KEMBAR78
Spectre Frontlines | PDF | Gun Turret | Machine Gun
0% found this document useful (0 votes)
1K views78 pages

Spectre Frontlines

Frontlines is the first expansion for Spectre Operations, introducing new rules, actions, and a comprehensive vehicle combat system. It includes over 50 vehicle profiles, advanced rules for various combat scenarios, and new gameplay mechanics such as Blind Fire and Warning Shots. The expansion enhances tactical depth and allows for diverse scenarios, catering to both military and law enforcement contexts.

Uploaded by

Copo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
1K views78 pages

Spectre Frontlines

Frontlines is the first expansion for Spectre Operations, introducing new rules, actions, and a comprehensive vehicle combat system. It includes over 50 vehicle profiles, advanced rules for various combat scenarios, and new gameplay mechanics such as Blind Fire and Warning Shots. The expansion enhances tactical depth and allows for diverse scenarios, catering to both military and law enforcement contexts.

Uploaded by

Copo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 78

Welcome to Frontlines - the first expansion for Spectre

Operations, introducing new Actions, Scenario rules and a


brand new vehicle system.

Frontlines Written By
Stephen May

LAYOUT AND DESIGN - Ben Galbraith TERRAIN BY - Black Site Studios,


Urban Scatter, and Spectre Miniatures
EDITING - Jessica Lloyd-May
SPECTRE TEAM - Stephen May,
Jessica Lloyd-May, and Becki Scollick
MINIATURES SCULPTED BY -
Stephen May
SPECIAL THANKS - Becki Scollick,
Andrew Fisher, Casey Pittman, Connor
MINIATURES PAINTED BY - Stephen Erickstad, Mr Whiskey, along with all
May, Andrew Taylor, and John Morris of our Military and Law Enforcement
Advisors.
PHOTOGRAPHY BY - Stephen May

INTERNAL ART BY - Ben Galbraith


and Stephen May

Copyright © Spectre Miniatures 2024

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system,
or transmitted, in any forms or by any means without the prior written permission of Spectre
Miniatures, nor be otherwise circulated in any form of binding or cover other than that in which
it is published and without a similar condition being imposed on the subsequent purchaser.

First published in the UK in November 2024.

Rules Version 0.1 - First Printing


Chapter 1 Chapter 2 Chapter 3

Rules Vehicles Scenarios

Intro 7 Civilian Vehicles 25 Scenario 1 - Breakthrough 69


New Actions 8 Light Vehicles 27 Scenario 2 - Outpost 71
Advanced Rules 10 Medium Vehicles 35
Untrained Mob Stress Table 10 Heavy Vehicles 39
Gathering Crowds Table 10 Machine Guns 45
Mounted Elements 13 Autocannons 45
Trenches 15 Weapons Profiles 45
Rules Of Engagement 16 Chainguns 46
Positive Identification (Pid) 17 Technical Guns 46
Operational Reach 17 Anti-Tank Weapons 47
Escalations 18 Main Cannons 47
Advanced Vehicle Rules 19 Vehicle Systems 49
Drones 53
Unmanned Ground Vehicles 56
Helicopters 57
Helicopter Glancing Hit Table 59
Helicopter Penetrating Hit Table 59
Civilian Helicopters 60
Light Helicopters 61
Medium Helicopters 61
Heavy Helicopters 62
Helicopter Vehicle Systems 65
Chapter 1

RULES
Intro 7
New Actions 8
Advanced Rules 10
Untrained Mob Stress Table 10
Gathering Crowds Table 10
Mounted Elements 13
Trenches 15
Rules Of Engagement 16
Positive Identification (Pid) 17
Operational Reach 17
Escalations 18
Advanced Vehicle Rules 19
INTRO
Spectre Operations: Frontlines is the first expansion for Spectre Operations with new rules which will allow players to
represent the threats facing those on the frontlines. These rules can be used for a multitude of scenarios and forces,
whether they are soldiers on the battlefields of Europe or law enforcement officers, combating threats at home.
Intro

Frontlines introduces a brand new, in-depth vehicle combat system, with over 50 vehicle profiles and new actions,
such as Advisors, Blind Fire, Warning Shots and Rules of Engagement. New escalations are also featured, along with
rules for mounted elements and trench warfare.
Multiple new exciting scenarios are also included, combining all the new rules and more!

The Rules in this book require a copy of Spectre Operations to be used in full.

7
NEW ACTIONS
These Actions can be performed by any Element in addition to those presented in Spectre Operations.

New Actions
MOMENTUM SURGE
MOMENTUM SURGE EXAMPLE:
Sometimes an Element may be required to push Becki’s element needs to get further in her
themselves to their limits and beyond in order to achieve turn than her current Momentum of 2 will
an objective. An Element may choose to use a Momentum allow. She declares that this element will
Surge once per game. This surge allows the Element to surge 2, giving them a Momentum of 4 for
use Momentum that they would otherwise generate in this turn but 0 next turn. Her element moves
their next turn to perform actions in the current turn. The 14” this turn, but generates 0 Momentum
Element must declare if they are using 1 or 2 of their next next turn.
momentum generation and may immediately use that
extra momentum in the current turn.

In the following turn, the Element will not generate any


momentum declared when using a Surge and must wait
until the following term to generate momentum again.

This momentum must be used by the Element performing


the Surge and is not added to the Force Momentum. It is
important to note that a Suppressed Element would only
generate 1 momentum in their following turn, so may
only Surge 1.

TRAINED ACTION: BREAKDOWN


A trained Element may break an Element down into smaller teams, the composition of which depends on the training
level of the Element.

► Enlisted or Veteran Elements may be split into two equal teams, rounding down.
► Tier 2 Elements may be split into 3 equal teams, rounding down.
► Tier 1 Elements may split into any number of teams, with at least 1 model in each.

When an Element breaks down into smaller teams, those teams will become independent Elements, following all the
normal Element rules for cohesion, generating Momentum and performing actions.

REFORM
Teams may reform into their original Element by performing a Reform action. To do this, all of the teams that made
up the original Element must be within cohesion distance from at least one other team that made the original
Element. When Reformed, the Element will revert back to generating Momentum as normal.

When reforming, the Elements stress level will be that of the team with the highest value.

EXAMPLE:
8
If 2 teams reformed into an Element, one of which has Stress of 6 and the other a Stress of 5, the Reformed
Element will have a Stress value of 6.
BLIND FIRE
Blind Firing is generally not an advised or effective form of engaging an enemy but it is commonly employed by less
disciplined soldiers, and with militia forces. That being said, it can be used as a suppression tool when under fire.

An Element may choose to Blind Fire as an Engagement Action. Only weapons in the Sidearms, SMG, Rifles and
Machine Gun armoury may be used in a blind fire engagement (you cannot blind fire an unguided launcher or
marksman rifle!).
Blind Fire

All weapons used in Blind Firing will use the modifiers when testing for engagement using the Extreme Range profile
of each weapon, regardless of the distance they are used.

In addition, no further modifiers for Accurate fire are applied in regards to using multiple momentum in an
Engagement to gain more shots.

When making a Situational Awareness test against Blind Fire, the target Element will benefit from a +2 to Awareness
rolls.

This Action can also be performed as a reaction, and by Suppressed and Pinned Elements.

EXAMPLE:
Alex makes a Blind Fire Action with a Suppressed Element. The Element consists of 6 Militia Tier models with
Medium Rifles. They choose to use 2 Momentum on this Action, meaning that 12 dice are rolled in total.
Even though the Target Element is within Engagement Range, the Extreme Range of the Medium Rifles are
used.

The Extreme Range of the Medium Rifle has a -1 to Accurate fire, but the additional -1 of using 1 additional
Momentum on the Action is not applicable. The Millitia Ballistics is 7, meaning that they will need an 8+ for
Accurate Fire.

The Target Element is Tier 2, with an Awareness of 9. They will benefit from a +2 modifier to their Situational
Awareness tests, so they will need to roll a 7+ for a success.

WARNING SHOTS
In some instances, it may be necessary to deter the enemy by fire, without causing casualties. This can be particularly
useful when restrictive RoE are in effect.

ENGAGEMENT ACTION: WARNING SHOTS


This Action is performed in the same way as a regular Engagement action, with a few important exceptions. The
Target Element may not make Situational Awareness tests, and no Lethality tests are made.
Instead, the Target Element must make a Stress Test, with a die rolled for each Accurate Shot scored. Compare the
amount of failures to the table below:

WARNING SHOTS STRESS TABLE


0: Defiant: The Element suffers no effect.
1-2: Stalled: the Element may only spend 1 Momentum this turn.
3+: Flight: If not inside a building, the Element must make a single Manoeuvre action towards the closest table edge
that doesn’t require it to move closer to an enemy element.

Weapons with the Frag, One Shot, AoE, Anti-Armour, Anti-Tank, Incendiary or Guided rules may not be used in
9 Warning Shots Actions.
ADVANCED RULES
These rules can be used to add extra tactical depth and thematic flavour to your games.

Advanced Rules
ADVISORS
A trained Element may act as advisors to any other Element. This practice is commonly undertaken by Special Forces
units when training Indigenous fighters or partner forces - but a Tier 1 Special Operations Team could also work as a
force multiplier in assisting an Enlisted, Veteran or even a Tier 2 Element.

At the start of a game, a Trained Element may be assigned as Advising another Element. While any single model from
the Advising Element is within 6” of their Assigned Element, the Assigned Element may use Trained Element Actions,
even if they are of Untrained status. In addition, they may use their Advisor’s Awareness value and Stress value in place
of their own.

If the Stress of either Advisor or their Assigned Element is raised, the stress value of both Elements is raised.

MOBS UNTRAINED MOB STRESS TABLE


NUMBER RESULT
MOB RULE
0 Defiant: The Element suffers no
Untrained fighters will often obtain a false sense of effect.
security and protection when moving and fighting
Fight: The Element generates 1
in large numbers. Anger and aggression can quickly 1 additional Momentum this turn.
spread in a mob. Although this mob mentality can be
intimidating for an opponent, once panic sets into the Flight: If not inside a building, the
Element must make a Maneuver
crowd, confidence can quickly break down. 2 action towards the closest table edge
that doesn’t require it to move closer
If an untrained Element contains 12 or more models, to an enemy element.
you may assign them as a Mob at the start of the Suppressed: The Element only
game. 3 generates 1 Momentum and is
Suppressed.
As a Mob, the Element will always test on their base Pinned: The Element generates 0
Stress value, regardless of any stress that may have 4 Momentum and is Pinned.
been accumulated.
Routed: The Element generates 0
Momentum and, unless they are in
They will also use the table to the right when resolving a building, must make a Maneuver
Stress Tests
5 action to move towards the closest
table edge that doesn’t require it to
move closer to an enemy element.

GATHERING CROWDS GATHERING CROWDS TABLE


In some circumstances, particularly in urban, hostile
environments, crowds may start to congregate around NUMBER RESULT
unwelcome activity. This situation can be managed, if 1-3 Add a single new Civilian to the crowd.
the crowd is unarmed, but it won’t be long until people
start to bring along arms they inevitably have stashed 4-6 Add 3 new Civilians to the crowd.
away. Add 2 Civilians to the crowd, armed
7-8 with Medium Rifles.
If the gathering Crowd rules are used, any Alert Civilian Add 2 Civilians to the crowd, armed 10
Element will start to increase in size as the scenario 9-10 with Short Rifles. These models use
progresses. At the start of every turn roll on the the Covert Rules and are undetected.
following table:
UNENDING OPPOSITION
In some instances, a Force may find itself facing seemingly unending waves of enemies. When operating in hostile
environments, particularly urban environments, this is of particular risk. It is important to achieve your objective before
Unending Opposition

you are overrun in these scenarios.

If a Scenario uses this rule, it will apply to one or more Forces. When an Element in that Force is routed or Destroyed,
remove it from the table. It will now be available to be placed back on the table at the start of that player’s next turn,
before Momentum is generated. When deploying the Element, they will be placed on the table as described in the
scenario (usually on their table edge, or at predefined areas).

In addition, the amount of base Momentum generated will be at an additional +1 at the start of each turn, starting from
turn 2.

MOTOR ELEMENT
Some Elements are drilled to operate from and with the support of Armoured Personnel Carriers and Infantry Fighting
Vehicles. These Elements are trained to quickly Embark and Disembark from these vehicles. A Motor Element may make
Embark/Disembark Action for free, once per turn.

Any Trained Element may be upgraded to a Motor Element for 20r.

FATIGUE
Protracted engagements, bombardment, dehydration and lack of sleep can take its toll on even the most experienced
soldiers.

Some scenarios may dictate that Elements or an entire Force may be Fatigued. Fatigued Elements Base Stress level will
rise by 1 at the start of every turn. Stress levels may never be reduced below the base stress level.

11
MEDIC
It’s common for a Medic to be present on the battlefield. They could be a professionally trained combat medic, or a
militia fighter who has read some anatomy books and has access to narcotics and a first aid kit.

These rules will allow a player to represent different types of medics and how they act in games of Spectre Operations.

These rules work best when using the Optional Wounded Rules in Spectre Operations.

In addition, new items of medical kit are available for purchase.

Medic
MEDIC +15R
A member of any Element may be upgraded to a Medic. If a model designated as a Medic makes a stress test when
treating an incapacitated model (p97 Spectre Operations), they will always make the test on their base Stress value.

MEDICAL EQUIPMENT

IFAK +5R
Any Trained Model may be equipped with an IFAK (Individual First Aid Kit). Any Model with an IFAK ignores the result of
Narrow Escape on a failed Lethality roll.

AFAK +10R
Any Trained Model may be equipped with an AFAK (Advanced First Aid Kit). A Model with an AFAK will ignore the result
of Narrow Escape and Minor Injury. It will also allow a model attempting to stabilise a model that is Incapacitated to
reroll their Stress Test once per attempt.

