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A

Abandoning Casualties 74
ABOUT TOMORROW'S WAR 14
Activate First Initiative Unit 42
ACTIVATING VEHICLES 105
ACTIONS AND REACTIONS 48
Actions 48
Advanced Ballistic Weapons (ABWs) 80
Advanced Support Weapons 80
Aerial Drones and Hidden Units 85
ALIENS 152
Defining an Alien Force 153
Who Are These Guys? 153
PUTTING IT ALL TOGETHER: BUGS IN THE REACTOR 165
ALTERNATE BASING 62
Ambush 77
Animal Teams 84
A NOTE ON SCALE AND TABLE SIZES 14
A NOTE ON THE MINIATURES 15
A NOTE OF THANKS! 17
Ares Mining Corporation 34
Arrival of Reinforcements 43
Armour 59
Armor Dice 65
Artillery and Woods 99
AIRCRAFT
CLOSE AIR SUPPORT AND INTERFACE OPERATIONS 128
Danger Close 132
Determining the Air Defense Environment 129
Determine Effectiveness of Air Strike 130
RESOLVING AN AIR STRIKE 128
Resolve Air Support Request 129
TYPES OF AIRSTRIKES 130
Interface Strikes 131
Pylon Gun Runs 132
Strafing Runs 131
Precision Guided Missile (PGM) Strikes 132
DROPSHIPS 133
VTOLS AND VTOL OPERATIONS 134
VTOL Damage Effects 136
VTOL Troop Insertions 134
Fast Rope or Grav Belt Insertions 135
Ground Fire 135
Alternate Ground Fire Ambient Fire 135
HOT DROPS & PARASAIL ASSAULTS 137
ASYMMETRIC ENGAGEMENTS 169
IRREGULAR UNITS 169
Irregular Unit Command Issues 169
Leaders Attached to Irregular Units 169
Irregular Units in Supervision Range of a Regular Unit 169
Leaderless Irregular Units 170
Irregular Unit Reactions 170
Irregular Morale 170
Irregular Morale Checks 170
Irregular Morale Effects 170
Hopped Up Units 171
PLAYING AN ASYMMETRIC ENGAGEMENT 171
Initiative 171

Insurgency Level 171


Irregular Reinforcements 171
Insurgency Level and Reinforcements 171
PUTTING IT ALL TOGETHER: AMBUSH AT BONAVENTURE CROSSING 172
A TIMELINE OF THE INTERSTELLAR AGE 19

B
Background Stress Level 92
Basic Defense 64
BEGIN PLAY 42
Building Destruction Tests 96
Breaching Buildings 96
Stand-Off Breaching 97
Breaching with Charges 96
Breaching Into a Hostile Building 97
Buildings & Structures 94
Brazil 23
The Brazilian National Liberation Army 23
The Brazilian Navy 23
British Army 29
The Royal Navy 30

C
Central African Union (CAU) 24
CAU Army 24
CAU Navy 24
Calling for a medic 73
CASUALTIES AND CASUALTY EVACUATION 70
Casualty Evacuation (CASEVAC) 73
Chameleon Suits 88
CIVILIANS ON THE BATTLEFIELD 163
Hostile Mobs 164
Mixed Mobs: Civilians & Combatant Units 164
"Popular" Leaders and Civilian Mobs 163
Regulars and Civilian Mobs 163
Choose a Scenario 41
CLOSE ASSAULT 88
Close Assaults against Units with Dependents & Casualties 89
Close Assault Quality Checks 88
Close Assault Weapons, SMGs, Shotguns, Pistols, & Others 81
Combat Drugs 78
Awareness Enhancement Drugs 79
Performance Enhancement Drugs 79
Frenzy Drugs 79
COMBAT STRESS 91
Combat & Tech Levels 60
COMMONLY USED TERMS AND CONCEPTS 39
Combat & Tech Levels 60
Confidence Level 58
Contests between Varied Tech Levels 60
Continue Activating Initiative Units 42
Cover Dice 64

