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CO-OPS

CO-OPS Rulebook

Table of Contents

Table of Contents

  • Glossary
  • 1. Introduction
    • 1.1 Aim of the Game
    • 1.2 Game Components
    • 1.3 Game Set Up
    • 1.4 Player Set Up
  • 2. Cards, Markers and Player Boards
    • 2.1 Composition of Sections
      • 2.1.1 Combat arms and sections
      • 2.1.2 Units and Upgrades
      • 2.1.3 Groups
    • 2.2 Player Boards
    • 2.3 Cards
      • 2.3.1 FND Cards
      • 2.3.2 ENY Cards
      • 2.3.3 Upgrade cards
    • 2.4 Markers
    • 2.5 Group and Unit Status Levels
  • 3. Sequence of Play
    • 3.1 Before the First Turn
    • 3.2 Game Turns
      • 3.2.1 Turn Marker Movement Phase
      • 3.2.2 Logistics Phase
        • 3.2.2.1 Autonomy range adjustment
        • 3.2.2.2 Section reinforcement
        • 3.2.2.3 Evacuation of the injured / makeshift repairs
        • 3.2.2.4 Evacuation of crew and casualties
      • 3.2.3 Event Phase
      • 3.2.4 FND Action Phase
        • 3.2.4.1 Movement
  • 4. Scenarios
    • Special Convoy Rules
    • Campaign 1 - Scenario 1: Weapons Cache
    • Campaign 1 - Scenario 2: Caiman Crash!
    • Campaign 1 - Scenario 3: Interception of a Mobile HVT
    • Campaign 1 - Scenario 4: Support the People
    • Campaign 1 - Scenario 5: Simultaneous Destruction
    • Campaign 2 - Scenario 6: Blocking Bridges
    • Campaign 2 - Scenario 7: Convoy Neutralization
    • Campaign 2 - Scenario 8: Civilian Evacuation
    • Campaign 2 - Scenario 9: HVT Destruction
  • Event Table
  • Sequence of Play (Summary)

Glossary

  • AMX: Ateliers de construction d'Issy-les-Moulineaux, which produced the AMX-10 RC and AMX-30 tanks.
  • AT4-CS: Anti-Tank 4 ("four") Confined Space, 84mm single-use, anti-tank weapon (eighty-four: "A-T-4").
  • EBRC Jaguar: Engin Blindé de Reconnaissance et de Combat (armored reconnaissance and combat vehicle) Jaguar.
  • FN MAG: Mitrailleuse d'Appui Général (general support machine gun).
  • FR-F2: Fusil à Répétition (repeating rifle), F2 model; French Army standard sniper rifle.
  • HLD: Helicopter Landing Dock (PHA Porte-Hélicoptères Amphibie).
  • HOT: Haut subsonique Optiquement Téléguidé (high subsonic, optical, remote-guided), anti-tank missile.
  • Panhard ERC 90: Panhard Engin à Roues (wheeled armored car), 90mm canon.
  • Pickup w/ZU-23-2: Soviet 23×152mm anti-aircraft twin-barreled autocannon mounted on a pickup truck.
  • PKM: Russian equivalent of the FN MAG; PKM acronym translates as "Kalashnikov's Machine-gun Modernized" (1969).
  • RPG: Rocket-Propelled Grenade; an unguided, rocket-propelled, portable and reloadable, anti-tank grenade launcher.
  • VAB: Véhicule de l'Avant Blindé (armored vanguard vehicle). VAB SAN is an armored ambulance with room for 5 stretchers or 10 seated passengers. VAB VBCI: Véhicule Blindé de Combat d'Infanterie (armored infantry fighting vehicle).

1. Introduction

1.1 Aim of the Game

CO-OPS is a cooperative game, with the enemy (ENY) played by the game system. You ("friend", FND) must communicate with your teammates to adopt the best strategy to defeat an increasingly powerful enemy and bring all your troops back alive.

Each player controls a combat group of either an infantry section, an armored vehicle platoon and/or a helicopter patrol. The combined strengths of these different combat arms will enable you to succeed in accomplishing your mission.

You can adapt the difficulty level of your mission to the level of each player, then choose your scenario and test your tactical skills. Whatever your choices, you must complete your mission and win with as few casualties as possible.

1.2 Game Components

  • 1 Rule Book
  • 4 Player Boards
  • 1 Game Turn Track Sheet
  • 4 Player Aid Sheets
  • 14 double-sided Terrain Tiles
  • 91 Markers
  • 165 Cards
  • 2 6-sided Dice

1.3 Game Set Up

  • Choose a mission (see the last Scenarios section).
  • Use the corresponding Terrain Tiles to create the map.
  • Place all the different secondary tiles specified in the mission on the map (appearance zones, ENY villages, starting zones).
  • Place the Game Turn Track Sheet with the Turn Marker next to the map.
  • Shuffle the ENY cards to create the draw pile, then place them face down on the Game Turn Track Sheet in the space provided for this purpose. NB: unless you are playing mission 3 or 7, remove the Armored Vehicle card from the deck.

1.4 Player Set Up

  • Decide how many sections will be engaged (max. 4). We recommend that at least 3 sections be involved (Infantry, Cavalry and ALAT), one of which must be Infantry, regardless of the number of players. If there are fewer players than sections (e.g. solo), a single player can play several sections.
  • Each player receives the Player Board corresponding to their section (if you are playing more than one section, take one board for each section).
  • Each player then sets up their section(s) (2.1 Composition of Sections): this is the Preparation Phase, also known as Turn 0 (see 3.1).

2. Cards, Markers and Player Boards

2.1 Composition of Sections

2.1.1 Combat arms and sections

In CO-OPS, each player chooses the combat arms they will play by selecting a Player Board, and the corresponding deck of cards and markers. All these elements form a section (NB: the term section is used here in a generic way for simplification, it can indeed designate an Infantry section, but also a Cavalry platoon or an ALAT helicopter patrol).

There are three combat arms to choose from, each identified by its name and insignia: INFANTRY, CAVALRY, ALAT.

NB:

  • There are 2 different Infantry sections, and with 2 corresponding Player Boards, 2 decks of cards (with different backs), and 2 sets of markers (one with a FAMAS rifle silhouette and the other with an HK416 silhouette).
  • ALAT stands for Aviation Légère de l'Armée de Terre (Land Army Light Aviation).

2.1.2 Units and Upgrades

Each FND card represents either a basic unit or an upgrade, giving a bonus to the basic unit to which it is attached (an upgrade must be attached to a basic unit). Upgrade cards are marked with an Upgrade icon (see 2.3.3).

2.1.3 Groups

A basic unit alone or with 1 or more upgrades constitutes a combat group. Each section can have up to 3 groups. The card(s) making up the group are placed on one of the 3 designated spaces on the Player Boards.

Each group on the Player Board is represented by a group marker placed on a Terrain Tile. The connection between the group's card(s) and its group marker is shown by a colored indicator (green, red or yellow) visible on the Player Board and on the marker.

2.2 Player Boards

Each player has a Player Board representing the section of the combat arm they have chosen.

This Player Board allows you to see the units making up the section (up to 3), to track the autonomy of vehicles or helicopters, and to record the morale level of the section. Each Player Board also lists certain rules specific to the combat arm you are playing.

