RulesPal
Chat
Rulebook
Commando thumbnail

Commando

Commando Rulebook

Table of Contents

Table of Contents

  • Read This First
  • [1.0] Introduction
  • The Historical Game
  • [2.0] General Course of Play
  • [3.0] Game Equipment
    • [3.1] The Map
    • [3.2] Charts and Tables
    • [3.3] Use of Game Components
    • [3.4] Suggested Additional Game Components
    • [3.5] Game Scale
    • [3.6] Game Equipment
    • [3.7] How to Read the Map Coordinates
  • [4.0] Definition of Terms
  • [5.0] Sequence of Play / Task Point Expenditure
    • [5.1] Sequence Outline
    • [5.2] Task Point Expenditure
    • [5.22] Task Point Cost Chart
  • [6.0] Initiative and Sequentiality
    • [6.1] Initiative Determination
    • [6.2] Sequentiality
    • [6.3] Effect of Opportunity Fire on Sequentiality
    • [6.4] Restrictions on Expenditure of Task Points
  • [7.0] Movement
    • [7.1] Positioning Men on the Map
    • [7.2] Performance of Movement
    • [7.3] Terrain Effect on Movement
    • [7.39] Terrain Effects Chart
    • [7.4] Multiple Occupancy in Squares
    • [7.5] Movement Interruptions
    • [7.6] Falling Prone
  • [8.0] Observation
    • [8.1] Observation Range
    • [8.13] Observation Range Table
    • [8.2] Elevation and Line of Sight
    • [8.3] Restrictions on Observation
    • [8.4] Observation in Buildings
    • [8.5] Automatic Observation
    • [8.6] A Note on Field Terrain Patterns
    • [8.7] Deriving the Observation Chance
    • [8.73] Observation Chance Index
    • [8.74] Observation Chance Modification Table
    • [8.8] Hidden Movement and Individual Observation
  • [9.0] Endurance
    • Cases
    • [9.1] Recording Wound Points
    • [9.2] Serious Wound and Incapacitation
    • [9.3] Effects of Wounds
    • [9.4] Generating Endurance Randomly
  • [10.0] Fire Combat
    • Commentary
    • [10.1] When a Man May Fire
    • [10.2] Execution of Fire
    • [10.3] Protection from Fire
    • [10.4] Multiple Fires
    • [10.5] Wounds and Death
    • [10.6] Magazine Checks
    • [10.7] Opportunity Fire
    • [10.8] Fire Combat Tables
  • [11.0] Grenades and Explosives
    • [11.1] Preparation
    • [11.2] Throwing
    • [11.3] A Note on Scatter
    • [11.4] Fragment Grenades
    • [11.5] Smoke Grenades
    • [11.6] Opportunity Throw
    • [11.7] Explosives
    • [11.8] Grenade Tables
  • [12.0] Hand-to-Hand Combat
    • [12.1] How to Engage in Hand-to-Hand Combat
    • [12.2] Surprise
    • [12.3] Disengagement
    • [12.4] Grappling and Evasion
    • [12.5] Weapons and Blows
    • [12.6] Blows by Grappled Men
    • [12.7] Blows by Non-Grappled Men
    • [12.8] Automatic Kills and Garrotes
    • [12.9] Hand-to-Hand Tables
  • [13.0] Exchanging Weapons
    • [13.1] Possession of Weapons
    • [13.2] Restriction on Exchanging Weapons
  • [14.0] Panic
    • [14.1] When Panic Checks Occur
    • [14.2] Panic Routine
    • [14.3] Panic Checks as a Result of Enemy Fire
    • [14.4] Panic Tables
  • [15.0] Preservation
    • [15.1] Preservation Conditions
    • [15.2] The Preservation Routine
  • The Optional Rules
  • [16.0] A Word on the Optional Rules
  • [17.0] Flamethrowers
    • [17.1] Restrictions on Flamethrower Fire
    • [17.2] Special Panic Effects of Flamethrower Fire
    • [17.3] Flamethrower Explosions
    • [17.4] Burning
  • [18.0] Rifle Grenades
    • [18.1] How Rifle Grenades Are Fired
    • [18.2] Restrictions on Rifle Grenade Fire
    • [18.3] Rifle Grenade Tables
  • [19.0] Horses and Camels
    • [19.1] Wound Points and Horses
    • [19.2] Mounts and Task Points
    • [19.3] Limitations on Riders
    • [19.4] Horses and Hand-to-Hand Combat
    • [19.47] Horse Melee Table
    • [19.5] Receiving Fire
    • [19.6] Mounts and Panic
    • [19.7] Horse Barbarians (Cossacks)
  • [20.0] Barbed Wire
    • [20.1] Straight Wire
    • [20.2] Concertina Wire
    • [20.3] Wire-Clipping
  • [21.0] Thump Guns
    • [21.1] Firing a Thump Gun
    • [21.15] Thump Gun Accuracy Table
    • [21.2] Restrictions on Thump Gun Fire
  • [22.0] Mines
    • [22.1] Normal Anti-Personnel Mines
    • [22.2] Bounce Mines
    • [22.3] Claymore Mines
    • [22.4] Anti-Tank Mines
  • [23.0] Tanks
    • [23.1] Tank Tasks and Movement
    • [23.2] Tank Crew
    • [23.3] Tank Combat
    • [23.4] Turrets
    • [23.5] Buttoned Down/Opened Up
    • [23.6] Protection Afforded by a Tank
    • [23.7] Bailing Out
    • [23.8] Tank/APC Task Point Cost Chart
    • [23.9] Tank/Artillery Tables
  • [24.0] Armored Personnel Carriers (APCs)
    • [24.1] Task Execution and Mounting
    • [24.2] APC Operation
    • [24.3] APCs with Unroofed Passenger Compartments
    • [24.4] Enclosed APCs
    • [24.5] APCs with Gun Slits
    • [24.6] Opportunity Fire from APCs
    • [24.7] Sequencing and APCs
  • [25.0] Satchel Charges
    • [25.1] Preparation and Release of Satchel Charges
    • [25.2] Fuse Time and Detonation
    • [25.3] Effect on Tanks/APCs
    • [25.4] Satchel Charge Tables
  • [26.0] Rocket Launchers
    • [26.1] Effects of Rockets on Personnel
    • [26.2] Effects on Vehicles
    • [26.3] Reloading the Rocket Launcher
    • [26.4] Multiple-Fire Rocket Launchers
    • [26.5] Tank/APC Damage Table
    • [26.6] Jeep/Motorcycle Damage Table
    • [26.7] Rocket Launcher Accuracy Table
  • [27.0] Light Anti-Tank Weapons (LAWs)
    • [27.1] How LAWs Are Fired
    • [27.2] Restrictions on LAWs
    • [27.3] LAW Accuracy Table
  • [28.0] Artillery and Mortar Fire
    • [28.1] Planned Fire
    • [28.2] Called Fire
    • [28.3] Damage and Sequencing
    • [28.4] Smoke and Illumination Rounds
  • [29.0] Jeeps
    • [29.1] Jeep Movement
    • [29.2] Jeep Vulnerability
    • [29.3] Fire from Jeeps
  • [30.0] Motorcycles
  • [31.0] Electrified Wire
    • [31.1] Testing Electrified Wire
    • [31.2] Crossing Electrified Wire
  • [32.0] Guard Dogs
    • [32.1] Release of Dogs
    • [32.2] Death of a Handler
    • [32.3] Dogs in Hand-to-Hand Combat
  • [33.0] Searchlights
    • [33.1] Turning Searchlights
    • [33.2] Lighted Areas and Searching
    • [33.3] Destroying Searchlights
  • [34.0] Illumination Devices
    • [34.1] Illumination
    • [34.2] Illumination Grenades
    • [34.3] Hand-Fired Flares
    • [34.4] Star Shells
    • [34.5] Illumination Summary
  • [35.0] Climbing
    • [35.1] Trees
    • [35.2] Buildings
    • [35.3] Moving To or From Elevation Level Zero
  • [36.0] Underwater Operations
    • [36.1] Elevation Levels and Observation Underwater
    • [36.15] Underwater Observation Effects Summary
    • [36.2] Movement Underwater
    • [36.3] Fire Combat In and Under Water
    • [36.4] Hand-to-Hand Combat Underwater
    • [36.5] Snorkel Gear
    • [36.6] High Surf
    • [36.7] Grenades Underwater
    • [36.8] Horses, Camels and Dogs Underwater
  • [37.0] A Caveat
  • [38.0] Scenario Use and Organization
    • [38.1] The Data Log
    • Sample Data Log
    • [38.2] Scenario Listings
    • [38.3] "Endless" Games
    • [38.4] Defensive Zones
    • [38.5] Entry into Play
    • [38.6] Contact and Normal Playflow
    • [38.7] Creating New Scenarios
  • [39.0] Raid on Entebbe, 3 July 1976
    • [39.1] Historical Data and Game Conditions
    • [39.2] Israeli Commandos
    • [39.3] Ugandan Sentries
    • [39.4] Optional and Special Rules
    • [39.5] Game Length
    • [39.6] Defensive Zones
    • [39.7] Commando Entry Squares
    • [39.8] Victory Conditions
  • [40.0] Actions Off Vaagso Island, 27 December 1942
    • [40.1] Historical Data and Game Conditions
    • [40.2] British
    • [40.3] Germans
    • [40.4] Optional and Special Rules
    • [40.5] Game Length
    • [40.6] Defensive Zones
    • [40.7] Commando Entry Squares
    • [40.8] Victory Conditions
  • [41.0] The Raid on Son Tay, 21 November 1970
    • [41.1] Historical Data and Game Conditions
    • [41.2] United States Green Berets
    • [41.3] North Vietnamese Army
    • [41.4] Optional and Special Rules
    • [41.5] Game Length
    • [41.6] Defensive Zones
    • [41.7] Commando Entry Squares
    • [41.8] Victory Conditions
  • [42.0] Lawrence of Arabia on the Hejaz Railway
    • [42.1] Historical Data and Game Conditions
    • [42.2] Lawrence and the Arabs
    • [42.3] Turks
    • [42.4] Optional and Special Rules
    • [42.5] Game Length
    • [42.6] Arab Set-Up
    • [42.7] Turkish Train Entry
    • [42.8] Victory Conditions
  • [43.0] Trench Raid Near Passchendaele, 31 July 1917
    • [43.1] Historical Data and Game Conditions
    • [43.2] British
    • [43.3] German
    • [43.4] Optional and Special Rules
    • [43.5] Game-Length
    • [43.6] Defensive Zones
    • [43.7] Commando Entry Squares
    • [43.8] Victory Conditions
  • [44.0] Assault on Lippe River Bridgehead, 24 March 1945
    • [44.1] Historical Data and Game Conditions
    • [44.2] United States Rangers
    • [44.3] German Militia/Garrison
    • [44.4] Optional and Special Rules
    • [44.5] Game Length
    • [44.6] Defensive Zones
    • [44.7] Commando Entry Squares
    • [44.8] Victory Conditions
  • [45.0] The Radar Station at Bruneval, 27 February 1942
    • [45.1] Historical Data and Game Conditions
    • [45.2] British Commando
    • [45.3] German Garrison
    • [45.4] Optional and Special Rules
    • [45.5] Game Length
    • [45.6] Defensive Zones
    • [45.7] Commando Entry Squares
    • [45.8] Victory Conditions
  • [46.0] Skorzeny to the Rescue
    • [46.1] Historical Data and Game Conditions
    • [46.2] German Commandos
    • [46.3] House Guard
    • [46.4] Optional and Special Rules
    • [46.5] Game Length
    • [45.6] Defensive Zones
    • [46.7] Commando Entry Squares
    • [46.8] Victory Conditions
  • [47.0] Commando Front-Line Action
    • [47.1] Historical Data and Game Conditions
    • [47.2] British Commandos
    • [47.3] German Army
    • [47.4] Optional and Special Rules
    • [47.5] Game Length
    • [47.6] Defensive Zones
    • [47.7] Commando Entry Squares
    • [47.8] Victory Conditions
  • [48.0] The Great Oilfield Raid
    • [48.1] Historical Data and Game Conditions
    • [48.2] United States Commandos
    • [48.3] South Woggistani National Guard
    • [48.4] Optional and Special Rules
    • [48.5] Game Length
    • [48.6] Defensive Zones
    • [48.7] Commando Entry Squares
    • [48.8] Victory Conditions
  • [49.0] Streetfighting in World War II Europe
    • [49.1] Historical Data and Game Conditions
    • [49.2] German Commando
    • [49.3] Partisans
    • [49.4] Optional and Special Rules
    • [49.5] Game Length
    • [49.6] Defensive Zones
    • [49.7] Commando Entry Squares
    • [49.8] Victory Conditions
  • [50.0] Destruction of Army Group Center Headquarters
    • [50.1] Historical Data and Game Conditions
    • [50.2] Crack Allied Commando Team
    • [50.3] Suspicious German Guards
    • [50.4] Optional and Special Rules
    • [50.5] Game Length
    • [50.6] Defensive Zones
    • [50.7] Commando Entry Squares
    • [50.8] Victory Conditions
  • Designer's Notes
  • Historical Game Charts and Tables
    • [10.81] Fire Combat Table
    • [11.81] Grenade Accuracy Table
    • [11.83] Grenade Scatter Table
    • [5.22] Task Point Cost Chart
    • [8.13] Observation Range Table
    • [8.63] Observation Chance Index
    • [7.39] Terrain Effects Chart
    • [8.64] Observation Chance Modification Table
    • [10.82] Fire Combat Modifications Table
    • [10.83] Kill Percentage Table
    • [11.82] Grenade Accuracy Modifiers Table
  • Commando Addenda (as of September 1979)

Read This First

The rules of this SPI simulation game are organized in a format known as the Case System. This system of organization divides the rules into Major Sections (each of which deals with an important aspect of play). These Sections are numbered sequentially as well as being named. Each of these Major Sections is introduced by a General Rule, which briefly describes the subject of the Section. Many times this General Rule is followed by a Procedure which describes the basic action the Player will take when using the rules in that Section. Finally, the bulk of each Major Section consists of Cases. These are the specific, detailed rules that actually regulate play. Each of these Cases is also numbered. The numbering follows a logical system based upon the number of the Major Section of which the Cases are a part. A Case with the number 6.5, for example, is the fifth Primary Case of the sixth Major Section of the rules. Many times these Primary Cases are further subdivided into Secondary Cases. A Secondary Case is recognizable by the fact that it has two digits to the right of the decimal point. Each Major Section can have as many as nine Primary Cases and each Primary Case can have as many as nine Secondary Cases. The numbering system is meant as an organizational aid. Using it, Players can always easily tell where a Case is located in the rules. As a further aid, an outline of the Major Sections and Primary Cases is given at the beginning of the rules.

How the Section and Case Numbers Work:

Major Section Number / Primary Case Number / Secondary Case Number — illustrated by the example [6.53].

The preceding example would be the number of the third Secondary Case of the fifth Primary Case of the sixth Major Section of the Rules.

How to Learn to Play the Game:

Familiarize yourself with all of the General Rules and Procedures and read the titles of the Primary Cases. Set up the game for play (after reading the pertinent Section) and play a trial game against yourself referring to the rules only when you have a question. This procedure may take you a few hours, but it is the fastest and most entertaining way to learn the rules short of having a friend teach them to you. You should not attempt to learn the rules word-for-word. Memorizing all that detail is a task of which few of us are capable. SPI rules are written to be as complete as possible — they're not designed to be memorized. The Case numbering system makes it easy to look up rules when you are in doubt. Absorbing the rules in this manner (as you play) is a much better approach to game mastery than attempting to study them as if cramming for a test.

We hope you enjoy this SPI game. Should you have any difficulty interpreting the rules, please write to SPI, phrasing your questions so that they can be answered by a simple sentence, word, or number. You must enclose a stamped, self-addressed envelope. We cannot guarantee a proper answer should you choose to phone in your question (the right person is not always available — and since SPI has published hundreds of games, no one individual is capable of answering all questions). Write to: SPI, Rules Questions Editor for Commando, 257 Park Avenue South, New York, N.Y. 10010.

[1.0] Introduction

(The introductory text is given in the Table of Contents above.)

The Historical Game

[2.0] General Course of Play

General Rule: Commando is played in Game-Turns, which are further broken down into Phases. A Scenario is played until a finite number of Game-Turns are completed (specified in the individual Scenarios), or until a certain objective is taken (again specified in the Scenario), or both Players concede that it is impossible to complete the mission. Players are encouraged to devise their own Scenarios, as a considerable number of the Optional Rules are used in none of the given Scenarios, and are present solely for the purpose of aiding Players in expanding the game.

Before starting play, the Players must record data essential to the playing of the Scenario. This will generally consist of the vital statistics for each man involved in the Scenario, but Players may also wish to record such items of interest as the Victory Conditions. Therefore, each Player should have a piece of paper on which he records information. This piece of paper is kept hidden from the opponent, but must be made available for inspection at the end of the game.

Once the Players have recorded the information necessary to conduct play, the defending Player should deploy his men on a copy of the map being used for the Scenario (secretly). The Player may choose to either plot on a piece of paper the routes and positions of his men, or he may use a piece of tracing paper over the map to directly record the positions of his men and (of course) their routes.

The attacking Player (usually the commando Player) moves his men onto the map, in full view of the defending Player. However, the defending Player may not use his men until they successfully observe the attacking Player's men. The defending Player must inform the attacking Player when he has an opportunity to observe defending men, but only at the conclusion of an attacking man's task execution. Should the attacking Player successfully roll and observe the defending man, the defending Player must inform the attacking Player of the position of the man he has observed. For convenience, the positions of all men should be recorded on a piece of tracing paper overlaid on the actual map — for if the Players use the actual map, they will soon wear it out with repeated erasings.

After all defending men are observed, the defending Player dispenses with his second (and hidden) map, and play is conducted solely on the map in front of both Players. While men may become "un-observed" again (by ducking behind walls, for example), the other Player knows their actual position on the map, though the men he controls do not.

When battle is joined, Players continue the Sequence of Play. At the beginning of the Turn, the Players determine if there are any possible observation situations (where two men have a Line of Sight to each other, but one, or both, has not yet observed the other). The Players then plot which men may perform opportunity fire for the Game-Turn. Only men for which the specific task of opportunity fire is plotted may do so. Next, the Players determine which side has the initiative. That side moves the first man during both the Non-Prepared Task Execution and Prepared Task Execution Phases. Only men not plotted for opportunity fire may execute tasks during the Non-Prepared Phase; only men plotted for opportunity fire may execute tasks during the Prepared Phase. The Players alternate performing tasks with eligible men throughout the Phase, with one Player performing all tasks for one man, and the other Player responding with the man of his choice. This sub-sequence continues until one Player has moved all his men or indicates that he wishes to move no more. Then the other Player moves the rest of his men until he has none left or indicates that he wishes to perform no more tasks. The Players run through this sub-sequence twice, once for non-opportunity fire-plotted men, and once for opportunity fire-plotted men. When the last man has performed his tasks for the Game-Turn, the Players proceed to the Bookkeeping Phase and check for preservation, among other functions. The conclusion of the Bookkeeping Phase is immediately followed by the Game-Turn Indication Phase.

The Players continue performing the Sequence of Play until the Game-Turn limit (specified in the scenario) is reached, or the objective that one side has been charged with accomplishing is completed. The game is then finished, and Players assess their performance in light of the Victory Conditions.

If Players wish to devise their own Scenarios, they may wish to use the rules for Scenario Generation (or Mission Generation) in the role-playing rules (Section 60.0). It is not necessary to use any other part of the role-playing rules.

[3.0] Game Equipment

Cases:

[3.1] The Map

There are twelve maps provided with each copy of Commando, each of which depicts a separate environment. Though each map is linked to a specific Scenario, they are by no means intended solely for that Scenario. When expanding upon the game, Players are encouraged to either modify the current maps, or to devise maps of their own.

Each map is 11 by 17 inches, with a square grid overlaid to regularize movement. Coordinates for each square are given so that Players will have easier access to positions on the map. A common Terrain Key is provided for all the maps.

The maps are used in both the Historical and Role-Playing Games. See the appropriate Sections in the Role-Playing Game and the individual Scenarios for the Historical Game.

[3.2] Charts and Tables

There are two groups of Charts and Tables provided with Commando. One is provided for use with the Role-Playing Game only, and the other is necessary to play both the Historical and Role-Playing Games. (One must be able to play the Historical Game to play the Role-Playing Game.)

[3.3] Use of Game Components

Certain game components are intended for more than one use. For instance, each map has coordinates printed on the edge of the square coordinates. In addition to informing the Players of the square coordinates, the maps are intended to be used as rangefinders (see Case 8.11).

If the Players have access to photocopying facilities, they may wish to use the Character Record (in the Role-Playing rules booklet) to facilitate bookkeeping for the various scenarios. Of course, many of the entries in the Character Record refer solely to the Role-Playing Game, but the relevant characteristics correspond to the bonuses or debits given to men in the scenarios of the Historical Game.

[3.4] Suggested Additional Game Components

First of all, Players are required to have pencil or pen and paper so that they will be able to keep track of the various commandos and ordinary men who oppose each other in the Scenarios. There are two purposes for keeping track of the men involved in a Scenario: one, to record the information initially given in a Scenario (which must be referred to throughout play of the game); and two, the Players must keep track of the current status of their men throughout the play of the game.

Secondly, it is recommended that Players purchase tracing paper to preserve the life of their maps. Lay the map on a flat surface, and then tape the tracing paper down to the surface after smoothing it out. It is also recommended that pencil be used when working with tracing paper.

Alternatively, maps may be xeroxed and colored in, avoiding the necessity for tracing paper.

[3.5] Game Scale

Each square in Commando represents three meters in length and width, and roughly equal to 4.2 meters when measured diagonally. Each Game-Turn represents 15 seconds of real time.

[3.6] Game Equipment

Each copy of Commando should include the following:

  • 1 Historical Game Rules Booklet (includes article and 2 Charts and Tables Booklets)
  • 1 Role-Playing Rules Booklet (includes Role-Playing Charts and Tables)
  • 12 11" × 17" Backprinted Maps
  • 2 Twenty-sided dice
  • 4 Six-sided dice
  • 1 Hardbox or Z-Pack

If any of the above components are missing from this copy of Commando, send in the enclosed Complaint Card and the missing components will be sent to the purchaser promptly.

[3.7] How to Read the Map Coordinates

To determine the coordinate for a given square, read up to the short edge of the map; the two-digit code forms the first half of the square coordinate. Then read across to the long side of the map; the two-digit code found there is the second part of the square coordinate. The two two-digit codes are read together in a single four-digit code; this is the square coordinate.

Example: A square is in the same row of squares as short-side 25, and in the same row as long-side 47. The square coordinate is always read as "2547."

[4.0] Definition of Terms

Many terms used in Commando may be unfamiliar to Players of most wargames. It is suggested that the Players familiarize themselves with these definitions before reading the rest of the rules.

Square: Unlike many other SPI games, Commando uses a square grid to regularize movement, rather than a hexagonal grid. Additionally, no counters or playing pieces are used in the game. Rather, the Players draw the positions of the men, vehicles, mounts, etc. on the game-map with pencils. At any given time, a man or other play object is considered to be present in a single square. The position of the play object is usually drawn in the square it occupies (exceptions include hidden objects, men being positioned on another map, and so forth).

Orthogonal Movement: A man is considered to be moving orthogonally if he leaves one square and enters another which shares a full square side with the first.

Diagonal Movement: A man is considered to be moving diagonally if he leaves one square and enters another "through the corner."

Dice, 1D6, 1D10, 1D100: Commando comes with four six-sided dice, marked with the traditional pips from 1 to 6, and two twenty-sided dice, each marked with the digits 1 to 0 twice. At various times, the Players will be required to roll one or more of either of both dice to determine a game function. An abbreviation or jargon for the number of dice rolled has been established in the role-playing hobby, and this jargon is used throughout the rules. When the Players are told to roll "1D6", this means the Players are to roll a single six-sided die. "2D6" means the Players are to roll two six-sided dice and sum the results; "3D6" would direct the Players to roll three six-sided dice and sum the results, and so forth.

"1D10" would direct the Players to roll a twenty-sided die (since the die is only marked 1 through 0, this will yield a digit between 1 and 0). "2D10" would direct the Players to roll two twenty-sided dice and sum the results, etc. Note that when a dice code is suffixed with "D10", any result of "0" on the die is treated as a "10". As an example, two rolls of "0" would equal 20 (twenty) when the Players are directed to roll 2D10.

"1D100" would direct the Players to roll both twenty-sided dice, treating the roll on the green die as the first digit of a two-digit number, and the roll on the yellow die as the second digit. Thus, if a Player rolled a 3 on the green die and a 9 on the yellow, the die-roll would be a "39".

Note that a roll of zero on the green die could not be interpreted without use of the roll on the yellow die. If the roll on the yellow die is 1 through 9 (e.g., 07), the roll is treated as the appropriate number 1 through 9. However, if the roll on the yellow die is zero (giving a result of 00), then the result is treated as 100 (one hundred).

If a dice code is followed by a positive or negative number (e.g., 1D6 + 1, 2D6 – 1), add or subtract the number (as indicated from the dice roll). Thus, 2D6 – 1 would direct the Players to roll two six-sided dice and subtract one from the dice-roll. When a die-roll result is to be halved, round up.

Task Points: do requires the expenditure of Task Points, which represent the maximum amount of activity a man can efficiently perform in one Game-Turn. Normally, each unwounded man has 50 Task Points per Game-Turn. Each time a man fires a weapon, moves, prepares or throws a grenade, changes weapons, reloads, or takes any other action, he must expend Task Points (see the Task Point Cost Chart, 5.2). A man may never spend more Task Points than he has; thus, an unwounded man may never spend more than 50 Task Points (unless the rules state specifically otherwise) in a single Game-Turn.

Friendly: A man is said to be Friendly to another man if both men are controlled by the same Player.

Enemy: An Enemy man is one controlled by the opposing Player. As with Friendly (q.v.), Enemy denotes man-to-man relationships.

Data Log: The Data Log is the piece of paper upon which all relevant information concerning a Player's men is recorded. Generally, this can best be done on ruled legal paper. See Case 38.2 for details.

[5.0] Sequence of Play / Task Point Expenditure

General Rule: Commando is divided into Game-Turns; the number of Game-Turns required to play a game of Commando will depend on the scenario the Players choose to play. Each Game-Turn is divided into eight Phases. The Players perform all actions in strict accordance with the Sequence of Play, performing only those game functions allowed in the current Phase. During each Phase, both Players may take whatever actions they wish within the restrictions of the rules, as appropriate for that Phase.

Cases:

[5.1] Sequence Outline

A. Observation Phase: If either Player can draw a Line of Sight from one of his men to an Enemy unobserved man, he may attempt observation with that man. A single observation attempt may be made for a given man during the Observation Phase. See the rules for observation (Section 8.0).

B. Opportunity Fire Plot Phase: Both Players secretly note which of their men will perform Opportunity Fire (or Throw) on the Data Log. At the end of the Phase, each Player must declare whether any (but not how many) of his men are plotted for Opportunity Fire.

C. Initiative Determination Phase: The Players each roll 1D10; the Player with the higher die-roll will execute Tasks first for one man in the two upcoming Phases. See also Case 6.1.

D. Hand-to-Hand Combat Phase: Any men engaged in hand-to-hand combat resolve such combat through use of the hand-to-hand combat rules (Section 12.0) and adhering to the following subsequence:

  1. Disengagement
  2. Grapple/Evasion
  3. Hand-to-Hand Combat Resolution

Step 1 is resolved once at the beginning of the Phase, but Steps 2 and 3 are repeated five times to complete the Phase. Each execution of Steps 2 and 3 is known as a Round.

E. Non-Prepared Task Execution Phase: The Player with Initiative may execute Tasks for any one of his non-opportunity fire-plotted men, to the man's Task Point limit. Before this, he must do a Panic Check: if his man fails the check, he may not perform voluntary Task Execution (see Case 14.0) and must perform all actions via the Panic Routine. When Task Execution or Panic Routine is completed, the other Player may now execute tasks or Panic Routine for a non-opportunity Fire-plotted man. This sub-sequence alternates until one Player runs out of men or declines to move any more men. The other Player may then execute tasks or Panic Routine with the remainder of his non-opportunity Fire-plotted men until they are exhausted or he declines to use any more. Note: Task Execution or Panic Routine may be interrupted by Opportunity Fire. See Case 10.7.

F. Prepared Task Execution Phase: The Prepared Task Execution Phase is performed in the same fashion as the Non-Prepared Task Execution Phase, except that only men plotted to Opportunity Fire may execute tasks or Panic Routine in this Phase. If the men have already performed opportunity fire, they must deduct those Task Points from their operating total. If the men have not performed opportunity fire, then they must deduct the cost to plot opportunity fire. Opportunity fire may still be executed by those men who have not yet executed Tasks in the Phase on men being utilized.

G. Bookkeeping Phase: Preservation Checks for the two opposing sides are rolled (if necessary), and other bookkeeping functions (e.g., explosives, if any should be in use during the scenario) are resolved. Also, Players note whether observed Enemy men have become unobserved (see Section 8.0).

H. Game-Turn Record Phase: The Players denote the passage of one Game-Turn, and play continues to the beginning of the next Game-Turn (Phase A).

[5.2] Task Point Expenditure

[5.21] Every action that a man performs is called a task. Performance of a task requires the expenditure of Task Points.

See the Task Point Cost Chart for a summary of Task Point assessments for the various actions.

[5.22] Task Point Cost Chart

(See Charts and Tables.)

[6.0] Initiative and Sequentiality

General Rule: In Commando, no Task is considered to occur simultaneously with another. Each man performs all his Tasks (or his Panic Routine) in a strict sequence determined by the Player controlling the man; the effects of one man's actions are determined and applied before any other man can take action (Exception: opportunity fire). Thus, it is possible for a man to be killed by fire (for instance) before taking any action for the Game-Turn.

Cases:

[6.1] Initiative Determination

During the Initiative Determination Phase, both Players roll a die; the Player with the higher die-roll is considered to have the initiative. If the die-rolls are equal, both Players roll again, and continue to do so until one has achieved a higher die-roll.

[6.2] Sequentiality

[6.21] The Player with the initiative has the opportunity to have one of his men expend Task Points first. Normally, each man has an allotment of 50 Task Points per Game-Turn; men may have fewer Task Points if wounded or affected in some other way. Every action a man can take, including moving one square, firing, preparing and throwing a grenade, etc., requires the expenditure of one or more Task Points; see the Task Point Chart (5.22) for a summary of the individual task costs. A given man may expend as many Task Points as he is capable of expending and his own Player wishes him to expend.

[6.22] After one man has been moved by a given Player, the other Player has the opportunity to have one of his men expend Task Points. The Players alternate in spending Task Points for their men, until one Player passes or runs out of men.

[6.23] If a Player has no men left with which he may perform tasks, play reverts to the other Player, who may perform tasks with all his men remaining. The Player who "ran out" of men may not hinder the executing Player, with the exception of opportunity fire.

Example: As a "worst possible example," assume Player A had six men, numbered A1 to A6, three of whom are plotted for opportunity fire. His opponent, Player B, had eight men, number B1 to B8, two of whom were plotted for opportunity fire. For convenience, the "A" men who are plotted for opportunity fire are A4 through A6, and the "B" men are B7 and B8. Player A rolled higher than Player B in the Initiative Determination Phase. Player A moves man A1 in such a way that man B7 is able to perform opportunity fire upon man A1. The opportunity fire is resolved, and then Player A chooses to continue moving man A1 until his Task Point allotment is exhausted. Player B then performs tasks for man B1 (though he could move any one of B1 through B6) without incident, whereupon man A performs tasks for man A2, also without incident. Player B then uses man B2, Player A man A3, and player B man B3. It would normally be Player A's turn to move a man, but he has no men left to move. Therefore, play reverts to Player B, who uses men B4, B5 and B6. Man B6 triggers opportunity fire from man A5, so his task execution is halted, and the opportunity fire resolved. B6 is killed, so play now goes to the opportunity firing men. Man A4 performs his tasks, followed by man B7, followed by man A5 (of course, the Players have remembered to deduct the cost for plotting opportunity fire and possibly performing opportunity fire in Task Points). Player B opts to have man B8 not perform any task but opportunity fire, and he forfeits his right to perform any task but opportunity fire. Player B's gamble pays off as Player A triggers opportunity fire from man B8 with man A6. Unfortunately for Player B, the fire has no effect, and Player A completes the task execution of man A6. Play now proceeds to the Bookkeeping Phase.

[6.3] Effect of Opportunity Fire on Sequentiality

Opportunity fire affects the sequence of tasks in two ways — first, it is the only way by which a given man's task performance can be interrupted, and second, men plotted to perform opportunity fire move after all other men have moved, during a separate Phase.

[6.31] When opportunity fire is triggered (see Case 10.7) by a man during his part of either Task Execution Phase, the man plotted for opportunity fire immediately resolves his opportunity fire. The Players must note how many Task Points the target man has spent, resolve the fire, adjust the Task Point total if wounds necessitate it, and then conclude the man's tasks for the Turn (unless interrupted by further opportunity fire).

[6.32] Men cannot perform opportunity fire after they have executed tasks or panic routine in the Prepared Task Execution Phase; however they may freely perform opportunity fire before their task execution (within all relevant restrictions).

[6.33] Opportunity fire occurs when, in the course of execution of tasks or panic routine, an eligible man (per Case 10.7) triggers the plotted opportunity fire. Fire is resolved using the normal fire combat procedure.

[6.4] Restrictions on Expenditure of Task Points

[6.41] When a Player is scheduled to perform tasks for a man, he must either expend Task Points for a man who has not yet expended Task Points, indicate that he will not expend any Task Points for a particular man in that Turn (decision being final — the Player in effect "moves" the man for the Turn by choosing not to do anything with that man), or indicate that he does not wish to perform further tasks with any of his men, in which case he is finished with task execution for the Phase (with the possible exception of men plotted for opportunity fire, see Case 6.3).

[6.42] Men may not perform more than one Combat Task in a Game-Turn. A combat task is defined as any task that can possibly directly inflict Wound Points upon an Enemy man. Thus, preparing a grenade would not be a combat task, but throwing a grenade would be.

[6.43] No man may expend Task Points at two separate intervals in a Turn (Exception: opportunity fire).

[6.44] Of course, no man may expend more than his allotment of Task Points in a given Turn (Exception: Case 7.6).

[7.0] Movement

General Rule: Movement is one of the tasks a man may perform. The number of Task Points a man will expend in movement depends on how far the man moves, and the terrain through which the man passes. Terrain costs Movement Points to move through; these costs are listed on the Terrain Effects Chart (7.39). Movement may be performed with other tasks, provided that Case 6.4 is not violated. Finally, no more than two Friendly men may be in the same square at any point during play.

Procedure: The positions of men on the map are indicated by pencilled marks on the map itself, drawn by the Players during play. When a Player moves a man he indicates (but does not mark) the route of movement; the Enemy Player will thus be able to determine both the legality of the move and where he may interfere with the move (e.g., opportunity fire). At the conclusion of movement, the Player marks the new position of his man, and erases the old position.

Cases:

[7.1] Positioning Men on the Map

[7.11] Commando has no game pieces, and uses a square grid on its map. The positions of the men are indicated by pencil marks drawn by the Players on the map. Since each Player will control more than one man, it is suggested that the Players make distinctive marks for each man, perhaps numbering or lettering their marks, but in any case using a distinctive method clear to both Players.

[7.12] Twelve maps are provided with Commando. The differing maps are used with separate scenarios. Since constant marking and erasure directly on the map surfaces will make them difficult to read, it is suggested that the Players purchase tracing paper (available at art stores and most stationary stores) which is at least 17 inches by 11 inches, and follow the directions in Case 3.4. Additionally, Players may wish to manufacture their own maps simply by drawing on four-to-the-inch graph paper (also available at art stores).