D
Danger Close 132
Declare and Test for Unbuttoned AFVs 42
Declare Overwatch Units 42
Declare Overwatch Units 44
Default Movement Rate 54
DEFENSE 64
DEPENDENTS 74

DESIGNER'S NOTES 16
Destroying Buildings 94
Detecting Hidden Units 88
Die Shifts 47
DIFFERENTIATING BETWEEN SPECIAL FIGURES 62
Diminishing Firepower 68
Disposing of Dependents 74
Draw Fog of War Cards 41

E
Effects of Advanced Support Weapons 81
Effects of Leaders 62
End Phase: Move and/or Fire Remaining Non-Initiative Units 43
Energy Weapons Systems (EWS) 81
Eureka & Albion 32
Examples of Troop Qualities 57
Exoskeletons 78
Explanation of Morale Effects 91
Extremely Rough Ground 99

F
Fire at Infantry in Open Topped Vehicles or Riders on Vehicles 116
FIRE AT UNITS WITH DEPENDENTS & CASUALTIES 74
FIRE COMBAT 63
The Firepower Cap 68
RESOLVING FIRE COMBAT 64
ROUNDS OF FIRE 63
First Aid Checks 37,65-67
First Aid Advanced 73
Flamethrowers 82
Flamethrowers and AFVs 83
Flamethrowers and Buildings 83
France 24
French Army 24
French Navy 25
FOG OF WAR CARDS 53
Forests and Woods 99
Fortified Buildings 95
Frenzy Drugs 79

G
Gauss Weapon Systems (GWS) 81
Glory 31
Going into Hiding 85
Gravity Effects 101
Grissom 31
GUNS 117
Types of Guns 117
Anti-Tank Guns 117
Infantry Guns 117
Placement and Movement of Guns 117
Firing at Guns 117
Firing Guns 117
Using Guns 117

H
Heavy Sniper Rifles 84
Hidden & Stealthy Units 85
Hidden Units 85
HOT DROPS & PARASAIL ASSAULTS 137
Hot Spots 43

Initiative Checks 43
INITIATIVE 45
INITIATIVE 47
Initiative and Non-Initiative Units 48
INFANTRY COMBAT 63
Infantry Support Weapon Dice 67
Intimidating Weapons 82
INTRODUCTION 14

J
Japan 25
Japanese Defense Force (JDF) 25
Japanese Space Navy (JSN) 26
Jump Movement 54

K
L
Laser Weapon Systems (LWS) 80
Line of Fire (LOF) 52
LINE OF SIGHT (LOS) 52
LEADERS 61
Leaders Joining a Unit 62
Loading and Unloading Passengers 108
Losing Confidence 93

M
MAJOR CORPORATIONS 34
MAJOR NATIONAL POWERS 23
Making the Attack Roll 69
MECHANIZED COMBAT 105
MERGING UNITS 61
Moons of Jupiter 25
MORALE 89
Morale 57
Explanation of Morale Effects 91
Making the Morale Check 90
Morale Checks 89
Morale Effects 90
Mixed Leadership 92
MOVEMENT 53
Movement Rates 53
Moving Units on the Table 54
MOUNTED UNITS 151
Firing at Mounted Units 152
Firing from a Mount 151
Mounted Units and Close Assault 152
Mounted Units and Fire Combat 151
Movement for Mounted Units 151
Types of Mounted Units 151
Mounted Units and Casualties, Dependents 152
More Casualties Than Figures 71

N
Nap of the Earth (NOE) 107
Negative Leadership & Stress 92
New Economic Union 34
New Soviet Federation 32
Night Fighting 85

O
OFF-BOARD ARTILLERY 138
Calling for a Fire Mission 138

On-Board Mortars 83
RESOLVING A FIRE MISSION 139
SPOTTERS & FORWARD OBSERVERS 138
C-RAM 139
Determine Salvo Effect 139
Resolving C-RAM Fire 139
Resolving Counter Battery Fire 139
Organization of Progressive States 35
Opportunity Fire 51
Opposed Tests/Checks 46
Optional Fog of War 52
Optimum Range 66
Out of Contact Movement 54
Overwatch 75

