WWII Skirmish Wargame Guide
WWII Skirmish Wargame Guide
2 19/08/22
Designed and Written by:
Graham Davey
Extra Content:                           Cover Art:                              Painting:
Rich Carlisle, Jez Fairclough            Bryn G Jones                            Jez Allum
Copy-Editors:                            Miniatures:                             Featured Terrain:
Andy Lilof, Lex van Rooy                 Rob Macfarlane, Wargames Atlantic       Sarissa Precision
Special Thanks to:
Elizabeth & Tegan, Jez Fairclough, Hudson Adams at Wargames Atlantic, Steve Cumming & Rich Carlisle at
Sarissa Precision, Louis Downs at CMA, Mark Farr, Paul Cross, Daz Evans, Matt Rattenbury, Kieran Byrne, Darion
Carlisle, Andy Hobday, Annie Norman, Gunnar Hilder, Scott Kreager, Ryan Schwartzman, Adam & Callum Dews,
Albert Deakin, David Gretton, Geir Aalberg, Ian Raich, Richard Cowen, Sander van der Ster, Shane Grosset, Terry
Maltman and everyone on the Facebook group for your enthusiasm and excellent suggestions.
                                                                                                                  1
    Introduction                                                                                                                                                                   Contents
    Lead a force of SAS Commandos infiltrating                  How to use these Rules                                        WWII Secret Soldiers    6   Responsive Actions      27    Event Cards               39
    the enemy lines under cover of darkness.                                                                                   Forces                 6    Duck                   27
                                                                                                                                                                                        Veteran Cards             39
    Recruit SOE spies and local resistance fighters             Historical Context                                             Notable Missions       9    Defend                 27
    to bolster your chances. Launch attacks on                  The first part of this book provides inspiration with a        Weaponry              11                                 Playing a Battle          42
    radar stations, airfields and rail lines. Sneak             brief summary of the most notable commando-style                                          Other Rolls (not actions)28    1. Recruit Forces         42
    past sentries, take them out with silent                    missions of the war, some of the varied forces and            Game Components        12    Basic Tests            28     2. Choose a Mission       42
    attacks, or open fire in a devastating ambush.              organisations involved as well as an overview of the                                       Wound                  28
                                                                different weapons used.                                       Gameplay Overview      14                                  3. Set Up the Battlefield 43
    Plant charges to destroy your objective,                                                                                                               Trauma                 29     4. Prepare Game Elements 44
    kidnap a high-ranking officer or grab vital                 NB. Although the mid-to-late war in Europe is presented       Fighters               16    Recon                  29
                                                                as the main imagery in this set, the rules and missions                                                                  5. Choose Reserves        44
    intel, then fight your way to safety before                                                                                Abilities             16
                                                                work just as well for night-fights in the desert, jungle                                                                 6. Gather Action Tokens 44
    enemy reinforcements arrive.                                                                                               Recruitment Cards     17   Weapons                 30
                                                                and other environments and theatres.
                                                                                                                                                           Standard Issue         30     7. Deploy Troops          44
                                                                                                                              Dice Results           18                                  8. Battle!                45
                                                                Rules                                                                                      Additional Weapons     30
                                                                                                                               Chevrons              18    Special Rules          31     9. Ending the Game        45
                                                                The core rules of how the dice work and the various
                                                                actions fighters can make are presented first. Next, the       Medal                 18                                  Gaining Experience        45
                                                                rules that cover specific weapons and equipment, the           Alert                 19   Pairs of Fighters       32
                                                                effect of terrain, and Alarm levels.                                                                                    Mission 1 (Basic Rules):
                                                                                                                               Stealth               19   Specialists             33    Hunted                   46
                                                                                                                                                           Demo Charges           33
                                                                Cards                                                         Game Turn              20                                 Additional Rules          48
                                                                                                                                                           Explosions             33
                                                                Each fighter in your force has a Recruitment card with         Action Tokens         20                                  Escape Markers           48
                                                                their ability scores and other information. In addition,                                   Radios                 33
                                                                                                                               Time Tokens           21                                  Smoke/Fire               48
                                                                Requisition cards provide specialist equipment.                                            Guard Dogs             33
                                                                Note that the rules on cards – Order, Event, Veteran cards,   General Rules          22                                  Captives                 48
                                                                etc – are changes that override the standard rules.            Line of Sight         22
                                                                                                                                                          Terrain                 34     Barracks                 48
                                                                                                                                                           Open Ground            34     Disguised                49
                                                                                                                               Movement              22
                                                                Missions                                                       Clear View            23
                                                                                                                                                           Obstacles              34     Lights                   49
                                                                After a full summary of how to choose forces and set up                                    Rough Terrain          34     Searchlights             49
    02 Hundred Hours is a skirmish wargame played on a                                                                         Cover                 23
    tabletop battlefield, usually with between 5 and 20         a battle, there is a starter mission designed as your first                                Buildings              34
                                                                game of 02 Hundred Hours, using just the core rules. This      Intervening Terrain   23                                 Mission 2:
    models on each side – the attackers and the defenders.                                                                                                 Parked Vehicles        35
                                                                is followed by seven other missions with a variety of          Under Close Watch     23                                 Butcher and Bolt          50
    Battles are fast-paced with players taking turns to         challenging objectives.                                                                    Hills                  35
    make an action with one of their warriors. The attackers                                                                  Actions                24    Other Features         35    Mission 3: Sabotage       51
    start each mission creeping forward through the night,      0200hours.com                                                 Manoeuvre Actions      24    Elevated Positions     35
    aiming to stay covert, timing their movement to sneak                                                                                                                               Mission 4: Havoc          52
    behind patrolling sentries. But if they are careless, or    Head to 0200hours.com for extra content and advice                                         Terrain in the Way     35
                                                                                                                               Advance               24
    a sentry turns at the wrong moment, the defenders           including bonus missions and FAQ, not to mention                                                                        Mission 5: Evade          53
                                                                future game expansion sets and miniatures!                     Sneak                 24   Alarm Levels            36
    may detect them and grow suspicious, closing in and
    eventually raising the alarm. At this point the defenders                                                                  Patrol Route          25    Calm                   37    Mission 6: Capture        54
    get reinforcements and can open fire on the raiders!                                                                       Roving Patrol         25                                 Mission 7: Intelligence 56
                                                                You Will Need                                                                              Suspicious             37
    As you play out missions, the attackers can make extra                                                                                                 Alarm Raised           37
    actions using Order cards while the defender plays          Besides the contents of this set including at least some      Targeted Actions       26                                 Mission 8:
                                                                                                                                                           Bodies                 37
    Event cards to catch out their opponent. Both sides have    assembled miniatures (even better painted!), you'll need       Shoot                 26                                 Silence the Guns          58
    Veteran cards to enhance their abilities, and these can     a tape measure marked in inches, a bag or mug to hold          Fight                 26
                                                                tokens and a tabletop battlefield roughly 3' x 3' with a
                                                                                                                                                          Order Cards             38    Bonus Content             62
    be retained from one battle to the next as your troops
    gain experience!                                            selection of model terrain.
                                                                                                                                                                                        Quick Reference           66
2                                                                                                                                                                                                                       3
    ↓ A Gestapo officer inspects a research facility...
4                                                                                                                                  5
    WWII Secret Soldiers                                                                                                     Chindits
                                                                                                                             Officially called the Long Range Penetration Groups,
                                                                                                                             the Chindits operated in South Asia against the
                                                                                                                                                                                       SIS
                                                                                                                                                                                       The Secret Intelligence Service was the British military
                                                                                                                                                                                       intelligence gathering service (later known as MI6).
                                                                                                                             Japanese. A counterpart to the LRDG in North Africa,      Assisted by RAF aerial photo analysis and the
    After the desperate evacuation at Dunkirk in 1940,            to standard infantry who spent more time defending         they specialised in long marches through the jungles of   codebreakers of Bletchley Park, SIS spies gathered vital
    Allied morale was at a low ebb. Being forced out of           and holding ground).                                       Burma to raid areas the enemy thought unreachable.        information on enemy forces, installations and
    mainland Europe by the German blitzkrieg was a                                                                                                                                     technology. The SIS often found themselves at odds with
                                                                  In the British forces, the term commando also referred
    humiliating defeat and an invasion of Britain seemed                                                                     SIG                                                       the SOE, whose explosive sabotage missions would put
                                                                  to military units with this role. Commando units were
    inevitable. Prime Minister Winston Churchill was                                                                                                                                   the enemy on high alert, making their job much riskier.
                                                                  raised by the army, the Royal Marines and even the SOE.    A unit of mostly Jewish German-speakers with the cover
    eager for a way to strike some sort of counter blow at
                                                                  All members went through an intensive training course      name ‘Special Interrogation Group’ that was trained
    the enemy. 40 years earlier, during his own service, he                                                                                                                            Jedburgh
                                                                  in the Scottish Highlands.                                 to dress and behave as Afrika Korp troops in order to
    had encountered the irregular soldiers of the Boers.
    Their hit-and-run tactics inspired him to demand the          Hitler’s ‘Commando Order’ of 1942 meant that Allied        infiltrate enemy bases in North Africa.                   Operation Jedburgh saw three-man teams consisting
    creation of a ‘commando’ force to take the fight back         raiding troops could expect to be tortured and shot                                                                  of British, Americans and native speakers dropped into
    to the enemy. ‘…specially trained troops of the hunter        if they were captured, rather than being treated as        Partisans                                                 occupied Europe to assist the local partisans. This was
    class, who can develop a reign of terror down these           prisoners of war.                                                                                                    particularly crucial as they helped to delay German
                                                                                                                             In every region occupied by the Axis forces, members of
    coasts, first of all on the "butcher and bolt" policy…’                                                                                                                            reinforcements heading to Normandy after D-Day. For
                                                                  Even the RAF had ‘service commandos’ whose job             the population formed resistance militias. These brave
                                                                                                                                                                                       example the 2nd SS Panzer Division was stopped when
    Initially these forces were frowned upon or even              was to accompany major invasions, maintaining and          men and women fought a guerrilla war against the
                                                                                                                                                                                       Jedburgh agents sabotaged their rail transport cars.
    actively opposed by the military establishment for their      repairing aircraft and to fiercely defend the airfields.   invaders, sabotaging communications, aiding escapees
    unorthodox methods and breaking the accepted ‘rules                                                                      and providing information to the Allies.
                                                                                                                                                                                       OSS
    of war’. Troops were inserted into enemy-held territory       SAS
    by parachute, boat, aircraft or even submarine, under         The Special Air Service were commandos trained for
                                                                                                                             SOE                                                       The Office of Strategic Services was the American agency
    cover of darkness, to sabotage enemy installations,                                                                                                                                tasked with gathering intelligence and coordinating
                                                                  insertion by parachute, though they regularly deployed     Championed by Churchill, the Special Operations
    steal vital intelligence or assassinate high-ranking                                                                                                                               espionage behind enemy lines. They are the forerunner
                                                                  by other methods too. They frequently acted in very        Executive was a highly secretive British organisation
    officers. These commandos soon became the template                                                                                                                                 to the CIA.
                                                                  small groups and for long continuous periods behind        that supported and coordinated resistance activity in
    for similar ‘special forces’ across all theatres of war and   enemy lines.                                               enemy occupied territory. The SOE trained and inserted
    every nation. Come D-Day, they had also expanded into                                                                    agents by parachute to link up with local partisan        US special forces
    much larger forces of highly trained and aggressive                                                                      groups as they carried out sabotage and information       American Ranger battalions were created along the lines
    troops, both ‘airborne’ parachutists and those inserted
                                                                  SBS
                                                                                                                             gathering to hamper the Axis forces. They were also       of the British commandos as aggressive light infantry. The
    by landing craft.                                             The commandos of the Special Boat Service specialised      instrumental in planning many of the raids carried out    2nd Ranger battalion famously scaled a 90-foot cliff to
                                                                  in water-borne raids by canoe, motor launches or           by the SAS, SBS and other commando forces.                destroy gun batteries on D-Day. Other units included the
                                                                  larger vessels (often disguised as local fishing boats),                                                             'Devil's Brigade' (an American-Canadian force) who fought
    Forces                                                        operating mainly in the Mediterranean and Asia. After                                                                mainly in Italy and 'Merrill's Marauders', famous for their
                                                                  months of raiding from hidden coastal bases these men                                                                deep-penetration missions in the jungles of Asia.
    Listed here are brief descriptions of some of the most        looked more like pirates than soldiers.
    important units and organisations involved.
    Keep in mind that names changed frequently during             Small Scale Raiding Force
    the war as units came under new command structures            No. 62 Commando, or the Small Scale Raiding Force,
    or were subsumed after suffering casualties. In practice,     was a force formed by the SOE to perform deniable
    many of these units had overlapping remits, but with          clandestine operations, hijacking German ships
    slightly different focuses and experience. Also, a given      anchored in neutral Spanish territory. They went on to
    operation would very likely involve specialists from          launch raids on the Channel Islands and French coast,
    various units, brought in to fulfil particular roles as       snatching German officers for interrogation.
    required, such as navigation, demolitions, signals
    (coded communications by radio or flash lights),
    intelligence gathering or local language skills.
                                                                  LRDG
                                                                  Based in North Africa, the Long Range Desert Group
                                                                  used jeeps and trucks to travel hundreds of miles
    Commandos
                                                                  through near impassable desert in order to monitor
    Commandos were elite troops, ultimately used by               troop movements and raid enemy bases. They also
    all nations in the war. They were often hand-picked           acted as pathfinders for numerous SAS operations,
    volunteers and were trained in aggressive raiding and         guiding their comrades through the hostile terrain to
    attack, moving fast without heavy support (as opposed         reach their targets.
6                                                                                                                                                                                                                                                    7
    Wehrmacht                                                 German special forces                                      Notable Missions                                            Over 600 commandos in 16 motor launches raced
    The combined German armed forces, comprising the          The Fallschirmjäger were paratroopers, part of the
                                                                                                                                                                                     alongside, many destroyed by the enemy guns, but the
    Heer (the German army), Kriegsmarine (navy) and           Luftwaffe, who carried out the first parachute raid of     Operation Colossus, February 1941                           remaining troops leapt ashore and spread out to wreak
    Luftwaffe (air force).                                    the war, on an air base in Norway.                         In the first British operation using the concept of         havoc and set charges, destroying the key infrastructure
                                                              The Brandenburg Division regularly disguised               parachuting troops, a small force known as X Troop          of the docks. Their work done, most broke out into the
    Waffen-SS                                                 themselves and used foreign language skills in order to    dropped into the heart of Axis Italy, aiming to demolish    countryside and were eventually captured, though
    The Waffen-SS were the military branch of the Nazi        infiltrate, sabotage and disrupt enemy positions.          an aqueduct that supplied drinking water to three           five men made it all the way to neutral Spain and from
    party. Answerable directly to Hitler, they formed well-                                                              important naval ports.                                      there back to England.
    equipped (and ruthless) infantry and armoured units.      Italian special forces                                     While the attackers caused considerable damage, this        The day after the raid, 4 tons of explosives hidden in the
                                                              The Compagnie Auto-Avio-Sahariane specialized in           was not visible to observation planes so the mission        Campbeltown’s hold exploded and put the dry dock out
    Gestapo                                                   long range patrols between the Italian forts in the        was thought to be a failure and, with the extraction site   of action for the rest of the war.
    German plain-clothed secret police in occupied Europe.    Libyan Sahara desert, with its own air arm to assist in    crawling with Italian soldiers, the submarine due to
                                                              reconnaissance and ground attack.                          take them home was not sent. Almost all were captured       Assassination of Reinhard Heydrich,
    Feldgendarmes                                                                                                        and their success only came to light much later.
                                                              ADRA (Arditi Distruttori of the Regia Aeronautica) was                                                                 May 1942
    Feldgendarmes were German military police (identified     a unit who carried out infiltration and sabotage.
    by a silver gorget worn on a neck chain). They were
                                                                                                                         SAS Airfield Raids, 1942                                    Two Czech partisans, trained and equipped by the SOE,
                                                                                                                                                                                     ambushed the senior Nazi officer Reinhard Heydrich,
    tasked with maintaining control in recently occupied      Soviet special forces                                      During the North African campaign, small teams of the       known as the hated ‘Butcher of Prague’. While their
    areas as well as finding and punishing deserters.                                                                    Special Air Service drove hundreds of miles through the     sten gun jammed, an anti-tank mine disguised in a
                                                              The 4th Special Volunteer Detachment was a Russian
                                                                                                                         desert, guided by the LRDG (Long Range Desert Group),       briefcase wrecked Heydrich’s staff car and he later died
                                                              Spetsnaz unit composed of elite marines within the
    Static Divisions                                                                                                     to attack Axis airfields. Sneaking under the fence in the   of his wounds. The two men escaped the scene but were
                                                              Naval Infantry, created to carry out reconnaissance
                                                                                                                         dark, they would plant charges on the aircraft before       eventually cornered hiding in a church crypt. They were
    German Static divisions were those forces assigned        missions, then later larger scale insertions by sea and
                                                                                                                         disappearing again into the endless sands, ultimately       killed fighting against hundreds of SS soldiers.
    to defensive positions without the need to move           land into Finland and Norway.
                                                                                                                         destroying over 400 planes on the ground.
    around – particularly guarding the coastlines and
    other important locations. The troops were commonly       Japanese special forces                                                                                                Cockleshell Heroes, December 1942
    inferior to regular front line soldiers and many were
                                                                                                                         Bruneval Raid, February 1942
                                                              The Teishin Shudan was a paratrooper and glider force.                                                                 Inserted by submarine, five two-man teams in canoes
    unwilling conscripts from countries under occupation.                                                                With their bombers being intercepted with uncanny           headed upriver to reach the port at Bordeaux.
                                                              Like other elite Japanese troops they would often refuse
                                                                                                                         accuracy, the Allies were desperate to get their hands on   Only two teams successfully made the gruelling 70 mile
                                                              to surrender, instead fighting to the death.
                                                                                                                         German radar technology. Making use of information          journey, paddling by night and hiding by day, but they
                                                                                                                         from French Resistance operatives, a raiding force of       planted limpet mines and disabled five enemy ships.
                                                                                                                         British paratroopers and Royal Engineers were dropped       Only two of the 10 Royal Marines from the Boom Patrol
                                                                                                                         behind the well-defended French cliffs at Bruneval, to      Detachment (RMBPD) ultimately escaped capture.
                                                                                                                         assault the location of a newly discovered Wurzburg         The Germans were forced to commit more resources to
                                                                                                                         radar dish. An RAF technician dismantled the antenna        protecting their ports in case of further attacks.
                                                                                                                         and control panels while the rest defended against a
                                                                                                                         counter-attack, and they then hauled their prize down
                                                                                                                         to the shore to meet up with Royal Navy landing craft
                                                                                                                                                                                     Heavy Water Factory Sabotage,
                                                                                                                         and make their escape.                                      February 1943
                                                                                                                         The stolen equipment showed that the German radars          With both sides racing to produce a functional
                                                                                                                         were indeed substantially more advanced, were not           atomic bomb, the production of heavy water was a
                                                                                                                         susceptible to current jamming methods and proved           critical component. For the Axis, the main centre for
                                                                                                                         the need to use new countermeasures.                        manufacture was a power station in the mountains
                                                                                                                                                                                     of Telemark, Norway. An advance party of Norwegian
                                                                                                                                                                                     commandos, trained by the SOE, parachuted in
                                                                                                                         St Nazaire Raid, March 1942                                 successfully and skied to an advance base in the
                                                                                                                         St Nazaire was the only major shipyard on the               mountainside. However the main force was carried
                                                                                                                         Atlantic coast that could support the largest German        in two gliders which both crash-landed, resulting in
                                                                                                                         battleships. Disguised as a German ship, the HMS            all aboard being killed or captured. The original team
                                                                                                                         Campbeltown cruised into the heavily defended               survived in caves for a gruelling four months, living on
                                                                                                                         estuary and, despite being raked by heavy fire after        moss, lichen and reindeer-meat.
