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Version 1.

6 04/01/23
Designed and Written by:
Graham Davey
Extra Content: Cover Art: Painting:
Rich Carlisle, Jez Fairclough Bryn G Jones Jez Allum
Copy-Editors: Miniatures: Featured Terrain:
Andy Lilof, Lex van Rooy Rob Macfarlane, Wargames Atlantic Sarissa Precision
Special Thanks to:
Elizabeth & Tegan, Jez Fairclough, Hudson Adams at Wargames Atlantic, Steve Cumming & Rich Carlisle at
Sarissa Precision, Louis Downs at CMA, Mark Farr, Paul Cross, Daz Evans, Matt Rattenbury, Kieran Byrne, Darion
Carlisle, Andy Hobday, Annie Norman, Gunnar Hilder, Scott Kreager, Ryan Schwartzman, Adam & Callum Dews,
Albert Deakin, David Gretton, Geir Aalberg, Ian Raich, Richard Cowen, Sander van der Ster, Shane Grosset, Terry
Maltman and everyone on the Facebook group for your enthusiasm and excellent suggestions.

1
Introduction Contents
Lead a force of SAS Commandos infiltrating How to use these Rules WWII Secret Soldiers 6 Responsive Actions 27 Event Cards 39
the enemy lines under cover of darkness. Forces 6 Duck 27
Veteran Cards 39
Recruit SOE spies and local resistance fighters Historical Context Notable Missions 9 Defend 27
to bolster your chances. Launch attacks on The first part of this book provides inspiration with a Weaponry 11 Playing a Battle 42
radar stations, airfields and rail lines. Sneak brief summary of the most notable commando-style Other Rolls (not actions)28 1. Recruit Forces 42
past sentries, take them out with silent missions of the war, some of the varied forces and Game Components 12 Basic Tests 28 2. Choose a Mission 42
attacks, or open fire in a devastating ambush. organisations involved as well as an overview of the Wound 28
different weapons used. Gameplay Overview 14 3. Set Up the Battlefield 43
Plant charges to destroy your objective, Trauma 29 4. Prepare Game Elements 44
kidnap a high-ranking officer or grab vital NB. Although the mid-to-late war in Europe is presented Fighters 16 Recon 29
as the main imagery in this set, the rules and missions 5. Choose Reserves 44
intel, then fight your way to safety before Abilities 16
work just as well for night-fights in the desert, jungle 6. Gather Action Tokens 44
enemy reinforcements arrive. Recruitment Cards 17 Weapons 30
and other environments and theatres.
Standard Issue 30 7. Deploy Troops 44
Dice Results 18 8. Battle! 45
Rules Additional Weapons 30
Chevrons 18 Special Rules 31 9. Ending the Game 45
The core rules of how the dice work and the various
actions fighters can make are presented first. Next, the Medal 18 Gaining Experience 45
rules that cover specific weapons and equipment, the Alert 19 Pairs of Fighters 32
effect of terrain, and Alarm levels. Mission 1 (Basic Rules):
Stealth 19 Specialists 33 Hunted 46
Demo Charges 33
Cards Game Turn 20 Additional Rules 48
Explosions 33
Each fighter in your force has a Recruitment card with Action Tokens 20 Escape Markers 48
their ability scores and other information. In addition, Radios 33
Time Tokens 21 Smoke/Fire 48
Requisition cards provide specialist equipment. Guard Dogs 33
Note that the rules on cards – Order, Event, Veteran cards, General Rules 22 Captives 48
etc – are changes that override the standard rules. Line of Sight 22
Terrain 34 Barracks 48
Open Ground 34 Disguised 49
Movement 22
Missions Clear View 23
Obstacles 34 Lights 49
After a full summary of how to choose forces and set up Rough Terrain 34 Searchlights 49
02 Hundred Hours is a skirmish wargame played on a Cover 23
tabletop battlefield, usually with between 5 and 20 a battle, there is a starter mission designed as your first Buildings 34
game of 02 Hundred Hours, using just the core rules. This Intervening Terrain 23 Mission 2:
models on each side – the attackers and the defenders. Parked Vehicles 35
is followed by seven other missions with a variety of Under Close Watch 23 Butcher and Bolt 50
Battles are fast-paced with players taking turns to challenging objectives. Hills 35
make an action with one of their warriors. The attackers Actions 24 Other Features 35 Mission 3: Sabotage 51
start each mission creeping forward through the night, 0200hours.com Manoeuvre Actions 24 Elevated Positions 35
aiming to stay covert, timing their movement to sneak Mission 4: Havoc 52
behind patrolling sentries. But if they are careless, or Head to 0200hours.com for extra content and advice Terrain in the Way 35
Advance 24
a sentry turns at the wrong moment, the defenders including bonus missions and FAQ, not to mention Mission 5: Evade 53
future game expansion sets and miniatures! Sneak 24 Alarm Levels 36
may detect them and grow suspicious, closing in and
eventually raising the alarm. At this point the defenders Patrol Route 25 Calm 37 Mission 6: Capture 54
get reinforcements and can open fire on the raiders! Roving Patrol 25 Mission 7: Intelligence 56
You Will Need Suspicious 37
As you play out missions, the attackers can make extra Alarm Raised 37
actions using Order cards while the defender plays Besides the contents of this set including at least some Targeted Actions 26 Mission 8:
Bodies 37
Event cards to catch out their opponent. Both sides have assembled miniatures (even better painted!), you'll need Shoot 26 Silence the Guns 58
Veteran cards to enhance their abilities, and these can a tape measure marked in inches, a bag or mug to hold Fight 26
tokens and a tabletop battlefield roughly 3' x 3' with a
Order Cards 38 Bonus Content 62
be retained from one battle to the next as your troops
gain experience! selection of model terrain.
Quick Reference 66
2 3
↓ A Gestapo officer inspects a research facility...

...unaware of the stealthy raiders creeping forward in the darkness. ↑

4 5
WWII Secret Soldiers Chindits
Officially called the Long Range Penetration Groups,
the Chindits operated in South Asia against the
SIS
The Secret Intelligence Service was the British military
intelligence gathering service (later known as MI6).
Japanese. A counterpart to the LRDG in North Africa, Assisted by RAF aerial photo analysis and the
After the desperate evacuation at Dunkirk in 1940, to standard infantry who spent more time defending they specialised in long marches through the jungles of codebreakers of Bletchley Park, SIS spies gathered vital
Allied morale was at a low ebb. Being forced out of and holding ground). Burma to raid areas the enemy thought unreachable. information on enemy forces, installations and
mainland Europe by the German blitzkrieg was a technology. The SIS often found themselves at odds with
In the British forces, the term commando also referred
humiliating defeat and an invasion of Britain seemed SIG the SOE, whose explosive sabotage missions would put
to military units with this role. Commando units were
inevitable. Prime Minister Winston Churchill was the enemy on high alert, making their job much riskier.
raised by the army, the Royal Marines and even the SOE. A unit of mostly Jewish German-speakers with the cover
eager for a way to strike some sort of counter blow at
All members went through an intensive training course name ‘Special Interrogation Group’ that was trained
the enemy. 40 years earlier, during his own service, he Jedburgh
in the Scottish Highlands. to dress and behave as Afrika Korp troops in order to
had encountered the irregular soldiers of the Boers.
Their hit-and-run tactics inspired him to demand the Hitler’s ‘Commando Order’ of 1942 meant that Allied infiltrate enemy bases in North Africa. Operation Jedburgh saw three-man teams consisting
creation of a ‘commando’ force to take the fight back raiding troops could expect to be tortured and shot of British, Americans and native speakers dropped into
to the enemy. ‘…specially trained troops of the hunter if they were captured, rather than being treated as Partisans occupied Europe to assist the local partisans. This was
class, who can develop a reign of terror down these prisoners of war. particularly crucial as they helped to delay German
In every region occupied by the Axis forces, members of
coasts, first of all on the "butcher and bolt" policy…’ reinforcements heading to Normandy after D-Day. For
Even the RAF had ‘service commandos’ whose job the population formed resistance militias. These brave
example the 2nd SS Panzer Division was stopped when
Initially these forces were frowned upon or even was to accompany major invasions, maintaining and men and women fought a guerrilla war against the
Jedburgh agents sabotaged their rail transport cars.
actively opposed by the military establishment for their repairing aircraft and to fiercely defend the airfields. invaders, sabotaging communications, aiding escapees
unorthodox methods and breaking the accepted ‘rules and providing information to the Allies.
OSS
of war’. Troops were inserted into enemy-held territory SAS
by parachute, boat, aircraft or even submarine, under The Special Air Service were commandos trained for
SOE The Office of Strategic Services was the American agency
cover of darkness, to sabotage enemy installations, tasked with gathering intelligence and coordinating
insertion by parachute, though they regularly deployed Championed by Churchill, the Special Operations
steal vital intelligence or assassinate high-ranking espionage behind enemy lines. They are the forerunner
by other methods too. They frequently acted in very Executive was a highly secretive British organisation
officers. These commandos soon became the template to the CIA.
small groups and for long continuous periods behind that supported and coordinated resistance activity in
for similar ‘special forces’ across all theatres of war and enemy lines. enemy occupied territory. The SOE trained and inserted
every nation. Come D-Day, they had also expanded into agents by parachute to link up with local partisan US special forces
much larger forces of highly trained and aggressive groups as they carried out sabotage and information American Ranger battalions were created along the lines
troops, both ‘airborne’ parachutists and those inserted
SBS
gathering to hamper the Axis forces. They were also of the British commandos as aggressive light infantry. The
by landing craft. The commandos of the Special Boat Service specialised instrumental in planning many of the raids carried out 2nd Ranger battalion famously scaled a 90-foot cliff to
in water-borne raids by canoe, motor launches or by the SAS, SBS and other commando forces. destroy gun batteries on D-Day. Other units included the
larger vessels (often disguised as local fishing boats), 'Devil's Brigade' (an American-Canadian force) who fought
Forces operating mainly in the Mediterranean and Asia. After mainly in Italy and 'Merrill's Marauders', famous for their
months of raiding from hidden coastal bases these men deep-penetration missions in the jungles of Asia.
Listed here are brief descriptions of some of the most looked more like pirates than soldiers.
important units and organisations involved.
Keep in mind that names changed frequently during Small Scale Raiding Force
the war as units came under new command structures No. 62 Commando, or the Small Scale Raiding Force,
or were subsumed after suffering casualties. In practice, was a force formed by the SOE to perform deniable
many of these units had overlapping remits, but with clandestine operations, hijacking German ships
slightly different focuses and experience. Also, a given anchored in neutral Spanish territory. They went on to
operation would very likely involve specialists from launch raids on the Channel Islands and French coast,
various units, brought in to fulfil particular roles as snatching German officers for interrogation.
required, such as navigation, demolitions, signals
(coded communications by radio or flash lights),
intelligence gathering or local language skills.
LRDG
Based in North Africa, the Long Range Desert Group
used jeeps and trucks to travel hundreds of miles
Commandos
through near impassable desert in order to monitor
Commandos were elite troops, ultimately used by troop movements and raid enemy bases. They also
all nations in the war. They were often hand-picked acted as pathfinders for numerous SAS operations,
volunteers and were trained in aggressive raiding and guiding their comrades through the hostile terrain to
attack, moving fast without heavy support (as opposed reach their targets.

6 7
Wehrmacht German special forces Notable Missions Over 600 commandos in 16 motor launches raced
The combined German armed forces, comprising the The Fallschirmjäger were paratroopers, part of the
alongside, many destroyed by the enemy guns, but the
Heer (the German army), Kriegsmarine (navy) and Luftwaffe, who carried out the first parachute raid of Operation Colossus, February 1941 remaining troops leapt ashore and spread out to wreak
Luftwaffe (air force). the war, on an air base in Norway. In the first British operation using the concept of havoc and set charges, destroying the key infrastructure
The Brandenburg Division regularly disguised parachuting troops, a small force known as X Troop of the docks. Their work done, most broke out into the
Waffen-SS themselves and used foreign language skills in order to dropped into the heart of Axis Italy, aiming to demolish countryside and were eventually captured, though
The Waffen-SS were the military branch of the Nazi infiltrate, sabotage and disrupt enemy positions. an aqueduct that supplied drinking water to three five men made it all the way to neutral Spain and from
party. Answerable directly to Hitler, they formed well- important naval ports. there back to England.
equipped (and ruthless) infantry and armoured units. Italian special forces While the attackers caused considerable damage, this The day after the raid, 4 tons of explosives hidden in the
The Compagnie Auto-Avio-Sahariane specialized in was not visible to observation planes so the mission Campbeltown’s hold exploded and put the dry dock out
Gestapo long range patrols between the Italian forts in the was thought to be a failure and, with the extraction site of action for the rest of the war.
German plain-clothed secret police in occupied Europe. Libyan Sahara desert, with its own air arm to assist in crawling with Italian soldiers, the submarine due to
reconnaissance and ground attack. take them home was not sent. Almost all were captured Assassination of Reinhard Heydrich,
Feldgendarmes and their success only came to light much later.
ADRA (Arditi Distruttori of the Regia Aeronautica) was May 1942
Feldgendarmes were German military police (identified a unit who carried out infiltration and sabotage.
by a silver gorget worn on a neck chain). They were
SAS Airfield Raids, 1942 Two Czech partisans, trained and equipped by the SOE,
ambushed the senior Nazi officer Reinhard Heydrich,
tasked with maintaining control in recently occupied Soviet special forces During the North African campaign, small teams of the known as the hated ‘Butcher of Prague’. While their
areas as well as finding and punishing deserters. Special Air Service drove hundreds of miles through the sten gun jammed, an anti-tank mine disguised in a
The 4th Special Volunteer Detachment was a Russian
desert, guided by the LRDG (Long Range Desert Group), briefcase wrecked Heydrich’s staff car and he later died
Spetsnaz unit composed of elite marines within the
Static Divisions to attack Axis airfields. Sneaking under the fence in the of his wounds. The two men escaped the scene but were
Naval Infantry, created to carry out reconnaissance
dark, they would plant charges on the aircraft before eventually cornered hiding in a church crypt. They were
German Static divisions were those forces assigned missions, then later larger scale insertions by sea and
disappearing again into the endless sands, ultimately killed fighting against hundreds of SS soldiers.
to defensive positions without the need to move land into Finland and Norway.
destroying over 400 planes on the ground.
around – particularly guarding the coastlines and
other important locations. The troops were commonly Japanese special forces Cockleshell Heroes, December 1942
inferior to regular front line soldiers and many were
Bruneval Raid, February 1942
The Teishin Shudan was a paratrooper and glider force. Inserted by submarine, five two-man teams in canoes
unwilling conscripts from countries under occupation. With their bombers being intercepted with uncanny headed upriver to reach the port at Bordeaux.
Like other elite Japanese troops they would often refuse
accuracy, the Allies were desperate to get their hands on Only two teams successfully made the gruelling 70 mile
to surrender, instead fighting to the death.
German radar technology. Making use of information journey, paddling by night and hiding by day, but they
from French Resistance operatives, a raiding force of planted limpet mines and disabled five enemy ships.
British paratroopers and Royal Engineers were dropped Only two of the 10 Royal Marines from the Boom Patrol
behind the well-defended French cliffs at Bruneval, to Detachment (RMBPD) ultimately escaped capture.
assault the location of a newly discovered Wurzburg The Germans were forced to commit more resources to
radar dish. An RAF technician dismantled the antenna protecting their ports in case of further attacks.
and control panels while the rest defended against a
counter-attack, and they then hauled their prize down
to the shore to meet up with Royal Navy landing craft
Heavy Water Factory Sabotage,
and make their escape. February 1943
The stolen equipment showed that the German radars With both sides racing to produce a functional
were indeed substantially more advanced, were not atomic bomb, the production of heavy water was a
susceptible to current jamming methods and proved critical component. For the Axis, the main centre for
the need to use new countermeasures. manufacture was a power station in the mountains
of Telemark, Norway. An advance party of Norwegian
commandos, trained by the SOE, parachuted in
St Nazaire Raid, March 1942 successfully and skied to an advance base in the
St Nazaire was the only major shipyard on the mountainside. However the main force was carried
Atlantic coast that could support the largest German in two gliders which both crash-landed, resulting in
battleships. Disguised as a German ship, the HMS all aboard being killed or captured. The original team
Campbeltown cruised into the heavily defended survived in caves for a gruelling four months, living on
estuary and, despite being raked by heavy fire after moss, lichen and reindeer-meat.
the alarm was raised, successfully rammed into the
entrance to the dry dock.