P
Planetary Ratings 18
People's Republic of China (PRC) 26
People's Liberation Army (PLA) 26
People's Liberation Navy (PLN) 27
Pinned 91
Play Continues to Game's End 44
Positive Leadership & Stress 92
Powered Armour (PA Suits) 77
Advanced Powered Armor (TL 3) 78
Advantages and Attributes of Powered Armor 77
Common Powered Armor Attributes 78
Early Powered Armor (TL 1) 78
Recon Powered Armor (TL 2) 78
Standard Powered Armor (TL 2) 78
POWs 89
Primacy of Alterarum Terrarum (PAT or "Church Space") 33
Pull Back 91
PUTTING IT ALL TOGETHER: AMBUSH AT BONAVENTURE CROSSING 172
PUTTING IT ALL TOGETHER: BUGS IN THE REACTOR 165
PUTTING IT ALL TOGETHER: LOST & FOUND 102
PUTTING IT ALL TOGETHER: THE FIRST BATTLE OF VALLIN FARM 141
PUTTING IT ALL TOGETHER: TIGERS BY THE TAIL 125

Q
R
Rapid Movement 53
Reaction Aftermath 51
Reactions 49
Reaction Fire 50
Reaction Movement 50
Regaining Confidence 93
Reaction Tests and Fog of War 51
Reinforcements 43
Resolving an Infantry vs. Infantry Close Assault 89
Resolving Chains of Actions and Reactions 51
Resolve Reactions 42
ROBOTS & DRONES
BOTS IN COMBAT 148
Bot Casualties 148
Bots and Fire Combat 148
Bots and Morale 149
Bots and Overwatch 148
Bots and Reaction Tests 148

Controlled Dumb Bots 147


Dumb Bots 146
Independent Dumb Bots 147
SPECIAL UNIT TYPES 146
Recalling a Separated Bot 149
ROBOTIC FORCE ENHANCERS 149
ROBOTS & DRONES 146
Escort Duty 147
Patrol 147
Sentry Duty 147
Smart Bots 147
Distributed Drones 151
Robotic Medics (Care Bears) 150
Sensor Drones 150
Small Drones 150
Tiny Drones 150
Russia 27
Russian Imperial Armed Forces (IRAF) 27
Russian Imperial Air Service (IAS) 28
Russian Imperial Army 27
Russian Imperial Navy (IN) 28

S
Sensors 60
Set Up Hot Spots 42
Set Up Units 42
Set Up the Table 41
SMGs, Shotguns, Pistols, & Other Close Assault Weapons 81
Smoke 79
Smoke from Grenades and Light Mortars 79
Smoke from Heavy Mortars and Artillery 80
Sniper Teams 84
SOME MAJOR COLONIES 31
Special Teams 83
Special Weapons 80
SPECIAL FIRE COMBAT RULES 75
Suppression Fire 75
SPECIAL UNIT TYPES 146
Splitting Fire 69
SPLIT UNITS 61
Spotting Hidden & Stealthy Units 86
Spotting Stealthy Units 86
Stand 91
Stand-Off Breaching 97
Start New Turn 43
Stealth 59
Stealthy Units 86
Stress Test 93
Structural Strength 94
Structural Strength 95
Supply Quality 58
Support Weapon Annotation 68
Suppression Fire 75
Suppressed Weapons 87

T
TANK COMMANDERS BUTTONED UP & UNBUTTONED 108
Buttoned Up TCs 108
Unbuttoned TCs 108
Tech Level 59