MFAK +20R

Advanced communication devices have been developed that are extremely hard to Jam or intercept. Hardened
Communications are not affected by Electronic Warfare Devices or Hacking.

12
MOUNTED ELEMENTS
Mounted Elements

Live mounts are a rare sight on the modern battlefield. Their use is usually for logistics, or for traversing terrain that
is unsuitable for vehicles, but on rare occasions, horses, camels or elephants may be directly or indirectly involved in
combat operations.

Elements that are able to be mounted on horses, camels or elephants will have their own Force listing, stating what
their mount is. Mounted Elements will usually start a game mounted and will dismount to perform engagement
actions.

MOUNTS IN GAME
In general, Mounted Elements act in the same way as infantry Elements, with the exception that each mount will
replace the movement statistic of the Element with their own value and may confer other special rules to the
Element while it is mounted.

It should go without saying, Mounted Elements cannot Embark on a vehicle while mounted…

BICYCLES CAMELS
Civilians and Criminals will use bicycles as a cheap and fast Camels are usually ridden by nomadic people and their use
way of manoeuvring around urban environments. in warfare in the 21st century is not common, outside of
tribal affairs.
Bicycles will increase the movement value of an Element to
6”. Engagement Actions may not be made by an Element Camels increase the movement value of an Element to
while mounted. 6” and any Manoeuvre Action performed by an Element
mounted on camels is not affected by the penalties from
any difficult terrain in a desert environment.
MOTORBIKES AND QUAD BIKES
Motorbikes and Quad Bikes are extremely mobile and excel Engagement Actions and Close Combat Actions may not
in traversing difficult off-road terrain. be made while mounted on a camel, unless noted by
specialist Elements.
Motorbikes and Quad Bikes increase the movement value
of an Element to 8” and any Manoeuvre Action performed ELEPHANTS
by this Element is not affected by the penalties from any
difficult terrain. Although famously used in antiquity as formidable
fighting beasts and platforms - elephants are still listed
as pack animals by the British army and some US Special
HORSES Forces. Their ability to quietly traverse dense jungle and
deep water was demonstrated by both the North and
Horses have been used in warfare almost as long as warfare
South Vietnamese.
has existed. In the modern era, the ability to ride horses is
still a valuable skill - notably demonstrated by US Special
Forces and mounted police. Elephants do not increase the Movement Value of an
Element, but Manoeuvre Actions are not affected by areas
of dense vegetation/jungle or areas of water impassible to
Horses will increase the movement value of an Element to
infantry. As these mounts are so specialised, it is important
7”. They may also always make one free Manoeuvre Action
to define areas of terrain with your opponent.
while mounted. Engagement Actions may not be made by
an Element while mounted, but Close Combat Actions may
be performed while mounted. Engagement Actions and Close Combat Actions may not
13 be made while mounted on a camel, unless noted by
specialist Elements. Elephants may also be designated as
carrying heavy weapons, packed down.
ENGAGEMENTS AGAINST MOUNTED ELEMENTS.
An Element that is Mounted can be Engaged as normal. Any models removed as casualties will also cause their
mount to be removed. As being shot at while mounted is not the best situation to be in, Stress Tests are always
resolved with one additional die.

Mounted Elements
REACTIONS
Mounted Elements may not make reactions other than Break Contact or Dismount.

14
TRENCHES
Trenches have been used as defensive positions on the
battlefield for over a century. Once thought to be confined to
the battlefields of the World Wars, they have now returned to
DESIGNER’S NOTE
the landscape of Europe. Little has changed in their use, other
Trenches

than the advance of technology. A trench, or trench system, can be


represented on the battlefield using
Trench systems can be incredibly simple, with single hastily markers or fully modelled 3D terrain.
constructed lines, or complex, with multiple layers, tunnels and The width of the trench should be
connected bunkers being featured. no less than the base size of your
models and the depth will be at least
1”.
MANOEUVRING WITHIN A TRENCH
Trenches are usually quite narrow, with restricted space for movement. As such, Elements within a trench are
limited to spending one Momentum on a Manoeuvre Action. If any model from an Element is within a Trench, the
entire Element is classed as being within it, for the purposes of making a Manoeuvre Action.

EXITING AND ENTERING A TRENCH.


If an Element wishes to Enter or Exit a trench, via a point without a natural or constructed entrance point, it will cost
one point of Momentum in order to do so.

To do this, the majority of the models within an Element must be touching the top or bottom of a trench wall. If the
Momentum is spent the models within the Element may be placed at the bottom of the trench wall, or the top of it,
depending on if they are entering or exiting it.

SNAP FIRE REACTION.

If the trench is occupied by an enemy Element and an opposing element enters the trench, the occupying Element
may make a free Snap Fire Reaction against the Element entering the trench system.

15
ENGAGEMENT ACTIONS IN A TRENCH.

Fighting within a trench requires skill, nerves, and luck. It is extremely unforgiving combat in a dark and claustrophobic
environment, so Elements within a trench making an Engagement Action against an Element that is also within a trench
will always use the CQB profile and Rules for making that Engagement. If an enemy is outside of CQB range, they cannot
be engaged.

ENGAGING AN ELEMENT WITHIN A TRENCH FROM OUTSIDE OF A TRENCH

Trenches
If an Element is outside of a trench network and can draw LoS to a Target Element within a trench, they may Engage the
Target Element as usual, but the Target Element will gain a +4 to their Situational Awareness test.

If an Element is within a trench and wishes to target an Element outside of a trench, they may do so, provided there are
areas designated or designed to allow a model to look over the top of a trench wall. Any model within these areas may
make Engagement Actions as normal.

TRENCH VISIBILITY
Trenches that are 1” deep or deeper will always be classed as being in one level of darkness lower than the rest of the
battlefield. For instance, a 1” deep trench in a scenario during daytime will be classed as in Darkness and a 1” deep
trench in a scenario using the rules for Darkness will be classed as Pitch Black.

RULES OF ENGAGEMENT
Professional militaries have differing Rules of Engagement (RoE). Rules of Engagement govern the way in which forces
react or respond to a hostile or potentially hostile force. Many professional forces will not engage until an enemy
has been Positively Identified (PID’d). Other forces may not be as discerning and will have much more freedom when
engaging an enemy.

In Spectre Operations, Rules of Engagement or RoE can be applied to a scenario to affect one or several forces. RoE will
restrict the way a Force is able to make Engagement Actions against Target Elements. The types of RoE are listed below
along with the way they will affect the Elements within a Force.

RESTRICTED ROE:
An Element may not be targeted unless that Element has previously
DESIGNER’S NOTE
made an Engagement Action, with any weapon that has a Lethality
Some rules refer to ‘Lethal Weapons’.
value.
This refers to any weapon that has a
Lethality Value. 16
LIMITED ROE:
An Element may only be Targeted, any weapons with a Lethality Value
are Positively Identified (PID) by an Element in the same Force as the
Engaging Element.
Positive Identification (PID)

POSITIVE IDENTIFICATION (PID)


Positive Identification in Spectre Operations can be used in a few different ways. Primarily, it will be used to identify
a target, but the same rules can also be used to identify elements that are carrying Lethal Weapons, other other
thematic items.

These rules are intended to add extra dynamics to games. When using ROE rules, it may not be possible to target an
Element until any weapons have identified, it may not be possible to target a HTV for a strike or capture until they
have been PID’d, or a physical PID of a killed model may need to be performed by taking Biometrics, in order to meet
victory conditions.

PID: LETHAL WEAPONS PID TARGET: PID KIA:


To PID a Lethal Weapon (any weapon To PID a target, follow the rules for In order to perform a biometric PID
with a Lethality Value), follow the Covert Action, using the Scrutinise of a target, a model from an Element
rules for Covert Action, using the Action against an Element. If the must be within 1” of the casualty
Scrutanise Action. If the Target’s Target Element Cover is Blown, the (if the scenario uses these rules,
Cover is Blown, a weapon has been Target has been Positively Identified. a marker or prone model may be
detected. used to represent the casualty, do
not remove them from the table).
One Momentum must be spent to
perform this Action. When this Action
is performed, the Target has been
PID’d.

OPERATIONAL REACH
Some operations may benefit from nearby artillery and already airborne air support. Others may take place far away
from friendly air assets, fire bases or otherwise conducted in restricted airspace.

In scenarios of Spectre Operations, Operational Reach may be of a level which dictates its availability. This can affect
how Escalations are used and how quickly they are able to hit their targets. The Operational Reach may be different
for each Force.

CLOSE NEAR FAR


The Operation takes place close to The Operation is within a reasonable This Operation is far from support.
nearby assets and Escalations are range of friendly assets. Once Called, Once Called, Escalations are available
able to be used in the same turn in Escalations are available to use in to use in Engagement Actions After
which they are called in. Engagement Actions in the following two turns.
turn.
17
ESCALATIONS
Positive Identification in Spectre Operations can be used in a few different ways. Primarily, it will be used to identify
a target, but the same rules can also be used to identify elements that are carrying Lethal Weapons, other other

Escalations
thematic items.

These rules are intended to add extra dynamics to games. When using ROE rules, it may not be possible to target an
Element until any weapons have identified, it may not be possible to target a HTV for a strike or capture until they
have been PID’d, or a physical PID of a killed model may need to be performed by taking Biometrics, in order to meet
victory conditions.

AIR EXTRACTION
At times it may be necessary to call for an extraction during an operation. This may be required for casualty
evacuation, extract an asset, or to simply extract from an Operation. This extraction is usually performed by a
transport helicopter.

When calling for an Air Extraction, an Element must be marked using Marker Smoke in an Engagement Action.
When awaiting for the Air Extraction the Marked Element must not manoeuvre more than 6” away from the point in
which it initiated the Air Extraction, until the Air Extraction asset arrives.

When the Air Extraction arrives, the controlling player may choose to place a model of the helicopter landed on the
tabletop. The Element may now Embark onto the Helicopter in the same manner as a vehicle.

LONG RANGE SNIPER SUPPORT


A sniper team is positioned in order to provide long range support to the operation. These marksmen may be set up
on a hill, mountain, building top or in a nearby helicopter. During Setup, make a note of the table edge that the sniper
team is able to provide fire support from. When this Escalation is called in, you may make an Engagement Action
using a Heavy Sniper Rifle or Anti-Material Rifle using the Extreme Rage profile and 12” of Elevation against a single
enemy Element, measured from any point on their designated table edge.

ILLUMINATION MISSION
When fighting at night, or in darkness, it can be necessary to illuminate the battlespace for a period of time. These
illuminations usually are delivered via air or artillery, with the projectile detonating above the designated area and
burning while slowly descending.

When deployed, this escalation will class anywhere that is not inside of a building in the scenario as being fought
during daylight for two turns from the time of its deployment.

IR ILLUMINATION
This functions exactly as the Illumination Mission, except it only affects Elements using NVGs.

18
ADVANCED VEHICLE RULES
Adv Vehicle Rules

These rules are intended to add greater realism and depth to


combat involving combat vehicles in Spectre Operations.
DESIGNER’S NOTE
These rules add armour values for all facings of a vehicle, sides, This listing is intended to give a large
front, rear, back top and even bottom. These differing armour selection of vehicles to choose from
values will give much more tactical flexibility and consideration in your games. As there are countless
when utilising vehicles and when facing them. Keeping weaker variants and upgrades (both official
parts of a vehicle protected and obscured from the enemy is and DIY in nature) we encourage
vital, while manoeuvring to be able to exploit these weaknesses
players to choose the options for
will make facing armour much less of a daunting prospect.
each that they feel best represent
The rules for Engaging vehicles otherwise remain unchanged the vehicle variants they want to
from those presented in Spectre Operations. represent.

FACINGS
Armoured vehicles usually have varying thicknesses of armour around the hull and turret. The thickest armour is usually
located at the front of the vehicle, while armour is generally thinner on the sides, rear and top of the vehicle.

To represent this in Spectre Operations, vehicles have an Armour Value for the front, sides, rear, top and bottom. The top
and bottom values are usually only used against weapons designed to attack those areas.

19
CREW
Armoured Vehicles usually have dedicated crew, such as a Driver, Spotter and Gunner.

Each vehicle will list the number of crew and any equipment they have. If they bail out, or otherwise leave their vehicle
during a game, they will act as an independent Element.

Adv Vehicle Rules


Each Vehicle will have a cost associated with it, depending on the training level of the crew.

Some Vehicles will have crew listed as Mounted. These vehicles do not have dedicated crew and are instead operated by
an Element that is Embarked within it.

ENGAGING VEHICLES
Vehicles are engaged as described in Spectre Operations, but when a hit is accurate penetration is resolved against the
armour value of the facing of the vehicle that is closest to the Engaging Element.

If a vehicle is in a position where more than one facing is visible to the Engaging Element, use the higher value.

VEHICLES WITH TURRETS


If a vehicle has a turret, there is a chance that an accurate hit will hit the turret rather than the hull of the vehicle. If the
vehicle has a Turret listed on its profile, it will have a value shown in brackets next to it Turret (7+) for example. When an
accurate hit is scored against it, roll a dice. If the result is equal or over the value shown, the turret is hit, rather than the
front, side or rear of the vehicle.

If the turret of a vehicle is the only part visible, an accurate hit will be resolved against the turret armour value.

TOP DOWN WEAPONS


Weapons with the Top Down rule will always use the AV of the top of the vehicle when resolving Penetration.

IEDS, MINES ETC


Any Penetration test resolved from a weapon that a vehicle has triggered or otherwise been detonated by driving
directly over it will hit the bottom armour of a vehicle. This armour is generally very vulnerable and will use the same
armour value as the top AV of the vehicle.

