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Target: Iran

Target: Iran Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
  • 2.0 Game Structure
    • 2.1 Strategic & Operational Stages
  • 3.0 Game Components
    • 3.1 Game Map
    • 3.2 Game Displays
    • 3.3 Game Tables/Charts
    • 3.4 Operations Action Table
    • 3.5 Game Pieces
      • 3.51 Combat Units
      • 3.52 Hyperwar Assets
      • 3.53 Iranian Target Markers
      • 3.54 Coalition Unit/Marker Colors
      • 3.55 Administrative Markers
    • 3.6 Dice
    • 3.7 Bins
    • 3.8 Definitions
    • 3.9 Randomization Procedure
  • 4.0 How to Win
    • 4.1 Oil Price Index
    • 4.2 Global Economic Meltdown
  • 5.0 How to Set Up the Game
    • 5.1 Order of Set-Up
    • 5.2 Begin Play
    • 5.3 Conclusion of Play
  • 6.0 Sequence of Play
    • 6.1 Steps
    • 6.2 The Sequence of Play (Strategic Stage)
    • 6.3 Sequence of Play (Operational Stage Decision)
    • 6.4 Sequence of Play (Operational Stage Execution)
  • 7.0 Oil Price
    • 7.1 Oil Price Markers
    • 7.2 Expenditure
    • 7.3 Other Actions
    • 7.4 Special Conditions
  • 8.0 The Map & Positioning of Units
    • 8.1 Spaces
    • 8.2 Stacking
    • 8.3 Coalition Hyperwar Assets
    • 8.4 No Base Required for Hyperwar
    • 8.5 Iranian Hyperwar Assets
  • 9.0 Iranian Forces
    • 9.1 Contingents
    • 9.2 Iranian Hyperwar
  • 10.0 Coalition Forces & Basing
    • 10.1 Contingents and Combat Units
    • 10.2 Hyperwar Assets
    • 10.3 Joint Commands
    • 10.4 Fifth Fleet
  • 11.0 Mobilization
    • 11.1 Activation
    • 11.2 Activation Cost
    • 11.3 Iranians
  • 12.0 Coalition Hyperwar Attacks
    • 12.1 Hyperwar Attacks
    • 12.2 Procedure
    • 12.3 Hyperwar Results
    • 12.4 Multiple Attacks
    • 12.5 Returning
    • 12.6 Hyperwar Restrictions
  • 13.0 Iranian Hyperwar Attacks
    • 13.1 Event Initiated Hyperwar Attacks
    • 13.2 Quantity
    • 13.3 Procedure
    • 12.4 Iranian Cyberwar
    • 12.5 Return to the Bin
  • 14.0 Hyperwar Results
    • 14.1 Outcomes
    • 14.2 Target Selection
    • 14.3 Hyperwar Eliminated
    • 14.4 Iranian C2 Destruction
  • 15.0 Crises
    • 15.1 Crisis Markers
    • 15.2 Procedure
  • 16.0 Infowar
    • 16.1 Infowar Defined
  • 17.0 Crash
    • 17.1 Crashed Result
    • 17.2 Effects
    • 17.3 Duration of Crash
  • 18.0 Coalition Movement
    • 18.1 Deployment
    • 18.2 Strategic Redeployment
    • 18.3 Operational Movement
    • 18.4 Operational Return
    • 18.5 Turnaround
    • 18.6 Attack Route Limitation
  • 19.0 Iranian Movement
    • 19.1 Stasis
  • 20.0 Targeting
    • 20.1 Attack Terminus
  • 21.0 Combat Prerequisites
    • 21.1 Combat Defined
    • 21.2 Combat Units
    • 21.3 When Combat Occurs
  • 22.0 Combat Execution
    • 22.1 How to Conduct Combat
    • 22.2 Combat Sequence
    • 22.3 Firing Procedure
    • 22.4 Attack Selectivity
    • 22.5 Application of Combat Resolution
    • 22.6 Default End of Combat
    • 22.5 Eliminated Units
    • 22.6 Oil Index
  • 23.0 Attacking Targets
    • 23.1 Targeting
    • 23.2 Prerequisite
    • 23.3 Target Attack Sequence
    • 23.4 Returning to Base
    • 23.5 Eliminated Targets
  • 24.0 Naval Units, the Persian Gulf & the Straits of Hormuz
    • 24.1 Special Rules
    • 24.2 Mine Warfare
  • 25.0 Amphibious & Airborne Assaults
    • 25.1 Defined
    • 25.2 Stryker, NEST, Petrol Engineer Brigades
    • 25.3 Transport
    • 25.4 Post Disembarkation
    • 25.5 Limits
    • 25.6 Joint Ops
    • 25.7 Combat
  • 26.0 Special Units & Markers
    • 26.1 Carrier Battle Groups
    • 26.2 Carrier Aircraft (CV Air)
    • 26.3 Stealth
    • 26.4 Wild Weasels
    • 26.5 Ballistic Missile Defense
    • 26.6 NEST Units
    • 26.7 Iranian Revolutionary Guards Corps (IRGC)
    • 26.8 Petroleum Engineers
  • 27.0 Rebels
    • 27.1 Rebel Appearances
    • 27.2 Strategic Combat
    • 27.3 Operational Combat
    • 27.4 Rebellions
  • 28.0 Fog of War
    • 28.1 Concealed/Reveled Status
    • 28.2 Revealing Iranian Targets & Units
    • 28.3 Automatic Revelation
    • 26.8 Deception Units
  • 29.0 Oilfields
    • 29.1 Oilfield Fires
    • 29.2 Petroleum Engineers
  • OPTIONAL RULES
  • 30.0 Crisis Contingencies
    • 30.1 Additional Variability
    • 30.2 Crisis Procedure
    • 30.3 Outcomes
  • 31.0 Optional Units
    • 31.1 Description
    • 31.2 5th Generation Fighters
    • 31.3 Littoral Combat Ships (LCS)
    • 31.3 US Space Weapons
    • 31.5 Iranian Advanced Fighters
  • 32.0 Joint Operations (Optional)
    • 32.1 Effect
    • 32.2 Smart Bombs
  • 33.0 Scenario Variant: Critical WMD (Optional)
    • 33.1 Effect
  • 34.0 Scenario Variant: Accelerated Crisis (Optional)
    • 34.1 Effect
  • 35.0 Scenario Variant: Israelis Only (Optional)
    • 35.1 Description
    • 35.2 Coalition Deployment
    • 35.3 Iranian Deployment
    • 35.4 Exclusion
  • Actions Resolution Tables
    • Coalition Actions Resolution Table
    • Iranian Actions Resolution Table

1.0 Introduction

Target Iran is a strategic-operational level simulation of a hypothetical US-Coalition-Israeli attack on Iran to destroy weapons of mass destruction (WMD) and other critical targets.

Target Iran is a solitaire game. The player controls various Coalition forces. The game system controls the Iranian reaction.

The game goes through two general stages: The Strategic stage, in which the player conducts reconnaissance, cyberwar and other activities, as well as mobilizing forces for the actual attack, and then the Operational stage, in which the attack is actually executed.

The game metric of determining victory or defeat is the price of oil. The player mobilizes Coalition forces by expending oil "points" which, in turn, will raise the price of oil. Various other game events will cause the price of oil to fluctuate. If the price of oil goes too high, the player has lost the game.

The objective of the game is for the Coalition to destroy sufficient Iranian threats while, at the same time, not driving the price of oil above the break point.

2.0 Game Structure

Target Iran is designed as a solitaire game. This means it requires only one player to play. There are two sides in the game, the Coalition side and the Iranian side. You, the player, control the Coalition and all of its contingents: US, Israel, NATO, Gulf Cooperation Council. The game system controls the Iranian side and its contingents: Defense, Naval and Hyperwar. When a rule calls for the Iranians to do something, you the player must execute that action on behalf of the game system. Generally, combat and other military operations are resolved via the Actions Resolution Table.

2.1 Strategic & Operational Stages

A game of Target Iran will include a Strategic Stage followed by an Operational Stage. The Strategic Stage will consist of one to seven Strategic Turns. The Operational Stage will consist of up to 12 Operational Turns.

The Strategic Stage represents major periods of planning and operations other than war. During Strategic Stage turns, the Coalition maneuvers to gain intelligence and advantages. The Operational Stage represents a Coalition military strike. During Operational Turns the Coalition commits combat forces to attack Iranian units and targets. The Coalition must win quickly and decisively, or the ensuing protracted war is assumed to cause oil prices to spike, thereby leading to a global economic meltdown.