[7.13] It is possible for a given square to contain terrain of more than one elevation level. For instance, a square containing part of a building would include both the ground floor of the building, and the roof of the building. The Players should take care to note the elevation level of all men not at the ground level of the square they are in. If no elevation level is printed in the Data Log or the map (next to the man's mark), the man is always assumed to be at ground elevation level.

Warning: This Case does not affect play unless Section 35.0 is used.

[7.2] Performance of Movement

[7.21] A man is not restricted to a sequence of actions when he expends Task Points; thus a man could move, fire, move again, fall prone, stand erect, and move again—assuming he possessed a sufficient number of Task Points. Actions may be performed in any order.

Diagram 1 — Legal Moves: a 3×3 grid of squares around a central man (marked "M = Man"; "# = Task Points required"), showing the Task Point cost of moving to each adjacent square: 5 for each orthogonal move (N, S, E, W) and 7 for each diagonal move.

[7.22] A man can move from the square he is situated in to any of the eight adjacent squares. Moving to an orthogonally adjacent square—one the man's square shares a side with—costs five Task Points. Moving diagonally—to a square that the man's square shares only a point with—costs seven Task Points. These costs may be modified by terrain, or by the status (wounded, prone, etc.) of the man engaged in the movement. See Diagram 1 for legal moves.

[7.23] When performing a movement, a Player may only move a man one square at a time. Under no circumstances may a man "skip" a square in his movement; he may only move from one square to an adjacent square.

[7.24] A Player moves a man as far as he wishes, carefully keeping track of the Task Point expenditure as he goes; once the man has moved as far as the owning Player wishes, the Player draws a new mark for the man, erases the old, and may continue Task Point expenditure for the man, should any Task Points be remaining.

[7.3] Terrain Effect on Movement

[7.31] Generally speaking, there are two types of terrain: "field" terrain, which is represented by a color or pattern on the grid, and "line" terrain, which is represented by lines and symbols drawn along the lines of the grid. "Rough" terrain is an example of field terrain; "Wall" is an example of line terrain.

[7.32] If a man moves into a square within a field terrain pattern, the number of Task Points the man pays to enter the square will be increased (in almost all cases) by the terrain. A square wholly or partially filled with a field terrain pattern is considered to be a square of that type of terrain, no matter which adjacent square the square is entered from or how infinitesimal the part of the pattern in the square.

[7.33] Field terrain may affect Task Point costs in two ways. Some terrain has a Task Point Multiple; this means the cost to move a square in this terrain type is multiplied by the terrain multiple. Thus, since the terrain multiple for rough terrain is two, a man moving to an orthogonally adjacent rough square would pay 10 Task Points (five multiplied by two equals ten), and a man moving to a diagonally adjacent rough square would pay 14 Task Points (seven multiplied by two equals fourteen).

[7.34] Some terrain has a Task Point Additive as well as a multiple. For example, a woods hex has a terrain multiple of 2, and a terrain additive of 3. Thus, a man moving to an orthogonally adjacent woods square would expend 13 Task Points (five multiplied by two plus three equals thirteen), while a man moving to a diagonally adjacent woods square would expend 17 Task Points (seven times two plus three equals seventeen.)

[7.35] Line terrain types are either impassable or possess a Task Point additive (in the latter case, it has a multiple of one). Thus, a wall is impassable, while a door costs an additional five Task Points when moved through.

[7.36] A man may only move through a door or window if he moves from a square directly adjacent to the door or window. Thus, in Diagram 2 below, A could not move through the door, although B could. All slit terrain is treated as a window or door for the purposes of this Case.

[7.37] Impassable line terrain prevents movement from a square to a diagonally adjacent square only if the impassable line terrain extends across both square sides. Thus, in diagram 2 below, A could not move to X, but C could move to Y.

Diagram 2 — Legal and Illegal Moves: a row of squares labelled A, B and C, with X and Y marked on the squares above; the diagram shows legal moves (solid arrow) and illegal moves (dashed arrow) across impassable line terrain and doors.

[7.38] When determining what terrain a man is moving into, Players should consult the Terrain Key (Printed on Map D).

[7.39] Terrain Effects Chart

(See Charts and Tables.)

[7.4] Multiple Occupancy in Squares

[7.41] No more than two Friendly men may ever occupy a given square at the same time. If two Friendly men are in a given square, a third Friendly man cannot enter the square.

[7.42] Entering or exiting squares containing a Friendly man does not require the expenditure of additional Task Points.

[7.43] Enemy men have no effect upon Friendly stacking; thus, there may be up to four men in a given square—two Friendly and two Enemy.

[7.44] If a man enters a square in which an Enemy man is situated, the man must cease movement immediately (regardless of whether or not a Friendly man is present); he may expend no further Task Points during the Task Execution Phase.

[7.45] If a man begins a Task Execution Phase in a square containing an Enemy man, he may or may not be able to move and perform other tasks from the square, depending on the results of hand-to-hand combat (see Case 12.0).

[7.46] A man may freely enter or exit a Square containing an incapacitated or dead Enemy man. Wounded or unwounded men prevent task execution only as per Case 7.44.

[7.5] Movement Interruptions

[7.51] Normally, only the man whose turn it is to expend Task Points may expend Task Points. However, under certain circumstances, actions taken by that man may allow other men to take action (but not necessarily expend Task Points).

[7.52] When a man moves in a way that would allow an Enemy man who had not previously observed him to draw a Line of Sight to the moving man, the non-executing player must use the Observation rules (Section 8.0) to determine whether the moving man has been observed by eligible men. While this is being done, the moving man may not expend further Task Points. Once the observation procedure has been executed, the man may continue to expend Task Points (however, successful observation may lead to opportunity fire; see below).

[7.53] When a man moves in such a way that an Enemy man who was plotted for opportunity fire (see Case 10.7) might be able to fire on him, the non-Phasing Player determines whether the man plotted for opportunity fire can or will fire on the moving man. If the plotted man does fire on the moving man, the fire is resolved before the moving man continues his Task Point expenditure. If the moving man is wounded, he will lose Task Points as a result of the wound; if he has any Task Points remaining, he may continue his movement or take some other action.

[7.54] Movement by a man may cause interruption of movement for some reason not outlined here. For instance, a man moving through a minefield might be subjected to an attack by a mine, and would have to cease expending Task Points long enough for the attack by the mine to be resolved. Special rules for such interruptions will be outlined in the appropriate Cases.

[7.6] Falling Prone

Normally, falling prone is a task requiring the expenditure of Task Points (see the Task Point Cost Chart, 5.22). However, a man may fall prone at the end of his Task Point expenditure, even if he does not have enough Task Points remaining to normally perform the task of falling prone.

[8.0] Observation

General Rule: Observation may occur during three different Phases of the Game-Turn: the Observation, Non-Prepared Task Execution and Prepared Task Execution Phases. Observation is the procedure by which a Friendly man "sees" an Enemy man. To be able to observe an Enemy man, that Enemy man must be within the observation range (determined at the beginning of the scenario) of the Friendly man, and there must be a Line of Sight (see procedure) between the Friendly and Enemy man. Observation range is affected by light and weather conditions; the chance to observe a given Enemy man is affected by the terrain and the posture the Enemy man has adopted.

Procedure: At the beginning of the scenario, the Players determine the observation range for all men during the course of the scenario. This is determined by comparing the light and weather conditions (see Case 8.1). The observation range remains the same for men on both sides throughout the scenario. If the observing man is within range of the target man, determine whether the observer has a Line of Sight to the target (see Case 8.2). If the man attempting to observe does indeed have a Line of Sight, refer to the Observation Chance Modification Table (8.74) to determine whether the chance of observation is increased or decreased (the chance of observation for the observing men will be listed in the scenario). Once the chance of observation has been calculated, roll one die. If the roll is less than or equal to the modified percentage chance of observation, the observing man has observed his target. If the roll is greater than the percentage chance of observation, the observing man has not observed his target.

Cases:

[8.1] Observation Range

The distance at which men can observe each other is determined by a combination of the light conditions (time of day) and the weather conditions. Refer to the Observation Range Table (8.13). Find the time of day along the top of the Table; find the weather conditions along the side of the table. Cross-reference row and column to yield a number; the number is the distance, in squares, at which men may attempt to observe each other. As this distance remains the same throughout the scenario, Players may wish to record the observation range on their respective Data Logs as a reminder.

[8.11] Once the observation range has been determined, the Player attempting to observe must determine whether his man is within observation range of the man he is attempting to observe. To do so, take the long side of one of the coordinates of the maps not in play — reading along the coordinates, which are spaced so that the distance between two adjacent coordinates equals one square — place the "01" coordinate of the map in the center of the square containing the observing man. Turn the map so that it passes through the square containing the target man; determine which of the coordinates on the map falls within this square, and read the corresponding number. When one is subtracted from this number, the Player has determined the actual range between the observing and target man. (If two coordinates on the map edge fall within the target square, the distance is the lesser of the two numbers.)

[8.12] If the actual range between observing and target men is less than or equal to the observation range determined at the beginning of the scenario, the observer may attempt observation of the target man.

[8.13] Observation Range Table

(See Charts and Tables.)

[8.2] Elevation and Line of Sight

[8.21] Most of the maps provided with Commando do have contour lines printed on them (see the Terrain Key and the maps for examples); those that do not are considered to take place on almost completely flat terrain. Contour lines are simply wavy lines drawn across the map; at regular intervals, a number indicates the elevation level of the contour line. Contour lines will generally surround a "patch" of interconnected squares — these Squares are considered to be at the elevation level printed on the contour line itself. Note that the boxes through which the contour line passes are at the elevation printed on the contour line. Thus, "Ground" level is Elevation Level Zero. Each elevation level represents a rise of about three meters.

[8.22] Certain terrain types are considered "blocking" terrain. If a given type of terrain is blocking, this will be noted on the Terrain Effects Chart (7.39). Blocking terrain is considered to be at an elevation level one greater than the actual level determined by contour line for Line of Sight purposes only. Thus, woods at elevation level 2 would be considered to be at elevation level 3 for Line of Sight tracing purposes, but a man in the woods would only be at elevation level 2.

[8.23] Blocking terrain is considered to exist between two men if (a) the straightedge laid down between them passes through any part of a blocking field terrain pattern printed on the map, or (b) the straightedge passes through any part of blocking line terrain. The Terrain Effects Chart (7.39) defines all blocking terrain. Note that smoke (as from a smoke grenade) is considered to block the square in which it exists, plus the eight adjacent squares, so that an LOS passing through any of those nine squares would be blocked.

[8.24] A man can only attempt to observe another man if he can trace a Line of Sight (hereafter called an LOS) to his observation target. Take a straightedge — a map not in use will do — and lay it down between the two men's squares. If the line between the two squares passes through any terrain at a higher elevation level than one of the men's squares, the LOS may be blocked.

[8.25] If the two men are at elevation levels lower than that of any of the terrain the Line of Sight passes through, the LOS is blocked. This most often occurs if a hill intervenes between the two men; thus it is possible for the Line of Sight to be blocked without any per se blocking terrain intervening.

[8.26] If terrain exists between the two men which is higher than the lower man but at the same elevation level or lower than the higher man, then it blocks the Line of Sight only if it is closer (in squares) to the observer than to the higher man. If the two men are at the same distance from the terrain, the LOS is not blocked.

[8.27] A man may always attempt observation of a man in an adjacent square, unless there is blocking line terrain (e.g., a wall) between the two.

[8.3] Restrictions on Observation

[8.31] A man may attempt observation only once during the Observation Phase.

[8.32] A man may successfully observe only one man per Task Execution Phase (either prepared or non-prepared); however, a man may make as many observation attempts as his owning Player wishes until he has successfully observed an Enemy man. Exception: Case 8.85.

[8.33] Observation may only be attempted in the Observation, Prepared or Non-Prepared Task Execution Phases.

[8.34] A man may have up to three men under observation at any one time (but see Case 8.85).

[8.35] A man may only observe more than one man when all of the men observed are in the same 180° arc. See diagram 3.

Diagram 3 — 180° Field of Vision: a grid with a central square marked "M" (the observing man) and a shaded fan-shaped arc of squares in front of it, showing the area within which he may observe up to three men.

[8.36] A man may only attempt observation of a given Enemy man once per Phase.

[8.4] Observation in Buildings

[8.41] "Buildings" consist of line terrain exclusively, and all rules for line terrain govern, except where noted below.

[8.42] Doors: A Door affords no protection against observation for a standing man, but does provide a modicum of protection for a prone man. A prone man in a square abutting a door line may not be observed through the door by a man more than eight squares away. Exception: Case 8.5.

[8.43] Slits: Slits are defined as any aperture adjacent to a Bunker Square. An erect man may be freely Observed through a slit, but a prone man may only be Observed from a distance of four or fewer Squares away through a slit. Exception: Case 8.5.

[8.44] Windows: Observation through a window of an erect man is permissable, but a prone man may not be observed through a window. Exceptions: Cases 8.27 and 8.5.

[8.45] Whenever a man attempts to observe a target man through a building line, there is an adverse modification to his chance to observe. See the Observation Chance Modification Table (8.74).

[8.5] Automatic Observation

Automatic observation requires only a line of Sight between an observing man and a target man who is within observation range. The task of firing a weapon or throwing a grenade entails automatic observation of the firing or throwing man by all Enemy men fulfilling these criteria. Even men who are prone behind a door, slit or window become observed when firing.

Player's Note: It is this rule that makes opportunity fire (see Case 10.7) so dramatically important. Without opportunity fire, a man may effectively avoid "normal" fire by firing through a window, moving one square out of "sight" and either remaining in his new square or returning to the window square and becoming unobservable again by dropping prone. However, opportunity fire will provide an effective deterrent to this practice, because the man performing opportunity fire will automatically observe the firing enemy man and have a chance to inflict damage before the Enemy man gets away.

[8.6] A Note on Field Terrain Patterns

While terrain types are considered to "fill" the square for the purposes of movement (i.e., the movement cost for a rough square no matter how little or much of the rough pattern is in the square), and most field patterns make the entire square blocking terrain, there is one exception. The individual tree symbol (standing for woods) is intended as a naturalistic Line of Sight. Therefore, when drawing an LOS through woods, the Players consider only the actual space occupied by the tree symbols, rather than the entire square. Again, if any portion of the LOS impinges upon one tree, it would be blocking terrain.

[8.7] Deriving the Observation Chance

[8.71] In the scenario listings, each force will be given an observation code letter, indicating the alertness and sharpsightedness of all men on a given side. Using the Observation Chance Index (8.73), determine the base observation chance corresponding to the observation code, and note it on the Data Log for easy reference throughout the scenario.

[8.72] Refer to the Observation Chance Modification Table (8.74). Determine whether any of the circumstances listed on the Table apply to the observation situation. If they do, add or subtract the indicated numbers from the base chance.

[8.73] Observation Chance Index

(See Charts and Tables.)

[8.74] Observation Chance Modification Table

(See Charts and Tables.)

[8.8] Hidden Movement and Individual Observation

[8.81] Depending on the scenario, either (a) the positions of both Players' men will always be drawn on the map, and the Players will "know" where each other's men are (in this case, men may not fire on each other until they have observed each other); or (b) the positions of one Player will be drawn on the map, while the other Player secretly notes the positions of his men on a copy of the map (provided with the game). In this case, the men of the "hidden" Player will be drawn on the map only when observed, but a man still may not fire on an Enemy man until he has observed the Enemy man.

[8.82] When a man observes an Enemy man, only he is considered to have observed the Enemy man. He may fire at that man, but other men on the same side may not until they observe the man. The Players must be careful to keep track of which men have observed which Enemy man; if they wish, they may make notes on a piece of scrap paper, but it is fairly easy to keep track of this mentally throughout play.

[8.83] Once a man has observed an Enemy man, the Enemy man is "spotted" by the observing man. The observing man knows where the "spotted" man is, and does not have to re-roll every Game-Turn to observe the man.

[8.84] During the Bookkeeping Phase of each Game-Turn, the Players must check to determine whether any observed men are no longer observed. If an observed man is outside the observing man's (men's) observation range, or if the observing man (men) cannot trace an LOS to the observed man, the observed man is no longer observed. The observing man cannot fire on the (previously) observed man until he re-observes him at a later date. Note: This occurs only during the Bookkeeping Phase; if an observed man were to duck behind blocking terrain momentarily during the Task Execution Phase, he does not cease to be observed.

[8.85] A man may successfully observe up to two Enemy men in a Game-Turn, and a maximum of three at any time. He may attempt to observe any number of men in a Game-Turn, but if he successfully observed two men no further attempts may be made. Note: A man may already have observed up to two men, then observe one more, during a single Game-Turn.

[8.9] Sequence and Requirements of Observation

[8.91] During the Observation Phase, a Player may attempt observation with his men.

[8.92] During the Task Execution Phases, a man must attempt observation of the first Enemy man who moves within observation range and to which he has an unblocked Line of Sight. He may forego this restriction if he has already observed an Enemy man who fired within observation range and to which he has an unblocked Line of Sight.

[8.93] Sequencing of observation during the Observation Phase may be done in any order. If the Players cannot agree, then the defending Player should attempt observation with one man first, then the attacking Player with one man, and so on (in the same way Task Execution alternates — see Case 6.2).

[8.94] Thus, although normally only one man takes action at any one time during a Task Execution Phase, any man can attempt to observe, within the limits of Case 8.3. Observation attempts will interrupt movement (see Case 7.5).

[8.95] Though a man may be forced to observe the first moving man who moves into his observation range and to which he can trace an unblocked Line of Sight, he may choose at which point in the Enemy man's movement he attempts the observation.

[8.96] Observation attempts do not require the expenditure of Task Points.

[9.0] Endurance

General Rule: Each man has an endurance rating, which is stated in two forms in the scenario listings: (1) as a constant for all men — each man has an identical endurance rating, and (2) as a formula for random generation of endurance—and thus men are likely to have different endurance ratings. A man's endurance represents his resistance to injury. The endurance rating is equal to the maximum number of Wound Points which may be charged against a man before he becomes incapacitated; i.e., how much damage he can take. Each time a man is hit by gunfire, grenade fragments, or a hand-to-hand weapon, he will be charged with ("take") a certain number of Wound Points; when the total number of Wound Points a man has taken exceeds his endurance by three, the man is dead. When the total number of Wound Points suffered by a man is equal to or greater than half the endurance rating, the man is seriously wounded; when the total is equal to or up to two Wound Points greater, the man is incapacitated. The number of Wound Points a man has taken may affect his Task Point total.

Cases

[9.1] Recording Wound Points

The Players must note the endurance of each of their men on the Data Log, and keep track of the number of Wound Points that each has suffered throughout the course of the game.

[9.2] Serious Wound and Incapacitation

[9.21] Serious Wounds: If a man has suffered Wound Points equal to or greater than half of his endurance, the man is considered seriously wounded. Seriously wounded men expend twice as many Task Points to execute a task as men who are not seriously wounded (but not necessarily unwounded men). Double the Task Point costs listed on the Task Point Cost Table, 5.22.

Example: A man with an endurance of 9 has suffered 5 Wound Points. Half of 9 is 4.5 and 5 is greater than 4.5; therefore, the man is seriously wounded.

[9.22] Incapacitation: If a man has suffered Wound Points equal to or up to two greater than his endurance, the man is considered incapacitated. Incapacitated men are always considered prone, and have zero Task Points each Turn. That is, incapacitated men are unconscious, and incapable of performing any task.

Example: A man with an endurance of 9 has sustained 10 Wound Points. Since 10 is greater but not in excess of two greater than 9, the man is incapacitated.

[9.3] Effects of Wounds

[9.31] If the target of opportunity fire is hit and wounded (as opposed to being killed), he immediately loses Task Points. To ascertain the extent of loss, double the number of Wound Points the man suffers; the man immediately loses that number of Task Points for that Turn. If this forces the man to exceed his Task Point allowance, the man may not perform any further task in the Game-Turn, but may fall prone immediately. A man killed loses all remaining Task Points.

[9.32] A seriously wounded man expends twice the normal number of Task Points. This extra cost is applied immediately after the serious wound is recorded. Being seriously wounded in no way affects the previous expenditure of Task Points.

[9.33] A seriously wounded man's chance of hitting a target while performing any combat task is halved (rounding down). Thus, if a man had a normal 76% chance of hitting a target before he was seriously wounded, he now has a 38% chance of hitting that target. The serious wound modifier is applied after all other combat modifiers have been applied.

[9.4] Generating Endurance Randomly

In each scenario, the Players are given the choice of either taking the printed Wound Point value (i.e., endurance) or generating the Wound Points in secret. If the Players choose to generate the Wound Points, the formula is always stated as Dy + x, and the average is almost always within one-half a Point of the printed "standard" value.

Example: In a given scenario, the endurance of Side A is 13 (D10 + 8). The Player may either note down that each of his men have an endurance of 13 (which will give the opposing Player a considerable amount of information), or he may roll up the Wound Points for his commandos. Assume that the Player possesses six commandos and rolls 6, 7, 7, 5 and 9. The commandos have endurance total of 14, 15, 15, 13 and 17, respectively.

[10.0] Fire Combat

Commentary

Fire combat is performed at a distance with a projectile weapon. Fire combat does not include grenade-throwing, hand-to-hand combat, attacks by land mines, etc. Fire is a distinct task performed during the Task Execution Phase.

General Rule: To perform fire combat, the firing man must have observed the target man. The firing Player consults the type of weapon the firing man is using, the terrain occupied by the target man, the posture of the target, and the condition of the firing man to determine the fire percentage. If the fire hits, the Player controlling the target will determine the damage. Meanwhile, the firing man must determine whether the weapon used has run out of ammunition. Fire is performed as a normal task during either Task Execution Phases, or as opportunity fire, which interrupts movement or responds to fire.

Procedure:

  • When a man fires at a target, find the man's weapons (braced or hand-held) under the "weapon" column of the Fire Combat Table (10.81). Next, determine range between the firing man and his target using one of the maps not in use per Case 8.11. Find the range along the top of the Table. Cross-reference the weapon and the Range to yield a single number.

  • Refer to the Fire Combat Modification Table (10.82). If any of the circumstances described on this Table (some of which are elaborated upon in Case 10.3) have occurred or apply to the situation, modify the number determined from the Fire Combat table by all Fire Combat Modifiers described. Unless the man was prohibited from firing by the result on the Fire Combat Results Table, roll 1D100. If the number rolled is less than or equal to the number determined through the procedure above, the firing man has hit (and at least Wounded) his target.

  • Refer to the Kill Percentage Table (10.83) if the target is hit and the modified percentage of hitting the target was greater than 5%. Find the probability of hitting (i.e., the modified number) along the left-hand column of the Table, and find the corresponding number along the right-hand column. If the number rolled to hit is less than or equal to the number listed on the right-hand column of the Kill Percentage Table, the target is dead — automatically, regardless of his endurance. If the number rolled is greater than the kill percentage number but less than or equal to the probability of hitting, the firing man has wounded his target, and the target will suffer damage as per Case 10.5.

Cases:

[10.1] When a Man May Fire

[10.11] A man may only perform one combat task per Game-Turn. Engaging in fire combat, grenade-throwing, flamethrower combat, hand-to-hand combat and similar tasks are considered combat tasks. A man may fire only once per Game-Turn, or prepare and throw a grenade once, but never twice and never both in the same Game-Turn.

[10.12] Combat tasks may be determined by whether the man is directly injuring a man, as opposed to potentially injuring a man. Setting demolition charges would not be considered a combat task (even if the man setting the charge was sadist enough to set the charges next to an incapacitated man), but deliberately tripping a mine would. Note that there are a few tasks such as smoke grenade preparation and throwing that do not qualify as combat tasks, even though a combat task uses the same procedure.

[10.13] When it is a man's turn to expend Task Points, he may fire at one Enemy man. A man is not forced to fire at the beginning of his Task Point expenditure. A man could, for instance, move, observe an Enemy man, and execute fire on that man, then continue to move (provided the man had sufficient Task Points). Men may fire out of sequence, if they are plotted for opportunity fire (see Case 10.7).

[10.14] A man may only fire at a target he has observed.

[10.15] A man may never fire at an Enemy man in a square containing a Friendly man (a situation almost always precipitated by hand-to-hand combat). Nor may a man fire at a Friendly man (Exception: see Case 14.22).

[10.16] A man firing at an Enemy man entering the firing man's square does so at a cost of double the normal number of Task Points.

[10.2] Execution of Fire

[10.21] The weapons a man carries are specified by the scenario listings. Usually a man carries two fire weapons — a pistol and some other weapon. A man may fire either of his weapons during a Task Execution Phase. See also Case 13.1.

[10.22] Some weapons may be fired either braced or hand-held. A weapon is automatically considered braced if (a) its firer is prone, or (b) its firer is in a square adjacent to a wall (whether inside a building or not). Otherwise, a weapon is considered hand-held. There is a separate entry for braced and hand-held on the Fire Combat Results Table (10.81). Note: Machine guns may only be fired braced.

[10.23] If the result determined on the Fire Combat Table is "P," the man may not fire (fire at that range is prohibited). If the number is zero or negative, the weapon cannot hit the target unless combat modifiers change the number to a positive integer.

[10.24] A number modified to zero or below zero is always treated as "01." A zero or negative number on the Fire Combat Table that is not modified to a positive number prohibits fire.

[10.3] Protection from Fire

[10.31] Movement: If a man is moving when fired upon (which can occur only during opportunity fire), the firing man receives an adverse modification. Also, if a man is prone or adjacent to a wall or a bunker, he receives a favorable modification. The exception to this rule is that a moving man does not receive the benefit of being adjacent to a wall or a bunker.

[10.32] Terrain: The effects of Terrain are described in both the Terrain Effects Chart (7.39) and the Fire Combat Modification Table (10.82).

[10.33] Firing Man: Certain actions undertaken by the firing man (listed on the Fire Combat Modification Table), will adversely modify his chance of hitting the target.

[10.34] Other Modifiers: Any other modifiers are covered in the appropriate Optional Rules Sections.

[10.4] Multiple Fires

[10.41] Some weapons are considered to be "fired" more than once each time a man expends Task Points to fire the weapon. This does not mean the weapon may be fired at separate times, or that the man is actually firing the weapon more than once, but rather is a procedure for representing the potential damage the weapon may do. Refer to the "Nr. of fires" column of the Fire Combat Table (note that a pistol, for example, has one fire, while the SMG has 5).

[10.42] If a weapon's "Nr. of fires" is greater than one, the weapon fires the indicated number of times each time its man expends Task Points to fire it. Roll the indicated number of times to see whether the weapon hits (and the chance will be the same each time; Exception: Case 10.46), and apply the appropriate damage each time the weapon hits. Note that the firing man expends Task Points once, but the weapon fires more than once.

[10.43] Normally, a man may fire a weapon at only one target. However, if the weapon he uses has more "fires" than one, he may engage in "spray fire" under certain circumstances. As its name implies, spray fire consists of hitting more than one target, not necessarily in the same square. Spray fire costs more than normal fire (see the Task Point Cost Chart, 5.22), regardless of whether the spray fire is executed in one or more squares.

[10.44] If several target men occupy the same square, the firing man may choose how he wishes to allocate his fires before resolving any individual fires. Thus, if the firing man had five fires, and fired at a square containing men A and B, he could fire four times at man A and one time at man B, or two times at man A and three times at man B, and so on. Note: A single fire weapon may fire at only one man in a square, regardless of the number of men in the square.

[10.45] If there are two or more observed men within two squares of each other, the fire may be split among these men. The firing Player must resolve each fire against one man, in turn; if he desires, he may shift his target to some other man within two squares. Continue resolving fires until the weapon has exhausted fires or the Player wishes to cease firing.

[10.46] The chance of hitting each of the targets may vary if the men being fired at are in different terrain, conditions, etc. Apply the modifiers as appropriate.

[10.5] Wounds and Death

Once it has been determined that a target man has been hit, the owning Player must determine whether the man is dead or how many Wound Points the man suffers.

[10.51] Refer to the Fire Combat Table if the man has suffered Wound Points. Find the firing weapon under the "weapons" column of the Table, and read across to the Wound Points column. Under this column will be a dice code to indicate the number and type of dice rolled to generate the appropriate number of Wound Points. Roll the dice; the target suffers the indicated number of Wound Points. Since the Tasks are executed sequentially in Commando, the Wound Points are applied to the target man immediately, before any other men may take action (Exception: see Case 10.55).

[10.52] Wound Points taken may cause the loss of Task Points; if the man has not already moved, he loses Task Points as per Case 10.75.

[10.53] Regardless of modifiers to the die-roll, a man receiving a hit must take at least one Wound Point.

[10.54] There are two ways a man can die: (1) If the firing man rolls a number less than or equal to the Kill Percentage, thus automatically killing the unfortunate target; or (2) if the number of Wound Points received by a given man is equal to three or more greater than the man's endurance. In either case, the man should be removed from play, and erased from the piece of scrap paper on which records are being kept.

[10.55] A man plotted to perform opportunity fire (see Case 10.7) may always fire back at a man who kills or wounds him, in his condition as it was before he was fired upon. Thus, fire in this special case is said to be simultaneous. Of course, the opportunity fire plot of the target man must be such that he would be able to fire on the man who wounds or kills him (see Case 10.72).

[10.6] Magazine Checks

[10.61] Certain fire weapons have magazines that may be exhausted when the weapon fires. Refer to the Fire Combat Table; the next-to-last column is labelled "magazine check." This column of the table lists the probability of a given weapon becoming unloaded—having its magazine exhausted—each time it is fired. When a weapon is fired, refer to this column of the table to discover the chance that it has been unloaded; if "no" is listed in the column, the weapon never becomes unloaded.

[10.62] Roll a die; if the number rolled is less than or equal to the number listed in the "magazine check" column, the weapon has become unloaded.

[10.63] An unloaded weapon may not be fired until it is reloaded. Reloading a weapon is a task like any other. During a man's expenditure of Task Points, he may expend the Task Points to reload a weapon he is carrying; the number of Task Points which must be spent is listed on the Task Point Cost Chart, 5.22.

[10.64] For multiple fire weapons, a magazine check is made only once per Turn (at the end of all fires by that weapon), rather than per fire.

[10.7] Opportunity Fire

During the Opportunity Fire Plot Phase, both Players must determine which of their men are designated to perform opportunity fire in the following Task Execution Phase. Both Players must note on the Data Log which men will engage in opportunity fire, should a target present itself.

[10.71] If an Enemy man moves into a square in which a man plotted for opportunity fire has a line of sight, the plotted man may fire opportunity fire at the moving man should his plot allow it (provided, of course, that the Enemy man has been observed). If an Enemy man fires at a Friendly man, the plotted man can fire opportunity fire at the Enemy man, if all other conditions permit. Note that opportunity fire can trigger opportunity fire from the Enemy.

[10.72] A man plotted for opportunity fire will fire at the first Enemy man who moves or fires within range of the plotted man's weapon. Exception: When a Player plots a man for opportunity fire, he may specifically plot otherwise: for example, "man #2 fires at second moving or firing Enemy man;" "Man #3 fires only at firing Enemy man," and so on. However, such an exception must be plotted, or the man will fire at the first observed target.

[10.73] When opportunity fire is triggered, the man currently expending Task Points ceases doing so until the Task Point expenditure of the opportunity fire is resolved. The opportunity fire is resolved as any other fire is resolved.

[10.74] A man hit by opportunity fire must immediately resolve a panic check (see Section 14.0).

[10.75] A man plotted for opportunity fire may not be moved or engaged in any other Task Point expenditure (except for opportunity fire) until all of both Player's men who are not plotted for opportunity fire have expended Task Points. In other words, a Player cannot move his men plotted for opportunity fire until he and his opponent have moved all their men who are not engaging in opportunity fire.

[10.76] A man plotted for opportunity fire must expend the Task Points to engage in fire combat with his prepared weapon (see Case 13.17) plus five additional Task Points, regardless of whether he is able to perform opportunity fire in the Phase or not. Lying in wait does take some time.

[10.77] A man plotted for opportunity fire who does not fire may fire normally during his portion of the Task Execution Phase.

[10.8] Fire Combat Tables

(See Charts and Tables.)

  • [10.81] Fire Combat Table
  • [10.82] Fire Combat Modifications Table
  • [10.83] Kill Percentage Table

[11.0] Grenades and Explosives

Commentary: The use of grenades is perhaps the most important tactic a Player can learn when playing a representational modern-era tactical game. While fire weapons cannot be used effectively against men holed up in defensive positions, grenades may be, and are doubly effective in enclosed areas. Of course, there are other varieties of grenades — smoke and illumination (see the optional rules), for example — and these have their uses too.

General Rule: There are three different types of grenades in Commando — fragment, smoke and illumination. All men are assumed to be carrying fragment and smoke grenades at all times; men will be carrying illumination grenades only if specified by the scenario. Unless otherwise stated, all men are considered to be carrying twelve of each variety of grenade. Grenades may be opportunity thrown in the same manner as weapons may be opportunity fired. Explosives are resolved by a different method than a grenade; see Case 11.7.

Procedures:

Preparing a Grenade

  • Preparing a grenade is a Task, and requires the expenditure of Task Points (see the Task Point Cost Chart, 5.22). Any man may prepare a grenade during either Task Execution Phase. A man with a prepared grenade need not throw the grenade in the Phase in which it is prepared; the man may hold onto the grenade for the rest of the game, if his owning Player so desires.
  • When a man prepares a grenade, his owning Player must note what type (fragment, smoke, illumination) of grenade the man prepares.

Throwing a Grenade

  • Once a grenade has been prepared, the owning Player may have the man throw the grenade. The Player must designate the square to which he is throwing the grenade and determine the distance between the throwing man and the square, using the edge of a map not in play as per Case 8.11. He then refers to the Grenade Accuracy Table (11.81) and finds the distance along the top of the Table. On the left side of the Table, the Player discovers the type and era of the grenade (e.g., World War II fragment). Cross-reference the column determined by the distance and the grenade type to yield a single number.
  • The number found is the probability that the grenade will hit its destination square. Refer to the Grenade Accuracy Modification Table (11.82); modify the probability number if any of the circumstances listed on the Table arise.
  • Roll 1D100; if the number rolled is less than or equal to the modified probability number, the grenade has hit its target; if not the grenade has scattered.

Diagram 4: a grid of squares with an "M" (thrower) and a "Target square" and a "Destination square" marked; an arrow shows the intended throw path and a dashed arrow the scattered path.

Grenade Scatter

  • Printed on the map is a Scatter Diagram. If a grenade scatters, roll die; if a 9 or 0 is rolled, re-roll until a number between 1 and 8 is obtained. Refer to the Scatter Diagram; the grenade scatters in the direction indicated by the die-roll and the diagram.
  • Refer to the Grenade Scatter Table (11.83), and roll die; cross-reference the number rolled on the Table. The result will be the number of squares the grenade scatters. Count the indicated number of squares from the grenade's target Square in the direction indicated by the Scatter Diagram; the result will be the grenade's possible destination square.
  • Note that the grenade will travel over a slightly longer scatter path when scattering diagonally; this is intended. The owning Player of the throwing man now traces a normal Line of Sight to the possible destination square. Unless there is blocking line terrain or a woods "tree" in between the throwing man and his target square, the possible destination square becomes the destination square. If there is blocking line terrain in between the throwing man's square and the possible destination square (impinging upon the LOS), then the grenade lands in the first square in front (i.e., on the thrower's side) of the blocking line terrain. If there is a woods "tree" square, grenade lands in the first (again, on the thrower's side) square containing woods. See diagram 4 for elucidation.

