Force on Force: Modern Wargaming Rules
Force on Force: Modern Wargaming Rules Rulebook
Table of Contents
Table of Contents
Commonly Used Terms and Concepts
Actions: When a unit is activated (see below), it can take a number of actions such as move, fire, get in cover, request air support, etc. Enemy units may react to an activated unit's actions.
Activation: The player with initiative activates his units one at a time. An activated unit can perform actions.
Confidence: A unit's confidence determines how it will react in the face of overwhelming fire or other tactically challenging situations. There are three Confidence Levels: Low, Confident, and High.
Die Shifts: Some actions may be modified by a die shift. A positive die shift allows a player to throw a higher die type than normal - from a D8 to a D10, for instance. A negative die shift forces a player to throw a lower die type.
First Aid Check: When a unit takes a casualty, a First Aid Check is made to determine how serious the casualty's injuries are. At least one healthy figure must be within cohesion of the figure or its unit to perform the check.
In Cover: A unit that is In Cover is actively taking advantage of that cover's properties to get the best protection possible. This is different than simply being behind cover, which provides more passive protection. Bonuses for covering terrain and being In Cover are cumulative.
Initiative Unit: A unit that has been activated by the player with initiative is an Initiative Unit.
Irregulars: Irregulars are poorly or un-trained fighters with a hazy chain of command, little discipline and little tactical ability or coordination.
Morale: Units' Morale state is represented by a die type. The higher the die type, the more steadfast the unit.
Morale Checks: When a unit takes casualties or is subjected to some other traumatic experience, it must make a Morale Check to determine if it becomes pinned or shaken.
Non-Initiative Unit: Units belonging to the player without initiative are Non-Initiative Units.
Pinned: Enemy fire that unnerves a unit can pin it. This is usually the result of a failed Morale Check. Pinned units must scurry to cover and their ability to engage the enemy and actively defend themselves is degraded. Pinned units who suffer further Morale failures become Shaken or be forced to Pull Back.
Pull Back: Regular units that suffer a second Pinned result in a single turn are forced to Pull Back. They must move away from the enemy and into a covered position to regain their nerve.
Reaction: When one unit responds to something another unit has done, it is termed a Reaction. A unit that is fired upon may React by trying to move out of the line of fire, for instance. Units may also choose not to React at all.
Reaction Tests: Reaction Tests are called for when one unit attempts to React to another. Both units roll a troop quality die and the unit that rolls a 4+ and higher than its opponent wins the test. The winner of the Reaction Test acts first (i.e., fires first in a Round of Fire, moves before its opponent fires, etc.).
Regulars: Regulars are professional soldiers with a well-defined chain of command and a shared understanding of tactics and battlefield operations.
Round of Fire: Regular units can return or even pre-empt fire when attacked by another unit. When a Regular unit is fired upon, a Reaction Test is made to see who fires first. Fire is then resolved between each unit. This is referred to as a round of fire.
Shaken: Irregular units who fail a Morale Check become Shaken. They must move away from the enemy and their Morale suffers a permanent negative die shift. If their Morale is reduced below D6, they are no longer fit for combat and are removed from play.
Supply Level: Better supplied units have more ammunition to burn than less well supplied units. There are three Supply Levels: Poor, Normal, and Abundant.
Suppression: A unit may decide to lay down a large volume of fire in an effort to keep the enemy's head down. This fire is slightly less likely to cause a casualty, but it may suppress the enemy and hinder his movement and fire.
Troop Quality (TQ): A unit's overall training and combat capability is represented by its Troop Quality; this is a gauge of a unit's discipline, training, and experience. The better a unit's Troop Quality, the larger its Troop Quality die. A mob of angry civilians or a poorly led group of conscripts would probably have a Troop Quality of D6. A typically trained, well-disciplined military unit will generally have a Troop Quality of D8. Highly experienced combat veterans or specially trained troops might have a Troop Quality of D10. Only rare individuals combining an abundance of natural talent and years of training and discipline would ever attain a Troop Quality of D12.
Troop Quality Checks: Some actions or events call for units to make a Troop Quality Check. To pass a Troop Quality Check, a unit must roll a 4+ on its Troop Quality die.
The Turn Sequence
The sequence of play for a typical Force on Force game is presented below. Each step of the sequence is explained in more detail in the following sections.
Sequence of Play
- Choose a Scenario
- Set Up the Table
- Draw Fog of War if Scenario Dictates
- Set Up Units
- Set Up Hot Spots
Begin the Turn Sequence:
- Declare (and test for) unbuttoned AFVs
- First Aid Checks
- Determine Initiative
- Declare Hidden & Overwatch units.
- Merge and Split Units.
- Initiative Force activates first unit
- Resolve Reactions
- Repeat 6 & 7 until all Initiative Units have been activated
- End Phase: Once all Initiative units have been activated, any Non-Initiative unit that has not made a Reaction during the turn may be moved and/or fired. Regular Initiative units who are fired at may react as part of a Round of Fire, as may units on Overwatch
- Start New Turn at the beginning of the Turn Sequence
- Repeat the Turn Sequence until the turn limit for the scenario is met or a force achieves victory through attrition or fulfillment of an "automatic victory" condition.
