Professional Documents
Culture Documents
Version 1.6
Rule mods by Jared Blando
Rules tweaks/additions:
MOVEMENT Rates:
Walker- 8" in Open terrain - Move as Infantry.
Infantry- 6" in Open terrain- Full movement in Rough and Forest. No run through Rough or Forest.
Tracked- 9" in Open terrain- Full movement in Rough, Half in Forest. No run through Rough or Forest.
Wheeled-12" in Open terrain- Half movement in Rough and Forest terrain. No run through Rough or Forest.
Grav -12" in Open terrain- Full movement in Rough, Half in Forest terrain. Run through Rough, No run through Forest.
Squad Detachments
A Squad may leave behind up to three soldiers called a Detachment. This Detachment may only act normally if they are
within twelve inches of a soldier from the Parent squad (The rest of the Squad with the Sergeant). The squad leader may not
be left behind, but MGs and/or AT assets may be.
Squad Coherency
A Squad may spread up to two inches away from each other and still maintain coherency.
Special Rules:
Air Support- A Commander (2nd Lieutenant and up) may act as a Forward air observer for a single turn with no penalty,
using the same rules as a Forward Air Observer. A Platoon Sergeant may do the same, though he suffers a -1 to his die roll
for the Air Strike Chart. A Fire order Die must be given to the whole unit. Also an Enemy who also posseses Airsupport
may negate this attack on a 5+. If the Strike is negated, the Strike is lost. If you have already called in an Air strike and an
enemy calls one in, you may still roll a 5+ to negate their strike.
AT Missiles- AT missiles do not suffer a -1 PEN for over half range due to the nature of the penetrating warhead.
Grav Vehicle- Grav Vehicles move as wheeled vehicles with no restrictions over Rough terrain with the exception of
trees. They may NOT move over impassible terrain such as buildings.
HQ Comms - Command vehicles have a 24 inch range to grant +1 leadership bonus to vehicles. Vehicles may pass this
Leadership bonus off to an infantry unit within its vicinity up to 6" away. An unmounted infantry unit will benefit from this
Leadership bonus only if its within 8" of a vehicle, OR if its within 16" of the HQ group or Command vehicle. An HQ
group without a Command vehicle has leadership bonus range of 16".
Smoke Grenades- (Once per game) An infantry squad may use their Smoke Grenades at any time during their turn,
whether Assaulting or Advancing, etc. The entire infantry unit counts as having soft cover for giving or receiving fire for
the duration of that turn.
Smoke Launchers- (Once per game) Vehicle may trigger its Smoke Launchers at any time during its turn, after
shooting for example. Smoke gives a vehicle Soft Cover for the rest of the turn when receiving or giving fire.
Stabilizers- Vehicle does NOT suffer from the -1 to hit during an Advance order with their main AT gun. Weapon must be
+2 PEN and up.
Sub-Orbital Insertion A Unit with Sub-Orbital Insertion may deploy normally as other infantry, or may be held in
Reserve (In ANY mission). If held in Reserve, you may deploy them onto the table at any point during the game, though a
Reserve LD test must be passed as normal. If you decide to bring them in and you pass your reserve roll, pick an insertion
point anywhere on the table and mark it with a token. Roll a D6 and consult the Sub-Orbital Insertion Chart. Once landed,
the Unit acts normally, and may receive any order die of the players choosing. (Including a Run order to assault!)
Sub-Orbital Insertion Chart
1-The unit arrives on the token but takes D3 casualties and is Pinned.
2, 3 - The Unit is delayed, put a Down Dice on the Unit. Add a +1 to your next roll on this Chart for this Unit.
4 - The Unit arrives but lands 10 away from the token. Each player rolls a D6, the highest roller moves the unit as they
choose.
5 - The Unit arrives but lands 10 away from the token. Controlling player moves the unit as he chooses.
6 - The Unit arrives on the token!
Walker Assault! - When walkers wade into a close combat, they receive a number of dice equal to their size to roll
against their enemy for the resolution of the combat. Walkers receive Enemy Defensive fire even within 6 they are just too
big to surprise anybody! They roll their Attack die first and the enemy removes casualties. Then the enemy rolls his attack
die and tallies up the hits. If the hits of the defender outnumber the hits of the Attacker, than the Walker is destroyed. If not,
the walker wins the combat and the enemy platoon is destroyed. Walkers may assault vehicles, but follow the same rules as
per infantry, and ignore the Tank Terror morale test.
Regular walkers are hit on a 4+ in CC, Veteran walkers are hit on a 5+ in CC. Heavy Walkers add +1 to this.
Walker Attack Dice
Light Walker- 10 Dice, No PEN
Medium Walker 8 Dice +1 PEN
Heavy Walker 6 Dice +2 PEN
UAV Drones Unmanned Aerial Vehicle Drones are a common sight on the future battlefield, especially as a localized
reconnaissance or attack element. Small and mobile, they provide invaluable assistance to NCOs on the frontlines.