                                                                                                                         the alarm was raised, successfully rammed into the
                                                                                                                         entrance to the dry dock.
8                                                                                                                                                                                                                                                 9
     Eventually in February more Norwegian commandos
                                                                                                                             Weaponry                                                 American Thomson M1928A1 (known as a Tommy Gun)
     were dropped in and joined their comrades to launch                                                                                                                              was more reliable and still in use by Allied forces since
     an attack (Operation Gunnerside). The main factory
                                                                                                                             Rifles                                                   its creation in the early 20s. The M3 ‘Grease Gun’ was
     entrance over a bridge was heavily guarded so the                                                                       Each of the main combatant nations had a small           intended to replace the Thomson – it was less accurate,
     raiders climbed down a steep ravine, up the other side                                                                  number of standard rifles that were issued to the vast   but its compact design was popular with tank crews
     and followed a rail line into the plant.                                                                                majority of infantry, allowing these weapons and the     and paratroopers.
                                                                                                                             ammunition to be mass-produced in huge numbers.
     After coming across a caretaker, who was happy to                                                                                                                                The German equivalent was the MP40 with its foldable
     assist them, they set timed demolition charges on the                                                                   Most ubiquitous were the British Lee-Enfield, American   stock (often called a "Schmeisser" by the Allies), while
     critical equipment and made their escape (there was a                                                                   M1 Garand, German Karabiner 98k ‘Mauser’ and Soviet      Soviet forces had the PPSh-41 with its circular drum
     small delay to help the caretaker find his glasses!).                                                                   Mosin-Nagant 91/30. Unlike the others which all had      magazine.
                                                                                                                             a bolt action mechanism, the Garand was a semi-
     After the detonation 3,000 German soldiers scoured                                                                      automatic rifle with a higher rate of fire.
     the region but not one of the commandos was found.                                                                                                                               Light Machine Guns (LMG)
     Five of them skied over 300km to Sweden, while                                                                          Each of these had numerous variants and                  To deliver heavier firepower, soldiers were equipped
     the rest stayed in the area. A year later, air raids had                                                                modifications, such as scopes, suppressors and shorter   with man-portable machine guns – the British Bren
     convinced the Germans to abandon the plant and                                                                          carbine versions that could be issued to those who       Gun with its top-loading curved magazine, the German
     the Allies gained intelligence that the remaining                                                                       would be carrying heavy equipment (or jumping out of     MG42 and MG34 (arguably the most advanced machine
     heavy water was being moved by ship. Only one of the                                                                    an aeroplane).                                           gun in the world at the time with a rate of fire up to
     commandos was close enough to act and recruited two                                                                                                                              900 rounds per minute), and the American M1918 BAR
     local partisans. This tiny group managed to sneak in                                                                    Sub Machine Guns (SMGs)                                  (Browning Automatic Rifle).
     to plant a bomb in the hold and successfully sank the                                                                   Firing small calibre bullets, SMGs are light weapons
     vessel along with its cargo.                                                                                            with a high rate of fire but a short range – an ideal    Handguns
                                                                                                                             weapon for night-fighting commandos.                     Easily carried in a holster, some of the most common
     Rescue of Mussolini, September 1943                                                                                     The British Sten gun with its sideways magazine          handguns were the Webley Mk.VI revolver, the Colt
     As the war started to go badly for Italy, the ‘Duce’                                                                    was easy to manufacture but prone to misfire. The        M1911A1 automatic pistol and the distinctive German
     Benito Mussolini was deposed and held under arrest                                                                                                                               Luger P08.
     in a remote hotel in the Gran Sasso mountains. A force      Attempted Kidnap of Rommel,
     of Fallschirmjäger – German air force paratroopers          July 1944                                                                                                                     Suppressed (Silenced) Weapons
     – and Waffen-SS commandos landed in gliders,                Six SAS commandos parachuted into France to kidnap                                                                            In fact the word ‘silenced’ is misleading
     overwhelmed the Italian guards and spirited Mussolini       or, failing that, kill Field Marshal Rommel, who was                                                                          because the effect was not completely silent.
     away in a light plane.                                      now in charge of the German forces resisting the Allied                                                                       These weapons had suppressors (fitted or
                                                                 invasion of Europe. Unfortunately Rommel had been                                                                             built-in) that helped to disperse the rapidly
     D-Day, June 1944                                            injured the day before when an RAF Typhoon bombed                                                                             expanding gasses produced by a shot as
     Allied raiding forces played a critical part in the D-Day   and overturned his car. As a result he was not present at                                                                     well as using slower, subsonic ammunition.
     invasion of France.                                         the target location. The SAS patrol made their way back                                                                       Such measures reduced the noise made
                                                                 to friendly lines on foot, ambushing trains and German                                                                        significantly – not silent but still very useful for
     On the beaches, Commandos and American Rangers              soldiers on the way.
     held the flanks of the main forces, and attacked key                                                                                                                                      covert attacks.
     objectives. Meanwhile thousands of airborne troops                                                                                                                                        The De Lisle carbine was one of the quietest
     parachuted (or landed in gliders) further inland to seize
                                                                 SAS Behind the Lines,                                                                                                         firearms ever made, while the Welrod pistol
     vital bridges that would prevent an immediate German        July to September 1944                                                                                                        was small and easily concealed, making it a
     counter-attack.                                             As the Allied invasion pushed through Normandy, SAS                                                                           favourite of SOE operatives, though it could
                                                                 teams were dropped into France to sow disruption                                                                              not fire many shots before parts needed
     And right across Europe, resistance fighters alongside
                                                                 and harass the retreating German forces. 115 men                                                                              replacing. Similarly the Mk.IIS Sten gun would
     SAS, Jedburgh teams and SOE agents did their bit to
                                                                 based themselves in wooded mountainside, attacking                                                                            quickly burn out its suppressor if fired on
     damage the Axis response, with every action slowing
                                                                 railways, bridges and convoys while evading the enemy.                                                                        full auto.
     enemy movements or drawing soldiers away to guard
     critical infrastructure.                                    Operations Wallace and Hardy eventually caused over
                                                                 500 casualties as well as destroying dozens of vehicles,                                                                      Combat Knives
                                                                 an entire goods train and an enormous supply of petrol.                                                                       Commandos of all nations were trained in
                                                                 The Germans assumed these attacks were made by the                                                                            close combat techniques, including the use
                                                                 advancing 3rd US Army and withdrew from the area                                                                              of a knife for silent kills. The British used the
                                                                 much sooner than necessary.                                                                                                   famous Fairbairn-Sykes fighting knife.
10                                                                                                                                                                                                                                                    11
     Game Components                                                                                                                                                        Ambush
                                                                                                                                                                            1st Action: Sne
                                                                                                                                                                                            ak
                                                                                                                                                                                             : Shoot
                                                                                                                                                                                                                          ← Order cards
                                                                                                                                                                                                                          Played by the attacker for extra
                                                                                                                                                                                                                          actions and special moves.
                                                                                                                                                                                                                                                                                  At the Double!
                                                                                                                                                                                                                                                                                  Use: Patrol action. Play after rolling
                                                                                                                                                                                                                                                                                    : +4” movement.
                                                                                                                                                                                                                                                                                                                           dice.
             S Troo          per Combat Knife,           Used to pick your force and for                        Give extra abilities to
      2 SA
        Trooper, Regular
                        , Standard Issu
                                        e,
                                                         reference during play.                                 specific individuals.
          Grenades
                                                                                         Quick Reload
                         Heer Officer
                       6 Characte
                                                                                           (Shoot action):
                                  r,Commander, Veteran, Standard Issue                  Re-roll the result. Can
                                                                                        a weapon that has Spre
                                                                                                                only be used with                                                                                                → Event cards
                                                                                                               ad.
                                                                                                                                                                                                                                 Played by the defender to catch
                                                                                                                                                                                                                                 out their opponent with tricks                                  DEFEN SIVE
                                                                                                                        0* Sile nced We                                                        ORDER                             and sudden problems.                                           EVENT
                                                                                                                           +1 point for cha
                                                                                                                                            rac
                                                                                                                                                apon
                                                                                                                                               ters. Choose
                                                                                                                                                              one:
                                                                                                                   Silenced Pis
                                                                                                                   Quiet, Double
                                                                                                                                     tol       10”
                                                                                                                                   Tap, Quick Dra
                                                                                                                                                 w
                                                                                                                  Silenced Ca
                                                                                                                  Quiet, Accura
                                                                                                                                    rbine     15”
                                                                                                                               te
                                                                                                                  Silenced SM
                                                                                                                 Quiet, Spread
                                                                                                                                    G        10”                                            ← Objective markers                                                            ← Patrol Route markers
                                                                                                                                                                                            Numbered on one side (in                                                       Placed by the defender to show the
                                                                                                                                                                                            certain missions the numbers                                                   route his sentries will take, unless they
                                                                                                  VETERAN                                                                                   are hidden, face-down).                                                        spot an enemy or the alarm is raised.
                                                                          → Requisition cards
                                                                          Add upgraded weapons
                                                                          and equipment.                                   REQUISITIO
                                                                                                                                                     N                                      ← Escape markers                                                 AL AR M LE VE
                                                                                                                                                                                                                                                                           L
                                                                                                                                                                                            When escaping from the table,                                     CALM                                                     > SUS PIC IOU
                                                                                                                                                                                                                                                                                                                                       S
                                                                                                                 Patrol Route           4”
                     is drawn the turn ends.                         fast purposes while you will                Recon
                                                                                                                                                         React       Turn
                                                                     roll more grey dice if you use             Roving Patrol 4”                       React         Turn
                                                                                                                Recon, Awareness
                                                                     stealth and care.                          Sneak                 4”               React         +1”
                                                                                                                Recon, Freeze
12                                                                                                                                                                                                                                                                                                                                         13
     Gameplay Overview                                                                                                                                                       ← Sneak
                                                                                                                                                                             An attacking fighter moves behind
                                                                                                                                                                             a sentry to stay out of sight. Staying
                                                                                                                                                                             covert is a big advantage.
     Key Concept                                             are placed on the table during play. Alert markers
                                                             on attacking fighters will draw the attention of
                                                                                                                                                                             ← Taken Out
     – Night Fighting                                        patrolling sentries. But when the time is right, Alert                                                          Attacking while covert and from
                                                             markers on the defenders allow them to be targeted                                                              behind grants bonus dice, giving a
     02 Hundred Hours is all about battles in the dark, so                                                                                                                   good chance of taking out a sentry
                                                             with shooting or hand-to-hand take-downs!
     being able to detect your enemies (while trying to                                                                                                                      silently. It's also sensible to hide the
     stay covert) is at the core of the game.                Of course, firing a gun is pretty noisy so is likely to                                                         body so the defenders don't find it.
                                                             give away your location. Other actions are inherently
     During a battle your fighters aren’t sure exactly
                                                             quiet, so are easier to do without being detected.
     where their foes are, so you cannot attack an enemy
     fighter unless they first give away their position      Making effective use of this system is key to victory
     or you successfully spot them. Your awareness of        in 02 Hundred Hours, using noise, distraction and
     enemy troops is represented by Alert markers, which     sneakiness to your best advantage!                                                                              ↓ Detected
                                                                                                                                                                             There's always a chance that a
                                                                                                                                                                             poor roll allows nearby sentries to
                                                                                                                                                                             detect you. Once that happens, the
                                                                                                                                                                             defenders use Advance actions to
                                                                                                                                                                             move directly towards you.
                                                                                                                                                                             However other attackers may be able
                                                                                                                                                                             to take advantage of the distraction!
                                                                       ← Patrolling
                                                                       A sentry makes a Patrol Route action, moving
                                                                       towards the next Patrol marker on the route
                                                                       set down at the start of the game. Sentries
                                                                       can only see ahead, but after moving there's     → Raising the Alarm
                                                                       a chance they will turn to look in a different
                                                                                                                        Detecting attackers, hearing gunfire, etc, quickly
                                                                       direction and might spot a covert enemy.
                                                                                                                        makes the sentries suspicious and ultimately
                                                                       Meanwhile, other defenders turn first and        sets off the alarm. Then the defenders will call
                                                                       then move – called a Roving Patrol action.       for reinforcements and start shooting!
14                                                                                                                                                                                                                      15
     Fighters                                                                                                                       Recruitment Cards
                                                                                                                                    Each fighter has a Recruitment card, providing
                                                                                                                                    a convenient way to pick your force and                         2     Trooper,
                                                                                                                                                                                                                       darmes
                                                                                                                                                                                                          Feldgry,eStnandard Issue, Military Polic
                                                                                                                                                                                                                     Sent
                                                                                                                                                                                                                                                   e
                                                                                                                                                                                                                                                                  Keywords - extra
                                                                                                                                                                                                                                                               information including
                                                                                                                                                                                                                                                                     weapons.
                                                                                Brawn
                                                                                                                                                                                                                            Ability Scores.
                                                                                Physical strength and stamina, required for
                                                                                running and hand-to-hand combat.
                                                                                Smarts
                                                                                Used for spotting enemy soldiers,                                                                                                  Line of Sight
                                                                                awareness and technical skills.
                                                                                                                                      Important Terms
                                                                                                                                                                                                                   What a fighter would be able to see if it was light.
                                                                                Guts                                                  Ready
                                                                                Bravery, grit, toughness – the will to carry
                                                                                                                                      A fighter that still has one or more actions yet to                          Front and Rear
                                                                                                                                      make this turn, is 'ready'. Once all actions have been                       Fighters can normally only see, shoot or fight
                                                                                on in the face of injury and death.
            SAS Sergeant                  SAS Trooper                                                                                 made the warrior is 'unready'.                                               enemies who are to the front.
             (character)                   (regular)
                                                                                                                                      Friend and Enemy                                                             Clear View
                                                                                                                                      On the same side and the opposing side.                                      Nothing at all in the way – neither terrain nor other
                                                                                                                                                                                                                   fighters. See page 23.
                                                                                                                                      Covert
                                                                                                                                      A fighter with no Alert marker is called ‘covert’.                           In Cover
                                                                                                                                      Unseen in the darkness, the enemy fighters cannot                            Within rough terrain or in a defensible position (eg,
                                                                                                                                      tell where they are.                                                         at the corner of a building or hunkered behind a
                                                                                                                                                                                                                   low wall). A fighter must be touching the terrain in
                                                                                                                                                  Detected                                                         question to be in cover. See page 23.
                                                                                                                                                 A fighter with an Alert marker is
                                                                                                                                                 considered ‘detected’, meaning the enemy                      Taken Out
                                                                                                                                      has either glimpsed or heard them and now all                                When a model fighter is removed from the game
                                                                                                                                      enemy fighters have a fair idea of their position.                           after being shot or for any other reason, this is called
          German Trooper                 German Heer Officer              SOE Assassin                 German Dog Handler
                                                                                                                                                                                                                   being 'taken out'. They may be dead, but just as likely
             (sentry)                        (character)                   (character)             (trooper and a type of sentry)
                                                                                                                                                                                                                   are too badly wounded to carry on the fight.
16                                                                                                                                                                                                                                                                                          17
     Dice Results                                                                                                                              Alert
                                                                                                                                             results indicate a fighter has given away his position
                                                                                                                                         somehow, either by making too much noise or failing to
                                                                                                                                                                                                                  Stealth
                                                                                                                                                                                                               results show that a fighter is doing an excellent job
                                                                                                                                                                                                           of keeping quiet and staying out of sight. Only grey dice
                                                                                                                                         stay concealed. Only white dice have       results.               have     results.
     There are two types of special dice used in                                     Medal
     the game. White dice represent noisy, fast                                                                                          ʟ If a fighter rolls a result during                              ʟ If a detected fighter rolls a result during
     actions and can help the enemy spot or hear                       When you roll a         result on your dice, you may be able        an action, place an Alert marker                                  an action, remove his Alert marker and put
                                                                       to use it to trigger a ‘medal effect’. It doesn't matter if the     next to the model’s base. He is now                               it back in the supply. He is now considered
     you on the battlefield. Grey dice represent
                                                                       dice is white or grey.
     quieter, more stealthy activities and can help                                                                                        considered ‘detected’ and is no                                   ‘covert’ once more.
     you stay hidden. During play, most actions will                   Medal effects provide extra bonuses in addition to the              longer ‘covert’.                                                ʟ However, you cannot remove an Alert marker
     use a combination of both dice.                                   main effect of an action, indicated by this icon:      They
                                                                                                                                         ʟ For other rolls such as Recon, Wound and                          during a Shoot, Fight or Defend action.
                                                                       are generally specific to a particular action, eg 'Freeze' is a
                                                                       Sneak action medal effect. Actions, weapons and various
                                                                                                                                           Trauma rolls, results have no effect.                           ʟ There is no further effect if the fighter is
                            Chevrons                                   cards can all provide different medal effects that may
                                                                       apply to the current dice roll.                                   Multiple Alerts
                                                                                                                                                                                                             already covert.
     Chevron results on the dice ( ,           or ) relate                                                                                                                                                 ʟ For other rolls such as Recon, Wound and
                                                                                                                                         A fighter can only have one Alert marker at a time. If
     directly to a fighter’s ability score. It doesn't matter if the   ʟ Each rolled can only trigger one medal                                                                                              Trauma rolls, results have no effect.
                                                                                                                                         the fighter is already detected (ie, already has an Alert
     dice is white or grey.                                              effect, so you may need to choose.                              marker), or there are multiple       results in a single dice
                                                                       ʟ Each medal effect can only be used once per                     roll, then the extra Alert markers are placed on covert           Stealth and Alert
     If a fighter’s ability is     then results of       ,        or
     all indicate a success.                                             action – you cannot use the same effect twice.                  fighters from the same force within 6”, working out from              and      results in the same roll cancel each other
                                                                                                                                         the nearest.                                                      out, one for one. For example, if you rolled 2    and 1
     If a fighter’s ability is      then results of          or        ʟ 3 results can always be converted into 1                                                                                             , the     result would negate one of the      results
     indicate a success but         is a fail.                           success. This is instead of any medal effects,                  If there are none within that range then there is no
                                                                                                                                                                                                           leaving one      remaining.
                                                                         not in addition.                                                further effect.
     If a fighter’s ability is     then only         results are
     successes.                                                                                                                          NB. Additional results can still affect the Alarm Level
                                                                       In all cases, each     result can only be used for one
                                                                                                                                         whether or not a marker can be placed (see page 36).
                                                                       thing.
                       Result          Result           Result
                                                                                                                                         Effect of Alert markers
     Ability            Success             Fail              Fail
                                                                                                                                         ʟ Unlike covert fighters, detected fighters (with
     Ability            Success            Success            Fail                                                                         an Alert marker) can be targets for enemy
     Ability            Success            Success       Success                                                                           Shooting or Fight actions.
                                                                                                                                         ʟ Fighters stay detected as they move, so the
                                                                                                                                           Alert marker is moved with them.                                  A detected SAS trooper makes a Sneak
                                                                                                                                         ʟ Covert friends within 2” are affected by the                     action using his React ability score of .
