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Firepower Rules

Avalon Hill firepower OCR Rules

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Javier Romero
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100% found this document useful (1 vote)
772 views12 pages

Firepower Rules

Avalon Hill firepower OCR Rules

Uploaded by

Javier Romero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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@ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado Actualizado autométicamente cada 5 BASIC RULES.odt minutos BASIC GAME RULES INTRODUCTION TO THE BASIC GAME RULES FIREPOWER is a game of man-to-man combat at the present time and during the recent past, designed to test the tactical combat skills of two or more players. The game's sculc is approxi mately five yards per hex and thirty seconds per Turn. Combat at this level is at its most basic and brutal; propaganda, war aims, and the overall sit uation matter little. Full attention is focused on the immediate enemy, his location, numbers and weapons, the local terrain, and sheer survival. Your mission is to employ superior maneuver and firepower to lead your soldiers to victory, For those of you new to the wargaming hobby, what you have in your hands is a simulation of actual modern combat situations. Simulations come in many forms—a movie can be a “visual” simulation of some reality, or a book can be a “written” simulation. Similarly, playing this game provides a “gaming” simulation of the “real thing’, Absolute realism in any type of simula tion is, of course, impossible, but, within the framework provided, the major problems con fronting actual soldiers in combat situations can be recreated. However, unlike visual or written simulations, the gamer docs not merely take a passive role in watching or reading the simula tion, but becomes an active participant in it. The players take the roles of the opposing com manders— they are in command, and their deci sions and their actions determine the result. The rules are lengthy, but need not be memorized, only carefully and thoroughly read and used as a reference for questions that arise during the play ing of a game. The rules are organized by a num ber code for quick reference. The rules do not have to be read and learned all in one sitting. The first few games can and should be played using only these Basic Game Rules. Additional, more com plex rules found in the BATTLE MANUAL can be introduced as the player's tastes and interests dictate 1. 1. THE BASIC GAME EQUIPMENT The following components are used in the play of the Basic Game. Information not needed for play of the Basic Game is identified with an asterisk (*). Components not used with the Basic Game are identified and explained in the BATTLE MANUAL. Please inspect these parts carefully while reading through this section. 1.1 THE MAPBOARD: There are four map- board “panels” included in the game. Each panel is numbered for identification and shows an area of typical terrain. Panels 1—3 can be joined together in a variety of ways to form mult-panel mapboards. Panel 4 does not fit together with the other panels, but is always used alone. Only panels 1 and 2 are used for the Basic Game. A hexagon grid is used to regulate movement and the positioning of the playing pieces, and individual hexagons @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos hex. In the center of each hex Is a “sighting dot’ used to determine lines of sight. The terrain found on the mapboard is identified in the STANDARD TERRAIN IDENTIFICATION CHART on the Basic Game Card. Each side of a hex can be Identified by a number corresponding to a number assigned (sec below for tire orientation of these numbers to the panel num bers) to that same hexside of the “directional hex" on each mapboard panel. When two or more Panels are joined together, always use the directional hex of the lowest-numbered panel as the reference for the entire mapboard. A directional hex also identifies the sides of the mapboard. as, shown below: DIRECTIONAL HEX SIDE 1 SIDE SIDE 5/6 28 SIDE 4 1.2 THE PLAYING PIECES: The die-cut counters are punched out to provide playing pieces called “units”. The tan (side "A’) and green (side “B") soldier units represent the opposing sides, and either set may be used to represent a certain nationality ina given game, as the players desire, Units of other colors are neutral, and may be used by either or both sides. Note that most Units have two sides, the side to be used in a particular game depending on what is needed to play the game. The units used in the Basic