off-Table Asset ‘hits’, the OTA still drifts by
suffer and additional -1 modifier to hit. 2D6”.
All detection ranges for sight within LOS If an Off-Table Asset misses, the drift distance will
and hearing halved. be doubled +D6.
ISTAR effects failed on D6 roll of 3+.
5 Battlefield A faction sets a smoke generator running. If an Off-Table Asset misses, the drift distance will be
Smoke. Smoke 4” thick blows from one side of the doubled +D6.
battlefield to the other, widthways at a ISTAR effects failed on D6 roll of 4+.
random point on the table edge. Break the
table edge into sections of 6. Roll D6 for
one edge, then again for the opposite edge.
The smoke blows from one point to the
other for D6+2 turns, obscuring all optics -
including thermal.
6 SENTA. Roll random weather each turn! Roll on the Weather table each Initiative Phase to
determine random weather for that turn.

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SCENARIO RULE - CIVILIANS IN THE BATTLESPACE
In the real world, civilians are often on the battlefield, whether they are innocent bystanders, refugees or even criminal
elements. Players may agree that civilians will be used, or they can be a central part of the scenario. Civilians follow
predetermined behaviours or can be in pre-agreed areas on the tabletop.

SUGGESTIONS FOR USING CIVILIANS:


● Civilians can be placed according to the scenario or as the players see fit, taking it in turn to place the models. These
should be determined pre-game or can use the Just Following Orders rule.
● At the start of the Movement and Tactical Actions phase, roll a D6 for each group of civilians. On 1-3 they stay
where they are, on 4-6 they move D6” in a random direction determined by the Drift Template. If a movement
seems utterly illogical, re-roll, but it’s surprisingly easy to justify why a group of people might be heading in a certain
direction!
● Alternatively, for larger games pre-agree 6 areas on the tabletop (these could be measured out or defined by
terrain), place civilian models inside and number them. At the start of each Turn, roll a dice for each area. The score
on the dice is the number of the area the civilians from that area move to. If the number is the same as the area
they are already in, then they remain where they are. These civilians then move at D6” per turn to this new area
during the player’s phases to generate uncertainty and randomness. When a group arrives at their destination, roll
again.
● The above rules can also be used for civilian vehicles, using their standard movement stat.
● In some cases where Rules of Engagement are in force, it can be interesting to leave civilians hidden but use a GM
to manage and move them.

If a combat event develops (such as firing) within 12” of a civilian model, total the number of civilians affected and add that
to a D6 roll. the civilians can follow scenario rules or the following table can be used:

D6 + number of Civilian Reaction Table


civilians affected
1-4 Fear. Move away from combat and hide at the nearest cover.
5-9 Chaos. The models all move D6” in a random direction determined by the scatter dice.
10+ Anger. Attack the nearest player-controlled model (any player).

Human Terrain
If you’re using civilians in a scenario, it’s worth deciding if the environment is friendly, semi-permissive or hostile to the
operating forces. Remember civilians may be friendly to one side and hostile to the other, depending on the scenario.

Friendly
Civilians who are friendly do not react to the designated force and follow the Civilian Reaction Table above as normal,
except on a 10+, they do not attack friendly models but remain in a state of chaos.

Semi-permissive
One or more Forces operating in this environment may be reported on by a civilian. Any covert model that fails the covert
command test and is in line of sight of a civilian has a 50% chance of being compromised. On failing the test and being in
line of sight of a civilian, roll a dice. If on a 3 or below, the model is compromised, and the civilian model moves directly
toward the nearest enemy to report the incident. If the reporting model moves within 12” of an enemy model, the alert is
raised. If more than one civilian is in Line of Sight, roll for each civilian. Models that are in a semi-permissive environment
roll on the Civilian Reaction Table as normal.

Hostile
One or more Forces operating in a hostile environment are unwelcome. In this circumstance, the local people will report on
activity and any model which is covert will now be compromised if it fails the covert command test (taken every turn) and is
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in line of sight of a civilian. If more than one civilian is in Line of Sight, roll for each civilian. Models that are in a hostile
environment roll on the Civilian Reaction Table and on a 6 automatically begin to attack the force they are hostile to.

Sleep, Drink and Drugs.


In certain scenarios, models may be asleep or under the influence of drink or drugs. Civilians, Militia or off-duty troops may
well be relaxing.

Asleep.
Models that are asleep are Unalert. They are woken by:

● Another model shouting within 12”


● A model moving within 2”
● Unsuppressed gunfire or enemy vehicles moving within 24”

Woken models are considered Alert at the start of the following turn.

Drunk.
Models that are awake, but drunk suffer -2 to movement, detection tests, shooting and close combat. If drunk models drive,
move the vehicle as the controlling player wishes, then apply a D6 deviation in a random direction using the drift template.
Collisions are dealt with as normal.

Stupefied.
Models that are awake, but stupefied suffer -3 to movement, detection tests, shooting and close combat for D3 turns then
revert to being drunk. Stupefied models cannot use any equipment considered technical, only firearms and close combat
weapons. They cannot drive vehicles. For each stupefied model, roll at the start of their movement and tactical actions
phase. On a 4+, the model moves towards and attacks the nearest model with whatever it is armed with. If a 1-3 is rolled,
the model may be used as normal, factoring in modifiers.

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SOLO PLAY
The Fixed Movement and Just Following Orders rules are useful for narrative and solo play. They give a solo player an
element of unpredictability to react to, while laying out broadly how opposing forces will act. In Solo scenarios, consider
‘actions on’ – what will the opposing force do if they encounter an enemy, become alerted and so on? This can be further
enhanced by assigning forces specific missions and rules of engagement to make them more realistic on the battlefield. Solo
play is a good opportunity to test out new tactics, techniques and procedures, as well as kit and equipment for your force.

Some examples of ‘actions on’ can be found below:

‘Actions On’ Table

Action Reaction

Unit spots enemy forces. For


each sighted model in a unit in
D6 Reaction Effect
addition to the first, add +1 to
the reaction roll. 1 Hold and report.

Unit is fired upon. 2 Advance using tactical movement directly toward the sighted enemy at the next
available point in the game.
Unit takes casualties.
3 Combat sprint towards the sighted enemy at the next available point in the game.

