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Able Archer is wargaming system, which will put players into role of company or battalion commanders durning fictional

conflict in 1983. You will


assume command of NATO or WARPAC ground forces. You will lead tanks,infantry but even artillery or airforces. You will be fighting in conflict
that was greatest fear of every politican and commander durning Cold war. Can you defeat Soviets before they could reach the Rhine? Or will you
lead final push towards the Paris as Soviet commander?

Able Archer unlike many games situated in Cold war gone hot scenário, is played in 1:1 scale. That means 1 vehicle represent one vehicle, base of
infantry represents team and so on.

In smaller games you will lead companies, while in larger games you can command battalions or even regiment worth of troops.

Because Able Archer is aiming for wargaming Cold War Gone Hot scenário in central Europe you can command United States,Soviet,Czechoslovak,
Polish,British,Dutch,West or East German battlegroups. You can play Able Archer storyline or even try something different like Fortress America
(Soviet Invasion of USA).

What i need to play?


These rules and and armylist
Markers (damage indicators,dug in markers etc.)
Couple of D6,D8 and D10
Ruler in inches
TTD statcards for units you will be using
Miniature figures representing your troops.
You’ll also need a playing surface and some scale terrain for your games. Table sizes used for the scenarios in this
book are 4’x 4’ or 4’x 6’, but playing on a slightly smaller or larger surface won’t adversely affect game play.

Miniatures
Able Archer has been written for use with 6mm (1:285/1:300) miniatures, while smaller or larger scale can be used the rules works
best with 6mm miniatures.

Basing
Vehicle miniatures need not be mounted on bases, but air and helicopter mobility “flying bases” to keep them “off the ground”.

Infantry Leader bases should be round, between ½” and ¾” in diameter with two figures per base. Infantry teams and field guns
should be mounted on bases roughly 1” deep by 1.5” wide, with 2 to 5 infantry figures or one gun per base. The actual size of a base
may vary slightly from these measurements, and anything close to the above
will suffice.

Once players have their miniature forces assembled, it’s a good idea to mark the vehicles and teams as being part of a specific
platoon or squad for quick identification during game-play. Color-coding, numbering, or lettering the bases are the most common
methods of indicating unit identification. The actual method is up to the individual owning the miniatures, but it should be consistent
throughout one’s forces.

As there are currently no official miniatures to depict the forces presented in this rulebook, players should feel free
to use miniatures from any manufacturer to represent their troops on the tabletop.
Game Scale
Each model on the table represents a single vehicle or gun, and each base of infantry represents a team of 3 to 5 men. Each terrain
elevation level represents an altitude of about 10 meters, and 1” on the tabletop represents a distance of 50 meters. One full game turn
represents 3 to 5 minutes of real time.

Terminology
AA: Anti-Aircraft – Anti-aircraft vehicle
AFV:Armoured Fighting Vehicle: any vehicle having any type of Armor rating on its Data Card is considered to be Armored. Armor
provides varying levels of protection against attacks made by weapons
AP: Anti-Personel – Anti infantry weapons
AT:Anti-tank – Anti tank weapons
ATGM/AAGM: Antitank guided missle/ Antiair guided missle
Attribute (Atribut): modify specific weapons or the performance characteristics of different troop types.
Battalion (Prapor): Military formation, consisting of 2 to 4 companies. It represents force for typical game of Able Archer
Company (Rota): a company is defined as two to four platoons, or units, of vehicles or Personnel.
Element: A single base of infantry, an individual vehicle, gun, aircraft, etc., is sometimes referred to as an element.
Infantry (Pěchota): a term for all types of infantry.
Signature-SIG:
Signature: A vehicle’s Signature represents the physical size of a vehicle, along with the amount of heat and electronic noise it emits.
The higher the Signature number, the smaller the vehicle’s size and “noise” factor. Signatures for vehicles range from Signature 6
(smallest) to Signature 3 (largest). 6 represents jeeps and similiar vehicles while 3 is reserved for Main Battle Tanks
Soft: Vehicles without any Armor ratings, and all types of field guns, are considered Soft vehicles/targets.
Squad (Družstvo): A squad is a unit composed of two to four identical infantry (Personnel) bases, or teams.
Platoon (Četa): The basic unit of maneuver in Able Archer is the platoon. Platoons consist of two to four similar vehicles,
or two to four Personnel squads.
Team (Tým): A team is a single infantry/Personnel base.
Unit (Jednotka): A term that is sometimes used instead of platoon or squad.

TTD Statcards
Players will need at least one Data Card for each type of vehicle or squad
in your force. One card per platoon for infantry and vehicles with single-
use systems is necessary for game play.

On card you will find in upper left name of unit (in this case M1 Abrams)
on right you will find cost of element.In next line you will find three
statistics MV which is mobility and speed. Sig – Signature which indicie
size of vehicle and last is Def-Defense this statistic is used in infantry or
close combat. Next there are weapons. First is name of the weapon the in
briket is type of damage dice, firearc and type of weapon. Next are ranges
for weapon short/medium/long/extréme.
In armour section there are armour values for vehicles Front/side/rear.
Infantry and soft units dont have armour so they will have type of unit in
this column.

Systems section contains various systems that vehicle is equipped.


In notes section you will find various single use items like smoke
launchers. Please take note that cards are made for platoon not for
elements so you can see 8 markers for smoke but since Abrams platoon
have 4 tanks every tank have 2 charges availible.
The Game Turn
Able Archer is played in a series of identical game turns that follow a specific sequence of events.

Game Turn Phases

The Initiative Phase

1. Any necessary Persistent Effects die rolls are resolved and results applied. Players may execute these activities in any order desired.
2. Each player rolls 2d6. The player with the higher total is the Initiative Player for the turn.
3. Each player can rolls for reinforcements.

The Activation Phase


Players alternate moving and firing platoons in the order determined by the Initiative Player. The Initiative player may choose to activate the first
platoon or have his opponent activate the first platoon. If the Initiative Player allows his opponent the first activation, he may specify the exact enemy
unit that must be activated first.

Players continue to alternate unit activations until all platoons have acted. If all of one player’s platoons have completed their activations for the turn
and the opposing player has multiple platoons that have not, the player with the unactivated platoons may complete their activations, one at a time,
without interruption from the ‘finished’ player. Once all platoons have completed their activations, proceed to the End Phase. Note that there are no
special Air or Artillery phases; these unit types act during their own, normal activation.

The Morale Phase


Companies which have crossed a Morale threshold test morale and apply the results. The Initiative player performs all Company Morale tests and
related functions first.

The End Phase


If this was the last turn of a set-turn scenario, or if an immediate scenario victory condition was met by one player, determine the winner of the game.
If the game does not end, continue to the next game turn.
Activation Options
During a platoon’s activation, it performs one Order. The Order to be used by a platoon is announced by the owning player immediately prior to its
execution.

Move and Fire


The platoon’s elements may move up to their movement allowance and may fire at an enemy unit at any point during its movement. A platoon using
Move and Fire orders is never compelled to do either.

Double Time
The elements of the unit may move up to one-and-a-half times their printed
movement, but may not fire. A unit that declares Double Time must move all
elements at least a number of inches equal to its movement allowance. No unit
may Double Time two turns in a row.

Intesive fire
All vehicles of the platoon may fire at the enemy with a modifier of -1 to
the To
Hit number and may not move.

Overwatch
The platoon moves up to half of its movement and declares that it will fire
during a future enemy activation. its activation is temporarily ‘suspended’.
Place an ‘Overwatch’ counter next to the platoon

Platoons on Overwatch may fire at any moving element during an enemy


pla-toon’s activation, and all elements of a unit on Overwatch must fire
during the same enemy activation. Such fire may be announced any time
up to (and includ-ing) the completion of an enemy’s activation. In cases
where both the active unit and a platoon on Overwatch declare fire at the same time, fire is considered to be simultaneous. Apply any combat results
after the conclusion of all fire attacksby both platoons.