The morale and autonomy levels are recorded using markers that are moved along the designated tracks. The markers used to track autonomy have the same color as the groups they respectively represent.

N.B.: Only Infantry Player Boards have a specific space for Artillery Upgrade cards (see 2.3.3).

Player Board elements: cards making up a group, group color, Autonomy Track, Morale Track (modifiers from -2 to +2), combat arm insignia and name, space for artillery cards, and a summary of specific rules for the combat arm.

  • Morale: The soldiers' morale influences their strength in battle. Depending on the morale level, it is possible to obtain a bonus or a malus on the dice. This bonus or malus applies only in combat.
  • Autonomy: To determine the autonomy remaining for each vehicle, autonomy markers are placed on the Player Board. Each unit has its own color marker.
  • Unit: A group consists of a maximum of 3 cards, 1 Basic Unit card and 2 Upgrade cards.

2.3 Cards

2.3.1 FND Cards

FND cards are used to represent the allied forces: a basic unit or an upgrade. Each card has a name, a cost, characteristics, and sometimes an effect.

2.3.2 ENY Cards

The ENY cards designate the enemy forces and each card represents a basic unit. They are laid out in the same way as the FND cards, and a skull symbol appears instead of the cost graphic to differentiate them.

Card elements: name, cost (FND only), characteristics, effect, attack/defense.

FND card characteristics:

  • Autonomy: The number of turns the vehicle can participate in before needing to refuel at the base.
  • Action: The number of actions per turn available to the unit.
  • Movement: The maximum number of spaces that a unit can move through during 1 action, without the terrain handicap.
  • Detection: The maximum number of spaces up to which it is possible to detect an ENY unit, without the terrain handicap.
  • Range: The maximum number of spaces up to which it is possible to fire at an ENY unit, without the terrain handicap.
  • Upgrade: Symbol designating an Upgrade card, which requires a basic unit in order to be played.
  • 3x Limited fire: A unit with limited ammunition; discard 1 missile token for each shot.
  • Attack: The firepower of the unit at 3 different levels, red / orange / yellow.
  • Defense: The defense capacity of the unit at 3 different levels: red / orange / yellow.

2.3.3 Upgrade cards

Upgrade cards must be attached to a Basic Unit card; they cannot be played alone. The attachment is permanent: an upgrade cannot be removed or transferred to another basic unit (except in the starting zone). If the basic unit to which the upgrade is attached is destroyed, the Upgrade card is removed from the Player Board along with the Basic Unit card.

An Upgrade card can provide the following bonuses to the Basic Unit card to which it is attached:

A. An effect (for single-use effects, remove the card after use). B. Improved attack/defense: in this case the attack/defense of the Upgrade card is used in combat. C. A better characteristic: in this case the characteristic of the Upgrade card is used. D. A characteristic modification: whether positive or negative, this modification is applied to the characteristic of the Basic Unit card.

To form a group from a Basic Unit card and an Upgrade card, place the latter under the former. A single basic unit can have up to 2 upgrades.

2.4 Markers

The markers which are moved around on the Terrain Tiles represent FND groups corresponding to the cards placed on the Player Boards, or ENY basic units brought into play by drawing ENY cards.

Marker elements: combat arm silhouette, neutralized symbol, color indicator, combat arm name. Each marker has a front and a back. There are Cavalry section markers, ALAT section markers, Infantry 1 section markers (HK416) and Infantry 2 section markers (FAMAS).

Some units have a limited amount of ammunition, represented by missile markers (single or double); discard a single missile marker or replace a double missile marker with a single missile marker for each shot.

Certain ENY units may be directly destroyed or cause an explosion when they suffer a neutralized result (see the DESTROYED / EXPLOSION marker backs).

2.5 Group and Unit Status Levels

FND groups and ENY units can change their status levels according to combat results and events. There are 3 different status levels, representing the operational capabilities of the group or unit: operational, neutralized and destroyed. In addition, a fourth status level is specific to helicopters: on the ground/in flight.

2.5.1 Operational

An operational group/unit is in full possession of its capabilities; this is the status at which it enters the game. The marker of an operational group/unit is moved on its front (recto) side on the Terrain Tiles.

2.5.2 Neutralized

A group/unit that has suffered losses in combat can be neutralized. Its counter is then flipped to its reverse (verso) side. A neutralized group/unit loses 1 action point as long as it remains in this status.

2.5.3 Destroyed

A group/unit is destroyed if it suffers a destroyed result or a second neutralized result.

When an FND unit is destroyed, place a destroyed (DEST) marker on top of the unit marker. If the FND unit is a vehicle or helicopter group, you must confirm the destruction. If the crew survived, evacuate them to a starting zone so that the group space on the Player Board can be used again. If it is an Infantry unit on foot or if the destruction has been confirmed, then the casualties must be evacuated. In both cases, the cards making up the surviving or destroyed group remain in place until the evacuation (see 3.2.4.5).

Special cases:

  • some ENY markers have a destroyed (DEST) reverse side, which means that any neutralized result is considered a destroyed result.
  • the ENY Kamikaze Vehicle markers have an explosion reverse side: they are automatically destroyed on a neutralized or destroyed result.
  • the ENY Armored Vehicle marker has a green reverse side used for the specific scenario objectives (see the descriptive sheet of each scenario).

2.5.4 On the ground / in flight

When a player designates a helicopter group as being on the ground, they place a GROUND marker on that group's space on the Player Board. Follow the same procedure to designate a helicopter group as in flight using an AIR marker. Any ENY attacker targeting a helicopter on the ground receives a +1 bonus on the die.

2.6 Terrain Tiles

2.6.1 Primary and secondary tiles

The game board on which the FND and ENY markers move is made up of a set of Terrain Tiles. There are two types of terrain tiles, which are used and assembled depending on the different scenarios:

  • the Europe Terrain Tiles (front-side tiles, numbered 1 to 14)
  • the Africa Terrain Tiles (back-side tiles, numbered 1 to 14)

Each scenario also indicates the placement of secondary tiles on or adjacent to the larger, primary tiles:

  • starting zones: secondary tiles from which FND groups enter the game or resupply
  • appearance zones: secondary tiles from which ENY units enter the game
  • ENY villages: secondary tiles towards which ENY units converge and take refuge

Each scenario requires a specific lay out of Terrain Tiles.

2.6.2 Spaces

Each of the tiles is divided into spaces (in the shape of circles or droplets), representing about 100 meters of real terrain. The group/unit markers are placed on the spaces and move from one space to an adjacent space during play.

2.6.3 Types of terrain

Each of the spaces is characterized by one (and only one) type of terrain: water, mountain, forest, plain, city, bridge, sand (Africa tiles), plus the ENY village, appearance zone, starting zone and HLD starting zone (ALAT only) secondary tiles.

Terrain Effects

TerrainCost*FiringVisibilitySpecial notes
WaterNot allowed-Normalmovement possible only for ALAT
Bridge1-Normal
Plain1-Normal
Sand2-Normal
City2+1 InfantryImpaired+1 firing for Infantry group/unit on foot on attack and defense

* For ALAT forces, the nature of the terrain does not impact the cost of movement, which always remains 1.