Tech Level Related Unit Attributes 59


The Sliding Scale of Technology 59
TERRAIN EFFECTS ON FIRE AND MOVEMENT 93
The Casualty Penalty 73
The Dependent Penalty 74
Traditional Slug-Throwing Machine Guns (TSTs) 80
Types of Powered Armor 78
Titan Interplanetary 34
The Bloom Effect 19
TOMORROW'S WAR: INTERSTELLAR COMBAT IN THE 24TH CENTURY 18
THE INTERSTELLAR AGE 18
THE NET-CENTRIC BATTLEFIELD THE GRID 157
Advantages of the Grid 157
Anti-Grid ECM 160
Beyond Line of Sight (BLOS) Fire 159
Disadvantages of the Grid 160
ECM Units 160
Enemy Force Location 158
Force Location and Competing Grids 158
Grid Quality Checks 157
Increased Battlespace Awareness 15
Irregular Units and the Grid 162
Jamming the Local Grid 161
Loss of Grid 161
Precise Fire Missions and Air Strikes 158
Reduced Danger Close Effects 159
Synchronized Fire 159
Synchronized Fire Air Defense (SFAD) 159
Synchronized fire against aircraft 160
Synchronized fire against incoming missiles and artillery shells 160
Synchronized Fire, Anti-Tank (SFAT) 160
The Grid and Hidden Units 86
TREATY ORGANIZATIONS AND POLITICAL BLOCS 34
THE TURN SEQUENCE 41
Tactical Movement 53
THE BASICS OF PLAY 45
TESTS & CHECKS 46
The Firepower Cap 68
THE (NEARLY) UNIVERSAL MECHANIC 45
The Reaction Test 49
The Rule of Equivalency 56
Troop Quality 56

U
UAE Aerospace Force 29
United Arab Emirates (UAE) 28
UAE Army 28
Unearthly Environments 100
Union of Islamic Theocracies 37
United Kingdom (UK) 29
UNIT CHARACTERISTICS 56
UNIT ATTRIBUTES 62
UNIT COHESION 60
UNITS & LEADERS 55
UNIT TYPES 55
Unopposed Tests/Checks 46
United States of America (USA) 30
US Army 30
US Marine Corps 30

US Navy 31

V
Vacuum or Hazardous Atmospheres 100
VEHICLE TYPES 105
VEHICLE VS. INFANTRY FIRE COMBAT 118
Non-AT Infantry Weapons vs. Vehicles 118
Infantry AT Weapons vs. Vehicles 118
Anti-Tank Guided Missiles (ATGM) 119
Reacting to and Evading Primitive Anti-Tank Guided Missiles 119
ATGM Availability 120
VEHICLE FIREPOWER 109
Vehicle Weapon "Classes" 109
Advanced Vehicle Weapons 109
Advanced Conventional Cannons 109
Laser Cannons 109
Rail Guns (Gauss Cannons) 110
Energy Cannons 110
Restrictions on Vehicle Fire 110
Firepower & Tech Level 111
Infantry Fire from Vehicles 111
Fire at Infantry in Open Topped Vehicles or Riders on Vehicles 116
VEHICLE DEFENSE 111
SAMPLE VEHICLE: PERKINS M70 MBT 112
VEHICLE FIREPOWER ATTACKS VS. VEHICLES 112
Determine Hits 112
Vehicle Damage Table 113
Vehicle Crew/Passenger Casualties 115
VEHICLE CREWS & MORALE 115
Limpet Mines, Sticky Bombs, Suicide Vests & VBIEDs 120
Vehicle Weapons vs. Infantry 120
Infantry Close Assault vs. Vehicles 121
Firing into an Infantry vs. Vehicle Close Assault 122
GIGANTIC VEHICLES 122
Gigantic Vehicle Weaponry 123
Firing at a Gigantic Vehicle 123
Damaging a Gigantic Vehicle 123
Gigantic Vehicle Movement 124
VEHICLE ATTRIBUTES 124
Morale Results for Vehicle Crews 116
Bail Outs 116
PUTTING IT ALL TOGETHER: TIGERS BY THE TAIL 125
Loading and Unloading Passengers 108
Wheeled 105
Tracked 105
Ground Effects Vehicles (GEVs) 106
Anti-Gravity Vehicles (AGVs) 106
Direct Thrust Vehicles (DTVs) 106
Walkers 107
VEHICLE MOVEMENT 107
Tactical Speed 107
Rapid Speed 107
Nap of the Earth (NOE) 107
Vertical Obstacles 98