4 Hold position and open fire at the next available point in the game.

5 Break into two subunits and fire and manoeuvre forwards at the next available
point in the game.

6 Break into subunits and start flank attack at the next available point in the game.
One subunit gives covering fire, one advances directly towards sighted enemy
using cover.

7+ As per 6, but: unit commander requests or calls in OTAs if they have them.

SCENARIO RULE - FIXED MOVEMENT


The fixed movement rule is designed to allow players to design patrol patterns for solo or scenario play. This is especially
useful when one side is attempting to infiltrate an enemy stronghold or carry out other activity without detection. Examples
of fixed movement might include perimeter patrol movement, UAV loitering and search patterns as well as CCTV camera
arcs and other surveillance devices. This can be similarly incorporated with the Detection and Alertness rules as well as
Lightpools at night to create interesting scenarios.

● Models adhering to fixed movement should follow a set pattern determined before the start of the game. Record
this path on a sketch map or agree with a GM to properly track the troop movements. The models then adhere to
this movement until they are alerted, when they act normally.

Fixed Movement has lots of potential for creative players, and can be tweaked to suit specific scenarios. It provides the
foundation for a whole range of different game options and we encourage you to play around with the concept to create
challenging and interesting gameplay.

For example, models using Fixed Movement could move between several predetermined patrol points on the battlefield,
such as sentry towers, buildings, or gates to a perimeter fence. Each time a model reaches one of these patrol points, roll a

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dice. On a 1-3 they move towards the next patrol point on their left. On a 4-6 they move to the nearest patrol point on their
right. This kind of unpredictable troop movement adds uncertainty, and makes any scenario more challenging!

PRIOR INTELLIGENCE
If as part of the scenario, the opposing player is allowed to have intelligence on the target and therefore should know patrol
patterns, describe the route and rough timings by turns. Using some markers on the gaming board may help to track where
and in what direction the fixed movement models are moving.

SCENARIO RULE - JUST FOLLOWING ORDERS


Some combat forces must issue orders prior to a battle and then adhere to timings and locations to coordinate their part in
the battle. This occurs when they don’t have the flexibility to change their plans, particularly if they lack inter-unit
communications. It can also reflect inflexible doctrine or generally poor training.

The just following orders rule is designed to demonstrate the sort of rigid tactics adopted by poorly trained forces who
follow orders regardless of changes to the battlespace. It reflects less-agile, larger forces and can effectively handicap a
player by reducing their options to react to the opposing force. In any case, it can lead to some interesting gameplay. An
example of this might be Soviet Cold War Doctrine, or gang members too terrified of their bosses to deviate from the plan,
despite the circumstances!

To implement just following orders, make a sketch map of the battlefield before the game starts. The player whose forces
are subject to the rule must indicate the movements and objectives of their squads, along with any specific timings by turn
number. This can be sealed in an envelope if necessary and revealed turn-by-turn, but as always fair play should be more
important than winning!

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SCENARIO RULE - RULES OF ENGAGEMENT
Actions on Today’s battlefields are complex and the enemy is not always clear. A soldier’s actions will also be scrutinised
later by the chain of command, the media, politicians and the public. Military forces are increasingly governed by rules of
engagement (ROE) to restrict collateral damage and reduce the use of force to the minimum necessary to achieve their
mission.

ROE adds an interesting dynamic to games of Asymmetric Warfare. Deciding whether troops can open fire against an enemy
hiding among the population or from concealed positions in urban areas gives players some real challenges. These reflect
the sort of tough decisions made by real-life military commanders every day.

Rules of Engagement (ROE) are split into two levels. ‘Card Alpha’ is used for low-intensity counter-insurgency operations
and restricts actions to self-defence and the defence of others against an imminent threat. ‘Card Bravo’ is used for high
intensity operations or warfighting and where the battle lines are clearer, or for intelligence-led raids on specific targets
where confirmed enemy activity is pre-identified.

The use of the above ROE cards adds an extra dimension to play and lots of extra friction! ROE can be interpreted as the
player sees fit, and there is considerable flex in the rules, especially with Card Bravo. As ever, the spirit of fair play is
important - even if the ROE doesn’t seem to be particularly helpful! The use of a Games Master to run these more complex
games may also help, and they may even act as a higher authority to approve the release of kinetic OTAs such as airstrikes.
Consider connecting ROE to Victory Conditions so players don’t simply ignore them. If players do decide to overstep their
ROE, penalise them with reduced victory points. For added complexity that gives a real flavour of modern combat, try
mixing ROE with the Covert, Hidden and Civilian rules, or even as an added restriction in Solo games.

ROE CARDS
Card Alpha – Guidance for opening fire for personnel authorised to carry weapons and ammunition while on duty:
General: this guidance does not affect your inherent right to self-defence. However, in all situations you are to use no
more force than absolutely necessary.

Protection of human life: you may only open fire against a person if he/she is committing or about to commit an act likely
to endanger human life and there is no other way to prevent the danger. If you have to open fire, you are to:

Fire only aimed shots

Fire no more shots than are necessary

Take all reasonable precautions not to injure anyone other than your intended target.

Card Bravo – Guidance for the use of force while on combat operations:
General: this guidance does not affect your inherent right to self-defence. However, in all situations you are to use no
more force than absolutely necessary.

Enemy groupings are to be positively identified (PID) prior to engagement.

PID enemy may be engaged using appropriate weapons systems.

Use of force must be appropriate and proportional.

All reasonable precautions must be made to limit collateral damage and loss of life.

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SCENARIO RULE - METHODS OF INSERTION
Methods of Insertion are how soldiers travel to the objective area, or to a rendezvous point close by. In Asymmetric
Warfare, how troops arrive on the tabletop influences the type, size and location of their Deployment Zone. As a rule, forces
are vulnerable while disorganised and not in a fighting formation, so immediately after insertion they will rendezvous,
regroup and ‘shake out’ into fighting readiness before moving on to the objective. Using methods of insertion as part of
your scenarios can lead to very fun games, especially when used to balance powerful forces such as Elites. Different types of
insertion have advantages and disadvantages. For example, dropping near an objective by parachute can create some
serious headaches if troops blow off course. As ever, use these additional rules to add even more depth to your own
scenarios.

