MaK-SF3D Game Manual v2.1

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Ma.K Wargame Rules

Transcript of MaK-SF3D Game Manual v2.1

  • Japanese Edition CreditsOriginal Story: Kow YokoyamaDesign: Koji HayashinaOriginal Game System Design: Yasunori SekiyamaIllustration: Kow YokoyamaArtwork: Rieko Tsuiki, Fumitoshi WatanabeTypesetting: Design TactProduction: Sanyusha Inc.Assistance: Hirokazu Tsubaki, Jun YamashitaProduction Editing: Akio KuritaPlaytesting: Masao Ishii, Wataru Horiba, Hirohisa Tabata, Hirohisa Yajima, Takashi Hosaka

    English Edition v2.0Translation: Henry Jerng, Michael Duggan, Rob Brunskill, Systran, Google, ExciteLayout and Editing: Rob BrunskillAdditional Support: Kevin ShopeTactics Magazine material provided by: Dr. TakPlay testing: Rob Brunskill, Michael Duggan, Sam Link, Terrence Rideau, AJ Sutton

    This work is a translation of the S.F.3.D II: Operation Faserei game manual. It has been translated and published without direct permission from Hobby Japan or Kow Yokoyama, who retain all copyright claims for the original material.

    Twentieth Century Imports EditionU.S. Development: Karl HiestermanTranslation: Shuji KoizumiPlaytesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben Baron

    Fan ExpansionFrancis GreenawayJim MeggonhofenFrank SavinoBayne McGregor

    Original Japanese rules copyright 1985 Hobby Japan Co, Ltd.Maschinen Krieger/SF3D art and fiction copyright 1985 Kow YokoyamaTCI edition copyright 1985 and 1986 Twentieth Century ImportsFan Expansion copyright 2000 Greenaway, Meggonhofen, Savino and McGregorNew English edition copyright 2011 Rob Brunskill

  • 1S.F.3.D ORIGINALC O N T E N T S

    Japanese Edition Rules [1.0] Introduction.......................3

    [2.0] GameContents..................3

    2.1 MapBoards

    2.2 GamePieces

    2.3 ReferenceSheets

    [3.0] AbouttheGame.................3

    3.1 GameProgression

    3.2 GameScale

    [4.0] Sequenceof Play................3

    [5.0] Attacking............................5

    5.1 Procedure

    5.2 DirectAttack

    5.3 OffensiveAttack

    5.4 DefensiveAttack

    5.5 IndirectAttack

    [6.0] Lineof Sight......................8

    6.1 Lineof Sight

    6.2 Elevation

    [7.0] Movement..........................9

    7.1 Procedure

    7.2 MovementRestrictions

    7.3 Carrying

    [8.0] Stacking............................10

    8.1 StackPoints

    8.2 StackingLimit

    [9.0] CloseQuartersCombat...10

    9.1 Procedure

    9.2 DefensiveAttacksfor...

    9.3 Continuing...

    9.4 PinnedUnitsin...

    9.5 UnarmedCombat

    [10.0] AeronauticalUnits...........12

    10.1 Procedure

    10.2 Air-to-AirCombat

    10.3 Breakthrough

    10.4 Air-to-GroundCombat

    10.5 SpottingforIndirect

    10.6 Landing

    [11.0] Weapons...........................14

    11.1 Typesof Weapons

    11.2 UsageLimitsof...

    11.3 PFReloading

    11.4 Equipment

    [12.0] MiscellaneousRules.........15

    12.1 InitialDeploymentandReinforcement

    12.2 Airdrop

    12.3 DefensivePositions

    [13.0] VehicleUnits....................15

    13.1 TransportingWith...

    13.2 OverrunAttack

    [14.0] InfantrySquads................16

    14.1 InfantryMovement

    14.2 InfantryCombat

    14.3 InfantryMorale

    14.4 SpecialInfantryUnits

    [15.0] Concealment....................17

    [16.0] UnmannedUnits..............17

    16.1 Controlof...

    16.2 CollectingIntelligence

    [17.0] Artillery............................17

    17.1 InitialOrder

    17.2 ResolvingArtilleryFire

    [18.0] Pilots.................................18

    18.1 PilotUnit

    18.2 Escaping(Optional)

    18.3 PilotCreation(Optional)

    [19.0] SpecialRules....................19

    19.1 LandMines

    19.2 SmokeScreen

    19.3 NightCombat

    19.4 Fire

    19.5 SpecialUnits

    TCI Edition Rules [1.0] Introduction.....................23

    [2.0] GameContents................24

    2.1 CounterExplanation

    2.2 UnitClass

    [3.0] Sequenceof Play..............24

    [4.0] Movement........................24

    4.1 MovementType

    4.2 MovementPoints

    4.3 Stacking

    4.4 ImmobilizedUnits

    4.5 GameScale

    [5.0] RangeandDistancing......25

    5.1 Lineof Sight

    5.2 LOSandLaserWeapons

    5.3 Effectsof RangeonCombat

    [6.0] Combat.............................25

    6.1 DeclaringAttacks

    6.2 HitDetermination

    6.3 ArtilleryAttacks

    6.4 ArmorResistance

    6.5 GroundUnitsVs.Aircraft

    6.6 OverrunCombat

    6.7 OpportunityFire

    [7.0] Aircraft.............................27

    7.1 Missions

    7.2 Dogfighting

    7.3 ObservationMissions

    7.4 GroundAttackMissions

    7.5 SpecialRulesforAircraft

    [8.0] SpecialRules....................28

    8.1 AmmunitionRestrictions

    8.2 SpecialRulesUsedinScenarios

    8.3 Resupply

    8.4 ScoutUnits

    8.5 DeterminingObservationLevel

    8.6 ComputerOperatedUnits

    8.7 LandMines

    8.8 InfantryandTrucks

    8.9 UnitsArmedWithSmoke

    [9.0] OptionalRules.................29

    9.1 Stacking

    9.2 ShockandPanic

    9.3 RecoveryFromShock

    9.4 Panic

    9.5 Pilots

    9.6 Fire

    9.7 MiscellaneousRules

    [10.0] CombiningSF3DIIwithSF3D................................30

    [11.0] Scenarios..........................30

    Fan Expansion Rules [1.0] Introduction.....................35

    [2.0] ShutoralPKAHandWeapons...........................35

    [3.0] PhysicalCombat...............35

    [4.0] RangesToGroundAttackAircraft.............................36

    [5.0] Multi-AttackVehicles.......36

    [6.0] Multi-HitVehicles............36

    [7.0] SizeIVVehicles................36

    [8.0] TroopTransports.............36

    [9.0] InfantryHeavyWeapons..37

    [10.0] LOSandUnits.................37

    [11.0] AircraftPods.....................37

    [12.0] Upgrades..........................37

    [13.0] ElectronicWarfare...........38

    [14.0] Navalrules........................40

    [15.0] VariantRules....................42

    ScenarioRules....................44

    Scenarios.............................45

    GamePlayAids..................74

  • 2The aim of this manual is two-fold.First, it provides adefinitive translationof the advanced rules from S.F.3.D IIOperationFaserei.The rules expandedthe rules for the first game,with a fewchanges,thoughtheruleswereintendedtobelargelycompatible.SotheS.F.3.DIIrulesarepresentedastheprimaryruleset, with a few notes about differencesbetweenitandtheoriginalgame.

    The second purpose for thismanual isto collect thematerial thatappeared invarioussources,includingscenariosfrombothgames,andTactics,aHobbyJapangamingmagazine.

    S.F.3.D Original and S.F.3.D IIOperationFasereisetinafictionalworldnowknownasMaschinenKriegerZbV3000,orMa.K.forshort.

    SettingFollowing a brief, but incrediblydestructive world war that employednuclear, chemical and biologicalweapons, survivorswere forced to leaveEarth for colonies on other planets.Eventually, portions of Earth weredeemedhabitableagain,andtheplanetwherehumanitybeganbecameacolonyworld.While life onEarthwas initiallydifficult, thecolonydrewlittleattentionfrom the Strahl Democratic Republic,which controlled the region of space itwasin,anditbecameapopularplaceformercenary veterans of various wars intheuniversetotakeupretirement.

    When the colony eventually turnedprosperous, itdrewtheattentionof theSDR,intentonenforcingtheir lawandtaxes on the colonists. It wasnt longunder this new rule that the colonistsrebelled.Thewealthiercolonistsbackedamilitaryforceorganizedbytheretiredmercenaries, known as the MercenaryArmy.

    The Strahl Troops primarily deployedair superiority fighters and unmannedtanks. Under pressure, the MercenaryArmy developed armored exoskeletons,commonly known as the ArmoredFightingSuit,whichsetoff anarmsracethatlastedthedurationof theprolongedconflict.

    Tactics MagazineSeveral articles about both gamesappeared in the pages of Tacticsmagazine, a publication of HobbyJapan.Rulecorrectionsorclarificationsthat come from Tactics have beenincorporated into the manual, andmaked with a dagger (). Unit andReferenceerratacanbefoundinsections[2.2]and[2.3].

    Thefollowingisalistof knownarticles.

    Issue/Page Article17, p72-3 ... S.F.3.D Writeup20, p111 ..... S.F.3.D Original Errata 21, p22-4 ... Scenario Writeup21, p25....... Scenario A 21, p26....... Scenario B 21, p27....... Scenario C 25, p36....... Scenario Writeup25, p36....... Tournament Scenario 100 25, p37....... Tournament Scenario 101 25, p38....... Tournament Scenario 102 25, p116-7 .. Questions and Answers 25, p117 ..... S.F.3.D II Errata 26, p8-9 ..... S.F.3.D II Writeup26, p116 ..... Questions and Answers 27, p48....... S.F.3.D II Writeup27, p49....... Scenario 23

    Twentieth Century ImportsTwentieth Century Imports broughtbothgamestotheUnitedStatesshortlyafter their release in Japan. The rulesset written by TCI excludes a numberof rules from the Japanese edition,in addition to changing some of thescenarios. It also adds some rules thatwere created by TCI. In general, therules from one or the other should beused, but some players may find thatbitsfromonerulesetmayenhancetheirenjoymentof theother.

    Fan ExpansionSeveral fans of S.F.3.D and the gamedecided to expand on the material,creatingnewrules,units,andscenariostoexpandthescopeof theoriginalgames.While their content was written withtheTCIeditioninmind,thematerialisgenerally compatiblewith the Japaneseedition. The material included here isthemostcompleteversionavailable.

    The Naming of ThingsBecauseof thelanguagebarrierthereareseveral cases where the accepted nameor spelling of of a name has changedover time.TCIalsoused someof theirown terms for things.A brief guide of themost common changes or errors isprovidedhere.

    Strahl/Shuttoral/GermanThe Strahl Demokratische Republic,SDR, or Strahl for short is now thecommonly accepted name for theGermanic-influencedgovernmentputinchargeovertheEarth.TheTCIeditionmost frequently referred to them asGermansandShutoral/Shuttoralisthetransliterationof theKatakanaused towritetheStrahlname.

    Mercenaries/AustraliansTheMercenaryArmy,composedof,andemployed by the Earth colonists werereferred to as Australians in the TCIedition. While Australia is one of themost significant regions on the planet,having been least effected by the priorWorld War, referring to the force asMercenaries is themorecommon termnow.

    Nutcracker/N.Rocker/NutrockerThe original name, still frequentlyused for thisStrahl tank is Nutrocker,sometimeswrittenNutRockerorNutsRocker. The original intent behind itsnaming was to call it the Nutcracker,alluding to the Mercenary AFS as thenutsthatwouldbecrackedbyit.

    Gladiator/GradiatorThisisasimplecaseof transposingwhatshouldbeanlwithanr.Thespellingevenvariesintheoriginalmaterialquiteabit.The intent is toname itafter thearena fighter, though the alternativespellingcertainlysoundsgoodtoo.

