Maschinen Krieger
Maschinen Krieger
C
[1.0] Introduction...............
[9.0] Close Quarters
13.1 Transporting With...
[2.0] Game Contents..........
2.1 Map Boards
9.1 Procedure
[14.0] Infantry Squads..........
2.2 Game Pieces
9.2 Defensive Attacks for...
14.1 Infantry Movement
2.3 Reference Sheets
9.3 Continuing...
14.2 Infantry Combat
[3.0] About the Game.........
9.4 Pinned Units in...
14.3 Infantry Morale
3.1 Game Progression
9.5 Unarmed Combat
14.4 Special Infantry Units
3.2 Game Scale
[10.0] Aeronautical Units.....
[15.0] Concealment..............
[4.0] Sequence of Play........
Combat.......................
13.2 Overrun Attack
10.1 Procedure
[5.0] Attacking....................
[16.0] Unmanned Units........
10.2 Air-to-Air Combat
16.1 Control of...
5.1 Procedure
10.3 Breakthrough
16.2 Collecting Intelligence
5.2 Direct Attack
10.4 Air-to-Ground Combat
[17.0] Artillery......................
5.3 Offensive Attack
10.5 Spotting for Indirect
17.1 Initial Order
5.4 Defensive Attack
10.6 Landing
17.2 Resolving Artillery Fire
5.5 Indirect Attack
[11.0] Weapons.....................
[18.0] Pilots...........................
11.1 Types of Weapons
18.1 Pilot Unit
6.1 Line of Sight
11.2 Usage Limits of...
18.2 Escaping (Optional)
6.2 Elevation
11.3 PF Reloading
18.3 Pilot Creation (Optional)
[7.0] Movement..................
11.4 Equipment
[19.0] Special Rules..............
[6.0] Line of Sight..............
7.1 Procedure
[12.0] Miscellaneous Rules...
7.2 Movement Restrictions
12.1 Initial Deployment and
Reinforcement
19.2 Smoke Screen
12.2 Airdrop
19.4 Fire
12.3 Defensive Positions
19.5 Special Units
7.3 Carrying
[8.0] Stacking......................
8.1 Stack Points
8.2 Stacking Limit
[13.0] Vehicle Units..............
19.1 Land Mines
19.3 Night Combat
Translator Notes/Errata.............
Japanese Edition Credits
English Edition v1.2
Original Story: Kow Yokoyama
Design: Koji Hayashina
Original Game System Design: Yasunori Sekiyama
Illustration: Kow Yokoyama
Artwork: Rieko Tsuiki, Fumitoshi Watanabe
Typesetting: Design Tact
Production: Sanyusha Inc.
Assistance: Hirokazu Tsubaki, Jun Yamashita
Production Editing: Akio Kurita
Playtesting: Masao Ishii, Wataru Horiba, Hirohisa
Tabata, Hirohisa Yajima, Takashi Hosaka
(see Translators Notes section for full credits)
This work is a translation of the S.F.3.D II: Operation
Faserei game manual. It has been translated and
published without direct permission from Hobby
Japan or Kow Yokoyama, who retain all copyright
claims for the original material.
Original rules copyright 1985 Hobby Japan Co, Ltd.
Maschinen Krieger copyright Kow Yokoyama
English edition copyright 2011 Rob Brunskill
1.0
Introduction
This rulebook is a translation
of the rulebook that came with the
S.F.3.D II: Operation Faserei game.
In turn, that work was an expansion
for a prior game, S.F.3.D Original.
Both games were a part of a fiction
now known as Maschinen Krieger,
or Ma.K. for short.
Beginners might find this
game difficult to master at first.
Experienced gamers will find many
familiar concepts, as well as a few
new ones to learn. For all levels of
play the presentation of the rules
might contribute to their difficulty
since it will be done in the same
order as the original Japanese rules.
To get started with the game,
after reading through the rulebook
and grasping the general outline/
synopsis, its a good idea to start
with the basic scenarios (such as
scenario 1).
Players who own the English
release of either game might already
be familiar with the rules provided
by Twentieth Century Imports. This
rule set attempts to be more accurate
to the original material, and should
be used in place of those rules.
2.0
Game Contents
The S.F.3.D game set includes:
Japanese Rule Book
1
Map Boards (1~4)
4
Reference Card
1
Scenario Cards
5
(Scenarios 1~10)
Air Commitment Cards
2
Game Pieces
480
Dice
2
Plastic Tray
1
The S.F.3.D II
includes:
Japanese Rule Book
Map Boards (5~7)
Reference Cards
game
set
1
3
2
Scenario Book
(Scenarios 11~22)
Game Pieces
Dice
Plastic Tray
1
480
2
1
The TCI editions also include
English rulebooks and reference
cards.
This game manual provides
translations for the S.F.3.D II
rulebook, reference cards, and all 22
scenarios.
[2.1] Map Boards
The maps are marked with a
number from 1 to 7. They can be
placed in any combination to meet
the requirements of the scenario
played.
The six-sided shapes printed
on the maps are hexes. All
measurement is counted in hexes
and a units location and local
topography are given by what is in
the hex.
[2.2] Game Pieces
The
processed,
stamped
cardboard tokens are the game
pieces. They are Units, which
signify weapons in the game,
and Markers, which indicate
conditions in the game.
The meanings of symbols and
numerical values on the tokens are
illustrated on the next page.
Units can be classified into the
following three types. Unit type
is important for stack restrictions
[Section 8.0].
Type I AFS type,
NeuSpotter,
Krachen Vogel.
Type II All ground units
other than those
listed for Type I.
Type III Flying units.
Some corrections to individual
markers are in the Translator Notes
section.
[2.3] Reference Sheets
Reference charts have been
provided to smooth game play. The
full contents for each scenario are
included on the scenarios reference
sheet.
3.0
About the Game
[3.1] Game Progression
The game is designed for two
players, but with a little work, four
people can play. Ma.K. is also suited
for solo play.
There are a total of twenty-two
scenarios available between S.F.3.D
and S.F.3.D II. Each scenario
establishes the circumstances of
the battle, indicating military
forces, troop set-up, and winning
conditions. While most games will
begin by selecting a scenario for
play, it is possible to create original
scenarios, using existing scenarios as
reference.
The
game
proceeds
in
punctuations of time, called turns.
The game ends when the number
of turns set forth in the scenario
are completed. After the last turn,
victory is awarded. If a win or loss
becomes clear during the game,
a player may abandon the game,
causing it to end.
[3.2] Game Scale
The game takes place on map
boards divided into hexes. Each
hex is about 80 to 100 meters across,
and each turn is about 1 minute
long. Most tokens represent one
unit, whether it is a heavy vehicle or
mobile suit. For an infantry squad,
one token represents one division,
about 6 to 10 people.
Example
Ground Unit
Back
Front
Type
Movement
Points
Weapon Type
Ground Unit (Infantry)
Attack Ability
Range
ID Number
Durability
Type
Air Unit
Weapon Type
Dog-Fight
Rating
ID Number
Durability
Pilot Unit
Name Class
ID Number
Movement Type
Range
Defense
Attack Ability
Type
Weapon Type
Attack Ability
Movement
in Hexes
Defense
Movement Type
Back
Front
Durability
Defense
Attack Modifier Defense Modifier Dog-Fight Modifier (same order on back)
Markers
Front
Back
Front
Back
Fire
Numerical
Smoke
Screen (2)
Numerical
Armament
Disabled
Light
Smoke (1)
Bomb (10)
Laser
Bomb (8)
Laser
Objective
Missile (12)
Dummy
Defensive
Position (-1)
Supplemental
Pilot
Immobilized
Objective
Back
Game Turn
Doll House
Rocket
Ammunition Depot
Front
Laser
Missile (8)
Defensive
Position (-2)
Concealment
TOS
Morale Broken
NeuSpotter
Analytical Memory Unit
Mr. Eddie Amzel
Vehicle Units
Green Buffalo
Doll House
Ravin
Seduce
Truck
Sph 69
Pzkw 182
Makel
Kraftwagen
Infantry Units
Inf.SQ Infantry Squad
AAR.SQ Anti-AFS Rifle
Squad
Eng.SQ Engineer Squad
(Mercenary
Soldiers)
Pnr.SQ Engineer Squad
(Strahl Troops)
Plt.HQ Platoon Command
Cpn.HQ Company Command
4.0
5.0
Sequence of Play
Attacking
Each scenario uses a fixed
number of turns. The game ends
when that number of turns have
been completed. Every turn consists
of four phases and must proceed in
the following order.
1. Air Commitment Phase
Each player secretly divides
the aerial power in hand into Air
Combat duty or Ground Support
duty. After the assignments have been
revealed, proceed with dogfighting
and, if possible, break through.
2. First Players Phase
The first player tests the morale
of infantry units and then proceeds
to attack and move units. The
player may proceed with with air-toground, ground-to-ground, or close
quarters attacks, move, or do any
combination of these actions. Under
certain conditions the first player
might receive defensive attacks from
the second player. While the decision
of whichunits will attack and which
will move is up to the player, a single
unit cannot move and attack in the
same phase, with the exception of
close quarters combat.
3. Second Players Phase
This is the same as the first
players phase, but the second player
is now moving and attacking, and
receiveing defensive attacks from
the first player.
4. End of Turn Phase
Move the turn marker one
frame on the turn record chart and
proceed to the next turn. When the
turn specified by the scenario ends,
the game will end.
Throughout these rules the term
Phase Player is used to refer
to the player whose phase it is.
Their opponent is the Anti-Phase
Player.
There is no seperation of player
actions during the End of Turn and
Air Commitment Phases.
For convenience, attack refers
to all kinds of attacks, including close
quarters, with the only exception
being dog-fighting. There are two
kinds of attacks, Direct Attack,
which occurs when the attacker has
direct line of sight to the target, and
Indirect Attack, which uses spotters,
so the attacker does not have to have
a view of the target.
Making attacks are not required
and are up to the discretion of the
controlling player.
[5.1] How to Attack
[5.1.1] Attack Procedure
1. The attack is announced. The
phase player decides which unit
is attacking and which unit is
the target (refer to [14.21] for
the exception). Check that the
attacking unit can see the target
for Direct Attacks, or the spotter,
for Indirect Attacks (consult [6.0]
for rules on Line of Sight).