- If victory is not clear-cut, determine the winner by totaling Victory Points for both forces.
1.0 Infantry Movement and Combat
The most basic building block of modern combat is the infantryman. No matter how advanced a force's technological arsenal may be, territory is taken from or denied to the enemy by boots on the ground.
1.1 The Nearly Universal Mechanic
Roll a 4+ using the Troop Quality die (TQ) to resolve unopposed unit actions.
If opposed, roll a 4+ TQ and higher than your opponent's roll to succeed.
If an unmodified (natural) "1" is rolled during a TQ check, "Fog of War" is triggered. A Fog of War card is drawn and its results applied as per the card. Note that some scenarios may disallow the use of Fog of War for that scenario.
1.2 The Units
Force on Force divides all troops into two troop types: Regular or Irregular.
When two forces of equivalent nature are pitted against each other (i.e., regulars vs. regulars or insurgents vs. insurgents), use the standard rules to resolve the engagement.
1.3 Basic Units Characteristics
Troop Quality: Troop Quality may range from D6 to D12. Irregular units may never have a Troop Quality higher than D10.
Morale: There are four Morale ratings: Low, Average, Good, and High. Each Morale rating has a Morale Die associated with it. See 5.2.
Confidence: Confidence is rated as either Low, Confident or High. Confident is the default level unless otherwise specified by a scenario.
Supplies: There are three levels of supply: Poor, Normal, and Abundant.
- Poor: Units with Poor Supplies lose a die of Firepower.
- Normal: Units with Normal Supplies suffer no disadvantages and gain no advantages over other units.
- Abundant: Units with Abundant Supplies gain a die of Firepower.
1.4 Unit Cohesion
Under normal circumstances, all figures in a unit must remain within 1" of one another unless they effectively occupy and hold a defensive position, in which case they must remain within 2" of one another. Units that break cohesion due to movement or terrain must regroup to restore it in their next activation.
Splitting Units: Units may divide into smaller elements at the start of their activation. Only one element of a unit may move and fire on the activation that the unit is split. From that point on, each element is treated as a separate unit for the purposes of movement and fire. Split elements may merge to reform their unit at the beginning of any subsequent turn.
Merging Units: Units that are attempting to merge must be in cohesion distance at the beginning of the turn. Units with different Troop Quality and Morale ratings use the values associated with the majority of the figures in the new unit. If there is an even split, use the lowest of the two values. Irregular units may not merge with Regulars, although Regular Leaders may attach themselves to an Irregular unit and act as its leader.
If the unit the leader joins has already been activated in the turn he joins it, the unit and leader may perform no further actions. Both the unit and the leader are finished for the turn.
If the unit has not been activated before the leader joins it, it may be activated later in the turn but may only fire, not move.
1.5 Leaders
Leaders are not subject to Unit Cohesion rules. However, leaders who are not within cohesion with a unit may not act as its leader unless it is established in the scenario (or in the unit's notes) that he has the capability to contact units by radio, cell-phone, HUD, etc.
Regulars have an established chain of command and when a leader is lost, a subordinate is there to take over his role.
Irregular units must make a Troop Quality Check to perform any action if they do not have a designated Leader figure attached.
Effects of Leaders: If a leader's morale rating differs from the base morale of the unit he is attached to, the unit uses his morale for checks rather than their own provided that a clear LOS is established between the unit and the leader.
1.6 Unit Attributes
Some units have inherent capabilities or characteristics that stand them apart from others, as dictated by a scenario. Appendix 2 lists some of the unit attributes.
2.0 Movement
When a player decides to move an activated unit, he must declare what unit he's moving and at what movement rate. All units have two movement rates, Tactical or Rapid. If he doesn't declare a movement rate, it's assumed the unit is moving at Tactical speed. To move a unit, simply measure movement for the unit's leader and then place the members of his unit within cohesion distance around him.
2.1 Tactical Movement
Tactical Movement allows units to take advantage of available cover and carefully assess their surroundings for threats. Units making a Tactical move suffer no Reaction Test modifiers.
- Infantry units may make a Tactical move of up to 6".
- Mounted units may make a Tactical move of up to 8".
- Vehicles may make a Tactical move of up to 10".
2.2 Rapid Movement
Units that move more than 6" in a turn are using Rapid movement. Units may make a Rapid move and then fire, but may not fire and then make a Rapid move.
Units that have moved rapidly receive a -1 penalty to all Reaction Test die rolls and lose one die of Firepower for the remainder of the turn.
Units attacking a unit using Rapid Movement receive an additional die of Firepower.
- Infantry units may make a Rapid move of up to 12".
- Mounted units may make a Rapid move of up to 16".
- Vehicles may make a Rapid move of up to 20".
2.3 Out of Contact Movement
Out of Contact Movement may only be utilized by units designated by a scenario. A unit capable of Out of Contact Movement that is not currently in the LOS to any initiative unit (including UAV's), may move anywhere on the table as long as it can trace a path from its current position to the spot it wishes to move to without crossing any initiative unit's line of sight at any point during the move.
