4 Advanced Infantry

This section covers advanced rules for infantry, including crew served weapons, advanced explosives, advanced movement, and morale checks. These rules are optional and may be added or excluded individually.

Crewed Weapons

Troopers may carry a crew served weapon in place of their primary weapon.

Weapon

Damage

Crew

Short Range

Long Range

Light Machine Gun*

5X

0

1-30

31-84

Medium Machine Gun*

6X

1

1-30

31-84

Heavy Machine Gun*

7X

2

1-36

37-110

Semi-Portable Laser*

11X

1

1-80

81-240

Heavy Semi-Portable Laser*

14X

2

1-100

101-280

Crew Served Weapons

The Crew value indicates how many additional troopers must be nearby to set up or break down the weapon. For example, a semi-portable laser requires one extra trooper to be adjacent to the trooper carrying the weapon during set up or break down. Each trooper involved must use 4 AP to set up or break down a crew served weapon. These additional troopers still carry and use their standard weapons, but they may not fire these weapons while carrying a part of the crew served weapon.

Action

AP Cost

Set up Weapon

4 (per)

Break Down Weapon

4 (per)

Takeover Weapon

6

Crew Served Weapon AP Costs

If the trooper controlling a crew served weapon is killed or abandons the weapon, then any other trooper, friendly or enemy, may take over the crew served weapon. To take over a crew served weapon, a trooper must enter the dot with the weapon and spend 6 AP to switch active weapons.

Crew served weapons set up firing arcs like rifles and pistols; however crew served weapons may only use 60 degree firing arcs. The firing arc direction is established when the weapon is set up, and the weapon must be broken down and set up again to change the firing arc. Fire is resolved the same way as with standard weapons. Crew served weapons are always automatic weapons, so the firing arc is not removed after the firing is resolved.

Advanced Explosives

Troopers may use several advanced explosive weapons, including explosive launchers, incendiary weapons, and smoke grenades.

Explosive Launchers Troopers may use the following advanced explosives:

Weapon

Damage

AP Cost

Ammo

Short Range

Long Range

Light Anti-Tank Weapon

7X/3X/1X

4

1

1-22

23-80

Rocket Launcher

8X/4X/2X

5

2

1-44

45-108

Anti-Tank Missile

13X/6X/3X/1X

5

1

1-54

55-96

Grenade Launcher

4X/2X/1X

3

4

1-10

11-24

Auto-Grenade Launcher

3X/2X/1X

4

4

1-22

23-50

Recoilless Rifle

4X/2X/1X

4

2

1-36

37-70

Advanced Explosive Weapons

The ammo indicates how many rounds come with the weapon. The damage is given is descending order for the point of detonation, the adjacent dots, the dots 2 away from the detonation, and so on.

Rocket launchers, anti-tank missiles, grenade launchers, auto-grenade launchers, and recoilless rifles are primary weapons. Light anti-tank weapons are secondary weapons.

A trooper may carry a grenade launcher as a primary weapon or mount a grenade launcher under a rifle or SMG. If mounted under the rifle or SMG, the launcher takes the place of a secondary weapon. A trooper does not have to pay AP to switch between their primary weapon and a launcher. An auto-grenade launcher is a separate weapon and cannot be mounted under a rifle or SMG in this fashion.

In the Other section of the unit card, a trooper may carry extra ammunition, doubling the ammunition available for any explosive weapon.

Advanced explosive weapons resolve in the same way as hand grenades and satchel charges, but these weapons only scatter 1 dot.

Incendiary Weapons Incendiary weapons are resolved like explosives.

Weapon

Damage

AP Cost

Ammo

Short Range

Long Range

Flamethrower

2X/1X

2

-

1-6

7-12

Heavy Flamethrower

2X/2X/1X

4

4

1-6

7-12

Incendiary Grenade

4X/2X/1X

AP

4

AP

-

Incendiary Rocket

4X/2X/1X

5

2

1-44

45-108

Advanced Explosive Weapons

The ammo indicates how many rounds come with the weapon. A flamethrower has effectively unlimited ammunition. The damage is given is descending order for the point of detonation, the adjacent dots, the dots 2 away from the detonation, and so on.

As with explosives, impassible obstacles, such as a solid high wall or the truck of a tree, block incendiary damage. Solid obstructions such as furniture and windows also block incendiary damage.

All effected dots light on fire after resolving the damage. Fire is an obstruction that is as tall as a trooper and provides cover, like light vegetation. Troopers entering a dot on fire take 1 point of standard damage (X). If a trooper ends their movement on a dot that is on fire, they take 8 points of standard damage (X).

Incendiary grenades are resolved like hand grenades but do incendiary damage, as described above.

Smoke Grenades Troopers may replace any number of their 4 hand grenades with smoke grenades. Smoke grenades are resolved like hand grenades but create some instead of explosive damage.

After resolving the location the smoke grenade lands, mark the dot where the smoke grenade explodes. This dot and all adjacent dots are filled with smoke. Smoke is an obstruction like light vegetation, but it provides a +3 modifier. At the end of the next movement phase for your side, expand the smoke to cover all dots within 2 of the location where the smoke grenade landed. Smoke stops if it encounters an impassible obstacle, such as a solid high wall. Remove the smoke after 12 turns.