The FND starting zones, the HLD (Helicopter Landing Dock) starting zones and the ENY appearance zones are considered "camps"; the movement cost is 1 and a player cannot attack or be attacked in these zones.

The nature of the terrain can affect movement, firing or visibility, as explained in the table above.

2.6.4 Visibility

Each space on the Terrain Tiles has an imaginary center point (consider only the main circle for the droplet-shaped spaces). The line of sight between two spaces passes from the center point of the first (starting space) to the center point of the second (ending space).

As explained in the table above, the nature of the terrain can impair or block visibility. A group/unit can only see another if the spaces crossed by the line of sight (between their respective spaces) are spaces with normal visibility, with the exception of one space which can have impaired visibility. All FND and ENY units block the visibility of a space. If the line of sight crosses more than one space with impaired visibility or even one space with blocked visibility, then there is no visibility.

NB: the terrain of the starting space and the terrain of the ending space are not taken into account.

Two groups/units in adjacent spaces are always visible to each other, regardless of the nature of the terrain.

For simplicity's sake, and because they rarely operate above 300 m in real-life conditions, ALAT helicopters are also subject to line-of-sight restrictions.

(The printed rulebook illustrates this with examples of lines of sight: normal, impaired and blocked.)

3. Sequence of Play

3.1 Before the First Turn

Turn 0 is the preparation turn of the game, and allows the players to develop a strategy based on the specific mission and terrain, and to set up the force that will be deployed. The presence of one Infantry section is always required to complete missions and hold the ground.

Unless otherwise instructed in the scenario, each player is allocated 20 points to buy cards for their combat arm and constitute their troops. They select cards whose costs must not exceed 20 points and place them in the designated spaces on their Player Board. A player can keep points in reserve to buy cards throughout the course of the game during the Logistics Phase (only if the group is in a starting zone).

The autonomy markers for each of the groups' vehicles and helicopters are placed on the autonomy track of the Player Boards (each vehicle and helicopter starts at maximum autonomy).

Finally, the players place their group markers on one of the starting zones (only helicopters can start on a HLD starting zone).

Once all the markers and cards have been put in place, the Turn Marker is moved to square #1 on the Game Turn Track Sheet and the game begins.

3.2 Game Turns

3.2.1 Turn Marker Movement Phase

The Turn Marker is moved one square on the Game Turn Track Sheet (start the game on Turn 1).

3.2.2 Logistics Phase

3.2.2.1 Autonomy range adjustment

Each player lowers the autonomy of all vehicles and helicopters that are not in a starting zone by 1 point (move the marker on the Autonomy Track on the Player Boards). A vehicle or helicopter whose autonomy drops to 0 is immediately considered destroyed; replace the group marker with a crew marker.

All vehicle or helicopter units in a starting zone can increase their range to the maximum level. For vehicles, you must spend 1 action point. For helicopters, the action of landing is sufficient. Adjust the autonomy markers accordingly.

3.2.2.2 Section reinforcement

Each player can buy cards to add to a group that is in a starting zone or to form a new group, if they have enough remaining points. The sum of the costs of all cards on the Player Board must be less than or equal to the starting allowance (20 points).

New Basic Unit cards are immediately placed on a free space on the Player Board and the corresponding group marker is placed on a starting zone.

New Upgrade cards are immediately attached to a basic unit whose marker on the game map is located in a starting zone.

3.2.2.3 Evacuation of the injured / makeshift repairs

Any neutralized group located in a starting zone becomes operational again. Turn the group marker over to its front side.

3.2.2.4 Evacuation of crew and casualties

If the crew or casualties are on a starting zone, discard the cards of the corresponding group and remove the marker. You may reuse the space on the Player Board, provided you have sufficient points.

3.2.3 Event Phase

Roll 2 dice and apply the event from the table given at the end of the rules. If the Game Turn Track Sheet indicates "Double event", roll the dice twice. You can use different-colored dice to distinguish between die 1 and 2.

3.2.4 FND Action Phase

In the order chosen by the players, each group performs actions up to the limit of the action points listed on its Basic Unit card.

A group of any combat arm can perform the following actions:

  • movement
  • firing
  • providing support
  • embarking / disembarking
  • rescuing crew

Some combat arms can perform specific actions. The groups of the appropriate combat arms can perform the following actions:

  • taking off / landing (ALAT section)
  • requesting artillery support (Infantry section)
  • searching an objective (Infantry section)

Each of these actions costs 1 action point. A group cannot spend more action points in one game turn than are listed on its Basic Unit card (excluding events).

Actions are performed in any order, as the player chooses. A new action does not begin until the previous one is completed. The choice and order of actions are completely unrestricted: one group can carry out part of its actions, then hand over to the other group, or even to another section, before taking over again. Use cubes or tokens to keep track of each unit's actions.

It is possible to perform the same action several times in the same Action Phase, consecutively or not.

3.2.4.1 Movement

At the cost of 1 action point, a group can use all or part of the movement points listed on its Basic Unit card. It is possible to spend several action points consecutively in order to accumulate more movement points. For example, a group with a movement capacity of 2 can spend 2 action points to obtain 4 movement points and thus move into a mountain space.

To move, a unit must follow a continuous line of adjacent spaces, paying the cost of the terrain each time (see the Terrain Effects table). For example, a VBL RECO 12.7 BL group with 5 movement points moves to an adjacent plain space (cost: 1 point), then to a forest space (cost: 3 points) and finally to a plain space (cost: 1 point).

The terrain cost for helicopter groups is always 1 point, regardless of the nature of the terrain.

It is impossible to move to a space that is already occupied by a FND group or an ENY unit. Only helicopter groups can move onto a water terrain space.

3.2.4.2 Firing

A group may fire at an ENY unit which has been detected by it or by another FND unit AND which is within its firing range. NB: Firing represents an exchange of fire - if you attack someone stronger, your unit can be neutralized or destroyed!

A FND unit detects an ENY unit if the line of sight between the two is not blocked and its detection points are greater than or equal to the number of spaces to reach the ENY unit.

As shown on the Terrain Effects table, a group located on a mountain terrain space benefits from an additional detection potential of 3 points.

An ENY unit is in firing range if it is distant from the FND group by a number of spaces less than or equal to the firing range potential of the FND group and the line of sight is not blocked (see 2.6.4).

The entire firing sequence is explained below.

FIRING SEQUENCE

1. DESIGNATION OF THE SHOOTER AND TARGET. The shooter and the target are designated. The shooter must be within range of the target and visibility must not be blocked.

2. DECLARATION OF SUPPORT. The shooter can announce the support of another group, only one support group being possible per shot.

3. ROLLING THE DIE AND READING THE FIRING RESULTS TABLE. The shooter rolls 1 die (and the supporting player as well, if support has been declared) and consults the Firing Table.