20
ENGAGEMENTS ACTIONS
VEHICLE FOF
Engagements Actions

The Field of Fire for Vehicles is defined differently to that of Infantry Elements.
Weapons mounted on a vehicle have the FoF projecting directly forward from the mount. Some vehicles may have
pintle mounts, which have a 90 degree FoF from their designated facing.
Weapons mounted on a swing arm mount have a 180 degree FoF from their designated facing.

If the Vehicle has a Turret, such as those found on Tanks, an Engagement Actions using Weapons mounted on the Turret
may only be made directly forwards from the turret (following the line of the main gun). It is important to make sure
the gun is facing in the desired direction as some turrets can be slow to move into position.

Remote Weapons Stations have a 180 degree FoF.

DOORS
Vehicles will have doors or hatches that crew or embarked Elements are able to enter and exit the vehicle from. These
will be simply described as one or more of the facings of a vehicle.

When the crew of a vehicle bails out, or an Element makes an Embark/Disembark action, they must do so from 1” of the
Door Facing.

21
22
Engagements Actions
Chapter 2

VEHICLES
Civilian Vehicles 25
Light Vehicles 27
Medium Vehicles 35
Heavy Vehicles 39
Machine Guns 45
Autocannons 45
Weapons Profiles 45
Chainguns 46
Technical Guns 46
Anti-Tank Weapons 47
Main Cannons 47
Vehicle Systems 49
Drones 53
Unmanned Ground Vehicles 56
Helicopters 57
Helicopter Glancing Hit Table 59
Helicopter Penetrating Hit Table 59
Civilian Helicopters 60
Light Helicopters 61
Medium Helicopters 61
Heavy Helicopters 62
Helicopter Vehicle Systems 65
CIVILIAN VEHICLES
CIVILIAN VEHICLE 20R
Civilian Vehicles

AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS

Civilian 1 8” - 6 Side Facing -

FRONT SIDE REAR TOP TURRET

2 2 2 1 -

ARMOURED CIVILIAN VEHICLE 75R


AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS

Civilian 2 8” - 6 Side Facing -

FRONT SIDE REAR TOP TURRET

3 3 3 1 -

An Armoured Civilian Vehicle may mount the following systems:


► Spall Liner
► Fire Suppression System

TECHNICAL 75R
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS
4
Civilian 2 8” - Makeshift Side Facing -
Transport 6

FRONT SIDE REAR TOP TURRET

2 2 2 1 -

A Technical may have a mounted weapon in the truck bed for the following cost:
► Light Machine Gun .........................................+5r
► Medium Machine Gun...................................+10r
► Heavy Machine Gun........................................+20r
► SPG-9 .........................................................................+40r
► M40 ..............................................................................+75r
25
The Technical May instead be equipped with a Flatbed Weapon, which will remove the makeshift transport
rule and reduce the Movement Value by -2”
► Rocket Pod ............................................................+90r
► BMP-1 Turret .......................................................+75r
► ZSU-1 .........................................................................+50r
► ZSU-2 .........................................................................+75r
► ZSU-4 .........................................................................+90r
► ZPU-23 .....................................................................+110r
► Vulcan Cannon ...................................................+140r
MAKESHIFT ARMOURED TECHNICAL 90R
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS
2
Civilian 2 6” - Makeshift Side Facing -
Transport 2

Civilian Vehicles
FRONT SIDE REAR TOP TURRET

4 3 2 1 -

A Technical may have a mounted weapon in the truck bed for the following cost:
► Light Machine Gun .........................................+5r
► Medium Machine Gun...................................+10r
► Heavy Machine Gun........................................+20r
► SPG-9 .........................................................................+40r
► M40 ..............................................................................+75r

The Technical May instead be equipped with a Flatbed Weapon, which will remove the makeshift transport
rule and reduce the Movement Value by -2”.
► Rocket Pod ............................................................+90r
► BMP-1 Turret .......................................................+75r
► ZSU-1 .........................................................................+50r
► ZSU-2 .........................................................................+75r
► ZSU-4 .........................................................................+90r
► ZPU-23 .....................................................................+110r
► Vulcan Cannon ...................................................+140r

VBIED (MILITIA) 75R


AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS

Civilian 2 5” 1 0 Side Facing -

FRONT SIDE REAR TOP TURRET

4 4 3 2 -

A VBIED is packed with explosives, which may be detonated using the remote trigger action. If the Vehicle
suffers a penetrating hit result of a K-Kill, it will also detonate.

SF TECHNICAL 75R
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS
2
Spall Liner, Fire
Civilian 2 8” - Makeshift Side Facing
Suppression System
Transport 4

FRONT SIDE REAR TOP TURRET

4 3 2 2 -

26
A Technical may have a mounted weapon in the truck The Technical May instead be equipped
bed for the following cost: with a Flatbed Weapon, which will remove
► Light Machine Gun .........................................+5 the makeshift transport rule and reduce the
► Medium Machine Gun ..................................+10r Movement Value by -2”.
► Heavy Machine Gun .......................................+20r ► Heavy RWS
► Minigun ....................................................................+30r
► Automatic Grenade Launcher ..............+35r The Technical may mount the following
► Light RWS systems:
► Medium RWS
► Vampire System ...............................................+120r ► Stowed Launchers
► Mobility System
► Advanced Communications System
► IED Jammer
LIGHT VEHICLES
BMP-1
Light Vehicles

AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)


110R (ENLISTED)
8 120R (VETERAN)
Light 2 5” 3 Makeshift Rear Tracked, Amphibious
Transport 10

FRONT SIDE REAR TOP TURRET

5 3 3 2 4 (8+)

The BMP-1 has a turret mounted 73mm Grom gun, with HEAT and HE-Frag ammunition and coaxial medium
machine gun.

The turret may also mount a Sagger guided missile for +30r or a Konkurs guided missile for +45r.

The 73mm Grom HEAT ammunition may be upgraded to Modernised ammunition for +25r.

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r

BMP-1AM
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)
110R (ENLISTED)
8 120R (VETERAN)
Light 2 5” 3 Makeshift Rear Tracked, Amphibious
Transport 10

FRONT SIDE REAR TOP TURRET

5 4 3 2 5 (8+)

The BMP-1AM is equipped with a Remote Turret equipped with a MK1 Night fighting system smoke
discharger and stabiliser.

The RWS has a mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r

27
BMD-1
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)
110R (ENLISTED)
6 120R (VETERAN)
Light 2 7” 2 Makeshift Rear Tracked, Amphibious
140R (TIER 2)
Transport 6

Light Vehicles
FRONT SIDE REAR TOP TURRET

4 3 3 2 4 (8+)

The BMD-1 has a turret mounted 73mm Grom gun, with HEAT and HE-Frag ammunition and coaxial medium
machine gun.

The turret may also mount a Sagger guided missile for +30r or a Konkurs guided missile for +45r..

The 73mm Grom HEAT ammunition may be upgraded to Modernised ammunition for +25r..

BMD-2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)
110R (ENLISTED)
6 120R (VETERAN)
Light 2 7” 2 Makeshift Rear Tracked, Amphibious
140R (TIER 2)
Transport 6

FRONT SIDE REAR TOP TURRET

4 3 3 2 4 (8+)

The BMD-2 has a turret mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition.

The turret may also mount a Sagger guided missile for +30r or a Konkurs guided missile for +45r.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

BTR80
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)
110R (ENLISTED)
7 Wheeled, 120R (VETERAN)
Light 2 5” 3 Makeshift Rear, Sides Amphibious, Smoke
Transport 10 Launchers

FRONT SIDE REAR TOP TURRET

4 3 4 2 5 (8+) 28

The BTR80 is equipped with a turret mounted Light Cannon, Medium Machine Gun and smoke launcher.
BTR82
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R (MILITIA)
120R (ENLISTED)
7 Wheeled, 130R (VETERAN)
Light 2 5” 3 Makeshift Rear, Sides Amphibious, Smoke
Launchers
155R (TIER 2)
Transport 10
Light Vehicles

FRONT SIDE REAR TOP TURRET

4 4 4 2 5 (8+)

The BMP-1AM is equipped with a Remote Turret equipped with a MK1 Night fighting system smoke
discharger and stabiliser.

The RWS has a mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r

BTR82A
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 130R (ENLISTED)
140R (VETERAN)
Wheeled, EW 155R (TIER 2)
7 package, Spall
Liner, and Fire 165R (TIER 1)
Light 2 5” 3 Makeshift Rear, Sides
Suppression Systems,
Transport 10 Amphibious, Smoke
Launchers

FRONT SIDE REAR TOP TURRET

4 4 4 2 5 (8+)

The BTR-82a is equipped with a Remote Turret equipped with a MK1 Night fighting system smoke discharger
and stabiliser. It also mounts an EW package, spall liner, and fire suppression systems.

The RWS has a mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r
29
BTR82 BM
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 140R (ENLISTED)
150R (VETERAN)
Wheeled, EW 165R (TIER 2)
7 package, Spall Liner,
Fire Suppression 175R (TIER 1)
Light 2 5” 3 Makeshift Rear, Sides
Systems,

Light Vehicles
Transport 10 Amphibious, Smoke
Launchers

FRONT SIDE REAR TOP TURRET

5 4 4 2 6 (8+)

The BTR-82a is equipped with a Remote Turret equipped with a MK2 Night fighting system, Thermal
Imaging, Target Tracking System, smoke discharger and stabiliser.

The BTR82 BM may be upgraded with added Slat Armour for +15r.

The RWS has a mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition and two Kornet guided missiles.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r
► Drone Suppression System ....................+30r

BMP-2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 120R (ENLISTED)
130R (VETERAN)
7 155R (TIER 2)
Tracked, Amphibious,
Light 2 5” 3 Makeshift Rear
Smoke Launchers
Transport 10

FRONT SIDE REAR TOP TURRET

5 4 3 2 4 (8+)

The BMP-1 has a turret mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive
Incendiary (HEI) and Frag ammunition.

The turret may also mount a Sagger guided missile for +30r or a Konkurs guided missile for +45r.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with: 30


► Cope Cage ..............................................................+10r
BMP-2M BEREZHOK
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 130R (ENLISTED)
140R (VETERAN)
7 Tracked, Amphibious, 165R (TIER 2)
Spall Liner, Fire
Light 2 5” 3 Makeshift Rear
Suppression Systems, 175R (TIER 1)
Transport 10 Smoke Launchers
Light Vehicles

FRONT SIDE REAR TOP TURRET

5 4 3 2 5 (7+)

The BMP-2M has a turret mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High
Explosive Incendiary (HEI) and Frag ammunition, Automatic Grenade Launcher and four Kornet guided
missiles.

All turret mounted weapons benefit from a Fire Control System, Thermal Imaging, Stabaliser, and Laser Range
Finder.

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r.

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r

The vehicle may be upgraded with:


► Cope Cage ..............................................................+10r
► RAM System .........................................................+40r
► ERA ...............................................................................+30r
► Drone Suppression System ....................+30r

RAZOR 2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 50R
(MOUNTED CREW)
Wheeled, Ultralight
Light 1 12” Mounted 4 -
Vehicle

FRONT SIDE REAR BOTTOM

2 1 1 1

The Razor 2 may mount a pintle mounted: The Razor 2 may mount the following Systems:
► Light Machine Gun .........................................+5r ► Advanced Communications ...................+10r
► Assault Machine Gun ....................................+8r ► Stowed Launchers ..........................................+10r
► Drone Suppression System ....................+20r

RAZOR 4
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 60R
(MOUNTED CREW)
Wheeled, Ultralight
Light 1 12” Mounted 4 -
Vehicle
31
FRONT SIDE REAR TOP

2 1 1 1

The Razor 4 may mount a pintle mounted: The Razor 4 may mount the following Systems:
► Light Machine Gun .........................................+5r ► Advanced Communications ...................+10r
► Assault Machine Gun ....................................+8r ► Stowed Launchers ..........................................+10r
► Vampire System ...............................................+120r ► Drone Suppression System ....................+20r
DAGOR
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 80R
(MOUNTED CREW)
Wheeled, Ultralight
Light 1 12” Mounted 6 -
Vehicle

FRONT SIDE REAR TOP

Light Vehicles
2 1 1 1

The Dagor may mount a pintle mounted: The Dagor may mount the following Systems:
► Light Machine Gun .........................................+5r ► Light Machine Gun .........................................+5r
► Assault Machine Gun ....................................+8r ► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+20r
The Dagor may mount an RWS, if it does not have a ► Automatic Grenade Launcher ..............+35r
Pintle mounted weapon: ► Minigun ....................................................................+30r
► Light ► Heavy Minigun ...................................................+40r
► Medium ► TOW launcher .....................................................+50r
► Heavy

The vehicle may also be upgraded with the following Systems:


► Vampire System ...............................................+120r
► Tactical Electronic Warfare System .+75r
► IED jammer ...........................................................+20r
► Advanced Communications ...................+20r
► Stowed Launchers ..........................................+10r
► Shot Detector ......................................................+20r
► Smoke Launchers ............................................+10r
► Recovery System .............................................+10r

HMV
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R
(MOUNTED CREW)
Light 1 12” Mounted 6 Sides Wheeled

FRONT SIDE REAR TOP

4 4 3 2

The HMV may be equipped with a Pintle Mount (AV2, 9+) Light Turret (AV3, 8+) or Armoured Turret (AV4, 8+).

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r.