Condition

Modifier

Smoke

+3

To Hit Modifiers
Advanced Movement

Advanced movement includes both additional terrain features, such as water and barbed wire, and a new movement mode, jet packs.

Advanced Terrain Some maps may offer advanced terrain features that troopers can attempt to navigate.

Movement Type

AP Cost

Change Level

3

Rough

3

Swamp

4

Barbed Wire

6

Climb Wall

5

Enter/Exit Tunnel

2

Enter/Exit Trench

3

Shallow Water

4

Swimming

4

Movement AP Costs

The map may be marked with terrain height, such as with contour lines indicating elevation. It costs 3 AP to change elevation by crossing a contour line.

Rough terrain and swamps slow trooper movement but otherwise function the same way as standard movement. It costs 3 AP to move into a rough dot and 4 AP to move into a swamp dot. Also, swamp counts as an obstruction for the purposes of resolving attacks.

Barbed wire slows trooper movement and may injure or entangle the trooper. It costs 6 AP to enter a dot with barbed wire. When a trooper enters a dot that has barbed wire, apply 1D6 of bludgeoning damage. Then roll 1D6; on a result of 4-6, the trooper is entangled and cannot move further this turn. On the trooper’s next turn, roll 1D6 again to apply bludgeoning damage, then roll 1D6 to determine if the trooper remains entangled.

It costs 2 AP to enter or exit a tunnel and 3 AP to enter or exit a trench. Moving through a trench costs standard movement AP; however, a trooper in a tunnel must crawl and movement costs double the standard AP. A trooper in a trench counts as prone when being targeted, but a trooper in a tunnel cannot be seen or targeted by units outside of the tunnel.

Wading through shallow water costs 4 AP but is otherwise like standard movement. Troopers must swim trough deep water. A trooper may swim across water if they are only carrying one weapon. For example, a trooper can only attempt to swim if they are carrying a primary or secondary weapon, but not both. Note that a grenade launcher attached to a rifle or SMG counts as part of the primary weapon and a trooper may swim with a grenade launcher attached to a rifle or SMG.

Swimming troopers may not fire weapons or use explosives. It costs 4 AP to move into a water dot. Explosives do an extra 2 standard damage at each range to targets in water.

Condition

Modifier

Attacker Entangled

+1

Tunnel Combat

+2

Defender Swimming

+1

To Hit Modifiers

Jet Packs Troopers equipped with jet packs may move further than standard troopers. Jet packs are heavy, and troopers wearing jet packs receive a -2 AP penalty.

It costs 3 AP to activate a jet pack. When activating a jet pack, a trooper must move 6 to 16 dots. A jet pack cannot be used to move fewer than 6 dots, and a jet pack can only be used once in a turn. A jet pack can only be used outdoors or next to a window or door if the trooper immediately goes outside during the flight.

A trooper can go up or down in elevation 1 level for every 3 dots they travel. For example, if a trooper activated a jet pack to move 10 dots, then they can go up or down in elevation by up to 3 levels. A trooper on the ground could land on the roof of a two story building by moving at least 6 dots when activating their jet pack.

Condition

Modifier

Defender Flying

+2

To Hit Modifiers

If a trooper flies through an enemy firing arc, the trooper may be fired upon. Apply a +2 modifier when targeting a flying trooper. If the trooper receives damage that reduces their AP, they immediately fall prone on the ground.

A flying trooper may drop a hand grenade, if they have one ready. The hand grenade may be dropped on any dot the trooper flies over. Use 8 as the base target number and resolve the attack as usual.

A trooper may remove or equip a jet pack for 5 AP, and a jet pack may be exchanged between troopers for 6 AP, like with weapons or ammunition.

Advanced Combat

There are several optional rules for combat.

Large Targets Units may target large objects, such as buildings, walls, or vehicles, with explosives. Apply a -2 modifier when attacking a large object.

Condition

Modifier

Large Target

-2

To Hit Modifiers

If the cumulative damage applied to a wall or building exceeds the toughness of the structure, then the structure is breached. Damaged is tracked per dot. The location of the breach becomes rough terrain and costs 3 AP to move into. If using breach rules, the toughness of each building and wall must be identified before the game starts. The default toughness of a building is medium.

Building

Toughness

Tree

5

Wall

10

Light

15

Medium

40

Heavy

90

Hardened

140

Building Toughness

Explosives may also be used to target trees. As with buildings, after the tree is destroyed, the terrain becomes rough at that dot and costs 3 AP to move into.

Trooper Experience The basic rules assume regular troopers; however, troopers may have different experience levels. More experienced troopers receive extra AP during their turn, but troopers may still only spend a maximum of 8 AP on movement.

Experience

AP Bonus

Green

-1

Regular

0

Veteran

+1

Elite

+2

Experience AP Bonus

Morale Checks Once 4 or more troopers in a squad have died, the remaining troopers must make morale checks. Each remaining trooper must roll 2D6 and meet the number given in the chart below. Apply a +1 modifier if more than 4 troopers are dead. For example, add a +2 modifier if 6 troopers are dead. Apply a -N modifier based upon the leadership skill of the squad leader, if the squad leader is alive. The standard leadership skill of a squad leader is 2.

Experience

Target

Green

9

Regular

7

Veteran

5

Elite

2

Morale Checks