AA NEXT WAR DevDraft v2.0.0
AA NEXT WAR DevDraft v2.0.0
AA NEXT WAR DevDraft v2.0.0
AMBUSH ALLEY:
THE NEXT WAR
(Development
Draft)
Modern, Near Future, and Science Fiction Infantry Combat
DevDraft 2.0.0
Credits
AMBUSH ALLEY © 2007, Ambush Alley Games, LLC
AMBUSH ALLEY: NEXT WAR (DEVELOPMENT DRAFT)© 2022, Ambush Alley Games, LLC
AMBUSH ALLEY: NEXT WAR © 2020, Ambush Alley Games, LLC
COVER & INTERIOR ART Tom Symonds
PRIMARY AUTHORS Shawn Carpenter, Robby Carpenter, Peggy Carpenter
CONTRIBUTING AUTHORS Jim Roots, Dave Phipps
We hope you enjoy this journey with us and your friends around
the table!
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Contents
INTRODUCTION 1 5. Player 1’s Unit Completes Its Action 11
Move Action 11
REQUIRED GEAR 1 Fire Action 12
CQB Action 12
Defend Another Unit 12
BASIC CONCEPTS 2
Perform a Special Action 12
6. Rinse and Repeat 12
ROLLING DICE 2
PLAYER 2’S PHASE 12
POSITIVE & NEGATIVE DIE SHIFTS (+DS OR -DS) 2
MANAGEMENT PHASE 13
DIE ROLL MODIFIERS (DRMS) 2
1. Attempt to Rally Pinned or Retreating
BONUS & PENALTY DICE (+XD OR –XD) 2
Units 13
TESTS 3
2. Check for a Winner 13
SIMPLE TESTS 3
3. Neutralize Hot Spots 13
OPPOSED TESTS 3
4. Reinforcement Checks 13
UNITS 4
5. Civilian Mobs Move Randomly 13
SQUADS 4
6. End of Turn 13
ASSETS 4
A NOTE ON RETURN FIRE & OVERWATCH FIRE 14
LEADERS 4
MOVEMENT 15
OPERATORS 5
UNIT MOVEMENT RATES 15
UNIT & OPERATOR CARDS 5
MOVEMENT MODIFIERS 16
Unit Card Example 5
Building Models and Movement 16
Operator Card Field Definitions 6
FIREPOWER COMBAT 18
THE BASIC RULES 7
TYPES OF FIRE 18
TURN SEQUENCE 7
DECLARED FIRE 18
INITIATIVE PHASE 7
RETURN FIRE 18
INITIATIVE TESTS 7
OVERWATCH FIRE 18
Initiative Player Declares Overwatch Units
DEFENDING ANOTHER UNIT 19
8
AREA OF EFFECT (AOE) ATTACKS 19
PLAYER 1’S PHASE 8
HAND GRENADES 19
1. Player 1 Activates a Unit 8
LINE OF SIGHT AND LINE OF FIRE 20
2. Player 2’s Units React! 9
LINE OF SIGHT (LOS) 20
3. Overwatch Fire Against Reacting Units 10
Terrain Effects on Line of Sight 20
4. Resolve the Reaction 10
Line of Fire 20
Reaction Fire 11
WEAPON RANGES 21
Interruption Movement 11
RESOLVING A FIREPOWER ATTACK 21
Move into CQB as an Interruption 11
DETERMINE THE FIRING UNIT’S FIREPOWER 22
Perform a Special Action as an Interruption
Support Weapons 23
11
Target is in Optimum Range (OR) 23
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
INTRODUCTION
Ambush Alley: Next War was written to give you a set of go-to rules for small
FRAGO:
unit conflicts set in any period from the Cold War forward – far forward! The
A FRAGO (Fragmentary
rules support down-and-dirty Post War skirmishes, clashes in the news today,
Order) is a brief order used to
conflicts of the near future, and the wars that follow us into the stars. clarify a longer, more detailed
Operational Order. In this
As a result, this book is a toolbox. Some of the tools will be useful in any period,
book, each major rule section
while others will only get pulled out for games set in a specific era (unless you
is preceded by a FRAGO that
want to shake things up and drop an invasion force of aggressive robotic summarizes it in a bulleted
aliens in Los Angeles). Don’t feel like you need to use every tool in the box on format.
every job. Sometimes you only need a hammer!
You also have a lot of latitude with the tone of Next War games. By manipulating the ratings of troops and
the attributes available to them, you can run anything from gritty, historically accurate scenarios to over the
top, Hollywood style action romps. You don’t need separate rule books to suit your group’s current mood.
Next War has your back.
As a bonus, Next War can be used to play the dozens and dozens of scenarios we’ve published for Ambush
Alley, Force on Force, and Tomorrow’s War. We wrote these rules with backwards compatibility in mind, so
you can play scenarios from your favorite Ambush Alley Games books with little to no modification.
REQUIRED GEAR
Miniatures. Any scale, any manufacturer.
A flat surface to play on. The amount of space needed depends on the size of figures used and the scenario
played. You’ll want somewhere between 4’ x 4’ and 4’ x 8’ of available space, though.
Appropriate terrain to battle over. Buildings, ruins, woods, hills, and vehicles are all common terrain features
a Next War table. You can build your own terrain or buy commercially available models and table dressing.
Dice of the following types: D6, D8, D10, and D12. We suggest that every player have 10 dice of each type,
but this isn’t a requirement. We also suggest that you color-code your dice (i.e., all dice of the same type are
the same color–D6s are all green, D8s are all orange, etc.). This speeds up play for folks who aren’t used to
“funny” dice.
A few status markers and templates. You can either make your own from chits of paper or cardboard or
buy commercially available markers.
An assortment of snacks and beverages. All games are better with snacks!
1
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
BASIC CONCEPTS
ROLLING DICE FRAGO:
As mentioned earlier, you’ll need a selection of +DS (Positive Die Shift) = Use next higher die type (no higher
six, eight, ten, and twelve-sided dice to play Next than D12).
-DS (Negative Die Shift) = Use next lower die type (no lower than
War.
D6).
We use the normal shorthand to describe which +X DRM (+X Die Roll Modifier) = Add X to your die roll. Only used
dice and how many of them you need to throw for single die Tests.
-X DRM (-X Die Roll Modifier) = Subtract X from your die roll. Only
in a test. For instance, if you need to throw five
used for single die Tests.
six-sided dice, we’ll say you need to throw 5D6. If +XD (+X Bonus Dice) = Add X dice to your roll.
you needed to throw four eight-sided dice, we’d -X D (-X Penalty Dice) = Subtract X dice from your roll. Never
show that as 4D8, two ten-sided dice would be reduces your total dice below 1 die.
2D10, etc.
DRMs are only applied to Test rolls involving a single die (such as Morale Tests). They’re never applied to
tests that require you to throw multiple dice, such as a Firepower Attack test.
Example: If a rule said that I got a +1 DRM to my roll, I’d roll my die and add 1 to the result. If I rolled a 5, it would become a 6. If the
rule called for a -1 DRM, I’d subtract 1 from my roll, reducing it to a 4.
Penalty Dice can never reduce the number of dice you throw to zero or less.
Example: If a rule calls for +2D Firepower, I’d roll 2 extra Firepower dice. If it called for -2D Firepower, I’d roll 2 less Firepower dice
(this couldn’t reduce the number of dice I roll to zero, though).
2
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
TESTS
Any time the rules call for you to make a die roll, you’re making a
Test. Tests are used to determine if your unit succeeds at FRAGO: Tests
something. If you pass a test, you pulled it off. If you fail a test, Simple Test: Pass by rolling a 4+.
things don’t go your way. Opposed Test: Pass by rolling higher than
your opponent.
There are two types of Tests: Simple and Opposed.
SIMPLE TESTS
Simple tests are used to determine whether your unit succeeds at an uncontested task using your Troop
Quality (TQ) or Morale Quality (MQ). A simple TQ test would be used to see if your ragtag unit of rebels is
able to organize defensive fire against the Marines storming their position. A simple MQ test would be used
to see if your rebels abandon their position after losing friends to the assault.
To pass a simple test, roll a modified score of 4+ on the appropriate die. If you roll less than a 4, you fail the
Test.
Example: My Operator needs to pass a Simple Troop Quality Test to call for fire from a mortar unit. If they roll a modified score of 4
or better on their Troop Quality die, they pass the fire instructions on correctly. If not, they must repeat them more clearly on the
next turn.
OPPOSED TESTS
Opposed tests are used to see if succeeds at a task the enemy is actively contesting.
To resolve an opposed test, both units roll the appropriate die. The unit with the highest modified die roll
passes the test.
If there is a tie, the unit with the highest Troop Quality wins. If opposing units have the same TQ, the unit
belonging to the Force with initiative wins.
The most common opposed test in the game is the reaction test. You’ll be making lots of those!
Example: My fire team is trying to spot an enemy Sniper with the Elusive Attribute. My team and the sniper both roll their TQ die. If
my team rolls higher than the sniper, they can engage them with fire. If not, they remain elusive.
3
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
UNITS FRAGO:
• Each Player is in command of a force.
Any miniature or group of miniatures on your table
• A Force can be composed of teams, leaders,
that you can activate, move, fire, etc., is a unit.
operators, and assets.
Units are the basic playing pieces of the game, and • Teams consist of one or more figures and usually
the same rules apply to them whether they’re a include a team leader.
fireteam of four grunts, a lone sniper, or a tank. • Multiple Teams can be grouped into a squad with an
independent squad leader.
Some units can be organized into larger formations. • Specialists are a single figure. Some specialists act
Three fireteams might form a squad, for instance, or independently, and others must be attached to a
four tanks a troop. This is only an organizational team.
concept, though. Units still act individually. • Operators are single figures who act independently.
• Leaders may or may not be attached to a specific
The units under your control comprise your Force. team. Leaders bolster morale and can rally teams
Units are comprised of one or more figures. It can under their command.
contain one or more attached assets and will usually • Independent assets, such as vehicles, operate
include a unit leader. A team can represent a fire independently.
• Each team, specialist, operator, and independent
team, insurgent cell, mob of civilians, etc.
asset is a unit.
All figures in a unit, including the team leader, • Each unit may have a unit leader. Single figure units
must stay within cohesion distance (2”) of at least don’t have a unit leader.
• Units have the following combat quality ratings:
one other figure in their unit, measured from the
• Troop Quality = Quality of the unit’s training and
head of each figure.
overall competence.
• Morale Quality = Quality of the unit’s morale.
• Armor Quality = Quality of the unit’s body armor.
SQUADS
In some scenarios or force lists, several units will be organized into a squad. A squad isn’t a unit for purposes
of activation (or anything else), but units assigned to a squad benefit from the presence of a squad leader
that can boost their morale.
ASSETS
Assets are added to a force to increase its capabilities. An asset might be a specialist figure attached to a unit
(a Terminal Air Controller or Interpreter, for instance), an additional unit (a sniper team or machine gun team),
a vehicle, or even some sort of off-board support (such as a mortar battery or drone).
Each asset’s capabilities and any special rules are described on its Asset Card. The asset’s Card will also identify
it as being independent or attached to a unit.
Assets and Asset Cards are described in more detail under Assets in the Toolbox section.
LEADERS
Leaders motivate their troops and keep them on mission.
A force can contain multiple leaders. Teams will normally have a leader, as will each squad. Higher level
leaders, like platoon leaders and company commanders can also be fielded. The most senior leader in a force
is the force leader, unless a scenario states otherwise.
4
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Some leaders are attached to teams and others can act independently, as described by their Unit Card.
Leaders have a positive impact on the morale of units under their command. They can also rally units under
their command.
OPERATORS
Operators are highly skilled combatants who operate independently on the battlefield. In Next War, they are
usually individual Special Operators (hence the name), but they might be any other highly competent
combatant.
Operators function like any other unit regarding activation, combat, morale, etc. The number of firepower
and CQB attack dice they throw is based on their Operator Class. Operators are fully described in the section
entitled, Operators in Action.
5
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Elusive: Enemies beyond Optimum Range must pass a Contested TQ Test with Sniper to fire at them.
Operator (Elite)
6
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
INITIATIVE PHASE
You determine whether player 1 or player 2’s force will have initiative during this phase by making an initiative
test. You’ll also designate any Weapon Teams that are on Overwatch.
INITIATIVE TESTS
Initiative tests are an opposed test. You and your opponent make an
Opposed Troop Quality test using the die type of your force’s FRAGO:
predominant Troop Quality. If in doubt, use the lower die type. Make an Initiative Test. Winner can:
• Choose to be Player 1 or 2
The player with the highest die roll chooses whether to act as Player
• Place Weapon Teams on Overwatch
1 or Player 2 for the turn.