3.0 Fire Combat
The following sections describe infantry fire combat in Force on Force. These rules approach combat with an emphasis on Troop Quality and the ability of units to react fluidly to one another's actions. Some aspects of the rules, such as group cover and LOS, may be different than what you're used to, but be patient and you'll soon see how everything fits together to provide a quicker, more realistic feeling game.
3.1 Firepower
To determine a unit's Firepower, total the number of figures in the unit. Subtract any dice lost from Reactions or Overwatch fire. The resulting total is the attacking unit's basic Firepower.
Add any Support Weapon or bonus dice to the basic Firepower dice to determine the unit's final, adjusted Firepower. This is the number of Troop Quality dice the unit will throw in an attack.
Firepower
Number of Figures + Special Weapon Dice = Number of Troop Quality Dice in Firepower
- +1 die if in Optimum Range
- +1 die if target Unit is Exposed
- +1 if unit is Well Supplied
- -1 die if unit made a Rapid Move this turn
- -1 die for each Reaction/Overwatch fire after the first in a turn
- -1 die for each move as part of a Reaction or Morale test failure
- -1 die in defensive fire vs. Close Assault
- -1 die if unit is Poorly Supplied
Infantry Firepower may never exceed 10D. All negative penalties are applied to the 10D cap, regardless of the number of figures in the unit.
3.2 Optimum Range
Optimum Range is directly linked to a firing unit's Troop Quality: The higher the unit's Troop Quality, the greater its Optimum Range.
Example, D10 Troop Quality units have an optimum range of 10".
Support Weapons and units with enhanced optics have twice the usual Optimum Range for their Troop Quality.
Vehicle mounted and emplaced Support Weapons always treat their attacks as being within Optimum Range, regardless of the distance fired.
3.3 Support Weapon Dice
Support Weapons include SAWs, GPMGs, and grenade launchers, RPGs, heavy machineguns, etc.
Figures using Support Weapons add dice to their unit's Firepower in excess of the dice received for the figures themselves.
Support Weapons fall into the following general categories: Light Support (+1 Die), Medium Support (+2 Die), and Heavy Support (+3 Die). See the chart below for Support Weapon bonus information:
Support weapons bonus dice
| No movement | Tac Movement | Rapid Movement | |
|---|---|---|---|
| Light | +1D | +1D | +1D |
| Medium (*) | +2D | +1D | No bonus |
| Heavy (*) | +3D | +1D | May not fire |
(*) Always use suppression fire (see 3.7).
Other weapons bonus dice
| Close Assault | Optimum Range | Beyond Opt Range | |
|---|---|---|---|
| SMG/shotguns | +1D | +1D | Fire with D6 |
| SA/Bolt Rifles | No bonus | -1D | -1D |
| Handguns | +1D | -1 TQ shift | May not fire |
Examples of Light Support Weapons include: SAWs, Rifle Grenade Launchers, Grenade Launchers, and Very Light Mortars.
Examples of Medium Support Weapons include: GPMGs, AGLs, standard RPGs.
Examples of Heavy Support Weapons include: HMGs, AT missiles, AT RPG.
3.4 Diminishing Firepower
The first time a unit fires per turn, it uses its full Firepower. After that, a unit loses one die of Firepower. This is called Diminishing Firepower:
- Each time it fires as part of an Activation, Reaction, or Overwatch.
- Each time it moves as part of an Activation, Reaction or Morale test failure.
When a unit's Firepower is reduced to zero, it may no longer fire during that turn.
3.6 Splitting Fire
To split fire, the owning player must announce what targets a unit is going to engage and how many Firepower Dice will be devoted to each target. Support Weapon dice must be allocated to one target and may not be split among multiple targets.
The number of targets a unit can service is limited by its Troop Quality:
- D6 Troop Quality: May only engage ONE target
- D8 Troop Quality: May engage TWO targets
- D10 Troop Quality: May engage THREE targets
- D12 Troop Quality: May engage FOUR targets
3.7 Suppression Fire
There are times when a unit is more interested in pinning an opponent unit down than in causing casualties. A player must announce in advance that a unit is laying down Suppression Fire during its activation. The unit throws 2 less firepower dice than normal, but may Suppress its target unit even if no casualties are caused, provided at least one 4+ die is rolled.
Weapon Teams or units equipped with Medium or Heavy Support Weapons do not suffer the -2 Firepower penalty and are always considered to be using Suppression Fire.
Suppression effects are determined by the target unit's Confidence Level. Suppressed units suffer from the same effects as Pinned units, but multiple Suppressions will not force a unit to Pull Back. Any casualties resulting from Suppression Fire are resolved normally. Morale Checks resulting from casualties are also resolved normally and take precedence over any Suppression results.
Suppression Fire Results
- Low Confidence Units: Make Morale Check with a -1 Negative Die Shift to their Morale - Failure indicates unit is Suppressed.
- Confident Units: Make Morale Check if Suppression attempt has a modified Firepower of 3+ - Failure indicates unit is Suppressed.
