BREAKING NEWS
EXTRAS
Infiltrators. Only Special Forces. Allows you to deploy the squad at any point on the battlefield but no closer than 15cm from an “objective marker”. The infiltration occurs during the deployment phase (infiltrators deploy second).
Cost: 30 points
Ambush. You can deploy any number of men at any location on your side of the table but no closer than 15cm from an objective or an enemy. This takes place at the end of the turn. It gives a +1 to the next initiative.
Cost: 25 points.
Helicopter evacuation. This allows troops to leave the battlefield rapidly. After the deployment of all forces the player with this option secretly notes down the helicopter landing point. This point must be an objective marker. The player also chooses the number of the turn that the helicopter will appear and writes this down. Helicopters can wait to load stragglers every turn by rolling 1d6. A roll of 1 means the helicopter must leave the area and cannot be called back.
Helicopters can be fired upon by the enemy.
Cost: 25 points
Improved Support Fire. This gives you a bonus of +1 when calling for Support Fire.
Cost: 15 points
Mortars. Allows Irregular Troops to have Support Fire. The mortar is off-table. Support Fire can be called with a roll of 5 or 6 and comes next turn. Use a 10cm template. Use the rules shown for Light Mortars.
The opponent can use Support Fire to suppress the mortar. This “anti-battery” fire can only be called after the mortar has fired (so the fire cannot occur until the turn afterwards). The mortar is suppressed with a roll of 4 or more.
Cost: 15 points.
Motivation. The men are particularly motivated regarding the mission’s importance. The first failed Morale Test is ignored.
Cost: 15 points (per squad).
Rules of Engagement (Caveat). This option limits your actions.
1) The player cannot fire first, and if he does it costs 25 Defeat Points (in addition to the standard 5 points).
2) The player with Rules of Engagement has a -1 Penalty when calling for Support Fire (with rules of Engagement you cannot have Improved Support Fire).
3) You can only perform Speculative Fire with a roll of 6.
Cost: – 40 points
Intelligence. This ranges from Level 1 to Level 3. Only Special Forces can buy Level 4. At any time, and for the Special Forces even before deployment, the player can try an Intelligence Roll. The Intelligence Roll is passed if you roll a number that is equal to or less than the Level. If you pass the Intelligence Roll (only one per game) the opponent must reveal the location of the objective that he must defend (or attack).
Intelligence can also be used like "counter-intelligence" as a penalty to the opponent’s Intelligence Roll.
Cost: 10 points per Level
Explosives. Only allowed for some Irregulars. The player can select one or more “objective markers” as locations where explosives have been placed.
If not remotely controlled, when an enemy miniature moves to within 10U there is an explosion (use the support fire template) if you don’t roll a 1 or 2 on 1d6. All models in the template must perform a Saving Throw.
If remotely controlled, the explosion happens when the controlling player decides to detonate. Here, too, the explosion will not happen with a roll of 1 or 2 on 1d6. If the charge fails to explode you cannot try again.
Cost: 20 points or 30 points if remotely controlled.
Media. War correspondents will only be used in games between Regulars and Irregulars and are split into two categories: embedded and independent. The first are managed (i.e. moved) by the Regular player, the second sort by the player than controls the Irregulars (both move 2d6).
Both types can be captured by Irregulars if they are contacted by them.
1) Embedded journalists. Double all the Defeat Points of the Regular player to whom they are entrusted, but also double (positive) the points gained for the primary objective.
Cost -20.
2) Independent journalists. Double all Defeat Points of the Regular player, considering that they are controlled by the irregular player they will be easy to capture.
Cost: +20.
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© 2007-2008-2009 Dadi&Piombo
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