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Wargaming Companion

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TABLE OF CONTENS DREAM POD 9 TEAM CHAPTER ONE: INTRODUCTION .................... 4 Fic tion : Dig 'em and Die In 'em .. writing 6 Bas Ic Wor ld War II Ground Forces Tac tics WriterNehicle Design Alex Rhodes Maneuver Warfare . Writer Sid ebar: lloyd Friedend all Dave Graham Writer Sidebar North Al rl ca n Batt lel ield Et iquette Robert Beck Writer Pat Paulsen Writer/Scenarios Marc-Alexandre Vezina Hilary Doda Senior Editor Copy Editor Pierre Ouellette Creative Director AI[ Support Sidebar: Lucian Trusco tt . Early CDL Vehicles Layout Artist Jean-Francois Fortier Kieran J. Yanner Pencil Art Marc Ouellette Computer Art David Paquin Alain Gadbois Computer Art Miniatures and Scenery Modeling/Photography Marcel Bastien Miniatures and Inlantry Quadru ped Mk I "Wagsworth - . Dimitri Kaliviotis Miniatures and Scenery Modeling Administration Robert Dubois T 10 Mine Exploder 'Tricycle " Longstreet Art illery Mate . Chemica l Warlare Bac ter io logic al Agen ts Comb at Use System Designer Stephane I. Matis System Designer Special Thanks A huge shout out to the San Diego Pod Corps for the optional Command Point and Demolition ... 37 Bunker s/Emplacements 37 Landing Zones .... 38 18 .. .. . 18 ...... 18 Thanks to the Gear Krieg Yahoo!® Group (formerly eGroup, http://groups.yahoo.coml group/GearKrieg) for all of the feedback , advice and commentary on the game. ............. 37 . 37 ........ ........ 37 Advanced M,nelield Rules Minefields in the Game Minelield COSIS and CharacterlSllCS 39 39 Sidebar: Dog M ines ... Deployin g M lnellelds ...... 20 Delec ting M,nel,elds 40 Clearing Minellelds 40 20 20 Heroes 21 HerOIC Abilit ies .. 4l' 21 Creatin g Heroes . 21 .. 22 22 Sidebar Poin t Black Diagram 23 Revised Game Scale Table 23 24 .... 24 Heroes In Ac tion. Reloading Vehi c le We apons Terrain .... 26 26 43 43 Sidebar: Gunter Hlmmelman . 43 Hid den Set- Up .. 44 Camouflage Double-Blind Rules .. . 44 Chi t Hid den Unit Rules 44 Advanced C&C Rules . .. .. 45 Leader Setu p . Tac tical CPs Si debar: Example 01 Advanced IMI8tive Actions 42 . .... 43 Sidebar: Sg!. Hank Diamon d Advanced Imllatlve ." Movement Sidebar: Examp le 01 Skirmish Scale Action 41 41 Scales and Measures . Saturation Fi re Diagram 40 Hiring Heroes . 22 Inilialive . .. .. 40 19 CHAPTER Two: SKIRMISH SCALE The Skirmish Scale Combat Turn 38 .. 38 Minefield Reference Tables . Sidebar : Hero Creation Exam ple . To my family - especially Bec and Ken - Bridgelayer rules . 2 16 Biolog ical Dep loymen ts Sidebar : Example 01 Area Ellec t Thanks to Jason English for the 36 ... 36 Construction malenal Dilc hes .. Pandora's Box. Fire Modiflcalions down around me .. . 35 Sid ebar: Fi re MiSSion Examp!e . Field Engineering. 15 .. 2 1 Detection rules I thanks for keeping the house from falling .. 35 Anti-Vehicle Fortification s Chem ical Deployments Ch ange 01Scal e System Developer 34 Miscellaneous Rules .. Defensive Posillons .. Marketing Manager Gene Marcil Damage. t4 . ......... 17 Inlantr y Tank Mkl V Churchill AVR E .. 33 ..... .... 34 Artille ry Scatler Diagram IS 17 Protec tion . Silhouette Marc A. Vezina Artillery Attacks . 17 KV- II C Tesla Tank. Chem ical Agen ts . Scenery Modeling 9 . ..... . 16 T-45 Land Battl eship -Nikolai Tesla" G-27 Wa lke r . . 33 14 Sidebar' Nlghtf ight lng .. 32 .. 33 13 Sidebar The Engineer Listening Company Art illery Barrages Table . .. Sidebar' Friend ly Fire InCidents 12 Ai rborne Operations . 31 9 II Combat Engineering In Wold War II . 30 Artille ry Response Time Table Fire MISSion Atl ack Proced ure .. . 10 Fortifications Requesting Fire MiSSions ... .. 8 to Veh icles Art Director/Designer Pierre Ouellette Artil ler y Use . Sidebar: Frank L. Sco tt Production .. 30 Art illery Support . Book Overv iew Lloyd D. Jessee CHAPTER THREE: ADVANCED RULES ••••••••••••• 30 Advanced Detection Delec tion Va lue . . 45 45 .... 45 45 46 ... 47 27 . 27 CHAPTER FOUR: INFANT RY 48 27 28 Inlantr y 48 Obscurement 28 Squad CoheSion .. 48 Urban Terrain 28 Infanlry Cos l 48 Sidebar: Example 01 Skirmish Scale BUildings Sidebar: Urban Terrain in Tactical Sc ale .... Additional Terrain Obs cure men t Tabl e Bridges . ... 28 .. . 28 29 .. 29 Flrestarting and Destroying Terra in 29 Sidebar : The Bocag e 29 Combal Engineer Training and Equipmen t Enc umbrance . Detect ion Equi pmen t 48 ... 49 49 Sights 49 Persona! Protection 50 Combat Dru gs 50 Communications DeVices 51 TABLE OF CONTENS , 52 Sidebar: Galvin Manufactu rin g. Diving Equipment 52 Explosives 52 Mobility Devices . . Sidebar: Landing In Dangerous Terrain Snipers .. 53 Weapons Table ,, 53 Morlars Table 54 Support Weapons Tank Riders. Walking Bombs/Mines Exp losives Table Produced .. Published by 78 78 ,79 . 54 Armor Table 79 54 Radios Table 79 55 Mobilily EqUipment Table 79 Miscellaneous Equlpmenl Table 79 . ,,55 Zombies .... ApPENDIX 1\vO: INFANTRY WEAPONS & EQUIPMENT •• 78 5000 Iberville, Suite 332 Montreal, QuEbec, Canada (i) ,I. H2H2S6 I _ All artwork and pictures 2001 Dream Pod 9, Inc. CHAPTER FIVE: GAME RESOURCES •••••••••••• 56 ApPENDIX THREE: VEHICLE DATACARDS •••••••• 80 Scenario Generator . ... 56 Datacard Summary . "." " ",,. "" """"""""""". " " " 80 names, logos and specific game terms are 56 German Vehicles .. . .. _... .. ...... .... _................ ..... ... ... _.. 81 OOream Pod 9, Inc. All Rights Reserved, Step t · Preparing the Scenario . Suggesled Poinl Total Table . ... 57 Mission Design Table " Step 2a: Objectives . Step 2b : Location . Locat Ion Table . .. ' '''', .. 87 ... . 57 American Veh icles .... ......... ........... ............. .. ..... ... 92 ..... ..... 57 Italian Vehicles .. ................................... ................... 96 58 Frenc h Veh icles ................. .. .... .. .. .. ........................ . 97 58 .. ... 58 Step 2c : External Conditions . Brilish Vehicles . No part of this book may be reproduced ...... 101 Blank Dalacards 102 Sidebar: Example of Random Scenario Generalion 59 Antl- Tank Guns t03 ... 59 .......... . 60 62 Scenarios .. .... .. 62 Hit and Fade to Black . 63 Hard Landing .. .. . 64 Monster Mash. Plane Smash 65 Dose of Lead 66 //Vellkan-Lyudoed// . .......... ..... 67 Campaign Rules ... 68 Campaign Term s 68 Overview of Gear Krieg Campaigns . . .... 69 Sellhe TV Campaign Cycle Table Suggested Poinl TOlal Tab le, . Campaign Special Ru les .'''' Seiling Ihe Sc enarios Building A Unit " . Play the Scenar~os Experience Threshold Tab le " Sidebar: Healing " Ending Ihe Campaign ReVised Infanlry TO&E Costs lisher, except for short excepts for review purposes, Any similarities to characters, situations, institutions, corporations, etc, (without satirical intent) are strictly coinci- ApPENDIX FOUR: REFERENCE TABLES AND GAME SHEETS ••••••••••••••••• 104 Vehicle Repair and Supply Thresholds t04 Tactical Game Tables 107 dentaL The use of the male gender throughout this manual should in no way imply the exclusion of the female gender or suggest that the game is intended exclusively for a male audience , It is our hope that the fe- Campaign Record Sheel t08 male gamers will find this book just as in- Scenario Record Sheet tOO teresting as their male counterparts. Index 110 Bibliography ttt Warningl Gear Krieg is a work of fiction intended to be used in a game context only_ ...... , 69 It contains elements which may be deemed 69 inappropriate for younger readers, Dream , . 69 Oplional Campaign Spec ial Rules Table " . PanzerkAmpfer and Silhouette are trademarks of Dream Pod 9, Inc. without written permission from the pub- 100 Utility Vehicles .. Step 3: Ass ign Prioritie s Gear Krieg, the Gear Krieg logo, Russian Vehicles ..... _.. _... ........ .. ............ _... ...... ... 98 ...... ... 58 Slep 4 : Subplols Panzerkilmpfer, Silhouette and all other Japanese VehIc les External Condit ions Table . ..... .. . ....... . ...... . ...... .... 59 Terrain Table Gear Krieg, Gear Krieg Companion, "" " 69 "" 69 .. 69 """" " . 70 ... " 70 Pod 9, Inc, does not condone or encourage the use of violence or weapons, Parental discretion is advised, Dream Pod 9 can also be reached throug, the internet. Check the rec.games,mecha and 72 rec.games.miniatures_misc newsgroups for "",," 73 support and infoonation about Gear Krieg, You ' '''',,'' ". 73 can also visit our WOOd Wide Web page at 74 ApPENDIX ONE: PERKS & FLAWS ................ 76 http://www.~.comI Stock #DP9-503 Legal Deposit: March 2001 New Perks, Flaws & Weapons 76 Perks 76 Flaws. 77 Weapons 77 Bibliotheque Nationale du Quebec National Library of Canada ISBN 1-894578-72-8 Printed in Canada 3 CHAPTER ONE: INTRODUCTION ture would drop , and it would start to snow Sevastopol had been under siege since early October; the German army had fl attened the city in the ensuing month of fighting, but the Russian defenders, inspired by the radio broadcasts of the Great Stalin, fought on. living in misery in the network of underground tunnels and bunkers, they crept up by ones and twos to snipe at German troops and to blow up supply dumps whenever th ey found them . Another shot rang out. One of the men cried out in pain and fell clutching his knee. All around, Luckners' Assault Pioneers dropped to the ground. "Radio l ' he barked. His radioman crawled towards him , the bulky radio set giving him the appearance of a hunchback. After a few seconds of work, the private handed Luckner the headset and microphone . "This is Gertrude calling Tin Woodsman .. .come in. Tin Woodsman. Over." DIG 'EM AND DIE IN 'EM A moment or two later the crackle of static was replaced by a distant voice. Hauptman Heinrich Luckner ducked as a slug from a Russian sniper's bullet whined "Jawhol. .. off the brick wall behind his head. He snarled a curse at the war, th e Bolsheviks, Gertrude .. over" Tin Woodsman here, and the rain that was driving down in sheets, sluicing cold water down th e back of his neck. "Where the tiell are you? I've got a 'Wolf' problem here l Over. " "Hurry up with those damn things , Feldwebel!" Heinrich barked . "Do you want to bring the damned Ivans down on us?" Another bullet cracked overhead. Feldwebel Johann Schmidt cursed the war, the Bolsheviks, his damned slave driver "If the damn Ivans put a bullet into the of a Hauptman, the rain and the damned equipment he and his men were hauling cargo, we're all dead l Hurry up for God's over the broken brickwork of what was once the Russian city of Sevastopol in the sakes I Over." Crimean peninsula. Twelve men struggled to manhandle the three tarp-covered " Understood Gertrude .. don't fret on our handcarts towards the tunnel entrance up ahead. The rest of the platoon floundered account. We are inbound on your loca- through the morass of broken brick and mud, some guard ing the perimeter. others tion now We had a bit of trouble with hauling the rest of the engineering equipment on their backs . the roads ourselves. Over." Nothing much has changed since the time of the Roman legionnaire, mused Luckner peered cautiously up over the Hauptman Luckner. Soldiers today would still appreciate the old joke that named sheltering rubble. Looming out of the the legionnaires "Marius' Mules" for the loads they had to carry. driving rain the lumbering forms of two Operation Barbarrossa was now six months old. The November rains were turning Valkuries could be seen. Luckner the miserable excuses for Russian roads into a sea of mud. And soon , the tempera- smiled ; that was more like it. 4 CHAPTER ONE: INTRODUCTION "Tin Woodsman .. have you in sight. reasons for the work. Why? Didn't the Comrades Ivanova and Roshenko have Gertrude located in shell holes thirty Great Stalin have a treaty with the Fas- not yet returned from their stalk. They meters to your front , at your two o'clock .' cists ? But he had been right not to trust are overdue, and I fear the worst." "Acknowledged and understooci , Gertrude. Tin Woodsman commencing sweep now. Over. " Luckner heard the roar of the rotary engines as the Valkuries poured on the power. He looked out again. Suddenly there was a flash to his left, followed by the report of a shot. A spark leapt from the glacis of Tin Woodsman One. the Germans. And now Kolya's battalion, having dug these holes, had to die defending them from the invading armies of the Fascists. The fighting over the last month had been hellish. At such close quarters pistols , submachine guns and grenades we'll see ." their weapons and staggered off down Yevtushenko , the biggest man in Kolya's the tunnel into the darkness. that he kept ra zor sharp . Hauptman Luckner looked at his watch All of Kolya's men were pale-faced, be- Th e second Valkurie bu lled forward grimed and exhausted Food was al- over the ru bble towards the tlidden most gone. Soon the lazy, fat rats would Russian as the first opened fire with its be scurrying for their lives . for the fifth time in the last few moments. Only two more minutes to go. "Seems a damn dirty way to die .. . even for Ivans." Schmidt muttered. Luckner Kolya felt a tap on his leg. Young Igor "Oanke Gertrude .. this Ivan s goose is Shugin , eyes huge in his haggard child- cooked Over. " man's face, had nudged him. fixed his sergeant with an icy cold stare. "A German soldier does not question orders, Schmidt. He carries them out. Flames belched from the nozzle of the Stumbling out of the gloom was a broad- flame-thrower on the second Valkurie. shouldered bull of a man with the apple- Luckner closed his eyes in relief as he green shoulder flashes of Comrade heard the Russian snipers' screams. Beria's NKVD . Kolya rose to his feet and almost 10 minutes behind schedule." Alexiev nodded. "Go and sneak about or an hour or so ... then report in and nets and fists had their uses too. Sniper at 10 meters to your front , at your "Alright Feldwebel . . move out. We're the Fascists had gotten them ... Grumbling , Kolya's squad gathered up platoon, swore by the entrenching tool machine gun. were the best snipers they had left. If ruled the day Of course , knives, bayo- " Tin Woodsman .. Tin Woodsman l one o'clock lOver." That was bad. Ivanova and Roshenko wearily saluted. "Comrade Commissar." Now pass the word for gas masks to the men, and have the control teams ready for launch. " Schmidt nodded in acknowledgement. The men rapidly stripped off their caps Alexiev was a hard-faced man . When and helmets, pulling on their gas masks. he looked at you, it didn't take much th~.objects imagination to imagine him staring over Luckner let his eyes move to Sergeant Kolya Yakushev kicked out at the sights of the Tokarev automatic he of the exercise. Three two-meter long the rather bold rat that had been inves- wore at his waist. Last week, he had shot ovoid insectile forms crouched low on tigating his left boot. The rat ambled Kolya's lieutenant and assumed com- their six-legged chassis. The backs of away with a marked lack of fear. mand himself. For "defeatist attitudes in the machines bulged obscenely. Knows I'm too bloody tired to do any- the face of Fascist aggression ." Defeat- Luckner's smile was humorless. For the thing more to him. Kolya me ntally ist. As if any of them were going to get second time in the war, his pioneers snorted. We are all too worn out fighting out of this hellhole alive, never mind beat would be sending the "Cockroaches" off the Fascists to worry about the rats. the Germans. to war. Last time, they planted shaped Kolya and his fellows in the engineer- "Comrade Sergeant." Alexiev's voice was charges on the Maginot line forts. This ing battalion had spent the last year as harsh as his demeanor. "I want you to time, they would carry their deadly working in and around Sevastopol. take out a patrol. The Fascists have been cargo of chlorine gas deep into the Rus- They'd tunneled in the earth lil-.e moles, too quiet for the last three hours. I want sians' tunnels. constructing a huge underground net- to know what they are up to." Luckner checked his watch again . 1300 work of tunnels and bunkers. At the time, Alexiev let hi s fac;:ade crack for a mo- hours. It was time to go. "Feldwebel ment , showing Kolya his concern. "And Schmidt. You may launch when ready." everyone had complained about the 5 CHAPTER ONE: INTRODUCTION With a clatter, the three "Cockroaches" skittered off down their separate tunnels , The control teams hunched over the tiny screens as they piloted their "bugs" over and around obstacles , The glow of the little televisor screens lit their gasmasked faces eerily, Like men from space, Luckner thought, or demons, The wire drums clattered as the thin control cables played out behind the machines , Luckner nodded his satisfaction to Feldwebel Schmidt. "Shouldn't be long now," "Hsst! Sergeant. I think I heard something," It was young Igor Shugin, out on point. He waved everyone into silence, Kolya stained to hear anything ", what BOOK OVERVIEW The purpose of the Gear Krieg Wargaming Companion is to expand and clarify not only rules, but the setting of Gear Krieg as well. This supplement contains advanced was that sound? The clatter of a rock? rules, new equipment, weaponry and vehicles. The Companion is divided into five Kicked by a careless German 's boot? main chapters, each focusing on certain aspects of the miniature game. When ad- A few minutes later they froze again, Two pinpoints of light, low to the ground, could be seen moving up the tunnel to- ditional clarification is deemed necessary, sidebars provide examples of rules or provide additional background information. The rest of this first chapter covers the different types and techniques used for wards them , A low growling hum car- warfare . Some are new or are just being proven for the first time, while others were ried down the tunnel. Igor's eyes wid- old and outdated before World War II began . This chapter also provides some back- ened impossibly large. ground on combat engineering and related equipment. "Sergeant! What in the name of the The second chapter introduces the special rules required to play on a smaller, denser Devil's Grandmother is that thing?" battlefield - such as a jungle patch or an urban fight - where small groups engage Kolya played his torch over the oncoming whatever it was. "It's". some kind of metal bug?" at close ranges that would be impossible to properly represent on the more abstracted tactical scale tabletop. These rules are referred to as Skirmish combat. The third chapter covers advanced rules such as artillery support, combat engineering and heroic characters , The fourth chapter adds specific rules for infantry along with new equipment and infantry types, such as the dreaded zombie troops of The lead operator of team two looked the Axis. The fifth chapter contains a detailed scenario generator, some sample up at Hauptman Luckner. scenarios and the main campaign rules. "Sir! Unit one has contacted enemy!" The rest of the book is taken up by game aids . The first of the four appendixes Luckner nodded , "Very good, Release the gas," covers some new Perks, Flaws and Weapon Characteristics, The second appendix summarizes the infantry equipment, its Threat Value cost, campaign cost and other pertinent information. The third appendix first covers the new datacard record As the young Assault Pioneer flipped the sheet, explaining how to read it. This is then followed by the datacards for more switch, Kolya Yakushev's flashlight shim- than 164 vehicles and variants; this includes blank datacards , improved datacards mered in the billowing yellow clouds of for all the vehicles in print so far and game stats for the new vehicles discussed in chlorine gas. this book. The fourth and last appendix contains reference sheets . 6 CHAPTER ONE: INTRODUCTION BASIC WORLD 'WAR II GROUND FORCES TACTICS World War II sha red many things with the myriad of wars that came before it. People ver enemy forces using a motorized combined arms approach, As the opening phase of the war developed, the use of the tank and the walker in offensive roles (and the role of the truck in ferrying sup- fought for ideology, patriotism, money, or perceived justice. Soldiers died by the plies to sustain these offensives) became thousands in mass engagements as armies swept across a good portion of the the key element to almost every major world . New weapons were debuted and perfected and new terrors were unleashed. combat engagement. It was the way in which this war was fought, though, that was different. The weapons Much of this still came down to the skill used were unlike any that had come before, Rapid advances in science and tech- of the commander. First, a commander nology had opened up al most every facet of warfare to a new idea or a new employ- had to grasp that these elements were ment of forces to a level unseen in human history. necessary on the modern battlefield. Of the many great innovations of this era , there are a few that stand out as key This was the deciding factor in many elements in the forces that changed and shaped the face of the modern battlefield, early engagements, as commanders Most of these te chn iques and technologies had been pioneered decades earlier; it who favored the trench and line tactics was the advent of a global war, though, that saw them refined to the degree that they of old matched wits with commanders ",ere becom ing th e deci sive elements in most of the malor land engagements of the who had successfully reasoned that the Second World War. new fast armored units made this "honorable" way of fighting a war obsolete. It was in these early engagements, too, that the cream of every major army to fight in the war rose to the top, and the deadwood was sifted out. General Lloyd Fredendall was a prime example of this sort of commander. Fredendall was a capable administrator with no grasp of the new style of warfare that governed the battlefield; a shortcoming which allowed Rommel, one of the commanders who had spent the years between wars mastering the new style , to achieve a stunning victory over the U.S, forces at Kasserine Pass. As the wheat was separated from the chaff, the great commanders of the field M ANEUVE R W ARFARE The idea of outmaneuvering one's opponent to gain advantage over them on the battlefield is as old as war itself. With new technologies , however, comes the need for new tactics. The initial development of the strategies at the core of the mobile comb ined war fare concept was made by men on both Sides of the English Channel. BH Liddel Hart , a lunior British office r, proposed a fully mobile combined force trlat could break through an enemy's defensive line, then exploit that rupture by penetrating deep into enemy territory and isolating the bypassed enemy forces. A German officer, Heinz went to work using these new weapons to maximum effect. The most recognizable of these new tactics was known by the term blitzkrieg, or lightning war. It's Gudieran, came up with much the same interesting to note that the blitzkrieg was idea independently of Liddel Hart. His actually pioneered in the Franco-Prus- idea for fast , combined mobile armed forc es came from initial con sultations with old cavalry troopers. Using the concept of cavalry but employing light motorized vehic les, he showed how it was possible to move quickly and outmaneu- sian War of 1870-1871. In that war, the term had been applied to troops rapidly advancing through enemy territory, bypassing major pockets of resistance, and then encircling them. This tactic obviously fell out of favor in World War I, 7 CHAPTER ONE: INTRODUCTION Uoyd Friedendall Known more as a troop trainer than a co/lwat soldier; Fridendall \Vas picked by Eisenhower; Ivith .\'ome misgiving.\', to succeed lv/ark Clark as the 2nd Corps commander. Friedendal/ partially ass{wged these concerns with success/it/landings near Omn lit the heginnillg of TORCH. where the machinegun and artillery cautious slow start when 1st Armored made open movement of masses of Division encountered 10th Panzer DiVI- troops in attempts to encircle practically sion at Maknassy Pass . Patton was able suicidal. With the emergence of high sur- to turn the tid e and take the Germans vivability weapons like the tank and ttle and Italians in the open plains alo ng the gear into mainstream combat forces , Gabes-Gafsa highway eas t of EI this tactic was once again an option Guettar. The 1st Infantry Division mauled Tanks could move very quickly over a 10th Panzer's tanks and gears with wide variety of terrain and deliver a massed artillery and tank destroyers by massive punch, while gears could cross being there faster and better prepared Disaster struck when Friedendallwa.l· unfen·d to Ill/vallce and sewre the TII- terrain that even tanks had difficulty ne- than an enemy caught almost unawares. Ilisiall port (!f Sfax. This would block the retreat of Rommel's Panzer AmlY Afrim in its altempt to link lip with Wm Amilll. Friedenda/l .wretched the neuverability and often a wider assort- IlInks and walkers (!t his 21ld Corps over an tio-mile front to cover the Allied right flank. Eisenhowe/' had ordered a .vIlIIldard deplownent with a stwng mohile reserve, bill Friedendall scaltered his injalllry across several isolated djehe/s and hroke lip hi.l· /110hill' reserve illto small, scaltered elements. Ii) top off this poor deployment. gotiating, with a greater degree of mament of firepower. Field Marshal Rommel himself described the tactic rather succinctly in his engagements against the British at Tobruk. In speaking of the timidity of his own 5th Light Infantry Divi sion in a reconnaissance raid on Tobruk , he stated. "the division's command Ilad not mastered th e art of concentrating its strength at one point . forCing a breakthrough, rolling up and securing the flanks on either side, and then penetrat- Friedendall placed his helldljllllrlerS ing like lightning, before the enemy had So miles hehilld hisjinnt lines. had time to react , deep into his lines." It wasn 't long hejim' Ihe Germllns blasted through the gateway at Faid Pass and quickly isolated alld encircled the American il(fantry. With the reserve so hroken lip, it allowed Rommel to smash the Americans at Kasserine Pass. General Bradley's sllbseY,,"""" Na- zis and the Japanese Army conducted as possible assas- extensive tests on human sination tools. At the time the Second measurably fluid of warfare and pro- World War was most programs hours after exposure, Mustard gas, a blis- were cesses at a horrendous cost in human ter agent, takes but lives and sometimes even more bi- blisters on any exposed skin and fre- zarre and horrible results, such as the quently causes blindness or death if the attackers were close (yvYln,ol,I,,,,,, homicidal Nazi ubermenschen berserk- chemical burns are to the eyes or lungs, velopment and both countries' Lambie troops, short-duration Luckily for the world, inflict horrible warfare concentrations and most pro- grams were but which OISSlpa!e Another comman industrial chemical, most h(,\I,,,il,,,,Ie: cepts and can in its was The newest and most lable weapons, bacteria, with "''>L}W L,"'<> human-affect- eviagents, and there dence nrl,I',,"nn that German agents '''"1nrnprH to chemicals to the next war were the German nerve agents. Unknown outside of Germany, the Germans had discovered and distilled nt:>l,hr,/"ic,e: Chemical agents are their action or affect on humans. these I"",'or,,,,ioQ called that inhibit the transmission of nerve the human body cants {the than chemical weapons (this delayed effect is due to the incubation the between exposure an agent and the appearance of <:ltrY'lnl!"rr", In addition agents are much harder to Germans and GB the Americans) are chemicals for which than chemicals, and a could factors affect decisions whether less InCaOi3CI1!a for the bacteria, viruses and toxins. Bacteria are unicellular organofwhich form II'\Y,,,,."""'