- High Confidence Units: Cannot be Suppressed.
All infantry units engaged by Intimidating Weapons must make a Morale Check to avoid becoming Suppressed.
3.8 Defense
Defense is tied directly to Troop Quality. A unit's Defense is equal to the sum of their Basic Defense plus Cover and Armor dice.
Basic Defense: Basic Defense = Number of Figures in Unit or the Firepower of the attack against it, whichever is less.
Effective Defense: Effective Defense = the sum of their Basic Defense plus Cover and Armor dice.
A unit's Defense can never be reduced to zero. No matter what negative factors apply, a unit will always have at least one Defense die.
3.9 Cover Dice
Assume that any unit that is not Exposed (see below) is taking advantage of unseen terrain features. If half or more of a given unit is behind cover, the entire unit receives the benefit of that cover. Cover modifiers that overlap are cumulative.
Cover Dice
- In Cover: +1D
- Solid Cover (inside buildings, behind walls, etc.): +1D
- Deployed Smoke this Turn: +1D
- Improved Cover (shallow trenches, sandbagged walls, etc.): +2D
- Intervening Cover: If enemy fire passes over an intervening terrain feature to reach a unit, it may claim the Solid Cover bonus (assuming the terrain would provide Solid Cover under normal circumstances).
- Fortified Cover (purpose built trenches, log bunkers, and other field fortifications): +3D
- Reinforced Fortification (concrete bunkers with firing slits): +4D
- Exposed: +1 Firepower Die for Attacker
All modifiers are cumulative. A unit's Defense can never be reduced to zero. No matter what negative factors apply, a unit will always have at least one Defense die.
Types of Cover:
- In Cover (+1 Defense Die): A unit that does not move may declare that it is "In Cover." Units may get "In Cover" anywhere, even in a position that would normally be Exposed. The In Cover bonus is applied in addition to any other cover bonuses the unit might receive for being behind Solid Cover, in a Fortified Position, etc. Regular units are automatically In Cover on any activation that they do not move and are not Exposed. Irregulars that have not moved during their activation and Exposed Regular units must pass a Quality Check to get "In Cover". Pinned units may take a Quality Check to get In Cover even if they have moved.
- Solid Cover (+1 Defense Die): Some examples of Solid Cover might include concrete or adobe buildings, sand bags, stone walls, wrecked APCs, smoke, etc. A unit isn't required to be In Cover to benefit from Solid Cover. If enemy fire passes over an intervening terrain feature, such as a stone wall, an AFV, etc. to reach a unit, that unit may claim the Solid Cover bonus.
- Improved Cover (+2 Defense Dice): Cover that has been reinforced for extra protection against enemy fire - such as trenches, sandbagged walls, etc.
- Fortified Cover (+3 Defense Dice): Fortifications designed specifically to provide protection from gunfire and blast effects, such as prepared trenches, log bunkers, small concrete pill-boxes, etc. Such positions are generally not available unless a scenario specifically states they are present.
- Fortified Position (+4 Defense Dice): Units sheltering within improved positions fortified expressly to protect them from enemy fire are particularly difficult to ferret out. Units in bunkers, fortified buildings, or improved trench networks receive the Fortified Position bonus. Such positions are generally not available unless a scenario specifically states they are present.
- Exposed (+1 Firepower Die for Attacker): If a unit is in open ground and is not within 2" of a scenic piece representing cover of some sort, it is considered to be Exposed.
3.10 Armor Dice
Units who are wearing body armor receive additional Defense dice.
- Light Body Armor (+1 Defense Die)
- Heavy or Improved Body Armor (+2 Defense Dice)
Units wearing armor are designated by the scenario.
3.11 Actions and Reactions
In game terms, the ebb and flow of combat during a turn is represented by Actions and Reactions. In the most basic terms, the force with initiative performs Actions and his opponent Reacts to them.
When a unit reacts to fire from another unit by firing back, it is referred to as a Round of Fire. Make a reaction Test (TQ die) to determine which unit fires first in a Round of Fire.
Irregular units may only participate in a round of fire that they have initiated by action or reaction. Otherwise, they must receive fire without responding to it. Since an irregular unit can only be activated or react once per turn, they can only engage in one Round of Fire per turn.
Units belonging to the force with initiative are referred to as "initiative units." Units belonging to the force without initiative are called "non-initiative units."
3.11a Actions
When an initiative unit is activated, it must announce what Actions it will take and in what order. It may move, fire, move and fire, fire and move, go on Overwatch, etc. Actions include:
Actions
- Move
- Fire
- Move & Fire
- Fire & Move
- Go On Overwatch*
- Request Air Support*
- Request Artillery*
- Hide*
- Spot Hidden Units*
- Spot Hidden Units & Fire at Them
- Place Breaching Charge
- Close Assault Infantry
- Close Assault Vehicle
*Units may not React to Actions marked with an asterisk.
3.11b Reactions
When the player with initiative announces that he is activating a unit to move and/or fire within line of sight of opposing units, those units may choose to React with fire or movement of their own. These Reactions may result in an exchange of fire (called a Round of Fire) or a frenzied rush for cover.