2. Measure the distance between
the attacking unit and target
in hexes. When measuring the
distance, the hex the attacking
unit is in is not counted (consult
fig. 1). If the distance is longer
than the attacking units shooting
range, the attack does not take
place.
Figure 1
3. Add all target modifiers to the
attacking units attack ability (be
careful that some modifiers are
given as negative). Next, subtract
the target units defense from
the adjusted attack ability. The
final value is the Attack Target.
When the target is below zero,
the attack becomes ineffective,
but in the case of lasers or
machine guns, the attack roll
must still be made to determine
if the weapon is expended. For
weapons that have a limited
amount of ammunition, consider
one round to have been fired.
Once the attack Target is known,
the attacking player rolls two dice
and adds the values. If this sum
is equal to or less than the attack
Target, the attacking unit hits the
target. If the product exceeds the
attack Target, the attacking unit
misses.
Special Note: The first SF3D game
rules state that the two dice rolled
should be multiplied together.
The second game clearly changes
this resolution system to the more
traditional addition.
4. If the attacking unit hits, the
target units player checks the
effect of the attack. Roll two dice
and add the results. Compare
the sum with the target units
endurance level, using the armor
Endurance table.
[5.1.2] Attack Results
The attack results obtained from
Determining Range
1
2
3
the armor Endurance chart can be
of the following three types:
D (Destroyed): The target unit
is destroyed and is removed from the
board.
A (Armament Disabled): The
target units weapon is destroyed.
Place an Arm. Disabled marker
on the unit. This unit cannot attack
for the rest of the game, even if it
has multiple weapon systems. (For
an example, consult [14.47]). The
unit can still participate in close
quarters combat.
M (Immobilized): Place the
Immobilized marker on top of the
target unit. The unit can no longer
move. Flying units are destroyed,
although the Hornisse has the
ability to land within 5 hexes.
(No Effect)
Subsequent damage results of
the same type also have no effect.
* If the attack roll result is a 2 (a
one on each die), the result is a
D without consulting the armor
endurance chart.
Example
A P.K.A. is attacked by an A.F.S.
and is hit. The player controlling the
P.K.A. rolls two dice and the sum
of the dice is 3. Using the P.K.A.s
armor endurance of B, consulting
the armor endurance chart shows
that the unit is destroyed (D).
[5.1.3] Modifiers
The attack Target is calculated
by subtracting the target units
defense ability from the attacking
units attack strength. Additional
modifiers are added depending on
the situation (range, terrain, etc.).
These modifiers are indicated in the
Terrain Effects and Attack Modifiers
charts, and explained below.
1. Terrain
Attack modifiers are based on the
terrain that the target unit is in, and
the weapon that the attacking unit is
using. The terrain of the attacking
unit has no effect.
As long as some form of terrain
is in the same hex as the target unit,
it will gain some form of benefit.
However, if the hex is a partial
building hex (refer to [7.17]), a Type
II unit will not gain adjustments for
the building.
If the attack crosses a ridgeline,
the attack modifier for the ridgeline
is added to other terrain modifiers.
Consequently, if an attacking unit
fires at a target unit in a forest
beyond a ridgeline, with a laser, the
terrain modifier will be (2) + (2)
= -4.
2. Range
If the range is short, the attack
target is usually better. At long range
the attack target is worse. Because
the modifier changes depending
on the weapon, consult the Range
adjusted Attack Ability chart, a
part of the Attack Ability chart.
3. Indirect Attack
If the attack is indirect, a uniform
modifier of 3 is applied.
4. Targets Damage
If the target unit is immobilized
(M), there is a modifier of +2.
For strafing runs by air units,
Ranged
Attack
Examples
Offensive Attack
Defensive Attack
Movement
Figure 2
Attacking With Multiple Units
there is no range modifier applied.
All modifiers are cumulative.
Example
An attacker is making an indirect
attack with a rocket, with a range
of 9 hexes, against a target in the
forest. The base attack target is 9
(attack ability defense ability),
the modifier for terrain is (1) and
the adjustment for indirect attack is
(3). The total modifier is (4), and
the final attack target becomes 5. (9
4 = 5)
[5.1.4] Attacks cannot be made
against a hex, from outside that hex,
if it contains units on the attackers
side.
[5.2] Direct Attack
When making a direct attack, the
attacking unit must be able to see
the target. For direct attacks, there
is offensive attack, close quarters
combat (both initiated by the phase
player), and the defensive attack that
is made by the anti-phase player.
Basic Attack
An AFS uses its laser (attack ability of
8) to attack a PKA (defense rating of 2).
Calculate the Attack Target
(Attack Ability) (Defense)
8 2 =
6
Range: 2 hexes
+1
Terrain: Laser fire through
forrest
2
Total of the above
6+1 2
=
5
Die Rolls (using addition)
result is 2 + 3 = 5, hit
result is 1 + 5 = 6, miss
Die Rolls (if using multiplication)
result is 2 3 = 6, miss
result is 1 5 = 5, hit
Figure 2
3
The PKA can make a Defensive Attack against the AFS, but not the SAFS
because it is 4 hexes away. The AFS and SAFS may not make a Simultaneous
Attack because they are not in the same hex.
[5.3] Offensive Attack
Offensive attacks are made by
the phase players units. A unit
that makes an offensive attack
cannot move in the same phase.
(Exceptions: see [13.2], Overrun;
and [14.2.2], Infantry Charge).
[5.3.1] Each unit can only make a
single offensive attack in a phase.
(Defensive attacks can be made as
many times as necessary.)
[5.3.2] Multiple units may attack
a single target. Attacks are settled
individually between each attacking
unit and the target unit. (Exception:
see [14.2.1], Stacked Infantry)
[5.3.3] If the units are stacked,
multiple units can attack the same
target at the same time. When
the attack is declared, it must
be announced that it will be a
Simultaneous Attack. Stacked
units do not have to make a
Simultaneous Attack, they can
attack separately, but it changes
the way the attacking units receive
defensive attacks (see [5.4.1] and
[5.4.2]). Simultaneous Attacks are
still resolved individually between
each attacking unit and the target
unit.
Units that are not stacked cannot
conduct a Simultaneous Attack.
[5.3.4] Attacks that have been
announced must be executed.
Even if the final attack target is
below zero, or the target unit is
destroyed with the very first attack
of a simultaneous attack, even if
the attack had no effect, once it is
executed, the attacking player must
check for ammunition expenditure,
energy usage, and accidents.
[5.4] Defensive Attack
When certain conditions are met
during the phase players turn, the
anti-phase player can make attacks
with the appropriate units. These
conditions are:
1. If the target unit remains alive
after receiving an attack from
within 3 hexes.
2. If a unit is stacked with a target
Defensive Attacks and Movement
Figure 4
Figure 5
4
With the movement of the PKA as shown, the AFS can make 3
seperate Defensive Attacks.
Simultaneous Attacks
The AFS and SAFS can make a Simultaneous Attack
against the PKA. If the AFS attacks first and the PKA is
eliminated, the SAFS is still considered to have attacked,
and an attack roll should be made to check for the weapons
usage limit.
If the PKA survives both attacks, it can make a Defensive
Attack against either the AFS or the SAFS.
If the AFS and SAFS attack seperately, the PKA can
immediately make a Defensive Attack against each attacker,
if it survives the attack.
unit that received an attack from
within 3 hexes.
3. The phase players unit entered
a hex adjacent to the anti-phase
players unit, and challenged the
anti-phase players unit to closequarters combat.
A unit that has fulfilled any of the
above conditions can proceed with a
defensive attack.
[5.4.1] With conditions 1 and 2,
for each attacking unit firing alone,
not part of a Simultaneous Attack,
each unit capable of making a
defensive attack may do so against
the attacking unit.
[5.4.2] With conditions 1 and 2, if
the attacks are part of a simultaneous
attack, each unit capable of making
a defensive attack may do so against
one unit of the attacking stack, after
all the attacks of the attacking units
have been resolved.
[5.4.3] With condition 3, when the
phase player moves a unit into an
adjacent hex, the anti-phase player
may attack. This may lead to closequarters combat, described later.
Simultaneous Attacks
A single Defensive Attack may only be made
Seperate Attacks
Defensive Attack may be made against both units
[5.4.4] A defensive attack can
proceed any time any of the three
conditions are met. It is possible for
a single unit to make many defensive
attacks in a single phase, and a unit
may make offensive and defensive
attacks in the same turn. (Only one
offensive attack is allowed.)
[5.4.5] A defensive attack is a direct
attack only. A defensive attack may
not be part of a simultaneous attack.
[5.5] Indirect Attack
Some weapons may be fired at
units that are not directly visible to
the attacking unit. These weapons
are the Doll House heavy rocket
shells, the Sphinxs rocket shell, and
the Goblins TOS anti-tank rocket
shell. In order to make an Indirect
Attack, a third unit must have a
view of the target, this unit is called
a spotter.
[5.5.1] A spotting unit is anything,
including all ground units and
strafing flying units, as long as the
intended spotting unit has not
been used more than half of its
movement points and has not made
any offensive attacks. Spotting units
also may not initiate close quarters
or overrun combat. Once it has
been designated as a spotter, it
may not move more than half of
its movement points or make any
offensive attacks in the current turn.
Flying units used to survey cannot
attack ground units.
[5.5.2] Weapons capable of indirect
attacks affect the target hex and the
six adjacent hexes, even when used
to make a direct attack. Unlike
most other direct attacks, the target
is not a single unit. All units within
the effect of the attack are hit. Some
large missiles and artillery cannons
will cause effects in hexes up to two
hexes away from the target hex.
Effect range is noted on the Artillery
Capability Chart.
[5.5.3] To determine if an indirect
attack hits, make a single die roll
against the attack target, regardless
of the number of units that will
be affected. Determine the attack
results for each unit using its
individual endurance. Units outside
the target hex get a +1 to the
endurance roll.
[5.5.4] An indirect attack cannot
be targeted at a hex that contains
a friendly unit. If the attack effects
adjacent hexes, and one of those
units contains a friendly unit, the
attack cannot be made.
6.0
Line of Sight
When making a direct attack,
or using a spotting unit for indirect
attack, the target must be visible.
