Beruflich Dokumente
Kultur Dokumente
UM004
USE ME
15MM & 20MM
MODERN WARFARE
WRITTEN BY
O.G.Joel & G.Syme
Published By
Alternative Armies
ISBN 978-1-873997-07-9
ALTERNATIVE ARMIES
Credits
15mm.co.uk
WHAT
YOU
NEED
TO
PLAY
To make use of these rules you will need the following. Firstly
a copy of these rules (but then as you are reading this now we
assume you have got that already) to hand. Secondly some
basic wargame equipment including some D6 (six sided dice),
one for each player, a ruler marked out in inches plus some
markers and templates.
These markers and templates are used for several purposes
clearly outlined in the rules to follow and you can get some for
free in electronic form from us if you ask us for them. Have the
markers and templates printed and cut out before beginning.
Thirdly you will need an area to play upon. This can be the
floor, the kitchen table, your work desk or even the hood of an
automobile! Just ensure it is flat and a minimum of three foot
square for moderate sized games of USE ME. Suitable scale
terrain can be added from your collection, or improvised, as
your chosen scenario dictates.
It is wise to note at this point that in terms of miniatures and
vehicles produced in white metal, resin and plastic for the
modern period post 2000 the are a number of scales in use. The
advantage of these USE ME rules is that they are well suited to
15mm or 20mm scale and even smaller or larger scales if the
measurements of distance are changed. So play in 15mm or
20mm with ease as long as all players agree and all miniatures
used are the same scale. Use distances as printed for miniatures
and vehicles that are 15mm or 20mm scale.
Set up your playing area and lay out some terrain as per the
scenario you have thought up or for a straight fight.
We can provide some basic scenario types in electronic form
upon request for free. Then place your miniatures at opposite
edges of the playing area and begin!
Turn Sequence
Initiative Phase
In Play Phase
Characters or Squads
with the highest
ELAN rating in play
activate and conduct all
movement, shooting,
melee and all other
possible actions until
exhausted. Characters or
Squads with the next
highest ELAN rating do
the same. Continue down
the ELAN ratings until you
reach the lowest one and
active the lowest rating as
above.
Off Table Action Phase
Consolidation Phase
Return to Initiative Phase'
unless last turn of game
or objective met in which
case play ends.
ACTIVATION
IN PLAY
Once a character or squad has been activated it has a choice of
actions.
It may choose to commit TWO actions from this possible list
only:
Move
Ranged Fire
Melee
Hunker Down
Special Action
Unique Action
Activation falls to rating first THEN to the player who won the
Initiative roll.
Winning the initiative roll gives that player choice of first
activation in EACH ELAN RATING THEY HAVE
CHARACTERS IN PLAY FOR. All a players characters or
squads with that ELAN rating must be activated or declare they
are not using their activation before the next player gets the
chance to activate all of their characters / squads of that ELAN
rating and so on.
If a player has no characters of that rating then initiative is
ignored for that rating as there is no competition to activate.
EXAMPLE
In their forces Tom and John both have characters with an Elan rating
of 5. The rest of Tom's forces are Elan 4 and the rest of John's are Elan
2. This means that in the case of the Elan rating 5 characters, the
winner of the initiative roll this Turn gets to activate first if he so
chooses with all of the Elan 5 rating characters at his disposal. Once
they are finished their actions all of Tom's Elan 4 characters activate
in an order of his choosing and once they are all finished John activates
all of his Elan 2 characters in an order of his choosing.
A squad made up of several characters assigns itself an ELAN
rating as an average of its members AT THE START OF PLAY
which does not change for the rest of the game. Take each
character in the squad and combine their ELAN rating score
then divide by the number of characters in the squad. Then
round down to the nearest number; this is the ELAN rating of
the squad.
MOVEMENT
Each character type is given a rate of movement in inches. Use
this at all times. The character may move in any direction at
any time unless its a vehicle type in which case it costs one inch
to make one quarter rotation left or right on the spot. When
moving into anything classed as DIFFICULT terrain (forest,
deep snow or sand, rubble etc) one inch across this terrain costs
TWO inches of the possible movement distance for the
activation.
When moving into anything classed an EXCELLENT terrain
(paved roads, hard flat ground etc) then it costs ONE inch per
every TWO inches the character moves. Once a terrain type is
left its effect on movement is discarded.
Any vehicle carrying troops or with a limbered artillery piece
must dismount or release its cargo all around it BEFORE
moving. Likewise it must load up or limber BEFORE moving,
this costs one action for the vehicle.
A transport vehicle may transport ONE Squad of any size or
composition. Or ten human sized characters or five larger
characters but never any vehicles.
A squad takes the movement rating of all its members and
combines them. It then divides the total by the number of
characters in the squad and rounds down to the nearest one
inch. The result is its movement rate in inches. Only the squad
leader is moved AND THEN all other members of the squad
are freely placed within three inches of his position.
Aircraft and Helicopters represented on the game table treat
all terrain as normal with no penalties or bonuses. Aircraft must
always use at least one of their two actions per activation for
movement, and must fully use that movement allowance (for
example, an Aircraft with a movement rate of 6'' must move at
least 6'' per activation), while helicopters may move as they
desire and even hover in place.
A character or squad may elect to make both its actions for the
activation movement ones.
If this is the case then the first movement is as normal but the
second is carried out at HALF of the stated movement rate in
inches to represent fatigue and gear changes for infantry and
vehicles alike.
EXAMPLE
Tom chooses his Elan rated 5 Heavy Vehicle (a T-90) and elects to
use BOTH his actions for movement. His Heavy Vehicle character is
rated 8 inches in movement so he moves it six inches across normal
terrain making two free turns around cover. Then for his second
movement with this character he immediately proceeds a further 4
inches moving closer to weapons range. John chooses his Elan rated
5 Infantry Squad of characters (Eight U.S. soldiers) with a combined
and averaged movement rate of 4 inches per turn. As its a squad he
only picks up the squad leader miniature and moves it two inches
across open terrain. As he is keeping his second action for firing he
then moves the other seven members of the squad and positions them
in a rough half circle up to three inches ahead of the squad leader.