. weap- to ons. At the <:",,,IA(1I(' include m;:,mf""'" of Great War levers, Toxins are byproducts of natural processes from animals, The microbes, and be- Great War agents main- particular the agents in an tained by most countries for future were mustard agents and a common industrial chemi· 20 of toxins include ricin, and the botulinum toxins botulism, both of which manner. For PreSident iiO()seVel! ,n the United States INA""'''''' but, detested to nlC"''''fnln'''IA a substance that entry into the war, the United States made known its to massively re, in kind for any of f'h,~rn'f''''''' notorinon- heat, Low air- cused on could be ott,o>"',""'''( This declaration not only added to the spies and agents behind enemy lines in water supuse within a theater. The and the Most research 10- was whether or not a the release from to chemical weapons at his discretion, limitations or I'n,vkh(v.c were placed on that commander, them. Various \lPI(1"""" systems were deor experimented with, includ- aircraft tanks, bombs the balloon bombs constructed by Unit 731 and launched towards America, later years of the war, even a bomber from a sub- eV,30()rare very Persistent lim- the to toxic substances, to eliminate oppor- involves tunities for troops to breathe or contact hazardOUS material by generally posed a manner similar to minefields and other breathe. Units thaI cannot avoid con- obstacles, tamination agents, the more volatile and Numerous exist for chemical weapons. Almost every country pmiseiSS morlar, sures to ttlose chemicals. the internal air pressure air constantly flows out of the for smoke wind and weather than level, overpressure systems protect fire chemical also affected or disaf- ter an attack, On casualties while agents maneuver persal can limit exposure by air into the agents, sure systems have not been developed chemicals agent will not form for vehicle use, yet, but most countries are with no pre- to them, weapons had chemical rounds available. Americans developed a cya- much more to construct than chemical. The organism not conditions. to survive in a viable form, but the munilion has to 2I CHAPTER 1\vO: SKIRMISH SCALE CHANGE OF SCALE Skirmish scale rules takes a much closer look at mechanical combat than the basic tactical rules. Skirmish scale MUs are only 10 meters across . Elevation are still in scale with the miniatures to preserve lines of sight. Skirmish scale combat rounds represent only 6 seconds of real time. Since all dimensions are divided by a factor of five. the MP values of the various units do not change: one MP still rep resents approximately 6 kph of speed. Weapon ranges remain as they were, but all Range Bands are multiplied by 5 to take into account the smaller distance scale. For example, a weapon with a Base Range of 1 will now have a Base Range of 5. An attacker is at Point Blank range when he is within 2 MUs of his target. Obviously. most of the Skirmish combats will take place at Point Blank or Short ranges, making them extremely deadly. The Gear Krieg Rulebook is a little vague SCALES AND MEASURES on game scales and the implications of The Gear Krieg Rulebook suggests that diHerent scales can be used, depending on the models and miniatures at hand. It is also possible to play in "real time," where everything on the table is in scale. This would be useful when playing with larger miniatures, or for those wishing to play in-scale with the terrain . This "Skirmish" scale is the best and most suited for simulating small-scale combats or engagements in restricted quarters with a great deal of detail, such as fighting in the industrial region of Moscow. To simulate the minute tactical decisions and precise action of this more 'detailed ' scale, some slight modifications to the standard ruleset are required those scales. The time frames and MU values indicate nothing of the rule modifications that are necessary to run those battles. The size of the miniatures, the ground scale and the time scale all effect the dimensions of the playing field. The following section should help to explain the various scales in Gear Krieg. A revised table of game scales, next The following rules are all modifications of the Tacti cal Combat Rules detailed in the page , summarizes the data. Gear Krieg Rulebook. • GROUND SCALE Skirmish Scale Ground scale is the ratio of th e simu- Time: Each round lasts 6 seconds Scale: Ea ch MU represents 10 meters Vehicle Movement Paints: Remain identical Weapons' Rates of Fire: Remain identical Weapons' Range Bands: 5 x Li sted value Actions: Maximum of one extra Action allowed (with the standard penalty) lated distances on the playing field to the actual distance portrayed. For example , in 1/100 scale, each centimeter on the playing fi el d represents one meter of distan ce in the real world. In Gear Krieg, ground scale is further modified by MUs, which are dependent on game sca!e. MUs are either 50m or 10m 22 CHAPTER 1\\10: SKIRMISH SCALE of real world measure, depending on properly (for example, 15 mm is actually playing field of 130m x 200m in ground whether the game is played at Skirmish closer 1/110 for most manufacturers). The scale: for skirmish, this translates to 20 game scale or Tactical game scale. At two scale denominations, however, are MUs x 60 MUs, which is a decent sized 1/100 ground scale, each MU is 50cm usually close enough to make generali- area for units to maneuver in. Con- long in Tactical game scale and 10cm zations possible. versely, this same area would only be long in Skirmish game scale. 4MUs x 12MUs in tactical scale, wh ich is hardly enough room to do any1hing . joyable if the ground scale is the same • GAME SCALE RECOMMENDATIONS scale as the scale of the vehicles . Build- The best scale for playing Gear Krieg ings match the vehicle sizes, and line depends on both the vehicle scale and of sight calculations become much units room to maneuver. A larger play- the ground scale. If the vehicle scale easier. If the ground scale is smaller than ing area is also a solution: a good rule and the ground scale are identical, the the vehicle scale, a larger sized battle of thumb is that the shortest axis of the best game scale is then a factor of the may be played in a smaller playing area, playing area should represent about 4- size of the playing area. For example, but then the vehicles are larger than they 5km long in Tactical scale and 0.8-1 km with 15mm (1/100) miniatures and 1/100 should be and line of sight calculation long in Skirmish scale for large games. ground scale, a typical playing area of Smaller games can get away with 2- Many players find the game more en- As a result, for tactical games, a ground scale that is smaller than the vehicle scale is recommended in order to give become more problematic at times . 1.3m x 2m would be more suitable for a Some players also find the disparaging 2.5km for Tactical games and 400-500m skirmish rather than a tactical battle. scales disconcerting. in Skirmish games. Both game scales would have the same • VEHICLE SCALE Vehicle scale is to miniatures what ground scale is to playing area. Vehicle scale is further complicated by two conventions used to measure the size of miniatures. Miniatures are described in ratio scales like ground scales, but they can also be described in 'mm' scales. The 'mm' system is used to describe the height (more or less) of a typical human figure . For example , in 15mm scale the typical infantry man miniature is about 15mm tall . To make things even muddier, the ratios and the 'mm' scales do not always mesh Point Black Diagram The diagram at right is a visual representation of the Point Blank range band in the Skirmish scale game. Any unit within the 2 MU radius zone (and within the vehicle '.I' fire arc) is attacked with a + I modifier to hit. Unlike the regular Tactical scale game, where simply being at Point Blank range is enough 10 attack a unit in close combat, in Skirmish scale melee combat is possible only when the activated unit is in contact with the target. 3---=2..::=.,.1111..... 1 Revised Game Scale Table Vehicle Scale Ground Scale Game Scale 1 MU Large Battle 1/35 (models) 1/35 (lm=3cm=12") Skirmish 30cm/l' 12m x 18m (36' x 54') 1/76 (models) 1/76 (lm=1 .3cm =0.5" ) Skirmish 13cm/5" 6m x 9m (18' x 24') 2m x 6m (6' x 18') 1/87 (HO, 20mm) 1/87 (lm=lcm=O.4") Skirmish 10cm/4" 6m x 9m (18' x 24') 2m x 6m (6' x 18') Small Battle 4m x 12m (12' x 36') 1/100 (15mm) 1/100 (lm=1cm=0.4") Skirmish 10cm/4" 6m x 9m (18' x 24') 1/ 100 ( 15mm) 1/250 (1 m=0.4cm=0.2" ) Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4 ' x 6') 1/144 (N , 12mm) 1/ 144 (lm=0 .5cm=0.2" ) Skirmish 5cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4' x 6') 1/144 (N, 12mm) 1/250 (1 m=0.4cm=0.2") Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4' x 6') 1/285-1/300 (micro) 1/250 (lm=0.4cm=0.2") Tactical 4cm/2" 2m x 3m (6' x 8') 1.33m x 2m (4 ' x 6') 2m x 6m (6' x 18') 23 CHAPTER Two: SKrRMrSH SCALE MOVEMENT Vehicles move in the same manner as in a normal tactical game, with two exceptions: vehicles move individually (not as part of a combat group) and sharp turns now cost one Action to perform in addition to one MP (see Maneuvering below). Other than these differences, movement works exactly the same as in the normal tactical game. THE SKIRMISH SCALE COMBAT TuRN ACTIONS In Skirmish scale combat, Players still get the same number of Actions per round as in tactical combat. They may Because the Silhouette game engine has been designed to be modular and not get one additional Action with a -1 mOdi- dependent on a specific background or time scale, it is possible to vary the latter fier to all their rolls. Because of the short without affecting the balance of the rest of the elements. Indeed, a Skirmish scale time span involved, it is impossible to combat encounter follows the same basic turn procedure and rules as a normal get more. tactical scale combat. Unless so mentioned in the following text, all tactical combat rules (starting on page 42 of the Gear Krieg Rulebook apply in full. For the same reason, the scope of what an Action includes has been reduced. The text on the previous page explains the effects the smaller scale has on the For example, in the tactical system, rules. Because the scope of the battle has been reduced by a factor of five, some maneuvering a vehicle costs zero Ac- movements and actions not previously "visible" in the tactical scale become pos- tions and firing a weapon costs one sible (and, indeed, required) and are detailed here. For example, the blast effects of Action. In the Skirmish scale, maneuver- many weapons, which were previously abstracted in the 50-meter wide MUs, can ing a vehicle requires one Action and now affect more targets. both aiming and firing a weapon require an Action each (see further). INITIATIVE Initiative proceeds as normal, except when there are only two units on the field . In this case, it is assumed that the vehicle crews are independent as opposed to being part of a coordinated military unit. Additionally, Command Points are spent in more limiting ways in multiple unit combat. These limitations are a reflection of the smaller amount of time in each As a general rule, most "events" in the Skirmish scale require two Actions. The first Action spent represents the preparations made (e.g . acquiring a target, turn. Command Points may be spent for programming active sensors). The sec- Activation, Defense and Reaction but ond Action represents the actual may not be spent on Action or Block completion of the act (i.e . firing the (see page 49 of the Gear Krieg weapon at a target, performing the sen- When only two units are engaged, Play- Rulebook). Additionally, only one Com- ers roll initiative for each individual unit mand Point may be spent on any single separately rather than roll initiative for can be performed many times in a row unit in each turn. Players may want to each side. Any ties are rerolled. These without requiring the first act to be re- place a Command Point marker next to individual Initiative rolls are Piloting Skill a unit when a Command Point is spent rolls, not Leadership Skill rolls. All usual on that unit to remind them that the unit modifiers (Maneuver, crew's Attributes, peatedly until it either loses sight of its can no longer receive Command Points etc) apply to the Piloting Skill roll. Com- target or switches to another target (see that turn. The markers are removed at mand Points are not used in one-on- Target Acquisition below). the end of the turn during the Miscella- one combat. neous Phase. 24 sor scan). Usually, the second Action peated. For example, once a vehicle has acquired a target, it can fire upon it re- CHAPTER 1\vO: SKIRMISH SCALE Wild Fire Attack: A Wild Fire attack con- In addition to sists of an attack without first for a vehicle crew to prepare target. Wild Fire attacks em- or for a crew In- on their Attack rolls. side their vehicle to prepare to disembark. Action covers the various in- cess doors, etc. Crew systime. to leave the vehicle must likewise release their security harnesses lion by the doors. opponent, a unit can if the attacker weapons is considered to be one for purposes of IMC,Qr,()n moves within a distance equal to its Size MUs for walker vehicles in Walk of the defender and a clear lineexists between the two for one 'n"'n',n"~Sile full bonus + 1; a to ROF of len men, for ex- is Sile 4, This target remains acIfl8-U[-SI(-lrll with sensors are assumed and do not need to be activated number of maximum number that can be QuI""" c;u is equal to the unit's total In such cases, the crew is treated as an per turn. with a Skill level one lower Standard Attack: After target than their crew level target hicle with one weapon or set of linked weap- vehicle's crew may ons, as to try If the will often have fewer members than usual. so the crew is di- a roll of some sort, it the Action a Veteran ve- vided into makeshift units of about How expended An system may be used guns bat rounds in a row without additional If two rounds go In Skirmish scale, however, the turns are short the to factor, All main guns in tanks and vehicle that function like tanks (tank anti-tanks guns, take an Action to reload after with- used, the crew system rifle for that is to be used, must the gun. 25 CHAPTER 1\vO: SKIRMISH SCALE FIRE MODIFICATIONS sion doesn't cover quite everything in Due to the smaller scale and the increased level of detail it brings about, some modifications and clarification are required for weapon fire. pushed back one MU from the center mary blast zone is in black while the of the blast and knocked to the ground secondary one is in gray. Weapons with (roll Piloting as per normal falls to avoid an AEO in Tactical scale do primary blast damage) if they are in the blast's primary zone damage to any model or unit un- zone, no matter the damage suffered (if der the 'X' found in the diagram. any). Walkers in the secondary zone • AREA EFFECT WEAPONS Purists may want to decrease the damAll area effect values are multiplied by age along a more sloping curve. It slows 5; thus a weapon with a tactical AE of 3 down the game considerably, however, would have a Skirmish scale AE of 15 and so the above approximation is best (a weapon with an AE of 0 would have a Skirmish blast radius of 2 MUs - for most games. see tactical AE times two (the "primary" blast zone) is fully affected by the explosion. Targets within the Skirmish AE but outside the primary zone (the "secondary" blast zone) receive only half damage. This represents the fact that the explo- must make a Piloting Skill roll versus a Threshold equal to the damage total divided by 5, rounded down. If failed or fumbled, the vehicle falls (see the optional rule on page XX) . Infantry that are in the blast zone of an artillery attack must pass a Morale test. If they fail and AEO diagram below. Only the area within a zone equal to the Walker vehicles are automatically the target zone . In the diagram, the pri- • BLAST RESULT are in the scondary blast zone, they re- The concussion of the blast of an area ceive one "Pinned!" marker; if they are effect weapon can knock walkers and in the primary blast zone, they receive infantry off their feet. In some cases, it two. Light vehicles may be pushed or might even overturn light vehicles. Walk- overturned by the blast: if they are in ers in Ground mode fall under the rules the primary blast zone, and the dam- governing normal vehicles. age total is equal to or greater than 3 times the vehicle's Size, the vehicle is pushed back one MU from the center of the blast. Roll one die and compare Example of Area Enect A 25-pdr hallery has an AE of J in the Tactical scale. The hallery therefore has a Skinnish scale AE of 5, for a toralarea of eflect 5 MUs in radius. The primary hiast zone is the Tactical AE times two, or 2 MUs in radius. The remaining area of eflect of the baltery is the secondary hiast zone. The Priest's I05mm howitzer only has an AE ofo in the Tactical scale. Its totlll blast radius is thus 2 MUs in the Skirmish scale, which is also its secondary blast zone. The Priest's main weapon would only do primary blast zone damage if its shell happened to hit a specific model, unit or terrain feature. the result on the chart below: Blast Enect 1d6 Result 1-2 The vehicle remains upright 3-4 The vehicle ends up on its side (rOil randomly which one) 5-6 The vehicle is overturned • POWERFUL WEAPONS AND AREA EFFECT Non-area effect ranged weapons with damage multipliers of x20 or greater are considered to have an area effect in Skirmish scale combat. Weapons with damage multipliers between x20 and x49 have a Skirmish scale AE of 0 (they affect all units within one half of an MU of the spot they hit). Weapons with damage multipliers greater than x50 have a Skirmish scale AE of 1. 26 CHAPTER 1\v0: SKIRMISH SCALE • USING ROF • SATURATION FIRE Because ROF represents the unit firing Saturation fire affects an area approx i- multiple times during the Tactical 30- mately 3 MUs in area . Any area of any second rounds , it costs a lot of ammo. shape can conceivably be used, as long In the Skirmish scale , fewer and tighter at the area is roughly 3 MUs in size (see bursts are fired to accomplish a similar the diagram below for two examples of (though much smaller) pattern of dense fire patterns). firepower, diminishing ammunition consumption . Additionally, Saturation Fire may only be used out to the Medium range band of For each point of ROF used, only 5 shots the weapon . The entire area must be of ammo are consumed (instead of the directly visible to the firing unit and must Tactical scale's 10). Missile weapon ROF fall comp letely within the weapon's fir- ammunition costs are not affected by ing arc. The weapon cannot shoot this and remain the same, following the around obstacles by "bending" the fire usual exponential scale (see Gear Krieg pattern, nor may it affect units outside Rulebook, page 56) . of the arc of the weapon. Saturation fl'e Diagrams The diagrams shown here are two valid fire pallerns for laying down Saturation Fire. As long as the patterns are roughly 3 MUs in surface area, they may have any orientation They must remain within line of sight of the attacking unit - no bemling fire pallerns around obstructions! nil These diagrams can be photocopied and used as templates if so desired. 1I't1l nil Example of Skirmish Scale Actions An M3 halltrack carrying a squad of infantry is speeding toward some woods. The M3 is jumped bya Panzer IIIE, which is 12 MUs away. The Panzer wishes to fire at the M3 and has 2 Actions per tum. Its .first Action is to acquire the M3, since it can't automatically acquire the halftrack (the M3 is more than 7 MUs away). Its second Action is to fire its main gun at the M3 , and misses. The Panzer doesn't move. The M3 decides to slow down to unload the infantry. It must spend its sale Action to drop from Top Speed to Combat Speed. The infantry wisely spends its action to prepare to disembark. Next turn, the Panzer wins initiative and elects to go first. The tank moves out of the woods at full Combat Speed, makin g its distance now loMUs away. Sin ce the M3 is acquired, the Panzer fire its main gun twice but miss both times. The M3 must stop for the infantry to disembark and has no Actions to perform. It automatically acquires the Panzer since the tank is now 10 MUs away and the M3 has a clear LOS. The infantry acts next, using its Action to disembark and then run for cover. The following tum, the Americans win initiative; the M3 decides to move first. It manages to hide behind some cover, breaking LOS to the Panzer. It spends its Action doing nothing but hiding. The Panzer goes next and closes on the infantry, managing to get within 8 MUs of them. It must spend an A ction to switch weapon systems and another Action to acquire the new target. The Panzer could have fired upon the infantry using a Wild Fire attack, but would have had a hefty -2 penalty to hit. The infantry again runs away. 27 CHAPTER Two: SKIRMISH SCALE SKIRMISH TERRAIN Some of the rules about terrain and cover have been slightly modified to fit within the new scale. They mostly concern the Obscurement values and the damage points required to ignite/destroy certain types of hexes. OBSCUREMENT Each Skirmish scale MU only produces one-fifth the Obscurement of a standard 50-meter long MU. To simplify things, Obscurement values were recalculated to take this into account. All Obscure- are treated separately for damage pur- Capacity. Note that area effect weapons do damage to each 4 square MU area that falls within the area of effect. Infantry may spend one MP to enter either form of building. Vehicles may not cross ed by the line-of-sight between normally enter a building. If the build- attacker and target. For example, if there ing has lost one half of its total damage is Jungle in the LOS, th e Obscurement points or more, vehicles may then enter modifier is + 1. If the LOS also crossed it at the same movement cost as Rough Swamp, the modifier would be +2, and terrain (it has destroyed sections and caused by a great number of obscuring terrain MUs. The tabl e below lists the minimum number of MUs required to produce one more point of Obscurement for each terrain type gaping holes in it). Vehicles may freely enter buildings that are obviou sly designed for their entry, such as garages or large factories. These kinds of building do not have to be reduced to rubble first for vehicles to enter them. The building can lose these damage points as the result of being rammed . URBAN TERRAIN Treat house-sized buildings (Urban terrain) as a Size 6 vehicle for this purpose . Urban terrain in the Skirmish scale is Larger buildings (Dense Urban terrain) considered to be a single building about are considered to be Size 12 vehicles . the size of a house (16 damage points) . Buildings are considered to have rolled Dense Urban terrain is considered to be o for their defense roll against ramming a larger, more strongly built building (20 attacks. damage points). A large building may be spread over a large area, but four 1 MU x 1 MU squares or fractions thereof A cathedrallO MUs x 5 MUs in size would have 501 MU XI MU squares, for 13 (50 divided by 4 round up) areas with 20 damnge points a piece making it.l· total DPC 260. A weapon doing x20 damage and has an AE of 5 that hit the cathedral dead center would manage to totally reduce the bui/ding to rubble. If the weapon had only hit one side of the building it would reduce part of the cathedral to rubble, more than likely reducing enough of the building's total DPC to allow vehicles to enter it. points a building has is its Damage Point point of Obscurement per terrain type Additional Obscurem ent may be 'I poses . The total number of damage ment-producing terrain types cause one so on . Example 01 Skirmish SCale Buildings Tactical Urban Terrain The Damage Point Capacities lists on page 69 of the GEAR KRIEG RULEBOOK were a little unclear. The listed DPCs of 80 or normnl buildillgs (Urban terrain) and lOofor reinforced buildings (Dense Urban terraill) refer to collections of five or six buildings instead of single strucIlIres. In Tactical scale, several bui/ding,I' can fit into an area 50m across; Players ma)' .ftill treat the entire area as a single entity for damnge purposes and reduce Urban terrain to Rubble, following the rules as writtel/. Skirmish allows for the extra detail of single bllildings and the reduced individual DPCs. CHAPTER Two: SKIRMISH SCALE BRIDGES Additional Terrain Obscurement Movement across bridges still has the Minimum Number of MUs for + 1 Obscurement Terrain Type Clear road has been built on it. Each bridge Rough MU is rated by Damage Point Capacity, Sand 5 Woodland Jungle 3 Swamp 5 Water Elevation Level and Size Capac ity. Obviously, each will have a lower Damage Point Capacity and Elevation Level than a Tactical bridge to reflect the change in scale: divide the Tacti cal scale's val- * Wlill'r only produCt'.\· Obscurement if the defender is in water and is !lot a hover vehicle. In this case, Water produces same MP cost as Clear terrain , unless a I ues by a factor of 5, rounding up. point of Obscurement per three MUs. Apply the normal rules for Size Capacity. If converting a Tactical bridge to Skir- -WALLS Walls are a special type of Urban terrain that span entire Skirmish scale MUs. Walls are not necessarily cement or brick, but are any structures that act like a wall , such as the bocage. In the tactical scale, walls are disregarded for simplicity. In the more-detailed Skirmish scale, walls can be both useful (as Most large vehicles are able to fire over mish , keep the same Size Capacity for walls, gaining the wall's full Obscure- each Skirmish scale bridge MU . ment benefit but are not impeded in their own attacks . For simp licity, any unit of Size 4 or more can fire over walls . Units with the Low Profile Perk may not fire over walls when under Size 15, because The damage points required to ignite or their hulls are too low to be able to clear destroy terrain are halved . To ignite an the top of the wall. area one Skirmish scale MU wide a total of 50 points of intens ity must be fired cover) and downright annoying (as ob- Infantry units disregard walls when fir- stacles) . ing (it is assumed they find windows , In order to keep the game simple and fast moving , walls have been standardized. A typical wall stands at about one to two meters tall and is made of a resilient material such as stone or concrete. Walls made of lighter material , such as wood fences, have little defensive value for vehicles and are disregarded for simplicity. Walls are impassable unless they are damaged, destroyed , climbed or FIRESTARTING AND DESTROYING TERRAIN cracks or just stand at the corner). Infantry may cross a wall by taking one full combat round to cross it, climbing over the wall using any convenient stairs, walkways or their own climbing equipment. They may also simply go through doors , if any are present. Infantry units gain full Obscurement from the wall when placed adjacent to it and the attack crosses the wall . into it. No attack roll is necessary. Slow burn incendiaries add their inten sity times 2. Once the 1O-meter wide area is ignited, it is consid ered to be a fire of intensity 8. At the end of every combat round thereafter, its flame intensity is increased by one until it reaches 20. Once it reaches 20, the area expands one MU in radius and ign i te ~ as an in- tensity 8 fire. All other rules for Incendiary Effect s (page 67 , Gear Krieg Rulebook) apply. jumped over. A typical wall segment one MU in length has a Damage Capacity of 12 for a standard wall (such as the bocage or a singe layer of brick wall) and 16 for a dense wall . If a one MU length of the wall loses one half of its damage paints or more, vehicles may cross it at the same movement cost as Rough terrain (the wall has gaps in it now). The Bocage Many things made the fields of France dangerous to cross. The bocage, low edge walls of rock and earth created by 2000 years of continualjilrming, made it difficult 10 see what was on the vther side, and crossing it gave an exposed target to those waiting across. Treaded vehicles clawing their way over the top exposed their weak underbellies, which the enemy was eagerly waitillg to pierce with their high-tech spears. Add to this the fact that with even the slightest mill, they became mud pits, and one can easily see why the carcasses of disabled vehicles and the dead littered the French countryside. 