    INTRODUCTION

  • 31.0IntroductionThis rulebook is a translation of therulebookthatcamewiththeS.F.3.DII:Operation Faserei game. In turn, thatworkwasanexpansionforapriorgame,S.F.3.DOriginal.Bothgameswereapartof a fiction now known as MaschinenKrieger,orMa.K.forshort.

    Beginnersmightfindthisgamedifficultto master at first. Experienced gamerswillfindmanyfamiliarconcepts,aswellasafewnewonestolearn.Foralllevelsof play the presentation of the rulesmightcontributetotheirdifficultysinceitwillbedoneinthesameorderastheoriginalJapaneserules.

    To get started with the game, afterreading through the rulebook andgrasping the general outline/synopsis,its a good idea to start with the basicscenarios(suchasscenario1).

    PlayerswhoowntheEnglishreleaseof either game might already be familiarwith the rules provided by TwentiethCenturyImports.Thisrulesetattemptsto be more accurate to the originalmaterial,andshouldbeusedinplaceof thoserules.

    2.0Game ContentsTheS.F.3.Dgamesetincludes:JapaneseRuleBook 1MapBoards(1~4) 4ReferenceCard 1ScenarioCards 5 (Scenarios1~10)AirCommitmentCards 2GamePieces 480Dice 2PlasticTray 1

    TheS.F.3.DIIgamesetincludes:JapaneseRuleBook 1MapBoards(5~7) 3ReferenceCards 2ScenarioBook 1 (Scenarios11~22)GamePieces 480Dice 2PlasticTray 1

    The TCI editions also include Englishrulebooksandreferencecards.

    [2.1] Map BoardsThe maps are marked with a numberfrom1to7.Theycanbeplacedinanycombination to meet the requirementsof thescenarioplayed.

    Thesix-sidedshapesprintedonthemapsarehexes.Allmeasurementiscountedinhexesandaunits locationand localtopography are givenbywhat is in thehex.

    [2.2] Game PiecesThe processed, stamped cardboardtokens are the game pieces. They areUnits, which signify weapons in thegame, and Markers, which indicateconditionsinthegame.

    Themeaningsof symbolsandnumericalvaluesonthetokensareillustratedonthenextpage.

    Unitscanbeclassifiedintothefollowingthree types. Unit type is important forstackrestrictions[Section8.0].

    Type I ......... AFS type, NeuSpotter, Krachen Vogel.

    Type II ........ All ground units other than those listed for Type I.

    Type III ....... Flying units.

    [2.2.1] Unit Errata - S.F.3.D OriginalEarlyprintingsof S.F.3.DOriginalmayhavePKAtokens29and30incorrectlyprinted with Gustav stats on the back,and Gustav tokens 1 through 6 withPKA stats on the back. These tokensappear to have been corrected in thecopiesimportedbyTCI.

    Earlyprintingsof S.F.3.DOriginalmayhave J40(S) tokens incorrectly printedwitha rangeof M, it canbe ignored.These tokens appear to have beencorrectedinthecopiesimportedbyTCI.

    [2.2.2] Unit Errata - S.F.3.D IIF-boot tokens 03 and 04 should haveDefense4,DurabilityA.

    MercenaryInf.SQtokens05through20shouldhaveDefense3.

    [2.3] Reference SheetsReference charts have been providedto smoothgameplay.The full contentsfor each scenario are included on thescenariosreferencesheet.

    3.0About the Game

    [3.1] Game ProgressionThe game is designed for two players,but with a little work, four people canplay.Ma.K.isalsosuitedforsoloplay.

    There are a total of twenty-twoscenariosavailablebetweenS.F.3.DandS.F.3.DII.Eachscenarioestablishesthecircumstances of the battle, indicatingmilitary forces, troop set-up, andwinning conditions.While most gameswillbeginbyselectingascenarioforplay,itispossibletocreateoriginalscenarios,usingexistingscenariosasreference.

    The game proceeds in punctuations of time, called turns. The game endswhen the number of turns set forth inthescenarioarecompleted.Afterthelastturn,victoryisawarded.If awinorlossbecomesclearduringthegame,aplayermay abandon the game, causing it toend.

    [3.2] Game ScaleThe game takes place on map boardsdividedintohexes.Eachhexisabout80 to100metersacross,andeach turnis about 1 minute long. Most tokensrepresentoneunit,whetheritisaheavyvehicle or mobile suit. For an infantrysquad,onetokenrepresentsonedivision,about6to10people.

    4.0Sequence of PlayEachscenariousesafixednumberof

    turns.Thegameendswhenthatnumberof turns have been completed. Everyturn consists of four phases and mustproceedinthefollowingorder.

  • 4Example Ground Unit Ground Unit (Infantry)

    Air Unit Pilot Unit

    Front Back Front Back

    Type

    MovementPoints

    Movement Type

    ID Number

    Attack Ability

    Weapon Type

    Range

    Durability

    Defense

    Type

    ID Number

    Movementin Hexes

    Name Class

    Attack Modifier Defense Modifier Dog-Fight Modifier (same order on back)

    MarkersFront Back Front Back Front Back

    Numerical

    Numerical

    Armament Disabled

    Immobilized

    Ammunition Depot

    Objective

    Objective

    Dummy

    Defensive Position (-1) Defensive

    Position (-2)

    Concealment

    Morale Broken

    Fire

    Smoke Screen (2) Light

    Smoke (1)

    Doll House Rocket

    Bomb (10)

    Bomb (8)

    Missile (12)

    Missile (8)

    Laser

    Laser

    Laser

    TOS

    NeuSpotterAnalytical Memory Unit

    Game Turn

    Supplemental

    Pilot

    Mr. Eddie Amzel

    Attack Ability

    Defense

    Weapon Type

    Range

    Durability

    Type

    Dog-FightRating

    Movement Type

    ID Number

    Attack Ability

    Weapon Type

    Durability

    Defense

    Vehicle Units Green Buffalo Sph 69 Doll House Pzkw 182 Ravin Makel Seduce Kraftwagen Truck

    Infantry Units Inf.SQ ..... Infantry Squad AAR.SQ .. Anti-AFS Rifle Squad Eng.SQ ... Engineer Squad

    (Mercenary Soldiers) Pnr.SQ .... Engineer Squad

    (Strahl Troops) Plt.HQ ..... Platoon Command Cpn.HQ .. Company Command

  • 51. Air Commitment PhaseEach player secretly divides the aerialpower inhand intoAirCombatdutyor Ground Support duty. After theassignmentshavebeenrevealed,proceedwithdogfighting and, if possible, breakthrough.

    2. First Players PhaseThe first player tests the morale

    of infantry units and then proceedsto attack and move units. The playermay proceed with with air-to-ground,ground-to-ground, or close quartersattacks,move,ordoanycombinationof these actions.Under certain conditionsthe first player might receive defensiveattacks from the second player. Whilethe decision of whichunits will attackandwhichwillmoveisuptotheplayer,asingleunitcannotmoveandattackinthesamephase,withtheexceptionof closequarterscombat.

    3. Second Players PhaseThis is the same as the first players

    phase, but the second player is nowmoving and attacking, and receiveingdefensiveattacksfromthefirstplayer.

    4. End of Turn PhaseMove the turnmarkerone frameon

    theturnrecordchartandproceedtothenext turn. When the turn specified bythescenarioends,thegamewillend.

    Throughout these rules the termPhase Player is used to refer to theplayerwhosephaseitis.TheiropponentistheAnti-PhasePlayer.

    There is no seperation of playeractionsduringtheEndof TurnandAirCommitmentPhases.

    5.0AttackingFor convenience, attack refers to allkindsof attacks,includingclosequarters,with the only exception being dog-fighting.Therearetwokindsof attacks,Direct Attack, which occurs when theattacker has direct line of sight to thetarget, and Indirect Attack, which usesspotters,sotheattackerdoesnothavetohaveaviewof thetarget.

    1

    2

    3

    Figure1Determining Range

    Makingattacksarenotrequiredandareup to the discretion of the controllingplayer.

    [5.1] How to Attack

    [5.1.1] Attack Procedure1.Theattackisannounced.Thephase

    playerdecideswhichunitisattackingandwhichunitisthetarget(referto[14.21]fortheexception).CheckthattheattackingunitcanseethetargetforDirectAttacks,orthespotter,forIndirectAttacks(consult[6.0]forrulesonLineof Sight).

    2.Measurethedistancebetweentheattackingunitandtargetinhexes.Whenmeasuringthedistance,thehextheattackingunitisinisnotcounted(consultfig.1).If thedistanceislongerthantheattackingunitsshootingrange,theattackdoesnottakeplace.

    3.Addalltargetmodifierstotheattackingunitsattackability(becarefulthatsomemodifiersaregivenasnegative).Next,subtractthetargetunitsdefensefromtheadjustedattackability.ThefinalvalueistheAttackTarget.Whenthetargetisbelowzero,theattackbecomesineffective,butinthecaseof lasersormachineguns,theattackrollmuststillbemadetodetermineif theweaponisexpended.Forweaponsthathavealimitedamountof ammunition,consideroneroundtohavebeenfired.

    OncetheattackTargetisknown,theattackingplayerrollstwodiceandaddsthevalues.If thissumisequaltoorlessthantheattackTarget,the

    attackingunithitsthetarget.If theproductexceedstheattackTarget,theattackingunitmisses.

    SpecialNote:ThefirstSF3Dgamerulesstatethatthetwodicerolledshouldbemultipliedtogether.Thesecondgameclearlychangesthisresolutionsystemtothemoretraditionaladdition.

    4.If theattackingunithits,thetargetunitsplayercheckstheeffectof theattack.Rolltwodiceandaddtheresults.Comparethesumwiththetargetunitsendurancelevel,usingthearmorEndurancetable.

    [5.1.2] Attack ResultsThe attack results obtained from thearmor Endurance chart can be of thefollowingthreetypes:

    D (Destroyed): The target unit isdestroyed and is removed from theboard.

    A (Armament Disabled):Thetargetunits weapon is destroyed. Place anArm. Disabled marker on the unit.This unit cannot attack for the rest of thegame,evenif ithasmultipleweaponsystems. (For an example, consult[14.47]).Theunitcanstillparticipateinclosequarterscombat.

    M (Immobilized): Place theImmobilized marker on top of thetargetunit.Theunitcannolongermove.Flyingunitsaredestroyed,althoughtheHornissehastheabilitytolandwithin5hexes.

    (No Effect)

  • 6Subsequentdamageresultsof thesametypealsohavenoeffect.

    * If the attack roll result is a 2 (a oneoneachdie),theresultisaDwithoutconsultingthearmorendurancechart.

    ExampleAP.K.A.isattackedbyanA.F.S.andishit. The player controlling the P.K.A.rollstwodiceandthesumof thediceis3.Using theP.K.A.s armor enduranceof B,consultingthearmorendurancechartshowsthattheunitisdestroyed(D).

    [5.1.3] ModifiersThe attack Target is calculated bysubtracting the target units defenseability from the attacking units attackstrength. Additional modifiers areadded depending on the situation(range, terrain, etc.). These modifiersareindicatedintheTerrainEffectsandAttackModifiers charts, and explainedbelow.

    1. TerrainAttackmodifiersarebasedontheterrainthatthetargetunitisin,andtheweaponthat the attacking unit is using. Theterrainof theattackingunithasnoeffect.

    As long as some form of terrain is inthe same hex as the target unit, it willgainsome formof benefit.However, if the hex is a partial building hex (referto [7.17]), a Type II unit will not gainadjustmentsforthebuilding.

    If the attack crosses a ridgeline, theattackmodifierfortheridgelineisaddedtootherterrainmodifiers.Consequently,if anattackingunitfiresatatargetunitin a forest beyond a ridgeline, with alaser,theterrainmodifierwillbe(2)+(2)=-4.