If you’re making the first initiative test of the game and the result is
a tie, simply re-roll. Otherwise, the force that won initiative the previous turn wins on a tie.
7
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Some scenarios dictate which force has initiative for the first few turns. If this is the case, no initiative tests
are needed on those turns.
INITIATIVE PLAYER
FRAGO:
DECLARES OVERWATCH
• Overwatch units can engage Reacting units before they perform
UNITS their Reaction
If you won the initiative test, declare which of • Each Overwatch Fire is resolved separately. Each must be
your weapon teams will be on Overwatch for completely resolved before moving on to the next
the turn. The loser of the initiative test cannot • Overwatch Fire attacks can be resolved in any order the player
place their units on Overwatch. wishes
• Overwatch Fire Units must have LOS to the Reacting unit to
We’ll talk more about Overwatch units later. engage them
For now, you just need to know that: • Overwatch Fire attacks must occur in logical, chronological
order
• Only weapon teams can be placed on • Reaction units that are wiped out or suffer a Morale condition
Overwatch due to Overwatch fire cannot complete their Reaction
• Overwatch units can react multiple • Once all Overwatch Fire triggered by the Reacting unit have
been resolved, resolve its Reaction
times and in both player’s Phases.
When you Activate a unit, you must declare what Action it will take. Your options are listed in the Valid Action
Phase Actions table. You also need to describe how the unit will perform the Action so that the Passive Player
can decide if they want to Activate any of their units to Interrupt your unit.
8
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Valid Actions in Your Phase For instance, if one of your units is going to move, you must describe what path
Move it will take. If it’s going to Fire, you need to designate which enemy unit is being
Fire targeted. If your unit will be moving and firing, you must announce whether it
Move & Fire or Fire & Move will move and fire or fire and move, as well as the path it will take and the unit it’s
Initiate CQB firing at.
Defend another Unit You can activate as many or as few of your units as you choose. It’s usually a good
Perform Special Action idea to save a few units so that you can React to their Player 2’s units during their
phase, though.
Your unit must have line of sight (LOS) to Player 1’s unit at the time it Reacts
Valid Reactions
Move to it. This means that you can’t React to a unit that is hidden behind a
Fire (Interruption Fire) corner, for instance, but you can if it moves around the corner and into your
Initiate CQB view.
Defend Another Unit
Reactions must occur in logical, chronological order. Player 2 must state
Perform a Special Action
where their unit’s Reaction will occur an enemy unit’s movement path.
Once fire (or any other Reaction) has occurred at one point in a unit’s movement path, subsequent Reactions
cannot be declared at an earlier point.
Once a Reacting unit has completed its Reaction, you can activate another to React to the same Player 1 unit
if you wish.
9
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
If a Reacting unit is wiped out or suffers a Morale condition due to Overwatch fire, it cannot complete its
Reaction.
FRAGO:
4. RESOLVE THE REACTION Make an opposed Reaction Test between Player 2’s
Once you’ve resolved all Overwatch Fire against the Reacting unit and Player 1’s unit
Interrupting unit, it can complete its declared action, • If the Player 1 wins, the Player 2’s unit’s Reaction
assuming it hasn’t been Wiped Out or suffered a is ineffective and has no impact
Morale condition. • If the Player 2’s unit wins, resolve the Reaction
immediately.
The first step in resolving the Interruption is to make • Move on to the next Reacting unit if there is one.
an opposed Reaction Test between Player 1’s activated If not Player 1’s activated unit resolves its
unit and Player 2’s Reacting unit. declared Action.
If Player 1’s unit wins this Reaction Test, the Reacting unit doesn’t get to perform its declared Reaction. Note
that this doesn’t mean the unit didn’t try to perform its reaction, only that it wasn’t able to do so effectively
and the attempt has no impact in game terms.
If the Reacting unit wins the test, it immediately performs its declared Reaction.
Once the current Reaction is resolved, the Player 2 player can activate another unit to React if they choose.
Player 1 can continue to declare and resolve Reactions against a single unit until they have no units left that
can React.
Once all Reactions have been resolved, Player 1’s activated unit can attempt to complete its declared action.
Below are specific descriptions of the outcomes of Reaction Tests for the various valid Reactions:
10
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
REACTION FIRE
If the Reacting unit wins Reaction Test: The Reacting unit immediately resolves a Firepower Attack. Player
1’s unit can Return Fire.
If the Reacting unit loses the Reaction Test: The Reacting unit’s fire is ineffective. No Firepower attack is
resolved. Player 1’s unit cannot Return Fire.
INTERRUPTION MOVEMENT
If the Reacting unit wins Reaction Test: The Reacting unit immediately moves normally. This movement can
be used to avoid a Firepower attack declared against it. If the Reacting unit is able to move out of the firing
unit’s LOS, it can avoid the Firepower Attack completely. Player 1’s unit can Return Fire if the Reaction unit is
still in its LOS after completing its move.
If the Reacting unit loses the Reaction Test: The Reacting unit remains in place. Player 1’s unit cannot Return
Fire.
If the Reacting unit loses the Reaction Test: The Reacting unit remains in place. Player 1’s unit cannot Return
Fire.
If the Reacting unit loses the Reaction Test: The Reacting unit is unable to perform the Special Action. Player
1’s unit cannot Return Fire.
11
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Fire Action
If you declared that you were going to fire at an enemy unit, resolve a Firepower attack against it now. It can
Return Fire if it wishes. See Ranged Combat for details.
Remember: You can only fire once at a single unit during the same turn. If your target unit Interrupted you and you Returned Fire,
you cannot shoot at it again now. For all intents and purposes, you’ve already performed your Declared Action.
CQB ACTION
If your unit declared that it was going to CQB an enemy unit, see the CQB rule section for details.
Otherwise, the same 6 steps occur in the same order as described for Player 1’s Phase, but Player 2 is in the
driver’s seat now.
Once Player 2 has activated all the units they can (or wish to), proceed to the Management Phase.
12
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
FRAGO:
MANAGEMENT PHASE • Attempt to Rally Pinned or Retreating Units.
No combat actions occur in the Management Phase. • Check to see if either player has won.
Instead, the following steps are performed in preparation • Neutralize Hot Spots (if in use).
for the next turn: • Check for random reinforcements (if available).
• Randomly move civilians (if in use).
• End of Turn – proceed to Initiative Phase of next
turn.
1. ATTEMPT TO RALLY
PINNED OR RETREATING UNITS
Both Players can attempt to Rally any Pinned or Retreating units by making a Rally Test. See Rallying Units.
If one force has achieved victory according to the scenario’s victory conditions, the game ends.
The game also ends if the scenario’s turn limit has been reached. Total up the Victory Points each side has
earned according to the scenario’s Victory Conditions to determine who, if anyone, has won.
4. REINFORCEMENT CHECKS
Both forces roll for Reinforcements at this time if the scenario indicates that they have Reinforcements
available.
Reinforcements will normally arrive from a randomly determined Hot Spot, unless a scenario dictates
otherwise. See Hot Spots for more details on their use.
6. END OF TURN
Once all the steps above have been completed, the turn has ended. Move on to the Pre-Turn Phase of the
next turn.
13
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
14
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
MOVEMENT FRAGO:
• All units have two movement rates: Tactical
Your units can move as part of an action (i.e., Move, Move & Fire, and Rapid. See the Movement Rates table.
or Initiate CQB). The distance your unit moves depends on the • Terrain Modifiers effect how far your unit can
Movement Rate you declare for it and the type of terrain it is move. See the Movement Modifiers table.
crossing. • To move a Unit, place its Leader figure at the
Unit’s intended destination. Indicate the
path taken to allow Interruptions to occur.
UNIT MOVEMENT RATES After any Interruptions are resolved, place
the rest of the figures in the unit in cohesion
All units have two movement rates: Tactical and Rapid. with the Leader figure.
Units making a Tactical Move suffer no modifiers to Fire or
Defense.
Units making a Rapid Move suffer a -1D penalty to their Firepower and a -1 DRM to Reaction Tests but gain
+1D to their Defense. These modifiers apply for the duration of the unit’s current Activation.
Typical Movement Rates for standard unit types are shown in the Movement Rates table.
Movement Rates
Movement Type Normal Normal Game Effect
Infantry Vehicles*
Tactical Move 6” 10” No bonuses or penalties
Rapid Move 12” 20” -1 D Firepower; -1DRM to Reaction Tests; +1D Defense
*Note that Vehicle movement rates are only shown here for comparison – vehicle movement is described in full in the Vehicles &
Vehicle Combat section.
15
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
MOVEMENT MODIFIERS
The following table describe how different types of terrain effect a unit’s movement.
Obstacles Walls, Hedges, Fences, Ravines, Must pass Simple TQ Test to Must pass TQ Test to cross
Other Linear Obstacles cross. If unit passes the test,
the it can move across the
obstacle with no penalty to
its movement. If the Unit
fails, it must end its move
halted at the point it
attempted to cross the
obstacle.
Difficult Ground Medium Woods, Marshy Movement is halved. Movement is restricted to ½
Ground, Ploughed Fields, Steep Tactical movement.
Hills or Grades, etc.
Treacherous Ground Jungle/Dense Vegetation, Near Movement is restricted to ½ Vehicles cannot enter unless
Vertical Grades, Mangroves, Tactical movement. scenario or vehicle attribute
Deep Water, etc. states otherwise
Impassable Terrain Vertical Grades, Extremely Cannot be entered or crossed Cannot be entered or
Rough or Deep Water, etc. crossed
If you wish to use your buildings as literal representations of an actual structure, you can restrict movement
into and out of buildings based on the door and window positions on the actual model. It’s up to you and the
folks you play with. Moving Units
An infantry unit’s movement is based on its leader (or a figure positioned roughly in the middle of the unit if
it has no leader).
To move one of your units, measure movement from the leader figure to the unit’s desired destination.
Pick up the leader figure (or a figure from the rough center of the unit) and move it slowly from its starting
point to its ending point, giving your opponent plenty of time to announce they wish one of their units to
Interrupt.
16
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Once any Interruptions resulting from the unit’s movement have been resolved, place the leader figure on
the table and position the members of their unit within Unit Cohesion around them.
17
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Firepower Combat
Firepower Combat is the most common form of combat between Infantry units. Any time one of your infantry
units or vehicles fires at an enemy infantry unit, it’s making a Firepower Attack.
TYPES OF FIRE
DECLARED FIRE
Firepower attacks resulting from a unit activation or a Reaction is “declared fire.” Declared fire is resolved
normally, as described in Resolving a Firepower Attack.
RETURN FIRE
Return Fire occurs when an eligible unit fires back at unit that has attacked it. Return Fire always suffers a -
1DS to TQ, but otherwise is resolved normally.
OVERWATCH FIRE
FRAGO:
The player who wins the Initiative Test at the beginning of a
• Overwatch units can fire at enemy Units that
turn can place any or all their Weapon Teams on Overwatch perform Actions within their Overwatch Arc in
by placing an Overwatch marker of some sort next to them. both Players’ Phases
• Each Overwatch Fire is resolved separately. Each
Being placed on Overwatch counts as a unit’s single
must be completely resolved before moving on
activation for the turn. to the next
• Overwatch Fire attacks can be resolved in any
Overwatch units can fire at enemy Units that perform
order the player wishes
Actions within their Overwatch Arc in both Players’ Phases, • Overwatch Fire Units must have LOS to the
but you’re never obligated to use Overwatch fire. Reacting unit to engage them
• Overwatch Fire attacks must occur in logical,
Overwatch Units can engage enemy Units that are
chronological order
activated or perform any actions within both their LOS and • Reaction units that are wiped out or suffer a
Overwatch Arc (90º perpendicular to the support weapon’s Morale condition due to Overwatch fire cannot
barrel). complete their Reaction
o Once all Overwatch Fire triggered
You’re never obligated to attack with any of your Overwatch by a Reacting unit have been
Units. resolved, it can resolve its declared
Reaction
You can resolve fire from your Overwatch in whatever order
you wish.
Overwatch Units must have Line of Sight to the Interrupting Unit at the time they make their Overwatch Fire
attack.
Like Interruptions, Overwatch Fire attacks must occur in logical, chronological order.
Each Overwatch attack against a single unit must be resolved separately and be completely before you can
designate another Overwatch unit to attack.
18
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
When making an Overwatch attack, an Opposed TQ Test is made between the Overwatch unit and target
unit. If the Overwatch unit wins the Test, resolve a normal Firepower attack against the target unit. If the
target unit wins, no Overwatch Fire occurs. Additionally, the Overwatch unit loses its Overwatch status.