Any of these may mount one of the following weapons:


► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+20r
► Automatic Grenade Launcher ..............+35r
► Minigun ....................................................................+30r
► Heavy Minigun ...................................................+40r
► TOW launcher .....................................................+50r

The Dagor may mount the following Systems:


32
The light or armoured turret may mount a swing arm
weapon: ► IED jammer ...........................................................+20r
► Medium Machine Gun ..................................+10r ► Advanced Communications ...................+20r
► Minigun ....................................................................+30r ► Stowed Launchers ..........................................+10r
► Shot Detector ......................................................+20r
If the HMV does not mount a turret, it may mount an ► Smoke Launchers ............................................+10r
RWS: ► Recovery System .............................................+10r
► Light
► Medium
► Heavy
ARMOURED HMV
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R
(MOUNTED CREW)
Light 1 7” Mounted 6 Sides Wheeled

FRONT SIDE REAR TOP


Light Vehicles

4 5 4 2

The HMV may be equipped with a Pintle Mount (AV2, 9+) Light Turret (AV3, 8+) or Armoured Turret (AV4, 8+).
Any of these may mount one of the following weapons:
► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+20r
► Automatic Grenade Launcher ..............+35r
► Minigun ....................................................................+30r
► Heavy Minigun ...................................................+40r
► TOW launcher .....................................................+50r
The rear of the vehicle, and/or light or armoured turret The HMV may mount the following Systems:
may mount a swing arm weapon: ► Tactical Electronic Warfare System .+75r
► Vampire System ...............................................+120r ► IED jammer ...........................................................+20r
► Medium Machine Gun ..................................+10r ► Advanced Communications ...................+20r
► Minigun ....................................................................+30r ► Stowed Launchers ..........................................+10r
► Shot Detector ......................................................+20r
If the HMV does not mount a turret, it may mount an
► Smoke Launchers ............................................+10r
RWS:
► Recovery System .............................................+10r
► Light
► Medium
► Heavy

LTV
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 125R
(MOUNTED CREW)
Wheeled, Spall Liner,
Light 2 7” Mounted 6 Sides
IED protection

FRONT SIDE REAR TOP

5 4 3 2

Turret Options: The LTV may be equipped with a Pintle Mount (AV2, 9+) Light Turret (AV3, 8+) or Armoured
Turret (AV4, 8+).
Any of these may mount one of the following weapons:
► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+20r
► Automatic Grenade Launcher ..............+35r
► Minigun ....................................................................+30r
► Heavy Minigun ...................................................+40r
► TOW launcher .....................................................+50r
33
The rear of the vehicle, and/or light or armoured turret The LTV may mount the following Systems:
may mount a swing arm weapon: ► Tactical Electronic Warfare System .+75r
► Vampire System ...............................................+120r ► IED jammer ...........................................................+20r
► Medium Machine Gun ..................................+10r ► Advanced Communications ...................+20r
► Minigun ....................................................................+30r ► Stowed Launchers ..........................................+10r
► Shot Detector ......................................................+20r
If the LTV does not mount a turret, it may mount an
► Smoke Launchers ............................................+10r
RWS:
► Recovery System .............................................+10r
► Light
► Medium
► Heavy
LTV PROTECTED WEAPONS STATION
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R
(MOUNTED CREW)
Wheeled, Spall Liner,
Light 2 7” Mounted 6 Sides
IED protection

FRONT SIDE REAR TOP

Light Vehicles
5 4 3 2

This LTV mounts a Protected Weapons Station, with the weapons chosen from the options on p52.

The rear of the vehicle, and/or light or armoured The LTV may mount the following Systems:
turret may mount a swing arm weapon: ► Tactical Electronic Warfare System .+75r
► Vampire System ...............................................+120r ► IED jammer ...........................................................+20r
► Medium Machine Gun ..................................+10r ► Advanced Communications ...................+20r
► Minigun ....................................................................+30r ► Stowed Launchers ..........................................+10r
► Shot Detector ......................................................+20r
► Smoke Launchers ............................................+10r
► Recovery System .............................................+10r

M113
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R (MILITIA)
120R (ENLISTED)
Light 2 7” 2 11 Rear Tracked, Amphibious 130R (VETERAN)

FRONT SIDE REAR TOP

4 3 3 1

The M113 may be equipped with up to 3 Pintle Mounts The M113 may be upgraded with the following
each with one of the following: Systems:
► Heavy Machine Gun .......................................+20r ► Spall Liner ...............................................................+10r
► Minigun ....................................................................+30r ► Smoke Launchers ............................................+10r
► Automatic Grenade Launcher ..............+35r
Or it may mount a single Vulcan Cannon for +90r

34
MEDIUM VEHICLES
BMP-3
Medium Vehicles

AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R (ENLISTED)


160R (VETERAN)
7 Tracked, Amphibious, 185R (TIER 2)
Spall Liner, Fire
Medium 1 5” 3 Makeshift Rear
Suppression System,
Transport 10 Smoke Launchers

FRONT SIDE REAR TOP TURRET

4 3 3 2 4(7+)

The BMP-3 is equipped with a turret mounted 100mm cannon, with HEAT and ATGM ammunition.

The turret also mounts a Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive Incendiary
(HEI) and Frag ammunition.

The hull also mounts 2 Medium Machine Guns.


The Autocannon may upgrade one or both The vehicle may be upgraded to with:
ammunition types with two of the following: ► RAM System .........................................................+40r
► Armour Piercing (AP) for ..........................+20r ► ERA ...............................................................................+30r
► Airburst Ammunition for ..........................+25r ► Drone Suppression System ....................+30r
► Sabot Ammunition for ................................+35r

35
BMP-3M
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 160R (ENLISTED)
170R (VETERAN)

Medium Vehicles
7 Tracked, Amphibious, 195R (TIER 2)
Spall Liner, Fire
Medium 1 5” 3 Makeshift Rear
Suppression System,
Transport 10 Smoke Launchers

FRONT SIDE REAR TOP TURRET

4 3 3 2 5(7+)

The BMP-3 is equipped with a turret mounted 100mm cannon, with modernised HEAT and ATGM ammunition.

The turret also mounts a Medium Machine Gun and Dual Feed 2A42 Autocannon, with High Explosive Incendiary
(HEI) and Frag ammunition.

All turret mounted weapons benefit from MK2 Night fighting system, Thermal Imaging, Fire Control System,
and Stabiliser.

The hull also mounts 2 Medium Machine Guns.


The Autocannon may upgrade one or both The vehicle may be upgraded to with:
ammunition types with two of the following: ► RAM System .........................................................+40r
► Armour Piercing (AP) for ..........................+20r ► ERA ...............................................................................+30r
► Airburst Ammunition for ..........................+25r ► Drone Suppression System ....................+30r
► Sabot Ammunition for ................................+35r

The BMP-3M may replace it’s turret with one of the following:
► Berezhok turret with mounted Medium Machine Gun and Dual Feed 2A42 Autocannon, with High
Explosive Incendiary (HEI) and Frag ammunition, Automatic Grenade Launcher and four Kornet guided
missiles.

All turret mounted weapons benefit from a Fire Control System, Thermal Imaging, Stabaliser and Laser Range
Finder.

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r.
The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r
Or:
► Bumerang-BM Remote Turret with mounted Medium Machine Gun and Dual Feed 2A42 Autocannon,
with High Explosive Incendiary (HEI) and Frag ammunition, Automatic Grenade Launcher and four Kornet
guided missiles.

All turret mounted weapons benefit from an Advanced Fire Control System, Thermal Imaging, Target Tracker and
Target Finder.

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r.

The Autocannon may upgrade one or both ammunition types with two of the following:
36
► Armour Piercing (AP) for ..........................+20r
► Airburst Ammunition for ..........................+25r
► Sabot Ammunition for ................................+35r
Or:
► AU-220M Baikal Remote Turret with mounted Medium machine gun and 57mm Autocannon, with
Fragmentation and Armour Piercing ammunition. All turret mounted weapons benefit from a Fire Control
System, Thermal Imaging, Stabaliser and Laser Range Finder.
BUMERANG
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 180R (ENLISTED)
190R (VETERAN)
Wheeled, Spall Liner, 205R (TIER 2)
Medium Vehicles

Fire Suppression
Medium 1 7” 3 7
System, Smoke
Launchers

FRONT SIDE REAR TOP TURRET

5 4 3 2 5(8+)

The Bumerang is equipped with a Bumerang-BM Remote Turret with mounted Medium Machine Gun and
Dual Feed 2A42 Autocannon, with High Explosive Incendiary (HEI) and Frag ammunition, Automatic Grenade
Launcher and four Kornet guided missiles.

All turret mounted weapons benefit from an Advanced Fire Control System, Thermal Imaging, Target Tracker
and Target Finder.

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r.

The Autocannon may upgrade one or both The vehicle may be upgraded to with:
ammunition types with two of the following: ► RAM System .........................................................+40r
► Armour Piercing (AP) for ..........................+20r ► ERA ...............................................................................+30r
► Airburst Ammunition for ..........................+25r ► Drone Suppression System ....................+30r
► Sabot Ammunition for ................................+35r
Or:
► AU-220M Baikal Remote Turret with
mounted Medium machine gun and 57mm
Autocannon, with Fragmentation and Armour
Piercing ammunition. All turret mounted
weapons benefit from a Fire Control System,
Thermal Imaging, Stabiliser and Laser Range
Finder.

M2 BRADLEY
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 130R (ENLISTED)
140R (VETERAN)
Light 2 7” 2 6 Rear Tracked 155R (TIER 2)

FRONT SIDE REAR TOP TURRET

4 4 3 1 4(7+)

The Bradley is equipped with a turret mounted Medium Chain Gun, 2 TOW Launchers and a Medium Machine
Gun.
37 The Bradley May be upgraded with the following Systems:
► ERA, front, side and turret ........................+30r
► Fire Control System .......................................+30r
► Night Fighting System ...............................+10r
► Spall Liner ...............................................................+10r
► Smoke Launchers ............................................+10r
WARRIOR IFV
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 130R (ENLISTED)
140R (VETERAN)
Light 2 7” 3 7 Rear Tracked 155R (TIER 2)

FRONT SIDE REAR TOP TURRET

Medium Vehicles
4 4 3 1 4(7+)

The Warrior is equipped with a turret mounted Medium Autocannon and a Medium Machine Gun.

Section Carrier
The Warrior may choose to forgo its crew of 3 in order to be able to carry 10 infantry. When embarked, 3 of the
infantry act as the crew.

The Warrior be upgraded with the following Systems:


► ERA, front, side and turret ........................+30r
► Fire Control System .......................................+30r
► Night Fighting System ...............................+10r
► Spall Liner ...............................................................+10r
► Smoke Launchers ............................................+10r

38
HEAVY VEHICLES
T34-85
Heavy Vehicles

AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 70R (MILITIA)


90R (ENLISTED)
Makeshift 100R (VETERAN)
Heavy 1 6” 4 Transport 10
- Tracked

FRONT SIDE REAR TOP TURRET

3 2 2 1 3(6+)

The T-34 mounts an 85mm cannon on the turret. The T-34-85 may be upgraded with the following systems:
The Turret may mount a pintle mounted. ► Slat Armour for ..................................................+10r
► Medium Machine Gun ..................................+5r ► ERA, Turret Only ................................................+15r
► Heavy Machine Gun .......................................+10r ► ERA, Front, Sides, Turret .............................+50r
► Light AutoCannon ...........................................+25r ► Smoke Launchers ............................................+10r

T-54/55
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (MILITIA)
100R (ENLISTED)
Makeshift 120R (VETERAN)
Heavy 2 6” 4 Transport 10
- Tracked

FRONT SIDE REAR TOP TURRET

5 4 3 2 5(6+)

The T-55 mounts a 100mm cannon on the turret, The T-55 may be upgraded with the following systems:
with co-axial medium machine gun. The Turret may ► ERA, Turret Only ................................................+15r
mount a pintle mounted: ► ERA, Front, Sides, Turret .............................+50r
► Medium Machine Gun ..................................+5r ► Fire Control System........................................ +30r
► Heavy Machine Gun .......................................+10r ► Night Fighting System ...............................+10r
► Light AutoCannon ...........................................+25r ► Spall Liner ...............................................................+10r
► Smoke Launchers ............................................+10r

T-62
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 140R (ENLISTED)
160R (VETERAN)
Makeshift
Heavy 2 5” 4 Transport 10
- Tracked

FRONT SIDE REAR TOP TURRET

39 6 5 3 2 6(6+)

The T-62 mounts a 115mm cannon on the turret, The T-62 may be upgraded with the following systems:
with co-axial medium machine gun. The Turret may ► ERA, Turret Only................................................. +15r
mount a pintle mounted Heavy Machine Gun or ► ERA, Front, Sides, Turret............................... +50r
Light Auto Cannon.
► Slat Armour............................................................ +10r
► Cope Cage .............................................................+10r
► Smoke Launchers ............................................+10r
T-64
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R (ENLISTED)
170R (VETERAN)
Makeshift
Heavy 2 6” 3 Transport 10
- Tracked

FRONT SIDE REAR TOP TURRET

Heavy Vehicles
The T-64 may be upgraded with the following systems:
6 5 3 2 6(6+) ► ERA, Turret Only ................................................+15r
► ERA, Front, Sides, Turret .............................+50r
► Slat Armour ...........................................................+10r
The T-64 mounts a 125mm cannon on the turret, ► Cope Cage .............................................................+10r
with co-axial medium machine gun. The Turret may ► Drone Suppression System ....................+30r
mount a pintle mounted Heavy Machine Gun or ► Fire Control System .......................................+30r
Light Auto Cannon. ► Night Fighting System ...............................+10r
► Spall Liner ...............................................................+10r
► Smoke Launchers ............................................+10r

T-72
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 170R (ENLISTED)
180R (VETERAN)
Makeshift
Heavy 3 6” 4 Transport 10
- Tracked

FRONT SIDE REAR TOP TURRET


The T-72 may be upgraded with the following systems:
6 5 3 2 6(7+) ► ERA, Turret Only ................................................+15r
► ERA, Front, Sides, Turret .............................+50r
► Slat Armour ...........................................................+10r
The T-72 mounts a 125mm cannon on the turret, ► Cope Cage .............................................................+10r
with co-axial medium machine gun. The Turret may ► Drone Suppression System..................... +30r
mount a pintle mounted Heavy Machine Gun or ► Fire Control System .......................................+30r
Light Auto Cannon. ► Night Fighting System................................ +10r
► Spall Liner ...............................................................+10r
► Smoke Launchers ............................................+10r
► Improved Turret (Turret AV 7) ...............+20r