                                                                                                                                           Alert marker too, so count as detected. If they                  One      result is negated by the   result
                                                                                                                                           move further away they count as covert again.                           leaving one       remaining.
                                                                                                                                                                                                             This means the fighter's Alert marker is
                                                                                                                                         In the unlikely event that you run out of Alert markers,
                                                                                                                                                                                                             removed and he becomes covert again.
                                                                                                                                         find some other way to mark detected fighters.
18                                                                                                                                                                                                                                                                     19
     Game Turns                                                                                                        Assign Token
                                                                                                                       to a Fighter
                                                                                                                                                                                             Fighters Taken Out
                                                                                                                                                                                             When a fighter is taken out during play (killed or too
                                                                                                                                                                                             badly wounded to carry on), remove the Action tokens
                                                                                                                       When a player draws an Action token they must assign it               they provided from the game (this may mean taking
     During each turn of the game, players                        The defending player draws first in each turn.       to one of their fighters.                                             them out of the container). In this way there are always
     alternate drawing a token out of the container                                                                                                                                          the correct number of tokens in play for all fighters to
                                                                                                                       ʟ Character Action tokens must be assigned
     (without looking!), assigning it to one of their                                                                                                                                        take their actions.
                                                                                                                         to characters.
     fighters and choosing a particular action for
     that fighter to make.                                                                                             ʟ Trooper Action tokens must be assigned                              Losing an Action
                                                                                                                         to troopers.                                                        If a ready fighter ‘loses an action’, or is forced to take a
                                                                                                                       Tokens can only be assigned to fighters who are ‘ready’.              responsive action, take a matching Action token from
       Turn Sequence                                                                                                   Characters can make two actions each turn and troopers                the container and place it on the Recruitment card.
                                                                                                                       can make one. After this, they can no longer be assigned
        1. Starting with the defender each turn, one player draws a token (without looking).                           actions and are now ‘unready’ till the next turn.                     Free Actions
           If it is an Action token, the player assigns it to one of his ready fighters:                                                                                                     A free action does not cost an Action token, so can be
                                                                                                                                                                                             made even by an unready fighter.
          A. You must assign to a character or a trooper matching the token.                                           Complete the Action
          B. The fighter completes an action.
                                                                                                                       The player picks an action for the chosen fighter to make             Nobody Left
          C. Place the token on the fighter’s Recruitment card (or next to the model if you prefer),
                                                                                                                       (see page 24), moving the figure and rolling dice as                  If you have no ready fighters left of the type matching
             white side up.
                                                                                                                       required.                                                             the token (character or trooper) you must hand the token
           If you have no ready fighters left of the type matching the token (character or trooper) you must                                                                                 to your opponent to use instead. Once they complete an
                                                                                                                       Once the action is complete, place the Action token on
           hand the token to your opponent to use instead. Once they complete the action, you draw the                 the fighter’s Recruitment card as a reminder, with the                action, you draw the next token.
           next token.                                                                                                 white icon face-up. Alternatively you can place tokens
           If a Time token is drawn, no action is made. For the 1st and 2nd Time tokens the player draws an            next to the models as this makes it clearer which fighters
           Order card (attacker) or Event card (defender).                                                             are ready or unready. Use the method you and your                     Time Tokens
                                                                                                                       opponent prefer.
        2. The other player completes step 1 and then the players continue alternating.                                                                                                      First and Second Time Tokens
                                                                                                                       Play continues with the other player drawing a token.
        3. When the 3rd Time token is drawn, the turn is over. Return all the Action and Time tokens to                                                                                      When a player draws the first or second Time
           the bag ready for the next turn.                                                                                                                                                  token they draw a card instead of taking an action:
                                                                                                                               Sentry
                                                                                                                             1 Troo
                                                                                                                                   per, Sentry, Sta
                                                                                                                                                    ndard Issue, Heer
                                                                                                                                                                                             ʟ The Attacker draws an Order card.
                                                                                                                                                                                             ʟ The Defender draws an Event card.
     All the fighters in your force provide Action tokens that                                                                                                                                             Third Time Token
     are drawn from a container during play to decide who
     acts next.                                                                                                                                                                                         When the third Time token is drawn, the
                                                                                                                                                                                                        turn is over, even if there are still Action
     Characters can each make two actions and so provide 2                                                                                                              When the action      tokens unused – anyone left to act misses their chance.
     Action tokens. Troopers can make one action each and                                                                                                               is complete, place
     provide 1 Action token.                                                                                                                                             the token on the    ʟ Return Action tokens and Time tokens to the
                                                                                                                                                                           Recruitment         container.
     Before a battle find a suitable container to hold the
     tokens – a mug or small bag is ideal. Into this place the                                                                                                            card or next to    ʟ NB. Action tokens flipped to the red side are
                                                                                                                                                                            the figure.
     following tokens:                                                                                                                                                                         not returned to the container. They are flipped
                                                                                                                                                                                               backed to the white side but stay in place,
     ʟ 1 Trooper Action token for each trooper
                                                                                                                                                                                               reducing the actions that fighter can take in
     ʟ 2 Character Action tokens for each character                                                                    White or Red                                                            the next turn.
     Both players put in the correct tokens for their force and                                                        Action tokens are only flipped to the red                             ʟ Alert markers and any other placed markers
     these are mixed together.                                                                                         side if the fighter suffers trauma during                               stay in place.
                                                                   Add 1 Trooper Action      Add 2 Character Action
                                                                    token for a sentry.       tokens for an officer.   play – usually after taking a minor wound
     ʟ Lastly add the 3 Time tokens.                                                                                   (see page 28-29).                                                     The next turn starts with the defender drawing first.
20                                                                                                                                                                                                                                                          21
     General Rules                                                                                                                     Clear View
                                                                                                                                       Fighters often get an advantage if they have a clear view
                                                                                                                                       to their enemy.                                                                   B                          C
                                                                                                                                                                                                                           Fighter in
     Line of Sight                                                        Line of sight indicates that the two fighters would be
                                                                          able to see each other if it was light. However, because
                                                                                                                                       To determine if something is in the way, imagine a path
                                                                                                                                       between the two fighters in question, as wide as their
                                                                                                                                                                                                                            the way
     During the game it is important to know what a fighter               02 Hundred Hours battles take place at night, an enemy       bases. This path must be completely clear of the bases of
     might be able to see.                                                must also be detected (have an Alert token) before you       friends, detected enemies and any terrain to count as a                                                       Intervening
                                                                          can attack them.                                             clear view. Covert enemies do not block a clear view.                                                           Terrain
     Front and Rear                                                       ʟ Line of sight is not blocked by other fighters.
     Fighters have a ‘front’, where they can see, and a ‘rear’,
                                                                          Buildings and other terrain may block line sight. Fighters   Cover                                                               A
     where they cannot. To determine this, imagine a straight
     line crossing through the centre of the model’s base                 can see through up to 2" of rough terrain, but any further                                                                                    Clear View
                                                                                                                                       Being in cover from an attack is dependent on where
     from left to right, in line with the fighter’s shoulders (see        blocks line of sight. See Terrain on page 34.
                                                                                                                                       the attacker is positioned, so it is common to be in cover
     diagram below). You could put a small mark on either                                                                              from certain enemies but not others. To count as in cover
     side of the base to help make this clear during play.                                                                             from an attack the following must apply:
     If an enemy’s base straddles this line, then roll a     dice.
                                                                          Movement
                                                                                                                                       ʟ The fighter is touching an obstacle, inside
     Any chevron result means they are to the front, while a              Whenever fighters move around on the battlefield there
                                                                                                                                         rough terrain (but not low rough terrain) or
          or     result means they are to the rear. This result           are some standard rules that apply:
                                                                                                                                         positioned at the corner of a building (parked                                                             X
     applies till the end of the current action.                                                                                                                                                                                In Cover
                                                                          ʟ During Sneak, Shoot and Fight actions,                       vehicles may provide cover in the same way as
     ʟ A fighter can only see to their front.                               fighters can travel in any direction with any                obstacles or buildings based on their shape).
                                                                            number of turns. Advance and Patrol actions
     ʟ Secondly, to see another fighter you must be                                                                                    ʟ The terrain item that the fighter is touching
                                                                            are exceptions to this.
       able to draw a straight line between the two                                                                                      must cut into the path between the attacker
       fighters from any part of their bases.                             ʟ A model’s base cannot cross over another                     and the target.
                                                                            model’s base – they must go around.                                                                                                                  The SAS trooper X and Fighter A have
     If both these apply, this is called having ‘line of sight’.                                                                       Fighters can see past up to 1" of terrain that they are
                                                                          ʟ Players can measure distances and weapon                   using for cover without it blocking their clear view.                                          a clear view to each other.
                                                                            ranges whenever they like.                                                                                                     D                         There is no clear view between the
                        B              A                                  ʟ Fighters cannot move within 1” of an enemy.
                                                                                                                                                                                                                                     SAS trooper and Fighters B and C.
                                            The German Sentry X has
                                             line of sight to fighter A
                                                                                                                                       Intervening Terrain                                                                       The SAS trooper is using the wall for
                                                                          ʟ Fighters that reach the edge of the table stop.                                                                                                     cover so it does not block his clear view
                                                who is to his front.                                                                   Terrain that cuts into the path between fighters, but they
                                                                            They can only move off the table in missions                                                                                                         to Fighter D. Fighter D does not have
                                             He cannot see fighter B                                                                   are not touching, is referred to as 'intervening terrain'.
                                                                            that allow it (usually the attackers escaping).                                                                                                                   a clear view.
                                             as the building prevents                                                                  This prevents a clear view but does not provide cover.
                                             a straight line between      ʟ The direction a model is facing at the end of an
                                                    their bases.            action is important. For manoeuvre actions a
                                                                            fighter must face in the direction of travel. For                                                                             Close Watch
                                                                            targeted actions the fighter must face directly
                                           FR                               towards their target. For defensive actions,                                                                                  If an enemy is very near, they can easily be spotted, even
                                             ON                                                                                                                                                           in the darkness.
                                               T                            the fighter turns to face their attacker. Once
                                                                            an action is complete they cannot be turned                                           This German sentry's action moves       ʟ If a fighter is in line of sight and within 2”
                                RE
                                                                            unless a particular rule states otherwise.                 A                           him within 6" of an SAS trooper.         of an enemy (or 6” if the enemy has a clear
                                                                                                                                                                  The SAS trooper A is using the low
                                  AR                                                                                                                                                                        view), that fighter is under ‘close watch’.
                                                                          Moving Through Terrain                                                                   wall for cover, so has a clear view.
     He cannot see fighter
                                       X                                                                                                                            The sentry is under close watch       ʟ At the end of any action, automatically place
                                                                          Terrain affects movement as follows (for more detail see                                     and gets an Alert marker.            Alert markers on fighters under close watch.
     C, who is to the rear.
                                                                          page 34).
        The player must                                                                                                                                                                                     This may be one or both depending on terrain
      roll a dice to check if                                             ʟ Fighters lose 1” of movement per obstacle                                                                                       and which way the fighters are facing.
     fighter D can be seen.                              D                  crossed (2” if the obstacle blocks line of sight).                       The sentry B does not have a
                                                                                                                                                                                                          ʟ In addition, fighters cannot remove an Alert
                                                                                                                                                    clear view, so the SAS trooper
                                                                          ʟ Fighters lose 1” if their action takes them                               remains covert unless they                            marker if they are under close watch.
                                           C                                through rough terrain at any point.                                             come within 2".                        B      Close watch also affects the Alarm Level (see page 36).
22                                                                                                                                                                                                                                                                          23
     Actions                                                                                                                           Patrol Route
                                                                                                                                       Marching along a set path, looking out for
                                                                                                                                                                                                         Roving Patrol
                                                                                                                                                                                                         Pacing around the area, looking out for
                                                                                                                                       anything suspicious (patrolling sentries only).                   trouble (defenders only).
     When a fighter is assigned an Action token                     All actions, including responsive actions can cause Alert          Dice:                     Ability: React                          Dice:                     Ability: React
     they must make one of the actions from the                     markers to be placed or removed.
     following pages (the choice will be limited by                                                                                    If the alarm level is Suspicious (or higher), roll +1    .        If the alarm level is Suspicious (or higher), roll +1     .
                                                                    Each action provides Medal effects that can be used if a
     the Alarm Level, detected enemies, etc).                          result is rolled.                                               The sentry turns and moves 4” directly towards the next
                                                                                                                                       Patrol marker along their patrol route (see page 44).             Turning
     Manoeuvre Actions                                                                                                                 The sentry must move the full distance unless they                Before moving, the fighter might turn.
                                                                                                                                       would come 1” of (and with line of sight to) an enemy, in         ʟ Before moving, the fighter must turn to face
                                                                                                                                       which case stop 1” away.                                            the direction pointed by the chevron on any
                                                                                                                                       NB. if the sentry has moved away from the patrol route              success result.
     NB. If a rule refers to a Patrol action, this can be either
     the Patrol Route or Roving Patrol action.
                                                                    Sneak                                                              (eg. because they made an Advance action), then they              ʟ If there is more than one success, the player
                                                                                                                                       move towards the nearest Patrol marker till they are
                                                                    A careful move, concentrating on stealth                                                                                               can choose.
     NB. Advance and Patrol actions go in specific directions.                                                                         back on the route and then continue from there.
     If this takes a fighter into contact with terrain that can’t   (attackers only).                                                                                                                    ʟ If there are no successes, do not turn.
                                                                                                                                       This action cannot be chosen if there is a detected
     be crossed (a high wall, building, etc), skirt around          Dice:                    Ability: React                            enemy within 15”.                                                 The fighter then moves 4” straight ahead.
     as close as possible to the intended final position.
     For more detail on terrain see page 35.                        If there are no enemies within 15” with line of sight to the                                                                         The patrolling fighter must move the full 4” unless they
                                                                    fighter at the start of the action, roll +1 .
                                                                                                                                       Turning                                                           would come within 1” of an enemy, in which case stop 1”
                                                                                                                                       After moving, the sentry might turn.                              away.
                                                                    The fighter moves up to 4” plus 1” per success rolled,
     Advance                                                        turning freely.                                                    ʟ After moving, the sentry must turn to face                      This action cannot be chosen if there is a detected
                                                                                                                                         the direction pointed by the chevron on any                     enemy within 15”.
     A fast move towards the enemy with little                          results only count if there is an enemy within 15".
     thought for concealment.                                                                                                            success result.
                                                                    This action cannot be chosen if the fighter is under                                                                                 Awareness
     Dice:                     Ability: Brawn                       close watch (see page 23).                                          If there is more than one success, the player can
                                                                                                                                        choose.                                                              Medal effect: The fighter can turn in the direction of
     If the alarm level is Suspicious (or higher), roll +1                                                                                                                                               any chevron (not just successes).
                                                                    Freeze                                                             ʟ If there are no successes, do not turn.
     (attackers as well as defenders).
                                                                         Medal effect: The fighter does not move (or turn) at                                                                            Recon
     The fighter turns and moves 4” plus 2” per success rolled,     all during the action. Make a basic React test (see Other          Recon
     directly towards the nearest detected enemy within 15”.                                                                                                                                                Medal effect: After moving, the fighter makes a
                                                                    Rolls, page 28). Each success provides 1    result.                    Medal effect: After moving (and any turn), the                Recon roll (see Other Rolls, page 28).
     The fighter must move the full distance unless they                                                                               fighter makes a Recon roll (see Other Rolls, page 28).
     come within 1” of an enemy, in which case stop 1” away.        Recon
     The fighter can take a basic Smarts test (see Other Rolls,        Medal effect: After moving, the fighter makes a                                                A suspicious Sentry makes a
                                                                                                                                                                   Patrol Route action using his React
     page 28) in order to move towards a detected enemy             Recon roll (see Other Rolls, page 28).
                                                                                                                                                                           ability score of   .
     within 15” who is not the closest. If failed, they move
     towards the nearest as normal.                                                       An SAS trooper makes a Sneak action                                       He scores one success, so after
                                                                                           but unfortunately rolls a  result.                                      moving 4" towards the next Patrol
     This action can only be chosen if there is a detected                                                                                                         marker, must look around in the
     enemy within 15”.                                                                  With a German sentry nearby, he chooses                                     direction pointed by that dice.
                                                                                         to use the result for the Freeze medal
                                                                                        effect. He must stay still, but with luck he                                 He may then use the result
     Caution                                                                                                                                                         to use the Recon medal effect.
                                                                                        might cancel out the        and stay covert.
       Medal effect: Ignore all successes and
     move just 4".
                                                                                                                                                                                                                                       A German Sergeant makes a
                                                                                                                                                                                                                                       Roving Patrol action using his
                                                                                                                                                                                                                                         React ability score of   .
                                                                                                                                                                                                                                        He scores two successes, so can
                                                                                                                                                                                                                                       choose either as the direction to
                                                                                                                                                                                                                                             turn before moving.
24                                                                                                                                                                                                                                                                         25
     Targeted Actions                                                                                                                                        Responsive Actions
     All targeted actions gain the following extra                     Fight                                                            Duck                                                            Defend
     dice and the Assist medal effect:
                                                                       Close the distance and attack an enemy                           Hit the deck and keep your head down! A                         Fend off an assailant. A ready fighter must
     +1 if the acting fighter is covert (no Alert                      fighter hand-to-hand.                                            ready fighter must take this action in response                 take this action in response to a Fight action.
     marker).                                                                                                                           to accurate shots from enemy shooting.
                                                                       Dice: as weapon             Ability: Brawn                                                                                       Dice:                     Ability: Brawn
     +1 if the targeted fighter does not have line                                                                                      Dice:                      Ability: React
     of sight to the attacker at any point during the                  The fighter moves up to 4” towards the nearest detected                                                                          If the fighter is ready (ie, still has an action to make), they
     action (ie, the attack comes from the rear).                      enemy before attacking hand-to-hand. If more than one            If the fighter is in cover from the attack, the Duck action     must use an action to defend, whether or not there are
                                                                       detected enemy is equally close, the player making the           is free (ie, doesn’t use up an Action token).                   any accurate strikes (take the appropriate Action token
     +1 if there is a clear view to the target at the                  action can choose which to target.                                                                                               out of the container).
     start of the action (no intervening terrain, friends                                                                               If the fighter is ready (ie, still has an action to make) but
     or detected enemies).                                             The move can include turns and line of sight is not              not in cover, they must use an action to duck (take the         ʟ The fighter turns to face his attacker.
                                                                       required from the fighter’s initial position. The fighter        appropriate Action token out of the container).
                                                                       must end up within 2”, in line of sight of the target. If that                                                                   ʟ Each success cancels out one accurate strike.
     Assist                                                            is not possible then this action cannot be chosen.               ʟ The fighter turns to face the shooter.
                                                                                                                                                                                                        If this negates all the strikes, the fighter is safe. However,
        Medal effect: Re-roll the        result if there is a friend                                                                    ʟ Each success cancels out one accurate shot.
                                                                       ʟ Any successes indicate accurate strikes that                                                                                   any that remain hit the fighter and the attacking player
     within 2".
                                                                                                                                                                                                        makes a Wound roll to determine the damage.
                                                                         will hit if the target can’t get out of the way.               If this negates all the shots, the fighter is safe. However,
     Distant Target                                                                                                                     any that remain hit the fighter and the shooting player         If the fighter is unready, they have been caught by
                                                                       If the target fighter is ready, he must take a Defend
                                                                                                                                        makes a Wound roll to determine the damage.                     surprise and cannot defend (or even turn)!