RANGED FIRE
Each character will have a rating for its ranged fire ability along
with an optimum range. Shots that are more than double
optimum range are not possible. Ranged fire can be directed at
any target which meets the following conditions. The firing
character can SEE the enemy target. Use the edge of your ruler
to draw a straight line from the centre of the firing character to
the centre of the target.
If there is anything blocking the line of sight (friendly
characters, enemy characters, solid terrain such as forest or a
building) then the shot cannot be taken and another target must
be selected or the firing abandoned. Vehicles can see through
friendly characters and any non solid terrain such as forests but
enemy characters and buildings block their shots as normal.
A character may make one shot per shooting action (meaning
if both actions are elected to be shooting the second shot suffers
the stated negative modifier). Note that Infantry Support
Weapons which are not mounted on vehicles cannot move and
fire at the same turn.
When making the shot check as above if its possible then roll a
D6 dice and apply all relevant modifiers from this list:
EXAMPLE
Tom decides to fire upon John's Infantry Squad with his Elan 5 Light
Vehicle character. He is within a range of 12 inches to the squad leader
of the eight enemy characters (you must always measure to and target
the squad leader when attack squads). He has a Light Vehicle
Automatic Weapon with an optimum range of 10 inches so he is over
optimum range but less than double it so that's a -1 penalty straight
away. He consults the modifier list for firing. He sees that no other
modifiers apply to him. So he needs to roll a 5 or 6 to hit. He rolls...a
6..a hit!
When a squad declares a firing action then EACH member of
the squad chooses a target and performs a fire action on his
own OR the whole squad fires at one target chosen by the squad
leader (use that character for possibility of the shot such as the
range and modifiers) gaining a modifier at the cost of multiple
target choice.
Make all attacks for the whole squad before moving on. We
recommend entire squad single target firing for larger games
of USE ME.
When firing at a single character then your shots will miss or
hit that target but when you are shooting at a squad of any type
then the process is a little different. When shooting at a squad
all shots must be targeted at the squad leader miniature and
not at the other members of the squad. Resolve all shots before
moving on.
EXAMPLE
Johns squad of eight Elan 2 Infantry characters are firing at Tom's
squad of six Elan 4 Infantry characters. John is in woodland (difficult
terrain) but Tom's men are out in the open on a road (excellent
terrain). The range is 7 Inches from John's squad leader to Tom's
squad leader. John consults the modifier table for ranged firing. He is
within optimum range for standard rifles but not under half that, so
no modifier then, his target is in excellent terrain so that is a +1
modifier, his Elan is 2 so that is a -1 modifier, the whole squad is firing
at one target (the enemy squad in targeting its squad leader) so that
is a +1. This makes a net +1 overall. He rolls EIGHT D6, once for
each of his characters and gets these results (needing a 3,4,5 or 6 to
hit with the net +1 to each roll). 1,1,2,3,4,4,6,6 = 5 Hits!
Indirect Fire from characters in the playing area is taken for
each indirect artillery piece they possess (mortars, howitzers,
thrown grenade) and all terrain is ignored but range and other
modifiers apply as normal. Second shots with indirect weapons
and grenades are not allowed. Direct fire weapons are treated
as normal. Grenades are in unlimited supply if paid for and
equipped by an infantry type (not vehicles).
EXAMPLE
Tom possesses a Heavy Vehicle character (a mobile artillery piece
miniature) which is fitted with a Heavy Vehicle Indirect Weapon. The
range to the enemy target (John's Light Vehicle character a light
tank) is 19 Inches. There are two buildings directly ahead which would
make a normal direct shot impossible as you cannot fire through
terrain as stated. But this is no problem for Tom. The shot is worked
out as normal and a hit is scored. Tom then places a 3 Inch round
template over the centre of John's Light Vehicle character. The
template also covers another Light Vehicle of Johns. Tom must now
roll to so if it also is hit.
As long as an indirect / direct weapon (except grenades) has
one crewman attached to it, it may fire. An indirect / direct
weapon which is not a vehicle (such as a light mortar or a heavy
machine gun) must have TWO crew which remain next to it at
all times (these are included in the statistics and points costs
listed) and it must be limbered and moved even if that means
carrying it. Non artillery characters may not operate these
weapons. All firing directed at these targets must be aimed at
the crew and not the weapon.
Grenades and Indirect / Direct fire weapons have an
EXPLOSIVE radius which is listed in the relevant table. If the
explosive radius is not zero, then the target has a template the
size required placed over it and all characters (friendly and
enemy) must roll to see if they are struck also using relevant
modifiers). If a weapon is used with an explosive radius that
rolls to hit and MISSES then you must use deviation to see
where the shot lands.
Deviation on a missed shot which has an explosive radius is
worked out by taking the intended spot for impact and rolls
2D6 dice one after the other.
Note that all directions are given assuming that FORWARD is
the direction the firing character is facing while making the shot
or if no character is present (such as off table support) forward
is the direction AWAY from the play area edge belonging to
the player.
The first roll gives a result of:
1 Forward
2 Forward
3 Forward
4 Right
5 Left
6 Backward
The second roll gives the number of inches in that direction the
shot misses by. Place the template on the new deviated spot
and work out any enemy or friendly hits it gives. Note that in
the case of infantry grenades the maximum distance is three
inches, results of 4,5 or 6 are treated as a result of 3. In the case
of all shots once the attack roll is made and modifiers applied
if the shot is missed then we move on but if the attack hits the
target then you must see if damage takes place.
When shooting at a squad and hits and kills are made, then the
process is slightly different. The player who made the hit can
CHOOSE which of the characters in the enemy squad is
winged, struck, killed etc BUT it may NOT be the squad leader
(privileges of rank!). A squad must always have a leader and
while part of the squad the squad leader is NEVER winged or
struck or killed. All other members of the squad are removed
first which means the squad will break up into single characters
before the squad leader is affected. However once the squad
leader is a single character he is fair game like anyone else!