Using UAVs- There are three types of UAV's, Recon, Strike, and Jammers. UAVs may be shot at with any weapon with +1
PEN and lower, but the shooter will ALWAYS need 6 then 6's to hit. Any enemy shooter more than 18 away may NOT
fire at a UAV as they are just too small and fast for heavier weapons to hit, unless those weapons have the FLAK special
rule. A unit in Ambush may fire at them as usual. A UAV drone has a DV of 4+. Hits on a UAV will not Pin the UAV or
the Parent unit. UAV's do not count against the squad that launched them for Morale purposes if they are destroyed. If
destroyed the Parent squad may not relaunch another UAV for the rest of the game. If the UAV is still alive at the end of the
turn, a D6 roll of 4+ will return the UAV to the squad (remove the UAV from the table, and the squad may relaunch it again
when they are issued another Order die). On a 1-3 the UAV is left on the table and may move again normally once the
squad is issued another Order die.
Recon UAV- A Recon Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Recon drone maybe be placed anywhere within 16 of the Parent squad. If the
UAV is within 8 of an enemy unit, the UAV may choose to do one of two things.
Reveal -The UAV may Reveal an enemy Hidden unit, in which case the Hidden marker is taken off of the Enemy unit
immediately.
Target Spotter -The UAV may give a +1 to hit bonus to any friedly unt within 24 and LOS of the target Enemy unit. This
bonus only applies to one unit in a turn. To be a Target Spotter, the UAV must be within LOS of the Enemy unit.
Strike UAV A Strike Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Strike drone maybe be placed anywhere within 12 of the Parent squad. If the
UAV is within 16 of an enemy unit, the UAV may open fire. A Strike UAV has Stabilizers and does not suffer from either
Long or Short Range, though it obeys other normal shooting Rules.
Anti Infantry - The UAV opens up on an enemy squad with underslung machineguns. (LMGS, ROF6 Range 16 )
Anti Tank -The UAV Fires underslung missiles at an enemy vehicle. (Light AT missiles, ROF2, +3 PEN Range 16)
Jammer UAV- A Jammer Drone may be launched by an Infantry squad when the squad is issued an Advance, Fire, or an
Ambush Order Die. Once Activated, the Jammer drone maybe be placed anywhere within 12 of the Parent squad. If the
UAV is within 8 of any enemy units, the UAV has a possibility of disrupting the enemies communications.
Satellite Scramble -When an enemy player wants to issue an order to a unit within 8 of a Jammer Drone, that unit must
roll a Leadership test (Including Pins). If passed, the unit received the Order die as usual, and the unit may act normally. If
the test is failed, the unit may not accept the Order die and the enemy player must issue the Order die to another unit. The
Jammer drone may affect multiple units in a turn. If a FUBAR is rolled, the order die is LOST and put aside from the bag
for the duration of the turn.
NATO Force Selection
Infantry Platoon
1-2 Command Squad
3-6 Combat Infantry Squads (No transports)
0-2 Combat Vehicles
1-5 Support Vehicles
1-4 Support Units
NATO FORCES
NATO Special Rules:
Superior Comms- NATO ignores the standard Comms rule, and utilizes the following instead. Whilst mounted in a
Command vehicle, a NATO HQ squad may grant their Leadership Bonus to any unit (Vehicles or infantry) within 30
inches. If the NATO HQ loses its command vehicle, or is dismounted and not within 1 inch of the Command Vehicle, then is
Leadership bonus is reduced to 20 from the HQ squad.
Close Air Support- NATO has devoted much of its available airpower to controlling the skies over the battlefield in order to
provide the ground troops with deadly fire support. The first time a NATO player calls in airsupport, they may roll two dice
and pick the highest when rolling on the Air Strike Chart.
HQ Units---------------------------------------------------------------------------------------
-NATO Command Squad (Regular 40 pts) (Veteran 55pts)
Armored Infantry
Smoke Grenades
2nd Lieutenant (Assault rifle w/ optional G.launcher)
*Add up to 2 infantrymen w/ A.rifles for +8pts each, Vets +10pts each)
*Upgrade to H.Armor for +8 pts each, Vets +12pts
*Upgrade CO to 1rst Lieutenant for +20 pts (+2 LD Bonus)
*Upgrade CO to Captain for +35 pts (+3 LD Bonus)
*Add Air Support Ability for 50pts. (One Air Strike)
*Add Artillery Support Ability for 50pts. (One Artillery and One Smoke Barrage)
Combat Vehicles------------------------------------------------------------------------------
-M1A4 Powell MBT (Regular 310pts)
Super Heavy Tank (11+)
Tracked
2 x Pintle mounted LMGs (ROF4)
Super Heavy AT gun
HE 2D6
Stabilizers
AMS system
Smoke Launchers
Support Vehicles-----------------------------------------------------------------------------
-Lynx Recon ARV (Regular 50pts)
Armored Car (7+)
Wheeled
Pintle mounted HMG
Smoke Launchers
Recce
May hold up to three passengers
*Replace HMG with Pintle mounted Minigun (LMG 5 shots) for +5 pts.