T-80
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 190R (ENLISTED)
200R (VETERAN)
Makeshift Tracked, Spall Liner,
Heavy 3 6” 4 Transport 10
-
Smoke Launchers

FRONT SIDE REAR TOP TURRET

6 6 3 2 6(7+)

The T-80 mounts a 125mm cannon on the turret, The T-80 may be upgraded with the following systems:
with co-axial medium machine gun. The Turret may ► ERA, Front, Sides, Turret .............................+50r
mount a pintle mounted Heavy Machine Gun or ► Advanced ERA, Front, Sides, Turret ...+80r
Light Auto Cannon.
► APS ...............................................................................+40r
► Slat Armour ...........................................................+10r 40
► Cope Cage .............................................................+10r
► Drone Suppression System ....................+30r
► Fire Control System .......................................+30r
► Night Fighting System ...............................+10r
► Spall Liner ...............................................................+10r
T-90
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 210R (ENLISTED)
240R (VETERAN)
Tracked, Advanced Fire
Control System, Night
Fighting System, Thermal
Makeshift
Heavy 4 6” 3 Transport 10
- Optics, ERA, front, side, top,
Heavy Vehicles

turret, Slat Armour, Spall


Liner, Fire Suppression
System, Smoke Launchers

FRONT SIDE REAR TOP TURRET

7 6 3 2 7(7+)

The T-90 mounts a 125mm cannon on the turret, The T-90 may also be upgraded with the following Systems:
with a co-axial medium machine gun. The Turret ► Advanced ERA, Front, Sides, Turret ...+80r
Mounts a Medium RWS with Heavy Machine Gun.
► APS ...............................................................................+40r
► Cope Cage .............................................................+10r
► Drone Suppression System ....................+30r
► Fire Control System .......................................+30r
► Night Fighting System ...............................+10r

T-14 ARMATA
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 240R (ENLISTED)
270R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Fighting System, Thermal
Makeshift
Heavy 4 6” 3 Transport 10
- Optics, Advanced ERA,
front, side, top, turret, Slat
Armour, APS, Spall Liner, Fire
Suppression System, Blow-
out Panels, Smoke Launchers

FRONT SIDE REAR TOP TURRET

8 7 3 3 9(7+)

The T-14 Armata mounts a 125mm cannon on the turret, with a co-axial medium machine gun. The Turret
Mounts a Medium RWS with Heavy Machine Gun.

The 125mm Gun may be upgraded to a 152mm gun.

41
T-15 ARMATA HEAVY IFV
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 240R (ENLISTED)
270R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Fighting System, Thermal

Heavy Vehicles
Heavy 4 7” 3 8 - Optics, Advanced ERA,
front, side, top, turret, Slat
Armour, APS, Spall Liner, Fire
Suppression System, Blow-
out Panels, Smoke Launchers

FRONT SIDE REAR TOP TURRET

8 7 3 3 6(7+)

The T-15 is equipped with a Bumerang-BM Remote Turret with mounted Medium Machine Gun and Dual Feed
2A42 Autocannon, with High Explosive Incendiary (HEI) and Frag ammunition, Automatic Grenade Launcher and
four Kornet guided missiles.

All turret mounted weapons benefit from an Advanced Fire Control System, Thermal Imaging, Target Tracker and
Target Finder.

The Automatic Grenade launcher may be replaced with 2 Ataka ATGM launchers for +50r..

The Autocannon may upgrade one or both ammunition types with two of the following:
► Armour Piercing (AP) for +20r
► Airburst Ammunition for +25r
► Sabot Ammunition for +35r
OR
► AU-220M Baikal Remote Turret with mounted Medium machine gun and 57mm Autocannon, with
Fragmentation and Armour Piercing ammunition. All turret mounted weapons benefit from a Fire Control
System, Thermal Imaging, Stabaliser and Laser Range Finder.

TERMINATOR 2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 200R (ENLISTED)
220R (VETERAN)
Tracked, Fire Control System,
Night Fighting System,
Heavy 3 6” 3 - - Thermal Optics, Spall Liner,
Fire Suppression System,
Smoke Launchers

FRONT SIDE REAR TOP TURRET

6 5 3 2 6(6+)

The Terminator 2 is equipped with four Ataka (Chose HEAT and/or Thermobaric), two 2A42 Autocannons, 2 Automatic
Grenade Launchers and a medium Machine Gun.

42
TERMINATOR 3
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 230R (ENLISTED)
250R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Fighting System, Thermal
Heavy Vehicles

Heavy 4 7” 5 - - Optics, Advanced ERA,


front, side, top, turret, Slat
Armour, APS, Spall Liner, Fire
Suppression System, Smoke
Launchers

FRONT SIDE REAR TOP TURRET

8 7 3 3 6(6+)

The Terminator 3 is equipped with a Remote Weapons Station armed with four Ataka (Chose HEAT and/or
Thermobaric), two 57mm Autocannons, 2 Automatic Grenade Launchers and a medium Machine Gun.

M1A2 ABRAMS
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 240R (ENLISTED)
260R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Fighting System, Thermal
Heavy 4 7” 4 - - Optics, front, side, top, turret,
Slat Armour, Spall Liner, Fire
Suppression System, Blow-
out Panels, NERA, Smoke
Launchers

FRONT SIDE REAR TOP TURRET

9 9 4 5 9(7+)

The M1A2 Abrahams is equipped with a Stabilised The M1A2 Abrahams may also be upgraded with the following
120mm Smoothbore Gun, with HEAT and APFSDSand Systems:
Co-Axial Heavy and Medium Machine Guns, and a ► ERA, Front, Sides, Turret............................... +50r
Pintle Mounted Medium Machine Gun.
► APS ...............................................................................+40r
► Cope Cage .............................................................+10r
The M1A2 Abrahams may be equipped with a ► Drone Suppression System ....................+30r
Medium RWS.

The 120mm Smoothbore Gun may be equipped with the following additional ammunition types:
► Canister ammunition ..................................+30r
► AMP ..............................................................................+40r
A second Co-Axial Heavy Machine Gun may be added for +15r.

43
CHALLENGER 2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 240R (ENLISTED)
260R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Fighting System, Thermal

Heavy Vehicles
Heavy 4 7” 4 - -
Optics, Slat Armour, Spall
Liner, Fire Suppression
System, Blow-out Pannels,
NERA, Smoke Launchers

FRONT SIDE REAR TOP TURRET

9 9 4 5 9(7+)

The Challenger 2 is equipped with a Stabilised The Challenger 2 may also be upgraded with the following
120mm rifled gun, with HESH and APFSDS Systems:
ammunition and Co-Axial Light Chaingun and Pintle ► ERA, Front, Sides, Turret .............................+50r
Mounted Medium Machine Gun.
► APS ...............................................................................+40r
► Cope Cage .............................................................+10r
The Challenger 2 may be equipped with a Medium ► Drone Suppression System ....................+30r
RWS.

LEOPARD 2
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 210R (ENLISTED)
230R (VETERAN)
Tracked, Advanced Fire
Control System, Target
Tracker, Target Finder, Night
Heavy 4 7” 4 - - Fighting System, Thermal
Optics, Spall Liner, Fire
Suppression System, Blow-
out Panels, Smoke Launchers

FRONT SIDE REAR TOP TURRET

8 8 4 4 8(7+)

The Leopard 2 is equipped with a Stabilised The Challenger 2 may also be upgraded with the following
120mm Smoothbore Gun, with HEAT and APFSDS Systems:
ammunition and Co-Axial Medium Machine Gun ► NERA, Front, Sides, Turret ..........................+90r
and Pintle Mounted Medium Machine Gun.
► ERA, Front, Sides, Turret .............................+50r
► APS ...............................................................................+40r
The Leopard 2 may be equipped with a Medium ► Cope Cage .............................................................+10r
RWS. ► Drone Suppression System ....................+30r

44
WEAPONS PROFILES
Weapons Profiles

MACHINE GUNS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP

Light Machine Gun 6”/ 0 / 6+/ 1 20” / +1 / 5+ /1 40” / -1 / 6+ / 1 Automatic, Suppressing

Sustained 2, Suppressing,
Medium Machine Gun 6”/ -1 / 7+/ 1 30” / +1 / 5+ /2 50” / 0 / 5+ / 1
Heavy,

Sustained 2, Suppressing,
Heavy Machine Gun 6”/ -2 / 5+/ 2 50” / +1 / 3+ /2 ∞” / 0 / 3+ / 2
Armour Piercing, Heavy

AoE 6, Suppressing, Heavy,


Minigun 6”/ -1 / 7+/ 1 30” / +1 / 5+ /2 50” / 0 / 5+ / 1
Armour Piercing, Deployed
AoE4,Sustained 2, Frag,
Automatic Grenade
-/ - /- / - 45” / 0 / 5+ /1 ∞” / -2 / 5+ / 1 Suppressing, Armour Piercing,
launcher
Minimum Range 8", Deployed

AUTOCANNONS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP
AoE 2, Automatic, Suppressing,
2A42 Autocannon HEI 6”/ -2 / 4+/ 1 60” /0 / 2+ /1 ∞” / -1 / 3+ / 1 Armour Penetrating, Frag,
Tracer, Incendiary

2A42 Autocannon AoE 3, Automatic, Suppressing,


6”/ -2 / 4+/ 1 60” /0 / 2+ /1 ∞” / -1 / 3+ / 1
Frag Armour Penetrating, Heavy

2A42 Autocannon
Automatic, Suppressing, Anti
AP 6”/ -2 / 4+/ 1 60” /0 / 2+ /2 ∞” / -1 / 3+ / 1
Armour, Frag, Tracer, Heavy

2A42 Autocannon Automatic, Suppressing, Anti


6”/ -2 / 4+/ 1 60” /0 / 2+ /3 ∞” / -1 / 3+ / 2
Sabot Armour, Frag, Heavy

AoE 2,Automatic, Suppressing,


2A42 Autocannon
6”/ -2 / 4+/ 1 60” /0 / 2+ /1 ∞” / -1 / 3+ / 1 Anti Armour, Frag, Airburst,
Airburst
Heavy

AoE 2, Suppressing, Anti


Light Cannon 6”/ -2 / 4+/ 1 50” /0 / 2+ /3 ∞” / -1 / 4+ / 3
Armour, Heavy

45 57mm Autocannon AoE 2, Suppressing, Anti


6”/ -2 / 4+/ 1 70” /0 / 2+ /2 ∞” / -1 / 2+ / 2
Frag Armour, Frag, Heavy

57mm Autocannon AoE 2, Suppressing, Anti Tank,


6”/ -2 / 4+/ 1 70” /0 / 2+ /4 ∞” / -1 / 2+ / 4
AP Heavy
CHAINGUNS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP
Sustained 4, Suppressing,
Light Chaingun 6”/ -2 / 6+/ 1 50” /0 / 5+ /4 80” / -1 / 7+ / 3

Weapons Profiles
Armour Piercing, Heavy

TECHNICAL GUNS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP
AoE 2, Automatic, Suppressing,
ZPU 1 6”/ -2 / 5+/ 1 40” / -1 / 5+ /2 ∞” / -1/ 5+ / 2 Armour Piercing, Heavy, Anti-
Air
AoE 2, Sustained 2,
ZPU 2 6”/ -2 / 5+/ 1 40” / -1 / 5+ /2 ∞” / -2/ 5+ / 2 Suppressing, Armour
Piercing, Heavy, Anti-Air
AoE 3, Sustained 4,
ZPU 4 6”/ -2 / 5+/ 1 40” / -1 / 5+ /2 ∞” / -2/ 5+ / 2 Suppressing, Armour Piercing,
Heavy, Anti-Ai
AoE 10, Anti Armour, Single
Fire, Frag, Danger Close 2”,
Rocket Pod -/ - /- / - 30” / -2 / 6+ / 4 ∞” / -4 / 6+ / 4
Inaccurate 4”, Suppressing,
Minimum Range 18",
AoE 2, Anti Armour, Single Fire,
SPG9 HEAT -/ - /- / - 35” / 0 / 7+ / 2 60” / -1 / 7+ / 2
Minimum Range 10", Deployed
AoE 4, Frag, Single Fire,
SPG9 HE -/ - /- / - 35” / 0 / 5+ / 1 60” / -1 / 5+ / 1
Minimum Range 10", Deployed
AoE 2, Anti Armour, Single
M40 HEAT -/ - /- / - 45” / 0 / 7+ / 2 ∞” / -2 / 7+ / 3 Fire, Minimum Range 10",
Deployed
AoE 5, Frag, Single Fire, Armour
M40 Flechette 6”/ +2 / 5+/ 1 12” / +1 / 6+ / 1 18” / -2 / 8+ / 0
Piercing, Deployed
AoE 2,, Sustained 4,
Vulcan Cannon 6”/ -2 / 4+/ 1 50” /-1 / 2+ /4 ∞” / -2 / 4+ / 3 Suppressing, Anti Armour,
Heavy

46
ANTI-TANK WEAPONS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP
AoE 2, Anti Tank, One Shot,
Konkurs -/ - /- / - 35” / 0 / 5+ / 7 60” / - / 5+ / 7 Heavy, Wire Guided, Minimum
Weapons Profiles

Range 15",
AoE 2, Anti Tank, One Shot,
Sagger -/ - /- / - 35” / 0/ 5+ / 6 60” / - / 5+ / 6 Heavy, Wire Guided, Minimum
Range 20",

AoE 3, Anti Tank, One Shot,


Ataka HEAT -/ - /- / - 40” / 0/ 5+ / 8 80” / - / 5+ / 8 Heavy, Guided, Minimum
Range 20",