A moving unit may trigger Overwatch fire from more than one platoon. All at-tacks from firing platoons must be declared against specific targets
prior to the execution of the first attack, and all attack results take effect at the conclusion of the last declared friendly shot during the enemy unit’s
activation.
Should activations by all enemy units be completed while a friendly unit is still marked as being on Overwatch, the friendly unit may not execute an
attack this turn and its activation is immediately ended.

Command and Control


Each platoon must keep its elements within a certain distance of each other; this is referred to as C2 range. A platoon’s C2 range varies depending on
the overall training and coordination of the army as a whole. This is the army’s C2 rating.

Line of sight has no bearing on C2 range. Elements of the same platoon only need be within the specified distance to be in C2 range.

C2 Ratings
A platoon in a force with a Superior C2 rating must keep each element (or squad, in the case of Infantry units) within 6” of another element of the
same platoon to retain unit coherency.

A force with an Average rating will have a C2 range of 4” for platoon elements/squads; a force with a Lacking rating has a platoon C2 range of 3”;
and Poor C2 platoons have a range of 2”.

Infantry teams of the same squad must keep each base within 1” of another base of the same squad.

A force’s C2 rating also affects its ability to use Leadership and/or Command modifiers for Crew Quality checks (see 13.0: Crew Quality and Morale).
The Leadership range for a Command or Leader element is equal to double the platoon C2 range in each respective C2 rating category.

When to Check C2 Ranges


C2 ranges must be verified at the beginning of a unit’s activation and at the moment the unit or any one of its elements/squads attacks an enemy unit.
Certain other game functions, as well as some weapons and systems used by vehicles, require checking C2 ranges at various times during the
Activation and/or Morale Phases of the turn.

Out of C2
Elements found to be outside C2 range at the beginning of their activation must move so as to be within C2 range of another element of the same
platoon/squad at the end of the platoon/squad’s activation. If an element cannot move within its C2 range of another element in its unit, it must move
its full available movement allowance towards another element of the same unit, ending its movement as close as possible to this element.

Elements outside of C2 range add one to the To Hit number when making attacks using the To Hit process, and use the next lower die type for their
Training die for any Infantry Combat die rolls (see 11.0: Infantry Combat). Personnel teams that are more than 1” away from another team in the
same squad may not make any ranged AP or support weapon attacks.

If an element is the sole surviving element of the platoon, the movement restriction is waived, but all other penalties for being Out of C2 apply unless
the element is within C2 range of a Command vehicle or Leader Team (see 13.2: Command and Leadership ).
Independence
Some units such as FSOs operate individually; such units are considered to be single-vehicle/squad platoons. Single-vehicle platoons are always
considered to be in C2 range.

Mobility and Terrain


Each element has a Movement Allowance that indicates how far the element may move in an activation and a Mobility type that tells how the element
is designed to move around the battlefield. Some game effects, such as vehicle damage, limit or modify an element’s movement allowance.
Fractional inches are always rounded down to the nearest whole inch for all instances of movement allowance modification.

Elements may use all, some, or none of their movement within the restrictions of their orders during their activation. No element may save movement
for use in a later turn.

Elements may always move through or over other friendly elements without penalty, but they may not stop movement “on top” of another friendly
element. Elements may not move through or over enemy elements during their move (but may make Overrun attacks using Firefight rules).

Mobility

W-Whelled
This vehicles using wheels,tires and similiar as thier locomotion. Most softskin but even APCs or Tanks use this mobility. Wheeled vehicles are
mostly faster in crosscountry and roads but it isnt rule.

T-Tracked
Most of armoured vehicles in second half of 20th century used tracks. Tracked vehicles have the advantage of being able to go places that some
wheeled vehicles cannot.

Infantry
The infantry moves 6 inches in open but as other units they are slowed down by difficult terrain.
In difficult terrain infantry units moves 4 inches and in very difficult they are moving only 3 inches.
Infantry can go everywhere except deep water.

Helicopters and Aircrafts


Air units are not affected by terrain, because they are moving above the ground. Only exception are helicopters wishing to land.
More in chapter Air units

Apart from mobility every unit also have speed.

Slow this vehicles are mostly old, dont have powerfull engine or are very heavy. Slow vehicles moves 6/4/3. That means the slow vehicles moves
6“ in open terrain, 4“ in difficult terrain and 3“ in very difficult terrain. In this category you will find for example British Main Battle Tank Cheftian.

Normal Typical speed for most armoured vehicles they move at speed 9/6/4.

Fast vehicles are mostly APCs and light tanks but some heavier tanks like T80 are also fast. Fast vehicles move at speed 12/8/6

Very Fast units can travel very fast on battlefield. Mostly light softskins like UAZ or equivalent but some WARPAC apcs are also capable moving at
these speed. Very Fast vehicles moves at speed 15/10/7.

Terrain and Movement


Terrain affects speed of vehicles, while vehicles can move on roads or in fields without problem, it is very difficult to move at high speed in ruined
streets or woods. To simulate this effect in game we created for 4 categories for terrain.

Normal (Open terrain,fields,roads, etc) vehicles can move through this terrain at full speed, they can also use double move in this terrain

Difficult (foliage, hills) this terrian slow vehicles down, they must use second column in their speed attribute and cannot perform double move action
in or through this terrain.

Very Difficult (Urban terrain, Shallow water) vehicles in this terrain move very slowly, they must use last column of their speed. They cannot
perform double move action in or through this terrain.

Dangerous (Swamp,marsh) vehicles in dangerous terrain moves like in very difficult terrain but they are risking bogging down (more in bogging
down). Vehicles cannot perform double move action in or through this terrain.
Mobility table

Terrain Whelled Tracked Infantry Cover


Scrub,bush Difficult Normal Difficult Light
Light foliage,alleys etc. Dangerous Difficult Difficult Light
Heavy foliage immpassable immpassable Difficult Hard
Shallow water Very difficult Very difficult Difficult None
Deep water immpassable*1 immpassable*1 immpassable None
Urban terrain Difficult Very difficult Difficult Hard
Problematic*2 Dangerous Dangerous Difficult None-Hard *2
Hill Difficult Difficult Normal None
Strmé stoupaní (Skály, 2 úrovňové kopce Immpassable immpassable immpassable/ None
atp.) Difficult 3*

1* Vehicles which have amphibious atribute treat deep water as very difficult terrain
2* here players must use common sense, this category is used for every terrain not included on this table so effects may vary.
3* most infantry units arent equipped to handle cliffs but if they have mountanian troop atribute they can pass this terrain as it was very difficult
terrain
Bogging down
If vehicle enters dangerous terrain, it must pass bogging test on D10
with target number 3. If the target number is less or equal as 3 the
vehicle is bogged down and cannot move. They can try the test at
start of next activition but if 1 is rolled the vehicle is immobilised.

Terrain and Cover


For an element to benefit from cover, the element’s center point must
be inside the outline of the terrain feature on the tabletop. In mobility
table you can find which type of terrain use which kind of cover but
this is not hard written rule, you can modify this to suit your terrain.
Light Cover
Firing at elements in Light Cover adds one to the To Hit number.
Hard Cover
Firing at elements In Hard Cover adds two to the To Hit number.

Line of Sight
To determine if a LOS exists between two elements, place a tape measure, ruler, piece edge over the center points of both elements. If the edge
crosses any amount of res then no LOS exists between the two units and no direct fire combat can take place.

Restricted Terrain
No element may fire or be targeted through Foliage, Urban, Stands may be targeted if they occupy Foliage or Urban terrai line of fire does not cross
more than 3” of said terrain.