STANDARD METHODS OF INSERTION


Foot
Forces of all kinds often move into battle on foot, whether as a stealthy patrol, a tactical advance to battle (TAB) or mob of
screaming militia. For the purposes of Asymmetric Warfare, this also includes forces swimming in to objectives.

Vehicle
Wheeled, tracked, maritime and helicopter insertions are generally done away from the forward battle area before troops
move in on foot. On the modern battlefield, there is a dizzying array of vehicles to get troops where they need to go, from
battered Technicals and motorcycles to MRAPs, APCs and support aircraft like Chinooks or Ospreys. In Asymmetric Warfare,
these kinds of insertions are best represented by foot insertions. For troops dropped directly into battle, there are specific
vehicle rules for troops that dismount from wheeled and tracked vehicles, and Air Assault for those flying directly in to
combat.

ADVANCED METHODS OF INSERTION


Parachute
Modern parachuting techniques using static line square parachutes means lower altitude drops get more troops into action
better organised and with less time vulnerable in the air. Again, the general aim of this technique is to drop in and
reorganise out of contact with the enemy, then move in on foot. Modern parachutes used by First World armies are
steerable, but not as manoeuvrable as those used for HALO/HAHO. Parachute canisters can be used to drop equipment
with the jumpers into the landing site.

HALO/HAHO
High Altitude, Low Opening and High Altitude High Opening are advanced methods of parachute insertion with the aim of
getting soldiers on to a specific, small landing site undetected. They both use highly manoeuvrable parachutes that can be
accurately steered into small spaces, but require a high degree of training. Parachute canisters can also be used to drop
small amounts of equipment with the jumpers. In a successful insertion, HAHO and HALO delivers a small number of
operators undetected into a tight landing site. In game terms, both methods are identical, but feel free to create a backstory
of evading radar with HALO or being dropped far away by aircraft posing as airliners and flying in using HAHO over national
borders.

Air Assault
Air assault is the tactical use of aircraft to insert troops into the battlespace, while contact with the enemy is likely. It is
highly risky and involves specialist pilots and a highly trained disembarking force. This technique is often used by special
operations units to deploy small numbers of operators into tight spaces using helicopters like the MH-6 ‘Little Bird’. Other
formations such as the British Parachute Regiment, US Marines or Russian VDV use similar techniques on a larger scale,
making use of helicopters and tilt-rotor aircraft like the V-22 Osprey. Fast ropes and rappelling insert troops into hard to
reach areas like jungle clearings or ship decks, but limit the size, number and speed that troops can be deployed.

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TALO
Tactical Air-Landing Operations are used to deposit a larger force than Air Assault into the battlespace in one go. This is a
very risky method but allows the insertion of troops and vehicles quickly and in an organised fashion. By using aircraft like
the C130 Hercules, which can land on unprepared airstrips, a significant force can be delivered right into the heart of the
battlefield.

METHODS OF INSERTION IN ASYMMETRIC WARFARE


Method Example Deployment Zone Number of Troops Notes
Foot or swim Foot Troops start in a standard As per scenario.
deployment zone as per the
scenario, usually on or near a
friendly table edge.
Vehicle Truck, APC, Troops start in a standard As per scenario.
IFV, boat. deployment zone as per the
scenario, usually on or near a
friendly table edge, or clustered
around a vehicle (if represented).
Parachute Static Line Troops start in a 12 x 36” Up to 20. Equipment bundles as
Parachute deployment zone, dispersed at least per scenario.
4” apart from each other.
HALO/HAHO HALO Rig Troops start in a 12” x 12” Up to 12. Small equipment
deployment zone. bundles as per
scenario.
Air Assault
Light Lift Little Bird Depends on aircraft As an example, 4
troops may be
dropped off from
skids and
immediately make a
full move.
Medium Lift - Blackhawk 2” x 4” area from door/ramp (or as 6 per turn, 12 total. Small equipment
Support appropriate for aircraft type). Troops may move at bundles as per
Helicopter/Medium ½ rate out of the scenario.
Tiltrotor deployment zone on
arrival.
Heavy Lift - Support CH-47, 3” x 6” area from door/ramp (or as 8 per turn, 24 total. Small equipment
Helicopter/Large Osprey appropriate for aircraft type). Up to 2 light bundles as per
Tiltrotor Troops may move at ½ rate out of vehicles (motorbike, scenario. Vehicle turret
the deployment zone on arrival. quad or Razor) or 1 weapons are not
SUV or pickup type mounted on deplaning
vehicle. and take 1 turn to re-
mount while the
vehicle is static.
Fast Rope Any 3” diameter centred on rope drop. Up to 5 troops per Rope must have a clear
Helicopter turn, may move fall to the ground
or Tiltrotor once landed. before deplaning.
Rappel Any 3” diameter centred on rope drop. Up to 3 troops/turn, May be used to
Helicopter may not move once penetrate foliage
or Tiltrotor landed (need to canopy.
unhook).
TALO C130 etc. 3” x 12” deployment zone from rear 20 per turn or 2 92 lightly equipped
of aircraft. vehicles, or 1 vehicle troops.
and 10 troops.

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SCENARIO RULE - CHEMICAL, BIOLOGICAL,
RADIOLOGICAL, NUCLEAR AND EXPLOSIVE (CBRN-E)
ENVIRONMENTS
The use of CBRN-E and weapons of mass destruction are not out of the question. In reality, Biological and Radiological
effects take time to affect troops and would not develop inside a single game, though they may be an issue in Campaign
play. On the other hand, Chemical and Explosive weapons have an obvious instant effect and are more suitable for the
tabletop. That said, all CBRN-E weapons make excellent objectives for scenarios. Effects in this section can be used to cover
a variety of threats and deny areas of the gaming tabletop to models that do not have the correct equipment to survive.

CHEMICAL CONTAMINATED AREAS


If a model enters an area contaminated by chemical agents, they have a chance of becoming affected. Each turn that a
model remains in a contaminated area, roll on the table below. These areas can either be marked or kept secret as part of a
scenario. On a successful roll, the model is affected.

Turn 1 2 3 4 5 6 7 8 9
Unprotected 3+ 2+ Affected
Mask Only - - - - 6 5+ 4+ 4+ 4+
Suit and Mask - - - - - - 6 5+ 4+

AFFECTED MODELS
If affected, the model immediately suffers a Serious Wound, as defined on the Casualty Table. Medical help can only pause
Bleedout, and will never improve the casualty.