Units in Overwatch status can fire at multiple enemy units in the same turn, but are subject to the
Diminishing Firepower penalty.
Overwatch Units can lose their Overwatch Status during a Turn. Overwatch units lose their Overwatch status
if they:
Your unit can only defend the unit the declared and that unit must be in LOS and within optimum range. If
the unit you’re defending is successfully engaged in CQB, it loses the defense bonus until the CQB is
completely resolved.
A weapon’s Area of Effect is measured from its point of impact. For direct fire weapons, this is the center of
the unit or Vehicle being targeted, for indirect fire, such as IEDs or artillery, it is a point on the table designated
by the firing player.
All vehicles within an AOE are struck by an attack using the weapon’s AT rating.
All infantry units with any figures within an AOE are struck by an attack using the weapon’s Firepower rating.
HAND GRENADES
Units with the “Plentiful Grenades” Attribute receive a +1D FP bonus against target units within Optimum
Range and a +1D Attack Bonus in the first turn of a CQB.
19
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Units may have specialized grenade Asset Cards. The Asset Card will describe how it is used and its game
effects.
LOS is blocked by terrain features, such as buildings, high walls, thick brush, etc.
If a line can be traced from the rough center of a firing unit to the rough center of its target unit, the firing
unit has LOS. This holds true whether the units involved are Teams or Operators.
If in doubt, roll 1D6. On an even result, the unit is in LOS, on an odd result it’s not.
LINE OF FIRE
Line of Fire (LOF) is determined by tracing a line from the rough middle of your firing unit through the middle
of the target unit to the table’s edge. This line represents your unit’s LOF. Your unit can’t fire at an enemy
unit any members of a friendly unit are within 2” of your LOF.
Friendly units that are behind terrain that would block friendly fire (buildings, hills, etc.) aren’t in LOF.
Units at a higher or lower elevation than the Firing unit are also not in LOF. Vehicle mounted weapons are
always considered higher than ground level (in other words, they can shoot over infantry units on the ground
around them).
20
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
21
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Your unit’s Firepower can also be adjusted up or down due to the conditions described in the Firepower
Bonuses & Penalties Table.
Your unit’s total Firepower can never be reduced below 1 Die by Firepower penalties.
If your unit’s effective TQ is reduced below TQ D6 through Firepower Penalties and/or other TQ reductions, it
cannot make Firepower attacks.
22
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Your unit’s Unit Card will list any Support Weapons it has. Each Support Weapon’s listing will indicate how
many additional Firepower dice it grants the unit.
A unit must have at least one combat effective figure per Support Weapon it wishes to fire in an attack.
Most troops are cross trained with the various weapons in their unit, so a combat effective figure can
automatically pick up and use the weapon of a fallen comrade.
Units may have Attributes (such as Poorly Trained Attribute) that prevent combat effective members from
taking over a fallen gunner’s support weapon. Such units must pass a Troop Quality Test for a healthy figure
to pick up and use the weapon of a fallen comrade.
Troops with better Troop Quality have a longer Optimum Range, as shown in the Optimum Range Table.
23
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
DIMINISHED FIREPOWER
A unit that has already fired in the turn does so at a -1 Die Shift to their Firepower.
Units with a TQ of D6 would have their TQ reduced below D6 by the Diminished Firepower penalty, so they
can only fire once per turn.
Example: One of your Teams with a TQ of D8 Returns Fire against a Reacting unit. You activate it later to fire at an enemy another
enemy unit. Since it has already fired this turn, it suffers a -1 DS to its TQ and will fire with a TQ of D6 on this Firepower attack and
any others it makes for the duration of the turn.
24
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Units making a Jump or Burst Move are also making a Rapid Move, so the Rapid Move modifier is also applied,
bringing the total modifier to +2D to Defense.
The normal -1DS to Firepower and -1 DRM to Reaction Tests for Rapid Movement also applies when making
a Jump or Burst Move.
Units that are capable of both Jump and Burst Movement cannot combine them in a single movement. They
must either Jump or perform a Burst Move.
COVER
If all the figures in a unit are behind the same type of cover, they receive its full cover bonus. If any figures are
any different type of cover (or in the open) the unit suffers a -DS to its cover bonus.
A unit receives +1D8 Defense if enemy fire must pass over intervening cover to reach it or it is in concealment.
Soft Cover
Soft cover offers more concealment than cover. Soft Cover includes terrain such as light woods, brush, normal
interior walls, decorative walls, civilian vehicles, etc.
Solid Cover
Solid Cover represents sturdy construction that is likely to provide real protection against enemy firepower,
such as buildings, stone or cement walls, cement or dirt embankments, steel containers, armored vehicles,
etc.
A unit behind Solid Cover receives +2D10 Defense, regardless of its Troop Quality.
Improved Cover
Improved Cover has been prepared as a defensive position – sandbags or ballistic cloth has been added, walls
are made of reinforced concrete, etc.
25
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Any figure that suffers a Hit must make an Armor Test. If the attack was against a multi-figure Team, you’ll
need to determine which figures were Hit.
Example: A Team with a Firepower of 7D8 makes a Firepower attack against a Team with a Defense of 5D6
Each Team rolls the following successes (rolls of 4+):
Firepower Defense Outcome
Firing Team: 8, 8, 6, 5, 5, 4
Die Die
Target Team: 6, 6, 4, 4 8 No Match Hit!
The Target Team’s player matches their Defense dice up against their opponent’s 8 No Match Hit!
Firepower dice as shown: 6 6 Blocked!
As you can see, the Target Team was not able to match or exceed three of the firing Team’s 5 6 Blocked!
six successes – meaning that the Target Team suffered three Hits and must make three 5 4 Hit!
Armor Tests, one each for three separate figures. 4 4 Blocked
The simplest way to determine who was Hit is to roll a die roughly equivalent to the number of figures in the
unit and assign each figure a number. If a figure’s number comes up, it’s been Hit. Make an Armor Test to
determine its fate.
Each figure can only be Hit once in a single Firepower Attack. If your team suffered 3 Hits, you’ll be making 3
Armor Tests for 3 different figures in the team.
While an Operator can only be Hit once from a single attack and therefore will only make one Armor Test,
keep track of the total number of Hits scored against them. Additional Hits will modify their roll on the
Operator Hit Table.
26
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Example: A unit containing a Team leader, a grenadier, a medic and two riflemen is fired on two of its figures are Hit. There are five
figures in the unit, so the player could either assign each figure in the Team a number from 1 to 5 and roll a D6 (re-rolling results of 6)
or they could roll a D10 and divide the resulting number in half for an actual roll of 1 to 5.
A unit is Wiped Out if all its figures are Taken Out. Wiped Out units are removed from play.
BODY ARMOR
FRAGO:
• Roll equal to or greater than Armor’s AQ to pass an Armor Test. If you roll lower than your AQ, you take the hit.
The Armor Summary Table indicates each type of armor’s Armor Quality (AQ).
27
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
28
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
CQB
CQB (Close Quarter Battle) represents combat in which
units are in such close proximity that it’s virtually (or FRAGO:
literally) a hand-to-hand melee. 1. Declare the Target Unit
2. Resolve Overwatch and Defensive Fire
CQBs can last several turns. They end when a unit 3. Resolve CQB attack
retreats, either or both units withdraw, a unit 4. Repeat each Turn until one side is wiped out,
surrenders, or a unit is wiped out. surrenders, or withdraws
DEFENSIVE FIRE • Resolve any Overwatch Fire against the Assaulting Unit
• Resolve Target Unit’s Defensive Fire (TQ D6 Units must pass
When you declare your unit is launching a CQB, it a Simple TQ Test to use Defensive Fire
becomes a target for enemy Overwatch fire. • If your unit survives and isn’t pinned, move it into contact
with the target unit
Such fire is resolved normally. If your unit isn’t
pinned or wiped out by Overwatch fire, it still has to
weather defensive fire from the unit it’s assaulting.
Defensive fire is resolved in the same way as Return Fire, but no Reaction Test is required. A unit defending
itself from a CQB can always get off a blast of defensive fire.
TQ D6 units are the exception. They must pass a Simple TQ Test to prove they’re disciplined enough to lay
down effective defensive fire. If they fail the test, they cannot make a defensive fire attack against your
bloodthirsty assault.
If your unit becomes pinned by either Overwatch or defensive fire, it aborts its assault and remains in place.
If your unit is wiped out by either type of fire, it certainly won’t be assaulting anyone.
If your unit isn’t pinned or wiped out, move it into contact with the unit you’re assaulting and immediately
resolve an assault round.
29
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Both units use their Troop Quality die for their rolls
and discard any dice with a modified score less than 4.
The defending unit matches its defense dice against your attack dice. Each attack die that the defender
cannot match or exceed results in a hit against them.
Armor tests resulting from hits are resolved exactly as described in the Firepower Combat section.
If figures either unit fail an armor test, the unit must make a morale test.
If both units fail a morale test, they remain locked in combat and suffer a negative die shift to their MQ. If a
unit’s MQ is reduced below D6, it surrenders.
If both units pass or weren’t required to make morale test, they remain locked in combat. They must stay in
the same place and resolve another assault round in the next turn.
30
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
In a standard firepower attack, they a +1D FP to units making a firepower attack against units within
Optimum Range.
SMGs and shotguns roll D6s for their Firepower dice when engaging targets beyond optimum range,
regardless of the firing unit’s TQ.
31
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
HANDGUNS
Units armed with handguns receive a +1D CQB bonus.
In standard firepower combat, units armed exclusively with handguns suffer a -1 DS to TQ on firepower
attacks against targets beyond optimum range and cannot engage targets beyond optimum range at all.
All units are assumed to have basic melee weapons such as combat knives, bayonets, e-tools, etc., so they
don’t provide an advantage in close combat.
32
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Morale FRAGO:
• Units that suffer a Hit or other Morale Test Trigger
When a unit suffers a Hit, it must make a Morale Test. must make a Morale Test. (See Morale Test Triggers
Some confidence shaking events (such as the death of a table)
Platoon Leader) will also trigger a Morale Test. See the • Morale Tests are resolved immediately after a Hit
Morale Test Triggers Table for a list of conditions that dealing attack or Morale Test Triggering event
occurs.
require a unit to make a Morale Test.
o If multiple-Morale Triggers occur
Morale Tests are taken after an attack that caused a Hit is simultaneously, only one Morale Test is
resolved or another Morale Test triggering event occurs. made.
If multiple Morale Test triggers are involved (a unit was • Effects of Morale Tests are applied immediately.
hit by an artillery salvo and sustained one or more Hits for
example), only one Morale Test is made.
Vehicle Crews have slightly different Morale Test triggers, as described in Vehicle Combat.
Morale Tests are a Simple MQ Test. Your unit’s die roll is modified by any • Roll the Unit’s MQ die and apply any
applicable Modifiers from the Morale Modifiers Table. If multiple Morale modifiers from the Morale
Conditions apply, use the worst for the Morale Test. Modifiers Table.
o If Unit passes Morale Test,
If your modified die roll is a 4 or higher, your unit passes the test and nothing occurs.
Stands. o If Unit fails Morale Test,
Unit becomes Pinned.
If the modified roll is less than a 4, your unit is Pinned.
If your unit was already Pinned when it fails a Morale Test, it is forced to
Retreat.
33
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Vehicle Crews suffer slightly different Morale effects, as If a Unit fails a Morale Test and is not already
described in Vehicle Combat. Pinned, it becomes Pinned.
Units will respond in one of three ways to Morale Tests. They will • Pinned Units cannot be Activated for the
either Stand, become Pinned, or Retreat. duration of the turn.
• Pinned Units in cover must stay there until
Rallied.
STAND • Pinned Units in the open can move up to 6”
If a unit passes its Morale Test, it will stand firm and suffers no to or towards cover. This move can’t bring
penalties. them nearer to any enemy unit.
• Pinned Units suffer a -1DS to Firepower until
Rallied.
PINNED • Pinned Units suffer a -1DS to MQ until Rallied
Infantry units can become Pinned as the result of a failed (cannot be reduced below D6).
Morale Test. • Pinned Leaders can only Rally a Unit to
which they are attached.
Pinned units suffer the following effects: • Units remain Pinned until Rallied.
34
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
• A Pinned Unit’s Morale suffers a Negative Die Shift if it remains Pinned. A Unit’s Morale cannot be
reduced below D6 unless they suffer from the Eroding Morale Attribute.
• Pinned Leaders cannot attempt to Rally Units other than one to which they are attached.
Units regain their original Morale Quality when Rallied, unless they are subject to the Eroding Morale
attribute.