Units
Elements, friendly or enemy, never block LOS, nor do they count as any type of
cover for determining combat modifiers.
Vehicle systems and weapons

Advanced Armour: if the vehicles equipped with advanced armour got hit by ATGM, the owner of vehicle rolls 2D6 if he roll 7 or more the missle
has been neutralized by reactive armour.
Advanced Fire control: Allows (up to) all non-Damaged vehicles of a platoon to fire at the same enemy element using a single To Hit roll. Subtract
one from the To Hit number for each vehicle firing after the first. Each weapon firing rolls Damage individually.
Amphibious: this vehicles can move through deep water as if it was very difficult terrain
Chaff pod: Firing at elements equipped with Chaff pod adds D3 to the To Hit number.
Command vehicle: Command vehicles can call artillery fire and offer a Morale bonus to the company or battalion(if they are Battalion command
vehicles) to which they are assigned
FSO (Fire Support Officer)- artillery forward observers can call down artillery strikes. They also have equippment to lead artillery strike with more
precision. When FSO calling down artillery fire he can reduce scatter to half and increase Avoidance test target number by 1.
Radar: Platoon equipped by vehicle with Radar attribute can reroll one failed to hit roll againts Air units.
Recon vehicle: any enemy element within 12“ inches from Recon vehicle can be target any friendly element with bonus -1 tohit.Before start the
game but after deployment Recon vehicles can move up to maximum allowance (standart move).
Smoke Launcher: Smoke increases the To Hit number or Defense rating of any targeted element by one for each Smoke marker that is in the line of
sight between the firer and the target. Smoke produced from any source other than a Brewed Up vehicle is subject to removal during the Persistent
Effects segment of the Initiative Phase. Roll a d6 for each Smoke marker on the table; on a roll of 3+, it is removed. Smoke Mortars allow a
possessing unit to place a Smoke marker anywhere within 2” of the unit’s current position. Smoke Mortars are a single-use system.
Tank Hunter
Allows a vehicle to re-roll a missed To Hit roll of any ATM/ATR attack. If a natural ‘2’ was rolled on the To Hit roll, no re-roll is allowed. Also adds
one to the squad’s CA dice total for all such attacks.
Transport: Vehicle can transport infantry the number next to the transport is how many teams can vehicle carry

Weapons
Anti-Personnel (AP) AP weapons affect Soft and Personnel targets, and
have no effect against armored targets. They are a specific category of
weapons that may be mounted on or with any unit type. See 11.2: Infantry
Anti-Personnel Fire Combat for how to conduct an AP attack.
Anti-tank (AT)
Compare the Damage die roll to the impacted facing of the target’s Armor
to determine penetrating damage.
Missiles (ATGM or AAGM)
Missiles have a 360 field of fire, even if not mounted on a turret or a
turreted vehicle. Anti-Tank Guided Missile (ATGM) and Anti-Aircraft
Guided Missile (AAGM) attacks may be made against targets that are not
in LOS of the firing unit and/or are within 1” of the edge of any Cover
they may occupy (e.g., they may not be fired at targets more than 1” inside
cover). Missile attacks against targets out of LOS add two to their To Hit
number.
Each Missile makes its own To Hit roll and resolves damage as a Gauss weapon. ATM may not be fired at Air or STOVL elements unless they have
Landed. AAM may only be fired at Air or STOVL elements while they are using Air movement.
Each time that vehicle fire missle roll D6 if the roll is 4 or more, then vehicle has ran out of missles and cannot fire again from this weapon system.
Minefields
MF are represented by 1” square areas on the tabletop. Multiple MF may be placed in base-to-base contact to create a larger mined area. MF attack all
elements using the FF table, treating all vehicles as Soft targets. MF attack elements at ground level (that move into, out of, or through them during an
activation. The type and strength of the attack is given with the MF info for a specific scenario or faction. There is no Avoidance test for moving
through a MF; all MF automatically attack any and all elements moving through (or near) them. MF always resolve attacks using a d6 Training die.
MF may only attack during an enemy activation.
Gas
All GAS have an AoE and a Persistent value. All GAS attack markers in play roll for removal during the Persistent Effects segment of the Initiative
Phase, and are removed on a d6 roll of 5+.
GAS have a normal attack profile, similar to that of an ART strike. All GAS affect ground level and Attack flight level elements. Gases are weapons
that place the affected elements under Suppression on a failed Suppression or Morale test. A ‘K’ result automatically suppresses the unit. The effects
last until the end of a turn in which the element moved out of the gas attack’s AoE or the effect of the gas expires due to a Persistent roll. A
Suppressed vehicle element operates as if it were damaged for the duration of its Suppression status.
Weapon Characteristics
Dual-Mount Weapons
Weapons noted as being Dual-Mount on an element’s TTD Card subtract one from their To Hit number and add one to their AFV Damage, individual
Vehicle Damage, and Infantry Fire Combat table die rolls.
Quad-Mount Weapons
Weapons noted as being Quad-Mount on an element’s TTD Card subtract two from their To Hit number and add two to their AFV Damage, individual
Vehicle Damage, and FF table die rolls
Rapid Fire
Rapid Fire weapons may re-roll their Damage die. If re-rolled, the second result stands.
Firing and Target Arcs
All direct fire weapons have a firing arc noted with the weapon’s characteristics on their Data Cards. No weapon may target an element that is not
within its firing arc.

Fixed Forward (FF) or Fixed Rear (FR): may fire at a target that is within a 90 arc
centered on the front/rear of the firing element.
Side Left (SL) or Side Right (SL): a 90 arc that is the same as the vehicle’s
Left/Right Side target aspect.
Turreted (T): Turreted weapons have a 360 firing arc.

Left Side (LS) or Right Side (RS): the entire 180 of the left/right side of the element,
based on the center of the element.
Front (F) or Rear (R): the front and rear arcs encompass the entire front or rear 180,
based on the center of the firing element.

Target Arcs

Armored elements have different Target arcs; they are used to determine the Armor value to use when resolving a Kinetic
weapon attack. Each has four 90 target arcs: front(přední pancíř), Rear(Zadní pancíř), left (Bok), and right (Bok), measured
from the center of the unit to its respective facing. All fire traced through this arc uses the associated Armor value when
resolving Kinetic weapon attacks.

Weapons classification
Weapons are divided into four classifications: Anti-Tank (AT), Anti-Air (AA), Anti-Personnel (AP) and Artillery (ART)
AT weapons may not attack non-Landed STOVL (exception: Automated Turret Control) or Air elements.
Personnel Targets are infantry elements and will have Foot Mobility types, as well as a Defense Rating, noted on their TTD Card. Personnel targets
have neither a Signature nor armor values.
AP weapons affect personnel targets normally. AA weapons firing at personnel targets, regardless of the actual result on the FF table, may never score
a result greater than K1. AT weapons have their damage die reduced one type when firing at personnel targets and may never score greater than a K1
result on the FF table. Soft Targets are unarmored vehicles and guns, and may be of any Mobility type except Foot or Assist. Soft targets have a
Signature and a Defense Rating noted on their TTD Card.
Attacks against Soft targets by AT weapons use the To Hit process, but do not use the AFV Damage table. Instead, total their Damage and Training
dice rolls and use the ‘Soft’ combat results on the FF Table. Attacks from AA or AP weapons against a Soft target use the AP combat procedure as
described under Infantry Combat.
AP and AT weapons firing at Soft targets reduce their Firepower die by one type. AA weapons are unaffected when targeting Soft targets.
Armored Targets are vehicles of any Mobility type and will always have a Signature, a Defense Rating, and Armor values on their TTD Card.
AP weapons have no effect on Armored targets (exception: Close Assault attacks; see 11.5: Close Combat). AA weapons reduce their Damage die by
one type when firing at Armored targets.