AoE 6, Anti Armour, One Shot,


Ataka Thermobaric -/ - /- / - 40” / 0/ 5+ / 8 80” / - / 5+ / 8 Heavy, Guided, Thermobaric,
Minimum Range 20",
AoE 2, Anti Tank, Four Shots,
Heavy, Tandem Warhead,
Vampire System -/ - /- / - 40” / 0 / 5+ / 8 ∞” / - / 5+ / 8
Guided, Top Down, Minimum
Range 20",
AoE 10, Anti Tank, One Shot,
500kg Bomb -/ - /- / - 8/ -1 /4+ /6 10/ -2 /4+ /6
Heavy, Danger Close 6”

MAIN CANNONS
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP

AoE 2, Anti Armour, Single Fire,


73mm GROM HEAT -/ - /- / - 35” / 0 / 7+ / 3 60” / -2 / 7+ / 2
Minimum Range 10",

AoE 4, Armour Piercing, Frag,


73mm GROM HE-Frag -/ - /- / - 35” / -1 / 6+ / 2 60” / -2 / 6+ / 1 Single Fire, Minimum Range
10"

73mm GROM - AoE 2, Anti Tank, Single Fire,


-/ - /- / - 35” / 0 / 7+ / 3 60” / -1 / 7+ / 3
Modernised Minimum Range 10",

AoE 2, Anti Tank, Single Fire,


85mm Gun HEAT -/ - /- / - 45” / 0 / 7+ / 3 80” / -2 / 7+ / 2
Minimum Range 10",

AoE 4, Armour Piercing, Frag,


85mm Gun HE-Frag -/ - /- / - 45” / -1 / 6+ / 2 80” / -2 / 6+ / 1 Single Fire, Minimum Range
10"

100mm gun: HEAT 6”/ -4 / 4+/ 2 60” /-1 / 2+ /3 ∞” / -2 / 2+ / 2 AoE 4, Anti Tank, Frag

47 100mm gun: ATGM 6”/ -4 / 4+/ 1 70” /-1 / 2+ /4 ∞” / -1 / 2+ / 4


AoE 4, Anti Tank, Tandem
Warhead, Guided

100mm gun:
6”/ -4 / 4+/ 2 60” /0 / 2+ /3 ∞” / -2 / 2+ / 3 AoE 4, Anti Tank, Frag
Modernised HEAT

100mm gun: AoE 4, Anti Tank, Tandem


6”/ -4 / 4+/ 1 70” /0 / 2+ /4 ∞” / -1 / 2+ / 4
Modernised ATGM Warhead, Guided
TYPE CQB ENGAGEMENT EXTREME SPECIAL
R / M / L / AP R / M / L / AP R / M / L / AP

Weapons Profiles
115mm gun: HEAT 6”/ -4 / 4+/ 2 10” /-1 / 2+ /4 ∞” / -2 / 2+ / 3 AoE 4, Anti Tank, Frag

AoE 4, Anti Tank, Tandem


115mm gun: ATGM 6”/ -4 / 4+/ 1 80” /- / 2+ /4 ∞” / -1 / 2+ / 4
Warhead, Guided

120mm Rifled gun:


6”/ -4 / 4+/ 2 90” /+1 / 2+ /4 ∞” / 0 / 2+ / 3 AoE 4, Anti Tank, Frag
HESH

120mm Rifled gun:


6”/ -4 / 4+/ 1 80” /0 / 2+ /6 ∞” / -1 / 2+ / 5 Anti Tank, Kinetic Penetrator
APFSDS

120mm Smoothbore
6”/ -4 / 4+/ 2 90” /0 / 2+ /4 ∞” / -1 / 2+ / 3 AoE 4, Anti Tank, Frag
gun: HEAT

120mm Smoothbore
6”/ -4 / 4+/ 1 80” /+1/ 2+ /6 ∞” / 0/ 2+ / 5 Anti Tank, Kinetic Penetrator
gun: APFSDS

120mm Smoothbore
6”/ +3 / 2+/ 2 12” /+2 / 2+ /1 18” / 0 / 3+ / 1 AoE 6, Anti Armour
gun: Canister

120mm Smoothbore
6”/ -4 / 4+/ 2 90” /0 / 2+ /4 ∞” / -1 / 2+ / 3 AoE 4, Anti Armour, Airburst
gun: AMP

125mm gun: HEAT 6”/ -4 / 4+/ 2 80” /-1 / 2+ /5 ∞” / -2 / 2+ / 4 AoE 4, Anti Tank, Frag

AoE 4, Anti Tank, Tandem


125mm gun: ATGM 6”/ -4 / 4+/ 1 80” /0 / 2+ /5 ∞” / -1 / 2+ / 5
Warhead, Guided

125mm gun:
6”/ -4 / 4+/ 2 85” /-1 / 2+ /6 ∞” / -2 / 2+ / 5 AoE 4, Anti Tank, Frag
Modernised HEAT

125mm gun: AoE 4, Anti Tank, Tandem


6”/ -4 / 4+/ 1 85” /0 / 2+ /6 ∞” / -1 / 2+ / 6
Modernised ATGM Warhead, Guided

152mm gun:
6”/ -4 / 4+/ 2 100” /-1 / 2+ /8 ∞” / -2 / 2+ / 6 AoE 5, Anti Tank, Frag
Modernised HEAT
48

152mm gun: AoE 4, Anti Tank, Tandem


6”/ -4 / 4+/ 1 100” /0 / 2+ /8 ∞” / -1 / 2+ / 8
Modernised ATGM Warhead, Guided
VEHICLE SYSTEMS
DUAL FEED FOLLOW ME SYSTEM
Vehicle Systems

Some weapons, particularly Autocannons, are Some advanced vehicles, particularly unmanned ones,
able to fire multiple ammunition types within the have a Follow Me System. This system allows a vehicle
same Engagement. This is achieved by having two to follow an Element it is assigned to, using artificial
ammunition feeds into the weapon, which allows the intelligence to navigate the land efficiently.
crew to alternate which ammunition is used.
A vehicle with Follow Me may be assigned a parent
When making an Engagement Action with a Dual Element. Whenever this Element makes a Manoeuvre
Feed Weapon, you may choose to use two different Action the vehicle may make a free Manoeuvre Action,
ammunition types in the Engagement. Each dice as long as it does not end its Manoeuvre Action further
rolled in the Engagement may be designated as either away from the Element than it started.
ammunition type, before the dice is rolled.
REACTIVE FIRE SYSTEM
It is useful to use different coloured dice to represent
different ammunition types. This system allows a vehicle to monitor its
surroundings passively using advanced sensors. These
sensors can detect lasers or other optical devices
FIRE CONTROL SYSTEM
targeting the vehicle. Once detected, the onboard
A Fire Control System (FCS) usually consists of a systems are able to target the source and engage to
number of systems working together to enable the suppress or eliminate the threat.
ranged weapons mounted on the vehicle to be able to
target, track and hit a target. Computers will analyse If a vehicle with a Reactive Fire System is the target
data gathered from radar, laser range finders and a of an Engagement Action, where a weapon with the
multitude of other sensors to enable a weapon system Guided rule is used, the Vehicle may make a free Snap
to place accurate fire upon a target. Fire Action against the Engaging Element, when the
Engagement Action is declared, but before the roll for
A vehicle with a fire control system will allow any failed Accurate Fire is made.
tests for accurate fire to be re-rolled once, for each
weapon that the FCS affects.
NIGHT FIGHTING SYSTEM
A Night Fighting System enables a vehicle’s crew to
ADVANCED FIRE CONTROL SYSTEM operate effectively in low light conditions, usually via
An Advanced Fire Control System (AFCS) is a cutting an array of optics and IR illumination.
edge system that is able to process information gained
from sensors, analyse the data and fire accurately far When fighting at night, a Night Fighting System will
quicker than a human would be able to. These systems remove the Night Fighting rules, with the following
are also capable of controlling multiple weapons and exceptions: Manoeuvre Actions are limited to 2
target multiple targets simultaneously. momentum, no additional momentum may be spent
on the action while equipped with MK2 devices;
A vehicle with an AFCS follows the rules for a FCS and Engagement Actions are made with a -1 modifier, in
in addition, may fire all weapons affected by the AFCS addition to other modifiers.
and multiple target Elements in a single Engagement
Action.
THERMAL OPTICS
These optics allow the crew of a vehicle to use thermal
TARGET TRACKER. vision for target acquisition and identification. Thermal
A Target Tracker is able to process data gathered from Optics ignore any benefits a Target Engagement may
sensors to determine the speed and velocity of a target receive from cover.
and accurately target it in a way that allows accurate
fire to be applied. in Situational Awareness Tests when fighting at Night
or Day. When Detecting Hidden Elements +3 to your
A vehicle with a Target Tracker will suffer no penalty Awareness Roll.
49 when making an Engagement Action against a vehicle
that has made a Manoeuvre Action in its turn.
SMOKE LAUNCHERS
If a Vehicle with Smoke Launchers is subject to Accurate
TARGET FINDER Fire, when making a Situational Awareness Test, the
A target finder is an advanced system that analyses Vehicle gains +2 to to their Awareness for 2 turns.
data gathered from on board and external sources to
identify targets and engage them where appropriate.
A vehicle with a Target Finder may make a free snap
fire reaction against any valid enemy element within a
360 degree LoS of the vehicle.
ULTRALIGHT VEHICLE. SPALL LINER
An Element embarked on a vehicle with this rule may A Spall Liner is designed to catch or otherwise minimise
make a free Disembark/Embark action. Models may also the resulting spalling that occurs on the interior of a
make an Disembark/Embark Action after a vehicle with vehicle when it is hit.
this rule has made a Maneuver/Land Action. The Vehicle
also benefits from +1 to Situational Awareness Tests, If a crew member, or embarked element, is subject to
due to the increased visibility from the crew. any Lethality Tests as the result of a Penetration Test

Vehicle Systems
the Lethality is reduced by -2.
Crew and Elements embarked in an Ultralight Vehicle
may make any Bailout Actions for free and don’t have
SLAT ARMOUR
to test to Bail Out as the result of a roll on a Penetration
Table. Slat Armour usually has the appearance of a cage
structure around the sides, front and rear of a vehicle.
It is particularly effective against RPGs and similar
FIRE SUPPRESSION SYSTEM weapons.

A Fire Suppression System aims to suppress an internal Vehicles with Slat armour will increase their AV by 1
fire enough to give the crew time to bail out of a point against weapons with the Anti Armour rule made
vehicle. in an Engagement by an Infantry Element.

If a vehicle is Engulfed as the result of a Penetration


COPE CAGE
Test, the crew will be able to bail out on the score of an
8+, rather than being instantly killed. This is effectively Slat Armour mounted to the top
of a Vehicle, commonly called a ‘Cope Cage’. Its main
If a vehicle is On Fire as the result of a Penetration Test, purpose is to defend against drone attacks that usually
the crew will gain a +2 bonus when testing if they are crash into or detonate on the upper hull of a vehicle.
able to bail out.
Vehicles with Slat armour will increase their AV by 1
point against any Drones with the Anti Armour and
BLOW-OUT PANELS Guided rule.
These hatches are designed to allow the force of an
explosion, particularly from stowed ammunition, to
vent in a way to offer a chance for crew members to
escape.

If a vehicle is Engulfed as the result of a Penetration


Test, the crew will be able to bail out on the score of a
7+, rather than being instantly killed.

If a vehicle is K-Killed as the result of a Penetration Test,


the crew will be able to bail out on the score of a 9+,
rather than being instantly killed.

EXPLOSIVE REACTIVE ARMOUR


Explosive Reactive Armour (ERA) was developed to counter ever more advanced Anti-Armour weapons. It works,
in simple terms, by detonating a brick of armour on the hull of a vehicle when it is struck by a large calibre or
explosive weapon. There are various versions of this armour, some very advanced and able to defeat Explosive and
Kinetic Weapons. The downside to this armour is that it is extremely dangerous for infantry to be in proximity to
the vehicle when it is activated.

ERA will cover portions of a vehicle, usually front, sides and rear. ERA will increase the Vehicle Class by 1 against all
Weapons with the Anti Armour or Anti Tank Rules, against Engagement Actions against an armour facing that the
ERA covers.

Explosive:
If a weapon with the Anti Armour or Anti Tank Rule is used in an Engagement with a Vehicle with ERA or Next
Generation ERA, infantry Elements within 6” of the Vehicle will suffer an AoE 3 hit, with a Lethality of 6.
50
Some vehicles are only partially covered by ERA, in which case they will only benefit from the ERA rules if hit in a
facing covered by ERA.

Next Generation ERA


This Reactive Armour, in addition to the rules listed above will also increase the Vehicle Class by 1 against Kinetic
Penetrator Weapons. Weapons with the Tandem and Kinetic Penetrator rule will gain no benefit from their special
rules against a vehicle with Next Generation ERA.

Non-Explosive Reactive Armour


NERA follows the same rules for Next Generation ERA, with the exception of the Explosive rule.
RAM SYSTEM STOWED LAUNCHERS
Radar Absorbing Material Systems can consist of A friendly Element with any Launchers that have the
sophisticated paint on a vehicle, as well as advanced One Shot rule, will ignore the limitations of the One
underlying materials. These cutting edge systems Shot rule while within 2” of the vehicle.
can interfere with the locking and tracking abilities of
guided weapons.
RECOVERY SYSTEM
Vehicle Systems

When making an Engagement Action against a vehicle Recovery Systems can take the form of winches, sand
with a RAM System, the Guided rule has no effect. boards, or simple spades.