8 9
Eventually in February more Norwegian commandos
Weaponry American Thomson M1928A1 (known as a Tommy Gun)
were dropped in and joined their comrades to launch was more reliable and still in use by Allied forces since
an attack (Operation Gunnerside). The main factory
Rifles its creation in the early 20s. The M3 ‘Grease Gun’ was
entrance over a bridge was heavily guarded so the Each of the main combatant nations had a small intended to replace the Thomson – it was less accurate,
raiders climbed down a steep ravine, up the other side number of standard rifles that were issued to the vast but its compact design was popular with tank crews
and followed a rail line into the plant. majority of infantry, allowing these weapons and the and paratroopers.
ammunition to be mass-produced in huge numbers.
After coming across a caretaker, who was happy to The German equivalent was the MP40 with its foldable
assist them, they set timed demolition charges on the Most ubiquitous were the British Lee-Enfield, American stock (often called a "Schmeisser" by the Allies), while
critical equipment and made their escape (there was a M1 Garand, German Karabiner 98k ‘Mauser’ and Soviet Soviet forces had the PPSh-41 with its circular drum
small delay to help the caretaker find his glasses!). Mosin-Nagant 91/30. Unlike the others which all had magazine.
a bolt action mechanism, the Garand was a semi-
After the detonation 3,000 German soldiers scoured automatic rifle with a higher rate of fire.
the region but not one of the commandos was found. Light Machine Guns (LMG)
Five of them skied over 300km to Sweden, while Each of these had numerous variants and To deliver heavier firepower, soldiers were equipped
the rest stayed in the area. A year later, air raids had modifications, such as scopes, suppressors and shorter with man-portable machine guns – the British Bren
convinced the Germans to abandon the plant and carbine versions that could be issued to those who Gun with its top-loading curved magazine, the German
the Allies gained intelligence that the remaining would be carrying heavy equipment (or jumping out of MG42 and MG34 (arguably the most advanced machine
heavy water was being moved by ship. Only one of the an aeroplane). gun in the world at the time with a rate of fire up to
commandos was close enough to act and recruited two 900 rounds per minute), and the American M1918 BAR
local partisans. This tiny group managed to sneak in Sub Machine Guns (SMGs) (Browning Automatic Rifle).
to plant a bomb in the hold and successfully sank the Firing small calibre bullets, SMGs are light weapons
vessel along with its cargo. with a high rate of fire but a short range – an ideal Handguns
weapon for night-fighting commandos. Easily carried in a holster, some of the most common
Rescue of Mussolini, September 1943 The British Sten gun with its sideways magazine handguns were the Webley Mk.VI revolver, the Colt
As the war started to go badly for Italy, the ‘Duce’ was easy to manufacture but prone to misfire. The M1911A1 automatic pistol and the distinctive German
Benito Mussolini was deposed and held under arrest Luger P08.
in a remote hotel in the Gran Sasso mountains. A force Attempted Kidnap of Rommel,
of Fallschirmjäger – German air force paratroopers July 1944 Suppressed (Silenced) Weapons
– and Waffen-SS commandos landed in gliders, Six SAS commandos parachuted into France to kidnap In fact the word ‘silenced’ is misleading
overwhelmed the Italian guards and spirited Mussolini or, failing that, kill Field Marshal Rommel, who was because the effect was not completely silent.
away in a light plane. now in charge of the German forces resisting the Allied These weapons had suppressors (fitted or
invasion of Europe. Unfortunately Rommel had been built-in) that helped to disperse the rapidly
D-Day, June 1944 injured the day before when an RAF Typhoon bombed expanding gasses produced by a shot as
Allied raiding forces played a critical part in the D-Day and overturned his car. As a result he was not present at well as using slower, subsonic ammunition.
invasion of France. the target location. The SAS patrol made their way back Such measures reduced the noise made
to friendly lines on foot, ambushing trains and German significantly – not silent but still very useful for
On the beaches, Commandos and American Rangers soldiers on the way.
held the flanks of the main forces, and attacked key covert attacks.
objectives. Meanwhile thousands of airborne troops The De Lisle carbine was one of the quietest
parachuted (or landed in gliders) further inland to seize
SAS Behind the Lines, firearms ever made, while the Welrod pistol
vital bridges that would prevent an immediate German July to September 1944 was small and easily concealed, making it a
counter-attack. As the Allied invasion pushed through Normandy, SAS favourite of SOE operatives, though it could
teams were dropped into France to sow disruption not fire many shots before parts needed
And right across Europe, resistance fighters alongside
and harass the retreating German forces. 115 men replacing. Similarly the Mk.IIS Sten gun would
SAS, Jedburgh teams and SOE agents did their bit to
based themselves in wooded mountainside, attacking quickly burn out its suppressor if fired on
damage the Axis response, with every action slowing
railways, bridges and convoys while evading the enemy. full auto.
enemy movements or drawing soldiers away to guard
critical infrastructure. Operations Wallace and Hardy eventually caused over
500 casualties as well as destroying dozens of vehicles, Combat Knives
an entire goods train and an enormous supply of petrol. Commandos of all nations were trained in
The Germans assumed these attacks were made by the close combat techniques, including the use
advancing 3rd US Army and withdrew from the area of a knife for silent kills. The British used the
much sooner than necessary. famous Fairbairn-Sykes fighting knife.

10 11
Game Components Ambush
1st Action: Sne
ak
: Shoot
← Order cards
Played by the attacker for extra
actions and special moves.
At the Double!
Use: Patrol action. Play after rolling
: +4” movement.
dice.

Free 2nd Action

← Recruitment cards ↓ Veteran cards “Move it! Move it!”

S Troo per Combat Knife, Used to pick your force and for Give extra abilities to
2 SA
Trooper, Regular
, Standard Issu
e,
reference during play. specific individuals.
Grenades

Quick Reload
Heer Officer
6 Characte
(Shoot action):
r,Commander, Veteran, Standard Issue Re-roll the result. Can
a weapon that has Spre
only be used with → Event cards
ad.
Played by the defender to catch
out their opponent with tricks DEFEN SIVE
0* Sile nced We ORDER and sudden problems. EVENT
+1 point for cha
rac
apon
ters. Choose
one:
Silenced Pis
Quiet, Double
tol 10”
Tap, Quick Dra
w
Silenced Ca
Quiet, Accura
rbine 15”
te
Silenced SM
Quiet, Spread
G 10” ← Objective markers ← Patrol Route markers
Numbered on one side (in Placed by the defender to show the
certain missions the numbers route his sentries will take, unless they
VETERAN are hidden, face-down). spot an enemy or the alarm is raised.

→ Requisition cards
Add upgraded weapons
and equipment. REQUISITIO
N ← Escape markers AL AR M LE VE
L

When escaping from the table, CALM > SUS PIC IOU
S

attackers can move faster ALARM LEVEL

towards an Escape marker. TRACK 2 3


→ Alert markers 0 1
• Alert marker placed on attacker
↑ Action tokens Placed on the table (or could not be placed - see page 36) +1
to show a fighter has • Alert marker removed from an attacker -1trol actions.
Drawn to decide who acts vance or Pa
only take Ad w the next on
e.
• End of the Turn • Defenders can
next. The red side indicates
been detected by the → Alarm Level Tracker ac ke r may dis ca rd Or de r cards and+1dra
enemy forces! Att
• Attacker shoots with a non-silenced weapon
• .
ain in place +2
an injury. Keep track of how suspicious • Defenbutder bodies rem
• Defender hit by shooting not taken out +3
the defender's sentries are. If • Attacker (or a body) under close watch at the end
Manoeuvre Actions the tracker gets too high, the of an action (apply once per attacker/body)
← Time tokens (3) ↑ Dice • Explosion
+3

Advance 4” Brawn +2” alarm is raised. +5


When the third Time token White dice are used for noisy, Caution

Patrol Route 4”
is drawn the turn ends. fast purposes while you will Recon
React Turn

roll more grey dice if you use Roving Patrol 4” React Turn
Recon, Awareness
stealth and care. Sneak 4” React +1”
Recon, Freeze

Targeted Actions ← Demo Charge ← Light


← Miniatures Shoot 2” Weapon The 'countdown' side shows that Used for manned searchlights
Aim Hit
Fight
For a guide to assembling 4”
As weapon, Assist
Weapon Brawn Hit the charge is about to blow! as well as streetlights.
the plastic miniatures
included in the game, head
→ Reference card Responsive Actions
A useful summary of the Duck Turn
← Smoke/Fire
to 0200hours.com. Fortified
React Negate
← Special
different actions a fighter Defend Turn Brawn Negate
can make during play. Assist Placed down after an explosion. Miscellaneous – used as needed.

12 13
Gameplay Overview ← Sneak
An attacking fighter moves behind
a sentry to stay out of sight. Staying
covert is a big advantage.

Key Concept are placed on the table during play. Alert markers
on attacking fighters will draw the attention of
← Taken Out
– Night Fighting patrolling sentries. But when the time is right, Alert Attacking while covert and from
markers on the defenders allow them to be targeted behind grants bonus dice, giving a
02 Hundred Hours is all about battles in the dark, so good chance of taking out a sentry
with shooting or hand-to-hand take-downs!
being able to detect your enemies (while trying to silently. It's also sensible to hide the
stay covert) is at the core of the game. Of course, firing a gun is pretty noisy so is likely to body so the defenders don't find it.
give away your location. Other actions are inherently
During a battle your fighters aren’t sure exactly
quiet, so are easier to do without being detected.
where their foes are, so you cannot attack an enemy
fighter unless they first give away their position Making effective use of this system is key to victory
or you successfully spot them. Your awareness of in 02 Hundred Hours, using noise, distraction and
enemy troops is represented by Alert markers, which sneakiness to your best advantage! ↓ Detected
There's always a chance that a
poor roll allows nearby sentries to
detect you. Once that happens, the
defenders use Advance actions to
move directly towards you.
However other attackers may be able
to take advantage of the distraction!

← Patrolling
A sentry makes a Patrol Route action, moving
towards the next Patrol marker on the route
set down at the start of the game. Sentries
can only see ahead, but after moving there's → Raising the Alarm
a chance they will turn to look in a different
Detecting attackers, hearing gunfire, etc, quickly
direction and might spot a covert enemy.
makes the sentries suspicious and ultimately
Meanwhile, other defenders turn first and sets off the alarm. Then the defenders will call
then move – called a Roving Patrol action. for reinforcements and start shooting!

14 15
Fighters Recruitment Cards
Each fighter has a Recruitment card, providing
a convenient way to pick your force and 2 Trooper,
darmes
Feldgry,eStnandard Issue, Military Polic
Sent
e
Keywords - extra
information including
weapons.

key information used during the game.


02 Hundred Hours is played with 28mm Abilities Space for Action
miniatures, based on 25mm round bases.
Each fighter in the game has a range of ability scores token(s).
Flag of allegiance.
All the model soldiers in the game are referred to as that reflect their proficiency in different areas. Ability
‘fighters’ in these rules. scores are represented by chevrons on a fighter’s
6 SAS O ffice
Fighters are divided into ‘characters’ (eg, officers, Recruitment card. Each score is either , or , Points cost to Ch r
aracter, Co

being the best. recruit into Issue, Comb mmander, Veteran


at Knife, Gr , Standard Special Rules that
sergeants, spies, etc) and ‘troopers’ (everyone else - the enades
apply to this fighter
rank-and-file members of your force). your force.
use the (or in this case, pair
Characters may be either your commander (every force
Aim Pair: Can
Assist med
al effect. of fighters).
has one commander) or subordinates (sergeant, second- Accuracy when shooting ranged weapons
in-command, etc). (or throwing grenades, etc).

Troopers may be sentries (the norm for defending


forces) or regulars (the attacking force will only have
React
regular troopers). Used to duck and dive for cover when
under fire as well as moving stealthily
and patrolling.

Brawn
Ability Scores.
Physical strength and stamina, required for
running and hand-to-hand combat.

Smarts
Used for spotting enemy soldiers, Line of Sight
awareness and technical skills.
Important Terms
What a fighter would be able to see if it was light.
Guts Ready
Bravery, grit, toughness – the will to carry
A fighter that still has one or more actions yet to Front and Rear
make this turn, is 'ready'. Once all actions have been Fighters can normally only see, shoot or fight
on in the face of injury and death.
SAS Sergeant SAS Trooper made the warrior is 'unready'. enemies who are to the front.
(character) (regular)
Friend and Enemy Clear View
On the same side and the opposing side. Nothing at all in the way – neither terrain nor other
fighters. See page 23.
Covert
A fighter with no Alert marker is called ‘covert’. In Cover
Unseen in the darkness, the enemy fighters cannot Within rough terrain or in a defensible position (eg,
tell where they are. at the corner of a building or hunkered behind a
low wall). A fighter must be touching the terrain in
Detected question to be in cover. See page 23.
A fighter with an Alert marker is
considered ‘detected’, meaning the enemy Taken Out
has either glimpsed or heard them and now all When a model fighter is removed from the game
enemy fighters have a fair idea of their position. after being shot or for any other reason, this is called
German Trooper German Heer Officer SOE Assassin German Dog Handler
being 'taken out'. They may be dead, but just as likely
(sentry) (character) (character) (trooper and a type of sentry)
are too badly wounded to carry on the fight.

16 17
Dice Results Alert
results indicate a fighter has given away his position
somehow, either by making too much noise or failing to
Stealth
results show that a fighter is doing an excellent job
of keeping quiet and staying out of sight. Only grey dice
stay concealed. Only white dice have results. have results.
There are two types of special dice used in Medal
the game. White dice represent noisy, fast ʟ If a fighter rolls a result during ʟ If a detected fighter rolls a result during
actions and can help the enemy spot or hear When you roll a result on your dice, you may be able an action, place an Alert marker an action, remove his Alert marker and put
to use it to trigger a ‘medal effect’. It doesn't matter if the next to the model’s base. He is now it back in the supply. He is now considered
you on the battlefield. Grey dice represent
dice is white or grey.
quieter, more stealthy activities and can help considered ‘detected’ and is no ‘covert’ once more.
you stay hidden. During play, most actions will Medal effects provide extra bonuses in addition to the longer ‘covert’. ʟ However, you cannot remove an Alert marker
use a combination of both dice. main effect of an action, indicated by this icon: They
ʟ For other rolls such as Recon, Wound and during a Shoot, Fight or Defend action.
are generally specific to a particular action, eg 'Freeze' is a
Sneak action medal effect. Actions, weapons and various
Trauma rolls, results have no effect. ʟ There is no further effect if the fighter is
Chevrons cards can all provide different medal effects that may
apply to the current dice roll. Multiple Alerts
already covert.