  • the first column indicates the color of the attacker (cf. attack symbol on the card of the shooter's group/unit)
  • the second column indicates the color of the defender (cf. defense symbol on the card of the target's group/unit)
  • the third column indicates the die roll result (dice)
  • the fourth column gives the firing result

The dice of the shooter and the supporting group are added together. The result of the dice can be modified as follows (note: the supporting group does not provide any modifiers to its die):

  • -2 to +2 to the result according to the morale of the section of the FND group.
  • +1 for a FND group on foot or ENY group in a city terrain space, or for an ENY unit in an ENY village.
  • -1 if the shooter targets a FND group on foot or an ENY group in a city terrain space, or an ENY unit in an ENY village.
  • -1 if the shooter targets a group in a mountain terrain space.
  • +1 if the shooter targets a helicopter on the ground.

Examples:

  • An FND unit in a city terrain space targets an ENY unit in an ENY village: modifiers of +1 and -1 = 0.
  • An ENY unit in an ENY village targets a FND unit in the same ENY village: +1 modifier (the FND unit does not benefit from the ENY terrain).

NB: Supporting units never provide a modifier.

Firing Table. (Result "attacker" = the result applies to the shooter, per the attack symbol; "defender" = applies to the target, per the defense symbol.)

Attack colorDefense colorDie rollResult
YellowYellow1Neutralized (attacker)
2-3No effect
4-5Neutralized (defender)
6+Destroyed (defender)
YellowOrange1-2Neutralized (attacker)
3-4No effect

4. APPLYING THE RESULT. The symbols indicate the group/unit on which the neutralized or destroyed result is to be applied. An attack symbol indicates that the result should be applied to the shooter, a defense symbol indicates that the result should be applied to the target. The latter is more likely to happen if an unprotected shooter attacks a target stronger than themself.

Neutralized: An operational group/unit becomes neutralized (flip the marker to the back), a neutralized group/unit becomes destroyed (see destroyed results below).

Destroyed:

  • ENY Unit: Remove the marker from the Terrain Tile and discard the card representing the unit.
  • FND Unit: Place a destroyed (DEST) marker on the unit marker. The casualties or surviving crew must be evacuated to be able to discard the cards representing them and to be able to use the space on the Player Sheet again.

5. MORALE CHANGES. The morale of the FND sections can change according to the firing result (move the position of the Morale Marker one box to the right or left on the Player Board of the corresponding section).

NB: The morale of a section whose group has provided support is not modified, unless there is a destroyed result on the FND group.

  • +1 morale for the section of the shooter group if the ENY unit is destroyed or neutralized.
  • -1 morale for the section of the shooter group if the FND group is neutralized.
  • -1 morale for all sections of the shooter group if a FND Infantry group or crew is destroyed (NB: No loss of morale for Infantry due to the destruction of a vehicle or helicopter group; it is the destruction of the crew that impacts morale).

NB: 120mm Mortar Group, Artillery Support, Medium Range Missile, Multiple Rocket Launcher, and Counter-battery 82mm Mortar cards are not restricted by blocked visibility.

A shooter group/unit that is not within range of the targeted group/unit cannot receive damage. In this case, ignore the result applying to the attacker.

A FND group may not fire if another FND group is located in its line of sight. In other words, you may not fire "over" another FND group.

Targeted crew can never inflict a neutralized or destroyed result on their assailant. They are destroyed on any neutralized or destroyed result.

3.2.4.3 Support

A FND group can support another FND group (from the same section or another section) when it is firing at an ENY unit. The supporting group must meet the same conditions as for firing. The support costs 1 action point.

Supporting a group allows an additional fire die to be rolled, not just one (add the 2 results together). The supporting group does not provide any modifiers to its die.

Support is a very important and essential action for the success of your missions! Don't forget that you can play your actions in any order: you can position one unit, declare support for another, then fire with the first unit!

The supporting group is never affected by a combat result. If it belongs to a different section, the morale of its section can only be modified if the FND shooter group is destroyed, and only in this case.

3.2.4.4 Embarking / Disembarking

FND transport groups (vehicles and helicopters) have the ability to transport FND groups or VIPs/HVTs (crew or scenario objectives which must be escorted by a FND group), but only if this is noted on their card. Vehicle and helicopter groups may not themselves embark under any circumstances.

A group or VIP wishing to embark using a transport group must be on an adjacent space. Place the marker of the embarking group on the transport group space on the corresponding Player Board. The embarked group then moves with the transport group at no cost of action points. A transported group or VIP wishing to disembark is placed on a terrain space adjacent to the transport group.

Embarking and disembarking is an action that costs one action point to the transport group OR one action point to the group embarking / disembarking. The action is free if the group embarks or disembarks from a helicopter. A group transported by helicopter can only embark and disembark if it is on the ground.

An embarked group or VIP is subject to the same results as the group that transports it. It is neutralized if the transport group is neutralized, and destroyed if it is destroyed.

3.2.4.5 Rescuing a crew

Any FND unit adjacent to a destroyed marker may attempt to rescue that unit. Roll 1 die:

  • on a result of 1 to 4, the crew have been destroyed and the casualties must be evacuated.
  • on a result of 5 or 6, the crew are unharmed, turn the destroyed marker to its reverse crew side.

Surviving crew or casualties are considered as a group. They must be brought back to a starting zone using a transport vehicle or a helicopter. A crew marker can move one space per turn (regardless of the terrain). Once on a starting zone, discard the cards representing the group, they can no longer be used in the game.

After being rescued, if the crew are unharmed then the surviving crew group returns to play on an adjacent space in a neutralized state as a Cavalry or Alat group (and marker).

3.2.4.6 Take-off / Landing

A helicopter group can change from in flight status to on the ground status and vice versa at the cost of 1 action point. This status is indicated by an AIR/GROUND marker, to be placed on the helicopter groups on the Player Board.

A helicopter group on the ground can only:

  • embark or disembark groups or VIPs
  • carry out a Logistical Phase (increase its autonomy, benefit from an Upgrade card, or perform makeshift repairs) in a starting zone

A helicopter group in flight can only:

  • fire or provide support
  • move

Unless otherwise specified, helicopter groups always start scenarios on the ground.

NB: Helicopter groups in flight cannot stop in the same space as a FND or ENY group. In addition, they are vulnerable to all ENY attacks except by Kamikaze Vehicles.

3.2.4.7 Requesting artillery support

On the Player Boards of both Infantry sections, there is a special space for Artillery Support cards. The Artillery Support and Additional Ammunition cards are placed in this space (and not next to the Basic Unit cards, this is the only exception). An Additional Ammunition card can only be placed if an Artillery Support card is already present on the Player Board.

An Infantry section group (except a vehicle group) can request artillery support if an Artillery Support Upgrade card is present in the designated space on its Player Board. The player then discards an Additional Ammunition card, or the Artillery Support card if there are no more Additional Ammunition cards in the reserved space on their Player Board. Once the Artillery Support card has been discarded, it is no longer possible to request artillery support (unless you purchase this upgrade again during the logistics phase in your starting zone).

In order to carry out an artillery support action, the player designates a terrain space which has been detected and is visible to the group carrying out the action, and then rolls 1 die (no modifiers except for the Artillery Observer card):

  • on a result of 1 or 2, the support has no effect
  • on a result of 3 to 7: A. Any FND group or ENY unit located in the targeted space is destroyed B. Any FND group or ENY unit located in a space adjacent to the target space is neutralized
3.2.4.8 Searching an objective

An Infantry group disembarking adjacent to a terrain space containing an objective marker can perform a search. On a result of 3-6, the search is successful and you can flip the objective marker. Otherwise, your action fails. The effect of the search is described in the scenario description.