RALLYING UNITS
Rallying a Unit removes its Morale Effect (Pinned or RALLY MODIFIERS TABLE
Retreating). Troop Quality Modifiers Modifier
Leader in Command Range (12”) Use
Units can be Rallied by their attached Leader or a Squad or
attempts to Rally Unit Highest
Platoon Leader within 12”.
Leader
Rally attempts occur in the Management Phase. MQ
Self-Rally Modifier DRM
Pinned Leaders can only attempt to Rally a Unit to which Unit is Self-Rallying without a Leader to -1
they are attached. assist
Casualty Modifiers DRM
Units with no attached leader or nearby Squad or Platoon
Unit’s attached Leader WIA/KIA this turn -1
Leader can attempt to self-rally using their own MQ.
Unit’s Squad Leader or Platoon Leader -1
WIA/KIA this turn
Unit’s Force Leader WIA/KIA this turn -2
MAKING RALLY TESTS
Cover Modifiers DRM
To Rally a Unit, a Leader must make a Simple MQ Test.
Unit is in Solid Cover or out of LOS from +1
The Leader’s die roll is subject to modifiers shown on the enemy Units
Rally Modifiers table. Fire Modifiers DRM
Unit Pinned by fire from a Sniper fire this -1
All Morale modifiers are cumulative.
turn
If the Leader passes the test, the Unit is Rallied. Otherwise, Unit Pinned by fire from an MG Weapon -2
it is not. Unit this turn
Unit Pinned by mortars, artillery, air- -3
strike, or main tank gun this turn
35
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Vehicle Combat
Next War is primarily an infantry game, so infantry combat is the focus of the rules. This isn’t an armored
combat game.
Battles fought using Next War are hard-fought close engagements, not sweeping armor battles across open
country. In a typical game of Next War, vehicles will be relegated to the role of transport or fire-support assets
for infantry units, rather than as the armored spearhead of a major assault. With that in mind, the vehicle
combat rules presented here are purposefully abstract and tightly focused on representing the use of AFVs
in close support of a small infantry force.
36
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Dedicated Crew - If this field is marked with a Y, the vehicle has a Dedicated Crew (see below). If not,
it is manned by members of the dismount unit it transports.
Dismounts – Troops carried by a vehicle are referred to as “Dismounts.” This field indicates how many
Dismounts (soldiers) a vehicle can transport.
Smoke – A Y in this field indicates the vehicle can Pop Smoke because it has smoke launchers or
generators. An N means it cannot.
Weaponry Section – The Weaponry section indicates the number and type of weapons mounted on
the vehicle and their Firepower/AT values.
Attributes Section – This section lists any special Attributes that apply to the vehicle.
Vehicle Damage Table – This table is used when a vehicle is hit by an attack.
The results depicted in the Vehicle Damage Table of a vehicle's Asset Card is purposefully abstract and
represents reasonable outcomes for combat at extremely close range. We haven't taken a "rivet-counter's"
approach to vehicle combat that might be appropriate for engagements between vehicles at normal ranges,
because many of differences of design that are obvious at 1,000 meters are less telling at 100 or less.
VEHICLE ACTIVATIONS
Each Vehicle in your force is a unit. Vehicles follow the
normal rules for unit, unless stated otherwise in the sections FRAGO:
that follow. They are Activated and perform actions, • Each vehicle is a Unit and follows the normal
interruptions, and Return Fire in the same manner as other rules for Units except where noted otherwise.
units. They can be placed in Overwatch status. • Vehicles cannot perform Close Assault actions.
• Vehicles with smoke launchers can combine the
Vehicles cannot perform Close Assault actions. Pop Smoke action with any other declared
Action.
Vehicles with smoke launchers can combine the Pop Smoke
action with any other action declared during an Activation.
POP SMOKE
Vehicles equipped with smoke grenade launchers or smoke
FRAGO:
generators can pop smoke as part of any declared action.
• A vehicle must pass a Simple TQ Test to Pop
To pop smoke, the vehicle must pass a Simple TQ Test. If it Smoke.
passes the test, it benefits from the Pop Smoke cover state • A successful Pop Smoke receive a +1DS to their
described in the Vehicle To Hit Modifiers table. Defense.
• LOS can be traced to a vehicle that has Popped
Popping smoke also effects visibility. Units can trace LOS to Smoke but cannot be traced through the
a vehicle that has popped smoke, but they cannot trace LOS vehicle.
through a vehicle that has popped smoke.
37
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
VEHICLE MOVEMENT
Vehicles move like other units and use the same Movement Rates
(Tactical or Rapid).
Moving vehicles can fire their main gun and MGs at any point along
their route of movement.
When moving a vehicle, the player must state the movement rate
it will use and where they intend the vehicle to move.
Movement Rates
Movement Type Normal Vehicles Game Effect
Tactical Move 10” No bonuses or penalties
Rapid Move 20” -1DS to TQ on Attacks; -1DRM to Reaction Tests; +1D Defense
The player should then “Drive” the vehicle to its destination by moving it across the table and indicating
where the vehicle will turn, when it will fire, and its orientation when it stops. This allows enemy units reacting
to its movement to fire at the most advantageous time (when the vehicle’s rear or side facing is towards
them, for example).
Movement is measured from the vehicle’s leading edge (or its base’s leading edge, if it is mounted on a base).
ROUGH TERRAIN
A scenario (or you and your fellow players) may identify parts of the table as Rough Terrain. Wheeled and
Tracked vehicles suffer a 50% movement penalty when crossing Rough Terrain. Ground Effect Vehicles (GEVs)
and Anti-Grav Vehicles (AGVs) ignore this penalty.
VEHICLES AS TRANSPORTS
Vehicles carrying Infantry units are referred to as “transports.” Their
FRAGO:
passengers are called “dismounts.”
• Vehicles carrying infantry are transports.
Vehicles can carry the number of dismounts indicated on its Asset The infantry aboard are called
Card. dismounts.
• Vehicle Cards indicate how many
Vehicles that are not designed to carry passengers can be pressed dismounts a vehicle can transport.
into service to do so if necessary. Assume that tanks can carry 8 to • Vehicles cannot move on the same turn
10 men on its deck and smaller vehicles can carry 4 or 5 men on they load or unload dismounts.
theirs. Feel free to apply a little common sense of your own, • Dismounts can only mount and
though! dismount vehicles at Tactical Speed.
38
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
VEHICLE CREWS
Vehicle Cards indicate if a Vehicle has a dedicated crew or
FRAGO:
is crewed by its dismounts. • Vehicle Cards indicate if a Vehicle
Transports with dedicated crews can continue to function dedicated crew or is crewed by
as a separate unit after unloading their dismounts. dismounts.
• Transports with a dedicated crew can be
A transport without a dedicated crew requires at least one Activated as a Unit after unloading their
figure from its dismount unit to stay behind to operate it. dismounts.
One or more figures can be removed from a dismount • Transports without dedicated crews
unit’s stand and placed next to the vehicle to indicate that cannot be Activated while their
it is manned. dismounts are unloaded, unless:
If a vehicle is only manned by one figure, it can either move o A figure stays in the vehicle, in
or fire in a turn. If at least two figures remain with the which case it either move or fire.
vehicle, it can move and fire. o Two figures stay in the vehicle, in
which case it can move and fire.
VEHICLE CLASS
Vehicles are divided into five classes, ranging from Examples of Vehicles by Class
Soft-Skin to Very Heavy. These are rough classes Vehicle Class Vehicle Examples
and you may not agree with some of our 0 - Soft-Skin Utility vehicle, civilian vehicle
assessments of your favorite (or most disdained) 1 – Up-Armored Soft Skin Armored utility vehicle
2 - Light Light APC, scout car
vehicle. If that’s the case, feel free to change the
3 - Medium Heavy APC, light tank
rating – just make sure that the folks you’re playing
4 - Heavy Medium tank
with agree with your assessment!
5 - Very Heavy Heavy Tank
WEAPON AT CLASS
A weapon’s AT Class determines how effective it will be against vehicles. Larger, more powerful weapons and
weapons specifically designed to destroy vehicles will have a higher AT Class.
A weapon’s description will show its AT Class – if a weapon’s description doesn’t indicate its AT Class, the
weapon has an AT Class of 0.
39
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
1 Per Support Weapon Heavy Machine Guns, Grenade Launchers, Heavy Sniper Rifles
Class
2 4D Automatic Grenade Launchers, Light Shoulder-Launched Missiles (LAWS), Non-AT RPGs, Small
IEDs
3 6D Rapid Fire Medium Cannons, Low Power Tank Guns, AT RPGs, Medium IEDs
4 8D Medium Power Tank Guns, Lower Power ATGMs, VBIEDs, Heavy IEDs
FIRING AT VEHICLES
You must have a clear LOS and LOF to an enemy vehicle to
fire at it. FRAGO:
Normal LOS and LOF rules apply to fire at Vehicles.
The AT Class of weapons being fired at vehicles and the
To resolve fire against a vehicle:
Vehicle Class of the target vehicle are key elements of vehicle
combat. The higher a weapon’s AT Class, the more likely it is • Determine if the vehicle has been Hit.
to cause damage, while a vehicle with a higher Vehicle Class • Determine the damage resulting from the Hit.
is more difficult to damage.
There are two steps in firing at vehicles: Determining a Hit and Determining Damage.
40
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Remember: Only one attack roll is made, regardless of the number of Class 0 weapons the unit uses in the
attack.
DETERMINING
FRAGO:
DAMAGE CAUSED BY To determine the damage caused by a successful Hit:
A HIT • Roll 1D10
If a Hit is scored, immediately roll 1D10 and apply • Apply any Modifiers from the Damage Modifiers Table.
any appropriate modifiers from the Damage • Compare the result to the Damage Result Table on the
Modifier Table. Compare the result of this die roll Vehicle’s Asset Card and immediately apply the results.
to the Damage Result Table on the vehicle’s Asset
Card to determine the vehicle’s fate.
Every vehicle’s Asset Card has a Damage Result Table. The table
Vehicle Damage Modifiers Table
has a row for each weapon AT Class (AT 0 through 5) and a
Factor Modifier
column for each possible damage result (Damaged, Disabled,
Vehicle Hit in Side +1
and Brewed Up).
Vehicle Hit in Rear +2
Each Damage column shows the minimum die roll necessary to Vehicle Hit on Deck +3
trigger it. Compare your modified die roll to the number in each Up-Armored Vehicle -1
column. The column furthest to the right which your die roll Bar Armor vs. Missile/RPG -1
equals or exceeds is the damage result that is applied to the
target vehicle. If your die roll doesn’t equal or exceed the number shown in any of the columns, your Hit
caused no damage.
41
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
VEHICLE FACING
Vehicles use the same arcs as infantry units for determining Reaction Test modifiers, FRONT
Overwatch limitations, etc.
To determine which of a vehicle’s faces will be hit by an enemy attack, trace a line from
the center of the firing unit to the center of the target vehicle. Use the diagram below to
SIDE
SIDE
determine which vehicle facing the line crosses. If the attack strikes the corner of the
vehicle’s stand, assume it was struck on the facing with the lowest DRM (for instance, if
the vehicle was struck on the corner between the vehicle’s side and rear, the side value
would be hit since it has a lower DRM than its rear facing).
REAR
• Each time a vehicle suffers a Hit, even if it doesn’t cause any damage
• Each time a friendly vehicle within 12” and in LOS is Disabled or Brewed Up.
• Each time the crew takes casualties.
Vehicle crews make Morale Tests in the same manner as infantry units and the same modifiers apply to their
tests.
The Stand Morale Effect is the same for vehicle crews and infantry units – they press on without any ill effects
or penalties. The Pinned and Retreat effects are slightly different for vehicle crews, though, as described
below.
PINNED
Vehicle crews become Pinned when they fail a Morale Test taken due to some Morale trigger (a friendly
vehicle nearby is destroyed, for instance) or dictated by the Vehicle Damage Table.
The effects of being Pinned for a vehicle are the same as an infantry unit, with one exception: If there is no
cover within 6” that a vehicle can reach after being Pinned, it can move 6” away and Pop Smoke (assuming
it has smoke generators/launchers).
42
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
43
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
The Toolbox
The Toolbox is a collection of rules that expand on those described in
FRAGO:
Basic Rules. They’re not “Advanced” rules, so much as they are You can use as many or few additional
optional rules that you’ll only need in very specific situations. rules from the Toolbox as you wish.
Published scenarios will identify any Toolbox rules that are required to
play them, so you can review them.
The idea behind the Toolbox is to spare you rules overload when you’re learning the game and to make it
clear that these extra rules are only needed when your game includes something to which they apply.