29 CHAPTER THREE: ADVANCED RULES REQUESTING FIRE MISSIONS Fire missions are usually called in by a dedicated artillery spotter unit called the Forward Observer, Most commanders also have the ability (or the authority) to call for fire missions, The Forward Observer must be identified as such before the game starts (preferably in writing), but his identity need not be revealed to the opposing Player, Forward Observers can be vehicle-mounted or on foot; there is no difference as far as rules go, Forward Observers and commanders must have functioning communication systems in order to request a fire mission, The Forward Observer first opens a communication channel and give the name (or codename) of the target, along with its description and coordinates, Target points are often identified and objectives are planned before the battle whenever possible for maximum efficiency, Once the target is identified, the ARTILLERY SUPPORT mission (illumination, harassment, etc,) It is certainly possible to place long range fire support units off the playing surface, is requested , along with the type of am- An artillery battery consists of multiple guns or rocket launchers that fire as a single munition and the number of turns re- unit. Batteries are most often located far from the battlefield, using the long range of quired, their weapons to provide covering fire without exposing themselves to the enemy, Fire missions can be called at any time An artillery attack is called a "fire mission," Fire missions are requested by a unit's by spending one action, Only specific Forward Observer or the commander himself (see Requesting Fire Missions, further map coordinates, terrain features or on), They can consist of one or two units firing on a specific spot or all units blanket- buildings can be targeted by artillery ing the area, at the caller's request. Players wishing to rely on artillery support merely fire, never combat units, The Forward have to purchase artillery barrages (see page 32), one fire mission at a time, Observer calling in the support fire must Off-board artillery can be as close as a few hundred meters off the field to a few have a clear line-of-sight to the target kilometers away, The Player possessing the artillery must write down at the begin- area, Because of this, Forward Observ- ning of a game the direction and range (in MUs) of the artillery piece from one edge ers will often find a nice position over- of the playing surface nearest the artillery piece, The artillery piece's range is equal looking the battlefield and attempt to to its distance from that edge plus the distance from the edge to the target. The remain there, opponent will know the general direction of the incoming fire but not its distance or precise location, NOTE: If used, the following rules replace and completely supersede the rules found on page 34 of the North Africa theater book, 30 CHAPTER THREE: ADVANCED RULES A Leadership Skill test against a fired or the barrage in cancelled (see Threshold of 6 is required to get through further). The fire missions following the to the artillery battery. Any bonus from first mission do not require additional the caller's Communication system is communications rolls. If a battery re- added to the rol l, if applicable. If the quires additional time to reload, those Forward Observer has not moved last turns reloading simply don't have fire Tactical turn or five Skirmish turns, the missions resolved . The barrage will con- Threshold is only 5. If the Forward Ob- tinue on the next possible turn. Barrages server has been in the same position, from multiple batteries must be called without moving , for the last two Tacti- and started individually. For example, if • CANCELING FIRE MISSIONS For a whole host of reasons , it is sometimes necessary to cancel a fire mission. Fire missions can only be canceled the turn after they were called . Canceling a fire mission requires one action . A Leadership skill roll against a Threshold of 4 is required to get through to the artillery battery. Any bonus from the calling cal turns (ten for Skirmish) or more, the a Player has bought missions from two Leadership Threshold to call in fire mis- different battery types, each battery sions is equal to 4. Commanders at- must be called , even if from the same tempting to call in a fire mission may Forward Observer, to initiate one or more If the Leadership roll is failed, the re- fire missions. quest is not heard, but a new attempt do so in the same way a Forward Ob- vehicle's Communic ation system is added to the roll, if applicable . may be made the turn immediately af- server does. Artillery fire will normally arrive at the end of the next turn if the Leadership roll is successful. It is very possible that there will be a delay of one or more turns if the artillery battery is very far away: the Artillery Response Time table at the bottom right lists the flight times for most situations. ter. If this attempt is fa iled or fumbled as • CALLER HIERARCHY well, the crew ignores the request and Only the unit's Forward Observer, com- the fire mission proceeds as normal. A mander and second in command may fumble means the communication did call in fire missions or cancel them. If not go through at all and the artillery fire the unit's deSignated Forward Observer proceeds as normal. becomes a casualty or loses his Communication system to battle damage, • CANCELING BARRAGES his job is taken over by the unit's com- If the Leadership roll is failed, the re- mander or the second in command , Once a barrage is underway, it is some- quest is not heard or just not given pri- Player's choice. If the commander times tactically necessary to stop it in ority. The next request attempt is made should also be incapacitated, the sec- the middle of being carried out. Bar- with a + 1 modifier, provided the new re- ond in command takes over. Other per- rages may be canceled Just Jike indi- quest is made the turn immediately af- sonnel may request artillery support, vidual fire missions, with all of the same but the Threshold is an 8 and cannot rules. Fire missions already on their way ter. No fire missions are sent on a failed test. A fumble means the communica- be lowered by staying stationary. In all cannot be stopped, but no further firing tion did get through, but the wrong co- cases, the calling unit must have a will be carried out unless the battery ordinates were transmitted: the target functioning Communication system. receives a new request. point is scattered by a distance in MUs equal to the roll of one die times two in Tactical scale or times ten in Skirmish '- I ARTlLBIY RESPONSE 1WE scale (see Deviation, page 34, for scattering procedures). The shells may fur- Distance 01 Battery in MUs Flight Time (Tactical) 64 and less Success (or Failure) of the artillery 193 to 256 battery's crew. 257 to 320 o turn o turn o turn o turn o turn If multiple turns are requested (and paid 321 to 384 1 turn ther deviate from the new target area 65 to 128 as normal, depending on the Margin of 129to 192 for), the barrage of fire missions continues on each subsequent turn until the I Flight Time (Skirmish) o turn 1 turn 2 turns 3 turns 4 turns 5 turn s Etc. total number of requested mission are 31 CHAPTER THREE : ADVANCED RULES Artillery Barrages Tube Artillery Force Year Range DM Special FM Cost 105mm Howitzer USA 1939 14/28/56/112/224 x12 MR10 , AE1 10 155mm Gun USA 29/58/116/232/464 x15 MR21, AE1 38 0 8-in Howitzer M 1 USA 1940 21/42/84/168/336 x17 MR15, AE1 19 0 240mm Howitzer M 1 USA 1944 29/58/116/232/464 x20 MR21, AE1 38 1 Ordinanc e, OF , 25-pdr) CW 15/30/60/120/240 x11 MR11,AE1 10 0 7,2in Howitzer CW 22/44/88/176/352 x17 MR16, AE1 21 0 13 0 1940 Time to Reload 0 76.2rnrn Field Gun M1936/42 USSR 17/34/68/136/272 x10 MR12, AE1 152rnrn Gun USSR 22/44/88/ 176/352 x15 MR16, AE1 21 0 152mm Howitzer USSR 16/32/64/128/256 x15 MR12, AE1 13 0 203mm Howitzer USSR 23/46/92/184/368 x18 MR17, AE1 23 7.5cm Feldkanone 16 nA Gr 16/32/64/128/256 x10 MR12, AE1 11 0 10.5cm Kanone 18 Gr 24/48/96/192/384 x12 MR17, AE1 25 0 10.5cm Howitzers Gr 15/30/60/120/240 x12 MR11,AE1 11 0 15cm schwere Feldhaubitze) Gr 17/34/68/136/272 x15 MR12, AE1 13 0 15cm Kanone Gr 31/62/124/248/496 x15 MR22, AE1 41 0 17cm Kanone Gr 37/74/148/296/592 x16 MR26, AE1 67 0 21cm Morse 18 Gr 21/42/84/168/336 x19 MR15, AE1 20 24cm Kanone 3 Gr 47/94/188/376/752 x20 MR33, AE1 101 35.5cm Haubitze I'vt1 Gr 26/52/104/208/416 x26 MR19, AE2 78 Skoda 76 .5rnrn kanon vz30rn Cz 16/32/64/128/256 x10 MR12, AE1 12 0 Skod a 149mm vz37 Howitzer Cz 19/38/76/152/304 x15 MR14, AE1 17 0 Canon de 75rnm "Saucy Cans " Fr 14/28/56/112/224 x10 MRlO. AE1 8 0 Canon de 105mm court 1935B Fr 15/30/60/120/240 x12 MR11,AE1 10 0 Cannone da 75/27 m6/rn11 It 13/26/52/104/208 x10 MRlO, AE1 7 0 Obic e da 75/18 rn35 It 12/24/48/96/192 x10 MR9, AE1 6 0 19/38/76/152/304 x19 MR14, AE1 15 1 15/30/60/120/240 x10 MR11 , AE1 9 0 FM Cost Obice da 210/22 rnodelia 35 It 75rnm Fi eld Gun Type 38 Jp 1941 1940 3 Rocket Artillery Force Year Range DM Special 15em Wurgranate 41 Gr 1941 9/18/36/72/144 x9 MR9, AE1 , Ace - 1 Time to Reload 21cm Wurfranate 42 Gr 1943 10/20/40/80/160 x11 MRlO, AEO 2 5 M13 132mrn Rocket "Katyusha" USSR 1941 10/20/40/80/160 x9 MRlO, AEO 2 4 Land Mattress CW 1944 9/ 18/36/72/144 x9 MR16, AE1 3 4 2 5 Year: Th e year the weapon was first available. A dash (. -') indicates the weapoll was available for the entire war. Range: The range hrackets in Tactical MUs. The five vailles are the Short, Medillm. Long, Extreme and Artillery range bands. DM: Damage MlIltiplier for the weapon. Special: Any special characteristics for the weapon. MR is the minimulII ranges for the weapon battery, AE if the area effect value for the weapon battery and Ace is the Accuracy nUidifier for the weapon (if applicable; use 0 as the default value). Fire Mission Cost: This is the TV cost for one fire mission from the battery. This cost isfor an HE mission. The cost is nwdified further by other ammo (vpes alld crew Quality (see page 33). Time to Reload: The amount (~r t(/ctical turns the battery needs to reload its weapon after a fire mission. If the value is zero the battery may fire the very next flIm at 110 penalty. A value of one or nwre means the baltery cannot fire again IIntil the indicated numher (Jjfl/Illums have passed. playing Skirmish scale, multiply this value by 5. fr 32 CHAPTER THREE: ADVANCED RULES Infantry and vehicles with the "Exposed friendly fite incidents Crew Compartment" flaw are affected if Due to many factors, artillery was not as highly reliable or highly accurate as anyone wanted it to be. Commanders tried to use artillery as a scalpel when it was more of a hammer. They often required artillery to hit enemy positions quite close to friendly troops, but with alit comprehensive survey equipment, artillery crews just could not hit exactly where thL')' wanted to all the time. As a result, sometimes artillery barrages landed in friendly positions, causing casualtiesfrom the friendly fire. An old maxim says, "friendly fire ain't," and it was never truer in World War II than when a unit's own artillery was pounding the earth around it. hit (although the vehicle itself suffers no damage) . For each ten points of damage, a penalty of -1 will be applied to all actions attempted by the target. This represents the fact that the enemy unit is feeling quite sick. If the penalty goes down to -5 or worse, the affected unit becomes a casualty. Biological fire missions cost twice the cost of an HE mis- FIRE MISSION ATTACK PROCEDURE Once the coordinates have been commun icated in , the artillery battery can fire. Artillery guns with large crew can Tube Artillery (but not Rocket Artillery) sion for semi-lethal doses, and cost weapons may use one of several am- threes time the cost for lethal missions . munition types : High Explosive (HE) , Chemical : The barrage's shells are hol- Smoke, Biological, Chemical or Illumi- low and filled with a chemical agent. The nation. For convenience 's sake, it is as- most common payload is a deadly mus- sumed that all shells in the salvo are of tard gas. The gas cloud 's radius is as- the same type. Rocket Artillery is con- sumed to cover the battery's AE plus sidered HE only. one. Chemical shells have no penetra- battery is very far away or the game is High Explosive (HE): these barrages use tion power and thus no effect against played in Skirmish Scale (see page 22) . the basic game statistics as written. fire several salvoes per turn . The flight time of shells is irrelevant to the game most of the time, except if the artillery The table below lists the response time for both game scale. Smoke: Smoke barrages cover an area equal to the AE of the battery plus one, A flight time of zero turns means that both vertically and horizontally, with an the shells arrive the same turn they were Obscurement of 2. In Skirmish scale, fired; a flight time of one turn means they each 3 MUs of smoke adds + 1 Obscure- arrive the turn after the turn in which they ment. The smoke lasts for two turns and were fired, and so on . diSSipates in the Miscellaneous Events Phase . Smoke shells have no effect A RTILLERY ATTACKS infantry are casualties (any remaining damage points are crossed out) . Vehicles with the "Exposed Crew Compartment" flaw are also considered casualties if they are hit, although the vehic le itself suffers no damage. Chemical fire mission cost five times the cost of an HE missions. against armor. Smoke missions cost half of the cost of an HE mission. The artillery batteries have an area ef- Persistent: Biological and Chemical fire missions may be bought with persistent fect to reflect the large number of pro- Biological: The barrage contains a short- jectiles they fire in one salvo (from mul- lived biological warfare agent, such as tiple shots within a turn from one gun an airborne bacteria with a very short and from multiple tubes) . Unlike normal incubation period . Whether or not the Indirect Fire weapons, they can aug- agent is lethal should be decided dur- ment the size of the area affected by ing puchase . Lethal agent victims will spreading the shells around. This adds die immediaetly after the battle, while one to the area effect (e .g. an AE of 0 victims of semi-lethal agent can survive becomes an AE of 1, and so on) but di- if provided with medical attention. The vides the damage multiplier in half disease's infection sphere is assumed (rounded down). Such an augmented to cover the battery's AE plus one. Bio- area effect is called an open sheaf. A logical shells have no penetration power converged sheaf is a pattern of concen- and thus no effect against armor. Infan- trated fire - try in chemical warfare suits are not af- the weapon's normal AE. armor. Infantry in chemical warfare suits are not affected by chem rounds . Other effects . Persistent weapons cause the target to suffer the attack 's effects for a number of combat turns equal to the original Margin of Success of th e attack. Damage is calculated using the original MoS, minus one for each additional turn after the first one. For example, a MoS 4 attack would use MoS 3 on th e second turn to calculate damage, MoS 2 on the third and MoS 1 on the fourth and final turn. Persistance adds one to the cost multiplier for Biological and Chemical barrages (i.e., Chemical costs six times the cost of an HE mission). fected by biological rounds . 33 CHAPTER THREE: ADVANCED RULES Illumination: the barrage lights up an Failure . To know the direction of the de- area equal to the AE of the battery plus viation , the attacker roll s one d ie and one. The illumination lasts for one turn consults the Artillery Scatter Diagram. per ten points of the barrage's Damage Multiplier, rounded up . The illuminated area is counted as being in daylight. Illumination missions cost one fifth (rounded up) of an HE mission. If the attack roll was fumbled , the shot the attack is considered as coming from the side of the map board nearest to the est friendly unit. Sometimes , a fumble artillery battery. Damage is applied im- will land a shell right on top of an en- mediately ; the target cannot fire back emy unit anyway. Resolve the attack as unless it survives the artillery barrage. normal : the crew goofed, but they still nation, sheaf (open or converged) and got lucky. nature (the type of ammunition used) of does not have to reveal anything about Damage is applied as per normal weapon fire. For defensive purposes, deviates as normal, but toward the near- The attacker must write down the desti- each separate fire mission. Note that he D AMAGE Even if the attack failed . the weapon still causes damage equal to its basic Damage Multip lier to everything in its • RANGING SHOT area effect. the type or nature of the incoming fire Because they fire from so far away, artil- All off-board artillery attacks are re- until it actually hits the target. Thus, the lery units may require a few attempts solved during the Miscellaneous Events defending Player will know that a fire before they hit their target. In order to phase (Step Four of the Game Turn). mission is incoming (from bribes or in- save ammunition , the crew may use what tercepted transmissions between for- are called ranging shots, where only a ward observer and battery, ranging few shells are fired rather than a whole shots , etc .), but he will not know where salvo. Ranging shots are called and Although artillery weapons are capable it is aimed or whether the rounds are treated as normal fire missions. They do of inflicting terrible damage, their ma in simply smoke or a more lethal payload . no damage and do not consume ammu- effect is to destroy the morale of en- When the fire mission arrives on the battlefield , the attacker rolls the artillery crew's Gunnery skill , modified as normal for range and accuracy, versus a nition since there are so few shells (the emy forces . A constant bombardment possibility of the odd damaging hit is dis- will sap the morale of the troops in the regarded to keep the game simple) They field even though they might suffer very therefore do not count as using up an few casualties . The Morale rules (page attack and don't cost anything. Threshold of 8 (this number factors in stationary fire bonuses and base accu- Each ranging shot gives a + 1 modifier racy of the artillery batteries). If the modi- to subsequent attempts to fire at a given fied die roll is equal or higher than the target, provided the firing unit does not Threshold, the fire mission lands right move and does not switch target. Thus, in the targeted area . If the dice roll is given the worst possible luck, an artil- fa iled or fumbled, the shot will deviate. • D EVIATION patible with direct firing by artillery bat- of an artillery salvo falls within two MUs teries present on the tabletop . of an infantry squad , the squad must ARllUERY SCATTBI DIAGRAM If the attack roll fails , the shot will devi- T: Original Target Point times misplace their shots by a few ate from its intended destination by a number of MUs equal to the Margin of 34 Because of the huge amount of shrapnel it throws around. artillery is especially dozen meters. most skilled gunnery crew will some- be observed . devastating to infantry units. If any part Reproduce this template 0/1 a piece of cardboard. Make sure the arrow is always oriented toward the same table edge (which one does not matter). winds , etc . Because of this, even the If the Players prefer to play without them, the following behavior rule should lery unit will always hit its target on the they fly toward the battlefield : incomcharge, damaged projectile , cross 70 of the Gear Krieg Rulebook) are highly recommended to simulate this. eighth salvo . Ranging shots are incom- Many factors influence the projectiles as plete or uneven burn of the propellant • PSYCHOLOGICAL DAMAGE #: Die Result CHAPTER THREE: ADVANCED RULES make a Leadership roll versus a Thresh- If either Thresho ld falls below zero, the old of 5 to keep moving. If failed , they minefield, wtiile not quite eliminated , has are Pinned into place (one counter) but huge gaps in it and is no longer a threat may still fire their weapons. If fumbled, to units passing through the area. Ex- the squad may also do nothing for the cept for Water and Swamp areas, the turn. If a squad is caught in the area of target area's terrain is automatically effect of a salvo . it is automatically transformed into Rough ground. Pinned down and must pass the Leadership test to get moving again (even if the artillery barrage is over) • ARTILLERY RANGE Any weapon with the Indirect Fire char- Armored vehicles have less to fear from artillery than infantry - only a direct or near-direct hit will harm them. Vehicles caught under a salvo must attempt to exit the area of eHect as soon as possible, but suHer no additional adverse morale eHect. acteristic may fire out to a special range band beyond the normal Extended Range band. This special band is the Artillery Range band and is twice the range of the Extended Range band. Fire at this range suHers a -4 accuracy penalty. Additionally, individual units may not be targeted at this range; only terrain MISCELLANEOUS RULES Although most people have come to think of artillery as a "steel rain of death" launched from large cannons or racks features may be so target ed. Any IF weapon fire at this rang e is subject to all of the artillery rules outlined above, including deviation. upon racks of long range missiles. in truth artillery has many more faces and uses . For example , mortars can lend fairly precise indirect firepower to even the lowly infantryman. • GUN CARRIAGES Gun carriages are simple towed platforms whose purpose is to allow small vehicles to carry and use heavy weap- In addition to its task of providing sup- onry. Gun carriages are often used to port firepower, art ill ery can be used to transport artillery batteries and other attack enemy batteries and supplies battlefield support weaponry. Gun car- lines, clear minefields and open trails riages, like the artillery pieces them- through dense fortifications . The follow- selves, are largely abstracted in Gear ing text explains how to use artillery for Krieg . The assumption is that artillery is such specialized missions. going to be placed oH the board, and as a result the specifics of a gun car- • CLEARING MINEFIELDS nage as a vehicle with armor and movement are really not necessary. If an ar- Artillery can be used to clear minefields till ery piece is necessary as an on-board through brute application of firepower. asset. it should be treated as a tactical If a minefield is present in the area tar- objective and detailed in the scenario's geted by the fire mission, it will automati- briefing. Most artillery pieces cannot be cally be aHected. Both its Vehicular and limbered and moved within the time limit Infantry Thresholds will drop by one of the typical scenario, so the point be- point for every full ten points of damage comes largely academic. Fire Mission Example A besieged Russian company commander decides it is time 10 give his German attackers a taste of Soviet firepower. He has his radio (-2, 2km range), alld he's been in his current position for at least two tactical turns. His Threshold to contact the battery is therefore a 6 - 2 + 2 = 6. He spends an Action 10 make the roll and comes up with a 3. The radio eWesn 't work , the artillery battery is busy or something else has occurred 10 make the requestedfire mission impossible. In the next tum, the commander tries again and this time manages to roll a 6. His pleas are heard! The Russian Player records the various characteristics of the fire mission. III the next tllm, the defender. prudent, attempts to remove his unitfrom the vicinity of what he thinks is the target point. The fire mission arrives at the end of the 111m, in the Miscellalleous phase. The artillery battery is manned by a Qualified crew (Skill level 2) and is located at Medium rallge. The basic Threshold is 8; the crew rolls two dice, yielding a 5. Modified by distance (-[), the attack roll gives a 10tal of4. The Margin of Failure is thus 4, which means the shot deviates by 4 MUs (200 meters in the standard Tactical scale) from the target. Rolling one die gives the direction , ami the true impact point is marked on the table. caused to a zone 1 x 1 MU. 35 CHAPTER THREE: ADVANCED RULES FIELD ENGINEERING Be it fortifications, area denial weapons or simply obstacles , field engineering aims to foil the enemy in some way. It uses basic construction material s and more specialized supplies, like barbed wire or fascine rolls, to build fortifications or traps. Some of it can be acquired locally: dirt and sand to fill sandbags , large stones . wood, etc. The rest has to be brought in, generally by truck. Although factory-fresh units are preferred, field engineers are adept at salvaging old material or even manufacturing makeshift units from whatever scrap metal they can find. There are several ways to clear barbed wire (besides crashing vehicles into it). Infantrymen may try to cut it by hand or with explosive. They causing damage equal to their Skill level times the number of troopers. Satchel charges may also be used (see the table page 76). The last method of removing barbwire is to use an artillery barrage to clear entire areas (see page 35). Barbed wire comes in spools designed for efficient storage and rapid deployment in the field . For convenience's sake, all barbed wire comes in standard spools, each capable of covering a 1Ox 1 m 2 zone (thus, about 200 packs are required to cover a 1x 1 Tactical MU area) and costing 2 TV. When stored, a barbed wire spool occupies a volume of 0.1 m3 with a mass of 50 kilograms. Deploying one spool of barbed wire re- CONSTRUCTION MATERIAL Construction material is a broad term to cover the components field engineers use to build their fortifications and other his way through. Tripwires linked to flares quires two men or one vehicle equipped or worse, anti-personnel mines, make with two Manipulator Arms. It takes four this operation extremely hazardous if Tactical turns (two minutes) to deploy time and care are not taken . and anchor it. Five spools equal one Infantry units may move through an area "Size point" of barbed wire for purposes use just about anything to do the job: which contains barbwire at the MP cost of clearing and applying damage. A 1 loose soil, rocks, even hulks of de- of the terrain, plus 2 (more than one turn MU wide span of barbed wire is thus may be needed). The unit must pass an made from 15 spools, is Size 3, can take Infantry skill test versus a Threshold of 45 points of damage and costs 30 TV. earthworks . They have been known to stroyed vehicles . Fabric bags - the ubiquitous "sandbag" - may be filled with sand or dirt beforehand to allow easy transportation and stacking. They add five points to the protection factor of any type of revetment or foxhole per row of bags (each row being half a meter thick). • BARBED WIRE 3 plus the MP cost before moving every turn: if the roll fails , the infantry squad is busy picking and cutting their way through and cannot move this turn. On a Fumble, one die's worth of damage is applied to a random trooper In addition to the "failed " effect. Vehicles that move over barbwire sim- • FASCINES AND MATS Fascines are strips of sticks or brushwood tied to one another with wire to form bundles that are further rolled into a bigger bundle for dropping into ditches and anti-tank trenches. One man (or one vehicle equipped with a ply hope to rip their way through . A ram- Manipulator Arm) can deploy one roll of Barbed wire covers any type of mate- ming attack is made against the barbed fascines per minute. Larger rolls can be rial that impedes the movement of com- wire: it is considered an immobile Size mounted on vehicle and deployed more bat units. Barbed wire transforms the 3 vehicle. The barbed wire's "S ize" and quickly. Vehicles with fascine rolls may area where it is installed into a nightmare Threshold for infantry drop by one for release them to make one 10 meter of razor-sharp protrusions and edges every fifteen points of damage (i.e. af- width of ditch passable as if it were placed in a chaotic pattern, requiring ter 45 points , an area one MU in diam- Rough terrain. Releasing fascine rolls each trooper to carefully pick and cut eter is cleared). takes one Action to perform . CHAPTER THREE: ADVANCED RULES Mats are constructed with flat wood attach ed by wire or even canvas reinforc ed with slat wood. Mats are used in assaults to create temporary roads over rough ground and barbed wire. Vehicles with mat-laying devices may use them to negate one 1O-meter width of barbed wire for up to 30 meters in depth. This DEFENSIVE POSITIONS DEMOLITION Defensive positions built to protect ve- Engineers have special training to make hicles and infantry from enemy fire are maximum use of the demolition charges call ed revetments and foxholes, respec- they are carrying . They may be called tively. These structures allow vehicles in to blow up a structure that impedes and infantry to go hull down in almost their forces ' movement , or to deny an any terrain th ey are constructed in. important bridge to the enemy By plac- negation applies to infantry only - if any A vehicle using a revetment is automati- other vehicle uses the mat , they destroy cally considered "hull down" and gains it and render it useless. all the usual benefits. Revetments add ANTI -VEHICLE FORTIFICATIONS ing shaped charges at key points within the structure, they can bring it down rap idly and completely with little effort. 20 points to the protection offered by the Engineers who spend four Tactical turns terrain. It costs only one MP to park in a in the same area as a structure (a build- revetment since it is a prepared posi- ing or a bridge) may plant explosive tion . Infantry units add one to their De- charges to bring it down. The number Anti-vehicle fortifications are obstacles fense roll to reflect the prepared nature of turn is doubled for Dense buildings designed to impede the movement of of their cover (infantry units are always since they are sturdier. The explosives vehicle-sized units. They take many assumed to be under cover already, as can be detonated by using an Action forms such as welded steel girders , re- indicated by the -2 to hit modifier). inforced concrete blocks called Dragons' Teeth and even large tree abatis sharpened to a point and faced toward the enemy. Like barbed wire, often antivehicle fortifications are supplemented with booby traps and mines. Both types of defensive positions are extremely hard to destroy since they are really just holes in the ground with some reinforced structure(s) on one side. of the terrain times fifty in damage points before becoming unusable. Another to Ground vehicles and treated as way these positions can eliminated is Swamp terrain by other units. They may to simply fill them in , such as with dirt. be cleared with area effect weapons; age per lOx 1Om area before becoming cally transformed to Rough terrain, except if the target was a bridge above water. Each can take up to the lowest MP cost Anti-vehicle fortifications are impassable fortifications can take 20 points of dam- from an engineering squad in any subsequent turn. The structure is automati- BUNKERS/EMPLACEMENTS Buildings and general structures such as roads and bridges are assigned Damage Point Capacities rather than Armor. These structures take damage DITCHES Rough terrain. Fortifications may also be Ditches are large trenches in the ground removed by units with the Engineering that impede the movement of vehicles. characteristic by spending hours to re- Th ey may only be 'cleared' by engineer move the offending obstacles The units or filled with fascines. In order to amount of time it takes is outside th e 'clear' a ditch, it must be filled in; this by ablation rather than by Light or Heavy damage effects . It is possible to mount systems and weapons on these basic structures to give them additional capabilities: these are referred to as emplacements . scope of a typical scenario, but may be action requires several hours and can- Emplacements' movement is always accomplished between scenarios. For- not be performed during a scenario. equal to zero, and their Maneuver value tifications cleared this way are com pletely removed; for example , if an abatis was placed on a road , once cleared by an engineering squad the road is considered intact, not Rough terrain . Infantry, Walkers, and Ground Vehicles with the Improved Off-Road Perk may cross ditches as if they were Swamp terrain They are impassable to other Ground vehicles. Ditches cost 10 TV per Anti-vehicle fortifications cost 10 TV per 10x2m area. A typical 1 MU wide sec- 10xl0m area. A tYPical 1 MU square tion costs 50 TV Any ditch more than section takes 100 damage points be- 10m in two dimensions is actually an el- fore being cleared and costs 50 TV. evation level change l is equal to -10. Their defense roll will always be equal to zero - a gun em- placement does not dodge. Emplacements always benefit from the Station ary attack modifier (+2). Gun emplacements ignore any Movement or Maneuver-related damage result , but still lose Armor points as usual (1 for Light Damage, 2 for Heavy Damage) . 