AFV Combat
Firing at an enemy vehicle is a two-step process. First, determine if a shot hits
the target. If it does hit, then determine what damage the target suffers.
Targeting
When a platoon announces that it will fire, each element attacks individually and may target a different element of the enemy platoon, may fire at the
same element of the target platoon, or may attack enemy elements in different target platoons. In each case, all targets must be announced prior to
making the first attack die roll.
Vehicles with more than one weapon may fire all of their weapons without penalty. Weapons mounted on a single element may fire at the same or
different target units during a single activation.
A weapon must have its target within its firing arc in order to execute an attack.
Finding the To Hit Number
To determine if an attack hits a target, take the target’s Signature (found on its Data Card) Next, find the range bracket of the firing weapon (Short,
Medium, Long, or Extreme). If the range is Medium, add one to the total, if at Long range add two, and if at Extreme range add four.
Add one to the total if the target is In Light Cover. add two if it is In Hard Cover. Add three to the total if the firing unit is Damaged.
The attacker needs to roll this number or higher on 2d6 for the attack to hit the target.
Example: M1 Abrams tank want to target Czechoslovak T72 hidden in foliage, the distance is Medium. Abrams must roll 2D6 againts target number
5 (Signature 3 + 1 for light cover and +1 for medium distance)
Multiple weapons firing
All weapons from a single element that fire at the same enemy target will use the same To Hit die roll to determine hits, even if the To Hit number is
different for each weapon.
If each weapon fires at a separate target, a different To Hit number is determined for each target. There is no penalty for a single element that executes
attacks against more than one target in the same activation, although each weapon may make only one To Hit attempt per activation.

Example: Soviet T80 wishes to engage M939 truck passing through near bush. While his main cannon have target in short range the machingun have
target in long range. If he would shot only with main cannon the target number will be 5 (Signature 4 + 1 for light cover) but if he want to use both
weapons the target number will be same for both weapons since machinegun is firing at long range the target number will be 7 (Signature 4 +1 for
light cover + 2 for long distance)

Damaging the Target


Once a hit is secured, find the damage sustained by the target. find the armor value that corresponds to where the line of fire crossed the target (front,
side, or rear). Additionally, if the original To Hit roll result is an odd number, use the ‘hull’ value for that facing; if even, use the ‘turret’ value. Next,
find the firing weapon’s damage die type (d4, d6, etc.) and roll one die of this type. If the number rolled equals or exceeds the armor value for the
facing that was hit, a penetration has occurred
Example:The Abrams from first example has hit CŠLA T-72. The T-72 have front armour 5 and Abrams cannon have damage value D10. He must
score more than five to do penetrating hit. He roll 9 and target has suffered penetrating hit.
If the attack caused a penetration, roll a d10 and consult the AFV Damage Table entry corresponding to the number rolled and apply the result.
Damage to enemy targets is considered to take effect after all vehicles of a firing platoon have resolved their attacks.
Damage Results
Immobilized: The vehicle may not move for the remainder of the game. Applies only to shots that struck the hull of the target, as indicated by odd To
Hit die roll results. Otherwise, read this result as No Damage.
Damaged: Mark the vehicle with a Damaged chit. Its movement is halved and it adds three to all To Hit number calculations for the remainder of the
game. A Damaged vehicle that receives a second Damaged result is Destroyed.
Destroyed: Remove the vehicle from the table. It has ceased to be an effective combat element.
Brewed Up: The vehicle is Destroyed, but do not remove it from the table. Instead, mark the element with a Brew Up (BU) marker. Any line of fire
that passes directly through the area covered by the BU marker receives a Smoke modifier of +1 to the To Hit roll for that attack. The vehicle is left on
the table in the same state for the remainder of the game.
Infantry
This section details how attacks are made by and against Personnel units, including ranged fire combat, close quarters assaults against enemy infantry
and vehicles, and vehicle overrun attacks against Personnel units.
If infantry is located in any kind of cover then any Firing at unit adds one to the To Hit number.
Infantry can also make makeshift cover by digging in. If units wishes to dig in it cannon do any other action durning activition. Unit roll d6 and on 4+
they dug in. Dig in unit have benefit of having cover one level better than current. no cover becomes light cover and light cover becomes hard cover.
Hard cover cannot be improved.
Training
Each unit is assigned one of four Training levels for the duration of a game, with each Training level representing varying levels of competency in
their battlefield abilities. The Training levels, and their attendant characteristics, are
as follows:
Veteran units use a d10 Training die for all Infantry Combat die rolls and receive a -1 to all To Hit numbers.
Trained units use a d8 Training die for all Infantry Combat die rolls.
Green units use a d6 Training die for all Infantry Combat die rolls and add one to all To Hit numbers.
Civilian units use a d5 Training die for all Infantry Combat die rolls, and add two to all To Hit numbers.

Unless scenário or armylist instructions state otherwise, all elements use the Trained Training level.
11.2 Infantry Anti-Personnel Fire Combat
Infantry squads make their own, individual ranged AP attacks, and may not combine their attacks with those of other squads in the same platoon. Each
ranged AP attack targets a specific enemy squad or a single Soft vehicle. A squad may make only one AP weapon attack per activation (exception:
Power Armor; see 11.4: Infantry Attributes).
One or more of a squad’s teams may not be able to participate in a ranged AP attack due to being out of C2 range or engaging a different target with
another (AT or AA) of the squad’s weapons.
The range of an AP attack is measured from the squad element that is furthest from the closest element of theintended target squad, or from the team
that is closest to its specific Soft vehicle target.
Procedure
When making a ranged AP attack (after checking the LOS and range to the target), roll one Damage die for each team in the squad that is participating
in the attack and one Training die that corresponds to the firing squad’s Training level.
Using the single highest Damage die roll, add it to the squad’s Training die roll. Add one to the total if the squad chose Intensive Fire orders for use in
this activation.
Find the target’s Defense rating (printed on its Data Card), and add the Range modifier and any cover modifiers to this number.
Subtract the target’s modified Defense rating from the attacker’s dice total and consult the Fire Fight
table (FF) to determine the result of the attack.

FF Combat Results
Suppression Test: the squad must pass a Crew Quality test (see 13.0: Crew Quality (CQ) and Morale), or be Suppressed. A ‘Suppression Test +1’
result adds one to the squad’s target number.

Morale Test: the squad must take a Crew Quality test. If the squad passes the test, it is Suppressed; if it fails the test, it is Broken. A ‘Morale Test +1’
result adds one to the squad’s target number.

K#: remove a number of teams equal to the number after the K. The squad must also take a Morale Test, using the number of teams killed as a
positive modifier to the target number.

Defense Modifiers
Range: if the firing unit is at Medium range, add one; if at Long range, add two; if at Extreme range, add four.

Cover: If the target is In Cover, add one; if In Hard Cover, add two. If the target is a Personnel squad that has teams in different types of cover, use
the Cover state that provides the lowest defense modifier for the target.

Firer Damaged: if the firing element is Damaged, add three to the target’s Defense; if a Large vehicle has suffered a Weapons hit, subtract the
damage modifier from the firing unit’s attack roll.

Combat Results vs. Soft Targets


When firing at a Soft target, AP weapons determine their total attack number as they would in AP combat, and an effective result is achieved by
equaling or exceeding the Defense rating of the target. There is an additional set of entries on the FF for vehicle target results.
For target vehicles , the FF results are:
Suppression: Immobilized.
Suppression +1: Damaged.
Morale Test/Morale Test +1: Destroyed.
K#: Brewed Up.

Vehicle-Mounted AP Weapons Fire


AP weapons mounted on vehicles resolve their attacks in the same fashion as infantry squads. Each vehicle in a platoon firing its AP weapons may
attack a different target unit, but must combine their attacks when firing at the same target. If firing at the same target, all firing elements must be
within C2 range, and the range is measured from the vehicle furthest to the target squad.