     Normally a fighter must target the nearest detected               action whether or not there are any accurate strikes.
     enemy. After moving a fighter can take a basic Smarts             If the target is unready then all successes hit – make a         If the fighter is unready and not in cover, then they are
     test (see Other Rolls, page 28) in order to target an             Wound roll to determine the damage.                              too preoccupied to duck and can only hope their wounds          Counter-attack
     enemy who is not the closest. If they pass, they do not                                                                            are minor.                                                      If all the strikes are negated and the defender still has
     need to target the nearest, though all other conditions                                                                                                                                            successes left over, these become hits on the fighter who
                                                                                                                                        Note that fighters can duck if hit by ‘friendly fire’ from
     such as range, line of sight, etc, still apply. If they fail,                                                                                                                                      attacked, and you make the Wound roll instead! The
                                                                                                                                        their own side (usually because of a weapon that causes
     they must attack the nearest as normal.                                                                                                                                                            initial attacker cannot defend against a counter-attack.
                                                                                                                                        spread or blast).
                                                                                                                                        Fortified                                                       Assist
     Shoot                                                                                                                                                                                                 Medal effect: Re-roll the        result if there is a friend
                                                                        1. An SAS trooper shoots at a Sentry                               Medal effect: If the fighter is in a building, being
     Aim and fire a gun.                                                                                                                                                                                within 2".
                                                                           with his SMG, which gives hims                               shot at from outside, re-roll the     result.
     Dice: as weapon            Ability: Aim                                         . As he is covert, he gets
                                                                                 an additional .                                         2. The Sentry is ready so
     The fighter may move up to 2” and then turns to face
                                                                        The      result earns him an Alert                              must use his action to Duck
                                                                                                                                                                                                          Both Survived
     the nearest detected enemy in line of sight before firing.
     If more than one detected enemy is equally close, the
                                                                       marker, while the cannot be used                                  the two accurate shots.                                          a Fight?
                                                                        as there are no Medal effects that                              The       result does nothing
     player making the action can choose which to target.                                                                                                                                                  If neither fighter is taken out as the result of a
                                                                       apply. His Aim ability score is   so                             as he is already detected and
     The target must be within the range for the weapon                   there are two accurate shots.                                                                                                    Fight action and any subsequent Defend action,
                                                                                                                                        there are no friends nearby.
     being used (this can be measured at any time).                                                                                       His React ability score is                                       Wound and Trauma roll, the following happens:
                                                                                                                                              so the success negates                                       ʟ If the fighter who attacked is covert,
     The target cannot be within 2" when firing (unless the
                                                                                                                                               one of the shots.                                             they become detected and are given an
     fighter is using a pistol of any sort).
                                                                                                                                          The remaining shot hits.
                                                                                                                                                                                                             Alert marker.
     ʟ Any successes indicate accurate shots that will
       hit if the target can’t get out of the way.                                                                                                                                                         ʟ One or both will now be under close
                                                                                                                                                                                                             watch by the other (see page 23).
     If there are any accurate shots and the target fighter is
     ready, he is forced to take a Duck action. If the target is                                                                                                                                           ʟ The next time one of them is assigned an
     unready then all successes hit – make a Wound roll to                                                                                                                                                   action, they may choose a Fight action or
     determine the damage (see Other Rolls, page 28).                                                                                                                                                        any other action that is open to them.
26                                                                                                                                                                                                                                                                        27
     Other Rolls (not actions)                                                                                                     Trauma
                                                                                                                                   Trauma rolls check if a fighter is overwhelmed
                                                                                                                                                                                                 Recon
                                                                                                                                                                                                 Recon rolls attempt to spot a covert enemy.
                                                                                                                                   by incoming fire and minor injuries.                          The fighter peers into the darkness and may spot covert
     Wound, Trauma and Recon rolls and basic                         Wound                                                         A fighter may need to stop and apply bandages to his          enemies. Identify the nearest covert enemy in line of
     tests are not actions, so (unless specified                                                                                   injuries, be trapped in place by the hail of incoming         sight (so to the front) and within 15”.
     otherwise) and results on the dice have                         Wound rolls determine the severity of a hit.                  bullets or simply become momentarily overwhelmed by
                                                                                                                                                                                                 ʟ Make a basic Smarts test (              ).
     no effect.                                                      For every shot or strike that was not negated by a Duck       the horrors of battle. In the game this most commonly
                                                                     or Defend action (referred to as a ‘hit’), roll 1 . Use the   occurs when a fighter suffers minor wounds or a nearby        ʟ If the enemy is covert and in cover, lose 1             .
                                                                     strength of the weapon (just like using an ability score)     friend is taken out. The fighter must resist the effects in     The test must be taken with just 1 .
     Basic Tests                                                     to determine successes. Eg. a rifle has strength .            order to carry on fighting.
                                                                                                                                                                                                 ʟ On a success, place an Alert marker next to
     Basic tests are used for various reasons when                   ʟ If there is one or more success, the wounded                ʟ Make a basic Guts test (             ).                       the target (as if they had rolled an Alert result
     attempting a task or making an action.                            fighter is ‘taken out’ (see below).                                                                                         during an action).
                                                                                                                                   ʟ If the fighter suffered two or more minor
     Attempting certain actions during a mission may require         ʟ If the Wound roll causes no successes, then                   wounds in the attack, lose 1 . The test must                ʟ      and       results have no effect.
     a basic test using the appropriate characteristic. For            each dice rolled causes a minor wound and the                 be taken with just 1 .
                                                                                                                                                                                                 If there are no covert enemies available, you may recon
     example, fighters in reserve require a basic Smarts test to       target must take a Trauma roll.                             ʟ One or more success means the test is passed                a detected enemy instead (hoping for a better look at
     enter the table, and Trauma rolls call for a basic Guts test.                                                                   and there is no further effect. If it is failed             who they are and what they’re doing) or an enemy who
                                                                     ʟ      and results have no effect (apart from
     ʟ Roll         .                                                    causing minor wounds.                                       (by any margin), apply the effects of trauma                currently counts as detected (eg, because he is within 2"
                                                                                                                                     detailed below.                                             of a detected friend or a Light marker).
     ʟ One or more success means the test is passed.
                                                                     Taken Out                                                     ʟ      and      results have no effect.                       If the target fighter was already detected (or more than
     ʟ      and         results have no effect.                                                                                                                                                  one success is rolled) then follow the rules for multiple
                                                                     A fighter who is ‘taken out’ is either dead or too severely
                                                                     wounded to carry on the battle.                               Assist                                                        Alert markers (page 19), placing the extras on other
                                                                                                                                                                                                 enemies within 6”. Line of sight is not needed to these
                                                                     ʟ Remove the model from the table.                               Medal effect: Re-roll this dice if there is a friend       extra enemies.
                                                                                                                                   within 2".
                                                                     ʟ The fighter’s Action tokens are removed from
                                                                       the container (if not already out) and stay out                                                                           Assist
                                                                                                                                   Reposition
                                                                       for the rest of the game.                                                                                                    Medal effect: Re-roll this dice if there is a friend
                                                                                                                                      Medal effect: The fighter can move up to 2”, with no       within 2".
                                                                     ʟ If the fighter had an Alert marker, this goes               reduction for terrain, turning freely.
                                                                       back into the supply.
                                                                     ʟ Any friends within 2” of the unfortunate                    Effects of Trauma:
                                                                                                                                   ʟ Ready fighters lose an action (see page 21).                4. As the sentry suffered a minor
                                                                       fighter (6" if they had a clear view) must take a
                                                                                                                                                                                                 wound, he must take a Trauma
                                                                       Trauma roll.                                                ʟ Unready fighters must flip over one Action                   roll. With a Guts score of
                                                                                                                                     token on their Recruitment card (or next to the               he fails, so his Action token is
                                                                     Other Hits                                                      figure) to the red side.                                     flipped to the red side and will
                                                                     Fighters can suffer damage from other sources apart                                                                          not go back into the bag at the
                                                                                                                                   ʟ Fighters whose Action tokens are all already                          end of the turn.
                                                                     from an enemy attack. For example, a fighter caught in
                                                                                                                                     flipped to the red side are taken out.
                                                                     an explosion must ‘take a Strength    hit’. This means
                                                                     you should make a Wound roll as if the fighter had been
                                                                     hit once by a Strength    weapon. There is no chance to       Flipped Action tokens
                                                                     negate this sort of hit.                                                   ʟ Flipped tokens are not put back
                                                                                                                                                into the container at the end of
                                                                                                                                                the turn.
                                                                                                                                                 ʟ Instead they are flipped back to
                                                                                                                                                 the white side but remain on the
                                                                     3. The attacker makes the Wound roll. There
                                                                                                                                                 Recruitment card (or next to the
                                                                       was one hit so one       is rolled. The SMG
                                                                      has strength       so in this case the sentry                              figure), reducing the actions that
                                                                          survives but suffers a minor wound.                                    fighter can take in the next turn.
28                                                                                                                                                                                                                                                             29
     Weapons                                                                                                                  Special Rules
                                                                                                                              Special rules apply only to specific weapons as
                                                                                                                              listed, mostly providing extra Medal effects.
     In 02 Hundred Hours we assume, for ease,                    Standard Issue
     that each fighter is using one particular                                                                                Accurate           (Shoot action):
                                                                                 Rng Dice        Strength Special
     ranged weapon throughout the battle.                                                                                     If the fighter did not move (turning is fine), re-roll the
     Wherever possible this should be shown on                   Rifle            20”                       Accurate               result.
     the model, even if they have holstered side-                SMG              10”                       Spread
     arms, grenades etc, shown as well. If there is                                                                           Aggression             (Fight action):
                                                                 Pistol 10”                                 Double Tap,
     any doubt, clarify things with your opponent                				                                       Quick Draw        Re-roll the     result if the fighter had a clear view.                  Rifle                         SMG
     before the game starts.
                                                                 Shotgun          15”                       Spread
                                                                                                                              Blast         (Shoot action):
                                                                 Additional Weapons                                           If there is one or more enemy within 2” of the target, roll
     Standard Issue                                                                                                           1 extra      dice.
                                                                                 Rng Dice        Strength Special
     As standard, fighters may be armed with either a                                                                         The first success result from the Shoot action hits the
     rifle, SMG, pistol or shotgun. Obviously for particular     Grenade          6”                        Indirect, Blast
                                                                                                                              target as normal. Each success after that hits the next
     miniatures some make more sense than others – a             Combat Knife –                             Quiet,            nearest fighter (from either side) within 2” of the target.
     German sentry would likely have a rifle or SMG – but this   				                                       Cut Throat        A fighter can only be hit once by each blast attack, so
     is deliberately left open in case of exceptions and more                                                                 excess hits are wasted. Work through each fighter,
     irregular forces.                                           Improvised        –                        Aggression
                                                                                                                              making Duck actions, Wound rolls, etc as appropriate.
     ʟ This standard issue weapon may be replaced                Silenced Weapons                                             Apart from the original target, line of sight from the
                                                                                                                                                                                                      LMG                        Sniper Rifle
       by a silenced or longer range weapon if the                                                                            ‘shooter’ is not needed.
                                                                 		               Rng     Dice     Strength Special
       player takes a Requisition card.
                                                                 Silenced Pistol 10”                          Quiet,          Cut Throat            (Fight action):
     ʟ If a model does not have a ranged weapon                  					                                        Double Tap,     If the fighter is covert, or attacking from the rear, the
       visible, assume the fighter is armed with a               					                                        Quick Draw      weapon’s strength becomes .
       standard pistol (unless the Recruitment card
                                                                 Silenced Carbine 15” Quiet,
       or another rule says otherwise).
                                                                 					 Accurate                                               Double Tap             (Shoot action):
     ʟ Standard issue weapons are replaced if the                                                                             If there is exactly 1 success, re-roll the   result.
                                                                 Silenced SMG 10” Quiet,
       fighter is given a Requisition card. This gives
                                                                 					 Spread
       access to silenced and long range weapons
                                                                                                                              Headshot             (Shoot action):
       (see page 42).                                            Long Range Weapons
                                                                                                                              If the fighter did not move (turning is fine), the target
                                                                 		                Rng Dice        Strength Special           cannot duck.                                                      Silenced Pistol                Silenced Carbine
     Additional Weapons                                          Sniper Rifle 25” Accurate,
                                                                 					 Headshot                                               Indirect          (Shoot action):                             Spread          (Shoot action):
     Some fighters may also be listed as having additional
     weapons such as a combat knife or grenades.                 LMG 25” Very Loud,                                           Fighters hit do not count as in cover unless in a building.   If there is one or more enemy within 2” of the target and
                                                                 					 Spread                                                                                                               in line of sight, roll 1 extra dice.
     ʟ If a fighter has an additional ranged weapon                                                                           Penetrate            (Shoot action):
                                                                 Rocket Launcher 25” Very Loud,                                                                                             The first success result from the Shoot action hits the
       listed (usually grenades), the player must                                                                             The target does not count as in cover and cannot use the
                                                                 					 Penetrate                                                                                                            target as normal. Each success after that hits the next
       state if this is being used in a Shoot action                                                                          Fortified medal effect.                                       nearest fighter (from either side) within 2” of the target
       before rolling any dice.                                  Static Weapons                                                                                                             and in line of sight of the shooter. If there are still hits
     ʟ A fighter with a combat knife automatically               Static weapons, (eg. a Medium Machine Gun/MMG),              Quick Draw             (Defend action):                       left over after everyone within 2” has been hit, start again
       uses it during a Fight action.                            cannot be moved during a battle, only turned. They are       If attacked from the front, roll 1 extra     dice.            with the target. Once all the hits are allocated, work
                                                                 only used in specific missions, not generally available.                                                                   through each fighter, making Duck actions, Wound rolls,
     ʟ If a fighter does not have a combat knife
                                                                                                                                                                                            etc as appropriate.
       listed, any hand-to-hand attacks use the                                                                               Quiet         (Shoot action):
                                                                 		              Rng Dice         Strength Special
       rules for improvised weapons. This could be                                                                            Negate 1       from the results.
       a bayonet, the butt of a gun, fists or even the           MMG 30”                                    Very Loud,
                                                                                                                                                                                            Very Loud (NB. not a medal effect, always applies):
       teeth of a fierce guard dog.                              				                                       Spread, Static                                                                  Always count at least one      result when shooting.
30                                                                                                                                                                                                                                                         31
     Pairs of Fighters                                                                                                                                                                        Specialists
     A pair of troopers can act as a small team or                                                                               Demo Charges                                                 Radios
     unit that stays together on the battlefield,
     chosen as a single Recruitment card.                                                                                        A common objective for raiding forces is to destroy key      Portable field radios allowed
                                                                                                                                 enemy materiel, bridges, rail lines, fuel dumps, aircraft,   deployed forces to stay in
     The following extra rules apply to pairs:                                                                                   etc, etc. This often requires the use of demo charges, set   contact with HQ, improving their
                                                                                                                                 with a timed fuse or detonated by wire from a distance.      planning and coordination.
     ʟ 1 Action token is shared by the pair.
                                                                                                                                 Attackers may be equipped with demo charges using a          Attackers may be equipped
     ʟ A single Alert Marker affects the pair as a                                                                               Requisition card, or automatically in certain missions.      with a radio using a Requisition
       whole – the pair is either covert or detected.                                                                            Use an appropriate figure if possible. During play,          card. Use an appropriate figure
     ʟ If counting fighters, count as 2.                                                                                         charges are set using a special action ( and                 if possible. During play, the radio operator can make a
                                                                                                                                 results apply as normal):                                    special action ( and          results apply as normal):
     ʟ If one fighter moves for any reason, the other
       must then be placed within 2”, facing the same
       direction and without moving further than                                                                                 Set Charge action                                            Contact HQ action
       the first.                                                                                                                Dice:                    Ability: Smarts                     Dice:                    Ability: Smarts
     ʟ Generally, any rule that applies to fighters                                                                              The fighter may move up to 2”, turning                       The fighter may move up to 2”, turning freely. Then, for
       also applies to pairs of fighters unless stated             Trauma                                                        freely. Then, if at least one success was                    each success, choose one Order card from your discard
       otherwise.                                                                                                                scored, place a Demo Charge marker                           pile. These orders can be used again.
                                                                   Trauma rolls are taken by the targeted fighter. If the roll   touching the fighter’s base (‘set’ side up).    Charge set   This action cannot be chosen if the fighter is under
     Having 1 Action shared between them means only one            is failed and their Action token was already flipped to the
     can act each turn. The other moves at the same time and       red side, the targeted fighter is taken out (the owning       This action cannot be chosen if the fighter is under         close watch by a detected enemy.
     provides assistance.                                          player can choose if neither was the target).                 close watch by a detected enemy.
                                                                                                                                                                                              Keep Moving
                                                                                                                                 Keep Moving                                                      Medal effect: If the radio was used successfully, the
     Manoeuvre and                                                 Assistance                                                        Medal effect: If a charge was set successfully, the      fighter can then move 2” for each success, turning freely.
     Targeted Actions                                              As both members of the pair stay together, they can help      fighter can then move 2” for each success, turning freely.
                                                                   each other out. Because they are always within 2” of a
     When assigning an action to a pair, choose either of the      friend, the Assist medal effect is always available if a      Countdown                                                    Guard Dogs
     troopers to lead. Move this fighter as normal. The other      is rolled.                                                    When the next Time token is drawn, flip the                  Guard dogs are treated much like an item of equipment
     fighter follows within 2” as described above.
                                                                                                                                 Demo Charge marker to the countdown side                     used by their handler (ie. they are not fighters with their
     ʟ Range, line of sight, front and rear, weapon,                                                                             (showing a clock).                          Countdown        own actions and do not form a pair). The dog's presence
       etc, are all taken from the lead fighter.                   Taken Out                                                     The next Time token after that, the charge explodes...       has the following effects:
     ʟ Any other requirements for an action apply to               When one member of a pair is taken out, the following                                                                      ʟ Enemies count as under close watch by the
       the lead fighter only.                                      happens:                                                                                                                     handler even if they are not in line of sight.
                                                                                                                                   Explosions
                                                                   ʟ Do not remove the pair’s Action token                                                                                    ʟ During Fight actions, the handler can make
                                                                     (whether on the table or in the container).                    Explosions have the following effects:
     Attacks against Pairs                                                                                                                                                                      their attack from 6" away, rather than the
                                                                   ʟ The survivor takes a Trauma roll.                              ʟ Replace the Demo Charge marker with a                     normal 2". Imagine the
     Enemies can target either fighter (subject to the normal                                                                         Smoke/Fire marker (see page 48).                          dog racing forward!
     rules), treating them as individual fighters.                 ʟ If the fighter that was taken out had a                                                                                    This uses the rules for
                                                                     Requisition card, this may be ‘picked up’                      ʟ Every fighter within 2” takes a
                                                                                                                                                                                                improvised weapons.
                                                                     by the surviving fighter. Swap the models                        Strength hit.
     Responsive Actions                                              accordingly.                                                   ʟ Any lights within 2” are removed.