    2. RangeIf therangeisshort,theattacktargetisusually better.At long range the attacktarget is worse. Because the modifierchanges depending on the weapon,consult the Range adjusted AttackAbility chart, a part of the AttackAbilitychart.

    3. Indirect AttackIf the attack is indirect, a uniformmodifierof 3isapplied.

    4. Targets Damage

    BasicAttackOffensiveAttack

    DefensiveAttack

    Movement

    Figure2Figure2

    Figure 2Figure 3Attacking With Multiple Units

    Defensive Attacks and MovementFigure 4Figure 4

    With the movement of the PKA as shown, the AFS can make 3 seperate Defensive Attacks.

    Figure4Figure5

    Simultaneous Attacks The AFS and SAFS can make a Simultaneous Attack against the PKA. If the AFS attacks first and the PKA is eliminated, the SAFS is still considered to have attacked, and an attack roll should be made to check for the weapons usage limit. If the PKA survives both attacks, it can make a Defensive Attack against either the AFS or the SAFS. If the AFS and SAFS attack seperately, the PKA can immediately make a Defensive Attack against each attacker, if it survives the attack.

    SimultaneousAttacks

    Seperate Attacks

    A single Defensive Attack may only be made

    Defensive Attack may be made against both units

    RangedAttackExamples

    ThePKAcanmakeaDefensiveAttackagainsttheAFS,butnottheSAFSbecauseitis4hexesaway.TheAFSandSAFSmaynotmakeaSimultaneousAttackbecausetheyarenotinthesamehex.

    An AFS uses its laser (attack ability of 8) to attack a PKA (defense rating of 2).Calculate the Attack Target (Attack Ability) (Defense) 8 2 = 6 Range: 2 hexes +1 Terrain: Laser fire through forrest 2 Total of the above 6 + 1 2 = 5Die Rolls (using addition)

    result is 2 + 3 = 5, hit

    result is 1 + 5 = 6, miss

    Die Rolls (if using multiplication)

    result is 2 3 = 6, miss

    result is 1 5 = 5, hit

    If the target unit is immobilized (M),thereisamodifierof +2.

    Forstrafingrunsbyairunits,thereisnorangemodifierapplied.

    Allmodifiersarecumulative.

    ExampleAnattackerismakinganindirectattackwitha rocket,witha rangeof 9hexes,against a target in the forest.The baseattacktargetis9(attackabilitydefenseability), the modifier for terrain is (1)andtheadjustmentforindirectattackis(3).The totalmodifier is (4),and thefinalattacktargetbecomes5.(94=5)

    [5.1.4]Attackscannotbemadeagainstahex,fromoutsidethathex,if itcontainsunitsontheattackersside.

    [5.2] Direct AttackWhen making a direct attack, theattacking unit must be able to seethe target. For direct attacks, there isoffensive attack, close quarters combat(bothinitiatedbythephaseplayer),and

    thedefensiveattackthatismadebytheanti-phaseplayer.

    [5.3] Offensive AttackOffensiveattacksaremadebythephaseplayers units. A unit that makes anoffensiveattackcannotmoveinthesamephase.(Exceptions:see[13.2],Overrun;and[14.2.2],InfantryCharge).

    [5.3.1]Eachunitcanonlymakeasingleoffensive attack in a phase. (Defensiveattacks can bemade asmany times asnecessary.)

    [5.3.2]Multipleunitsmayattackasingletarget. Attacks are settled individuallybetween each attacking unit and thetarget unit. (Exception: see [14.2.1],StackedInfantry)

    [5.3.3]If theunitsarestacked,multipleunits can attack the same target at thesametime.Whentheattackisdeclared,it must be announced that it will be aSimultaneous Attack. Stacked unitsdo not have to make a Simultaneous

  • 7BasicAttackOffensiveAttack

    DefensiveAttack

    Movement

    Figure2Figure2

    Figure 2Figure 3Attacking With Multiple Units

    Defensive Attacks and MovementFigure 4Figure 4

    With the movement of the PKA as shown, the AFS can make 3 seperate Defensive Attacks.

    Figure4Figure5

    Simultaneous Attacks The AFS and SAFS can make a Simultaneous Attack against the PKA. If the AFS attacks first and the PKA is eliminated, the SAFS is still considered to have attacked, and an attack roll should be made to check for the weapons usage limit. If the PKA survives both attacks, it can make a Defensive Attack against either the AFS or the SAFS. If the AFS and SAFS attack seperately, the PKA can immediately make a Defensive Attack against each attacker, if it survives the attack.

    SimultaneousAttacks

    Seperate Attacks

    A single Defensive Attack may only be made

    Defensive Attack may be made against both units

    RangedAttackExamples

    ThePKAcanmakeaDefensiveAttackagainsttheAFS,butnottheSAFSbecauseitis4hexesaway.TheAFSandSAFSmaynotmakeaSimultaneousAttackbecausetheyarenotinthesamehex.

    An AFS uses its laser (attack ability of 8) to attack a PKA (defense rating of 2).Calculate the Attack Target (Attack Ability) (Defense) 8 2 = 6 Range: 2 hexes +1 Terrain: Laser fire through forrest 2 Total of the above 6 + 1 2 = 5Die Rolls (using addition)

    result is 2 + 3 = 5, hit

    result is 1 + 5 = 6, miss

    Die Rolls (if using multiplication)

    result is 2 3 = 6, miss

    result is 1 5 = 5, hit

    Attack, they can attack separately, butit changes the way the attacking unitsreceive defensive attacks (see [5.4.1]and [5.4.2]). Simultaneous Attacks arestill resolved individually between eachattackingunitandthetargetunit.

    Units that are not stacked cannotconductaSimultaneousAttack.

    [5.3.4] Attacks that have beenannounced must be executed. Even if the final attack target is below zero, orthetargetunitisdestroyedwiththeveryfirst attack of a simultaneous attack,even if the attack had no effect, onceit isexecuted,theattackingplayermustcheck for ammunition expenditure,energyusage,andaccidents.

    [5.4] Defensive AttackWhen certain conditions are metduringthephaseplayersturn,theanti-phaseplayercanmakeattackswith theappropriateunits.Theseconditionsare:

    1.If thetargetunitremainsaliveafterreceivinganattackfromwithin3hexes.

    2.If aunitisstackedwithatargetunitthatreceivedanattackfromwithin3hexes.

    3.Thephaseplayersunitenteredahexadjacenttotheanti-phaseplayersunit,andchallengedtheanti-phaseplayersunittoclose-quarterscombat.

    Aunitthathasfulfilledanyof theaboveconditionscanproceedwithadefensiveattack.

    [5.4.1]Withconditions1and2,foreachattackingunitfiringalone,notpartof aSimultaneousAttack,eachunitcapableof makingadefensiveattackmaydosoagainsttheattackingunit.

    [5.4.2] Withconditions1and2, if theattacksarepartof asimultaneousattack,eachunitcapableof makingadefensiveattackmaydosoagainstoneunitof theattacking stack, after all the attacks of theattackingunitshavebeenresolved.

    [5.4.3]Withcondition3,whenthephaseplayer moves a unit into an adjacenthex, the anti-phase player may attack.Thismayleadtoclose-quarterscombat,describedlater.

    [5.4.4] A defensive attack can proceedany time any of the three conditionsaremet.Itispossibleforasingleunittomakemanydefensiveattacksinasinglephase, and a unit may make offensiveanddefensiveattacks in the same turn.(Onlyoneoffensiveattackisallowed.)

    [5.4.5] A defensive attack is a directattackonly.Adefensiveattackmaynotbepartof asimultaneousattack.

    [5.5] Indirect AttackSomeweaponsmaybefiredatunitsthatare not directly visible to the attackingunit.TheseweaponsaretheDollHouseheavy rocket shells, the Sphinxs rocketshell, and the Goblins TOS anti-tankrocket shell. In order to make anIndirectAttack, a third unitmust have

  • 8aviewof thetarget,thisunitiscalledaspotter.

    [5.5.1] A spotting unit is anything,including all ground units and strafingflying units, as long as the intendedspotting unit has not been used morethanhalf of itsmovementpointsandhasnotmadeanyoffensiveattacks.Spottingunitsalsomaynotinitiateclosequartersor overrun combat.Once it has beendesignatedasaspotter,itmaynotmovemore thanhalf of itsmovementpointsor make any offensive attacks in thecurrentturn.Flyingunitsusedtosurveycannotattackgroundunits.

    [5.5.2] Weapons capable of indirectattacksaffect the targethexandthesixadjacenthexes,evenwhenusedtomakeadirectattack.Unlikemostotherdirectattacks, the target is not a single unit.All unitswithin the effect of the attackarehit.Somelargemissilesandartillerycannons will cause effects in hexes upto twohexesaway from the targethex.Effect range is noted on the ArtilleryCapabilityChart.

    [5.5.3] Todetermineif anindirectattackhits, make a single die roll against theattack target, regardless of the numberof unitsthatwillbeaffected.Determinetheattackresults foreachunitusing itsindividualendurance.Unitsoutside thetargethexgeta+1totheenduranceroll.

    [5.5.4] An indirect attack cannot betargetedatahexthatcontainsafriendlyunit.If theattackeffectsadjacenthexes,andoneof thoseunitscontainsafriendlyunit,theattackcannotbemade.

    6.0Line of SightWhenmaking a direct attack, or usinga spotting unit for indirect attack, thetargetmustbevisible.

    [6.1] Line of Sight[6.1.1] Inorder toview the target, theattackers unit must have a direct lineof sight to the target unit.The line of sight isa straight line fromanypartof thehextheviewingunitisintoanypartof the targets hex. If this line can bedrawn across the terrainwithout being

    obstructed, theviewingunithas lineof sight to the target unit, allowing it toattackorspot.

    [6.1.2] The line of sight will not passthrough the following terrain, howevertheterrainof thehexof theviewingunitand the target unit donot obstruct thelineof sight.

    Obstacle terrain: building, forest, hill,hexes with smoke markers, and hexeswithfiremarkers.

    Theseterrainsblocklineof sightwithoutregardtoelevationlevel,asdescribedin[6.2].

    [6.1.3]Ridgelinesandwallsobstructthesightline,withthefollowingexceptions.

    1. When the target is a Type I unit.If the line of sight crosses a ridge orwall,andaTypeItargetunitisinaheximmediately adjacent to the ridge orwall,thereisalineof sight.Thereisnolineof sighttoTypeItargetsbeyondthishex.(Figure6)

    2. When the target is a Type II unit.

    When the target is aType II unit, lineof sightcontinuestotwohexespasttheridgeorwall.Thereisnolineof sighttothethirdhexorbeyond.(Figure7)

    Any line of sight established betweentwounitsismutual.

    [6.1.4] There is no limit to the lengthof the lineof sight,butattacksare stilllimitedbytheweaponsrange.

    [6.1.5]Adjacentunits alwayshave lineof sight.

    [6.1.6]Units,whetherfriendorfoe,donotobstructlineof sightorattacks.

    [6.2] Elevation[6.2.1]Allterrainsymbolshaveaheight.Consult the terraineffectschart for theheightof eachtypeof terrain.

    [6.2.2]If thelineof sightpassesthroughahexwithaheight levelof 1, that lineof sight isobstructed.If thehexof theviewingunitandthetargetunitarebothheight level 1, the line of sight is notobstructedintheabovementionedcase.

    Ridge Lines, Unit Types, and Line of Sight

    Figure 6Figure 6

    Figure 7Figure 7

  • 9[6.2.3] Special: When the hex of theviewing unit, target unit or both unitshasaheightof 1,thelineof sightisnotblockedbyridgelinesorwalls.

    Thereisanexceptionif theridgeorwallisonahexsideof theviewingortargetunitshex.Inthiscaseusetherulesfrom[6.1.3].