37 CHAPTER THREE: ADVANCED RULES LANDING ZONES ADVANCE D MINEFIELD RULES Sometimes, landing zones must be cleared to allow air transport to land and Minefields are nasty area denial weapons used to slow the enemy down. They not offload troops and supplies. Such a task only cause casualties, but they also force the enemy to try and neutralize them . consists mainly of making sure the sur- Mines in WWII came in all shapes and sizes, from metallic to non-metallic and from face is neat and strong enough to sup- anti-personnel to anti -tank . A variety of fuses were used to fill every tactical possibil- port the weight of the aircraft. Prepar- ity, including booby-traps. ing a landing zone in a Clear of Sand area 1 MU in diameter takes one Tactical turn . It takes six Tactical turns to prepare an equal area of Rough terrain . If the aircraft is not a helical aerodyne, th e This section explains how to define mined areas and handle th em during the game. Two different types or "grades " of mines are available depending on the target requirements. Both can be modified usi ng four characteristics to customize them to the exact needs of the situation . The text also covers the procedures for laying down and rem oving mines. time requi red quadruples since an entire landing strip must be cleared. NOTE: The following rul es are more detailed than those found on pages 33-34 of the African Theater rulebook . Either set of rules can be used at the Players' discretion . The task gets more complex when the landing zone must be cleared in forests and other hazardous areas. A total of 1000 points of damage will tran sform a Jungle area 1 MU in diameter into a Woods area. An additional 1000 points of damage will transform the Woods into a Rough area, which may then be cleared according to the procedure above. Area Effect weapons multiply the damage they cause by their AE factor plus one to represent the additional concussion effects of th e explosion. Thus, the most expedient method is to use bombs or demolition charges to blow away the obstructions, though physical attacks will do just fine as well. Skirmish scale landing zones use the same procedure, but require less dam- MINEFIELDSIN THE GAME age since the zone affected is smaller. Any area may be designated as a out the game (unless cleared, see below). Depending on their type, mines have different detonation Threshold s Preparing a zone in Clear or Sand still minefield (mines can be designed for takes one turn, but clear a smaller area practically any environm e nt, be it (10 meters in diameter) which must be ground or water). The type of mine used taken into account when checking how to produce the minefield determine the underneath the unit for game purposes , much space is needed. Only 40 points minefield's Threshold and Damage Mul- though some mi ne designs are first of damage will be required case of tiplier. Minefields are treated as areas launched out of the ground before ex- Woods or Jungle areas (which must still that continuously have an area sa tura- ploding and attac k normally according be cleared to Woods first) versus different unit types. Damage is considered to come from tion attack in effect (see Saturation Fire, to facings (see Jumping Mines, further) page 57 of the Gear Krieg Rulebook) . Additional armor is ignored , unless it is The mines themselves small enough mounted directly on the underside of and there are so many of them that the the vehicle . Mine attacks are automati- field effectively remains active through- cally aimed at the Movement system CHAPTER THREE: ADVANCED RULES but do not suffer the usual -1 aiming Threshold of 2 plus the area terrain's MP penalty. No unit can be attacked more cost (highest cost in case of multiple than once per area during any given terrain), modified by the radio's rating . game turn. This roll costs one action. A successful The costs given in the table (page 39) assume that the enemy is not aware of either the existence of the minefield or its location. Such a minefield costs the listed price. It is possible, however, to buy minefields whose existence is known by both sides. Such a minefield costs only one-third the listed TV. roll means immediate detonation of the MINEFIELD COSTS AND CHARACTERISTICS The following table lists the two types of minefields available. More than one type of mine may be placed in any given selected area(s). A failed result means only some of the mines went off - halve the Damage Multiplier of the minefield. area, but the full price must be paid for each. The price below gives the cost to completely cover an area of one square A fumbled result has no effect. Remotedetonated minefield areas can be used only once per game (all mines in the area are detonated at once). MU - additional Threat points spent on that minefield have no effect and do not give any kind of bonus. If the Skirmish scale is used, the listed cost will buy ten square MU's worth of mines (rather than • BOOBY-TRAPPED MINES Mines are designed with detonators that can be both pressure detonated and lift detonated. As a result , booby-trapp ed minefields are particularly nasty to try and clear. They cost twice as much as normal minefields and have additional properties. When attempting to clear booby-trapped mines, the squad making the attempt does so at one level lower than their normal level. A Quali- 25 - it is supposed that a mined Tacti- • JUMPING MINES Jumping mines use a small rocket motor or compressed gas charge to "jump" into the path of their intended target through unharmed on a good die roll) . before detonating. This allows them to Minefield Type gives the minefield's pri- attack almost any kind of unit , including mary function . Damage Mult iplier is aircraft flying at very low altitude over used in the same way as other weap- the mined area. Because they have to ons' Damage Multipliers. For simplicity, be carefully placed and concealed, treat all mines as HEAT weapons. The jumping mines may only be placed by Vs. Vehicles and Vs. Infantry columns engineering infantry units. list the Threshold used to determine fied engineering squad would roll one Jumping mine attacks are unpredict- die A non-engineering squad rolls two able: the mine can explode in front of dice and takes the worst result (and if the target (1-3 on one die) or wait until either die is a 1 the roll is a Fumble) . the target has passed and attack from beh ind (4-6). Other than this, they are • REMOTE MINES cal scale zone is not fully covered by mines, allowing some units to pass treated as a normal attack against the facing rolled above. whether a hit as occurred and how much damage is inflicted. Finally, TV per MU2 is the cost, in Threat Value points, of one Tactical square MU for this type of minefield. This cost will be further modified depending on the chosen characteristics of the minefield (juming , remote- Remote-detonated minefields are ex- detonated, etc). All costs are rounded tremely sneaky and deadly. They can up to the nearest whole point. rema in hidden until an enemy is well within the minefield's boundaries they then attack with deadly effect. Remote-detonated mines cost twice the MI'fiILDS listed price, but do not attack until acti- Minefield Type DM VS. vated by a friendly unit within commu- Anti-Personnel x4 4 6 2 nication range. Anti-Armor x12 6 4 6 Activating a minefield requires either a Vehicles VS. Infantry TV perMU' MINEFIELD TV COST MULTIPLBS LOS to the minefield area, or a forward Booby-trapped observer. Any number of minefield ar- Remote-detonated eas can be detonated at once, provided Jumping they satisfy the condition above. A Lead- Minefield is known by both sides x2 x2 x1.5 xO.33 ership roll must be made against a 39 CHAPTER THREE: ADVANCED RULES Vehicles can also be equipped with spe- Dog Mines cial equipment to detonate the mine safely. The armored hull of the vehicle The Soviets experimented with using dogs as anti-tank weapons. The theory was that dogs could be equipped with demolition charges and a pole set to detonate the charge as it bent when the dog ran underneath the enemy tank. The selected dogs were trained with dummy charges and Russian tanks, and learned their job easily enough. However; once the program was tried on the battlefield, the shortcomings of the dogs' training were shown. The dogs, trained with Soviet tanks, tended to run to familiar sights and smells once released - other Soviet tanks. Additionally, once the Gennans learned of the new weapon, the word ~pread quickly to shoot dogs on sight. Both of these factors led to the canceling of the program within weeks, never to be widely used again. makes the job of mine clearing somewhat less dangerous for the crew, but once in a while a mine slips through and explodes, damaging or even destroying the vehicle. Often , engineering units rely on remote-controlled drones to avoid endangering a crew. Artillery can also be used to clear suspected dangerous areas. This tactic tends to be costly in ammunition and is DEPLOYING MINEFIELDS Minefields must be placed by hand. A well -trained engineering squad can mine hicles passing through a mined area but not very subtle, often devastating the not triggering it will not be aware that target area and everything within . they have passed through a mined area. an entire area in a matter of minutes. The Infantry units can be equipped with bulky exact time required is equal to the base mine detectors to look for mines (see TV cost of the chosen minefield (before page 49). Mine detectors prohibit the sol- any multipliers are applied), in minutes, dier carrying them from carrying any provided that all of the soldiers in the weapon other than a pistol or squad work at it. Multiply the previous submachine gun. Two soldiers per engi- result by two to get the time required in neering squad or mine clearing detail Tactical scale turns or by ten to get the carry the detectors. The detectors give time required in Skirmish scale turns. a + 1 bonus to detecting mines, but this If only part of the squad works at it, the bonus is lost if one of the soldiers is killed. mines, it takes twice the time. If only one trooper places mines, it takes him ten times as long as if the entire squad was working at it. The time required is also doubled if the unit is inexperienced (Skill level 0 or 1) or is not an engineer squad (the modifiers are cumulative). It is not possible to place mines while under attack. DETECTING MINEFIELDS Infantry squads sent to clear minefields must remain in the mined area for at least two complete turns. By spending one Action, they can roll versus the minefield 's infantry Threshold using an effective Skill of one. Engineering squads roll a number of dice equal to their actual Skill level to reflect their additional training. If the minefield is time required is proportionally longer. For example , if only half the squad place • INFANTRY booby-trapped, the effective Skill level CLEARING MINEFIELDS is one lower than normal. If the Skill level There are several ways to clear mined is reduced to zero, two dice are rolled, areas, but none of them is particularly taking the lowest result (any result of 1 safe (except perhaps the artillery bom- on either die is a Fumble). bardment, if only because the soldiers If the test is successful, both of the never actually enter the minefield). The minefield's Thresholds are reduced by job is always extremely dangerous and one. If any of the two Thresholds drops requires extensive training in the field to zero or lower, the minefield is effec- of demolition and explosive devices. tively neutralized (most mines remain, The Simplest and cheapest method is but a safe path is identified through a to send in an engineer or infantry unit square MU area) . Hidden minefields are very hard to de- which will attempt to clear a path If the roll fails, the infantry unit is imme- tect, but it is possible to find them using through the mines. Too often , they have diately attacked by the minefield, as per sophisticated equipment, careful search to make do with sticks, intuition and the normal ru les. If the roll is Fumbled , or just plain dumb luck. Infantry units common sense to find mines. Luckier the infantry is also attacked but does have a one in three (1-2 on one die) units will have access to electronic de- not get a defense roll (i .e. the roll is equal chance of discovering a minefield when tectors designed to find hidden mines. to zero for damage purposes). they enter a mined area, even if they do Needless to say, the job is dangerous not trigger it (ie receive damage). Ve- and thankless. 40 CHAPTER THREE: ADVANCED RULES • MINE-CLEARING VEHICLES HEROES Vehicles can be equipped with mineclearing devices (see Perks, page 76). Though most purely military games tend to shy away from Heroes (usually called The vehicle must remain in the mined Special or Character units), their presence is actually encourag ed in Gear Krieg. area for at least one complete turn . By Heroes, as their name indicate, are troopers or vehic le c rew with speci al abilities spending one Action, the vehicle can that set them apart from the rest of the troops an d allow them to be a force to reckon roll versus the minefield's Vehi c ular with on the battlefield. The ruggedly handsome Hero doing the impossible is such a Threshold using the crew's Piloting Skill, staple of the pulp genre that it could not be ignored. adding the Rating of the mine-clearing equipment. If successful, both of the minefield's Thresholds are reduced by one. If any of the two Thresholds drop to zero or lower, the minefield is effectively neutralized . If the roll fails, the vehicle is immediately attacked by the minefield , as per the normal rules. If the roll is Fumbled , the vehicle is also attacked but does not get a defense roll (i.e. the roll is equal to zero for damage purposes) . • ARTILLERY FIRE Minefields can also be cleared by concentrated artillery fire . Fuses will be set to explode after the shells have burrowed into the ground, increasing the chan ces of detonating as many mines as possible . A minefield present in the area(s) hit by the artillery will automatically be affected. Both its Vehicular and Infantry Thresholds will drop by one point for every full ten points of damage. Except for Water areas, the target area's ter- HIRING HEROES Heroes cannot make up more than 10% Heroes can be very powerful and includ- of a Player's starting Threat Value, and ing them in a scenario can unbalance armies cannot field more than one Hero or change the game greatly. A scenario unit for every nine "standard" units. This might have rules governing the inclusion will keep Heroes rare and exceptional, of Heroes; if it does not , it is best to as- not 'a dime a dozen .' sume there should be a limit on the number of Heroes present. HEROIC ABILITIES Rough ground . Because artillery fire will Limiting Heroes can be accomplished Heroes can be highly skilled troopers, not destroy all the mines, a minimum by Threat Value, ratios between regular naturally talented walker pilots , or just Threshold of 1 will always remain , but units and Heroes, or just a cap on the someone wh o can be removed by the other mine- total number of Heroes (the latter de- something more than his fell ow men . clearing techniques . pends on the scenario). One of these Heroes in Gear Krieg c an have several methods should always be used: chose abilities th at allow them to perform in- the one that yields the lowest number of cred ible feats. These abil ities (an d their Heroes possible (note that you can al- Hero cost) are listed and defined on the ways field at least one Hero). following page. rain is automatically transformed into IS dri ve n to bec ome 41 CHAPTER THREE: ADVANCED RULES Crack Shot (2 The Hero. with his the +1. seems to Ily v8hicle never caused the "rI"m;Il'" im- Th8 H8ro always knows where the 8nemy means the H8ro located. This his always DU8 to his aura and (1 out only useful in around campaign. Connections (2 The Hero All units within usual rr..mrl"lrlrl (1 rl,c:!;;,rlt'A The Hero, due to his Sixth Sense (1 Th8 Hero's (if part of Real Gun (1 to follow him, even in fire. This Heroic makes It sible for the unit the H8ro is a part of to be Pinned (see GKRB, receive a Just takes damage hiS thiS Hero he POints are removed If ttlis would cause the Hero to have no re- take two Actions increase the ROF of his attack by 1 an ROF of 1 or type one turn to of character per- are three form some last feat) and then die. Last Man Hero can Vehicle Crew or Command. Comt'()ITlh,n",rl with ~I","rlinn if unl!. the Hero will always last to receive damage. last of his the Hero and until <:f',:l,n>lr,() Luck of the Irish (3 unconIf play- the roic go with the Hero's ('A,.,,,,,,,,! the default Morale Threshold Hero makes and fails may be rerolled once. his luck and of the unit to a different third Morale then negates raised for the rest of the scenario. PaUon's/Gruderian's Notebook (2 IS a natural tactician or has studied and learned from the best. in any case. he 1 42 Tactics focused or tuned for: In- one level or lowered a minimum Threshold of On a Fumble. the Hero dies not in a and than should be level, the unit that The to use for Moral Threshold. CHAPTER 'THREE: ADVANCED RULES Morale Modification Table Modification Cost Example Multiplier Raise by 1 x.5 Lower by 1 x1.5 Lower by 2 x1.75 Lower by 3 x2 • FIGURING THE COST The base cost of a Hero is the Quality level multiplier (see chart on page 46 of Example: Alex wants his Gennanforces to have der Ubermenschen in his German Command. Alex decides that his Hero should lIlspire other troops, not be worried by the lillie scratches ami carry a real big gun. To save on cost, Alex decides that his der Ubennenschen is only Veteran QlIality, but decides the Hero needs a lower Morale Threshold. He will also add Inspirational, lllst a Scratch and Real Gun. Addillg up the cost would look like this: Veteran Quality 2.25 Hero Morale Multiplier (-1 ) 1.5 Inspirational Just a Scratch 2 Real Gun Total 8.75 Alex flOW has the Quality multiplier for his Hero: x8.75. the Gear Krieg Rulebook) plus one. Take that value and, if modifying the Morale Threshold, add the multiplier from the Morale Threshold table. Add to this the cost for the abilities the Hero has. The result becomes the new Quality modifier for the Hero. If the Hero is part of a vehicle crew, average the Quality multiplier between the Hero and the other crewmembers. If the Hero is to be part of an infantry squad, purchase the infantry squad without the Hero and purchase the Hero as an infantry squad of one, using the Hero's Quality multiplier. HEROES IN ACTION Heroes can always use Tactical Command Points, even without a radio or being in command distance. Heroes in an infantry squad may detach themselves at any time from an infantry unit during its activation. A Hero may also attach himself to any infantry unit anytime during the Hero's activation. A Hero in an infantry squad can either fires with the rest of the squad (in which case, the squad's usual Skill level is used) or the Hero may fire separately, rolling his own Skill dice for the Attack l Sgt. Hank Diamond Sgt. Hank Diamond outlived many of the IInits he hadfought and served with. He sun'ived when hundreds of others died fighting the Nazis. Sgt. Diamond soon realized that the standard issue rifle just didn't fire .filst enough, so he started carrying a machinegun. Not one of those new small and fast firing sub guns neither - one of those older Tommy Guns. Sgt. Diamond is fanatical about the USA and believes strongly about protecting it. Sgt. Hank Diamond Name: Heroic Quality Multiplier: x16 Heroic Abilities: Unpinnable (1), Last Man Standing (1), Fanatical (3), Real Gun (1), Tough As Nail (3), Just A Scratch (2) Skill Level: Elite (4) Morale Modifier: No Change (0) Gunter Himmelman Gunter'sfamily had always been proud of their lineage and heritage. The National Socialists came to Gunter's parems while he was still young. His parents agreed to send him to a special school. There were many medicines, lots of training and countless tests. MallY of his classmates left the school, bill not Gunter. He soon realized he was different. He was stronger; faster and smarter than everyone else. He discovered he was part of some program to build a beller soldier, and he was their finest product. The world would payfor the humiliation they caused Germany in the last world war. All Germanic people would be reunited. The National Socialists would see to that. If only the program had produced more like him. Gunter Himmelman Name: Heroic Quality Multiplier: x32 Heroic Abilities: Unpinnable (1), Sixth Sense (1), Untiring (3), Two Fisted (2), Real Gun (1), Tough As Nail (3), Crack Shot (2), Just A Scratch (2) Skill Level: Legendary (16) Morale Modifier: No Change (0) roll and choosing his own target. 43 e00* ~(k&)_ CHAPTER THREE: ADVANCED RULES HIDDEN SET-UP CHIT HIDDEN UNIT RULES' Very few Players have dozens of minia- For obvious reasons, units like to remain concealed on the battlefield as long as tures available, however, and as a re- possible, in order to strike with maximum effectiveness. All units try to mask their sult double-blind play may not be an op- presence in basic ways , such as camouflage fatigues and paint schemes , mea- tion. For everyone else, though, there's sures reflected in the normal Detection rules. Units may wish to further conceal always th e chit rules, where small card- themselves for an added advantage , however. Additionally, Players may want to board markers ("chits") are used to play Gear Krieg in a way that enhances the uncertainty of the battlefield by making implement the fog of war. units out of LOS 'invisible' The following rules outline ways for these possibilities to be implemented in a game of Gear Krieg. In this type of game , markers on the table represent the pOSitions of units that no enemy unit can see. The markers must be easily distinguishable from each other, and for this reason numbered or letter chits are highly recommended (alternatively, different colored beads or dice may be used). Each unit represented by a marker must be recorded as belonging to that marker. The markers are moved according to the unit they are representing. Until revealed, the enemy can only see the position of th e unit, but not its facing , nature, type or any distinguishing characteristic other than its physical pOSition. CAMOUFLAGE Units may wish to fur th er mask themselves from view by covering their vehicles with camouflage netting and attaching foliage to the neL Infantry also attach foliage to themselves and wear special suits to blend in with the terrain. Units with such measures in place receive Double-blind means that each side has This style of play requires trust between a separate table devoted to them. All of the Players . They are completely reliant a side's miniatures or playing pieces are on each other to properly indicate unit visible on the map of the side playing Sizes to determine Detection value and them. The pieces or miniatures belong- results. Once a piece is detected, the ing to the enemy are only visible if a line proper miniature is placed on the map of sight can be traced to them and they and play continues. If a unit is no longer are detected. detected or moves out of line of sight. it a + 1 to Concealment when they are im- The Referee is the sole arbiter of who mobile and in terrain that has a Conceal- can see what unit. and is the only per- ment value. This bonus is lost in the open son (other than the spectators) who may or if the unit moves. Camouflage costs 5 see both maps. If possible, the Referee TV per vehicle or infantry squad . can have a third map with all of the pieces visible to help him determine who may be replaced with its marker again. It is up to the other Player to remember what the chit represents, and no one may be forced to reveal any other information about a given chit except its Size for detection value. has line of sight to each other. Units that The game is otherwise played using the cannot be detected or are out of LOS standard Gear Krieg rules . Both Tacti- The truly ambitious Players may want to completely are removed from the cal and Skirmish play can take advan- play Gear Krieg double-blind . This kind enemy's map until they are visible again . tage of the double-blind setting . DOUBLE-BLIND RULES of play requires a considerable amount of resources and a Referee in addition to the Players. However, the rewards can be very satisfying. 44 This type of play is an experience not to be missed , for it is much closer to actual battlefield conditions . CHAPTER THREE: A DVANCED RULES ADVANCED C&C RULES These advanced Command & Control procedures represent a much more constrained set of rules for spending and receiving Command Points. They account for leaders and the responsibilities they face. The following. if used, replaces the normal Command Point rules described on page 49 of the Gear Krieg Rulebook. LEADER SETUP ADVANCED INITIATIVE Each side designates one unit to be the During initiative, each leader has the leader for that side. The leader's Leader- option of taking one Action to make a ship and Tactics Skills are one level higher Command roll. This roll is a Leadership than the crew level of equal type. Addition- test using the opposing leader's Tactics ally, each side chooses one assistant Skill level as a Threshold. The MOS of leader, whose Leadership Skill is one this roll determines the number of Initia- higher than the crew level of equal Quality. tive Command Points generated. This If the leader is taken out of action, the assistant leader takes over. If ttle assistant leader is taken out, then use ttle number cannot exceed the Leadership Skill level of the leader. Excess points are lost. normal Skills levels of the highest Qual- If the leader does not spend an Action, ity crew for initiative and Command Point they compare their Leadership Skill to (CP) purposes. the opposing leader's Tactics Skill; the difference, if positive, is the number of TACTICAL CPS Each side gets a number of Tactical CPs (TCPs) equal to the Tactics Skill of the commander. TCPs can be spent by units regardless of ECM status, that is, no Communications roll is necessary. TCPs represent the training level of the ICPs generated for that turn. In addition to determining the number of ICPs each side receives, the leaders' rolls determine Initiative. The highest result determines the winner, and that winner chooses which side will move a combat group first. unit and the leader's ability to train that If the rolls are tied, compare the next unit to fight even under the most ad- highest die of the initial roll. In the case verse of conditions. TCPs are not re- of neither side taking an Action to make placed throughout the game. Once a Command roll, both sides make a roll used, TCPs are gone for the duration anyway to determine initiative only. Example of Advanced Command a Control A Veteran British commander isfacinR aforce led by a Qualified Italian commander in the deserts of Africa. The British commander has Leadership and Tactics Skill levels of.r The Italian commander has a Skill level of2for both Leadership and Tactics. The British commander starts the Rame with 3 Tactics Command Points and the Italian commander starts with 2 TCPs. DurinR each Initiative Phase, each commander has the choice of rolling his Leadership SkilljiJr initiative by expending an Action OR taking his Leadership Skill level as the default roll result. The British commander decides he has more imporlllntthings to do this tum than to spend one of his precious Actions rolling for initiative. His initiative roll is therefore a 3, which is equal to his Leadership. This numher is compared to the Italian comll/ander's Tactics of2, reSlllting in one ICPfor the Britishforces 10 spend during the tum. The Italian cOlI/mander is not so lllcky, and decides to roll his Leadership Skill test in order to have some chance of gelling at least some Com//land Points. He mlls 2 dice (based on his Leadership Skill level) and gets a 4 which, when compared to the British comll1(lIlder's Tactics Skill of 3, will give him a single ICP!",. the tum. The Italian commander also wins the Initiative test (4 versus 3) and Rets to chose who will act first in the IlIm. He dl'cides to let the British side gojirst to see what they are up to lind react accordingly. of the scenario. 