3.2.5 ENY Action Phase

The enemy is not represented by any player, it is controlled by a system of game rules.

ENY can only perform two actions: firing and moving OR firing twice OR moving twice. The rules concerning these actions are identical in every respect to those describing the same FND actions (in the text simply replace "FND group" by "ENY unit" and vice versa).

Each of these actions costs one action point. A unit cannot spend more action points in any 1 game turn than are listed on its ENY card.

An ENY Action Phase follows this sequence:

  • Appearance of new units
  • Firing
  • Movement

The different units perform this action sequence one after the other; the players choose the order for the units to act. A unit must complete all of its actions before the next unit can perform its actions.

3.2.5.1 Appearance of new units

Players draw 1 ENY card (2 for Turn 8) for each of the appearance zones displayed on the Terrain Tiles. They then place the corresponding marker on one of the terrain spaces in the appearance zone, choosing the one closest to a FND group.

The ENY cards of the units in play are placed face up near the game map. They remain in play until the corresponding ENY unit is destroyed. When the ENY unit is destroyed, the marker and the corresponding card are removed from the game.

If the ENY draw pile is used up, reshuffle the discard pile to form a new draw pile.

3.2.5.2 Firing

The ENY unit begins its Action Phase by firing at the nearest FND group that has been detected AND is within its firing range. Firing takes precedence over movement, and after each movement the ENY unit can fire again if it meets the required conditions.

Firing Eligibility: An ENY unit with a yellow attack symbol may not fire at a FND group with a red defense symbol. In this case, it must fire at the second closest eligible FND group.

If an ENY unit has a choice of several equidistant targets, it targets the weakest (determined by its defense. If the same, see 3.2.5.4).

3.2.5.3 Movement

If the ENY does not meet the firing eligibility conditions, it moves. It also has the possibility of accumulating action points (see 3.2.4.1).

Choose the direction of movement using the following order of priorities:

  • Move towards the terrain space containing an objective if a FND unit is within two spaces of that objective (even if the target has been picked up by a FND unit and is now in movement).
  • Move towards a space containing the nearest destroyed marker or FND crew (whichever requires the fewest movement points). Once on that space, the marker is then removed from play. The ENY recovers the bodies and claims the losses suffered by the FND; all FND players lose 1 morale point and the ENY may continue its movement.
  • Move towards a terrain space containing a detected FND unit. If more than one FND unit has been detected, the ENY moves towards the nearest FND unit, and in case of equidistance towards the weakest.
  • Move towards the terrain space of the nearest ENY village tile and then stops there.
3.2.5.4 Non-conforming cases

If the players are in a situation other than those described here, list all the possibilities and choose the worst one, because: "anything that can go wrong will go wrong" (Murphy's Law).

3.2.5.5 Specific ENY units

The ENY artillery units, Multiple Rocket Launcher and Counter-battery 120mm Mortar, receive an order to stop as soon as they are in range of a detected enemy. If they have any action points left, they can then carry out the Firing Phase by firing at the nearest detected FND group.

An ENY Kamikaze Vehicle unit always moves towards the nearest FND group. Once on the terrain space adjacent to the FND group, immediately apply the effect listed on the card.

4. Scenarios

The 10 scenarios can be played independently, or by connecting them and playing them in two campaigns.

Campaign 1 (Scenarios 1 to 5)

There has always been war! War against radical groups seems eternal, and for every conquered group, two new ones emerge to replace it. However, we have finally succeeded in controlling an unstable area of the Middle East. At least, that is what we thought...

In fact, a new terrorist network secretly developed right before our eyes: we call it the Red ATG (Armed Terrorist Group). It is made up of radicals from all over the region, who have joined together in a common cause. We learned of its existence only a few weeks ago, but we know nothing about its operation at the moment. We only know that they are planning a series of attacks on our territory and that they are prepared to do anything to achieve their goals.

Campaign 2 (Scenarios 6 to 10)

We thought we had stabilized this region of the Middle East by putting an end to the Red ATG, but it was only an illusion! The group that was chased away by our armed forces reorganized itself in the shadows to regroup after we left.

Over the past 10 months, they have regrouped and moved north to expand their influence. Unfortunately, their movement has grown stronger on their journey. Their numbers have nearly tripled and the terrorist group is now threatening our own borders.

After returning to Europe, you have been redeployed on a mission against this group, but in a temperate zone near France. You must put a stop to their actions and protect the area.

Special Convoy Rules

In Scenarios 3 and 7, players are faced with enemy convoys. The following rules apply to the operation of convoys, replacing the ENY movement rules for the convoy vehicles.

  1. A convoy is a line of vehicles. At the end of any movement, the vehicles in the convoy must always occupy a line of adjacent spaces. The first and last vehicles must be adjacent to only one vehicle in the convoy, and the others to a maximum of two other vehicles.
  2. During a movement action, the first vehicle in the convoy moves 7 spaces (ignoring the terrain), taking the shortest route to the ENY village determined by the scenario text. Exception: in the first turn of the game, the first vehicle moves 7 spaces, the second 6, the third 5, and so on until the last one, which can only move one space.
  3. If a vehicle in the convoy is destroyed, the vehicles behind the destroyed vehicle (i.e. at the rear of the convoy) must spend 1 additional movement point in order to always comply with rule number 2 above.
  4. At the end of their movement, each vehicle in the convoy fires at the nearest detected FND group.
  5. An armored vehicle can only be searched if it is neutralized or destroyed. To search an armored vehicle, i.e., to flip the Armored Vehicle marker to its reverse side in order to reveal an objective or a decoy, a FND group must perform a search action on the vehicle's space. The search is only possible if there is no ENY unit on a space adjacent to the armored vehicle AND there is no ENY unit on a space adjacent to the FND group performing the search action. If the reverse side of the Armored Vehicle marker reveals a decoy, then the marker is removed from play. If it reveals an objective, then refer back to the scenario rules.

Campaign 1 - Scenario 1: Weapons Cache

A few days ago, our satellites detected suspicious movements around certain locations in the desert. At the same time, our informants on the ground confirmed the presence of a weapons cache in the area. We need to reconnoiter these locations to find the cache and destroy it. This will allow us to better understand the Red ATG's (Armed Terrorist Group's) operations and undermine them.

Intelligence has identified three potential targets: one in a city, one near an oasis south of that city, and one near a port (bonus objective).

The mission of your MCTSG (Multi-Corps Tactical Sub-Group) is to reconnoiter these positions and destroy the weapons cache.

Set up

  • Place the Terrain Tiles, starting zones and ENY Villages as shown in the figure (not reproduced).
  • Shuffle 2 Objective markers, 1 Decoy back and 1 Objective back, and place them on the Terrain Tiles face up, without looking at their backs.

Objective

Search the objectives. The game ends with a victory as soon as 1 Infantry unit has spent 2 game turns on a space adjacent to the revealed Objective marker.

Additional challenge options

  • Add a third decoy Objective marker.
  • Following the first search action, add a new Appearance Zone.