[6.1] Line of Sight
[6.1.1] In order to view the target,
the attackers unit must have a direct
line of sight to the target unit. The
line of sight is a straight line from
any part of the hex the viewing unit
is in to any part of the targets hex.
If this line can be drawn across the
terrain without being obstructed,
the viewing unit has line of sight to
the target unit, allowing it to attack
or spot.
[6.1.2] The line of sight will not
pass through the following terrain,
however the terrain of the hex of
the viewing unit and the target unit
do not obstruct the line of sight.
Obstacle terrain: building, forest,
hill, hexes with smoke markers, and
hexes with fire markers.
These terrains block line of sight
without regard to elevation level, as
described in [6.2].
[6.1.3] Ridgelines and walls
obstruct the sight line, with the
following exceptions.
1. When the target is a Type I
unit.
If the line of sight crosses a ridge
or wall, and a Type I target unit is
in a hex immediately adjacent to the
ridge or wall, there is a line of sight.
There is no line of sight to Type I
targets beyond this hex. (Figure 6)
2. When the target is a Type II
Ridge Lines, Unit Types, and Line of Sight
Figure 6
Figure 7
unit.
When the target is a Type II
unit, line of sight continues to two
hexes past the ridge or wall. There
is no line of sight to the third hex or
beyond. (Figure 7)
Any line of sight established
between two units is mutual.
[6.1.4] There is no limit to the length
of the line of sight, but attacks are
still limited by the weapons range.
[6.1.5] Adjacent units always have
line of sight.
[6.1.6] Units, whether friend or
foe, do not obstruct line of sight or
attacks.
[6.2] Elevation
[6.2.1] All terrain symbols have a
height. Consult the terrain effects
chart for the height of each type of
terrain.
[6.2.2] If the line of sight passes
through a hex with a height level of
1, that line of sight is obstructed. If
the hex of the viewing unit and the
target unit are both height level 1,
the line of sight is not obstructed in
the above mentioned case.
[6.2.3] Special: When the hex of
the viewing unit, target unit or both
units has a height of 1, the line of
sight is not blocked by ridge lines or
walls.
There is an exception if the ridge
or wall is on a hex side of the viewing
or target units hex. In this case use
the rules from [6.1.3].
7.0
Movement
The phase player may move
units using the following rules.
These units may also be subject
to defensive attacks from the antiphase player.
[7.1] Procedure
[7.1.1] Units move from their
current hex to an adjacent hex, one
at a time. A unit cannot skip hexes.
[7.1.2] The movement capability
of a unit is printed on the front,
lower left corner of its token. The
number is the number of movement
allowance the unit has, and the
letter denotes its form of movement.
The movement allowance is the
maximum number of movement
points a unit may spend in a single
phase. The unit may spend any
amount up to this value (Figure 9).
[7.1.3] The movement cost to move
into a hex is determined by the
terrain and movement form. This is
shown in the Terrain Effects chart.
If a unit does not have the number
Movement Procedure
2
2
of points left to meet the cost of the
terrain, the unit cannot enter the
hex.
[7.1.4] If a hex contains several
terrains, factor in all terrains that
influence the unit entering the hex.
If the hex partly contains water, and
the unit cannot traverse it, then the
water can be ignored, although the
unit may not pass through any hex
side that is blocked by that terrain.
Because ridges and walls occur
along hex sides, and not in the
hexes, they are not included in this
regulation (see [7.1.5]).
[7.1.5] On the Terrain Effects
Chart, a (+) is attached to the
mobility of ridges and walls. If a
unit enters a hex by passing through
a ridge or wall, the appropriate
movement cost must be added to
the cost of hex being entered. If a
hover (H) type unit enters a desert
by passing a ridge, the cost will be
5 movement points (3 to enter the
desert, and 2 to pass the ridge).
[7.1.6] The movement cost for
roads and trails on the Terrain
Effects Chart is used when the unit
is continuing movement along a
road or trail from one hex to the
next. Only the cost of the road or
trail applies and the surrounding
terrain is ignored. If a hex with a
road or trail is entered from a hex
that does not contain a road or trail,
the movement cost of the hex is
based on the surrounding terrain,
and the road or trail is ignored.
[7.1.7] There are two kinds of
hexes with buildings. One is the
complete building hex, which is
entirely covered with buildings,
and the partial building hex, which
are only partially covered with
buildings. When moving through
hexes with partial buildings, Type
I units are considered to be among
the buildings, as though the unit
were in a complete building hex. If
the unit is a Type II, it is outside the
building, in the surrounding terrain.
When a Type I unit is in a partial
building hex, it benefits from the
building attack modifiers from
the Terrain Effects Chart, and a
Type II unit does not (see [5.1.3],
Modifiers).
[7.1.8] W and C type units cannot
enter a river or water hex.
[7.1.9] As long as a unit has not
exceeded its movement points, it
may continue to move. Unused
movement points are lost at the end
of the turn, they are not held over
to the next turn, nor can they be
shared with other units.
[7.2] Movement
Restrictions
[7.2.1] A unit which made an
offensive attack cannot move in
the same phase, and a unit that has
moved cannot make an offensive
attack, except for close quarters
combat (Exceptions: see [14.0] and
[19.0]).
[7.2.2] The unit may not spend
more movement points than its
printed value in a single phase.
[7.2.3] A unit is free to move
through friendly hexes without
penalty regardless of the stacking
regulations (explained later).
To enter a hex occupied by an
enemy unit, close-quarters combat
must take place. When entering
a hex containing an enemy, the
moving unit must stop regardless of
what movement allowance remains,
and may not be moved again in that
phase.
[7.2.4] When entering a hex
adjacent to an enemy during
movement, the anti-phase player has
an opportunity to make a defensive
attack. The phase player does not
have to ask if the anti-phase player
intends to make defensive attacks
every time the moving unit enters
an adjacent hex, but the phase
player must clearly show the route
the unit is moving, and interrupt the
movement if the anti-phase player
announces a defensive attack. Once
the attack is resolved, movement
may resume, if possible.
10
[7.2.5] The phase player may
move units individually or in stacks
(see [8.0, Stacking). Once a unit or
stack has completed its movement,
it cannot be moved further, and the
next unit or stack may be moved.
[7.2.6] When units are moving
together as a stack, the movement
of all units is limited to the lowest
movement point value of the units
in the stack.
[7.3] Carrying
A Type I unit that is not
immobilized can carry another
Type I unit that is immobilized.
Though Type I, the N.Spotter and
Krachen Vovel cannot carry units.
[7.3.1] Units must be stacked in
order to carry (see [8.0], Stacking).
Declare that carrying is taking
place and the units will then move
together, with the carried unit at
the bottom of the stack. To drop a
carried unit, simply declare that it is
no longer carried. Both picking up
and dropping another unit costs 1
movement point.
[7.3.2] Units are under the usual
restrictions for stacking when a unit
is being carried, and both units
involved are still targeted separately.
[7.3.3] If the carrying unit is
destroyed or damaged, the unit
being carried is immediately
dropped in the current hex.
8.0
Stacking
When two or more units are in
a single hex it is called stacking.
There is a limit on the number of
units each army can stack in one
hex. This is called the stack limit.
[8.1] Stack Points
The stack limit is based on stack
points. Each unit has a stack point
value based on its type, as shown
below.
Type I, including Jerry, Oskar,
Goblin, Gladiator, Kafer
................... 1 Stack Point
Type II, including Infantry
................... 2 Stack Points
Type III, when strafing
................... 1 Stack Point
[8.2] Stacking Limit
When a phase ends, or during
close quarters combat, the number
of stacking points in a hex must not
exceed 4 stack points (Figure 9).
[8.2.1] While the stacking limit
Stacking Limit
Figure 9
7
1 point
1 point
2 point
Stack
4 points
must be applied at the end of the
phase or in close-quarters combat.
At any other time, such as during
movement, it does not matter how
many units are stacked.
[8.2.2] In close-quarters combat,
the stacking limit is separate for
each side.
[8.2.3] Even though the NeuSpotter
is 1 stack point, two NeuSpotters
may not be in the same hex, unless
accompanied by a Type II unit.
[8.2.4] Stacking limits are a concern
for flying units making strafing
attacks. The stack limit for flying
units is considered separately from
the stack limit of the ground units.
Therefore, it is acceptable to have
flying units stacked to 4 points and
ground units stacked to 4 points.
[8.2.5] Non-unit markers and pilot
markers are not counted in the stack
limit. These types of counters may
even be placed in hexes that are
already stacked to the limit.
9.0
quarters combat. (A unit may
only enter an enemy hex if it is
going to engage in close quarters
combat).
2. The anti-phase player proceeds
with defensive attacks using
any units in the target hex. The
defensive attacks may target any
unit that will be involved in close
quarters combat.
The anti-phase player may
choose to move into the phase
players current hex to engage
in close quarters combat. Once
this is decided, the phase player
moves into the target hex if the
units involved are not already
in the same hex as the enemy
unit. The defensive attacks then
proceed in the same hex.
3. After the defensive attack, the
phase players units that remained
alive will proceed to attack. The
phase player decides which units
are attacking which targets, and
may have multiple units targeting
a single enemy unit.
Close Quarters
Combat
All attacks between ground units
in the same hex are close quarters
combat. The attacks involved
consist of lasers or small arms on
tanks such as the NutRocker, or even
unarmed attacks used by armored
fighting suits.
[9.1] Procedures
A unit that has moved can engage
in close quarters combat in the same
phase (see [7.2.1]). The phasing
players unit must stack in the same
hex as the anti-phase players unit, at
which point close quarters combat
begins. The procedure is as follows.
1. The phase player advances a unit
into a hex adjacent to an enemy,
and states intent to enter the
enemy hex and engage in close
Examples of Defensive Attacks in Close Quarters Combat
Figure 10
11
Figure 10
The AFS enters hex and the player announces the intent to
engage in close quarters combat before moving into hex . If there
is no intent to engage in close quarters combat, a defensive attack
can be made by the PKA as normal (see Figure 4). If there is intent
to engage in close quarters combat, the PKA may make a defensive
attack against the AFS when it is in either hex or hex .
If the AFS becomes immobilized in hex , its movement ends, and
the 'Immobilized' marker is placed. If it is immobilized in hex it can
still attack the PKA.