3.0 Game Components

3.1 Game Map

The map shows Iran and surrounding countries. Game play is organized by the following map features.

Target Zones: Regions of Iran containing various target cities.

Target Cities: Iranian cities in which target counters may be located.

Coalition Bases: Logistical facilities from which the Coalition can launch attacks.

Attack Routes: Lines along which the player can launch attacks from Bases to Target Zones.

Vector Nodes: The spaces on the attack routes. Units are placed on Vector Nodes and moved via them to Targets.

3.2 Game Displays

Game displays are used to record various game information.

Strategic Turn: Shows the current Strategic turn.

Operational Turn: Shows the increments of the current Operational Stage. The Operational turn is used only when the Operational Stage is activated.

Oil Price Track: Indicates the current price of oil per barrel. Use the Oil Price markers to indicate digits tens and hundreds.

Battle Space: A convenient place to put units which are engaged in combat within a Vector Node.

3.3 Game Tables/Charts

These are used to provide various randomized events and actions.

Iranian Strategic Reaction: Provides the Iranian response during the Strategic stage.

Iranian Operational Reaction: Provides the Iranian response during the Operational stage.

Iranian Hyperwar Targeting: Determines which Coalition Base that Iranian forces will attack when called for by various game actions.

Oil Price Fluctuation Table: Provides events which will cause the price of oil to change, and how much that change will be.

Terrain Effects Chart: Shows the types and effects of the various map features.

Crisis Contingencies Chart (optional): This is used in the Optional Rules to determine special events as a result of picking Crisis markers.

Map Errata: Iranian Strategic Reaction Table event "6: Operational Condition" should be "Operational Stage."

3.4 Operations Action Table

These provide the die roll outcomes needed to make certain game actions used, and provide the blowback range which may raise oil prices. There is one table for the Coalition and one for the Iranians. They are located at the end of the rulebook.

3.5 Game Pieces

There are three general types of counters in the game: combat units, hyperwar assets and Administrative markers.

3.51 Combat Units

Combat units represent air, ground and naval forces. These have the following information.

Unit Type Symbol: This is the general type of weapons system of the unit (the types are listed above).

Unit Identification: This is the unit's historical identification, if any.

Combat Ratings: These are numerical ratings of how well the unit can perform a specific type of combat action. There are three numbers, from top to bottom.

Air: The ability to attack enemy air units. Ground: The ability to attack enemy ground units and targets. Naval: The ability to attack enemy naval units.

Stealth indicator: The unit has stealth capability.

There are three types of combat units: air, ground and naval.

Air Units

Strategic (SAC) Tactical (TAC) Carrier (CV) Wild Weasel (WW) 5th Generation Fighter (5GF) Advanced Fighter (AF) Stealth (B2) Anti-Ship Missile (ASM)

Designer's Note: ASMs are treated as air units for purposes of the game. They simply represent missiles launched by various weapons platforms, such as aircraft.

Special Air Types:

Triangle = Stealth unit indicator.

Parenthesized ground strength = Wild Weasel aircraft.

Ground Units

Ground Combat Units Armor Stryker Mechanized Infantry Airborne Marine Air Defense Petroleum Engineer Nuclear Emergency Support Team (NEST) Iranian Revolutionary Guard Corps (IRGC) Rebel Deception

Note: The Coalition JSOC (Joint Special Operations Command) unit is treated as a regular airborne unit, except that it has Stealth ability.

Rebel Units

Rebels are ground units controlled by the Coalition.

Naval Units

Carrier Battle Group (CVG) NATO Carrier Battle Group (CV) Surface Warfare Group (SuW) Amphibious Warfare Group (AWG) Littoral Combat Ship (LCS) Mine Wargame Group (MW) IRGC Patrol Group (NAV) Iranian Oil Platform (OP) Iranian Anti-Ship Missile (ASM) Iranian Naval Tactical Air (TAC in light orange colors)

Ballistic Missile Defense

Coalition Air Defense and Surface Warfare Groups have a "+" (plus) symbol after their Air combat value. See the Ballistic Missile Defense rule for an explanation on their application.

Such units can target both enemy missile and air units.

Backprinting

Coalition units have two sides. The front shows their combat values. The reverse shows their contingent (for activation).

Iranian units have two sides. The front shows their combat values. The reverse shows their contingent (for deployment).

3.52 Hyperwar Assets

These represent strategic level assets. Hyperwar assets have the following information.

Efficiency (the number): The numerical rating represents the relative effectiveness of the asset.

Actions (the letter code): What type of hyperwar actions the marker can be used to execute.

One Shot Weapons

These have an asterisk (*) symbol, meaning that after they conduct any combat, they are then permanently removed from the map.

CM: Cruise missile.

Crisis: A temporary surge in the real or perceived threat level.

CW: Cyberwar.

ISR (Intel): Intelligence, Surveillance and Recon.

S: Special Operations Forces (SOF) or Qods cadre.

SSM: Surface to surface missiles; Iranian theater ballistic missiles.

Space Weapons: Optional space based attacks.

Note: You can distinguish between combat units and hyperwar markers additionally as the former have three combat factors while the latter have an efficiency rating and action code.

3.53 Iranian Target Markers

These represent target complexes which the Coalition is attempting to destroy.

WMD: Weapons of Mass Destruction facility. Critical WMD: A completed nuclear weapon. Arms Center: Manufacturing facility for critical weapons such as theater ballistic missiles or later generation fighters. Command Control (C2): Headquarters or critical network center. Missile Base: Facilities or mobile launchers for theater missiles. Terrorist Camp: Base for training unconventional forces. Deception: False information or inconsequential target.

3.54 Coalition Unit/Marker Colors

USA: blue Gulf Cooperation Council (GCC): purple NATO: green Israeli: blue on white Pro-Coalition Rebels: black on white

Iranian Unit/Marker Colors

Defense contingent: maroon Naval contingent: light orange Hyperwar: maroon Target: dark orange

Note: Contingents are also stated on the reverse of the counters.

3.55 Administrative Markers

These counters serve as memory aids or simple indicators of status.

Activated Base: Indicates a base which the Coalition has activated. Base markers are not combat units and have no effect on the game other than to indicate activated bases.

Note: The reverse side says Joint Operations; this is used in the optional rules.

Battle Space: Indicates a space in which units have been temporarily removed to resolve a combat on the Battle Display. This is used in conjunction with the Battle Space box on the map.

Crashed: Indicates a unit or target which has been rendered ineffective.

Oilfield Fired: Indicates an oil port which has been blown up by the Iranians.

Oil Price Index: Indicates current oil price (in "points").

Operational Turn: Indicates Operational turn (if in effect).

Strait of Hormuz Blocked: This is a marker which comes into play via the Strait of Hormuz rule.

Strategic Turn: Indicates Strategic turn.

Note: The Crashes and Oilfield Fired are printed on the reverse of each other. Use whichever side you need.

3.6 Dice

You will need a handful of six sided dice.

3.7 Bins

You will need several wide mouth opaque containers (such as coffee cups) in which to place certain game units or markers and then pick them at random—the rules refer to the containers as "bins." Alternatively, you can just mix them up face down.

3.8 Definitions

The following terms or codes will be mentioned throughout the game, and are defined as listed.

1Dr: Roll one die.

2Dr (etc.): Roll two dice (etc.). For example, "2Dr" means roll two dice and total the results to provide an outcome.

Activated: A Coalition base on which you can deploy units and can be used to launch attacks along Attack Routes.

Concealed: A face down Iranian unit or marker.

May: The player can choose to take this action or not.

Must: The player has to take this action.

Pick or Pick at Random: Draw without looking at the counters from which to pick.

Reveal: Flip a concealed Iranian counter face up.

Select: Choose a marker or other item intentionally.

Target: When capitalized, refers to an Iranian Target marker (the counters which say "Target" on the back).

You: The player.

3.9 Randomization Procedure

Since the game is solitaire, certain actions will call for the player to "pick randomly" (e.g., between two different Attack Routes). In this case, assign each alternative an equal number of possibilities for a six sided die, then roll the die, and then implement that resulting outcome.

4.0 How to Win

4.1 Oil Price Index

At the end of the game, check the Oil Price Index. The level of victory is determined by the ending oil price, listed as follows.

0-40 Global Dominance Victory 41-60 Strategic Victory 61-80 Operational Victory 81-100 Stabilization (draw) 101-125 Operational Defeat 126-150 Strategic Defeat 151+ Global Economic Meltdown (see 4.2)

4.2 Global Economic Meltdown

If during any Global Economic Meltdown Phase, the Oil Price is at $151 per barrel or higher, the game immediately ends in a Coalition total disaster (as the world economy collapses and it's all your fault). Play stops and your next command assignment is pumping $50 per gallon gasoline in Uzbekistan.