NON-PERSISTENT CHEMICAL WEAPONS ATTACK


This can be used in conjunction with Artillery and Mortar OTAs and creates a Contaminated Area double the AOE of the
weapon’s Frag rating for D6 turns. It then disperses. A Chemical Weapons Attack always carries the Shocking rule. A
persistent chemical weapons attack as part of a scenario game follows the same rules for a non-persistent chemical attack,
but the effects last the remainder of the game.

CHEMICAL IED
This is usually a chemical artillery shell jerry rigged as an IED. These can be simulated using IED and Chemical Weapons
rules.

See CBRN-E Equipment.

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ANNEX E - THE TACTICS GUIDE
Asymmetric Warfare is rooted in reality. This tactics guide uses real-world tactics, techniques and procedures, translated for
the wargaming world and explained how to be employed on the tabletop. They will add huge value and realism to your
games and help you to be a more effective force on the battlefield.

THE 360/360 BATTLESPACE


The modern battlefield is an incredibly dangerous place and the Asymmetric Warfare battlefield reflects this. Players should
consider it not a battlefield, but a modern battlespace. They should consider the threat 360 degrees around them, from any
direction, and 360 above and below them. This is to reflect the use of highly mobile and concealed forces, off-table assets
such as ISTAR drones and close air support, and below them in the form of mines and IEDs.

ALERTING
A side detected first by their enemy loses significant advantage over their enemy. They can now be surprised, attacked and
out manoeuvred. Be careful to conceal your forces and maintain security while trying to find your enemy.

COVER
Always use the ground available to you. Modern warfare is not often conducted on flat, broad and open fields – the lethality
of modern weapons prevents this and makes the use of cover essential. Moving across open ground should only be
considered if there is adequate firepower available to do it safely.

HOW MODERN COMBAT WORKS


Modern combat is usually two forces fighting over the control of one piece of terrain. Rarely is it two opposing forces
moving into a new area at the same time. As a result, there is generally an attacker and a defender.

TACTICS
Tactics are simple procedures conducted at unit level to be more effective. Tactics can be applied by a sniper pair, a squad
or your whole force working together to achieve the aim. This tactics guide has been written based on real-world
experience and adopted in the game. The tactics and procedures outlined below really help gameplay and encourage
realism in the game.

THE TACTICAL BOUND


This is an unspecified amount of space – but a good yardstick for your forces movement. A squad moving a ‘tactical bound’
behind another will not become decisively engaged if the squad in front becomes so. It allows the commander the choice to
either manoeuvre or add their guns to the fight. They are near enough to help and assist but not get caught up in the same
trouble. It is also good practice to push a recce force or vanguard a tactical bound ahead of any main force.

ADHERENCE TO THE MISSION


In Asymmetric Warfare the missions and tasks on the battlefield are realistic and do not always rely on the total destruction
of the enemy. As in reality, clearly understanding your aim is key – so consider the mission of your force, the Victory
Conditions for the game and come up with novel and clever ways of achieving your mission and fulfilling the Victory
Conditions. If you ruthlessly prosecute these objectives, you will not be distracted by other factors and most likely win the
game.

Preventing the enemy from achieving their mission is also key to success – if you know or can work out what his mission is.

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TARGET PRIORITISATION
If your aim is to destroy the enemy force, the selection of the correct targets is essential. Do not necessarily target the first
units you see, wasting valuable weapons and unmasking your units. Look for the key enemy assets and work to degrade or
destroy them. You may be able to win the battle using precision and the correct application of force – although in some
cases the complete destruction of the enemy is required. In this case, target the most threatening units first then mop up
what is left more easily.

APPROPRIATE USE OF WEAPON SYSTEMS


To maximise effect, the correct weapons should be targeted against the correct enemy units. Anti-armour weapons need to
be sited to kill tanks and other vehicles, snipers are useful for pinning the enemy, killing commanders and other key actors.
Machine Guns and grenade launchers are effective at suppressing the enemy at longer ranges and denying him freedom of
manoeuvre on the battlefield.

USE OF GROUND
The use of terrain is critical. Select killing areas, choke points, areas where your enemy is channelled or slowed and enhance
them with obstacles and cover with fire.

Domination of Ground. Move on to dominating high ground and select killing areas that will best suit your purpose. Be
mindful of the fact that this also exposes you to enemy observation and fire.

Manoeuvre in Cover. Try to keep your force in as much cover from view as possible, preferably while being covered by
another force on high ground. Use urbanisation, low ground such as river beds, valleys and re-entrants to move safely but
be aware of bunching up and choke points.

Correct Employment of Weapons Systems. The use of longer ranged weapons such as machine guns, grenade launchers
and sniper rifles on dominating ground has disproportionate effect. They can be used to kill, wound and pin down your
enemy and restrict their movement.

Overwatch. Use the Overwatch Rule to cover movement. With forces on dominating ground and with the right weapons
systems, the Overwatch Rule can be used to great effect

Bounding Overwatch. This is also referred to as ‘dry’ fire and movement. This is a systematic series of moves which puts
one force in a position to ‘cover’ another – providing overwatch for them to move.

COMBAT
Use of Formations. Moving your forces in the correct formation can be greatly beneficial. Ensuring your force is spread out
reduces the chance of many being hit by one attack and allows a better reaction to sudden attack due to more angles to
shoot around other models in the squad. Some real-world formations are illustrated below.

Squad Size. Squad size is of great importance. Different tiers in the game are affected by the size of the squads in different
ways. For Elite and Professional squads we recommend a minimum of 6 people, although in certain circumstances this can
be broken down into smaller elements. This is to reflect the reality of the game and the effects of firepower and casualties.
In the real world, if a squad of 6 people takes a casualty, there are adequate survivors to fight back, extract and treat the
casualty. This is reflected in the game.