The possibility of damage and death depends on the
PENETRATION of the attacker's hit against the DEFENCE of
the targets armour and or natural survival abilities. All
weapons have a penetration value and all troops type have a
defence value.
The attacker now rolls 1D6 dice and adds the correct
penetration value for their weapon and character type from the
table.
The target also rolls 1D6 dice and adds their defence value for
their character from the table.
Then compare the results;
EXAMPLE
Elsewhere in the battlefield a squad of five Elan 5 rated infantry
characters belonging to Tom have rolled three hits against an Elan
rated 2 Heavy Vehicle belonging to John. Now its time to see if any
of the hits do some damage. As the squad fired at one target here is
the modifier applied to each; Infantry Weapons against a Heavy
Vehicle -1. Johns vehicle has a net +2 for being Heavy (it does not
count as Armoured so no additional +1 there). Tom rolls three D6
and adds his +1 to each for Penetration results......
John rolls an equal number of D6 (three) for Defence adding his +2
bonus to defend against the shots; declaring as he rolls each of them
which of Tom's rolls it is to oppose. First opposing roll Tom 4, John
4 = NO EFFECT. Second opposing roll Tom 6, John 5 = TARGET
WINGED. Now on the third roll this is important a John's character
is now damaged; the opposed roll is...Tom 3, John 2 = TARGET
WINGED. Disaster for John as the two WINGED results are now
combined and the character counts as STRUCK. He places a struck
marker next to his miniature.
MELEE COMBAT
Melee or close combat can only occur when two characters are
in contact. Contact is defined as the bases of the characters
physically touching after one character moves into and against
the other.
Melee is declared as a first or second action and is then resolved
EXACTLY the same way as ranged fire except that the target
is AUTOMATICALLY hit and you move straight onto the
Penetration verses Defence values D6 roll plus relevant
modifiers.
Rolls are compared then if applicable, the losing character
places a marker for winged, struck or killed. THIS MUST BE
THE CHARACTER IN BASE TO BASE CONTACT there is no
free choice in melee. If the target is missed or not killed it may
IMMEDIATELY make ONE melee attack straight back against
its attacker.
This does not count towards that characters actions for the
turn. In the case of squads in melee only the characters who are
in contact with an enemy character (who is in a squad or not)
may make a close combat attack. This is resolved as normal.
If the squad leader is involved in melee and is effected then, as
with ranged fire, the effect is passed on to any other member
of the squad of the controlling players choice. There is a limit
of four on one target for melee meaning no target may ever be
attacked by more than four characters in one turn.
EXAMPLE
Two squads of five get into a tussle and melee combat is begun when
Tom moves his Infantry into base to base contact with John's.
Arranging his characters within 3 inches of the squad leader he brings
three of them into contact with three of John's characters including
his squad leader. The modifiers to both sides are worked out and the
same modifier applies to ALL three melee attacks as they are in the
same squad.
There are no modifiers as both sides are Infantry with Infantry
weapons, neither is Hunkered Down and none of them are WINGED
or STRUCK. Tom rolls a 4,6,6 and to oppose it John rolls a 5,4,2. This
means a net result of -1 on the first melee (NO EFFECT), +2 on the
second (STRUCK) and +4 (KILLED) on the last.
HUNKER DOWN
A character of any Infantry or Light Vehicle type, except for
Aircraft and Helicopters, may declare its entire actions for its
activation to be Hunker Down. No Heavy Vehicle or Super
Heavy Vehicle or Aircraft may ever hunker down.
Once the character has declared itself to be hunkered down
then it gains the listed benefits until its next activation. It may
not move or fire but may defend itself in melee as normal if
attacked. Place a marker next to the character.
This effect lasts ONE turn; UNTIL THE CHARACTER IS
ACTIVATED AGAIN. A squad can hunker down if the squad
leader chooses it to do so. Place a marker next to each character
to show the effect. However the ENTIRE squad must take this
action or it is not in effect for any character in the squad.
SPECIAL ACTION
While the USE ME rules do not require any special actions some
players wish to include them in their games. You can see the
advanced rules for details of these. All special actions listed in
the advanced rules are used in play at this point by characters
if they are able to do so.
UNIQUE ACTION
A unique action can only take place when a scenario has it
included. For example if your game requires that a bomb is
placed that is a unique action. Or that a notable personality is
rendered unconscious, that is also a unique action.
These should be agreed by players before the game commences.
Once all characters have been activated and chosen their actions
and the outcomes of all those actions have been played, then
the In Play Phase ends for the turn and the Off Table Action
Phase begins.
USE M E
Ultra Simple Engine
Miniature Engagements
This phase is not required for the typical game of USE ME and
should be skipped unless you wish to add elements to your
play which are included here.
These elements should be agreed and worked out before the
game begins. See below. In this phase all off table artillery and
air support can be called in. Also any characters who enter the
game late, such as paratroopers, get their chance to join the fray.
Satellite Briefing
If your forces have chosen this option then in turn one of the
game place two (2) inch templates, per use, anywhere in the
playing area. Any enemy character whose base is FULLY
covered by the template is affected by this option. Any
character who is under the template loses all actions for the first
turn when activated. Activation passes them over for the next
eligible character. This support represents intelligence given
before combat by high technology. Unless otherwise stated this
is a ONE or TWO use per take support option per game.
This support costs per use: 15
CONSOLIDATION PHASE
At this point in the turn remove all of the killed miniatures and
no longer needed markers. This tidies up the playing area. Also
at this time see if its the end of the game, the last turn or if the
stated scenario objective is met by one side or another.
If its not the end of the game then begin the next turn with the
initiative phase and continue on.
END
USE M E
Ultra Simple Engine
Miniature Engagements
ADVANCED RULES
SPECIAL CASES
Special Cases in play are part of the game and you can apply
any of these which follow to your missions. All players should
make the selection before the game begins and agree on which
special cases are included.