Grenade Damage

  • Fragment grenades damage men in the square in which they land and in all eight adjacent squares. Determine whether the grenade landed in an open, vented or closed square. Squares inside buildings are closed, those inside trenches or bunkers are Vented, and all others are Open. Refer to the Grenade Damage Table (11.84); find the status of the square on the Table. Find the era of the fragment grenade (WWI, WWII, or modern) along the side of the Table. Cross-referencing the row and column will yield a dice code; this dice code determines the number and

type of dice to roll to determine the number of Wound Points each affected man suffers. Roll the appropriate dice for each man in the blast radius, and note the Wound Points on the Data Log.

  • There is a cumulative 2% chance of one man being killed for each man within the blast radius (the man should be determined randomly). When the chance of hitting is rolled, the Players compare the roll to the number of men present. Multiply that number by two percent, and if the Player rolled equal to or less than that number, one of the affected men is dead. Example: Six men are in the blast radius. On a roll of 12 or less, one of them is automatically killed.

Cases:

[11.1] Preparation

[11.11] A man may prepare only one grenade per task execution phase.

[11.12] A man with a prepared grenade may not fire any weapon, nor initiate hand-to-hand combat, nor reload a weapon, nor engage in any other combat task, until he has thrown the grenade.

[11.13] A man may prepare a second grenade while holding onto the first, but there is a 25% chance of the first grenade exploding, thus setting off the second, and almost certainly gravely injuring the preparer. Under no circumstances may a man throw two grenades in the same Phase.

[11.14] Any number of grenades, prepared or otherwise, may be exchanged at the cost of the exchange weapon task.

[11.2] Throwing

[11.21] During the Task Execution Phase, a man may throw a prepared grenade (or, for that matter, he may throw an unprepared grenade — which will bounce around and be considered lost). No man may execute more than one combat task in a Game-Turn; however, a man may prepare and throw a grenade in the same Turn.

[11.22] A man may throw a grenade to any square; he need not have a Line of Sight to that square. However, a man may not throw through a wall or other blocking line terrain (although he may throw over a building).

[11.23] A man may throw a prepared grenade immediately after receiving it in an exchange of weapons (or at any time later in a Task Execution Phase, for that matter).

[11.3] A Note on Scatter

A grenade may scatter through a door, window or slit. If the Scatter Diagram directs a grenade to scatter through such a line terrain type, roll 1D10; on a roll of 1 or 2, the grenade will scatter through a window or slit, on a roll of 3 through 5, it will scatter through a door. On any other roll, the grenade lands directly in front of the line terrain.

[11.4] Fragment Grenades

[11.41] After fragment grenades hit their destination Square, they explode. Fragment grenades damage men in the destination square, as well as men in all eight adjacent squares. Men in a square adjacent to the destination square take damage unless they are prone behind a window or slit between them and the detonation square. A grenade on one side of a wall without an aperture (i.e., a door, window or slit) will not do damage to a man on the other side of the wall.

[11.42] Regardless of the subtractions from the die-roll, or modifiers of any sort, a man always receives at least one Wound Point from a grenade blast.

[11.43] When calculating the effects of a grenade blast through an aperture, halve the Wound Points applied to the man, rounding down. To qualify under this Case, the man must be inside the building while the grenade explodes outside, or vice-versa. The chance of the man being killed remains unaffected.

[11.44] Unlike fire, grenades can affect Friendly men. Apply casualties as one would any grenade blast. Grenades are impartial as to sides.

[11.5] Smoke Grenades

[11.51] At the end of a Game-Turn in which it is thrown, a smoke grenade produces a cloud of smoke. After a smoke grenade's destination square has been determined, mark its square.

[11.52] During the Bookkeeping Phase of each Game-Turn, determine the smoke pattern for each smoke grenade thrown in the previous Task Execution Phase.

[11.53] The smoke pattern a smoke grenade produces is a straight line of squares. This line begins in the smoke grenade's square, and extends in a direction determined by rolling 1D10 (re-rolling on 9's and 0's), and referring to the Scatter Diagram. The length of the line is determined by rolling 1D10 and halving the die-roll (rounding up). Thus, if a 4 is rolled, the line will be two squares long from the grenade's destination square, and thus will take up three squares — the grenade's destination Square, and two others.

[11.54] Draw smoke marks inside the squares the line of smoke extends into. During the Bookkeeping Phase of each Game-Turn, (except the Turn in which it was created) roll 1D6 for each smoke square; if a roll of 1 occurs, the smoke dissipates (erase the smoke marks). Thus each square is rolled for once per Game-Turn.

[11.55] If a smoke grenade lands inside a building, bunker or vehicle, it fills the square it lands in, plus all adjacent squares inside the structure, but does not extend in a line.

[11.56] Smoke squares are considered blocking terrain for the purposes of LOS.

[11.57] A smoke pattern does not extend through a wall or other blocking line terrain. A smoke pattern which would normally extend through such blocking terrain simply stops at the terrain.

[11.58] Smoke patterns that would normally run through an aperture (window, door, slit) extends into the first square within the structure, but no further, regardless of die-roll.

[11.59] A man in a smoke square may not observe beyond the square.

[11.6] Opportunity Throw

[11.61] Any man who begins an Opportunity Fire Plot Phase with a prepared grenade may be plotted to opportunity throw the grenade.

[11.62] Opportunity throws are plotted and executed as normal opportunity fire, except the procedure for throwing grenades is used and grenades are thrown at squares, not men. Obviously, men may only opportunity throw at squares within their LOS.

[11.63] Unlike opportunity fire, a Player does not have to announce whether or not he has opportunity throw plotted.

[11.64] A man plotted for opportunity throw must expend the Task Points to throw the grenade, plus five additional Task Points, regardless of whether he actually throws the grenade. Note that the man could pay the penalty for plotting opportunity throw, and not perform the task, and then throw the grenade in the Prepared Task Execution Phase.

[11.7] Explosives

Explosives (when available) are listed in a scenario per the following format: Number; Effects; Emplacement Requirements; Fuse Time; Chance of Success; and Effect on Men.

[11.71] Number: At the beginning of a scenario, the Player must assign the explosives to his men. There is a limit of one explosive per man, and explosives may be freely transferred among men with the Exchange Weapons Task. At no time in play may a man possess two explosives.

[11.72] Effect: Generally, a Player will be informed that the explosives are capable of destroying one particular structure. This is not to say that it cannot destroy some of the other structures on the map, but rather that the Player was sent with instructions to destroy the one specific structure. Usually, the Player will be informed of the levelling of the structure if the explosives detonate. Replace the entire structure with a rubble symbol (Players should employ their imagination here).

[11.73] Emplacement Requirements: The emplacement requirements inform the Player of two conditions: the number of Task Points required to set off the explosive, and where the explosive must be placed to cause the properly desired effects. If the explosives are not placed in the correctly specified place, they will have only those effects described in Case 11.76.

[11.74] Fuse Time: The Fuse Time is simply the number of Game-Turns after the required Task Points have been spent when the Players check for possible detonation. The Enemy Player can never interfere with a "set" explosive, but he can move it freely (however he will have no way of knowing when the explosive will go off). If the Player has a man carry an initially Enemy-controlled explosive, the man's Panic Percentage (see Section 14.0) is multiplied by three, and the Player must make two checks every Turn, before and after that Man's Task Execution.

[11.75] Chance of Success: To paraphrase a rather famous quote, even the best set charges gang aft agley. And though explosives can be manufactured rather well, setting them in the midst of a firefight makes it difficult to do correctly. After the fuse time has expired, the Player who set the charges rolls 1D100. Should he roll equal to or less than the chance of success, the charge detonates with the effects described in Cases 11.72 and 11.76. If he rolls higher than the required number, the explosive has not gone off. The Player may send a man to reset the explosive (which is performed exactly as it was the first time), and, should the explosive fail a second time, it is a dud and cannot be used again.

[11.76] Effect on Men: Explosives which have the power to bring down buildings also can severely injure men, who are not constructed quite as well as buildings for these purposes. The effects of the explosives are listed at the following ranges: 0 (presumably holding the damn thing), 1-2, 3-4, and 5-6. Each of these ranges will be followed by a dice code which will inform the Players how much damage a man at the appropriate range receives. Treat as a grenade (Case 11.46 being the most relevant) for purposes of determining which terrain protects a man from the blast.

[11.8] Grenade Tables

(See Charts and Tables.)

  • [11.81] Grenade Accuracy Table
  • [11.82] Grenade Accuracy Modifiers Table
  • [11.83] Grenade Scatter Table
  • [11.84] Grenade Damage Table

[12.0] Hand-to-Hand Combat

Commentary: Despite the prevalence of new weapons technology, and the resultant ability to kill more efficiently at greater distances, the best of the modern warriors stress the ability to deal with an opponent at the closest quarters possible. The public seems to encourage this attitude — the most feared and respected fighting units of the modern era have been led by men well-trained at personal combat. There are exceptions, of course — well-trained tankers get their measure of respect.

General Rule: Hand-to-hand combat is performed when a Friendly man (or men) and an Enemy man (or men) are present in the same square, and one or both Players wish to engage them in hand-to-hand combat. Hand-to-hand combat is actual melee combat with weapon butts, fists, knives or similar weapons; it is effected by bodily contact and brute force, rather than by fire at a distance.

Procedure:

  • Hand-to-hand combat is resolved during the hand-to-hand combat Phase, in five rounds. Before the first round, the Players resolve one attempt at disengagement (per combat). Following disengagement is grappling and evasion, followed by hand-to-hand combat resolution. The last two are repeated five times, at which point the Phase is concluded.
  • The procedures for disengagement, grappling and evasion and hand-to-hand combat resolution are in the individual Cases.
  • A man engaging in hand-to-hand combat may not expend Task Points in the ensuing Task Execution Phases.
  • A Panic Check must be made before the Disengagement step of the Hand-to-Hand Combat Phase for each man involved in hand-to-hand combat.

Cases:

[12.1] How to Engage in Hand-to-Hand Combat

[12.11] Should men be in the same square at the beginning of the Hand-to-Hand Combat Phase, and one of the Players wishes to perform hand-to-hand combat, then hand-to-hand combat must be performed.

[12.12] If a man enters an Enemy man's square, and the Enemy man has not expended Task Points in the current Phase, and the Enemy man has Observed the moving man, the Enemy man may move away from the square. If the Enemy man has already expended all his Task Points, or has not observed the moving man, he may not move away (exception: see Case 12.21). If the Enemy man could move away but does not, he may be engaged in hand-to-hand combat on the following Game-Turn.

[12.13] A man is eligible to fire immediately if (1) his square is entered and he has expended no Task Points, or (2) his square is entered and he has expended Task Points, but has not yet performed a combat task and has sufficient Task Points remaining to fire. In the case of (1), the fire is resolved in the man's portion of the Task Execution Phase; in the case of (2), the fire is resolved immediately.

[12.14] A man who enters an Enemy man's Square must immediately cease movement, and may not expend any further Task Points for the remainder of the Phase.

[12.15] If the Enemy man does fire in his portion of the Task Execution Phase (falling under case 1) of Case 12.14, he must expend twice the normal allotment of Task Points.

[12.16] Normally, two men from one side may occupy a single square. Each Player may have two men in the square. Note that if a man were to fire at an Enemy entering his square (as in Case 12.14), the presence of an Enemy man would not prevent the man from firing on the entering Enemy man (this is an exception to Case 10.15).

[12.17] If a man moves into a square containing two Enemy men, both men have the same options exactly as if each were the only Friendly man in the square. The Friendly Player resolves their situations exactly as above. If a man moves into a square containing an Enemy man, and then a Second Friendly man moves into the Square containing the same Enemy man, the Enemy man may fire only at the first Friendly man.

[12.2] Surprise

[12.21] A man whose square is entered by an Enemy man who was not observed previously is considered "surprised." If the surprised man was executing a sentry routine (see Section 38.0, scenarios) and had not expended Task Points before his square was entered, he executes his sentry routine normally. Otherwise, he must remain in the square and may expend no further Task Points in the Phase.

[12.22] A man who is surprised is considered surprised during the next Game-Turn following as well as the current Turn. A surprised man may not execute an observation routine.

[12.23] Normally, a man automatically observes any other man in his square. However, a surprised man does not observe the man who surprised him until the man has struck at least one blow in hand-to-hand combat (see Case 12.5). Thus, a surprised man may not strike a blow or give alarm (see Section 38.0 on sentry routine) until at least one blow is struck (and if he dies as a result of the first blow, no alarm is given).

[12.24] A surprised man may not attempt to grapple another man, and is automatically grappled if an Enemy man attempts to grapple him (see Case 12.4).

[12.25] A surprised man who is struck by another man's first blow has the chance of automatic death tripled (see Case 12.8). If a surprised man is struck by a saber's first blow, for example, he has a 30% chance of dying.

[12.26] Surprised men may attempt blows only in the last four rounds of the Turn following the one in which they are surprised (see Case 12.5).

[12.3] Disengagement

Procedure:

  • Hand-to-hand combat is resolved during the hand-to-hand combat Phase. If Enemy men are present in the same Square and both Players do not wish the men to engage in hand-to-hand combat, the men do not do so and may execute other Tasks.
  • If one Player wishes the men to engage in hand-to-hand combat and the other does not, the Players must refer to the Disengagement Table (12.91). Find the number of men the Player who wishes to disengage has in the square along the left-hand side of the table, and the number of men the Player who does not wish to disengage has along the top. Cross-reference and roll 2D6. The Disengagement Table will list a span of die-rolls (example: "2-5"); if the number rolled falls within this span, one or more men are able to disengage.

The Table will indicate whether one or both (if applicable) men are able to disengage.

[12.31] A man who successfully disengages may execute tasks freely during the Task Execution Phase, after paying the Task Execution Point Cost for disengagement. A man who does not disengage must engage in hand-to-hand combat, and expends all his Task Points in doing so. If one Player does not wish his men to engage in hand-to-hand combat, and does not disengage, but all of the other Player's men successfully disengage, the first Player's man (men) is considered disengaged.

[12.32] Surprised men may never disengage.

[12.33] Grappled men (see Case 12.4) may attempt to disengage. However, a grappled man who disengages spends half his Task Points in the act of disengaging — and thus has only one-half of his Task Points (rounding down) for Task Execution. The man who was grappling with the disengaging man also loses half his Task Points.

[12.34] A man in a square with a dead or incapacitated Enemy man may freely disengage — there is no die-roll and no Task Point cost.

[12.4] Grappling and Evasion

Procedure:

  • In a hand-to-hand combat situation, each man may grapple one other man. Before the combat for the Task Execution Phase is resolved, each Player must announce whether each of his men involved in a hand-to-hand combat situation is attempting to grapple another man, or whether he is attempting to evade being grappled. If he is attempting to grapple, the Player must announce which Enemy man he is attempting to grapple (if there is more than one).
  • The roll for Initiative in the Initiative Determination Phase informs the Players which Player must announce the intentions of one man first — that is, whether the man is attempting to grapple or evading grappling. The other Player then announces for one of his men; at which point, the first Player announces intention for a second man, and so on — until all men have been accounted for.

[12.41] If a man attempts to grapple another man, and the other man is attempting to grapple as well, the man successfully grapples his target. Note that a man could grapple an Enemy man who had not grappled him (see the Case below).

[12.42] If a man attempts to grapple a man who is evading, roll 1D6; 1-5: the grappling man fails, and the evading man succeeds; 6: the grappling man succeeds in grappling his opponent. In the latter case, the evading man is considered to grapple his opponent as well as vice-versa.

[12.43] Naturally, if both men attempt to evade, both succeed.

[12.44] Grappling and evasion attempts are resolved again at the beginning of each round. To evade while grappled, a roll of 1 must be made on a D6. Even if both men wish to evade, one or the other must roll a 1. These rolls may be made at the beginning of each round. If a man should successfully evade on one round, he must still roll a 1 on the next round if he wishes to continue to evade. Note that Players may effectively evade by disengaging in the first place.

[12.45] Note that, when there are more than two men in a square, it is possible to have a situation in which one man grapples another and is grappled by a third, but does not grapple the third.

Example: If A and B have grappled each other, and C has grappled A (B and C are on the same side), then A may not grapple C, but may attempt to evade C.

[12.5] Weapons and Blows

Procedure:

  • After grappling/evasion has been resolved for the round, the Player with the initiative may have one of his men strike a blow with a (prepared) weapon. After this is resolved the other Player may have one of his men strike a blow in the same hand-to-hand combat; and so on, until all hand-to-hand combats for the round are resolved. This procedure is repeated until all five rounds are completed. During a Hand-to-Hand Combat Phase, a man may strike up to five blows (exception: see Case 12.2) with his prepared weapon. Instead of striking a blow during one of these rounds, a man may attempt to draw a new weapon (and drop the weapon he has prepared, if any). Roll 2D6 and consult the Weapons Draw Table (12.92). Determine the condition of the man along the top of the Table (armed or unarmed — whether or not a man had a weapon prepared before attempting to draw a second weapon), and whether or not the man is grappled. If the roll falls within the indicated dice span, the man has successfully drawn his weapon. Otherwise, the man has not been able to draw his weapon.

[12.51] In a hand-to-hand combat situation, each man is considered armed with his prepared weapon or his fists. Men who are out of hand-to-hand combat may freely exchange weapons (see Case 13.18) amongst his own weapons. If a man with a prepared weapon fires it at a man entering his square, that is the weapon he has prepared for hand-to-hand combat, unless he drops it in the first round. If the man does not fire at an Enemy man entering his square, but does observe the entering man, he may instead change his prepared weapon to any other he is carrying.

[12.52] All men normally are equipped with pistols and perhaps one other weapon (listed in the scenario); men may also carry other weapons (but see Case 13.1).

[12.53] A man who has dropped his weapon is automatically considered armed with his fists. A man may drop his weapon at any time — this does not require the expenditure of a blow.

[12.54] If there is more than one hand-to-hand combat situation, initiative is rolled separately for each situation. Thus, initiative for hand-to-hand combat is entirely separate from the overall initiative for the Task Execution Phases, and is local to each hand-to-hand combat.

[12.55] If a weapon is dropped in a square during hand-to-hand combat, the Enemy men are free to pick the weapon up. If neither Player has a man pick up a dropped weapon, its position should be noted on the map for possible future use.

[12.6] Blows by Grappled Men

Procedure:

  • A man who has grappled another man automatically hits the grappled man when he strikes a blow. Each time he strikes a blow, refer to Hand-to-Hand Combat Table (12.93). Find the striking man's weapon type along the left-hand column of the table, and read across to the grappled column of the Table. This will yield a number.
  • Refer to the Hand-to-Hand Damage Table (12.94), and find this number along the top of the Table. Roll 1D10, and find the number rolled along the left-hand side of the Table. Cross-referencing the two will yield a single number. This number is the number of Wound Points the grappled man's opponent suffers.

[12.61] A man who has grappled another man may strike blows only at that man. If the grappled man dies, the grappling man must spend one Round "evading" before he can strike a blow at another man.

[12.62] A seriously wounded man (see Case 9.21) subtracts one from the amount of damage he inflicts on his enemy (on the Hand-to-Hand Damage Table). However, the amount of damage a man inflicts on an Enemy man may never be less than one.

[12.7] Blows by Non-Grappled Men

Procedure:

  • If the man does not hit his target, the target suffers no damage. If he does hit, refer to the "not grappled" column of the Table; this will yield a single number. Find this number along the top of the Hand-to-Hand Damage Table (12.94), and roll 1D10. Find the die-roll along the left-hand side of the Table, and cross-reference; this will yield a single number, which is the number of Wound Points the target man suffers immediately.

[12.71] A man who has not grappled an Enemy man may strike blows only at an Enemy man who is not grappled. He may not strike a blow at any Enemy man who is grappled because there is too much danger of striking a Friendly man.

[12.72] Each time a man who has not grappled strikes a blow, refer to the Hand-to-Hand Combat Table (12.93). Find the man's weapon type along the left-hand column of the Table, and read across to the "% to Hit" column of the Table. Roll 1D100; if the number rolled is less than or equal to the number listed, the man has hit his target.

[12.73] A seriously wounded man attempting to strike a blow in hand-to-hand combat (who is, of course, not grappled), has his chance of hitting halved, rounding down.

[12.74] A man must specify the Enemy man at which he strikes each blow. He may switch from Enemy man to man during the combat resolution.

[12.8] Automatic Kills and Garrotes

[12.81] Each time a man successfully strikes another man with a hand-to-hand weapon, there is a chance that the stricken man will be hit in a vital area and die.

[12.82] Find the striking man's weapon type along the left-hand column of the Hand-to-Hand Combat Table, and read across the "% to Kill" column of the Table. Roll 1D100; if the number rolled is less than or equal to the number listed in the column, the stricken man is dead, regardless of the number of Wound Points he is capable of suffering.

[12.83] Garrotes are special weapons that do not conform to the normal rules for hand-to-hand weapons. A man may never "hit" (actually strangle) another man with a garrote unless he has grappled the man. If he has grappled the man, there is only a small chance he will actually "hit" the man. But should the man "hit," he has a 90% chance of killing the target man. Note that failure to kill a man with a garrote results in no damage.

[12.84] A surprised man can be hit with a garrote 50% of the time, rather than 5%.

[12.9] Hand-to-Hand Tables

(See Charts and Tables.)

  • [12.91] Disengagement Tables
  • [12.92] Weapon Draw Table
  • [12.93] Hand-to-Hand Combat Table
  • [12.94] Hand-to-Hand Damage Table

[13.0] Exchanging Weapons

General Rule: Each man carries a variety of weapons initially. He may change from using one to using another at any time, but if he wishes to take a weapon from another man he must execute the task "exchange weapons."

Procedure: Exchange weapons is a task like any other; the Task Point Cost Chart (5.22) lists the Task Point cost. In order to take a weapon from another man, both men must be in the same square.

Cases:

[13.1] Possession of Weapons

[13.11] A man may carry up to four weapons at any one time: two fire weapons (such as rifles, carbines, etc.); one pistol; and one melee weapon. A man may never have more than four weapons in his possession at any point in play, and he may never exceed the distributions listed above.

[13.12] If the man is carrying a machine gun (of any sort), he may not carry another fire weapon. Therefore, his effective limit would become three weapons, rather than four.

[13.13] A melee weapon is defined as any weapon listed on the Hand-to-Hand Combat Table (12.93), unless the weapon is also listed on the Fire Combat Table (10.81).

[13.14] A man may drop any of his weapons at any time. There is no Task Point Cost for doing so. The Players should note where dropped weapons lie.

[13.15] A man in a square containing a dropped weapon may pick the weapon up—this is considered a pick up weapons task, and requires the expenditure of Task Points. Since he may carry a limited number of weapons, a man may be forced to drop one of his own weapons in the process of picking up a weapon.

[13.17] Though a man may carry more than one fire weapon at a time, he may have only one prepared weapon at any given instant. A man may fire or use in hand-to-hand combat only the weapon he has prepared. A prepared grenade is a prepared weapon, so a man with a prepared grenade may not have a prepared fire weapon.

[13.18] A man may freely change his prepared weapon to another weapon he is carrying at no Task Point cost at the beginning of his task execution. The only other time at which a man may change his prepared weapon is during the Hand-to-Hand Combat Phase (during a Round), or during Task Execution, but both of these expend Task Points.

(Note: the printed case numbering runs from 13.15 to 13.17; there is no printed Case 13.16.)

[13.2] Restriction on Exchanging Weapons

[13.21] To exchange weapons, a man must be in the same square as a Friendly man (regardless of condition), or in the same square as an incapacitated or killed Enemy man. When a man takes a weapon from another man, he is Exchanging Weapons with the other man and must expend Task Points; he might be forced to or wish to give the man a weapon of his own, or be forced to drop a weapon in the square.

[13.22] Once the necessary Task Points are expended (by one or both men), the men are considered to have the appropriate weapon; a man exchanging weapons may fire the weapon he is exchanging before he exchanges the weapon, but may not fire the weapon he receives in the same Task Execution Phase he receives it.

[13.23] There is no need to actually trade two weapons. If the owning Player wishes, a man may

receive (or give) a weapon and not give one of his. Both men must expend the Task Points for exchanging weapons, however.

[13.24] The only weapons a man may take from an Enemy man without suffering a penalty for firing an Enemy weapon (see the Fire Combat Modifications Table, 10.82) are pistols, melee weapons, and rifles or carbines; all other weapons have various penalties ascribed to them.

[13.25] Flamethrowers may never be exchanged, as flamethrower operators wear asbestos clothing. However, a man who initially possesses a flamethrower may exchange a flamethrower with another man and use the newly acquired flamethrower.

[14.0] Panic

General Rule: Each side in a scenario is assigned a panic percentage in the initial force listings. This percentage is the base chance of a given man panicking during a given Game-Turn; the percentage may be modified by factors such as how badly wounded a man is, how many Enemy men he has observed, and how many of his comrades have been killed or incapacitated.

Procedure: A Player must resolve a panic check for any man before the man may expend any Task Points. Men are also required to undergo panic checks at other times during the game (e.g., when subjected to enemy opportunity fire). Determine the base panic percentage for the man's side; modify this percentage as indicated by the circumstances listed on the Panic Modifiers Table (14.41). Roll 1D100; if the number rolled is less than or equal to the modified panic percentage, the man has panicked. A man who has not panicked may expend Task Points as his owning Player wishes. A man who has panicked must follow the panic routine (see Case 14.2), forfeiting his task execution in the process.

Cases:

[14.1] When Panic Checks Occur

[14.11] Panic checks occur when a man attempts his first task of the Game-Turn (or when he is passed over during Task Execution, Case 6.22) or when he fires opportunity fire.

[14.12] A maximum of one panic check may be made for any one man per Phase. (Exceptions: see Cases 14.22, 14.27, and 14.31.)

[14.13] A man who had already checked for panic when he performed opportunity fire would not need to check for panic in the opportunity firing men's portion of the Task Execution Phase (application of Case 14.12), but a man plotted for opportunity fire, who had not actually performed opportunity fire, would be required to undergo a Panic Check before his task execution.

[14.14] A man who fails his panic check is considered to have performed his portion of the Task Execution Phase. Play now reverts to the man of the other Player's choice.

[14.2] Panic Routine

Once it has been determined that a man has panicked, roll 1D10 and refer to the Panic Results Table (14.42). Find the result on the Table corresponding to the die-roll (Exception: see Case 14.29).

[14.21] If the panic result is "fall prone," the man falls prone and may take no other action for the Game-Turn (Exception: see Preservation, Section 15.0). Men who are already prone remain prone and take no other action.

[14.22] If the result is "fire", the man must immediately fire his prepared weapon at the nearest observed Enemy man (if two are equidistant, owning Player's choice). The fire combat is resolved normally, as is any opportunity fire at the panicked man; thereafter, the man may fall prone.

If the panicked man has not observed any Enemy men, the man must immediately resolve a second panic check; if he fails again, he fires at the nearest Friendly man to whom he can trace an LOS. If the panicked man panics for a second time, but there are no Friendly men within LOS, the man is considered poised to deliver opportunity fire at the first man (Enemy or Friendly) who moves into LOS and (in the case of an Enemy man) is observed. If the panicked man does not panic for a second time, he is poised to deliver opportunity fire at the first Enemy man at whom he may fire. Again, the panicked man may fall prone at the end of his activity.

[14.23] If the result is "fire" and the man has a grenade(s) prepared, he follows the above procedure, except he throws the grenade(s), rather than firing.

[14.24] If the result is "move," refer to the Scatter Diagram on the map-sheet. Determine the position of the nearest observed Enemy man. Determine in which of the eight directions the observed Enemy man most nearly lies; the panicked man will move in the opposite direction. The panicked man is immediately moved by his owning Player in this direction; he expends all Task Points in doing so, and may not execute any other task (except falling prone at the end of movement). If the man runs into a wall or other impassable terrain, roll 1D6: on an even roll, he will change directions and run to the right along the Wall; on an odd roll, he will run left. If a man running along a wall comes to a door, roll 1D6: on an even roll, he will continue running along the wall; on an odd roll, he will move through the door and fall prone in the next square. Under no circumstances will a panicked man enter (or exit) via slit or window.

[14.25] If a panicked man inside a building obtains a "move" result, he will move for the nearest door (or window, if there is no door). Once out the door, determine whether he can observe an Enemy man; if so, follow the procedure in Case 14.24.

[14.26] If a "move" result is obtained for a man who has not observed any Enemy men, roll 1D10 and refer to the Scatter Diagram (re-rolling results of 9 or 0), the man will move in the direction indicated by the die-roll and the Scatter Diagram.

[14.27] If a man is moving because of a move result, and he moves to a position from which he observes a previously unobserved man, he must make a panic check. If he fails this panic check, he continues moving; if he succeeds, he immediately falls prone.

[14.28] If, during movement as a result of panic, a man moves into a square containing an Enemy man, he is assumed in his desperation to attempt hand-to-hand combat. Of course, the hand-to-hand combat (if any) cannot take place until the next Game-Turn. Moving into a square containing a Friendly man has no effect on either man. If a panicked man would normally move through a square already containing two Friendly men, he falls prone in the square in front of the two Friendly men.

[14.29] A panicked man in hand-to-hand combat will strike a blow with his prepared weapon and attempt to grapple every round of the Hand-to-Hand Combat Phase in which he is panicked.

[14.3] Panic Checks as a Result of Enemy Fire

[14.31] Each time a man is subjected to opportunity fire while expending Task Points, he must undergo an immediate panic check.

[14.32] If he fails his panic check, and the result on the Panic Results Table is "fall prone," the man does so and may not expend any further Task Points.

[14.33] If the result is "move" he follows the procedures outlined in Cases 14.24 through 14.28, using his remaining Task Points.

[14.34] If the result is "fire" and the man has not engaged in a combat task during the current Task Execution Phase, the man follows the procedures of Cases 14.22 and 14.23. However, the man who fired on the panicking man is considered the "nearest" Enemy man — i.e., the panicking man will fire on him in preference to any other Enemy man. If the man has already engaged in a combat task, treat the "fire" result as a "fall prone" result.

[14.4] Panic Tables

(See Charts and Tables.)

  • [14.41] Panic Modifiers Table
  • [14.42] Panic Results Table

[15.0] Preservation

General Rule: At some stage in a firefight, one (or both) sides will become more interested in preserving their skins than in continuing the fight. In Commando, this may occur after a side has taken its first casualty. Each side in a scenario is assigned a preservation multiple, which expresses the dedication of the men to their mission.

Procedure: During each Bookkeeping Phase, each side must determine its preservation percentage by multiplying a Player's preservation multiple by the number of his men who have been killed or incapacitated. (Example: A Player's preservation multiple is 10. Two of his men have been killed, and one incapacitated; his preservation percentage is 30 ([3 × 10 = 30]). The Player then rolls 1D100; should he roll less than or equal to the preservation percentage, his men are considered to immediately be at the next highest preservation condition (see Case 15.1).

Cases:

[15.1] Preservation Conditions

[15.11] The first time a Player's men fail their preservation percentage roll (i.e., roll less than or equal to the percentage), the men are considered to be in preservation condition one. The second time the men fail their preservation percentage, the men are considered to be in preservation condition two; the third time, preservation condition three, and so on.

[15.12] A side's panic percentage is increased by 10% multiplied by the preservation condition of the side. Thus, a Player in preservation condition two would have the panic percentage for all of his men increased by 20%.

[15.13] If a side is in preservation condition one or higher, the owning Player is required to make a preservation check for each of his men during the Bookkeeping Phase. Note he is required to make a preservation check on the Game-Turn his side enters preservation condition one.

[15.14] Each man's preservation percentage (for the preservation check) is equal to his panic percentage, except the Panic Modifiers Table is not used. If a man fails his preservation check, he will spend the entire following Game-Turn moving toward the Friendly map edge.

[15.15] Preservation checks made on a Game-Turn in which the preservation condition is increased are made at the old panic percentage.

[15.2] The Preservation Routine

When a man fails a preservation check, he executes the preservation routine.

[15.21] If a man fails his preservation check, it affects the Task Execution Phase of the next Game-Turn.

[15.22] A man executing a preservation routine does not check for panic.

[15.23] A man performing a preservation routine must be moved by his owning Player during the Task Execution Phase toward the Friendly edge of the map. The Friendly edge of the map is defined as the map edge on which the side entered (if there is more than one such side, the owning Player chooses which map edge), or, if the side began the scenario on the map, the map edge opposite the edge the opposing side entered on (again, should there be more than one, the owning Player chooses which edge he will move his man towards). Presumably, the Player will move men performing the preservation routine last.

[15.24] A man expends his full Task Point allotment when performing the preservation routine.

[15.25] A man will not enter a square containing either an Enemy man or impassable terrain. Instead, he will move either to the right or the left of the obstacle (owning Player's choice) until he can move past the obstacle. Similarly, a man performing preservation routine will skirt blocking line terrain.

[15.26] When men performing the preservation routine reach the map edge, they move off the map by expending 5 Task Points to enter an imaginary square. Men who do so are out of play, and may never re-enter the map.

[15.27] Men who perform the preservation routine in a given Turn make a normal preservation check in the Bookkeeping Phase of the Turn, with the exception that they have a 5% greater chance of failing the check.

The Optional Rules

[16.0] A Word on the Optional Rules

The following rules are optional; thus, they are not normally used in play, but may be used by mutual consent of the Players. Some Scenarios require one or more of the Optional Rules, in which case the Players will be obliged to read only the particular section. Most of the Optional Rules are independent and rely only on a working knowledge of the Standard Historical Game rules (i.e., Sections 1.0 through 15.0). The Players have read as far as they need to; Sections 16.0 through 37.0 are not necessary to the play of the game. Players wishing to play Scenarios should go on to Section 38.0 — Scenario Use and Organization.

[17.0] Flamethrowers

Commentary: The flamethrower is a weapon which excites considerable interest among Players of World War II and Modern tactical game. In reality, it is a terrifying and horrible weapon. A flamethrower plays upon the instinctive fear of fire in all of us, and, according to Army psychological studies, even the user is a bit afraid of his weapon. However, when one is indulging in a board game, the grisly aspects of the weapon are remote enough so Players may vicariously enjoy burning Enemy men. Since the designer and developer are both guilty of playing in the manner described above, this commentary should be considered a remonstrance, not a warning.

General Rule: Flamethrowers are treated as regular fire weapons, except they fire in a wide band and have a chance of exploding. A flamethrower must be fired in a 45° angle. A 45° angle is determined by drawing a diagonal line through any diagonally adjacent box, and then choosing one of the two angles formed by the adjacent (to the man) line. A 45° angle may also be formed by taking the midpoint of an orthogonally adjacent square, and drawing two straight lines to the points of that square furthest away from the firing man. See Diagram 5.

Diagram 5 — 45° angles for flamethrower fire: a grid showing a man ("M") and two shaded 45° fire patterns, one through a diagonal and one through an orthogonal square.

A flamethrower may be fired in either of the patterns described above. If a flamethrower pattern covers any part of a square, any men occupying that square may be hit by the flamethrower fire.

Procedure: Execute the fire normally, assuming every man within range to be a target. A roll must be made for each target man to determine whether he has been hit. If he has, apply the appropriate amount of damage. Each man hit by fire from a flamethrower must make an immediate panic check. If the flamethrower-owning Player rolls in the parenthesized range printed on the Fire Combat Table, the flamethrower has exploded. See Case 17.3 for effects.

Cases:

[17.1] Restrictions on Flamethrower Fire

[17.11] A flamethrower-equipped man may not perform hand-to-hand combat voluntarily, must halve his chance of hitting a target square with a grenade (rounding down), and expends 5 Task Points in lugging the flamethrower about every Game-Turn (see the Task Point Cost Chart, 5.22).

[17.12] Flamethrower fire may be plotted for opportunity fire. However, note that a flamethrower-equipped man could never execute opportunity fire if he would also hit a Friendly man.

[17.13] A flamethrower-equipped man may not fire at a man in his square, or at a man entering his square.

[17.14] A flamethrower-equipped man may not execute spray fire. His fire is already at least the equivalent of spray fire in effect.