W
Water Obstacles 98
Weapons 59
Weapon Teams 83

Who Got Hit? 70

X
Y
Z
Zhuang 33
APPENDIX 1: COMMON UNIT AND VEHICLE ATTRIBUTES 193
COMMON UNIT ATTRIBUTES 193
Active Trauma Treatment 193
Advanced Life Saving Capabilities 193
Advanced Sensors 193
Animosity 193
Big Guns and Hard to Kill Units 194
Cannibal 193
Cavemen CASEVAC 194
Designated Marksman (DMR) 194
Despised 194
Elusive 194
Forward Observer (FO) 194
Hard to Kill 194
Hungry 194
Indigenous Scout 195
Inspiring 195
Intimidating 195
Interpreter 195
Jump Troops 195
Mounted Unit 195
Mounted Cavalry 195
Medic 195
Natural Armor 195
Natural Weapons 196
Old School 196
Physical Augmentation 196
Active Trauma Treatment Nanites 196
Skeletal Augmentation 196
Augmented Senses 196
Pointman 196
Poor Initiative 196
Special Teams 196
Stealthy 196
Terminal Air Controller (TAC) 197
COMMON VEHICLE ATTRIBUTES 198
Advanced Sensors 198
Artificial Intelligence (AI) 198
Active Point Defense (APD) 198
Amphibious 198
Anti-Personnel Grenades 198
Anti-Vehicular Melee Weapon (Walkers Only) 198
Back-Up AI 198
Bar Armor 199
Countermeasures 199
Deathtrap 199
Detonation Field (DF) 199
Enhanced Fire Control 199

ERA Equipped 199


Fire-or-Move 199
Gigantic 199
Hardened 199
Heavy Hitter 200
IED Countermeasures 200
Improved MGs 200
Lifesaver 200
Mine Resistant 200
Obsolete or Poor Armor 200
Remote Control 200
Restricted Arc of Fire 200
Safe Haven 200
Slow Firing Weapon 200
Slow Turret 201
Smoke Dischargers 201
Special Armor Types 201
Advanced Conventional Armor 201
Energy Resistant Armor 201
Laser Resistant Armor 201
Stealth (TL1 TL3) 201
Technical 201
Up-Armored AFV 201
Up-Armored Soft Skin 201
APPENDIX 2: ORGANIZATION EXAMPLES 202
DEMOCRATIC PEOPLE'S REPUBLIC OF GLORY (DPRG) 202
Democratic People's Army (DPA) 202
People's Republican Guard (PRG) 204
IMPERIAL RUSSIA 205
Regular Russian Army 205
Russian Imperial Army Airborne and Marines 206
Spetsnaz Combat Team 206
MARSHBORN FEDERATION "THE CRUSTIES" 207
REPUBLIC OF ARDEN 210
Republic of Arden National Guard (Main Force) 210
French Foreign Legion Platoon 211
UNITED ARAB EMIRATES 212
UNITED STATES OF AMERICA 213
US ARMY LIGHT INFANTRY PLATOON 213
US ARMY SPECIAL FORCES ORGANIZATIONAL DETACHMENT A (ODA) 215
USMC RIFLE PLATOON 216
USMC AFS PLATOON 217
APPENDIX 3: VEHICLE EXAMPLES 218
DEMOCRATIC PEOPLE'S REPUBLIC OF GLORY (DPRG) 218
Soft Skins 218
APCs/IFVs 218
Chungul Kae (Bush Dog) Scout Car 218
Type 80 "Fighting Boar" APC 218
Type 80 "Roaring Boar" MGS 218
Type 88 "Shouting Dragon" APC 218
AFVs 218
Chonma-Ho (Pegasus) III MBT 219
Chonma-Ho (Pegasus) IV MBT 219
Dear Leader I Heavy Battle Tank 219
Dear Leader II Heavy Grav Tank 219
"Fierce Lion" (Jaguar IV) Grav Tank 219
FRANCE 219