    7.0MovementThephaseplayermaymoveunitsusingthefollowingrules.Theseunitsmayalsobesubject todefensiveattacks fromtheanti-phaseplayer.

    [7.1] Procedure[7.1.1] Units move from their currenthextoanadjacenthex,oneatatime.Aunitcannotskiphexes.

    [7.1.2] The movement capability of aunit is printed on the front, lower leftcornerof its token.Thenumber is thenumberof movementallowancetheunithas, and the letter denotes its form of movement. The movement allowanceisthemaximumnumberof movementpoints a unit may spend in a singlephase.Theunitmayspendanyamountuptothisvalue(Figure9).

    [7.1.3]Themovementcosttomoveintoahex is determinedby the terrain andmovement form. This is shown in theTerrainEffectschart.If aunitdoesnothave thenumberof points left tomeetthe cost of the terrain, theunit cannotenterthehex.

    [7.1.4]If ahexcontainsseveralterrains,factor in all terrains that influence theunit entering thehex. If thehexpartlycontains water, and the unit cannottraverseit,thenthewatercanbeignored,althoughtheunitmaynotpassthroughany hex side that is blocked by thatterrain.Because ridges andwalls occuralong hex sides, and not in the hexes,theyarenot included in this regulation(see[7.1.5]).

    [7.1.5]OntheTerrainEffectsChart,a(+) isattachedtothemobilityof ridgesandwalls.If aunitentersahexbypassingthrougharidgeorwall,theappropriatemovementcostmustbeaddedtothecostof hexbeingentered.If ahover(H)typeunit enters a desert by passing a ridge,thecostwillbe5movementpoints(3toenterthedesert,and2topasstheridge).

    [7.1.6]ThemovementcostforroadsandtrailsontheTerrainEffectsChartisusedwhen the unit is continuingmovementalongaroadortrailfromonehextothenext.Only thecostof the roador trailapplies and the surrounding terrain isignored.If ahexwitharoador trail isenteredfromahexthatdoesnotcontain

    aroadortrail,themovementcostof thehexisbasedonthesurroundingterrain,andtheroadortrailisignored.

    [7.1.7] There are two kinds of hexeswith buildings. One is the completebuilding hex, which is entirely coveredwith buildings, and the partial buildinghex, which are only partially coveredwith buildings. When moving throughhexes with partial buildings, Type Iunits are considered to be among thebuildings, as though the unitwere in acomplete building hex. If the unit is aTypeII,itisoutsidethebuilding,inthesurroundingterrain.

    When a Type I unit is in a partialbuildinghex,itbenefitsfromthebuildingattackmodifiersfromtheTerrainEffectsChart,andaTypeIIunitdoesnot (see[5.1.3],Modifiers).

    [7.1.8]WandCtypeunitscannotenterariverorwaterhex.

    [7.1.9]Aslongasaunithasnotexceededitsmovementpoints,itmaycontinuetomove.Unusedmovementpointsarelostattheendof theturn,theyarenotheldover to the next turn, nor can they besharedwithotherunits.

    [7.2] Movement Restrictions[7.2.1]Aunitwhichmadeanoffensiveattack cannotmove in the samephase,andaunitthathasmovedcannotmakean offensive attack, except for closequarterscombat (Exceptions:see[14.0]and[19.0]).

    [7.2.2] The unit may not spend moremovementpoints than itsprintedvalueinasinglephase.

    [7.2.3] A unit is free tomove throughfriendlyhexeswithoutpenaltyregardlessof the stacking regulations (explainedlater).

    To enter a hex occupied by an enemyunit, close-quarters combat must takeplace.When entering a hex containingan enemy, the moving unit must stopregardlessof whatmovementallowanceremains,andmaynotbemovedagaininthatphase.

    [7.2.4] When entering a hex adjacenttoanenemyduringmovement,theanti-phaseplayerhasanopportunitytomake

    1

    2

    2

    Movement Procedure

  • 10

    adefensiveattack.Thephaseplayerdoesnothave toask if theanti-phaseplayerintends tomakedefensiveattacks everytimethemovingunitentersanadjacenthex, but the phase player must clearlyshow the route theunit ismoving, andinterruptthemovementif theanti-phaseplayer announces a defensive attack.Once the attack is resolved,movementmayresume,if possible.

    [7.2.5] The phase player may moveunits individually or in stacks (see [8.0,Stacking). Once a unit or stack hascompleted its movement, it cannot bemovedfurther,andthenextunitorstackmaybemoved.

    [7.2.6]Whenunitsaremovingtogetherasa stack, themovementof allunits islimited to the lowest movement pointvalueof theunitsinthestack.

    [7.3] CarryingA Type I unit that is not immobilizedcan carry another Type I unit thatis immobilized. Though Type I, theN.Spotter and Krachen Vovel cannotcarryunits.

    [7.3.1]Unitsmustbestackedinordertocarry (see [8.0],Stacking).Declare thatcarrying is taking place and the unitswillthenmovetogether,withthecarriedunitatthebottomof thestack.Todropa carried unit, simply declare that it isno longercarried.Bothpickingupanddroppinganotherunitcosts1movementpoint.

    [7.3.2] Units are under the usualrestrictions for stacking when a unit isbeing carried, and both units involvedarestilltargetedseparately.

    [7.3.3]If thecarryingunitisdestroyedor damaged, the unit being carried isimmediatelydroppedinthecurrenthex.

    8.0StackingWhentwoormoreunitsareinasinglehex it is called stacking. There is alimitonthenumberof unitseacharmycan stack inonehex.This is called thestacklimit.

    [8.1] Stack PointsThestacklimitisbasedonstackpoints.Eachunithasastackpointvaluebasedonitstype,asshownbelow.

    TypeI,alongwithJerry,Oskar,Goblin,Gladiator,Kafer .................. 1StackPoint

    TypeIIandInfantry .................. 2StackPoints

    TypeIII,whenstrafing .................. 1StackPoint

    [8.2] Stacking LimitWhen a phase ends, or during closequarterscombat,thenumberof stackingpointsinahexmustnotexceed4stackpoints(Figure9).

    [8.2.1] While the stacking limit mustbe applied at the end of the phase orin close-quarters combat. At any othertime, suchasduringmovement, itdoesnotmatterhowmanyunitsarestacked.

    [8.2.2] In close-quarters combat, thestackinglimitisseparateforeachside.

    [8.2.3]EventhoughtheNeuSpotteris1stackpoint,twoNeuSpottersmaynotbeinthesamehex,unlessaccompaniedbyaTypeIIunit.

    [8.2.4]Stackinglimitsareaconcernforflyingunitsmakingstrafingattacks.Thestack limit forflyingunits is consideredseparately from the stack limit of thegroundunits.Therefore,itisacceptableto have flying units stacked to 4 pointsandgroundunitsstackedto4points.

    [8.2.5] Non-unit markers and pilotmarkers are not counted in the stacklimit. These types of counters mayevenbeplacedinhexesthatarealreadystackedtothelimit.

    9.0Close Quarters CombatAllattacksbetweengroundunits in thesame hex are close quarters combat.The attacks involved consist of lasersor small arms on tanks such as theNutRocker, or even unarmed attacksusedbyarmoredfightingsuits.

    [9.1] ProceduresA unit that has moved can engage inclosequarterscombatinthesamephase(see [7.2.1]). The phasing players unitmust stack in the samehexas theanti-phaseplayersunit,atwhichpointclosequarterscombatbegins.Theprocedureisasfollows.

    Figure 7Figure 9

    1 point

    1 point

    2 point

    Stack4 points

    Stacking Limit

  • 11

    1.Thephaseplayeradvancesaunitintoahexadjacenttoanenemy,andstatesintenttoentertheenemyhexandengageinclosequarterscombat.(Aunitmayonlyenteranenemyhexif itisgoingtoengageinclosequarterscombat).

    2.Theanti-phaseplayerproceedswithdefensiveattacksusinganyunitsinthetargethex.Thedefensiveattacksmaytargetanyunitthatwillbeinvolvedinclosequarterscombat.

    Theanti-phaseplayermaychoosetomoveintothephaseplayerscurrenthextoengageinclosequarterscombat.Oncethisisdecided,thephaseplayermovesintothetargethexif theunitsinvolvedarenotalreadyinthesamehexastheenemyunit.Thedefensiveattacksthenproceedinthesamehex.

    3.Afterthedefensiveattack,thephaseplayersunitsthatremainedalivewillproceedtoattack.Thephaseplayerdecideswhichunitsareattackingwhichtargets,andmayhavemultipleunitstargetingasingleenemyunit.

    [9.1.1]Whenaunitentersanadjacenthex, it is possible for defensive attacks

    tobemadeevenif thereisnointenttoengageinclosequarterscombat.

    [9.1.2]Thephaseplayercanmoveotherunits into the hexwhere close quarterscombatisoccurring.Thissituationisthesameasparticipatinginanongoingclosequarterscombat,describedin[9.3.3].

    [9.2] Defensive Attacks in Close Quarters Combat

    Defensive attacks against closequarterscombatproceedsinanyof thefollowingsituations.

    1.Whenanenemyisinanadjacenthex.

    2.Whenanenemyentersthesamehex.A unit that engages in case 1 cannotattackincase2.

    [9.2.1] Defensive attacks for closequarters combat is completelydiscretionary. If, for example, a stackwas targeted for closequarters combat,itispossibleforoneportionof thestackto attack the adjacent hex, for anotherportion to attack in the same hex, andfortheremainingportiontonotattack.

    [9.2.2] After the offensive units havemadetheirattack,unitsnotattacked inclose quarters combat may not makedefensiveattacks.

    [9.2.3] Defensive attacks may not bemade into a hex containing friendlyunits.

    [9.2.4]Selectionof targetsandresolutionof defensive attacks are conducted ona unit-by-unit basis. In other words, adefensive attack may be declared afterseeing the results of another unitsattack. However, the natural flow of timemaynotbebreached;inparticular,if a defensive fire is resolved against aunit thathasmoved into thesamehex,a defensive attackmaynot bedeclaredagainstunitsintheadjacenthex.

    [9.2.5] Results of defensive attacksare applied immediately. If a unit isimmobilizedinanadjacenthex, itdoesnotmoveintothetargethex.If aunitisdestroyed in the samehexbydefensivefire,itdoesnotgettoattack.

    Figure 10Figure 10

    The AFS enters hex and the player announces the intent to engage in close quarters combat before moving into hex . If there is no intent to engage in close quarters combat, a defensive attack can be made by the PKA as normal (see Figure 4). If there is intent to engage in close quarters combat, the PKA may make a defensive attack against the AFS when it is in either hex or hex . If the AFS becomes immobilized in hex , its movement ends, and the 'Immobilized' marker is placed. If it is immobilized in hex it can still attack the PKA.

    Examples of Defensive Attacks in Close Quarters Combat

    The PKA may make a defensive attack against either the AFS or SAFS when they are in either hex or hex .

    The PKA and Gustav can make defensive attacks against the AFS. It is possible to have one attack when the AFS is in hex , and the other attack when the AFS is in hex . But all attacks to be made while the AFS is in hex must be resolved before any attacks against the AFS in hex .

    Each PKA and Gustav can make a defensive attack, one at a time, against the AFS or SAFS.

    Figure 10Figure 11

    Figure 12Figure 12

    Figure 12Figure 13

  • 12

    [9.3] Continuing Close Quarters Combat

    Afterbothsideshaveconductedattacksinclosequarterscombat,if undestroyedunitsfrombothsidesremaininthesamehexattheendof thephase,thisiscalledacontinuingclosequarterscombat.