[17.15] A flamethrower-equipped man need never perform a "magazine check." Flamethrowers always have enough fuel (generally propane) to continue fire.

[17.2] Special Panic Effects of Flamethrower Fire

[17.21] Any time a man is damaged by flamethrower fire, the owning Player must immediately make a panic check. Should the man fail it, he cannot perform tasks later in the Game-Turn. For any man who has already performed tasks for the Turn, treat a "fire" result as a "fall prone" result; treat a "move" result as a "move one square" result. When a man is obliged to move one square, he must be moved into the square furthest away from the flamethrower-equipped man.

[17.22] The percentage chance of panicking for a man hit by flamethrower fire is doubled. The doubling effect is applied after all relevant panic-modifiers are applied. As an example, a man with a normal 23% chance of panicking would have a 46% chance of panicking when hit by flamethrower fire.

[17.3] Flamethrower Explosions

[17.31] When a flamethrower-equipped man rolls within the range of numbers given on the Fire Combat Table, the flamethrower has exploded. Resolve all fire combats for the flamethrower-equipped man in the Turn before resolving the explosion. Immediately afterwards, the explosion is resolved.

[17.32] A flamethrower explodes in a manner similar to a grenade. However, a flamethrower explosion is of such violent nature that it explodes for two squares in every direction.

[17.33] An exploding flamethrower does 2D6-2 damage (minimum of one Wound Point) to any flamethrower wielder (because of asbestos suit), 2D6 damage to anyone in an adjacent square, and 1D6 damage to anyone two squares away. Should a man be in the same square as the wielder of an exploding flamethrower, he receives 3D6 damage.

[17.34] When a flamethrower explodes, the chance of panic is first doubled and an additional 10% chance added. Thus, a man with a 20% chance of panicking would have a 50% chance of panicking should a flamethrower explode and inflict Wound Points upon him (2 × 20 + 10 = 50). Of course, the wielder of the flamethrower has a chance of panicking.

[17.35] Should another flamethrower-equipped man be within the Explosion Radius, there is a 50% chance of his weapon exploding.

[17.36] To repair a flamethrower to the point it can be effectively fired again, a man must expend

135 Task Points. Even after he repairs his flamethrower, there is an additional 5% chance of his flamethrower exploding. Thus, if the flamethrower previously would have exploded on a roll of 96 through 00, the flamethrower now explodes on a roll of 91 through 00.

[17.4] Burning

[17.41] Every time a non-flamethrower-equipped man is wounded by flamethrower fire, he commences burning. On each subsequent Game-Turn, he receives 1D6 Wound Points.

[17.42] A man ceases burning after the expenditure of 25 Task Points while the man is prone (the man is rolling around on the ground, writhing in agony). A seriously wounded man must, of course, expend 50 Task Points to cease burning.

[17.43] Burning is resolved in the Bookkeeping Phase of a Turn.

[17.44] A flamethrower-equipped man never suffers the effects of burning.

[18.0] Rifle Grenades

General Rule: Men carrying rifles, carbines or semi-automatic rifles have six rifle grenades in addition to their normal complement of grenades (see Section 11.0, General Rule) when these rules are used. Rifle Grenades may be used for opportunity fire.

Procedure:

Affixing a Rifle Grenade

  • A rifle grenade must be affixed to the owner's rifle, carbine, or semi-automatic rifle before it may be fired. This is the equivalent of preparing a grenade (see Case 18.1).

Firing a Rifle Grenade

  • Rifle grenades are not fired using the Fire Combat Table; rather, the firing Player refers to the Rifle Grenade column of the Grenade Accuracy Table (11.81) to determine the probability of a rifle grenade hitting its target. Apply all relevant modifiers on the Rifle Grenade Accuracy Modifiers Table (18.31), and roll 1D100. If the number rolled is equal to or less than the modified percentage chance, the rifle grenade has hit its target square. If the number rolled is higher than the modified percentage chance, the rifle grenade has scattered.

Rifle Grenade Scatter

  • If the rifle grenade scatters, use the Rifle Grenade Scatter Table (18.32) to determine the number of squares the rifle grenade scatters. In all other respects, the rifle grenade scatter procedure is identical to that in Section 11.0 for grenade scatter.

Rifle Grenade Detonation

  • After a rifle grenade's destination square has been determined, it explodes and does damage as a normal fragment grenade. See Case 11.4.

Cases:

[18.1] How Rifle Grenades Are Fired

[18.11] Before a rifle grenade may be fired, it must be affixed to the man's primary fire weapon (a rifle, carbine, or semiautomatic rifle). Once the rifle grenade is affixed to the weapon, the man may not fire with the weapon (except to discharge the rifle grenade) unless he first fires the rifle grenade or removes the rifle grenade.

[18.12] A man with one of the appropriate weapons may affix a rifle grenade during the Task Execution Phase. Doing so is a task like any other; the Task Point cost to affix rifle grenades is listed on the Task Point Cost Chart (5.22).

[18.13] A man with a rifle grenade affixed to his weapon may remove the rifle grenade at the same cost in Task Points as affixing the rifle grenade.

[18.14] A man with an affixed rifle grenade may only fire a rifle grenade at a target square to which he has an LOS. The rifle grenade, as with normal grenades, is fired at a square, not a man, but rifle grenades cannot be fired over obstructions in the way normal grenades can be thrown. Note rifle grenades may be fired into buildings.

[18.15] There are no smoke rifle grenades, but there are illumination rifle grenades (see Case 34.2).

[18.2] Restrictions on Rifle Grenade Fire

[18.21] Rifle grenades are under all restrictions of normal grenades (see Section 11.0). The following rules are in addition to the normal grenade restrictions.

[18.22] A man may have only one rifle grenade prepared at a time, regardless of the number of fire weapons he may possess.

[18.23] A severely wounded man may not affix a rifle grenade. However, another man may affix a rifle grenade for him, and/or exchange weapons.

[18.24] The cost to fire a rifle grenade is the same as for firing the weapon in normal fire combat.

[18.3] Rifle Grenade Tables

(See Charts and Tables.)

  • [18.31] Rifle Grenade Accuracy Modifiers Table
  • [18.32] Rifle Grenade Scatter Table

[19.0] Horses and Camels

Commentary: Although generally vulnerable to the high density of fire present in Europe during this century, horses and camels served in Asia during World War I and were occasionally used as late as World War II (there was, in fact, an SS Cavalry Division present on the Eastern Front). In maneuvers during the late 1960s, one brigade of the US Army introduced a battalion of cavalry, which proceeded to mop up the opposition — cavalry was the last thing the "enemy" expected. Given the increasing vulnerability of armor, and the low cost of horse production, it is possible that a renaissance of cavalry is in the offing.

General Rule: Horses are treated similarly to men, except they may expend Task Points only for movement, and they are ridden by men. Unless specified otherwise, all references to horses also refer to camels.

Procedure:

  • On the first Game-Turn that a horse enters hand-to-hand combat, it will be more effective. Refer to the Horse Melee Table (19.47). Use the "Charging horse" line of the Table for the first blow only; for all subsequent blows in that hand-to-hand combat, use the "Rearing Horse" line.
  • Each time a horse attempts a blow, refer to the "% to Hit" column of the table. Find the appropriate line of the table and cross-reference to yield a number. Roll 1D100; if the number rolled is less than or equal to the percentage chance of hitting found on the table, the horse has hit its target (if the roll is greater, the horse has missed; go on to the next being's blow). Refer to the damage column of the table; this will yield a dice code. Roll the indicated number and type of dice; the number rolled is the Wound Points the target man suffers.
  • If both men in a hand-to-hand combat situation are riding horses, resolve the initial blow on the "charging horse" line. Thereafter, all blows are resolved on the "horse vs. horse" line of the Horse Melee Table.
  • If the roll to hit for a horse is equal to or less than percentage to kill (on the Horse Melee Table), its target is killed immediately.

Cases:

[19.1] Wound Points and Horses

[19.11] If horses (or camels) are to be used in a Scenario, the Players must roll to determine the Endurance of each animal. Roll 4D10 + 3 for each horse; 3D10 + 4 for each camel.

[19.12] Horses become seriously wounded and/or incapacitated by the same formula as men. A horse whose Wound Point total (i.e., his endurance) is exceeded by three is dead.

[19.2] Mounts and Task Points

[19.21] Horses (and camels) have 100 Task Points, rather than 50. However, the only task a horse may undertake is movement.

[19.22] In Scenarios with horses, men will normally begin mounted on the horses. However, men may dismount and re-mount. Dismounting and mounting are separate tasks, and are listed on the Task Point Cost Chart (5.22). When a man mounts or dismounts, both the man and the horse must expend the required Task Points.

[19.23] If a man chooses to mount or dismount in a given Game-Turn, he may perform no other tasks in the Turn before he mounts or dismounts. Thus, a man who had fired or moved in a Turn could not mount or dismount from a horse.

[19.24] Although two Friendly men may normally be present in a square, only a single horse and his rider from each side may be present in a square. However, a man who has just dismounted, or is about to mount, may be in the same square as a riderless horse. (No other Friendly or Enemy man may enter a square containing a horse who is riderless.)

[19.25] Horses may never move through windows, doors, or slits. Furthermore, horses may not cross mountain squares, or descend into trenches. Finally, horses cannot fall prone voluntarily (although they may be forced to do so by combat).

[19.3] Limitations on Riders

[19.31] While mounted, a rider must go where his mount goes. If the mount panics and runs off in an odd direction, the rider has no control over his beast.

[19.32] If a horse expends Task Points for movement in the current Game-Turn, the only actions the rider can take are to (a) dismount, (b) fire a pistol, (c) engage in opportunity fire with his pistol, or (d) prepare and possibly drop a grenade (see Case 19.34).

[19.33] If a rider engages in opportunity fire (with a pistol), his mount must expend twice as many Task Points as the man expends for the opportunity fire.

[19.34] If a man prepares a grenade on horseback, he must expend twice as many Task Points as it would normally cost. When a man wishes to drop a grenade, his Player states he is doing so as the man and his mount gallop through the square in which the man wishes to drop the grenade. Determine Scatter by the following procedure: roll 1D10; if the Player rolls a 1 through 8, the grenade scatters one square in the appropriate direction. On a

roll of 9 or 10, the grenade detonates in the square it is dropped in. The grenade is considered to explode at the conclusion of the rider's movement.

[19.35] If a horse expends no Task Points in a given Game-Turn (i.e., it stands still), its rider may fire any weapon (except a machine gun or flamethrower), and/or prepare and/or throw a grenade, and/or reload. However, only pistols may be fired while a horse is moving, and grenades may only be dropped, not thrown.

[19.36] When firing from a horse, there is a Fire Modification. See the Fire Combat Modifications Table (10.82).

[19.4] Horses and Hand-to-Hand Combat

Commentary: Cavalry is most effective for its shock value. Relatively vulnerable to fire, horses prove their worth in melee.

[19.41] Horses may attempt two blows per Hand-to-Hand Combat Phase. Players alternate blows as in normal hand-to-hand combat, except horses will only deliver blows in the first two rounds. Refer to the Horse Melee Table (19.47).

[19.42] Horses may never grapple, nor may their riders. Conversely, horses may not be grappled, nor may their riders. Men may not mount or dismount during Hand-to-Hand Combat.

[19.43] When both Players possess horses in a Hand-to-Hand situation, each horse may only attack the opposing horse, never the opposing man.

[19.44] The only melee weapons a man may use from horseback are pistols, swords or umbrellas. There are no other weapons with sufficient reach to be used effectively. If Players wish to allow the use of futuristic weapons such as lances (which are certainly beyond the technology of any force in the game), they are responsible for all rules problems therein. In fact, one might even devise rules for caltrops while at it.

[19.45] If a horse is rendered incapacitated or killed, it is considered to fall, and thus goes prone. Its rider (if any) immediately suffers 1D6 Wound Points, and thereafter must fight from his feet.

[19.46] Camels do not engage in hand-to-hand combat. Camels generally do not engage in melee, and will not rear and plunge as horses do. If a camel is involved in a melee situation, it will simply stand and let its rider fight (unless it panics — a good possibility).

[19.47] Horse Melee Table

(See Charts and Tables.)

[19.5] Receiving Fire

[19.51] If a horse (or camel) is fired upon, and the fire misses the horse, there is a one-tenth chance of the fire hitting the rider. Thus, when a horse is missed by fire, determine the tens digit of the chance of hitting, and, should the second roll be less than or equal to the tens digit (on 1D100), the man has been hit.

Example: A horse is fired on at a range of 25 squares by a man with a carbine. A 70 is rolled, so the horse is missed. A second D100 is rolled, and this time an 06 is rolled; this is equal to one-tenth of 65 rounded down, so the horse's rider is hit, rather than the horse.

[19.52] If a horse's rider is fired upon and missed, execute fire combat for a second time to determine whether the horse is hit. However, the chance of hitting the horse after the man is missed is one-fifth (thus double the tens digit), rather than one-tenth.

[19.53] Each time a horse suffers Wound Points as the result of fire combat, roll 1D6; if a 6 is rolled, the horse is considered to fall prone. If the horse has been moving in the Turn, the rider (if any) suffers 1D6 Wound Points; if the horse has not yet moved, the man suffers 1/2D6 Wound Points (rounding down). The rider is considered dismounted at no Task Point expenditure.

[19.54] A fallen horse may stand by expending the number of Task Points required for standing erect (see the Task Point Cost Chart, 5.22). However, for the horse's rider to get back onto the horse, he would have to first stand erect, and then mount the horse.

[19.55] A horse or camel incapacitated is considered to fall; its rider suffers 1D6 of Wound Points. Thereafter, the horse cannot rise, being incapacitated.

[19.6] Mounts and Panic

In Commando, horses and camels are generally considered to be trained to combat, and thus will not panic at the sound of gunfire. As horses are generally docile, they will rarely panic unless severely wounded; camels, being more obnoxious, will panic somewhat more often.

[19.61] The base panic chance for all horses is 5%. The Panic Modifiers Table (14.41) does apply to horses.

[19.62] The basic chance of panic for camels is 20%. Again, the Panic Modifiers Table applies to camels.

[19.63] Panic for horses and camels is determined normally, by the rules for panic (see Section 14.0). Horses and camels never undergo preservation checks, however (but a rider who fails his preservation check will run away with his mount).

[19.64] Treat all "fall prone" results on the Panic Results Tables (14.41) as "hold still" results. Thus, any horse or camel suffering a "fall prone" result on the Panic Results Table will instead hold in place and refuse to move. Treat all "fire" results as "move" results.

[19.65] Horses or camels without riders will automatically panic, unless held, hitched, or hobbled. Such horses will automatically move as per the rules for the move result on the Panic Results Table; do not roll on the Table, but simply move the horse. It is possible for a horse to fall, killing its rider, and continue to live; in this case, the horse will automatically stand erect and move as per the panic rules in the following Task Execution Phase.

[19.66] Upon being dismounted, camels (only) may be hobbled. Hobbling is a task like any other; refer to the Task Point Cost Chart (5.22). A hobbled camel is incapable of movement, and thus will remain in the square in which it was hobbled until unhobbled. Unhobbling is also a task, and requires the expenditure of Task Points. A seriously wounded man may hobble or unhobble camels.

[19.67] Upon dismounting, a rider is considered to be holding the reins of his mount. He may move, leading the mount, in which case the mount will follow one square behind him; or he may stand still and remain in the same square. A man may pass a mount's reins to another man by passing through the other man's square, and expending the required Task Points to pass the reins. One man may hold up to four reins at once; however, a man holding more than one mount's reins may not lead the mounts (he must remain in the square). A man holding reins may not fire any weapon or prepare or throw grenades. Alternatively, a man may hitch his horse to any corner of a building; he simply pays the required Task Point Cost, and the horse will remain there (but see Case 19.68).

[19.68] Mounts whose reins are held panic normally; i.e., they do not panic automatically as do riderless mounts, but undergo the panic routine. If a horse whose reins are held panics, the man is required to let go of the reins. Hitched horses that panic will become unhitched if they move.

[19.7] Horse Barbarians (Cossacks)

The Cossacks and similar nomadic people dependent on the horse have certain special capabilities denied to more technologically oriented peoples. In Commando, these rules will normally only apply to scenarios in which Cossack cavalry take part (Cossack being the generic term for all cavalry of a certain skill); however, the Players should feel free to develop Scenarios dealing with the Plains Indian or other horse-dependent tribes.

[19.71] As Cossacks are able to steer horses by pressure from their knees, without recourse to reins, they will have both hands free for other actions during combat. Cossacks may, therefore, fire any weapon from horseback while the horse moves. However, all fire from horseback is subject to an automatic -25% accuracy modifier. Weapons fired from horseback are always considered hand-held.

[19.72] The panic percentage for Cossack horses is halved. There are no Cossack camels.

[20.0] Barbed Wire

General Rule: In Commando, there are two types of barbed wire — normal straight barbed wire, and helical concertina-type barbed wire. In some Scenarios, barbed wire is printed on the map; in Scenarios the Players invent, barbed wire must be drawn on the map. A straight, barbed symbol is used for straight wire; a helical barbed symbol is used for concertina wire.

Cases:

[20.1] Straight Wire

[20.11] A square-side on which a straight-wire symbol is printed is normally impassable — men cannot move across barbed wire.

[20.12] A man who enters a square adjacent to straight wire and falls prone is considered to have fallen on top of the barbed wire. Other men may now move across the straight wire — they are using the prone man as a "bridge" across the wire.

[20.13] The bridging man may take no action while prone on the wire. He must remain prone on the wire for two full Task Execution Phases after the last Phase in which a man used him to cross the wire. During the following Task Execution Phase, he may stand erect (on the other side of the wire, if he so desires) and execute tasks thereafter normally. The man may stand erect during an earlier Task Execution Phase, but if he does so, the man automatically receives 1D6 Wound Points. If an Enemy man attempts hand-to-hand combat with a bridging man, both men take an additional 1D6 Wound Points during each Task Execution Phase.

[20.14] Horses and camels may jump over straight wire, and thus may ignore it, if they know it is there. A riderless horse never knows that barbed wire is present. Horses with riders may jump over barbed wire only if the barbed wire is laid by the Friendly side (i.e., the Friendly side is the defender and the wire began on the map), or if a Friendly man or horse has previously moved onto barbed wire.

[20.15] If a horse or a camel which does not know about the presence of barbed wire moves across a

square-side containing barbed wire, it is considered to fall (without crossing the wire), suffering 1D10 Wound Points. Its rider (if any) also falls, suffering 1D10 Wound Points (supplanting the normal 1D6 damage for falling off a horse). The rider may then extricate himself using the normal rules for extricating oneself from barbed wire; the horse will automatically stand in the following Task Execution Phase, suffering 1D6 Wound Points in doing so.

[20.2] Concertina Wire

[20.21] Concertina wire is normally impassable both to men and mounts. It becomes passable only when the rules for clipping wire are used.

[20.22] Concertina wire is more visible than straight wire, and thus horses and camels will avoid it. If a man or horse panics into concertina wire, treat it as a wall (i.e., the man or horse will move along the wire).

[20.3] Wire-Clipping

If the Players desire, one or both Players may have his men carry wire clippers (presumably in scenarios with barbed wire). These may be carried in addition to the three normal weapons.

[20.31] A man with wire-clippers can clip straight wire and drag it out of the way by expending 50 Task Points (i.e., clear one square-side); he can clip concertina wire and drag it out of the way by expending 100 Task Points. He must begin the Task in a square adjacent to the barbed wire square-side, and then expend the necessary Task Points. If required, the man may expend the Task Points over more than one Task Execution Phase — keep track of the total Task Points expended towards the total.

[20.32] Men clipping wire must be prone while doing so.

[20.33] Wire clippers may be taken from a man by executing an "exchange weapons" task with the possessing man. Once the necessary Task Points are expended, the exchanging man possesses the clippers.

[20.34] Once a man has clipped wire in a given square-side, men and mounts may move through the square-side freely — the wire is considered to have ceased to exist in the square-side.

[21.0] Thump Guns

Commentary: A thump gun, or grenade launcher, fires a 40mm shell with fair accuracy to about 300 meters. The shell has the explosive power, approximately, of an average hand grenade, and arms itself after 30 meters of flight, to protect the firer from blowing himself up. The thump gun was devised by the U.S. Army during the Second Indochina War (the Vietnam War), and thus may not be utilized in Scenarios before that time.

General Rule: Thump guns are fired in a manner similar to rifle grenades (see Section 18.0). A man who possesses a thump gun as his primary weapon does not have a finite limit of grenades like other men; he is assumed never to run out of any type of grenade (actually, he has a sufficient number of grenades issued to him to prevent him from running out).

Cases:

[21.1] Firing a Thump Gun

[21.11] In some scenarios, one or both Players may be assigned thump guns — in scenarios the Players invent, they may choose to use thump guns. A thump gun is considered a main combat weapon, and may be carried by a man as such, and exchanged as a normal weapon.

[21.12] Firing a thump gun costs 25 Task Points. The Player uses the same procedure as for firing rifle grenades (see Procedure, Section 18.0).

[21.13] When a thump gun is fired, the firer determines the destination square of the thump gun's shell, and refers to the Thump Gun Accuracy Table (21.15). He determines whether the thump gun's shell hits its target square or not according to the percentile roll compared to the Thump Gun Accuracy Table. The modifiers listed on the Grenade Accuracy Table are used. If it is determined that the thump gun's shell scatters, the procedure for grenade scatter is used; use the rifle grenade or thump gun line of the Grenade Scatter Table.

[21.14] A Player does not have to be able to trace an LOS to a square in order to fire at that square. However, a man may not fire his thump gun until at least one Enemy man has been observed.

[21.15] Thump Gun Accuracy Table

(See Charts and Tables.)

[21.2] Restrictions on Thump Gun Fire

[21.21] A thump gun is considered automatically unloaded each time it fires, and must be reloaded (at the normal 25 Task Point cost for reloading a weapon) before it may be fired again.

[21.22] The minimum range at which a thump gun will arm and detonate is 10 squares. If a man fires a thump gun at a square within 10 squares of his position, nothing occurs except that the weapon becomes unloaded.

[21.23] A man may only load one thump gun shell at a time. He may not have two shells "prepared" by paying double the reloading cost.

[22.0] Mines

General Rule: Minefields are always noted in secret — drawn on the defending Player's map — before the game begins. They affect any man, Enemy or Friendly, who enters a square containing mines. There are four general types of mines in Commando: normal anti-personnel, bounce, claymore and anti-tank mines.

Procedure: The Player will be given the number and type of mines by the Scenario listings, should they be present; in scenarios the Players invent, they must agree on the number and type of mines to be used (if any) before the scenario is played. Before any men are placed on the map or play begins, the Player with the mines must note the location of the mines on his personal copy of the map. Thereafter, whenever a man or vehicle enters a square containing a mine, or triggers a mine, he must suffer the mine's effects.

Cases:

[22.1] Normal Anti-Personnel Mines

Procedure:

  • If a man enters a mined square, roll 1D6: if an even number is rolled, the mine has detonated. If the mine detonates, the man suffers Wound Points as if a grenade had exploded in his square. If the mine does not detonate, it is still armed if other men later enter the square. If there is more than one mine in a square, the detonation of one detonates the rest.
  • A man goes through the normal panic routine when damage is inflicted upon him by a mine. Use the rules for panic when opportunity fire occurs.

[22.11] Normal anti-personnel mines are emplaced in a single square.

[22.12] Horses (and camels) are sufficiently heavy to detonate anti-personnel mines automatically. If a horse or camel enters a square containing such a mine, it detonates. The rider (if any) is considered protected by the horse from the effects of the blast.

[22.13] Tanks and APCs also detonate anti-personnel mines. If a tank or APC enters a square containing such a mine, the mine detonates harmlessly, doing no damage. It is a good tactic to ride on a tank or an APC and thus avoid anti-personnel mines. However, tanks are not usually available for that purpose.

[22.14] Jeeps detonate anti-personnel mines and may be affected; see Case 29.2.

[22.2] Bounce Mines

Bounce mines are mines designed to bounce sufficiently high in the air to detonate at genital height, thus inflicting a greater amount of pain on the victim.

[22.21] Bounce mines act as regular anti-personnel mines, except that persons who take 5 or more Wound Points from bounce mines are considered severely wounded. Their Wound Point Total is not in any way adjusted, but the man must pay twice as many Task Points as listed on the Task Point Cost Chart for any Task, etc. The rules for severely wounded man apply to any man unfortunate enough to receive 5 or more Wound Points from a bounce mine. This is because the pain generated from the explosion of a bounce mine is sufficient to greatly hamper a man's performance.

[22.22] Bounce mines act as anti-personnel mines in all ways against horses and vehicles, but do not affect any riders.

[22.3] Claymore Mines

A claymore mine is an anti-personnel mine consisting of a box containing an explosive charge and about 750 steel balls. When detonated, it blasts an expanding cone of ball bearings in a predetermined direction. Troops caught within this cone are likely to be shredded into pieces. It can be detonated by a tripwire or by manual switch.

[22.31] As with other mines, the claymore is secretly deployed before the first Game-Turn. It is secretly emplaced in a square, and it must be oriented (pointed) to one of the eight adjacent squares. The emplacing Player should note the position and facing of the mine.

[22.32] There are two ways claymores may be detonated: by a tripwire, or through manual detonation. If a claymore is to be detonated manually, the Player must note the position of a detonator in some square within 50 squares of the mine. Any Friendly man may detonate the claymore during a Task Execution Phase by moving to the detonator square and expending 20 Task Points (see the Task Point Cost Chart, 5.22). There must be a Line of Sight between the detonator and mine squares.

[22.33] If a man begins the Task Execution Phase in a detonator square, he may be plotted for "opportunity detonation." This means he will detonate the claymore if he notes any observed Enemy man moving into the blast area of the claymore. The opportunity firing rules (Case 10.7) and costs apply.

[22.34] More than one claymore mine may be rigged to the same detonator — these mines do not have to be in the same square, but they may be. When such a detonator is used to detonate any one of the mines, all of the mines are detonated.

[22.35] The claymore may also be detonated by a tripwire. The Friendly Player designates a square as the tripwire anchor square, which may be no more than six squares away from the mine itself. A line from the anchor square to the claymore square forms the tripwire. If any man enters any of the squares through which the tripwire runs, roll 1D6: if an even number is rolled the mine is detonated, if an odd number is rolled it is not. A tripwire not detonated is still ready to possibly detonate when the next man passes through one of the tripwire squares.

[22.36] Any man caught within the blast pattern of a claymore suffers Wound Points. The blast pattern of a claymore is depicted in Diagram 6 which shows the pattern of a claymore oriented towards an orthogonally adjacent square, while Diagram 7 depicts the pattern of one oriented towards a diagonally adjacent square. Men suffer Wound Points according to the key for the diagram.

Diagram 6 — Orthogonal Claymore Blast (A = claymore; shading key: 1D10 and 1D6) and Diagram 7 — Diagonal Claymore Blast (A = claymore; shading key: 1D10 and 1D6): grids showing the blast area of each claymore orientation.

[22.37] A man in the actual square containing the claymore does not take any Wound Points.

[22.4] Anti-Tank Mines

[22.41] Anti-tank mines can only be triggered by a tank or APC; jeeps or motorcycles are not heavy enough to detonate them.

[22.42] If a tank or APC passes through a square containing an anti-tank mine, roll 1D6; on an even roll, the mine has detonated. If the mine detonates, roll once on the Tank/APC Damage Table (26.5) to see what effect the mine has on the tank or APC.

[22.43] Anti-tank mines affect men as anti-personnel mines.

[23.0] Tanks

General Rule: Each tank contains a crew of five men (four in modern tanks). A tank has a main gun, mounted in a turret, as well as a coaxial machinegun also mounted in the turret. Additionally, a swivel-mounted machinegun is mounted in the turret hatch, for use by the commander, and a third machinegun is mounted in the hull. The hull machinegun and main gun/coaxial machinegun have restricted fields of fire, dependent on the facing of the tank and the facing of the turret. The swivel machinegun has a 360° field of fire, but can only be operated by a crew member who exposes himself to Enemy fire. Vehicles are always moved during the Prepared Task Execution Phase.

Procedure:

Facing

  • Tanks, unlike men, have facing. The Players must keep track of the position and facing of all tanks. Additionally, a tank's turret will not always be facing in the same direction as the tank; therefore, it behooves the Players to keep track of the turret facing as well. It is suggested that the Players use two different-colored arrows to graphically show the direction of the tank and the turret.

Fire

  • A tank's main gun may be fired at any square on the map within the gun's field of fire (i.e., within Line of Sight and observation range). Refer to the Tank/Artillery Tables (23.9) to determine whether the main gun hits the square at which it fired. The table gives the probability of hitting the target square; roll 1D100. If the number rolled is less than or equal to the percentage listed, the shell has hit the target square; otherwise, refer to the Tank/Artillery Scatter Table (23.92) to determine how far the shell scatters. Roll on the Scatter Diagram to determine in which direction the shell scatters.
  • Any barbed wire or walls adjacent to a square hit by a tank main gun shell are destroyed, and any mines in such a square are detonated. All men (and horses, etc.) within five squares of the destination square take damage; refer to the Tank Damage Diagram (diagram 8). Immediately roll 1D100. If the number rolled is less than or equal to the number in the lower right-hand corner of the square, the man is dead. If the number rolled is greater than that number, consult the dice code in the square on the diagram. Roll the appropriate number and type of dice, modify as directed, and record these Wound Points on the Data Log. Note: See Tank Damage Diagram, in Charts and Tables insert.

Diagram 9: A = Initial Position of Tank; B = Legal Move. (Grid diagram; the legal-move squares are marked B.)

Cases:

[23.1] Tank Tasks and Movement

[23.11] All tanks must have men inside of them to be used effectively; these men are known as crew members. The men inside the tank have no Task Point allowance per se; if the tank performs a task in any turn, the crew members are considered to expend their full Task Point allotment in keeping the tank operative, with the exception of tank-related tasks described in the following secondary Cases.

[23.12] Each tank has a Task Point allotment of 50 Task Points. Task Point costs for tanks are listed on the Tank/APC Task Point Cost Chart (23.8). Note: While tanks travel across countryside much more rapidly than infantry, tanks may only effectively operate with ground troops when proceeding at a relatively slow pace.

[23.13] Tanks always pay either 5 or 7 Task Points when entering a square; they are unaffected by terrain multiples or additives. However, tanks may never enter forest, dune, mountain, river or sea squares; these are impassable. Tanks are unaffected by barbed wire, but cannot move through walls, windows or doors.

[23.14] Tanks are always considered to be facing in one of the eight directions printed on the compass rose/Scatter Diagram. A tank facing in a given direction may only enter one of the three squares in front of it (see diagram 9; the tank may only enter one of the shaded squares). When a tank enters a square, its facing is changed so the tank's rear faces towards the square it just left (in the diagram below, the tanks are positioned as they would face after moving from position A). This change of facing is automatic with movement, and does not require the expenditure of actual Task Points.

[23.15] A tank may pivot in place; that is, change facing without moving. This requires the expenditure of Task Points. Each 45° (moving one cardinal point on the compass rose) facing change by the tank requires the expenditure of 5 Task Points. Thus, a tank could change its facing in any direction at a cost of no more than 20 Task Points.

Diagram 10 — Legal Hull Machinegun Fire (diagram of the restricted field of fire of the hull machinegun).

[23.16] The facing of the tank's turret is independent from the facing of the tank; that is, the tank's turret may face in any direction, not necessarily the direction the tank faces. However, if a tank changes its facing by 45°, the tank's turret also changes facing by 45° in the direction the tank turns — obviously, the turret is brought along with the rest of the tank. See Case 23.4, Turrets.

[23.17] Tanks occupy only one square, although the average tank (if there is such a beast) measures around 2.4 meters by 3.6 meters. For convenience, the tank is placed in a single square.

[23.18] If a tank "runs over" a Friendly man (by moving into the same square), the man may either mount the tank as per Case 24.1, paying the cost for mounting a tank (which is treated as an unroofed APC, see Case 24.3) while the tank ceases movement, or, should the tank continue movement, be run over and killed. Tanks attempting to run over Enemy men simply allow the Enemy Player to move his man one square away — at no Task Point cost.

[23.2] Tank Crew

[23.21] Each of the five (or four) men in a tank fulfills a certain specified purpose. If a given man is severely wounded, incapacitated or killed, he cannot fulfill his function, and the tank cannot take the action corresponding to his function (for instance, if the driver is dead, the tank cannot move).

[23.22] The functions of the various tank crew members are:

  • Commander: orders movement and fire, and fires swivel machinegun (when opened up only, see Case 23.5). If severely wounded, incapacitated or killed, the tank cannot take any action until the commander is replaced.
  • Driver: executes movement. If out of action (i.e., severely wounded, incapacitated or killed), the tank may not move or change facing. If the tank is moving, it immediately ceases movement upon driver going out of action.
  • Loader: loads the main gun. If out of action, the main gun and/or coaxial machinegun may only be fired once every other Turn.
  • Gunner: executes fire with the main gun and coaxial machinegun. Changes turret orientation. If he is out of action, neither of the weapons may be fired.
  • Hull Machinegunner: executes fire with the hull machinegun. If he is out of action, this weapon may not be fired.

Note: Modern-era tanks have neither hull machineguns nor hull machinegunners.

[23.23] Tank crew members may change places. This would occur most frequently when a vital crew member becomes incapable of performing his function. Any two crew members may exchange places through the expenditure of 20 Task Points by the tank (see the Tank/APC Task Point Cost Chart, 23.8). Each time additional crewmen wish to change places, the 20 Task Point cost must be paid again.

[23.24] The main gunner and loader should be viewed as a team. As long as both are fit, the main gun and coaxial machinegun may fire every Game-Turn. If the loader is seriously wounded, incapacitated or killed, these weapons may only be fired on alternate Game-Turns until such time as the out of action man is replaced. If the gunner is out of action, the weapons may not be fired until he is replaced.

[23.3] Tank Combat

There are four weapons which may be fired from a tank: the hull, turret hatch and coaxial machineguns, and the main gun. To fire a gun, the crew member listed in Case 23.22 must be functioning. All guns but the main gun may be plotted for opportunity fire.

[23.31] If the owning Player wishes a tank to fire its main gun, a tank must expend its full 50 Task Points in doing so. All other weapons may be fired at the same time without further expenditure of Task Points (presuming all crew members involved are hale and hearty). Exception: Modern NATO and Israeli tanks may fire their main guns twice per Turn. Such tanks will expend the full 50 Task Points to do so, and any other weapons may be fired only once per Turn.

[23.32] A Player may have a tank fire its machineguns only at the cost of 25 Task Points — thus allowing the tank to move or perform some other action in the same Task Execution Phase(s).

[23.33] If a tank uses one or more of its machineguns to opportunity fire, the extra Task Point cost for opportunity fire must be paid. If the tank is firing its main gun in the same Turn in which its machineguns are performing opportunity fire, the tank need expend no more Task Points for opportunity fire (as all Points have already been expended).

[23.34] The hull machinegun may only be fired at targets within a severely restricted field of fire (see Diagram 10). The crew member must observe an Enemy man to perform the fire; and all rules of fire combat (see Section 10.0) apply.

[23.35] The turret hatch machinegun has a 360° field of fire, but may only be operated by the commander, and only when the tank is opened up (as opposed to buttoned down). When firing, the commander exposes himself to small arms fire (and all weapons on the Fire Combat Table) and fragmentation, just as though he were standing erect outside the tank. The hatch machinegun is fired in accordance with the rules for Fire Combat.