We strongly suggest you try a few simple infantry engagements before digging into the Toolbox.
Remember, nothing says you must use all (or any) of these rules in every game. These rules are literally extra
tools that you can dip into as needed.
SPECIAL TEAMS
Special Teams are usually Independent Assets, but some scenarios will include them as basic Units.
WEAPON TEAMS
Weapon teams are built around an infantry support weapon and consist of at least one gunner and one
assistant gunner. Larger weapons may have bigger crews.
When determining a Weapon Team’s Firepower, include dice for the weapon, each team member, and a
special +2D Firepower Bonus. This bonus is lost if the team is reduced below 50% manpower or (or to a single
member, in the case of a two-person crew).
SNIPER TEAMS
Sniper teams are Elusive. Their TQ, MQ, and Armor are the same as the predominate units in your force.
Snipers teams can designate a leader, gunner, or other figure is taken out when they inflict casualties on an
enemy Unit. Only one figure can be designated, however. The rest are randomly determined as usual.
Example: A Regular sniper team scores three casualties. Normally the Irregulars player would dice to see if the leader was hit, but
since the casualties were caused by a sniper, the Irregular unit’s leader is automatically removed along with two other randomly
determined figures.
44
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
accurate in deplorable conditions and at long ranges thanks to the stability of their massive rounds and
power of their cartridges, Heavy Sniper Rifles can pick off human targets at amazing distances. Those same
attributes make them excellent “anti-material rifles” which can be used to destroy or disable enemy vehicles
or field pieces.
AERIAL SNIPERS
Snipers sometimes orbit the battlespace in helicopters or other aircraft capable of hovering in place to
provide fire support for units on the ground. Such teams suffer -1D penalty when firing from an aerial
platform.
AT TEAMS
AT Teams are specialized AFV hunters. They are Elusive. Their TQ, MQ, and Armor are the same as the
predominate units in your force.
AT Teams receive a +DS to their TQ when firing at an AFV and a +2 DRM on their Damage roll against AFVs.
OPERATORS IN ACTION
Operators are highly skilled combatants who operate independently on the battlefield. In Next War, they are
usually individual Special Operators (hence the name), but they might be any other highly competent
combatant.
Operators function like any other unit regarding activation, combat, morale, etc. The number of firepower
and CQB attack dice they throw is based on their Operator Class.
45
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
OPERATOR CLASSES
Operators fall into one of three Operator Classes: Special, Elite, or Heroic.
SPECIAL OPERATORS
Special Operators represent real-life combatants who benefit from intense training, years of combat
experience, or both. They are the most common type of operators found in Next War games with a gritty,
realistic tone.
Special Operators have 2 firepower and CQB dice. They are normally TQ D8 or D10 and MQ D10 or D12.
ELITE OPERATORS
Elite Operators are larger-than-life heroes. They represent truly rare and exceptional combatants in a realistic
game, but may be more common in a more cinematic game or a science fiction game featuring augmented
human troops or alien warriors.
Elite Operators have 3 firepower and CQB attack dice. They are normally TQ D10, although a few particularly
bad-ass examples may be TQ D12. Their MQ is usually D10 or D12.
HEROIC OPERATORS
Heroic Operators represent Hollywood action movie heroes, supernatural creatures, or highly augmented
super-soldiers.
Heroic Operators have 4 firepower and CQB attack dice. They might be TQ D10, but they’re more likely to be
TQ D12. Their MQ is invariably D12.
OPERATOR ATTRIBUTES
Operators can be assigned attributes like any other infantry unit, including sniper and weapon team
attributes.
46
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
TECH LEVEL
Tech Level is used when one side has a significant technological advantage over another. We suggest you
restrict its use to science fiction scenarios.
Tech Level 1: Outdated. Embodying last generation’s wonders, faded by the passage of time and the
advances of science and technology, this Tech Level is still the norm Third World nations on Earth and
many underdeveloped or poorly supported colonies.
Tech Level 2: Contemporary Technology: Good, solid technology that is the norm for most First World
Earth nations and wealthy or well-supported colonies.
Tech Level 3: Bleeding Edge Technology. This is the future’s tech, today. This level of tech is only
found in the hands of Earth’s most wealthy and powerful nations.
When units with different Tech Levels of armor and weapons engage one another, compare their Tech Levels
and subtract the low TL from the high TL.
• If the firing unit’s weapons have the higher Tech Level, it will receive bonus Firepower dice equal
to the difference between the two Tech Levels.
• If the target unit’s armor have the higher Tech Level, it receives a number of Defense dice equal to
the difference between the two Tech Levels.
Unarmored units are assumed to have an armor value of Tech Level of 1, regardless of the Tech Level of their
other gear.
Example 1: A TL 2 unit is firing at a TL 1 unit. Subtracting 1 from 2 equals 1, so the TL 2 unit throws 1 extra Firepower die in its attack.
UNIT ATTRIBUTES
Unit Attributes are tags added to a Unit to indicate they have specific advantages or disadvantages in play.
Sample Unit Attributes are shown in the following sections. Those that are normally associates with science
fiction/near future scenario are identified with the letters SF in their title.
Feel free to work with your group to create Attributes of your own, using ours as models!
47
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
ANIMOSITY
Units subject to Animosity are very sensitive to perceived slights from their allies. On the battlefield, this
sensitivity sometimes leads to sniping between “friendly” units.
o A nearby friendly unit gains a Victory Point (other than those gained for causing an enemy
casualty) - the nearest unit with Animosity to a unit that wins a Victory point must take an
Animosity test to avoid sniping at that unit.
In this instance, the Animosity Check is performed immediately after the Victory point
is attained. If the Victory point is earned through combat, the check occurs after that
combat is resolved.
o A unit with Animosity fails a Morale Check with a roll of 1. In this event, the unit becomes
humiliated and must make an Animosity test to avoid sniping at the nearest unit it has
Animosity towards (assuming one is within LOS).
In this instance, the Animosity Check is performed after the round of fire that triggered
it is completely resolved.
• To perform an Animosity Check, the affected unit must make a Troop Quality Test.
o If the Unit passes the test, nothing untoward occurs.
o If the Unit ails the test, the unit immediately makes a 2D Firepower attack against the nearest
unit towards which it has animosity.
• Overwatch/Reaction Fire is not permitted against attacks made due to Animosity.
BERSERKERS (INVOLUNTARY)
If a unit with the Berserkers (Involuntary) attribute fails a Morale Test with a score of “1,” it goes berserk.
• Berserk units charge the nearest enemy infantry Unit to engage it in Close Assault, moving up to a
full Rapid Move to gain contact, even if they have already moved in a previous activation.
• If they are unable to get into Close Assault range with the nearest enemy unit this turn, they will
charge towards the nearest enemy unit in the following turn, again performing up to a full Rapid Move
to get into Close Assault range.
• Once engaged in Close Assault, the Berserk unit receives a Positive Die Shift to its Troop Quality and
is immune to all Morale Checks for the duration of the combat.
• Berserk units will not surrender or accept an enemy’s surrender, so both sides in a Close Assault
involving Berserkers will fight until all figures are down. If berserkers defeat an enemy unit in Close
Assault, they regain their senses.
• Once the Close Assault has been resolved, the Berserk unit returns to normal – assuming it survives.
48
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
BERSERKERS (VOLUNTARY)
A unit with this Attribute automatically succeeds the first time it declares it is going Berserk, but mast pass
a TQ Test on subsequent attempts to go berserk. If it fails the Test, it must remain in place and can only
React to fire or Close Assault attacks directed against it.
• Once engaged in Close Assault, the Berserk unit receives a Positive Die Shift to its Troop Quality and
is immune to all Morale Checks for the duration of the combat.
• Berserk units will not surrender or accept an enemy’s surrender, so both sides in a Close Assault
involving Berserkers will fight until all figures are down. If berserkers defeat an enemy unit in Close
Assault, they regain their senses.
• Once the Close Assault has been resolved, the Berserk unit returns to normal – assuming it survives.
BRAWLERS
Units with this attribute receive the following advantages in CQB:
BORGED UP (SF)
Units that have been “borged up” have received cybernetic enhancements that make them faster and more
aware. They often seem to react before a threat is even obvious. Such units benefit from:
• A Positive Die Shift to their Troop Quality when making Reaction Tests (D12 maximum)
• A +1 die roll modifier to all Reaction Tests (this bonus is cumulative with the Overwatch bonus)
• A unit with the Burst Movement Attribute can move up to 12” in an Activation or as a Reaction Move
(including movement to avoid a Close Assault).
• The unit can only move to a spot that was in its LOS at the beginning of its movement (“running blind”
at these speeds can be fatal, after all).
• Enemy units attempting to React to a unit using Burst Movement receive a Negative Die Shift to their
Troop Quality die type to represent the difficulty in targeting an indistinct blur.
• Units firing at an enemy making a Burst Move lose two dice of Firepower.
• The above modifiers are also applied if a unit is attempting final defensive fire against a unit that has
used Burst Movement to close assault them. Once both units are engaged in close assault, the
modifier is discarded.
• Units using Burst Movement cannot React by fire and cannot return fire if fired upon while making a
Burst Move.
49
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
CANNIBAL (SF)
Units with the Cannibal Attribute who suffer casualties must make a Troop Quality test to avoid feasting on
their dead or wounded. If they pass the test, they resist the temptation of fresh meat. If they fail, they can
perform no actions until the end of the next Turn.
CQB MONSTERS
Some Units are lethal in close quarters – these units receive the following benefits:
• They receive an extra die of Firepower and Defense in Close Assault (this is per unit, not per figure, and
reflects their familiarity with fighting together in close quarters).
• Close Assault Monsters receive a Positive Die Shift to all Morale tests taken arising from a Close Assault.
• Such attacks have a maximum range equal to the creature’s Optimum Range and are considered TL1
attacks (unless they are the product of some higher TL implant, genetic modification, etc.).
• These attacks are treated as normal Small Arms fire.
DESPISED
Units with this attribute are hated by the local population. Any interaction they have with them (attempting
to disperse a mob, convert civilians to combatants, etc.) will receive a -1 die roll modifier.
DESIGNATED MARKSMAN(DMR)
If a unit containing a DMR inflicts one or more casualties on an enemy unit within the unit’s Optimum Range,
the DMR may designate ONE specific figure (a leader, support weapon gunner, RTO, FO, etc.) as a casualty.
DREADFUL (SF)
Some creatures are so dreadful that they practically freeze the blood in their enemy’s veins.
• Any enemy units within 6” of a Dreadful unit or figure are filled with a deep, confidence-shaking dread.
• Their Morale suffers a -DS and they must immediately make a Morale test..
• Units suffering from dread lose one die of Firepower in both ranged combat and Close Assault.
• Dreadful effects are negated (Morale and Firepower return to normal) the moment the unit is more
than 6” from the dread-inspiring unit or figure.
ELUSIVE
A unit firing at an elusive Unit beyond Optimum Range must pass an opposed Quality Check. If the firing unit
loses the opposed check, it can't locate the sneaky unit well enough to effectively engage it.
50
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
ERODING MORALE
Units with this Attribute suffer a permanent -DS to their MQ when they become Pinned. This penalty is
cumulative. If the Unit is pinned enough times to reduce its MQ below D6, the unit dissolves and is removed
from play.
FEARLESS
Fearless Units are immune to Intimidation, Dread, or other fear related Attributes possessed by other units,
vehicles, or weapons (this includes the intimidating effect of weapons with a basic Firepower of 3D or higher).
51
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
• When such a unit takes potential casualties, a Survival Roll is immediately made for each casualty.
• If the casualty rolls a 4+ on their survival die, they are unhurt – they are not counted as casualties for
purposes of morale or casualty penalties and are not required to make a First Aid Check.
• A Hard to Kill figure’s Survival die is usually a D6, but some figures may use a different die type, up to
a maximum of D12.
• Hard to Kill units/figures follow the normal rules for allocating hits and hits in excess of their unit size
– they are ignored (i.e., a Hard to Kill unit consisting of three figures takes five hits in fire combat that
they cannot match with Defense Dice – all three figures in the unit are tipped on their side and each
figure makes one Hard to Kill Survival roll – the two excess hits are ignored.
Each die of Firepower over 3D from a single weapon will cause an additional Negative Die Shift (a weapon
with a FP of 5 would cause a Hard to Kill unit’s survival die to be reduced by three die types – from D12 to D6,
for example).
If the shift reduces the figure’s survival die below a D6, the figure may not make a Survival roll.
HUNGRY (SF)
Hungry units enjoy the taste of their enemy’s flesh.
• They must make a Troop Quality test any time they defeat an enemy unit in Close Assault or come
within cohesion with unattended enemy wounded.