Chevron results on the dice ( , or ) relate ʟ For other rolls such as Recon, Wound and
A fighter can only have one Alert marker at a time. If
directly to a fighter’s ability score. It doesn't matter if the ʟ Each rolled can only trigger one medal Trauma rolls, results have no effect.
the fighter is already detected (ie, already has an Alert
dice is white or grey. effect, so you may need to choose. marker), or there are multiple results in a single dice
ʟ Each medal effect can only be used once per roll, then the extra Alert markers are placed on covert Stealth and Alert
If a fighter’s ability is then results of , or
all indicate a success. action – you cannot use the same effect twice. fighters from the same force within 6”, working out from and results in the same roll cancel each other
the nearest. out, one for one. For example, if you rolled 2 and 1
If a fighter’s ability is then results of or ʟ 3 results can always be converted into 1 , the result would negate one of the results
indicate a success but is a fail. success. This is instead of any medal effects, If there are none within that range then there is no
leaving one remaining.
not in addition. further effect.
If a fighter’s ability is then only results are
successes. NB. Additional results can still affect the Alarm Level
In all cases, each result can only be used for one
whether or not a marker can be placed (see page 36).
thing.
Result Result Result
Effect of Alert markers
Ability Success Fail Fail
ʟ Unlike covert fighters, detected fighters (with
Ability Success Success Fail an Alert marker) can be targets for enemy
Ability Success Success Success Shooting or Fight actions.
ʟ Fighters stay detected as they move, so the
Alert marker is moved with them. A detected SAS trooper makes a Sneak
ʟ Covert friends within 2” are affected by the action using his React ability score of .
Alert marker too, so count as detected. If they One result is negated by the result
move further away they count as covert again. leaving one remaining.
This means the fighter's Alert marker is
In the unlikely event that you run out of Alert markers,
removed and he becomes covert again.
find some other way to mark detected fighters.

A German Sentry makes a


Dice Faces
Patrol Route action using his The white dice have a chance of giving away your
A German Sergeant makes a
React ability score of . position, but also more likelihood of success:
Roving Patrol action using his
An SAS trooper makes an This dice result provides no React ability score of .
Advance action using his Brawn successes, but allows him to use
ability score of . a Medal effect. This dice result provides one
success but also means he has
This dice result provides The player chooses the Recon been detected. An Alert marker
one success. Medal effect. is placed next to the figure.

18 19
Game Turns Assign Token
to a Fighter
Fighters Taken Out
When a fighter is taken out during play (killed or too
badly wounded to carry on), remove the Action tokens
When a player draws an Action token they must assign it they provided from the game (this may mean taking
During each turn of the game, players The defending player draws first in each turn. to one of their fighters. them out of the container). In this way there are always
alternate drawing a token out of the container the correct number of tokens in play for all fighters to
ʟ Character Action tokens must be assigned
(without looking!), assigning it to one of their take their actions.
to characters.
fighters and choosing a particular action for
that fighter to make. ʟ Trooper Action tokens must be assigned Losing an Action
to troopers. If a ready fighter ‘loses an action’, or is forced to take a
Tokens can only be assigned to fighters who are ‘ready’. responsive action, take a matching Action token from
Turn Sequence Characters can make two actions each turn and troopers the container and place it on the Recruitment card.
can make one. After this, they can no longer be assigned
1. Starting with the defender each turn, one player draws a token (without looking). actions and are now ‘unready’ till the next turn. Free Actions
If it is an Action token, the player assigns it to one of his ready fighters: A free action does not cost an Action token, so can be
made even by an unready fighter.
A. You must assign to a character or a trooper matching the token. Complete the Action
B. The fighter completes an action.
The player picks an action for the chosen fighter to make Nobody Left
C. Place the token on the fighter’s Recruitment card (or next to the model if you prefer),
(see page 24), moving the figure and rolling dice as If you have no ready fighters left of the type matching
white side up.
required. the token (character or trooper) you must hand the token
If you have no ready fighters left of the type matching the token (character or trooper) you must to your opponent to use instead. Once they complete an
Once the action is complete, place the Action token on
hand the token to your opponent to use instead. Once they complete the action, you draw the the fighter’s Recruitment card as a reminder, with the action, you draw the next token.
next token. white icon face-up. Alternatively you can place tokens
If a Time token is drawn, no action is made. For the 1st and 2nd Time tokens the player draws an next to the models as this makes it clearer which fighters
Order card (attacker) or Event card (defender). are ready or unready. Use the method you and your Time Tokens
opponent prefer.
2. The other player completes step 1 and then the players continue alternating. First and Second Time Tokens
Play continues with the other player drawing a token.
3. When the 3rd Time token is drawn, the turn is over. Return all the Action and Time tokens to When a player draws the first or second Time
the bag ready for the next turn. token they draw a card instead of taking an action:
Sentry
1 Troo
per, Sentry, Sta
ndard Issue, Heer
ʟ The Attacker draws an Order card.
ʟ The Defender draws an Event card.

Action Tokens Play then passes to their opponent to draw next.

All the fighters in your force provide Action tokens that Third Time Token
are drawn from a container during play to decide who
acts next. When the third Time token is drawn, the
turn is over, even if there are still Action
Characters can each make two actions and so provide 2 When the action tokens unused – anyone left to act misses their chance.
Action tokens. Troopers can make one action each and is complete, place
provide 1 Action token. the token on the ʟ Return Action tokens and Time tokens to the
Recruitment container.
Before a battle find a suitable container to hold the
tokens – a mug or small bag is ideal. Into this place the card or next to ʟ NB. Action tokens flipped to the red side are
the figure.
following tokens: not returned to the container. They are flipped
backed to the white side but stay in place,
ʟ 1 Trooper Action token for each trooper
reducing the actions that fighter can take in
ʟ 2 Character Action tokens for each character White or Red the next turn.
Both players put in the correct tokens for their force and Action tokens are only flipped to the red ʟ Alert markers and any other placed markers
these are mixed together. side if the fighter suffers trauma during stay in place.
Add 1 Trooper Action Add 2 Character Action
token for a sentry. tokens for an officer. play – usually after taking a minor wound
ʟ Lastly add the 3 Time tokens. (see page 28-29). The next turn starts with the defender drawing first.

20 21
General Rules Clear View
Fighters often get an advantage if they have a clear view
to their enemy. B C
Fighter in
Line of Sight Line of sight indicates that the two fighters would be
able to see each other if it was light. However, because
To determine if something is in the way, imagine a path
between the two fighters in question, as wide as their
the way

During the game it is important to know what a fighter 02 Hundred Hours battles take place at night, an enemy bases. This path must be completely clear of the bases of
might be able to see. must also be detected (have an Alert token) before you friends, detected enemies and any terrain to count as a Intervening
can attack them. clear view. Covert enemies do not block a clear view. Terrain
Front and Rear ʟ Line of sight is not blocked by other fighters.
Fighters have a ‘front’, where they can see, and a ‘rear’,
Buildings and other terrain may block line sight. Fighters Cover A
where they cannot. To determine this, imagine a straight
line crossing through the centre of the model’s base can see through up to 2" of rough terrain, but any further Clear View
Being in cover from an attack is dependent on where
from left to right, in line with the fighter’s shoulders (see blocks line of sight. See Terrain on page 34.
the attacker is positioned, so it is common to be in cover
diagram below). You could put a small mark on either from certain enemies but not others. To count as in cover
side of the base to help make this clear during play. from an attack the following must apply:
If an enemy’s base straddles this line, then roll a dice.
Movement
ʟ The fighter is touching an obstacle, inside
Any chevron result means they are to the front, while a Whenever fighters move around on the battlefield there
rough terrain (but not low rough terrain) or
or result means they are to the rear. This result are some standard rules that apply:
positioned at the corner of a building (parked X
applies till the end of the current action. In Cover
ʟ During Sneak, Shoot and Fight actions, vehicles may provide cover in the same way as
ʟ A fighter can only see to their front. fighters can travel in any direction with any obstacles or buildings based on their shape).
number of turns. Advance and Patrol actions
ʟ Secondly, to see another fighter you must be ʟ The terrain item that the fighter is touching
are exceptions to this.
able to draw a straight line between the two must cut into the path between the attacker
fighters from any part of their bases. ʟ A model’s base cannot cross over another and the target.
model’s base – they must go around. The SAS trooper X and Fighter A have
If both these apply, this is called having ‘line of sight’. Fighters can see past up to 1" of terrain that they are
ʟ Players can measure distances and weapon using for cover without it blocking their clear view. a clear view to each other.
ranges whenever they like. D There is no clear view between the
B A ʟ Fighters cannot move within 1” of an enemy.
SAS trooper and Fighters B and C.
The German Sentry X has
line of sight to fighter A
Intervening Terrain The SAS trooper is using the wall for
ʟ Fighters that reach the edge of the table stop. cover so it does not block his clear view
who is to his front. Terrain that cuts into the path between fighters, but they
They can only move off the table in missions to Fighter D. Fighter D does not have
He cannot see fighter B are not touching, is referred to as 'intervening terrain'.
that allow it (usually the attackers escaping). a clear view.
as the building prevents This prevents a clear view but does not provide cover.
a straight line between ʟ The direction a model is facing at the end of an
their bases. action is important. For manoeuvre actions a
fighter must face in the direction of travel. For Close Watch
targeted actions the fighter must face directly
FR towards their target. For defensive actions, If an enemy is very near, they can easily be spotted, even
ON in the darkness.
T the fighter turns to face their attacker. Once
an action is complete they cannot be turned This German sentry's action moves ʟ If a fighter is in line of sight and within 2”
RE
unless a particular rule states otherwise. A him within 6" of an SAS trooper. of an enemy (or 6” if the enemy has a clear
The SAS trooper A is using the low
AR view), that fighter is under ‘close watch’.
Moving Through Terrain wall for cover, so has a clear view.
He cannot see fighter
X The sentry is under close watch ʟ At the end of any action, automatically place
Terrain affects movement as follows (for more detail see and gets an Alert marker. Alert markers on fighters under close watch.
C, who is to the rear.
page 34).
The player must This may be one or both depending on terrain
roll a dice to check if ʟ Fighters lose 1” of movement per obstacle and which way the fighters are facing.
fighter D can be seen. D crossed (2” if the obstacle blocks line of sight). The sentry B does not have a
ʟ In addition, fighters cannot remove an Alert
clear view, so the SAS trooper
ʟ Fighters lose 1” if their action takes them remains covert unless they marker if they are under close watch.
C through rough terrain at any point. come within 2". B Close watch also affects the Alarm Level (see page 36).

22 23
Actions Patrol Route
Marching along a set path, looking out for
Roving Patrol
Pacing around the area, looking out for
anything suspicious (patrolling sentries only). trouble (defenders only).
When a fighter is assigned an Action token All actions, including responsive actions can cause Alert Dice: Ability: React Dice: Ability: React
they must make one of the actions from the markers to be placed or removed.
following pages (the choice will be limited by If the alarm level is Suspicious (or higher), roll +1 . If the alarm level is Suspicious (or higher), roll +1 .
Each action provides Medal effects that can be used if a
the Alarm Level, detected enemies, etc). result is rolled. The sentry turns and moves 4” directly towards the next
Patrol marker along their patrol route (see page 44). Turning

Manoeuvre Actions The sentry must move the full distance unless they Before moving, the fighter might turn.
would come 1” of (and with line of sight to) an enemy, in ʟ Before moving, the fighter must turn to face
which case stop 1” away. the direction pointed by the chevron on any
NB. if the sentry has moved away from the patrol route success result.
NB. If a rule refers to a Patrol action, this can be either
the Patrol Route or Roving Patrol action.
Sneak (eg. because they made an Advance action), then they ʟ If there is more than one success, the player
move towards the nearest Patrol marker till they are
A careful move, concentrating on stealth can choose.
NB. Advance and Patrol actions go in specific directions. back on the route and then continue from there.
If this takes a fighter into contact with terrain that can’t (attackers only). ʟ If there are no successes, do not turn.
This action cannot be chosen if there is a detected
be crossed (a high wall, building, etc), skirt around Dice: Ability: React enemy within 15”. The fighter then moves 4” straight ahead.
as close as possible to the intended final position.
For more detail on terrain see page 35. If there are no enemies within 15” with line of sight to the The patrolling fighter must move the full 4” unless they
fighter at the start of the action, roll +1 .
Turning would come within 1” of an enemy, in which case stop 1”
After moving, the sentry might turn. away.
The fighter moves up to 4” plus 1” per success rolled,
Advance turning freely. ʟ After moving, the sentry must turn to face This action cannot be chosen if there is a detected
the direction pointed by the chevron on any enemy within 15”.
A fast move towards the enemy with little results only count if there is an enemy within 15".
thought for concealment. success result.
If the fighter is under close watch (see page 23), they roll Awareness
Dice: Ability: Brawn just a single and cannot use the Freeze effect. If there is more than one success, the player can
choose. Medal effect: The fighter can turn in the direction of
If the alarm level is Suspicious (or higher), roll +1 any chevron (not just successes).
Freeze ʟ If there are no successes, do not turn.
(attackers as well as defenders).
Medal effect: The fighter does not move (or turn) at Recon
The fighter turns and moves 4” plus 2” per success rolled, all during the action. Make a basic React test (see Other Recon
directly towards the nearest detected enemy within 15”. Medal effect: After moving, the fighter makes a
Rolls, page 28). Each success provides 1 result. Medal effect: After moving (and any turn), the Recon roll (see Other Rolls, page 28).
The fighter must move the full distance unless they fighter makes a Recon roll (see Other Rolls, page 28).
come within 1” of an enemy, in which case stop 1” away. Recon
The fighter can take a basic Smarts test (see Other Rolls, Medal effect: After moving, the fighter makes a A suspicious Sentry makes a
Patrol Route action using his React
page 28) in order to move towards a detected enemy Recon roll (see Other Rolls, page 28).
ability score of .
within 15” who is not the closest. If failed, they move
towards the nearest as normal. An SAS trooper makes a Sneak action He scores one success, so after
but unfortunately rolls a result. moving 4" towards the next Patrol
This action can only be chosen if there is a detected marker, must look around in the
enemy within 15”. With a German sentry nearby, he chooses direction pointed by that dice.
to use the result for the Freeze medal
effect. He must stay still, but with luck he He may then use the result
Caution to use the Recon medal effect.
might cancel out the and stay covert.
Medal effect: Ignore all successes and
move just 4".
A German Sergeant makes a
Halt or I'll Shoot! Roving Patrol action using his
React ability score of .
If a defender starts his Advance action with an attacker
already under close watch, but the alarm has still not He scores two successes, so can
been raised, then if at least one success is rolled, that choose either as the direction to
attacker suffers the effects of Trauma (see page 29). turn before moving.

24 25
Targeted Actions Responsive Actions
All targeted actions gain the following extra Fight Duck Defend
dice and the Assist medal effect:
Close the distance and attack an enemy Hit the deck and keep your head down! A Fend off an assailant. A ready fighter must
+1 if the acting fighter is covert (no Alert fighter hand-to-hand. ready fighter must take this action in response take this action in response to a Fight action.
marker). to accurate shots from enemy shooting.
Dice: as weapon Ability: Brawn Dice: Ability: Brawn
+1 if the targeted fighter does not have line Dice: Ability: React
of sight to the attacker at any point during the The fighter moves up to 4” towards the nearest detected If the fighter is ready (ie, still has an action to make), they
action (ie, the attack comes from the rear). enemy before attacking hand-to-hand. If more than one If the fighter is in cover from the attack, the Duck action must use an action to defend, whether or not there are
detected enemy is equally close, the player making the is free (ie, doesn’t use up an Action token). any accurate strikes (take the appropriate Action token
+1 if there is a clear view to the target at the action can choose which to target. out of the container).
start of the action (no intervening terrain, friends If the fighter is ready (ie, still has an action to make) but
or detected enemies). The move can include turns and line of sight is not not in cover, they must use an action to duck (take the ʟ The fighter turns to face his attacker.
required from the fighter’s initial position. The fighter appropriate Action token out of the container).
must end up within 2”, in line of sight of the target. If that ʟ Each success cancels out one accurate strike.
Assist is not possible then this action cannot be chosen. ʟ The fighter turns to face the shooter.
If this negates all the strikes, the fighter is safe. However,
Medal effect: Re-roll the result if there is a friend ʟ Each success cancels out one accurate shot.
ʟ Any successes indicate accurate strikes that any that remain hit the fighter and the attacking player
within 2".
makes a Wound roll to determine the damage.
will hit if the target can’t get out of the way. If this negates all the shots, the fighter is safe. However,
Distant Target any that remain hit the fighter and the shooting player If the fighter is unready, they have been caught by
If the target fighter is ready, he must take a Defend
makes a Wound roll to determine the damage. surprise and cannot defend (or even turn)!
Normally a fighter must target the nearest detected action whether or not there are any accurate strikes.
enemy. After moving a fighter can take a basic Smarts If the target is unready then all successes hit – make a If the fighter is unready and not in cover, then they are
test (see Other Rolls, page 28) in order to target an Wound roll to determine the damage. too preoccupied to duck and can only hope their wounds Counter-attack
enemy who is not the closest. If they pass, they do not are minor. If all the strikes are negated and the defender still has
need to target the nearest, though all other conditions successes left over, these become hits on the fighter who
Note that fighters can duck if hit by ‘friendly fire’ from
such as range, line of sight, etc, still apply. If they fail, attacked, and you make the Wound roll instead! The
their own side (usually because of a weapon that causes
they must attack the nearest as normal. initial attacker cannot defend against a counter-attack.
spread or blast).