Note: During the course of a turn, the Oil Index can go to $151 or higher, but as long as you change it to $150 or lower before the end of that turn, the game continues. See the oil price rule for changing the Index.

5.0 How to Set Up the Game

5.1 Order of Set-Up

Perform the following actions in the order listed:

Note: Iranian units are only ever in one of two states: concealed (face down) or revealed (face up). Once revealed, they remain revealed for the remainder of the game. Generally, you may only attack revealed Iranian targets and revealed combat units. You may not attack concealed Iranian target markers or units.

  1. Determine the start Oil Price: There are two ways to do this: the first is to start with 87, and roll two dice. Add the result of the first die roll to 87, then subtract the result of the second die roll. The net result is the final price of oil. (That is, a number between 82 and 92.)

The second (and optional) way is to check with the actual current price of crude oil per barrel on the day you play the game, and use that number. This can be found easily on the internet, such as at www.oil-price.net (include the dash in the domain name).

  1. Set up Iranian Targets: Place all Iranian Target markers in one bin. Pick at random two and place them face down in Tehran. Then for each other target city in Iran pick one Target marker and place it face down in that city. The result will be two Target markers in Tehran and one each per other city.

  2. Set up Iranian Forces: Remove all units marked "Optional" from play. They are used only with the Optional Rules.

Place all Iranian combat units marked "Naval" in one bin, then place all Iranian combat units marked "Defense Command" in a second bin.

Pick two units from the Defense Command Bin and place them in Tehran.

Pick one unit from the Defense Command Bin per each other Target city and place one each per Target city.

Pick eight units from the Naval Bin and place two each on the Persian Gulf Vector Nodes marked "1" through "4."

Finally, for each Attack Route other than the Persian Gulf, pick two units from the Defense Bin and place one each on the two highest numbered spaces (for a total of 16 units).

Example: If an Attack Route has five spaces, place one unit each on spaces "4" and "5".

Note: All units are picked and placed face down. You may not examine concealed Iranian units or markers on the map or in a bin, unless some game action reveals them. You may always examine Coalition units (which are always deployed face up).

  1. Set up the Iranian Hyperwar Bin: Place all Hyperwar assets in a separate bin.

  2. Set up the Rebel Bin: Place all Rebel units in a separate bin.

  3. Place the Hormuz Blocked Marker Off Map: Place the Hormuz Blocked marker in the "not deployed" box. It may later be placed on the map owing to events but until then, it has no effects on play.

  4. Coalition Forces: Remove all units marked "Optional" from play. They are used only with the Optional Rules.

Place all other Coalition combat units and Hyperwar assets off to the side of the map in some organized fashion. You can mobilize them as the game proceeds.

  1. Set the Turn Record Markers: Place the Strategic Turn marker on the "1" strategic space. Place the Operational Turn marker off to one side. It is placed only when an Operational Stage is initiated.

5.2 Begin Play

Use the Sequence of Play which instructs what you need to do each turn. (See rule 6.0.)

5.3 Conclusion of Play

Continue playing until one of the following occurs:

  1. The end of an initiated Operational Stage; or

  2. The conclusion of seven Strategic turns (with no Operational Turn initiated); or

  3. A Global Economic Meltdown occurs.

At the end of the game, evaluate victory per 4.1.

6.0 Sequence of Play

6.1 Steps

You must follow the Sequence of Play (listed below) each and every turn, executing each step in sequential order. There are two general stages of game play (Strategic and Operational), each of which uses its own sequence of play. The Strategic stage always starts the game.

Note: The Sequence of Play may appear complex, but it provides a detailed way to execute the actions for both sides thereby facilitating the game.

6.2 The Sequence of Play (Strategic Stage)

The player can initiate up to seven Strategic Turns per game. During each Strategic Turn, perform the following steps.

  1. Coalition Base Activation Step: You may activate any Coalition bases by paying the oil price (see rule 7.0). Those bases become "active" for the remainder of the game.

  2. Coalition Mobilization Step: The Coalition may

a) Recruit reinforcements by paying the price in oil and then deploy them in bases.

b) Place Hyperwar assets in the Hyperwar Available Display.

c) Shift units on activated bases to other activated bases.

  1. Iranian Strategic Reaction Step: You must roll on the Strategic Reaction Table and implement the results (see the map for the table). If Hyperwar attacks are called for, then you must execute the Iranian Hyperwar attack procedure.

  2. Coalition Hyperwar Attack Step: The Coalition may utilize any of its Hyperwar assets to make Hyperwar attacks.

  3. Iranian Strategic Combat Step: If there are any Iranian combat units in the same space as Coalition combat units, then those units must engage in combat. (See Rebels, 27.0.)

  4. Global Economic Meltdown Step: If the current Oil Index is at $151 or higher, the game ends in a Coalition fiasco.

  5. Recovery Step: Remove all Crashed markers from units and targets.

6.3 Sequence of Play (Operational Stage Decision)

The player determines if there will be an Operational Stage by checking the following conditions:

(Alpha Condition) If the Iranian Strategic Reaction Table mandates a War Alert and two Crisis markers were picked during the Iranian Strategic Reaction step (6.2 (3) above), then you must initiate an Operational Phase (see event "6(2)"). The actual triggering of Open War occurs only after the completion of the Strategic Turn.

(Bravo Condition) Otherwise, you may (but not do not have to) declare an Operational Phase (see 6.4). [Editor's note: the printed text reads "but not do not have to"; the intended meaning, as in every other optional action in the rules, is "but do not have to".]

(Charlie Condition) If an Operational Stage is not initiated, then proceed to another Strategic turn (6.2), starting with step (1: Coalition Base Activation). If this is the last Strategic Stage (Turn 7), the game ends and you determine victory.

6.4 Sequence of Play (Operational Stage Execution)

If Alpha or Bravo Condition (6.3) is in effect, then proceed with the Operational Stage. There will be only one Operational Stage per game, but it is comprised of twelve turns.

a) Coalition Operational Hyperwar Step: You may launch attacks using Coalition Hyperwar assets.

b) Coalition Operational Movement Phase Step: You may move some, none or all Coalition combat units via Vector Nodes along Attack Routes (see rule 18.0). You may also move Coalition units starting this step on the final Vector Node of an Attack Route (the highest numbered) to Target Cities within the Iranian Zone to which the Attack Route connects.

c) Operational Reveal Step: Reveal any concealed Iranian Combat units and Target Markers in the same space as Coalition units.

d) Coalition Mine Warfare Step: Execute all Iranian Minefield attacks, then execute all Coalition attempts to remove Minefields and Strait of Hormuz Blocked markers.

e) Coalition Operational Combat Step: Execute combat for each space containing both Coalition and Iranian combat units (but do not attack Target markers at this time).

f) Coalition Operational Target Attack Step: Execute combat for each space containing both Coalition combat units and Iranian Target markers.

g) Iranian Operational Reaction Step: You must roll on the Iranian Operational Reaction Table and implement the results (see the map for the table). If Iranian Hyperwar attacks are called for, then you must execute the Iranian Hyperwar attack procedure.

h) Coalition Oilfield Fire Suppression Step: You may use Petroleum Engineers to attempt to remove Oilfield Fire markers from the map.

i) Operational Turn Completion Step: Move the Operational Turn marker forward one more space. The Operational Stage comes to an end if this is last turn of the Operational stage (Turn 12). If all Coalition units are in bases (and/or eliminated), you may decide to end the scenario.

m) Continuing the Operational Stage: If the last turn was completed during step "i" above, the game comes to an end. Otherwise, begin a new Operational Turn starting with 6.4 (a).

Note: If the Oil Index goes to $151 or above during an Operational stage, this does not cause a sudden death end to the game. This would occur only after all Operational Turns are concluded.

C) End of Game/End of Career Phase: When the game ends, determine the degree of victory per 4.1.

Note: Once an Operational Stage has been initiated, there is no more mobilization of Coalition units. You fight with what you got!

7.0 Oil Price

7.1 Oil Price Markers

The oil price markers show the current price of oil per barrel. Oil price can change due to actions taken during the game, and conditions in effect at the end of the game.

Example: If the current oil price is 103, then place the $x100 marker on the "100" space, the "$x10" marker on the "0" space, and the $x1 marker on the "3" space.

7.2 Expenditure

The player can expend oil points to activate bases and mobilize forces. These costs are listed on the Mobilization Chart. To indicate expenditure of oil points, simply move the Price Index markers up the indicated number of points (in terms of dollars).