                                                                                                                                                                                              ʟ During Defend actions
                                                                                                                                                                                                and Recon rolls the
     The targeted fighter of the pair makes the action. If the     ʟ The survivor also keeps any Veteran card the                   ʟ Both players can remove the Alert                         handler can use the
     other fighter is hit too for some reason (eg. by Spread or      pair had.                                                        marker from one of their detected                         Assist medal effect if a
     Blast), they won’t have an action left if the first fighter   ʟ The survivor behaves as an individual fighter                    fighters within 15". These fighters cannot                  is rolled.
     has already used it to duck.                                                                                                     be under close watch.
                                                                     from now on.
32                                                                                                                                                                                                                                                          33
     Terrain                                                                                                                    Parked Vehicles
                                                                                                                                Fighting military vehicles are not within the normal
                                                                                                                                scope of 02 Hundred Hours, but parked trucks, armoured
                                                                                                                                                                                            Looking Down (or Up)
                                                                                                                                                                                            ʟ Always measure horizontally (ie. along the
                                                                                                                                                                                              ground) when checking distances and weapon
                                                                                                                                cars and even tanks and trains make excellent terrain         ranges.
     In 02 Hundred Hours, the lay of the land is                   Low Rough Terrain                                            (and objectives to blow up!).
     crucial. A good range of terrain and plenty of it                                                                                                                                      ʟ If a fighter is at least 2" higher than an enemy
                                                                   Ponds, marshland, corn fields, etc that would slow down                                                                    within 6", then the higher fighter ignores any
     is ideal, and creating a thematic 3D battlefield              progress but are fairly low to the ground count as low       ʟ On the whole treat parked vehicles as small,
                                                                                                                                  locked buildings and so block line of sight.                intervening terrain.
     really brings your games to life!                             rough terrain.
                                                                                                                                ʟ Low parts up to 1” high do not block line of              ʟ If a fighter is at least 2" higher, then a lower
     Every battlefield is different, from piles of books and       ʟ Low rough terrain does not block line of sight.
                                                                                                                                  sight.                                                      enemy within 6" cannot get a clear view to the
     cereal packets to incredible fully modelled scenes. As
                                                                   ʟ Low rough terrain does not provide cover.                                                                                higher fighter.
     such, before each battle, take a moment to make sure                                                                       ʟ It may be possible to climb on top or go inside,
     both players are clear which terrain category each item       ʟ Looking through 2” or more of low rough                      however assume that the vehicle cannot be                 ʟ Height does not negate the benefits of cover
     counts as. Always be prepared to discuss things and             terrain prevents a clear view.                               operated or moved unless this is required by a              in either direction.
     agree a fair solution.
                                                                   ʟ The area counts as rough terrain in all other                specific mission.
                                                                     respects.
                                                                                                                                                                                            Close Watch?
                                                                                                                                                                                            Note that because being higher or lower affects whether
     Open Ground                                                                                                                Hills                                                       a fighter has a clear view, it also affects whether fighters
     Any area not listed below is considered open ground           Buildings                                                    Hills are treated as open ground except for:
                                                                                                                                                                                            count as under close watch.
     and has no rules effect. This represents mostly flat grass,                                                                                                                            So climbing can be a useful tactic for either side, making
                                                                   Sheds, farmhouses, factories, pillboxes – anything with
     earth, tarmac, etc, generally the bare playing surface.                                                                    ʟ They block line of sight between fighters on              it easier for attackers to hide and for sentries to spot
                                                                   intact walls and a roof counts as a building.
                                                                                                                                  ground level, on opposite sides.                          their enemies!
                                                                   ʟ Buildings block line of sight.
     Obstacles                                                                                                                  NB. The edge of a hill does not provide cover.
                                                                   To keep things simple, players may decide that all
     A narrow barrier like a stone wall, hedge or fence that       buildings are locked and bolted, so fighters cannot go
     a fighter could conceivably clamber over (or make an          inside.                                                      Other Features
     opening with wire cutters). Models can be positioned on
     either side but not on top.                                   If it is possible to place models on the roof then players   If your battlefield includes anything not detailed here,      Terrain in the Way
                                                                   should agree if fighters can climb up.                       players should agree between them how to handle it.
     ʟ Players must agree before the game if each                                                                                                                                              During Patrol and Advance actions fighters move
       obstacle blocks line of sight, based on height              Going Inside                                                                                                                in a specific direction. This movement interacts
       and how solid it is.
                                                                   This works best if you can remove the roof and place
                                                                                                                                Elevated Positions                                             with terrain as follows:
     ʟ If your walls are particularly imposing you                 figures within your model building, so you can follow the    Depending on your battlefield, it may be possible to           ʟ If an obstacle can be crossed, the fighter
       may decide they cannot be climbed within the                normal rules.                                                place figures on rooftops, raised walkways and bridges,          crosses and carries on.
       course of the game.                                                                                                      or even the roof of a truck.
                                                                                                                                                                                               ʟ If the fighter reaches rough terrain, they
                                                                   ʟ Agree where the entrances are (including
     ʟ Crossing an obstacle reduces movement by 2”                   larger windows) before the game.                                                                                            move into it.
       if it blocks line of sight or 1” if it does not. If this                                                                 Climbing
                                                                   ʟ Attackers must pass a basic Brawn test in                                                                                 ʟ If the fighter moves into contact with
       means there’s not enough movement left to                                                                                A fighter can climb as part of an Advance or Sneak action
                                                                                                                                                                                                 terrain that can’t be crossed (a high wall,
                                                                     order to break in and enter a building. For this           up to a maximum height of 4” (up or down).
       cross then the fighter just moves up to touch                                                                                                                                             building, vehicle, etc), first determine
                                                                     test and results count. Defenders can
       the obstacle.                                                                                                            ʟ The vertical distance of the climb is deducted                 where the fighter would have ended
                                                                     enter freely.
                                                                                                                                  from the fighter’s forward movement.                           up if the terrain wasn’t there. Then skirt
                                                                   ʟ Treat the interior as rough terrain (we assume
                                                                                                                                                                                                 around the terrain by the shortest route
     Rough Terrain                                                   there is furniture, internal walls, no lighting,           ʟ A fighter cannot start the climb if they don’t
                                                                                                                                                                                                 to get as close as possible to the intended
                                                                     etc).                                                        have enough movement to finish it.
     An area such as woods, jungle or the ruins of a building                                                                                                                                    final position. If you are allowing figures
     that models can be placed within and would slow down          ʟ The walls block movement and line of sight in              A fighter can go up steps without penalty – just measure         to enter buildings then this might mean
     movement compared to open ground.                               and out except at the windows and doors.                   the horizontal distance.                                         going inside.
     ʟ Fighters can see up to 2” through rough                                                                                  NB. Guard Dogs cannot climb but can go up stairs!              ʟ During an Advance action, a fighter also
       terrain. Any further blocks line of sight.                                                                                                                                                has the option to climb a building in their
                                                                                                                                                                                                 path, if you have agreed this option.
     ʟ Moving through rough terrain at any point
       during an action reduces movement by 1".
34                                                                                                                                                                                                                                                         35
     Alarm Levels                                                                                                                                           0-3 Calm
                                                                                                                                                            With no idea they are under attack, the sentries carry on
                                                                                                                                                            their patrols as they do every night.
                                                                                                                                                                                                                        Bodies
                                                                                                                                                                                                                        Finding the dead body of a comrade will obviously cause
                                                                                                                                                                                                                        considerable consternation among the defenders.
     Raiding forces do their best to catch the                                                            Tracking the                                      While the defenders are calm, the following rules apply:    As long as the Alarm Level is Calm or Suspicious, if a
     enemy unawares, creeping forward in the                                                                                                                                                                            defender is taken out, leave the model in place on the
     darkness and silently taking out sentries                                                            Alarm Level                                       ʟ Defending fighters can only make Patrol                   battlefield, laid on its side. To the defenders, the body
                                                                                                                                                              actions or Advance actions (sentries use the              counts as a covert attacker.
     following their assigned patrol routes. It will                                         The current alarm level is shown by the position of a            Patrol Route action and all other fighters use
     take time before the defenders realise they                                             marker placed on the Alarm Level card. The marker starts         the Roving Patrol action). Targeted actions               ʟ This means that patrolling defenders can try
     are in danger!                                                                          at O (unless a mission says otherwise) and moves up (or          cannot be used. Responsive actions can.                     to detect it with Recon actions and place an
                                                                                             down) as events in the game make the defenders more                                                                          Alert marker.
     There are three alarm levels:                                                           (or less) aware of the attackers’ presence.                    ʟ The attacker may choose to discard the first
                                                                                                                                                              Order card they draw and take the next one                ʟ If the body is detected, nearby patrolling
     ʟ Calm                                                                                  Move the marker on the track as follows (all that apply):
                                                                                                                                                              instead (the replacement card must be kept).                defenders move towards it.
     ʟ Suspicious                                                                            +1 Alert marker placed on an attacker.                                                                                     ʟ If a body is under close watch by a defender,
     ʟ Alarm Raised                                                                          +1 Alert marker could not be placed on an                                                                                    adjust the Alarm Track accordingly, after
                                                                                                attacker because they are already detected
                                                                                                                                                            4-7 Suspicious                                                which the body is removed.
     The first two levels limit how the fighters of the
     defending force can behave as they don’t yet fully                                         and no other attackers are within 6”.                       Having spotted something moving in the shadows or
                                                                                                                                                                                                                        Once the alarm has been raised, bodies no longer have
     realise the danger. However, once the alarm is raised, all                                                                                             heard an unusual sound, the defenders grow wary.
                                                                                             -1 Alert marker removed from an attacker.                                                                                  any effect and can be removed from the table.
     defenders can act normally, without restriction.                                                                                                       While the defenders are suspicious, the following rules
                                                                                             +1 End of the Turn.		                                          apply:
     Unless the mission states otherwise, the defenders start
     calm.                                                                                   +2 Attacker shoots with a non-silenced weapon
                                                                                                                                                            ʟ Defending fighters still only make Patrol
                                                                                                (including a grenade).
     It is possible for the defenders to become suspicious and                                                                                                actions or Advance actions. Targeted actions
     then go back to being calm. However once the alarm is                                   +3 Defender hit by shooting but not taken out.                   cannot be used. Responsive actions can.
     raised, obviously there is no going back.
                                                                                             +3 An attacker (or a body) is under close watch                ʟ Patrol and Advance actions gain +1
                                                                                                at the end of an action. Apply this only once                 (attackers and defenders).
                                                                                                per attacker/pair of attackers/body.
                                                                                                                                                            ʟ The attacker can still redraw Order cards.
                                                                                             +5 Explosion.
                                                                                             The track cannot go below O. Once the alarm has been
                                                                                             raised there is no need to update the track.
                                                                                                                                                            8+ Alarm Raised!                                            Hiding a Body
                                                                                                                                                            From this point and for the rest of the battle, the         An attacker may attempt to hide a body if there is a
                                                                                                                                                            following rules apply.                                      suitable place nearby.
                LE V E L
                                                                                                                                                            ʟ Action tokens for any fighters in reserve are             ʟ The attacker makes a Sneak action and must
     A LA R M                                                                    IO US
                                                                                                                                                                                                                          pass within 1” of the body at some point
                                                                            IC
     CALM
                                                                    > SU SP
                                                                                                                                                              immediately added to the container.
                                                                                                                                                                                                                          during the action.
                                                                                                                                                            ʟ Remove any bodies (see below).
                                                                       3                                                                                                                                                ʟ The attacker may ‘spend’ one success (and
                                                     2                                                                                                      ʟ Sentries no longer make Patrol Route actions.
                                  1                                                                                                                                                                                       therefore loses 1” of movement) in order to
                  0                                                                      ALARM LEVEL
                                                                                                                                                              They can now make Roving Patrol actions.
                                                                                         SUSPICIOUS                                                         ʟ Patrol and Advance actions still gain +1            .
                                                                                                                                                                                                                          carry/drag the body with him for the rest of
                                                                l action
                                                                         s.                                                                > ALARM RAISED
                                                                                                                                                                                                                          the move.
                                                       or Patro                 e.
                                         ke A dvance             w th e next on
                fe n ders can
                                 only ta
                                              e r cards an
                                                           dd ra                                                                                            ʟ Defending fighters can now make Shoot and                 ʟ If no successes are scored, the body is too
             D e                         O rd
          •
           • Attac
                    ker may
                                discard
                                       main in
                                                  place.                                          4             5              6              7               Fight actions.                                              awkward to move (you can try again later).
                    n d e r b odies re
            • Defe                                                                                                                                          ʟ The defender may choose to discard the first              ʟ If the attacker comes within 1” of an obstacle,
                                                                                                                                                              Event card they draw and take the next one
                                                                                         < CALM
                                                                                                                                                                                                                          rough terrain, a building or parked vehicle at
                                                     Place the marker on                                                                                      instead (the replacement card must be kept).
                                                                                         •   Defenders can only take Advance or Patrol actions.                                                                           any point during the rest of the action, remove
                                                    the card to keep track
                                                     of the Alarm Level.
                                                                                         •   Advance and Patrol actions gain +1 .
                                                                                                                                                            ʟ The attacker can no longer redraw                           the body from the table.
                                                                                         •   Attacker may discard Order cards and draw the next one.
                                                                                         •   Defender bodies remain in place.                                 Order cards.
36                                                                                                                                                                                                                                                                                  37
     Order Cards                                                                                                                                                                                     Event Cards
     The attacker has access to Order cards,                     ʟ Show the card to your opponent, and resolve                          The defender has access to Event cards. These                Alarm!
     representing their elite training and                         the order as detailed on the card.                                   reflect more unusual defensive efforts such as
     preparedness. These often allow a fighter to                                                                                                                                                    After the alarm is raised, the defender may choose to
                                                                 ʟ If some other effect prevents the order from                         radio intercepts, searchlights or changing the
                                                                                                                                                                                                     discard the card they draw and take the next one instead
     make two actions instead of one or allow a                    being used then the card goes back into the                          patrol route, as well as random, unfortunate
                                                                                                                                                                                                     (the replacement card must be kept).
     second fighter to make a free action.                         player’s hand. The fighter assigned the action                       occurrences and mishaps that could befall
     ʟ At the start of the game, shuffle the Order                 must complete an action without the help of                          the attackers such as bad intel, sudden bright
       cards and deal 10 into a deck. Any left over are            the order (the player may change their mind                          moonlight, or low ammo. For the purposes of                  Using Event cards
       not used.                                                   about which action to use at this point).                            the game, the defending player gets to decide
                                                                                                                                                                                                     Events are used at various moments as described on the
                                                                 ʟ Order cards can be used just once. Set used                          precisely when these things happen.
     ʟ When the attacker draws the first or second                                                                                                                                                   card, often during the attacker’s actions. Read out or
       Time token they may take the top Order card                 cards aside in a discard pile.                                       ʟ At the start of the game, shuffle the Event                show the card at this point and resolve its effects before
       from the deck. Order cards are kept hidden                Many Order cards list two actions. The second of these is                cards and deal 20 into a deck. Any left over are           continuing.
       until they are used.                                      free, so does not use up an Action token. The two actions                not used.
                                                                                                                                                                                                     ʟ Unless otherwise stated, Event cards can
     ʟ If your deck of Order cards runs out, there is no         must be taken in the order shown.                                      ʟ If the defender draws the first or second Time               be used just once. Set used cards aside in a
       further effect from drawing a Time token.                 After the first action of an order is complete, the player               token they may take the top Event card from                  discard pile.
                                                                 may choose not to go ahead with the second (for                          the deck. Event cards are kept hidden until
                                                                                                                                                                                                     Events are labelled either Defensive or Mishap. There
                                                                 example, if the intended target is gone). The Order card                 they are used.
                                                                                                                                                                                                     is no particular rule for these types but other rules may
     Undiscovered                                                is still used up.
                                                                                                                                        ʟ If your deck of Event cards runs out, there is no          refer to them.
     Up until the alarm is raised, the attackers may choose to                                                                            further effect from drawing a Time token.
     discard the card they draw and take the next one instead
                                                                 Support Actions
     (the replacement card must be kept).                        Some orders allow a second fighter to make a Support
                                                                                                                                                                                         Veteran Cards
                                                                 Action. Support Actions are free actions, so can be made
                                                                 even by an unready fighter. The second fighter must be
     Using Order cards                                           within 10" after the first fighter completes their action.
      Co ordinate S
                                                                                                                        rolling dice.
                                                                                         : +4” mo
                                                                                          vement.                                                                                                                             Camoufl
                                 ilent Attack                        Caught on                                                          Normally each character gives you access to one                                                          age Exp
                                                                                                                                                                                                                                                         ert
       1st Action: Sneak                                                           re                                                                                                                                        Attacker
                          tion 1st Action: Sneak                     Barbed  Wi
                                                                            “M ove it! Move it!”
                                                                                                                                        Veteran card, as noted by the keyword Veteran on their                                           only
       Free Support Ac           10”): Sneak                                                                                                                                                                                     (Sneak ac
       (friendly fighte
                        r withinFre                                                          an obstacle.                                                                                                                                   tion):
                                    e 2nd Action:
                                                  Fight               Use: Attacker crosses                                             Recruitment card. Veteran cards can be assigned to                                  +1
                                                                                            ediately after                                                                                                                         result
                                                                      Movement ends imm                                                 any fighter in your force, not just the characters who
                                                                                           e.
                                                                      crossing the obstacl
                                                                                                                                        provided them – imagine them passing on their wisdom                               “All quie
                                                                                                                                                                                                                                    t - nothin
                                                                                                                                                                                                                                              g out ther
                                                                                                                                                                                                                                                         e!”
                                                                      “I’m snagged!”                                                    and experience. Each fighter can have only a single
                                                                                                                                        Veteran card.
                                                                                                                                        If for some reason a fighter is given a second Veteran
                                                                                                                                        card, the first is discarded.
                                                                                                                                                                                                                         VETERAN
                                                                                                  DE FE NS IVE
                                                                                                  EVENT                                 Veteran Pairs
                                                                                                                                        If a Veteran card is given to a pair of fighters, the card
                           ORDER                                                            MIS HAP
                                                                                          EVENT                                         applies to both members of the pair. If one of the pair is                                     VETERA
                                         ORDER                                                                                                                                                                                                       N
                                                                                                                                        killed, the remaining fighter keeps the Veteran card.
38                                                                                                                                                                                                                                                                39
                                         ↓ SAS launch an attack on a railyard.
40                                                                               41
                                                                                                                                                              Stro                                                                            Ligh
                                                                                                                                                                           ng A                                                                   t Fe e
     Playing a Battle
                                                                                                                                                             Attack                        rm                                                    (Adva                   t                                                2 SAS Trooper
                                                                                                                                                                        er on                                                                           nce
                                                                                                                                                   Use:      ly                                                                             actio
                                                                                                                                        6 SAS Offi                                                                      4 SAS SeNrg
                                                                                                                                                                                                                                                                                                                            Tro
                                                                                                                                                        Shoo                                                                      egate           n):                                                                            oper, Reg
                                                                                                                                                                                                                                                                                                                                           ular, Standa
                                                                                                                                                  Rancer t actio                                                                    ea1nt
                                                                                                                                                                                                                                        succes                                                                                Grenades                  rd Issue, Com
                                                                                                                                          Charact  er, Comma ge                     ns usi                                Charact  er, Subord                       s to n                                                                                           bat Knife,
                                                                                                                                           Issue, Com                is in
                                                                                                                                                               nder, Vet erace             ng a g                          Issue, Com          inate, Vet                  egate
                                                                                                                                                       bat Knife,            n, as
                                                                                                                                                                                Staed
                                                                                                                                                                                   ndard          renad                                bat “T
                                                                                                                                                                                                                                           Knihe
                                                                                                                                                                                                                                                          eran, Standa           1
                                                                                                                                                                  Grenades            to 10             e.                                    fe,y’
                                                                                                                                                                                                                                                  Gre
                                                                                                                                                                                                                                                    ll ne
                                                                                                                                                                                                                                                       nades           rd            result
                                                                                                                                                                                               ”.                                                     ver he
                                                                                                                                                                                                                                                             ar him                         .