Soft Skins 219


VBL (Vhicule Blind Lger) 219
APCs/IFVs 219
VAB (Vhicule de l'Avant Blind) 219
AFVs 219
Destrier II MBT 219
Destrier III MBT 219
REPUBLIC OF ARDEN 219
APCs/IFVs 219
Blaireau "Badger" APC 219
Blaireau "Badger" MGS 219
Desaix Myrmidon 220
AFVs 220
Desaix Gaul II MBT 220
UNITED STATES 220
APCs/IFVs 220
M4 "Erix" APC 220
M2A2 "Ramirez" IFV 220
AFVs 220
M70 "Perkins" Main Battle Tank 220
M88 "Patton" Heavy Tank 220
AFS (Armored Fighting Suits) 220
M2 "CHESTY" AFS SERIES 220
M2FS "Chesty" Fire Support Version 220
M2FP "Pyro" Flame Projector Variant 220
M2AT "Gunslinger" AT Variant 221
M2EN "Boomer" Engineering Variant 221
APPENDIX 4: SCENARIOS 222
VICTORY POINTS 222
Suggested Victory Point Values 222
SCENARIO 1: THE ROAD TO HAPPY HOME 223
SCENARIO 2: THE LAST STAND AT RED RIDGE 227
SCENARIO 3: THE BIG SUCK 231
SCENARIO 4: THE HIGH TIDE 234
SCENARIO 5: RED STAR, RED STREETS 236
GENERIC FOG OF WAR CARDS 240
INDEX 248
TOMORROW'S CAMPAIGN 176
GET TO KNOW YOUR AO 176
What Type of Campaign Are We Playing? 176
What's the campaign setting? 176
What's the campaign duration? 176
What force am I playing? 177
What level of force am I playing? 177
Is this a co-op campaign? 177
DEFINING YOUR FORCE 177
Your Platoon 177
Starting Ratings 177
Platoon Attached Assets 178
Available Assets 178
THE CAMPAIGN TURN SEQUENCE 178
Pre-Action Sequence 178
Step 1 Receive Mission and Objectives 178
Step 2: Determine Plan and Issue Orders 179
Operational Momentum Points 180
Step 3: Reconnoiter 180
Setting Up Terrain 180
Setting Up Objectives 181
Setting Up Hot Spots 181

Determine Player's Board Edges 181


Step 4: Initiate Plan 181
Execute Operation 181
Fog of War 181
Spending Operational Momentum Points 181
Initiative 181
End of Game 181
After Action Sequence 182
Step1: Operation Assessment 182
Victory Points 182
Typical Victory Points for Regular Forces 182
Typical Victory Points for Irregular Forces (Insurgents) 182
Determining the Victor 182
Step 2: Casualty Status and Recovery 182
Evacuated Casualties 183
Accompanied Casualties 183
Stragglers 183
Captured 184
Step 3: Campaign Victory Points 184
Step 4: Combat Team Development 184
Eligibility for Team Development 184
Combat Fatigue 185
Continuous Combat 185
Recuperation 185
Unit Development Areas 185
Firepower Development 185
Defense Development 186
Reaction Development 186
Special Team Development 186
Leadership Development 187
Step 5: Returned to Duty and Replacements 187
Replacements and Combat Development 187
BUILDING THE INSURGENCY 188
Insurgency Hierarchy 188
Insurgency Development Rolls 188
Disillusionment 189
Improved Supplies 189
Improved Troops 189
Improved Tactics 189
Special Development 189
Improved Leadership 190
REGULAR PLATOON LOG 191
INSURGENCY LOG 191

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