The PKA and Gustav can make defensive attacks against the
AFS. It is possible to have one attack when the AFS is in hex , and
the other attack when the AFS is in hex . But all attacks to be made
while the AFS is in hex must be resolved before any attacks
against the AFS in hex .
Figure 13
12
Figure 12
The PKA may make a defensive attack against either the AFS or
SAFS when they are in either hex or hex .
Each PKA and Gustav can make a defensive attack, one at a time,
against the AFS or SAFS.
11
[9.1.1] When a unit enters an
adjacent hex, it is possible for
defensive attacks to be made even if
there is no intent to engage in close
quarters combat.
[9.1.2] The phase player can move
other units into the hex where close
quarters combat is occurring. This
situation is the same as participating
in an ongoing close quarters combat,
described in [9.3.3].
[9.2] Defensive Attacks
in Close Quarters
Combat
Defensive attacks against close
quarters combat proceeds in any of
the following situations.
1. When an enemy is in an adjacent
hex.
2. When an enemy enters the same
hex.
A unit that engages in case 1
cannot attack in case 2.
[9.2.1] Defensive attacks for close
quarters combat is completely
discretionary. If, for example, a
stack was targeted for close quarters
combat, it is possible for one portion
of the stack to attack the adjacent
hex, for another portion to attack in
the same hex, and for the remaining
portion to not attack.
[9.2.2] After the offensive units
have made their attack, units not
attacked in close quarters combat
Figure 14
may not make defensive attacks.
[9.2.3] Defensive attacks may not
be made into a hex containing
friendly units.
[9.2.4] Selection of targets and
resolution of defensive attacks are
conducted on a unit-by-unit basis.
In other words, a defensive attack
may be declared after seeing the
results of another units attack.
However, the natural flow of time
may not be breached; in particular,
if a defensive fire is resolved against
a unit that has moved into the same
hex, a defensive attack may not
be declared against units in the
adjacent hex.
[9.2.5] Results of defensive attacks
are applied immediately. If a unit is
immobilized in an adjacent hex, it
does not move into the target hex. If
a unit is destroyed in the same hex
by defensive fire, it does not get to
attack.
[9.3] Continuing Close
Quarters Combat
After both sides have conducted
attacks in close quarters combat, if
undestroyed units from both sides
remain in the same hex at the end of
the phase, this is called a continuing
close quarters combat.
[9.3.1] If a continuing close
quarters combat exists at the start of
a players phase, the phasing player
Pinned Units in Close Quarters Combat
Either the PKA or Gustav is pinned by the AFS (the phasing player
decides), so only the unpinned unit may make a defensive attack
against the SAFS. When the AFS initially engaged in close quarters
combat, would have been able to make defensive attacks, if neither
were pinned at the time.
12
chooses from among the following:
1. Conduct close combat as is.
2. Conduct close combat by
moving in additional units as
reinforcements.
3. Retreat (move out of the hex).
4. Leave it as is (do nothing).
[9.3.2] If close quarters combat
is continued, the phasing player
chooses a target for each of his
units, and then resolves all attacks
in order. After that, the non-phasing
player declares and resolves his fire
in the same way. This combat is
resolved simultaneously; the phasing
players combat results do not affect
the resolution of attacks by the
non-phasing player. Phasing units
that conduct close combat may not
perform any other action this turn.
Non-phasing units may be pinned as
indicated in [9.4].
[9.3.3] Additional units may
enter the close quarters combat by
following the normal procedure of
moving to an adjacent hex, where
defensive attacks may be declared.
Such defensive attacks are limited
to unpinned units that can fire into
the adjacent hex. Units that survive
these defensive attacks move into the
close quarters combat hex. Samehex defensive attacks are prohibited,
and the close quarters combat is
resolved as in [9.3.2]. Units that
made defensive attacks at the
approaching units may participate
Figure 15
10
The SAFS may enter close quarters combat without taking any
defensive attacks from the PKA or Gustav. In the case of Figure 14,
with 3 units in the hex, the SAFS could be the target for defensive
attacks, even when moving through adjacent hexes (see Figure 4),
but in Figure 15, no defensive attacks are possible.
in the close quarters combat this
phase as normal.
[9.3.4] In the case of retreat,
defensive attacks may be conducted
against units once they have moved
into an adjacent hex. If one or more
of the phasing players units remain
in the close quarters combat hex,
only unpinned units may conduct
defensive attacks. Units may move
directly from an enemy-occupied
hex to another enemy-occupied hex.
[9.3.5] If the phasing player
chooses to do nothing, there is no
penalty, and defensive fire may not
be conducted.
[9.4] Pinned Units in Close
Quarters Combat
Each unit in close quarters
combat exerts some influence over
opposing units in the same hex.
[9.4.1] One anti-phasing unit is
pinned for each phasing unit in
the same hex. For example, if the
phasing player has 2 units in a hex,
and the anti-phasing player has 4
units in the same hex, 2 of the antiphasing players units are pinned,
and the other 2 are unpinned.
[9.4.2] Phasing units that are
immobilized or unable to fire do not
count towards determining the antiphasing players pinned units.
[9.4.3] Units are not pinned
specifically, only the number of
units pinned is important. The
phasing player decides which units
are unpinned.
[9.4.4] Pinned units may not
conduct attacks into other hexes,
including defensive attacks against
an adjacent hex.
[9.5] Unarmed Combat
All Type 1 units may perform
unarmed combat in close quarters
combat. All unarmed combat
is performed after resolution of
attacks from opposing units, except
for opposing unarmed combat.
All unarmed combat is resolved
simultaneously.
The to-hit range of unarmed
attacks is always an unmodified 4,
regardless of defensive strength.
10.0
Aeronautical unit
The Falke, PK40, Salamander,
and several other units in the game
are aeronautical units. In addition,
when joined with a PK41, the PKA,
Gustav, or Konrad also become
aeronautical units.
Aeronautical units can engage
in air-to-air (dog-fighting) or air-toground (air support) combat. Units
assigned to air combat are fighting
for air superiority and to support
units assigned to ground combat.
Units assigned to ground combat
can attack an enemy ground unit, or
provide support for indirect attacks.
[10.1] Procedure
[10.1.1] During the air war
phase, both players assign their
aeronautical units to Air Combat
Mission or Ground Combat
Mission. The assigned unit should
be placed in the appropriate space
on the air commitment card. Units
that cannot attack may not engage
in Air Combat Missions. Once both
players are finished assigning their
units, the assignments are compared.
air combat missions are resolved
with the appropriately assigned
units, and then breakthrough is
conducted, depending on the results.
Note: The air commitment cards are
provided in both Japanese games,
and at the end of this rulebook.
[10.1.2] A players units assigned
to ground combat missions resolve
their mission during that players
phase. There are three types of
ground combat missions.
1. Air-to-ground attack
2. Spot for indirect attacks
3. Land (Hornisse only)
An aeronautical unit assigned to
ground combat can only do one of
the above actions.
[10.1.3] An aeronautical unit that
has completed its duty is moved to
the Used space on the duty chart.
If an aeronautical unit has
survived, it can be used again on the
next turn.
[10.1.4] A player may withdraw
an aeronautical unit that is deemed
as unnecessary during the air war
phase. However, the unit may not be
withdrawn before the first turn or a
turn in which the unit is deployed.
[10.2] Air Combat Mission
In the air war phase, the
aeronautical units assigned to air
combat engage in battle. Depending
on the outcome, breakthrough is
conducted.
[10.2.1] To begin air combat,
total the dog-fight rating of the
aeronautical units for each side.
Compare the dog-fight rating of
each side to get the ratio. The
side with the higher rating is the
aggressor (if the powers are equal,
the attacking player, as assigned by
the scenario, is the aggressor). Roll
one die and compare the result to
the appropriate ratio column in the
Dog-Fight Resolution Chart. The
values given are the rating points
that each side loses. Each side loses
a number of points as close to the
value as possible, without going over.
-ExampleIf the Mercenary Troops only
have the Falke remaining (dog-fight
rating of 4), and receive a loss of 3
points, no units are affected.
If the Strahl Troops have three
PK40s (dog-fight rating of 2) and
two Hornisse (dog-fight rating of
3), and receive a loss of 3 points, a
single Hornisse is lost. If the loss is 4
points, two PK40s are lost instead.
[10.2.2] Units which are lost in
air-to-air combat do not make a
durability check. The units damaged
are automatically destroyed (D).
13
[10.3] Breakthrough
If there are no opposing units
assigned to air combat missions, or
if one side has a number of units
equal to double that of the enemy
after the dog-fight, it is possible to
conduct breakthrough. A number
of units equal to the difference in
the number of units on each side
may attack units assigned to ground
combat missions.
-ExampleIf the Strahl Troops assign
six units to air combat, and
the Mercenary Troops assign
three units, then the Strahl have
reached the required number for
breakthrough, and three units (6 3
= 3) may breakthrough.
[10.3.1] Breakthrough is resolved
in the same way as a dog-fight, but
the dog-fight rating of the defensive
side is 0.
[10.3.2] Damage from breakthrough
is applied immediately.
[10.4] Air-to-Ground
Combat
[10.4.1] Procedure
1. The phase player places ground
combat aeronautical units on the
board. The maximum number
of units that can be placed in a
hex is four (this does not include
ground units). The attacking
units may be placed all at once or
individually. Individual units may
be placed and resolved before the
next unit is placed, and does not
count against the stack limit for
that hex. In other words, if all
units attack individually, they
may all attack a single hex.
2. All units of the anti-phase player
in the target hex can make an
anti-aircraft attack against the
aeronautical units (the controlling
player decides which units fire on
which aeronautical units, each
unit can only fire once, and only
on a single aeronautical unit).
After deciding which units will
14
make an anti-aircraft attack, the
attacks are resolved. Anti-aircraft
attacks are resolved in the same
manner as direct fire.
3. If any aeronautical units survive
the anti-aircraft attacks, they
resolve their attacks on units in
the target hex (similar to antiaircraft attack). After declaring
which units are attacking which
targets, all attacks are resolved.
4. Once its attack is complete, the
aeronautical unit is placed in the
Used space on the duty chart.
The above procedure is followed
for each unit involved with air-toground combat.
[10.4.2] Attacks against ground
units are modified by terrain. There
is no modifier for range.