7.3 Other Actions

These are indicated on the Oil Price Fluctuation Table. "Immediate" events cause the oil price to change as soon as they occur. "End of Game" events are evaluated after the scenario comes to a conclusion.

7.4 Special Conditions

Occupation: This means there must be at least one Coalition or Rebel ground unit in the indicated space with no surviving Iranian units or targets.

Clear Persian Gulf: This means that there are no Iranian units of any type, including the Hormuz Block marker, in Persian Gulf Vector Nodes and Ports (in the Persian Gulf Zone). These spaces do not necessarily have to be occupied by Coalition units.

Each Coalition Combat unit eliminated in any kind of combat: This includes both regular combat (22.0) and Hyperwar (13.0).

Strait of Hormuz Blocked: See the Persian Gulf rule.

Global Economic Meltdown: When the Oil Price Index goes to $151 or above, the game ends in a Coalition debacle.

Hitting the Floor: The Oil Price Index may never go lower than $1.

8.0 The Map & Positioning of Units

8.1 Spaces

There are several types of "spaces" on the map.

Iranian Zones: The large sections of the map that are used to demarcate various parts of Iran for targeting purposes (for ex: Gulf Zone). Units may not otherwise be placed outside of bases, vector nodes or cities.

Coalition Bases: The boxes on the periphery of the map connected to Iranian Zones via Attack Routes (for ex: Fifth Fleet). Coalition units can be in base spaces. Iranian units may not.

Attack Routes: The lines running from the Coalition Bases to the Iranian Zones. These consist of Vector Nodes (diamonds) and Attack Routes (the solid lines connecting Vector Nodes). Coalition and Iranian units can be on Vector Nodes. Units may move along Attack Routes from Vector Node to Vector Node.

Iranian Cities: The circles with named cities (for ex: Bushehr). Coalition and Iranian units can be in these spaces.

Units may not otherwise be placed outside of bases, vector nodes and cities.

8.2 Stacking

You may place any number of Coalition units in any base, vector node or city.

The number of Iranian units in a Vector Node or city will depend on their deployment.

You may have Coalition and Iranian units in the same space. This will generally trigger combat.

8.3 Coalition Hyperwar Assets

These will be either un-mobilized (they have not yet been purchased and are off map), mobilized (in the Coalition Hyperwar Missions box on the map), or deployed (placed on a target to execute a mission). To execute a Hyperwar attack, place the asset on an Iranian City or a Vector Node containing Iranian units.

8.4 No Base Required for Hyperwar

You do not have to activate a base to use Hyperwar assets. However, the asset itself must have been mobilized from an activated Coalition contingent.

8.5 Iranian Hyperwar Assets

Iranian Hyperwar Assets will be in either the Iranian Hyperwar Bin, or deployed. You deploy them when mandated by an event. Place them on the location determined by the Iranian Targeting Table.

9.0 Iranian Forces

9.1 Contingents

Iranian forces are divided between defense, naval and hyperwar contingents. Note that defense and naval consist of combat units while hyperwar consists of assets. Naval contingent units are placed along the Persian Gulf Attack Route, Defense contingent units in cities and on other Attack Routes.

Example: The Iranian Naval Contingent includes air units and oil platforms as well as ships.

9.2 Iranian Hyperwar

These are explained under 13.0. Place Iranian Hyperwar assets concealed in the bin or on the box on the map.

10.0 Coalition Forces & Basing

10.1 Contingents and Combat Units

The Coalition consists of the following contingents:

US Israeli NATO GCC (Gulf Cooperation Council)

US: US units can always be mobilized. They may deploy on any activated base except Israel.

Israel: Israeli units can be mobilized only if the Israel base has been activated. Israeli combat units can be deployed only on the Israel base.

NATO: NATO units can be mobilized only if the NATO base has been activated. NATO combat units may deploy on any activated bases except Israel.

GCC: GCC units can be mobilized only if the GCC Base has been activated. GCC combat units can only be placed in the GCC and Fifth Fleet bases.

10.2 Hyperwar Assets

You can mobilize US Hyperwar assets at any time. You can mobilize Hyperwar assets from another Contingent only if it has been activated. Hyperwar assets are not placed on bases when mobilized. They go into the Available box instead.

Note: Coalition Hyperwar assets are not separate contingents.

10.3 Joint Commands

You can otherwise have units from more than one contingent together in a Base, Attack Route Vector Node, or Target Zone.

10.4 Fifth Fleet

This is treated differently. See 24.0.

11.0 Mobilization

11.1 Activation

You Activate Coalition Bases, deploy Coalition combat units on the map, and make Coalition Hyperwar assets available via mobilization.

11.2 Activation Cost

During the Mobilization Step, "expend" Oil Points. This is done by raising the price of Oil. Each base you activate has a cost listed on the Base Activation Table. Each combat unit and Hyperwar asset has a cost listed on Mobilization Table.

Example: You Activate the Israeli Base for 3Dr; roll three dice and total the results (say, 13). The cost of oil goes up by that total (13 dollars).

See the Coalition Forces & Basing rule for where units may be placed during initial mobilization.

Some markers cost one half (1/2). In this case, you can buy two for one Oil Point. In the event of a fractional total, round up any fractions.

Example: If you buy three Hyperwar assets, it raises the price of oil by $2.

11.3 Iranians

Iranians are deployed via scenario set up and events. Their deployment does not affect the price of oil.

If an event calls for Iranian unit to be picked as a reinforcement, but there are no units left in the bin, then nothing further happens. If there are more spaces than units to be deployed, then choose at random who goes where.

12.0 Coalition Hyperwar Attacks

12.1 Hyperwar Attacks

You can launch Coalition Hyperwar attacks during any Coalition Hyperwar Step.

Note: Generally, you may only attack revealed Iranian units and targets. You may not examine or attack concealed Iranian units. ISR missions are allowed against concealed Iranian forces.

12.2 Procedure

For each Hyperwar attack, undertake the following.

  1. Target Selection: Place Hyperwar assets in any cities or on Vector Nodes (see 8.3).

  2. Attack Type Determination: Each Hyperwar asset will have one of the following attack types.

CW: Cyberwar ISR: Intelligence-Surveillance-Reconnaissance K: Kinetic S: Subversion

  1. Consult the Coalition Actions Results Table (in the back of the rules): Resolve the attack on the line of the chart corresponding to the Attack type letter (above).

  2. Attack Execution: Total the efficiency ratings of the Hyperwar assets making a specific type of attack. Roll a number of dice equal to that total. Cross index the results. Then implement the results.

Note: Markers making Hyperwar attacks (both Coalition and Iranian) do not move along the Attack Routes. They are placed directly on Target Cities or Vector Nodes.

12.3 Hyperwar Results

These are explained on the Table.

Example: Three factors of Coalition Intel assets make an ISR attack against an Iranian City. The die rolls are "1", "5" and "6". The "1" results in a Blowback; the "5" reveals all Iranian Targets and units in one City, and the "6" reveals all Iranian units along one route connected to the city in which the Zone is located.

12.4 Multiple Attacks

Certain types of assets can execute more than one type of attack. You must declare before any dice are rolled which attack type a particular asset is executing.

Example: a Cyberwar asset could execute either an attack against a revealed Iranian unit or C2 Target, or against the Oil Index (to possibly lower the Oil Index).

12.5 Returning

At the conclusion of each Hyperwar attack, return any surviving Cyberwar, Intel or SOF assets to the Coalition Hyperwar Available display. Cruise missiles are expended when used and returned to the assets which the Coalition can purchase.

12.6 Hyperwar Restrictions

Coalition Cruise Missiles (CM) may be launched only during an Operational stage (during the Coalition Hyperwar Step), not during the Strategic stage. Other types of Hyperwar Attacks may be launched during either stage.

13.0 Iranian Hyperwar Attacks

13.1 Event Initiated Hyperwar Attacks

Certain Strategic or Operational Events will require you to make Iranian Hyperwar attacks. The Event will designate the number of Hyperwar assets picked from the bin. Execute Hyperwar attacks in the order in which you picked them.

13.2 Quantity

If this is the Strategic stage, then the number of Iranian Hyperwar assets picked equals the current turn number (for example, on Strategic Turn 2, you must pick two assets and launch attacks with each of them). If this is the Operational stage, then roll one die and pick Iranian Hyperwar assets equal to the number rolled. Then execute attacks with them.