[23.36] The main gun and coaxial machinegun are mounted on the main axis of the turret, and their field of fire depends on the facing of the turret. Shown below is an arc diagram: when the turret is facing north (straight ahead in the diagram), the main gun's and coaxial machinegun's fields of fire

are the area labelled "N." Similarly, when the turret is facing northeast, the field of fire is that labelled "NE," etc. Note: Because of the peculiarities of the square grid, the actual fields of fire are shifted to the right 22.5° from reality.

Diagram 11 — Main Gun & Coaxial Machinegun Fields of Fire (T = Tank).

[23.37] The fire of tank machineguns is treated exactly as if they were regular machineguns (i.e., they are always considered braced), but they never become unloaded.

[23.38] A tank fires its main gun at a square, rather than at a target, in the same way that grenades are thrown at squares. Tanks may only fire the main gun at targets to which the commander has a Line of Sight (which may only occur when the tank is opened up; see Case 23.5). Thus, a man will be only partially affected by shells when inside buildings, for example.

[23.4] Turrets

[23.41] As stated previously, a tank's turret has a facing independent of the tank's facing. A turret may be turned as part of a tank's task, but a tank may not fire its coaxial machinegun or main gun on the same Game-Turn as the turret is being turned.

[23.42] Turning the turret costs the tank 25 Task Points (see the Tank/APC Task Point Cost Chart, 23.8).

[23.43] A tank which is opened up may turn its turret 360°, while a buttoned down tank may only change the facing of its turret by up to 90°. See Case 23.5.

[23.5] Buttoned Down/Opened Up

A tank operates most efficiently when the commander can stand in his turret hatch with a clear view around, and has the ability to use his hatch machinegun. This operational configuration is called the Open configuration; an open tank should have a small "o" drawn in its square on the game-map. Of course, the Commander in this position forfeits the protection the tank gives from small arms fire. When the Commander completely encloses himself in the turret, the tank is considered to be Buttoned Down; place no mark next to such tanks. Going from one configuration to the other requires the expenditure of 25 Task Points.

[23.51] A tank which is opened up is not subject to panic in any form. A tank which is buttoned down has a panic percentage of 35% (which is only modified by preservation conditions, and no other panic modifiers).

[23.52] When a tank panics, treat a "fall prone" result as a "hold" result; the tank may not expend any Task Points. If a "move" result is obtained, the tank will move straight ahead in the direction it is facing, expending all its Task Points in movement only (but stopping in front of impassable terrain, and ceasing movement for the rest of the Task Execution Phase). If the driver is out of action, a "move" result will prevent the tank from taking any action. A "fire" result is treated normally, but only the machineguns will fire (and, of course, they'll fire at the nearest observed Enemy man within the appropriate field of fire; following all rules of panic).

[23.53] The swivel machinegun may only be used to perform opportunity fire when the tank is opened up, and never when the tank is buttoned down.

[23.6] Protection Afforded by a Tank

[23.61] Small arms fire, grenade and rifle grenade bursts (as well as thump gun shells) have no effect on a tank or its crew (except for an exposed commander). A tank is only affected by the direct hit of a rocket or artillery shell, a mine, a satchel charge, or a LAW.

[23.62] A tank also blocks LOS; treat a square containing a tank as blocking terrain square for LOS-tracing purposes. A tank is considered to be at an elevation level higher than the printed elevation level it is situated on for LOS purposes.

[23.63] Men riding on a tank are affected normally by all weapons, but being on a tank affords a certain protection (see the Fire Combat Modifications Table, 10.82). In addition, men on a tank are protected from anti-personnel mines. There is no restriction on whether a man on a tank need be Enemy or Friendly to the crew. Thus, an opened up commander could machine-gun Enemy men on the tank, who could, in turn, perform hand-to-hand combat to prevent him from using the machinegun.

[23.7] Bailing Out

[23.71] A Player may freely use the members of his tank crew as foot soldiers. The Player simply expends 50 Task Points for the tank, and, at the end of the Task Execution Phase, the crew members (and some may remain in the tank) are placed in one or more adjacent squares.

[23.72] The tank may not expend Task Points unless crewed by at least two members. To re-enter the tank, a crew member must expend 25 Task Points in a Phase (also listed on the Task Point Cost Chart, 5.22). The tank itself may not expend any Task Points in a Phase in which it is re-entered.

[23.73] Each crew member has the normal 50 Task Point allowance. Normally (unless the Players specify otherwise), each tank crew member is equipped with a pistol and a combat knife.

[23.74] A tank which is damaged so that it has no remaining Task Points may be bailed out of, as per Case 23.71.

[23.8] Tank/APC Task Point Cost Chart

(See Charts and Tables.)

[23.9] Tank/Artillery Tables

(See Charts and Tables.)

  • [23.91] Tank/Artillery Hit Table
  • [23.92] Tank/Artillery Scatter Table

[24.0] Armored Personnel Carriers (APCs)

General Rule: Armored Personnel Carriers (APCs for short) can be used to transport men. They also carry a two-man crew and one swivel machinegun, and thus have limited combat potential of their own. There are three types of Armored Personnel Carriers: APCs with unroofed passenger compartments, enclosed APCs and APCs with gun slits. Men inside an APC have their own Task Point allowance, and may fire, opportunity fire and/or throw grenades in some cases.

Cases:

[24.1] Task Execution and Mounting

[24.11] APCs have 50 Task Points, which are expended in the same way tanks expend Task Points. The two crew members of an APC (driver and commander/gunner) do not have Task Points as long as they remain with the APC.

[24.12] In addition to the crew, the APC may carry up to eight infantrymen (a flamethrower or rocket launcher man counts as two infantrymen). Mounting into or dismounting from the APC requires the expenditure of Task Points, both by the men and the APC. Twenty-five Task Points must be expended by the APC when any number of men mount or dismount from the APC. However, passengers may only be loaded and/or discharged from a single square in a given Phase.

[24.13] Men being discharged or loaded must also pay Task Points in the process; costs are listed on the Task Point Cost Chart (5.22).

[24.14] Men mounted on an APC, unlike crew members, retain Task Point allowances of their own. Depending on the type of APC, such men may be able to perform different tasks while in the APC.

[24.15] Men mount into or dismount from APCs from adjacent squares (but see Cases 24.3 through 24.5).

[24.16] Obviously, APCs (and tanks) are an exception to the limits of men allowed within a given square. When in or on a vehicle, men may ignore the limits on occupancy of a square. However, no more than five men may ever be in a tank, and no more than eight men may ever be in an APC (excluding driver and commander/gunner).

[24.17] An Enemy man may not enter an APC unless it is unoccupied except by crew members. No more than two Enemy men may enter the APC at a time; and only two men from each side may engage in hand-to-hand combat while in an APC (presuming the Friendly men entered after the Enemy men did).

[24.2] APC Operation

[24.21] The two man crew operates in the same manner as a tank crew. The gunner/commander can only use the swivel machinegun if he exposes himself and operates the APC in the open configuration. Buttoned down, the APC crew is immune to all small arms and fragment weapons (as per a tank), but is subject to a 40% panic percentage and limited mobility in the same way a tank is.

[24.22] The APC crew bails out in the same way tank crews do. Passengers bail out by the use of dismounting procedure (when the APC has no Task Points remaining).

[24.23] APCs have no turrets; the machinegun has a 360° field of fire and never runs out of ammo.

[24.3] APCs with Unroofed Passenger Compartments

Note: Most World War II APCs were (and some modern APCs are) half-tracks with open unroofed passenger compartments.

[24.31] Passengers may be loaded on or discharged from unroofed APCs from any adjacent square.

[24.32] Unroofed APCs normally give complete protection from small arms fire and fragmentation (but see below). The driver and commander/gunner may be fired at as if they were protected by a window; but are never affected by fragments.

[24.33] Passengers in an unroofed APC may stand and fire their weapons from the APC. However, this exposes them partially to fire. Men standing in unroofed APCs are considered to be in rough terrain when receiving fire.

[24.34] Grenades may be tossed into the passenger compartment of an unroofed APC. APCs are vented for grenade damage purposes.

[24.35] An APC is considered to be one elevation level higher than the surrounding terrain. Thus, if an Enemy man were at a sufficiently high elevation level to have a Line of Sight into the passenger compartment of an APC, he could fire his weapon at the passengers of the APC.

[24.36] Passengers firing from an APC which moves during the Game-Turn are subject to an automatic −25% modifier to their fire that Game-Turn.

[24.4] Enclosed APCs

Most modern APCs are enclosed. This means the passenger compartment is completely enclosed, with no gunslits.

[24.41] Passengers may only mount or dismount enclosed APCs from the square immediately to the rear of the APC.

[24.42] Enclosed APCs give complete protection from small arms fire and fragments. However, a grenade may be thrown into an enclosed APC only if the throwing man can throw over a straight line of squares to the rear of the APC.

[24.43] Passengers in enclosed APCs may expend Task Points — but the only tasks they're likely to perform are reloading and preparing grenades.

[24.44] A man in an enclosed APC as a passenger may not fire or throw grenades.

[24.5] APCs with Gun Slits

APCs with gun slits are completely enclosed, except small slits are left open along the sides and rear of the APC for the passengers to fire from.

[24.51] Passengers who do not fire from an APC are completely immune from Enemy small arms fire and fragments.

[24.52] There are four slits on each side of the APC, and two in the rear. During any given Game-Turn, up to four men may fire through each side, and/or up to two men through the rear. If a man fires through a given side of an APC, his field of fire is restricted; see Diagrams 12 and 13 below. Fire may be directed into the squares indicated only if firing from the indicated side of the APC.

Diagram 12 — A = APC (LEFT / REAR / RIGHT arcs) and Diagram 13 — A = APC (LEFT / REAR / RIGHT arcs): diagrams of the restricted fields of fire through each side of the APC.

[24.53] Men firing from an APC become vulnerable to Enemy fire. However, they are considered to fire through slits, and thus the defensive "slits" modifier accrues to them when they receive Enemy fire.

[24.54] Men firing from an APC which moves during the same Game-Turn have an automatic −25% modifier applied to their fire.

[24.55] Since APCs with slits are completely enclosed, men may only mount into or dismount from such APCs from the rear square.

[24.56] Grenades may not be tossed into an APC with gun slits, except during the Turn in which the APC is loading or discharging passengers.

[24.6] Opportunity Fire from APCs

[24.61] Men in APCs may be plotted for opportunity fire. If any Enemy man moves into the plotted man's field of vision (and field of fire), the man is observed, and the plotted man may fire at the Enemy man. This could occur as a result of Enemy movement, or as the result of the movement of the APC.

[24.62] An APC with opportunity fire-plotted men aboard may be moved before all non-plotted men are moved.

[24.7] Sequencing and APCs

[24.71] Men who move with an APC during a given Turn may dismount and possibly fall prone at the end of the APC's movement, but not perform any other tasks outside the APC.

[24.72] Men may fire at Enemy men while the APC is moving. However, the owning Player must immediately finish the task execution of such men upon the end of movement for the APC (this is an exception to the normal sequence of events).

[24.73] Men may move to and mount onto an APC at any time. (Theoretically, a man could expend all his Task Points moving to an APC, and then be carried by the APC for the APC's full movement.)

[25.0] Satchel Charges

Commentary: A satchel charge is a bag of high explosives. When exploded within a confined space, its concussive blast is lethal and extremely destructive. When exploded in the open, its lack of fragmentation reduces its lethality, but its explosive force can damage tanks and APCs.

General Rule: Satchel charges are used very similarly to grenades. Basically, satchel charges are prepared and thrown (though they may be dropped). However, satchel charges operate by fuse, and so do not necessarily explode on the Game-Turn they are thrown or dropped. Instead, the owning Player is charged with deciding the Game-Turn the satchel charge will detonate.

Cases:

[25.1] Preparation and Release of Satchel Charges

[25.11] The costs for preparing and throwing satchel charges are listed on the Task Point Cost Chart (5.22). Of course, men will not always carry satchel charges; the Players will have satchel charges to dispense only if the scenario they are playing directs them to, or if the Players invent a scenario using satchel charges.

[25.12] Satchel charges are thrown using the same procedure as grenades (see Section 11.0). However, the maximum distance a satchel charge may be thrown is 7 squares; a prone man may throw a satchel charge only 1 square.

[25.13] When a satchel charge is thrown, refer to the Satchel Charge Accuracy Table (25.41) to determine whether it hits its destination square. Use the same procedure as for grenades to determine whether the satchel charge hits its target, but use the Satchel Charge Accuracy Table, rather than the Grenade Accuracy Table. Do use the Grenade Accuracy Modifiers Table (11.82) to modify the chance of hitting the target square.

[25.14] If a satchel charge scatters, use the procedure for grenade scatter, except a scattering satchel charge always scatters one square, and never any further.

[25.15] A man with a satchel charge may drop the satchel charge, rather than throwing it (presuming he has prepared it). He simply leaves it in some square as he moves; dropping the satchel charge does not cost any Task Points.

[25.2] Fuse Time and Detonation

[25.21] When a man prepares a satchel charge, his owning Player must determine what Game-Turn he wishes the satchel charge to explode in. If he decides to explode the satchel charge in the current Game-Turn, it explodes at the end of the preparing man's task execution. If it explodes in some other Game-Turn, it explodes at the beginning of the Task Execution Phase, after hand-to-hand combat has been performed.

[25.22] The fuse time (how long the satchel charge has until it explodes) can never be more than 3 Game-Turns.

[25.23] Unlike grenades, a man may not prepare and hold a satchel charge in the way one can hold a grenade; rather, the time a satchel charge will explode is determined at the moment Task Points are expended to prepare it.

[25.24] When the satchel charge explodes, refer to the Satchel Charge Damage Table (25.42) to determine how much damage the charge inflicts on men and animals; as with a grenade, all men and animals in the satchel charge's square and the surrounding

eight squares suffer damage as shown on the Table.

[25.3] Effect on Tanks/APCs

[25.31] A satchel charge may be thrown onto a tank or APC. If the owning Player of the throwing man so desires, and the throw to the tank/APC's square does not scatter, the satchel charge is considered on the target (and the man was considered to be throwing at the vehicle); assuming the man hits, the satchel charge will travel with the vehicle, unless some man should perform a "pick up weapon" task and drop or throw it off the vehicle.

[25.32] A jeep may have a satchel charge thrown onto it (see Section 29.0); a motorcycle cannot (see Section 30.0).

[25.33] If a satchel charge on a vehicle explodes, or a satchel charge in the same square as a vehicle explodes, the vehicle suffers the effects of being hit by a rocket (see Case 26.2).

[25.4] Satchel Charge Tables

(See Charts and Tables.)

  • [25.41] Satchel Charge Accuracy Table
  • [25.42] Satchel Charge Damage Table

[26.0] Rocket Launchers

Commentary: The bazooka has always captivated the imagination of the American public. An effective weapon for killing people and destroying vehicles at a distance, the use of the weapon somehow allows the wielder to imagine his hands are clean of all guilt. Comic books have perhaps gone farthest in giving the bazooka its glamorous image.

The bazooka/panzerfaust weapons systems were developed during the latter part of World War II. Primarily used by infantry, the weapons were basically a simple rocket bearing a shaped charge warhead. The primary purpose of the weapons system was to give infantry the ability to breach and destroy heavy fortifications and armored vehicles, which before had been impregnable to the foot soldier. Concurrent with the explosion caused by the charge in the rocket, there is some fragmentation, and so the rocket launcher (or bazooka) can be used against personnel.

General Rule: A rocket launcher is fired as is any other weapon, and costs 25 Task Points to fire (see the Task Point Cost Chart, 5.22).

Procedure: A rocket is subject to scatter in the same way as a grenade: see the Rocket Launcher Accuracy Table (26.7). If a rocket scatters, use the same procedure as for grenade scatter, but use the Rifle Grenade Scatter Table (18.33) to determine the rocket's destination square.

Cases:

[26.1] Effects of Rockets on Personnel

When a rocket detonates, it affects all men and animals in the rocket's square and the eight adjacent squares as if it were a grenade.

[26.2] Effects on Vehicles

[26.21] When a rocket hits a square containing a tank or APC, refer to the Tank/APC Damage Table (26.5) and roll 1D10. Find the result on the Table corresponding to the die-roll and apply it, as explained on the Table.

[26.22] When a rocket hits a square containing a jeep or motorcycle, refer to the Jeep/Motorcycle Damage Table (26.6) and roll 1D10. Find the result corresponding to the die-roll and apply it.

[26.3] Reloading the Rocket Launcher

Reloading the rocket launcher costs 50 Task Points, rather than the normal 25 (see the Task Point Cost Chart, 5.22). Thus, a man must spend a full Task Execution Phase reloading the launcher. If, however, two men begin a Task Execution Phase in the same square as a launcher, each man may expend 25 Task Points, and the launcher will be reloaded.

[26.4] Multiple-Fire Rocket Launchers

In the modern era, a number of armies (including the U.S. and Soviet) have developed rocket launchers capable of firing more than one shell at once.

[26.41] Multiple-fire rocket launchers may fire up to four shells (i.e., four rockets) in a Game-Turn. Firing the weapon still costs only 25 Task Points, and between 1 and 4 shells may be fired.

[26.42] All rockets fired in a single Game-Turn must be fired at the same target; however, scatter for each rocket is determined separately.

[26.43] All four shells need not be fired at once; a Player may fire only one shell.

[26.44] Reloading one shell in a multiple-fire rocket launcher costs 50 Task Points; thus, to completely reload an exhausted multiple-fire rocket launcher would require four complete Task Execution Phases. A man working with a loader as per Case 26.3 could reload a launcher in two complete Task Execution Phases, reloading two shells per Game-Turn.

[26.45] A launcher need not be fully reloaded to fire; a launcher with just one shell left could fire the single shell. Afterwards, of course, the weapon would have to be reloaded before it could be fired again.

[26.5] Tank/APC Damage Table

(See Charts and Tables.)

[26.6] Jeep/Motorcycle Damage Table

(See Charts and Tables.)

[26.7] Rocket Launcher Accuracy Table

(See Charts and Tables.)

[27.0] Light Anti-Tank Weapons (LAWs)

Commentary: In the modern era, most armies have developed a hand-held anti-tank weapon which is light and thus easily carried by infantry. In the American army, the LAW is (in theory, at least) carried by every infantryman; in the Soviet army, one RPG-7 (their equivalent of the LAW) is carried per squad. These rules concern the LAW primarily; light anti-tank weapons of other nations can be considered essentially similar, although the range and back-blast of most are generally slightly less.

General Rule: A man may carry a LAW in addition to his other weapons. Once fired, a LAW is discarded, and may not be fired again.

Cases:

[27.1] How LAWs Are Fired

[27.11] A LAW is primarily an anti-vehicle weapon, but has some effect on personnel. LAWs are fired at Enemy vehicles, rather than at squares in the way grenades are; firing a LAW costs 25 Task Points (see the Task Point Cost Chart, 5.22).

[27.12] When a LAW is fired at a target, determine the distance to the target and refer to the LAW Accuracy Table (27.3). Use the Table as other accuracy tables are used to determine whether the LAW strikes its target or not.

[27.13] If the LAW does strike its target, refer to the Tank/APC Damage Table or the Jeep/Motorcycle Table (26.5 or 26.6) to determine what effect the LAW has on the vehicle.

[27.14] If a LAW scatters, it has no effect unless it should hit a square in which another vehicle is located, or crosses building line terrain. Use the rocket launcher or rifle grenade column of the Grenade Scatter Table. If the scattered LAW strikes a building line, the line is destroyed; treat the square on the side of the destroyed line farthest from the firing man as rubble.

[27.2] Restrictions on LAWs

[27.21] A LAW will arm after travelling 9 meters. Thus, a LAW may not be fired at a vehicle within 3 squares (inclusive) of the firing man; rather, a LAW fired at that range has no effect.

[27.22] A LAW creates a sizeable backblast when fired. When a LAW is fired, determine the direction the firing man is most nearly firing in (N, NE, E, etc., the same procedure as for finding the direction of the nearest Enemy man for panic purposes). The backblast will occur in the opposite cardinal direction. Refer to the LAW back-blast diagram below; any man or animal in the backblast pattern immediately suffers 1D10 Wound Points.

[27.23] Backblast will not travel through walls. The Wound Point total is halved should the backblast travel through an aperture (a door, slit or window).

[27.24] If a LAW is fired from a position within a building which has six or fewer squares inside of it, the firing man suffers 1D10 Wound Points, as do all other men inside the building.

[27.3] LAW Accuracy Table

(See Charts and Tables.)

[28.0] Artillery and Mortar Fire

General Rule: Under certain circumstances, either or both Players may plan and/or call for artillery and/or mortar fire to impact on the map. All such artillery or mortar fire originates off the map. The circumstances and capabilities of each Player should be determined by mutual agreement, or (in a rare instance) in the Scenario listings. In all cases, artillery shells have the effect of a tank main gun.

Cases:

[28.1] Planned Fire

[28.11] If the Scenario informs the Player he must use planned fire, it will also state how many rounds of artillery fire he may use. He may fire all of these rounds on a single Game-Turn, or he may fire them on separate Game-Turns.

Diagram 14 — LAW Back-blast Diagram: L = LAW; arrow = backblast. (Grid diagram showing the backblast pattern behind the firing LAW.)

[28.12] In any case, all artillery fire must be planned before the game begins. Before the game begins, the Player possessing artillery must note (secretly, on the Data Log) the Game-Turn the artillery is to be fired, and the square it is to be fired at. If the Players desire, the owning Player can simply take a copy of the map, and write target squares and Game-Turns on the map, rather than writing on scrap paper.

[28.13] On the planned Game-Turns, the artillery fire will arrive at the indicated square(s). Refer to the Tank/Artillery Hit Table (23.91); there is a base 15% chance the artillery shell will hit its target square. If the shell does not hit, use the procedure for grenade scatter (except artillery shells may scatter "through" walls); roll 1D10 to determine the distance the shell scatters in squares.

[28.2] Called Fire

[28.21] When using called fire, the Player should not be assigned a number of rounds, but rather a number of artillery pieces. The Players may wish to restrict the artillery piece(s) as to which Game-Turn or number of Game-Turns it may fire, or they may allow the Player to fire throughout the scenario. The artillery piece is not placed on the game-map; it is still off the map, but is assigned solely to the Player's men.

[28.22] At the beginning of the game, the Player may designate a target square for each of his pieces. During the game, he may change the target square for any or all of his pieces; but an artillery piece must spend three consecutive Game-Turns without firing until it may again fire at its new destination square. Thus, a Player who does not designate a target square for one of his pieces at the beginning of the game forfeits the right to fire with the piece for the first three Game-Turns.

[28.23] A Player may designate one-fourth (rounding down) of his men as forward observers. Normally artillery shells have a 15% chance of hitting their target square. If a forward observer expends all Task Points as a forward observer by remaining in a square, he may increase the chance of a single artillery piece hitting its target by 10% to 25%. However, the man must take no Wound Points during the Game-Turn, and must have a Line of Sight to the target square. Example: Joe Deathcrazed, DFO (Designated Forward Observer), spends a full Game-Turn sitting on a hill, during which time he suffers no damage. He acts as forward observer for the number one gun; number one gun's fire will henceforth hit the particular target square 25% of the time.

[28.24] The increase to an artillery piece's chance of hitting its target is cumulative. If Joe Deathcrazed spends four Game-Turns acting as forward observer for the number one gun, the gun's chance of hitting the target square will be increased to 55%. The total chance of hitting the target square may not be increased above 75%, however.

[28.25] If a gun's chance to hit its target square is 45% or greater, and the gun fails to hit the target square, use 1D6 to determine the distance the shell scatters, rather than 1D10.

[28.26] If a Player wishes to change the target square for one of his guns, one of his forward observers must spend one Game-Turn designating the new target square, during which time he is acting as forward observer for that gun, which may not fire during the Game-Turn in which the target square is changed. An artillery piece which changes its target square loses any additional chance of hitting that square it may have accumulated as a result of forward observation.

[28.27] A man must have a Line of Sight to a gun's target square in order to act as a forward observer for that gun. If the gun is changing target squares, the man must have a Line of Sight to both squares, or another man with a Line of Sight to the new target square may perform forward observation.

[28.28] If a forward observer is killed, he may not be replaced. It requires a certain amount of training to be a forward observer.

[28.29] If a man performing forward observation panics or takes damage during a Task Execution Phase, the gun is not considered to have a target square (if it was changing) until a forward observer can survive a full Game-Turn without suffering damage. If the forward observer is incapable of performing his duties (or the Player chooses not to use him that way), the artillery piece fire is resolved as if the artillery piece did not have a forward observer at all. A change in target squares (but not which man is acting as forward observer, nor which guns are changing) must be announced in the Opportunity Fire Plot Phase and the change is effected in the Bookkeeping Phase.

[28.3] Damage and Sequencing

[28.31] All artillery fire occurs during the Bookkeeping Phase. However, a Player must announce during the Opportunity Fire Plot Phase that he wishes to perform artillery fire; he need not say how many guns or rounds are being fired, and does not reveal the target square until first used.

[28.32] During the Bookkeeping Phase, the Players must determine whether any artillery fire which arrives that Game-Turn hits its target square(s), and, if not, to which square the shell scatters. As a result of the fire, he must also apply damage to any creature or vehicle within the blast radius of the artillery shell.

[28.33] Artillery shells are treated exactly like shells from a tank's main gun; see Charts and Tables Booklet for blast diagram. Case 23.38 also applies to artillery fire.

[28.34] Artillery shells landing in squares on or adjacent to motorcycles or jeeps affect such vehicles. Roll on the Motorcycle/Jeep Damage Table (26.6) to determine the effect on the vehicle.

[28.35] Artillery shells which land in squares containing vehicles affect them. Roll on the Tank/APC Damage Table (26.5) to determine the effect on the vehicle.

[28.4] Smoke and Illumination Rounds

Players may have artillery fire smoke or illumination rounds, rather than high explosives. Roll to determine whether the target square is hit, and determine scatter, normally. A smoke shell is treated as if 5 (five) smoke grenades scattered in the same direction; roll to determine direction of the line of smoke for each of the five "smoke grenades". For rules on illumination shells, see Case 34.4.

[29.0] Jeeps

General Rule: Jeeps are four-man open all-terrain vehicles. Some jeeps may mount machine guns.

Cases:

[29.1] Jeep Movement

[29.11] Jeeps have 100 Task Points, which may only be used for movement purposes. Unlike tanks and APCs, jeeps are affected by terrain multiples and additives. However, jeeps may not move into buildings or into forest. All other terrain listed as passable is passable for jeeps.

[29.12] In order to move, the jeep must have a driver. The driver may not expend Task Points in a Game-Turn the jeep moves. Any man may drive a jeep; if a jeep is left with no passengers or driver, the Enemy can capture the jeep simply by moving a man to the jeep and having him drive it away. (The key, an excellent foil to such a technique, is not used terribly much in military jeeps — it also foils quick getaways under fire.)

[29.13] A driver engaged in hand-to-hand combat may not drive the jeep.

[29.14] Jeeps do not have facing, and thus may move in any direction their Player desires.

[29.2] Jeep Vulnerability

[29.21] Jeeps may be affected by anti-personnel mines and fragment grenades. If one of the two explode in the jeep's square, roll 1D6; if a 6 is rolled, the jeep is affected. Refer to the Motorcycle/Jeep Damage Table (26.6).

[29.22] Jeeps may be hit and damaged by small arms fire. Enemy men may fire at the jeep. If the jeep is hit, roll 1D6; if a 6 is rolled, refer to the Motorcycle/Jeep Damage Table.

[29.23] The same procedure as for a miss with a horse or its rider (see Case 19.5) is used. If the jeep is missed, resolve the fire as if the horse had been missed (but only the driver can be affected); if a man inside a jeep has been missed, treat as if a horse's rider had been missed.

[29.3] Fire from Jeeps

[29.31] The driver of a jeep may not fire as long as he remains in the jeep (whether or not the jeep actually moves).

[29.32] Jeeps may carry up to four men (the driver and up to three others). Men may get in and out of jeeps at the same Task Point cost as for mounting and dismounting APCs.

[29.33] The three non-drivers in a jeep may fire their weapons. Fire from a jeep is never considered braced. Fire from a moving jeep is subject to an automatic −25% modifier (see the Fire Combat

Modifiers Table, 10.82). Men may fire from the jeep while it is moving; sequencing is treated as in Case 24.72.

[29.34] Non-drivers in a jeep may engage in any task other than moving independently from the jeep. However, rocket launchers, thump guns and flamethrowers may not be fired from a jeep; satchel charges may not be thrown from a jeep, and grenades are subject to a −25% modifier for accuracy.

[30.0] Motorcycles

General Rule: Motorcycles are treated as jeeps are, with the following exceptions:

  • Motorcycles without a sidecar may not carry passengers; they only carry a driver.
  • Motorcycles with a sidecar may carry one passenger. The passenger (if any) falls under all restrictions which apply to jeep passengers.
  • The driver of a motorcycle may never fire from a moving motorcycle. If the driver does not move the motorcycle in a Game-Turn, he may fire a pistol (only) from the motorcycle.

[31.0] Electrified Wire

General Rule: Electrified wire is set up as normal barbed wire (see Section 20.0). Electrified wire also looks exactly like straight barbed wire; a Player encountering electrified wire will not know it is electrified unless he tests it (or touches it).

Cases:

[31.1] Testing Electrified Wire

Any man may test wire to determine whether it is electrified or not by spending a full Task Execution Phase adjacent to the wire; i.e., by expending 50 Task Points, or 25 Task Points for a severely wounded man, to test the wire. Once this has been done, the owning Player must tell the testing Player whether the wire is electrified or not. (Presumably, the man is throwing sticks at the wire to see if it sparks.)

[31.2] Crossing Electrified Wire

[31.21] If a man throws himself on electrified wire in an attempt to "bridge" the "barbed wire", there is a 50% chance the man will die; in any case, the man will suffer 1D6 Wound Points. The wire may be bridged as normal barbed wire is bridged, but this is dangerous.

[31.22] A dead man who threw himself onto electrified wire and is killed as a result may provide a bridge for any and all men. A man aware of the presence of electrified wire will not throw himself onto the wire.

[31.23] Rather than bridging the wire, the Player may choose to have one of his men "boost" other men across the wire. The boosting man must spend the entire Task Execution Phase adjacent to the electrified wire, and spends 25 Task Points in the process of boosting; one other man (who must begin the Phase in the boosting man's square) may move from the square into a square on the other side of the electrified wire, expending his full Task Point allowance in doing so.

[31.24] There is a 10% chance a man boosted across the electrified wire will slip (roll 1D10; if a 1 is rolled, the man has slipped); a slipped man suffers the effects outlined in Case 31.21.

[31.25] A man on one side of the wire may also be boosted across by a man on the other side of the wire (he's actually bracing the moving man). Again, there is a 10% chance of the moving man falling onto the wire.

[32.0] Guard Dogs

Commentary: Guard dogs are generally large canines such as Doberman pinschers or German shepherds. Trained to attack all but those with familiar scents, guard dogs are quite fearsome due to their ferocity and single-mindedness in attempting to munch the Enemy. Generally, a trainer will be assigned to each dog; it is he who fully controls the dogs.

General Rule: Guard dogs possess 60 Task Points, can take 10 Wound Points, and never check for panic or preservation. The only task a guard dog can perform is movement; however, whenever a guard dog enters a square with an Enemy man in it, the dog will attempt to engage the man in hand-to-hand (or paw) combat. Dogs controlled by their handlers (non-released) may stand erect and fall prone; released dogs will only stand erect. Dogs follow all rules for movement, task execution, hand-to-hand combat, etc., except where specifically noted otherwise, or impossible (no dogs firing machine guns...).

Cases:

[32.1] Release of Dogs

[32.11] At the beginning of a Scenario, the owning Player designates one man as the dog handler (if there are any dogs). All dogs must begin the game within six squares of the handler; until the dogs are released, the dogs must at all times be within six squares of the handler. Dogs may not engage in hand-to-hand combat until released.

[32.12] Dogs may only be released when they have scented the Enemy. Before the game begins, roll to determine which direction the wind is blowing from (roll 1D10, re-rolling 9s and 10s until a number between 1 and 8 is determined; refer to the Scatter Diagram to determine wind direction).

[32.13] Wind direction may change at the end of every fifth Game-Turn. Roll 1D6; if a 1 or 2 is rolled, re-roll for wind direction.

[32.14] During the Bookkeeping Phase of each Game-Turn, take one of the maps not in use, and measure a straight line from each Enemy man in the direction the wind is blowing. If any of these straight lines pass within ten squares of a dog, the dog has scented the Enemy. Additionally, if any Enemy man ever comes within ten squares of a dog, the dog automatically scents the Enemy man.

[32.15] It is possible for a handler to observe an Enemy man before one (or all) of his dogs scents the man. Under these circumstances, it makes sense for the handler to lead the dogs toward the Enemy man.

[32.16] If the dogs have scented the Enemy, they may be released. Once released, they must be moved by the owning Player toward a scented Enemy man. A given dog may be moved toward any Enemy man he can scent, but he must be moved by the shortest, most direct path toward the man.

[32.2] Death of a Handler

[32.21] If the dog handler is killed, the dogs will attack the nearest Enemy man they have scented until one of the Friendly men (designated as alternate dog handler at the beginning of play) spends two consecutive Game-Turns without moving, expending 35 Task Points to blow a dog whistle. At the end of that time, he will become the new dog handler.

[32.22] While a dog whistle is blowing, dogs will not attack, unless already involved in hand-to-hand combat.

[32.23] If there is a dog who has not scented an Enemy man after the dog handler has been killed, the dog will move as if it had panicked and received a "Move" result.

[32.3] Dogs in Hand-to-Hand Combat

[32.31] There may never be more than two Friendly dogs and/or men in the same square. If a dog begins a Task Execution Phase in the same square as an Enemy man or Enemy animal, the dog must engage in hand-to-hand combat with the other creature. The dog will automatically attempt to grapple. If there is more than one man or animal, the owning Player may decide which of the two the dog will attack. Use the "Dog" row of the Hand-to-Hand Combat Table (12.93) to resolve the dog's attacks.

[32.32] If a dog's opponent manages to withdraw (by disengagement) from hand-to-hand combat, the dog will pursue him (move after him) and attempt to engage him.

[32.33] If a dog kills its opponent, it will move toward the nearest scented Enemy man or creature, and engage it in hand-to-hand combat.

[32.34] If, at any time, there are no Enemy men or animals which can be scented, a released dog will move directly toward its handler (see also Case 32.23). If it moves to a point where it can scent the Enemy, it will move toward the Enemy; if not, once it gets within six squares of its handler, it becomes non-released, and must follow the rules outlined in Case 32.1, until it scents the Enemy man anew.

[33.0] Searchlights

General Rule: When Players wish to incorporate searchlights into a scenario, each searchlight will begin mounted on a building (sometimes more than one searchlight will be on a building). Searchlights are considered to be on the roof of a building; thus, if the rules for searchlights are used, the rules for climbing (Section 35.0) must also be used. Searchlights may not be moved during a Scenario.

Cases:

[33.1] Turning Searchlights

[33.11] Searchlights, like tanks, have facing. At any given time, a searchlight must be faced in one of the eight cardinal directions (i.e., the eight directions on the compass rose). The scenario listings will indicate the suggested facing of the searchlights.

[33.12] A searchlight may not be operated unless there is an operator in the same square as the searchlight, on the roof of the building. The operator may not perform any task (except the operation of the searchlight) while he operates the searchlight.

[33.13] Thus, while there is no operator of a searchlight in the proper square and at the proper Elevation Level, not only can the searchlight not be turned, but the searchlight will have no effect on play whatsoever.

[33.14] During the Observation Phase of each Game-Turn, the operator of a searchlight may turn the searchlight by up to two cardinal points (for example, from direction N to either NE, NW, E or W). No searchlight may be turned by more than two cardinal points in a single Observation Phase.