                                                                                                                                                                                                                                                                      comin
                                                                                                                                                                                                                                                                             g!”
     To organise a game of 02 Hundred Hours,                        ʟ The defender’s troopers must all have the
     follow the sequence set out here:                                Sentry keyword. The attacker’s troopers must
                                                                      not have the Sentry keyword.
                                                                    ʟ Individual troopers cannot outnumber paired
     1. Recruit Forces                                                troopers in your force (so with one pair you can                                       VETE                                                                            VETE
                                                                                                                                                                          RAN                                                                            RAN
     First decide which player will be the attacker and which         have two but not three individual troopers).
     the defender. It is common practice to play twice with           NB. Guard dogs are not counted.
     the players reversing these roles.
                                                                    ʟ The attacker may include one Requisition card
     Players then pick their forces using the Recruitment             per character allowed in the force.
     cards up to the total points limit agreed by the players.
     Each card has a cost, from 1 for a Sentry up to 5 or 6 (or
                                                                    ʟ The defender is not normally allowed
                                                                                                                                                       1* L o ng                                                                                 1* Fiel
     more) for a commander.                                           Requisition cards.                                                                   +1 po            Rang                                                                       +1 po           d Ra
                                                                                                                                                                                                                                                                                    dio
                                                                                                                                                                                         e Wea                                    2 SAS Trooper
                                                                                                                                                                                                                                                             int fo
                                                                                                                                        4 SAS Trooper
                                                                                                                                                                 int fo                                                                                             r char
                                                                                                                                                                        r char
                                                                                                                                                    Sniper                                                                                    The fi                      acters
                                                                                                                                                       s Rif
                                                                                                                                                                              acters
                                                                                                                                                                                     . Choo    po                   n               Tro              gh                          . Max
                                                                                                                                                                                                                                                                              ter has
                                                                    ʟ If a Recruitment card says ‘Unique’ you may
                                                                                                                                          Trooper,                                                                                         oper, Reg                                                 imum
                                                                                                                                                  Regular, Pair      Ac ra          le      se               one:                                    ular, Standa can                                       1 in a
                                                                                                                                                               , Standacu                                                                                        rd Issuu se thbat      a
                                                                                                                                                                                                                                                                                e CKnife, radio an
                                                                                                                                           Combat Kni                       te, He                                                      Grenades                                                                     force.
     A smaller points total of, say, 20 makes for a shorter                                                                                                                                                                                                      (see e, Com
                                                                                                                                                                        rd Issu                       25”
                                                                                                                                                                                                                                                                                                                                          Cards and miniatures
                                                                                                                                                      fe, Grenad                e, adshot                                                                                       ontact      d
                                                                                                                                                                 es LM
                                                                                                                                                                          G                                                                                             page           HQ ac
                                                                                                                                                                                                                                                                             33).
game. A 30 point game may take around an hour longer. only ever have one, even if the fighter is not Very
                                                                                                                                                                  Rock
                                                                                                                                                                          Loud
                                                                                                                                                                                , Spre
                                                                                                                                                                                      ad             25”
                                                                                                                                                                                                                                                                                             tion
                                                                                                                                                                                                                                                                                                                                             for a 20 point
                                                                                                                                                                          et La
                                                                      a commander. Unique fighters usually have                                                  Very
                                                                                                                                                                        Loud      unch
                                                                                                                                                                              , Pene
                                                                                                                                                                                    trate
                                                                                                                                                                                          er        25”                                                                                                                                     attacking force:
     Note that some missions may specify a points total, or
                                                                      specific weapons and equipment. This cannot                                                                                                                                                                                                                              6 pts SAS Officer
     possibly a different total for each player.
                                                                      be changed or added to unless the mission
                                                                                                                                                                                                                                                                                                                                            4 pts SAS Sergeant
                                                                      allows it.
     Requisition Cards                                                                                                                                                                                                                                                                                                                       4 pts SAS Troopers
                                                                    Points Commander Subordinate Requisition                                                     Pair: Can
                                                                                                                                                                           use the
     Requisition cards provide specialised weapons and gear,                                                                                                  Assist me
                                                                                                                                                                        dal effect.                                                                                                                                                           2 pts SAS Trooper
     such as a sniper rifle or a radio set. Requisitions must be    Up to 15         1		                                1                                         REQU                                                                                          REQU
                                                                                                                                                                                  ISITIO                                                                                      ISITIO                                                          2 pts SAS Trooper
     assigned to a specific fighter at the start of the battle,                                                                                                                                     N                                                                                   N
                                                                    Up to 25         1                 1                2                                                                                                                                                                                                                       1 pt Requisition
     costing the points shown (+1 for if given to a character). A
     fighter can only have one Requisition card.                    Up to 35         1                 2                3                                                                                                                                                                                                                       1 pt Requisition
                                                                    Up to 45         1                 3                4                                                                                                                                                                                                                       2 Veteran cards
     Remember that weapons, including those from
     Requisition cards, should be shown on your miniatures.         There are no restrictions based on nationality. You
     This goes for other equipment from Requisition cards           may prefer to stick to a single nation for your force (eg.
     too if possible (ie, radios and demo charges). If you don’t    British, German etc), but you are free to have a mixed
                                                                                                                                  3. Set Up
                                                                                                                                                                                                                                                    Other items may be added at the players’ discretion. Try
     have suitable models then explain to your opponent             force – perhaps British and American plus some French         the Battlefield                                                                                                   to create a realistic looking scene as this really helps to
     who has what before the battle starts – Requisition cards      Partisans, or a combined German and Italian force. You
     are not kept secret.                                           can aim to be historically accurate or use classic movies     02 Hundred Hours is generally played on a 3’ x 3’ area.                                                           bring the story to life.
                                                                    as your inspiration!                                          But note that having some extra space around the edges                                                            Placement of terrain can make a significant difference
     If you assign a Requisition card to a pair of troopers, only                                                                 for cards, counters, etc is very handy, so is it is ideal if
     one of them gets the equipment. Choose which and                                                                                                                                                                                               to how hard it is to sneak around, so it is important that
                                                                                                                                  your table is a bit bigger.
     make it clear to your opponent (preferably by using an         Army Lists                                                                                                                                                                      both players agree things look fair.
     appropriate figure).                                           The Recruitment and Requisition cards are intended as         Each mission describes any specific terrain required. If
                                                                                                                                                                                                                                                    ʟ Make sure both players are clear what
                                                                    a quick way to pick your force and remember the rules         you don’t have exactly the right items, just substitute in
                                                                                                                                  alternatives as closely as possible.
                                                                                                                                                                                                                                                      category of terrain each item counts as.
     Recruitment Rules                                              during play. However they are not compulsory – if you
                                                                    prefer to write out an ‘army list’ that’s fine too. This is
     Unless the mission states otherwise, the following
                                                                    also useful if you don’t have enough of a particular card.
                                                                                                                                  As a general guide, for a 3’ x 3’ playing area,                                                                   Larger Battlefields
     restrictions apply in addition to the points limit.                                                                          aim for 10 items chosen from:                                                                                     Using a larger area is fine too if you have plenty of terrain
     ʟ Your force must always include a single                                                                                    ʟ Building (around 6” x 6”)                                                                                       and this can make the game more strategic as there
       commander.                                                   2. Choose a Mission                                           ʟ Area of Rough Terrain (woods, ruined
                                                                                                                                                                                                                                                    is more room for manoeuvre. Scale up the amount of
                                                                                                                                                                                                                                                    terrain so the overall density is similar.
     ʟ You may include up to a certain number of                    Players can choose a mission from those on the                  building, etc)
       Subordinates depending on the points total of                following pages or elsewhere.                                                                                                                                                   ʟ To allow the attackers more time to cross the
                                                                                                                                  ʟ Parked Vehicles (1 or 2)                                                                                          distance to their objectives, the end of the first
       the force – see chart below for maximums.                    Further missions will be available at 0200hours.com or
       Eg, two in a 30 point game.                                                                                                ʟ Obstacles (sections totalling around 20”)                                                                         turn does not add +1 to the alarm level.
                                                                    you could invent your own.
42                                                                                                                                                                                                                                                                                                                                                                                43
     4. Prepare                                                   6. Gather Action Tokens                                       8. Battle!                                                    Getting Stuck
                                                                                                                                                                                              If players find themselves unsure what to do at any
     Game Elements                                                NB. At this point it helps to place tokens next to the        Starting with the defender, take turns drawing a token
                                                                                                                                                                                              point, take a few moments to re-read the relevant part of
                                                                  models they belong to:                                        and taking actions.
                                                                                                                                                                                              the rules. The index may help you find what you need.
     Recruitment Cards                                            ʟ 1 Trooper Action token for each                             Unless the mission states otherwise then remember to
                                                                                                                                                                                              However, if you can’t find an answer don’t hold things
     Lay your Recruitment cards out in front of you so you can      trooper (or pair) in the battle.                            use the rules for Alarm Levels (see page 36). This tends to
                                                                                                                                                                                              up for too long – just flip a coin (or an Action token) to
     refer to them during play. Place Requisition cards with                                                                    reduce your choices at the start of the game, making it a
                                                                  ʟ 2 Character Action tokens for each                                                                                        decide the outcome and then get back to the battle!
     the appropriate Recruitment cards, so it is clear to both                                                                  bit easier to decide what to do!
     players who has what equipment.                                character in the battle.                                                                                                  Note that you can find extra information and
                                                                  ʟ For fighters staying in reserve,                            Moving onto the Table                                         explanation of the rules in the FAQ (Frequently Asked
     Veteran Cards                                                  leave the tokens out, next to the                                                                                         Questions) found at 0200hours.com.
                                                                                                                                Any fighters that start the battle off the table
     Shuffle all the Veteran cards (including any from              miniatures.                                                 (commonly the attackers and the defender's reserves)
                                                                                                                                move on as follows:
     expansion sets) and deal out the correct number to
     each player – each Recruitment card with the keyword
                                                                  ʟ Put the tokens for the rest – the                                                                                         9. Ending the Game
                                                                    deploying troops – into your                                ʟ When an action is assigned to the fighter, they
     Veteran provides one. If dealt any that your force is not      container (a bag or a mug).
     allowed (eg, Attacker only, Dog Handler only), put these
                                                                                                                                  are placed just onto the edge of the table. Each            Victory
     back and deal a replacement.                                 ʟ Finally add the 3 Time tokens.                                mission details exactly where.                              Each mission describes how to work out who has won.
                                                                                                                                ʟ Attackers then make either a Sneak or an                    The result may be a Total Victory or a Partial Victory
     ʟ Assign each Veteran card to a fighter in your
                                                                                                                                  Advance action.                                             depending on which objectives have been achieved.
       force, placing them with the Recruitment card.             7. Deploy Troops
       This can be a trooper or a character – not just                                                                          ʟ Defenders then make an Advance action
       the character who ‘provided’ it.                                        Patrol Route                                       towards the nearest objective or, if the mission
                                                                                                                                  doesn't use objectives, the centre point of the                Gaining Experience
     ʟ Each fighter can have only one Veteran card.                            The defender must place the Patrol markers
                                                                                                                                  table (or the nearest detected enemy within                    Playing a series of games with the same
                                                                               before deploying their fighters. These are
                                                                                                                                  15" as normal).                                                opponents creates an exciting ongoing narrative,
     Order Cards and Event Cards                                  numbered 1 to 6 and must be placed in order to form a
                                                                                                                                                                                                 during which the members of your force can gain
     Shuffle your Order cards and your Event cards and deal       route around the battlefield. The markers must be at          ʟ Other actions are not allowed.
                                                                                                                                                                                                 experience and improve their skills.
     a deck of each (10 Orders and 20 Events – any left are not   least 10” apart from each other, at least 6” from the table
     used). Place the Orders face-down near the attacker and      edge and form a circuit so the route does not cross itself.   Reserves Arriving                                                If you decide to play in this way, include this extra
                                                                                                                                                                                                 step at the end of each battle:
     the Events face-down near the defender.                      ʟ The route can go through rough terrain and                  ʟ Action tokens for fighters in reserve are added
     Any cards marked with a flag can only be used if your          over obstacles but not inside buildings.                      immediately when the alarm is raised and you                   ʟ After every battle, both players choose
     force includes at least one fighter with the matching flag                                                                   may now assign tokens to these fighters even                     one of their fighters who had a Veteran
                                                                  ʟ The defender should trace out the route so
     on their Recruitment card. Otherwise leave them out.                                                                         though they are not on the table.                                card (ideally one who did something
                                                                    his opponent is clear exactly which way the
                                                                                                                                ʟ During the turn when reserves first become                       brave and heroic!). It does not matter if
                                                                    sentries will go around buildings, etc.
     Alarm Level Track                                                                                                            available, if an action is assigned to a fighter                 they were taken out during the game –
                                                                                                                                                                                                   remember that doesn't necessarily mean
     Place the Alarm Level marker on the Calm side of the         Deploy                                                          in reserve, that fighter must take a basic
                                                                                                                                                                                                   they were killed.
     tracker card, on the O space.
                                                                  Unless the mission states otherwise, all sentries not in
                                                                                                                                  Smarts test. If this is passed, they move on
                                                                  reserve are then deployed, touching a Patrol marker.            as described above. If the fighter fails their                 ʟ This fighter has fully mastered
     Markers                                                                                                                      Smarts test, they stay off the table for now.                    those particular skills and can keep
                                                                  ʟ You must place one sentry (or one pair) by                                                                                     their Veteran card permanently for
     Put the markers, tokens and reference cards handy.                                                                         ʟ From the following turn, there is no need
                                                                    each marker before placing a second in the                                                                                     subsequent games – make a note so you
                                                                                                                                  to take a Smarts test – reserves enter play
                                                                    same spot, and then two on each before a                                                                                       don't forget.
                                                                                                                                  automatically when assigned an Action token.
     5. Choose Reserves                                             third, etc, etc.
                                                                                                                                ʟ Each mission details where on the table edge                   ʟ Mastered Veteran cards are additional
     The defender chooses one character and one half of their     ʟ Sentries are deployed facing along the route                                                                                   to those drawn at the start of a battle.
                                                                                                                                  the reserves can enter.
     troopers (rounding up) to be deployed, leaving the rest        they will take to reach the next Patrol marker.                                                                                However, this still doesn't allow a fighter
                                                                                                                                                                                                   to have more than one Veteran card.
     in reserve.                                                  ʟ Other deploying defenders and attackers are                 Moving off the Table
     ʟ Reserves cannot be assigned actions until the                then placed as described in the mission.                    Certain missions allow fighters to move off the table            ʟ If your opponent has mastered more
       alarm is raised.                                           ʟ The attackers often start off the table, moving             (usually the attackers making their escape). After any             Veteran cards than you, then your
                                                                    on as soon as they are assigned an action.                  movement that takes them to the table edge, remove                 recruitment points limit is increased by 1
                                                                                                                                them and their Action tokens from the game. They are               per 2 cards difference (rounded down).
                                                                                                                                not allowed to come back on!
44                                                                                                                                                                                                                                                         45
     MISSION 1 (Basic Rules)
                                                                                                                                                                                                                                      Prepare the Tokens                                           Special Rules
     Hunted                                                                                                                                                                                                                           Gather the Action tokens for your fighters as shown on
                                                                                                                                                                                                                                      their Recruitment cards. One Trooper Action token for        Taking Time
                                                                                                                                                                                                                                                                                                   As Order cards and Event cards are not used in the
                                                                                                                                                                                                                                      each trooper (or pair of troopers), including the Sentries
                                                                                                                                                                                                                                      and Dog Handler, and two Character Action tokens each        mission, apply the following rule whenever the first or
     A small attacking force has been spotted as                                                      Recruitment                                                                                                                     for the officers. Then add the three Time tokens.            second Time token is drawn:
     they parachuted into enemy territory. The
     defenders are hunting for them and stand in                                                      Assemble the forces listed below, with standard issue                                                                           In total you should have:                                    The player that drew the token places it nearby. Before
                                                                                                      weapons (ie, rifles, SMGs or pistols), and take the                                                                                                                                          the end of the turn they can ‘spend’ the token to re-roll
     the way of reaching their rendezvous point.
                                                                                                      matching Recruitment cards as shown here:                                                                                                                                                    a single dice on any one dice roll. At the end of the turn,
     This mission is designed as an easy first play-through,                                                                                                                                                                                                                                       the tokens go back in the container as normal – if the
     for players to learn the basic mechanics without all the                                         Attacking Force                                             Defending Force                                                                                                                  tokens haven’t been spent then the chance is lost.
     complexities of a full game.
                                                                                                      SAS Officer                                                 Heer Officer
     The following rules are not used:                                                                SAS Troopers (pair)                                         Sentries (pair)
                                                                                                                                                                                                                                                x8                x4               x3              Escape Markers
                                                                                                                                                                                                                                      Put all the tokens into your container – a bag or mug.       Attackers within 15” of either of an Escape marker can
     ʟ Patrol Routes and the Patrol Route action                                                      SAS Trooper                                                 Sentries (pair)                                                                                                                  make Advance actions towards it instead of the nearest
     ʟ Reserves                                                                                       SAS Trooper                                                 Sentry                                                                                                                           detected enemy, if they pass a basic Smarts test.
     ʟ Alarm Levels and Bodies (the game starts with                                                                                                              Sentry                                                              Battlefield
       the alarm already raised)                                                                                                                                  Dog Handler                                                         Use any terrain you wish, following the guidelines on        Ending the Game
     ʟ Order cards, Event cards                                                                                                                                                                                                       page 43. A rural setting with woods, ruined buildings,
                                                                                                                                                                                                                                      etc. is ideal.                                               As soon as either player achieves their objective, the
     ʟ Veteran cards, Requisition cards                                                                                                                                                                                                                                                            game is over and they are the winner.
                                                                                                                                                                          6 Heer Office
                                                                                                                                                                            Charact     r
                                                                                                                                                                                        er, Comma
                                                                                                                                                                                                    nder, Vetera
                                                                                                                                                                                                                                      Deployment
                                                                                                                                                                                                                  n, Standa
                                                                                                                                                                                                                           rd Issue
                                                                                                           1 Sentry
                                                                                                              Trooper, Sen
                                                                                                                          try, Standa
                                                                                                                                       rd Issue, Hee
                                                                                                                                                    r
                                                                                                                                                                                                                                      The attacker chooses one table edge as their                   Tactics
                                                                                                                                                                                                                                      destination and places two Escape markers at
                                                                                                                                                                                                                                      any point on that edge.                                        Attacker
                           r Standard
                   ficer, Vet
      6
          SASer,Of
                Commande
                              eran,
                               es
                                                                                                                                                                                                                                      The defender then deploys their whole force within 24”         The attacker can use Sneak actions, trying to
          Charact               Grenad
                     bat Knife,
          Issue, Com
                                                                                                                                                                                                                                      of that edge, spaced out with at least 6” between fighters     pass through the enemy lines undetected. Then
                                                                     perrdsIssue,
                                           SAS Troo            , Pair, Standa
                                         4 Trooper, Regfe,ularGre                                                                                                                                                                     (or pairs of fighters).                                        once within 15" of the Escape markers, you might
                                               Combat Kni
                                                                  nades                                                                                                   1 Sentry
                                                                                                                                                                             Trooper, Sen
                                                                                                                                                                                         try, Standa
                                                                                                                                                                                                        rd Issue, Hee
                                                                                                                                                                                                                     r                The attacking fighters start off the table and enter as        decide to forget about stealth and run for it
                                                                                                            2 Sentries
                                                                                                                Trooper, Sen
                                                                                                                            try, Pair, Sta
                                                                                                                                          ndard Issu
                                                                                                                                                                                                                                      soon as they are assigned an action. They can move             using Advance actions instead! You may have the
                                                                                                                                                                                                                                                                                                     chance to take out a few sentries to clear the way,
                                                                                                                                                        e, Heer
                                                                                Pair: Can
                                                                                          use the                                                                                                                                                                                                     Defender
                              per
         SAS Troo Issue, Combat Knife,
       2 Trooper, Regular, Standard
                                                                              Assist me
                                                                                        dal effect.