[10.4.3] Anti-aircraft attacks are
not modified by terrain or range.
[10.4.4] Ground attacks are
resolved during a players phase. (All
attacks or actions involving aircraft
are done in turn, as usual).
[10.4.5] With each air-to-ground
attack it is possible for units to make
an anti-aircraft attack. As indicated
by [10.4.1], each unit in the target
hex gets an anti-aircraft attack with
each air-to-ground attack.
[10.4.6] In both the air-to-ground
and anti-aircraft attacks, the rules
for ammunition limits apply.
[10.5] Spot for Indirect
Attacks
A single aeronautical unit
assigned to ground combat may
provide support for a single indirect
attack, as a spotter. Simply declare
that the unit is providing support,
and after the indirect attack is
resolved, move the aeronautical unit
to the Used space.
[10.6] Landing
The PKA (as well as the Gustav
and Konrad) can join with a PK41
to become a Hornisse. When
entering a scenario as reinforcement,
the Hornisee is in flight. It may land
when assigned to a ground combat
mission. When stacked in flight,
they can land in adjacent hexes.
While the SAFS joins with
the Falke II in a similar manner,
separating the two is not a simple
task on the battlefield, so the Falke
II is treated as a single unit.
[10.6.1] The Hornisse (PK41) can
land in any hex it can enter. When
it lands, it immediately separates.
After landing, there are two units
stacked in the hex.
The detached PKA cannot move
or attack in the current phase.
[10.6.2] In the phasing players
turn, if the PK41 and PKA are
stacked at the beginning of the turn,
they may unit and launch, although
this is optional. The launching
Hornisse is placed in the Used
space of the duty chart.
A PKA that boards a PK41 may
not move or attack in that turn.
[10.6.3] If the landing hex contains
an enemy unit, an anti-aircraft
attack can be made. The landing
unit is considered to have class
C durability, and a result of M
(immobilized) or A (armament
disabled), destroys the landing unit.
The result is applied to both the
PK41 and the PKA.
A surviving Hornisse lands and
separates. The PKA cannot attack
during the current phase, but the
following phase starts with the
units in a state of continuing close
quarters combat.
[10.6.4] A PKA and PK41 in the
same hex as an enemy may unite
and takeoff. The enemy units may
conduct anti-aircraft attacks, as in
[10.6.3].
[10.6.5] When the Hornisse lands
the two units separate immediately.
This effects the stack restrictions of
the landing hex.
11.0
Weapons
[11.1] Types of Weapons
[11.1.1] Each units weapon type
is printed on the back of its token
along with attack power and range
(see [3.2] for reference). The types
are as follows:
L. Laser
G. Large bore gun (tank guns
and similar weapons)
MG Machine gun
R Rocket
PF PanzerFaust
[11.1.2] The listed weapon of
the Gustav and Konrad is L (the
laser), but in addition it carries the
PanzerFaust. When the Gustav and
Konrad use the PanzerFaust, the
attack values are the same as the
PKA. Namely, attack power 10 and
range 4.
[11.1.3] The Goblin is listed with L
(the laser), but it also carries rockets.
Use the Goblin rocket token for
reference (see [3.2]). The token is
stacked with the Goblin token, and
only shows the attack power and
range of the rocket, but not the
quantity. The quantity is indicated
by a separate token.
The rocket quantity tokens are
numbered from 1 to 4.
[11.2] Usage Limits for
Weapons
[11.2.1] If a laser weapon is fired
and the attack roll results in a
natural (5 and 6, or 6 and 6), the
power to the laser is depleted. The
current shot is still resolved, but the
laser cannot be used to make any
further attacks. There is no way to
recharge the laser during the game.
[11.2.2] If a machine gun is fired
and the attack roll results in a
natural (6 and 6), the machine gun
breaks down. The current shot
is still resolved as normal, but no
further attacks can be made with
this weapon. The machine gun
cannot be repaired.
[11.2.3] If the laser or machine
gun breaks down, place an Arm.
Disabled token to indicate that it
cannot use its weapon.
[11.2.4] For rockets and
PanzerFaust (PF), the number of
shots each unit carries is given below.
Rocket
Doll House......... 4 rounds
Sphinx . ............. 5 rounds
Oscar................. 2 rounds
Goblin................ 3 rounds
Gladiator............ 3 rounds
PanzerFaust
PKA................... 2 rounds
Gustav................ 2 rounds
Konrad............... 2 rounds
Krachen Vogel... 6 rounds
A unit with rockets can only fire
one time during a phase. Two PDF
rounds can be fired in a single phase
(only in the case of defensive fire
and anti-aircraft fire).
[11.2.5] Place a rocket count token
to indicate the number of rounds
fired. For example if a unit has
fired 3 rounds, place the 3 token
with the unit. Once the maximum
number of rounds has been reached
for rockets and PF, the numeric
counter is removed, and the Arm.
Disabled is placed on the unit.
Until rounds are added, the rocket
or PF cannot be used (see [11.3]).
Rockets may only be reloaded if
a scenario gives specific rules for
doing so.
[11.3] Supplement of PF
[11.3.1] For units that use the PF
(except for the Krachen Vogel), it is
possible to reload up to the starting
number of rounds when in the same
hex as the Depot (the ammo dump).
The unit may be supplied the
moment it enters the Depot hex, as
long as an enemy unit is not in the
same hex. As long as an enemy unit
is in the hex, supply is not possible.
[11.3.2] There is no limit to the
number of times a unit may be
supplied at any one Depot.
[11.3.3] If a players unit is
unopposed in the hex of a Depot of
the enemy, the unit may destroy the
Depot as its action. Once the player
resolves the action, the Depot token
is removed. In order to destroy the
depot, (1) one movement point is
spent, and (2) the unit attacks within
the hex, and must be able to do so.
[11.4] Equipment
For aeronautical units, it is
possible to carry equipment other
than the standard armament. The
scenario determines the equipment
carried.
[11.4.1] The additional equipment
includes three types of bomb,
missile, and laser. The appropriate
marker (see [3.2]) is placed under
the unit to show that it is equipped.
[11.4.2] The bomb and missile can
only be used when the aeronautical
unit is assigned to a ground support
mission. When attacking the unit
can use either its equipment or its
regular attack. Once the piece of
equipment is used, the marker is
removed.
The laser can be used for air
support or ground support missions.
The laser can be used any number
of times, but the normal rules apply
for the energy limit (see [11.2.3]).
[11.4.3] When using the laser for
air-to-ground attacks, the attack
power on the laser token is used.
When using the laser in air-to-air
combat, use the dogfight power
of the unit, and add (+1) for the
marker.
12.0
Miscellaneous Rules
[12.1] Initial Deployment
and Reinforcement
Several
scenarios
include
reinforcements for either side. Also,
15
some units begin the first turn on
the map without entering from any
particular direction. This is initial
deployment. Units arrive at the
beginning of the turn (ground units
will move onto the board during
the controlling players phase).
Aeronautical units may be assigned
to a mission on the turn they arrive.
Ground units enter the map
board according to the instructions
in the scenario, and have their usual
movement. Units may not arrive
through a hex occupied by an enemy
unit.
The entering unit must be able
to enter the terrain of the hex it is
arriving in, and spends movement
points to enter that hex. If the unit
arrives in a hex with a road that
extends off of the map, it spends
movement points as if it had moved
along the road.
[12.2] Airdrop
In some scenarios the Nutrocker
and other units are deployed using
an airdrop. During that players
phase the air dropped unit may
be placed in any hex it can occupy
using normal movement. If placed
in a hex occupied by enemy forces,
the dropping unit receives antiaircraft fire. This anti-aircraft fire
is resolved as a normal ground
attack (although the dropped unit
cannot return fire). The dropped
unit has a durability rating of C
for the attack, and a result of M
(Immobilized) results in destruction
of the dropped unit. After the antiaircraft fire is resolved, a dropped
unit which is not destroyed is placed
in the hex with the enemy units, and
cannot attack or move during the
current phase. The opposing units
in the hex are considered to be in
continuing close quarters combat
on the next phase.
[12.3] Defensive Position
Some scenarios indicate the use
16
of defensive positions. Each marker
represents a suitable shield, trench,
or similar defensive emplacement.
The rating on the marker combines
with the attack modifier of the
terrain in the hex. In order to take
advantage of the position marker, a
units marker must be placed under
the marker. Entrance and exit to
a defensive position is carried out
during movement. No movement
points must be spent, but a defensive
position already occupied by
opposing units cannot be entered. If
the position marker is empty, either
side can enter. Defensive positions
cannot be moved or removed during
the game.
13.0
Vehicle units
Units classified as vehicles
have additional abilities, such as
transport and overrun attack. This
is in addition to the regular rules for
a ground unit.
[13.1] Transporting With a
Vehicle Unit
[13.1.1] All vehicles and tanks
of both forces have the ability to
transport Type I units, infantry
units, and pilot units. This lets
infantry units be moved around
more quickly, and relocation of Type
I units that have been immobilized,
to a safe place.
[13.1.2] The transport rules are as
follows. The units being transported
are stacked under the vehicle unit,
to indicate that they are loaded.
The vehicle unit may not move
on the turn that it loads, before or
after loading. On the next turn,
the vehicle may move its regular
allowance. When a unit unloads
from the vehicle unit, it must
spend half of its movement points
(engaging in close quarters combat
is possible). Infantry may move its
one hex.
[13.1.3] When fired upon, the
vehicle and the units it is transporting
are treated as a single target. The
attack is resolved using the vehicles
statistics, and if the vehicle is
destroyed, the units it transports
are destroyed as well. If the result is
immobilized or armament disabled,
only the vehicle is affected.
[13.1.4] Units being transported
may fire. However, they cannot fire
and unload in the same phase.
[13.1.5] Each vehicle unit has a
transport capacity of two stack
points. Exception: The Sph69-p
Troop Transport can carry 6 points
of Type I units only (no infantry),
and the Green Buffalo can carry 10
stack points.
[13.2] Overrun attack
A vehicle unit cannot engage in
close quarters combat. If it is involved
with close quarters combat, it can
only receive attacks. If the vehicle is
still armed it can make an overrun
attack, even if it is transporting units
at the time (this is a variation of close
quarters combat).