45 CHAPTER THREE: ADVANCED RULES -COMMAND POINT EFFECTS Command Points can be spent at any time during the turn by anyone to do one of three things 1) Activate a unit out of sequence; 2) Give a unit a one time +2 defensive roll bonus; 3) Turn a unit up to 180 degrees. Tactical Command Points can be used at any time by any unit regardless of communication status . Initiative Command Points can only be used if both units have functioning Communication systems and there is no ECM (or they can pass a Communication test in the presence of ECM). Alternatively, if the leader is within 50m of the unit and is in a vehicle that has functioning Manipulator Arms, has Exposed Crew, or is unbuttoned in a Buttoned Up vehicle, he can bypass communications completely. - CP SPENDING LIMITS Example of Advanced Initiative (Continued) The British side activates a combat group of three Grant medium tanks, all with Qualified crews. The British Player moves his first Grant into firing range for the 75mm. The Italian commander then decides to Snap Fire with a light tank to see if he can take out the Grant before it attacks and destroys something. The British commander, not wanting to see a unit destroyed before it can do something effective, decides to spend a Command Point to give the Grant a +2 defensive modifier. Luckily for him. both the command unit and the Grant have radios allowing them to transfer the Ie P he has instead of a TCP, of which he has only 3 for the entire game. The Grant slIccessfully defends and then gets to continlle its activation. The Italian commander decides to save his Command Points and so the attack proceeds normally. After the attack, the Italian commander wishes to spend a Command Point to activate a unit to take advantage of the Grant's position and take a coveted rear shot. However, the unit in qllestion does not have a radio and the commander is not within 50m of the lin it. He must therejiJre lise one of his two TCPs if he wishes to activate the lin it. He does so, and the lin its move inj(Jr the kill. The British commander .fees thi.\' and elects to spend a Command Point to turn the tank amund to meet the attack. He has only TCPs left, and he spends one of the three he has to 111m the vehicle aroulld. The British commander is also particularly attached to this crew, and he would like to spend yet another Command Point to give the tallk a +2 defensive modifier. However, the crew is only Qualified, allowing for a total of 2 Commands Points to be spent on that vehicle in a 111m. The commander has spent one ICP and one TCP on that vehicle fiJr a total of 2 Command Points, and therefore no other Command Points may be spent on behalf of that vehicle. Each side may spend up to the crew's Quality (Rookie = 1, Qualified = 2, etc .) of CPs of any type on anyone unit. The Luckily the /link survives this attack. Unfortunately, any further al/acks that it may take to the rear. /lOW the /link is vulnerable to total number includes both TCPs and ICPs; either type can be used in any combination, as long as the total num- Advanced Detection Modifiers ber of CPs spent does not exceed the - Obscurement total from terrain as normal unit's Quality. Note that Skirmish scale - Add Vehicle Movement Concealment Modifier: combat further limit Command Point MUs Moved spending to one CP per turn per unit. o +3 1-2 +2 3-4 +1 ADVANCED DETECTION 5-6 Concealment MOdifier o Use the Concealment rules as pre- 7-9 -1 sented on page 52 of the Gear Krieg 10-19 -3 20+ -4 Rulebook for passive sensors only. This applies to the Obscurement for terrain. - Subtract one per ROF point used For Concealment versus visual detec- - Subtract one per each additional shot fired in the current turn tion, use the additional modifiers of the Advanced Detection Table, at right. CHAPTER THREE: ADVANCED RULES DETECTION VALUE All passive detection, either by visual means or through sensors , is affected by the range to the target and the defensive arc it lies in (see the basic rules in the Gear Krieg Rulebook, p52) . Each unit has a Base Detection value: this is equal to the vehicle's Sensor Rating (if it has one), or a Visual Rating of 4 during the day and 2 at night. The highest of either value is used (keep in mind that Range Modification Table Range MUs Point Blank o Modifier +1 o Short smaller or equal to Target Size Medium smaller or equal to Size x 2 -1 -2 Long smaller or equal to Size x 4 Extreme smaller or equal to Size x 8 -3 Infinite greater than Size x 8 -4 Notes: If the Target Si ze is greater than I5, amt + I per I5 Sizes of vehicle_ Walker vehicles count as twice their Size when in Walk mode_ many sensors are unaffected by weather conditions that block normal vision) As long as the total Concealment Infantry lize Table Value of the target does not exceed this Number of Personnel Unit's Effective Size Detection value , the target can be seen and attacked . 2-3 2 The Detection value is modified by a 4-7 3 number of conditions, the most impor- 8-15 4 tant being the range between the two 16+ units. Each unit has a base range at which they are always detected; see how distance affects the Detection value on the Range Modification Table. The arc where the target lies also modifies Arc Modifier Table Arc Modifier' Target in Front Arc o the Detection Value, as indicated on the Target in Flank Arc -1 Arc Modifier Table. If the target has used Target in Rear Arc -2 sensors this turn, add its Sensor Range 'I mproved Rea r Defen se Perk red uc es the penalties by on e. minimum of 0 (in kilometers) to the Detection value when using passive and active sensor to find it. Finally, add the Rating of the Large Sensor Profile Flaw, if the target has it. To sum up, the passive sensor Detection value is the Sensor Rating of the vehicle, plus the target's Range Modifier, plus the Attack Arc Modifier, plus the Range of the target's sensors (if it has used them) , plus the Rating of the target's Large Sensor Profile Flaw (if present). If the detecting unit has no sensor (or chose not to use them), the visual Detection value is 4 for daylight and 2 for nighttime, plus the Range Concealment Example A Japanese Shiki 38 combat walker is waiting in the cover of jungle (I MU) at night in walker mode, when a Marine unit of ten men , in the clear; slowly approachs (moving 2 MU per turn) the hidden walker; which is currently 10 MUs away. Normally, the walker has a Concealment of 2 due to the Jungle and thl' infantry has a Concealment of 0 due to thl' Clear terrain. These values are now used against passive sensors only. Against basic vision, the Shiki has a 5 (2 for Jungle + 3 for being stationary) and thl' infantry has 2 (for their movement). The Shiki is Size 6 and the infantry unit, with TO men, is Size 4. The Shiki 's pilot has a Detl'ction Value of 0 visually (2 at night - 2 due to the rang I.') alld 0 passivdy (thl' earlier Shiki modds did not carry any sl'nsor.l'). HI' can't visllally detect thl' infantry unit. The Marines have a visual Detl'ction Value of 2 (2 lit night - 0 dill' to the rangl'). The jungle '5 Concealment ri 2 successjit/ly masks the Shiki. modifier, plus the Arc modifier. 47 C HAPTER FOUR: I NFANTRY SQUAD COHESION If the trooper miniatures within an infantry unit are not attached to a common base, then the following infantry cohesion rules should be applied (instead of those found on the bottom of page 44 of Gear Krieg Rulebook) . An infantry unit must remain within 1MU of its command element in the Tactical scale. When playing in Skirmish scale, the unit must remain within a number of MU's equal to the command element's Leadership Skill level. If, due to any circumstances, a unit breaks cohesion, it cannot use or give any Command Points and is at a -1 to all Actions until it moves back within normal cohesion distance. INFANTRY INFANTRY COST Simply add up all the Threat Values of Infantry are th e unsu ng heroes of the battlefield . While walkers and tanks have revolution ized the way war is waged. the common G.I.Joe is still needed to hold the ground his compatriots have taken. For all of the mobility that walkers have to offer, infantry sti ll reigns supreme in terrain like cities and mountains. They are able to take advantag e of the slightest bit of ground cover and must often be flushed out of th eir position by large applications of explosives or the intervention of anoth er group of infantrymen. the weapons and equipment the unit is carrying and multiply that sum by the unit's Quality Multiplier (see GKR, page 46) Note that some equipment multiplies the cost of the soldier rather than just adding to his cost . If a unit is equipped with the item, just multiply its With the sam e advances that make combat walkers and tanks possible, man- post-Quality cost to get the final TV. If portable weaponry has been improved enough to allow the infantry to at least hold individual solders are using such equip- their own in mechanized warfare . As the war progresses , the soldiers gain access ment, multiply their sum TV by the equip- to technologies that allow them to move faster, hit harder and conceal themselves ment multiplier, add that cost into the better than ever before . And for all of the whi zbang technology around, it is still the sum TV for the whole unit, and then meek infantryman that builds and destroys bridges as well as sets and overcomes multiply the total by the Quality multiplier. obstacles . survive on th e battlefield of Gear Krieg , but to be a force to be reckoned with as COMBAT ENGINEER TRAINING AND EQUIPMENT well . Some section s Just further explain the rules in the Gear Krieg Rulebook and Specially trained engineering squads how they apply to the new material introduced here. Many of the rules below de- perform many technical tasks on the Thi s chapter contains the rules and the equipment that help make infantry not only tails combat engineering equipment , which infantry can use to really change the battlefield, including disarming and face of terrain, often with deadly advantages to their own side. A whole selection planting explosive devices. They re- of new equipment and even troop types are included that reflect the ever-evolving ceive additional theoretical training in superscience world of Gear Krieg. While walkers and tanks may be the latest new the fields of structural design, basic ve- things, infantry is something that is ignored to one's own peril .. hicular mechanics and explosive handling and preparation. CHAPTER FOUR: INFANTRY sensors energy at It best used in with an infrared as when relevant. for further delails, rules and game found in previous Gear Threal Values are summarized on the InChari in II, mounted on the top, page 78 and additional bonuses in spe- cific circumstances as described below llnl,mr\1'1\1 type of it were that a unit is hit by an active infrared sighl or is restrictive and The all are systems, exPassive sensors actions, This fAr\rA<::AI'IAf1 by Encum- are an infrared would require some form of infrared and a Skill lest ver- sus a Threshold of 4 10 observe that il has been " by an infrared source, The Active Infrared sight, after 1942, can be used The more av,,,,,,',ar,,,,,,,,, more he is able to power bered. Rookie and troops take the full Encumbrance Veteran Often called soldiers have their Encumbrance penalty reduced by one, and better soldiers reduce the by two. scopes are available, but usually do not St,,,I,,,,,h! scopes a much better Binoculars: double the base range fication scope. ferent crosshairs and and and """,ri""",, vide and Walkers Binoculars a where moon- often include diffor range cloud cover to see no bonus in rain or other scopes do not profor the and power sup- They cost 2 TV per trooper. and 49 CHAPTER FOUR: INFANTRY Chemical Warlare Suits: these are overthe to as take it and alyet been able to augits Eastern Front, it soon got the nickname of 'Leibstandarte' or encumbrance any cumulative with worn. It takes two Actions to put on a chemical warfare suit and an"The is 1 TV are penalty, and the suit to filler tOXIC lar effects on users. In game terms, com· bat Mo- rale Threshold and adds either one Action or one Movecost Skill to com- vs. be '..,'lUIf,"U for still them if gas has not been Gas 1 kg to ing Any unit on acon- that Morale Check goes berserk and must for na- 7.5 person. Heavy armor costs 50 TV per person, until 14 another Morale is CHAPTER FOUR: INFANTRY Units may intentionally overdose on Army Signal Corps looked at what was So that an enemy did not obtain the or- combat drugs to gain Fanatical Morale , available from many different manufac- ders or information, many started to use old forms of code or ciphering that was 2 additional points of Stamina and an turers. Police car radios had the right additional Movement Point at a cost of combination of features that the Army popular during WWI, when orders were effectively dropping 2 Skill levels and au- could use as a stopgap method until passed using a messenger. The prob- tomatically going berserk. Additionally, better radios were designed and built. lem with this was that someone had to the unit automatically becomes Ex - The police radios were mounted in all translate the original message to the hausted for scenario purposes and manner of vehicles, including walkers . code, transmit it , and it then had to be takes two damage points at the end of Th is provided a way for individual ve- decoded at the other end . This was not a fast process and not 100% error free. the combat drug's effectiveness. Vehicle hicles to talk to each other and for the crews taking combat drugs increase commanders to talk to all of the vehicles their number of Actions at a cost to their under their orders. Skill, just like infantry. Combat drugs multiply a unit's Threat Value by 1.5. COMMUNICATIONS DEVICES This method was not viable for small units where the orders needed to be Some forces did not realize the impor- transmitted immediately. Technology tance of a radio in the new style of war- provided a solution . Small, electrical fare that was sweeping the world . Oth- devices, called scramblers , purposely ers just did not have the manufacturing distorted the Signal so that only those capability to manufacture such a com - with the correct equipment could The Germans had learned a hard les- plicated and delicate electrical device. descramble the signal. This worked for son in WWI and were trying to make sure No matter the reason , they would pay for a short time, until the enemy worked out that they did not make the same mis- their lacking, usually with the lives of their the scrambling method . So, every so take twice. Maneuver warfare required troops, as their opponents would coordi- often, new scramblers would have to be deployed . communication between elements to nate attacks and reserves with speed and make the best of an opportunity or open- grace, while those without would flounder ing in the enemy's lines. The German and sluggishly try to react. philosophy was to put a rad io into every vehicle. As Germany had all infantry moved on vehicles whenever possible (trucks and semi-tracked vehicles most often), the infantry would have constant access to a radio . With advancement of technology, it was Many manufacturers were working on a way to provide a device that had multiple scramblers that could be com- • RADIO WARFARE bined . This would give the operator a With the widespread use of radios for relaying orders, many realized that by simply listening in, you could discover what your enemy was about to do. Many mobile and stationary radio listening way of selecting a new scramble pattern when warranted. Leading US and German radio manufacturers hope to have these devices ready for trials in 1944. found that an infantryman could carry a outposts were established early on in the backpack radio that would allow him com- conflict, whose sole purpose was the types of radios, they are distilled down munication without being dependent on a interception and decoding of enemy into four major types for infantry. The vehicle. These first radios where heavy, trasnmissions . They would prove invalu- specifics will be found on the Infantry bulky and awkward . As the war pro- able (and juicy targets) to all the tech- Equipment chart. Here is some general gressed, the sets got smaller, increased nOlogy-savvy forces involved. information on these four different types: While there were hundreds of different their useable range and improved on quality of the transmission. Before the United States were drawn into Radios Type WWII , the Army realized that it needed Weight Normally an infantryman would only carry a pistol or a SMG while wearing thi s monster backpack. better equipment for communication . Though companies would spend years Notes 25 kg 16 kg No explosives or heavy weapons just in Research and Development of III 16 kg No explosives or heavy weapons new and better radios, the US Army IV 12 kg No explosives needed something immediately. The US 51 CHAPTER FOUR: INFANTRY get close enough to the intended targ et to attach the mine. Additionally, the Ger- The company started by Paul Galvin was selected by the US military to research, design alUi build some of the mO.l'tfonvard looking communication equipment, This company was the .first to design and mass produce automobile radios in the '3()s. mans have developed anti-magnetic coatings (Zimmerit) for their tanks, defeating the magnetic adhesion advantage of the weapon . MagnetiC limpet This product '.I' name is a play on the popular Victmla name, the 'Motorola®.' This was quite common at the time, and even the Victor Talking Machine Company (makers of the Victrola) did this, with its Electrola and Radiola. The brand name Motorola became .1'0 popular it was used on all subsequent Galvin products. By [944, Galvin Manufacturing's R&D boys had produced a mall-portable backpack radio with a range of 6 miles (lO km) and the ahility to both trallsmit and receive at the same time. Galvin Manufacturing promises to have a complete halld held Ullitfor the military by year's end, D IVING EQUIPMENT - Diving equipment is usually reserved for elite units operating in the waters of the mines are used in the same way that satchel charges are used as anti-tank weapons. See Appendix II for details. Molotov Cocktails: these are improvised weapons constructed from gasoline or some other combustible liquid in a glass bottle with an oil soaked rag in the top. Over time additional gelling agents have destruction, are covered under Demolition in the Field Engineering section (see page 37) Pacific, but some brave souls in the At- Anti-Tank Grenades: these were devel- lantic used them as well. Diving equip- oped to give the lowly grunt a way to ment consists of a skintight suit of rub- attack armored targ ets at a stand-off ber material equipped with a transpar- range, like the later rocket launchers. AT ent faceplate . A tank of air provides up grenades tend to take one of two forms: to one hour of oxygen . The suit offers a thrown grenade or a rifle-launched some thermal insulation , but neither it one, both of wh ich use a HEAT warhead . nor the faceplate provide any significant The Thrown models, like the Russian physical protection. Infantry may move RPG-43, have cloth that releases when underwater at one MU per turn . Diving the grenade is thrown that stabilize it in equipment doubles the cost of the in- flight, allowing the warhead to hit with fantry squad that is equipped with it. The the proper end facing the target. Rifle- cost includes the modifications required fired grenades use spin stabilization to to protect the squad 's weapons against keep the business end of the grenade the effects of water, allowing them to fire been added to the gasoline to help make it stick to th e target. Molotovs are used by partisans and regular soldi ers alike, and are thrown iust like grenades. See Appendix II for details. Satchel Charges: These are blocks of explosives in a cloth bag with a carrying strap . They are one of the mainstays of engineers , and are used for demolition work as well as emergency anti -vehicle work. Units with satchel charges must spend two Actions to prime them, and th ey can be used only against immobile targets. Non-engineer units take twice as long to prime the charges. Once readied, a charge can be set to detonate at the end of any turn . in the right direction. In some armies , Units using satchel charges as stop- as the troopers emerge Diving Equip- the AT grenade has been replaced by gap anti-vehicle weapons do so at ment weighs 45 kg and costs 2 TV. rocket launchers, but it remains In use great risk . As speed is of the essence, EXPLOSIVES with many armies. See Appendix II , infantry making satchel attacks do not page 78, for weapon statistics . get the -2 infantry modifier and take There are several types of explosive Magnetic Limpet Mines: Magnets allow available to infantry squads, although these to be attached directly to an ar- most of the time these explosive are solely used by engineer squads. Dyna- mored fighting vehicle's hull, concentrating the weapon's effect at the best pos- double damage from area effect weapons because they are not using cover. Satchel charges are always aimed at the target 's Movement system, ignoring the usual -1 aiming penalty. See mite, Composition B and other improved sible angle and maximum effectiveness. compounds form the bulk of the supply. Some limpet mines are straight explo- Special charges, described below, sive packs, but many also use a Mon- Sticky Bombs: These are another im- make the engineer's task easier in a roe-effect HEAT warhead to do their provised weapon , made from blocks of battlefield situation. Large scale use of damage. Unfortunately, proper use of a explosive, primer cord , axle grease and limpet mine requires that an infantryman (usually) a sock. The cord is lit and the of explosives, like bridge and building 52 Appendix II for details . CHAPTER FOUR: INFANTRY soldier wielding it runs up to the target scatter result. The infantry unit does not vehicle and attach the charge to the receive any Pinned! markers; instead. landing In Dangerous enemy vehicle with the axle grease. the full Infantry Cohesion rules apply. Terrain Wheels were a popular target. Note: at Skirmish scale, all distances are Sticky Bombs are used in the same way satchel charges are used, with the ad- Units allemping to land using parachutes, parag/iders alld rocket packs lise the Walker column on the Terrain chart (page 50 of the GEAR KRIEG R UL EBOOK and page 107 of this manual). Landing in Urban or Dense Urban terrain reduced to rubble should lise the Swamp terrain for the purposes of this test. multiplied by 5. Parachutes weight 15 kg and cost 1 TV dition that if the attack roll is Fumbled, Paragliders: Soldiers equipped with the infantry man is dead. See Appendix paragliders can control their descent II for details. and landing with a greater precision than any parachute. Paragliding soldiers MOBILITY DEVICES that are landing make a Morale check (at + 1 to the Threshold) If the result of Many methods for giving additional all- the roll has an MoS of zero or more . the terrain mobility to infantry were tried unit lands on its target and receives a during the war, but none were as suc- Pinned I marker. If the roll results in an cessful as the various flying devices. These ran the gamut from the compara- MoF of one or more, the unit scatters 1 MU and receives a Pinned l marker. If tively simple parachutes and gliders to the roll is a Fumble. they suffer the same the more agressive and temperamental result as a failure and a number of ca- rocket backpacks. sualties equal to the MoF. Use the In- Parachutes: When infantry squad is rep- fantry Hit Location table on page 64 of resented by a single miniature, a Mo- the Gear Krieg Rulebook to determine rale test is made at + 1 to the Threshold who the casualties are. with the following results. If the roll has If an Infantry unit is not represented by an MOS of zero or more , the squad a single miniature (i.e. it uses the Infan- lands within 1 MU of the intended tar- try Cohesion rules), the effects of a get and receives one Pinnedl marker to paraglide landing are done differently. represent the amount of time they need A Morale test is still made (at + 1 to the to become combat ready. If the roll re- threshold), but each miniature that sults in a MOF of one or more, the unit is makes up the infantry unit gets its own scattered (see page 34) a number of scatter result. The infantry unit does not MUs equal to the MoF and also receives receive any Pinned l markers; instead. two Pinned I markers. If the roll is a the full Infantry Cohesion rules apply. Fumble, not only do they suffer the same Note: at Skirmish scale, all distances are result as a failure, but also a nu mber of multiplied by 5. Paragliders weigh 54kg casualties equal to the MoF. Use the In- and cost 3 TV Landing in terrain as opposed to just travelling through it presents more problems lind thus warrants a greater risk. If the unit fails the Dangerous Terrian test, the unit loses all remaining MPs for the current turn. If the roll is Fumbled, the unit suffers two points of damage for each MoF of the failed roll. Rocket packs and similar devices are a special case, rolling an additional die on afumble. If the roll is low (1-3), the unit suffers tlVO point per MOF as described above. If the roll is high (4-6), they suffer 4 points per MOF fantry Hit Location table on page 64 of the Gear Krieg Rulebook to determine who the casualties are. Rocket Packs: these can be used both for improved general mobility as well as aerial deployment and redeployment. In If an Infantry unit is not represented by this instance. "rocket pack" covers both a single miniature (I.e. they use the In- the jet packs used by the Germans and fantry Cohesion rules) the effects of a the similar aerial mobility units deployed parachute drop are worked out differ- by other armies , such as the Sikorsky ently. A Morale test is still made (at + 1 personal helicopters of the US Army. " to the Threshold). but each trooper that Units equipped with rocket packs typi- makes up the infantry unit rolls his own cally deploy onto the battlefield from the 53 CHAPTER FotJR: INFANTRY air. However, these units suffer A the problems that weapon: either a scoped Rifle or an Anti- is armed with a played with other means Tank Rille. and ata Soldiers equipped with rocket do not need to make any Morale tests when fire sup- getatno do assets, make an for more tactical More often than not, Once on the battlefield, are as well, enhancing their pack are perfect for soldiers may use commander who needs not at an ways. out as Arlil- use rounds as well as the normal HE The 50 mm (5 cm) and 2' mormay be used as ,1f",n""1",,, See Im"rnVI<:A{1 II for details, moved from the table as it climbs into the The unit may not fire it lands may ride tanks in an effort to controlling their up to 20 MUs in squad must begin the are assumed to be Snipers are one or two man units that to are known to cause severe Morale emy squads at least until spotted and have an called on their 54 Tank-riding used as well tank, but suffer an additional -1 modi- peramental and excellent targets, prov- form from which fier due to the off sheer accuracy. table flame-throwers in en- ing as detrimental to the user as the emy soldier are flamethrower barrage if hit becomes any weapon, See II for details. may lire while unstable are carry one infantry squad A any CHAPTER FOUR: INFANTRY of Allied POWs as zombies has proven particularly dreadful, Rumors persist that anyone wounded by a zombie is susceptible to the "zombie disease" and may become one, Though apparently created by different superscience processes, most zombies have Stamina 5 and Skill level 1; they have Fanatic Morale and are never Pinned, The zombies are unable to use any kind of firearm or ranged attack, much less drive a vehicle: they rely on their hands and crude close combat implements, giving them Accuracy -1, OM xi and a Range of 0 (they have to be in physical contact with their target to attack), Zombies can wear body armor if someone dresses them in iL Zombies cost 10 TV points each, Zombies have only one MP and use the Walk movement costs, They're clumsy WALKING BOMBS/MINES ZOMBIES ' and slow, and tend to walk into obstacles before going around them. Un- They go by many names Spider Mines, Perhaps the most horrifying opponents like infantry, it may cost them more than Cockroaches, Nightcrawlers, Bukashki, encountered on the battlefield are the 2 MPs (paid over several turns) to travel Walking Bombs and Mines are small Axis' "zombie" troops. Whether Allied through one MU. Zombie tactics are ovoid vehicles with six to eight mechani- POWs infected with the infamous simple: once they are driven away from cal legs, They are remotely guided to "Jungle Rot" by their Japanese captors their release point (usually by a judi- their targets, where they either blow up or German concentration camp prison- cious application of cattle prods or or release their payload of smoke or ers whose minds have been chemically bayonets), they head in a mob in a chemical agents, Walking bombs move destroyed, these walking atrocities straight line in the direction they were 1 MU per turn in any direction, When prove very challenging to neutralize for pOinted until they detect infantry or a detonated, they have a OM of x13 and troops encountering them, although their vehicle, which they immediately attack an AE of 0 They may use Smoke, overall effectiveness is questionable. It regardless of affiliation. Chemical, Biological and Persistent pay- is unknown if the zombie process was loads, using the costs as listed in the discovered as the result of early com- Fire Mission Attack Procedure on page bat drug experiments or through some 33, Early models are wire-controlled and natural process, but they have proved require a LOS to the bomb to guide iL If some of the toughest troops fielded by LOS is lost, the bomb continues in a the Axis. Rumors persist that zombies straight line until seen again or deto- are almost as dangerous to their side's nated, Later models are television own troops as they are hard to kill. Evi- guided through radio signal and do not dence collected in the field allegedly require LOS to function, Walking bombs proves that zombies are not animated cost 10 TV each (15 for the radioguided corpses, but most troops have no inten- ones) for a basic HE payload and weigh tion of researching this themselves. In 65 kg each, including the control uniL the Pacific Theater, the Japanese use A unit attacked by zombies must pass a Morale test or retreat at least one MU from them, as per the Flame Weapons special rule (Gear Krieg Rulebook, page 71). The unit cannot surrender to the zombies and are removed from the board if forced to do so (the are cornered and brutally torn apart). When attacked by zombies for the first time, units must pass a Morale test as per the Panic rules (Gear Krieg Rulebook, page 71), unless the unit is Elite or Legendary. 