                                                                                                                                                                                                                                      Attacker Objectives                                            The defender will use the Roving Patrol action
          Grenades
                                                                                                                                                                    2 Sentries                                                        Reach the rendezvous by moving at least 3 fighters off         to move around, hopefully using the Recon
                                                                                                                                                                           Trooper, Sen
                                                                                                                      Assist me
                                                                                                             2 D og Handl
                                                                                                                                        Pair: Can
                                                                                                                                                    use the
                                                                                                                                                                                       try, Pair, Sta
                                                                                                                                                                                                     ndard Issu
                                                                                                                                                                                                                e, Heer
                                                                                                                                                                                                                                      the table anywhere on the destination edge (remember           medal effect to spot the enemy fighters. Once
                                               SASr, RegTr  ooper                   bat Knife,
                                                                                                                                dal effe
                                                                                                                              er ct.
                                         2     Troope
                                                         ular, Standa
                                                                      rd Issue, Com                            Tro   oper, Sentry,
                                                                                                                                     Guard Dog
                                                                                                                                              , Standard
                                                                                                                                                            Issue, Hee                                                                that pairs count as two).                                      they are detected you can advance and open fire!
                                               Grenades                                                                                                               r
                                                                                                                                                                                                                                                                                                     Guarding the Escape Markers is also a good idea.
                                                                                                                                                                                                                                      Defender
                                                                                                                                                                                                                                                                                                     Playing Again
                                                                                                                                                                                                                                      Objectives
                                                                                                                                        Close watch
                                                                                                                                                     does not
                                                                                                                                           need line
                                                                                                                                                     of sight.
46                                                                                                                                                                                                                                                                                                                                                               47
     Additional Rules                                                                                                           Disguised
                                                                                                                                If the players agree, you can use the Disguise rules in any
                                                                                                                                mission. They are a lot of fun but obviously add complexity.
                                                                                                                                                                                               Revealing the Imposter
                                                                                                                                                                                               When the imposter is revealed, for whatever reason,
                                                                                                                                                                                               proceed as follows:
     Presented here are the rules for unusual                    ʟ If the escorting fighter is taken out or has all             One of the defender's sentries is in fact an attacker          ʟ The sentry goes into the defender's reserves,
     circumstances that only feature in certain                    their Action tokens flipped to the red side,                 wearing a stolen uniform. This counts as a Requisition           with their Action token taken out if reserves
     missions or due to Event cards.                               then the captive escapes. The mission will                   card, so costs 2 points and uses up a 'slot'.                    are not yet available.
                                                                   describe how an escaped captive acts.                        ʟ The defender's force must include at least                   ʟ Remove any Alert marker.
                                                                 ʟ If a captive has escaped, fighters on either side              three individual sentries (not pairs or Dog                  ʟ Replace the sentry with a suitable figure
     Escape Markers                                                can choose to make Advance actions towards                     Handlers), and these three must be deployed                    belonging to the attacking player – this could
     Certain missions allow the attackers to place                 them instead of the nearest detected enemy.                    at the start of the game, not put in reserve.                  be the normal character figure or one with an
     Escape markers on the table edge.                                                                                            Ideally they should be easily distinguishable                  enemy uniform, as long as it is clear to both
                                                                 If the mission allows it, an escapee can be recaptured by
                                                                 moving into contact (the move ends immediately).
                                                                                                                                  from each other (different weapons, headgear,                  players. Keep them facing the same way.
     ʟ Attackers within 15” of an Escape marker can
                                                                                                                                  etc.) but if not then number them on the
       make Advance actions towards it instead of                                                                                                                                              ʟ The imposter's Action tokens are added to
                                                                                                                                  underside of their bases.
       the nearest detected enemy if they pass a                                                                                                                                                 the container. However if the imposter sentry
       basic Smarts test.                                        Barracks                                                       ʟ Before the defender deploys his sentries, the                  had already made his action this turn, this is
                                                                 Some of the defender's
                                                                                                                                  attacker must choose and write a note which                    carried over, leaving the character with only
     This means fighters can run for the Escape marker or just                                                                    individual sentry is the imposter. Keep this
                                                                 reserves are asleep in one                                                                                                      one action left.
     sneak quietly off the edge.
                                                                 of the buildings on the                                          secret for now!
                                                                                                                                                                                               ʟ If the imposter was discovered, then he is
                                                                 battlefield.                                                   ʟ The attacker also chooses a character from                     automatically detected as he is under close
     Smoke/Fire                                                  ʟ The defender chooses                                           his force (with no Requisition card) to be the                 watch (and so raises the Alarm Level by 3).
                                                                   a building (or other                                           imposter and places the figure to one side,
     Explosions, smoke grenades, etc can cause a                                                                                                                                               ʟ If the imposter chose to act, he now makes his
                                                                   terrain where some                                             along with its Action tokens.
     Smoke/Fire marker to be placed.                                                                                                                                                             action as normal.
                                                                   fighters might be
     ʟ The marker blocks line of sight and prevents a              camped) at least                                             Patrolling                                                     ʟ Though revealed, the imposter is still
       clear view if line of sight must pass within 2” of                                                                                                                                        disguised, so if a defender makes a Recon roll
                                                                   6" away from any                                             Until the imposter is revealed, the defender makes
       the marker.                                                 attacking fighters.                                          actions with his sentries as normal.                             to detect him, they lose a as if the fighter
                                                                                                                                                                                                 was covert and in cover.
                                                                 ʟ The defender takes up to two individual
                                                                                                                                Discovered!
     Captives                                                      troopers OR a pair OR a single character from
     A captive may be represented by a Special marker or a
                                                                   their reserves. These are placed, lying down, in             If one of the defender's characters ends a Roving Patrol       Lights
                                                                   the centre of the building.                                  action with an individual sentry witin 2" and in line of
     suitable figure. The figure does not count as a fighter                                                                    sight, they make a basic Smarts test. If the test is passed    Static streetlights, searchlights, etc are
     and can be moved to one side if it is in the way.           ʟ While sleeping, the fighters have no effect                  then the attacker must reveal if this is the imposter.         represented by placing Light markers.
                                                                   on the game and cannot be detected by a
     ʟ The escorting fighter can make Sneak                        Recon roll.                                                                                                                 ʟ Fighters within 2" of a Light marker count as
       (attackers only) or Advance actions but                                                                                  Choosing to Reveal                                               detected until they move further away. Recon
       must ‘spend’ one success to drag along the                ʟ Once the alarm is raised, the sleeping fighters              If the imposter sentry detects an attacker who was               rolls against them gain +1 .
       captive. If no successes are scored, the captive            can be assigned Action tokens just like other                covert, either by a Recon roll or moving so they are under
       struggles and the                                           reserves (needing a Smarts test for the initial              close watch, the attacker may choose to reveal his secret
       fighter moves only 2”.                                      turn in the same way). But instead of entering               note. The fighter is not detected and stays covert.            Searchlights
                                                                   from the table edge, they wake up and stand
     ʟ The escorting fighter                                       where they are. Their first action must be                   Forced to Reveal                                               Manned searchlights are represented as follows:
       can make Shoot, Duck                                        Advance, exactly like defenders moving onto                  If the defender makes a Shoot action with the imposter         ʟ Place a Light marker anywhere at least 6” from
       and Defend actions                                          the table.                                                   sentry that scores at least one hit, the attacker must           the edge of the table. Roll      and move
       but not Fight actions.
                                                                 ʟ If an attacker enters the building, any sleeping             reveal his secret note. The shots automatically miss.            the marker 6” in the direction shown by any
     ʟ Enemies shooting at                                         fighters immediately wake and stand.                                                                                          chevron result.
       the escorting fighter                                                                                                    Choosing to Act
                                                                 If the defender's reserves have all arrived then there is no                                                                  ʟ If there are no chevrons, or if the only option is
       cannot get a clear
                                                                 effect – the barracks are empty.                               Any time the attacker draws a Character Action token,            to move off the table, it doesn’t move.
       view, as they avoid                                                                                                      they may reveal their secret note and assign the action
       hurting the captive.                                                                                                                                                                    ʟ Roll again to move the marker at the start of
                                                                                                                                to the imposter.
                                                                                                                                                                                                 each turn.
48                                                                                                                                                                                                                                                    49
     MISSION 2                                                                                                                                                                                                                      MISSION 3
50                                                                                                                                                                                                                                                        51
     MISSION 4                                                                                                                                                                                                                    MISSION 5
     Havoc                                                                                                                                                                                                            Evade
     The attacking force launches an aggressive                    Defender Objectives                                         A lone combatant, poorly armed and cut off                   Attacker Objectives
     raid on an enemy compound, intending to do                                                                                behind enemy lines, attempts to evade the
     as much damage as possible.                                   Primary                                                     patrols and make it back to safety among                     Primary
                                                                   Prevent all the objectives being destroyed.
                                                                                                                               friendly forces.                                             The evading trooper must move off the table from any
     Recruitment                                                                                                                                                                            point within 12” of the opposite corner (where his friends
                                                                   Secondary                                                   Recruitment                                                  entered).
     Points limit: 30 points (or as agreed by the players).
                                                                   Take out at least half of the original number of fighters
                                                                   in the attacking force.                                     Points limit: 20 points (or as agreed by the players). One   Secondary
                                                                                                                               of the attacker's troopers, representing the evading         At least half of the original number of fighters in the
     Battlefield                                                                                                               soldier, must be armed with a pistol.                        attacking force must move off the table from any point
     Follow the guidelines on page 43, with a selection of         Special Rules                                                                                                            where they were allowed to enter.
     small objectives scattered around - vehicles, ammo
     crates, fuel drums, etc. Place 5 Objective markers next to    Grenades                                                    Battlefield
     (or on) appropriate items – one at the centre point of the    In this mission, attackers armed with grenades can use      Follow the guidelines on page 43.
     battlefield, and the others spaced out within 8” of the       them to try to destroy the objectives.
     centre point.
                                                                   The grenade is thrown as normal with a Shoot action
                                                                   and the objective as the target. The bonus dice for
                                                                                                                               Deployment
     Deployment                                                    attacking from the rear applies automatically. The bonus    The defender creates a patrol route and deploys sentries
                                                                                                                               as normal (see page 44). Other deploying defenders
                                                                   for being covert does not apply.
     The defender creates a patrol route and deploys sentries                                                                  (usually one character) are deployed within 2” of the
     as normal (see page 44). Other deploying defenders            For each hit, make Wound rolls as normal – any successes
                                                                                                                               centre of the battlefield, facing in any direction.
     (usually one character) are deployed within 2” of any         destroy the objective.
                                                                                                                               The attacking fighters start off the table and enter
     Objective marker, facing in any direction.                    If there are two or more successes, the objective also
                                                                                                                               as soon as they are assigned an action. The attacker
                                                                   explodes (see page 33).
     Next the attacker splits his force into two (in any                                                                       chooses one corner of the table where the evading            Defender Objectives
     combination) and chooses two opposite sides of the            Any attacker with a Demo Charge Requisition card            trooper will start. He can move on from any point on the
     table, assigning one half of the force to each. The           can also plant charges on the objectives. When these        table edge within 12” of the chosen corner.                  Primary
     attacking fighters start off the table and enter as soon as   explode the objective is destroyed.
                                                                                                                               The rest of the attackers move on from any point on the      Take out the evading trooper.
     they are assigned an action. They can move on from any
                                                                                                                               table edge within 12” of the opposite corner.
     point on their assigned table edge.                           Escape Markers                                                                                                           Secondary
                                                                                                                               The attacker places two Escape markers
                                                                   As soon as the objectives are all destroyed,
                                                                                                                               at any point on the edge within 12” of that                  Take out at least half of the original number of fighters
                                                                   the attacker places two Escape markers at
     Reserves                                                      any point on the table edge where they were
                                                                                                                               same corner.                                                 in the attacking force.
     The defender’s reserves enter from any point on the           allowed to enter.
     table edges not chosen by the attacker.
                                                                                                                               Reserves                                                     Ending the Game
                                                                   Ending the Game                                             The defender’s reserves enter from any point on the          The game ends immediately when the attacker
     Attacker Objectives                                           The game ends immediately when either side completes
                                                                                                                               table edge within 12” of the remaining two corners not       completes both their first and secondary objective, or
                                                                                                                               chosen by the attacker.                                      when the defender completes their primary objective.
                                                                   their secondary objective (or if all attackers with
     Primary                                                       grenades or demo charges are taken out).                                                                                 At this point, whoever has achieved their primary
     Destroy all 5 objectives.                                                                                                                                                              objective is the winner. If they have also achieved their
                                                                   At this point, whoever has achieved their primary
                                                                                                                                                                                            secondary objective, then they have a Total Victory. If
                                                                   objective is the winner. If they have also achieved their
     Secondary                                                     secondary objective, then they have a Total Victory. If
                                                                                                                                                                                            not, then they have a Partial Victory.
     At least half of the original number of fighters in the       not, then they have a Partial Victory.
     attacking force must move off the table from any point
     on the two sides where the attackers entered.
52                                                                                                                                                                                                                                                       53
     MISSION 6                                                                                                                                                                                                                     MISSION 6
     Recruitment
     Points limit: 20 points (or as agreed by the players).
     Battlefield
     Follow the guidelines on page 43, including three
     buildings placed within 8” of the centre point of the
     battlefield. The defender takes three Objective markers
     numbered 1, 2 and 3, and places these face-down in each
     of the buildings. Number 1 indicates the location of the
     target officer.
                                                                   Defender Objectives
     Deployment
                                                                   Primary
     The defender creates a patrol route and deploys sentries
     as normal (see page 44). Other deploying defenders            Prevent the high-ranking commander being taken off
     (usually a single character) are deployed within 2” of        the table.
     one of the buildings, facing in any direction the player
     chooses.                                                      Secondary
     Next the attacker chooses one corner of the table. The        Take out at least half of the original number of fighters
     attacking fighters start off the table and enter as soon as   in the attacking force.
     they are assigned an action. They can move on from any
     point on the table edge within 24” of the chosen corner.
54                                                                                                                                                                                                                                                         55
     MISSION 7                                                                                                                                                                                                                      MISSION 7
     Points limit: 20 points (or as agreed by the players).       Defender Objectives                                         If there are no successes, then nothing is found – the         lost – dropped in the mud or damaged beyond repair.
                                                                                                                              attacker will have to try again with a later action.
                                                                  Primary                                                     If there is one or more success, reveal the number on
                                                                                                                                                                                             Ending the Game
     Battlefield                                                  Prevent the Objective markers being taken off the table.    the Objective marker. If it is a 0 the building is empty –
                                                                                                                              remove the marker. If it is a 1 or 2, this represents useful   The game ends immediately when the defenders
     Follow the guidelines on page 43, including five                                                                         intelligence. Place the Objective marker next to the           achieve their secondary objective or if the attackers
     buildings and/or vehicles placed within 10” of the           Secondary
                                                                                                                              escorting fighter.                                             achieve their primary and secondary objectives.
     centre point of the battlefield. The defender takes five     Take out at least half of the original number of fighters
     Objective markers numbered 0, 1, 1, 2 and 2, and places      in the attacking force.                                                                                                    At this point, whoever has achieved their primary
     these face-down in (or on) each of the five locations.
                                                                                                                              Escape Markers                                                 objective is the winner. If they have also achieved their
                                                                                                                              As soon as the first objective is revealed, the                secondary objective, then they have a Total Victory. If
                                                                                                                              attacker places two Escape markers at any                      not, then they have a Partial Victory.
     Deployment                                                                                                               point on the table edge where they were allowed to enter.
     Reserves
     The defender’s reserves enter from any point on the
     table edge on the opposite side to the one chosen by the
     attacker, or up to 6" along the adjacent edges.
     Attacker Objectives
     Primary
     Locate Objective markers with numbers totalling at least
     3 and escape with them by moving off the table from any
     point where they were allowed to enter.
56                                                                                                                                                                                                                                                           57
     MISSION 8                                                                                                                                                                                                                   MISSION 8
58                                                                                                                                                                                                                                                     59
     ↑ An SOE assassin targets a high-ranking German officer.
60                                                                                                        61
     Faction Reference
     Troopers                                                                           Choosing a Force
     Troopers            Aim   React   Brawl Smarts   Guts   Points   Options           These ability scores are intended as a get-you-by
     Sentry                                                    1      Pair (+1 point)   resource, allowing you to construct forces with fighters
                                                                                        of different nationalities. Until future expansion sets
     Military Police                                           1      Pair (+1 point)   provide Recruitment cards you can simply use a written
     Dog Handler                                               2                        'army list' to record your force.
     Regular                                                   2      Pair (+1 point)   Defenders can choose from Sentries, Military Police and
                                                                                        Dog Handlers, while attackers can only pick Regulars
                                                                                        (representing elite, commando-style troops).
     Characters                                                                         All troopers except for Dog Handlers can be pairs for +1
     Characters          Aim   React   Brawl Smarts   Guts   Points                     point, with the same scores plus the Pair ability.
     Partisans
     Partisans           Aim   React   Brawl Smarts   Guts   Points   Options
     Partisan Regular                                         1.5     Pair (+1 point)
     Partisan Sergeant                                         3
     Partisan Officer                                          5
                                                                                                                                                            French Partisan Militia
62                                                                                                                                                                                    63
     Errata
                                                                                                                                     Alternatively they could back off and shoot.                  In a mission where the attackers have to get off the
                                                                                                                                     Remember you need to be 2” away unless firing a               table, do they have to reach the Escape markers or just
                                                                                                                                     pistol, which isn’t normally a problem unless you’re          the table edge?
                                                                                                                                     surrounded by enemies (who you must stay 1” from)
                                                                                                                                                                                                   They have to reach the table edge. Escape markers
     Pg 38, Undiscovered.                                                                                                            or in a tight corner against some terrain.
                                                                                                                                                                                                   simply give you an option to use the Advance action to
     Should read: …the attackers may choose to discard the                                                                           Another option is to run off using an Advance action,         get there faster.
     card they draw…                                                                                                                 but this depends on passing the Smarts test, as your
                                                                                                                                     melee opponent will almost certainly be the nearest
     Corrected in digital version.                                                                                                   enemy and you would need to have a convenient                 Specific Cards
                                                                                                                                     alternative enemy to head towards. Remember
     FAQ                                                                                                                             Advance moves go in a straight line and you must stop         No Hesitation Veteran card – can this be played after
                                                                                                                                     if you come within 1” of an enemy, so if the original         rolling the dice?