Fortified Assist
Shoot Medal effect: Re-roll the result if there is a friend
1. An SAS trooper shoots at a Sentry Medal effect: If the fighter is in a building, being
Aim and fire a gun. within 2".
with his SMG, which gives hims shot at from outside, re-roll the result.
Dice: as weapon Ability: Aim . As he is covert, he gets
an additional . 2. The Sentry is ready so
The fighter may move up to 2” and then turns to face
The result earns him an Alert must use his action to Duck
Both Survived
the nearest detected enemy in line of sight before firing.
If more than one detected enemy is equally close, the
marker, while the cannot be used the two accurate shots. a Fight?
as there are no Medal effects that The result does nothing
player making the action can choose which to target. If neither fighter is taken out as the result of a
apply. His Aim ability score is so as he is already detected and
The target must be within the range for the weapon there are two accurate shots. Fight action and any subsequent Defend action,
there are no friends nearby.
being used (this can be measured at any time). His React ability score is Wound and Trauma roll, the following happens:
so the success negates ʟ If the fighter who attacked is covert,
The target cannot be within 2" when firing (unless the
one of the shots. they become detected and are given an
fighter is using a pistol of any sort).
The remaining shot hits.
Alert marker.
ʟ Any successes indicate accurate shots that will
hit if the target can’t get out of the way. ʟ One or both will now be under close
watch by the other (see page 23).
If there are any accurate shots and the target fighter is
ready, he is forced to take a Duck action. If the target is ʟ The next time one of them is assigned an
unready then all successes hit – make a Wound roll to action, they may choose a Fight action or
determine the damage (see Other Rolls, page 28). any other action that is open to them.

26 27
Other Rolls (not actions) Trauma
Trauma rolls check if a fighter is overwhelmed
Recon
Recon rolls attempt to spot a covert enemy.
by incoming fire and minor injuries. The fighter peers into the darkness and may spot covert
Wound, Trauma and Recon rolls and basic Wound A fighter may need to stop and apply bandages to his enemies. Identify the nearest covert enemy in line of
tests are not actions, so (unless specified injuries, be trapped in place by the hail of incoming sight (so to the front) and within 15”.
otherwise) and results on the dice have Wound rolls determine the severity of a hit. bullets or simply become momentarily overwhelmed by
ʟ Make a basic Smarts test ( ).
no effect. For every shot or strike that was not negated by a Duck the horrors of battle. In the game this most commonly
or Defend action (referred to as a ‘hit’), roll 1 . Use the occurs when a fighter suffers minor wounds or a nearby ʟ If the enemy is covert and in cover, lose 1 .
strength of the weapon (just like using an ability score) friend is taken out. The fighter must resist the effects in The test must be taken with just 1 .
Basic Tests to determine successes. Eg. a rifle has strength . order to carry on fighting.
ʟ On a success, place an Alert marker next to
Basic tests are used for various reasons when ʟ If there is one or more success, the wounded ʟ Make a basic Guts test ( ). the target (as if they had rolled an Alert result
attempting a task or making an action. fighter is ‘taken out’ (see below). during an action).
ʟ If the fighter suffered two or more minor
Attempting certain actions during a mission may require ʟ If the Wound roll causes no successes, then wounds in the attack, lose 1 . The test must ʟ and results have no effect.
a basic test using the appropriate characteristic. For each dice rolled causes a minor wound and the be taken with just 1 .
If there are no covert enemies available, you may recon
example, fighters in reserve require a basic Smarts test to target must take a Trauma roll. ʟ One or more success means the test is passed a detected enemy instead (hoping for a better look at
enter the table, and Trauma rolls call for a basic Guts test. and there is no further effect. If it is failed who they are and what they’re doing) or an enemy who
ʟ and results have no effect (apart from
ʟ Roll . causing minor wounds. (by any margin), apply the effects of trauma currently counts as detected (eg, because he is within 2"
detailed below. of a detected friend or a Light marker).
ʟ One or more success means the test is passed.
Taken Out ʟ and results have no effect. If the target fighter was already detected (or more than
ʟ and results have no effect. one success is rolled) then follow the rules for multiple
A fighter who is ‘taken out’ is either dead or too severely
wounded to carry on the battle. Assist Alert markers (page 19), placing the extras on other
enemies within 6”. Line of sight is not needed to these
ʟ Remove the model from the table. Medal effect: Re-roll this dice if there is a friend extra enemies.
within 2".
ʟ The fighter’s Action tokens are removed from
the container (if not already out) and stay out Assist
Reposition
for the rest of the game. Medal effect: Re-roll this dice if there is a friend
Medal effect: The fighter can move up to 2”, with no within 2".
ʟ If the fighter had an Alert marker, this goes reduction for terrain, turning freely.
back into the supply.
ʟ Any friends within 2” of the unfortunate Effects of Trauma:
ʟ Ready fighters lose an action (see page 21). 4. As the sentry suffered a minor
fighter (6" if they had a clear view) must take a
wound, he must take a Trauma
Trauma roll. ʟ Unready fighters must flip over one Action roll. With a Guts score of
token on their Recruitment card (or next to the he fails, so his Action token is
Other Hits figure) to the red side. flipped to the red side and will
Fighters can suffer damage from other sources apart not go back into the bag at the
ʟ Fighters whose Action tokens are all already end of the turn.
from an enemy attack. For example, a fighter caught in
flipped to the red side are taken out.
an explosion must ‘take a Strength hit’. This means
you should make a Wound roll as if the fighter had been
hit once by a Strength weapon. There is no chance to Flipped Action tokens
negate this sort of hit. ʟ Flipped tokens are not put back
into the container at the end of
the turn.
ʟ Instead they are flipped back to
the white side but remain on the
3. The attacker makes the Wound roll. There
Recruitment card (or next to the
was one hit so one is rolled. The SMG
has strength so in this case the sentry figure), reducing the actions that
survives but suffers a minor wound. fighter can take in the next turn.

28 29
Weapons Special Rules
Special rules apply only to specific weapons as
listed, mostly providing extra Medal effects.
In 02 Hundred Hours we assume, for ease, Standard Issue
that each fighter is using one particular Accurate (Shoot action):
Rng Dice Strength Special
ranged weapon throughout the battle. If the fighter did not move (turning is fine), re-roll the
Wherever possible this should be shown on Rifle 20” Accurate result.
the model, even if they have holstered side- SMG 10” Spread
arms, grenades etc, shown as well. If there is Aggression (Fight action):
Pistol 10” Double Tap,
any doubt, clarify things with your opponent Quick Draw Re-roll the result if the fighter had a clear view. Rifle SMG
before the game starts.
Shotgun 15” Spread
Blast (Shoot action):
Additional Weapons If there is one or more enemy within 2” of the target, roll
Standard Issue 1 extra dice.
Rng Dice Strength Special
As standard, fighters may be armed with either a The first success result from the Shoot action hits the
rifle, SMG, pistol or shotgun. Obviously for particular Grenade 6” Indirect, Blast
target as normal. Each success after that hits the next
miniatures some make more sense than others – a Combat Knife – Quiet, nearest fighter (from either side) within 2” of the target.
German sentry would likely have a rifle or SMG – but this Cut Throat A fighter can only be hit once by each blast attack, so
is deliberately left open in case of exceptions and more excess hits are wasted. Work through each fighter,
irregular forces. Improvised – Aggression
making Duck actions, Wound rolls, etc as appropriate.
ʟ This standard issue weapon may be replaced Silenced Weapons Apart from the original target, line of sight from the
LMG Sniper Rifle
by a silenced or longer range weapon if the ‘shooter’ is not needed.
Rng Dice Strength Special
player takes a Requisition card.
Silenced Pistol 10” Quiet, Cut Throat (Fight action):
ʟ If a model does not have a ranged weapon Double Tap, If the fighter is covert, or attacking from the rear, the
visible, assume the fighter is armed with a Quick Draw weapon’s strength becomes .
standard pistol (unless the Recruitment card
Silenced Carbine 15” Quiet,
or another rule says otherwise).
Accurate Double Tap (Shoot action):
ʟ Standard issue weapons are replaced if the If there is exactly 1 success, re-roll the result.
Silenced SMG 10” Quiet,
fighter is given a Requisition card. This gives
Spread
access to silenced and long range weapons
Headshot (Shoot action):
(see page 42). Long Range Weapons
If the fighter did not move (turning is fine), the target
Rng Dice Strength Special cannot duck. Silenced Pistol Silenced Carbine
Additional Weapons Sniper Rifle 25” Accurate,
Headshot Indirect (Shoot action): Spread (Shoot action):
Some fighters may also be listed as having additional
weapons such as a combat knife or grenades. LMG 25” Very Loud, Fighters hit do not count as in cover unless in a building. If there is one or more enemy within 2” of the target and
Spread in line of sight, roll 1 extra dice.
ʟ If a fighter has an additional ranged weapon Penetrate (Shoot action):
Rocket Launcher 25” Very Loud, The first success result from the Shoot action hits the
listed (usually grenades), the player must The target does not count as in cover and cannot use the
Penetrate target as normal. Each success after that hits the next
state if this is being used in a Shoot action Fortified medal effect. nearest fighter (from either side) within 2” of the target
before rolling any dice. Static Weapons and in line of sight of the shooter. If there are still hits
ʟ A fighter with a combat knife automatically Static weapons, (eg. a Medium Machine Gun/MMG), Quick Draw (Defend action): left over after everyone within 2” has been hit, start again
uses it during a Fight action. cannot be moved during a battle, only turned. They are If attacked from the front, roll 1 extra dice. with the target. Once all the hits are allocated, work
only used in specific missions, not generally available. through each fighter, making Duck actions, Wound rolls,
ʟ If a fighter does not have a combat knife
etc as appropriate.
listed, any hand-to-hand attacks use the Quiet (Shoot action):
Rng Dice Strength Special
rules for improvised weapons. This could be Negate 1 from the results.
a bayonet, the butt of a gun, fists or even the MMG 30” Very Loud,
Very Loud (NB. not a medal effect, always applies):
teeth of a fierce guard dog. Spread, Static Always count at least one result when shooting.

30 31
Pairs of Fighters Specialists
A pair of troopers can act as a small team or Demo Charges Radios
unit that stays together on the battlefield,
chosen as a single Recruitment card. A common objective for raiding forces is to destroy key Portable field radios allowed
enemy materiel, bridges, rail lines, fuel dumps, aircraft, deployed forces to stay in
The following extra rules apply to pairs: etc, etc. This often requires the use of demo charges, set contact with HQ, improving their
with a timed fuse or detonated by wire from a distance. planning and coordination.
ʟ 1 Action token is shared by the pair.
Attackers may be equipped with demo charges using a Attackers may be equipped
ʟ A single Alert Marker affects the pair as a Requisition card, or automatically in certain missions. with a radio using a Requisition
whole – the pair is either covert or detected. Use an appropriate figure if possible. During play, card. Use an appropriate figure
ʟ If counting fighters, count as 2. charges are set using a special action ( and if possible. During play, the radio operator can make a
results apply as normal): special action ( and results apply as normal):
ʟ If one fighter moves or turns for any reason,
the other must then be placed within 2”,
facing the same direction and without moving Set Charge action Contact HQ action
further than the first. Trauma Dice: Ability: Smarts Dice: Ability: Smarts
ʟ Generally, any rule that applies to fighters Trauma rolls are taken by the targeted fighter. If the roll The fighter may move up to 2”, turning The fighter may move up to 2”, turning freely. Then, for
also applies to pairs of fighters unless stated is failed and their Action token was already flipped to the freely. Then, if at least one success was each success, choose one Order card from your discard
otherwise. red side, the targeted fighter is taken out (the owning scored, place a Demo Charge marker pile. These orders can be used again.
player can choose if neither was the target). touching the fighter’s base (‘set’ side up). Charge set This action cannot be chosen if the fighter is under
Having 1 Action shared between them means only one
can act each turn. The other moves at the same time and This action cannot be chosen if the fighter is under close watch by a detected enemy.
provides assistance. Assistance close watch by a detected enemy.
Keep Moving
As both members of the pair stay together, they can help Keep Moving Medal effect: If the radio was used successfully, the
Manoeuvre and each other out. Because they are always within 2” of a
friend, the Assist medal effect is always available if a
Medal effect: If a charge was set successfully, the fighter can then move 2” for each success, turning freely.
Targeted Actions is rolled.
fighter can then move 2” for each success, turning freely.

When assigning an action to a pair, choose either of the Countdown Guard Dogs
troopers to lead. Move this fighter as normal. The other
fighter follows within 2” as described above.
Taken Out When the next Time token is drawn, flip the Guard dogs are treated much like an item of equipment
Demo Charge marker to the countdown side used by their handler (ie. they are not fighters with their
When one member of a pair is taken out, the following
ʟ Range, line of sight, front and rear, weapon, (showing a clock). Countdown own actions and do not form a pair). The dog's presence
happens:
etc, are all taken from the lead fighter. The next Time token after that, the charge explodes... has the following effects:
ʟ Do not remove the pair’s Action token
ʟ Any other requirements for an action apply to ʟ Enemies count as under close watch by the
(whether on the table or in the container).
the lead fighter only. handler even if they are not in line of sight.
ʟ The survivor takes a Trauma roll. Explosions
ʟ During Fight actions, the handler can make
ʟ If the fighter that was taken out had a Explosions have the following effects:
Attacks against Pairs their attack from 6" away, rather than the
Requisition card, this may be ‘picked up’ ʟ Replace the Demo Charge marker with a normal 2". Imagine the
Enemies can target either fighter (subject to the normal by the surviving fighter. Swap the models Smoke/Fire marker (see page 48). dog racing forward!
rules), treating them as individual fighters. accordingly. This uses the rules for
ʟ Every fighter within 2” takes a
ʟ The survivor also keeps any Veteran card the improvised weapons.
Strength hit.
pair had.
Responsive Actions ʟ Any lights within 2” are removed.
ʟ During Defend actions
ʟ The survivor behaves as an individual fighter and Recon rolls the
The targeted fighter of the pair makes the action. If the
from now on. ʟ Both players can remove the Alert handler can use the
other fighter is hit too for some reason (eg. by Spread or marker from one of their detected Assist medal effect if a
Blast), they won’t have an action left if the first fighter ʟ If one of the pair is taken out during a Fight fighters within 15". These fighters cannot is rolled.
has already used it to duck. action, then follow the rules for Both Survived be under close watch.
a Fight (page 27).
32 33
Terrain Parked Vehicles
Fighting military vehicles are not within the normal
scope of 02 Hundred Hours, but parked trucks, armoured
Looking Down (or Up)
ʟ Always measure horizontally (ie. along the
ground) when checking distances and weapon
cars and even tanks and trains make excellent terrain ranges.
In 02 Hundred Hours, the lay of the land is Low Rough Terrain (and objectives to blow up!).
crucial. A good range of terrain and plenty of it ʟ If a fighter is at least 2" higher than an enemy
Ponds, marshland, corn fields, etc that would slow down within 6", then the higher fighter ignores any
is ideal, and creating a thematic 3D battlefield progress but are fairly low to the ground count as low ʟ On the whole treat parked vehicles as small,
locked buildings and so block line of sight. intervening terrain.
really brings your games to life! rough terrain.
ʟ Low parts up to 1” high do not block line of ʟ If a fighter is at least 2" higher, then a lower
Every battlefield is different, from piles of books and ʟ Low rough terrain does not block line of sight.
sight. enemy within 6" cannot get a clear view to the
cereal packets to incredible fully modelled scenes. As
ʟ Low rough terrain does not provide cover. higher fighter.
such, before each battle, take a moment to make sure ʟ It may be possible to climb on top or go inside,
both players are clear which terrain category each item ʟ Looking through 2” or more of low rough however assume that the vehicle cannot be ʟ Height does not negate the benefits of cover
counts as. Always be prepared to discuss things and terrain prevents a clear view. operated or moved unless this is required by a in either direction.
agree a fair solution.
ʟ The area counts as rough terrain in all other specific mission.
respects.
Close Watch?
Note that because being higher or lower affects whether
Open Ground Hills a fighter has a clear view, it also affects whether fighters
Any area not listed below is considered open ground Buildings Hills are treated as open ground except for:
count as under close watch.
and has no rules effect. This represents mostly flat grass, So climbing can be a useful tactic for either side, making
Sheds, farmhouses, factories, pillboxes – anything with
earth, tarmac, etc, generally the bare playing surface. ʟ They block line of sight between fighters on it easier for attackers to hide and for sentries to spot
intact walls and a roof counts as a building.
ground level, on opposite sides. their enemies!
ʟ Buildings block line of sight.
Obstacles NB. The edge of a hill does not provide cover.
To keep things simple, players may decide that all
A narrow barrier like a stone wall, hedge or fence that buildings are locked and bolted, so fighters cannot go
a fighter could conceivably clamber over (or make an inside. Other Features
opening with wire cutters). Models can be positioned on
either side but not on top. If it is possible to place models on the roof then players If your battlefield includes anything not detailed here, Terrain in the Way
should agree if fighters can climb up. players should agree between them how to handle it.
ʟ Players must agree before the game if each During Patrol and Advance actions fighters move
obstacle blocks line of sight, based on height Going Inside in a specific direction. This movement interacts
and how solid it is.
This works best if you can remove the roof and place
Elevated Positions with terrain as follows:

ʟ If your walls are particularly imposing you figures within your model building, so you can follow the Depending on your battlefield, it may be possible to ʟ If an obstacle can be crossed, the fighter
may decide they cannot be climbed within the normal rules. place figures on rooftops, raised walkways and bridges, crosses and carries on.
course of the game. or even the roof of a truck.
ʟ If the fighter reaches rough terrain, they
ʟ Agree where the entrances are (including
ʟ Crossing an obstacle reduces movement by 2” larger windows) before the game. move into it.
if it blocks line of sight or 1” if it does not. If this Climbing
ʟ Attackers must pass a basic Brawn test in ʟ If the fighter moves into contact with
means there’s not enough movement left to A fighter can climb as part of an Advance or Sneak action
terrain that can’t be crossed (a high wall,
order to break in and enter a building. For this up to a maximum height of 4” (up or down).
cross then the fighter just moves up to touch building, vehicle, etc), first determine
test and results count. Defenders can
the obstacle. ʟ The vertical distance of the climb is deducted where the fighter would have ended
enter freely.
from the fighter’s forward movement. up if the terrain wasn’t there. Then skirt
ʟ Treat the interior as rough terrain (we assume
around the terrain by the shortest route
Rough Terrain there is furniture, internal walls, no lighting, ʟ A fighter cannot start the climb if they don’t
to get as close as possible to the intended
etc). have enough movement to finish it.
An area such as woods, jungle or the ruins of a building final position. If you are allowing figures
that models can be placed within and would slow down ʟ The walls block movement and line of sight in A fighter can go up steps without penalty – just measure to enter buildings then this might mean
movement compared to open ground. and out except at the windows and doors. the horizontal distance. going inside.
ʟ Fighters can see up to 2” through rough NB. Guard Dogs cannot climb but can go up stairs! ʟ During an Advance action, a fighter also
terrain. Any further blocks line of sight. has the option to climb a building in their
path, if you have agreed this option.
ʟ Moving through rough terrain at any point
during an action reduces movement by 1".
34 35
Alarm Levels 0-3 Calm
With no idea they are under attack, the sentries carry on
their patrols as they do every night.
Bodies
Finding the dead body of a comrade will obviously cause
considerable consternation among the defenders.
Raiding forces do their best to catch the Tracking the While the defenders are calm, the following rules apply: As long as the Alarm Level is Calm or Suspicious, if a
enemy unawares, creeping forward in the defender is taken out, leave the model in place on the
darkness and silently taking out sentries Alarm Level ʟ Defending fighters can only make Patrol battlefield, laid on its side. To the defenders, the body
actions or Advance actions (sentries use the counts as a covert attacker.
following their assigned patrol routes. It will The current alarm level is shown by the position of a Patrol Route action and all other fighters use
take time before the defenders realise they marker placed on the Alarm Level card. The marker starts the Roving Patrol action). Targeted actions ʟ This means that patrolling defenders can try
are in danger! at O (unless a mission says otherwise) and moves up (or cannot be used. Responsive actions can. to detect it with Recon actions and place an
down) as events in the game make the defenders more Alert marker.
There are three alarm levels: (or less) aware of the attackers’ presence. ʟ The attacker may choose to discard the first
Order card they draw and take the next one ʟ If the body is detected, nearby patrolling
ʟ Calm Move the marker on the track as follows (all that apply):
instead (the replacement card must be kept). defenders move towards it.
ʟ Suspicious +1 Alert marker placed on an attacker. ʟ If a body is under close watch by a defender,
ʟ Alarm Raised +1 Alert marker could not be placed on an adjust the Alarm Track accordingly, after
attacker because they are already detected
4-7 Suspicious which the body is removed.
The first two levels limit how the fighters of the
defending force can behave as they don’t yet fully and no other attackers are within 6”. Having spotted something moving in the shadows or
Once the alarm has been raised, bodies no longer have
realise the danger. However, once the alarm is raised, all heard an unusual sound, the defenders grow wary.
-1 Alert marker removed from an attacker. any effect and can be removed from the table.
defenders can act normally, without restriction. While the defenders are suspicious, the following rules
+1 End of the Turn. apply:
Unless the mission states otherwise, the defenders start
calm. +2 Attacker shoots with a non-silenced weapon
ʟ Defending fighters still only make Patrol
(including a grenade).
It is possible for the defenders to become suspicious and actions or Advance actions. Targeted actions
then go back to being calm. However once the alarm is +3 Defender hit by shooting but not taken out. cannot be used. Responsive actions can.
raised, obviously there is no going back.
+3 An attacker (or a body) is under close watch ʟ Patrol and Advance actions gain +1
at the end of an action. Apply this only once (attackers and defenders).
per attacker/pair of attackers/body.
ʟ The attacker can still redraw Order cards.
+5 Explosion.
The track cannot go below O. Once the alarm has been
raised there is no need to update the track.
8+ Alarm Raised! Hiding a Body
From this point and for the rest of the battle, the An attacker may attempt to hide a body if there is a
following rules apply. suitable place nearby.

LE V E L
ʟ Action tokens for any fighters in reserve are ʟ The attacker makes a Sneak action and must
A LA R M IO US
pass within 1” of the body at some point
IC

CALM
> SU SP
immediately added to the container.
during the action.
ʟ Remove any bodies (see below).
3 ʟ The attacker may ‘spend’ one success (and
2 ʟ Sentries no longer make Patrol Route actions.
1 therefore loses 1” of movement) in order to
0 ALARM LEVEL
They can now make Roving Patrol actions.
SUSPICIOUS ʟ Patrol and Advance actions still gain +1 .
carry/drag the body with him for the rest of
l action
s. > ALARM RAISED
the move.
or Patro e.
ke A dvance w th e next on
fe n ders can
only ta
e r cards an
dd ra ʟ Defending fighters can now make Shoot and ʟ If no successes are scored, the body is too
D e O rd

• Attac
ker may
discard
main in
place. 4 5 6 7 Fight actions. awkward to move (you can try again later).
n d e r b odies re
• Defe ʟ The defender may choose to discard the first ʟ If the attacker comes within 1” of an obstacle,
Event card they draw and take the next one
< CALM
rough terrain, a building or parked vehicle at
Place the marker on instead (the replacement card must be kept).
• Defenders can only take Advance or Patrol actions. any point during the rest of the action, remove
the card to keep track
of the Alarm Level.
• Advance and Patrol actions gain +1 .
ʟ The attacker can no longer redraw the body from the table.
• Attacker may discard Order cards and draw the next one.
• Defender bodies remain in place. Order cards.

36 37
Order Cards Event Cards
The attacker has access to Order cards, ʟ Show the card to your opponent, and resolve The defender has access to Event cards. These Alarm!
representing their elite training and the order as detailed on the card. reflect more unusual defensive efforts such as
preparedness. These often allow a fighter to After the alarm is raised, the defender may choose to
ʟ If some other effect prevents the order from radio intercepts, searchlights or changing the
discard the card they draw and take the next one instead
make two actions instead of one or allow a being used then the card goes back into the patrol route, as well as random, unfortunate
(the replacement card must be kept).
second fighter to make a free action. player’s hand. The fighter assigned the action occurrences and mishaps that could befall
ʟ At the start of the game, shuffle the Order must complete an action without the help of the attackers such as bad intel, sudden bright
cards and deal 10 into a deck. Any left over are the order (the player may change their mind moonlight, or low ammo. For the purposes of Using Event cards
not used. about which action to use at this point). the game, the defending player gets to decide
Events are used at various moments as described on the
ʟ Order cards can be used just once. Set used precisely when these things happen.
ʟ When the attacker draws the first or second card, often during the attacker’s actions. Read out or
Time token they may take the top Order card cards aside in a discard pile. ʟ At the start of the game, shuffle the Event show the card at this point and resolve its effects before
from the deck. Order cards are kept hidden Many Order cards list two actions. The second of these is cards and deal 20 into a deck. Any left over are continuing.
until they are used. free, so does not use up an Action token. The two actions not used.
ʟ Unless otherwise stated, Event cards can
ʟ If your deck of Order cards runs out, there is no must be taken in the order shown. ʟ If the defender draws the first or second Time be used just once. Set used cards aside in a
further effect from drawing a Time token. After the first action of an order is complete, the player token they may take the top Event card from discard pile.
may choose not to go ahead with the second (for the deck. Event cards are kept hidden until
Events are labelled either Defensive or Mishap. There
example, if the intended target is gone). The Order card they are used.
is no particular rule for these types but other rules may
Undiscovered is still used up.
ʟ If your deck of Event cards runs out, there is no refer to them.
Up until the alarm is raised, the attackers may choose to further effect from drawing a Time token.
discard the card they draw and take the next one instead
Support Actions
(the replacement card must be kept). Some orders allow a second fighter to make a Support

Veteran Cards
Action. Support Actions are free actions, so can be made
even by an unready fighter. The second fighter must be
Using Order cards within 10" after the first fighter completes their action.

Orders are generally used as part of a fighter’s action.


Declare you are using an Order after assigning an Action Veteran cards represent a soldier’s previous
token to a fighter, but before rolling any dice: experience or unique items of kit they’ve
acquired. They provide bonus effects during Dead Eye Shot
At the Doub play, often providing special rules and extra (Shoot action):
used with
le! Re-roll the res
ult. Cannot be
Use: Patrol act read.
ion. Play after Medal effects during a particular action. a weapo n that has Sp

Co ordinate S
rolling dice.
: +4” mo
vement. Camoufl
ilent Attack Caught on Normally each character gives you access to one age Exp
ert
1st Action: Sneak re Attacker
tion 1st Action: Sneak Barbed Wi
“M ove it! Move it!”
Veteran card, as noted by the keyword Veteran on their only
Free Support Ac 10”): Sneak (Sneak ac
(friendly fighte
r withinFre an obstacle. tion):
e 2nd Action:
Fight Use: Attacker crosses Recruitment card. Veteran cards can be assigned to +1
ediately after result
Movement ends imm any fighter in your force, not just the characters who
e.
crossing the obstacl
provided them – imagine them passing on their wisdom “All quie
t - nothin
g out ther
e!”
“I’m snagged!” and experience. Each fighter can have only a single
Veteran card.
If for some reason a fighter is given a second Veteran
card, the first is discarded.
VETERAN
DE FE NS IVE
EVENT Veteran Pairs
If a Veteran card is given to a pair of fighters, the card
ORDER MIS HAP
EVENT applies to both members of the pair. If one of the pair is VETERA
ORDER N
killed, the remaining fighter keeps the Veteran card.

38 39
↓ SAS launch an attack on a railyard.

↑ Commandos prepare to sabotage a


Wurzburg radar installation.

40 41
Stro Ligh
ng A t Fe e

Playing a Battle
Attack rm (Adva t 2 SAS Trooper
er on nce
Use: ly actio
6 SAS Offi 4 SAS SeNrg
Tro
Shoo egate n): oper, Reg
ular, Standa
Rancer t actio ea1nt
succes Grenades rd Issue, Com
Charact er, Comma ge ns usi Charact er, Subord s to n bat Knife,
Issue, Com is in
nder, Vet erace ng a g Issue, Com inate, Vet egate
bat Knife, n, as
Staed
ndard renad bat “T
Knihe
eran, Standa 1
Grenades to 10 e. fe,y’
Gre
ll ne
nades rd result
”. ver he
ar him .
comin
g!”