Game arc identified below: 1.2.1 SOLDIER UNITS: These units, called “soldiers” in the rules, each represent an individual man and his major personal weapon. All soldier units arc “RFL" on one side, with a variety of other weapon types on the reverse side. The side used depends on what weapons are needed for the game. FRONT weENTIFCATION NUMBER MAJOR PERSONAL WEAPON CA FTR() Flamethrower. GLR(*) Grenade Launcher. LMG Light Machinegun. MMG(’) Medium Machinegun. MPL(‘) Medium Portable Launcher. MRT(*) Mortar. @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § ! cLoseD| y P_ |ur mepiuM| 2B rast *) °) *) Zen | a a ad aoe awe DIRECTION UNITS STATUS UNITS: avis 8 rm mnactvE | Zez PINNED amma GRENADE UNITS (ignore reverse in Basic Game.) 1.3. DIE: One “decimal die” is included in the game, which can be used to roll ten different numbers ("1" to "0"). A°0"is the highest number, and is read as “10”. This can be used as provided, but is easier to read if the numbers are first filled in with a black water-proof feltip pen. 1.4 OFF-BOARD CARD: The Off-Board Card should be cut into the Turn Record (needed for the Basic Game) and two identical Holding Box Cards (*). The back of one of these Holding Box Cards (*) is the Basic Game Card, needed to play the Basic Game. 1.5 THE BASIC GAME RULES FOLDER: This folder has all the rules required to play the Basic Game. Players may start a game after reading this folder and preparing the necessary components—the remaining components are not needed to play the Basic Game. 1.6 OTHER: A straight edge, rubber band, or string to check lines of sight will prove useful 2. 2. BASIC GAME SETUP AND PREPARATION FOR PLAY This “Basic Game Scenario” is the only one that can be played using only the Basic Game Rules. 2.7 STEP ONE: Lay out mapboard panels “1" and “2" as shown below: SIDE SIDE 28 56 1 Place the Tum Record near the mapboard, and place any unused unit in its “1” box. 2.8 STEP TWO: Each player now rolls the die, repeating to break ties. The player with the high roll then picks a side ('2/3" or “5/6") of the map board on which to set up. the other player taking the opposite side. 2.9 STEP THREE: By any mutually agreeable method, the players decide which will use the side "A" soldiers and hich will use the side "B” soldiers. Then both select the units needed for their side, both identical forces consisting of the following units: @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado Actualizado autométicamente cada 5 BASIC RULES.odt minutos map- board edge) of his side of the mapboard. After this, the other player sets up his soldiers in any desired manner within five hexes of the opposite side of the mapboard. Play may now begin. 3. 3, HOW TO PLAY-THE BASIC GAME SEQUENCE OF PLAY The game starts when all setup and preparation is completed. The game is played in “Turns”. Each Turn is divided into “Phases", which arc performed in the order listed below. For the Basic Game Scenario, this sequence is repeated for four Turns, after which the game is finished and victory is determined 3.11 THE MIX SEQUENCE UNITS PHASE: Either player mixes the sequence units, 3.12 THE IMPULSE PHASES: An Impulse Phase begins when a sequence unit is drawn, and there are two Impulses per Impulse Phase. The sequence units are randomly drawn one at a time, As each is drawn, the soldiers on the side matching the color drawn may be used to perform any Actions allowed by the two Impulses. This continues until all sequence units have been drawn, 3.13 THE TURN RECORD PHASE: After all sequence units have been drawn, advance the unit on the Turn Record into the next box, The number in this box shows what Turn is being played. 4. 4, GENERAL BASIC GAME RULES These all play a part in different ways during a game. 14 CONTROLLING PLAYER DEFINITION: Players always perform all moves and die rolls for the units that they use. Thus, players are always the “controlling players” for their own units. 