If a unit chooses not to React, it can only roll its normal Defense against an enemy unit's attack - it may not return fire or move to safety. Units may choose this option in order to avoid the movement and fire penalties associated with Reactions or to fulfill a scenario's victory condition.
As an initiative unit is activated and declares where it intends to move and at what units (if any) it intends to fire on, the non-initiative player must declare which of his units React. This Reaction declaration must indicate what Reaction each unit is taking. If non-initiative units are engaging moving initiative units with fire, they must announce at what point in that unit's movement it will occur.
Reactions
- Move
- Fire
- Spot Hidden Units & Fire at Them
- Request Air Support*
- Request Artillery*
- Close Assault Infantry
- Close Assault Vehicle
*Overwatch Units may not React to Reactions marked with an asterisk.
3.12 The Reaction Test
Reaction Tests are performed when a non-initiative unit Reacts to an initiative unit's Action. Both units roll their Troop Quality die and compare the outcome on the table below. Units who have made a Rapid Move during a turn receive a -1 to their die roll when taking a Reaction Test.
Reactions (House Rule)
IU = Initiative Unit; NIU = Non-Initiative Unit.
| IU roll | NIU roll | High roller | Result |
|---|---|---|---|
| 4+ | <4 | IU | IU may either: A. Stop and fire at NIU (non-round). IU would then continue its action (marked as reacted). NIU popped its head up but failed to react in time. Both IU and NIU are marked as having reacted. B. IU could just continue its action. It is not marked as having reacted but NIU is marked as having reacted (no fire is conducted). |
| <4 | 4+ | NIU | NIU conducts fire against IU without return fire (non-round of fire). IU can then continue its action if able to do so. |
| 4+ | 4+ | IU | IU has two options: A. Stop and conduct a round of fire with NIU (IU fires first). IU would then continue its action if able to do so. IU would be marked as having reacted. B. IU could take the incoming fire (non-round) and then it would continue its action if able to do so. It would not be marked as having reacted. |
| 4+ | 4+ | NIU | NIU will conduct fire against IU and will fire first. IU could either: A. IU may opt to engage in a round of fire, firing second. It would then continue its action if able to do so. IU would be marked as having reacted. B. IU could take the incoming fire (non-round) and then it would continue its action if able to do so. It would not be marked as having reacted. |
Reaction Test Results
Both involved units roll their Troop Quality die. The unit which passes the test by rolling a 4+ and rolls highest wins the Reaction Test. In the case of a tie of any sort, including both units failing to roll a 4+, initiative unit acts first.
- Units on Overwatch receive a +1 to their die roll
- Infantry/Mounted Units making a Rapid Move receive a -1 to their die roll
- Vehicles which are Buttoned Up receive a -1 to their die roll
- Vehicle traveling at Rapid speed receive a -1 to their die roll
Modifiers are cumulative.
The initiate unit may complete his declared actions unless combat results prevent it.
Remember, an unmodified "1" that is rolled by either side may result in a Fog of War card being drawn by the side that rolled the "1".
3.13 Reaction Movement
Non-initiative units may choose to React to the activation of an initiative unit within their Line of Sight by moving. They may make a Tactical or Rapid move, as desired. A Reaction Test must be made to see if the Reaction move occurs before the initiative unit can perform its declared actions (See Reaction Tests).
A unit may only make one Reaction move per turn. Reaction movement may result in the target unit taking fire if it loses the Reaction Test or is unable to get out of the firing unit's LOS. Units making a Reaction move can only be fired at by enemy units on Overwatch or if an Initiative Unit uses Opportunity Fire.
3.14 Reaction Fire
Non-initiative units may choose to React to the actions of an initiative unit within their Line of Sight by engaging it in a round of normal or Suppression fire. As with Reaction movement, a Reaction Test must be made to see if the Reaction fire occurs before or after the initiative unit's declared action.
Non-initiative Regular units lose one die of firepower for each reaction fire they declare after the first. Non-initiative Regular units may continue to React with fire as long as they have remaining Firepower dice. Note that Irregular units may only React with fire once per turn.
Non-initiative units that fail to win a Reaction test may not React for the remainder of the turn and may only return fire if fired upon (a Reaction test is still made to determine who fires first in the round of fire, though).
3.15 Opportunity Fire
An Initiative Unit that has not yet been activated may sacrifice its activation for the turn to react to a Non-Initiative Unit's action or reaction.
3.16 Overwatch
Only units with a Troop Quality of Trained (D8) or higher may use Overwatch. Irregular units may not use Overwatch under any circumstances.
Only the force with initiative may use Overwatch. The player with initiative must declare which units in his force are going on Overwatch before any of his units are activated. Going on Overwatch is not an interruptible action. Non-initiative units may not React to Overwatch fire.
Overwatch units may attempt to interrupt the Reactions of any hostile unit in their LOS. Overwatch units receive a +1 to their Reaction test die roll. Overwatch units lose one die of Firepower for each Overwatch fire after the first. They may continue to interrupt until they run out of dice or fail an Overwatch Reaction test.