• If the unit passes the test, they can disregard the tasty feast.
• If they fail the test, however, they must eat the enemy wounded (no victory points for POWs). They
can take no further actions during the turn other than return fire if fired upon or engaged in Close
Assault. In those instances, they suffer a negative -DS to their Troop Quality as they are distracted.
INSPIRING
The very presence of some units on the battlefield reassures and motivates their comrades. Friendly units
receive a +DS to their MQ as long as they are within line of sight of an Inspiring unit. If an inspiring unit is
destroyed, reduced below half-strength, or forced to Fall Back, friendlies within LOS must make a MQ test to
avoid becoming Pinned. They also lose the bonus to MQ.
52
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
INTIMIDATING
Some units are intimidating to their enemies, either through reputation or due to some natural trait (they
are alarmingly fast, they are enormous, they look like demons, etc.). A Unit attacked by an Intimidating foe
must make a MQ test whether they take casualties or not. They also must pass a MQ test before attacking an
Intimidating Unit.
As a general rule, this attribute can be applied to near-future or science fiction troops using some sort of
exoskeleton, jump jets, genetic modification, or alien physiology.
PLENTIFUL GRENADES
+1D FP bonus against target units within Optimum Range and a +1D Attack Bonus in the first turn of a CQB.
POOR INITIATIVE
Poor Initiative Units can only act if they have an attached leader or a clear LOS to a leader within 8”. If a Poor
Initiative unit is in cover at the start of their turn, they must pass a TQ test in order to Move.
53
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
POOR TRAINING
Poorly trained units, such as militias or insurgent groups suffer the following penalties:
• They can only make one Firepower attack per turn, regardless of the type of attack.
• They cannot be placed on Overwatch.
• If an Insurgent Gunner is taken out, its Unit must make a Simple TQ Test. If it passes the test, another
fighter can take up the fallen Gunner’s weapon. If it fails the test, the weapon can no longer be used
by the Team.
• Poorly Trained Units often suffer from the Poor Initiative Attribute.
PSIONIC (SF)
Psychics are extremely rare in human forces but may be more commonplace in some alien forces.
• A Psychic must always be attached to unit of soldiers for whom they act as support.
• Psychics attached to a unit do not add to its Firepower (they are too busy going about their arcane
business to send ordinary rounds down range), but they are counted towards its Defense.
PSIONIC LEVELS
All battlefield psychics are categorized by Psionic Level. There are three Psionic Levels. Psionic Level 1 psychics
are the most commonly encountered psychic on the battlefield, with Psionic Level 2 being extremely rare.
Psionic Level 3 psychics are practically unheard of.
The effects of the Psionic Attacks peculiar to each level of Psychic are described below. Note that neither
Overwatch nor Defensive Reactions are triggered by any of these Psionic Attacks, although the movement
or fire of the unit to which a Psychic is attached may trigger Overwatch or Defensive Reactions in their own
right.
PSIONIC ATTACKS
A psionic figure can make psionic attacks that have the potential to injure or kill non-psionic figures (psionics
can only injure each other via a Psionic Duel, described later). These attacks may manifest themselves as a
telekinetic onslaught, forces suicide, or outright damage to the target’s brain.
• Resolve the attack in the same manner as a normal Firepower attack, including First Aid checks to
determine the extent of injuries sustained by casualties.
PSIONIC EFFECTS
A psionic figure can choose to utilize any one of the following effects per turn, assuming it has not made any
Psionic Attacks in that turn. Level Effects cease after a psionic figure engages in a Battle of Wills or a Psionic
Duel.
• A unit with a Level 1 Psychic attached forces any unit it fires on or which fires at it to take a Morale
check even if no casualties resulted from their fire.
• This Effect is limited to enemy units within 12” from the Psychic himself.
Level 2 Psychics have the same ability as a Level 1 Psychic, but are also able to project a wave of ennui and
self-doubt nearby enemy units.
• All enemy units within 12” and within LOS of the unit containing the Level 2 Psychic are affected.
• Units struck by the wave of doubt must make a Morale check.
• If a unit passes its Morale check, it suffers no ill effects.
• If a unit fails its Morale check, it becomes hesitant and makes all Reaction Tests with a Negative Die
Shift to their Troop Quality die type for the duration of the turn – i.e., a unit with at Troop Quality of d8
would make Reaction Tests with a d6.
• This effect “wears off” at the end of the turn.
Level 3 Psychics are rare and potent assets. They have all the abilities of Psionic Level 1 and 2 Psychics and
also emanate an aura of dread that saps the confidence of nearby enemy units, even those units that are not
within the Psychic’s line of sight.
• All enemy units within 8” of a Level 3 Psychic at the beginning of a turn must make a Morale check.
• Units that pass the check are unaffected.
• Units that fail the check become Suppressed for the duration of the turn.
BATTLES OF WILL
If Psychics are present in both forces in a scenario, they are likely to come into conflict, each trying to negate
the other’s effect on their comrades.
A Battle of Wills occurs when a unit with a Psychic suffers a Psionic attack or effect. The defending Psychic
attempts to ward off his opponent’s mental onslaught and protect his unit from its effects.
55
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
To resolve a Battle of Wills, the Psychics involved must make an opposed Will roll.
• The type of die a Psychic uses in a Battle of Wills is determined by their Psionic Level.
• Both Psychics roll their Will die and compare scores:
• If the defending Psychic rolled highest, he and his units are unaffected by the opponent’s Psionic
attack/effect.
• If the defending unit rolls lowest, he and his units suffer the effects of their opponent’s Psionic
attack/effect.
• If the roll is tied, treat the highest level Psychic in the Battle of Wills as the winner. If the Psychics
are the same level, treat the defender in the Battle of Wills as its victor.
PSIONIC DUELS
At the beginning of each turn, Psychics from either force may announce they’re entering into a Psionic Duel
with any enemy Psychic within 8”, regardless of whether they are within line of sight. A Psionic Duel is a fight
to the death and rages on until only one Psychic is left standing. Although such duels are over within seconds,
they are very draining to the survivor, who may take some time to recover to a combat ready condition.
• Make a Reaction Test using the involved Psychic’s Will die type rather than their Troop Quality die.
• The winner attacks first in the duel.
• In the case of a tie, or if both sides fail to roll a 4+, the Psychic with the highest Psionic Level attacks
first. If there is no difference in levels, the Psychic with Initiative wins.
• To perform a Psychic Attack during Psionic Duel, the Psychic rolls a number of Will dice equal to his
Psionic Level. The defender does the same. All rolls lower than 4 are discarded and the defender
matches his dice against the attacker’s.
• If the defender is able to place a die of equal or higher value against each of the attacker’s successes,
he has survived and becomes the attacker and the process is repeated.
• For victory conditions, a Psychic defeated in this manner is treated as a KIA.
• The victor’s effective Psionic Level is reduced by one for the duration of the game.
• If this reduction takes the Psychic below Psionic Level 1, the Psychic has fallen into a temporary coma
and is removed from play. His unit acquires the Casualties penalty, but the opposing force gains no
victory points for his incapacitation.
56
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
• Troops who have Psionic Resistance receive a Positive Die Shift when making checks or tests to resist
psionic Domination.
• They also receive an extra die of Defense against Psionic attacks.
• Note that this Attribute does not stack with the Human Spirit Attribute – a Human unit cannot receive
the Psionic Resistance Attribute.
Example: The Air Sharks of Glory often burst violently when they suffer lethal trauma. A group of four Arden militiamen are attacked
by Air Sharks. In the first round of Close Assault, the Sharks fail to injure any of the militia. When the soldiers return the attack they
cause two Shark casualties. Since the Sharks have the Pyrrhic Attack Attribute, the militiamen immediately receive an attack equal
to half the shark casualties (two divided by two equals one) with a strength of D6. The Sharks roll 1D6 against the militiamen who
defend as normal.
• Units with the Remote-Controlled Attribute suffer a -1 Die Roll Modifier to all Reaction Tests.
• They are immune to Morale results and need not take Morale Checks and ignore the Casualty Penalty.
• Remote controlled units only contribute half an Initiative Die per unit fielded.
• The target zone (TZ) for a teleporting unit must be either pre-registered beforehand or pin-pointed
and transmitted (“fixed”) by a spotter.
• If TZs have been pre-registered, their location will be noted in a scenario.
• Teleporting units are held off table and can arrive at these TZs when Activated by the Initiative player
or during the End Phase for non-initiative units with this capability.
• Units teleporting onto the table at a pre-registered TZ automatically arrive safely (unless they have
been jammed).
• Units who are not teleporting onto a pre-registered TZ must have their TZ “Fixed” by a ground unit
(normally a recon or pioneer team).
o The fixing unit must have a clear LOS to desired TZ and must pass a TQ test to successfully
capture and send the TZ data to the teleporter.
o If the unit passes the test, the data was sent properly and the teleporting unit can be placed
on the designated TZ.
o If the unit fails the test, the teleportation is “waved off” and the teleporting unit is left off table.
o Only one attempt to teleport on to the table can be made per unit in the same turn.
o A single spotting unit can fix TZs for up to three teleporting units.
o No two TZs can be within 6” of one another, as measured from center point to center point.
• Due to the mental confusion caused by teleportation, units that teleport onto the table suffer a
negative die shift to their Troop Quality for the duration of the turn on which they arrive.
• On the turn a teleported unit arrives it must establish a perimeter, count heads, and recover from
teleportation stress. As a result, they cannot move and can only fire if returning fire or to fend off a
Close Assault.
• Troops that teleport onto the table are subject to Reaction or Overwatch fire.
o If the Reacting or Overwatch units are “On the Grid,” they will receive a positive die shift to their
Reaction die to represent the Grid’s ability to use the sensor net to detect the energy of
incoming troop teleports.
• If a scenario states that a force has teleportation jamming capabilities, a test must be made to see if
each teleport attempt was jammed.
o Each player rolls a D12.
o If the teleporting player’s roll is equal to or higher than the jamming player’s roll, his troops
arrive on table without mishap.
o If the jamming player rolls highest, each figure in the teleporting unit must make a Troop
Quality check.
o Any figures that fail are considered KIA.
• When Activated (as an Initiative Unit or as a Non-Initiative Unit in a turn’s End Phase), Units capable
of Tactical Teleportation can teleport to any location within their LOS.
• If the teleporting unit is on the Grid, it can teleport to any point a friendly unit on the Grid has within
LOS.
• Each time a unit makes a Tactical Teleport, it must make a Troop Quality test.
o If the unit passes the test, it arrives at its TZ without mishap.
58
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
o If it fails the test, an additional Troop Quality test must be made for each figure in the unit.
Figures who fail the test are removed from play and area considered KIA.
• Units capable of Tactical Teleportation cannot teleport as a Reaction Move.
• Some forces have developed the technology to jam Tactical Teleportation (generally the same ones
who are capable of using it). If teleportation jamming resources are active on the battlefield, Tactical
Teleportation becomes riskier with each successive teleport.
• If Teleportation Jamming is active during a scenario, teleportation becomes a contest between the
teleportation device and the jamming technology. To represent this, a test must be made to see if
each teleport attempt is jammed.
o The first time a unit attempts to teleport in a game, each player rolls a D12. On each successive
teleport attempt, the teleporting unit’s die is reduced by a single die type. So, the first time a
unit attempts to teleport, it rolls a D12 against the jamming player’s D12. The next time it
attempts to teleport, it rolls a D10, the next time a D8, and on the fifth and all subsequent
attempts, the teleporting player rolls 1D6.
o The Jamming player always rolls a D12.
o If the teleporting player’s roll is equal to or higher than the jamming player’s roll, his troops
arrive on table without mishap.
o If the jamming player rolls highest, each figure in the teleporting unit must make a Troop
Quality check.
o Any figures that fail are considered KIA.
• Units performing a Tactical Teleport suffer the same disorientation effects and penalties as those
performing a Strategic Teleport.
TYRANT (SF)
Aliens with the Tyrant attribute exert mental control over other, less powerful members of their species.
• Any units of the Tyrant’s species that are within 10” (from the Tyrant to the nearest figure in the unit)
of it can be activated normally and use their normal Troop Quality and Morale.
o Units beyond 10” suffer a Negative Die Shift to their TQ and Morale and must pass a Troop
Quality Test before they can be activated or react.
o Units outside of a Tyrant’s control can only fire in one Round of Fire per turn until they are
restored to the Tyrant’s control.
• If a force has more than one Tyrant, all units in the force must be divided evenly between them.
o Units can only benefit from the proximity of the Tyrant under whom they serve.