15 READING THE DIE—DIE MODIFIERS: ‘The number that appears at the top of the die when thrown is the number rolled, “Modifiers” to this die roll are called for in the rules and require numbers to be added and/or subtracted to the number actually thrown. For example, if a "5" is rolled on the die and a modifier of -1" is called for, the result is "5-1=4", and the result is interpreted as if a “4” had been rolled. If more than one modifier applies, the effects arc cumulative. For example, if modifiers of | and "+2" both apply, the cumulative modifier is *-1+2= +1 16 UNIT FACING: The “fronts” of units face the tops of those units, as shown in the soldier unit example in 1.2.1. Soldiers must at all times be facing toward a definite hexside, not toward the angle of a hex. Be very careful with the placement of units with regard to their facing, especially when more than one unit is present in a hex, so that no chances for confusion exist. ne nae a =d.f) 2U2) f{) 2 a The facing of posture, speed, and status units depends on which side of the information unit matches the front facing of the soldier unit with which itis placed 4.17 UNIT POSTURE: A soldier may be ina *Standing’, “Crouching”, or “Prone” posture in the Basic Game, as is shown by the placement or non-placement of a posture unit in @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos lle ‘ | [oF yee 24 Ire te |“ an |? 4.18 UNIT SPEED: In the Basic Game, a soldier may be “Normal” or "Running’, as shown by the placement or non- placement of a speed unit on or near the soldier. If no speed unit is placed, the soldier is at "Normal" speed, and if a speed unit is placed "R” topmost, the soldier is "Running’. A soldier is Running only ifit entered four new hexes. Once placed, a speed unit remains in place untl the next sequence unit for the soldier's side is drawn or until it is removed if the soldier is Suppressed or Stunned, 4.19 UNIT STATUS: A soldier may be “Stunned” or’ "Suppressed as a result of fire, as shown by the placement of a status unit on or near the soldier. If no status unit is placed, neither applies. If a status unit is placed “STN” topmost, the soldier is ‘Stunned’, and if placed “SUP” topmost, the soldier is "Suppressed”. Stunned soldiers are also automatically marked as Prone. 4.20 FENCE AND HEDGE HEX UNIT DIRECTION: In a fence or hedge hex, a soldier may be on either side of that particular obstacle. A direction unit must be placed on or near a soldier with the arrow showing which side of the hex is, ieee oF rae resce | “= {| 2 f& 4.21 STACKING—MORE THAN ONE UNIT PER HEX: Any number of soldiers or other units of the same side may ‘occupy the same hex at the same time. They may be in the same or different facings, postures, speeds, directions, and/or status. Normally, there are no problems, but if things get too crowded in a hex, the player may have to carefully explain the situation to the ‘opponent or even make some notes to avoid confusion, 4,22 MAPBOARD SIDES—USE OF PARTIAL HEXES: The partial hexes along the mapboard sides may be used normally. In the Basic Game, no soldiers may exit the mapboard, 5. 5, THE MIX SEQUENCE UNITS PHASE Every tum begins w ith this Phase. The sequence units should be placed upside down and thoroughly shuffled and mixed so that no ‘one knows which is which. If available, place the sequence units in a cup or hat, then shake thoroughly. Either player may handle this, and it must be done once at the stan of every Turn. 6. 6. THE BASIC GAME IMPULSE PHASES 6.1 GENERAL IMPULSE PHASE RULES- CHANGES IN SPEED AND STATUS: The se quence units are drawn one at a time. As each is drawn, the player controlling the soldiers of the sequence unit's side may perform two “impulses”, which together constitute one “Impulse Phase”. Each Impulse consists of performing the Actions for the soldier or soldiers in one hex. Only after the completion of one Impulse Phase is the next sequence unit randomly drawn. As each is drawn, invert the previous sequence unit and place in an area separate from those Still to be drawn—no player may examine the inverted sequence Units or die ones still to be drawn. This continues unt all @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado Actualizado autométicamente cada 5 BASIC RULES.odt minutos 6.1.3 CHANGE OF STUNNED STATUS UNITS: When all Actions in an Impulse Phase have been completed (¢., at the end of each Impulse Phase), all Stunned status units marking that side's soldiers are changed to show that the soldiers arc now Suppressed. 6.2 BASIC GAME ACTIONS—MOVEMENT FACTORS AND EXPENDITURES: The two Impulses of an Impulse Phase may be performed in any desired order by the controlling player. Each Impulse must involve different soldiers. No single Soldier may ever be used to perform Actions during both Impulses or expend more than the allowable number of movement factors during any one Impulse Phase. During each Impulse, each involved soldier may have up to four movement factors expended performing any desired "Actions", which may be performed in any desired order or combination. All Actions cost movement factors. All movement factors do not have to be expended, The number of movement factors expended in having a soldier perform any single Action are listed in the BASIC GAME MOVEMENT FACTOR EXPENDITURE CHART on the