*Replace HMG with Automatic M. Grenade Launcher for +25pts.
Support Units---------------------------------------------------------------------------------
-G38 Hellcat TD (Regular 160pts)
Armored Car (7+ )
Wheeled
Recce
Super Heavy AT Gun
Pintle mounted HMG
AMS system
Smoke Launchers
Red God of War- A Neo Sov player automatically receives a Preliminary Bombardment and never needs to roll for it at the
beginning of a mission. In addition, the first time an artillery bombardment is called in by the Commanding Officer, you
may reroll the first result on the Artillery Barrage OR Smoke Barrage chart, but must keep the second roll.
HQ Units---------------------------------------------------------------------------------------
-Neo Sov Command Squad (Regular 40 pts) (Veteran 55pts)
2nd Lieutenant (Armed with Assault rifle w/G.launcher)
Armored Infantry
Smoke Grenades
+1 Leadership Bonus
*Add up to 2 Aides w/ A.rifles for +8pts each, Vets +10pts each)
*Upgrade to H.Armor for +8 pts each, Vets +12pts
*Upgrade CO to 1rst Lieutenant for +20 pts (+2 LD Bonus)
*Upgrade CO to Captain for +35 pts (+3 LD Bonus)
*Add Air Support Ability for 50pts.(One Air Strike)
*Add Artillery Support Ability for 50pts.(One Artillery and One Smoke Barrage)
Combat Vehicles------------------------------------------------------------------------------
-T92KA MBT (Regular 240pts)
Heavy tank (10+)
Tracked
1 pintle mounted HMG
Super Heavy AT gun
HE 1D6
Stabilizers
AMS system (5+)
Reactive Armor
Smoke Launchers
Support Vehicles-----------------------------------------------------------------------------
-BTR-T Support Tank (Regular 185pts) (May take two BTR-T's for every one Support Vehicle slot if ANY MBTs are
taken).
Medium tank (9+)
Tracked
LMG (front arc)
2 x L. Autocannons (linked)
SPRIGGAN AT missile system (4 Ammo, Missile system, M. AT gun)
2x Light Grenade Launchers (Linked)
AMS system (5+)
Smoke Launchers
-LMTR Light Assault Walker (Regular 90pts) (May take two LMTR's for every one Support Vehicle slot).
Armored Car (7+)
Light Walker
Smoke Launchers
LMG (Front and Side arcs)
Light Energy Cannon (ROF2, +2 PEN, D2 HE.)
*Add Heavy Energy Cannon (Light AT Gun, D3 HE,+ 25pts)
Support Units---------------------------------------------------------------------------------
-Soviet Heavy Weapons Team Regular (45pts) Veterans (60pts)
H. Armored Infantry
3 crew
HMG
*Replace HMG with L. AT gun (+25 pts) (Fixed, Team)
Grav Tanks- The Japanese have had a breakthrough in Anti-grav technology, allowing their vehicles to mount heavy
weapons while being extremely maneuverable. However, this maneuverability comes at a price of heavy armor. Grav
Vehicles move as wheeled vehicles with no restrictions over soft and heavy cover, with the exception of trees. They may
NOT move over impassible terrain such as buildings.
Combat Suits- Japanese infantry are equiped with an advanced combat exo-skeleton that helps them run faster, lift heavier
loads, and protect them on the battlefield. As a consequnce, all Japanese Clan infantrymen may move 7and are armed with
stabilized LMGs, abilities that give them impressive speed and firepower.
Force Selection---------------------------------------------------------------------------------------------------------
-No-Dachi MBT (Regular 255pts)
Medium Tank (9+ front) Light Tank (8+ sides and rear)
Grav tank
Coaxial HMG
Super Heavy AT gun (HE 1D6)
Stabilizers
Advanced ECM Package
AMS system (4+)
Smoke Launchers
Options-
*Replace LMG with a single AT Launcher for +20pts.
*Add up to two Combots to the squad for +15 pts each..
*Add Tank Hunters for +2 pts per infantryman.
*Add a Single UAV Drone to the squad :(Recon UAV )+20pts, (Strike UAV) +45pts, or (Jammer UAV) +30pts.
-Combot Squad
Regular (75pts) (Leadership 10)
H.Armored Infantry
5 Combots with E.Carbines
Energy Carbines (Assault Weapon, Range 16, ROF2, +1 PEN)
Robot
Options-
*Add up to 5 additional Combots to the squad for +15 pts each..
*Arm up to 2 Energy Rifles to the squad for +150 pts each..
*Add Tank Hunters for +2 pts per squad member.