• If a Tyrant is killed or seriously wounded, all units assigned to it suffer a -1Die Shift to their TQ and
Morale and must make an immediate Morale Test.
o They suffer from Poor Initiative for the duration of the game.
UNPREDICTABLE
Units with this Attribute receive a +1 to all Reaction Test die rolls. If both units involved in a Reaction Test
possess this attribute, no modification is made to their die rolls.
59
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
• Troops in close combat with Very Large opponents (assuming they are not Very Large as well) receive
a -1 Die Shift to their Morale (this shift cannot reduce Morale below D6).
• Very Large creatures suffer a -1 Defense Die when being fired at with ranged weapons.
• Very Large creatures are frequently Hard to Kill.
VULNERABILITY (SF)
Aliens with this attribute are particularly vulnerable to a certain type of attack, such as Energy, Laser, or even
Ballistic. Such attacks receive an extra die of Firepower against vulnerable aliens.
60
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
ATTACHED ASSETS
Attached Assets must be attached to a specific unit. FRAGO:
• Attached Assets must be attached to a Unit
If the Attached Asset is a human asset, its Asset Card • Attached Asset figures contribute FP dice unless
will state whether it replaces one of the unit’s figures (a Asset Card says otherwise.
Designated Marksman replaces one of a unit’s riflemen, • Attached Asset figures have same TQ, MQ, and
for instance) or is an additional figure that is added to Armor as Unit unless Asset Card says otherwise.
the unit (like an Interpreter). • Attached Asset figures are subject to all attacks
directed at the Unit to which they are attached.
Attached Asset figures contribute dice to the unit’s • Attached Asset figures suffer the same Morale
Firepower unless their Asset Card says otherwise. They Effects, Fog of War effects, or other rules or
are assumed to have the same TQ, MQ and armor as the conditions that effect the Unit to which they are
unit they’re attached to unless their Asset Card Attached.
indicates otherwise.
Attached Asset figures are subject to all fire directed at their host unit. They share the fate of their host unit
when it comes to Morale Tests or any other rules or conditions that apply to it.
FRAGO:
• Independent Assets follow the same rules as other
INDEPENDENT ASSETS Units.
Independent Assets are Activated, moved, fired, etc., • Some Independent Assets can be attached to a Unit.
like any other unit. Their TQ and MQ and other game There Asset Card will indicate if this is allowed.
stats are shown on their Asset Card. • Independent Assets detach from a Unit by
Activating the Asset and declaring it has separated
Some Independent Assets can be attached to a friendly
from the Unit.
unit if you desire. This will be stated on their Asset Card,
61
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
along with any effects this may have on the unit they join. While attached to a Team, the Independent Asset
is treated as an Attached Asset.
If you wish to separate an Independent Asset from a unit it has joined, simply state that the next time you
Activate the Asset.
OFF-BOARD ASSETS
Off-Board Assets aren’t on the table at all. They represent
resources that aren’t in the immediate vicinity that can still FRAGO:
affect the outcome of the engagement, such as snipers, • Off-Board Assets Cards describe how they are
mortars, artillery, or air assets. Activated and what their game effects are.
• Off-Board Assets may be Expendable. Their
Off-Board Asset Cards will describe under what conditions the Asset Card will indicate if this is the case.
Asset can be Activated and what effect it will have in game
terms. Off-Board Assets may be Expendable, which will also be
noted on their Asset Card.
EXPENDABLE ASSETS
Expendable Assets are assets that are used up during play. They’re sometimes granted through the
possession of another Asset (a Forward Observer Asset might grant Mortar Salvo Assets, for instance).
Expendable Asset Cards are returned to the Asset deck after they are played and cannot be played again.
They’re also returned to the deck if the Asset they’re associated with is Taken Out or destroyed.
Example: A TAC might have two Expendable Air Strike Asset Cards. If they call in an airstrike, they return one of their Airstrike Cards
to the Asset Deck. Once they’ve used both Airstrike Cards, they can no longer call for airstrikes. If the TAC is Taken Out, all of their
unused Expendable Asset Cards are returned to the Asset Deck.
An Asset can only be Activated once per turn, regardless of its type.
62
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Some Asset Cards can be detrimental to play if a scenario indicates that one or both Forces must avoid
causing unnecessary damage to local infrastructure.
In such scenarios, a player must turn over Asset Cards with the Destructive icon to their opponent after they
are played. The player receiving the card adds the number next to the card’s Destructive Icon to their Victory
Point total.
63
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
64
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Civilian mobs should be represented by a 3 x 4 inch stand with a number of civilian figures mounted on it.
The number of figures on a on the stand is irrelevant.
• Civilian mobs must check to see if they move during the Management Phase. Each civilian mob on
the table rolls 1D6. On a roll of 4+, the mob will move 6MU in a random direction. Otherwise it remains
in place.
• Fire at enemy Units is not permitted if a civilian mob is in the Line of Fire (some Attributes negate this
restriction).
• Most scenarios involving civilian mobs will impose victory point penalties from attacks that result in
civilian casualties.
The same process described for Dispersing Civilian Mobs is used to resolve an attempt to radicalize a civilian
mob. If the insurgent Unit’s passes its Simple TQ Test, the civilian mob is replaced with an insurgent Unit
composed of five riflemen with TQ D6 and MQ D8.
65
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
HOSTILE MOBS
A scenario may indicate that civilian mobs on the table are actively hostile to a specific Force.
Hostile mobs are under control of the Force they aren’t hostile towards. They are subject to the following
rules:
• Hostile mobs are Activated like any other Unit, but Move is the only Action they can perform.
• Hostile mobs that do not move during the turn can Taunt enemy Units within 6”.
• Fire at enemy Units is not permitted if a hostile mob is in the Line of Fire unless a scenario or Unit
Attribute indicates otherwise.
TAUNT
Hostile mobs can taunt enemy Units within 6MU. Each mob can only taunt one Unit per turn and a Unit can
only be taunted once per turn.
Units who have been taunted must make a Simple TQ Test. If they pass the test, they suffer no ill effects. If
they fail the test, they suffer a -1DS to their Troop Quality for the duration of the turn. If this die shift reduces
a Unit’s TQ below D6, it cannot be Activated to perform actions or interruptions.
Reinforcement units always arrive at the beginning of the turn (the scenario will indicate what turn
reinforcements will begin arriving), unless they arrive as the result of a Fog of War card, in which case they
arrive when and where the card indicates.
Scenarios involving reinforcements will indicate whether the reinforcements arrive at a specific table edge
or from a randomly determined Hot Spot (described below).
Hot Spots
Hot Spots are used to randomize entry points for reinforcements. Unless the scenario dictates a different
method, Hot Spots are placed as follows:
• At the beginning of the game, place five (5) Hot Spot counters on the table. No Hot Spot may be placed
within 6” of another. Each Hot Spot should be labeled with a number from 1 to 5.
• To determine which Hot Spot a reinforcement unit arrives from, roll 1d6.
• A roll of 1 through 5 indicates which numbered Hot Spot the unit arrives at. A roll of 6 allows the player
to pick which Hot Spot units arrive at.
Reinforcement Units may be placed anywhere within 4” of the hotspot at which they arrive.
66
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Some scenarios will specify Hot Spot locations while others will leave their placement entirely to the player’s
discretion. Some scenarios may use board edges and forego the use of Hot Spots all together.
If the reinforcing player rolls a neutralized Hot Spot number when checking for placement of reinforcements,
those reinforcements are lost. The player may not re-roll for an active Hot Spot.
If a Reinforcement Roll results in reinforcements arriving at a hot spot which a unit is attempting to
neutralize, the reinforcement unit can be placed anywhere within 4” of the Hot Spot as usual.
ALIENS
Alien and Human Units follow the same rules unless they have an Attribute that says otherwise.
67
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Opposing forces must confirm a Dicker’s ID by passing a Simple TQ Test to engage them.
Indigenous Scout
Attached Asset
This asset represents a local scout attached to a unit in your force. The scout doesn’t contribute dice to
firefights or CQB and does not impact the unit’s morale in any way.
A unit with a Scout can re-roll any failed TQ test to spot hidden hazards (mines, booby traps, etc.) while
moving at Tactical speed.
Scouts also impart a +DS to rolls to detect Elusive, hidden, or ambushing enemies.
Interpreter
Attached Asset
This asset represents a local Interpreter attached to a unit in your force. The Interpreter doesn’t contribute
dice to firefights or CQB and does not impact the unit’s morale in any way.
Teams with an attached Interpreter receive a +1 to TQ tests when attempting to disperse civilian mobs.
Dogs have the same TQ and Morale as their handlers (Normally TQ D8/MQ D8). They may only fight in Close
Combat. Some military dogs are equipped with body armor. Dogs count towards a unit’s Defense, but not
its Firepower.
Injured dogs count as casualties for purposes of Morale Checks, but do not contribute Morale dice
themselves.
68
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Dog handlers, the human part of the team, obey the same rules as any other unit. If the dog-team’s handler
becomes a casualty, the dog figure is also removed from play. If the dog becomes a casualty, the handler
may attach himself to a friendly unit.
Off-Board Sniper
Off-Board Asset
The off-board sniper team can be Activated once per turn to fire on a specified team/vehicle with a
FP:6D10/AT:1 attack. Roll 1d6 to determine if the sniper team is in position to effectively engage the target:
Pointman
Inherent Asset
A specific member of one of your units is an experienced Pointman, usually one of its riflemen. While moving
at Tactical speed, a unit with a Pointman can re-roll any failed TQ test to spot hidden hazards (mines, booby
traps, etc.) while moving at Tactical speed.
Pointmen also impart a +DS to rolls to detect Elusive, hidden, or ambushing enemies.
Sniper Team
Independent Asset
Sniper teams are Elusive.
Sniper teams can designate a leader, gunner, or other figure is taken out when they inflict casualties on an
enemy Unit. Only one figure can be designated, however. The rest are randomly determined as usual.
Example: A Regular sniper team scores three casualties. Normally the Irregulars player would dice to see if the leader was hit, but
since the casualties were caused by a sniper, the Irregular unit’s leader is automatically removed along with two randomly
determined figures.
Weapon Teams
Independent Asset
Weapon Teams have +2D to their Firepower.
If a weapon team is reduced below 50% manpower or to a single man, it loses its special Firepower bonus.
A Weapon Team’s TQ, MQ, and AQ are the same as the that of the predominate units in your force.
69
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
D6 Roll D12
Fog of War Result
Roll
An Excellent Position 1 1
Fire! Fire! 1 3
You’re Grounded! 1 5
BOOM! 1 7
Incoming! 1 11
Hunted! 1 12
Mad Minute! 2 1
Radio Jamming 2 3
70
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
In the Zone! 2 7
Man Down! 2 8
Bug Out! 2 11
Amped Up! 2 12
The Golden BB 3 1
Death or Glory! 3 5
All Clear! 3 8
Hydration Check! 4 1
Caught Napping 4 2
Godfather's Gift 4 3
Gun Trucks! 4 7
71
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
In Your Face! 4 11
An Excellent Position
One of your units has found an excellent position that affords them unexpected protection from enemy fire!
You may designate which of your units has located this “excellent position.” As long as the unit stays in its
current position it receives an additional Defense die over and above any Cover or Armor dice. If the unit
moves, it loses this advantage. Other units moving into the same position will not receive the additional
Defense die.
Your opponent may play this card on one building or terrain feature that would normally be considered Solid
Cover. The designated piece of terrain no longer counts as Solid Cover for the duration of the game.
Fire! Fire!
Your rounds have struck something flammable and set a structure ablaze!
You may designate any building within LOS of one of your units (or anywhere on the table if you have air
support with offensive capabilities) and declare that it is burning. Any figures in the building must
immediately evacuate to a point at least 4” from the building. They may be fired on by units that are on
Overwatch or by Defensive Fire if appropriate. The building is impassable for the duration of the game.
1-3: Your force becomes despondent and demoralized. Lower your force’s Morale die by one type (i.e.,
d8 Morale is reduced to d6). Morale cannot be lowered beyond d6.
72
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
4-6: Your force is fired up and hungry for some pay-back! Raise the Morale of every unit in your force
by one die type (i.e., d8 Morale is raised to d10). Morale cannot be raised above d12.
You’re Grounded!
A ferocious storm blows up, grounding all air assets (including UAVs).
BOOM!!
An IED, booby-trap, or mine has detonated near one of your units!
Randomly determine which unit has been struck by the attack. The unit takes an FP:6/AT:2 attack to which
it may not React. The stricken unit’s Defense is determined as usual.
Randomly determine the unit that has spotted the explosive. Your opponent may place a marker at least 6”
from that unit and at least 4” from nearby units. None of your units may approach within 4” of the marker.