[13.2.1] If an overrun attack is
made, defensive fire is resolved
with the same procedure as close
quarters combat, as the vehicle unit
approaches the hex of the enemy
unit (See [9.1]). After the vehicle unit
finishes its attack, it passes through
the hex side opposite the side it
entered. If units in the target hex
have survived, they do not make any
additional defensive attacks because
of this movement.
[13.2.2] The vehicle unit does not
have to spend any extra movement
points to make an overrun attack,
however it must be able to move into
the hex opposite of its approach. If
the unit still has movement points
remaining, it may continue to move
and even make additional overrun
attacks.
[13.2.3] Units being transported
may make attacks during the
overrun attack, however any units
that participate in the overrun attack
may not unload in that phase, or
make any other attacks.
14.0
Infantry Squads
Tokens marked with the
silhouette of soldiers, or Inf., are
Infantry units. This unit represents
approximately four to ten soldiers
and any firearms carried by them.
The unit behaves as a typical ground
unit except for the following special
rules.
[14.1] Infantry Movement
An Infantry unit can move one
hex per turn. An Infantry unit cannot
make any additional movement
when loading or unloading from a
vehicle.
[14.2] Infantry Combat
All Infantry units have a specific
attack power and range, just like
other units. The following special
rules apply for Infantry combat.
[14.2.1] Stacked Infantry units
may add their attack power for a
single attack. This is an exception to
[5.1.1].
[14.2.2] If approaching to engage
in close quarters combat, the
infantry unit can move two hexes.
This is an infantry charge. The
infantrys movement value remains
in hexes and does not become two
movement points. For instance, if
the infantry unit was charging along
a road hex, it can still only move two
hexes, and not four (2MP at 1/2MP
per road hex = 4 hexes). The
infantrys movement is unaffected
by the movement cost of the terrain
it moves through.
[14.2.3] Defensive attacks against
a charging infantry unit are at a
-1 to hit, in addition to any other
modifiers.
[14.2.4] Some infantry units are
equipped with the machine gun
(MG). There is no single machine
gun in the unit; all members of
the squad are equipped with this
weapon. Therefore, if the infantrys
to-hit roll is a natural (6 and 6), the
weapon does not break down.
[14.3] Infantry Morale
When an infantrys durability
roll results in an M (immobilized) or
A (armament destroyed), the units
morale is broken. Place a Morale
Broken token with the affected
units token.
[14.3.1] An infantry unit with
broken morale behaves in the
following ways.
1. It cannot attack. If engaged in
close quarters combat or an
overrun attack, the unit can only
receive attacks.
2. I can only move away from enemy
units. If this movement would
provoke defensive fire, then the
unit cannot move.
3. The unit cannot spot. In any
scenario in which the unit must
be able to recognize a target,
the unit cannot satisfy this
condition.
4. Any special abilities the infantry
are trying to use automatically
fail.
[14.3.2] A unit with broken morale
may attempt to recover at the
beginning of the troop phase on
the next turn. To check for recovery,
roll one die. On a result of one to
four, the units morale is recovered
and the Broken Morale token is
removed. On a result of five or six,
the units morale continues to be
broken. The following modifiers
apply to this roll.
1. The broken unit is stacked with
another unit with unbroken
morale or is otherwise capable of
making attacks. -1
2. When located in a forest or
building hex, -2. When inside a
defensive position, -1
3. An enemy unit capable of making
attacks is within 3 hexes, +1
4. The units morale was broken
when it received additional direct
or indirect attacks (show this by
flipping over the Morale Broken
token), +1
All of these modifiers are
cumulative.
[14.4] Special Infantry
Units
The Engineer Squad and AntiAFS Rifle Squad are two special
infantry units. Other than the
following special rules, all standard
rules for these units apply.
[14.4.1] There are three special
abilities of an Engineer Squad unit.
The first is land mine detection.
When an Engineer Squad is entering
a suspected minefield hex of an
enemy the phasing player rolls one
die. On a result of one to five, the
minefield is discovered before the
unit enters the hex. If a minefield
is discovered, the player may cancel
the units movement, and chose to
move to a different hex. (For rules
on land mines, see [19.1])
[14.4.2] An Engineer Squad may
also attempt to cause a fire in a
block or building hex. The target
hex must be adjacent to the unit. A
unit attempting to start a fire cannot
move or make any other attacks on
that turn. At the end of the troop
phase, the player rolls two dice to
resolve the attempt. If the result is
five or less, the attempt is successful,
and a fire token is placed in the
target hex.
When Engineering Squads are
stacked and targeting the same
hex, roll the dice only once. The
result receives a -2 correction (even
if it is a stack of 3 or more). For
each additional Engineering Squad
beyond the first two, there is a -1
correction to the result (Note: If the
modifier is received, none of the
assisting units can move or attack in
that turn).
See section [19.4] for the effects
of fire.
[14.4.3] If, on an enemy turn an
17
Engineering Squad is fired upon,
but does not take damage (-), it may
make an arson attempt instead of its
defensive attack (see [14.42]). The
attempt is made with only a single
squad, so no assistance modifiers
can be applied.
[14.4.4] The Anti-AFS Rifle Squad
was commonly used when the
AFS was not available in sufficient
quantity. The squad has been
specifically trained to fight AFS type
units. The rifle carried by the squad
is short ranged, but is powerful
enough to deliver a killing blow to an
AFS. An Anti-AFS Squad consists
of four soldiers, their equipment,
and a single Anti-AFS rifle. Because
the weapon is of type L (laser), if a
natural result of (5 and 6, or 6 and
6), the power source of the laser rifle
is drained. The unit cannot make an
attack using the weapon on the next
turn, but may attack normally after
that.
15.0
Concealment
Use of this rule is up to the players
to agree upon. This is an optional
rule to be used when required by
the scenario, or if agreed to by both
players.
[15.4.1] The concealment token
of a players color (printed with an
arrow) is used to conceal or stack
with their units to confuse the
enemy. To conceal a unit or stacks
type, place a concealment marker
over it. This token is removed once
an enemy unit has line of sight on
the concealed unit.
[15.4.2] Each player is limited to
using a number of concealment
tokens included in the game set,
and the tokens of their own color.
Concealment tokens may be moved
between units.
[15.4.3] The player may also
conceal the actual size of a stack. All
concealment markers in a stack are
immediately removed once in line
of sight of an enemy unit.
18
16.0
Combat With
Unmanned Units
Unmanned weapons have an
important place in 29th century
combat, and cannot be ignored.
[16.1] Control of
Unmanned Units
With several scenarios, a
command unit or manned version
of a unit (such as the Nutrocker)
may appear. While manned these
units have an increased movement
(for some scenarios) and range for
defensive fire (see the unmanned
weapon reference chart). In
addition, such a unit can only
spot when manned. If there is no
command unit an unmanned unit
cannot make indirect attacks, or
spot for artillery.
[16.1.1] A manned version of a
normally unmanned unit is marked
with a (PC) in the scenario. In
several scenarios there are cases
where the (PC) designation is on a
unit other than an unmanned unit.
In such a case this unit is guiding the
unmanned unit, and the rules for
[16.1] apply.
[16.2] Collecting
Intelligence
[16.2.1]
Collecting
specific
intelligence with a NeuSpotter
is a victory condition in several
scenarios. The Analysis Memory
Unit (AMU) is housed in the lower
part of a NeuSpotter, and stores
all the valuable information the
NeuSpotter collects. Since the
AMU could frequently survive the
destruction of the NeuSpotter, it
became a valuable target to both
sides.
[16.2.2] With any scenario after
December 2884, any NeuSpotter
destroyed on the battlefield drops an
AMU in its hex.
The Strahl Troops can obtain 1
victory point by collecting a dropped
AMU. In addition, any victory points
that would be received for returning
the NeuSpotter alive are rewarded
(as per the scenario).
[16.2.3] A Strahl Troop player
Infantry or Type I unit that enters
the same hex as the AMU and ends
movement there may collect the
AMU. The AMU should be stacked
under the unit that collects it. When
the carrier unit moves off of the map
board with the AMU, collection is a
success (the player does not get any
victory points for AMU units which
are still on the board when the game
ends).
[16.2.4] The Mercenary Troop
player can prevent collection by
entering a hex that contains an AMU
and declaring it to be destroyed.
The AMU token is removed at once.
[16.2.5] A NeuSpotter that collects
a dropped AMU has its movement
value reduced by half. For all
other units, there is no penalty for
collecting an AMU.
17.0
Artillery
During the troop phase of each
player, it is possible to make artillery
attacks using the artillery provided
in the scenario.
Artillery attacks are made from
outside the map board, and are on
a much larger scale than standard
indirect fire. The following rules are
used to make and resolve artillery
fire.
[17.1] Initial order
[17.1.1] The units making the
artillery attacks are outside the
board, and will never appear on
the board. Units on the board must
contact them. This communication
occurs between a command unit
and the off board artillery unit.
The command unit can request
attacks based on the information
from reconnaissance units, but this
is more difficult than observing the
target directly.
[17.1.2] The following classes of
units can request an artillery attack.
1. Command unit
A unit designated by the scenario
All infantry Troop HQ units
All infantry Platoon HQ units
2. Reconnaissance unit
NeuSpotter, Krte, Raccoon
All aeronautical units assigned to
ground support
3. All other units not mentioned
above.
[17.1.3] To make an artillery attack,
units in any of the three categories
must have line of sight on the target
unit, and can communicate with the
off board unit making the artillery
attack. At this time, write down the
unit making the request, the target,
and the type of artillery attack. The
spotting unit may not move or attack
on the turn it requests the strike, and
if it is destroyed before the end of
the turn, the artillery attack is not
possible.
[17.1.4] The artillery request
can be made by any of the three
classes of units listed in [17.1.2]
independently, or in combination.
The five possible combinations are
listed below (all other combinations
of units cannot request artillery
attacks).
a) A unit in group 1 observes and
requests.
b) A unit in group 2 observes, and
a unit in group 1 requests.
c) A unit in group 2 observes and
requests.
d) A unit in group 3 observes, and
a unit in group 1 requests.
e) A unit in group 3 observes and
requests.
[17.1.5] The player making the
artillery attack uses a copy of the
Artillery Request Sheet (at the end
of this rulebook) to record the type
of the request (a - e), the turn of
the request, the target map board
and hex number, shot type, and the
number of shots fired. It is possible
to make multiple requests in a turn,
but a unit can only participate in a
single attack.