13.3 Procedure

For each Iranian Hyperwar attack, undertake the following:

  1. Targeted Base Selection: Consult the Iranian Hyperwar Targeting Table (on the map). Roll two dice, total them, and use the result to select the base to be targeted. Only Activated bases may be targeted. If a non-activated base is rolled, then treat as no effect (do not re-roll).

Example: A total of "8" would mean that the target is Israel.

  1. Attack Type Determination: Each Iranian Hyperwar asset will have one of the following attack types.

CW: Cyberwar K: Kinetic S: Subversion

Resolve the attack on that line of the chart.

  1. Consult the Iranian Actions Resolution Table (in the back of the rules): Resolve the attack on the line of the chart corresponding to the Attack type letter (above).

  2. Attack Execution: Roll a number of dice equal to the total Hyperwar asset's efficiency ratings for that attack. Cross-index the numbers rolled with Outcome ranges. Implement the results in the order rolled.

12.4 Iranian Cyberwar

Iranian Cyberwar assets can execute more than one type of attack. They will normally attack a Coalition Base (see the Cyberwar line). If an Iranian Infowar Offensive is in effect, they will automatically conduct an Infowar attack (against the Oil Index). See the Iranian Strategic Reaction Table event "4".

Note: The source prints this rule as "12.4", a duplicate of the Coalition 12.4 above. The number is kept as printed.

12.5 Return to the Bin

At the conclusion of each Hyperwar attack, return all surviving Iranian SOF (Qods) and CW Hyperwar assets to the bin. SSM are expended and out of the game.

Note: Crisis Markers are explained under their own rule (see 15.0).

14.0 Hyperwar Results

14.1 Outcomes

The various Hyperwar outcomes are explained as follows.

Numbers: Numbers are the die roll ranges to generate outcomes.

Blowback Outcome: Implement this if the die roll is within that range.

Success Outcomes: Implement this if the die roll is within that range.

No Effect: No Outcome.

Note: If more than one result is rolled, implement them in the order given.

Example: An Iranian Kinetic attack will cause a Blowback on a die roll of "1", a No Effect on a "2-5", and a success on a "6".

14.2 Target Selection

The Coalition always selects the Iranian Target marker, combat unit or hyperwar asset to be affected by a result, regardless of which side is launching. If an elimination is called for, and there are no more units of the type called, non-involved units are not affected.

14.3 Hyperwar Eliminated

Certain results will cause the elimination of a Hyperwar asset. In this case, the marker is eliminated only after all results it might have inflicted are implemented.

If a result calls for a Coalition Hyperwar asset to be eliminated, return it to the Coalition Mobilization pool. You can mobilize it again on a subsequent turn by paying the Oil Price cost.

If a result is an Iranian Hyperwar asset to be eliminated, it is removed from the game permanently.

Otherwise, CW, SOF and ISR markers can be reused each turn. CM and SSM are expended after their use, per 12.4.

14.4 Iranian C2 Destruction

For each Iranian C2 Target that's been eliminated, reduce the number of Iranian Hyperwar attacks by "one" (to a minimum of zero).

Example: The Events table calls for three Iranian Hyperwar attacks, but there are two Iranian C2 Targets in the deadpile. Thus, only one attack is made.

15.0 Crises

15.1 Crisis Markers

Crisis markers are placed in the Iranian Hyperwar Bin.

15.2 Procedure

Whenever a Crisis marker is picked, you must roll one die and raise the Oil Index an amount equal to the number rolled. The marker is then returned to the bin.

The Iranian Strategic Reaction Table event "6" calls for a War Alert. If during this Strategic Turn two or more Crisis markers are picked, then an Operational Stage is automatically activated.

Note: This means it's a good idea to have your combat forces in position just in case a shooting war breaks out!

If a Crisis marker is picked during an Operational stage, it has no further effect. Return it to the bin.

16.0 Infowar

16.1 Infowar Defined

Infowar (Information Warfare) is a special Hyperwar mission using Cyberwar markers. Infowar can affect the Oil Price Index.

Note: Infowar in the game represents massive media and cybernetic offensives.

There are two types of Infowar missions (see the Actions Resolution Tables).

Iranian Infowar: This is initiated via an Iranian Strategic Reaction Table event. If it occurs, you must sort through the Iranian Hyperwar Bin, select all Iranian Cyberwar markers, and allocate them to this mission (place them in the Infowar box on the map). During the Iranian Hyperwar Step, you must roll one die for each Cyberwar point and apply the results on the table on the Infowar line. Then, return the CW markers to the Bin.

Coalition Infowar: You may allocate Coalition Cyberwar markers to the Infowar box on the map. During the Coalition Hyperwar Step, roll one die for each Cyberwar point and apply the results on the table on the Infowar line.

17.0 Crash

17.1 Crashed Result

Certain Hyperwar results may cause a combat unit or target to become crashed. Place a Crashed marker upon it.

17.2 Effects

A unit which is Crashed has its combat factors reduced to zero. It may not move (if Coalition, as Iranians never move). A C2 target which is Crashed is counted as "eliminated" for the purposes of reducing the number of Iranian Hyperwar attacks in a step (see 14.4). Other targets types are not affected.

17.3 Duration of Crash

A unit remains Crashed until the Recovery Step (at the end of the current Strategic stage). At this point, remove all Crashed markers. If it is an Operational stage, then the unit remains Crashed and does not recover.

Note: If a crashed unit is eliminated, the Crashed marker is removed.

18.0 Coalition Movement

18.1 Deployment

When you mobilize Coalition units, you place them initially on Activated Bases. This does not count as movement.

18.2 Strategic Redeployment

During any subsequent Mobilization Step, you may move Coalition combat units from any base to any other Activated Base (to which it must be eligible to otherwise be deployed on). This does not use movement via Vector Nodes, but is rather an automatic movement and placement (you may simply "Scotty" a unit from one base to another).

18.3 Operational Movement

During the Operational Movement Step, you may move any or all Coalition air and naval units (and any ground units they transport) one Vector Node each.

This would be from a base to the first Vector Node on the connected Attack Route, or from a Vector Node to the next highest numbered Attack Route Vector Node.

If a unit begins a movement step in the highest numbered Vector Node on an Attack Route, then you may move it to target any one city of that Vector Node (this counts as one move). At this point, it can target any/all Iranian Target or combat units in that city.

Example: The Gulf Cooperation Council Attack Route has three Vector Nodes. It takes three moves to get a Coalition air unit to Vector Node "3". On the following movement step that unit could be designated to target any one Iranian City in the Gulf Zone.

Units may remain in place or even move back one space.

The presence of any enemy units never blocks a movement, although it will usually trigger combat (see Combat, 21.0).

Note: There may be Iranian ground units on Vector Nodes of active Mission Routed which will be bypassed by Coalition air or air transported units. These represent forces in locations which would not be able to respond within the time frame of the game.

18.4 Operational Return

Whenever a Coalition air unit uses its ground or naval combat factor to attack an enemy target or unit, its mission is completed (its ordnance is expended). Pick up that unit and place it on the base from which it started. This requires no movement and is done instantly (you "Scotty" it to that base).

Note: Coalition air units engaging in air combat does not cause operational return, nor does their being fired on by Iranian units. This rule applies only to Coalition air units, not Iranian.

18.5 Turnaround

Coalition air units which complete an attack and return to base may, on an ensuing Movement Sub-Phase, again move on the Attack Route and conduct another mission.

18.6 Attack Route Limitation

No Coalition unit may move directly from one Attack Route to another Attack Route. A unit in a city may move along any connected Attack Route. This is only towards activated bases it could otherwise enter.

Example: A US air unit which moved via the Fifth Fleet Track to Kharg could then return to the Gulf Cooperation Council Base.

19.0 Iranian Movement

19.1 Stasis

Generally, Iranian units do not move once placed on the map. However, certain events may cause the redeployment or replacement of Iranian units (usually from the bin). See the Strategic and Operational Events tables.

20.0 Targeting

20.1 Attack Terminus

Attack Routes start in a base and terminate in one or more Iranian Zones.

USA and Israel Base: Units can attack any Iranian Zone.

All other Bases: Units can attack only the zone in which the Attack Route terminates.

Persian Gulf: A special rule applies to attacks upon Ports; see 24.0.

Example 1: An Air unit flying from the GCC Base completes an attack against a target in the Gulf Zone at the end of Operational Turn 5, and is then placed back in the GCC base. On Turn 6, you can move it again along the GCC Attack Route.

Example 2: An air unit flying from the USA Base reaches the "10" Vector Node on turn 10. On Turn 11 it could attack any Target marker in any Iranian city on the map.