    [9.3.1] If a continuing close quarterscombat exists at the start of a playersphase, the phasingplayer chooses fromamongthefollowing:

    1.Conductclosecombatasis.2.Conductclosecombatbymovingin

    additionalunitsasreinforcements.3.Retreat(moveoutof thehex).4.Leaveitasis(donothing).[9.3.2] If close quarters combat iscontinued, the phasing player choosesa target for eachof hisunits, and thenresolves all attacks in order. After that,the non-phasing player declares andresolves his fire in the same way. Thiscombat is resolved simultaneously; thephasing players combat results do notaffect the resolution of attacks by thenon-phasing player. Phasing units thatconductclosecombatmaynotperformanyotheractionthisturn.Non-phasingunitsmaybepinnedasindicatedin[9.4].

    [9.3.3] Additional units may enter theclose quarters combat by following thenormal procedure of moving to anadjacent hex, where defensive attacksmaybedeclared.Suchdefensiveattacksare limited to unpinned units that canfire into the adjacent hex. Units thatsurvivethesedefensiveattacksmoveintothe close quarters combat hex. Same-

    hexdefensiveattacksareprohibited,andtheclosequarterscombat isresolvedasin [9.3.2]. Units that made defensiveattacks at the approaching units mayparticipateintheclosequarterscombatthisphaseasnormal.

    [9.3.4] Inthecaseof retreat,defensiveattacksmaybe conductedagainst unitsonce theyhavemoved intoanadjacenthex. If one or more of the phasingplayersunitsremainintheclosequarterscombat hex, only unpinned units mayconduct defensive attacks. Units maymove directly from an enemy-occupiedhextoanotherenemy-occupiedhex.

    [9.3.5] If the phasing player choosesto do nothing, there is no penalty, anddefensivefiremaynotbeconducted.

    [9.4] Pinned Units in Close Quarters Combat

    Eachunitinclosequarterscombatexertssome influence over opposing units inthesamehex.

    [9.4.1]Oneanti-phasingunitispinnedfor each phasing unit in the same hex.For example, if the phasing player has2 units in a hex, and the anti-phasingplayer has 4 units in the same hex, 2of the anti-phasing players units arepinned,andtheother2areunpinned.

    [9.4.2] Phasing units that areimmobilized or unable to fire do notcount towards determining the anti-phasingplayerspinnedunits.

    [9.4.3]Unitsarenotpinnedspecifically,only the number of units pinned isimportant. The phasing player decideswhichunitsareunpinned.

    [9.4.4] Pinned units may not conductattacks into other hexes, includingdefensive attacks against an adjacenthex.

    [9.5] Unarmed CombatAllType1unitsmayperformunarmedcombat in close quarters combat. Allunarmed combat is performed afterresolution of attacks from opposingunits, except for opposing unarmedcombat.Allunarmedcombatisresolvedsimultaneously.

    The to-hit rangeof unarmedattacks isalways an unmodified 4, regardless of defensivestrength.

    10.0Aeronautical unitThe Falke, PK40, Salamander, andseveral other units in the game areaeronautical units. In addition, whenjoinedwithaPK41,thePKA,Gustav,orKonradalsobecomeaeronauticalunits.

    Aeronauticalunitscanengageinair-to-air (dog-fighting) or air-to-ground (airsupport) combat. Units assigned to aircombat are fighting for air superiorityandtosupportunitsassignedtogroundcombat. Units assigned to groundcombat can attack an enemy ground

    Figure 14Figure 14

    Either the PKA or Gustav is pinned by the AFS (the phasing player decides), so only the unpinned unit may make a defensive attack against the SAFS. When the AFS initially engaged in close quarters combat, would have been able to make defensive attacks, if neither were pinned at the time.

    Pinned Units in Close Quarters Combat

    The SAFS may enter close quarters combat without taking any defensive attacks from the PKA or Gustav. In the case of Figure 14, with 3 units in the hex, the SAFS could be the target for defensive attacks, even when moving through adjacent hexes (see Figure 4), but in Figure 15, no defensive attacks are possible.

    Figure 10Figure 15

  • 13

    unit, or provide support for indirectattacks.

    [10.1] Procedure [10.1.1]Duringtheairwarphase,bothplayers assign their aeronautical unitsto Air Combat Mission or GroundCombat Mission. The assigned unitshould be placed in the appropriatespace on the air commitment card.Unitsthatcannotattackmaynotengagein Air Combat Missions. Once bothplayers are finished assigning theirunits,theassignmentsarecompared.aircombat missions are resolved with theappropriately assigned units, and thenbreakthrough is conducted, dependingontheresults.

    Note: The air commitment cards areprovidedinbothJapanesegames,andattheendof thisrulebook.

    [10.1.2] A players units assigned toground combat missions resolve theirmission during that players phase.Therearethreetypesof groundcombatmissions.

    1.Air-to-groundattack2.Spotforindirectattacks3.Land(Hornisseonly)Anaeronauticalunitassignedtogroundcombat can only do one of the aboveactions.

    [10.1.3] An aeronautical unit thathas completed its duty ismoved to theUsedspaceonthedutychart.

    If an aeronautical unit has survived, itcanbeusedagainonthenextturn.

    [10.1.4] A player may withdraw anaeronautical unit that is deemed asunnecessary during the air war phase.However,theunitmaynotbewithdrawnbefore thefirst turnora turn inwhichtheunitisdeployed.

    [10.2] Air Combat MissionIn the air war phase, the aeronauticalunits assigned to air combat engagein battle. Depending on the outcome,breakthroughisconducted.

    [10.2.1]Tobeginaircombat, total thedog-fightratingof theaeronauticalunitsfor each side. Compare the dog-fightratingof eachsidetogettheratio.The

    sidewiththehigherratingistheaggressor(if the powers are equal, the attackingplayer,asassignedbythescenario,istheaggressor).Rollonedieandcomparetheresulttotheappropriateratiocolumninthe Dog-Fight Resolution Chart. Thevalues given are the rating points thateachsideloses.Eachsidelosesanumberof pointsasclosetothevalueaspossible,withoutgoingover.

    -Example- If theMercenaryTroopsonlyhave theFalke remaining (dog-fight rating of 4),and receive a loss of 3points, nounitsareaffected.

    If theStrahlTroopshave threePK40s(dog-fightratingof 2)andtwoHornisse(dog-fightratingof 3),andreceivealossof 3points,a singleHornisse is lost. If the loss is4points, twoPK40sare lostinstead.

    [10.2.2]Unitswhicharelostinair-to-aircombatdonotmakeadurabilitycheck.The units damaged are automaticallydestroyed(D).

    [10.3] BreakthroughIf therearenoopposingunits assignedto air combat missions, or if one sidehas a number of units equal to doublethatof theenemyafterthedog-fight,itis possible to conduct breakthrough. Anumberof unitsequaltothedifferenceinthenumberof unitsoneachsidemayattackunits assigned togroundcombatmissions.

    -Example- If the StrahlTroops assign six units toair combat, and theMercenaryTroopsassign three units, then the Strahlhave reached the required number forbreakthrough,andthreeunits(63=3)maybreakthrough.

    [10.3.1]Breakthroughisresolvedinthesame way as a dog-fight, but the dog-fightratingof thedefensivesideis0.

    [10.3.2]Damage frombreakthrough isappliedimmediately.

    [10.4] Air-to-Ground Combat

    [10.4.1] Procedure 1.Thephaseplayerplacesground

    combataeronauticalunitsontheboard.Themaximumnumberof

    unitsthatcanbeplacedinahexisfour(thisdoesnotincludegroundunits).Theattackingunitsmaybeplacedallatonceorindividually.Individualunitsmaybeplacedandresolvedbeforethenextunitisplaced,anddoesnotcountagainstthestacklimitforthathex.Inotherwords,if allunitsattackindividually,theymayallattackasinglehex.

    2. Allunitsof theanti-phaseplayerinthetargethexcanmakeananti-aircraftattackagainsttheaeronauticalunits(thecontrollingplayerdecideswhichunitsfireonwhichaeronauticalunits,eachunitcanonlyfireonce,andonlyonasingleaeronauticalunit).Afterdecidingwhichunitswillmakeananti-aircraftattack,theattacksareresolved.Anti-aircraftattacksareresolvedinthesamemannerasdirectfire.

    3.If anyaeronauticalunitssurvivetheanti-aircraftattacks,theyresolvetheirattacksonunitsinthetargethex(similartoanti-aircraftattack).Afterdeclaringwhichunitsareattackingwhichtargets,allattacksareresolved.

    4.Onceitsattackiscomplete,theaeronauticalunitisplacedintheUsedspaceonthedutychart.

    Theaboveprocedureisfollowedforeachunitinvolvedwithair-to-groundcombat.

    [10.4.2] Attacks against ground unitsare modified by terrain. There is nomodifierforrange.

    [10.4.3] Anti-aircraft attacks are notmodifiedbyterrainorrange.

    [10.4.4] Ground attacks are resolvedduring a players phase. (All attacks oractions involving aircraft are done inturn,asusual).

    [10.4.5]Witheachair-to-groundattackit is possible for units tomake an anti-aircraftattack.Asindicatedby[10.4.1],eachunitinthetargethexgetsananti-aircraft attack with each air-to-groundattack.

    [10.4.6] In both the air-to-groundand anti-aircraft attacks, the rules forammunitionlimitsapply.

  • 14

    [10.5] Spot for Indirect Attacks A single aeronautical unit assigned toground combat may provide supportfora single indirectattack,asa spotter.Simplydeclarethattheunitisprovidingsupport, andafter the indirect attack isresolved,move the aeronautical unit totheUsedspace.

    [10.6] Landing The PKA (as well as the Gustav andKonrad) can join with a PK41 tobecomeaHornisse.Whenenteringascenarioasreinforcement,theHorniseeisinflight.Itmaylandwhenassignedtoagroundcombatmission.Whenstackedinflight,theycanlandinadjacenthexes.

    While theSAFS joinswith theFalke IIina similarmanner, separating the twoisnotasimpletaskonthebattlefield,sotheFalkeIIistreatedasasingleunit.

    [10.6.1]TheHornisse(PK41)canlandin anyhex it can enter.When it lands,it immediately separates.After landing,therearetwounitsstackedinthehex.

    The detached PKA cannot move orattackinthecurrentphase.

    [10.6.2]Inthephasingplayersturn,if the PK41 and PKA are stacked at thebeginning of the turn, they may unitand launch, although this is optional.ThelaunchingHornisseisplacedintheUsedspaceof thedutychart.

    A PKA that boards a PK41 may notmoveorattackinthatturn.

    [10.6.3]If thelandinghexcontainsanenemy unit, an anti-aircraft attack canbemade.Thelandingunitisconsideredtohaveclass Cdurability,andaresultof M (immobilized) or A (armamentdisabled),destroysthelandingunit.Theresult is applied to both the PK41 andthePKA.

    AsurvivingHornisselandsandseparates.The PKA cannot attack during thecurrent phase, but the followingphase startswith theunits ina stateof continuingclosequarterscombat.

    [10.6.4]APKAandPK41inthesamehexasanenemymayuniteandtakeoff.The enemy units may conduct anti-aircraftattacks,asin[10.6.3].

    [10.6.5]When the Hornisse lands thetwo units separate immediately. Thiseffects the stack restrictions of thelandinghex.

    11.0Weapons

    [11.1] Types of Weapons [11.1.1] Each units weapon type isprintedonthebackof itstokenalongwith attack power and range (see [3.2]forreference).Thetypesareasfollows:

    L.......LaserG......Largeboregun(tankgunsand

    similarweapons)MG..MachinegunR......RocketPF.....PanzerFaust

    [11.1.2] The listed weapon of theGustavandKonradisL (the laser),butin addition it carries the PanzerFaust.When theGustav andKonrad use thePanzerFaust, the attack values are thesameasthePKA.Namely,attackpower10andrange4.

    [11.1.3]TheGoblinislistedwithL(thelaser),butitalsocarriesrockets.UsetheGoblin rocket token for reference (see[3.2]). The token is stacked with theGoblintoken,andonlyshowstheattackpowerandrangeof therocket,butnotthequantity.Thequantityisindicatedbyaseparatetoken.