Passing the Overwatch Reaction Test roll: When Overwatch units wish to interrupt a Reaction, a Reaction Test is made. Note that the Overwatch Reaction test and successful Overwatch fire takes place before the unit the Overwatch unit is defending makes its Reaction Test. If the Overwatch unit passes the Reaction Test, it may perform a Firepower attack against the unit whose Reaction it is interrupting. The Reacting unit can choose to return fire, but the Overwatch unit fires first, followed by return fire from any survivors in the target unit provided that they are not eliminated, Pinned or Shaken by the Overwatch fire.
Failing the Overwatch Reaction Test roll: If the Overwatch unit fails the Reaction Test, the target unit completes its Reaction and before a Firepower attack from the Overwatch unit is resolved with the Overwatch unit firing last, assuming the target unit still exists or has not moved out of the Overwatch unit's line of sight.
An Overwatch unit that fails its Reaction test is taken off Overwatch after any fire between it and its target unit has been resolved. For the remainder of the turn, a unit that has "fallen off" Overwatch may only engage in a round of fire with units that fire at it.
Overwatch flowchart (see full rulebook p70 for details)
- Is your unit regular? If no: no overwatch possible.
- Does your force have initiative? If no: no overwatch possible.
- Is your unit's TQ D8+? If no: no overwatch possible.
- If yes: you can set your unit in overwatch. It can fire at a reacting enemy unit in its LOS provided it passes a successful reaction test roll with a +1 bonus.
- Is the reaction test OK? If yes: your unit fires before the enemy unit can perform its reaction. If the enemy unit is not pinned, suppressed or shaken it can perform its reaction. Your unit loses 1D to its FP for each fire after the 1st one. If no: your unit fires after the enemy unit has performed its reaction, and your unit is no longer in overwatch mode.
Notes: 1) A unit in overwatch mode cannot move. 2) Overwatch units may react to the movement or fire of a NIU in the end phase assuming they have not fallen off overwatch. (The flowchart's note 3 is cut off on the source page.)
4.0 Special Rules for Fire Combat
4.1 Ambushes
Units that are Hidden (or Stealthy/Elusive units which have not been detected) within a terrain feature and are outside an enemy unit's Optimum Range may utilize the Ambush special rule.
Hidden units can spring an Ambush on enemy units within twice their unmodified Troop Quality:
- TQ D6: 12"
- TQ D8: 16"
- TQ D10: 20"
- TQ D12: 24"
When an enemy unit approaches an ambushing unit or units, it must make a Spot Check equal to or less than the unmodified Optimum Range for their Troop Quality (i.e., within 8" for TQ D8).
If the ambushing unit is spotted, make a normal Reaction test to determine which acts first. If the ambushing unit is not spotted, the ambush is resolved normally at any point in the enemy unit's movement designated by the ambushing unit.
To successfully spring an ambush, a Hidden unit must pass a Troop Quality Check. If they pass the test, no Reaction Test is required for the attack - the Ambushing unit automatically fires (or moves) first. If the Hidden unit fails the test, a Reaction Test is made as usual.
Units on Overwatch or using Opportunity Fire may attempt to interrupt an Ambush, but their fire will always occur after the ambush fire, even if the ambushing unit failed its ambush Troop Quality Check, in which case it is resolved after any reaction fire/move by the ambushed unit.
Units with Scouts or Point Men also receive a +1 on Reaction Test die rolls associated with an ambush.
4.2 Spotting Hidden or Stealthy Units
Units within line of sight and Optimum Range (based on their Troop Quality) of a hidden unit may attempt to spot it. Both units involved must make an opposed Troop Quality test.
Spotting Checks: If the spotting unit fails to roll a 4+, or if it rolls a 4+ but its roll is also equal to or less than the hidden unit's roll, the Spotting Check fails and the spotting unit may not engage the hidden unit.
If the spotting unit rolls a 4+ and higher than the hidden unit's die, it has spotted the hidden unit and may engage it normally. A hidden unit that has been spotted by another unit remains "spotted" by that unit until it moves completely out of sight.
Spotting Modifiers for Hidden Units (modifiers are cumulative)
- -1 if Detecting Unit Moved Rapidly this turn
- -1 if Detecting Unit is a Buttoned Up AFV
- -1 if Hidden unit is Stealthy or Elusive
- -1 if Hidden Unit's Position is Camouflaged (Dictated by Scenario)
- +1 if Detecting Unit is a Stealthy Unit
- +1 if Hidden Unit is a Vehicle or Gun
- +1 if Detecting Unit has Advanced Sensors/Optics
4.3 Hiding
Units may also go into hiding after the game has begun. To go into hiding, a unit must be out of LOS of any opposing units and make a successful Troop Quality Check. Stealthy units may automatically go into hiding if there are no opposing units in LOS.
Vehicles and guns can only be hidden at the beginning of the game, they may not go into hiding once the game begins.
4.4 Night Fighting
Scenarios indicate whether a scenario takes place at night and whether units possess night vision. Units with Abundant Supplies are likely to have night vision devices.