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THE SEQUENCE OF A GUNFIGHT
Combat generally follows a similar sequence, outlined below:

● Reacting to Enemy. On sighting the enemy or being fired upon, it is often best to move as many of your force into a
firing position as quickly as possible. A good tactical formation often allows troops to move quickly into a ‘baseline’
and put fire on to the enemy. Some real-world tactics are demonstrated below to illustrate this.
● Winning the Firefight. Once a unit has reacted to an enemy force, winning the firefight is of paramount importance.
Once the enemy is suppressed and pinned down, it can be manoeuvred towards and assaulted.
● Flanking. Flanking an enemy involves approaching from an angle that is suboptimal to him. This can be done using
cover, smoke or when they are pinned down. Flanking usually involves approaching an enemy from the side where
they cannot bring all their weapons to bear on your force. This usually means the enemy is presented in a line to
your attacking force and can be ‘rolled up’ from one end, reducing his effectiveness and maximising your
concentration of force.
● Fire and Movement. If a unit is successfully suppressed, it can be manoeuvred upon, but suppression needs to be
maintained. The best way to achieve this is Fire and Manoeuvre. This is where the Breakdown Rule comes into play.
The squad divides into two, with one half firing, the other half moving at best speed towards the enemy. This can be
done using Combat Sprint to represent moving forward as fast as possible, or more deliberately at a normal 6” pace.
● Assaulting. Assaulting is the practice of moving in close to the enemy to kill and capture their force. The use of
suppression, flanking and fire and movement is used to get on to the objective, then the use of assault weapons and
grenades is used to clear the enemy position. Assaulting enemy trenches, bunkers and buildings is difficult and
dangerous, as well as manpower intensive. Do not underestimate the forces needed to assault an enemy position.
● Assault Weapons. Assaulters are best equipped with rapid-fire weapons and those suited to close range. SMGs,
shotguns, carbines and rifles are most effective.
● Use of Grenades. High-explosive grenades are extremely effective and deadly. They are best used in confined
spaces where the enemy are both bunched up and out in the open, in bunkers, trenches, streets, alleyways and
rooms. The stun effect also adds realism and value – assaulting an enemy group is much easier if you ‘frag’ it first….
● Consolidation and Reorganisation. Once a position has been assaulted, there is usually a period of consolidation
where local security is created, weapons reloaded and ammunition redistributed, radio reports sent and casualties
treated.

COMBAT ENABLERS
● Indirect fire. Indirect fire is very useful in Asymmetric Warfare and should not be underestimated. If your force can
be seen by the enemy, it can be targeted by indirect fire. Indirect fire is an area effect weapon, and as such is best
employed on groups of vulnerable enemies (such as those in the open or those in confined spaces) to have
maximum effect.
● Use of Spotters. Getting your spotters – those that can call in indirect fire – into position is of great importance. If
you can get them into a position where they can see, control and direct fires on enemy units, your fire will be most
effective.
● Use of Vehicles. Vehicles offer speed, mobility and firepower. They will allow your force to move to key areas on
the battlefield more quickly and allow the movement of your key units and weapons. They allow you to more
quickly achieve your implied tactical objectives such as dominating ground and are useful for moving on to high
ground with longer ranged and more powerful weapons or spotters to target the enemy. Be aware that vehicles are
also large targets on the battlefield and are vulnerable to all manner of modern weapons. Soft-skin and open
topped vehicles are vulnerable to infantry weapons and anti-armour weapons. Armoured vehicles are vulnerable to
infantry attack with anti-armour weapons, particularly in close terrain such as the urban environment.
● Deception. Any effort you can make to confuse, disorientate and deceive your enemy will pay dividends. The issue
is of being convincing and having enough resources to do it. This should be a careful part of your battle plan but do
not rely on it. There are many ways to deceive – rather than conceal – try using smoke to mask a non-existent unit,
conduct feint attacks to orient your enemy in the wrong direction, then attack with your main force. Deception
methods are only limited by your imagination.

106
SIMPLE BATTLE PLANNING TOOLS
A quick estimate of every battle, engagement, and tactical action can yield great results. It is worth quickly assessing. The
below checklist of questions is a useful tool to consider your battle plan. It is based on a military ‘combat estimate’ and
adapted to suit the game. It is applicable for almost any problem – so feel free to use as you please!

● What is the situation and how does it affect me?


● How does the terrain, weather (etc) affect my operations?
● What is my mission and how do I achieve it?
● What are my specified tasks?
● What are my implied tasks?
● What is the force I am facing and what are the key capabilities?
● What is the enemy doing/trying to achieve?
● What effect(s) do I want to have (on the situation and the enemy)?
● Where (in space and time) will I best achieve those effects?
● What resources are best used to achieve those effects?
● How do I best synchronise my forces and resources to achieve those effects?
● How do I best command and control my force to achieve this?

USE OF OFF-TABLE ASSETS


Off-Table assets represent the use of elements too difficult to reproduce on the gaming table. These include the use of
Unmanned Aerial Vehicles, Close Air Support from fighter planes and various other effects.

● Unarmed OTAs. These are primarily Intelligence, Surveillance Target Acquisition and Reconnaissance assets which
help find and identify the enemy. These are best used early in the game to locate and identify enemy forces.
● Armed OTAs. Armed UAVs offer the advantage of a strike capability in addition to the ‘find’ capability of unarmed
UAVs. Again, they are best used early to find the enemy’s key assets, then destroy them before they can influence
the mission in the enemy’s favour.
● Attack Helicopters. These represent common AH on the modern battlefield – Apache and Cobra gunships, as well as
JSOC Little Birds and Russian HINDs and HOKUMs. They commonly have gun systems, rockets and missiles.
● Close Air Support. CAS platforms are ‘fast jets’ – the famous A-10 tank buster, SU25 FROGFOOT or any other multi-
role or ground attack aircraft such as the F-15 Eagle, Mig-29 FULCRUM or similar. They commonly have cannon,
rockets and bombs, including precision munitions.

ATTACK AND DEFENCE TIPS


There are several considerations that assist the attacker and defender and are useful to know for games of Asymmetric
Warfare.

ATTACKER
The attacker is moving into an area likely to contain enemy forces and must move sensibly to avoid running into an ambush
and playing into the enemy’s hands. This can be accomplished by several basic tactics:

● Domination of high ground. This is simply moving forces to dominating ground to survey the terrain and be able to
provide indirect and direct fire on any located enemy. This relies on placing Commanders and forward observers to
direct troop movement and indirect fire assets, close air support and the like. In addition, suitable direct-fire
weapons systems are best employed on high ground due to their inherent range and abilities. Such as: snipers,
marksmen, machine guns, rockets and grenade launchers.
● Overwatch. Overwatch is the correct employment of direct-fire weapons on suitable terrain and focussing on areas
where enemy activity might be seen. In the rural environment this is: wood lines, streams and cover, from hilltops
and other cover. In the urban environment it is: streets, alleys and doorways again, from suitable cover. This allows
snap shots to be taken at a fleeting enemy.