[17.1.6] The artillery attack is
fired at the beginning of the troop
phase following the turn in which
the request is made. However, if a
friendly unit is in the target hex, the
shot is postponed until the unit is
no longer in that hex. Attacks that
deviate from the original hex and
impact friendly occupied hexes are
resolved normally and effect friendly
as well as enemy units.
[17.2] Resolving Artillery
Fire
[17.2.1] On the turn in which the
artillery fire will land, all artillery
fire is resolved before any units move
or attack.
First, find the target number
based on the request type (A-E) on
the Artillery Deviation Chart. Roll
two dice. If the result is below the
target number, the attack hits the
target hex. If the roll is one or two
more than the target, then the attack
hits an adjacent hex. Roll one die
and consult the chart to determine
the direction. If the roll exceeds the
target by three or more, the attack
fails completely.
[17.2.2] With the impact hex
determined, resolved the effect on
units using the indirect fire rules
(rule [5.5.2] through [5.5.4]).
[17.2.3] For statistics of possible
artillery attacks, refer to the Artillery
Efficiency Chart.
18.0
Pilots
A number of pilots from both
sides are included in the game set.
Some are used in scenarios, but
some of them do not appear in any
provided scenario. Players should
decide if they want to use these
tokens.
[18.1] Pilot Unit
[18.1.1] Between the two games
there is a total of 42 pilot units. It
is possible to create additional pilots
using optional rules (see section
[18.3]). The numerical values on the
pilot token modify the attack power,
defense, and air war power of the
unit they pilot.
[18.1.2] For the numerical values,
black numbers add to the value, and
white numbers subtract from the
value. These modifiers affect the tohit roll for all attacks.
For example, if Isao is attacking
with a power of 10, and his
correction is -1, and the defense of
the target is 5, with a correction of
+1, the result is (10-1) (5+1) = 3.
These modifiers are in addition to
any terrain modifiers.
[18.1.3] Write down which pilot is
assigned to which unit, and place the
pilot tokens to the side of the map
board. When the pilots abilities are
used, show which pilot is involved in
the action. All pilots involved must
be revealed before rolling to resolve
the attack.
[18.2] Escaping
(Optional Rule)
[18.2.1] If a unit with a pilot is
destroyed in battle, determine if the
pilot has survived. Roll two dice, if
the last hit result was a Disarmed (A)
or Immobilized (M), a result of seven
or more indicates that the pilot was
killed. If the the last hit result was
Destroyed (D), the pilot is killed on
a roll of four or more. If the pilot is
not killed, place the pilots token on
the hex, removing the unit the pilot
was in.
[18.2.2] Pilot units on the map are
handled the same as other units
until the end of the game. Pilot
units can move one hex like infantry
(unaffected by terrain costs), and
their defense is zero. Any result of
D, A, or M will kill the pilot. The
opposing player receives a number
of victory points for the pilot.
[18.2.3] To escape, a pilot must
19
survive to the end of the game. It is
possible to retreat the pilot unit off
the map board, at which point the
pilot will survive for the remaining
time. (If the players units or
reinforcements enter from a specific
location, the pilot unit must retreat
through the same area. Pilots can
also escape in the direction of that
players artillery. Leaving the board
any other direction, the pilot gets
lost and is captured, giving their
victory point value to the enemy!)
[18.2.4] A pilot may escape the
board while being transported by
a vehicle (see [13.1]). A pilot has a
stack point value of zero.
[18.2.5] The victory point value
of a pilot is +1 for each positive
ability point, and 1 for each
negative ability point. The pilots
rank is also added to his value,
with Junior Warrant Officer as one,
Second Lieutenant as two, and
Lieutenant Junior Grade as three,
each class increases by one point.
The Lieutenant Colonel is worth six
points. (Additional ranks and values
are provided with the scenarios)
-ExampleHeinrich Giger, a lieutenant junior
grade, has ability modifiers adding
up to 1 + 2 + 0 = 3. Because his
rank has a value of 3 is, combination
his total value is 6 victory points.
[18.3] Pilot Creation
(Optional Rule)
Use the rules below to create
new pilots. This is only a suggested
method, and players should feel
free to agree on other methods of
creating pilots.
[18.3.1] There are two types of
pilot creation. One is recruitment.
The following chart is used to create
a pilot with this method. Roll a
single die twice. The first determines
the ground combat ability. The
second determines the dog-fighting
modifier. The player may divide
the value of the ground modifier
between attack and defense.
20
New pilot creation chart
Attack,
Dog Defense
Fighting
1
-1
-1
2
-1
0
3
0
0
4
0
0
5
+1
+1
6
+2
+2
Roll one die
[18.3.2] The other method is to use
any of the pilots included with the
game set. These are veteran pilots.
[18.3.3] The ability modifiers
of pilots can be raised based on
combat results. For every five units
destroyed, other than infantry,
one ability may be raised. Use the
table from [18.3.1], rolling on the
appropriate column for the ability to
raise, and adding one to the die roll.
Treat negative values as zero, and
a roll of seven as a six. Any single
ability modifier cannot exceed 4.
19.0
Special Rules
The rules for additional weapons
in the game appear here. Each is
used as appropriate for the scenario.
[19.1] Land mines
Land mines are assigned to
players as an attack power and
not individual units. Following the
rules of the scenario, the player
distributes these mines by recording
their assigned attack power, hex, and
map on a piece of paper. Artillery
deployed land mines are deployed in
the target hex.
[19.1.1] Land mines can be
assigned an attack value between
five and thirteen per hex. This
assignment is kept secret, and only
revealed for the appropriate hex
where a minefield is discovered.
[19.1.2] The anti-phase player must
observer all movement of the phase
player, to see if any units enter a
minefield. The phase player should
verify with the anti-phase player
that they have not entered any
minefields. If a minefield is entered,
the anti-phase player declares this
immediately and resolves the land
mine attack. (see section [14.4.1] for
exception)
[19.1.3] The land mine attack is
resolved using the attack power of
the minefield in the hex, against
each unit that has entered. There are
no modifiers applied for pilot ability
or terrain. For each unit hit by the
attack, the standard durability test
for that unit is rolled.
[19.1.4] The land mine attack
is resolved when a unit enters a
minefield hex and when it exits.
If a unit tries to pass through two
minefield hexes, four attacks will be
resolved.
[19.1.5] It is impossible to move or
remove a minefield once it is placed.
All minefields retain their attack
power until the end of the game.
[19.1.6] Artillery deployed mines
function the same as standard
mine fields, they only differ in their
deployment. Follow the standard
artillery resolution. A single shot will
increase the attack power of a single
hex. Multiple shots can be made
at the same or different hexes. A
minefield increased in this manner
cannot exceed an attack power
of twenty, and further increase is
ignored.
[19.1.7] If an artillery deployed
minefield lands in an occupied hex,
the unit in that hex is not attacked as
long as it does not move.
[19.1.8] Friendly units may pass
through a minefield, but the
minefield hex must be revealed to
the enemy, and the appropriate
attacks against the moving units
resolved.
[19.2] Smoke screen
The smoke screen token hinders
visibility in the hex that it is placed.
[19.2.1] The following units can
deploy a smoke screen.
Pzkw 182
D. house
N. Rocker II
Sdh 233/232
Schenkel
Green Buffalo
Ravin
Engineer units
Deployment of a smoke screen
can be done at any time during the
phase players troop phase. The
unit that deploys the smoke screen
can still move or attack in the same
turn.
[19.2.2] The efficiency of the smoke
screen for each unit is shown on the
Smoke Screen Equipment Chart.
The chart shows the number of
smoke screens that can be created,
the range the screen can be created
at, and the number of screens that
can be deployed in a single turn.
[19.2.3] A smoke screen deployed
during the troop phase will dissipate
and be removed from the board two
turns later, at the beginning of the
appropriate players phase. To show
this, place the marker numbered
2, and at the next troop phase,
turn the marker over to show the
1 side. The turn after this, the
marker will be removed.
[19.2.4] The Pzkw182 and Doll
House use their internal combustion
engines to create smoke and hide
themselves. Because of this, they are
marked as having an infinite number
of uses. Because of the close nature
of this smoke screen, do not use the
regular markers.
[19.2.5] Smoke screens block line
of sight. It is possible for a unit in
the smokescreen hex to fire.
[19.2.6] Smoke screens also make
firing more difficult. Laser and
missile weapons have a -1 modifier
to hit, and all direct fire receives a
-4 modifier.
[19.3] Night combat
Because of the loss of visibility
in darkness, manned units cannot
recognize and react to targets as
quickly.
Manned units fighting at night
receive the darkness penalty listed in
the Fire Modifiers Chart.
[19.4] Fire
There is a possibility for fire to
occur in all building hexes. When
(1) a missle (M) or gun (G) weapon,
or artillery attack hit a building hex
and a result of D is produced,
or when (2) an attempt at arson is
made by an engineer unit, there is a
possibility of fire.
[19.4.1] When either circumstance
(1) or (2) occurs, check for fire
ignition. For circumstance (1), roll
two dice and if the sum of the dice
are four or less, fire occurs. If the
circumstance is (2), decide using
the rules in section [14.4.2]. A fire
marker is placed if a fire ignites.
[19.4.2] An infantry or pilot unit
that is inside a hex where fire occurs
is automatically attacked during the
enemy fire phase. Roll two dice and
add the results to determine the
attack power of the fire. Resolve
the attack as a direct fire attack. All
other units in the game are immune
to fire.
[19.4.3] Line of sight cannot be
established through a hex whichh
contains a fire marker. A unit in the
fire hex cannot establish line of sight
out of the hex.
[19.4.4] Any fire that begins
continues to the end of the game.
[19.4.5] If there is a Depot marker in
the hex where a fire occurs, it ignites
the ammunition, fuel, and other
supplies, resulting in an explosion.
Remove the token immediately. Roll
one die to determine the number
of attacks the explosion will cause.
Resolve this number of attacks
against every unit stacked with the
depot, using the process in [19.4.2].
All units, and not just infantry and
pilot units are susceptible to these
attacks.