Units fighting at night and lacking night vision devices have their Optimum Range reduced by half. Treat all enemy units beyond their reduced Optimum Range as if they are Elusive. Additionally, their Firepower against units beyond reduced Optimum Range is also halved. Units with night vision devices suffer none of the penalties above.
A unit firing at an elusive unit must pass an opposed Troop Quality Check. If the firing unit loses the opposed check, it can't locate the sneaky unit well enough to effectively engage it.
4.5 Suppressed Weapons
Suppressed weapons are normally used by Stealthy units, including sniper teams. Only small arms may be silenced, including pistols, assault rifles, and sniper rifles. Support weapons may not be silenced.
A stealthy unit using suppressed fire must be spotted before it can be engaged with fire and can only be fired at by the unit(s) that spotted it. Units firing suppressed weapons are spotted in the same manner as Hidden units. Spotting Checks are not necessary if the unit being fired on has already spotted the hidden/stealthy unit or if the unit fired non-suppressed weapons in addition to its suppressed small arms.
When units with suppressed weapons engage a unit that hasn't spotted them, that unit cannot interrupt - it can only take the fire and hope to fire back. It is difficult to spot the source of suppressed fire, though, so a unit being attacked with suppressed weapons must make a Spotting Check to return fire.
Units equipped with suppressed weapons lose one Firepower die unless indicated otherwise in their unit description.
4.6 Outgunned or Intimidated
Units armed with vastly superior weapons are said to "outgun" their opponents. Units who have their opponents Outgunned receive a bonus Firepower Die. Scenarios will usually list if one of the sides are "outgunned".
As a rule of thumb, any weapon that has an unmodified Firepower of 3D or higher is an Intimidating Weapon. Infantry units that come under fire from an Intimidating Weapon must make a Morale Check to avoid becoming Suppressed.
4.6 Smoke
Each type of smoke delivery system has its own characteristics, which are described in the following sections.
Smoke from Grenades: To deploy smoke successfully, a unit must pass a Troop Quality check. Failure to do so means that no smoke was deployed. Smoke grenade placement can only be attempted once per turn and only within the units optimum range. Smoke duration lasts only for the turn in which it was deployed and only covers the unit that either deployed the smoke grenade or the unit that a smoke grenade was deployed upon.
Smoke from Mortars: Mortars deploying smoke must be contacted to request fire in the same manner as normal fire mission requests. Firing smoke counts as the mortar asset's fire mission for the turn. On board mortars may lay smoke when activated instead of conducting normal fire.
Benefits from Smoke: Units In smoke gain +1D for defense. Fire Out of smoke is done at -1D.
5.0 Fire Combat Results
To determine the outcome of an attack during a firefight, the attacker rolls his adjusted Firepower versus the defending unit's adjusted Defense:
- The attacker rolls a number of dice equal to his adjusted Firepower and discards any dice with a score of less than 4.
- The defender rolls a number of dice equal to his adjusted Defense and discards any dice with a score of less than 4.
The defender matches his Defense dice to the attacker's Firepower dice, attempting to match each of the attacker's dice with an equal or higher die roll. The defender may arrange his successful dice against the attacker's successful dice as he sees fit.
Any of the attacker's dice with a score of 4 or greater that cannot be equaled or exceeded by a Defense Die indicates a casualty.
5.1 Who Got Hit
When a unit takes casualties, it may be important to determine who the casualty is. Roll on the following table to determine who was hit:
Who Got Hit?
| Unit Size | Die Type | L/S/O | S/O | O |
|---|---|---|---|---|
| 2 | D6 | 1-3 | 4-6 | - |
| 3 | D6 | 1-2 | 3-4 | 5-6 |
| 4 | D8 | 1-2 | 3-4 | 5-8 |
| 5 | D10 | 1-2 | 3-4 | 5-10 |
| 6 | D6 | 1 | 2 | 3-6 |
| 7-8 |
- L/S/O = LEADER hit; else SPECIAL WEAPON hit; else any other figure hit
- S/O = SPECIAL WEAPON hit; else any other figure hit
- O = any other figure hit
Regulars: If the Fireteam Leader was hit, one of the other Fireteam members will take over. If a Special Weapon gunner was hit, someone else will pick it up. If a unit contains specialist troops (such as a Medic or TAC), however, who was hit becomes more important and that member is not replaced.
5.2 Morale Checks
Morale Check Points
All Troops:
- Each time a Unit takes casualties
- Each time a Unit is fired upon by a weapon with an unmodified Firepower of 4D+
- Each time an IED is detonated within 10"
- Each time a unit is subjected to an artillery salvo or air-strike
- Each time fire from their unit injures/kills a civilian or non-combatant
Confident Troops:
- Each time a unit is fired on by Support Weapon or Vehicle Mounted Weapon with an unmodified Firepower of 3D+
Low Confidence Troops:
- Each time a Unit is fired on
Stand Result: If a unit makes a Morale Check and the number of Successes (4+) is greater than the number of Failures, the unit's morale Stands and it suffers no adverse effects.