21.0 Combat Prerequisites

21.1 Combat Defined

Combat is when opposing combat units in the same space attempt to destroy each other.

Note: Hyperwar actions are not combat under this rule, and are covered separately.

21.2 Combat Units

Each combat unit has three combat factors.

Air: used against enemy air units. Ground: used against enemy ground units and Iranian Target markers. Naval: used against enemy naval units.

21.3 When Combat Occurs

Combat occurs between Coalition and Iranian units in the same Vector Node or city during a Combat step (in either the Strategic or Operational Stage, (see 6.0).

Iranian Strategic Combat Step: Events may cause the placement of Iranian units in Cities which also contain Coalition units (see Rebels). During the ensuing Strategic Combat step, the Iranian units placed are revealed, and combat is initiated.

Operational Stage—Combat Step: During each Operational Combat Step, you must execute combat between Coalition and Iranian units which occupy the same Vector Node or City. The Iranian units are automatically revealed.

22.0 Combat Execution

22.1 How to Conduct Combat

Each combat is executed separately. You can determine the order in which combats are executed, but all combat situations must be resolved.

22.2 Combat Sequence

For each combat, perform the following sequence.

  1. Determine the side with First Fire

a) Coalition Roll: Roll one die for the Coalition. If any Coalition units have the Stealth indicator, then add "one" to its die roll. b) Iranian Roll: Roll one die for the Iranians. If any Iranian units are "IRGC," then add "one" to the die roll. c) First Fire Determination: The side with the higher total has "First Fire." In the event of a tie, the Coalition gets First Fire.

Note: You only add a maximum of "one" to a side's die roll, regardless of the number of units which may provide the modifier.

Example: The US has two Wild Weasels and one TAC. You roll a "3"; the die roll has "one" added to it for a final total of "4".

  1. Conduct First Fire

The side with First Fire executes the following.

a) Anti-Air Fires: Fires all units with an air combat factor of one or higher. This targets enemy air units only. b) Anti-Ground Fires: Fires all units with a ground combat factor of one or more. This targets enemy ground units only. c) Anti-Naval Fires: Fires all units with a naval combat factor of one or more. This targets enemy naval units only.

  1. Conduct Second Fire

The side with First Fire executes the following.

a) Anti-Air Fires: Fires all units with an air combat factor of one or higher. This targets enemy air units only. b) Anti-Ground Fires: Fires all units with a ground combat factor of one or more. This targets enemy ground units only. c) Anti-Naval Fires: Fires all units with a naval combat factor of one or more. This targets enemy naval units only.

  1. End Combat

Combat automatically ends after each side fires once.

Note: All losses are extracted after each fire. This may result in the side with Second Fire being wiped out before it can return fire. This represents the precision and lethality of modern weapons systems.

22.3 Firing Procedure

A unit must have a combat factor of at least "one" for a particular type in order to fire. Combine all units firing anti-air, or anti-ground, or anti-naval into one single combined total to determine the number of dice used.

Execute fire by rolling a number of dice equal to the total combat value for each type of fire. Then you must consult the Actions Resolution Table (see the end of these rules) for the specific type of firing. Cross-index each die roll with the outcomes listed.

Example: During Anti-Air Fire, two air units (each with an anti-air value of "2"), plus one naval unit with an anti-air value of "1" would combine into a total value of "5". Roll five dice on the Anti-Air line of the table.

Example: A US force consisting of one air and one naval unit engage an Iranian force of one air and one ground unit in a port. Assuming the Coalition has First Fire, the attack would be resolved in this order:

  1. The Coalition air and naval units combine anti-air factors to fire at the Iranian air unit.
  2. The Coalition air and naval units combine anti-ground factors to fire at the Iranian ground unit.
  3. The Iranian air unit and ground (if they survived) would then fire anti-air at the Coalition air unit;.
  4. The Iranian ground unit (if it survived) would not fire (since there is no Coalition ground unit).
  5. The Iranian air unit would fire anti-naval at the Coalition naval unit. (The ground unit could not fire at the naval unit since it does not have an anti-naval value.)

22.4 Attack Selectivity

You do not have to use all Coalition units to fire in any particular combat situation. However, all Iranian units must fire, and all Coalition units in their Vector Node are potential targets.

Example: You may want to refrain from using air units to attack a ground or naval unit because you want to reserve them for attacking targets. However, those air units would still be subject to Iranian fires.

22.5 Application of Combat Resolution

All combat results are applied immediately. This may cause enemy units to be eliminated before they have a chance to return fire.

Combat results are applied against combat units in the Combat phase. Target markers are not affected by combat, but can be later during the Operational stage, see below.

22.6 Default End of Combat

If, for some reason, a situation exists such that enemy combat units in the same space cannot fire at each other, then there is no combat.

Example: A Coalition air unit with a zero naval factor is in the same space as an Iranian naval unit with a zero air factor.

22.5 Eliminated Units

The Coalition player always chooses which units (for both sides) are to be eliminated. Units which are eliminated are permanently out of play.

Designer's Note: a Coalition unit which is eliminated is not necessarily wiped out to the last TO&E line item. Rather, it has been pulled out of theater for refit. Iranian units, on the other hand, are "history".

22.6 Oil Index

The elimination of certain unit types will affect the Oil Index. See the Oil Price Fluctuation Chart.

Editor's note on numbering: the source prints two sections numbered 22.5 (Application of Combat Resolution; Eliminated Units) and two numbered 22.6 (Default End of Combat; Oil Index). They are transcribed under their printed numbers, in source order.

23.0 Attacking Targets

23.1 Targeting

Coalition combat units attack Iranian Target counters during the Target Attack Step. Units use their ground combat factor to attack targets.

Note: "Targets" used in this rule refers to specifically designated counters: WMD, Critical WMD, Arms, Missile Bases, Terrorist Camps, and C2.

23.2 Prerequisite

Allocate Coalition units to attack revealed Target counters in cities that are in the same zone. Each Coalition unit can attack one (and only one) target in a single Target Attack step. However, more than one unit may be combined in an attack against a single target. If there is more than one target in a city, then assign each attacking unit to attack one of them. All attacks must be allocated before any firing is initiated.

23.3 Target Attack Sequence

To resolve an attack against a target, follow the sequence as outlined here.

  1. Total the ground combat factors attacking that target.
  2. Roll the number of dice and cross-index with the results on the Combat Results Table.
  3. Apply any results immediately.

There is only one round of fire. Targets do not fire back at Coalition units. Any Iranian combat units in the Zone which survived combat do not affect the attack. Since there is no return fire from targets, there is no issue of First Fire. If the target survives, it may be attacked on a following Operational stage.

23.4 Returning to Base

Air units which attack targets are returned to base at the completion of the combat (pick them up and move them—this does not count as movement). All other units remain in place (and may move and engage in combat in subsequent steps).

23.5 Eliminated Targets

Eliminated target counters are permanently out of play. Place them in the Eliminated Targets box on the map.

24.0 Naval Units, the Persian Gulf & the Straits of Hormuz

24.1 Special Rules

The Persian Gulf Attack Route has the following special rules.

Fifth Fleet: The Coalition may stage any type of units from the Fifth Fleet Base (which also represents staging areas in the Indian Ocean, such as Diego Garcia).

Persian Gulf Attack Route: Coalition units which are on a Vector Node adjacent to an Iranian Port may move into that port by taking one move. They then attack any Iranian units in that port per the combat procedure. All types of Coalition units may enter and attack into a port.

Example: An amphibious warfare group that is transporting a Marine brigade that starts an operational movement step adjacent to Bandar-E-Abbas can move into that port. The Marines would then disembark and attack, as well as the amphibious warfare group, plus any Coalition aircraft in position, etc.

Return to Sea: Coalition naval and air units in an Iranian Port can move out to sea by expending one move to re-enter that Attack Route via a connecting Vector Node.

Coalition units which reach the highest Vector Node of the Persian Gulf Attack Route may conduct attacks normally against any targets in the Persian Gulf Zone.

Minefields: Iranian Minefields have special naval combat values of "1". Minefields attack during the Minefield Step. If a Minefield is in a Vector Node, roll one die for each Coalition naval unit in that Vector Node. The Action Table indicates the outcomes. Coalition units may never fire at minefields, and minefields are not affected by firing in combat rounds. Minefields can be removed only via minesweeper actions (see below).

Strait of Hormuz: If the Strait of Hormuz Blocked event occurs, you must place that marker in that space. This is in addition to any other Iranian units which may be in that space. If the marker is already on the map when the event is rolled, then no further action is taken.