Basic Game Card, Note that the num ber of movement factors expended to perform an Action can vary depending on the posture of the soldier used to perform the Action. No Actions may be performed if insufficient movement factors are available to perform the Actions. The Basic Game Actions are: 6.2.1 ENTER A NEW HEX: A soldier is moved into a new hex containing any type of terrain. Hexes entered must be consecutive—a unit may not skip hexes. Moving soldiers may enter and/or pass through hexes containing other friendly soldiers, but may not enter hexes containing opposing soldiers without a melee combat. A soldier may be moved only into the hex directly in front of the unit’s facing, Mark a soldier as Running if four new hexes are entered during the Impulse. This Action is shown by moving the unit into the new hexes, then marking. 6.2.2 TURN 1-3 HEXSIDES IN A HEX: A soldier's facing is changed by one, two, or three hexsides (60 to 180 degrees). This Action is shown by pivoting the unit within the hex, 6.2.3 CROSS FENCE, HEDGE, OR HILL/ DEPRESSION: A soldier is crossed from one side of a fence or hedge to the other while remaining in the same hex. These Actions arc shown by adjusting the Direction unit to show the new location. This expenditure must also be made if the soldier crosses a hill (with any number of con tour lines) or depression hexside while going up or down the hill or depression. After crossing the hexside, movement factors must also be expended to enter the new hex. 6.2.4 POSTURE CHANGES: A soldiers posture can be changed from Prone to Stand, Stand to Prone (note that, changing from Stand to Prone expends only one movement factor, while changing from Prone to Stand expends two movement factors). Prone to Crouch, Crouch to Prone, Crouch to Stand, or Stand to Crouch. Adjust a posture unit to show these Actions. 6.2.5 COMBAT ACTIONS: Firing weapons and melee are both “Combat Actions", An individual soldier may be Used to perform no more than one Combat Action per Impulse Phase. 6.2.5.1 FIRE WEAPONS (COMBAT): Although a hand grenade is actually thrown, for game purposes treat as if it and all other weapons are “fired”. Firing is resolved by die rolls after announcement (see 6.3). 6.2.5.2 MELEE (COMBAT): A soldier is moved into a hex containing an opposing soldier (or soldiers) and @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos 6.2.7 EXAMPLES OF ACTION MOVE MENT FACTOR EXPENDITURES: 6.2.7.1: A soldier starts the Impulse Prone. Two movement factors are expended to Stand (remove the status unit), one movement factor to tum two hexsides, and one movement factor to enter a new hex. 6.2.7.2: A soldier starts the Impulse Standing. One movement factor is expended to cross the hill hexside, moving up the hill, and one movement factor to enter the new hex atop the hill. Then one movement factor is expended to cross the hill hex- side. moving down off the hill, and one movement factor to enter another new hex. 6.2.7.3: Two soldiers start the Impulse stacked together and Standing. The first soldier (as determined by the controlling player) expends two movement factors fing, then one movement factor to go Prone (add a Prone status unit). The second soldier expends ‘one movement factor to enter a new hex, two movement factors to fire, then one movement factor to go Prone (add a Prone status . 8 EFFECTS OF STUNNED AND SUP PRESSED ON MOVEMENT FACTORS: Stunned soldiers may not be used to expend movement factor. Suppressed soldiers have their avail able number of movement factors reduced by one (ie. from movement factors). 6.3 BASIC GAME FIRE COMBAT-HOW TO FIRE: The following rules apply when a soldier is used to expend movement factors to fire. 6.3.1 GENERAL RULES OF FIRE: A soldier may be used to fire at any hex that lies within both its fring arc and firing range, provided that the shot is not blocked by line of sight considerations. The soldier firing is called the “firing unit" and the opposing soldier or hex being fired at is called the “target unit” or “target hex’ 6.3.1.1: Grenades are fired (actually, thrown) at a target hex (not necessarily containing soldiers), and all other Basic Game weapons are directed at one specific target unit within a target hex (firing player's choice). 6.3.1.2: All soldiers arc fired individually, and may have their fire directed at only one target each time they are fired. A soldier may be used to fire its major personal weapon or a hand grenade during an Impulse, but not both, Two or more firing units may be fired separately at the same target hex or target unit during the same Impulse or Impulse Phase. 