[33.2] Lighted Areas and Searching

[33.21] A searchlight illuminates only a 45° arc. Refer to the Tank Main Gun Fields of Fire Diagrams (in Case 23.3); this diagram is also used to determine the arc of squares a searchlight illuminates. Thus, a searchlight facing north would shine in the arc labelled "N", and so forth.

Diagram 15 — Searchlight Arc Diagram: S = Searchlight.

[33.22] A searchlight has a range of 25 squares. All squares within 25 squares of the searchlight in the appropriate arc are lighted. However, a searchlight never lights up the area within three squares of the searchlight's square (which is too close for the searchlight to be angled toward them).

[33.23] A searchlight's light extends only into squares to which the searchlight has a Line of Sight. This Line of Sight is traced normally; don't forget that the searchlight is on the roof of the building, and thus one Elevation Level higher than the surrounding terrain.

[33.24] All squares lighted by a searchlight are considered to be in full sunlight. When observing a man in a searchlight-lit area, use the "Day" column of the Observation Range Table, rather than the "Night" or "Dawn/Dusk" column.

[33.25] If the weather conditions are such that the observation range, even in daylight, is less than twenty-five squares, the searchlight's range is equal to the observation range under those weather conditions for day. Thus, in fog, a searchlight's range is 5 squares; and during a blizzard, its range is 10 squares.

[33.26] Any man within 10 squares of a searchlight has an automatic +30% modification to his chance of observing a man within the lit area (to a maximum of 95%). See the Observation Chance Modification Table (8.74).

[33.27] Any man within the lit area has an automatic −30% modification to his chance of observation when attempting to observe a man outside the lit area.

[33.3] Destroying Searchlights

[33.31] Any man in the searchlight's square on the roof of the searchlight's building may destroy the searchlight, at a Task Point cost of 5 (see the Task Point Cost Chart, 5.22).

[33.32] Any man in an area currently lit by the searchlight may shoot at the searchlight. Calculate the probability of hitting the searchlight normally (adding the fire at searchlight modifier — shooting at bright objects isn't easy); if the man hits the searchlight, the searchlight is destroyed. Only men in an area lit by a searchlight may destroy the searchlight.

[33.33] A searchlight in a square hit by a rocket, or hit by or adjacent to a square hit by a tank's main gun or an artillery shell is destroyed.

[33.34] A destroyed searchlight may not be repaired (within the scope of a Scenario, at any rate).

[34.0] Illumination Devices

General Rule: Various means of creating light have been developed to aid night operations. Covered in this rules Section are illumination grenades, hand-fired flares, and star shells (artillery illumination shells).

Cases:

[34.1] Illumination

[34.11] Illumination devices have a number of features in common with searchlights. Like searchlights, illumination devices light up an area to the equivalent of full daylight. Men in a lighted area have a −30% modifier when observing outside of the area, and so on.

[34.12] Unlike searchlights, illumination devices light up a circular area around the device.

[34.13] There is no +30% bonus for being within a certain proximity of the illumination device.

[34.14] Obviously, illumination devices have neither facing nor observation arcs.

[34.2] Illumination Grenades

[34.21] Illumination grenades are prepared and thrown as are normal hand grenades. They also scatter in the same fashion.

[34.22] Illumination grenades light up all squares within five squares of their destination square. The illumination grenade is considered to be on the ground in the destination square; the grenade only lights up those squares to which it has a Line of Sight. In other words, the light from a square can be blocked by physically blocking terrain, or by elevation.

[34.23] Illumination grenades remain active for the Game-Turn in which they are thrown, plus the following Game-Turn. During the Bookkeeping Phase at the end of the Game-Turn after an illumination grenade is thrown, it becomes inactive.

[34.24] Thump guns are capable of firing shells similar to illumination grenades; treat such shells exactly like illumination grenades.

[34.25] Rifle grenades are capable of firing illumination grenades. Use the standard rifle grenade procedure to perform fire and scatter for such grenades.

[34.3] Hand-Fired Flares

[34.31] Hand-fired illumination flares may be fired at the same cost as throwing a grenade (13 Task Points). When a man fires a flare, his owning Player must specify the target square for the flare.

[34.32] Determine scatter for a hand-fired flare in the same fashion as for a rifle grenade (see Section 18.0 for the procedure).

[34.33] The flare will light up the target square and all squares within ten squares of the target square. The flare is suspended on a parachute above the target square; thus, Lines of Sight are not traced, and the flare lights up all of these squares. Exception: Squares inside buildings to which Line of Sight cannot be traced are not lighted up by the flare (the flare cannot shine through a roof).

[34.34] The flare is operational only until the end of the Game-Turn it is fired. It becomes inactive during the Bookkeeping Phase of the Game-Turn Phase it is fired.

[34.4] Star Shells

Artillery may fire illumination rounds, rather than smoke or fragment rounds; see Case 28.4. These rounds are known as star shells.

[34.41] Scatter and fire, etc., for star shells are determined in the same fashion as for other artillery fires.

[34.42] At the beginning of a Scenario in which illumination rounds are to be used, the Players must roll for wind direction (see Case 32.12). Additionally, Players must roll for wind velocity (roll 1D6-1; 0 meaning there is no significant wind).

[34.43] A star shell lights up its destination square plus all squares within twenty squares of the destination square. The shell is suspended on a parachute in the same way hand-fired flares are, and so falls under the provisos of Case 34.33.

[34.44] The shell is operational for the Game-Turn in which is it fired, plus the four following Game-Turns (unlike frag and smoke shells, star shells are fired immediately upon announcement; see Case 28.31). At the end of the fourth Game-Turn after the shell was fired, during the Bookkeeping Phase, the shell becomes inactive.

[34.45] During the Bookkeeping Phase of each Game-Turn, star shells are subject to wind drift. Each shell drifts as many squares as the wind velocity in the direction the wind is blowing.

Example: The wind direction is west and the wind velocity is 3; each star shell will drift three squares to the west during the Bookkeeping Phase. On the following Game-Turn, the shell's new square will be its "destination square" for purpose of determining what area it lights up.

[34.5] Illumination Summary

(See Charts and Tables.)

[35.0] Climbing

General Rule: Climbing allows men to attain different Elevation Levels, and requires the Players to develop new symbology to denote such.

Cases:

[35.1] Trees

[35.11] Any man in woods or forest square can climb a tree. Doing so requires a full Game-Turn (50 Task Points). Severely wounded men cannot climb trees.

[35.12] A man in a tree is at the same elevation level as the trees; i.e., one level above the surrounding terrain.

[35.13] A man in a tree receives the benefits given by woods or forest (depending on which he's in) when receiving fire, and when the enemy attempts to observe him.

[35.14] No more than one Friendly man may be up a tree in a single woods square tree at a time; the standard occupancy rules apply to men in a forest square tree. Note there may be double the normal limit if men are on two different elevation levels; the stacking rules apply to each given elevation level.

[35.15] A man in a tree may engage in hand-to-hand combat only with a man in the same tree (and at the same elevation level per tree); men may never engage in hand-to-hand combat with some man at a different elevation level than they are. Disengagement in a tree consists of falling to the ground; a man disengaging in this fashion suffers 1/2D6 Wound Points in the process.

[35.16] A man may drop from a tree in the performance of movement at the cost of 20 Task Points (see the Task Point Cost Chart, 5.22).

[35.2] Buildings

The maps included with Commando do not include stairways or ladders; Players wishing to include these options in the game will have to draw their own.

[35.21] In any square a ladder or stairway symbol is drawn, a man may climb the ladder or stairway to the roof, or descend to the ground. Either action requires the expenditure of 25 Task Points (see the Task Point Cost Chart, 5.22).

[35.22] All buildings have gabled roofs, unless the Players mutually agree that the buildings have flat roofs. Men on gabled roofs must remain prone.

[35.23] Men on a roof may jump off the building to any adjacent square outside the building at a cost of 25 Task Points (see the Task Point Cost Chart).

[35.24] Normally, the only way a man can get onto the roof of a building is by a ladder or stairway. However, if one Player's men have hooks and ropes, they may be used to climb buildings. A man with hooks and ropes who begins a Task Execution Phase adjacent to (and outside) a building may climb onto the building at a cost of 50 Task Points.

[35.25] Men on the roof of a building are at a higher elevation level than men on the ground floor — in fact, they are at the same elevation level as the building, and thus one elevation level higher than men on the ground floor.

[35.26] Each Player may have up to two men on a roof square, and up to two men in the square underneath the roof in the building. Thus, there can actually be eight men in a "square." The definition applying to trees also applies to buildings (see Case 35.14).

[35.27] Hand-to-hand combat may not occur on gabled roofs. Hand-to-hand combat may occur on flat roofs. If, in hand-to-hand combat, one man inflicts more than 3 Wound Points on another, he may (at his option) instead of inflicting the Wound Points fling the man off the roof. The man lands (prone) in any non-building square adjacent to the roof, and immediately suffers 1D6+2 Wound Points for being flung off a roof.

[35.28] Case 35.15 applies to hand-to-hand combat on a roof, as well as in trees.

[35.3] Moving To or From Elevation Level Zero

In some Scenarios, the map will have elevation level zero printed on the map. Rather than a simple gradation in the terrain, descent from elevation level zero represents a significant drop (to a running man, at any rate).

[35.31] When a man moves into or out of a square at elevation level zero into a square at elevation level one, he must pay an additional Task Point cost (see Terrain Effects Chart, 7.39).

[35.32] All other rules concerning elevation levels apply when dealing with elevation level zero terrain. Remember that a man adjacent to an elevation level zero contour line is not blocked (in observation) by the contour line.

[35.33] Elevation level zero takes on a slightly different meaning when referring to underwater terrain; see Case 36.1.

[36.0] Underwater Operations

Commentary: Perhaps if this Section were prefaced with the heading "For the Commando Player who has everything", a Player will understand the detail into which he is going. The underwater rules alone are worth using, simply because they add a rather exotic element to the game.

General Rule: Before playing a Scenario with underwater rules, the Players must mark on the map how deep the water squares are. This can be done by indicating the lowest elevation level to which a man can descend when underwater. There is no theoretical limit to the water depth, though Players who wish to add a modicum of realism should not go further than Elevation Level -5 (15 meters deep), unless using a map of their own devising.

Cases:

[36.1] Elevation Levels and Observation Underwater

[36.11] Elevation levels extend underwater as well as above water. Water level is elevation level zero; however, a standing (erect) man is always considered one elevation level higher than the actual elevation level of the water he is in. Thus, a man at elevation level zero in the water who was also erect would be at elevation level 1 for observation purposes.

[36.12] Line of Sight rules are the same, regardless of whether a man is in or out of the water, or whether he is observer or observation target; elevation levels affect Line of Sight in water the same way they do on land.

[36.13] Observation ranges may be affected by the presence of water. If a man is underwater, each level below the surface adds 10 squares to the distance between him and any man attempting to observe him. Thus, a man prone (he may not be erect underwater) at elevation level -2 is considered 20 squares distant for observation purposes from a prone man at elevation level zero and considered at least 30 squares distant from an erect man at elevation level zero (who is really elevation level 1 for observation purposes).

[36.14] Men underwater (at elevation level -1 or lower) may never observe men out of the water or vice-versa. Men underwater may observe other men underwater (or at elevation level zero, whether prone or erect). Each square between two men underwater counts as four squares for observation purposes.

[36.15] Underwater Observation Effects Summary

(See Charts and Tables.)

[36.2] Movement Underwater

[36.21] A man in a water square may be in one of three states: he may be swimming, he may be standing (erect) in the water, or he may be diving. Only men equipped with snorkels or SCUBA gear may dive.

[36.22] Men may only be erect in water squares at elevation level zero. Men who move through water squares at elevation level zero must pay the water terrain cost, as listed on the Terrain Effects Chart (7.39).

[36.23] Erect men can fire their weapons and engage in hand-to-hand combat as if they were on the land.

[36.24] A standing man may become a swimming man by falling prone. Swimming men also pay the water terrain cost, but may only fire their weapons at targets out of the water (see also Case 36.33). Swimming men remain at elevation level zero regardless of the depth of the water below them. They do, however, benefit from the water defensive fire modifier (Case 36.36).

[36.25] Men with snorkel and/or SCUBA gear are also assumed to be equipped with flippers and (where necessary) wet suits. Men equipped with such gear move through water squares at the clear movement rate (do not refer to the water line) for Task Point computation purposes.

[36.26] Men equipped with snorkel and/or SCUBA gear who attempt to move on land pay triple the normal movement Task Point cost to enter each land square. By expending 50 Task Points (a full Task Execution Phase for non-severely wounded men, two full Task Execution Phases for severely wounded men), a man with snorkel or SCUBA gear may remove his flippers and mask and pack them away. During the Game-Turn he does so, he is considered prone (at no extra Task Point cost), and may stand erect on the following Game-Turn at the normal Task Point cost for doing so (see the Task Point Cost Chart, 5.22). Conversely, a man with snorkel or SCUBA gear may put his gear back on at the same Task Point cost he paid to take it off.

[36.27] Men with diving gear are not restricted to elevation level zero in the water (other men are). A man with diving gear may dive down to the elevation level of the square (determined by the Players' elevation contour lines). Diving (or rising) one elevation level costs 10 Task Points (see the Task Point Cost Chart, 5.22).

[36.28] As with trees and roofs, each elevation level is a separate "square" for stacking purposes. Thus, in the same square there might be two divers at elevation level -1, two at elevation level -2, two at elevation level -3, etc.

[36.29] A man must be swimming (prone) in a water square deeper than elevation level zero.

[36.3] Fire Combat In and Under Water

[36.31] Men at elevation level zero in water who are fired at are treated in the same way men on land are treated. A swimming man is considered prone.

[36.32] Men standing in the water fire and throw grenades in the same way men on land do.

[36.33] Prone (and thus swimming) men in water may not fire and move in the same Game-Turn; they may do one or the other (Exception: See Case 36.34).

[36.34] Prone men in diving gear are able to fire and move in the same Game-Turn; however, they may only fire out of the water at elevation level zero.

[36.35] Men who are in diving gear underwater may only fire at other men underwater or swimming men or men erect in the water. If at elevation level zero, they may fire at anyone.

[36.36] Fire by men who are out of or standing in the water at targets who are in the water, whether prone (swimming) or underwater, is subject to an automatic −20% modifier (see the Fire Combat Modification Table, 10.82). The reverse is true only for men underwater. Additionally, for each elevation level of difference between firer and target, add 10 squares to the effective range from the firer. Thus, the range to a target at elevation level -2 would be 20 squares greater than the measured distance for fire purposes.

[36.37] Fire by a man with diving gear at another man in the water is resolved normally, except that each square between the firer and his target is counted as four squares for range determination purposes. Thus, if the distance between a firer and his target were 8 squares, the "31-40" column of the Fire Combat Table (10.81) would be used (4 × 8 = 32).

[36.38] Calculating the distance underwater when the target is at a different Elevation Level and square than the firer may be done in one of two ways:

  1. Take the square of the distance determined by the rangefinder, and the square of the distance in Elevation Levels (between firer and target), add the two together, then determine the square root of the sum. Multiply this number by seven (the average of four and ten), and the fire combat will be determined at this "range."

    Example: A man is four squares away from the firer and three Elevation Levels lower underwater. Three squared plus four squared equal twenty-five; the square root of 25 is 5, and seven times five is 35, which is the distance at which the combat is resolved.

  2. Add four times the distance determined by the rangefinder to ten times the difference in Elevation Levels, and multiply by three-fourth to derive the distance at which the combat will be resolved. Example: In the above example, four times four plus three times ten equals forty-six, three-quarters of which is approximately thirty-four.

Note: The first solution is an application of the Pythagorean Theorem, and will give the true distance between target and firer. The second solution is an approximation which is less time-consuming to calculate, but will produce slightly erroneous results.

[36.39] Men firing from or under water who are not erect may only fire one of the following weapons: pistol, rifle, semi-automatic rifle or carbine.

[36.4] Hand-to-Hand Combat Underwater

[36.41] Hand-to-Hand Combat between men standing in the water is resolved exactly as on land.

[36.42] Hand-to-Hand Combat between swimming men and/or men equipped with SCUBA/snorkel gear proceeds somewhat differently. Men may only fight grappled underwater; there is no such thing as ungrappled hand-to-hand combat underwater. Therefore, evading grappling is effectively the same thing as disengagement.

[36.43] Hand-to-Hand Combat underwater is performed in three rounds, not five.

[36.44] When fighting an opponent with SCUBA gear, a man may attempt to tear an opponent's mouthpiece off. This is in lieu of attempting to do damage in a given round. There is a 15% chance the man will successfully tear the mouthpiece off. Should the mouthpiece be torn off, the rules for snorkel gear (see Case 36.5) apply to the man with the torn-off mouthpiece. The man may replace the mouthpiece at no Task Point cost during any Task Execution Phase in which he is not engaged in hand-to-hand combat and is not incapacitated or killed.

[36.5] Snorkel Gear

[36.51] Although men with snorkel gear can dive in the same way men with SCUBA (Self-Contained Underwater Breathing Apparatus) gear can, they are limited in the amount of time they may spend underwater.

[36.52] Normally, a man with snorkel gear must spend at least a portion of every fourth Game-Turn on the surface (elevation level zero). He may rise to the surface, then dive again, to fulfill this criterion; but he must be at elevation level zero at least once every four Game-Turns.

[36.53] A man engaged in hand-to-hand combat underwater obviously cannot rise; therefore, a snorkel-equipped man may be prevented from fulfilling Case 36.52. As well, a Player may have his men remain underwater for long periods of time — but this can be dangerous.

[36.54] On the fifth Game-Turn a man remains underwater, there is a 10% chance he will become unconscious and an additional 10% chance each Game-Turn. Thus, on the sixth Game-Turn, there is a 20% chance; on the seventh, 30%, etc. Determine whether a man becomes unconscious during the Task Execution Phase, before resolving Panic or Task Execution.

[36.55] An unconscious man is incapacitated. He will rise one elevation level per Game-Turn until he is at elevation level zero. The rise is considered to occur between the Non-Prepared Task Execution Phase and the Prepared Task Execution Phase.

[36.56] An unconscious man may be dragged by a swimming or diving man; the dragging man pays twice the normal Task Point cost while he moves with the excess baggage. An unconscious man in a land square may be revived by a Friendly man who expends a total of 150 Task Points in the same square as the unconscious man. These Task Points must be expended within ten Game-Turns of each other.

[36.57] Unconscious men who are revived possess only 25 Task Points for the remainder of the game, due to weakness. A revived man who subsequently becomes seriously wounded (or already is) still must double all Task Point costs.

[36.58] An Enemy man may kill an unconscious man by spending a hand-to-hand combat Phase in "hand-to-hand" combat with the unconscious man. The unconscious man is dead at the end of the first round of hand-to-hand combat, unless there is a Friendly man (who is not unconscious) there to defend him. If that is the case, the Enemy man (or men) must get rid of the Friendly man before killing the unconscious man (who will continue to rise).

[36.6] High Surf

[36.61] If the Players wish, or the weather conditions seem to indicate, there may be a condition of "high surf."

[36.62] When waters are at high surf, water squares may only be entered by men with SCUBA gear. Standing is impossible, as the waves will bowl a standing man over; swimming is impossible (to a non-SCUBA-equipped man), because of the undertow and large waves; a snorkel will be flooded by the large waves.

[36.63] During high surf, fire or grenade throw is impossible into or from the water, but not underwater.

[36.7] Grenades Underwater

[36.71] Grenades may be thrown into water squares by men outside or standing in water. Swimming or diving men may never throw grenades.

[36.72] Grenades are always considered to explode at elevation level zero. All men above or standing in water are affected normally. All men underwater or swimming within three squares (an elevation level is treated as one square for grenade detonation purposes) are affected by the grenade, due to the concussive force of fragmentation underwater. Double the damage given on the "vented" column of the Grenade Damage Table (11.83). Even though men are theoretically in clear, shock is more easily transmitted through water.

[36.73] Smoke grenades thrown into the water create a "murk" square in the square they land in (only); this is treated as a smoke square, except it blocks only men observing through the square at elevation levels zero and -1 under water.

[36.74] Illumination grenades under water act the same way they do on land. Such a grenade illuminates two squares in all directions (horizontally and vertically).

[36.75] All weapons exploding in a fashion similar to grenades (such as rifle grenades, thump gun shells, etc.) explode with triple the normal explosion radius underwater. The damage for weapons such as tank shells are telescoped proportionately to the new explosion radius.

[36.8] Horses, Camels and Dogs Underwater

[36.81] Horses and dogs, like men, are capable of swimming. They do so in accordance to the regular rules for swimming. Camels will also swim, but, due to their unfamiliarity with water, have their panic percentage doubled when in water.

[36.82] A swimming horse engaging in hand-to-hand combat uses the "horse vs. horse" column of the Horse Melee Table, regardless of whether his opponent is a horse or a man — a horse can't rear and plunge or charge in water.

[36.83] Dogs in water engage in hand-to-hand combat normally, except that, like men, they must be grappled when they fight.

[36.84] Dogs, camels and horses may stand in water the same way men do.

[36.85] A swimming horse or camel may carry a man on its back. A man riding a swimming horse or camel is treated as swimming for all purposes.

[37.0] A Caveat

Commentary: Caveat literally means a warning. It is most often used in the phrase "caveat emptor," — let the buyer beware. It is also used by designers who wish to show off their knowledge of Latin.

The Optional Rules have attempted to cover all pertinent and obvious rules questions that might arise for each Section. Every attempt has been made to ensure no obvious omissions can be found in any Case. Because of Commando's layered-on rules approach, it is not possible to cover every rules eventuality. Therefore, the designer has omitted references to improbable occurrences, to prevent the rules from occupying the owner's entire living room.

For instance, in the rules for Climbing (Section 35.0), a Player might be tempted to ask how to resolve a Friendly man falling into a square containing two other Friendly men. As this is obviously in violation of the multiple occupancy rules, it perhaps needs clarification. The designer would rule the man could not do so deliberately, and, if the man were forced to, the Player would have until the end of the next Turn to rectify the illegality. No penalty would be applied. But then, common sense would indicate the same solution. If the Players must have an official ruling, or are genuinely distressed by the wording of a rule, they may send in Game Questions formatted as per the prefatory remarks to the game.

The Optional Rules are supposed to be fun, and not cause arguments. They add depth and scope to any game of Commando, and the Players who wish to enjoy Commando as it was meant to be enjoyed should attempt to reach gentlemanly agreements. No hitting below the belt, and enjoy!

[38.0] Scenario Use and Organization

Commentary: Several scenarios are provided for the play of the Historical Game of Commando. The scenarios are a sampling of representative historical battles and typical (though hypothetical) commando action. The scenarios allow the Players to recreate history within the Commando rules system. Most scenarios are from the World War II period (for it is the period the designer feels most comfortable with), but there are a few modern-era Scenarios and even one dealing with the exploits of Lawrence of Arabia! Players should feel free to choose any Scenario suiting their particular taste, or, if they wish, devise Scenarios of their own making.

General Rule: After the Players have decided which Scenario they wish to play, they use the Scenario listings to provide the relevant information necessary to play. The Players must make a sheet (known as the Data Log) on which they record all information not marked on the map in the course of play. This Data Log will greatly facilitate play, and if the Players are willing to invest about five minutes in setting up the sheet properly, they can save about fifteen minutes of playing time and countless arguments.

Cases:

[38.1] The Data Log

[38.11] Preferably, a Player's Data Log should be set up on a piece of ruled paper. The Player should then leave three lines for each man, which normally will be sufficient for all pertinent data.

[38.12] One-half of one line should be left to record a man's Endurance, and any Wound Points he incurs in the course of play. At the beginning of the line the Player records the man's Endurance and his Incapacitation range (his Endurance to his Endurance plus two Wound Points). Whenever a man receives Wound Points, the owning Player should immediately record it on the Data Log, with any change in conditions noted (such as Severely Wounded, Incapacitation or death).

[38.13] The Player records what weapons the man has on the second half of the first line, plus any ancillary equipment. The Player also notes whether the ancillary equipment is relevant to the Victory Conditions (e.g., explosives to blow up a railway station). Of course, should a man discard a weapon (for whatever reason) or exchange weapons, this must be noted on the Data Log.

[38.14] The Player should also record the base Panic Percentage for each man, as modified by injury. On the same line, any modifications to the chance to hit with weapons fire, grenade throw, etc., should be recorded, but these are likely to be identical for each side. The Preservation Condition should be placed at the top of the Data Log, as it is identical for all men.

[38.15] When Opportunity Fire is plotted, a Player should record the code "OF", any special instructions concerning the Opportunity Fire, and the Turn in which the Opportunity Fire is plotted. Unless the first and last conditions are satisfied, Opportunity Fire cannot occur.

[38.16] Depending on the Optional Rules in use, the Player must make space for all necessary information. If, for instance, the Players are using horses, a line for each horse must be included, keeping track of the current rider of each horse and the number of Wound Points each horse has suffered.

[38.17] The Data Log need not be shown to the Enemy Player during the course of play, but at the conclusion of play the Player must show his opponent his Data Log if the opponent requests it. If the opponent wishes to check on any discrepancies he feels may have occurred during play, he should note them down on paper. If the opponent discovers a mistake in the application of the information on the Data Log, he may claim the game is forfeit unless an agreement can be reached among Players.

[38.18] The Data Log should be legible, and written in a commonly understood code (or plain English).

Sample Data Log

Preservation Condition: 0

ManEndurance / RangeWeapons and EquipmentNotes
Man A13/15Rifle, Pistol, KnifePanic 20%; Weapons +5%; Grenade +3%; 1: OF; Grenades Used: 1
Man B14/16Rifle, Pistol, Knife3: OF at first firing Enemy man; Grenades Used: —
Man C11/19Machinegun, Pistol2: OF; Grenades Used: —
Man D17/13Rifle, Pistol, Knife2: OF; 3: PG; Grenades Used: 2
Man E15/17Rifle, Pistol, KnifeGrenades Used: —
Man F18/20Rifle, Pistol, Knife, Explosive

OF: Opportunity Fire; #: Game-Turn; PG: Prepared Grenade (not thrown in Game-Turn in which it was prepared).

(Transcriber's note: the printed sample carries handwritten Wound Point tallies for Men A, D, H and a "Killed" entry for Man F; the tallies are summarised as printed above, not reproduced exactly.)

[38.2] Scenario Listings

[38.21] Historical Data and Game Conditions

  • Scenario Title: gives name of action and date (if any) on which it occurred.
  • Era: indicates which portion of the various charts and tables are used for various weapons — World War I, World War II or Modern. Players should consult the appropriate line when performance of game functions calls for era differentiation.
  • Map: informs the Players which of the twelve maps they should choose to play the game.
  • Weather Condition: indicates which of the Weather Conditions affecting play is in effect for the duration of the Scenario.
  • Light Condition: indicates what time of day it is. This will affect Observation.
  • Mode: a given side is either in Defending or Commando Mode. The side in Commando Mode always enters the game-map; the side in Defending Mode always begins the game on the map.
  • Panic Percentage: the base chance of Panicking for all men on a given side. It may be modified by circumstances during play.
  • Preservation Multiple: the number by which the total number of men Incapacitated or Killed on the side is multiplied to determine the percentage chance of the side going into the next Preservation Condition.
  • Number of Men: exactly what it says — the Player makes that number of entries on his Data Log for men. Each should be given an identifying code letter.
  • Endurance: The Endurance is identical for all men, unless otherwise indicated. The Endurance is presented in two forms: as a constant value, thereby giving all men on the side identical Endurance; or as a dice code — the Player rolls the Endurance for each of his men separately.

[38.22] Opposing Sides

The two opposing sides are listed separately, with the name and/or nationality of the side listed first. The Players choose who will play which side, and the Players concern themselves with the appropriate listings.

[38.23] Optional and Special Rules

  • Suggested Optional Rules: Any Optional Rules falling in this category are not necessary to the play of the Scenario, but fit into the Scenario or situation very nicely.
  • Necessary Optional Rules: The Player must be familiar with the specified Optional Rules to play the Scenario.
  • Special Rules: any special rules will pertain to some special condition present in the Scenario, and are usually applicable only to the Scenario in question.

[38.24] Victory Conditions

As Commando is a game which simulates quick and violent action, the victory conditions reward the Player who performs the most successful quick and violent actions with his men. Modern combat is extremely demanding, and, in many cases, extremely depersonalizing. But modern combat can also bring forth the best in men, allowing them to become men of distinction and valor. A Player's performance will determine whether his men are among the valorous or the dolorous.

Victory Conditions are broken up by the victory criteria for both sides. It is often possible for two sides to win, two sides to lose, one side to win and one to draw, etc. This is because in commando operations it is possible to accomplish objectives and take unacceptable casualties. Dependent on the military and social conditions in the countries involved, almost anything is possible.

When the specified game length is over (specified within the Victory Conditions) the Players should compare their accomplishments in light of the Victory Conditions. All of the Victory Conditions are fairly straightforward; there are no diabolical Victory Points to be counted, or anything similar.

"Victory" applies only to a single action; if the Players wish, they may play several actions and determine the winner by the most consistent good play on the part of one Player.

[38.3] "Endless" Games

[38.31] Due to the nature of certain situations, the game length may be theoretically infinite; i.e., open-ended. Usually the game will end upon the completion of a certain goal, but in some cases the decision to break off will be left to the attacker, and his decision may be influenced by the defender's receipt of reinforcements at periodic intervals.

[38.32] Goal-Oriented Game Length: When the game length is dependent upon the attacker (the Player whose men are in Commando mode) completing certain goals, the game is played until the attacker has completed his goal(s), exited the game-map, or had all of his men Killed or Incapacitated (or any combination of the last two placing all men out of action). Once the condition(s) is fulfilled, the game is over and the Player's performances are evaluated in light of the Victory Conditions.

[38.33] Reinforcement Trigger: When the game length is indefinite (and it is the option of the attacker to withdraw his men and end the game), the defender will receive reinforcements periodically. The Players must keep track of the Game-Turns to determine when the reinforcements will enter. The Scenario will list both the Frequency (i.e., the number of Game-Turns between arrival of reinforcements) and the Number of reinforcing men. Reinforcement arrival is always calculated from the first Turn an attacking man is Observed, or the tenth Game-Turn should an attacking man not be Observed by then. Reinforcing men are assumed to have the same original "vital statistics" as those already in play.

[38.4] Defensive Zones

[38.41] When the defending Player deploys his men on the map, he does so secretly, using a copy of one of the maps provided with Commando. The defending Player is responsible for alerting the attacker at the appropriate time for Observation Checks (but not for informing him of the location of the defending men unless the Observation Check is successful); he also must roll for his men in front of the attacker when the movement of attacking men causes a possible Observation. As defending men become Observed, they are moved to the map the Players both have access to.

[38.42] The defender is restricted as to where he may set up. Each map is "zoned", with each Zone delineated by distinct lines printed on the map and a code number distinguishing the Zone from the others. The set-up for the defenders will be restricted by Zone.

[38.43] The Scenario will inform the Player how many he is obliged to set up in each Zone (e.g., Zone 1: none; Zone 2: two, etc.).

[38.44] The Player will be informed of any special conditions applying to the defending men (e.g., three men must be in the building which occupies Square 2604, among others); otherwise, the indicated number of men must be placed within the boundary of the Zone (exception: see Case 38.45, Sentry Routine).

[38.45] Sentry Routine: If a man is performing Sentry Routine, he expends 25 (twenty-five) Task Points each Turn in movement. This movement must be in a set pattern, and the pattern must be continuous (the man must be able to follow the route so at some point he repeats it). The defending Player draws the route on his map, indicating the starting point (where the man is when the attacker enters the map). The movement is executed between the Non-Prepared Task Execution Phase and the Prepared Task Execution Phase.

[38.46] Men performing Sentry Routine can move in the Zone they are scheduled for, plus all adjacent Zones.

[38.47] Until the defending men are alerted to the commandos' presence (by Observation, gunfire, etc.), they must either follow the plotted Sentry Routine with no deviation whatsoever, or remain in the Square they began in.

[38.48] No more than half (rounding down) of a defending Player's men may perform Sentry Routine. The rest of the men must remain in the same Square until freed by the attacking men's actions.

[38.49] Defending men do not Panic until they become aware of the presence of the attacking men.

[38.5] Entry into Play

[38.51] The attacking Player's men never begin play on the map. Instead, he is given a map edge(s) from which to enter play (e.g., commandos enter on East edge). On occasion the attacking Player will be limited to entering between certain Squares (e.g., between 1264 and 2564 or between 0132 and 0155), in which case the attacking Player must bring his men on one of the Squares between the two named Squares or on the named Squares themselves.

[38.52] The attacking Player has the option to bring on as many men as he wishes at a particular Square, or to stagger the arrival of his men in Game-Turns (i.e., he may bring on one or more men on the first Game-Turn and may keep the balance in reserve for future Game-Turns). As long as the attacking Player obeys all rules of the game and restrictions of the Scenario, there are no further limitations on when and where he must bring his men in.

[38.53] Should the Player wish to move two or more men into the same Square at the edge of the map in the same Game-Turn, each man after the first man must pay a penalty of 5 Task Points per man in front of him; thus, if a man is the third man to enter the map via a given Square in the Game-Turn, he would already have expended 10 Task Points.

[38.54] A man entering the game-map pays the full Task Point cost for the first full Square he moves into. The penalty mentioned in Case 38.53 would be assessed on top of the Task Point cost for entering the Square.

[38.55] Reinforcing men follow the same rules as do the attacking Player's men.

[38.56] If informed that one of his men observed a defending man at the end of his Task Point expenditure, the attacking Player may alter that man's expenditure from the point he observed the defender.

[38.6] Contact and Normal Playflow

[38.61] After an attacking man fires, throws a grenade, or is Observed by a defending man, the defending men are alerted to the presence of the attacking men. On the following Game-Turn, in the Task Execution Phase, all defending men who have not Observed any attacking men automatically Panic (no dice-roll).

[38.62] This Panic is executed according to the normal rules for Panic, except "Move" results on the Panic Results Table are treated as "Fall Prone" results.

[38.63] Defending men who have observed attacking men do not automatically Panic, but instead may execute Tasks according to the normal rules for expenditure of Task Points. These men may still Panic normally. On the Game-Turn the defenders are first alerted to the presence of the attackers, these men have an additional 10% chance of Panic. Thus, men who have observed commandos on the first Turn commandos are observed increase their Panic Percentage 10%. This modifier is never again applied in the course of the Scenario.

[38.64] All Sentry Routines cease and all men who previously were remaining in the same Square are now free to execute Tasks on the Game-Turn after the automatic Panic Game-Turn.

[38.7] Creating New Scenarios

Players should feel free to create Scenarios of their own if they have particular situations which tickle their fancy, or if they grow weary of the Scenarios provided with the game. The Players may use already existing maps, or create entirely new ones; when creating a new map, remember the Commando maps are printed on a grid corresponding to four-to-the-inch graph paper.

Before beginning play, Players should examine the listing in a sample Scenario provided with the game, and ascertain their Scenario contains information corresponding to each of the listings. It is always better to determine all information before play, rather than wrangle about details in the midst of it. Players of Commando who feel they have created Scenarios which they would like to share with others are encouraged to submit them to Moves.

[39.0] Raid on Entebbe, 3 July 1976

[39.1] Historical Data and Game Conditions

  • Era: Modern
  • Map: J
  • Weather Condition: Clear
  • Light Condition: Night

[39.2] Israeli Commandos

  • Mode: Commando
  • Panic Percentage: 5%
  • Preservation Multiple: 4
  • Number of Men: 8
  • Endurance: 18 (D10 + 13)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +20%
  • Weapons and Ancillary Equipment: Submachinegun; Pistol; Combat Knife.
  • Observation Code Letter: A

[39.3] Ugandan Sentries

  • Mode: Defending
  • Panic Percentage: 45%
  • Preservation Multiple: 20 (see special rules)
  • Number of Men: 11
  • Endurance: 10 (D6 + 7)
  • Combat Bonus (+) or Debit (−): Fire: −15; Grenade: see special rules
  • Weapons and Ancillary Equipment: Semi-automatic rifle; swagger stick
  • Observation Code Letter: L

[39.4] Optional and Special Rules

[39.41] Suggested Optional Rules: Israelis: Thump Guns (Section 19.0); Climbing (Section 35.0).