Pinned Result: If a unit makes a Morale Check and the number of Failures is equal to or greater than the number of Successes, the unit is Pinned. Pinned units must move to cover if they have any movement left. They may not move towards the enemy while seeking cover. A pinned unit that cannot move to cover without moving towards the enemy may attempt to get In Cover. Pinned units may fire at enemy units during their normal activation or interrupt an enemy movement with fire. However, pinned units suffer a -1 Negative Die Shift to their Troop Quality. Troops reduced below D6 by being pinned may not fire at all until they become un-pinned. The Morale Dice of pinned units are unaffected. Pinned units become "un-pinned" at the end of the turn in which they were Pinned.
Pull Back Result: If a Pinned unit is "Pinned" again, it must Pull Back to a new covered position further from the enemy. A unit that is forced to Pull-Back will immediately move away from the last enemy unit that fired at it and take up a covered position to re-group. It can move up to 6" to find cover (regardless of how far it has already moved), but must move into the nearest covered position that does not require movement towards enemy units. During their next turn, a unit forced to Pull Back must spend their next turn regrouping. Regrouping units can return fire in a round of fire, but may not initiate a round of fire or go on Overwatch. Nor may they move. At the end of the turn they are re-grouped and may move normally on the following turn. A unit that is regrouping following a Pull Back will treat all failed Morale results as another Pull Back.
5.3 First Aid Checks
When a unit takes casualties, it must make a First Aid Check at the beginning of the following turn to determine the severity of their casualties' injuries and provide immediate aid. At least one "healthy" figure must be present to make the First Aid Check. If no healthy figure is present, a First Aid Check may not be made until assistance from able-bodied troops or medics arrives. In such cases, the wounded figures are left tipped on their side where they were wounded and are considered "wiped out."
A friendly unit may provide First Aid for a wiped out unit by moving into cohesion with it. A First Aid Check may be made for all casualty figures in both units at the beginning of the following turn.
A wiped out unit may be captured by an enemy unit that moves into cohesion with them. Once a unit takes custody of enemy wounded it is subject to the Dependents Penalty. A unit with POWs can remove the Dependents Penalty by moving to one of its own CASEVAC areas or a friendly table edge, if either exists in the scenario being played.
To determine the seriousness of a casualty's injuries, roll 1D6 for each figure hit by enemy fire and consult the appropriate First Aid table.
Standard First Aid Table (used unless being treated by medical personnel or in a field hospital)
Roll 1D6:
- 1 Dead. Unit may act as normal if it passes a TQ Check. If not, it may only react fire to fire this turn, but may act normally next turn.
- 2, 3 Serious wound. Unit suffers Casualty penalty. Unit may only react to fire this turn. Injured man may not participate in combat and does not count towards the unit's Firepower. The injured man may be escorted to the rear or to a medic.
- 4, 5 Light wound, walking wounded. Unit may take turn as normal. Lightly wounded figures may remain with the unit and fight, but the unit suffers from the Casualty penalty. The figure may also be escorted to the rear or to a CASEVAC area.
- 6 OK or temporarily Stunned, gets back up! Unit may take turn as normal.
Advanced First Aid
Units with access to advanced first aid follow the same rules above, but use the Advanced First Aid Table. Units qualify for Advanced First Aid rolls if they are special operations units (in which most members are given advanced life-saving training) or their wounded are being treated by an actual medic.
Advanced First Aid Table (treatment by medical personnel or at field hospital)
Roll 1D6:
- 1 Dead. Unit may act as normal if it passes a TQ Check. If not, it may only react fire to fire this turn, but may act normally next turn.
- 2 Serious wound. Unit suffers Casualty penalty. Unit may only react to fire this turn. Injured man may not participate in combat and does not count towards the unit's Firepower. The injured man may be escorted to the rear or to a medic.
- 3, 4 Light wound, walking wounded. Unit may take turn as normal. Lightly wounded figures may remain with the unit and fight, but the unit suffers from the Casualty penalty. The figure may also be escorted to the rear or to a CASEVAC area.
- 5, 6 OK or temporarily Stunned, gets back up! Unit may take turn as normal.
Results explained:
- Dead: a Troop Quality Check must be made to determine the unit's reaction to the loss of their comrade. If the unit passes the TQ Check, it suffers no penalty. If not, it may only react fire to fire for the duration of the turn, but may act normally next turn.
- Serious Wound: the unit may only React for the rest of the turn. The unit suffers from the Casualty penalty until the wounded figure is escorted off the table or to an on-table casualty evacuation center by a healthy team-mate, medic, stretcher team, or ambulance.
- Light Wound: figure remains with its unit and may even contribute to the unit's Firepower. The unit suffers from the Casualty penalty, however. A figure with a light wound may be voluntarily removed from play, move off the edge of the table, or make its way to a CASEVAC point (thus removing the Casualty penalty from the unit), or the unit may elect to keep the lightly wounded figure to benefit from the Firepower die it contributes. If the casualty just had the wind knocked out of him, he pops back up with his buddies' care and the unit may finish the turn without a penalty of any sort.