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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
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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.
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GRENADE UNITS
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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
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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.
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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
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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,
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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
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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
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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
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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,
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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
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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
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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
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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.