Infantry Support Weapons


Each squad may possess one or more support weapons, each of which may be used by an individual team in place of making a ranged AP attack.
Regardless of the number of support weapons assigned to a squad, a team may only use one type of weapon per activation, and only one team of the
squad may use a particular type of Support Weapon in each activation.
Infantry Support Weapon Types
Anti-Personnel/Tank (APT)
APT are weapons that affect Personnel, Soft, Armored, and landed Air/STOVL armored vehicles. AP attacks are resolved normally against Personnel
and Soft targets. Attacks against Armored targets make a To Hit roll and re-duce their Damage die by one die type when determining penetrating hits.
Squad Automatic Weapon (SAW)
A SAW is an AP weapon with its own range and Damage die. It may fire an independent AP attack at a separate target OR it may replace one of the
AP Damage dice of a squad’s ranged AP attack.
Light Anti-Tank Weapons (LATW)
An Anti-Tank Rifle (ATR) is a LATW with its own Damage die and range characteristics. An Anti-Tank Missile (ATM) is an AT weapon that operates
as a vehicle-mounted ATGM. Anti-Aircraft Missiles (AAM) are AA weapons
and operate as vehicle-mounted AAGM.
Missiles and ATR are have not limited ammo rule and may be used by a team as often as the opportunity
arises (but may only be used once per activation per eligible team).
LATW attacks against vehicles are conducted using the To Hit process under the same restrictions

Infantry Attributes
Each of the following attributes grants equipped Personnel units special abilities and rules exemptions or refinements. None, some, or all may be
present and available to a particular squad.

Recon: works similiary as recon vehicles.also Recon units adds its printed rating to a Personnel unit’s Defense rating against all Medium, Long, or
Extreme ranged AP fire. Recon Units may not be directly targeted by ART weapons
Flamethrowers (FT) A FT allows the squad to replace the Damage dice of one of its teams with a d12 when rolling its Close Combat or Close
Assault attacks. A squad’s FT may only be used once per game.
Hit and Run Units with Hit and Run may withdraw after any round of CC, regardless of who won or lost the CC. The withdrawing unit must move
away from the unit that it was fighting, and may move up to half of its normal movement.
Rapid Fire The unit may re-roll one ranged fire AP weapon Damage die per turn.
Smoke Grenades Squads equipped with Smoke Grenades use them as vehicles would use Smoke Mortars and are a single-use item. Smoke from
Smoke Grenades is removed immediately at the end of a squad’s activation and does not persist into a subsequent activation or turn.
Combat Engineers Engineers use their Damage die to attack a MF. The element must be in base-to-base contact with the MF to be cleared to attempt
clearance, and attacks the MF on the IFC. Suppression or Suppression +1 results have no effect on either the vehicle or the MF, but a Morale or better
result eliminates the MF. Only one clearance attempt may be made per element per activation at the cost of ½ of the element’s movement allowance.
If the attack result is lower than the Defense rating of the MF, the clearing element is immediately attacked by the MF.
Mortars A squad Mortar acts as a man-portable ART weapon with a fixed AoE. All Mortars have a minimum range that is equal to double their AoE,
are capable of firing standard ART, Smoke, and GAS, and may be fired at targets to which they have no line of sight, provided that at least one team
of the same squad has a line of sight to the target point.
Tank Hunter
Allows a Team to re-roll a missed To Hit roll of any ATM/ATR attack. If a natural ‘2’ was rolled on the To Hit roll, no re-roll is allowed. Also adds
one to the squad’s CA dice total for all such attacks.

Close Combat (CC)


CC occurs when at least one friendly team of a squad comes in base-to-base contact with at least one team of an enemy squad. All teams of a squad
that are within normal C2 range will participate in CC, regardless of whether or not all friendly squad teams are in base-to-base contact with all
enemy squad teams.
To resolve CC, each side rolls and totals their single highest AP Damage die (roll one die per team in the squad, just like a ranged AP attack) plus their
Training die. The winner of a round of CC is determined by comparing the totals of each side. Multiple rounds of CC are conducted during the same
activation until only one side or no one remains.
To determine the winner of a CC, compare the dice totals of both squads. If the difference between the totals is zero or one, both sides lose one team.
If the difference is greater, the losing side removes one team for each complete increment of 2 points between the totals (e.g., removing an additional
team when difference is more than 2, 2 teams when it is more than four 4, etc.).
If the squad being attacked is In Cover or In Hard Cover, it adds the terrain modifier for its cover type only during the first round of die rolls.
A squad in CC may add one to its CC dice total for each Leader Team that is within C2 leadership range of the friendly unit in CC; if a player opts to
do so, Leader Teams may become casualties in CC (see Leader Teams).

Multiple Squads in Close Combat


If a single friendly squad is engaged in CC by multiple enemy squads during the same activation, it makes a single dice roll for each CC round,
comparing it to the totals of each enemy squad individually, with casualties determined normally for all squads involved in the CC.
Close Assault Attacks (CA)
A CA occurs when a friendly squad moves into base-to-base contact with an enemy vehicle. Teams of the attacking squad need not all be in base-to-
base contact with the target, but all teams must be within squad C2 range to participate in an attack.
To resolve a CA, the attacking squad rolls and adds its AP Damage die (roll one die per team in the squad, just like a ranged AP attack) to their
Training die. This is compared to the target’s Defense rating, and any effect against the target vehicle uses the ‘Soft’ entries on the IFC for both Soft
and Armored vehicles. Both CCW and FT may be used in a CA.
The target of a CA includes In Cover or In Hard Cover modifiers in its Defense total if in appropriate cover. Only one round of combat occurs during
a CA, and the target vehicle may not attack the squad that is Close Assaulting the vehicle (exceptions: Close Defense Systems and Overwatch fire
conducted prior to the CA).
Overrun Attacks (OVR)
Vehicle elements may conduct OVR attacks against enemy squads or Soft vehicles that are in Open/Clear terrain (only) during their movement by
moving into base-to-base contact with at least one team of the enemy squad/the target vehicle and expending an additional 2” of its movement
allowance. Each vehicle of a platoon may make one OVR during its move and may OVR the same or a different enemy squad/vehicle; each OVR
need not be executed at exactly the same point during the platoon’s movement. If the vehicle(s) have additional movement available, they may
continue their movement after the OVR is completed. OVR may not be executed if the platoon is using Double Time orders.
OVR are AP attacks against the target squad/vehicle. Vehicles conducting OVR may use any weapons that have not yet made an attack during the
platoon’s activation. If multiple weapons are used in a single OVR, roll each weapon’s Damage die separately, using the same Training die roll for all
attacking weapons.
AP weapons used in OVR increase their Damage die by one type; AT weapons do not reduce their Damage die by one type during an OVR (see 12.2:
Target Classifications). CDS may not be used during an OVR.
OVR combat results from the FF are applied immediately. Should a squad that was the target of an OVR receive no result from the FF, it may
immediately make a CA against the vehicle that just overran the squad.

Crew Quality and Morale


CQ refers to the combined training and morale level of a unit. Units at different command levels (element, platoon, and company) will be required to
take CQ tests depending on the specific game situation.
CQ ratings are assigned to units at the company level, and all subordinate units of the same company (platoons and squads) share the same CQ rating.
There are four different CQ ratings, each with a target number that is used in all CQ tests.
Veteran troops represent guards-class formations, hardened veterans of many battles and campaigns, and
units with highly specialized training. The target number for a unit with a Superior CQ rating is 6.

Trained troops have been through rigorous military and technical training, and have been involved in one or more campaigns or large battles. An
Average CQ unit’s target number is 7.
Green CQ troops are fresh out of basic training, with little or no combat experience. Their CQ target Avoidance Test Modifiers
number is 8. +2: Used Intensive Fire in
its activation.
+1: Infantry
Civilian units aren’t trained troops in any sense of the word. They are semi-organized militias, armed gangs, +1: Each Team over 1 in AoE.
or revolting peasants. Poor CQ units have a target number of 9. +1: Currently under
Overwatch orders.
-1: Firer at Long range.
Target Numbers -1: Used Double Time in its
activation.
A target number is the number needed on 2d6 to pass a CQ test, with a result equal to or exceeding the -1: In Cover.
modified target number indicating the unit has passed the test. Target numbers are modified by conditions -2: In Hard Cover.
specific to each type of test. Regardless of modifiers, boxcars always pass a CQ test, and snake eyes always
fail.