55 CHAPTER FIVE: GAME RESOURCES SCENARIO GENERATOR The Scenario Generator is a set of tables and guidelines enabling the rapid creation of scenarios for stand-alone tactical combat. They have been designed so that the participation of a Gamemaster is not required for play. By either selecting the scenario's elements (or rolling them randomly), a large number of tactical scenarios can be easily generated. Some additional work may be required to tie the various elements together, but it is much faster and easier than having to design the whole The participants start the bidding with one of them (selected by tossing a coin or rolling a dice) making a bid: "I'll try this scenario with only 900 points in TV instead of the full 1,000. " The process goes clockwise, with everyone trying to outbid his predecessor. When all the Players agree that one of them has gone lower than they are willing to go, the pro- scenario from scratch. cess starts again between the remainBoth Players receive a number of mission objectives that have to be fulfilled in order ing Players, who cannot have a lower to win the battle. The opponent is trying to prevent the other from achieving his TV than the "winner" of the last bidding . objectives, while at the same time fulfilling his own. Enemy objectives normally re- The process is repeated until only one main secret. unless resources are allocated to find out what they are. Player is left, who will take the basic TV Bids should be made in increments of 50 pOints for lower TV amounts (2000 and under) and 100 pOints for larger amounts, for the sake of simplicity. See the next option to see how the reduced TV affects the Victory POints. Going for Glory: Instead of bidding, one side may voluntarily choose to lower its available Threat Value total in order to gain more Victory Points. The gain in VPs is directly proportional to the reduction in force: divide the VP total by the fraction. For example, if a Player elects to use a force equal to only 75% of his opponent's Threat value point total, his total VPs for the game will be worth 133% (100 divided by 075). Subplots: These are complications that hinder the fighting abilities of an armed force (see Step 4 for more detail). Normally, a single subplot is rolled for both STEP I: PREPARING THE SCENARIO The scenario's characteristics will be determined later on. First though, a nario generation process. For a more sides. By lowering its available Threat challenging and interesting game, how- Value, one side may force extra Subplots ever, there are specialized options fur- onto the enemy. For each slice of 10% ther down. These optional rules include the initial TV is reduced by, one addi- Bidding, Going for Glory and Subplots. tional Subplot is rolled . In other words, upon according to the time available to Bidding: The option of Bidding allows if a Player who has 1,500 points in TV play the game (see the table below). A additional variations on the theme, and and wants to purchase two additional time limit to the game can also be de- forces Players to become better tacti- subplots, he will lose two slices of (10% cided upon, though one will most likely cians through skillful use of the available x 1,500 =) 150 points (a total of 300 Threat Value point total must be decided be generated for the scenario. Forces resources. Bidding down one's force points), leaving him with a final TV of will be chosen for both sides using this increase the scenario's Victory Points in 1,200 points to purchase his forces with. point total, as modified during the sce- the same way as "Going for Glory." CHAPTER FIVE: GAME RESOURCES All Forces: All units present on the tabl e Suggested Point Total for that side. Regardless of the mission Approximate Time TV Points per Side Battle 500 Patrol/Recon 1 hr 1000 Heavy Patrol/Strike Force 2-3 hrs 2000 Raid 3-4 hrs 4000 Minor Battle 5-6 hrs 7000 Major Battle 8+ hrs type and the task(s) involved, all units are equally affected . Communications: This means that clear communication channels (at least one vehicle is able to use its Communic ation system) must be available to friendly forces or denied to the enemy. Mission Design Table Rearguard: O ne fo rce is fighting a Type Objective Time Limit Capture All forc es None 2 Defend Communications None 3 Destroy Rearguard ld6 Random rear guard action to cover the withdrawal of other friendly forc es. Attacking units are attempting to break through the defenders lines , and exit the tabletop from the defender's board edge. 4 Destroy Object Random Increasing 5 Disable Terrain Until Objective Reached Object: Headquarters considers an ob- 6 Provide Vehicle Until Objective Reached ject vital. It is probably something small that can be picked up and carried by a STEP 2A: MISSION DESIGN Very few military actions are of the "kill them all" sort. When forces are engaged in an operation, it is always for very specific reasons, which mayor may not be related to ac tual body count. The Mission Desig n table above is divided into three c olumns. A die roll on the first column defines the type of mission; another Defend: The enemy wants something you have . It might be a phy sical object, Terrain : Headquarters considers a ter- like a vehicle or a terrain feature, or it rain feature (a bridge , hill, building , river might be a more abstract condition (con- ford) vital. It must be captured or held. trol of the communication airwaves, for example) . It must be held (i.e. only friendly vehicle within 4 MUs) for at least three turns or until the end of the game , if a time limit is present. die is then rolled to indicate the specific Destroy: the objective , whatever its ac- objective. Finally, a third roll determines tual nature, must be denied to the en- the time limit. The objec tives have been generalized for simplicity. If the mission type is an walker vehicl e or an infantryman . emy. It must be destroyed before the end of the game . Disable: the objective, whatever its ac - offensive, then the Objective means the tual nature, must be denied to the en- enemy forces . If the mission type is more emy. It must be disabled (no movement , Vehicle: headquarters considers one of the vehicles vital . It might be a prototype, or someone important pilots it. No Time Limits: th e game ends when the Players have no more time, or one of the forces In presence is completely destroyed (or retire from the field) . Random: the game proceeds normally for five turns . A die is then rolled to know the number of turns remaining before the end of the game defensive in nature, then it means the no Action of any kind) before the end of Random Increasing: the game proceeds friend ly forces . the game . normally for five turns. A die is then rolled Capture: The enemy has something you Provide: the objective must be provided want. It might be a physical object, like to the rest of the armed forces of your side. a vehicle or a terrain feature , or it might It might be an actual item, in which case be a more abstract condition (c ontrol of it has to be delivered beyond the enemy versus a Thresh old that starts at 1 but increases by one every turn. If the die roll does not exc eeds the Threshold, only one more turn is played before the scenario ends . the communication airwaves , for ex- line. Or it might be a condition, such as ample). It must be held (i .e. only friendly delaying the opposing force for a set num- Until Objective Reached: once one side vehicle within 4 MUs) for at least three ber of turns. If the latter, it must be pro- has completed its scenario objectives, turns or until the end of the game, if a vided for at least five turns or until the end only one more turn is played before the time limit is present. of the game, if a time limit is present. scenario ends . 57 CHAPTER FIVE: GAME RESOURCES Mountain hCltlle>II",;lrl" 28: fallowed the r()""II.n", nean Sea Next, decide where place, terrain is made the actual board set-up will depend on terrain Water terrain feature, there are at least three different elevation levels, Woodland: Forests and woodlands were Urban: battles sometimes occur within the confines of more of the war- Entire of a con- cities but are much in streets of neighboring towns and This type of at number of pOSSible nario, Due set~ups, general look of the battlefield suggested here, For more ttle battlefield can be divided sized into several sub~zones, different ter~ each of which will rain type, where individual rocks can be modeled It is under normal to avoid chok- the battlefield with too much obn('l,,,,,,,,,,, - the troops surface is made up of terrain, A battlefield with of terrain as Water also counts as a Dawn/Dusk: the battle occurs partway between treated as it Desert: IS constituted of a than the multitude of different terrain types, f\jorth Africa stili features a lot of flat deserts, Desert at least 50% of the Theater surface made up of Clear or North African Ttleater Far Eastern Hleater of Broken between mountainous reof terrain we Will refer Ground, Broken Ground battlefields llave surface made up of hills and Mountains: 1d6 50% of the not the type of ter- North African Far East Broken Ground Desert Ground Mountains Desert Mountains Woodland 3 Woodland Broken Ground 4 Rural Mountains 5 Rural Coastal Urban Urban CHAPTER FIVE: GAME RESOURCES Fog: The entire battlefield is covered Rain : The battle takes place under a with a rolling fog that makes visual iden- light rain . For each full twenty MUs, tification nearly impossible. Each full counts one additional point of Obscure- three MUs of fog count as one point of ment over and above the normal penal- Obscurement for detection purposes ties of the underlying terrain . (but not weapon fire). STEP 3: ASSIGN PRIORITIES Each Player has five pOints to secretly distribute between Scouting, Troops and Support. Scouting is used to determine the strength of the enemy, his pOSition Sandstorm: The battle takes place dur- and his intentions. Troops are the ac- Heavy Rain: The battle takes place in ing a violent storm, with all the associ- tual fighting force: combat veh icles and heavy rain . Each full ten MUs of terrain , ated rules being in effect. infantry. Support represents the ele- regardless of its type, count as one point of Obscurement. Winds: Heavy winds blanket the battlefield, lifting dust clouds and making Night: The battle takes place at night, aerial travel very difficult. Neither Player with all the associated night combat can request air support. ments that, although not present on the immediate battlefield , can affect it: air strikes, artillery and intelligence work. Scouting: The point(s) assigned to Scouting by each Player are revealed rules in effect. and compared. The Player with the highest total wins; the difference is noted as External Condition Table the Scouting Advantage Margin (see Europe North Africa Far East Daylight Daylight Daylight 2 Daylight Daylight Daylight Troops: The point(s) assigned to Troops 3 Dawn/Dusk Dawn/Dusk Dawn/Dusk by each Player are revealed and com- 1d6 4 Night Night 5 Rain Sandstorm 6 Winds Winds table next page for the exact effect) Night pared. The Player with the highest total Fog wins; the difference between Troop Heavy Rain Points is the Troop Advantage Margin. The opponents' total TV is reduced by an amount equal to the Troop Advan- Example 01 Random Scenario Generation Gordon and Adrienne have decided to playa game of Gear Krieg. Not wanting to play too large a gallle, they have elected to playa simple Patrol/Recon scenario. This allows thelll500 IV per side. They decide to add imerest by bidding on the 7lI, each of them writing down a hid secretly on a piece ofpaper. Gordon bids hisforce down to 400 7lI, while Adrienne consen!atively hids herself down to 450.Gordon has won the bidding. While he doesn't feel inclined to further "Go for Glory," Gordon does elect to add a sillgle SlIbplot,further redllcing hisforce 's IV hy 40pts. tage Margin, times 10% of the original TV. For example, if Player A assigns 2 points to Troops and Player B aSSigns 4 points, the Troop Advantage Margin is equal to 2. The forces of Player A are reduced by (2 x 10% =) 20%. He will be able to spend only 80% of the agreedupon Threat Value total. Support: Support are options that can be Gordon rolls on the Mission Design tahle and rolls a 1,5 and 3. This generates a scenario in which Gordon '~'forces will have to caplllre ( I) a predetermined terrain feature (2) ill a random (3) IIl1mber of turns. He then rolls once on the military suhplot table, rolling a 2. This reslllt, Corrupted Supplies, indicates that one of Adrienne '.\' units will start the game with a randomly determined Light Damage hit. bought just before the scenario to help the Player. They are normally written down and concealed from the opponent, unless they manage to learn about them (see Intell(gence, next page). The pOints Next Gordon rolls for the location of the hattie. He rolls a 3 and then a 2, thus determining that they will be fighting in North Africa, in the desert. A roll of5 on the External Conditions chart indicates that the battle will take place in a howling sandstorm! At this point, Gordon and Adrien/l(~ can move on to purchase their forces with their Threat Vallie points. Adrienne, grumhling, announces that Gordon is never going to be allowed to roll for external conditions again ... assigned to Support by each Player are revealed. Each side may buy support up to an amount equal to the Support Points times 10% of the original TV For example, if Player A assigns 2 points to Support, he will be able to assign (2 x 10% =) 20% of the agreed-upon Threat Value total on support material. 59 CHAPTER FIVE: GAME RESOURCES Air Strikes: aircraft can be called to pro- termine the range from a ground unit, Intelligence resources can be used to buy vide ground support for beleaguered double the shortest distance in MU be- dice rerolls, representing the increased combat un its . Air strikes are purchased tween the attacker and the aircraft's line level of preparation of the friendly forces, like artillery barrages; the controlling of attack . If the attack is successful , Die rerolls can be used at any time, and Player must designate tile unit calling compare it to the Armor listed . If the cost the equivalent of 1% of the Threat for them (it must have a rad io) damage result is Heavy, halve the num- Value total each, When dice are rerolled, ber of remaining attack runs available. however, the second result stands, even If the damage result is Overkill, all fur- if it was worse than the first one, An air strike usually includes strafing runs with cannons and rockets. The ther air strikes are cancelled . strafing run starts on one side of the battlefield and continues in a straight Intelligence assets can force the other Artillery Barrages: These are massive Players to reveal either his mission type, line to the other side . Any unit within 1 bombardments made by off-board ar- mission objective or time limit. They may MU of this pa th is a valid target. The at- tillery pieces . Artillery barrag es are also be used to reveal the type of sup- tack is considered to be direct fire at bought as per page 30 and cannot ac- port bought for the game. Every 5% of Short range and at Combat speed. Ap- count for more than a quarter of the the total Threat Value assigned to this ply the Obscurement for the target's MU available Threat Value. purpose forces the opponent to reveal only to the To-Hit roll All attack rolls are Intelligence: Information gathering is a made using 2d6. Due to fuel and ammo one of the above. major part of warfare . It is assumed that limitations, each typ e of aircraft has limit both sides have access to fairly com- to the number of times it can attack. plete intelligence reports before the Anti-aircraft attacks versus the aircraft start of the scenario. Sometimes, are possible. The ai rcraft is traveling though, the system does not come faster than 20 MUs per turn , using 2d6 through and there are differences in the for all Defensive rolls . Units may use Re- preparedness level of the forces in action Fire to engage the aircraft. To de- presence STEP 4: SUBPLOTS Subplots make a scenario more interesting. They are complications that have to be taken into account when formulating battle plans. Subplots are always applied to the side spending TV points to buy them . Coordinated: Link two units, When they o Air Strike Table attack the same target, they each get a + 1 on their Attack roll. Type Acc OM ROF TV/Mission Priority Armor Fighter 0 x6 2 3 +1 5 # Attacks 10 Combat Fatigue: A random unit has seen too much . Upon being hit for the Fighter-Bom ber 0 x8 2 5 0 6 6 Light Bomber 0 x8 4 10 -1 7 3 first time, the unit must make a Morale test to remain in combat and then con- o Scouting Advantage Table Scouting Advantage o tinue to test each turn. A failure result means that the unit must retreat, but may Effect Coward: A random unit on the other side Minor Advantage: the Player may choose between setting up the playing field OR choosing his home edge. someone with the Leadership Skill is 2 Major Advantage: the Player sets up the playing field and chooses hi s home edge. 3 Ambush: in addition to the major advantage above, the Player automatically wins the initiative for the first turn. 4 Total Ambush: in addition to the major advantage above, the Player may hide his unit s anywhere on hi s half of the board , noting their pOSitions on a sheet of paper. See the Hidden Set-Up rul es on page 44. 5 try to pass another test the next turn. No effect. Randomly determine which Player sets up th e playing field first; the other may choose his home edg e. Perfect Intelli gence: in addition to the total ambush advantage above, the Player knows the e'lemy's mission type , objective and time limit. falls back as soon as it is damaged . If within Comm range, he may attempt to rally the fleeing unit: the Threshold is 4. The Hero; A random friendly unit is piloted by a young hero. This Hero does not count toward the limit on the number of Heroes and is bought with the points spent on the Subplot. See the rules on page 41 . 60 CHAPTER FIVE : GAME R ESOURCES Traitor: One of the enemy works for your side. At any point during the game, the 1 Intelligence Options weakest unit (in TV points) is transferred Dice Reroll: to your control and remains thus for the Intelligence Asset: 1% of the Threat Value total each 5% of the Threat Value total per item revealed remainder of the game. Vendetta: A random unit on the other side hates a random unit on your side. Subplot Generator Table The enemy must match speeds (Com- 1d6 bat or Top) and attack continuously un- 1-2 Cinematic 3-4 Military Coordinated Bad Intelligence til one of the two is destroyed, 2 Combat Fatigue Corrupted Supplies Bad Intelligence: Once setup is finished, 3 Coward Left-over Ammo you may relocate up to a quarter of your forces on the playing surface. 4 The Hero Low Priority 5 Traitor Malfunctions 6 Vendetta Minefield 5-6 Unforeseen Events Bystanders Blizzard/Storm Communications Out Friendly Fire Sabotage I SNAFU Corrupted Supplies: One enemy vehicle starts the game with a random Light Damage result from bad maintenance Blizzard/Storm: An unforeseen weather Sabotage!: One successful enemy at- (disregard Crew hit results), system has moved in. All targeted units tack is cancelled out. In addition, roll one get a +2 modifier to their Obscurement die for the attacking unit. On 1-2, it is Left-Over Ammo: One random unit has value due to the poor visibility caused simply jammed and put out of commis- been supplied with left-over ammunition. by the bad weather. sion for the rest of the game. On 3-4, One die is rolled every turn, immediately after the unit's first attack: on a 4 or more, Communications Out: There is a prob- all attacks that turn are duds, including lem of some kind with the radios, either the one Just rolled. because of the weather or a supersclence experiment. No commuLow Priority: The mission objectives are not that important to the enemy com- 5-6 the weapon explodes, causing a Heavy Damage hit on the vehicle nication rolls are allowed for the dura- Situation Normal All Fouled Up: Orders tion of the battle, have come down from HQ, supersed- mander, and his troopers know it. The opponent applies a -2 penalty to all Friendly Fire: A plane, back from a mis- Leadership rolls. sion with spare ammunition, is looking to dump it on anything resembling a tar- MaJfunctions: One random enemy ve- the weapon explodes, doing a Light Damage hit on the walker/vehicle. On a get. A fighter-bomber makes a Single at- hicle is experienCing weapon malfunc- tack run centered on a random enemy tions. One Action is required to clear the unit. Any target within the attack corri- weapon after each Fumble. dor, friend or foe, is at risk. ing current operational directives. Unfortunately, not everybody gets the messages on timel At the beginning of the game, before either side takes a turn, roll one die for each unit in the enemy force. On a roll of 1, the unit is confused and may do nothing for the first turn. Minefield: An old forgotten minefield is located somewhere on the board. The Player gets a standard minefield (see page 38) and may place it anywhere. Bystanders: A group of civilians have unwittingly wandered into the battle zone. They can be impoverished refugees, or perhaps even local residents. They are treated as an unarmed, unqualified infantry unit, moving in a random direction every turn. A penalty of one VP is deducted for every civilian killed 61 CHAPTER FIVE: GAME RESOURCES MORALE HIT AND FADE TO BLACK ' All German units are Elite and the Americans are Veterans. This is a Me- Battlelield dium Mission Priority for the Germans Northern France, June 6, 1944 Location : Clear Weather: Time of Day: and a High Mission Priority for the Americans. Morning Order 01 Battle TERRAIN AND SETUP GERMAN UNITS The map is comprised of open coun- 1x SS Rockettruppen Command Section 2x SS Rockettruppen Raider Section AMERICAN FORCES tryside. There are some scattered woods and roads, but most of the open area is farmland and meadow. The 2x Airborne Command (Officer w/SMG, NCO w/SMG & Type II Radio, parachutes) 6x Airbornes (NCO w/SMG x 2, Rifleman w/Rifle x 9, Rifleman w/BAR , parachutes) American troops deploy as per the Parachute rules on page 53. The Ameri can Player picks the target drop zones MIssioN BRIEFING MISSION OBJECTIVES and rolls to see the results. Once the airborne troops are placed on the map, As part of the Normandy invasion, hun- The Germans must eliminate as many dreds of troops of the 101st Airborne American troops as they can within 10 parachuted behind enemy defenses to turns (5 minutes). At that point they will On the first turn the Rockettruppen may cut off retreats and to trap the Germans be summoned to fight elsewhere, con- enter from the eastern side of the map. the clock starts. between them and the invading forces tinuing their mission of harassment. The They enter in flight mode and may land in the beach landing sectors. Part of the American paratroopers must weather as the German Player wishes. The 101st, the506th Brigade, landed around the assault as intact as possible, and game lasts for 10 turns . On the tenth Carentan, hoping to hook up with the eliminating some of the despised SS can turn, the German Player must return to forces landing at Utah Beach . During the only help the next poor guy they will be flight mode with each unit as it activates early morning of June 6th they para- attacking. and moves off the west side of the map chuted into Normandy. They endured anti-aircraft fire and ground forces but managed to organize into platoons and companies and start to form up with the invading forces. as quickly as possible . The American The German win a major victory (2 VP) if they can eliminate all of the American forces. They win a minor victory (1 VP) map. if they can eliminate at least half of the than half casualties themselves . They ing behind the lines, the Germans de- must conserve troop strength to be able cided to send the troops that could re- to carry the fight to their next target. act the fastest to counter the 101 sl. troops as the German troops rocket off the American troops while sustaining fewer Learning of the airborne troops maraud- Those Player may take any last shots he can were the mighty Rockettruppen . The Rockettruppen could cover the great distance and fight fire with fire. The Americans will have to survive the attack to keep the promise of providing relief to the rest of the in- The Americans achieve a major victory COMPLICATIONS AND VARIATIONS 1) Add a Hero to the American Troops. Germans get a bonus VP if they can (2 VPs) if they can eliminate all of the eliminate or incapacitate the hero. Rockettruppen. They get a minor victory 2) Add four glider-deployed Veteran (1 VP) if they can eliminate at least half M11A3 Early Walkers to the American of the SS. forces. Add one Rockettruppen Support Group '43 to Germans forces. vading troops. But can they survive a 3) The Americans are Oualified instead hit-and-fade SS rocket pack-equipped of Veteran. Remove one of the SS platoon? Raider Groups. CHAPTER FIVE: GAME RESOURCES TERRAIN AND SETUP HARD LANDING One long side of the table (and about one-third of the width) is the beach that BatUeljeld the American forces must take. The Location: Tulagi, August 17th, 1942 Japanese get two bunkers to set up on Clear the beach; each can take 40 points of Weather: Morning Time of Day: damage. Infantry may set up in the bunkers; the AT gun and any infantry not in Order 01 Battle the bunkers are considered dug in . All JAPANESE UNITS other vehicles are considered hull down . x 47mm ATG Type 1 2x Shiki 41 1x Command Squad The remainder of the table is shallow 4 x Rifle Squad water. The American start there and 2x Hvy Weapons Squad (LMG or AT Rifle) must trudge through it to make it to the 1 The beach itself is Sand terrain. beach. Scatter 30 markers in the water, AMERICAN UNITS 2x Command Squad equally divided into Clear, Mine or Cra- 4 x Rifle Squad ter. When a unit moves within 1 MU of a 6x M4A3 Sherman marker, it is flipped over. Clear markers 4x M12A 1 Longstreet have no effect. Mine markers represent 2 MU radius anti-vehicle minefields. Crater markers represent the craters left be- MISSION BRIEFING MISSION OBJECTIVES It was supposed to be an easy landing. The Americans must land on the beach of the 16" battleship guns. If an infantry hind by the pre-landing bombardment The American naval forces had just and rout the Japanese forces. The unit uncovers a crater, it loses a turn completed their shore bombardment beach must be taken . Only by defeat- swimming back to the surface. Tanks with their 16" guns. The barrage cleared ing the Japanese forces can the Ameri- that uncover a crater sink and are de- the beach of any Japanese defenders; can forces achieve a major victory (2 stroyed. The crew must make a Morale the ones that weren't dead should have VP) . A minor victory is not possible - test to see of they escape with their lives. run off from such an onslaught. Any re- it's do or die. If the Americans try to re- Walkers uncovering a crater must make maining defenders should have put up treat, they will be sitting ducks for the a Piloting test versus a Threshold of 6 to token resistance before the American waiting Japanese, and this option is escape the muck. If the roll is failed , the forces cleared them out and established thus not available. crew must pass a Morale test to escape the beachhead. The Japanese can win a major victory However, the bombardment seems to by destroying all of the American forces have landed a little short of the shore. (2 VP). If the Japanese hold the beach As a result the Japanese forces remain- (i.e, only Japanese units are on it) at ing are larger and more dug in than an- the end of the scenario, they have at ticipated. They are more than ready to least achieved a minor victory (1 VP). put up a fight and repel the Marine landing force. Additionally, the 16' guns have left several craters in the shallow water, the mired walker. COMPL ICATIONS AND VARIATIONS 1) Increase the American forces to Veteran Quality and Morale. Add 150TV of barbed wire to the Japanese setup . MORALE 2) Increase the Japanese force to Vet- making it difficult for the American forces All forces are Qualified. This is a High eran Quality and Morale. Add 2 Veteran to land. The Americans will have to pay Mission Priority for the Americans, but engineer squads with satchel charges dearly to take foot on this island. It was only a Medium Mission Priority for the to the American forces . supposed to be a easy mission .. . Japanese. 