THE MEDIA
Today's battlefields are closely observed by the media,
providing the world's readers and viewers with gruesome
entertainment of sorts and bringing to public light the deeds
and misdeeds of the combatants involved.
In game terms, place the Media team, or reporter, on the table;
treat them as Infantry (in some cases Armoured), but they
usually stay in the same location for the short time represented
by a USE ME MODERN battle.
The Media's effects are determined by the scenario at hand. In
most cases, Western forces will have a secondary objective of
avoiding harming the Media team and avoiding hurting
civilians in the Line of Sight of the Media team; non-Western
forces, such as China, Iran or North Korea, simply don't care;
and terrorists might have a secondary objective of kidnapping
or killing the Media team, or blowing up stuff in their Line of
Sight for propaganda purposes!
Typical Media events will be along the line of a three character
team, one presenter, one camera operator and one sound
operator who will all attempt to remain within one inch of each
other at all times. They will attempt to get within twenty inches
of a firefight or casualty and to film it for one turn before
moving on.
It is up to the players to embed the media team with a force
and to assign scenario conditions beyond not killing the team
or harming civilians in their line of sight.
CIVILIANS
IN
USE ME MODERN
USE M E
Ultra Simple Engine
Miniature Engagements
It is not always the case that you will have access to another
living, thinking and willing human being with which to have
a quick game of USE ME. If this is the case and you wish to play
on your own the following solo rules come into use. It should
be kept in mind that due to space constraints, a certain degree
of common sense is required when using the solo rules. In odd
situations unforeseen by these rules the tossing of a coin should
always supersede the rules as listed here. Your characters
should behave in a manner that suits them in the game you are
playing.
The Solo rules have been written concisely and are intended as
general instructions for directing the actions of your "robot"
opponent. Feel free to modify, replace or completely ignore any
rules you see here.
USE ME Solo Rules
When playing a Solo game you should follow the rules and
process laid out as follows. Every game will have a rating of
A, B, or C for each side.
A is for the side which is generally the aggressor. B is for when
both sides are generally trying to obtain the same objective such
as a meeting engagement or trying to secure a piece of terrain
in the middle of the table. C is for the side that is acting as the
defender in a given scenario.
Given this knowledge, you must roll here to determine the
general aggression level. Use a D6 dice:
D6 Roll Roll Result:
Rating A 1 to 4 Aggressive, 5 Neutral, 6 Defensive
Rating B 1 to 4 Neutral, 5 Aggressive, 6 Defensive
Rating C 1 to 4 Defensive, 5 Neutral, 6 Aggressive
Aggressive
The figures in the enemy force will generally attempt to engage
in hand to hand and will abandon safety for the opportunity
to inflict damage on your men.
Neutral
The enemy force will try to balance attacking and keeping itself
alive.
Defensive
Will have a tendency to stay put or search for cover and attack
you from afar.
The enemy force in these basic solo rules will always consist of
a points or cost within 10% of your own force. They will be
armed with weapons and have elan ratings that MAKE SENSE
for the miniatures you have. They may or may not have one
lot of Off Table Support. You may group infantry characters
into squads if the size of the game makes it reasonable. During
play you follow the normal rules for setting up and for each
turn sequence. You activate and use your own forces as normal.
However when the 'robot' player activates his characters here
is the process.
USE M E
Ultra Simple Engine
Miniature Engagements
Infantry
Light Vehicle
Heavy Vehicle
Elan Rating 6
12
15
19
25
Elan Rating 5
11
14
20
Elan Rating 4
10
14
Elan Rating 3
Elan Rating 2
Elan Rating 1
12
10
13
18
12
20
16
Infantry
Light Vehicle
Heavy Vehicle
Super Heavy
Vehicle
Vehicle Cannon
10
12
13
Side Arms
Standard Rifle or
Sub Machinegun
Superior Rifle
Heavy Weapon
Grenade
15
18
ARMOURED
EXAMPLE
Mark wants to make up a platoon sized force to go with his group of
U.S. Marines infantry miniatures and his three M1 Abrams tanks.
To this end he decides on three Heavy Vehicles, three eight-character
Infantry Squads, and one four-character Infantry Squad (the
command team). Each of the vehicles will be the same and each of the
squads will be the same, except for the command team. Here is how
he does it with costs in brackets; Infantry Character, Elan 5 (8), Move
4 Inch (3), Armoured (1), Rifle (2), and Grenade (2) for a total of 16
per character. This means a cost of 16 x7 =112 for the seven riflemen
in each squad, as well as 16 for one soldier for each squad equipped
with a SAW, for a total of 128 per squad. Then a total of for all three
squads is 384. The four-character Command Team costs 16x4 = 64.
Heavy Vehicle Character, Elan 5 (14), Move 8 Inch (13), Vehicle
Cannon (7), Vehicle Automatic Weapon (5), Armoured (8) for a total
of 47 per Heavy Vehicle; this is multiplied by x1.15 for added Reactive
Armour for a final cost of 55. Then a total of 165 for all three vehicles.
He then decides to take a Long Range Artillery Support option for
cost 20. The total cost of his force therefore is 633 points.
FORCE LISTS
The following lists represent various combatant forces in our
modern world in USE ME MODERN stats. These lists have
been composed of data openly available on public, international
internet sources such as Wikipedia and do not seek, in any way,
to reveal anything which is confidential.
The data is geared towards ultra-modern forces of the early
21st century.
French Republic
French Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
French SAW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
French LRAC Infantry (Armoured), Elan 4, Move 4, Heavy Weapon, Anti-Tank. 18 points.
French Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
French MILAN Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
French GPMG - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
French 60mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 4, Move 4. 28 points.
AMX-10P VCI Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
VAB - Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
AMX-10P HOT or AMX-10 RC Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Auto Weapon. 27 points.
VAB VPM 81 - Light Vehicle (Armoured), Elan 4, Move 12, Indirect Weapon, Automatic Weapon. 34 points.
