Asymmetric Warfare
Asymmetric Warfare
Project Tungsten Team: Ivan Nylander, Martin Krasemann, Torsten Liermann, Darren Benford-Brown.
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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.
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                  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
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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.
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:
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.
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.
                                               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.
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.
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SECTION 2 – KEY CONCEPTS
This section details the core gaming concepts in Asymmetric Warfare.
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.
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.
Primary Weapon Carbine with laser, red dot, torch and suppressor.
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.
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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.
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.
4 Trained Soldier 4 3 4 2 4
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.
Example: A player wishes to move a model over a wall measuring 1,5”. An Agility test must be made. That model is a
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 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.
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.
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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.
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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 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.
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.
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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.
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:
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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.
    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.
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.
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.
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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.
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.
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:
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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.
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.
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.
                                                                20
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.
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.
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.
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.
                                                                21
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.
                                                             22
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.
      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.
 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.
                                                                  23
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.
                                                                24
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.
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.
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.
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.
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.
                                                              25
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.
    ●   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:
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.
                                                               26
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”.
                                                                 27
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.
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:
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”.
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.
                                                                28
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.
                                                              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.
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.
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.
      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.
                                                                            30
                                             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’.
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.
                                                               31
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.
                                                                32
RECOVERING FROM SUPPRESSION
Squad Leaders can use the Command Action - Rally! to reduce the Suppression level by one during the Command Phase.
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.
                                                              33
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.
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.
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.
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.
                                                            35
                     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.
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.
    ●   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”.
    ●   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.
                                                              37
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.
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.
    ●   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.
                                                              40
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.
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.
                                                             42
                         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.
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.
                                                                 43
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.
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.
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.
                                                              44
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.
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.
                                                              46
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.
Ramming
A ram is an intentional collision between a vehicle and another vehicle or infantry model.
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.
                                                                   47
                    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.
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.
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.
                                                                 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.
                                                               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.
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.
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.
                                                                   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.
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.
                                                                   51
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.
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.
Electronic Attack
Roll D6 and use the table below to immediately implement the result.
                                                                 52
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.
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
                                                                            53
                                                                      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”.
                                                                          54
                                                       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).
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”.
                                                               55
                                             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).
                                                              56
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
                                                                       57
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.
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.
                                                               58
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.
                                                              60
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.
                                                               61
    ●   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:
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:
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.
                                                              64
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.
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.
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.
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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
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.
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.
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 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”.
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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.
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:
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.
TQ +1 +1 +2
IFAK +1 +1 +2
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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 are required for certain Command Actions – specifically, Call For Fire: Off-Table Asset and Call for
Reinforcements.
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.
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.
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.
                                                               73
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.
                                                               74
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.
                                                           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.
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.
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.
                                                            77
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:
                                                            78
CBRN-E EQUIPMENT
This section describes detection and protective equipment to counter the CBRN-E threat.
    ●   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.
                                                               79
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).
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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.
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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.
                                                                          83
                                                               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.
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.
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.
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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.
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.
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.
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:
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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:
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).’
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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.
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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.
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:
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.
HEARING
There are several ways that a model can become Alert through hearing:
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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.
    ●   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.
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.
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 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.
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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.
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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.
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:
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.
Asleep.
Models that are asleep are Unalert. They are woken by:
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.
Action Reaction
 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.
    ●   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.
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:
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.
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.
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.
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.
                                                               101
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.
                                                              102
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.
 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.
CHEMICAL IED
This is usually a chemical artillery shell jerry rigged as an IED. These can be simulated using IED and Chemical Weapons
rules.
                                                             103
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.
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.
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.
Preventing the enemy from achieving their mission is also key to success – if you know or can work out what his mission is.
                                                             104
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.
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.
                                                               105
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!
    ●   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.
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
                                                      110
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
                                                                      113
   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
                                                                 118
                                                     Asymmetric Warfare
                         Ultramodern, realistic, narrative wargame rules for ground combat in the 21st century
Rules for weather, civilians, stealth and covert operations, off table assets, detailed kit and equipment
Special Operations
Conventional Battles