Avoidance Test
Avoidance tests are taken by individual elements in the area of effect of an artillery or orbital artillery (ortillery)
strike. Failure means the element has been hit by an incoming round; the artillery strike resolves an attack
against the element.
Morale test modificators
Target number modifiers for a CQ Avoidance test are target-based unless noted otherwise. +2: for every destroyed
platoon
Crash Test
+1: Each squad having lost at
Crash tests are taken by individual Air elements that receive an Immobilized or Damaged result on the AFV least half
Combat table while at Attack or Cruise flight levels. Helicopters elements must also test as dictated by the of its elements OR all
Terrain Effects Chart. If the air/helicopter unit is moving at attack level add 1 to target number remaining vehicles
are Damaged.
Failure of a CQ crash test for an Air or Helicopter Mobility element of any size at Cruise flight level +1: for every element outside
eliminates the element. Elements at Attack level are like-wise eliminated. C2 range
Helicopters flying at Attack level roll a d10 on the AFV Damage table, subtracting three from the die roll +1: for every suppressed squad
(treat a modified die roll of one or less as no damage). -1: Per Command vehicle or
Leader Team in C2 range of
Helicopters that survive a Crash test are considered to have Landed. any platoon in acompany.
Squad Morale test
modificators
Morale Tests +1: for every destroyed team
or team outside C2 range
Morale tests are taken at the company level during the Morale Phase of the turn by companies that have lost +1: Squad is suppressed
half or more of the elements with which they started the game, as well as at the end of any turn where the -1: all teams are in cover
unit began with less than half of its original elements and received one or more additional casualties. Failure -1: for every command team in
C2 range
of the test results in all platoons of a company operating as Broken until it is either rallied or Destroyed.

Personnel squads may be required to test morale due to a result onthe FF. Any modifiers listed with an ‘*’ are only applied to squad morale tests.

Air units and attached platoons of Helicopter are exempt from taking casualty-based CQ Morale tests.

Suppression Tests
Suppression Tests are taken by Personnel squads only, and use thesquad-based Morale modifier numbers when taking a CQ Suppression Test.

Command and Leadership


Command Vehicles
Vehicles with a Command Package are termed Command vehicles and offer a Morale bonus to the company to which they are assigned, so long as all
platoons have at least one element within its C2 leadership
range (double that of normal C2 range). They are vehicle elements in all other respects and may activate once dur-ing any turn as part of any
subordinate platoon that is within C2 range. A Command vehicle may choose to share its activation with a different platoon each turn.

Leader Teams
Infantry platoons and companies have Leader Teams assigned to them as part of a unit’s basic organization. Leader teams represent a physical
presence with a unit and are considered part of any friendly Personnel platoon with-in C2 range of the Leader Team. They may not be targeted
directly for any type of attack by an enemy element but may be used as any other Team for determining platoon or company C2 ranges.

Leader Teams within C2 leadership range may be removed as casualties in place of a normal infantry team at the owning player’s option. Such
removal does not negate any Morale test the unit must take following the Leader Team’s removal, nor do Leader Teams count as casualties to a squad
or platoon for morale purposes.
Leader Teams must be removed as casualties if any squad within C2 range is completely eliminated in CC. Leader Teams are removed if all squads of
their platoon or company are eliminated.

Suppression and Morale Results


Suppressed
Suppressed squads may move up to half of their normal movement allowance, and may choose only Move and Fire orders. They may not use Support
Weapons, CCW, FT, or any other Attribute that gives them a beneficial modifier or re-roll for any type of combat. They may not initiate CA attacks,
and their Training die is reduced by one type for all purposes.
A squad that receives a Suppressed result while already Suppressed becomes Broken (exception: Autonomous units).

Broken
Broken units may only choose Double Time orders, and must move to increase the distance between themselves and the closest enemy unit without
moving closer to another enemy unit, OR they must move to In Cover or In Hard Cover positions more than 1” inside a terrain feature. Once within
cover, the Broken unit ceases movement, even if it has moved less than its printed movement allowance. Broken units that are forced to move off the
table are considered Destroyed for scenario victory conditions.
Elements that do not end their movement within C2 range (squad or platoon, not both) are eliminated at the end of the current activation.
Broken Personnel squads and Guns that are engaged in CC or OVR are automatically eliminated. Vehicles that are part of a Broken company may not
make OVR or missile attacks, and may only make direct fire attacks against elements in their Front arc.

A Broken company is treated as a single platoon for activation purposes. Any Broken unit that suffers another Broken result is Routed off the table
and is removed from play.

Rally
A unit operating under Suppressed or Broken status must attempt to rally as the last action of its activation. To rally, a unit must pass a CQ Morale
Test, with modifiers applied normally. Failure to rally imposes no additional penalties against a unit, but it will retain its current Suppressed or Broken
status. A rallied unit or company may operate normally in all respects.
AIR UNITS
Air Reserves
Air Units Always start at reserves. If you want to call your air units on table, one of the
command team must pass CQ test. If the test is unsuccesfull you can try call again next turn.
The target number is 6. If the test is succesfull the air units will arrive next turn. If you roll
double-six (box-cars) or double of target number, Your battalion has been given priority air
support and units will arrive immediately, and is deployed at edge of table of your choosing.
You can call air support only once per turn
Aircrafts
Air units have limited ammunition, mostly bombs or guided missles. Aircraft can leave gaming
table by moving to the edge of table. If air units leave table it does not give VP to enemy – it is
not cosidered destroyed.
Air units are moving above terrain, they are not affected by area terrain. They can freely move
through enemy and friendly units but cannot end their movement in same place as other air unit
or helicopter.
Elements using Air movement are either moving at Attack Level or Cruise Level. In either case, an Air unit must always move at least half of its
available movement allowance during each activation, and may never choose Intensive Fire or Overwatch orders.
Air units flying at Attack Level are considered as moving right above the terrain for purposes of line of sight.
Units in Cruise Level are flying relativly high and can target or be targeted very easily. When targeting an
Calling Air Reserves
Air element at Cruise level, the range to the element for combat purposes is measured, then increased by one
range band (Short becomes Medium, Medium becomes Long, Long is now Ex-treme, and Extreme is out of modificators
range) prior to calculating a To Hit or Defense number. +1 to target number if
calling unit is platoon
Air elements move from Cruise Level to Attack Level (and vice-versa) by expending ¼ of their movement leader
allowance.
+1 if player wants
Air elements may only move forward in a straight line, but they may turn up to 90 deploy unit on other
after moving directly forward a number of inches equal to the element’s Turn Rating.Turn Rating for table edge than his own.
signature 4 to 6 is 1“ for signature 3 it is 2 inches. This increment is doubled if the element is Damaged. The
element may make multiple turns during a singl activation so long as each turn is preceded by the minimum -1 if the calling unit is
straight movement distance. battalion commander or
higher or FSO
Air elements may not attempt to move from Attack Level to Ground Level (‘landing’) unless allowed by
specific scenario conditions.
Limited Ammunitions
Unlike normal vehicles, the missles and bombs are limited and once they´re gone they cannot be used again. All limited ammo weapons are marked
on TTD statcard.
Bingo Winchester
If the flight(platoon) spend all of its limited ammo it can leave at end of the turn. The flight that leave gaming board cannot return but it doesnt cannot
as destroyed for purposes of VP.