Campaign 1 - Scenario 2: Caiman Crash!

In the previous mission, your search yielded information about a HVT (High-Value Target). French Special Forces were tasked with capturing this person for interrogation. However, while proceeding on this infiltration mission by helicopter, the team was caught in a sandstorm. One helicopter crashed with no serious injuries. However, for media and propaganda reasons, it would not be acceptable to leave the helicopter in enemy hands. Before returning to base, our helicopters dropped off a second Special Forces group to help protect the downed helicopter. The MCTSG supporting the action was given a new mission of escorting the vehicles needed to tow the crashed helicopter.

News of a downed French helicopter spread extremely quickly, and many ENY sleeper cells rushed to claim responsibility for the helicopter's destruction.

Set up

  • Place the Terrain Tiles, starting zones and ENY Villages as shown in the figure (not reproduced).
  • Place 1 Objective marker (H, for helicopter) and 2 infantry markers (SF, for Special Forces) on Terrain Tile 8 as shown in the figure.
  • (Figure: the Cavalry and Infantry 2 groups start on the starting zones; ALAT starts on its own starting zone; an optional appearance zone is shown.)

Objective

Proceed to the helicopter crash site, evacuate the wreckage using an adapted vehicle (VAB or VAB SAN) and all troops to safe locations (Starting Zones).

Special rules

  • The two Infantry markers on the Terrain Tiles are Special Forces. They represent the only two groups in the Infantry 1 player's section (place 2 FND Special Forces cards on the Player Board).
  • The ALAT, Cavalry and Infantry 2 players choose their units according to the standard rules and begin the game on the starting zones as shown in the figure.
  • The Special Forces markers may not move more than 2 squares away from the wreckage (Objective marker). Once a Cavalry group is on a space adjacent to the wreckage, the wreckage is embarked into the vehicle and must be returned to a starting zone. As soon as the wreckage and all FND groups are on a starting zone, the scenario ends in a victory.
  • As long as the wreckage has not been embarked, all ENY units move towards it. If an ENY unit enters the space of the downed helicopter, the game ends in defeat.

Additional challenge options

  • The second group of SF could not be landed because of a severe sandstorm, so the Infantry 1 player has only one group of Special Forces on the ground, and the second group starts the game on a starting zone.
  • Add a third appearance zone.

Campaign 1 - Scenario 3: Interception of a Mobile HVT

The HVT (High Value Target) who you were unable to capture in the previous mission has heard about your objectives and has decided to exfiltrate using a convoy. Our intelligence has detected a group of heavily armed vehicles. The destination of the convoy is currently unknown, but we know that they want to make stops in some of the villages under their control.

Your mission is to intercept the convoy and retrieve the HVT before they escape.

Objective

  • Bring the HVT to a safe location (starting zone).

Additional challenge option

  • Replace the lead vehicle with a T-55 tank unit.

Special rules

  • Place the Convoy Card next to the game board.
  • ENY units (other than those in the convoy) move towards the nearest Armored Vehicle.
  • Artillery support is unavailable in this scenario.
  • No ENY units appear on turn 1.

The Convoy

Composition: Shuffle 3 armored vehicle markers, 2 with decoy backs and 1 with an Objective back, and assemble the convoy as follows: Pickup (lead vehicle) / Armored Vehicle / Armored Car / Armored Vehicle / Pickup / Armored Vehicle / Armored Car (rear vehicle).

Itinerary:

  • The convoy departs from the ENY village on Terrain Tile 12 on Turn 1. Roll 1 die; on an even result it goes to the ENY village on Tile 10, on an odd result to the village on Tile 14.
  • As soon as a vehicle of the convoy enters any space of the ENY village on Tile 10 or 14, the convoy immediately moves towards the ENY village on Tile 9.
  • As soon as a vehicle of the convoy enters any space of the ENY village on Tile 9, roll 1 die. On a result of 1 or 2, the convoy moves towards the ENY village on Tile 5; on a result of 3 or 4, the one on Tile 4; on a result of 5 or 6, the one on Tile 1. The village thus selected represents the final destination of the convoy.
  • As soon as a vehicle enters a space in the final destination village, it is removed from the game. If the vehicle carrying the HVT is thus removed, the game ends immediately in defeat.

HVT (High-Value Target): When the Objective side (the HVT) of an Armored Vehicle has been revealed, leave that marker on the space until it has been embarked. The game ends with a victory as soon as the Objective marker is disembarked in a starting zone.

Campaign 1 - Scenario 4: Support the People

The HVT captured in the last scenario was one of the regional leaders of the RTG Movement. Having been deprived of their leader, the Movement, now completely disorganized, carries out violent reprisal actions in the neighboring villages. To maintain the support of the population, we must ensure their protection by asserting our presence in the area.

Your mission is to secure three main villages which will be safe zones for the local population, and to repel any threats in the region.

Objectives

  • Control the villages for 2 full turns.
  • Destroy all enemy units on the map.

Additional challenge option

Only remove the 3 appearance zones once all 3 villages have been secured.

Special rules

  • To secure a village, 2 groups of Infantry or Cavalry must be present for 2 full turns on a space adjacent to the village.
  • Once a village has been secured, remove the nearest enemy appearance zone (as the crow flies).
  • ENY units always head for the nearest unsecured village.
  • If an ENY unit occupies a space adjacent to a village for 1 turn, the mission is a failure.
  • The game ends in a victory when there are no more ENY units on the map and the villages have been secured.
  • Artillery support is unavailable in this scenario.

Campaign 1 - Scenario 5: Simultaneous Destruction

The HVT (High Value Target) provided us with information on the functioning of the Movement, and using satellite imagery we have located the position of their Headquarters as well as a Training Center. The difficulty of this mission lies in the proximity of the two structures and the terrain setting, which is conducive to being surrounded. A simultaneous destruction is necessary to avoid any possible deadly counterattack.

Your mission is to destroy these two positions simultaneously and then exfiltrate.

Objective

Destroy the ENY Headquarters and the Training Center.

Additional challenge options

  • Do not remove the appearance zone after the destruction of the ENY Headquarters.
  • The explosives explode after just 1 turn.
  • There are a Pickup (1) and a PKM group (2) present near the Training Center. They become activated (combat and movement) as soon as a FND group enters any space on Tile 12.

Special rules

  • An Infantry group may attempt to place an explosive in an adjacent space at the cost of one action point.
  • The destruction of both objectives must be simultaneous. When at least one Infantry group is adjacent to each of the objectives, roll 1 die: 3 to 6 = explosives planted; 1 or 2 = synchronization problem, retry the next turn.
  • The explosives take 2 turns to explode (placed on turn T, they explode at the end of the FND turn T+2). All FND groups or ENY units within 2 spaces of the objective are destroyed and within 3 spaces are neutralized.
  • Once the HQ is destroyed, you can remove 1 appearance zone of your choice.

Campaign 2 - Scenario 6: Blocking Bridges

Our drones have spotted the movements of suspicious groups heading west. To stop them, our MCTSG (Multi-Corps Tactical Sub-Group) must confine them to the right (east) bank of the river, in order to regroup them in a kill box area. French Air Force Dassault Rafale aircraft have been tasked with destroying any enemy in the kill box as soon as we withdraw.