[39.42] Necessary Optional Rules: None.

[39.43] Special Rules:

  • Ugandan Preservation: If a Ugandan man ever fails his Preservation Check (see Case 15.1) he will move towards the Friendly map edge until he exits. Such a man may only execute Preservation Movement.
  • Ugandan Presence of Mind: Because of the confused state in which the Ugandan defenses were in, no Ugandan man may throw or prepare or throw grenades. (However, Israeli men may Exchange Weapons with Killed or Incapacitated Ugandan men and gain grenades.)
  • Ugandan Sentries: Because of the disorganization in the Ugandan military, no Ugandan man may be plotted for Sentry Routine.
  • Hostages: In the terminal building (bounded by Squares 1740, 2440, 1743 and 2443), there are considered to be two groups of hostages. Each group of hostages occupies an area two Squares square (a two by two Square area); they are set up by the Ugandan Player. No Ugandan soldier may begin the game in the terminal; no Ugandan man may enter the terminal until the Israeli Player begins to move the hostages.
  • Hostage Movement: The Turn an Israeli man enters the terminal, the Israeli Player may move the hostages. Hostage groups possess 30 Task Points, which may only be expended in movement. Hostages must be in a Square adjacent to an Israeli man (just one per group); they will not move otherwise. Hostages never Panic or check for Preservation.
  • Fire at Hostages: Any time a Ugandan soldier fires at a Square containing hostages, he benefits from a Fire Modification of 25%. Should the Ugandan men hit, one hostage is dead. Keep track of dead hostages. A Ugandan may not fire at hostages until an Israeli has moved the hostages.

[39.5] Game Length

[39.51] Number of Turns: The game is goal-oriented; when the Israeli Player exits the hostages and the commandos, the game is over.

[39.52] Defending Reinforcements: Every fifteenth Turn after the first Israeli has been observed, 5 (five) Ugandan men enter between 0164 and 4064.

[39.6] Defensive Zones

  • [39.61] Zone 1: none.
  • [39.62] Zone 2: two men.
  • [39.63] Zone 3: one man.
  • [39.64] Zone 4: one man.
  • [39.65] Zone 5: one man.
  • [39.66] Zone 6: none.
  • [39.67] Zones 7 through 12: one man each.

[39.7] Commando Entry Squares

The Commando Player enters his men between Squares 0101 and 4001.

[39.8] Victory Conditions

[39.81] Commando Player: The Israeli Player must exit the two hostage groups from the map; they automatically lose if more than ten hostages are dead. The Israeli Player also may not lose more than two of his own men; only Killed men and Incapacitated men not exited from the map count against him.

[39.82] Defending Player: The Ugandan Player wins if he kills four or more Israelis or prevents the Israeli Player from exiting the hostage groups from the map (if one exits, but the other doesn't, the Ugandan Player receives no Victory). If more than fifteen hostages are killed, the Ugandan Player is ceremoniously executed by Idi Amin for giving him bad publicity. Any Ugandan man exiting the map has a private moral victory.

[40.0] Actions Off Vaagso Island, 27 December 1942

[40.1] Historical Data and Game Conditions

  • Era: World War II
  • Map: D
  • Weather Condition: Light Rain
  • Light Condition: Dawn/Dusk

[40.2] British

  • Mode: Commando
  • Panic Percentage: 13%
  • Preservation Multiple: 9
  • Number of Men: 8
  • Endurance: 17 (D10 + 12)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +12%.
  • Weapons and Ancillary Equipment: Rifle; Pistol; 6 men equipped with knives, 2 with umbrellas; 2 explosives (see special rules).
  • Observation Code Letter: B

[40.3] Germans

  • Mode: Defending
  • Panic Percentage: 25%
  • Preservation Multiple: 20
  • Number of Men: 10
  • Endurance: 13 (D6 + 10)
  • Combat Bonus (+) or Debit (−): −3%; Grenade: 0%.
  • Weapons and Ancillary Equipment: Carbines; Pistols; Combat Knives.
  • Observation Code Letter: F

[40.4] Optional and Special Rules

[40.41] Suggested Optional Rules: Artillery (Section 28.0): 15 rounds, represents Royal Navy detachment; if in use, Germans receive three Guard Dogs (Section 32.0).

[40.42] Necessary Optional Rules: None.

[40.43] Special Rules: The British possess two explosives with the following characteristics (see Case 11.7):

  • Number: 2
  • Effects: will destroy all Walls of a building if set off inside the building. Will destroy one wall if set off adjacent to the Wall. Rubble occurs on opposite side of destroyed Wall (one Square line).
  • Emplacement Requirements: 75 Task Points; adjacent to Wall.
  • Fuse Time: Two Game-Turns.
  • Chase [sic] of Success: 95%
  • Effect on Men: 0 Squares: 4D10; 1-2 Squares: 2D10; 3-4 Squares: 1D10; 5-6: 1D6.

[40.5] Game Length

[40.51] Number of Turns: The Scenario is goal-oriented; when the British destroy the house bordered by Square 1258, 1358, 1260 and 1360, the game is over.

[40.52] Defending Reinforcements: On every thirtieth Game-Turn after an attacking man is Observed, the Germans receive ten reinforcements.

[40.6] Defensive Zones

  • [40.61] Zone 1: three men.
  • [40.62] Zone 2: one man.
  • [40.63] Zone 3: one man.
  • [40.64] Zone 4: none.
  • [40.65] Zone 5: four men.
  • [40.66] Zone 6: one man.

[40.7] Commando Entry Squares

The commando Player enters his men on any Square between 0115 and 4015.

[40.8] Victory Conditions

[40.81] Commando Player: The British Player wins if he destroys the building described in Case 40.51, and receives less than six casualties (at the end of the Scenario, there must be at least three non-Incapacitated or non-Killed British men).

[40.82] Defending Player: The German Player wins if the building described in Case 40.51 is entirely intact, and at least three of his original men survive (not Incapacitated or Killed). If nine of the German men survive, it is an automatic German victory.

[41.0] The Raid on Son Tay, 21 November 1970

[41.1] Historical Data and Game Conditions

  • Era: Modern
  • Map: A
  • Weather Condition: Clear
  • Light Conditions: Day

[41.2] United States Green Berets

  • Mode: Commando
  • Panic Percentage: 9%
  • Preservation Multiple: 8
  • Number of Men: 8
  • Endurance: 17 (D6 + 14)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +12%
  • Weapons and Ancillary Equipment: Automatic Rifle; Pistol; Combat Knife
  • Observation Code Letter: B

[41.3] North Vietnamese Army

  • Mode: Defending
  • Panic Percentage: 25%
  • Preservation Multiple: 15
  • Number of Men: 11
  • Endurance: 13 (D10 + 8)
  • Combat Bonus (+) or Debit (−): Fire: −2%; Grenade: 0%
  • Weapons and Ancillary Equipment: Carbines, Pistols, Fists (all North Vietnamese are assumed to be equipped with two fists).
  • Observation Code Letter: E

[41.4] Optional and Special Rules

[41.41] Suggested Optional Rules: Searchlights (Section 33.0): the North Vietnamese begin with two in the Guard Towers (otherwise treated as blocking terrain). Thump guns (Section 21.0): 2 for Green Berets (in lieu of automatic rifles).

[41.42] Necessary Optional Rules: None.

[41.43] Special Rules:

  • Unless using the Searchlight Optional Rules, the Guard Towers are considered completely blocking terrain. If the Searchlight rules are used, the Guard Towers have ladders on the side of the tower facing towards the center of the prison compound. The Climbing rules (Section 35.0) are, of course, used in concert with the Searchlight rules.
  • The Sentry Routine rules are not used in this Scenario.

[41.5] Game Length

[41.51] Number of Turns: The Game lasts 20 Game-Turns.

[41.52] Defending Reinforcements: There are no defending reinforcements (during the action, a helicopter containing part of the attack force landed next to the barracks from which the reinforcements would have come, and eliminated the possibility).

[41.6] Defensive Zones

  • [41.61] Zone 1: two men.
  • [41.62] Zone 2: no men.
  • [41.63] Zone 3: 5 men inside the prison compound; two outside.
  • [41.64] Zone 4: none.
  • [41.65] Zone 5: two men.

[41.7] Commando Entry Squares

The Commando Player may enter all his men on either of the short sides of the map (between 0101 and 4001 or between 0164 and 4064). All men must enter in the same side. The Commando Player writes down his choice of sides before the defending Player deploys his men.

[41.8] Victory Conditions

[41.81] Commando Player: The Commando Player cannot win unless a surviving man (not Killed or Incapacitated and not dragged off the map) has Observed the eight buildings within the prison compound (which may only be performed from one of the two doors to the complex or inside the complex), and he kills at least five North Vietnamese (or Incapacitates them).

[41.82] Defending Player: The North Vietnamese Player wins by Killing or Incapacitating 5 or more Green Berets, while taking no more than 7 such casualties himself.

[42.0] Lawrence of Arabia on the Hejaz Railway

Note: This Scenario is fictional, but is typical of various raids carried out by Lawrence in Arabia.

[42.1] Historical Data and Game Conditions

  • Era: WWI
  • Map: M
  • Weather Condition: Clear
  • Light Condition: Day

[42.2] Lawrence and the Arabs

  • Panic Percentage: 15%
  • Preservation Multiple: 9
  • Number of Men: 12
  • Endurance: 15 (D10 + 10)
  • Combat Bonus (+) or Debit (−): Fire: +3%; Grenades: see special rules
  • Weapons and Ancillary Equipment: 1 Machine Gun on sledge (see special rules); 11 with rifles; 4 have Samurai swords (but not man with MG), the rest have daggers.
  • Observation Code Letter: C

[42.3] Turks

  • Panic Percentage: 35%
  • Preservation Multiple: 10
  • Number of Men: 20
  • Endurance: 14 (D6 + 11)
  • Combat Bonus (+) or Debit (−): Fire: +1%; Grenades: see special rules
  • Weapons and Ancillary Equipment: 2 armed with ceremonial sword, pistol and swagger stick; 18 armed with rifle, dagger.
  • Observation Code Letter: D

[42.4] Optional and Special Rules

Horses and Camels (Section 19.0): the Arabs begin with eight hobbled camels and a mule (see special rules). Arabs are considered Cossacks for purposes of controlling mounts.

[42.41] Suggested Optional Rules: (none listed)

[42.42] Necessary Optional Rules: (none listed)

[42.43] Special Rules:

  • Modes: There are no Modes in this Scenario, and consequently no Sentry Routine, etc. All men begin on the map; should any man exit the map, he is out of play for good.
  • Grenade Availability: None. Ignore the grenade rules while playing this Scenario.
  • The Mule: The Mule is only used for pulling the sledge (with the machine gun). The mule is always in a Square adjacent to the machine gun. The mule is considered a horse, except it may be hobbled. All Task Point (hence movement) costs are doubled for the mule due to the weight of the sledge. The mule may never Panic and move as a result.
  • The Machine Gun: The machine gun is a rather ancient model, and rather heavy. The Arab Player may place the machine gun with any of his men initially. To move the machine gun with the mule requires a man to lead the mule (by holding the reins), or be present in the same Square as the sledge. If the mule is unavailable for sledge movement, the sledge may be moved by two men in the same Square, who move as if they were prone (i.e., double movement cost). The sledge will only move while both men are expending Task Points (this is an exception to the normal Sequence of Play). The machine gun may not be fired while it is being moved. Only the man who begins the game with the machine gun and Lawrence himself (designate one man with rifle and sword as Lawrence) may fire the machine gun (the others lacking sufficient training). No Turk may fire the machine gun.
  • Lawrence of Arabia: Lawrence is never killed; if results should indicate so, he is instead Incapacitated.
  • Movement of the Train: The train moves at a rate of 13 squares per turn. The train (three squares long and one square wide) may move only along the track. Any Arab run over by the train is killed. The train pays no Task Points and ignores all terrain but the rail line itself. The train immediately ceases movement when and if the mine detonates.
  • Observation from the Train: There are ten Turks in the second and third Square of the train. One Turk in the second Square may look to the left of the train, and one Turk in the third Square may look to the right. Unless the Turks Observe an Arab, the train will move the full 13 Squares it can. The turn after an Arab is observed, the train will move between 7 and 13 Squares (Turkish Player's option). The Turn after that, it may slow down another six Squares, and so on. Once an Arab has been Observed, Turks may fire from the train (at the usual 25% penalty for fire from a moving vehicle).

[42.5] Game Length

[42.51] Number of Turns: The game is played until one side is the victor.

[42.52] Reinforcements: There are no reinforcements for either side.

[42.6] Arab Set-Up

The Arab Player sets up six of his men north of Zones 2 and 7, and the other six on the south side. The men on each side must be set up in two adjacent Zones.

[42.7] Turkish Train Entry

The Turkish Train enters at square 2101 on Game-Turn 1.

[42.8] Victory Conditions

[42.81] Turkish Player: If there are no live, non-Incapacitated Arab men on the map and there is at least one live, non-Incapacitated Turkish man on the map, the Turkish Player wins.

[42.82] Arab Player: If there are no live, non-Incapacitated Turkish men on the map and there is at least one live, non-Incapacitated Arab man on the map, the Arab Player wins.

[43.0] Trench Raid Near Passchendaele, 31 July 1917

[43.1] Historical Data and Game Conditions

  • Era: WWI
  • Map: L
  • Weather Condition: Mist
  • Light Condition: Dawn/Dusk

[43.2] British

  • Mode: Commando
  • Panic Percentage: 5%
  • Preservation Multiple: 4 (see Special Rules)
  • Number of Men: 22
  • Endurance: 13 (D6 + 10)
  • Combat Bonus (+) or Debit (−): None.
  • Weapons and Ancillary Equipment: Carbine, Large Knife. 4 with wire clippers (see Case 20.3).
  • Observation Code Letter: F

[43.3] German

  • Mode: Defending
  • Panic Percentage: 7%
  • Preservation Multiple: 8 (see Special Rules)
  • Number of Men: 12
  • Endurance: 13 (D10 + 8)
  • Combat Bonus (+) or Debit (−): None.
  • Weapons and Ancillary Equipment: 10 with rifles, Combat Knives; 2 with Machine guns, Pistols, Combat Knives (see special rules).
  • Observation Code Letter: E

[43.4] Optional and Special Rules

[43.41] Suggested Optional Rules: Artillery (Section 28.0): British get 10 rounds, Germans get five. Note trenches halve (rounding down) the damage caused by artillery.

[43.42] Necessary Optional Rules: Barbed Wire (see Section 20.0): All wire is considered straight wire.

[43.43] Special Rules:

  • Preservation: Unlike other men in difficult situations, the men of World War I did not run — because there was no place to run to. A German soldier who did run away would probably be Killed after court martial (with disgrace to his name); a British soldier would probably be killed by the next wave of men (and bayonetting certainly was not something to look forward to). Thus, when a man fails his Preservation Check, he falls Prone and expends no Task Points in the Turn.
  • Machine Guns: The primitive machine guns used during World War I were usually mounted to allow the user to wield them easily. Thus, when the German Player places his machine guns, he must place them in a trench Square, and they may not be moved. In addition, machine guns may only fire in front of the trench they are located in (and never behind the trench).
  • Sentry Routine: The Germans may not perform Sentry Routine. All Germans must be set up in trenches.
  • Exiting the Map: The only Player who may exit from the map is the British Player, and he may exit men only from the 40xx Square-row.

[43.5] Game-Length

[43.51] Number of Turns: The Scenario is played until 40 Turns are over, all men on one side are killed or Incapacitated, or the British exit the map at the 40xx Square-row.

[43.52] Defending Reinforcements: There are no reinforcements within the scope of the Scenario (actually, the Turn limit simply reflects the next wave of men for each side).

[43.6] Defensive Zones

  • [43.61] Zone 1: all German men (must be set up in trenches).
  • [43.62] Zone 2: none.

[43.7] Commando Entry Squares

The British Player enters his men between Squares 0101 and 0164.

[43.8] Victory Conditions

[43.81] Commando Player: The British Player wins by exiting five men off the 40xx Square-row. He achieves a moral victory by eliminating the Germans in the first row of the trenches.

[43.82] Defending Player: The German Player wins by Killing or Incapacitating all British men. In actuality, neither Player should win this game. The Scenario is slanted in the Germans' favor, but this is only because the British are taking their turn at idiotic suicidal frontal charges. Even if the British soldiers succeed in exiting the map, they will undoubtedly expire before the next line of trenches.

[44.0] Assault on Lippe River Bridgehead, 24 March 1945

Note: The actions represented here were concurrent with Operation Varsity, the paratrooper-aided seizure of the Rhine River.

[44.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: F
  • Weather Condition: Clear
  • Light Condition: Night

[44.2] United States Rangers

  • Mode: Commando
  • Panic Percentage: 10%
  • Preservation Multiple: 10
  • Number of Men: 9
  • Endurance: 16 (D6 + 13)
  • Combat Bonus (+) or Debit (−): +10%; Grenade: +15%
  • Weapons and Ancillary Equipment: 4 with carbine, pistol and large knife, 5 with automatic rifle, pistol and combat knife.
  • Observation Code Letter: B

[44.3] German Militia/Garrison

  • Mode: Defending
  • Panic Percentage: 30%
  • Preservation Multiple: 15
  • Number of Men: 12
  • Endurance: 12 (D10 + 7)
  • Combat Bonus (+) or Debit (−): Fire: none; Grenade: +2%
  • Weapons and Ancillary Equipment: 3 with rifles, pistols and swagger sticks; 9 with machine pistols, large knife.
  • Observation Code Letter: D

[44.4] Optional and Special Rules

[44.41] Suggested Optional Rules: Underwater Operations (Section 36.0): Rangers are equipped with SCUBA gear, 3 may enter on squares 0115, 0116, 4015, or 4016. Flamethrowers (Section 17.0): Germans get one in lieu of one of the machine pistols.

[44.42] Necessary Optional Rules: None.

[44.43] Special Rules: On the eighteenth Game-Turn after the Rangers enter the map, the German Player may attempt to blow up the bridge. The detonator is located in Square 3007. It has a 65% chance of succeeding, and only effects those on the bridge. Unless using the Underwater Operations rules, a man on the bridge when it is demolished is killed. If the detonator fails, it may not be used again.

[44.5] Game Length

[44.51] Number of Turns: There is no limit of Turns; the game is goal-oriented.

[44.52] Defending Reinforcements: If the Rangers have not achieved their goal by Game-Turn 30 (after Observation by a German man), the German Player receives a reinforcement of 5 Machine Pistol-equipped men.

[44.6] Defensive Zones

  • [44.61] Zone 1: three men.
  • [44.62] Zone 2: five men.
  • [44.63] Zone 3: one man.
  • [44.64] Zone 4: three men.
  • [44.65] Zone 5: none.
  • [44.66] Zone 6: none.

Note: No German soldier may perform Sentry Routine in Zone 6.

[44.7] Commando Entry Squares

The Rangers enter between Squares 0164 and 4064.

[44.8] Victory Conditions

[44.81] Commando Player: The Ranger Player wins if he captures the bridge intact (no Enemy men on the bridge, Rangers on both sides of the river).

[44.82] Defending Player: The German Player wins if he kills or Incapacitates more than four Rangers, or prevents the Rangers from holding the bridge at the end of the game (only possible if the Rangers hit Preservation, etc.).

[45.0] The Radar Station at Bruneval, 27 February 1942

[45.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: B
  • Weather Condition: Light Snow
  • Light Condition: Night

[45.2] British Commando

  • Mode: Commando
  • Panic Percentage: 12%
  • Preservation Multiple: 8
  • Number of Men: 10
  • Endurance: 16 (D6 + 13)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +10%.
  • Weapons and Ancillary Equipment: Submachineguns, pistol and combat knife.
  • Observation Code Letter: C

[45.3] German Garrison

  • Mode: Defending
  • Panic Percentage: 25%
  • Preservation Multiple: 14
  • Number of Men: 13
  • Endurance: 11 (D6 + 8)
  • Combat Bonus (+) or Debit (−): +5%; Grenade: none
  • Weapons and Ancillary Equipment: 3 with Machine Pistols, Pistols and swagger sticks; 10 with rifles, pistols and combat knives.
  • Observation Code Letter: D

[45.4] Optional and Special Rules

[45.41] Suggested Optional Rules: Electrified Wire (see Section 31.0): 25 lines worth but not encircling buildings. Barbed Wire (20.0): 40 lines. Satchel Charges (25.0) and Hand-Held Flares (34.2): 10 total of the former and 12 per man of the latter (British).

[45.42] Necessary Optional Rules: None.

[45.43] Special Rules: None.

[45.5] Game Length

[45.51] Number of Turns: The British Player must exit the map by the edge he entered from by the conclusion of the 30th Turn. Any men left are Incapacitated.

[45.52] Defending Reinforcements: There are no defending reinforcements — the game limit represents reinforcements from the German Infantry Division nearby arriving on the scene.

[45.6] Defensive Zones

  • [45.61] Zone 1: one man.
  • [45.62] Zone 2: one man.
  • [45.63] Zone 3: three men.
  • [45.64] Zone 4: three men.
  • [45.65] Zone 5: one man.
  • [45.66] Zone 6: one man.
  • [45.67] Zone 7: three men.

[45.7] Commando Entry Squares

Before the German Player deploys his men, the British Player secretly writes down whether he is going to come on the xx64 Square-row or the 01xx Square-row. After the German Player has secretly deployed his men, the British Player enters on any Square in the row he chose.

[45.8] Victory Conditions

[45.81] Commando Player: To win, the British Player must be able to exit five non-Incapacitated men via the map edge they entered; one of those men must have the radio. The radio is obtained by expending 75 Task Points in Square 1612 in two consecutive turns.

[45.82] Defending Player: The German Player wins by keeping the radio on the map by Game-Turn 30 (after Observation), or by Killing or Incapacitating 7 of the Commandos.

[46.0] Skorzeny to the Rescue

[46.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: C
  • Weather Condition: Mist
  • Light Condition: Day

[46.2] German Commandos

  • Mode: Commando
  • Panic Percentage: 6%
  • Preservation Multiple: 5
  • Number of Men: 8
  • Endurance: 7 are 16 (D10 + 11); 1 (Otto Skorzeny) is 25 (D6 + 22).
  • Combat Bonus (+) or Debit (−): Fire: +10%; Grenade: +10%.
  • Weapons and Ancillary Equipment: Machine Pistols, Pistols and Combat Knives.
  • Observation Code Letter: B

[46.3] House Guard

  • Mode: Defending
  • Panic Percentage: 25%
  • Preservation Multiple: 18
  • Number of Men: 11
  • Endurance: 13 (D6 + 10)
  • Combat Bonus (+) or Debit (−): Fire: −4%; Grenade: none.
  • Weapons and Ancillary Equipment: Carbines, Pistols and combat knives.
  • Observation Code Letter: F

[46.4] Optional and Special Rules

[46.41] Suggested Optional Rules: One Tank (Section 23.0) for the House Guard; 3 Rocket Launchers for the Germans (Section 26.0); Anti-Personnel Mines (22.1).

[46.42] Necessary Optional Rules: None.

[46.43] Special Rules:

  • Sentry Routine: No man may perform Sentry Routine outside of the Zone he is initially assigned to.
  • The Swimming Pool: Unless using the rules for Underwater Operations (36.0), the swimming pool is off limits.
  • The Prisoner: The Prisoner is deployed inside the house. If all Enemy men in the house are either Killed or Incapacitated, the prisoner will move with a commando. The prisoner may not be shot at, and has 40 Task Points for movement, only.

[46.5] Game Length

[46.51] Number of Turns: The German Player has 25 Turns (after Observation of a German by a House Guard) in which to rescue the prisoner and exit the map.

[46.52] Defending Reinforcements: There are none. It is assumed the Germans will leave once the regular army is alerted, since the amount of men in a given garrison is enough to scare off the commando force.

[45.6] Defensive Zones

(Transcriber's note: the printed numbering for this Scenario's zone listing reads "[45.6]", as in the source.)

  • [45.61] Zone 1: two men.
  • [45.62] Zone 2: none.
  • [45.63] Zone 3: five men.
  • [45.64] Zone 4: two men.
  • [45.65] Zone 5: two men.

[46.7] Commando Entry Squares

The German Player secretly records his entry edge — either the 40xx or xx01 Square-row — and, after the House Guard Player has set up, enters on any Square along that edge.

[46.8] Victory Conditions

[46.81] Commando Player: The German Player wins if he exits the prisoner from the map-edge he entered by the end of the 25th Game-Turn after one of his men have been Observed, and he takes no more than six casualties (Kills or Incapacitations).

[46.82] Defending Player: The House Guard wins if the prisoner is still in the house at the end of the 25th Game-Turn. The House Guard wins a moral victory if it kills or Incapacitates Skorzeny.

[47.0] Commando Front-Line Action

Note: The following Scenario is a good example of why commandos are not used in front-line combat.

[47.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: E
  • Weather Condition: Heavy Rain
  • Light Condition: Day

[47.2] British Commandos

  • Mode: Commando
  • Panic Percentage: 9% (except APC)
  • Preservation Multiple: 10
  • Number of Men: 8 (not including APC crew)
  • Endurance: 17 (D10 + 12)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +12%
  • Weapons and Ancillary Equipment: Submachineguns; pistols; 1 with saber, 6 with combat knives, 1 with umbrella; APC; 2 Rocket Launchers.
  • Observation Code Letter: B

[47.3] German Army

  • Mode: Defending
  • Panic Percentage: 20% (except, of course, tank)
  • Preservation Multiple: 15
  • Number of Men: 10 (not including tank crew)
  • Endurance: 14 (D10 + 9)
  • Combat Bonus (+) or Debit (−): Fire: none; Grenade: +3%
  • Weapons and Ancillary Equipment: 5 with Machine Pistols; 5 with semi-auto rifles; all with pistols and daggers; 1 Tank.
  • Observation Code Letter: C

[47.4] Optional and Special Rules

[47.41] Suggested Optional Rules: None in particular, though Mines (22.0) of all varieties will make for an interesting game.

[47.42] Necessary Optional Rules: Tanks (Section 23.0), APCs (24.0) and Rocket Launchers (26.0). The Tank and the APC come with full crew. Artillery (28.0) — the British receive three rounds of artillery.

[47.43] Special Rules: None.

[47.5] Game Length

[47.51] Number of Turns: There is no finite limit; the game is goal-oriented.

[47.52] Defending Reinforcements: Reinforcements in the middle of a running battle are few and far between. This is not one of the times they appear.

[47.6] Defensive Zones

  • [47.61] Zone 1: none.
  • [47.62] Zone 2: one man.
  • [47.63] Zone 3: one man.
  • [47.64] Zone 4: one man.
  • [47.65] Zone 5: five men and the tank (the tank may not perform Sentry Routine).
  • [47.66] Zone 6: two men.

[47.7] Commando Entry Squares

The Commando Player enters on the xx64 Square-row.

[47.8] Victory Conditions

Victory is determined by the Player who possesses the house which includes Square 2615, and has managed to Incapacitate or Kill all Enemy men (or the men have exited the map).

[48.0] The Great Oilfield Raid

[48.1] Historical Data and Game Conditions

  • Era: Modern
  • Map: G
  • Weather Condition: Clear
  • Light Condition: Dawn/Dusk

[48.2] United States Commandos

  • Mode: Commando
  • Panic Percentage: 10%
  • Preservation Multiple: 11
  • Number of Men: 8
  • Endurance: 17 (D6 + 14)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +15%.
  • Weapons and Ancillary Equipment: Automatic Rifle, Pistol and Large Knife, 3 explosives (see special rules).
  • Observation Code Letter: B

[48.3] South Woggistani National Guard

  • Mode: Defending
  • Panic Percentage: 35%
  • Preservation Multiple: 20
  • Number of Men: 7
  • Endurance: 11 (D10 + 6)
  • Combat Bonus (+) or Debit (−): Fire: −10%; Grenade: −5%.
  • Weapons and Ancillary Equipment: Rifles, daggers.
  • Observation Code Letter: F (and see special rules).

[48.4] Optional and Special Rules

[48.41] Suggested Optional Rules: Anti-Personnel Mines (Cases 22.1 and 22.2) — 17 for the Woggistanis; Thump Guns (Section 21.0) and Rifle Grenades (18.0) — as many as the American Player desires.

[48.42] Necessary Optional Rules: None.

[48.43] Special Rules:

  • Technical Advisers: An evil non-democratic large nation has sent technical advisers to the South Woggistanis, and these advisers just happen to carry submachineguns for their personal safety. They are the reinforcements the Woggistani Player receives, and their characteristics are different from the Woggistani troops.

    • Panic Percentage: 23%
    • Preservation Multiple: 20
    • Number of Men: 6
    • Endurance: 14 (D6 + 11)
    • Combat Bonus or Debit: Fire: +5%; Grenade: none.
    • Weapons and Ancillary Equipment: submachinegun, Pistol, Combat Knife.
    • Observation Code Letter: D

    Remember that the Preservation Multiple only applies to each reinforcing group of men; not the whole force of reinforcing men.

  • Explosives: the explosives the U.S. Player assigns to his men have the following characteristics:

    • Number: 3
    • Effects: will destroy an oil tank completely (all Squares become rubble); will do same to house or crane if set off on, in or adjacent to house or crane.
    • Emplacement Requirements: 100 Task Points; on, adjacent to, or in demolition target.
    • Fuse Time: Three Game-Turns.
    • Chance of Success: 75%
    • Effect on Men: 0 Squares: 6D10; 1-2 Squares: 3D6; 3-4 Squares: 1D6; 5-6 Squares: 2D6.
  • Cranes: There are two cranes on the map. The body of the crane is considered blocking, and may not be moved through unless using the Climbing rules (Section 35.0). The arm of the crane is at Elevation Level Two, and is thus higher than the Square itself (it blocks Line of Sight at Elevation Level Two; two men at Elevation Level One Observing "through" the arm of the crane would be able to Observe each other). The terrain below the arm of the crane is Clear.

[48.5] Game Length

[48.51] Number of Turns: The game is theoretically infinite; the Scenario is goal-oriented.

[48.52] Defending Reinforcements: The South Woggistani Player receives a reinforcement group (as described in the special rules) on the second Turn after Observation of a US Commando, the seventeenth Turn, the thirty-second Turn, and so on. The reinforcements enter opposite the commando entry Squares.

[48.6] Defensive Zones

  • [48.61] Zone 1: one man.
  • [48.62] Zone 2: none.
  • [48.63] Zone 3: none.
  • [48.64] Zone 4: one man.
  • [48.65] Zone 5: four men.
  • [48.66] Zone 6: one man.
  • [48.67] No South Woggistani man may perform the Sentry Routine.

[48.7] Commando Entry Squares

The Commando Player may bring his men on between Squares 2801 and 4001, or between 4001 and 4036. The men must enter on fifteen adjacent Squares; i.e., no man may be more than fifteen Squares (tracing along the map edge) away from another man, regardless of entry Turn.

[48.8] Victory Conditions

[48.81] Commando Player: The US Player wins if he destroys at least two of the three oil tanks and suffers no more than 50% casualties (Kills or Incapacitations).

[48.82] Defending Player: The South Woggistani Player wins if none of the oil tanks are destroyed, or if six or more commandos are Killed or Incapacitated.

[49.0] Streetfighting in World War II Europe

[49.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: H
  • Weather Condition: Clear
  • Light Condition: Day

[49.2] German Commando

  • Mode: Commando
  • Panic Percentage: 10%
  • Preservation Multiple: 10
  • Number of Men: 10
  • Endurance: 17 (D10 + 12)
  • Combat Bonus (+) or Debit (−): Fire: +12%; Grenade: +12%
  • Weapons and Ancillary Equipment: 8 with machine pistols, pistol and dagger; 1 with machinegun, dagger; 1 with flamethrower, dagger.
  • Observation Code Letter: C

[49.3] Partisans

  • Mode: Defending
  • Panic Percentage: 20%
  • Preservation Multiple: 9
  • Number of Men: 11
  • Endurance: 14 (D6 + 11)
  • Combat Bonus (+) or Debit (−): Fire: none; Grenade: +5%
  • Weapons and Ancillary Equipment: Submachineguns, large knives.
  • Observation Code Letter: C

[49.4] Optional and Special Rules

[49.41] Suggested Optional Rules: Tanks (Section 23.0), APCs (24.0), Jeeps (29.0), Motorcycles (30.0). Germans might have Artillery (28.0) while Partisans might have satchel charges (25.0).

[49.42] Necessary Optional Rules: Flamethrowers (Section 17.0) — the Germans being with an equipped man; and Climbing (35.0) — all buildings go up to Elevation Level 3.

[49.43] Special Rules: None.

[49.5] Game Length

[49.51] Number of Turns: The Scenario is played in 25 Game-Turns. Victory is assessed at the end of the twenty-fifth Game-Turn.

[49.52] Defending Reinforcements: There are no defending reinforcements.

[49.6] Defensive Zones

  • [49.61] Zone 1: two men.
  • [49.62] Zone 2: two men.
  • [49.63] Zone 3: none.
  • [49.64] Zone 4: two men.
  • [49.65] Zone 5: two men.
  • [49.66] Zone 6: three men.

[49.7] Commando Entry Squares

The German Player may enter his commandos on any map edge he wishes. He need not enter the men on the same map edge; the only restriction on him is a man must enter play via an edge.

[49.8] Victory Conditions

[49.81] Commando Player: The German Player must Kill or Incapacitate nine Partisans by the last Turn of the game to fully win; but if Players are interested in play balance, he must kill or Incapacitate five partisans and avoid death or Incapacitation of over half of his men.

[49.82] Defending Player: The Partisan Player wins by either having a live, non-Incapacitated man in Zones 1, 2, 4, 5, and 6 at the end of the last Turn, or by killing or Incapacitating seven commandos.

[50.0] Destruction of Army Group Center Headquarters

[50.1] Historical Data and Game Conditions

  • Era: WWII
  • Map: K
  • Weather Condition: Blizzard
  • Light Condition: Day

[50.2] Crack Allied Commando Team

  • Mode: Commando
  • Panic Percentage: 5%
  • Preservation Multiple: 0 (see special rules)
  • Number of Men: 8
  • Endurance: 19 (D6 + 16)
  • Combat Bonus (+) or Debit (−): Fire: +15%; Grenade: +20%.
  • Weapons and Ancillary Equipment: 6 with automatic rifles, pistols and combat knives; one with machinegun and pistol; one with machine pistol and umbrella.
  • Observation Code Letter: A

[50.3] Suspicious German Guards

  • Mode: Defending
  • Panic Percentage: 15%
  • Preservation Multiple: 12
  • Number of Men: 14
  • Endurance: 13 (D10 + 8)
  • Combat Bonus (+) or Debit (−): None.
  • Weapons and Ancillary Equipment: 12 with rifles; pistols and large knives; 2 with machine pistols and swagger sticks.
  • Observation Code Letter: D

[50.4] Optional and Special Rules

[50.41] Suggested Optional Rules: Climbing (35.0), Rifle Grenades (18.0), Satchel Charges (25.0), Anti-Personnel Mines (Cases 22.1 and 22.2) — and see special rules.

[50.42] Necessary Optional Rules: Underwater Operations (Section 35.0) — Allied team is equipped with snorkel gear. (Transcriber's note: the source prints "Section 35.0" here; the Underwater Operations rules are Section 36.0 in this booklet.)