To organise a game of 02 Hundred Hours, ʟ The defender’s troopers must all have the
follow the sequence set out here: Sentry keyword. The attacker’s troopers must
not have the Sentry keyword.
ʟ Individual troopers cannot outnumber paired
1. Recruit Forces troopers in your force (so with one pair you can VETE VETE
RAN RAN
First decide which player will be the attacker and which have two but not three individual troopers).
the defender. It is common practice to play twice with NB. Guard dogs are not counted.
the players reversing these roles.
ʟ The attacker may include one Requisition card
Players then pick their forces using the Recruitment per character allowed in the force.
cards up to the total points limit agreed by the players.
Each card has a cost, from 1 for a Sentry up to 5 or 6 (or
ʟ The defender is not normally allowed
1* L o ng 1* Fiel
more) for a commander. Requisition cards. +1 po Rang +1 po d Ra
dio
e Wea 2 SAS Trooper
int fo
4 SAS Trooper
int fo r char
r char
Sniper The fi acters
s Rif
acters
. Choo po n Tro gh . Max
ter has
ʟ If a Recruitment card says ‘Unique’ you may
Trooper, oper, Reg imum
Regular, Pair Ac ra le se one: ular, Standa can 1 in a
, Standacu rd Issuu se thbat a
e CKnife, radio an
Combat Kni te, He Grenades force.
A smaller points total of, say, 20 makes for a shorter (see e, Com
rd Issu 25”
Cards and miniatures
fe, Grenad e, adshot ontact d
es LM
G page HQ ac
33).

game. A 30 point game may take around an hour longer. only ever have one, even if the fighter is not Very

Rock
Loud
, Spre
ad 25”
tion
for a 20 point
et La
a commander. Unique fighters usually have Very
Loud unch
, Pene
trate
er 25” attacking force:
Note that some missions may specify a points total, or
specific weapons and equipment. This cannot 6 pts SAS Officer
possibly a different total for each player.
be changed or added to unless the mission
4 pts SAS Sergeant
allows it.
Requisition Cards 4 pts SAS Troopers
Points Commander Subordinate Requisition Pair: Can
use the
Requisition cards provide specialised weapons and gear, Assist me
dal effect. 2 pts SAS Trooper
such as a sniper rifle or a radio set. Requisitions must be Up to 15 1 1 REQU REQU
ISITIO ISITIO 2 pts SAS Trooper
assigned to a specific fighter at the start of the battle, N N
Up to 25 1 1 2 1 pt Requisition
costing the points shown (+1 for if given to a character). A
fighter can only have one Requisition card. Up to 35 1 2 3 1 pt Requisition
Up to 45 1 3 4 2 Veteran cards
Remember that weapons, including those from
Requisition cards, should be shown on your miniatures. There are no restrictions based on nationality. You
This goes for other equipment from Requisition cards may prefer to stick to a single nation for your force (eg.
too if possible (ie, radios and demo charges). If you don’t British, German etc), but you are free to have a mixed
3. Set Up
Other items may be added at the players’ discretion. Try
have suitable models then explain to your opponent force – perhaps British and American plus some French the Battlefield to create a realistic looking scene as this really helps to
who has what before the battle starts – Requisition cards Partisans, or a combined German and Italian force. You
are not kept secret. can aim to be historically accurate or use classic movies 02 Hundred Hours is generally played on a 3’ x 3’ area. bring the story to life.
as your inspiration! But note that having some extra space around the edges Placement of terrain can make a significant difference
If you assign a Requisition card to a pair of troopers, only for cards, counters, etc is very handy, so is it is ideal if
one of them gets the equipment. Choose which and to how hard it is to sneak around, so it is important that
your table is a bit bigger.
make it clear to your opponent (preferably by using an Army Lists both players agree things look fair.
appropriate figure). The Recruitment and Requisition cards are intended as Each mission describes any specific terrain required. If
ʟ Make sure both players are clear what
a quick way to pick your force and remember the rules you don’t have exactly the right items, just substitute in
alternatives as closely as possible.
category of terrain each item counts as.
Recruitment Rules during play. However they are not compulsory – if you
prefer to write out an ‘army list’ that’s fine too. This is
Unless the mission states otherwise, the following
also useful if you don’t have enough of a particular card.
As a general guide, for a 3’ x 3’ playing area, Larger Battlefields
restrictions apply in addition to the points limit. aim for 10 items chosen from: Using a larger area is fine too if you have plenty of terrain
ʟ Your force must always include a single ʟ Building (around 6” x 6”) and this can make the game more strategic as there
commander. 2. Choose a Mission ʟ Area of Rough Terrain (woods, ruined
is more room for manoeuvre. Scale up the amount of
terrain so the overall density is similar.
ʟ You may include up to a certain number of Players can choose a mission from those on the building, etc)
Subordinates depending on the points total of following pages or elsewhere. ʟ To allow the attackers more time to cross the
ʟ Parked Vehicles (1 or 2) distance to their objectives, the end of the first
the force – see chart below for maximums. Further missions will be available at 0200hours.com or
Eg, two in a 30 point game. ʟ Obstacles (sections totalling around 20”) turn does not add +1 to the alarm level.
you could invent your own.

42 43
4. Prepare 6. Gather Action Tokens 8. Battle! Getting Stuck
If players find themselves unsure what to do at any
Game Elements NB. At this point it helps to place tokens next to the Starting with the defender, take turns drawing a token
point, take a few moments to re-read the relevant part of
models they belong to: and taking actions.
the rules. The index may help you find what you need.
Recruitment Cards ʟ 1 Trooper Action token for each Unless the mission states otherwise then remember to
However, if you can’t find an answer don’t hold things
Lay your Recruitment cards out in front of you so you can trooper (or pair) in the battle. use the rules for Alarm Levels (see page 36). This tends to
up for too long – just flip a coin (or an Action token) to
refer to them during play. Place Requisition cards with reduce your choices at the start of the game, making it a
ʟ 2 Character Action tokens for each decide the outcome and then get back to the battle!
the appropriate Recruitment cards, so it is clear to both bit easier to decide what to do!
players who has what equipment. character in the battle. Note that you can find extra information and
ʟ For fighters staying in reserve, Moving onto the Table explanation of the rules in the FAQ (Frequently Asked
Veteran Cards leave the tokens out, next to the Questions) found at 0200hours.com.
Any fighters that start the battle off the table
Shuffle all the Veteran cards (including any from miniatures. (commonly the attackers and the defender's reserves)
move on as follows:
expansion sets) and deal out the correct number to
each player – each Recruitment card with the keyword
ʟ Put the tokens for the rest – the 9. Ending the Game
deploying troops – into your ʟ When an action is assigned to the fighter, they
Veteran provides one. If dealt any that your force is not container (a bag or a mug).
allowed (eg, Attacker only, Dog Handler only), put these
are placed just onto the edge of the table. Each Victory
back and deal a replacement. ʟ Finally add the 3 Time tokens. mission details exactly where. Each mission describes how to work out who has won.
ʟ Attackers then make either a Sneak or an The result may be a Total Victory or a Partial Victory
ʟ Assign each Veteran card to a fighter in your
Advance action. depending on which objectives have been achieved.
force, placing them with the Recruitment card. 7. Deploy Troops
This can be a trooper or a character – not just ʟ Defenders then make an Advance action
the character who ‘provided’ it. Patrol Route towards the nearest objective or, if the mission
doesn't use objectives, the centre point of the Gaining Experience
ʟ Each fighter can have only one Veteran card. The defender must place the Patrol markers
table (or the nearest detected enemy within Playing a series of games with the same
before deploying their fighters. These are
15" as normal). opponents creates an exciting ongoing narrative,
Order Cards and Event Cards numbered 1 to 6 and must be placed in order to form a
during which the members of your force can gain
Shuffle your Order cards and your Event cards and deal route around the battlefield. The markers must be at ʟ Other actions are not allowed.
experience and improve their skills.
a deck of each (10 Orders and 20 Events – any left are not least 10” apart from each other, at least 6” from the table
used). Place the Orders face-down near the attacker and edge and form a circuit so the route does not cross itself. Reserves Arriving If you decide to play in this way, include this extra
step at the end of each battle:
the Events face-down near the defender. ʟ The route can go through rough terrain and ʟ Action tokens for fighters in reserve are added
Any cards marked with a flag can only be used if your over obstacles but not inside buildings. immediately when the alarm is raised and you ʟ After every battle, both players choose
force includes at least one fighter with the matching flag may now assign tokens to these fighters even one of their fighters who had a Veteran
ʟ The defender should trace out the route so
on their Recruitment card. Otherwise leave them out. though they are not on the table. card (ideally one who did something
his opponent is clear exactly which way the
ʟ During the turn when reserves first become brave and heroic!). It does not matter if
sentries will go around buildings, etc.
Alarm Level Track available, if an action is assigned to a fighter they were taken out during the game –
remember that doesn't necessarily mean
Place the Alarm Level marker on the Calm side of the Deploy in reserve, that fighter must take a basic
they were killed.
tracker card, on the O space.
Unless the mission states otherwise, all sentries not in
Smarts test. If this is passed, they move on
reserve are then deployed, touching a Patrol marker. as described above. If the fighter fails their ʟ This fighter has fully mastered
Markers Smarts test, they stay off the table for now. those particular skills and can keep
ʟ You must place one sentry (or one pair) by their Veteran card permanently for
Put the markers, tokens and reference cards handy. ʟ From the following turn, there is no need
each marker before placing a second in the subsequent games – make a note so you
to take a Smarts test – reserves enter play
same spot, and then two on each before a don't forget.
automatically when assigned an Action token.
5. Choose Reserves third, etc, etc.
ʟ Each mission details where on the table edge ʟ Mastered Veteran cards are additional
The defender chooses one character and one half of their ʟ Sentries are deployed facing along the route to those drawn at the start of a battle.
the reserves can enter.
troopers (rounding up) to be deployed, leaving the rest they will take to reach the next Patrol marker. However, this still doesn't allow a fighter
to have more than one Veteran card.
in reserve. ʟ Other deploying defenders and attackers are Moving off the Table
ʟ Reserves cannot be assigned actions until the then placed as described in the mission. Certain missions allow fighters to move off the table ʟ If your opponent has mastered more
alarm is raised. ʟ The attackers often start off the table, moving (usually the attackers making their escape). After any Veteran cards than you, then your
on as soon as they are assigned an action. movement that takes them to the table edge, remove recruitment points limit is increased by 1
them and their Action tokens from the game. They are per 2 cards difference (rounded down).
not allowed to come back on!

44 45
MISSION 1 (Basic Rules)
Prepare the Tokens Special Rules
Hunted Gather the Action tokens for your fighters as shown on
their Recruitment cards. One Trooper Action token for Taking Time
As Order cards and Event cards are not used in the
each trooper (or pair of troopers), including the Sentries
and Dog Handler, and two Character Action tokens each mission, apply the following rule whenever the first or
A small attacking force has been spotted as Recruitment for the officers. Then add the three Time tokens. second Time token is drawn:
they parachuted into enemy territory. The
defenders are hunting for them and stand in Assemble the forces listed below, with standard issue In total you should have: The player that drew the token places it nearby. Before
weapons (ie, rifles, SMGs or pistols), and take the the end of the turn they can ‘spend’ the token to re-roll
the way of reaching their rendezvous point.
matching Recruitment cards as shown here: a single dice on any one dice roll. At the end of the turn,
This mission is designed as an easy first play-through, the tokens go back in the container as normal – if the
for players to learn the basic mechanics without all the Attacking Force Defending Force tokens haven’t been spent then the chance is lost.
complexities of a full game.
SAS Officer Heer Officer
The following rules are not used: SAS Troopers (pair) Sentries (pair)
x8 x4 x3 Escape Markers
Put all the tokens into your container – a bag or mug. Attackers within 15” of either of an Escape marker can
ʟ Patrol Routes and the Patrol Route action SAS Trooper Sentries (pair) make Advance actions towards it instead of the nearest
ʟ Reserves SAS Trooper Sentry detected enemy, if they pass a basic Smarts test.
ʟ Alarm Levels and Bodies (the game starts with Sentry Battlefield
the alarm already raised) Dog Handler Use any terrain you wish, following the guidelines on Ending the Game
ʟ Order cards, Event cards page 43. A rural setting with woods, ruined buildings,
etc. is ideal. As soon as either player achieves their objective, the
ʟ Veteran cards, Requisition cards game is over and they are the winner.
6 Heer Office
Charact r
er, Comma
nder, Vetera

Deployment
n, Standa
rd Issue

1 Sentry
Trooper, Sen
try, Standa
rd Issue, Hee
r
The attacker chooses one table edge as their Tactics
destination and places two Escape markers at
any point on that edge. Attacker
r Standard
ficer, Vet
6
SASer,Of
Commande
eran,
es
The defender then deploys their whole force within 24” The attacker can use Sneak actions, trying to
Charact Grenad
bat Knife,
Issue, Com
of that edge, spaced out with at least 6” between fighters pass through the enemy lines undetected. Then
perrdsIssue,
SAS Troo , Pair, Standa
4 Trooper, Regfe,ularGre (or pairs of fighters). once within 15" of the Escape markers, you might
Combat Kni
nades 1 Sentry
Trooper, Sen
try, Standa
rd Issue, Hee
r The attacking fighters start off the table and enter as decide to forget about stealth and run for it
2 Sentries
Trooper, Sen
try, Pair, Sta
ndard Issu
soon as they are assigned an action. They can move using Advance actions instead! You may have the
chance to take out a few sentries to clear the way,
e, Heer

on from any point on the table edge opposite their


destination edge. but a full fire-fight is risky!

Pair: Can
use the Defender
per
SAS Troo Issue, Combat Knife,
2 Trooper, Regular, Standard
Assist me
dal effect.
Attacker Objectives The defender will use the Roving Patrol action
Grenades
2 Sentries Reach the rendezvous by moving at least 3 fighters off to move around, hopefully using the Recon
Trooper, Sen

Assist me
2 D og Handl
Pair: Can
use the
try, Pair, Sta
ndard Issu
e, Heer
the table anywhere on the destination edge (remember medal effect to spot the enemy fighters. Once
SASr, RegTr ooper bat Knife,
dal effe
er ct.
2 Troope
ular, Standa
rd Issue, Com Tro oper, Sentry,
Guard Dog
, Standard
Issue, Hee that pairs count as two). they are detected you can advance and open fire!
Grenades r
Guarding the Escape Markers is also a good idea.

Defender
Playing Again
Objectives
Close watch
does not
need line
of sight.

You may like to replay this mission once you have


Can use the
Assist Pair: Can
medal effe use the
ct for Assist me
Defend and
Fight from
Recon.
within 6”
dal effect.
Find the attackers and learnt the game mechanics. In this case feel free
rather tha
n 2”. take out at least 3. to use the various types of cards (but note that
Order and Event cards replace the Taking Time
special rule).

46 47
Additional Rules Disguised
If the players agree, you can use the Disguise rules in any
mission. They are a lot of fun but obviously add complexity.
Revealing the Imposter
When the imposter is revealed, for whatever reason,
proceed as follows:

Presented here are the rules for unusual ʟ If the escorting fighter is taken out or has all One of the defender's sentries is in fact an attacker ʟ The sentry goes into the defender's reserves,
circumstances that only feature in certain their Action tokens flipped to the red side, wearing a stolen uniform. This counts as a Requisition with their Action token taken out if reserves
missions or due to Event cards. then the captive escapes. The mission will card, so costs 2 points and uses up a 'slot'. are not yet available.
describe how an escaped captive acts. ʟ The defender's force must include at least ʟ Remove any Alert marker.
ʟ If a captive has escaped, fighters on either side three individual sentries (not pairs or Dog ʟ Replace the sentry with a suitable figure
Escape Markers can choose to make Advance actions towards Handlers), and these three must be deployed belonging to the attacking player – this could
Certain missions allow the attackers to place them instead of the nearest detected enemy. at the start of the game, not put in reserve. be the normal character figure or one with an
Escape markers on the table edge. Ideally they should be easily distinguishable enemy uniform, as long as it is clear to both
If the mission allows it, an escapee can be recaptured by
moving into contact (the move ends immediately).
from each other (different weapons, headgear, players. Keep them facing the same way.
ʟ Attackers within 15” of an Escape marker can
etc.) but if not then number them on the
make Advance actions towards it instead of ʟ The imposter's Action tokens are added to
underside of their bases.
the nearest detected enemy if they pass a the container. However if the imposter sentry
basic Smarts test. Barracks ʟ Before the defender deploys his sentries, the had already made his action this turn, this is
Some of the defender's
attacker must choose and write a note which carried over, leaving the character with only
This means fighters can run for the Escape marker or just individual sentry is the imposter. Keep this
reserves are asleep in one one action left.
sneak quietly off the edge.
of the buildings on the secret for now!
ʟ If the imposter was discovered, then he is
battlefield. ʟ The attacker also chooses a character from automatically detected as he is under close
Smoke/Fire ʟ The defender chooses his force (with no Requisition card) to be the watch (and so raises the Alarm Level by 3).
a building (or other imposter and places the figure to one side,
Explosions, smoke grenades, etc can cause a ʟ If the imposter chose to act, he now makes his
terrain where some along with its Action tokens.
Smoke/Fire marker to be placed. action as normal.
fighters might be
ʟ The marker blocks line of sight and prevents a camped) at least Patrolling ʟ Though revealed, the imposter is still
clear view if line of sight must pass within 2” of disguised, so if a defender makes a Recon roll
6" away from any Until the imposter is revealed, the defender makes
the marker. attacking fighters. actions with his sentries as normal. to detect him, they lose a as if the fighter
was covert and in cover.
ʟ The defender takes up to two individual
Discovered!
Captives troopers OR a pair OR a single character from
A captive may be represented by a Special marker or a
their reserves. These are placed, lying down, in If one of the defender's characters ends a Roving Patrol Lights
the centre of the building. action with an individual sentry witin 2" and in line of
suitable figure. The figure does not count as a fighter sight, they make a basic Smarts test. If the test is passed Static streetlights, searchlights, etc are
and can be moved to one side if it is in the way. ʟ While sleeping, the fighters have no effect then the attacker must reveal if this is the imposter. represented by placing Light markers.
on the game and cannot be detected by a
ʟ The escorting fighter can make Sneak Recon roll. ʟ Fighters within 2" of a Light marker count as
(attackers only) or Advance actions but Choosing to Reveal detected until they move further away. Recon
must ‘spend’ one success to drag along the ʟ Once the alarm is raised, the sleeping fighters If the imposter sentry detects an attacker who was rolls against them gain +1 .
captive. If no successes are scored, the captive can be assigned Action tokens just like other covert, either by a Recon roll or moving so they are under
struggles and the reserves (needing a Smarts test for the initial close watch, the attacker may choose to reveal his secret
fighter moves only 2”. turn in the same way). But instead of entering note. The fighter is not detected and stays covert. Searchlights
from the table edge, they wake up and stand
ʟ The escorting fighter where they are. Their first action must be Forced to Reveal Manned searchlights are represented as follows:
can make Shoot, Duck Advance, exactly like defenders moving onto If the defender makes a Shoot action with the imposter ʟ Place a Light marker anywhere at least 6” from
and Defend actions the table. sentry that scores at least one hit, the attacker must the edge of the table. Roll and move
but not Fight actions.
ʟ If an attacker enters the building, any sleeping reveal his secret note. The shots automatically miss. the marker 6” in the direction shown by any
ʟ Enemies shooting at fighters immediately wake and stand. chevron result.
the escorting fighter Choosing to Act
If the defender's reserves have all arrived then there is no ʟ If there are no chevrons, or if the only option is
cannot get a clear
effect – the barracks are empty. Any time the attacker draws a Character Action token, to move off the table, it doesn’t move.
view, as they avoid they may reveal their secret note and assign the action
hurting the captive. ʟ Roll again to move the marker at the start of
to the imposter.
each turn.
48 49
MISSION 2 MISSION 3