107
● Moving by covered routes. This is the selection of cover and a route through it to get to an objective, with minimal
exposure to enemy view and direct fire. Be aware though – your enemy is also thinking along these lines and may
draw the same conclusions.
● The Rule of Three. A very useful principle is the ‘rule of three.’ This is dividing the force into three groups. In the
attack, each group is designated an assault group, a suppression group and a reserve group. This allows a force to
quickly react to danger. The suppression group usually leads the advance and gets into ‘contact’ with the enemy
first. It then wins the firefight and allows the assault group to then move in, to the assault. When the enemy
position is captured, usually there are ‘depth’ enemy positions. The assaulters now become the suppression group,
suppressing these targets, the reserve now become the assaulters and the previous suppression group can now
reconstitute as the reserve. This cycle continues and allows rapid and easy battle management when done right.
Assault-Suppress-Reserve….

DEFENDER
The defender is in a prepared position, expecting attack and has had some time (depending on the scenario) to prepare the
defence. The defender uses the same basic principles as the attacker above, deploying forces to achieve their mission and
prevent the enemy from achieving theirs. In addition, the following should be considered:

● Depth. This is the use of mutually supporting positions. Each position can support at least one other with direct fire.
That means that when an enemy model or unit assaults a friendly defensive position, direct fire can be brought
down on them from one or two other positions, making attacking very challenging. This again is why scenario rules
are so important. In general, an attacking force should be 3 times as strong as a defender to make the battle a
fair(ish) fight.
● Fields of Fire. Defenders should set up their forces to cover likely enemy approach routes and areas where they will
have to expose themselves. This also relies on clever employment of suitable weapons systems.
● Obstacles. The defender must use natural cover to make the attacker’s job as hard as possible. This can then be
reinforced with man-made obstacles, wire, mines and other devices to degrade, slow and compromise the attacker.
Obstacles and choke points should always be covered with observation to call in Off-Table assets and direct fire in
key areas.

108
MISSION TERMS
These mission terms are based on military mission language and designed to assist with the creation of scenario missions and victory
conditions.

Attack. Conduct fire and manoeuvre to physically move a force on to a defined objective to assault an enemy. This is used in
conjunction with the desired effect such as DEFEAT or NEUTRALISE. ‘Attack Obj GOLD to DEFEAT the enemy force’. ‘Attack to CAPTURE
Obj GOLD (a hilltop)’.
Attack by Fire. Direct, indirect or joint fires to neutralise an enemy force with no intent to move on to the enemy position.
Block. Prevent enemy penetration of a defined line or position.
Breach. Pass through an enemy block or defensive position.
Bypass. Manoeuvre around an enemy making their position irrelevant to your operation.
Capture or Seize. Physically occupy a defined objective or position, removing all enemies.
Canalise. Channel an enemy on to a route or into a position, usually to have a follow up effect such as NEUTRALISE.
Clear. Remove all enemies from a defined area.
Contain. Prevent all enemies from leaving a defined area.
Counter-attack. Conduct an ATTACK in response to an enemy action, usually to exploit opportunities such as the enemy overextending
themselves.
Counter-attack by Fire. A combined effect of Counter-attack and Attack by Fire.
Defeat. To render an enemy force unable to participate further in the battle.
Delay. Prevent an enemy moving through, past or to a defined area by a certain time, usually using BLOCKs and FIRE.
Destroy. Render an enemy force unable to participate further in the battle (70% casualties).
Disrupt. Prevent an enemy force conducting a specific form of activity
Fix. Remove freedom of activity.
Guard. A SCREEN with the ability to use direct fire to NEUTRALISE enemies in the defined SCREEN area.
Hold. To occupy and hold a terrain feature to ensure it is free of enemy occupation or use.
Interdict. Using fire or manoeuvre forces to seal off an area by any means; to deny use of a route or approach. A tactical task which is
oriented on the enemy to prevent, hinder, or delay the use of an area or route by enemy forces.
Isolate. To seal off (both physically and psychologically) an enemy from its sources of support, to deny an enemy freedom of
movement, and prevent an enemy unit from having contact with other enemy forces.
Neutralise. To render enemy personnel or material incapable of interfering with a particular operation.
Occupy. To move onto an objective, key terrain, or other manmade or natural terrain area without opposition and controls that entire
area.
Penetrate. To break through the enemy's defence and disrupt the defensive system.
Relief-in-Place. All or part of a unit is replaced in an area by the incoming unit. The responsibilities of the replaced elements for the
mission and the assigned zone of operations are transferred to the incoming unit.
Screen. Establish observation forward of a position to observe, identify, and report information and fight only in self-protection.
Secure. To gain possession of a position or terrain feature, with or without force, and to make such a disposition that will prevent, as far
as possible, its destruction or loss by enemy action.
Support By Fire. To move a manoeuvre element to a position on the battlefield where it can engage the enemy by direct fire. The
manoeuvre element does not attempt to manoeuvre to capture enemy forces or terrain
Withdraw. A planned operation in which a force in contact disengages from an enemy force.