[19.5] Special units
[19.5.1] A unit for Eddy Amzel
is provided for the appropriate
scenario. Eddy can move one hex
per turn, and cannot make any
attacks, observe, or take any other
actions.
[19.5.2] The Raccoon, and the
unmanned Krte Pioneer have the
engineer squads mine detection
ability. See section [14.4] for
reference.
[19.5.3] SAFS Mk. II carries a
booster backpack. When moving
on the ground, its movement is
(5W), and when using the booster its
movement is (12B). The controlling
player selects whether to use the
booster when the unit moves. When
using the booster, movement costs
and restrictions for the hexes the
unit moves through are ignored,
and the unit moves at a rate of 1 hex
per movement point. The booster
pack may be used on any two turns
in during single scenario. Even if
the full movement allowance is not
used, it still counts as a full use of
the booster. Mark this usage with
the number tokens. If unit with a
booster is Immobilized (M), it can
no longer use the booster.
When using the booster, the unit
may not engage in close quarters
combat. While it is moving, if it
moves into the defensive attack
range of an enemy unit, that unit
may make an anti-aircraft attack. A
unit using the booster may not move
through hexes that contain enemy
units.
21
TRANSLATORS NOTES/ERRATA
In the Japanese rulebook, this
space was used by the game designer
to explain some of the differences
and reasons for changes in the rules
between the first and second S.F.3.D
games. The following notes are
about this translation of the S.F.3.D
II rules.
Those who own the original
S.F.3.D games, but are not familiar
with the line will notice the name
change to Maschinen Krieger. This
change was due to rights issues,
and the name change allowed Kow
Yokoyama to bring back the model
line and fictional universe. The
original name is considered the
property of Hobby Japan, and the
original game probably falls under
the same ownership.
As briefly mentioned in Section
1.0, this rulebook is a replacement
for the one included in the TCI
release of S.F.3.D II. There are
significant differences between
the TCI rule set and the original
Japanese rules. Almost every section
has at least minor differences. Some
of the most significant differences
are combat, stacking, and close
quarters combat. A few rules such as
concealment and transporting were
not part of the TCI rules. If you are
already familiar with the TCI rules,
it would be best to disregard those
rules when reading through this new
translation to avoid any confusion.
Tactics Review
Japan. Rule corrections or additions
that come from Tactics are maked
with a dagger ().
The following is a list of known
articles.
Issue/Page Article
17, p72-3 S.F.3.D Writeup
20, p111 S.F.3.D Original Errata
21, p22-4 Scenario Writeup
21, p25 Scenario A
21, p26 Scenario B
21, p27 Scenario C
25, p36 Scenario Writeup
25, p36 Tournament Scenario 100
25, p37 Tournament Scenario 101
25, p38 Tournament Scenario 102
25, p116-7 Questions and Answers
25, p117 S.F.3.D II Errata
26, p8-9 S.F.3.D II Writeup
26, p116 Questions and Answers
27, p48 Scenario Writeup
27, p49 Scenario 23
Unit Errata
S.F.3.D Original
Early printings may have PKA
tokens 29 and 30 incorrectly printed
with Gustav stats on the back, and
Gustav tokens 1 through 6 with
PKA stats on the back.
The NeuSpotters defense is 0.
Early printings of may have
J40(S) tokens incorrectly printed
with a range of M, it can be
ignored.
S.F.3.D II: Operation Faserei
F-boot tokens 03 and 04 should
have Defense 4, Durability A.
Mercenary Inf.SQ tokens 05
through 20 should have Defense 3.
This version of the rulebook
incorporates material that appeared
in the pages of Tactics Review
magazine, a publication of Hobby
Reference Card Errata
Mercenary - Range Table
AFS(S) should be listed as 8L8,
adjust the ranged attack values
accordingly.
TOS rockets have the same attack
and range values as the Gladiator.
The Gladiators attack value
remains at 7 from 17 hexes to its
maximum range.
The D.Houses rockets should be
listed as 15R100, with the following
range increments: 1-8, attack 15;
9-12, attack 14; 13-100, attack 13.
Mercenary - Unit Ability Table
AFS(S) should be listed with its
attack as 8L8 and movement as 5W.
The Truck should not have
smoke, the Ravin should.
Strahl Army - Range Table
The Sphinx, N.Rocker,
N.RockerII, and F-boot attack values
remain at the last value printed out
to their maximum range.
Stahl Army - Unit Ability Table
The Krachen Vogel should be
listed as having PF6, not R6
Attack Modifiers Table
The modifier for night combat
from 1 to 4 hexes should be -1, not
-2.
Smoke Table
The listing for Y-15 is for the
Ravin.
For units with amount, each
subsequent round producing smoke,
the range of the smoke can be
increased by 1.
English Edition Credits, v1.2
Translation: Henry Jerng, Michael Duggan, Rob Brunskill, Systran, Google, Excite
Layout and Editing: Rob Brunskill
Additional Support: Kevin Shope
Tactics Magazine material provided by: Dr. Tak
Play testing: Rob Brunskill, Michael Duggan, Sam Link, Terrence Rideau, AJ Sutton
22
Understanding the Scenarios
The following guidelines should
help in understanding the scenarios.
a) Deploying Onto the Map
Initial placement and entry into
the map board is written as follows.
Example:
(Deploy from 1N1801)
Meaning:
On the first turn, enter map
board through the north edge,
from hex 1801 and east.
The first number is the turn of
entry, and the number in the is
the map number.
The letter in the code indicates
the map edges using the cardinal
compass. E = East, W = West, S =
South, N = North.
If the entry zone is restricted to
a certain segment of the map edge,
a hex number will be given and a
direction. That hex and all hexes
in that direction are the entry zone.
= East of, = West of, = South
of, = North of.
b) Units involved
A code under units indicates the
number of units to use, the use of
pilots, and designated commanders.
Example 1:
12 (Ld 1) (Ld 2)
Meaning:
12 units of that type are used.
The primary commander is Pilot
#1, the secondary commander is
Pilot #5. Pilot #11 is also assigned
to one of these 12 units.
If there the leader designation
reads Ld there is no secondary
commander. If that unit dies in
battle, the remaining units are left
without a command unit.
Example 2:
PC
Meaning:
The controller of an unmanned
vehicle is pilot #4
It is possible to have a combination
such as PC = Ld 2 (An unmanned
vehicle piloted by the secondary
commander, pilot #5).
PC is an abbreviation for Pilotless Vehicle Control
c) Off board artillery
The type, direction, distance
(given in hexes from the map edge),
and frequency is given.
Example:
Type II W805 (2)
Meaning:
Type II artillery, 80 hexes west
of map board 6. Two rounds can be
fired in a turn, and 5 total rounds
are available.
d) Any information not given in the
unit deployment orders is optional
for the player. For example if the
scenario says Deploy E, the
units will enter the east edges of
boards 5 and 6, but which hexes
and what turn is up to the player.
In addition, with all reinforcements,
the player has the option of delaying
their entry.
Computing
Operational Goal
Points
The victory conditions of many
scenarios require computing the
operation goal points (referred to
as O.G.P.). The following method is
used to compute this value.
(Items)
The victory point value of enemy
units that have been destroyed,
immobilized, or disarmed.
The victory point value of
friendly artillery used
Additional victory points
designated by the scenario
(example: Object marker of
scenario 14)
(Formula)
(O.G.P.) = +
is still applied if it is a negative
number
Game Components Used
Scenarios No. 1 10 only use
components found in the original
S.F.3.D game.
Scenarios No.17 21 require
maps and units from both the first
and second game.
Scenarios No.11 and 14 require
units from the first game (AFS and
PK40), but can still be played by
substituting other tokens in their
place.
Pilot Names and Numbers Chart
Mercenary Troops
Strahl Troops
No.1
Heinz Hargen, Corporal
No. 1
Walter Nowotony, Junior Warrant Officer
No.2
Aile Bungard, Sergeant
No. 2
Dieter Nor, Sergeant
No.3
Gairy Noodson, Private
No. 3
Schmitt von Siegfried, 1st Lieutenant
No.4
Hasse Wind, 1st Lieutenant
No. 4
Heinz Godesknecht, Sergeant Major
No.5
Scerian Luta, Corporal
No. 5
Tort Gulmer, Captain
No.6
Antonio N. Calatiora, Corporal
No. 6
Bask Rashelow, 1st Lieutenant
No.7
Richalt Katze, 1st Lieutenant
No. 7
Faldia Karneldo, 2nd Lieutenant
No.8
George Norman, 1st Lieutenant
No. 8
Gerling Berg, 2nd Lieutenant
No.9
Schoun Fricke, Sergeant
No. 9
Telly Jackson, Warrant Officer
No.10 George Conan, 2nd Lieutenant
No. 10 Heinrich Gieger, 1st Lieutenant
No.11 Karl Mackalahmn, 2nd Lieutenant No. 11 Marks Wendy, 1st Lieutenant
No.12 Evalit Kreiber, Corporal
No. 12 Albrecht Weber, Major
No.13 Max Burkram, Sergeant
No. 13 Elic Jasco, Captain
No.14 Rischuer Brant, Sergeant
No. 14 Dick Barns, Sergeant Major
No.15 Bally Rosky, Major
No. 15 Adlno Schtanhaut, Sergeant
No.16 Jaohim Munsterberg, Captain
No. 16 Kraus Brinkman, Lieutenant Colonel
Victory points for rank
Private, Second Class (e-1).. 1
Private, First Class (e-2)........ 1
Lance Corporal...................... 1
Soldier, Skilled....................... 1
Corporal................................. 1
Sergeant................................ 1
Master Sgt / Sgt Major........... 1
Jr Warrant Officer / WO......... 1
Second Lt / Ensign................ 2
First Lt / Lt Jr Grade.............. 3
Captain.................................. 4
Major / Lt Commander........... 5
Lieutenant Colonel................ 6
Colonel.................................. 7
Strahl Troops
Air Combat
Mission
Used
Air Commitment Card
Ground
Combat
Mission
Maschinen Krieger
Mercenary Troops
Air Combat
Mission
Used
Air Commitment Card
Ground
Combat
Mission
Maschinen Krieger
Artillery Request Record Sheet
Turn of
Request
Type of
Request
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Target Map
Number
Target Hex
Number
Type of
Round
Number of
Rounds
Result / Notes