Butcher and Bolt Sabotage


The attacking force launches a stealth raid Reserves The attacking force attempts to plant a demo Defender Objectives
aiming to take out as many enemies as charge to destroy a crucial enemy target and
possible before withdrawing. The defender’s reserves enter from any point on the then escape the area with minimal casualties.
table edge on the opposite side to the one chosen by the Primary
attacker, or up to 6" along the adjacent edges. Prevent the demo charge being set.
Recruitment Recruitment
Secondary
Points limit: 25 points (or as agreed by the players). Attacker Objectives Points limit: 20 points (or as agreed by the players).
Take out at least half of the original number of fighters
in the attacking force.
Primary
Battlefield Take out at least half of the original number of fighters
Battlefield
Follow the guidelines on page 43 to create some sort of in the defending force. Follow the guidelines on page 43, ensuring there is a Special Rules
outpost or encampment for the defenders. suitable target in the centre – a radar dish, fuel tank,
Secondary ammunition store, etc. Demo Charges
At least half of the original number of fighters in the Place an Objective marker at the centre point of the For this mission, each character has a single demo
attacking force must move off the table from any point battlefield, touching the target. charge, ready to plant on the objective. It cannot be
where they were allowed to enter. placed anywhere else.
Any attacker with a Demo Charge Requisition card can
Deployment also plant a charge on the objective.
Defender Objectives The defender creates a patrol route and deploys sentries
as normal (see page 44). Other deploying defenders
Primary (usually one character) are deployed within 2” of the
Avoid losing half of the original number of fighters in the Objective marker, facing in any direction.
defending force.
Next the attacker chooses one corner of the table. The
attacking fighters start off the table and enter as soon as
Secondary they are assigned an action. They can move on from any
Deployment Take out at least half of the original number of fighters
in the attacking force.
point on the table edge within 24” of the chosen corner.

The defender creates a patrol route and deploys sentries


as normal (see page 44). Other deploying defenders Reserves Escape Markers
(usually a single character) are deployed within 8” of the Ending the Game The defender’s reserves enter from any point on the As soon as the demo charge is set, the
centre point, facing in any direction the player chooses.
The game ends immediately when either side completes table edge within 24” of the opposite corner to the one attacker places two Escape markers at any
Next the attacker chooses one edge of the table. The their secondary objective. chosen by the attacker. point on the table edge where they were
attacking fighters start off the table and enter as soon allowed to enter.
as they are assigned an action. They can move on from At this point, whoever has achieved their primary
objective is the winner. If they have also achieved their
any point on the chosen table edge or up to 6" along the Attacker Objectives
adjacent edges. secondary objective, then they have a Total Victory. If
not, then they have a Partial Victory.
Ending the Game
Finally, the attacker places two Escape Primary The game ends immediately when either side completes
markers at any point on the table edge where Set demo charges touching the Objective marker and their secondary objective (or if all attackers with demo
they are allowed to enter. detonate to destroy the objective. charges are taken out).
At this point, whoever has achieved their primary
Secondary objective is the winner. If they have also achieved their
At least half of the original number of fighters in the secondary objective, then they have a Total Victory. If
attacking force must move off the table from any point not, then they have a Partial Victory.
where they were allowed to enter.

50 51
MISSION 4 MISSION 5

Havoc Evade
The attacking force launches an aggressive Defender Objectives A lone combatant, poorly armed and cut off Attacker Objectives
raid on an enemy compound, intending to do behind enemy lines, attempts to evade the
as much damage as possible. Primary patrols and make it back to safety among Primary
Prevent all the objectives being destroyed.
friendly forces. The evading trooper must move off the table from any
Recruitment point within 12” of the opposite corner (where his friends
Secondary Recruitment entered).
Points limit: 30 points (or as agreed by the players).
Take out at least half of the original number of fighters
in the attacking force. Points limit: 20 points (or as agreed by the players). One Secondary
of the attacker's troopers, representing the evading At least half of the original number of fighters in the
Battlefield soldier, must be armed with a pistol. attacking force must move off the table from any point
Follow the guidelines on page 43, with a selection of Special Rules where they were allowed to enter.
small objectives scattered around - vehicles, ammo
crates, fuel drums, etc. Place 5 Objective markers next to Grenades Battlefield
(or on) appropriate items – one at the centre point of the In this mission, attackers armed with grenades can use Follow the guidelines on page 43.
battlefield, and the others spaced out within 8” of the them to try to destroy the objectives.
centre point.
The grenade is thrown as normal with a Shoot action
and the objective as the target. The bonus dice for
Deployment
Deployment attacking from the rear applies automatically. The bonus The defender creates a patrol route and deploys sentries
as normal (see page 44). Other deploying defenders
for being covert does not apply.
The defender creates a patrol route and deploys sentries (usually one character) are deployed within 2” of the
as normal (see page 44). Other deploying defenders For each hit, make Wound rolls as normal – any successes
centre of the battlefield, facing in any direction.
(usually one character) are deployed within 2” of any destroy the objective.
The attacking fighters start off the table and enter
Objective marker, facing in any direction. If there are two or more successes, the objective also
as soon as they are assigned an action. The attacker
explodes (see page 33).
Next the attacker splits his force into two (in any chooses one corner of the table where the evading Defender Objectives
combination) and chooses two opposite sides of the Any attacker with a Demo Charge Requisition card trooper will start. He can move on from any point on the
table, assigning one half of the force to each. The can also plant charges on the objectives. When these table edge within 12” of the chosen corner. Primary
attacking fighters start off the table and enter as soon as explode the objective is destroyed.
The rest of the attackers move on from any point on the Take out the evading trooper.
they are assigned an action. They can move on from any
table edge within 12” of the opposite corner.
point on their assigned table edge. Escape Markers Secondary
The attacker places two Escape markers
As soon as the objectives are all destroyed,
at any point on the edge within 12” of that Take out at least half of the original number of fighters
the attacker places two Escape markers at
Reserves any point on the table edge where they were
same corner. in the attacking force.
The defender’s reserves enter from any point on the allowed to enter.
table edges not chosen by the attacker.
Reserves Ending the Game
Ending the Game The defender’s reserves enter from any point on the The game ends immediately when the attacker
Attacker Objectives The game ends immediately when either side completes
table edge within 12” of the remaining two corners not completes both their first and secondary objective, or
chosen by the attacker. when the defender completes their primary objective.
their secondary objective (or if all attackers with
Primary grenades or demo charges are taken out). At this point, whoever has achieved their primary
Destroy all 5 objectives. objective is the winner. If they have also achieved their
At this point, whoever has achieved their primary
secondary objective, then they have a Total Victory. If
objective is the winner. If they have also achieved their
Secondary secondary objective, then they have a Total Victory. If
not, then they have a Partial Victory.
At least half of the original number of fighters in the not, then they have a Partial Victory.
attacking force must move off the table from any point
on the two sides where the attackers entered.

52 53
MISSION 6 MISSION 6

Capture Special Rules Dragging the Captive


Use the Captive rules from page 48.
Searching the Buildings If the officer escapes he moves 4” towards the building
The attacking force must capture a high- Reserves When an attacker enters one of the three buildings, where he began.
ranking enemy officer for interrogation. If
The defender’s reserves enter from any point on the reveal the number on the Objective marker. If it is a 2 or
they can do so without raising the alarm, so 3, the building is empty – remove the marker. If it is a 1,
Unless he is recaptured, the officer moves 4” towards the
table edge within 24” of the opposite corner to the one building where he began at the start of every turn until
much the better! the officer has been found and immediately surrenders.
chosen by the attacker. he gets back there.
He is now escorted, gagged and hands tied,
by the fighter that captured him. Place a
Attacker Objectives Special marker next to the escorting fighter.
Ending the Game
You may use a suitable miniature instead of the marker.
Primary The miniature does not count as a fighter and is moved The game ends immediately when the defender achieve
to one side if it is in the way. their secondary objective or if the attackers achieve their
Locate the high-ranking commander and escape with primary and secondary objectives.
him by moving off the table from any point where the
attackers were allowed to enter. Escape Markers At this point, whoever has achieved their primary
objective is the winner. If they have also achieved their
As soon as the officer is captured, the attacker
secondary objective, then they have a Total Victory. If
Secondary places two Escape markers at any point on the
not, then they have a Partial Victory.
At least half of the original number of fighters in the table edge where they were allowed to enter.
attacking force must move off the table from any point
where they were allowed to enter.

Recruitment
Points limit: 20 points (or as agreed by the players).

Battlefield
Follow the guidelines on page 43, including three
buildings placed within 8” of the centre point of the
battlefield. The defender takes three Objective markers
numbered 1, 2 and 3, and places these face-down in each
of the buildings. Number 1 indicates the location of the
target officer.

Defender Objectives
Deployment
Primary
The defender creates a patrol route and deploys sentries
as normal (see page 44). Other deploying defenders Prevent the high-ranking commander being taken off
(usually a single character) are deployed within 2” of the table.
one of the buildings, facing in any direction the player
chooses. Secondary
Next the attacker chooses one corner of the table. The Take out at least half of the original number of fighters
attacking fighters start off the table and enter as soon as in the attacking force.
they are assigned an action. They can move on from any
point on the table edge within 24” of the chosen corner.

54 55
MISSION 7 MISSION 7

Intelligence Special Rules Carrying Intelligence


Carrying intelligence has no effect on movement or
Searching for Intelligence any actions. Attackers may carry more than one piece
The attackers must infiltrate the area, search Secondary To search a location, an Attacker must make a Search of intelligence. They may not pass the intelligence to
and rifle through what they find in order to At least half of the original number of fighters in the another fighter.
action while inside (or touching if you can't go inside).
steal away with useful intelligence! attacking force must move off the table from any point The Bad Intel and Dangerous Ojective Event cards have no
where they were allowed to enter. Dice: Ability: Smarts effect on intelligence being carried.
Recruitment The fighter does not move. If the carrying fighter is taken out then the intelligence is

Points limit: 20 points (or as agreed by the players). Defender Objectives If there are no successes, then nothing is found – the lost – dropped in the mud or damaged beyond repair.
attacker will have to try again with a later action.
Primary If there is one or more success, reveal the number on
Ending the Game
Battlefield Prevent the Objective markers being taken off the table. the Objective marker. If it is a 0 the building is empty –
remove the marker. If it is a 1 or 2, this represents useful The game ends immediately when the defenders
Follow the guidelines on page 43, including five intelligence. Place the Objective marker next to the achieve their secondary objective or if the attackers
buildings and/or vehicles placed within 10” of the Secondary
escorting fighter. achieve their primary and secondary objectives.
centre point of the battlefield. The defender takes five Take out at least half of the original number of fighters
Objective markers numbered 0, 1, 1, 2 and 2, and places in the attacking force. At this point, whoever has achieved their primary
these face-down in (or on) each of the five locations.
Escape Markers objective is the winner. If they have also achieved their
As soon as the first objective is revealed, the secondary objective, then they have a Total Victory. If
attacker places two Escape markers at any not, then they have a Partial Victory.
Deployment point on the table edge where they were allowed to enter.

The defender creates a patrol route and deploys sentries


as normal (see page 44). Other deploying defenders
(usually a single character) are deployed within 8” of the
centre point, facing in any direction the player chooses.
Next the attacker chooses one edge of the table. The
attacking fighters start off the table and enter as soon
as they are assigned an action. They can move on from
any point on the chosen table edge or up to 6" along the
adjacent edges.

Reserves
The defender’s reserves enter from any point on the
table edge on the opposite side to the one chosen by the
attacker, or up to 6" along the adjacent edges.

Attacker Objectives
Primary
Locate Objective markers with numbers totalling at least
3 and escape with them by moving off the table from any
point where they were allowed to enter.

56 57
MISSION 8 MISSION 8

Silence the Guns Special Rules Destroying the AA gun


ʟ The gun is an obvious target so attackers
Firing the AA Gun within 15" can choose to make Advance actions
While an air-raid goes on overhead, the towards it, even if there are no crew.
The gun crew can be assigned Action tokens as normal,
attackers' mission is to eliminate the threat
but can only choose to shoot the AA gun – no other ʟ For this mission, each character has a single
from an anti-aircraft gun. Fortunately, the actions except Duck and Defend are allowed.
noise of the AA gun makes it a little easier to demo charge, ready to plant on the AA gun. It
Dice: Ability: Aim cannot be placed anywhere else.
sneak around. However, there's a danger that
a bomb may fall in the vicinity! ʟ Any attacker with a Demo Charge Requisition
ʟ There are never any bonus dice, but the Assist
card can also plant a charge on the AA gun.
medal effect can be used. and results
don't apply. ʟ Demo charges can only be planted on the AA
Recruitment gun if there are no crew manning it.
Keep a tally of the number of hits as this is how the
Points limit: 30 points (or as agreed by the players).
defender wins the game! An exploding charge automatically destroys the gun.
Attacker Objectives
Battlefield Noisy Air-raid
Follow the guidelines on page 43, including an AA gun
Primary Each turn, as soon as the AA gun is fired or a bomb falls, Each time a Time token is drawn, including the third, the
the following rules apply: player who drew it rolls a single .
(or similar) at the centre point of the battlefield. Prevent the defenders from scoring 10 or more hits
with the AA gun before three locations are destroyed by ʟ When fighters from either side make any ʟ If the result is a , a nearby off-table blast
Starting with the defender, the players take turns to falling bombs.
place 6 Objective markers numbered 1 to 6 face-up. Each
manoeuvre actions or responsive actions, distracts the enemy and the player may
objective must mark a different item of terrain, starting results only count if there is an enemy within remove an Alert marker from one of his
with any buildings and vehicles (but not the AA gun).
Secondary 6" at the end of the action. fighters who is not under close watch.
Destroy the AA gun with a demo charge. ʟ Targeted actions cause Alerts as normal and ʟ If the result is then a bomb falls. Randomly
The Bad Intel and Dangerous Ojective Event cards are not
used for this mission. Recon rolls work as normal. pick one of the unused Objective markers (or
roll a standard D6 dice). The bomb strikes the
Attacking the Crew matching Objective marker on the table. The
Deployment ʟ The crew automatically count as detected, but marked terrain piece is removed (or replaced
always count as being in cover. if you have a suitable wrecked version). Any
The defender creates a patrol route and deploys sentries
fighter within 2" takes a Strength hit. If they
as normal (see page 44). Other deploying defenders ʟ The crew make Duck and Defend actions as were in or on the terrain piece, they take two
(usually a single character) are deployed within 2” of the normal, though cannot use the Reposition Strength hits.
AA gun, facing in any direction the player chooses. medal effect.
A pair of the defender's troopers from their reserves
ʟ If the AA gun has scored any hits this turn, then
ʟ If the crew are taken out, the nearest defender the defending player may choose to re-draw
is placed touching the AA gun to represent the crew
may make Advance actions towards the gun. A (or re-roll) which location is struck.
(substitute in crew models if you have them). Their
defender that reaches the gun then takes over
Action token goes in the container straight away. ʟ A location can only be struck once. If the same
as the new crewman.
Next the attacker chooses one edge of the table. The number is drawn again, there is no effect.
attacking fighters start off the table and enter as soon Defender Objectives
as they are assigned an action. They can move on from
any point on the chosen table edge or up to 6" along the Primary Ending the Game
adjacent edges. Defend against the air-raid by scoring at least 10 hits The game ends immediately when three locations are
with the AA gun before three locations are destroyed by destroyed by falling bombs.
falling bombs.
Reserves At this point, whoever has achieved their primary
objective is the winner. If they have also achieved their
The defender’s reserves (minus the gun crew) enter Secondary secondary objective, then they have a Total Victory. If
from any point on the table edge on the opposite side Take out at least half of the original number of fighters not, then they have a Partial Victory.
to the one chosen by the attacker, or up to 6" along the in the attacking force.
adjacent edges.