109
CONTENTS
Game Overview 4
Using This Book 4
Annexes 4
Playing Asymmetric Warfare 5
Starting Games 5
Example of Play 6
Models and Miniatures 8
Base Markers and Counters 8
Base Sizes 8
Field of View (FOV) 8
Line of Sight (LOS) 8
Measuring Distances 8
Area of Effect 8
Dice 9
Scatter Dice 9
What You See Is What You Get 9
The Force on the field - Orders of Battle 9
Recording the Action 10
Duration of Battlefield Effects 10
Model Statistics and Abilities 11
Model Statistics 11
Model Levels 11
Untrained 11
Militia 11
Trained 11
Professional 11
Elite 11
Level Profiles 12
The Commander 12
Combat Resolution 12
Statistics Tests - Agility and Command Tests 12
The Rule of Eight 12
Modifiers 13
Balance 13
Units, Squads and Cohesion 13
Squads 13
Squad Leaders 13
Force Commanders 13
Squad Cohesion 14
Squad Benefits 14
Squad Casualties 14
Weapons 15
Weapon Statistics 15
Weapon Carriage 15
Primary and Secondary Weapons 15
Sidearms 15

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Special Weapon Rules 16
Scatter 16
Area of Effect (AOE) 16
Stunned Models 16
Game Turns and Phases 17
Phase 1 – Initiative Phase 18
The Initiative Roll 18
Initiative Modifiers 18
Starting Initiative 18
Games With More Than Two Sides 18
Phase 2 – Command Phase 19
Performing Command Actions 19
Command Tests 19
Command Actions: Any Model 19
Command Action: Overwatch 19
Command Action: Scan 20
Command Actions: Squad Leaders and Force Commander 20
Command Action: Breakdown 20
Command Action: Rally! 20
Command Action: Fire Control Order (FCO) 21
Command Action: Call For Fire - Off-Table Asset (OTA) 21
Command Actions: Force Commanders Only 21
Command Action: Call for Reinforcements 21
Phase 3 - Movement and Tactical Action Phase 22
Movement Actions 22
Standard Movement. 22
Tactical Movement. 22
Combat Sprint. 22
Terrain 23
Difficult Terrain 23
Impassable Terrain 23
Dangerous Terrain 23
Doors 23
Climbing 23
Leg-up! 24
Moving Through Burning Areas 24
Tactical Actions 25
Tactical Action: Deploy Non-Lethal 25
Tactical Action: Move into Close Combat 25
Tactical Action: Silent Takedown 25
Tactical Action: Medic! 25
Put Pressure on it! 25
Apply Tourniquet 26
Individual First Aid Kit - IFAK 26
Trauma Pack 26
Tactical Action: Breach 27
Phase 4 - The Combat Phase 28
Direct Fire Attacks 28
Establish Line of Sight (LOS) 28
Make Targeting Roll 28

111
Range Intervals 28
Max Range 28
Direct Fire Modifiers 29
The Cover System 29
Targeting a Point on the Battlefield 29
Throwing Grenades 29
Make Lethality Roll 30
Multiple Wounds 30
The Casualty Table 30
Treating Wounds 30
Bleeding Out 30
Body Armour 30
Units 31
Awarding Suppression Points 31
Effects of Suppression 32
Suppressed 32
Pinned 32
Routed 32
Recovering From Suppression 33
Suppression and Fled or Destroyed Units 33
Suppression and Vehicles 33
Surrendering 33
Close Combat 34
Close Combat Rules 34
Kill 34
Knock Out 34
Unconscious Models 34
Capture 34
Close Combat Across Cover 34
Shooting into Close Combat 34
Multiple Close Combatants 34
Sidearms in Close Combat 34
Advanced Movement Rules 36
Captives, Casualties and unconscious Models 36
Detaining 36
Moving with a Passive Model 36
Carrying 36
Dragging 37
Shooting at Passive Models 37
Advanced Rule - Hidden Troops 38
Hidden Movement 38
Revealing Hidden Troops 38
Advanced Rule - Snipers in Ghillie 39
Sniper Stalk 39
Detection 39
Advanced Rule - Picking Up Weapons and Equipment 40
Advanced Rule - Mentoring 40
Advanced Rule - Mission Specialists 41
Advanced Rule - Covert Troops 42
Introduction 43

112
Vehicles 43
Vehicle Statistics 43
Vehicle Crew 43
Command Actions and Vehicles 43
Vehicle Movement 44
Mounting and Dismounting 44
Vehicle Weapons 44
Infantry Firing from a Vehicle 44
Firing at a Vehicle 44
Vehicle Shooting Modifiers 45
Maximum Penetration 45
Firing at Crew 45
Crew Death 45
Vehicle Armour Penetration Table 46
Suppression and Vehicles 46
Suppressed 46
Routed 46
Vehicle Collisions 47
Ramming 47
Ramming Other Vehicles 47
Ramming Terrain 47
Ramming Infantry 47
Targeting Off-Table Assets 48
Calling In Off-Table Assets 48
Sniper OP Support 48
Heli Snipers 49
Attack Helicopter – Miniguns 49
Attack Helicopter – Cannon 49
Attack Helicopter – Rockets 49
Attack Helicopter - Missile 49
Close Air Support - Cannon 49
Close Air Support - Unguided Bomb 50
Close Air Support – Laser Guided Bomb 50
Loitering Munition or FPV Drone 50
Drone Strike 50
Light Mortars 50
Mortars 50
Artillery Strike – One 4-gun fire mission 51
Precision Artillery Strike – one artillery shell delivered by gunship or guided munition 51
Artillery/Mortar - Smoke Mission 51
Artillery/Mortar - Illumination Mission 51
GMLRS - Guided Multi-Launch Rocket System 51
STORM SHADOW 51
Non-Kinetic OTAs 52
ISTAR UAV. Intelligence, Surveillance, Target Acquisition and Reconnaissance drone 52
Strategic UAV – A long loiter UAV brings ISTAR and SIGINT to the battle. 52
Leaflet Drop 52
Electronic Attack 52
ANNEX A - Weapons 53
Weapon Profiles 53

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Weapon Rules 57
Airburst 58
Area of Effect (AOE) 58
Automatic 58
Back Blast 58
Breaching 58
Burn Damage. 58
Co-Axial 58
Compact 58
Concussion 58
Crew Served 58
CS Gas Grenade 58
Demo Charge 59
Drone Jammer 59
Dual 59
Encumbering 59
Flamethrower 59
Fragmentation 59
Guided 60
Grenade Launchers 60
Heavy Weapon 60
Incendiary 60
MANPADS 60
Minimum Range 61
Move or Fire 61
Multi Blast 61
Phosphorous 61
Quad 61
Rapid Fire 61
Rotary Cannon 61
Scatter 61
Shocking 61
Shotguns 61
Smoke 62
Sniper Weapon 62
Stun 62
Stun Gun 62
Sustained Fire 63
Thermite 63
Thermobaric 63
Thrown Weapons 63
Top Attack 63
Unstable 64
Vehicle Mounted 64
Weapon Attachments 65
Bipod 65
Combat Optic 65
Laser Sight 65
Red Dot Sight 65
Scope 65