[50.43] Special Rules:

  • Anyone familiar with current suspense fiction should recognize this Scenario — extremely well-trained heroic Allied team undertakes impossible task against impregnable German position and achieves mission. This Scenario is particularly well-suited to adaptation to the Role-Playing Game (see separate booklet), and such goodies as the Miraculous Escape Matrix may be included at the option of the Players.
  • This Scenario lends itself to all Optional Rules with the exception of Artillery (Section 28.0). Whenever adding an Optional Rule benefitting one side, the Players should also add a counterbalancing Optional Rule to aid the other side. As a general rule, the Allied team should get only portable or airdroppable Optional Rules (ranging from rocket launchers to horses [!]), because they are far behind enemy lines, while the Germans can get everything up to the kitchen sink (tanks, electrified wire, etc.).
  • The Allied Player may only win by destroying certain key records and equipment. This may be achieved by expending 150 Task Points by three separate men in the building including Square 1655. These Task Points are not expended for any normal Task; the men remain in a given Square and the Player announces he has expended the Task Points.
  • Preservation: The Allied commandos never undergo Preservation Checks. What kind of heroes would break under pressure?
  • The Tramway: A man who begins a Turn in one of the buildings marked "Tram" may, instead of Task Point execution, be placed in the other building marked "Tram." The only condition to this transfer is that there be no Enemy men in the building the man is going to.

[50.5] Game Length

[50.51] Number of Turns: The Scenario is over forty Turns after Observation of the first Allied man, or when all Allied men have exited the map.

[50.52] Defending Reinforcements: None. The entire Army is assumed to show up on the forty-first Turn after Observation of an Allied man, thus preventing further operations.

[50.6] Defensive Zones

  • [50.61] Zone 1: two men.
  • [50.62] Zone 2: none. Note: No German may perform Sentry Routine in Zone 2.
  • [50.63] Zone 3: four men.
  • [50.64] Zone 4: one man.
  • [50.65] Zone 5: one man.
  • [50.66] Zone 6: one man.
  • [50.67] Zone 7: one man.
  • [50.68] Zone 8: four men.

[50.7] Commando Entry Squares

The Commando Player may enter any number of men along the 01xx square-row, between Squares 4001 and 4025 and may enter up to 2 men in the stream at Squares 4040 or 4041 or at 0140 or 0141.

[50.8] Victory Conditions

[50.81] Commando Player: The Commando Player wins by achieving the conditions set forth in the Special Rules (destroying key information and equipment), and successfully exiting four live, non-Incapacitated men by the end of the game from an entry square.

[50.82] Defending Player: The German Player wins by either preventing the Headquarters from being ransacked (destroyed), or by killing or Incapacitating all commando men.

Designer's Notes

Commando. The very name evokes images of carefully-camouflaged men stealing through the night to destroy enemy installations. The elite soldiers are the dogs of war, set loose to wreak havoc upon unsuspecting sentries and soldiers. Swiftly and silently the commandos attack, leaving a trail of wreckage and corpses. Perhaps the most feared men in the armed services, the fame and controversy surrounding the commando have lent him a special mystique.

Super tactical (or man-to-man) games have always been a fascination of the designer's, ever since Sniper! became his favorite game. In the earliest of super tactical games, the rules were terrible, often not defining fully such functions as fire, but the game soon became one of the most popular to ever be released by SPI. Man-to-man games (the only other major one being Patrol!) depend partly on the attention to detail tactical games seem to use as a signature, and also on an element of role play: "Sergeant John Doe sped to hex 2644, and emptied the magazine of his automatic pistol into the surprised German guard...."

These elements were desirable, and every effort was made to retain the detail and role play parts of the game. But for all its merits, Sniper! was a game of ludicrous premises. Panic could be avoided or minimized by remaining in hexes with the correct end number, fire was incredibly deadly, never failing to kill a man after a certain point, and all other sorts of wacky play mechanics contrived to make a very strange game. Some of the problems were easy to solve due to advances in the state of the art, others required more radical solutions.

The decision to go to the square grid is certainly the most visible and most important decision. Immediately, several problems are laid to rest. First, buildings do not look like folding accordions, and fire can be easily range attenuated (and realistically, too). Even movement, which is usually favored by the hex grid, fares well under the Task Point system. To make sure men pay equal costs to cover equal distances, the cost to move diagonally should actually be 7.0707 Task Points, but what's seven-hundredths of a Point between friends? The clinching argument for the square grid was it made observation easier (with the hex grid, "edges" of a hex would jut out and cause all sorts of Line of Sight arguments). One of the most interesting features of the graphics end of the product was the coincidence of naturalistic and field terrain on the same map; again, this is simpler to do on the square grid.

The combat system cleaned up an Augean stable left by the Sniper!/Patrol! family of games. Not only can one get as close to exact hit probabilities as is necessary in a game to make it "realistic", but a new variable was added to the individual man: his marksmanship. Casualties are about one-half to three-quarters of what they should be on a real battlefield (but the kill rate is precise); this is because Players will insist on engaging in firefights whenever the game allows them to. Playtesting determined that all but the most passive of Players (e.g., Charlie on the toilet) did not let the weighing of casualties affect the kill and wound

rates at all. I must confess it is weird to factor in a Player's bloodthirstiness into the Combat Results Tables for a game. But I am as guilty as anyone else of playing to kill.

Geomorphic maps may be fine for other people, but they have all the reality of a stuffed blue elephant to me. While I lose out on such great subjects as The Pursuit of the Faqir of Ipi (still one of my favorite scenario titles), the maps provided with the game have integrity; they belong to the situation. Due to game economics, this forced me to go to a counter-less approach — to fully produce the game without the necessity to write things down would have cost between $25 and $30.

Upon first perusal of the game, the players may perceive an unwieldy amount of bookkeeping to be done. As anyone who has played the game more than once can tell, this is not a problem with the game; despite the increased game mechanics the players must keep track of, veteran players of Sniper! felt it was easier to keep track of the men's condition on pieces of paper rather than hunt for counters denoting the men's status. The game can be played in a reasonable amount of time (three hours for an average Scenario, including set-up); the only real hitch may be the proliferation of die-rolls. To avoid die-rolling becoming mundane, the designer attempted to switch dice and dice patterns; several playtesters wryly commented that half the Sequence of Play should concern randomly choosing dice and then rolling until an aesthetically pleasing combination appeared.

The Historical Standard rules are simpler than any super tactical game produced before, but when the gamut of Optional Rules are added, the game is more complex than any super tactical game ever put out. Especial attention was paid to the Optional Rules; the temptation to throw in rules just to impress the Players (a common failing of games these days) was avoided. The only Optional Rule which is not particularly recommended is Artillery, which is there for obvious reasons.

The final design decision was the complexity level of the observation rules, always the problem child of wargame rules (or bête noire to the literati). The rules were simplified after keeping track of who had Observed who and whether human eyeballs could do gymnastics to keep all men in range in sight proved tedious. The current rules do have such goodies as weather, but they are not completely true to life (but no game has so far succeeded on that count, so I can safely cop out).

Modern tactics are very necessary in Commando. One play-tester stubbornly refused to use basic covering fire tactics, and was distressed for weeks when his men invariably died with their boots on, off and in between. Another gentleman wished to remain secure in buildings, impervious to all fire, and later ruefully admitted that grenades were a nice handy-dandy little weapon, and hadn't he better evacuate his defensive positions?

So stalk the unwary enemy sentry from your concealed position. Cause the enemy to dread the very land in which he resides. Become a nameless fear, a special terror and earn the distinction of being a commando.

(Transcriber's note: the designer's byline that closes the Designer's Notes, and the printed design-credits block that follows them, are omitted as attribution. The printed Designer's Notes are otherwise reproduced above.)

Historical Game Charts and Tables

The charts and tables below are reproduced from the Historical Game Charts & Tables printed with the rules. Figures are as printed; "P" means prohibited.

[10.81] Fire Combat Table

Weapon# of fires0-12-34-89-2021-3031-4041-5051+Magazine CheckDamage
Pistol19075606035PPPNo1D6
Machine Pistol4––––––

Notes as printed: The Number of Fires informs the Player how many times he rolls dice to determine whether he hits the target man or not. After determining the proper Range, the Player determines the base chance of hitting the target (listed under the appropriate Range column), and modifies as per the Fire Combat Modification Table (10.82). The Magazine Check must be rolled if there is a percentage chance listed (of the weapon becoming unloaded). If the man hits his target, the Player rolls the appropriate dice listed in the Damage column and applies the Wound Points to the Enemy man. A Man must take at least one Wound Point each time he is hit by fire (Case 10.53).

P = Prohibited. The man may not fire at a target at the indicated Range. *Machineguns may be fired braced only. †Note that Flamethrower explodes on die roll of 96-00 (see Case 17.31), unless it has been repaired, in which case it explodes on die roll of 91-00 (see Case 17.35). ‡Also causes burning (see Case 17.4).

[11.81] Grenade Accuracy Table

Grenade is…12-45-89-1213-1516-2526-36
WWI fragmentation90653515PPP
WWI smoke9065452505PP
WWII fragmentation95755535PPP

Determine the era and type of the grenade. Cross-index with the range and obtain the base chance of hitting the target Square. P = Prohibited. Men may not throw that particular type of grenade the indicated number of squares.

[11.83] Grenade Scatter Table

DieSquares Scattered
11
21
31
42
52
63

Roll 1D6; the grenade scatters in the direction determined on the Scatter Diagram the indicated number of squares.

[5.22] Task Point Cost Chart

ActionTask Point Cost
Movement
Move one Square orthogonally5
Move one Square diagonally7
Move one Square orthogonally while prone10
Move one Square diagonally while prone14
Stand erect7
Fall Prone*13
Combat
Fire automatic weapon (auto or machine)18
Fire semi-automatic weapon15
Fire rifle or carbine13

Every time a man executes a task, he expends Task Points as per the above schedule. Tasks prefaced with a "+" code must be performed in conjunction with some other Task (either movement, or combat). These assessments are for one time only. Note movement Task Point costs may be modified by the Terrain Effects Chart (7.39).

*A man may fall prone at no Task Point cost if it is the last Task he executes in a given Phase. **The Opportunity Fire Task Point cost is added only if the plotted man actually Opportunity Fires. However, if he does not Opportunity Fire, he pays a five Task Point cost for plotting the fire before he executes any more Tasks. †Cost to fire weapon is included in expenditure of all Task Points.

[8.13] Observation Range Table

Weather ConditionsDayDawn/DuskNight
ClearU2512
Light Rain502010
Heavy Rain25126
Mist502510
Fog542
Light Snow40188
Heavy Snow20

Cross-index the Time of Day with the Weather Condition; the result will be the (true) distance a given man can observe in squares. This is known as the Observation Range. U = Unlimited.

[8.63] Observation Chance Index

(The rules text cross-references this table as Case 8.73; the chart is printed as [8.63].)

Observation Code LetterBase Observation Chance
A95%
B90%
C85%
D80%
E75%
F70%
G65%
H60%
J55%
K50%
L45%
M40%
N

Consult scenario to determine the Observation Code Letter of a given side. The Base Observation Chance will be the same for all men on a given side. If a given side is in Defending Mode (see Section 38.0), all men on the side have 20% subtracted from their chance to observe until the Game-Turn after a Commando Man is observed (to a minimum of 5%).

[7.39] Terrain Effects Chart

TerrainBlockingMultipleAdditiveFire Combat Modification
Field Terrain:
Clearno10none
Rough, Craterno20−10%
Trenchno1+2−9%
Woodsyes¹1+3−8%

Notes as printed: The first column tells whether the terrain is blocking (see Section 8.0) or not. The Terrain Multiple is multiplied by the Task Point cost to enter the Square (see the Task Point Cost Chart) and the Terrain Additive is added. The Fire Combat Modifier is used in conjunction with the Fire Combat Modifications Table. ¹Woods blocks Line of Sight only if the LOS runs through the symbol. ²See also the Fire Combat Modifications Table; the relation of firer to target is important in determining the Modifier. ³If there is any other terrain in the square, the entire square is treated as that terrain for movement. ⁴Also negates any other terrain in the Square (Field or Line, for movement purposes) aside from subtracting from the terrain cost. ⁵See the Observation rules to determine blocking terrain. (+4) = When moving from Elevation Level Zero to +1.

Transcriber's note: the chart prints the Woods Terrain Multiple as 1 (additive +3). Case 7.34 gives the woods example as "a terrain multiple of 2, and a terrain additive of 3"; both are reproduced as printed.

[8.64] Observation Chance Modification Table

ConditionModification
Target man prone−15%
Target man in Woods or Rubble−10%
Target man in Rough, Crater, Forest or Dune−20%
Target man inside building (and Observing man outside)−20%
Target man inside hangar or barracks and observing man outside−5%
Observing man moving*−25%
Target man moving+20%
Target man 30 or more Squares away−25%
Target man 50 more Squares away−40%
Observing man within 10 Squares of searchlight†+30%
Observing man in Square lit by searchlight and observing out of searchlight arc−30%

Apply any relevant modifiers to the Observation attempt by adding or subtracting from the Base Observation Chance. There is always a minimum 5% chance of Observing a target and a maximum 95% chance.

*I.e., the Observing man has performed Movement in the Game-Turn. †And target is within searchlight arc.

[10.82] Fire Combat Modifications Table

ConditionModifier
Target man prone−12%
Target flush against a Wall*−10%
Fire from a moving vehicle or animal−25%
Using Enemy weapon to fire†−15%
Target man in water and firer out of water, or vice-versa−20%
Target man moving (possible only with Opportunity Fire)−10%
Aiming (expends all Task Points)+10%
Target man on tank or in APC−8%
Firer severely wounded×.5

When conducting fire combat, consult the above list and the Terrain Effects Chart (7.39) to determine whether any modifiers should be applied to the fire combat. *That is, man in Square adjacent to Wall line has not moved, and will not move. Exception: see Case 13.24. ×.5 = multiply probability of hitting by one-half (rounding down).

[10.83] Kill Percentage Table

Modified Hit PercentageKill Percentage
01-05none
06-1101
12-1702
18-2303
24-2904
30-3505
36-4106
42-47 (printed "42-27")07
48-5308
54-5909
60-6510
66-7111

Before rolling for damage, determine whether the target has been killed outright. ( ) = Hit Percentage may never exceed 90%, but Kill Percentage may exceed 14%.

[11.82] Grenade Accuracy Modifiers Table

ConditionModifier
Target square is Rough, Crater, Woods−5%
Target Square is at higher Elevation Level than thrower−8%
Target Square is Dune or Forest−11%
Target Square adjacent to Wall* or in Trench+10%
Door between target Square and thrower−10%
Window or Slit between target Square and thrower−15%
Thrower Prone×.5
Thrower Severely Wounded×.5
Thrower does not have LOS to target Square×.5

If any of the relevant modifiers apply, modify the base chance of hitting the target square by the appropriate amount. *If thrower is inside building, applies only to Square inside same building; if thrower is outside building, only applies to Squares outside building. ×.5 = Multiply probability of hitting by one-half (rounding down).

[11.84] Grenade Damage Table

EraOpenVentedClosed
World War I1D6−11D10−12D6−2
World War II1D61D102D6
Modern1D6+11D10+12D6+2

Cross-reference era with the type of square in which the grenade explodes. Roll appropriate dice if any men are within Blast Radius and immediately apply Wound Points. A grenade always inflicts at least one Wound Point on a target Man.

[12.91] Disengagement Table

Withdrawing MenNon-withdrawing: 1 manNon-withdrawing: 2 men
12-52-3
22-3: both; 4-5: one2: both; 3-4: one

Roll 2D6; compare the number of men on both sides. If the die-roll falls within the appropriate span of numbers, the indicated men disengage.

[12.92] Weapon Draw Table

ConditionGrappledNon-Grappled
Armed2-62-9
Unarmed2-42-7

When a man attempts to draw a new weapon in Hand-to-Hand Combat, roll 2D6; if the number rolled falls within the span of numbers, the man has drawn the weapon.

[12.93] Hand-to-Hand Combat Table

WeaponNot Grappled: % to hitNot Grappled: DamageGrappled: Damage% to Kill
Fists203202
Pistol224202
Auto weapon224102
Carbine/rifle306103
Bayonet358107

Apply the appropriate situation; roll D100 to determine whether target is hit if non-grappled; target automatically hit if grappled. Any Damage values are carried over to Table 12.94. *See Case 12.8.

[12.94] Hand-to-Hand Damage Table

DieDamage Class 1234567891011
111111111111
21111122

Roll 1D10; cross-index the roll with the Damage Class. The resulting number is the Wound Points inflicted upon the victim in the Hand-to-Hand Combat.

[14.41] Panic Modifiers Table

ConditionModifier
Man has suffered Wound Points but is not Seriously Wounded*+10%
Man is Severely Wounded*+20%
Man has Observed Enemy man in the Turn†+5%
Man has Observed Enemy man for the first time in the current Turn†+10%
For each Preservation Condition+10%

Add all relevant modifiers to the base Panic Percentage to derive the actual Panic Percentage. Roll 1D100; if the number rolled is equal to or less than the modified Panic Percentage, the man has Panicked; roll on Table 14.42. *The two modifiers are non-cumulative; the Severely Wounded modifier supercedes the other. †The two modifiers are non-cumulative; the first modifier supercedes the other.

[14.42] Panic Results Table

DieResult
1-6Fall Prone
7-8Fire
9-10Move

If a man Panics, roll 1D10. The explanation for the results can be found in Case 14.2.

[18.31] Rifle Grenade Accuracy Modifiers Table

ConditionModifier
Target Square is Rough, Crater, Woods or Rubble−3%
Target Square is at higher Elevation Level than firer−7%
Target Square is Dune−8%
Target Square is Forest−10%
Target Square adjacent to Wall* or Trench+7%
Hangar or barracks "door" between target Square and firer−6%
Door between target Square and firer−10%
Window or Slit between target Square and firer−15%
Firer Severely Wounded×.5
Firer does not have LOS to target Square×.5

If any of the relevant modifiers apply, modify the base chance of hitting the target Square by the appropriate amount. *If firer is inside building, applies only to fire inside same building; if firer is outside building, only applies to Squares outside building. ×.5 = Multiply probability of hitting by one-half (rounding down).

[18.32] Rifle Grenade Scatter Table

DieRifle Grenade or Thump Gun Scatter (Squares)
11
22
33
44
55
66

Roll 1D6; the grenade or shell Scatters in the direction determined on the Scatter Diagram the indicated number of Squares.

[19.49] Horse Melee Table

(Printed as "[19.49]"; the rules text cross-references this table as Case 19.47.)

Attack% to hit% to killDamage
Charging Horse55252D10
Rearing Horse30102D6
Horse vs. Horse25031D6

Resolve as per the normal rules for Hand-to-Hand Combat (Section 12.0). See also Case 19.4 for special Horse rules.

[21.15] Thump Gun Accuracy Table

RangeBase Percentage
11-1580
16-2170
22-2760
28-3350
34-3940
40-4530
46-5020
51-10010

Consult the Range column and read across to the Base Percentage of hitting the target square. Apply appropriate modifiers, and roll 1D100. If the roll is equal to or less than the modified total, the target square is hit.

[23.8] Tank/APC Task Point Cost Chart

ActionCost
Movement
Move one square orthogonally5
Move one square diagonally7
Change facing by 45°5
Button Down or Open Up25
Combat
Fire main gun50
Fire other weapons25
Turn turret25
Crew or Passengers
Two crewmen exchange place

This Task Point Chart is treated in the same fashion as the Task Point Cost Chart (5.22), except all Task Point costs are paid by the vehicle, not the man.

[23.91] Tank/Artillery Hit Table

  • Artillery or Buttoned Down Tank: 15%
  • Opened Up Tank: 30%
  • Modifiers for Artillery: +10% (for each Turn a man has Forward Observed the target square)

Roll 1D100; if the number rolled is equal to or less than the modified percentile roll, the shell has hit the target Square and explodes with effects described on the Tank Damage Diagram (Diagram 8).

[23.92] Tank/Artillery Scatter Table

DieScatter (in Squares)
11
22
33
44
55
66
77
88
99
1010

If a tank or artillery shell Scatters, roll 1D10 and Scatter the shell to the appropriate Square.

[25.41] Satchel Charge Accuracy Table

RangeBase Percentage
190%
270%
360%
450%
540%
625%
713%

Find the appropriate Range line, take the Base Percentage to hit, and modify as per the Grenade Accuracy Modifiers Table (11.82). Roll 1D100; if the number is less than or equal to the modified chance for the satchel charge to hit, the satchel charge lands in the target square.

[25.42] Satchel Charge Damage Table

OpenVentedClosed
1D6−21D101D10+1

Determine the type of square (per Case 11.43) the satchel charge explodes in; roll the appropriate dice and apply the resulting number of Wound Points to the men in the Blast Radius. A satchel charge always inflicts at least one Wound Point on a target man.

[26.5] Tank/APC Damage Table

DieEffect
1Turret
2Turret and Interior
3Turret and Interior
4Treads and Hull
5Treads and Interior
6Treads and Interior
7Burns and Interior
8Burns and Treads
9Burns
10Destroyed

Turret: The turret has been destroyed or severely damaged. Henceforth, the main gun and coaxial machinegun and turret-hatch machinegun may not be fired. Any man standing in the turret (presumably the commander in Opened Up mode) immediately suffers 1D10 Wound Points. APC crew members suffer 1D6 Wound Points due to collateral damage, but the APC itself is undamaged.

Interior: The interior has been subjected to some splashing from the warhead. Each crewman suffers 1D10 Wound Points, except crewmen in the turret (presumably the commander again). Passengers in APCs would be affected.

Treads: Enough of the treads have been blown away to render the vehicle immobile. For the remainder of the Scenario the vehicle may not move.

Hull: Among other minor damages, the hull machinegun is destroyed and may not be fired for the rest of the game. The hull machinegunner (if any) suffers 1D6 Wound Points; otherwise a tank is unaffected. An APC loses the use of its machinegun and the gunner suffers 1D6 Wound Points.

Burns: The tank or APC is burning and will explode during the Bookkeeping Phase of the next Game-Turn. See "Destroyed" below.

Destroyed: The tank or APC is immediately destroyed. All crew members are killed; all passengers in unroofed APCs immediately take 1D10 Wound Points, and all passengers in enclosed APCs are killed. The explosion of a tank produces the same effect as the detonation of a tank main gun shell (see Diagram 8, next page); the explosion of an APC has the same effect as a LAW Back-blast (see Section 27.0) extending in every direction. All men and animals in range are affected.

[26.6] Motorcycle/Jeep Damage Table

DieEffect
1-5Burns
6-10Destroyed

Burns: The vehicle is burning, and will explode at the end of the next Turn's Bookkeeping Phase. All passengers immediately suffer 3D6 Wound Points; the driver suffers 2D10 Wound Points. See "Destroyed" for the effects of the explosion.

Destroyed: The vehicle is immediately destroyed. It explodes: treat a motorcycle explosion as a grenade explosion; treat a jeep explosion as if two grenades detonated in the jeep's square.

[26.7] Rocket Launcher Accuracy Table

RangeBase Percentage
180%
2-495%
5-890%
9-1575%
16-2545%
26-3520%
36 or more02%

Roll 1D100; if the number rolled is equal to or less than the Base Percentage, the rocket launcher charge has hit its target.

[27.3] LAW Accuracy Table

RangeBase Percentage
11-1575%
16-3060%
31-4545%
46-6725%
68 or more05%

Roll 1D100; if the number rolled is less than or equal to the Base Percentage, the LAW has hit its target.

[34.5] Illumination Summary

Illumination TypeIllumination Radius# of Turns Operational
Grenade52
Flare10*1
Star Shell20†5

*Suspended on parachute; see Case 34.3. †Suspended on parachute and subject to drift; see Case 34.4.

[36.15] Underwater Observation Effects Summary

Observer is…Target is…Position is…Each Square is*…
UnderwaterUnderwaterVertical10 Squares
UnderwaterUnderwaterHorizontal4 Squares
Out of waterUnderwaterAnyLOS Blocked†

Any relationship where the observer is underwater and the target is underwater is identical if either or both are standing or swimming in water. *For Observation purposes only. †The relationship is identical if observer and target positions are switched.

Diagram 8: Tank Damage Diagram

The diagram is an 11-column grid of squares. Each square shows the dice code to be rolled for Wound Points to a man in that square (upper line) and, in its lower right-hand corner, the kill percentage (lower line; see the Fire procedure under Section 23.0). Blank cells are outside the blast. The shaded centre square (row 6, column 6) is the target square. Rows are numbered from the top of the diagram.

Row1234567891011
11D6-3 / 021D6-3 / 021D6-3 / 02
21D6-3 / 021D6-3 / 021D6-2 / 041D6-2 / 041D6-2 / 04

Transcriber's note: the grid is reproduced from the printed diagram cell by cell (checked against a high-resolution render of the diagram). The shaded target square (row 6, column 6) is printed as 2D6 with 40 in its lower right corner; it is set in bold here only to mark it.

Legend (printed): shaded square = target square.

Commando Addenda (as of September 1979)

The following addenda were printed by SPI with the game. They are reproduced here as printed. They are not merged into the body text above.

Maps

If the players wish to use the map co-ordinates as rangefinders (see Case 8.11), they should trim the excess white paper so that the co-ordinates are as close to the edge as possible. Alternately, players may wish to use a ruler, remembering that one quarter of an inch equals a distance of one (1). Thus, a range of 9.25 inches equals 37.

Rules

  • [4.0] (ommission): A line is missing after the fifth paragraph of the second column of this page. It should read "Task Points: Each action a man performs in Commando requires the expenditure of Task Points..."
  • [13.16] (clarification): There is no Case 13.16.
  • [38.37] (omission): Unless stated otherwise in the scenario listings, defending reinforcements enter from the map edge(s) or parts thereof directly opposite from the commando entry squares.
  • [42.2] (clarification): After the two-case pileup is sorted out, the text should read as follows:
    • [42.41] Suggested Optional Rules: None.
    • [42.42] Necessary Optional Rules: Horses and Camels (Section 19.0): The Arabs begin with eight hobbled camels and a mule (see special rules). Arabs are considered Cossacks for purposes of controlling mounts.
  • [42.43] (clarification): The Mule: If the mule receives a panic result indicating "Move", it instead falls prone.

Charts and Tables

  • [7.39] (correction): Last line: (+4) = When moving from Elevation Level Zero to Negative One (−1).
  • [14.41] (correction): The last entry should read "The two modifiers are non-cumulative; the second modifier supercedes the other."
  • [8.9] Sequence and Requirements of Observation
  • [11.84] Grenade Damage Table
  • [12.91] Disengagement Table
  • [12.92] Weapon Draw Table
  • [12.93] Hand-to-Hand Combat Table
  • [12.94] Hand-to-Hand Damage Table
  • [14.41] Panic Modifiers Table
  • [14.42] Panic Results Table
  • [18.31] Rifle Grenade Accuracy Modifiers Table
  • [18.32] Rifle Grenade Scatter Table
  • [19.49] Horse Melee Table
  • [21.15] Thump Gun Accuracy Table
  • [23.8] Tank/APC Task Point Cost Chart
  • [23.91] Tank/Artillery Hit Table
  • [23.92] Tank/Artillery Scatter Table
  • [25.41] Satchel Charge Accuracy Table
  • [25.42] Satchel Charge Damage Table
  • [26.5] Tank/APC Damage Table
  • [26.6] Motorcycle/Jeep Damage Table
  • [26.7] Rocket Launcher Accuracy Table
  • [27.3] LAW Accuracy Table
  • [34.5] Illumination Summary
  • [36.15] Underwater Observation Effects Summary
  • Diagram 8: Tank Damage Diagram
  • Killed; 3: OF; Grenades Used: —
    Man G12/14Automatic Rifle, Pistol, Knife4: OF at Enemy Man 6; Grenades Used: 1
    Man H19/21Rifle, Pistol, Knife4: OF; Grenades Used: —
  • Combat Bonuses or Debits: if applicable, this entry will indicate percentage modifications applied to various combat functions (whether favorable or detrimental); usually these will refer to commandos, who are naturally better trained than the defenders.
  • Weapons and Ancillary Equipment: this will list fire weapons, melee weapons, and ancillary weapon (if any). In addition, if any other equipment is present, the Player will be notified. In some cases, there will be limits on the number of weapons available; the Player will have to choose which man is equipped with what particular weapon before, for instance, he rolls for Endurance (if he chooses the option).
  • Observation Code Letter: The Code Letter corresponds with a code on the Observation Code Table. This will give the Player the base Observation percentage for all his men.
  • The Mine: The Arab Player has nefariously placed a gelignite mine on the tracks between Square 2543 and Square 2562 (possibly including the two named Squares). If the train enters the Square containing the mine, it immediately ceases movement. Roll 1D6; if the roll is 1-3, the mine exploded disabling the first Square (the engine car); 4-5, it exploded under the second Square; 6, it exploded under the third car. Any men in a Square (car) under which the mine explodes immediately take 1D6 Wound Points.
  • Disembarking from the Train: If the train stops without the mine exploding, the men may dismount (paying the dismount from vehicle Task Point cost) with a maximum of five men dismounting in a given Turn. If the train is stopped by the mine, all men immediately fall Prone inside. The train is marked on the three Squares stopped in. It blocks Line of Sight, and may only be moved through by mounting the train on one side, and then dismounting on the other side.
  • Protection from Fire inside the Train: When firing on a man inside the train, apply the normal penalty for firing through a door (the thin wooden walls of trains did not afford all that much protection).
  • Arab Bravery: While the Arabs are in Preservation Condition Zero, any Arab who receives a Panic result of "Move" will move towards the nearest Observed Turk (standing erect, if necessary) and attempt to engage him in Hand-to-Hand Combat if he reaches the Square of the man. If there are no Turks Observed by the Panicking man, the result is applied normally. (Lawrence had trouble restraining his often hot-blooded men.)
  • –
    –
    15%
    1D6+1
    hand-held–40302010−05PPP––
    braced–504030200501PP––
    Carbine18075707065554020No1D10
    Rifle18380777070604525No1D10
    Semiauto Rifle2807573706760452503%1D10
    Auto Carbine2––––––––14%1D10-1
    hand-held–282520201508−08P––
    braced–38353030251802P––
    Machine Carbine3––––––––20%1D10-1
    hand-held–352722201202PP––
    braced–453732302212−05P––
    Light Machine Rifle3––––––––18%1D6+2
    hand-held–262526221505−10P––
    braced–36353632251500P––
    Automatic Rifle3––––––––13%1D10
    hand-held–303025201201PP––
    braced–404035302211−07P––
    Machine Rifle3––––––––13%1D10
    hand-held–253025201000PP––
    braced–354035302010−05P––
    Submachinegun5––––––––30%1D10-2
    hand-held–2540352515−05PP––
    braced–355045352505PP––
    Machinegun*6306050402510−05P25%1D10
    Flamethrower†190808060PPPPNo1D6‡
    Shotgun1––––––––50%2D6
    hand-held–7570553505PPP––
    braced–8075603505PPP––
    WWII smoke9575654525PP
    WWII illumination9575655535PP
    WWII rifle01259566501510
    Modern fragmentation9580654510PP
    Modern smoke958070554005P
    Modern illumination958070654510P
    Modern rifle01259575553015
    Fire shotgun14
    Fire pistol7
    Reload weapon25
    Spray fire+7
    Opportunity Fire**+5
    AimAll +
    Grenades
    Prepare Grenade7
    Throw Grenade13
    Miscellaneous
    Exchange weapons22
    Pick up weapon10
    Disengage (from Hand-to-Hand Combat)20
    Carry Incapacitated man+15
    Optional Rules — Animals
    Mount/dismount horse/camel35
    Pass reins5
    Hitch horse13
    Hitch camel70
    Hobble camel50
    Unhobble camel25
    Optional Rules — Movement
    Climb tree50
    Drop from tree20
    Climb or walk down ladder or stairway25
    Jump off roof25
    Climb roof with hooks and rope50
    Dive or rise one Elevation Level in SCUBA/snorkel gear10
    Optional Rules — Combat
    Fire flamethrower20
    Affix rifle grenade50
    Detonate Claymore mine20
    Fire rocket launcher/thump gun/LAW25
    Reload one shell for rocket launcher50
    Optional Rules — Vehicles
    Mount Tank (Enemy or Friendly)30
    Mount APC/Jeep/Motorcycle35
    Dismount APC/Jeep/Motorcycle+7
    Operate vehicle50
    Optional Rules — Miscellaneous
    Carry flamethrower+5
    Cease burning (must be prone)25
    Clip straight barbed wire50
    Clip concertina wire100
    Test electric wire50
    Release dog(s)5
    Blow dog whistle35
    Fire hand-fired flare13
    Destroy searchlight5
    Operate searchlight50
    Remove/don snorkel/SCUBA gear50
    Revive unconscious man150
    Optional Rules — Satchel Charges
    Prepare satchel charge12
    Throw satchel charge15
    10
    4
    Blizzard1052
    35%
    P30%
    Forestyes2+3−12%
    Duneno30−10%
    Rubbleno2+2−7%
    Waterno20−6%²
    Oil Tankyesimpassable³
    Road⁴no1−2none
    Trail⁴no1−1none
    Line Terrain:
    Up Elevation Levelmaybe⁵1+6none
    Down Elevation Levelmaybe⁵10 (+4)none
    Doormaybe⁵1+5−10%
    Windowmaybe⁵1+23−15%
    Slitmaybe⁵uncrossable−20%
    Wallyesuncrossablenone
    Fenceno1+12−5%
    Barbed WirenoSee Section 20.0−4%
    Bridgeno10−1%
    Drilled Holenouncrossablenone
    Railroadno1−1none
    Runwayno1−1none
    Barracks or Hangar Doorno10−2%
    72-77
    12
    78-8313
    84-8914
    (90-95)15
    (96+)16
    Combat Knife256608
    Large Knife309409
    Saber3510210
    Ceremonial Sword356205
    Samurai Sword3511211
    Umbrella353201
    Swagger Stick253202
    Garrote00–−*90
    Dog254610
    2
    2
    2
    3
    311112233334
    411222333445
    511223344556
    612233445566
    712234456677
    812344556788
    912345567899
    101234567891011
    20
    Bail out50
    Re-enter tank40
    Load and/or discharge passengers (APC only)25
    1D6-3 / 02
    1D6-3 / 02
    31D6-3 / 021D6-2 / 041D6-2 / 041D6-1 / 061D6-1 / 061D6-1 / 061D6-2 / 041D6-2 / 041D6-3 / 02
    41D6-3 / 021D6-2 / 041D6-1 / 061D6 / 101D6 / 101D6 / 101D6-1 / 061D6-2 / 041D6-3 / 02
    51D6-3 / 021D6-2 / 041D6-1 / 061D6 / 101D10-1 / 201D10 / 251D10-1 / 201D6 / 101D6-1 / 061D6-2 / 041D6-3 / 02
    61D6-3 / 021D6-2 / 041D6-1 / 061D6 / 101D10 / 252D6 / 401D10 / 251D6 / 101D6-1 / 061D6-2 / 041D6-3 / 02
    71D6-3 / 021D6-2 / 041D6-1 / 061D6 / 101D10-1 / 201D10 / 251D10-1 / 201D6 / 101D6-1 / 061D6-2 / 041D6-3 / 02
    81D6-3 / 021D6-2 / 041D6-1 / 061D6 / 101D6 / 101D6 / 101D6-1 / 061D6-2 / 041D6-3 / 02
    91D6-3 / 021D6-2 / 041D6-2 / 041D6-1 / 061D6-1 / 061D6-1 / 061D6-2 / 041D6-2 / 041D6-3 / 02
    101D6-3 / 021D6-3 / 021D6-2 / 041D6-2 / 041D6-2 / 041D6-3 / 021D6-3 / 02
    111D6-3 / 021D6-3 / 021D6-3 / 02