    Therocketquantitytokensarenumberedfrom1to4.

    [11.2] Usage Limits for Weapons

    [11.2.1] If a laserweapon is fired andtheattackrollresultsinanatural(5and6, or 6 and 6), the power to the laseris depleted. The current shot is stillresolved, but the laser cannot be usedto make any further attacks. There isnowaytorechargethelaserduringthegame.

    [11.2.2] If amachine gun is fired andtheattackrollresultsinanatural(6and6), themachine gunbreaks down.Thecurrent shot is still resolved as normal,butnofurtherattackscanbemadewith

    this weapon. Themachine gun cannotberepaired.

    [11.2.3] If the laser or machine gunbreaksdown,placeanArm.Disabledtoken to indicate that it cannot use itsweapon.

    [11.2.4] For rockets and PanzerFaust(PF), the number of shots each unitcarriesisgivenbelow.

    RocketDollHouse........ 4roundsSphinx.............. 5roundsOscar................ 2roundsGoblin............... 3roundsGladiator........... 3rounds

    PanzerFaustPKA.................. 2roundsGustav............... 2roundsKonrad.............. 2roundsKrachenVogel.. 6rounds

    Aunitwithrocketscanonlyfireonetimeduringaphase.TwoPDFroundscanbefiredinasinglephase(onlyinthecaseof defensivefireandanti-aircraftfire).

    [11.2.5] Place a rocket count token toindicate the number of rounds fired.Forexampleif aunithasfired3rounds,placethe3tokenwiththeunit.Oncethe maximum number of rounds hasbeen reached for rockets and PF, thenumeric counter is removed, and theArm.Disabled is placed on the unit.Until rounds are added, the rocket orPFcannotbeused (see[11.3]).Rocketsmayonlybereloadedif ascenariogivesspecificrulesfordoingso.

    [11.3] Supplement of PF [11.3.1]ForunitsthatusethePF(exceptfor the Krachen Vogel), it is possibleto reload up to the starting number of rounds when in the same hex as theDepot(theammodump).

    Theunitmaybe supplied themomentit enters the Depot hex, as long as anenemy unit is not in the same hex. Aslong as an enemy unit is in the hex,supplyisnotpossible.

    [11.3.2]Thereisnolimittothenumberof timesaunitmaybe suppliedatanyoneDepot.

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    [11.3.3]If aplayersunit isunopposedinthehexof aDepotof theenemy,theunitmaydestroytheDepotasitsaction.Once the player resolves the action,the Depot token is removed. In ordertodestroy thedepot, (1)onemovementpoint is spent, and (2) the unit attackswithin thehex,andmustbeable todoso.

    [11.4] Equipment For aeronautical units, it is possible tocarryequipmentotherthanthestandardarmament.Thescenariodeterminestheequipmentcarried.

    [11.4.1] The additional equipmentincludes three types of bomb, missile,and laser. The appropriatemarker (see[3.2]) is placed under the unit to showthatitisequipped.

    [11.4.2]Thebombandmissilecanonlybe used when the aeronautical unit isassigned to a ground support mission.Whenattacking theunit canuse eitheritsequipmentoritsregularattack.Oncethe piece of equipment is used, themarkerisremoved.

    Thelasercanbeusedforairsupportorgroundsupportmissions.The lasercanbe used any number of times, but thenormal rules apply for the energy limit(see[11.2.3]).

    [11.4.3]Whenusingthelaserforair-to-groundattacks,theattackpoweronthelasertokenisused.Whenusingthelaserin air-to-air combat, use the dogfightpowerof theunit,andadd(+1)forthemarker.

    12.0Miscellaneous Rules

    [12.1] Initial Deployment and Reinforcement

    Severalscenariosincludereinforcementsforeitherside.Also,someunitsbeginthefirst turn on themap without enteringfrom any particular direction. This isinitial deployment. Units arrive at thebeginning of the turn (ground unitswill move onto the board during thecontrollingplayersphase).Aeronautical

    unitsmaybeassignedtoamissionontheturntheyarrive.

    Ground units enter the map boardaccording to the instructions in thescenario,andhavetheirusualmovement.Units may not arrive through a hexoccupiedbyanenemyunit.

    Theenteringunitmustbeabletoenterthe terrain of the hex it is arriving in,and spends movement points to enterthat hex. If the unit arrives in a hexwitharoadthatextendsoff of themap,it spendsmovement points as if it hadmovedalongtheroad.

    [12.2] AirdropIn some scenarios the Nutrocker andotherunitsaredeployedusinganairdrop.During that players phase the airdroppedunitmaybeplacedinanyhexitcanoccupyusingnormalmovement.If placedinahexoccupiedbyenemyforces,the dropping unit receives anti-aircraftfire.Thisanti-aircraftfire is resolvedasa normal ground attack (although thedropped unit cannot return fire). Thedroppedunit has a durability rating of C for the attack, and a result of M(Immobilized) results in destruction of thedroppedunit.Aftertheanti-aircraftfire isresolved,adroppedunitwhich isnotdestroyedisplacedinthehexwiththeenemyunits,andcannotattackormoveduringthecurrentphase.Theopposingunits inthehexareconsideredtobeincontinuingclosequarterscombatonthenextphase.

    [12.3] Defensive Position Some scenarios indicate the use of defensive positions. Each markerrepresents a suitable shield, trench, orsimilar defensive emplacement. Theratingonthemarkercombineswiththeattackmodifierof theterraininthehex.Inordertotakeadvantageof thepositionmarker, aunitsmarkermustbeplacedunder themarker.Entranceandexit toadefensivepositioniscarriedoutduringmovement. No movement points mustbespent,butadefensivepositionalreadyoccupied by opposing units cannot beentered.If thepositionmarkerisempty,eithersidecanenter.Defensivepositionscannotbemovedorremovedduringthegame.

    13.0Vehicle unitsUnits classified as vehicles haveadditionalabilities,suchastransportandoverrunattack.Thisisinadditiontotheregularrulesforagroundunit.

    [13.1] Transporting With a Vehicle Unit

    [13.1.1]Allvehiclesand tanksof bothforceshavetheabilitytotransportTypeI units, infantry units, and pilot units.Thisletsinfantryunitsbemovedaroundmore quickly, and relocation of Type Iunits that have been immobilized, to asafeplace.

    [13.1.2] The transport rules are asfollows. The units being transportedare stacked under the vehicle unit,to indicate that they are loaded. Thevehicleunitmaynotmoveon the turnthatitloads,beforeorafterloading.Onthenext turn, thevehiclemaymove itsregularallowance.Whenaunitunloadsfromthevehicleunit,itmustspendhalf of itsmovementpoints(engaginginclosequarters combat is possible). Infantrymaymoveitsonehex.

    [13.1.3]When fired upon, the vehicleand the units it is transporting aretreated as a single target.The attack isresolved using the vehicles statistics,andif thevehicleisdestroyed,theunitsit transports are destroyed as well. If the result is immobilized or armamentdisabled,onlythevehicleisaffected.

    [13.1.4] Units being transported mayfire. However, they cannot fire andunloadinthesamephase.

    [13.1.5]Eachvehicleunithasatransportcapacityof twostackpoints.Exception:The Sph69-p Troop Transport cancarry6pointsof Type Iunitsonly (noinfantry), and the Green Buffalo cancarry10stackpoints.

    [13.2] Overrun attackA vehicle unit cannot engage in closequarters combat. If it is involved withclosequarterscombat,itcanonlyreceiveattacks. If the vehicle is still armed itcanmake an overrun attack, even if it

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    istransportingunitsatthetime(thisisavariationof closequarterscombat).

    [13.2.1] If an overrun attack ismade,defensive fire is resolvedwith the sameprocedure as close quarters combat,as the vehicle unit approaches the hexof theenemyunit (See[9.1]).After thevehicle unit finishes its attack, it passesthrough the hex side opposite the sideit entered. If units in the target hexhave survived, they do not make anyadditional defensive attacks because of thismovement.

    [13.2.2]Thevehicleunitdoesnothaveto spend any extra movement pointsto make an overrun attack, howeverit must be able to move into the hexopposite of its approach. If the unitstill hasmovement points remaining, itmay continue to move and evenmakeadditionaloverrunattacks.

    [13.2.3] Units being transported maymakeattacksduringtheoverrunattack,howeveranyunitsthatparticipateintheoverrun attackmay not unload in thatphase,ormakeanyotherattacks.

    14.0Infantry Squads Tokens marked with the silhouette of soldiers, or Inf., are Infantry units.Thisunitrepresentsapproximatelyfourtotensoldiersandanyfirearmscarriedby them.Theunitbehaves as a typicalground unit except for the followingspecialrules.

    [14.1] Infantry MovementAnInfantryunitcanmoveonehexperturn.AnInfantryunitcannotmakeanyadditional movement when loading orunloadingfromavehicle.

    [14.2] Infantry CombatAll Infantryunitshavea specificattackpower and range, just like other units.The following special rules apply forInfantrycombat.

    [14.2.1]StackedInfantryunitsmayaddtheir attack power for a single attack.Thisisanexceptionto[5.1.1].

    [14.2.2] If approaching to engage inclosequarterscombat,theinfantryunitcanmovetwohexes.Thisisaninfantrycharge.The infantrysmovement valueremains in hexes anddoes not becometwomovementpoints.Forinstance,if theinfantryunitwaschargingalongaroadhex,itcanstillonlymovetwohexes,andnot four (2MPat 1/2MPper roadhex=4hexes).The infantrysmovement isunaffectedbythemovementcostof theterrainitmovesthrough.

    [14.2.3] Defensive attacks against acharginginfantryunitareata-1tohit,inadditiontoanyothermodifiers.

    [14.2.4] Some infantry units areequipped with themachine gun (MG).There is no singlemachine gun in theunit; all members of the squad areequipped with this weapon. Therefore,if theinfantrysto-hitrollisanatural(6and6),theweapondoesnotbreakdown.

    [14.3] Infantry MoraleWhenaninfantrysdurabilityrollresultsinanM(immobilized)orA(armamentdestroyed), the units morale is broken.Placea MoraleBroken tokenwiththeaffectedunitstoken.

    [14.3.1] An infantry unit with brokenmoralebehavesinthefollowingways.

    1.Itcannotattack.If engagedinclosequarterscombatoranoverrunattack,theunitcanonlyreceiveattacks.

    2.Icanonlymoveawayfromenemyunits.If thismovementwouldprovokedefensivefire,thentheunitcannotmove.

    3.Theunitcannotspot.Inanyscenarioinwhichtheunitmustbeabletorecognizeatarget,theunitcannotsatisfythiscondition.

    4.Anyspecialabilitiestheinfantryaretryingtouseautomaticallyfail.

    [14.3.2]Aunitwithbrokenmoralemayattempt to recover at the beginning of the troop phase on the next turn. Tocheck for recovery, roll one die. On aresult of one to four, the unitsmoraleis recovered and the Broken Moraletoken is removed. On a result of fiveorsix,theunitsmoralecontinuestobebroken.Thefollowingmodifiersapplytothisroll.

    1.Thebrokenunitisstackedwithanotherunitwithunbrokenmoraleorisotherwisecapableof makingattacks.-1

    2.Whenlocatedinaforestorbuildinghex,-2.Wheninsideadefensiveposition,-1

    3.Anenemyunitcapableof makingattacksiswithin3hexes,+1

    4.Theunitsmoralewasbrokenwhenitreceivedadditionaldirectorindirectattacks(showthisbyflippingovertheMoraleBrokentoken),+1

    Allof thesemodifiersarecumulative.

    [14.4] Special Infantry UnitsTheEngineerSquadandAnti-AFSRifleSquad are two special infantry units.Otherthanthefollowingspecialrules,allstandardrulesfortheseunitsapply.