Helicopters
Helicopters use similiar rules as Air units but there some slight differences.
Air Reserves
Unlike air units helicopters can begin their deployment on table if they do so they are deployed last and on any table-edge. If they not choose to
deploy at start of the game they using rules for air reserves as Air units.
Helicopter Movement
Helicopters may use some, all, or none of their movement allowance each turn. They are not required to move any minimum distance during their
activation, regardless of their Flight level.
Turns
Helicopters elements may turn up to 90 at any point during their movement by expending 1” of their movement allowance, or 180 for the cost of 2” of
movement. The turn cost is doubled if the element is Damaged
Landing
Helicopters may move from Attack Level to ground level at a cost of 2” of their movement allowance. While landed, Helicopter may be fired on
without penalty, as if they were any other non-Air/ Helicopter element.
Landed Helicopter elements must expend 2" of their movement in order to move to Attack Level prior to resuming movement.
Combat
Helicopter may use Intensive Fire or Overwatch orders during an activation, but they may not fire while landed.
Artillery
Vehicles which are equipped by weapons with atribute ART
are called Artillery. This weapons can fire outside of LoS
and are using different rules than direct fire weapons.
ART Weapons characteristics
type of weapon: Mortar(MO), Howitzer (HO), or Missle
launcher (MLRS)
type of damage (Dx) – x is type of dice used for damage
units which has been hit.
Range: Range of Weapon , the ART weapons have only
short and long range.
AoE (Area of Effect) – s the radius, measured from the
target point, within which any element may be affected by
the ART attack.
Firing with ART Weapons
When an ART element fires, place a target point marker on
the table where the attack will be centered. The target point does not need to be placed directly on an enemy element, but at least one enemy element
must be within the weapon’s AoE.Each ART platoon may place a single target point per activation, but only a single firing element is necessary to
place the target point.
For each additional firing ART weapon from the same platoon, the firing player may either add one to the CQ Avoidance target number for all ele-
ments inthe AoE or increase the AoE by ½”. The decision as to which options will be used must be made when the target point is placed. No AoE
may be increased beyond 3”.
Any vehicle element or squad even partially inside the AoE must individually make a CQ Avoidance test. Elements or squads that fail the test are hit
and may be damaged. To determine damage against elements hit by ART, roll and add the ART’s Damage and Training dice and consult the IFC,
using the appropriate entry for the element being attacked. Add one to the IFC total for each firing element that was used to increase the target Avoi-
dance number. Armored elements are treated as Soft targets for damage resolution, but increase their Defense by one if all armor values are 4 or
higher. Damaged ART vehicles/weapons may not increase an attack’s AoE nor add to an attack’s Avoidance modifier.
After placing the target point for an artillery attack, the target point is subject to an automatic Scatter roll. The target point will scatter d6” in d12
direction. If a friendly Command vehicle has LOS to the target point’s pre-scatter placement, the target point will scatter d3” instead. Once the target
point’s location is found, conduct CQ Avoidance tests and ART attacks as per above.
Overwatch
ART Weapons can use Overwatch action like different units but it works little differently than normal direct-fire units overwatch. When any enemy
ART weapon fires and is in range the platoon on overwatch action can fire at firing unit. This artillery fire didn´t scatter, but firing unit cannot increa-
se AoE or CQ avoidance test target number and target unit had bonus into -2 to avoidance test.
Barrage
ART weapons can use Intesive fire, it count as normal fire but persists to the begining of next turn. Every unit which move through AoE must pass
CQ test or will be hit.

Special Ammunition
Artillery can use special ammunition , there are 3 types specialised ammunition: Smoke,FASCAM and Chemical weapons.
However number of these rounds is limited, after each fire player must roll D10 to see if there is any special ammunition left. If the number is equal
or higher than target number than units is run out of this special ammunition.
• Smoke ammunition target number: 6
• FASCAM target number: 5
• Chemical weapons target number: 5
Smoke ammunition
Smoke Munitions create a an area of Smoke on the table equal insize to the AoE of the strike. A line of sight traced through ART smoke adds one to
the To Hit or Defense number of the target foreach inch (or fraction thereof) measured through Smoke. ART Smoke is rolled for in the Persistent
Effects segment of the Initiative Phase and is removed on a d6 roll of 5+.
Field Artillery Scatterable Mines (FASCAM)
Static Minefields may be deployed via ART strikes. A FASCAM strike places one 1” minefield for each inch of its adjusted AoE. All MF deployed
by a single strike must deploy in base-to-base contact with another MF from the same strike.
Chemical Weapons
Gas Munitions may be deployed via ART strike. All ART-deployed Gas weapons have an AoE equal to that of a normal ART strike and affect both
ground and Attack flight level elements.
Gases are weapons that place the affected elements under Suppression on a failed Suppression or Morale test. A ‘K’ result automatically suppresses
the unit. The effects last until the end of a turn in which the ele-ment moved out of the gas attack’s AoE or the effect of the gas expires due to a Per-
sistent roll. A Suppressed vehicle element operates as if it were damaged for the duration of its Suppression status.
Fire Support Officer
If a FSO has line of sight to the target point of any ART strike, increase the Avoidance target number by 1 and halve any Scatter distance rolled.

Transport units
Each element capable of transporting Infantry elements, regardless of Mobility class, uses the same procedures for transport.
One Team may be transported for each number in parentheses after the Transport entry on the transport’s TTD Card. Leader Teams do not count
against a transport’s carrying capacity, but must be assigned to a transport element when their formation is being transported
Loading and Unloading
A transporting unit may only take on or drop off elements during its activation. Elements that will be
loaded onto a transport must have Overwatch orders and may not have fired or activated in the current
turn. Elements that unload from a transport consider their activation complete for the turn. Passenger Casualties
To load elements, a transport must be in base-to-base contact with at least one element of a squad that Transport Damaged: 1-3
will be transported. After loading, remove the elements from the table and place them on the Transport Transport Destroyed: 1-6
Record sheet in the box assigned to the specific transporting element. Transport Brewed Up: 1-10
When unloading, all unloaded elements must be placed back on the table in base-to-base contact with
both the transport element and each other element that unloaded at the same point during the transport’s
movement.
Loading or unloading a transport costs ¼ of the transporting element’s movement allowance for the activati-
on. A transport may load and unload transported elements in the same activation.
Transported Elements
While being transported, an element is an integral part of the element transporting it. It may not be targeted sepa-rately from, and shares the same
activation with, the transport platoon. If the transporting unit is Damaged or Destroyed while carrying elements, check for the elimination of transpor-
ted elements. Roll a d10 for each team trans-ported; if the number rolled is within the indicated range, the team is Destroyed.
Teams that survive the destruction of their transport are placed onthe table in base-to-base contact with the destroyed vehicle prior toits removal from
the tabletop.
Scenarios

Name of Scenario: Pitched Battle


This Scenario represents clash of two opposing battlegroups, each commander is seeking to destroy as many enemy units as possible.
Type: Fair Fight
Balance of Forces: equal
Deployment: both sides deploys 8 inches from edge of table
Objective: Destroy enemy forces
Victory conditions: Each destroyed vehicle or squad counts as 2 victory points, damaged or immobilised vehicle count as 1 VP. Game lasts 8 turns

Name of Scenario: Assault


Attacker player forces begin offensive againts their enemy. In this scenario attacker is trying to capture of strategic objective whatever it is
hill,crossroads,town or bridge.To this task attacker have numbers to backup his plan. But defender is well prepared and dug in, they will not give up
without fight.
Type: Attacker/Defender
Balance of Forces: Attacker 200% Defender 100%
Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.
Objective: Capture strategic objective
Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in
objective terrain and attacker non-broken unit is located in target terrain
Special rules: Prepeared positions – Defender begins in prepeared positions. All defender units count as in hard cover until they moves.