If a vehicle with a Recovery System becomes Stuck


(p70 Spectre Operations). It will automatically pass the
DRONE SUPPRESSION SYSTEM required Stress Test in order to move again.
Drone Suppression Systems are designed to disrupt a
drone’s control or electrical system when in proximity
AMPHIBIOUS
to the vehicle, in order to reduce the chances of an
effective strike. If a drone moves within 6” of a vehicle Amphibious Vehicles are especially adapted to cross
with a Drone Suppression System, on the roll of a 7+ the deep waterways.
drone shuts down and is removed from the game.
A Vehicle with the Amphibious rule can move through
areas of water with no penalties.
HARD KILL SYSTEM
A Hard Kill System is designed to detect incoming
projectiles, including drones, and destroy them with
intercepting fire.

A vehicle with a Hard Kill System makes Situational


Awareness Tests with a +2 modifier to their test result
against accurate fire from a weapon with the Anti-
Armour or Anti-Tank rule. If the test is successful, the
incoming fire is intercepted and the Engagement has
no further effect.

51
REMOTE WEAPONS SYSTEMS
Remote weapons come in many sizes and utilities and can be mounted on a variety of vehicles. Systems can be
lightweight and discreet, all the way up to entire tank turrets, mounting multiple weapons systems.

All of these systems will feature multi spectrum optics, targeting and other sensors, as well as stabilisers and

Vehicle Systems
countermeasures.

Remote Weapons Systems come in several forms, light, medium, heavy and protected weapons stations.

RWS can change facing without spending momentum. Any weapon mounted on an RWS will benefit from a
stabiliser.

LIGHT RWS HEAVY WEAPONS STATION


These systems can mount one of the following ► Light Autocannon ...........................................+40r
weapons: ► Medium Autocannon ...................................+55r
► Light Machine Gun .........................................+5r ► Vampire System ...............................................+120r
► Assault machine Gun ...................................+8r ► Hellfire Missile ....................................................+200r
► Medium Machine Gun ..................................+10r
► Minigun ....................................................................+30r It may also mount up to two of the following:
► Microgun .................................................................+25r ► Anti-Air Launcher............................................ +75r
► Guided Anti-Tank Launcher.................... +75r
► Javelin ........................................................................+90
MEDIUM WEAPONS STATION ► Light Machine Gun .........................................+75
► Light Machine Gun........................................... +5r ► Medium Machine Gun ..................................+10r
► Assault machine Gun ...................................+8r ► Heavy machine Gun....................................... +20r
► Medium Machine Gun ..................................+10r ► Automatic Grenade Launcher............... +35r
► Heavy machine Gun.......................................+20r ► Minigun ....................................................................+30r
► Automatic Grenade Launcher............... +35r
► Minigun ....................................................................+30r PROTECTED WEAPONS STATION
► Light Autocannon ...........................................+40r
It may also mount one of the following: ► Medium Autocannon ...................................+55r
► Anti-Air Launcher ...........................................+75r ► Heavy Autocannon ........................................+75r
► Guided Anti-Tank Launcher ...................+75r ► Medium Chain Gun ........................................+75r
► Javelin ........................................................................+90 ► Heavy Chain Gun ..............................................+100r
► Light Machine Gun .........................................+5r ► Vampire System ...............................................+120r
► Vampire System ...............................................+120r ► Hellfire Missile ....................................................+200r

It may also mount up to two of the following:


► Anti-Air Launcher ...........................................+75r
► Guided Anti-Tank Launcher.................... +75r
► Javelin ........................................................................+90
► Light Machine Gun...........................................+75
► Medium Machine Gun ..................................+10r
► Heavy machine Gun ......................................+20r
► Automatic Grenade Launcher ..............+35r
► Minigun ....................................................................+30r

52
DRONES
Drones have changed the face of modern conflict dramatically in recent years. The rise in the use of small,
commercially available units, used for reconnaissance, spotting and point attacks have fundamentally changed the
way that battles are fought.
Drones

DRONE OPERATORS FPV DRONES


Any infantry Element may upgrade a single model to First Person View (FPV) drones are extremely fast and
a drone operator for +10r. agile. They are flown by the operator from the viewpoint
of the drone, allowing for precise movement. These are
A drone operator may be equipped with the usually armed to explode on impact or via trigger when
following: the drone reaches its destination and/or target.

► FPV Drone (anti-armour) FPV drones can be controlled by a model, either acting as
► FPV Drone (anti-infantry) an element or as part of an element.
► Drop Drone (anti-armour)
► Drop Drone (anti-infantry)
FPV DRONE
MOVING AN FPV DRONE M B A S

FPV Drones will require Momentum to be used in order to


12 0 4 0
move around the tabletop, much in the same way as a regular
element. There are some important exceptions to this:

An FPV drone must make at least one Manoeuvre action each turn; they are unable to remain stationary. They can
move in any direction.

An FPV drone is not affected by any negative modifiers to movement for moving through Difficult or Dangerous
terrain.

The drone is considered to be flying roughly 12” above the tabletop, until it’s descent to its target. The final
Manoeuvre action before it hits the target will be considered to be travelling in a downwards trajectory and
may be affected by terrain, please see the moving through cover rules below. A degree of common sense and
discussion is advised when deciding on what terrain is considered to block or otherwise interfere with an FPV
drones movement.

If Momentum is not able to be used to move an FPV drone for any reason, the drone will crash into the ground at
the point the drone currently is and detonate, if it has an explosive.

MOVING THROUGH COVER


If an FPV drone moves through an obstacle, such as a door, window, foliage or other piece of terrain that would
realistically be challenging to fly through, an Awareness test must be made, using the awareness value of the FPV
drone. If it is passed, the drone can move through the obstacle without penalty. If it fails, the drone will crash into
the object and detonate.

ENGAGING AN FPV DRONE


An FPV drone flies extremely fast and often unpredictably. To represent this, any Engagement Action made
against an FPV drone will always use the Extreme range profile of the weapon, with an additional -2 modifier for
accurate fire.

53
DETONATION
If the FPV drone moves into base contact with a model in an Element or any part of a vehicle, it will detonate, using
the profile of the explosive it is equipped with.

When the drone detonates, resolve the Engagement as normal, testing for Accurate Fire using the ballistics of the
Drone Operator and with the profile of the correct explosive type. Note, the weapon profile only has an Engagement
range, which is used to resolve all Engagement Actions.

When detonating on a Vehicle, an awareness test must be made. If it is passed, the top of the vehicle is hit. If it is

Drones
failed, the part of the vehicle the drone made contact with is hit instead (side, front or rear).

Weapon CQB SPECIAL


R / M / L / AP

FPV Anti Armour -/ +2 /8+ / 3 AoE 2, One Shot, Anti Tank.

AoE 5, One Shot, Armour


FPV Anti Personnel -/ +2 /5+ / 1
Piercing, Frag

54
DRONES
These rules are used to represent the multitude of multi-rotor VTOL style drones used for surveillance,
reconnaissance and offensive action. Regardless of the size or intended usage, these types of drones will follow
these basic rules, with specific additional rules to define each intended use.
Drones

DRONE OPERATORS MANOEUVRING A DRONE


A Drone Operator is typically a member of a larger Drones will require Momentum to be used in order to
Element, although they could also be a single model move around the tabletop, much in the same way as a
making up an Element of their own. regular element.

A Drone Operator must use the Deploy Drone Action


outlined below. While Operating a Drone, the Drone
Operator may not perform any other Action in a turn
in which Momentum has been spent on, or intend on
performing Actions with their Drone. A Drone may
be left to hover in place while the Operator performs
other Actions.

DROP DRONES
Drop Drones are often off-the-shelf products, modified for combat. They are usually used to fly ordinance over
a target and drop it onto an enemy position. They typically carry fragmentation grenades, RPG-7 warheads or
mortar rounds, which detonate on impact.

ENGAGEMENT WITH DROP DRONES


A Drop Drone that is within 1” of an Enemy Element may drop its payload onto the Target Element, using the
normal rules for Engagement Actions, using the Ballistics of the Drone Operator and resolving any accurate fire
using the appropriate ordinance type.

Weapon CQB SPECIAL


R / M / L / AP

FPV Anti Armour -/ +2 /8+ / 3 AoE 2, One Shot, Anti Tank.

AoE 5, One Shot, Armour


FPV Anti Personnel -/ +2 /5+ / 1
Piercing, Frag

SPOTTER DRONES
Drones are often used to range in ordinance visually and can even be fitted with laser designators to aid in the
accuracy of fire.

Any artillery, mortar, or guided Escalation may be used in an Engagement Action, with the range measured from
the Drone, as if it is making the Engagement Action.

If it is fitted with a Laser Designator, any Escalation with the Guided rule will gain +1 to Accurate Fire.

55
UNMANNED GROUND VEHICLES

Unmanned Ground Vehicles


Unmanned Ground Vehicles (UGVs) behave in the same way as vehicles in Spectre Operations. Due to the fact that
they are unmanned, any result that would affect the crew of the vehicle is ignored.

LIGHT UNMANNED VEHICLE


AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS
Follow Me System, Advanced Fire Control System,
Remote Weapons System, Target Tracker, Target
Light 1 5” - - -
Finder, Reactive Fire System, Night Fighter System,
Thermal Optics.

FRONT SIDE REAR TOP TURRET

3 4 2 1 -

Light Unmanned Ground Vehicles may be equipped with a Light. Medium or Heavy Weapons Station, chosen from
the options on p52.

MEDIUM UNMANNED VEHICLE


AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS
Follow Me System, Advanced Fire Control System,
Remote Weapons System, Target Tracker, Target
Medium 1 6” - - -
Finder, Reactive Fire System, Night Fighter System,
Thermal Optics.

FRONT SIDE REAR TOP TURRET

5 4 3 2 5

Medium Unmanned Ground Vehicles are equipped with a Protected Weapons Station, chosen from the options on p52.

56
HELICOPTERS
Air assets usually will not feature in a capacity in which they are physically represented on the tabletop in Spectre
Operations. Attack and support helicopters usually fly high above the battlefield, far outside of the range of small
arms fire.
Helicopters

Some Helicopters may approach the battlefield at a lower altitude, either for an attack run or to drop off or pick up
troops.

Helicopters represented in games generally follow the rules for vehicles, although they have their own actions and
damage tables.

REPRESENTATION.
Helicopters are assumed to be flying at around 12” above the tabletop or any terrain features. You can represent
this with appropriate basing if you wish, although the height of this base is not too important.

When determining LoS, draw this from 12” up, from the centre of the Helicopter, where possible.

ACTIONS WEAPON FACINGS


Weapons are listed as being mounted at specific points on
Helicopters can choose to make actions from the helicopters. Door mounted weapons have a 90 degree FoF
following list. and nose mounted weapons have a 180 degree FoF.
Forward facing weapons can only be fired directly
forwards from a Helicopters front facing.
MANOEUVRE
A Helicopter can make a Manoeuvre action up to their
full movement value in any direction, while changing or
LAND/TAKE-OFF
keeping the same facing. A Helicopter may land on a spot directly underneath it.
The model must be able to reasonably fit in this space.
While the Helicopter is landed, it may not perform any
ENGAGEMENT ACTIONS Action other than Take-Off.
A Helicopter may make an Engagement Action using This Action also allows the Helicopter to take off when it is
any or all of their ranged weapons against a target. Some already landed.
Vehicle Systems may allow them to make Engagements
against multiple Target Elements.

TARGETING A HELICOPTER.
Targeting a helicopter in Engagement Actions follows the same process as targeting Vehicles in Spectre Operations,
with the following changes:

SITUATIONAL AWARENESS
Skilled helicopter pilots are able to evade fire to some degree, offering a degree of additional protection when
being Engaged.

When a Helicopter is the Target in an Engagement Action, make a Situational Awareness Test, in the same way as
with an Infantry Element.
57
PENETRATION TESTS
Helicopters only have 1 facing AV, which is used to represent the majority of fire hitting the underside of a
helicopter. Penetration tests are tested against this value.

The classifications of Civilian, Light, Medium and Heavy still apply when determining which weapons can cause
penetrating hits against them.

Unlike other vehicles, all helicopters share the same glancing and penetrating hits tables. Helicopters are inherently
more fragile than ground vehicles, and severe damage is usually much more of an immediate problem.
58
Helicopters
HELICOPTER GLANCING HIT TABLE
All Weapons may cause Glancing Hits to light vehicles.

NUMBER RESULT
Helicopters

1 Crew Shaken: The crew are shaken up by the hit: +1 Stress.


2 Mobility Hit: The Vehicle suffers -2 Movement for the remainder of the game.
Visibility Impaired: The Vehicle Suffers -1 to Awareness Tests for the remainder of the
3 game.
Crew Hit Make a Lethality roll for every model within the vehicle, using a Lethality
4
of 6.

HELICOPTER PENETRATING HIT TABLE


Armour Piercing Weapons can Penetrate this armour, Anti Armour Weapons gain 1 automatic Penetrating hit
and Anti Tank gain 2 automatic Penetrating Hits.

NUMBER RESULT
Spalling: The internals of the vehicle fragments and the Crew are hit: Make a Lethality
1 roll for every model within the vehicle, using a Lethality of 5. +1 Stress for each model
mounted in the vehicle.
M-Kill: Vehicle Immobilised: The vehicle’s engine is seriously damaged and the
helicopter goes into an uncontrolled spin. The Helicopter will make one full move in a
random direction decided by a dice roll.
2 (1-4: Forward, 5-6: Left, 7-8: Right, 9-10: Backwards).
At the end of this move it will crash into the ground, causing a Lethality 5 hit to any
occupants and any element it lands on top of.
Engulfed: The vehicle suffers a catastrophic kit and plummets from the sky.The
3 Helicopter will crash into the ground directly underneath it, causing a Lethality 2 hit to
any occupants and any element it lands on top of.
4+ K-Kill: The Vehicle Explodes in a fireball in the sky. All models onboard are killed.

59
CIVILIAN HELICOPTERS

Civilian Helicopters
CIVILIAN HELICOPTER
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 50R (CIVILIAN)

Civilian 1 10” 1 4 Side Facings -

AV

COVERT CIVILIAN HELICOPTER


AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 90R (VETERAN)
100R (TIER 2)
Fast Rope, Fire 110R (TIER 1)
Control System,
Civilian 1 10” 1 4 Side Facings
Thermal Imaging,
Night Fighter System.