AMX-30 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
Foreign Legion Rifleman Infantry (Armoured), Elan 5, Move 6, Superior Rifle, Grenade. 19 points.
Foreign Legion SAW Infantry (Armoured), Elan 5, Move 6, Heavy Weapon. 18 points.
Foreign Legion LRAC Infantry (Armoured), Elan 5, Move 6, Heavy Weapon, Anti-Tank. 22 points.
Foreign Legion Sniper Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Sniper. 24 points.
Foreign Legion MILAN Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 6, Anti-Tank. 36 points.
Foreign Legion GPMG - Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 6. 29 points.
Foreign Legion 60mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 5, Move 6. 32 points.
Foreign Legion AMX-10P VCI Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
Foreign Legion VAB - Light Vehicle (Armoured), Elan 5, Move 12, Automatic Weapon. 31 points.
Foreign Legion AMX-10P HOT or AMX-10 RC Light Veh (Armrd), Elan 5, Move 8, Cannon, Auto Wpn. 30 pts.
Foreign Legion VAB VPM 81 - Light Vehicle (Armoured), Elan 5, Move 12, Indirect Weapon, Auto Wpn. 37 pts.
Foreign Legion AMX-30 Heavy Vehicle (Armoured), Elan 5, Move 8, Cannon, Automatic Weapon. 47 points.
Great Britain
British Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
British LSW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
British Sniper Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Sniper. 15 points.
British GPMG Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
British MILAN or Javelin Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
British Stinger Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Aircraft. 30 points.
British L9A1 51mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 4, Move 4. 28 points.
Landrover or Panther Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Bedford TK Light Vehicle, Elan 4, Move 12. 20 points.
Mastiff PPV Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Stormer APC Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Stormer HVM Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 29 points.
Saxon APC Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
Great Britain
Warrior or Scimitar- Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
Spartan or Sultan Light Vehicle (Armoured), Elan 4, Move 12, Automatic Weapon. 28 points.
Spartan MCT Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
Striker Light Vehicle (Armoured), Elan 4, Move 12, Indirect Weapon, Automatic Weapon. 34 points.
Challenger 1 or 2 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
AS-90 Braveheart Heavy Vehicle, Elan 4, Move 8, Indirect Weapon, Automatic Weapon. 36 points.
Aerospatiale Gazelle Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
Westland Lynx Light Vehicle (Helicopter), Elan 5, Move 12, Automatic Weapon. 26 points.
Royal Marines Rifleman Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Grenade. 17 points.
Royal Marines Infantry (Armoured), Elan 5, Move 4, Heavy Weapon. 16 points.
Royal Marines Sniper Infantry (Armoured), Elan 5, Move 4, Superior Rifle, Sniper. 17 points.
Royal Marines GPMG Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4. 27 points.
Royal Marines MILAN or Javelin Infantry Sup Wpn (Direct) (Armoured), Elan 5, Move 4, Anti-Tank. 35 points.
Royal Marines Stinger Infantry Support Weapon (Direct) (Armoured), Elan 5, Move 4, Anti-Aircraft. 33 points.
Royal Marines L9A1 51mm Mortar Infantry Support Weapon (Indirect) (Armoured), Elan 5, Move 4. 30 points.
Royal Marines Landrover Light Vehicle, Elan 5, Move 12, Automatic Weapon. 26 points.
Royal Marines BvS 10 Light Vehicle (Armoured), Elan 5, Move 8, Automatic Weapon. 26 points.
Royal Marines Westland WS-61 Sea King Light Vehicle (Helicopter), Elan 6, Move 12, Auto Wpn. 30 points.
Royal Marines Westland Lynx Light Vehicle (Helicopter), Elan 6, Move 12, Automatic Weapon. 30 points.
SAS Rifleman Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Grenade. 23 points.
SAS LSW Infantry (Armoured), Elan 6, Move 6, Heavy Weapon. 22 points.
SAS Sniper - Infantry (Armoured), Elan 6, Move 6, Superior Rifle, Sniper. 24 points.
SAS GPMG Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6. 33 points.
SAS MILAN or Javelin Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6, Anti-Tank. 42 points.
SAS Stinger Infantry Support Weapon (Direct) (Armoured), Elan 6, Move 6, Anti-Aircraft. 40 points.
SAS Landrover or Panther Light Vehicle, Elan 6, Move 12, Automatic Weapon. 29 points.
SAS Aerospatiale Gazelle Light Vehicle (Helicopter), Elan 6, Move 12, Cannon, Auto Weapon. 34 points.
British BAe GR7 Harrier Light Vehicle (Aircraft), Elan 5, Move 16, Cannon, Automatic Weapon. 34 points.
Russian Federation
Russian Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Russian RPK-74 Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Russian RPG-29 or RPG-32 - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Russian SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
Russian Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Russian HMG - Infantry Support Weapon (Direct), Elan 4, Move 4. 24 points.
AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
GAZ-69 or UAZ-469 Light Vehicle, Elan 4, Move 12. 20 points.
GAZ-66 or GAZ-33097 Light Vehicle, Elan 3, Move 8. 12 points.
Ural-375D or Ural-4320 Heavy Vehicle, Elan 3, Move 8. 20 points.
BMD, BMP or BTR-80A Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
BTR-D, MTLB, BTR-70 or BTR-80 - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 27 points.
BTR-90 Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
BRDM-2 Light Vehicle (Armored), Elan 4, Move 12, Automatic Weapon. 28 points.
BRDM-2 with AT-5 ("Konkurs") Light Vehicle (Armored), Elan 4, Move 12, Cannon, Auto Weapon. 32 points.
9K33 OSA (SA-8 Gecko) Light Vehicle, Elan 4, Move 8, Cannon, Anti-Aircraft. 23 points.
9K35 Strela-10 (SA-13 Gopher) Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 29 points.
ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft. 14 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 28 points.
2S6 Tunguska Heavy Vehicle, Elan 4, Move 8, Cannon, Automatic Weapon, Anti-Aircraft. 42 points.