    [14.4.1]Therearethreespecialabilitiesof anEngineerSquadunit.

    Thefirstislandminedetection.WhenanEngineerSquad is enteringa suspectedminefieldhexof anenemythephasingplayerrollsonedie.Onaresultof onetofive,theminefieldisdiscoveredbeforetheunitentersthehex.If aminefieldisdiscovered, the player may cancel theunitsmovement,andchose tomove toadifferenthex.(Forrulesonlandmines,see[19.1])

    [14.4.2] An Engineer Squadmay alsoattempt to cause a fire in a block orbuilding hex. The target hex must beadjacent to the unit.Aunit attemptingtostartafirecannotmoveormakeanyotherattacksonthatturn.Attheendof thetroopphase,theplayerrollstwodicetoresolvetheattempt.If theresultisfiveor less, the attempt is successful, and afiretokenisplacedinthetargethex.

    When Engineering Squads are stackedand targeting the same hex, roll thediceonlyonce.Theresult receivesa -2correction (even if it is a stack of 3 ormore). For eachadditionalEngineeringSquad beyond the first two, there is a-1 correction to the result (Note: If themodifierisreceived,noneof theassistingunitscanmoveorattackinthatturn).

    Seesection[19.4]fortheeffectsof fire.

    [14.4.3] If, on an enemy turn anEngineering Squad is fired upon, but

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    does not take damage (-), itmaymakeanarsonattemptinsteadof itsdefensiveattack(see[14.42]).Theattemptismadewithonlyasinglesquad,sonoassistancemodifierscanbeapplied.

    [14.4.4]TheAnti-AFSRifleSquadwascommonlyusedwhen theAFSwasnotavailableinsufficientquantity.ThesquadhasbeenspecificallytrainedtofightAFStypeunits.Theriflecarriedbythesquadis short ranged,but ispowerfulenoughtodeliverakillingblow toanAFS.AnAnti-AFSSquadconsistsof foursoldiers,theirequipment,andasingleAnti-AFSrifle.Because theweapon isof type L(laser),if anaturalresultof (5and6,or6and6), thepower sourceof the laserrifle is drained. The unit cannot makeanattackusingtheweapononthenextturn,butmayattacknormallyafterthat.

    15.0Concealment Use of this rule is up to the players toagreeupon.Thisisanoptionalruletobeusedwhenrequiredbythescenario,orif agreedtobybothplayers.

    [15.4.1] The concealment token of aplayerscolor (printedwithanarrow) isusedtoconcealorstackwiththeirunitstoconfusetheenemy.Toconcealaunitor stacks type, place a concealmentmarker over it. This token is removedonceanenemyunithaslineof sightontheconcealedunit.

    [15.4.2]Eachplayerislimitedtousinganumberof concealmenttokensincludedinthegameset,andthetokensof theirowncolor.Concealmenttokensmaybemovedbetweenunits.

    [15.4.3]Theplayermayalsoconcealtheactual size of a stack. All concealmentmarkers in a stack are immediatelyremoved once in line of sight of anenemyunit.

    16.0Combat With Unmanned UnitsUnmannedweaponshaveanimportantplace in 29th century combat, andcannotbeignored.

    [16.1] Control of Unmanned Units

    Withseveralscenarios,acommandunitormannedversionof aunit(suchastheNutrocker)may appear.Whilemannedtheseunitshaveanincreasedmovement(for some scenarios) and range fordefensivefire(seetheunmannedweaponreferencechart).Inaddition,suchaunitcanonlyspotwhenmanned.If thereisno command unit an unmanned unitcannotmakeindirectattacks,orspotforartillery.

    [16.1.1]Amannedversionof anormallyunmannedunitismarkedwitha(PC)inthe scenario. In several scenarios thereare caseswhere the (PC) designation isonaunitotherthananunmannedunit.In such a case this unit is guiding theunmannedunit,andtherulesfor[16.1]apply.

    [16.2] Collecting Intelligence[16.2.1] Collecting specific intelligencewithaNeuSpotterisavictoryconditionin several scenarios. The AnalysisMemory Unit (AMU) is housed inthe lower part of a NeuSpotter, andstores all the valuable information theNeuSpotter collects. Since the AMUcould frequentlysurvive thedestructionof theNeuSpotter,itbecameavaluabletargettobothsides.

    [16.2.2] With any scenario afterDecember 2884, any NeuSpotterdestroyed on the battlefield drops anAMUinitshex.

    TheStrahlTroopscanobtain1victorypointbycollectingadroppedAMU.Inaddition, any victory points thatwouldbereceivedforreturningtheNeuSpotteralivearerewarded(asperthescenario).

    [16.2.3]AStrahlTroopplayerInfantryorTypeIunitthatentersthesamehexas theAMUandendsmovement there

    maycollecttheAMU.TheAMUshouldbestackedundertheunitthatcollectsit.Whenthecarrierunitmovesoff of themapboardwith theAMU,collection isa success (the player does not get anyvictorypointsforAMUunitswhicharestillontheboardwhenthegameends).

    [16.2.4] TheMercenary Troop playercanpreventcollectionbyenteringahexthat contains an AMU and declaringit to be destroyed. The AMU token isremovedatonce.

    [16.2.5] A NeuSpotter that collects adroppedAMUhas itsmovement valuereducedbyhalf.Forallotherunits,thereisnopenaltyforcollectinganAMU.

    17.0ArtilleryDuringthetroopphaseof eachplayer,itispossibletomakeartilleryattacksusingtheartilleryprovidedinthescenario.

    Artillery attacks aremade fromoutsidethemapboard,andareonamuchlargerscale than standard indirect fire. Thefollowing rules are used to make andresolveartilleryfire.

    [17.1] Initial order[17.1.1]Theunitsmaking theartilleryattacks are outside the board, andwill never appear on the board. Unitson the board must contact them.This communication occurs betweena command unit and the off boardartillery unit. The command unit canrequestattacksbasedontheinformationfrom reconnaissance units, but this ismoredifficult thanobserving the targetdirectly.

    [17.1.2] The following classes of unitscanrequestanartilleryattack.

    1. Command unitAunitdesignatedbythescenarioAllinfantryTroopHQunitsAllinfantryPlatoonHQunits

    2. Reconnaissance unitNeuSpotter,Krte,RaccoonAllaeronauticalunitsassignedtogroundsupport

    3. All other units not mentioned above.

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    [17.1.3] To make an artillery attack,unitsinanyof thethreecategoriesmusthavelineof sightonthetargetunit,andcan communicate with the off boardunit making the artillery attack. Atthis time, write down the unit makingthe request, the target, and the typeof artillery attack. The spotting unit maynotmoveorattackontheturnitrequeststhestrike,andif itisdestroyedbeforetheendof theturn,theartilleryattackisnotpossible.

    [17.1.4] The artillery request can bemade by any of the three classes of units listed in [17.1.2] independently,or in combination. The five possiblecombinationsare listedbelow (allothercombinations of units cannot requestartilleryattacks).

    a)Aunitingroup1observesandrequests.

    b)Aunitingroup2observes,andaunitingroup1requests.

    c)Aunitingroup2observesandrequests.

    d)Aunitingroup3observes,andaunitingroup1requests.

    e)Aunitingroup3observesandrequests.

    [17.1.5]Theplayermakingtheartilleryattackusesacopyof theArtilleryRequestSheet (at the end of this rulebook) torecord the type of the request (a - e),the turnof the request, the targetmapboard and hex number, shot type, andthenumberof shotsfired.It ispossibletomakemultiplerequestsinaturn,buta unit can only participate in a singleattack.

    [17.1.6] The artillery attack is firedat the beginning of the troop phasefollowing the turn inwhich the requestis made. However, if a friendly unit isin the targethex, the shot ispostponeduntil the unit is no longer in that hex.Attacks that deviate from the originalhexandimpactfriendlyoccupiedhexesareresolvednormallyandeffectfriendlyaswellasenemyunits.

    [17.2] Resolving Artillery Fire[17.2.1] On the turn in which theartilleryfirewill land,allartilleryfire isresolvedbeforeanyunitsmoveorattack.

    First, find the target number based onthe request type (A-E) on the ArtilleryDeviation Chart. Roll two dice. If theresult is below the target number, theattack hits the target hex. If the roll isoneortwomorethanthetarget,thentheattackhitsanadjacenthex.Rollonedieand consult the chart to determine thedirection.If therollexceedsthetargetbythreeormore,theattackfailscompletely.

    [17.2.2] With the impact hexdetermined,resolvedtheeffectonunitsusing the indirectfirerules (rule[5.5.2]through[5.5.4]).

    [17.2.3]Forstatisticsof possibleartilleryattacks, refer to the Artillery EfficiencyChart.

    18.0PilotsAnumberof pilots frombothsidesareincludedinthegameset.Someareusedin scenarios, but some of them do notappearinanyprovidedscenario.Playersshoulddecide if theywant touse thesetokens.

    [18.1] Pilot Unit [18.1.1] Between the two games thereisa totalof 42pilotunits. It ispossibletocreateadditionalpilotsusingoptionalrules(seesection[18.3]).Thenumericalvalues on the pilot token modify theattackpower,defense,andairwarpowerof theunittheypilot.

    [18.1.2]Forthenumericalvalues,blacknumbers add to the value, and whitenumberssubtractfromthevalue.Thesemodifiers affect the to-hit roll for allattacks.

    Forexample, if Isao isattackingwithapower of 10, and his correction is -1,and thedefenseof the target is5,witha correction of +1, the result is (10-1) (5+1)= 3.Thesemodifiers are inadditiontoanyterrainmodifiers.

    [18.1.3] Write down which pilot isassigned to which unit, and place thepilottokenstothesideof themapboard.Whenthepilotsabilitiesareused,showwhichpilotisinvolvedintheaction.Allpilots involvedmust be revealed beforerollingtoresolvetheattack.

    [18.2] Escaping (Optional Rule)

    [18.2.1] If a unit with a pilot isdestroyed in battle, determine if thepilot has survived. Roll two dice, if thelasthitresultwasaDisarmed(A)orImmobilized (M), a result of seven ormore indicates that thepilotwaskilled.If the the last hit result wasDestroyed(D),thepilotiskilledonarollof fourormore.If thepilotisnotkilled,placethepilots token on the hex, removing theunitthepilotwasin.

    [18.2.2] Pilot units on the map arehandled the same as other units untilthe end of the game. Pilot units canmove one hex like infantry (unaffectedby terrain costs), and their defense iszero.Any resultof D,A,orMwill killthe pilot. The opposing player receivesanumberof victorypointsforthepilot.

    [18.2.3]Toescape,apilotmustsurvivetotheendof thegame.Itispossibletoretreatthepilotunitoff themapboard,atwhichpoint thepilotwill survive forthe remaining time. (If the playersunits or reinforcements enter from aspecific location, the pilot unit mustretreat through the same area. Pilotscanalsoescape in thedirectionof thatplayersartillery.Leavingtheboardanyotherdirection,thepilotgetslostandiscaptured,givingtheirvictorypointvaluetotheenemy!)

    [18.2.4]A pilotmay escape the boardwhilebeingtransportedbyavehicle(see[13.1]).Apilothasastackpointvalueof zero.

    [18.2.5] The victory point value of a pilot is +1 for each positive abilitypoint, and 1 for each negative abilitypoint.Thepilots rank is also added tohis value, with Junior Warrant Officeras one, Second Lieutenant as two,and Lieutenant Junior Grade as three,each class increases by one point.The Lieutenant Colonel is worth sixpoints. (Additionalranksandvaluesareprovidedwiththescenarios)

    -Example-Heinrich Giger, a lieutenant juniorgrade,hasabilitymodifiersaddingupto1+2+0=3.Becausehisrankhasavalueof 3is,combinationhistotalvalueis6victorypoints.