6.3.1.3: No more than one soldier in a single stack in a single hex may be fired while the stack remains together, although, ifthe @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos Unit at eight or less hexes range. 6.3.2.1: The “firing range” is determined by counting the number of hexes by the shortest pos sible route from the firing unit to the target hex, not including the hex that contains the firing unit, but including the target hex. For example, below is shown a range of five hexes, FIRING UNIT TARGI T HEX 6.3.3.3 THE HAND GRENADE RANGE LINE: There is a "range line" printed on the Hand Grenade line on the CHART, between the numbers “S* (ranges 3-5) and °2" (ranges 6-8). This indicates that a soldier must be Standing to be used to fire (throw) a hand grenade 6-8 hexes. A Crouching or Prone soldier can be used to fire a hand grenade only up to a § hex range. 6.3.4 THE FIRING ARC: The “firing arc de pends on the firing unit's facing and includes all hexes or partial hexes in a 60 degree arc aut to the limits of the weapon's range. Any hex within a firing unit's arc is a possible target hex. No fire may be directed at hexes falling outside of this arc. SHADED HEXES FALL WITHIN THIS UNIT'S FIRING ARC. Cc 6.3.5 THE BASIC GAME LINE OF SIGH “Line of sight" determines what a fring unit can “sec”. If the line of sight to a potential target hex may be completely “blocked” by some obstacle, run a straight edge (ruler, taut string, stretched rubber band, part of the Unit Counter Sheet frame, etc.) from the sighting dot in the firing unit's hex to the sighting dot in the target hex to see ifthe line of sight passes through the obstacle, 6.3.4.1: Unless both hexes arc hill hexes, an in tervening hill hex blocks the line of sight. The hex- sides of a hill hex count as part of a hill hex. 6.3.4.2: If both hexes are divided by an interven ing fence hex (including units actually in the fence hex) and either or both units are Prone, the inter vening fence blocks the line of sight. To be blocked the line of sight must pass through or along some part of the fence picture printed on the mapboard. 3.4.3: Ahex (including the hexsides) contain ing one or more riendly” soldiers will lock a line of sight ifthe interv ening friendly soldiers are the same as or of a higher posture than the firing unit and both are on the same height ter rain. Hexes containing opposing soldiers do not block a line of sight in this way. 6.3.4.4: Hills are the highest terrain (for the Basic Game ignore the number of contour lines in a hill hex and treat all hill hexes as being of equal height) and depressions are the lowest terrain. All other terrain is somewhere in between in height, For posture, Stand is higher than Crouch and Crouch is higher than Prone. @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos to the left of the “X" is the number of “bursts" that can be fired by the weapon in each Impulse. The number that appears to the right, of the "X" is the number of "shots" per burst. For example, a light machinegun may fire three bursts of four shots each. The die is rolled four times (once per shot) per burst. All target units must always be in the same hex, and only one burst may be fired by the same weapon at any single target unit during the same Impulse Phase, Separate bursts may be fired at different targets in the same hex. If only one target unitis in a target hex, only one burst may be fired, 6.3.6.2 SELECTIVE FIRE: The rifle has “selective fire"—two different rates of fire are shown to the right and left of a slash ("}the one to be used is up to the controlling player, but only one or the other may be used during any one Impulse Phase The “2X3" notation to the left is its automatic rate of fire, and the rotation to the right is its “semi-automatic” rate of fre, The "2" indicates that two shots (roll the die twice) may be directed at a single target unit— they may not be split against two different units. Semi-automatic fire has the advantage of being more accurate than automatic fire 6.3.5.3: The pistol has only semiautomatic fire. The hand grenade has a rate of fire of * 1 one shot may be directed at one target hex per Impulse. In the Basic Game, each soldier is considered to be carrying unlimited supplies of bullets for the major personal ‘weapon plus an unlimited number of hand grenades, 6.3.7 FIRE PROCEDURES: After checking the firing range, firing arc, and line of sight to determine if fring is, possible, and, if necessary, decid ing which rate of fre to use. the fire is announced and resolved. Ifthe firing unit is to expend additional movement factors after fring, this must be