T-55 or T-64 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
T-72 or T-80 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
T-72BM, T-80BV ERA or T90 Heavy Veh (Armrd), Elan 4, Move 8, Cannon, Auto Wpn, React Armour. 50 pts.
2S19 MSTA-S or 2S5 Giatsint-S Heavy Vehicle (Armoured), Elan 4, Move 8, Indirect Wpn, Auto Wpn. 44 pts.
Russian Federation
2S7 Pion Super Heavy Vehicle, Elan 4, Move 6, Indirect Weapon. 38 points.
Airborne Rifleman Infantry, Elan 4, Move 6, Rifle, Grenade. 15 points.
Airborne RPK-74 Infantry, Elan 4, Move 6, Heavy Weapon. 15 points.
Airborne RPG-29 or RPG-32 Infantry, Elan 4, Move 6, Heavy Weapon, Anti-Tank. 19 points.
Airborne SA-7 Strela 2 Infantry, Elan 4, Move 6, Heavy Weapon, Anti-Aircraft. 18 points.
Airborne Sniper Infantry, Elan 4, Move 6, Superior Rifle, Sniper. 16 points.
Airborne AT-4 Spigot Infantry Support Weapon (Direct), Elan 4, Move 6, Anti-Tank. 33 points.
Airborne HMG Infantry Support Weapon (Direct), Elan 4, Move 6. 26 points.
Airborne GAZ-69 or UAZ-469 Light Vehicle, Elan 5, Move 12. 23 points.
Airborne BMD or BTR-D Light Vehicle (Armoured), Elan 5, Move 8, Cannon, Automatic Weapon. 30 points.
Spetznaz Rifleman Infantry, Elan 6, Move 8, Superior Rifle, Grenade. 27 points.
Spetznaz RPK-74 Infantry, Elan 6, Move 8, Heavy Weapon. 28 points.
Spetznaz RPG-29 or RPG-32 Infantry, Elan 6, Move 8, Heavy Weapon, Anti-Tank. 35 points.
Spetznaz SA-7 Strela 2 Infantry, Elan 6, Move 8, Heavy Weapon, Anti-Aircraft. 34 points.
Spetznaz Sniper Infantry, Elan 6, Move 8, Superior Rifle, Sniper. 28 points.
Spetznaz HMG - Infantry Support Weapon (Direct), Elan 6, Move 6. 32 points.
Spetznaz AT-4 Spigot Infantry Support Weapon (Direct), Elan 6, Move 6, Anti-Tank. 40 points.
Spetznaz GAZ-69 or UAZ-469 Light Vehicle, Elan 6, Move 12. 27 points.
Spetznaz BTR-90 Light Vehicle (Armoured), Elan 6, Move 12, Cannon, Automatic Weapon. 39 points.
Su-25 or Su-34 Light Veh (Armoured) (Aircraft), Elan 5, Move 16, Cannon, Auto Wpn, Anti-Aircraft. 47 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 4, Move 8. 23 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 5, Move 12, Cannon. 27 points.
Mil Mi-24 or Mil Mi-28 Light Vehicle (Armoured) (Helicopter), Elan 5, Move 12, Cannon, Auto Wpn. 35 points.
Republic of China
Republic of China Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Republic of China T-75 LMG Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Republic of China M-72 LAW - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Republic of China Stinger - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
Republic of China Sniper Infantry, Elan 4, Move 4, Superior Rifle, Sniper. 14 points.
Republic of China M2 HMG - Infantry Support Weapon (Direct), Elan 3, Move 4. 22 points.
Republic of China Javelin Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
HMMWV Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
HMMWV Avenger Light Vehicle, Elan 4, Move 12, Cannon, Anti-Aircraft. 29 points.
M813 Truck Light Vehicle, Elan 4, Move 12. 20 points.
HEMTT Truck Heavy Vehicle, Elan 4, Move 12. 30 points.
M113 or CM-21 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
TIFV CM-32 Light Vehicle (Armoured), Elan 4, Move 12, Cannon, Automatic Weapon. 32 points.
M41D - Light Vehicle (Armoured), Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 28 points.
M48A3, CM-11 or M60A TTS Heavy Veh (Armoured), Elan 4, Move 6, Cannon, Auto Weapon. 39 points.
M108, M109A6 or M110 Heavy Veh (Armoured), Elan 4, Move 6, Indirect Weapon, Auto Weapon. 40 points.
UH-1 "Huey" Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
AH-64 Apache Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
UH-60 Black Hawk Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
Republic of Korea
Republic of Korea Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
Republic of Korea K3 LMG Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
Republic of Korea M-72 LAW Infantry (Armoured), Elan 4, Move 4, Heavy Weapon. 14 points.
Republic or Korea Sniper Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Sniper. 15 points.
Republic of Korea K6 .50-cal HMG - Infantry Support Weapon (Direct) (Armoured), Elan 4, Move 4. 25 points.
Republic of Korea Panzerfaust 3 Inf Sup Weapon (Direct) (Armoured), Elan 4, Move 4, Anti-Tank. 32 points.
Republic of Korea Stinger, Javelin or Shingung Inf Sup Wpn (Dir) (Armd), Elan 4, Move 4, Anti-Air. 30 pts.
BMP-3 Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 27 points.
K-200 or KAAV7A1 or M113 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
K-242A1 Light Vehicle (Armoured), Elan 4, Move 8, Indirect Weapon, Automatic Weapon. 29 points.
K-21 Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Reactive Armour. 27 points.
K-263A Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 28 points.
K-30 Biho Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Anti-Aircraft. 30 points.
T-80 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
K1 88 Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon, Reactive Armour. 41 points.
K2 Black Panther Heavy Veh (Armoured), Elan 5, Move 8, Cannon, Auto Wpn, Reactive Armour. 48 points.
M107, M109 or M110 Heavy Vehicle (Armoured), Elan 4, Move 6, Indirect Weapon, Auto Weapon. 40 points.