The Strait of Hormuz Blocked marker is similar to a minefield. However, it cannot fire at Coalition units. But, it does raise the Oil Price Index when placed. It can be removed via the Minesweeper action (which lowers the Index). Once removed, the Strait of Hormuz Blocked marker is out of play permanently. Subsequent events cannot replace it on the map.

24.2 Mine Warfare

Coalition Mine Warfare units can remove minefields and the Strait of Hormuz Block. To do so, the unit must be in a Vector Node during a Mine Warfare Step. After minefield attacks have been resolved, roll one die for each mine warfare unit in that space. For each successful result, select and remove a Minefield or Strait of Hormuz Blocked marker.

25.0 Amphibious & Airborne Assaults

25.1 Defined

Certain Coalition units may transport ground units to move them to Iranian cities.

The following units are "amphibious" qualified.

Coalition Marine ground units: Marines may be transported by Amphibious Warfare (AWG) naval units (see 25.3). They move via the Persian Gulf Attack Route and disembark in Iranian Ports on the Persian Gulf.

The following units are airborne qualified.

Coalition Airborne and JSOC ground units: Airborne and JSOC units may be transported by Military Airlift Command (MAC) air units (see 25.3). They move via any Attack Route and disembark in Iranian cities (in connected Zones).

25.2 Stryker, NEST, Petrol Engineer Brigades

These units may be transported by AWG and MAC per above. They may disembark only in cities that contain a Coalition ground unit.

Note: This means the Coalition must have at least one Airborne, JSOC, Marine or Rebel unit in a city first before moving in a Stryker Brigade, NEST or Petroleum Engineer.

25.3 Transport

Coalition Amphibious Warfare (Amphib) and Military Airlift Command (MAC) units may transport ground units (per above). To do so, the transporting unit (Amphib or MAC) and ground unit must start an Operational Movement Step in the same base. The transporting unit picks up the unit to be transported (place the ground unit underneath the transporting unit to indicate this). Those units then move together. When they reach a port (Amphib) or city (Airborne) where the transported unit can be disembarked, you may remove the transported unit from underneath the transporting unit to indicate this. The ground unit is now in play and can conduct combat normally.

25.4 Post Disembarkation

An Amphib naval unit may move off in the next turn (or stay in place) upon disembarking group units. MAC units are automatically returned to base upon disembarking a ground unit. Amphibs and MAC may conduct additional transports of units when they return to base.

25.5 Limits

Each transporting unit may transport one ground unit at any one time. Additionally, units may only embark (be picked up) in Coalition Bases.

Design note: Given the time frame of an Operational stage, there would not be sufficient logistics to re-embark units and shift them to other missions.

25.6 Joint Ops

In the standard rules, a MAC or AWG may transport Coalition units from any Contingent.

25.7 Combat

Ground units which are being transported may not employ their combat factors until they disembark. If the unit transporting them is eliminated, then they are eliminated also (they may not otherwise be taken as losses). Once disembarked, they function normally.

Ground units which occupy cities may attack Iranian units and targets there. At the end of the scenario, the occupation of certain cities may provide points towards victory.

Note: Ground units may move only via Amphib or Airborne Transport. They may not move between cities.

26.0 Special Units & Markers

26.1 Carrier Battle Groups

Carrier Battle Groups (CVG) can base carrier air units (CV Air). Place the CV Air units under the carriers to indicate this. If a CVG is eliminated, any CV Air it is carrying is also eliminated. Each CVG can transport one CV Air.

Note: US CVG can transport only US CV Air, and NATO CVG can transport only NATO CV Air.

26.2 Carrier Aircraft (CV Air)

CV Air can be based on bases, or on CVGs. CV Air based on carriers launch missions at the start of any Operational Movement Step (before the carrier moves). They conduct missions per standard air units. When they complete their missions, return them to any carrier of the same nationality (in the Persian Gulf), or the Fifth Fleet Base.

Note: Since Carrier units can move in closer to Persian Gulf targets, they can have faster turnaround time.

26.3 Stealth

If any unit with a Stealth symbol is part of a force of units engaged in combat, then that force gets a plus "one" (+1) added to its die roll for First Fire.

26.4 Wild Weasels

Wild Weasels units have a parenthesized ground attack strengths, which may be used only against enemy air defense units. Wild Weasels also have a Stealth symbol. They use their air strength normally.

Note: Several non-air defense ground units have anti-air values, representing AA guns. Wild Weasels may not attack them.

26.5 Ballistic Missile Defense

All Coalition Air Defense units, and all US Surface Warfare Groups, have a special ability to attack Iranian SSMs (this occurs during Hyperwar steps only, not Combat). This is called Ballistic Missile Defense (BMD), which is a capability in addition to the normal ability target Iranian aircraft.

Note: No Iranian unit has BMD ability against Coalition cruise missiles.

Whenever an Iranian SSM unit is fired at any kind of space containing a Coalition unit with BMD capability, the BMD unit fires at the SSM using its air strength.

If the BMD unit destroys the incoming SSM, then the SSM is removed from play without making its attack. If the BMD fire fails to destroy the SSM, then the SSM executes its attack normally.

There is only one round of BMD fire. BMD does not apply against Iranian ASM units (which are treated as standard air units).

26.6 NEST Units

If a Coalition NEST unit is in the same space as a revealed Iranian Critical WMD Target at any time, and there are no Iranian ground combat units in that space, then it captures the Critical WMD Target. This reduces the Oil Price Index per the chart.

Remove the Critical WMD marker from the map and place it on the Coalition display.

26.7 Iranian Revolutionary Guards Corps (IRGC)

There are two types of IRGC units, infantry divisions and naval suicide boats (NAV). If any IRGC unit is part of a force of units engaged in combat, then that force gets a plus "one" (+1) to its die roll for First Fire.

However, when an IRGC infantry division engages in ground combat against Coalition ground units, it is automatically eliminated at the end of that combat (regardless of outcome). When an IRGC naval suicide boat engages in naval combat against Coalition naval units, it is also automatically eliminated.

Designer's Note: This represents fanaticism and suicidal tactics.

26.8 Petroleum Engineers

See the Oilfields rule.

27.0 Rebels

27.1 Rebel Appearances

Coalition Hyperwar events may result in the placement of "Rebel" units directly in a city. Rebel units are Coalition ground units with the following special rules:

They are recruited only via Subversion (S) Hyperwar attacks.

They may not be transported.

27.2 Strategic Combat

During a Strategic stage Combat Phase, Rebel units must engage in combat with any Iranian combat units that are in the same city. This is resolved per normal combat rules.

27.3 Operational Combat

Rebels engage in combat normally during the Operational stage. They can also attack Iranian Targets that they are stacked with (in an Operational Target Attack step).

27.4 Rebellions

Rebel units never move. If eliminated they may be recycled if a Coalition Hyperwar Subversion attack recruits a Rebel.

28.0 Fog of War

28.1 Concealed/Reveled Status

Iranian units are in one of two states: Concealed (face down) or Revealed (face up). Once revealed, they remain revealed for the remainder of the game. Generally, you may only attack revealed Iranian Targets and revealed Combat units. You may not attack concealed Iranian units.

You may not examine concealed Iranian units, or Iranian units in a bin, unless some game action reveals them. You may always examine Coalition units (which are always deployed face up anyway).

28.2 Revealing Iranian Targets & Units

Iranian Target and Combat units are revealed as a result of Hyperwar ISR missions, or when a Coalition or Rebel ground combat unit enters or is deployed in their Vector Node or City.

28.3 Automatic Revelation

Additionally, if an Iranian unit is placed on the map via an event result calling for an attack against Coalition forces, it is revealed automatically.

26.8 Deception Units

Iranian Deception counters add uncertainty to the game. When concealed, treat them as part of their contingent. When an Iranian Deception counter is revealed, it is returned to the bin for its contingent immediately.

Editor's note on numbering: the source prints this section as "26.8" a second time, after 28.3 (the first 26.8 is Petroleum Engineers). It is transcribed under its printed number.

29.0 Oilfields

29.1 Oilfield Fires

Events may dictate that an Oilfield Fire marker is placed on an Iranian Oil City. As soon as an Oilfield Fire marker is placed, add the number on the Oil Price Fluctuation table to the Oil Price Index.

A city with an Oil Fire marker may not have another Oil Fire marker added to it.

29.2 Petroleum Engineers

You may use Coalition Petroleum Engineers to remove Oilfield Fire markers. To do so, you must have an engineer unit in the same city as an Oilfield Fire marker during an Operational Oilfield Fire Suppression Step.

Roll once on the Coalition Actions Table for each engineer unit, and apply the results. (A roll of "6" removes the Fire marker.)