AV

A Covert Civilian Helicopter may mount one of the following door mounted Weapons Systems:
► Microgun .................................................................+10r
► Light Machine Gun .........................................+5r
► Anti Armour/Anti Personnel Loitering Munition +20r

60
LIGHT HELICOPTERS
LITTLE BIRD
Light Helicopters

AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 110R (ENLISTED)


120R (VETERAN)
Ultralight Vehicle, 140R (TIER 2)
Fast Rope, Advanced
Fire Control System, 150R (TIER 1)
Light 2 18” 2 4 Side Facings
Thermal Imaging,
Night Fighter System,
Countermeasures..

AV
A Littlebird may replace its transport capacity with up to two of the following forward
facing Weapons Systems:
3 ► 2 Miniguns .............................................................+60r
► 2 Heavy Minigun ..............................................+80r
► 2 Heavy Machine Guns ...............................+40r
► 2 Automatic Grenade launchers ........+70r
► 2 Multiple Rocket Pods ...............................+90r
► 2 Anti Armour and Anti Personnel Air to Surface Missiles +90r
► 2 Anti Armour/Anti Personnel Loitering Munitions +40r
► 1 Medium Chain Gun ....................................+60r

MEDIUM HELICOPTERS
BLACK HAWK
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 140R (ENLISTED)
150R (VETERAN)
Fast Rope, Fire 165R (TIER 2)
Control System,
Night Fighter
System,Thermal
Medium 2 18” 2 4 Side Facings
Imaging, Spall
Liner, Fire
Suppression System,
Countermeasures.

AV
A Black Hawk Helicopter may mount one of the following Weapons Systems in each
Side door:
6 ► Microgun .................................................................+20r
► Minigun ....................................................................+30r
► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+120r

61
SOF BLACK HAWK
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 170R (TIER 2)
180R (TIER 1)
Fast Rope, Advanced
Fire Control System,

Heavy Helicopters
Thermal Imaging,
Night Fighter System,
Medium 2 18” 2 11 Side Facings Target Tracker
and Target Finder,
Spall Liner, Fire
Suppression System,
Countermeasures.

AV
A Black Hawk Helicopter may mount one of the following Weapons Systems in each
Side door:
7 ► Microgun .................................................................+20r
► Minigun ....................................................................+30r
► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+120r

A SOF Black Hawk may replace its transport capacity with up to two of the forward facing Weapons Systems:
► 2 Miniguns .............................................................+60
► 2 Heavy Minigun ..............................................+80
► 2 Heavy Machine Guns................................. +40
► 2 Automatic Grenade launchers ........+70
► 2 Multiple Rocket Pods ...............................+90
► 4 Anti Armour and Anti Personnel Air to Surface Missiles +120
► 4 Anti Armour/Anti Personnel Loitering Munitions +70
► 1 Medium Chain Gun ....................................+60

HEAVY HELICOPTERS
CHINOOK
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R (ENLISTED)
110R (VETERAN)
Fast Rope, Advanced 120R (TIER 2)
Fire Control System,
Thermal Imaging, 130R (TIER 1)
Heavy 2 12” 3 40 Side Facings
Night Fighter
System, Heavy Lift,
Countermeasures.

AV A Chinook Helicopter may mount one of the following Weapons Systems in each Side
door:
6 ► Microgun .................................................................+20r
► Minigun ....................................................................+30r
► Light Machine Gun .........................................+5r
► Medium Machine Gun ..................................+10r
► Heavy Machine Gun .......................................+120r
► A Chinook may mount a Medium Machine Gun on the Rear Ramp for +10r

62
APACHE
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R (ENLISTED)
165R (VETERAN)
Advanced Fire 180R (TIER 2)
Control System,
200R (TIER 1)
Heavy Helicopters

Thermal Imaging,
Night Fighter System,
Target Tracker
Heavy 1 12” 2 - -
and Target Finder,
Reactive Fire System,
Spall Liner, Fire
Suppression System,
Countermeasures.

AV
The Apache is armed with a nose mounted Medium Chain Gun. It must select two of the
forward facing Weapons Systems:
6 ► 2 Miniguns .............................................................+60r
► 2 Heavy Minigun ..............................................+80r
► 2 Multiple Rocket Pods ...............................+90r
► 4 Anti Armour and Anti Personnel Air to Surface Missiles +120r
► 4 Anti Armour/Anti Personnel Loitering Munitions +70r

MIL MI-26
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R (ENLISTED)
110R (VETERAN)
Fast Rope, Fire 120R (TIER 2)
Control System,
Side Thermal Imaging, 130R (TIER 1)
Heavy 2 10” 5 90 Facings, Target Tracker
Rear Ramp and Target Finder,
Countermeasures,
Heavy Lift

AV

MIL MI-17
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 100R (ENLISTED)
110R (VETERAN)
Fast Rope, Fire 120R (TIER 2)
Side Control System,
Heavy 1 12” 3 24 Facings, Thermal Imaging, 130R (TIER 1)
Rear Ramp Night Fighter System,
Countermeasures

AV
The Mil Mi-17 may mount one of the following Weapons Systems in each side door:
► Medium Machine Gun ..................................+10r
6 ► Heavy Machine Gun .......................................+20r

63 The Mil Mi-17 can also be mounted with up to three of the following forward facing Weapons Systems:
► 2 Light Autocannons ....................................+100r
► 2 Heavy Minigun ..............................................+60r
► 2 Heavy Machine Guns ...............................+40r
► 2 Multiple Rocket Pods ...............................+90r
MIL MI- 24
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R (ENLISTED)
165R (VETERAN)
Fast Rope, Fire 180R (TIER 2)
Control System,
Thermal Imaging, 200R (TIER 1)

Heavy Helicopters
Side
Target Tracker
Heavy 1 10” 3 8 Facings,
and Target Finder,
Rear Ramp
Countermeasures,
Heavy Lift,
Countermeasures.

AV
The Mil Mi-24 is equipped with a nose mounted Heavy Minigun. The Helicopter can also
be mounted with up to two of the following forward facing Weapons Systems:
6 ► 2 Light Autocannons ....................................+100r
► 2 Heavy Minigun ..............................................+60r
► 2 Heavy Machine Guns ...............................+40r
► 2 Automatic Grenade launchers ........+70r
► 2 Multiple Rocket Pods ...............................+90r
► 4 Anti Armour and Anti Personnel Air to Surface Missiles +120r

MIL MI- 28
AV TYPE MOVE CREW TRANSPORT DOORS VEHICLE SYSTEMS 150R (ENLISTED)
165R (VETERAN)
Fast Rope, Fire 180R (TIER 2)
Control System,
Thermal Imaging, 200R (TIER 1)
Side
Target Tracker
Heavy 1 10” 3 3 Facings,
and Target Finder,
Rear Ramp
Countermeasures,
Heavy Lift,
Countermeasures.

AV
The Mil Mi-28 is equipped with a nose mounted Dual Feed 2A42 Autocannon, with High
Explosive Incendiary (HEI) and Frag ammunition.
6 The Autocannon may upgrade one or both ammunition types with two of the
following:
► Armour Piercing (AP) for +20r
► Airburst Ammunition for +25r
► Sabot Ammunition for +35r

The Helicopter can also be mounted with up to two of the following forward facing Weapons Systems:
► 2 500kg Bomb +90r
► 8 Ataka HEAT missiles + 150r
► 8 Ataka Thermobaric missiles + 150r
► 2 Multiple Rocket Pods +90r

64
HELICOPTER VEHICLE SYSTEMS
Helicopter Vehicle Systems

Helicopters are able to be equipped with many of the same systems as other vehicles, but there are a few
specialist helicopter systems listed below.
HEAVY LIFT
Some Helicopters are capable of carrying extreme amounts of weight and very unusual cargos.
Helicopters with the Heavy Lift rules may be used to transport specialist cargo as dictated in certain scenarios.

FAST ROPE
Specially trained Elements are able to deploy from these helicopters via rope. An Element may Disembark from
this vehicle without it making a landing Action. The Element may disembark directly under the helicopter, but
each Model within the Element must deploy with a 2” Cohesion. After Deployment the Element may make actions
as normal.

COUNTERMEASURES
Most military Helicopters are able to deploy Countermeasures to confuse or divert guided weapons that lock onto
the heat signatures emitted by the vehicles.

Helicopters with Countermeasures gain a +3 modifier to their Awareness, when making Situational Awareness
Tests against weapons with the Guided rule. This is increased to +5 if the Engagement Action is using the Extreme
Range profile of the weapon.

65
66
Helicopter Vehicle Systems
Chapter 3

SCENARIOS
Scenario 1 - Breakthrough 69
Scenario 2 - Outpost 71
SCENARIO 1 - BREAKTHROUGH
Scenario 1 - Breakthrough

An enemy force is dug into a trench system, protecting a strategic area.


After a prolonged artillery bombardment, a force has been tasked with
assaulting and breaking through the defences.

AREA OF OPERATIONS

TABLE SIZE
4’x4’ - 6’x4’

TERRAIN.
A trench network should occupy at least a third of the table. This can
be arranged in a series of interlinked trench lines running parallel to
one table edge, or several trenches spread throughout the table. The
remainder of the scenery should be cratered, burnt areas of vegetation
and other natural features. Up to 6 fortified areas can be placed on
the table. These should be sandbag emplacements, bunkers or other
appropriate pieces of scenery.

OBJECTIVES:

ATTACKER
Primary Objective: The attacker must occupy more of the trench
system than the defender by the end of the game.

Secondary Objective: The attacker must destroy any Elements


occupying the fortifications by the end of the game.

DEFENDER

Primary Objective: The Defender must occupy more of the trench


system than the attacker by the end of the game.

Secondary Objective: Destroy all vehicles in the attacking force.

SCENARIO TIPS
The defender is advised to spend all of their Resources
on infantry, as vehicles will be exposed and easily
69 overrun. Numerous antitank weapons and heavy
anti-infantry weapons will greatly hinder the
enemy’s advance.

The Attacker should try to mount their infantry into


vehicles to get them into position quickly, using the
vehicle weapons to engage any weapons teams.
Scenario 1 - Breakthrough
SCENARIO RULES:
The Game will last for 6 turns.

The Defending force starts the game Fatigued.

OPTIONAL SCENARIO RULES:

The first 2 turns of the game may take place at night.

Hazardous Environment.

Adverse Weather.

FORCES:

ATTACKER
The Breakthrough Force chooses a force with a total value up to 4000r.

Escalations: Levels 1-3 are available

DEFENDER:
The Defending Force chooses a force with a total value up to 2500r

Escalations: Levels 1-3 are available.

DEPLOYMENT:

The Defender can deploy their forces within any trenches and within
any of the fortified positions.

The Attacker can choose to deploy On Foot, or By Vehicle from a single


table edge. Up to 1000r of their force may be deployed by Air.

All forces start the game Alert.

70
SCENARIO 2 - OUTPOST
Scenario 2 - Outpost

A small Special Forces team has had their location compromised. A


large militia force has started to attack their position and more forces
from the surrounding area are starting to converge on their location.

They must survive until help arrives.

AREA OF OPERATIONS

TABLE SIZE
2x2 or Greater.

TERRAIN.
The terrain should represent a remote area, with plenty of cover and
bottlenecks leading to a fortified position, or natural feature that is
easy to defend. This feature should be placed in the centre of the table.
Up to 3 smaller defendable positions may be placed up to 10” from this
position.

OBJECTIVES:

ATTACKER
Primary Objective: The Attacker must destroy or capture all defending
forces before the reinforcements arrive.

Secondary Objective: Prevent the reinforcements reaching the


defending force.

DEFENDER

Primary Objective: The reinforcements must be within 6” of all


defending Elements when the game ends.

Secondary Objective: Extract all defending forces by moving them off


the table in a vehicle or helicopter.

SCENARIO TIPS
The defender will have a hard time preventing being
overrun. It is important to focus fire on key elements
71
to hinder their progress.
Scenario 2 - Outpost
SCENARIO RULES:
The Game will end at the end of Turn 6.

Operational Reach: The Operational Reach of all Defender Escalations


is classed as Far. This includes the time taken for reinforcements.

OPTIONAL SCENARIO RULES:

The first 2 turns of the game may take place at night.

The Defending force may be Fatigued.

FORCES:

ATTACKER
The Attacker chooses their force with a total value up to 1200r from the
Militia Force builder.

Escalations: Level 1 and 2 Escalations available.

DEFENDER:
The Defender chooses a force with a total value of up to 800r from the
Task Force builder.

If the Mentor rules are used, up to 50% of the force may be chosen
from the Militia Force Builder.

The Defender may spend up to 800r on a Quick Reaction Force, which


will arrive as reinforcements.

Escalations:
Level 1, 2 and 3 Escalations available.

DEPLOYMENT:

The Defender will deploy their total force within the central fortification
or any of the other defendable positions.

The attacker may deploy their Elements within 4” of any table edge.

72
BLEEDING EDGE WARFARE IN MINIATURE!

Frontlines introduces a brand new, in-depth vehicle combat system, with over 50 vehicle profiles, new
actions, such as Advisors, Blind Fire, Warning Shots and Rules of Engagement. New escalations are also
featured, along with rules for mounted elements and trench warfare.

Multiple new exciting scenarios are also included, combining all the new rules and more!

Including rules for:

New Actions and Reactions


Thematic rules, such as Mobs and Gathering Crowds
Brand new vehicle rules and profiles
Helicopters
Mounted Elements
New Escalations
Trench Warfare
Drone Warfare

This book requires a copy of Spectre Operations to play.

Printed in the UK Scan the QR Code to check out www.spectreminiatures.com


more great Spectre content!

You might also like