announced at the time of fring, as this modifies the die number rolled 6.3.7.1 ‘THE HIT NUMBER: On the BASIC GAME FIRING CHARTS crossgrid the firing weapon's line with the range in hexes to the target hex to find the “hit number’. For example, if a light machinegun is fred at a fifteen hex range (range increment "13-20", the hit number is “3 ", For the rifle, use the hit number to the left of the slash line if automatic fire is used, and the hit number to the right of the slash if semi automatic fire is used 6.3.7.2 THE BASIC GAME FIRING MODIFIERS: Now check the BASIC GAME FIRING MODIFIERS, hich are printed just below the BASIC GAMF. FIRING CHARTS on the Basic Game Card. Each is explained in more detail below: 6.3.7 FIRING UNIT IS SUPPRESSED: If the firing unit is "Suppressed (sec 6.4 below), the die number rolled is modified by * + 6.3.7.2.2 TARGET IN COVER: ‘Cover’ is any obstacle that can stop a bullet or grenade frag ment. Ifa target unit is in a tree hex or rough hex, or in a fence hex with the fence between the firing and target units or between a grenade’s impact hex and the target hex, the die number rolled is modified by “+ 1", THIS MODIFIER DOES NOT APPLY FOR FIRING HAND GRE. NADES. BUT DOES APPLY TO THEIR BLAST. 7.2.3 TARGET IN CONCEALMEN’ is any obstacle that will not stop a bullet or fragment, but docs conceal a target by making it less visible. Ifa target unit is in a sorub or tree hex or in a hedge hex with the hedge between the firing and target units, the die number rolled is modified by “ +1". Note that tree hexes offer both cover and concealment and thus have a combined total modifier of” +2". THIS MODIFIER DOES NOT APPLY WITH HAND GRENADES (FIRING OR BLAST) @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos die number rolled is modified by * + 1”. The hexsides of a tree hex count as part of a tree hex. For hedges, the line of sight must pass through or along some part of the hedge picture printed on the mapboard— where a fence or hill would block a line of sight, a similarly placed hedge or tree will only cause the die modifier. Check line of sight the same as when checking to see if completely blocked 6.3.7.2.6 TARGET IS RUNNING: Ifthe target Unit is marked as Running, the die number rolled is modified by "42", THIS MODIFIER DOES NOT APPLY WITH HAND, GRENADES (FIRING OR BLAST). 6.3.7.2. 7 FIRER EXPENDS MOVEMENT: If the firing unit expends any movement factors performing Actions that are not Combat Actions, before and/or after firing, this modifies the die number rolled by * +1” per movement factor ex pended by non- Combat Actions, THESE MODIFIERS DO NOT APPLY WITH HAND GRENADES (FIRING OR BLAST). 6.3.7.3 RESOLVING FIRING: Fire is resolved by rolling the die. 6.3.7.3.1 LIGHT MACHINEGUNS, PISTOLS, AND RIFLES: Roll the die once per shot fired. Modify each shot by the applicable modifiers. If the hit number or less is rolled, the target unit is eliminated and removed from play. Otherwise, the shot “misses”. For example, a light machinegun is fired at two soldiers in the same hex. The range is 30 hexes, giving a hit number of "3" and the target units are both Prone ("+2" modifier) One burst of four shots each is fired at each target unit. For the first soldier “O" (reads as "10"), "6". "5" and *I" are rolled, The “1” hits ("142 = 3°, the hit number), and that soldier is eliminated. For the second soldier. 8", "7", "8" and "3" are rolled, all "misses" 6.3.7.3.2 HAND GRENADES: In addition to the major personal weapon, each soldier also carries hand grenades. Roll the die once per fire (throw). Modify by the applicable modifiers. Ifthe hit num ber or less is rolled, the target hex (now called. the “impact hex’) is hit. Ifthe modified die num ber is higher than "10", consider the grenade to be a “dud’—it missed completely and no further action is taken. If the modified die number is higher than the hit number, but "10" or less, the target hex was missed, but the “spread” must be checked to see what nearby hex was hit. 6.3.7.3.2.1 HAND GRENADE SPREAD: Consult the GRENADE SPREAD DIAGRAM on the Basic Game Card. The “X" shows the target hex and the arrow shows the hoxside crossed by the line of sight from the fring unit. Ifthe line of sight crosses directly over a hex angle, the firing player must choose which of the hexsides that form the angle to Use before rolling the die for spread, Roll the die— the grenade lands in the mapboard hex corresponding to the number on the diagram, which now becomes the impact hex. For example, in the following diagram, the grenade missed and a °4” is rolled, so "B” shows the impact hex. FIRING LINE OF SIGHT TARGET UNIT IMPACT HEX HEX Soa @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado autométicamente cada § minutos ining urs une OF Sight, OF Te wnpact nex 1s Beyora We grenade's range or goes off the mapboard. treat as a “dud” (no effect), Otherwise, blast is evaluated from the new impact hex. For reference while resolving this, use a grenade unit to mark target and impact hexes as they are determined. 