Oilfield engineers can be transported to and from an Iranian City per 25.0.

Note: See the Oil Price Fluctuation Table for the effects of Oil Fires and Petroleum Engineers on the Oil Index.

OPTIONAL RULES

30.0 Crisis Contingencies

30.1 Additional Variability

Use this optional rule in addition to the Standard Game Crisis rule.

30.2 Crisis Procedure

When a Crisis marker is picked during a Strategic Phase, immediately implement the Crisis procedure (below) using the Crisis Contingencies Chart (printed on the map).

  1. Roll one die.

  2. If the result is greater than the current Strategic Turn Number, then implement a standard rules Crisis (roll one die and add the outcome to the Oil Index).

  3. However, if the result is less than or equal to the current Strategic Turn Number, you must roll a second dice on the Crisis Contingencies Chart (on the map). Cross index the result of the second die roll with the outcomes on the chart and implement the result.

After implementing the result, place the Crisis marker in the space next to that event as a mnemonic. (Do not return the marker to the bin.)

30.3 Outcomes

The results will give one of the following outcomes:

  1. Increase to Oil Index which must be immediately made (in terms of die rolls).
  2. Various events or changes to the Oil Index for various game events.

Note: If an event is rolled which already has a marker on it, then return the marker to the bin (there is no further effect).

Once a marker has been placed on the Crisis Contingencies Chart, it remains there for the rest of the game. If more than one event is in effect, their effects are cumulative.

Exception: A Crisis marker picked during an Operational Phase does not trigger the above procedure.

31.0 Optional Units

31.1 Description

You can add units marked "optional" to the game. These represent forces which while may be deployed the near future.

31.2 5th Generation Fighters

These function as stealth aircraft.

31.3 Littoral Combat Ships (LCS)

LCS function as Surface Warfare Units, with the following additional abilities: they can conduct minesweeping and have stealth ability.

31.3 US Space Weapons

Space Weapons are special Coalition Hyperwar units. The Coalition can utilize them during any Operational Combat Sub-Phase. Place the asset on any revealed target. Determine the strength for each Space Weapon by rolling one die (to get a number from one to six). Make this number of kinetic attacks. Then remove the unit from play.

Designer's Note: Space Weapons represent a wide range of advanced technology weapons, from satellite-based attacks to rail guns, et cetera.

Editor's note on numbering: the source prints "31.3" twice (Littoral Combat Ships; US Space Weapons). Both are transcribed under their printed numbers.

31.5 Iranian Advanced Fighters

If you chose to use any of the optional Coalition units, then you must add the Iranian Advanced Fighter units to their Defense Bin.

32.0 Joint Operations (Optional)

32.1 Effect

In the standard rules, Coalition units from different Contingents may stack together. When using this option, they may be in the same base or Vector Node only if you have conducted Joint Training. This is done by paying the listed Oil Price, flipping the Activated Base marker to its Joint Operations side. Units from different contingents in that base can now move and fight together. Also, MAC and AWG units may transport units of different Coalition contingents.

32.2 Smart Bombs

Once units reach a Target Zone, they are not affected by this restriction. They may attack together.

33.0 Scenario Variant: Critical WMD (Optional)

33.1 Effect

At the end of the game, reveal all Iranian targets. If the Critical WMD is on the map and has not been destroyed or captured, then increase the Oil Index by another 10 points.

Note: the intent behind this rule is to make hunting down a functional WMD that much more important. But if no marker was placed at the start, there is no additional penalty.

34.0 Scenario Variant: Accelerated Crisis (Optional)

34.1 Effect

Prior to start of play, remove one Crisis marker from the pool. Then roll one die and consult the Crisis Contingencies Chart. Implement the event rolled (place the Crisis marker in the space).

35.0 Scenario Variant: Israelis Only (Optional)

35.1 Description

This is a variant of the standard scenario. It assumes that the Israelis decide to go it alone.

35.2 Coalition Deployment

Only the Israel Base and Israeli units are on the Coalition side. All other units are ignored.

35.3 Iranian Deployment

All Iranian Targets are deployed face up.

35.4 Exclusion

Do not use the Crisis Contingencies (Optional) rule.

Designer's Note: The assumption is that Israeli intelligence (covertly supported by friendly powers) has determined the location of Iranian targets.

Actions Resolution Tables

Explanation: There are two tables, one for Coalition Actions and one for Iranian Actions. Action: the type of action being conducted. Target: the type of game piece or chart which is the objective of the action. Blowback: die roll range to cause a Blowback Outcome. Blowback Outcome: the result if a Blowback is rolled. No Effect: die roll range which has no effect. Success: die roll range to cause a Success Outcome. Success Outcome: the result if a Success is rolled.

Coalition Actions Resolution Table

ActionTargetBlowbackBlowback OutcomeNo EffectSuccessSuccess Outcome
HYPERWAR: ISRConcealed Target marker or combat unit1Eliminate one attacking Hyperwar asset.23-6For each success, select either: (1) reveal all Iranian Targets and combat units in one city; or (2) reveal all Iranian combat units on one Attack Route.
HYPERWAR: CW (Cyberwar)Iranian combat unit or C2 Target1Raise Oil Index one point.2-45-6Crash the combat unit or C2 Target.
HYPERWAR: CW (Infowar)Oil Index1Raise Oil Index one point.2-45-6

Iranian Actions Resolution Table

ActionTargetBlowbackBlowback OutcomeNo EffectSuccessSuccess Outcome
HYPERWAR: CW (Cyberwar)Coalition Base1Lower Oil Index one point.2-45-6Crash one Coalition unit on that base or connected route.
HYPERWAR: CW (Infowar)Oil Index1Lower Oil Index one point.2-35-6Raise Oil Index one point.
HYPERWAR: S (Subversion)Coalition Base1Eliminate one attacking Hyperwar asset and lower Oil Index one point.2-45-6Eliminate one Coalition Hyperwar asset. If the target base is Israel, must be Israeli; if NATO, must be NATO, if GCC must be GCC; otherwise, must be US.

Note: The Coalition player chooses which units, targets or assets will be affected by results, regardless of the side taking an action.

Source gap: the printed Iranian "HYPERWAR: CW (Infowar)" row lists a Blowback on 1, No Effect on 2-3 and a Success on 5-6. The number 4 is not assigned to any outcome in the printed table (confirmed in the rules.rtf original), and it is transcribed as printed.

Lower Oil Index one point.
HYPERWAR: S (Subversion)Iranian City1Eliminate one attacking Hyperwar asset and raise Oil Index one point.2-56Select either: (1) pick one Rebel unit from the Rebel Bin and place it in that city; or (2) eliminate one Crashed unit or target in that city.
HYPERWAR: K (Kinetic)Iranian Target marker1Raise Oil Index one point.2-34-6Eliminate Target.
HYPERWAR: K (Kinetic)Iranian Combat unit1Raise Oil Index one point.2-45-6Eliminate the combat unit.
COMBAT: Air CombatIranian air units--1-45-6For each success, eliminate one Iranian air unit.
COMBAT: Air Combat (BMD capable units)Iranian SSM--1-45-6For each success, eliminate one Iranian SSM.
COMBAT: Ground CombatIranian Target marker1Raise Oil Index one point.2-34-6For each success, eliminate one Iranian Target.
COMBAT: Ground CombatIranian ground unit1Raise Oil Index one point.2-45-6For each success, eliminate one Iranian ground unit.
COMBAT: Naval CombatIranian naval unit--1-45-6For each success, eliminate one Iranian naval unit.
SPECIAL: MinesweepingMinefield or Straits--1-34-6Remove Minefield.
SPECIAL: MinesweepingStrait of Hormuz Block--1-45-6Remove Strait of Hormuz Block.
SPECIAL: Oilfield Fire SuppressionOilfield Fire marker--1-45-6Remove Oilfield Fire marker.
HYPERWAR: K (Kinetic)Coalition Base1Lower Oil Index one point.2-56Eliminate one Coalition combat unit on that base or connected route.
HYPERWAR: Crisis markerNone----See the Crisis rule.
COMBAT: Air CombatCoalition air unit--1-56For each success, eliminate one Coalition air unit.
COMBAT: Ground CombatCoalition ground unit1Lower Oil Index one point.2-56For each success, eliminate one Coalition ground unit.
COMBAT: Naval CombatCoalition naval unit--1-56For each success, eliminate one Coalition naval unit.
SPECIAL: Minefield (see Mine Warfare rule)Coalition naval unit--1-56Eliminate one Coalition naval unit.