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    Artillery deployed land mines aredeployedinthetargethex.

    [19.1.1]Landminescanbeassignedanattack value between five and thirteenperhex.Thisassignment iskept secret,and only revealed for the appropriatehexwhereaminefieldisdiscovered.

    [19.1.2] The anti-phase player mustobserver all movement of the phaseplayer, to see if any units enter aminefield. The phase player shouldverify with the anti-phase player thatthey have not entered any minefields.If aminefieldisentered,theanti-phaseplayer declares this immediately andresolvesthelandmineattack.(seesection[14.4.1]forexception)

    [19.1.3]Thelandmineattackisresolvedusingtheattackpowerof theminefieldin the hex, against each unit that hasentered.Therearenomodifiersappliedforpilotabilityorterrain.Foreachunithitbytheattack,thestandarddurabilitytestforthatunitisrolled.

    [19.1.4] The land mine attack isresolvedwhenaunitentersaminefieldhexandwhen itexits. If aunit tries topass through twominefield hexes, fourattackswillberesolved.

    [19.1.5] It is impossible to move orremoveaminefieldonceitisplaced.Allminefieldsretaintheirattackpoweruntiltheendof thegame.

    [19.1.6] Artillery deployed minesfunctionthesameasstandardminefields,they only differ in their deployment.Follow the standard artillery resolution.A single shot will increase the attackpowerof asinglehex.Multipleshotscanbemadeatthesameordifferenthexes.A minefield increased in this mannercannotexceedanattackpowerof twenty,andfurtherincreaseisignored.

    [19.1.7] If an artillery deployedminefield lands inanoccupiedhex, theunitinthathexisnotattackedaslongasitdoesnotmove.

    [19.1.8]Friendlyunitsmaypassthrougha minefield, but the minefield hexmustberevealedtotheenemy,andtheappropriate attacks against the movingunitsresolved.

    [19.2] Smoke screen Thesmokescreentokenhindersvisibilityinthehexthatitisplaced.

    [19.2.1]Thefollowingunitscandeployasmokescreen.

    Pzkw182D.houseN.RockerIISdh233/232SchenkelGreenBuffaloRavinEngineerunits

    Deployment of a smoke screen canbe done at any time during the phaseplayers troop phase. The unit thatdeploysthesmokescreencanstillmoveorattackinthesameturn.

    [19.2.2] The efficiency of the smokescreen for each unit is shown on theSmoke Screen Equipment Chart. Thechart shows the number of smokescreens that can be created, the rangethe screen can be created at, and thenumberof screensthatcanbedeployedinasingleturn.

    [19.2.3] A smoke screen deployedduringthetroopphasewilldissipateandbe removed from the board two turnslater,atthebeginningof theappropriateplayers phase. To show this, place themarker numbered 2, and at thenexttroop phase, turn the marker over toshow the 1 side. The turn after this,themarkerwillberemoved.

    [19.2.4]ThePzkw182andDollHouseuse their internal combustion enginesto create smoke and hide themselves.Because of this, they are marked ashaving an infinite number of uses.Becauseof theclosenatureof thissmokescreen,donotusetheregularmarkers.

    [19.2.5] Smoke screens block lineof sight. It is possible for a unit in thesmokescreenhextofire.

    [19.2.6]Smokescreensalsomakefiringmoredifficult.Laserandmissileweaponshavea -1modifier tohit,andalldirectfirereceivesa-4modifier.

    [18.3] Pilot Creation (Optional Rule)

    Usetherulesbelowtocreatenewpilots.This is only a suggested method, andplayersshouldfeelfreetoagreeonothermethodsof creatingpilots.

    [18.3.1] There are two types of pilotcreation. One is recruitment. Thefollowing chart is used to create apilotwiththismethod.Rollasingledietwice.Thefirstdeterminesthegroundcombatability. The second determines thedog-fighting modifier. The player maydividethevalueof thegroundmodifierbetweenattackanddefense.

    New pilot creation chart Attack, Dog- Defense Fighting 1 -1 -12 -1 03 0 04 0 05 +1 +16 +2 +2

    Rollonedie

    [18.3.2]Theothermethodistouseanyof thepilotsincludedwiththegameset.Theseareveteranpilots.

    [18.3.3]Theabilitymodifiersof pilotscan be raised based on combat results.For every five units destroyed, otherthaninfantry,oneabilitymayberaised.Use the table from [18.3.1], rolling onthe appropriate column for the abilitytoraise,andaddingonetothedieroll.Treat negative values as zero, and arollof sevenasa six.Anysingleabilitymodifiercannotexceed4.

    19.0Special RulesThe rules for additional weapons inthe game appear here. Each is used asappropriateforthescenario.

    [19.1] Land mines Landminesareassignedtoplayersasanattack power and not individual units.Following the rules of the scenario,the player distributes these mines byrecording their assigned attack power,hex, and map on a piece of paper.

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    [19.3] Night combat Because of the loss of visibility indarkness,mannedunitscannotrecognizeandreacttotargetsasquickly.

    Manned units fighting at night receivethe darkness penalty listed in the FireModifiersChart.

    [19.4] FireThereisapossibilityforfiretooccurinallbuildinghexes.When(1)amissle(M)or gun (G) weapon, or artillery attackhit a building hex and a result of Dis produced, orwhen (2) an attempt atarsonismadebyanengineerunit,thereisapossibilityof fire.

    [19.4.1] When either circumstance (1)or(2)occurs,checkforfireignition.Forcircumstance (1), roll two dice and if thesumof thedicearefourorless,fireoccurs.If thecircumstanceis(2),decideusingtherulesinsection[14.4.2].Afiremarkerisplacedif afireignites.

    [19.4.2] An infantry or pilot unit thatis inside a hex where fire occurs isautomaticallyattackedduringtheenemyfire phase. Roll two dice and add theresultstodeterminetheattackpowerof thefire.Resolvetheattackasadirectfireattack. All other units in the game areimmunetofire.

    [19.4.3] Line of sight cannot beestablished through a hex whichhcontainsafiremarker.Aunitinthefirehexcannotestablishlineof sightoutof thehex.

    [19.4.4]Anyfire thatbegins continuestotheendof thegame.

    [19.4.5] If there is aDepotmarker inthehexwhereafireoccurs,itignitestheammunition, fuel, and other supplies,resulting in an explosion. Remove thetoken immediately. Roll one die todetermine the number of attacks theexplosionwillcause.Resolvethisnumberof attacksagainsteveryunitstackedwiththedepot,usingtheprocessin[19.4.2].Allunits,andnotjustinfantryandpilotunitsaresusceptibletotheseattacks.

    [19.5] Special units [19.5.1] A unit for Eddy Amzel isprovided for the appropriate scenario.Eddy canmove one hex per turn, andcannot make any attacks, observe, ortakeanyotheractions.

    [19.5.2] The Raccoon, and theunmanned Krte Pioneer have theengineersquadsminedetectionability.Seesection[14.4]forreference.

    [19.5.3]SAFSMk.IIcarriesaboosterbackpack.Whenmovingontheground,its movement is (5W), and when usingthe booster itsmovement is (12B).Thecontrollingplayerselectswhethertousetheboosterwhentheunitmoves.Whenusing the booster, movement costs andrestrictionsforthehexestheunitmovesthroughareignored,andtheunitmovesatarateof 1hexpermovementpoint.The booster packmay be used on anytwo turns in during single scenario.Even if the fullmovementallowance isnot used, it still counts as a full use of the booster.Mark this usage with thenumber tokens. If unit with a boosterisImmobilized(M),itcannolongerusethebooster.

    Whenusingthebooster,theunitmaynotengageinclosequarterscombat.Whileitismoving,if itmovesintothedefensiveattackrangeof anenemyunit,thatunitmaymakeananti-aircraftattack.Aunitusingtheboostermaynotmovethroughhexesthatcontainenemyunits.

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    S.F.3.D Rules by TCI

    Original 1986 copyright for the following rules is held by Twentieth Century Imports, USA, and have been reproduced here without permission. Original copyright and trademark for S.F.3.D and related material is held by Hobby Japan and Kow Yokoyama.

    Design Credits:Original Storyline: Kow YokoyamaOriginal Game System Design: Yasunori SkiyamaGame Design: Koji HayashinaU.S. Development: Karl HiestermanTranslation: Shuji KoizumiPlaytesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben BaronCompiling and Editing: Rob Brunskill

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    1.0 IntroductionThefollowingrulesareacompilationof the ruleswrittenbyTwentiethCenturyImports (TCI), the company thatreleasedthetwoS.F.3.DOriginalgamesintheUnitedStates.Inthewordsof theoriginal T.C.I. manual, The body of therulesisadirectparalleltotheoriginalJapanese rule book. The optional ruleshave been suggested by the Americanplay test team.These ruleshave somedifferences from the translation of theJapanese rule set presented previouslyin thismanual.Theyalsopresent somenewrulesandconceptsthatarenotpartof theJapaneserules,whichplayersmayfindinteresting.

    The rules are presented here so thatplayers can decide which core set of rulestheyprefertouse,andpullelementsfromthedifferentrulesetsthattheyfeelenhancestheirexperience.

    GroundUnit Infantry

    Aircraft Pilots

    Front Back Front Back

    Name

    MovementPoints

    Name

    MovementPoints

    PilotName

    DogfightBonus

    DefenseStrengthBonus

    GroundAttackBonus

    MovementType

    AttackStrength

    WeaponTypeMaximumRange

    ArmorResistance

    WeaponTypeMaximumRange

    ArmorResistance

    DefenseStrength

    Name

    DogfightStrength

    AttackStrength

    WeaponType

    ArmorResistance

    DefenseStrength

    AttackStrength

    DefenseStrength

    Front Back Front Back Front Back

    RocketsExpended

    ArmamentDisabled

    Immobilized

    Depot

    Object

    Object(Dummy)

    Strongpoints

    Shocked

    MoraleBroken

    Fire

    Smoke2

    Smoke1

    DollHouseRocket

    DogfightBonusAttackStrength

    TOS

    NeuSpotterMines

    2.0Game ComponentsThe S.F.3.D. game set contains thefollowing:

    OneJapaneserulebookOneEnglishrulebookTwoaircommitmentcardsOnecombatresultscardsFourfullcolor,mountedmaps480countersOnecountertrayApairof dice

    The S.F.3.D. II game set contains thefollowing:

    OneJapaneserulebookOneEnglishrulebookTwoaircommitmentcardsTwocombatresultscardsThreefullcolor,mountedmaps480countersOnecountertray

    Apairof dice

    2.1 Counter ExplanationThe front of each unit contains thefollowing information. The name, thenumber of movement points, the classof movement,andtheIDnumber.Theback of each unit contains the attackstrength, the type of weapon used,the range of that weapon, the defensestrengthof theunit,andthearmortype.

    2.1.1 Aircraft and Infantry countersAircraft counters are identified by themovement code F. These countersareslightlydifferentthantheusualunitcounters. Inplaceof movementpoints,thisnumberonthefrontof thecounteris the Dogfight strength. On the backof thesecounters,norangeislisted(see7.4). Infantry have nomovement code.ThemovementpointsforInfantryareinparenthesis.

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    2.2 Unit classAll units in the game are grouped intoclasses.TheseclassesareclassI(Suits),II(Vehicles),andIII(Aircraft).Theunitsintheseclassesareasfollows.

    Type I ......... Panzer Kampf Anzug (PKA), Gustav, Armored Fighting Suit (AFS), Super Armored Fighting Suit (SAFS), Neu Spotter, SAFS MkII, AFS(S), Raccoon, Konrad, Krachenvogel

    Type II ........ All ground units.

    Type III ....... All aircraft (NOTE: A P.K.A. or Gustav attached to a Hornisse is considered an aircraft until they have separated.)

    Inf ..