Your mission is to prevent them from crossing the bridges until the Rafales arrive.

Set up

Set up the Terrain Tiles, starting zones and appearance zones as shown in the figure (not reproduced).

Objective

Prevent ENY units from crossing the bridges until the Rafales arrive on Turns 12 and 13.

Special rules

  • Beginning with Turn 7, two ENY units appear in each appearance zone.
  • As soon as any ENY unit enters a space west of the river, the game ends in defeat.
  • The Rafales can only carry out their mission on Turn 12 or 13, and only if no FND unit is present east of the river (in the kill box). The game then ends immediately with a victory. If the Rafales have not been able to carry out their mission, the game ends in defeat.
  • The ENY units in appearance zone 1 move towards the bridge on Tile 4, and those in zones 2 and 3 (optional) move towards the bridge on Tile 8. Their objective is to enter any space to the west of the river.

Additional challenge options

Begin the double ENY appearance at Turn 5, allow the Rafales to arrive only at Turn 14, and add a third appearance zone.

Campaign 2 - Scenario 7: Convoy Neutralization

The attack on the enemy worked very well and showed them that a frontal attack was not viable. As a result, they have decided to change their mode of action by focusing on armed raids. We have intercepted communications between leaders of the Movement which would seem to indicate that they have obtained a weapon of mass destruction. They are planning to force their way to their target: a nuclear power plant!

Your mission is to intercept the convoy and neutralize their bomb.

Objective

Neutralize the bomb in the convoy before it reaches the target.

Additional challenge options

Replace the lead vehicle of the convoy with an ENY T-55 tank unit and replace the rear vehicle with a Multiple Rocket Launcher.

Special rules

  • Place the ENY Armored Vehicle card next to the game board.
  • In order to avoid collateral damage, FND groups cannot fire from, across or onto a bridge or city space (exception: Tile 10).
  • ENY units, other than those in the convoy, move towards the nearest Armored Vehicle.
  • Artillery support is unavailable for this game.
  • No ENY unit appears on Turn 1.

The Convoy

Composition: Shuffle 3 Armored Vehicle markers, 2 with Decoy backs and 1 with an Objective back, and assemble the convoy as follows: Pickup (lead vehicle) / Armored Vehicle / Armored Car / Armored Vehicle / Pickup w/ZU-23-2 / Pickup / Armored Vehicle / Armored Car / Pickup (rear vehicle).

Itinerary:

  • The ENY convoy enters Tile 13 on the red arrow shown in the diagram.
  • As soon as the first vehicle in the convoy enters the first space on Tile 13, roll a die. On an even result, it goes towards the ENY village on Tile 14, on an odd result, towards the village on Tile 2.
  • As soon as a vehicle in the convoy enters a space in the ENY village on Tile 14 or 2, the convoy immediately moves towards the village on Tile 4.
  • Next, the convoy goes directly to the Nuclear Power Plant (Tile 10). As soon as the Armored Vehicle with the Objective back reaches a space adjacent to the plant, the game ends with a defeat.

Bomb:

  • When the Objective side of an Armored Vehicle marker has been revealed, leave the marker on the space until it has been embarked. A FND Infantry group must spend a full turn on a space adjacent to the Objective marker to defuse the bomb. Then the game ends in victory.

Campaign 2 - Scenario 8: Civilian Evacuation

Despite the request to evacuate a high-risk area, some civilians were unwilling to leave and could now be targeted by the Red ATG (Armed Terrorist Group). We are concerned about ENY movement towards a populated area since the group could be planning mediatized terrorist attacks on civilians. We must get these people to safety before they are attacked.

Your mission is to evacuate the remaining groups of civilians in the area.

Objective

Evacuate the two groups of civilians before the enemy reaches them.

Additional challenge options

Add a third group of civilians (green circle).

Special rules

  • ENY units move towards the nearest civilian group.
  • Each group of civilians must be brought back by vehicle to a starting zone.
  • The game ends with a defeat if an ENY unit enters a space adjacent to a group of civilians which has not been embarked or destroys a vehicle carrying a group of embarked civilians.
  • The game ends in victory as soon as the last group of civilians has been brought back to a starting zone.

Campaign 2 - Scenario 9: HVT Destruction

Some civilians have reported a border crossing point where the Red ATG (Armed Terrorist Group) is believed to be stockpiling war materials. Signals intelligence (SIGINT) has confirmed a high volume of transmissions in an area that is not normally occupied. Once on site, an intelligence team relayed the location of a disused warehouse protected by armed patrols.

Your mission is to destroy this warehouse and then exfiltrate.

Objective

Destroy the war material stockpile in the disused warehouse.

Additional challenge options

  • The explosives explode after just 1 turn.
  • Add a third ENY platoon (composed of 1* = a pickup and 2* = a PKM group).

Special rules

  • The 2 ENY platoons are each composed of a pickup (1) and a PKM group (2).
  • The platoons move from ENY village to ENY village in the following order: A > B > C > D > A > B ...
  • As soon as a FND group is detected by an ENY unit or is in a space adjacent to the warehouse, the appearance zones are activated. Each ENY unit then moves towards the nearest FND group.
  • To destroy the warehouse, a FND group adjacent to it spends an action point. Roll 1 die: on 1 or 2 = failure to detonate (reattempt on a later turn), 3 to 6 = explosives planted and detonated.
  • The explosives detonate two turns after being planted (end of the FND turn T + 2). All units and groups within 2 spaces are destroyed, and those within 3 spaces are neutralized.

Campaign 2 - Scenario 10: The Last Pockets of Resistance

The destruction of the warehouse and the simultaneous actions carried out by our other units have considerably weakened the Red ATG (Armed Terrorist Group). Deprived of their logistics and leaders, each surviving cell claims to have authority and carries out disjointed actions. We must take advantage of this moment of disorder to destroy these last pockets of resistance and dissolve this group once and for all.

Your mission is to destroy the last pockets of resistance in your area.

Set up

  • Set up the Terrain Tiles, starting zones and appearance zones as shown in the figure (not reproduced).
  • Set up the first 16 ENY units as shown in the figure. Key to the numbered ENY units: 1 Pick-up; 2 Pick-up; 3 Combat Group; 4 PKM Group; 5 Pick-up; 6 PKM Group; 7 RPG Group; 8 PKM Group; 9 Combat Group; 10 SVD; 11 Combat Group; 12 RPG Group; 13 Pick-up; 14 RPG Group; 15 Pick-up; 16 Armored Car; 17 MRL; 18 SVD; 19 T-55; 20 Combat Group; 21 RPG Group.

Objective

Destroy all ENY units.

Special rules

  • All ENY units are immobile at the beginning of the game. As soon as any FND group is detected, all the ENY units each move towards the nearest covered terrain space (forest, city or mountain). Units that start in covered terrain or move into covered terrain do not move again until the end of the game.
  • The game ends in victory as soon as the last ENY unit has been destroyed.

Additional challenge options

Add ENY units 17 to 21.

Event Table

Roll 2 dice: die 1 indicates the type of event and die 2 the name and effect of the event. You can use different-colored dice to distinguish between die 1 and 2.