3) Add Heroes to both sides, of comparable value. CH APTER FIVE: GAME RESOURCES MORALE The Zombies have special Morale, as described on page 55. The Japanese Battlefield command squads are Qualified. The Location Guadalcanal, October 31st, 1942 Weather: Clear Puller) is Veteran Skill level, but Elite Time of Day: Night Morale. The rifle squads are Veteran. Marine command squad (including This is a High MiSSion Priority for the Order of Battle Americans, but a Medium Mission Pri- JAPANESE UNITS ority for the Japanese. The American 2x Command Squad 8x Zombie mob (14 Zombies each) forces are considered Exh austed . AMERICAN UNITS 1x Command Squad - Lt. Col. "Chesty" Puller (Hero: Inspirational, Tough As Nails, Unpinnable, Untiring) and Gunnery Sg!. "Manila John" Basilone. 2x Rifle Squad TERRAIN AND SETUP The entire map is Jungle terrain. A river, 2 MUs wide, runs the length of the map ; numerous trails and clearings are scat- MISSION BRIEFING MISSION OBJECTIVES The American Marines are bogged The Japanese command is testing out down on Guadalcanal, fighting heavily their new weapon and hoping to get rid around th e village of Matanikau and the of Puller at the same time . The two com- Henderson airfield . The Marines made mand squads are handlers for the zom- advances in the late summer, but the bies as well as observers tasked with Japanese have counter-attacked and reporting their results . have beg un to gain ground. October has been a nightmare for the Americans, and it is about to get worse . The Japanese achieve a major victory (2 VP) if all of the Marines are eliminated, including Puller. They get a minor vic- Lieutenant Colonel "Chesty" Puller, with tory (1 VP) if at least one of the Marine elements of the 1/7 Marines, has been squads is eliminated and one 01 the two isolated in the jungle infested valleys command squads successfully retreats south and east of Matanikau. They have after personally witnessing the zombies' tered in the trees. The Americans start in the center of the map: they are crossing the river when the attack begins . One squad and Puller are on one side of the river, and the other squad along with Manila John are on the other side . The Japanese forces enter along any side of the map, and may enter along multiple sides if desired. Because of the size of the scenario, it is recommended that this scenario be played out in Skirmish scale, but it need not be. COMPLICATIONS AND VARIATIONS been fighting tirelessly for days. Unfor- performance. In order to do the latter, tunately, they have also been chosen as the squads must have LOS to a zombie 1) Add another Rifle Squad to the Ameri- the target of a new Japan ese secret attack and successfully detect the can forces . They start on the side of the weapon - squad being attacked. river with Manila John. The Japanese Th e Americans must face their own The Americans are fighting for their lives get a Veteran Rifle Squad sent in to en- former friends and comrades who have against unthinkable foes. They win a sure that "Chesty" Puller is dealt with . zombies I been put under a spell (or worse, are major victory (2 VP) if they can defeat 2) Add two more Zombie Squads to the undead l ) and must now kill them in or- all of the zombies as well as the observ- Japanese forces. Puller will decide that der to make it back to friendly lines . ers. They win a minor victory if the zom- the threat is too horrible and call in artil- Those who live through the night shall bies are defeated, the observers are lery fire on her own position if it looks not soon forget what th ey have seen on eliminated or the Marine command like she will be defeated. The American Guadalcanal. squad survives. receives two 105mm Howitzer HE fire missions which will fire over two turns as one barrage (one mission that will last two turns) once Puller calls it in. CHAPTER FIVE: GAME RESOURCES TERRAIN AND SETUP PLANE SMASH A runway cuts through the center of the battlefield. The area around the runway Battlefield and buildings has been leveled and Location: North Africa, January 17th, 1942 cleared, but outside of that area, it is Weather: Clear rough and very broken terrain . There are Time of Day: Night four foxholes, two of which are on the far side of the runway; each foxhole has Order of Battle a light MG team in it. GERMAN UNITS The Germans set up with the MG teams 4x light MG team 2x squad of infantry in the four foxholes . The infantry squads 5x Aircraft (see Air Strike, p.60, for stats) are in the barracks and deploy 1 turn 2x Valkurie Ausf B after either a German unit spots a Brit- 2x Sdkfz 251b ish unit or shooting begins . The 251 s are by the barracks and their crew is inside. BRITISH UNITS 4x Pink Panther truck 2x Pink Panther jeep 2x MV12B Roundhead It will take them an extra 2 turns before they are combat ready. The German walkers start hidden in the hangars. Stirling's units may enter the board on MISSION BRIEFING MISSION OBJECTIVES Lt. Colonel Stirling, father of the Spe- The British objective is to damage or cial Air Service (SAS), worked the night destroy all of the planes; dOing so earns extensively in the North African theater. them a major victory (2 VP). If they man- He and his men patrolled behind en- age to only damage or destroy three of emy lines under the cover of darkness, the planes that is a minor victory (1 VP). reporting on troop positions and harassing the enemy when possible. They excelled at blowing up supply dumps and vanishing again into the dark desert night. anyone edge . This is to be a quick raid, intending to damage the planes as fast as possible and then retreat to the desert. COMPLICATIONS AND VARIATIONS The Germans will get a major victory (2 1) The Germans just finished a night drill. VP) if none of the planes are damaged. All units are active and in position. If only two are damaged or destroyed, 2) The airfield seems very quiet. A Skill it will be only a minor victory (1 VP) . roll vs. Threshold 6 when within 1 MU (or an attack on any of the On this night, Stirling and his group has uncovered a little out-of-the-way Luftwaffe airstrip , seemingly ripe for the MORALE All German units are Qualified and all picking. There seems to be few guards, British are Veterans, except for Stirling, and several planes are grounded near who is a Hero (Elite crew with the fol - v~hicles) re- veals that they are mockups for Luftwaffe training I The German Player get five fighter runs and three bomber runs with which to 'practice.' the makeshift airstrip. Something's go- lowing Heroic abilities : Inspirational, 3) The Germans have laid a trap for ing on ... The only way to find out for Untiring, Driving On Fumes, Patton's Stirling. There are a total of six squads sure is to attack, which is just what Notebook). of infantry in the barracks. There are also Stirling has decided to do. The unsus- This is a High Mission Priority for the pecting Germans must deal with a dar- Germans and Medium Mission Priority ing night raid by one of Britain's most for the British SAS (they can always slip capable soldiers! away if things go badly and go blow up another airstrip). four Loki and two Valkuries hiding in the hangars. The planes are mockups (as above) and the area around them is mined (4 x 1 MU minefields). The Victory Conditions change: if Stirling exits the board undamaged with all units, it's a major victory (2 VP) . If only Stirling gets away, it's a minor victory (1 VP). CHAPTER FIVE: GAME RESOURCES TERRAIN AND SETUP DOSE OF LEAD A central road is covered in pieces of stone from the facing of buildings and BatUelield Location : the road. Some structures have colStalingrad, October 29th, 1942 lapsed, blocking several side streets . All Snowing that remains of many of the buildings Weather: Mid-Morning Time of Day: are craters from artillery shelling and Luftwaffe bomb ing. Any amount of Order 01 Battle Rough terrain with mounds of rubble, an GERMAN UNITS occas ional wall , bu ilding or crater hole 2x Light MG team 4x Infantry Squad 2x SdKfz 314 "Spinner Zwei " The Germans start out where the road 2x Sniper Team (w/AT Rifles ) Soviet units start out hidden ; if using the 2x Infantry Squad (w/Molotov Cocktails) chit rules (page 44) , several dummy 1x Light MG Team counters should be placed . The snip- would do well for this scenario. enters the map on the German side. The SOVIET UNITS ers can be placed anywhere on the MISSION BRIEFING The Germans have advanced through the workers' suburbs. Artillery, tank board ; the Soviet infantry set up on opthey drive off the Soviets. If they eliminate all the Soviet units, it is a major victory (2 VP). posite sides of the main road, in cellars and basements, to ambush any vehicles (they are considered hidden and dug The Soviets are waiting for the vehicles in) . The Soviet MG team is set up any- suburbs, with their light stone and to advance down the road until they can where they can cover the road and keep wooden structures . The c ommerc ial ambush it with Molotov Cocktails . The infantry from coming down the road with and industrial buildings were little af- snipers and MG team are there to keep the veh ic les . guns and bombs easily decimated the fected by light and medium artillery and the infantry well back so that the Ger- stood up to tank gun fire. The artillery man vehicles are unsupported when the and bombing covered the streets with Soviet infantry attacks from hiding. the rema ins of the lesser buildings, leaving corridors of rubble between the stouter constructions. COMPLICATIONS AND VARIATIONS If the Soviets destroy or disable (that is, 1) Make one of the Soviet Sniper teams make them unable to move) all the Ger- a Hero. Make one of the Spinner crew a man vehicles, it is a major victory (2 VP) Hero of similar point cost. In thi s urban wasteland of rubble, the If they destroy or disable half (round up), Germans started to pay heavily for their it is a minor victory (1 VP). 2) Add one PzKpfw II Ausf E 'Flamingo ' advances. The Soviets are defending to the German defenders. Add two more yet another block of the city when the LMG Teams to the Soviets. temperature drops and the snow starts falling . MORALE 3) Increase the Sdkfz 314 crews to VetAll German units are Qualified , and all Soviet units are Veteran, except the snip- MISSION OBJECTIVES The Germans are here to sweep and clear the area . Lucky enough, they are supported by walking armored cars, which fa ired much better in the rubble than did conventional vehicles. Germans obtain a minor victory (1 VP) if 66 erans. Add a Soviet Command Squad (see Gear Krieg Rulebook, page 85) . ers, who are Elite. 4) Increase German Lt. MG Teams and This scenario is a Medium Mi ssion Priority for the Germans , but a High Mis- Infantry to Veterans. Add two more sniper teams for the Soviets. sion Priority for the Soviets, who are desperate to stop the progress of the 5) The snowstorm turn s to a blizzard I Fascists in the Motherland. Swap the Snipers for two-men teams with SMGs and grenades. CHAPTER FIVE: GAME RESOURCES TERRAIN AND SETUP V ELIKAN-LYUDOED The battlefield is a wasteland of scorched earth and devastation. The BatUelield battles of the previous weeks have Outskirts of Stallngrad, October 13th, 1942 Location: Clear Weather: Time of Day: churned the soil which is slowly turning to mud under the October rain, Afternoon The tabletop is liberally covered with Order 01 Battle patches of Rough and Woodland terrain. GERMAN UNITS The scenario is played along the long Infantry Squad, one Rifleman w/Panzerfausts each axis of the table, which is divided in half. 4x PzKpf V Ausf B "Valkurie" The Germans may set up anywhere on x SdKfz 251/12 w/Artillery Spotter 4x 10.5cm Howitzer fire missions 4x 1 SOVIET U NITS 1 x MISSION BRIEFING T-45 Velikan-Lyudoed Tesla Tank (Elite) MISSION OBJECTIVES their half of the table, The fire missions, if used, must be called for normally, The Soviet unit enters on the edge of its half of the table on the first turn, The Germans have been advancing The Soviet tank must destroy the SdKfz COMPLICATIONS AND VARIATIONS through Russian territory like lightning. 251/12 to win a major victory (2 VP). De- 1) Add a Hero to the T-45 crew. The Ger- The Soviets have been pushed back at stroying the other defenders will win the mans may setup up hidden minefields every turn .. except for one or two units, Soviets a minor victory (1 VP), but the of equivalent Threat Value, who are steadfastly resisting the ad- real prize is the artillery spotter, vance of the Fascist invader. A sole T-45 is one such unit, marauding 2) Add a second T-45 (also Elite) Add The Germans win a minor victory (1 VP) three 7,5cm Pak 40 AT Guns to the Ger- if the SdKzf 251/12 survives, and a ma- man side, The Pak 40s may use AP ammo (see page 101). around behind enemy lines, always jor victory ( 2 VP) if the T-45 is eliminated, staying one step ahead of its pursuers. Thanks to the Fuhrer'S "no retreat!" poli- Through sheer force of will (and not a cies, the SdKfz 251/12 cannot leave the little luck), the crew has managed to find table during the scenario. Doing so is fuel and supplies to keep their ponder- functionally the same as losing the ve- ous beast on a combat footing. hicle in battle, Today this tank, the Velikan-Lyudoed, has found an artillery spotting vehicle getting into position on the outskirts of a worker's city. If the Fascists are allowed MORALE All German units are Qualified, and the T-45 crew is Elite. to survive, they will rain steel death on the hapless Red proletarians holed up This is a High Mission Priority for the in their houses and cellars, The defense Germans and a High Mission Priority for of the Rodinya is at stake, and this lone the Soviets as well. The Ve/ikan-Lyudoed tank must destroy that spotter vehicle is desperate to prevent the shelling of and the forces defending it at any cost. the city, while the Germans are eager to kill what many have come to see as a Can one brave tank beat all arrayed against it? malevolent mechanical beast ready to devour them all. Much ride on the outcome of this battle, CHAPTER FIVE : GAME RESOURCES CAMPAIGN RULES repair a light criti c al and two points to A campaign is a series of scenarios linked together thematically, following the ex- Recruitment Roll: This roll is used to ob- repair a heavy critical. ploits of specific units . This section contains the rules and stats for playing a cam- tain replacement troops. It is modified paign in Gear Krieg. If the reader is not familiar with the Gear Krieg Scenario Gen- by the force, year and theater. All units erator (page 56), that section should be read first. gained this way are Rookie quality. Campaigns can take several forms. Teams of Players may fight alongside each Reinforcement Roll: A roll to get rein- other against other Players, or a group of Players can take turns playing each other. forc ed from ano ther Command . This al- It c ould always be just one Player against another. Regardless of the format se- lows experienced personnel to be ob- lected, the important thing to remember is that the battles are now thematically and tain ed . dynamically linked: what happen in one sc enario will affect the outcome of subseRedeployment Roll: If a Player wants to quent ones l remove his Command from the game The rules below explain not only how to determine who won the campaign , but the prematurely, a Redeployment roll is repair of units, the resupply of ammunition and fuel, the replacement of lost troops made. and how quickly the unit was redeployed . Redeployment: There are two different aspects of Redeployment, one is the Reinforcement Roll and the other is the Redeployment Roll. Only two roll s are allowed , per campaign, from Redeployment. It is up to the Player to decide how to use them . Supply Value: This is the Threshold that a Supply Roll is made against to obtain a particular piece of equipment or veh ic le . Supply Roll: There are two types of supply roll. The first roll determines if a Command can get food , ammunition , fuel and other consumables, either from the supply chain or local resources . It is modified by which force a Player is play- CAMPAIGN TERMS There are several stats and terms used for campaigns that have no bearing on the individual scenario . and represents how difficult it is to re- ing and in which theatre the campaign pair and maintain a vehicle. This is fur- takes place . Every five trucks or ther modified by the Theater chart and half tracks (i. e. cargo c arrying vehicles) outcome of some scenarios. This also act as a + 1 modifier to the Supply Roll , includes how common or available parts with a maximum of +2. Command, the: The combination of units are . This stat's usual range is 1 through The sec ond type of Supply Roll is to and support is the Command that a 6. See chart on page 104. obtain new equipment through the sup- Player controls . Repair Value: This value is the Thresh- ply chain . The Supply Value for a par- Salvage Roll : A roll made to scavenge old for a Repair Roll and is found on the ticular vehicle or piece of equipment is resources from the battlefield. Campaign Vehicle Chart on page 104. the Threshold for this roll. Repair Roll: A Repair roll is for fixing Repair Pool: A pool of resources to re- Victory Points: Points awarded for ac- damaged veh icles or equipment. The pair a vehicles damage between sce- complishing the set criteria in a sce- Threshold is the Repair Value vehicle narios. It takes one point of the pool to nario. 68 SelTY 00 played and any special are to from one to another will also be determined. Once the sceTV are mado, then recruitment are made, vic- and reinforcement keep track will have his own Record Sheet and Scenario Record Sheet Record to record information Battle 1000 3000 about the unit and to for the The 10000 track of the outcome of ead) sce· Jet, record it at the lOp and No more than • It is lip 10 the Playen' /0 agree upon which Write .'lour in the Rilles box Oil the All will start out with the same want to participate in. above. palgns. F'lVE: GAME RESOURCES allows the outcome to determine which of nA,cc-,lhlu more) scenarios will two as want to make it will dis- cuss all for pool of resources that are be in the to Record Sheet. volved in combat, dumped at an abstract to be picked later, The be de- Bob's unit In a scenario, If she for five Put a trucks or, If the trucks are in- the has to TV sucthe Hero is cessful, Annie gets to go to a new scea raid on Bob's Extra nario, which plies with whatever forces were with a not in- there are two other ways scenario, If be used, Once all the scenarios are set, the or- placing 'H' or 'Hero' in the Qual- onto the Record Record Scenario page +4, For Rules have been Once the if a Player has ten trucks or cargo capable halftracks, he would get a from the trucks, he means if (a limited by the conditions, able the time it is up to the of the results of a that choice, scenario in a use the Cam- Scenario Results Record Sheet by 109), Be sure to track which units or lower unit has its Between scenarios, see the Morale or days may have passed, The passage of time be- Modification Table on page 43, tween the various battles is usually abnrr'l"n'mn does not infantry Extra and Heroes, 70 Record Sheet. Clock, and thus the time between CHAPTER bRttles is usually Some- In addition to get to tomes there may not in war, How a force Recruitment and Reinforcement rolls is abstracted be me,the\rl" One method, ttle Re- Once a scenario is finished, the Victory POints are awarded, trying to keep from scenario will and how awarded a modified valuable re- "'<'''AFrii"" Modifier to purcrlase of the roll Trley four to obtain the total amount of TV of Rookie crew or also determine who won the campaign, The amount of men lost is the awarded from ''''rr'n~'~n that can Scenano rl~,,~,,~;r,~ • AND It IS very common for the force that was the modifier. As roll exceeds the Threshold, vehicle ,o,,,,,,'Qrt in some way, the Recruitment Modifier left with control of the battlefield to scavenge the remains The other may one Re- roll is multiplied by 4 and troop- amount of TV that If neither but were several disabled vehicles left behind, both sides tried to of the area to remains, AI- not, "",,-,,,,,,u to do to play control Players may two full spent from the moves one Pool rehit. Over- may enced to recruit rookies, killed vehicles cannot be follow-on scenario to for control of an area if neither ends but the no limit to the number Re- To determine the Quality level of the reInforcements in the personnel with control of the salvage the ,,"lt1iAt'AII'1 simply rolls hrc:,,,h,-,Irlof If the two dice Player has control of trle battlefield, he receives The of roll Results of 1-2 next attempts are +1 modifier of added to the must still be paid for, See the If the cam- Crew Skills chart in the Gear Rulebook number of make before the next modifications from may with no Theater crlart. 46 for cost number of ceedthe number of men lost. 71 CHAPTER FIVE: GAME RESOURCES In addition to the troops that are pur- as well. The number of scenarios sur- chased through a Reinforcement roll , vived that a unit needs to be eligible for Heroes may be purchased as part of a Quality increase as well as the Thresh- that reinforcement. The amount of TV olds to beat are listed on the table found gained from the roll is still used to pur- at the bottom of this page . chase the reinforcements . Victory points must be spent to obtain the Hero. Each Victory Point spent will allow up to 20 TV to be spent on the Hero. Heroes are counted in the limit to the number of men that are replaced through reinforcement. That is , the total number of men rein- • SUPPLY ROLL In World War II, supply chains could get long, get strained and be unable to adequately supply the front line units. The situation was made worse as the forces For example : a Player has a standard involved sought to destroy, steal or cut Qualified German Rifle squad . After off their opponent from their supplies. completing two scenarios, the Player may roll to see if this unit's quality goes up. The Player rolls a 5 and his German Rifle Squad is now a Veteran unit. This situation is simulated by the Supply roll. The Supply roll shows the very chancy nature of supply lines and the result of not receiving fuel, ammo , food and other consumables. Scenarios that forced plus the Hero must not exceed The same Player has another standard the number of men lost. Veteran German Rifle Squad ; it has com- do not allow for a Repair roll do not al- pleted seven scenarios and has in- low for a Supply roll either. There are two Using a Reinforcement roll must be considered very carefully. A Player may only make two Reinforcement and/or Redeployment rolls (see When to End the Campaign, page 73) for the entire campaign . creased in Quality The squad's Thresh- different types of Supply roll that can be old is lowered by 4 since the unit has made, one is for replacement of con- survived four more scenarios than the sumable supplies and the other is spe- minimum required to qualify for a roll. cial request. These special requests are The squad's Threshold is now a 5. for vehicles and other equipment to be Another aspect of experience is gain- • EXPERIENCE A unit gains experience from surviving replaced or added to the Command. ing Heroes. If a unit has never failed a The Player rolls two dice, modified by Morale roll during a scenario (it has to the truck bonus (see Buying Extra Sup- have had rolled at least one Morale roll plies, page 70), Extra Supplies bonus a scen ario. As a result of combat expe- and not failed it) or if there is only one and the Theater modifier (see Theater rience, a unit can increase in Quality and surviving member of a unit, this is called Supply/Repair Modifier Chart on page may even gain a Hero within its ranks. a Heroic Endeavor. Another Morale roll 106). The Threshold is 5, and a MoS of is made against a Threshold of 10. This at least 0 is required . If the roll is suc- Threshold is lowered by one for each cessful , all veh icles are refueled , ammu- The method by which troops gain Quality is based on the number of scenarios a unit has been through . After a unit has gone through a number of scenarios equal to its Skill level, a roll is made with two dice against a Threshold, which is the unit's Skill level squared . Thus, more seasoned troops are not likely to advance, but rookies are usually only rookies for their first battle. The unit's roll must exceed the Threshold to increase one level in Quality. This Threshold is low- scenario that the qualifying unit survives nition is replenished and food stores are with 50% or more original personnel. If restocked . the unit passes, the owning Player may then spend Victory points to turn one member into a Hero, spending one Victory Point per 20 TV he wishes to spend on the Hero. See the Hero rules (page 41) for details on creating the Hero. Record the changes in quality of units on the Campaign Record Sheet. If the roll fails, the unit has not received the required supplies. The first time this happens, there are no effects. The second time, 50% (pick randomly) of the vehicles are out of fuel, and all vehicles only carry whatever ammunition is left from the previous scenario. All infantry ered by one for each scenario a unit survives beyond the minimum number of scenarios that must be survived to be eligible for the Quality increase. Once a unit increases one level in Quality, the Threshold is set to the new value indicated by the new level and the minimum number of scenarios survived is reset 72 EXPBIINCE THRESHOlD TABLE Level Min # of Scenarios Threshold Rookie Qualified 2 4 Veteran 3 9 Elite 4 16 CHAPTER FrVE: GAME RESOURCES are considered Exhausted (see Gear A Player may also make a Supply roll to Any units that were lost In the previous Krieg Rulebook, page 71) , except for possibly get a vehicle or equipment The scenario and not replaced during the Elite and Heroes. A Player who failed vehicle or equipment is first purchased Repair, Recruitment/Reinforcement or two Supply Rolls may 'burn' two Extra with Victory Points (1 VP = 20 TV) and the Supply steps are no longer eligible Supplies to negate this effect either for the cost cannot cause the Command to to be replac ed . The Command must vehicles or for Infantry (but not both) exceed the starting TV move forward to the next scenario (or The Player must have enough trucks to do this. The third consecutive failed Supply roll The Player rolls two dice, which is then modified by th e standard Supply modifiers (trucks, Extra Supplies, Theater has dire consequences, 75% of all ve- modifiers). The item's Supply Value is the hicles are without fuel and again, no Threshold. A MoS of 0 means it will ap- end the Campaign) with the forces it has, Now is the time to remove units lost in battle from the Campaign Record Sheet. WHEN TO END THE CAMPAIGN ammunition is replenished. Each infan- pear at the next Supply Roll Step (i.e, try unit needs to make a Skill test against after the next scenario). A MoS of 1 or If a Player's Command is getting badly a Threshold of 5. If failed, the infantry more means the item has arrived and beat en, and he has ex hausted the unit takes the MoF in damage pOints to will be combat ready for the next (up- means to bolster his troops, the Player each infantryman as they are starving coming) scenario, A MoF of 1 or more can make a Redeployment roll to have and sick . This damage cannot kill an in- means the item cannot be acquired at his unit removed from the campaign. A fantry unit: if any trooper reach zero this time (no VP or TV will be spent) If Player may want to do this is if there are damage point, the infantry unit is immo- the roll is a Fumble, th e Victory Points not enough Victory Points left in the re- bilized and cannot fight. Elite troops and are lost and the vehicle or equipment is maining scenarios for his opponent to Heroes do not have to make this test, not received. surpass him, but his own army might not but do become Exhausted (unless the Hero has the Untiring/Fanatic Heroic Ability, see page 42). A Player can burn two more Extra Supply points to lessen the effects for Infantry or vehicles as if it was only the second failed roll. If a fourth Supply roll is failed, only 10% For specific Supply and Repair roll modi- survive. The army would then want to fiers, see the Theater Repair and Sup- be redeployed out of this campaign, as ply Chart on page 106. For the Supply dead Commands do not win wars. The Values for vehicles and equipment, see opponent automatically gain the Victory the Campaign Vehicles Chart , page Points from the remaining scenarios, 108, or the infantry equipment lists in then the Players would consult the Oe- Appendix 2, page 78. termining the Victor section. of the vehicles have fuel and all are left with whatever ammo they have left, if any Infantry units that were immobilized in the previous failed Supply Roll die. All remaining infantry units (except Heroes) make a Skill test versus a Thresh- Healing Infantry that i,I' hurt but llOt killed alllomatically recovers 0111' Damage poillt before the lIext scellario. If the ullit is 1I0t ilZvolved in the next scenario. it is completely healed. old of 6, The un it takes the MoF in damage. Heroes are not affected any worse than exhaustion. The fifth failed roll results are abstracted; the Command no longer exists. It is left up to the Players as to the specific out- The exception to the above is the Player failin!? the Supply roll. The Command does not have the 1I0rmai amount of medical supplies and the injl/red personnel do 1I0t heal. On the third failed Supply roll, each illjured trooper makes a Skill test versus a Threshold of 5. A MoF of I or II/ore meall.r the trooper dies due to lack of adequate medical supplies. come, such as the unit killing the officers for letting them starve or just surren- On the fourth failed Supply roll, all injured personnel die. dering to the enemy when no fuel, food Heroes normally gaill back two Damage Poillts between scenarios, and gaill back one even after a failed Supply roll. Heroes with the Tough As Nails special ability heal all Damage Points betweell scenarios. Heroes never die due to lack of medical supplies. or ammunition is left. At this point, read When to End the Campaign and Oetermining the Victor. 