                                                                                                                                     enemy is in the way then this won’t work.                     Yes
                                                                                                                                     Lastly, if an attacker managed to avoid being under
     What decisions have to be made before rolling the              I If a defender ends up with two separate attackers (ie,         close watch, they might Sneak away hoping to
     dice?                                                          not a pair) under close watch at the end of their action,        become covert again!                                          Are 'One Use Only' Veteran cards discarded after use?
                                                                    does the Alarm Level go up 3 or 6?
     Choosing a target for a Shoot or Fight action must be                                                                        8. Other fighters are free to target either of the two           No, just turn the face down. They can still be mastered
     done before rolling the dice. Also, placing a fighter at the   It would go up +6. Same goes for an attacker and a body,         original combatants as normal.                                and kept for the next battle.
     table edge before moving onto the table.                       or two bodies!
     Apart from that, players can roll their dice for an action     However, as the rule states, you only get the +3 once per
     and then decide exactly how to use the results - make          attacker (once per body, once per pair). So if two sentries   If there are friendly fighters in the way when I shoot, is       Can the Commandant and Gestapo Officer’s special
     decisions on direction of movement, how to use Medals,         get close to the same attacker, only the first gets +3.       there a chance of hitting them?                                  rules be used if they are in reserve?
     playing cards, etc (apart from certain cards that specify                                                                    Friendly fighters in the way prevent a clear view (and           Yes.
                                                                    Essentially, you get +3 for discovering each attacker (or
     they must be played before rolling).                                                                                         could block line of sight entirely). They may be hit by
                                                                    pair, or body), but they can't be discovered a second time.
                                                                                                                                  a Spread or Blast medal effect if they are close to the
                                                                                                                                  target but otherwise there is no danger.
     During a Fight action do fighters stay 1” apart?
                                                                    If both fighters survive a Fight, what happens next?
                                                                                                                                                                               Optional Rules
     Technically, yes. Imagine the opponents brawling and
                                                                    1. If the attacker started out covert, they become
     stabbing, then breaking apart. Though it doesn't matter
                                                                       detected and are given an Alert marker.
     if you want to place them touching while rolling!
                                                                    2. If the attack came from the front or the target made a
                                                                       Defend action (and so turned to face), then they will
     Is there an option for a fighter to ‘pass’ their action and       both be under close watch by each other.
                                                                                                                                  Presented here are a few ideas that you may like to add
                                                                                                                                  to your games (please share your results on the Facebook
                                                                                                                                                                                                   Static Sentries
     do nothing?                                                    3. If the attack came from behind and the target could        group!).                                                         The core game doesn't allow for static sentries who stay in one
     No, you must choose an action from those available                not defend, then only the target will be under close                                                                        place rather than patrolling. This was mainly because it could
     (unless you make use of a particular rule such as the             watch.                                                                                                                      be an advantage in certain missions and it seemed more fun
     Hold order card).                                              4. If one of the fighters has managed to reposition
                                                                                                                                  Get in the Fight!                                                and interesting to have them moving around.
                                                                       somewhere out of sight after a Trauma roll (such           In some games, it can happen that one or more of the             However, if you want to include this in your games, you can
                                                                       as behind a convenient high wall), they would not          defender's fighters get stuck on the wrong side of the table,    apply the following rules to a single sentry (or pair):
     If a covert fighter is within 2” of a detected friend, the        be under close watch. Note that it’s impossible to         wandering around in the dark doing nothing useful at all.        After deployment, choose one deployed sentry
     rules say they are affected by the Alert marker too. So           reposition behind the enemy you were just fighting.
                                                                                                                                  Players may find this frustrating, particularly if they are      (preferably near to an objective or suitable piece of
     are they also given an Alert marker to show this?
                                                                    5. Adjust the Alarm level accordingly.                        new to the game and used to having more control (or just if it   terrain such as a guard post or a gate).
     No. Note that ‘affected by’ an Alert marker is not the                                                                       happens a lot!), in which case you can use this rule:            When that sentry makes Patrol Route actions they don't
                                                                    6. The action is over. Unlike some other games, you don’t
     same as being given one.                                                                                                                                                                      move. They may turn and/or recon as normal.
                                                                       carry on fighting till one party is dead, nor are you      After the alarm has been raised, if a defending fighter is
     Other fighters are affected while within 2” and so count          ‘locked’ in combat…                                        more than 20" from any detected enemy, they can make             The sentry makes Advance actions moving as normal.
     as detected, but are not given an Alert counter. As soon                                                                     a basic Guts test before choosing an action.
                                                                    7. The next time one of the two fighters is assigned an                                                                        After moving out of position for any reason, the next
     as they are further away, they count as covert once again.
                                                                       action they may choose a Fight action to continue the      If passed, they make an Advance action towards the               time they make a Patrol Route action they will move
                                                                       combat (or optionally target a more distant enemy if       centre point of the table. If failed, they must make a           back towards their original spot.
                                                                       they pass the Smarts test).                                Roving Patrol as normal.
                                                                                                                                                                                                   When the alarm is raised, these rules no longer apply.
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     Quick Reference                                                                                                                   Special Rules
                                                                                                                                       Accurate           (Shoot action):
                                                                                                                                                                                                      Freeze         (Sneak action):
                                                                                                                                                                                                      The fighter does not move (or turn) at all during the
                                                                                                                                                                                                      action. Make a basic React test. Each success provides
                                                                                                                                       If the fighter did not move (turning is fine), re-roll the     1    result.
                                                                                                                                            result.
     Manoeuvre Actions                                                                                                                                                                                Headshot            (Shoot action):
                    Move          Dice      Bonus                        Ability            Success            Medal Effect
                                                                                                                                       Aggression            (Fight action):                          If the fighter did not move (turning is fine), the target
                                                                                                                                       Re-roll the      result if the fighter had a clear view.       cannot duck.
     Advance          4”                    +      (Suspicious/Alarm)    Brawn        +2”                   Caution
     Patrol Route     4”                    +      (Suspicious/Alarm)    React        Turn after move       Recon                      Assist         (Shoot, Fight, Defend, Recon, Trauma):          Indirect         (Shoot action):
                                                                                                                                       Re-roll the      result if there is a friend within 2".        Fighters hit do not count as in cover unless in a building.
     Roving Patrol 4”                       +      (Suspicious/Alarm)    React        Turn before move      Recon, Awareness
     Sneak            4”                    +      (Nobody Looking)      React        +1”                   Recon, Freeze              Awareness             (Roving Patrol action):                  Penetrate           (Shoot action):
                                                                                                                                       The fighter can turn in the direction of any chevron (not      The target does not count as in cover and cannot use
                                                                                                                                       just successes).                                               the Fortified medal effect against this attack.
     Targeted Actions                                                                                                                                                                                 Quick Draw
                                                                                                                                       Blast         (Shoot action):                                                         (Defend action):
                    Move          Dice		                                 Ability            Success            Medal Effect
                                                                                                                                       If there is one or more enemy within 2” of the target, roll    If attacked from the front, roll 1 extra     dice.
     Shoot            2”          Weapon + bonuses                       Aim          Hit                   Assist, Weapon             1 extra      dice. The first success result from the Shoot
                                                                                                                                       action hits the target as normal. Each success after that      Quiet        (Shoot/Fight action):
     Fight            4”          Weapon + bonuses                       Brawn        Hit                   Assist, Weapon
                                                                                                                                       hits the next nearest fighter (from either side) within        Negate 1      from the results.
     Bonus: +       (Covert), +      (Rear), +      (Clear View)                                                                       2” of the target. A fighter can only be hit once by each
                                                                                                                                       blast attack, so excess hits are wasted. Work through          Recon         (Patrol Route, Roving Patrol, Sneak):
                                                                                                                                       each fighter, making Duck actions, Wound rolls, etc as         The fighter makes a Recon roll.
     Responsive Actions                                                                                                                appropriate. Apart from the original target, line of sight
                                                                                                                                       from the ‘shooter’ is not needed.                              Reposition           (Trauma roll):
                    Move          Dice      Bonus                        Ability            Success            Medal Effect
                                                                                                                                                                                                      The fighter can move up to 2”, with no reduction for
     Duck            Turn                   Free (in Cover)              React        Negate Hit            Fortified                  Caution          (Advance action):                             terrain, turning freely.
     Defend          Turn                 		                             Brawn        Negate Hit, Counter Assist                       Ignore all successes and move just 4".
                                                                                                                                                                                                      Spread          (Shoot action):
                                                                                                                                       Cut Throat            (Fight action):                          If there is one or more enemy within 2” of the target
     Other Rolls                         (ignore      and     )                                                                        If the fighter is covert, or attacking from the rear, the
                                                                                                                                       weapon’s strength becomes .
                                                                                                                                                                                                      and in line of sight, roll 1 extra     dice. The first success
                                                                                                                                                                                                      result from the Shoot action hits the target as normal.
                    Move          Dice      Penalty                      Ability            Success            Medal Effect                                                                           Each success after that hits the next nearest fighter (from
                                                                                                                                       Double Tap             (Shoot action):                         either side) within 2” of the target and in line of sight of
     Recon             –                    lose      (Covert & Cover)   Smarts       Alert                 Assist
                                                                                                                                                                                                      the shooter. If there are still hits left over after everyone
                                                                                                                                       If there is exactly 1 success, re-roll the     result.
     Wound             –             per hit                             Weapon       Taken Out                                                                                                       within 2” has been hit, start again with the target. Once
                                                                                                                                       Fortified         (Duck action):                               all the hits are allocated, work through each fighter,
     Trauma            –                    lose      (2+ Hits)          Guts         Negate Trauma         Assist, Reposition
                                                                                                                                                                                                      making Duck actions, Wound rolls, etc as appropriate.
                                                                                                                                       If the fighter is in a building, being shot at from outside,
                                                                                                                                       re-roll the      result.
                                                                                                                                                                                                      Very Loud (NB. not a medal effect, always applies):
                                                                                                                                                                                                      Always count at least one        result when shooting.
     Standard Issue                                                      Additional Weapons                                            Silenced Weapons
                       Rng Dice           Strength Special                                  Rng Dice     Strength Special                                  Rng Dice         Strength Special          Long Range Weapons
     Rifle             20”                            Accurate           Grenade            6”                       Indirect, Blast   Silenced Pistol 10”                              Quiet,                            Rng Dice          Strength Special
     SMG               10”                            Spread             Combat Knife –                                                				                                             Double Tap,
                                                                                                                     Quiet,                                                                           Sniper Rifle 25” Accurate,
                                                                         				                                        Cut Throat        				                                             Quick Draw
     Pistol 10”                                       Double Tap,                                                                                                                                     				 Headshot
     				                                             Quick Draw         Improvised                                                    Silenced Carbine 15” Quiet,
                                                                                              –                      Aggression                                                                       LMG 25” Very Loud,
                                                                                                                                       				 Accurate
     Shotgun            15”                           Spread                                                                                                                                          				 Spread
                                                                                                                                       Silenced SMG 10” Quiet,
                                                                                                                                                                                                      Rocket Launcher 25” Very Loud,
                                                                                                                                       				 Spread
                                                                                                                                                                                                      				 Penetrate
66                                                                                                                                                                                                                                                                     67
     Action Flowchart                                                                                                                                                                                                   Index
     Defenders - Calm/Suspicious                                              A                                             Detected . . . . . . . . . . . . .  17        L                                             Rifle . . . . . . . . . . . . . . . . . 30
                                                                              Abilities  . . . . . . . . . . . . .  16      Dice . . . . . . . . . . . . . . . . .  18    Lights . . . . . . . . . . . . . . . .   49   Rocket Launcher  . . . . . 30
     Character                                                                Accurate . . . . . . . . . . . . .  31        Disguised . . . . . . . . . . . . 49          Line of Sight  . . . . . . . . .         22   Rough Terrain . . . . . . . . 34
                                                                              Actions . . . . . . . . . . . . . . 24        Distant Target . . . . . . . . 26             LMG . . . . . . . . . . . . . . . . .    30   Roving Patrol Action . .  25
         Detected enemy within 15”
                                                                              Action Tokens . . . .  20, 44                 Double Tap . . . . . . . . . .  31            Low Rough Terrain  . . .                 34
     		  Advance towards nearest detected enemy
                                                                              Additional Weapons  . 30                      Duck Action . . . . . . . . . .  27                                                         S
         No Detected enemy within 15”                                         Advance Action  . . . . . . 24                                                              M                                             Searching . . . . . . . . .  55, 57
     		  Roving Patrol                                                       Aggression . . . . . . . . . . .  31          E                                             Manoeuvre Actions . . . 24                    Searchlights  . . . . . . . . . 49
                                                                              Alarm Levels . . . . . . 36, 44               Escape Markers  . . . . . . 48                Medal Effects . . . . . . . .  18             Set Charge Action . . . .  33
     Sentry                                                                   Alarm Raised  . . . . . . . .  37             Event Cards . . . . . . . 39, 44              MMG . . . . . . . . . . . . . . . . 30        Shoot Action . . . . . . . . . 26
         Detected enemy within 15”                                            Alerts . . . . . . . . . . . . . . . .  19    Experience . . . . . . . . . . . 45           Movement . . . . . . . . . . . 22             Shotgun . . . . . . . . . . . . . 30
     		  Advance towards nearest detected enemy                              Assist . . . . . . . . . . 26, 27, 29         Explosions . . . . . . . . . . .  33          Moving onto the Table 45                      Silenced Carbine . . . . . 30
                                                                              Awareness . . . . . . . . . . .  25                                                                                                       Silenced Pistol . . . . . . . 30
         No Detected enemy within 15”
                                                                                                                            F                                             O                                             Silenced SMG . . . . . . . . 30
     		  Patrol Route                                                        B                                             Fight Action . . . . . . . . . . 26           Obstacles . . . . . . . . . . . . 34
                                                                                                                                                                                                                        SMG . . . . . . . . . . . . . . . . . 30
                                                                              Barracks . . . . . . . . . . . . . 48         Fighters . . . . . . . . . . . . . .  16                                                    Smoke . . . . . . . . . . . . . . . 48
                                                                                                                                                                          Open Ground . . . . . . . . 34
                                                                                                                                                                                                                        Sneak Action . . . . . . . . . 24
     Defenders – Alarm Raised                                                 Basic Tests . . . . . . . . . . . 28          Fire . . . . . . . . . . . . . . . . . . 48   Order Cards . . . . . . . 38, 44
                                                                                                                                                                                                                        Sniper Rifle . . . . . . . . . . 30
                                                                              Battlefields . . . . . . . . . . 43           Flipped Action Tokens 29                      Other Rolls . . . . . . . . . . . 28
         Detected enemy within 15”                                                                                          Fortified . . . . . . . . . . . . .  27                                                     Spread . . . . . . . . . . . . . . .  31
                                                                              Blast . . . . . . . . . . . . . . . . .  31
     		  Advance towards nearest detected enemy                                                                            Freeze . . . . . . . . . . . . . . . 24                                                     Standard Issue . . . . . . . 30
                                                                              Bodies . . . . . . . . . . . . . . .  37                                                    P                                             Static Weapons . . . . . . 30
     		  Shoot nearest detected enemy. Need LOS and in range after moving.   Buildings . . . . . . . . . . . . 34          Front and Rear . . . . . . . 22
                                                                                                                                                                          Pairs of Fighters . . . . . .  32
                                                                                                                                                                                                                        Stealth  . . . . . . . . . . . . . .  19
     		  Fight nearest detected enemy. Need LOS and in 2” after moving.                                                                                                  Parked Vehicles . . . . . .  35
                                                                              C                                             G                                             Patrol Route  . . . . . . . . . 44
                                                                                                                                                                                                                        Suspicious . . . . . . . . . . .  37
         No Detected enemy within 15”                                                                                       Game Turns . . . . . . . . . . 20
                                                                              Calm  . . . . . . . . . . . . . . . .  37                                                   Patrol Route Action . . .  25
     		  Roving Patrol                                                       Captives . . . . . . . . . . . . . 48         Grenade . . . . . . . . . . . . . 30          Penetrate . . . . . . . . . . . .  31
                                                                                                                                                                                                                        T
     		  Shoot nearest detected enemy. Need LOS and in range after moving.   Caution . . . . . . . . . . . . . . 24        Guard Dogs . . . . . . . . . .  33                                                          Taken Out . . . . . . . . . . . . 28
                                                                                                                                                                          Pistol . . . . . . . . . . . . . . . . 30
                                                                              Chevrons  . . . . . . . . . . . .  18                                                                                                     Taking Time . . . . . . . . . . 47
         No Detected enemy within 20”
                                                                              Clear View . . . . . . . . . . .  23          H                                             Q                                             Targeted Actions . . . . . 26
     		  See optional rule – Get in the Fight!                               Climbing . . . . . . . . . . . . . 35         Headshot . . . . . . . . . . . .  31                                                        Terrain . . . . . . . . . . . . . . . 34
                                                                                                                                                                          Quick Draw . . . . . . . . . .  31
                                                                              Close Watch  . . . . . . . . . . 23           Hiding a Body . . . . . . . .  37                                                           Time Tokens . . . . . . . . .  21
                                                                                                                                                                          Quiet . . . . . . . . . . . . . . . .  31
                                                                                                                                                                                                                        Trauma rolls . . . . . . . . . 29
     Attackers                                                                Combat Knife . . . . . . . . 30               Hills . . . . . . . . . . . . . . . . .  35
                                                                                                                                                                                                                        Turning . . . . . . . . . . . . . .  25
                                                                              Contact HQ Action  . . .  33
         Detected enemy within 15”                                                                                                                                        R
                                                                              Countdown . . . . . . . . . .  33             I                                             Radios . . . . . . . . . . . . . . .  33
     		  Sneak (not allowed if under Close Watch)                            Counter-attack . . . . . . .  27              Improvised Weapon . . 30                      Ready . . . . . . . . . . . . . . . . 17
                                                                                                                                                                                                                        V
     		  Advance towards nearest detected enemy                              Cover . . . . . . . . . . . . . . . .  23     Indirect . . . . . . . . . . . . . .  31                                                    Very Loud . . . . . . . . . . . .  31
                                                                                                                                                                          Recon . . . . . . . . . . . . . 24, 25
                                                                              Covert . . . . . . . . . . . . . . .  17      Intervening Terrain . . .  23                                                               Veteran Cards . . . . . 39, 44
     		  Shoot nearest detected enemy. Need LOS and in range after moving.                                                                                               Recon rolls . . . . . . . . . . . 29
                                                                              Cut Throat . . . . . . . . . . .  31
     		  Fight nearest detected enemy. Need LOS and in 2” after moving.                                                                                                  Recruitment . . . . . . . . . 42
                                                                                                                            K                                             Recruitment Cards . . .  17
                                                                                                                                                                                                                        W
         No Detected enemy within 15”                                         D                                             Keep Moving . . . . . . . . .  33             Reposition . . . . . . . . . . . 29
                                                                                                                                                                                                                        Weapons . . . . . . . . . . . . 30
     		  Sneak (not allowed if under Close Watch)                            Defend Action  . . . . . . .  27                                                                                                          Wound rolls . . . . . . . . . . 28
                                                                                                                                                                          Requisition Cards  . . . . 42
                                                                              Demo Charges . . . . . . .  33                                                              Reserves . . . . . . . . . . . . . 44
     		  Shoot nearest detected enemy. Need LOS and in range after moving.
68 69