UH-1 Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
H1-1 Cobra Light Vehicle (Helicopter), Elan 5, Move 12, Cannon, Automatic Weapon. 30 points.
UH-60 Black Hawk Light Vehicle (Helicopter), Elan 4, Move 12, Automatic Weapon. 23 points.
Taliban
Taliban Militant Infantry, Elan 4, Move 4, Rifle, Grenade, Guerrilla. 15 points.
Taliban Veteran - Infantry, Elan 5, Move 4, Rifle, Grenade, Guerrilla. 17 points.
Taliban RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Taliban RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Taliban Sniper Infantry, Elan 5, Move 4, Superior Rifle, Sniper, Guerrilla. 17 points.
Taliban DShK HMG Infantry Support Weapon (Direct), Elan 4, Move 2, Guerrilla. 25 points.
Taliban SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft, Guerrilla. 18 points.
Taliban Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Taliban AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank, Guerrilla. 33 points.
Taliban Technical Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Taliban Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.
Taliban ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft. 14 points.
Taliban ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Anti-Aircraft. 29 points.
Taliban T-55 Heavy Vehicle, Elan 4, Move 6, Cannon, Automatic Weapon. 31 points.
Hezbollah
Hezbollah Fighter Infantry, Elan 4, Move 4, Rifle, Grenade, Guerrilla. 15 points.
Hezbollah RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Hezbollah RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon, Guerrilla. 15 points.
Hezbollah DShK HMG Infantry Support Weapon (Direct), Elan 4, Move 2, Guerrilla. 25 points.
Hezbollah Saeghe-2 - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank, Guerilla. 19 points.
Hezbollah Sniper Infantry, Elan 5, Move 4, Superior Rifle, Guerrilla. 16 points.
Hezbollah AT-4 Spigot or AT-5 Konkurs Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank, Guerrilla. 33 points.
Hezbollah SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft, Guerrilla. 18 points.
Hezbollah ZU-23-2 Light Vehicle, Elan 4, No Move, Automatic Weapon, Anti-Aircraft, Guerrilla. 16 points.
Hezbollah Technical Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Republic of Iraq
Iraqi Rifleman Infantry, Elan 2, Move 4, Rifle. 7 points.
Iraqi RPK-47 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Iraqi RPG-7 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Republican Guard Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Republican Guard RPK-47 - Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
Republican Guard RPG-7 - Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
AT-4 Spigot Infantry Support Weapon (Direct), Elan 2, Move 4, Anti-Tank. 26 points.
Republican Guard AT-4 Spigot Infantry Support Weapon (Direct), Elan 4, Move 4, Anti-Tank. 30 points.
SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 2, Move 4, Heavy Weapon, Anti-Aircraft. 12 points.
Republican Guard SA-7 Strela 2 or SA-18 Igla - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Aircraft. 16 points.
HMMWV Light Vehicle, Elan 2, Move 12, Automatic Weapon. 17 points.
MTLB - Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon. 21 points.
BRDM-2 Light Vehicle (Armored), Elan 2, Move 12, Automatic Weapon. 22 points.
BMP or BTR-80A Light Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 18 points.
Republican Guard BTR-80A Light Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 24 points.
Panhard AML 60/90 Light Vehicle, Elan 2, Move 12, Cannon, Automatic Weapon. 19 points.
M3 Bradley Light Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 21 points.
ZSU 23-4 Shilka Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon, Anti-Aircraft. 22 points.
T-55 Heavy Vehicle, Elan 2, Move 6, Cannon, Automatic Weapon. 24 points.
T-72 or Lion of Babylon Heavy Vehicle (Armoured), Elan 2, Move 8, Cannon, Automatic Weapon. 36 points.
Republican Guard Lion of Babylon Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon. 43 points.
Mil Mi-6 Heavy Vehicle (Helicopter), Elan 3, Move 8. 20 points.
Mil Mi-8 - Light Vehicle (Helicopter), Elan 4, Move 12, Cannon. 24 points.
Israel
Israeli Rifleman Infantry, Elan 4, Move 4, Rifle, Grenade. 13 points.
Well-Equipped Israeli Rifleman Infantry (Armoured), Elan 4, Move 4, Superior Rifle, Grenade. 15 points.
Negev LMG Infantry, Elan 4, Move 4, Heavy Weapon. 13 points.
M47 Dragon - Infantry, Elan 4, Move 4, Heavy Weapon, Anti-Tank. 17 points.
Israeli Sniper Infantry, Elan 6, Move 4, Superior Rifle, Sniper. 20 points.
Israeli Paratrooper Infantry, Elan 5, Move 6, Superior Rifle, Grenade. 18 points.
Israeli Paratrooper Machinegunner - Elan 5, Move 6, Heavy Weapon. 17 points.
Israeli Paratrooper M47 Gunner - Elan 5, Move 6, Heavy Weapon, Anti-Tank. 22 points.
Sayeret Rifleman Infantry, Elan 6, Move 6, Superior Rifle, Grenade, Guerilla. 25 points.
Sayeret Machinegunner Infantry, Elan 6, Move 6, Heavy Weapon, Guerilla. 24 points.
Sayeret M47 Gunner - Infantry, Elan 6, Move 6, Heavy Weapon, Anti-Tank Guerilla. 30 points.
HMMWV Light Vehicle, Elan 4, Move 12, Automatic Weapon. 23 points.
Paratrooper HMMWV - Light Vehicle, Elan 5, Move 12, Automatic Weapon. 26 points.
Sayeret HMMWV - Light Vehicle, Elan 6, Move 12, Automatic Weapon. 30 points.
Achzarit Light Vehicle (Armoured), Elan 4, Move 6, Automatic Weapon. 20 points.
M113 Zelda Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Namer - Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon, Reactive Armour. 27 points.
M109A3 - Heavy Vehicle (Armoured), Elan 4, Move 6, Indirect Weapon, Automatic Weapon. 40 points.
Magach Heavy Vehicle (Armoured), Elan 4, Move 6, Cannon, Automatic Weapon, Reactive Armour. 45 points.