If the scenario allows Initiative to change hands, your opponent automatically gains Initiative on the next
turn.
73
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
If the scenario doesn’t allow initiative to change hands, your units must remain in place until the end of the
next turn while orders are sorted out. Your units may move into cover if they are not already there but no
other movement is allowed. Your units may fire as normal.
Randomly determine which unit has been struck. If it is an infantry unit, each figure in the unit must roll a 4+
to avoid becoming a casualty. If a vehicle is struck, resolve an AT:2 attack against it.
If you had air assets, other than a UAV, they are grounded as a result of the attack and lost for the rest of the
game.
Incoming!
One of your units is struck by a random barrage of mortar fire.
Randomly determine the unit that is hit by the mortar rounds. The affected unit is struck with an attack of
AP:6/AT:2.
Hunted!
Your Area of Operations has just been transformed into a hunting reserve for two trained killers and it’s open
season on your men!
Your opponent gains a sniper team that can be placed anywhere within 24” of one of your units. The sniper
team is In Cover and Elusive. It is a two-man team with a Troop Quality and Morale of D10. It may be activated
or perform Defensive Fire any time after it is placed.
Mad Minute!
One of your infantry units gets carried away and has a “mad minute.” They fire everything they have as fast
as they can the next time they engage an enemy unit.
Randomly determine the unit affected. This unit will receive an extra Firepower die for all attacks, Reactions,
or Defensive Fire for the rest of the turn.
Make a Troop Quality check for the unit at the end of the turn. If the unit fails the check, it is considered to be
Poorly Supplied for the duration of the game.
74
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
If your force already has a UAV, you can disregard the next Fog of War card or other result that would result
in its loss.
Radio Jamming
Your force has managed to mount a successful ECM attack against the enemy, temporarily shutting down
their radio communication.
The opposing player loses one Initiative die on the next Initiative check.
The attack drone acts like any other UAV and prevents the use of Out of Contact Movement by your
opponent. You may also choose to fire its missile at a target if you choose. The attack is resolved with an
AP:6/AT:5 vs. Deck attack.
Roll 1d6:
1-2: Leaves immediately, even if activated this turn.
3-4: Leaves next time it activates.
5-6: Agrees to stick around 1 more turn. Roll again at the end of your next turn.
75
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Your force loses Initiative (if you had it) and you cannot regain Initiative until General Confusion loses
interest in your operation. Roll a d6 at the end of each turn. On a 5 or 6 the General has lost interest and you
can test for Initiative on the following turn. Otherwise, your opponent automatically gains initiative.
In the Zone!
A unit of your choice is in the zone! They’re clicking along like a well-oiled machine and nothing can stand
in their way!
The selected unit’s TQ and Morale are raised by one die type and they are treated as if they have High
Confidence for the duration of the turn (at the end of the turn, all values return to normal).
Man Down!
A randomly selected unit in your force has suffered a non-combat casualty. Immediately treat the unit as if
it has taken a casualty. Roll on the First Aid table appropriate to the unit to determine the severity of the
casualty’s injuries.
Your force may not call for any further air strikes from the time this card is drawn until the end of the next
turn.
Bug Out!
Effective counter-battery fire has begun to splash around your force’s off-board artillery assets, forcing them
to relocate.
76
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
You may not utilize off-board artillery for the duration of the game.
Amped Up!
Your forces squad and platoon level leaders are doing a fine job of focusing your men’s attention on the job
at hand – their situational awareness is so amped up that it’s highly unlikely anyone will get the jump on
them!
Your units receive a +1 to all Reaction tests for the duration of the game.
The Golden BB
This card may be played by any AT capable weapon at the time that it engages a vehicular target. The
vehicle engaged is automatically destroyed, brewing up in such a dramatic fashion that it raises the morale
of the AT weapon’s force by one die type and lowers the morale of the opposing force one die type for the
duration of the current turn.
This card may be held by the drawing player until their next AT fire at a vehicle, then it must be played.
If your Force has suffered any Fog of War induced vehicle breakdowns (not combat damage), this card will
restore one of them to action. Randomly determine which vehicle is repaired.
All fire is treated as if it is outside Optimum Range and units more than 18” away may not be engaged at all.
All units on both sides may only make Cautious moves for fear of drawing friendly fire.
This effect remains in play for the duration of the game unless a Fog of War card negates it is drawn.
77
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
This card negates any weather related Fog of War or scenario effects for the duration of the game or until a
new weather Fog of War card is drawn.
Death or Glory!
One of your units has become so fired up (or so fatalistic), that they no longer weigh their own survival
against victory – they’ll either win or die trying!
One randomly determined unit in your force is not subject to Morale checks or Morale effects for the
duration of the game. Their Confidence Level is raised to High.
On randomly determined unit in your force suffers an immediate 1 die type reduction to their Morale. If this
reduces its Morale below D6, the unit is removed from play. The unit’s Confidence Level is immediately
reduced to Low. Additionally, the unit must pass a TQ test before it can move out of cover or fire at an
enemy unit.
All infantry units in your force receive a -1 to their Reaction Test rolls and suffer a 1 die type reduction to their
Troop Quality. These penalties apply until the end of the game or until countered by another FoW card
draw.
All Clear!
This card negates the effects of the Gas! Gas! Gas! Fog of War card.
78
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Play this card to automatically block one of your opponent’s CAS strike requests.
Play this card when one of your opponent’s TACs or FOs calls in an air/interface strike or artillery salvo.
Instead of its intended target, the strike will land squarely on the unit that requested it.
A randomly determined unit in your force suffers a -1 Negative Die Shift to their Morale (cannot be reduced
below D6 by this card) and loses one level of Confidence (cannot be reduced below Poor Confidence with
this card) for the duration of the game or until countered by another Fog of War card.
A randomly determined unit in your force receives a +1 Positive Die Shift to their Morale (cannot be raised
above D12 by this card) and gains one level of Confidence (cannot be raised above High Confidence with
this card) for the duration of the game or until countered by another Fog of War card.
Hydration Check!
The exertion of combat and the heavy loads carried by the troops has taken its toll on an infantry unit
belonging to the initiative player. A randomly determined infantry unit which has not yet been activated
must spend the duration of the turn re-hydrating. It may react to enemy fire, but with a -1 die roll modifier
to its Reaction test die-roll. The unit’s firepower is halved.
79
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Caught Napping!
Lack of sleep and constant stress has taken its toll on an infantry unit belonging to the non-initiative player.
A randomly determined infantry unit which has not yet failed a Reaction test (i.e., is still eligible to React)
loses its ability to React to enemy units. The unit may react to enemy fire directed at it, but with a -1 die roll
modifier to its Reaction test die-roll. The unit’s firepower is halved.
Godfather’s Gift
Battalion HQ has decided to reinforce your sector and has sent you some support. Roll 1D8 to see what has
rumbled your way:
A main battle tank has joined your force (use an appropriate model from your collection). It enters from the
most logical table edge. The vehicle crew has a Troop Quality/Morale of D8/D10.
80
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
If you do not have a tank model or it would be illogical for your force to have tank support, draw again.
Gun Trucks!
A gun-truck, light armored car, or technical roars joins your force (use an appropriate model from your
collection). It enters from the most logical table edge. The vehicle crew has a Troop Quality/Morale of D8/D10.
If you do not have an appropriate model or it would be illogical for your force to have this support, draw again.
On each turn, you may pick one enemy unit for the off-board sniper teams to engage. Roll 1d6 to determine
if the sniper team is in position to effectively engage the target unit:
This card can be played when an infantry unit receives multiple casualties in a single round of fire. The
number of casualties taken, however many there were, is reduced to 1.
In Your Face
Film of one of your units in action finds its way onto the internet. The courage and professionalism (or raw
firepower) displayed gains the video clip a large and admiring audience!
82
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
4 D8 D6 7 Medium
Unit Member Weapon Class FP Dice AT Class AOE
Team Leader Assault Rifle Small Arms 1 0 N/A
Rifleman Assault Rifle Small Arms 1 0 N/A
SAW Gunner SAW Light 2 0 N/A
Grenadier Rifle GL Light 2 1
Assets/Attributes
Plentiful Grenades: +1D FP vs. targets in base Optimum Range; +1D to Attack in 1st CQB round.
4 D8 D8 6 Medium
Unit Member Weapon Class FP Dice AT Class AOE
Team Leader Assault Rifle Small Arms 1 0 N/A
Rifleman Assault Rifle Small Arms 1 0 N/A
SAW Gunner SAW Light 2 0 N/A
Grenadier Rifle GL Light 2 1
Assets/Attributes
Plentiful Grenades: +1D FP vs. targets in base Optimum Range; +1D to Attack in 1st CQB round.
4 D8 D10 6 Medium
Unit Member Weapon Class FP Dice AT Class AOE
Team Leader Assault Rifle Small Arms 1 0 N/A
Rifleman Assault Rifle Small Arms 1 0 N/A
SAW Gunner SAW Light 2 0 N/A
Grenadier Rifle GL Light 2 1
Assets/Attributes
Plentiful Grenades: +1D FP vs. targets in base Optimum Range; +1D to Attack in 1st CQB round.
83
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
4 D8 D8 6 Medium
Unit Member Weapon Class FP Dice AT Class AOE
Gunner GPMG Medium 3 0 N/A
Assistant Gunner Assault Rifle Small Arms 1 1
Assets/Attributes
Weapon Team: +2D FP until reduced to 1 member.
4 D8 D8 6 Medium
Unit Member Weapon Class FP Dice AT Class AOE
Gunner AT Launcher Medium 5 8 2” Radius
Assistant Gunner Assault Rifle Small Arms 1 0
Assets/Attributes
AT Team: Elusive
+DS to their TQ when firing at an AFV and +2 DRM on Damage rolls against AFVs.
84
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Elusive
Everything on the table is in Optimum Range
+2D Firepower
Designate a leader, gunner, or other figure is taken out when they inflict casualties on an enemy Unit. Only one figure can be
designated, however. The rest are randomly determined as usual
6 D6 D8 9 Light
Unit Member Weapon Class FP Dice AT Class AOE
Leader Assault Rifle Small Arms 1 0
Gunner LMG Light 2 0
Rifleman Assault Rifle Small Arms 1 0
Rifleman Assault Rifle Small Arms 1 0
Rifleman Assault Rifle Small Arms 1 0
Rifleman Assault Rifle Small Arms 1 0
Assets/Attributes
Poor Initiative
Poor Training
Eroding Morale Permanent reduction in Morale when they become Pinned. If Morale is reduced below D6, the unit dissolves.
85
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
6 D8 D10 9 Light
Unit Member Weapon Class FP Dice AT Class AOE
Leader Assault Rifle Small Arms 1 0
Gunner RPG Light 4 2 2” Radius
Rifleman Assault Rifle Small Arms 1 0
Rifleman Assault Rifle Small Arms 1 0
Rifleman Assault Rifle Small Arms 1 0
Assets/Attributes
Bloody Minded Unit can be Pinned, but cannot be forced to Retreat
Elusive
86
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
APPENDIX 4: SAMPLE
VEHICLE UNIT CARDS
Name: Utility Vehicle
Class: 0 – Soft-Skin Type: Wheel Nationality:
Dedicated Crew? No Dismounts: 5
Weaponry
Name FP AT AOE Notes
HMG 3 1 N/A Can be replaced with an AGL or AT Missile system.
Vehicle Damage Table
Min. D10 Roll To:
AT CLASS Damage Results
DAMAGED DISABLED BREWED UP
0 6 9 N/A DAMAGED: Vehicle must pass a Simple TQ Test to
either move or fire for duration of game. Crew and
1 2 6 8 Dismounts must make a Survival Check. A second
DAMAGED result bumps up to DISABLED.
2 2 5 7 DISABLED: Vehicle cannot move or fire. Crew and
3 1 3 6 Dismounts aboard must make a Survival Test.
4 1 2 5 BREWED UP: Vehicle destroyed. Crew/Dismounts
5 1 2 4 aboard vehicle must make a Survival Test with -1
DRM.
87
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
88
Development Draft THE NEXT WAR©2020, Ambush Alley Games, LLC Subject to Change
Thanks for Supporting Ambush Alley Games and The Next War through your
purchase of this Development Draft!
New Drafts will be published to Wargames Vault as they are completed. You can
download these drafts at no additional cost.
You can provide observations and suggestions based on playtest games at
HERE.
You can inform us of typos, grammatical errors, missing words, etc., HERE.
Please join our Discord Server to stay up to date on fresh developments, chat
with the designers and other players, and share photos and after-action
reports! Our server is found HERE.
90