6.3.7.3.2.2 GRENADE BLAST: When a grenade explodes, its explosion and fragmentation effects can cause damage not only in the hex hit, but also in nearby hexes, called the “blast zone”, The “blast hit number” for a Basic Game hand grenade is "5". The GRENADE BLAST DIAGRAM on the back of this folder shows die roll modifiers that apply in nearby hexes, in addition to any other applicable firing modifiers. One die roll is made for each soldier in the blast zone hexes (this can also affect friendly soldiers in these hexes). For example, assuming that no other modifiers apply, a "5" is the hit number in the impact hex ("B " on the diagram) and no modifiers apply there. Adjacent hexes have a "+3" modifier, and hexes which are two hexes away from the impact hex have a "+4" modifier. 6.4 STUNNED AND SUPPRESSED: Soldiers can be Stunned or Suppressed as a result of fie that misses, 6.4.1 AUTOMATIC FIRE SUPPRESSION: For automatic fire from a light machinegun or rifle (automatic fire only—not the semi-automatic rate of fire), any soldiers in the target hex that arc not hit (whether actually the target unit or not) arc Suppressed, and should be appropriately marked with a Status unit. [tis also possible for automatic fire to Suppress all soldiers in a hex, even if there is no chance of a hit (ie, if positive modifiers make it impossible to roll the hit number) if'a modified number of "10" or less can be rolled. 6.4.2 GRENADE STUNS AND SUPPRESSION: Soldiers that are not eliminated in a grenade impact hex arc Stunned, and should be so marked. Stunned soldiers may do nothing to expend movement factors unti the Stunned is changed to a Suppressed. Soldiers in a blast zone hex, but not in a impact hex, that are not eliminated arc Suppressed if an unmodified die rll of “2” could have caused a hit (Le., if a°2 had been rolled, a hit could have been scored, even considering all modifiers) 6.4.3 STATUS EFFECTS ON SPEED: Any Running soldier who is Stunned or Suppressed automatically has the Speed unit removed and is no longer considered to be Running, 6.4.4 STUN EFFECTS ON POSTURE: Soldiers marked as Stunned are also immediately marked as Prone, if not already in that posture. 6.5 HOWTO HAVE BASIC GAME MELEE COMBAT: To initiate a melee combat a soldier or soldiers must be able to enter a hex containing an opposing soldier or soldiers and have at least one movement factor to expend for the melee. Itis possible to have melee in a hex during the same Impulse Phase as fire is directed at the hex by other soldiers. 6.5.1 MELEE PROCEDURE: The hit number for melee is "5". If a modified die number of “5” or less is rolled, the side that entered the hex (the “attacker") wins, and all opposin« soldiers in the hex are eliminated. If a modified die number of or more is rolled, the side originally in the hex (the “defender") wins, and all attackers are eliminated, 6.5.2 MELEE MODIFIERS: The die number is modified by “—2" for each altacker in excess of the number of defenders, or by * +2" for each defender in excess of the number of attackers. @ _ Publicada con documentos de Google Mas informacion Notificar uso inadecuado BASIC RULES.odt Actualizado automdticamente cada § minutos that soldier, even during that same Impulse, The Impulses of an Impulse Phase and the Actions of an Impulse may be performed in any desired order by the controlling player. Ifa stack of soldiers is used for an Impulse, the controlling player may perform their individual Actions in any desired order, even expending some movement factors for one soldier, then some for another, then back to the first soldier, etc., being careful not to exceed the 4 movement fac tors allowed with any one soldier. 7. VICTORY CONDITIONS— HOW TO WIN THE BASIC GAME SCENARIO At the conclusion of four Tums, the players count "victory points" Each player gets one victory point for each opposing soldier eliminated and three victory points for each of their own surviving soldiers located in a hex on the opposite side of the mapboard (beyond the “Q" row, past the mapboard fold), The winner is the Player with the most victory points; if victory points for both sides are equal, the game is a draw.

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