Name of Scenario: Counter-strike


Defender captured in recently offensive an objective, now enemy is trying to recapture it, Defender had not have enough time to dig in.
Type: Attacker/Defender
Balance of Forces: Attacker 150% Defender 100%
Deployment: Defender deploys up to half of the table. Attacker deploys up to 8 inches from edge of table.
Objective: Capture strategic objective
Victory conditions: Game lasts 10 turns. Attacker must capture target objective. The objective count as captured if there is no defender units in
objective terrain and attacker non-broken unit is located in target terrain

Name of Scenario: Recon in force


Current situation is stalemate and both forces are trying to find weakness in enemy lines, you must break enemy lines at all costs
Type: Fair Fight
Balance of Forces: equal
Deployment:
Objective: Breakthrought enemy lines,prevent enemy from breaking your line and destroy as many as enemy forces possible
Victory conditions: Game lasts 12 turns. Any unit which reach enemy table edge can leave battlefield but cannot return in this battle. Every unit
which leaves battlefield this way count as 2 VP. Every damaged,imobillised or destroyed vehicle/squad count as 1 VP.

Name of Scenario: Breakthrought


Attacker is stagging all-out attack on enemy positions. As defender you must prevent any enemy units from reaching
your rear.
Type: Attacker/Defender
Balance of Forces: equal
Deployment:
Objective: Attacker must break throught enemy lines
Victory conditions: Game lasts 12 turns. To win attacker must move at least one quarter of his forces to defender table edge until end of the game
otherwise defender wins.
Battlegroup Creation
Every commander needs a combat units, if he wants to be sucessfull on battlefield.
This charter is dedicated to building battlegroup for Able Archer games. Process of creating forces is little different from what you are used to from
different games.
Basic building block of every battlegroup is elements they represents vehicles or squads. Elements are then grouped in to the platoons. Platoons are
grouped to Companies and Companies to Battalions.

Every Platoon have following statline in armylist:


Structure: indicates type and number of units included in platoon
Type of Platoon: type of platoon for example M1 Tank Platoon will be Armoured
Cost: cost of unit in points
Upgrades: cost and type of upgrades for unit

Companies
Platoons are grouped to Companies. Every company have 2 up to 4 platoons no more no less. Platoon must include same type of platoons (Mechani-
sed,Armoured,Infantry or Aeromobile) only exception are mechanised and armoured units which can be combined together in one Company.
The type of Companies:
Armoured
Mechanised
Infantry
Aeromobile
Mechanised and Armoured
Support Platoons
Every Company can have one and only one support platoon. This platoon cannot use morale bonuses given by command units.

Command Units
Every Company have company commander who led them into the battle.Armoured,Aeromobile and mechanised units have command vehicles.If
platoon contains 9 or less vehicles it can take one command vehicle from list. If it contains 10 or more vehicles it can have up to two command
vehicles. Infantry Companies
cannot have Command vehicles instead they have infantry command teams. Mechanised and Aeromobile
Companies which includes infantry squads can also have infantry command teams instead of command vehicles if they wish so.
Example: US player decides to build battlegroup inspired by Team Yankee book. First he bought 3 M1 Armoured Platoons and one mechanised
platoon (M113). Because his Company have more than 10 vehicles (16 to be exact) he can buy up to two command units he choose two M1 Abrams
tanks. Every company can also have one support platoon, he chooses M901 Anti-tank platoon.

Battalion
Companies are grouped into Battalion. Each Battalion have 2 up to four companies. Companies in battalion can be different type.

Battalion Command
For every Company in battalion, player can buy one command vehicle or fire support officer vehicle (FSO). Types of command and
FSO vehicles you can find in armylists.
Example: Soviet player are building battlegroup at battalion level. His Battalion have three companies. First two each consisting of
three platoons of T-64B and command vehicle T-64BK. While third is made of mechanised infantry in BMP-2. For every company he
can buy one support platoon. He chooses one Artillery battery, one Matyulka antitank platoon and one Aeroweapons platoon equip-
ped with three Mi-24 Hind. He can also choose three battalion command vehicles he chooses two T-80K and one FSO in UAZ 469.

Air Support
Every Battlegroup can choose one type of Air cover from armylist. There are no prequesites for buying Air support but only one can be bought.
Turn sequence
Vehicle To Hit: (2d6) (target’s Signature + Infantry Combat modificators
Roll for persistent effects
range modifiers + terrain modifiers) To target number:
Iniative roll
two sixes always hit; two ones always Range: 0/+1/+2/+4
Unit activition
miss. Light Cover: +1
Morale Full Cover: +2
Companies with 50% or
Range Modifiers: 0/+1/+2/+4 Attacker modifirers
more casualties must take
Terrain Modifiers: Light Cover: +1, Target suppressed +1
CQ morale test
Hard Cover +2 Unit damaged -3
End of turn Artillery attack:+1 per increased
Check for victory conditions Hull Down: as Hard Cover, any hit = Turret
hit Avoidance modifier

Infantry combat Firefight table


(Highest Firepower die + Training die) Diff. Infantry Soft
AFV Damage (Roll D10) minus 0 Suppression test Immobile
(Unit Defense + Range modifier + 1 Suppression test +1 Damaged
1- Immobilised Cover Modifier) 2 Morale test Destroyed
2-4 Damaged 3 Morale test +1 Destroyed
5-7 Destroyed 4 K1 Brew up
8+ Brew up 5 K2 Brew up
6 K3 Brew up
CQ: Morale Test Modifiers: 7+ K4 Brew up
+2: Each platoon completely eliminated.
+1: Each squad having lost at least half of its
Crew Quality Test elements OR all remaining vehicles are damag
Roll higher on 2d6 to pass +1: Each element of the company outside C2 CQ: Avoidance Test Modifiers:
any CQ test range.
an original ‘2’ always fails, +1: If any squads are suppressed. +2: Used Intensive Fire in its activation.
an original -1: Per Command vehicle or Leader Team in +1: Foot Mobility
‘12’ always passes: C2 range of all platoons of a company. +1: Each team of squad over 1 in AoE.
+1: Currently under Overwatch orders.
CQ: Pass on: -1: Firer at Long range
+1*: Each element of the squad outside of C2
Veteran 6+ range or eliminated. -1: Used Double Time in its activation.
Trained 7+ +1*: Squad is Suppressed. -1: In Cover
Green 8+ -1*: all elements In Hard Cover. -2: In Hard Cover.
Civilian 9+ -1*: per Leader Team in C2 range.

Terrain Whelled Tracked Infantry Cover


Scrub,bush Difficult Normal Difficult Light
Light foliage,alleys etc. Dangerous Difficult Difficult Light
Heavy foliage Immpassable Immpassable Difficult Hard
Shallow water Very difficult Very difficult Difficult None
Deep water Immpassable*1 Immpassable *1 Immpassable None
Urban Difficult Very difficult Difficult Hard
Problematic Dangerous Dangerous Difficult None-Hard *2
Hill Difficult Difficult Normal None
Cliffs Immpassable immpassable immpassable/ None
Difficult 3*

C2 Ratting Coherence Command


Training Die Suppressed:
Distance
Veteran d10 Half movement, Move and Fire
Výborné 6“ 12“ Trained d8 Hit Locations
ODD: Hull hit; orders on
Průměrné 4“ 8“ Green d6 No Support Weapons/CCW/FT
EVEN: Turret hit
Podprůměrné 3“ 6“ Civilian d5 -1 Damage die type
Špatné 2“ 4“
Broken:
Double Time Orders only. Must
Type of weapon Infantry Soft Armoured targets move away
Anti-infantry (AP) OK -1 die type No effect from enemy OR more than 1” into
Anti-tank (AT) -1 die type K1 max. -1 die type OK cover
Anti-air (AA) K1 Max OK -1 die type

Transported Element Casualties (D10)


Transport damaged: 1-3
Transport destroyed: 1-6
Transport brew up:automatic
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