73 CHAPTER FIVE: GAME RESOURCES • MOVING A CAMPAIGN TO A DIFFERENT THEATER It can be part of the campaign's theme, or it could just be that the Players are tired of looking at the same terrain and want a change of scenery. If all the participants agree, just move the units to a new theater and complete the campaign . Many units moved from Africa to Italy or to the Eastern Front. Obviously, some forces were not present in all theaters, so sometimes moving theaters will Players should then total how much of their original Commands they still have, by comparing Threat Values. For each 10% of the remaining TV, a Player will get 1 Victory Point. That value is added to the Player's total of Victory Points that were earned from the scenarios; place it in the 'Total Earned Victory Points' box on the Campaign Record Sheet. Then she would total the amount of Victory Points spent and place that value on the 'Victory Points Spent' box in the Campaign Record Sheet. Simply subtract the not be possible for all armies. Spent value from the Total Earned value to get the value to be placed in the 'Re- • DETERMINING THE VICTOR maining Victory Points' box. If one of the Commands was destroyed, The Player with the largest Remaining then the surviving army is the victor. If, Victory Points wins the campaign. In the once the last scenario is completed (or case of a tie, compare the Spent value. the campaign is halted), neither Com- The Player with the least spent Victory mand was completely destroyed, each Points then become the winner. If there Player should total the number of sce- is still a tie, compare the # Won. If a tie narios they won and place that value on situation still remains at this point, the the Campaign Record Sheet in the '# campaign is a stalemate. Won' box. Revised Infantry TOlE Costs GERMANY Unit Men and Equipment TV Command Squad Officer w/SMG , NCO w/SMG, Rifleman w/Rifle x 4, Type II Radio, Binoculars 16 Rifle Squad Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG 19 Anti-Tank Team AT Gunner w/AT Rifle, Loader w/SMG, Bincoluars 6 Machinegun Team Gunner w/LMG, Ass!. Gunner w/SMG 5 8cm Mortar Team 8cm Mortar, 3 crew, Binoculars 14 Pioneer Squad Squad Leader w.SMG, Rifleman w/Rifle x 7, Rifleman w/LMG, Engineers 29 Brigade Ramke Company HO Officer w/SMG x 2, NCO w/SMG x 2, Rifleman w/Rifle x 5, Type II Radio, Elite Morale 84 Brigade Ramke Platoon HO Command Squad, Elite Morale and Skill 60 Brigade Ramke Rifle Squad Rifle Squad , Elite Morale and Skill SS Rockettruppen Command Section Officer w/MP42, NCO w/MP42, Trooper w/MP42 x 4, Type III Radio, Rocket Packs, Elite Morale and Skill 336 SS Rockettruppen Raider Group NCO w/MP42, Trooper w/MP42 x 9, Type III Radio, Rocket Packs, Elite Morale and Skill 528 SS Rockettruppen Support Group NCO w/MP42, Trooper w/MP42 x 3, Troo per w/AT Rifle x 3, Type III Radio, Rocket Packs, Elite Morale and Skill 396 SS Rockettruppen Support Group '43 NCO w/MP42, Trooper w/MP42 x 3, Trooper w!Panzerfausts x 3, Type III Radio , Rocket Packs, Elite Morale and Skill 720 74 76 CHAPTER FIVE: GAME RESOURCES GREAT BRITAIN AND COMMONWEALTH TV Unit wlAT Rifle Mortar Man w12" Mortar, Command 8, Rifleman w/LMG 21 32 Unit TV Men and 417 29 Morlar Team ITALIAN ARMY TV Unit II Radio 24 21 SOVIET RUSSIA TV Unit Command 21/24 21 7 UNITED STATES TV Unit 8 26 45 36 Team Gunner w/LMG, Ass!. Gunner w/SMG 7 2 VICHY FRANCE Unit TV Men and Rifleman wlRlfle x This table summarizes the outlined in the Gear Rulebook and the North Theater Book. Their costs have been recalculated m'I,£"II;I1'O to the equipment described in 4. All their equipment is listed, and any restrictions on such as radios, is also indicated. 75 }\PPENDlX J: For ex- or described in Gear As usual, Perks (AUX) are defined for and Perks with des- have a numeric Ammo <':Ic,,,:,,,,o' The vehicle stores some or all 01 its spare ammunition in to no arIt Arm ammo- Tool Arm mounted on the vereload weapon one Ac- at a rate tion. clips not counted as an AUX systems and can are described in terms of their uselul span and load mum width of a chasm the cross and still be stable, The can of the for the "~I"nll~'~armor Mat and counts as the Auxil- Control hits neither al- hicle with a Battle, of per- cover the be rlAn'C\""'rl environment for which the ApPENDIX RamPlale: PERKS & FLAWS with any of in turn be- The vehic\e takes in half the normal damage In n~"llrIAnthe the process. On the first Action, the the Ram Plate. MG IS Burst Fired, with the If the MG a on the but may take second turn to calculate round, When 2 on the third and MaS 1 on the main gun may be fired Without tak- and final turn, These eHects are irl addi- weapon, the vehicle cannot move. As an Action to switch weapon tion to the the vehicle is not able Decreased Maneuver one effects of the weapon. caus- When Wide Angle simulta- of movement, the vehicle loses natural MoS fourth In tactical terms, the weapon This Flaw made, [Jut any unit within the affected area and within range must defend it, friend and alike, lerwill Gear normal attack is rolled if successful at least the target blinded for a number of rounds equal to the of Success, but may still use Active Sensors, If the weapon has an Effect or a Wide fire ones. An aeqrE!eswili cover a path wide of the beam the not entirely iIIumi- The weapon to the HFH an Inordinate amount of power mounted next to gun, These were The ve- and HT" fire arcs, used to aim the main gun by walking the fire into the target, the tank gun could be fired with olamore 77 ApPENDIX 2: INFANTRY WEAPONS & EQUIPMENT INFANTRY WEAPONS '& EQUIPMENT SUMMARY The following table compiles all the equipment options available for infantrymen (with some national restrictions) Where applicable, these rules and game stats supersede those found in previous Gear Krieg books , The "Year" entry indicates when a given weapon or equipment is first introduced; a dash means it is available for the entire duration of the conflict. PersonalVUlapons Weapon Force ACC DM Range ROF Special Pistol All 0 x1 0/0/0/0 o o AI Year TV Supply Rifle All 0 x2 1/2/4/8 AI 2 SMG All 0 x1 0/0/1/2 AI 2 2 MP42 or BAR GerJAllied 0 x2 1/2/4/8 AI 4 3 1942/- light MG All 0 x2 1/2/4/8 2 AI 3 2 Medium MG All 0 x3 1/2/4/8 2 AI 5 3 Heavy MG" All 0 x4 1/2/4/8 Panzershrek" Germany 0 x12 0/1/2/4 Panzerfau st Germany -1 x14 0/0/1/2 PlAT Cwealth 0 x 10 0/0/1/2 RPG 43 Russian -1 x7 0/0/0/0 RPG-6 Russian -1 x7 0/0/0/0 Anti-Tank Rifle' Allied 0 x5 1/2/4/8 M-1 Bazooka" Allied 0 x11 1/2/4/8 Molotov Cocktail All -1 x2 0/0/0/1 Grenade All -1 x4 0/0/0/1 Rifle Grenade All -1 x8 0/1/2/4 Flamethrowers All +1 x7 0/0/0/1 * Heavy Weapon ; 1 Action to set up before use / ** 1941 (Russian), AI o o o o o o o o o o HEAT 1943 6 3 5 4/3 HEAT 1943 12 3/2 HEAT 1941 7 4/3 HEAT 1943 10 AI. HEAT 1944 3 HEAT 1942 11 2 2 HEAT 1940 3 4/3 SB 1941 15 4/3 TV Supply 3 3 4/3 4 4/3 SB,AI AI 1940 (Japan), - (German, Commonwealth) Mortars Weapon Force ACC DM Range ROF Special 50mm Russian -1 x4 1/2/4/8 0 IF, AI, AEO, MR1 82mm Russian -1 x6 4/8/16/32 0 IF, AI. AEO, MR4 107mm Russian -1 x8 8/16/32/64 0 IF, AI, AEO, MR8 Year 7 2 42 3 23 120mm Russian -1 x10 16/32/64/128 0 IF, AI , AEO, MR16 72 3 2" Cwealth -1 x4 1/2/4/8 0 IF, AI. AEO, MR1 7 2 3" Cwealth -1 x7 3/6/12/24 0 IF, AI, AEO , MR3 15 2 4,2" Cwealth -1 x9 5/10/20/40 0 IF, AI, AEO, MR5 25 3 5cm Germany -1 x4 1/2/4/8 0 IF, AI, AEO , MR1 7 2 8cm Germany -1 x6 3/6/12/24 0 IF, AI, AEO , MR3 13 3 60mm US -1 x5 2/4/8/16 0 IF, AI, AEO, MR2 10 3 80mm US -1 x6 4/8/16/32 US -1 x 10 5/10/20/40 50mm Japanese -1 x4 1/2/4/8 81mm, light French -1 x6 3/6/12/24 81mm, heavy French -1 x8 1/2/4/8 o o o o o 3 107mm 1942 IF, AI, AEO , MR4 14 IF, AI, AEO, MR5 28 4 IF, AI, AEO , MR1 7 3 IF, AI , AEO, MR3 13 3 IF, AI, AEO, MR1 16 4 Note: All of the Mortars lIlay fire Ollt to Artillery Runge, All Mortars are Heavy Weapolls, ApPENDIX 2: INFANTRY WEAPONS & EQUlPMENT Explosives Weapon Force ACC DM BR ROF Special Magnetic Limpet Mines Germany 0 x8 0/0/0/0 0 HEAT Sticky Bombs US 0 x7 0/0/0/0 0 Dynamite All 0 x3 0/0/0/0 0 Satchel Charge All 0 x10 0/0/0/0 0 Composition B Allied 0 x5 0/0/0/0 0 Name Force WI. Additional Info F 'Fritz' Armor (light) Germany 7.5kg Gepanzerte Infanterie, + 1 Stamina w/Bakelite inserts (heavy) Germany 14kg 'Leibstandarte,' +2 Stamina Year TV 3 1942 Supply 3 3 2 3 Encumbr. 1941 4 3 1940 2 2 Personal Armor Year Ene. Supply Value TV 1942 4/3 1942 2 2 4/3 Portable Radios Name Force WI. Additional Info Communications Year TV Type I All 25kg SMG or Pistol only -3/2km Ene. 1941 2 Supply Value 3/1 Type II All 16kg No Hvy Weapons or Explosive -2/2km 1942 3 3/2 Type III All 16kg No Hvy Weapons or Explosive -2/5km 1943 4 3/2 Type IV All 12kg No Explosives -2/10km 1944 3 3/2 Scrambler All 10kg No Hvy Wpns or Expl Protected 1944 4 5/4 Infantry Mobility Equipment Name Force WI. Additional Info Special Rocket Pack Germany 30kg SturmNebel/SturmWurfJager BMW R75 Germany 672kg Sidecar (Crew: 2) WLAHD Allied Parachute P14 PPG Ene Year TV Mod. see Rocket Packs, p.53 1942 x3· 5/4 6 Ground MPs 1941 x2· 2 300kg 6 Ground MPs 1940 x2· 2 All 15kg See Parachutes. p.53 1{frooper 3 US 48kg See Paragliders. p.53 4{frooper 5/4 2 1943 Supply * Multiply TV once cost of infantry is calculated. MisceUaneous Infantry Equipment Name Force WI. Special Rules Binoculars All 1kg Doubles Detection Rating Scope All .5kg + 1 at Long & Extreme Ranges Infrared , Passive German/US 5kg See Active IR, p.49 1943 2 Light Amplification German/US 5kg See Low Light, p.49 1943 2 5/4 Infrared , Active German/US 5kg Emits and sees IR Light 1942 4 4/3 Combat Drugs Jp/Gr See Combat Drugs. p.50 1942 1.5x 5/4 Mine Detectors All 20kg See Mine Detectors, p.49 1940 10 4/3 Diving Equipment All 45kg Allow Infantry to operate Underwater 1941 2 5/4 Gas Masks All 1kg Protects vs. air Chem and Bio attacks 2 4/3 Chemical Warfare suits All lOkg Protects vs. Chem and Bio attacks Walking Bombs/Mines German 65kg See Walker Bombs/Mines, p.55 Ene. Year TV Supply 2 2 2 2 5/4 1941 x105 5/4 1943 10/15 5/4 79 ApPENDIX 3: VEHICLES AND AT GUNS VEHICLE DATACARDS Each vehicle has an appropriate datacard that details the necessary statistics for game play. These sheets allow clear tally of damage and other important information in a compact format that also include additional variants for the chassis. • General Data Th e datac a rd always list s the vehicle's narne. its nationality and the year i t was first ma de available. • Threat Value ___ • Maneuver • rlre Control Maneuver indicates a vehicle's ease of control. The value is used as a modifier to all Piloting Skill rolls . includ ing Defense rolls . Fire Control is a catch-all category for targeting devices and stabilizers. This rating is used as a modifier to all Attack rolls . A vehicle's speed is translated directly into Movement Points (MP) . The first number is the Combat Speed , while the number after the slash is the Top Speed. Some vehicles can use more than one movement type. • Size _____.__, . • Deploy. Range Every vehicle is assigned a Size value based upon Its mass and volume . Size is primarily used to determine the outcome of physical attacks. such as ramming attempts. The following table lists the mass range (in metric tons) that each Size value represents ' How far a vehic le can move on a single fu el load . This value is primarily used for campaign games . • Perks and Haws The Perks and Flaws section lists any special characteristics the vehicle has that affect its performances on the battfefield. See page 76 for Ihe full descriptions and effects . Size to Mass Chart Tons I 0-0.08 Size Tons 6 4 .5-7.3 7.4- 10 2 0.09-0 3 7 3 0.4- I I 8 11-16 4 1.2-2.4 9 17-22 5 2.5-4.4 10 23-30 ' - - --- _ . • Crew ___-.-I This is the numbe r of crewmen aboard . from which the number of Actions a vehicle can perform during a combat turn is derived . • Fire Arcs _ Fire Arcs determine whether or not a given weapon can be aimed at a target • V..lants Some datacards also list varian ts. To save val uable space . only the modific ations to the game stats are listed. If It'S not expressively mentioned here. a given statistic remains the same . 80 Armor represents the toughness of the vehicle's protective hide and general structure . The Light Damage , Heavy Damage and Overkill Thresholds are li sted here. • Movement Everything on the battlefield has a Threat Value. The TV reflects a unit's combat abilities the hig her the number. the more power ful the vehicle . Games can be easily balanced by allocating an equal amount of TV POints to each side . Size .• Armor • Special Sensors rates the quality of a vehic le's detection systems . if any ar e pr es ent. It covers all systems. regardless of their actu al nature (IR sights. radar, etc.) . Communication systems combine ra d ios and Signal devi ces. They let units talk to each other and transmit coordinates to artillery batteries or air support. • Range .__ • Accuracy Each weapon has four Range Bands: Short (S), Medium (M) , Long (L) and Extreme (Ex) . The Short Ra nge is a lso cal led the Base Range . Some weapons can use th e Artillery range . wh ich is twic e the Extreme range. The Accuracy (Acc) of each weapon affects the odds of hitting and damaging opponents. It is applied as a modifier to each Attack roll made with the weapon Accuracy c an dro p because of damage . This section lists all th e speCial characte ristic s of the weapon, such as Anti-Infantry. Coax or Rate of Fire (R OF) • Number weapons The # of weapon lists how many weapons of that type are carried by the vehicle • Damage Multiplier Th e Damage Multiplier (OM) of a weapon is a rating of how destru c li ve it is . Damage Multipliers work on an exponential sca le. not a li near one: a Damage Multiplier of x tO is four times as effective as a Damage Multipf ier of xS ' 3: ApPENDIX Ye:uln$erv;ce: n\f~~t 1914 Vllue: Sirt: (~ ..... : "-rmtH; -J I'-IM'UWr: -, Fu,,(ontrol: " No", ~nsors: (ommumutions: 7/14/21 Movt~nt: Ground ll'S Deployment Ib~: 1701cm 'l/3km PERKS & fLAW'S BunoMf' ptOymt1tt R.IIngt': Ground lIS 177km - l /lkm PERKS & fLAWS A" 1.5cmbl<)1l/Z41 1.9Zmm lMG T 7.92m," lMG ff M.G Ammo 81n -J -, fileContlot: 82 12 Crew: PERKS & flAWS 8uttootd, Up. II'M!ff-roent Controls. l.lll91' N. . . M.IIllI!u~': 1943 Th~ .. t Val,,~: Silt: ~SOf , " ,. 4." , S l 10 Profitt' (RI). Rt'lOrorcf'd A.fmoc (Rl. Front) A" 0 D. Amoo ., ., eo ., Buttoned Up. Jndhcif'n t Contron. L.II'9f' R.emfOl<' 250 ,10 Ausr F, TV : 62 Ror2, AI Al 0 0 Dtftct1V't fC (A I ). I~fficM!nt Cootrols. 2)( M.nlpulato, Alms (R6. Pul"lCh). Ovtrl'lt.ting. Reinforced Armor (R 1. front ). RelnfOlctd ( rt"': Urnu!Me. Wuk POInt (Rl. fo\oV'tment) WEAPONS W[AMINS N.... Obc.s:2 Ye. r in St-r'YKe: 1942 RtlflOV't: R"ndom Shutdown N. ". GrPLShlek A" A" Commufll(~non s 5 I ,• " A<, O. -I ,16 · 2/4Ir.m. Deptoyment R.lnge 95km Ammo 50« HfAI 5 ,• , , 2 I. lkmK .... :< 70 7.9ZmmlJolG " "', " 0 16 8 Glt'n~ 0 ff -1 t:uh. - TV.113 VUf In ~ce: 1943 ''''' HfAI 20 .2 250 ., ff Ammo .5 .10 F,ol9·0.tch.rgc-rs RtmoV't: 1 ~ (jrPlShrtk D. .IS -I Smolo::e YARIAHTS - H~tJltndt GrPlf.u~U GrPtflusU Ch".: f l.lkm KwKl1 ROn Ye,1! in Service: 194 1 ""'neuV'tJ; S .\tnf B. TV: 39 Add: 1 ( 1. 8(f11 K",K17; 'l 1»4 (~W: N."" W.. Ucl!4,G,.3!5 604 : 7/It,j Zl Yuri n Sotrvict: 2SD':m (ommunlca\lons: Crt'w: - l /3k m PERKS & FLAWS PER KS & FLAWS [xpo~ WEAPONS WEAf>'QNS AIC S T J 7.92mm LMG FF Year In Service: M , 12 [. Ace Zio 0 • J5 -J -, firt'Control: No", ~nSO r\ : Sill!!: l-pelr 6 12 7. 92ml'll LMG VARIANT Mk IV (A13 MidI), TV:35 Year Armor: Yur In S!lVI(t : GTOund 3/6 H 5km Inoployrntnt R,lIlIJe : Jhre.atValue: folo~lT\Itnt: In 19]9 Sile: " (rew; J OM Ammo " 500 Ace Ma llf:u~t: -J -, Fue Cont rol: 10 ~unt N,,,,, SotnsOll.: Communicanons: (opL) ROf2. Al Al mar: Ho~~nt; ~ployment Ground 1/2 R,II1lge: i45km - l /3km 8ult00E'd Up. ir-..ttlCltnt (ontroo.. Largt Stn1-()l Profile (R I ). Rtl!;(orced Ar11'lOf [R2. Front) 0 :<8 87 8 0 x2 3750 StMCt: 19 39 b: S (6), Plntle PERKS & FLAWS 24 Add: Rtinforctd Armor (R 4. Front) ; Brinle ... noor Arc Pas~ll9t'r ~.ting 7.92mm lMG S-M---l--"-~.-O"'M~---=------,Ac::m-=""'-:-------;-:S".-:-:-, 3 Fe. l roefficif:nt (()l1lIol5.. ROFZ. AI Communications: ·Ij)km Crew: PERKS & fLAWS Bunor'll!dUp. lneffioe:n tControts. Largl!Senwl Profile (RI) :_," _':_0_05_ _ _ ,,_( &po~ CrtW, N",,, Am"", 500 " Jo\arotwer: 1939 ThreiltY.llue: .. OM ., M.a~uvtr : FIft, Control.: ~nsors : SIII!: Amphibious, ButtoneIoV'tmenl: ~pto~nIRa~: (i roul'ld 4j8 ,OO«m -Ijakm PERKS & fLAWS I~fficlent Coot rots, Ufl}l!' Se-1"t10f Profitt (RI) AIC S M £X Acc 0/11 rc. Bay I 12mJ , O~n Topped). (.xpo1fd (Itw. UP01ed HWHdou~ "mmo !T~1 SYpply. Iflf"fficlent Control!. u rge ~ns.or Prohl~ (Rl ). Pintl~ Mounl (f), RoIImp~tt. W~oIIpon lInk Il H(.~) (,ul)O WEAPONS H.... 1\ Ammo Stollgt (29 " S·shot U.97mm dipS), Bultoned Up. Profile (RI) Slle: BultilOed Up. 19100 Thtut V.. lut: AND AT GUNS PERKS & f'lAWS PERKS & fLA~ WEAPONS YIe.)1In St-l'o1Ce: 3: VEHIC L ES Ammo WEAPONS AIC S M Vickel1 HMG H I 2 S""" ff 2 ( .]0 E.. Ace O~ ., Am ... ISO s"., Ron. AI Olne: 2 lMG (olidd 0-6 TV) I ,..8AlOOY (MId . 11 TV) 91 ApPE·N DIX 3: VEHICL ES AN D AT GUNS 'iur !n SeMCt: fHtCOn\rol.: Thrl!'"tV,lIlue: Sin: ,..-., · 1/81.;", PERKS' fLAWS (.Jrgo Bay (2m ', Open Topped). f}Cpo\ed Controb. Plntie Hovnt (f), IYmpUtl!' ., Flrt(onlJo!..: t9 SIlt: Sensors: (trw: (ommlJnl(~hons: H.... Armor; /'W)WlMnl: ~p{o~tR.I1'19t: JOOkm ·Zj]km PERKS & fLAWS C~, Exposed Fe. H~l .. rdou ~ Aml1'lO/fufi Stipply. Il'lfffl tlt'nt urge ~n\Or ~.lI l iog PlofHI!' (III). Passenger (6). Unst..b!t. Wu pon Link (. ]0 TllJo\(is) Arc S M Am... WU PQ,~ .~ s ____~~~~~~__~__~__~__~__________~_ M Au O. Ammo S A" So« IIOfZ, AI .30 l MG 2\0 FF I 2 ISO .]0 I t LMG WEA'ONS H.... H. me ., loI.~nelNtr: "" Ih,'ut V,lue: IT " VAAlANT 3 6 Tuder .SO, TV 43 .1 12 YNf In SeNiet: 1941 " " " 500 tach O. Am mo IIOfZ, AI RtmOvC' Z 1. .30 TllMG TypK..lI Pintle Wtapons: 1 x Wattr (001~ Add: 2 1. .SO it HMG N",,, .]0 lMG (ROf J, add t-4 TV) 1 xVickm HMG (,add f'6 TV) " ", 5 A" .1 .50 Tl HMG 51>" ROft . A lSO tach 1 ~ B"lOO!Q (add .11 TV) Yta, In SeNl(I!': ·3 /lWMU~r: 1941 ThrutValut: SO ., fHI!'(on!lO[: StonSOrs: (omlllunicdhOns: Sile: (rl'W: No.,. AlTno": Mowment. Ground 3/6 Drployrntnt R.lI1l]t:: 11S~ 11I -I/slcm WEAPONS , HmmM6 S 3 .10 lMG 1 , 11 l 6 11 MG Ammo Bin , 10 A" " M '" ", "0." " ., ., " l.l'~ SPnS(lI Profile (RI). Relnlo.ctd $enwrs: No ... CommunKitlOl\S: Annol: Ground 1/5 /o!ovotmt:nt: Oe-ployn'lent IQnge: 19lkm :1/5Ic m ,_ So« ROfl. AI. Cou ROFZ. AI 0 1220 H."" 75mm )o\] 116 8 Bultoned Up. Haurdous Ammoj'fuet Supply. IIlt:fficif:nt Controls. urge Sensor Profile (RI). Re1nforced A.mor (R I. Front) WEAPONS 17mmM6 .30 lMG .30 l MG Me. Ammo BIn Remo~: N.lme COL 92 ·3 PERKS & fLAWS Buttoned Up. Haumou\ A",moj'fu('i Supply. Int:ffi<"lent CootroLs. AAnor(Rl.frotlt) .10 l MG 72 Silt:: ., f'oW r-.eUVt"r: firp(onlrol: 11141 (.p.w : ptRKS & FLAWS .,,'" Yur \n SeMce: ThrutY,lur: I. A" S M ," , 3 6 12 " ) 6 12 20 OM Ammo 0 ". 1 " 0 .," A" 0 8 Turreted Wupons, Add: 1 x ~n.l l Arc " " " " S ."I Z' l ROf2, AJ. ( ou ROFZ. AI '600 ~fense Sl>" "8 light U: Ace 01'1 Ammo 16 .. 1 d 50 T VEHICLES AN D AT GUNS ApPE N OIX SH£IIMAH VARIANTS Ye.'ln$t-M(t: 1942 M.t;A6. TV: 71., Arc S M l Ex Ace OM Ammo 10 20 40 0 ttl 76 TI D Mine b:pl.odtr ' . TV: 66 '(til' In $eMCt: 1943 Add; HHlt~~p1l1g EqUIpment (~rgt metal .....ntels). RtinfOfCtd (h,Jf1ge: ~Ylement S,., louhon . 2 Mo~~nt Ground 2/3; urge St-nsor Profiit -2 • HOTE: This vehIcle I1MJsl h...... t .. controUill9 ~hicle .u ~U. Dot V'l!hicle must Iff: purch.se-d "l(! the (ontroUtr. .4ctW.lItll'"Ig t ~ 11 0 cosu lNt ,{tl'llClt In Actton in addItion to any ot ~T "'(tlOrn ptrformed by tnt cOn!rOlllJ'1g ythic~ (JI the TID. dc~ilJlU led Sher.... n CfJb. TV:66 Ytil( in SeMel': 1901i4 A.dd : Milltswttp;ng Equipment MI, w/Ml BuUdou'l kit. TV:66 Yur In Servke: ., """" Fire Control: " Sile: C"'" PIRKS .) "'-a ntU'/er: 19"1 Th~uV .. lue: Sotnsof5" 11 ~pl.oyrM,.,t Yed' 1!'l Scrv'lCr: 1942 1'/28/1.2 Ground 3/S RJf"I9lt: ,60«. . l j5km (oltllOUnlut'ions; & Almor: Mortmtnt: f LAWS OM Buttont-d Up. H,Jurdous Ammo/Fuel Su~y. Il"Ifffioent Controls. Ufge SenSOI Profile (Rl). Plnttt Mount (f). "'tin/oreN Armor (R l. _Front) WEAPONS N,_ ,,, 1Smm 143 ff MG Ammo Bin '" "', M ,, • 10 .30 l)oIG .] 0 L.MG S ) 40 '0 0 8 " 1l 0 OM Ammo ., 91 " ., S"" ~RS. " A[Z. If s,., RDf2. AI. (o.u: RDfZ. AI 47S0 WAR rA NTS Ch..ngt': Mow G 3/6: ~ptoymt'nt RI~ Iol4Al. TV; 66 Yt .ul nSeMet: Yur I1Okm; Rtlnlofttd Armor . 3 front Armor 10 $eMU: 1942 .) .lY oeu~ r: 1942 (I.3tt) Threlt Valut: 4S fht(ontlo l; Silt: '0 StllSOrs: ., N,,,,. (ommunluoom: ( rtw: '(e~lln~l'VI(t : Almol: Hovtmtnt : Dtployment IbAge: Ground ]/5 32~m · l/Skm 1939 )0 Thrt.t V;tlue: M.lnc:uytr; ., Annor: fut (ontlol: ·1 ~vtmtnt: Silt: ~nsors ' (rtw: (omrnunlutlOns: NOM ~ployment W~U: 2/4. Gr. l/S R... ~: 15km -Z/Zkm P£IIKS & FLAWS PERKS & fLAW S &pos~ (rtw. Hl.z.-.rdou~ Ammo/fud Supply. loefficitnt ( on uots. Lltqt Sensor Profilt (RI), Prnltt Moun t (Rr). Rtinforctd Armor (R3. froot) x a.ttlt Alms (R4). DKreastd M.lllWVtr (Rl. Ground), hpo\td (rtw , futl l neffim:nt, l neffidtnt (ontrols. Ov-trhutu19, Poor 10Wl"9. UnsUblt. We,, ~ Pomt (RI. 140Ytmtnt) WEAP()NS N ._ N,,,,, ]" 147 Gun z WEAPONS Arc S M Ex Ace OM Ammo S"" .50 A" H~G E, S A" Mk3W Grtrudt~ VARIANTS Add: Rtinfor(~ ·1 MIIAZ. rv: 31 .l Am~ Yur In ScofVl(.t; 1940 " s,., ISO ROn. AI '00 ROFZ. AI A1 " Armor .1 Fn)nl;FlIe .r( of .SO HHG to r MIIA3. TVSZ Add: I OM ff .30 lHG Yt.r In $eM«' 1448; .1014 to In GftNdt"s-: II:tlnlof(~ 19.(,] Af lSOl (AI. Front): 2 • M~nrpul .. tor Aftn1 (R.I, . Punch): Ghdtr C",p...b4t 93 A pPE N DI X 3: VEH ICLES AN D A T GUNs LOHGST1IfET VARIANT'S MIZA \ wjT12EZl.llunctW:l. TV: 67 Yur In SeM(I!: 194 1 Add: I • 1'4 8 Rockeu N.IIIM Arc M84.S0Rockeu ' FF SHu 10 20 "'0 Ace OM ·3 x8 Ammo MRS, AU. IF • NOTf; This weapon nwy file out to "rtill!!)' R.lngt. LongSlrH:\ Artiltel)' Hate. TV: 42 Rtmo~: 47 Fifl!(()fltro{: ·1 AllnOI: -1 Move-menl: Yur In Service: 1941 t x MaS (,)nnon 9/18/1.7 WaLk 3/5. Gr. 3/6 8Skm CommunlCol.tion~: -Z/3 krn PU KS & FLAWS lneftl~nt Controls. 7. ~ M.nlptil.uor Arnn (IK Punchj. ~Ihutlllqlighl Oam. If RelnfOlct'd Armor (RI. front). WeOlk Po,nt (Itt. Mo~menl) WEAPONS N."" ,,, 1488 (.IInoon F , FF 1 .30 lHG S " M , , 16 MUW 10« a ·1 VARIANTS 1'112"2. TV: 7 /, mo\"I'~ D. Ammo " "< , 700 lurn~ . & firtio 3. SO', ROF! IIOF2. Al J A' YurJ n$efVIce:19 41 Remow: 1 .. M4Sunl1On Add: lxn.a~thro"'"i!'r N. . . A" S ." E, a a Fb~lhroW\"1 194] 'fur In ServKe: 16_ Thrt.tValue: 10« a FI~COfltlol: Silt ~n\.O/s.: ·2/lkm Crt·... : CommumC.ltions: ·Z/lkm PER KS & ROfl. $8 20 ., K.irwuver: SO', Am mo OM ., ., 14O~l'Mn l: Oeploy~nt W.IILkJ/S.W3/6 R"l"II}t: ,OOi : Sen\Ort: PERiCS & fL AWS (RI). Intffiotnt (ont/ob. 2 " M<' ",R IO. MO, If RQFL AI WEAPONS Arc 11mm 1016 S M 3 6 [x 12 J.t.c Z.t. .30 U4G OM Ammo .7 80 .Z 1500 Horz. AI. Coa ~ VAIIIA~ H20,TV:9 YUlln~MCt:1943 Remove: AU Wupons 191,2 Yf.l,ln$erYICe· Sue: (~w: N.... ·3 H.lneuYe/: IhrutV,atut': flrt' (ontrol: Sue: Senscm: ·Z No ... ('!fW: (ommunlCoI(ions: No.. Armor: Mo..... mc!nt: Ground 5/9 Ot'ployment R,angt: '004m PERKS & rLAWS Amph\blOtI~. (","go BJ~ WEAPONS (R1) N.~ WEAPONS AIC S M u. Ace OM . mmo Arc N.... (2Orn'. Opton Topped). u.posed (ItW. 5 M EJ; Ace Int'ffic~nt Controls.. l.H"9~ Sensor Prohle: OM :;:No,,"''-_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ VARIANT M29{. TV: 3 Yeol/ in Semel': 1943 ApPENDIX }: VEHICLES AND AT GUNS Year In Servkf!: 1940 (Lltt) ·1 ·1 """meuW'r: Fire Control: Sensors: '" ThrutValwl!: Size: Crew: No", ( oft\F'l\Uniuhons: Armor: Movt'ment: 8/16/H WJUo: 2/4, Gr. ]/5 Oepklyment Range: ""'m Arc S '" B~M]52OmI1l r 1 6 D" 12 24 0 8mm l "'G Yea' In SelVke: 1\111 " O1re.itValut: Size: u:po~ Anno!: Mowll\tnl; ( ommunk.. tions: 9/18/27 Walk 3/S. Gr. 3/6 Deployment RAngt: 9Skm -2/4km Crt'W. upowd Fe, Inefficient Control\. Ovethe"ting, Wuk Point (RZ. /I4ove .... nt ) ".1 .. me JO 47mm ~nnon .J Armor: F;rt Control..: ·1 Mow-men!: No", ( omlll,lnk,tions.: WEAPONS N, . . A~ _l mm(.nnc n 1 " S J 4 1 " "', ," • " "" 16 0 Yt Jll n Stmct: Ground 2/1 Deployment R.. ngt: 180Im 0 I D" . .1 Am"" 10 So« 14 " 00 ROr2. AI. (o.x .. me Yu r in Service: 194 1 • 0 l 0 '" -,Me D" ,1 Am"" 100 Me D" Ammo 0 .1 " 1939 "', !9 M.I~uvtr: .J AnnOf: firt ( ont n:M: ·1 MoWlI\tnl: No", Sensorl: Communkuion,: 47mm ( .. nnon 7.Smm LMG 0, 7.5mmlMG S U 24 , " , U , " "0, J " _7mm unnon Add: III Ftlmtthrowrr; H.lufdous Ammo/Fuel StOI'1gt' 0 12 25/50/75 Ground 2/4 Deployment lUnge: l OOlt1: (ommuniut rol'l$: C,.,., Anoo r: YI!II In Serv1(I! : HoYeftll!nl: Ground 3/5 ~plOYlTII!nt R~nge: 450km 1942 ThrutV,!ul!: H.lnewec firl! (onllQ(: 17 Siu: 7 (rew: PERI(S & fLAWS No", No", Senson: (ommunlutions.: Depl.oyment Ground 3/6 R~nge : lDOIUpply. HEP: Cotd Wu ther. Inefficient Cont rols. Z • M.ampuiJtor (RS. P1.Ir.ch), Ovtrhelti"9. Reinforced Armo r (R l. Front) . Wu k Point (Rl. Engme) Arm~ WEAPONS WEAPONS N,,,,, Arc S M field Gun 1'11 942 ' FF 17 34 Ex 68 Acc 136-J OM .. 0 N. me Ammo MRI2. 1.[0, IF Alc IS.2mm Mo" ROFl. AI Tank Gun AP Ammo The following guns may buy Armor-Piercing ammo, which uses the DM indicated. The gun's Base Range is one point lower than usual when AP ammo is fired. AP ammo costs 2 additional TV points and coverts 20% of the ammo the tank carries into AP shots _It is available in 1941 or the year the tank Yt.ir!n$ervict: 1940 M..Ineuvtl: -, Armor: -J Movtmtnt: Thrut V.lut: Firt(onl rol.: SUt: ~sors: No ... C~W: ( OOImuniUt'MJIlS' No ... is introduced, which ever is later. Dtploymotnt!.l rogt: ' ' ' 'm PERKS & FlAWS (.1'90 Solly (l6m'. Opt"n Toppt'd). £.xpo~ c~. Inefficient Controls. l..t~ ~n:.Of Profile CR I) WEAPONS Arc S M • I & Ac e YAIUAHTS Ht.lvy Vel\\On. TV: 7 Add; Double TOWIng uj)4ci ty Y~.)r in Servl(e: 19,,0 OM Ammo " 100 51>'< ROF;?, Al Weapon OM 2cm KwK 30/38 AP40 x6 3.7cm KwK L46.5 AP40 x8 5cm KwK 38 L/42 AP40 xl0 5cm KwK 39 L/60 AP40 xll 7_5cm KwK 42 L/70 x 14 8.8cm KwK 36 L/56 x 13 17-pdr APDS x14 76mm M 1 HVAP x12 101 A p PEN DIX 3: VEHICLES AND AT G UNS YurlnServtCe: Yea r In SerYKt : fi rl' COnlrol: Th~dtV .. lut : Sil l' : (ommunic,tioJl\: (rtw: Thrtat Valul' : FirI'ConLro(: Sill' : SenSOIl: Deployment R,U19I': (rtw: PERkS & FLAW'S PUl Armor Dam. ~(J( > AIfTl(J(X 2 Dam. ~ ~ > AIfTl(J(X 3 Light Dam, -1 AIrrJO(; Roll on Syst Damage Table Heavy Dam, -2 AImor; Roll on Sysl. Damage Table CNer\ :J OJ C 0 V> ~ a. .2 >a. 0 u 0 (5 .r: a. 2 '0 ~ c '"e;, c 0 'u; V> E ~ CL oi SUpport '0 0 CL Type # Quality TV Type # Quality TV E 'i!?" 0 0 0 ('J @ 1: OJ .~ a. 0 U ro8 ApPENDrX 4: REFERENCE CHARTS AND GAME SHEETS Scenario Results Record Sheet SCENARIOS Order TV Type Objective Time Limit Ext. Condition , Scouting Troops Support Win/Lose VP SupplyRoll . - a. o .' () o o .c a. .9 D Q) C 0, '" c o '