Die 1 = 1: ALAT

Die 2Event NameEvent Effect
1Minor equipment failureOne group loses 1 action point. Roll one die: 1-2 = first group, 3-4 = second group, 5-6 = third group.
2Crew disagreementThe helicopter patrol loses 1 morale point.
3TailwindAll helicopter groups in flight gain 1 autonomy point.
4Strong windAll helicopter groups lose 1 movement point this turn.
5Favorable weatherAll helicopter groups gain 1 action point this turn.
6Perforated gas tankOne helicopter group loses 1 autonomy point. Roll one die: 1-2 = first group, 3-4 = second group, 5-6 = third group.

Die 1 = 2: INFANTRY*

Die 2Event NameEvent Effect
1Speed marchAll the groups in the section gain 1 action point.
2Weapons cacheOne group captures an AT4-CS. Roll 1 die: 1-2 = first group, 3-4 = second group, 5-6 = third group. This upgrade does not count in the 3 card limit.
3Act of heroismThe section gains 1 morale point.
4Violent stormAll the groups in the section lose 1 action point this turn.
5Supply problemThe section loses 1 morale point.
6Anti-personnel mineA group moves near an anti-personnel mine. Roll one die: 1, 2 or 3 = the number of the group that is neutralized. 4 to 6 = no effect.

* If two Infantry sections are in the game, randomly select the one that is subject to the event.

Die 1 = 3: CAVALRY

Die 2Event NameEvent Effect
1Crew disagreementThe platoon loses 1 morale point.
2Perforated gas tankOne group loses 1 autonomy point. Roll one die: 1-2 = first group, 3-4 = second group, 5-6 = third group.
3Gun overheatingThe last group to have fired in the previous turn cannot fire this turn.
4Legion of HonorThe platoon gains 1 morale point.
5Adapted terrainAll the groups of the platoon gain 1 action point this turn.
6Anti-tank mineA group moves next to an anti-tank mine. Roll one die: 1, 2 or 3 = the number of the group that is neutralized. 4 to 6 = no effect.

Die 1 = 4: ENEMY

Die 2Event NameEvent Effect
1Enemy tank appearanceOne ENY T-55 tank unit appears in the nearest appearance zone. Disregard if there is already a tank unit on the map or if there is no appearance zone.
2Hostile populationAll the sections lose 1 morale point.
3Enemy mounts a last standAll ENY units immediately play one action.
4Cavalry group ambushedOne ENY RPG unit is placed in the forest, mountain or city space closest to a Cavalry group. Disregard if not applicable.
5Infantry group ambushedOne ENY PKM unit is placed in the forest, mountain or city space closest to an infantry group. Disregard if not applicable.
6Sniper firePlace one ENY SVD unit in an ENY village space closest to a FND group. Roll 1 die: 1 to 3, the FND group is neutralized (if within range), 4 to 6 = no effect.

Die 1 = 5: GENERAL

Die 2Event NameEvent Effect
1FND forces mount a last standAll non-neutralized FND units may fire immediately.
2Terrorist attacks in FranceMajor terrorist attack on French soil. All FND sections lose 1 morale point but are re-energized. They gain 1 action point this turn.
3Communication problemsAll groups in a section (to be randomly selected) lose 1 action point this turn.
4Intelligence concerning the enemyAll groups in a section (to be randomly selected) gain 1 action point.
5Multiple eventsRoll the die for two events this turn.
6Standby! Cyber attack on HQNo FND group may move this turn.

Die 1 = 6: TERRAIN

Die 2Event NameEvent Effect
1Sandstorm / Heavy rainAfrica Terrain Tiles: the movement cost for sand spaces increases by 1. Europe Terrain Tiles: the movement cost for plain spaces increases by 1.
2Clear trailThe movement cost for forest spaces is reduced by 1.
3SnowstormAll FND groups and ENY units present on mountain spaces may not move this turn.
4Friendly urban districtsThe movement cost for city spaces is reduced by 1.
5FloodingAll FND groups and ENY units present on a space adjacent to a water space may not move this turn.
6Wind shearHelicopter patrols may not take off or land this turn.

Sequence of Play (Summary)

  • Move the turn marker
  • Logistics Phase: Autonomy range adjustment; Section reinforcement; Evacuation of the wounded and dead
  • Event Phase
  • FND Action Phase: Movement; Firing / Support; Embarking / Disembarking; Searching an Objective; Evacuation of Crew; Take off / Landing (ALAT only); Requesting artillery support (Infantry only)
  • ENY Action Phase: Appearance of new units; Firing; Movement
2.5.1 Operational
  • 2.5.2 Neutralized
  • 2.5.3 Destroyed
  • 2.5.4 On the ground / in flight
  • 2.6 Terrain Tiles
    • 2.6.1 Primary and secondary tiles
    • 2.6.2 Spaces
    • 2.6.3 Types of terrain
    • 2.6.4 Visibility
  • 3.2.4.2 Firing
  • 3.2.4.3 Support
  • 3.2.4.4 Embarking / Disembarking
  • 3.2.4.5 Rescuing a crew
  • 3.2.4.6 Take-off / Landing
  • 3.2.4.7 Requesting artillery support
  • 3.2.4.8 Searching an objective
  • 3.2.5 ENY Action Phase
    • 3.2.5.1 Appearance of new units
    • 3.2.5.2 Firing
    • 3.2.5.3 Movement
    • 3.2.5.4 Non-conforming cases
    • 3.2.5.5 Specific ENY units
  • Campaign 2 - Scenario 10: The Last Pockets of Resistance
  • VBL: Véhicule Blindé Léger (light armored vehicle). Also known as a Panhard VBL. VBL RECO 12.7: for reconnaissance and troops engagement. VBL MILAN: for anti-tank medium range combat.
  • VBMR: Véhicule Blindé Multi-Rôles (multirole armored vehicle). Also known as VBMR Griffon.
  • VTT: Véhicule Transport de Troupe is a 4x4 APC version, with a crew of 2 and 10 passengers.
  • Forest3-Impaired
    Mountain4+1 defenseBlocked+3 detection and +1 firing for defense
    ENY Village2+1 (ENY)ImpairedENY unit (only): +1 on attack and defense
    5-6
    Neutralized (defender)
    7+Destroyed (defender)
    YellowRed1-2Destroyed (attacker)
    3-4Neutralized (attacker)
    5-6No effect
    7+Neutralized (defender)
    OrangeYellow1-2No effect
    3-4Neutralized (defender)
    5-6+Destroyed (defender)
    OrangeOrange1Neutralized (attacker)
    2-3No effect
    4-5Neutralized (defender)
    6+Destroyed (defender)
    OrangeRed1-2Neutralized (attacker)
    3-4No effect
    5-6Neutralized (defender)
    7+Destroyed (defender)
    RedYellow1No effect
    2-3Neutralized (defender)
    4-6+Destroyed (defender)
    RedOrange1-2No effect
    3-4Neutralized (defender)
    5-6+Destroyed (defender)
    RedRed1Neutralized (attacker)
    2-3No effect
    4-5Neutralized (defender)
    6+Destroyed (defender)