114
Suppressor 65
Thermal Sight 65
Specialist Ammo 65
Armour Piercing (AP) Ammo 65
Subsonic Ammo 65
Close Combat weapons 66
Close Combat Weapon 66
Specialist Close Combat Weapon 66
ANNEX B - Equipment 67
Combat Equipment 67
Ballistic shield – Full 67
Ballistic Shield – Half 67
Breaching Tools 67
Body Armour - Plate Carrier and/or helmet 67
Body Armour - Heavy 67
Body Armour - Juggernaut Suit 67
Breaching Charge 67
Climbing kit 67
Ghillie Suit 67
Lockpicks 67
Mine and IED Detector 68
Night Vision Goggles 68
Rappelling kit 68
Smart Goggles 68
Tactical diving kit 68
Tactical ladder 68
Torch/Flashlight 68
Optics and Surveillance Devices 69
Binoculars/Commanders Scope 69
Handheld Targeting System 69
Laser Target Designator (LTD) 69
Medical Equipment 70
Tourniquet - TQ 70
Individual First Aid Kit - IFAK 70
Trauma Pack 70
Comms Equipment 71
Radio Comms 71
Long Range Comms 71
Electronic Countermeasures (ECM) 71
Dogs 72
Attack Dogs 72
Detection Dog 72
Dual Role Dog 72
Dog Equipment 72
Mines, Improvised Explosive Devices (IEDs) and Booby Traps 73
Laying Devices 73
Setting off a Device 73
Victim Operated Devices 73
Trip Wires 73
Suicide Devices 73

115
Timer Devices 73
Remote Trigger Devices 73
Detonating Devices 74
Anti-personnel Devices 74
Anti-vehicle Devices 74
Devastating Blasts 74
Probing for Mines, IEDS and Booby Traps 74
Explosive Devices 75
Battlefield Drones 76
Heli Drones 76
Heli Drones - Battlefield Quadcopter Drone 77
Rotary Surveillance Drone 77
Ground Drones 77
Anti-Drone Weapons 78
CBRN-E Equipment 79
EOD Training and Equipment 79
CBRN-E Detector 79
Respirator 79
CBRN-E Protective Suit 79
HAZMAT Protective Suit 80
Annex C - Vehicles 81
Vehicle Profiles 81
Category 1 - Light Vehicles 81
Category 2 - Civilianised Vehicles 81
Category 3 - Military Vehicles 82
Category 4 - Wheeled Armoured and Heavy Vehicles 82
Category 5 - Tracked Armoured Fighting Vehicles 83
Category 6 - Main Battle Tanks 84
Vehicle Special Rules 86
Agile 86
Soft Skin 86
Armoured Fighting Vehicles (AFV) 86
Open Topped 86
All Terrain 86
Half Armoured 86
Fully Armoured Vehicle 86
Gun Shield 86
Flashbang Dispensers 86
Multi Barrelled Smoke Grenade Dischargers 87
Bull Bars 87
Firing Ports 87
Escape Hatches 87
Run Flat Tires 87
Uprated Engine and Brakes 87
Fire suppression systems 87
Night vision lights 87
Move or Fire 87
Stabilised Weapons 87
Night Vision Sights 87
Muffled Engine 87

116
Turret 88
Stowage 88
Annex D - Scenario Rules 89
Creating a Scenario 89
Missions 89
Victory Conditions 90
Deployment Zones 90
Ending the Game 90
Scenario Rule - Alertness and Detection 91
Alert and Unalert Models 91
Becoming Alert 91
Visual Detection 91
Hearing 91
Enemy Movement and Activity 91
Gunfire and Vehicle Noise 91
Other Ways of Being Alerted 92
Taking Fire 92
Casualties 92
Raising the Alarm 92
Scenario Rule - Night Fighting 93
Scenario considerations at night 93
Movement at night. 93
Detection in Darkness: 93
Lighting at Night 93
Shooting Attacks at Night 93
Dawn and Dusk Scenarios 94
Scenario Rule - Battlefield Weather Conditions 95
Wind direction 95
Adverse weather 95
Scenario Rule - Civilians in the Battlespace 95
Suggestions for Using Civilians: 96
Human Terrain 96
Friendly 96
Semi-permissive 96
Hostile 96
Sleep, Drink and Drugs. 97
Asleep. 97
Drunk. 97
Stupefied. 97
Solo Play 98
Scenario Rule - Fixed Movement 98
Prior Intelligence 99
Scenario Rule - Just Following Orders 99
Scenario Rule - Rules of engagement 100
ROE Cards 100
Scenario Rule - Methods of Insertion 100
Standard Methods of Insertion 101
Foot 101
Vehicle 101
Advanced Methods of Insertion 101

117
Parachute 101
HALO/HAHO 101
Air Assault 101
TALO 102
Methods of Insertion in Asymmetric Warfare 102
Scenario Rule - Chemical, Biological, Radiological, Nuclear and Explosive (CBRN-E) Environments 103
Chemical Contaminated areas 103
Affected Models 103
Non-Persistent Chemical Weapons Attack 103
Chemical IED 103
Annex E - The Tactics Guide 104
The 360/360 Battlespace 104
Alerting 104
Cover 104
How modern combat works 104
Tactics 104
The Tactical Bound 104
Adherence to the Mission 104
Target Prioritisation 105
Appropriate use of Weapon Systems 105
Use of Ground 105
Combat 105
The Sequence of a Gunfight 106
Combat Enablers 106
Simple Battle Planning Tools 107
Use of Off-Table Assets 107
Attack and Defence Tips 107
Attacker 107
Defender 108
Mission Terms 108

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Asymmetric Warfare
Ultramodern, realistic, narrative wargame rules for ground combat in the 21st century

20 - 28mm Models, D6 based, fast gameplay

Narrative missions, scenario Rules, conventional and unconventional Settings

Rules for weather, civilians, stealth and covert operations, off table assets, detailed kit and equipment

Small Unit Skirmishes

Special Operations

Conventional Battles

Asymmetric Warfare© 2023 Matthew Adams. All rights reserved.


ISBN 978-1-3999-7146-1
Permission is granted to reproduce for personal use only. Commercial copying, hiring, and lending is prohibited.
Many thanks to the Project Tungsten team, Jonathan Turner, playtesters, fans and supporters.

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