Merkava Heavy Vehicle (Armoured), Elan 4, Move 8, Cannon, Automatic Weapon, Reactive Armour. 49 points.
Generic Insurgents
Insurgent Rifleman Infantry, Elan 3, Move 4, Rifle, Grenade, Guerrilla. 13 points.
Insurgent RPK-47 - Infantry, Elan 3, Move 4, Heavy Weapon, Guerrilla. 13 points.
Insurgent RPG-7 - Infantry, Elan 3, Move 4, Heavy Weapon, Guerrilla. 13 points.
Insurgent SA-7 Strela 2 - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Fanatical Suicide Bomber Infantry, Elan 6, Move 6, Sidearm, Suicide Bomber, Guerrilla. 24 points.
Insurgent DShK HMG Infantry Support Weapon (Direct), Elan 3, Move 2. 20 points.
Insurgent Mortar Infantry Support Weapon (Indirect), Elan 3, Move 2. 23 points.
Insurgent Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.
Generic Militia
Child Soldier Infantry, Elan 1, Move 2, Rifle. 4 points.
Militia Rifleman Infantry, Elan 2, Move 4, Rifle. 7 points.
Militia RPK-47 Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Militia RPG-7 - Infantry, Elan 2, Move 4, Heavy Weapon. 9 points.
Militia SA-7 Strela 2 - Infantry, Elan 2, Move 4, Heavy Weapon, Anti-Aircraft. 12 points.
Militia DShK HMG Infantry Support Weapon (Direct), Elan 2, Move 2. 18 points.
Militia Mortar Infantry Support Weapon (Indirect), Elan 2, Move 2. 21 points.
Car, Truck or Jeep Light Vehicle, Elan 2, Move 12. 14 points.
Semi-Trailer Heavy Vehicle, Elan 2, Move 8. 16 points.
Technical Light Vehicle, Elan 2, Move 12, Automatic Weapon. 17 points.
BTR-152 Light Vehicle, Elan 2, Move 8, Automatic Weapon. 12 points.
BTR-60 - Light Vehicle (Armoured), Elan 2, Move 8, Automatic Weapon. 17 points.
T-55 Heavy Vehicle, Elan 2, Move 6, Cannon, Automatic Weapon. 24 points.
Generic Terrorists
Amateur Terrorist Infantry, Elan 1, Move 4, Sidearm, Improvised Grenade. 6 points.
Typical Terrorist Infantry, Elan 3, Move 6, Rifle, Grenade. 13 points.
Hardened Terrorist Infantry (Armoured), Elan 5, Move 6, Superior Rifle, Grenade, Guerrilla. 21 points.
Terrorist Machinegunner - Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Terrorist RPG-7 - Infantry, Elan 3, Move 4, Heavy Weapon. 11 points.
Terrorist SA-7 Strela 2 - Infantry, Elan 3, Move 4, Heavy Weapon, Anti-Aircraft. 14 points.
Suicide Bomber Infantry, Elan 4, Move 6, Sidearm, Suicide Bomber. 15 points.
Fanatical Suicide Bomber Infantry, Elan 6, Move 6, Sidearm, Suicide Bomber, Guerrilla. 24 points.
Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
Car Bomb Light Vehicle, Elan 4, Move 12, Suicide Bomber. 26 points.
Generic Criminals
Street Scum Infantry, Elan 1, Move 4, Sidearm. 5 points.
Gangbanger Infantry, Elan 2, Move 4, Sidearm. 6 points.
Professional Criminal Infantry, Elan 3, Move 4, Rifle, Guerrilla. 10 points.
Made Man Infantry (Armoured), Elan 4, Move 4, Rifle, Grenade. 14 points.
Vory v Zakone Infantry, Elan 6, Move 6, Rifle, Grenade, Hero. 27 points.
Professional Assassin Infantry, Elan 6, Move 4, Superior Rifle, Sniper. 20 points.
Biker Ganger Light Vehicle, Elan 3, Move 16. 21 points.
Pimpmobile Light Vehicle, Elan 3, Move 12. 17 points.
Technical Light Vehicle, Elan 3, Move 12, Automatic Weapon. 20 points.
Generic Cops
Third-World Policeman Infantry, Elan 2, Move 4, Rifle. 7 points.
Western Cop Infantry (Armoured) Elan 3, Move 4, Sidearm. 9 points.
Veteran Western Cop - Infantry (Armoured) Elan 4, Move 4, Rifle. 12 points.
SWAT Trooper - Infantry (Armoured) Elan 5, Move 4, Superior Rifle, Grenade. 17 points.
Veteran SWAT Trooper - Infantry (Armoured) Elan 6, Move 4, Superior Rifle, Grenade, Hero. 27 points.
SWAT Sniper - Infantry (Armoured) Elan 6, Move 4, Superior Rifle, Sniper. 21 points.
Police Motorcycle - Light Vehicle, Elan 4, Move 16. 24 points.
Cop Car Light Vehicle, Elan 3, Move 12. 17 points.
Police Armoured Car Light Vehicle (Armoured), Elan 4, Move 8, Automatic Weapon. 23 points.
Police Helicopter Light Vehicle (Helicopter), Elan 5, Move 12, Automatic Weapon. 26 points.
USE M E
Ultra Simple Engine
Miniature Engagements
Thank You!
USE M E
Ultra Simple Engine
Miniature Engagements
Initiative Phase
Roll for winning the initiative. One roll for each player.
In Play Phase
Characters or Formations with the highest ELAN rating in
play activate and conduct all movement, shooting, melee and
all other possible actions until exhausted. Characters or
Formations with the next highest ELAN rating do the same.
Continue down the ELAN ratings until you reach the lowest
one and active the lowest rating as above.
Off Table Action Phase
Each player can at this point make use of any paid for abilities
taken from the Off Table Support options before play began.
See the Off Table Phase for details.
Consolidation Phase
Return to Initiative Phase' unless its the last turn of game or
an objective is met in which case play ends.