58 59
↑ An SOE assassin targets a high-ranking German officer.

↑ German sentries stop a truck at a


checkpoint, unaware of the hidden foes.

← A downed RAF pilot attempts to evade


the enemy patrols hunting him.

60 61
Faction Reference
Troopers Choosing a Force
Troopers Aim React Brawl Smarts Guts Points Options These ability scores are intended as a get-you-by
Sentry 1 Pair (+1 point) resource, allowing you to construct forces with fighters
of different nationalities. Until future expansion sets
Military Police 1 Pair (+1 point) provide Recruitment cards you can simply use a written
Dog Handler 2 'army list' to record your force.

Regular 2 Pair (+2 points) Defenders can choose from Sentries, Military Police and
Dog Handlers, while attackers can only pick Regulars
(representing elite, commando-style troops).
Characters All troopers except for Dog Handlers can be pairs for +1
Characters Aim React Brawl Smarts Guts Points point, with the same scores plus the Pair ability.

British Sergeant 4 Fighters of different nationalities can be mixed in a


force as you see fit, to recreate historical operations or to
British Officer 6 emulate the characters of a war movie.
For example, you could play a game with German
German Sergeant 4 and Italian attackers (using the Regular stats for the
troopers), against British defenders (using the Sentry,
German Officer 6 Military Police and Dog Handler stats for their troopers).

US Sergeant 4 Cards
Order, Event, Requisition and Veteran cards can be used
US Officer 6
as normal unless they are specifically limited to a faction
or troop-type as noted on the card.
Russian Sergeant 4
Russian Officer 6
Note that the ability scores for Troopers are the same across all
Italian Sergeant 4 factions (barring Partisans). This is a deliberate choice to make
it easier for players to learn, reduce the need to look things up
Italian Officer 6 and therefore speed up play.
Character ability scores are varied, based very loosely on
Japanese Sergeant 4 national strengths and tactical preferences.
Japanese Officer 6 As an informally trained militia force, Partisans have slightly
lower scores. They can represent resistance fighters of any
nationality.

Partisans
Partisans Aim React Brawl Smarts Guts Points Options
Partisan Regular 1.5 Pair (+1.5 point)
Partisan Sergeant 3
Partisan Officer 5
French Partisan Militia

62 63
Errata Updated 04/01/2023 - new items in red If a defender ends up with two separate attackers (ie, If both fighters survive a Fight, what happens next?
not a pair) under close watch at the end of their action,
1. If the attacker started out covert, they become
does the Alarm Level go up 3 or 6?
detected and are given an Alert marker (+1 Alarm).
It would go up +6. Same goes for an attacker and a body,
Pg 24, Advance. Add the following... Pg 32, Pairs of Fighters. 2. If the attack came from the front or the target made a
or two bodies!
Defend action (and so turned to face), then they will
Halt or I'll Shoot! Change 4th bullet point: However, as the rule states, you only get the +3 once per both be under close watch by each other (+3 Alarm).
If a defender starts his Advance action with an attacker ʟ If one fighter moves for any reason... attacker (once per body, once per pair). So if two sentries
3. If the attack came from behind and the target could
already under close watch, but the alarm has still not get close to the same attacker, only the first gets +3.
not defend, then only the target is under close watch.
been raised, then if at least one success is rolled, that to:
Essentially, you get +3 for discovering each attacker (or
4. If one of the fighters has managed to reposition
attacker suffers the effects of Trauma (see page 29). ʟ If one fighter moves (or turns) for any reason... pair, or body), but they can't be discovered a second time.
somewhere out of sight after a Trauma roll (such
And at the end of the page, add bullet point: as behind a convenient high wall), they would not
Pg 24, Sneak. be under close watch. Note that it’s impossible to
ʟ If one of the pair is taken out during a Fight In a mission where the attackers have to get off the
reposition behind the enemy you were just fighting.
Replace... action, then follow the rules for Both Survived table, do they have to reach the Escape markers or just
the table edge? 5. The action is over. Unlike some other games, you don’t
This action cannot be chosen if the fighter is under a Fight (page 27). carry on fighting till one party is dead, nor are you
close watch (see page 23). They have to reach the table edge. Escape markers ‘locked’ in combat…
...with the following... simply give you an option to use the Advance action to
Pg 38, Undiscovered. get there faster. 6. The next time one of the two fighters is assigned an
If the fighter is under close watch (see page 23), they action they may choose a Fight action to continue the
Should read: …the attackers may choose to discard the
roll just a single and cannot use the Freeze effect. combat (or optionally target a more distant enemy if
card they draw…
If there are friendly fighters in the way when I shoot, is they pass the Smarts test).
there a chance of hitting them? Alternatively they could back off and shoot.
Remember you need to be 2” away unless firing a
RM Commando Officer card should cost 6 points, not 4. Friendly fighters in the way prevent a clear view (and
pistol, which isn’t normally a problem unless you’re
could block line of sight entirely). They may be hit by
surrounded by enemies (who you must stay 1” from)
a Spread or Blast medal effect if they are close to the
or in a tight corner against some terrain.
target but otherwise there is no danger.

FAQ Can you clarify the Dog Handler's rule about Close
Another option is to run off using an Advance action,
but this depends on passing the Smarts test, as your
melee opponent will almost certainly be the nearest
Watch not needing Line of Sight? How does this affect enemy and you would need to have a convenient
the range? alternative enemy to head towards. Remember
What decisions must be made before rolling the dice? Is there an option for a fighter to ‘pass’ their action and Advance moves go in a straight line and you must stop
do nothing? The idea is that the dog looks (and sniffs) in all
Choosing a target for a Shoot or Fight action must be if you come within 1” of an enemy, so if the original
directions. Therefore, purely for the purposes of Close
done before rolling the dice. Also, placing a fighter at the No, you must choose an action from those available enemy is in the way then this won’t work.
Watch, Dog Handlers can 'see' behind them - up to 6"
table edge before moving onto the table. (unless you make use of a particular rule such as the if there is a clear view to the enemy. They can also get Lastly, if an attacker managed to avoid being under
Hold order card). Close Watch on enemies around corners or behind close watch, they might Sneak away hoping to
Apart from that, players can roll their dice for an action
and then decide exactly how to use the results - make high walls, but this will always be within 2" as there is become covert again!
decisions on direction of movement, how to use Medals, obviously no clear view. NB. If the alarm has still not been raised, the defender
Do you have to use a Medal Effect if one is available?
playing cards, etc (apart from certain cards that specify can only Advance, using the Halt or I'll Shoot rule.
they must be played before rolling). No.
If both members of a pair are within 2" when a friend is 7. Other fighters are free to target either of the two
taken out, do they take one Trauma test or two? original combatants as normal.
During a Fight action do fighters stay 1” apart? If a covert fighter is within 2” of a detected friend, the Pairs should just take one Trauma test between them,
rules say they are affected by the Alert marker too. So even if both are in range when a friend is taken out. If a fighter moves into and out of close watch in a single
Technically, yes. Imagine the opponents brawling and
are they also given an Alert marker to show this? action, do they get an Alert marker?
stabbing, then breaking apart. Though it doesn't matter
if you want to place them touching while rolling! No. Note that ‘affected by’ an Alert marker is not the No. You can imagine darting past a gap in a wall while a
If a fighter is taken out because they failed a Trauma
same as being given one. test when their Action tokens were flipped, does that sentry glances away for a second.
Other fighters are affected while within 2” and so count cause more Trauma tests for friends within 2"? But if the move is really blatant and it's unrealistic to stay
as detected, but are not given an Alert counter. As soon Yes, being taken out by trauma can trigger more Trauma hidden, then players may agree to flip a coin for it.
as they are further away, they count as covert once again. tests for any friends within 2" (nasty for pairs).
64 65
Action Flowchart
If one of a pair is taken out during a Fight action, what Are 'One Use Only' Veteran cards discarded after use?
happens next?
No, just turn the face down. They can still be mastered
Follow the same rules as if both fighters had survived a and kept for the next battle.
fight (see Errata).
Defenders - Calm/Suspicious
Can the Commandant and Gestapo Officer’s special
No Hesitation Veteran card – can this be played after rules be used if they are in reserve?
rolling the dice?
Character
Yes. Detected enemy within 15”
Yes
 Advance towards nearest detected enemy

No Detected enemy within 15”

Optional Rules  Roving Patrol

Sentry
Presented here are a few ideas that you may like to add
to your games (please share your results on the Facebook
Better Patrolling Detected enemy within 15”
 Advance towards nearest detected enemy
group!). The main rules represent sentries who aren't especially well-
trained, awake or even that keen to get into a firefight! This No Detected enemy within 15”
optional rule makes the defenders more likely to turn or move
Get in the Fight! in a useful direction, representing more competent troops:  Patrol Route

In some games, it can happen that one or more of the For Patrol Route and Roving Patrol actions ignore the
defender's fighters get stuck on the wrong side of the table, + if the Alarm level is suspicious or higher. Instead,
apply the following:
Defenders – Alarm Raised
wandering around in the dark doing nothing useful at all.
Detected enemy within 15”
Players may find this frustrating, particularly if they are Calm +
new to the game and used to having more control (or just if it  Advance towards nearest detected enemy
Suspicious/Alarm Raised +
happens a lot!), in which case you can use this rule:  Shoot nearest detected enemy. Need LOS and in range after moving.
To compensate for the change in balance, the Attackers
After the alarm has been raised, if a defending fighter is receive one more Veteran card than normal at the start  Fight nearest detected enemy. Need LOS and in 2” after moving.
more than 20" from any detected enemy, they can make of the game.
a basic Guts test before choosing an action. No Detected enemy within 15”
If passed, they make an Advance action towards the  Roving Patrol
centre point of the table. If failed, they must make a Static Sentries  Shoot nearest detected enemy. Need LOS and in range after moving.
Roving Patrol as normal.
The core game doesn't allow for static sentries who stay in one
place rather than patrolling. This was mainly because it could No Detected enemy within 20”
be an advantage in certain missions and it seemed more fun  See optional rule – Get in the Fight!
and interesting to have them moving around.
However, if you want to include this in your games, you can
apply the following rules to a single sentry (or pair): Attackers
After deployment, choose one deployed sentry Detected enemy within 15”
(preferably near to an objective or suitable piece of
 Sneak (not allowed if under Close Watch)
terrain such as a guard post or a gate).
 Advance towards nearest detected enemy
When that sentry makes Patrol Route actions they don't
move. They may turn and/or recon as normal.  Shoot nearest detected enemy. Need LOS and in range after moving.
The sentry makes Advance actions moving as normal.  Fight nearest detected enemy. Need LOS and in 2” after moving.
After moving out of position for any reason, the next No Detected enemy within 15”
time they make a Patrol Route action they will move
back towards their original spot.  Sneak (not allowed if under Close Watch)

When the alarm is raised, these rules no longer apply.  Shoot nearest detected enemy. Need LOS and in range after moving.

66 67
Quick Reference Special Rules
Accurate (Shoot action):
Freeze (Sneak action):
The fighter does not move (or turn) at all during the
action. Make a basic React test. Each success provides
If the fighter did not move (turning is fine), re-roll the 1 result.
result.
Manoeuvre Actions Headshot (Shoot action):
Move Dice Bonus Ability Success Medal Effect
Aggression (Fight action): If the fighter did not move (turning is fine), the target
Re-roll the result if the fighter had a clear view. cannot duck.
Advance 4” + (Suspicious/Alarm) Brawn +2” Caution
Patrol Route 4” + (Suspicious/Alarm) React Turn after move Recon Assist (Shoot, Fight, Defend, Recon, Trauma): Indirect (Shoot action):
Re-roll the result if there is a friend within 2". Fighters hit do not count as in cover unless in a building.
Roving Patrol 4” + (Suspicious/Alarm) React Turn before move Recon, Awareness
Sneak 4” + (Nobody Looking) React +1” Recon, Freeze Awareness (Roving Patrol action): Penetrate (Shoot action):
The fighter can turn in the direction of any chevron (not The target does not count as in cover and cannot use
just successes). the Fortified medal effect against this attack.
Targeted Actions Quick Draw
Blast (Shoot action): (Defend action):
Move Dice Ability Success Medal Effect
If there is one or more enemy within 2” of the target, roll If attacked from the front, roll 1 extra dice.
Shoot 2” Weapon + bonuses Aim Hit Assist, Weapon 1 extra dice. The first success result from the Shoot
action hits the target as normal. Each success after that Quiet (Shoot/Fight action):
Fight 4” Weapon + bonuses Brawn Hit Assist, Weapon
hits the next nearest fighter (from either side) within Negate 1 from the results.
Bonus: + (Covert), + (Rear), + (Clear View) 2” of the target. A fighter can only be hit once by each
blast attack, so excess hits are wasted. Work through Recon (Patrol Route, Roving Patrol, Sneak):
each fighter, making Duck actions, Wound rolls, etc as The fighter makes a Recon roll.
Responsive Actions appropriate. Apart from the original target, line of sight
from the ‘shooter’ is not needed. Reposition (Trauma roll):
Move Dice Bonus Ability Success Medal Effect
The fighter can move up to 2”, with no reduction for
Duck Turn Free (in Cover) React Negate Hit Fortified Caution (Advance action): terrain, turning freely.
Defend Turn Brawn Negate Hit, Counter Assist Ignore all successes and move just 4".
Spread (Shoot action):
Cut Throat (Fight action): If there is one or more enemy within 2” of the target
Other Rolls (ignore and ) If the fighter is covert, or attacking from the rear, the
weapon’s strength becomes .
and in line of sight, roll 1 extra dice. The first success
result from the Shoot action hits the target as normal.
Move Dice Penalty Ability Success Medal Effect Each success after that hits the next nearest fighter (from
Double Tap (Shoot action): either side) within 2” of the target and in line of sight of
Recon – lose (Covert & Cover) Smarts Alert Assist
the shooter. If there are still hits left over after everyone
If there is exactly 1 success, re-roll the result.
Wound – per hit Weapon Taken Out within 2” has been hit, start again with the target. Once
Fortified (Duck action): all the hits are allocated, work through each fighter,
Trauma – lose (2+ Hits) Guts Negate Trauma Assist, Reposition
making Duck actions, Wound rolls, etc as appropriate.
If the fighter is in a building, being shot at from outside,
re-roll the result.
Very Loud (NB. not a medal effect, always applies):
Always count at least one result when shooting.
Standard Issue Additional Weapons Silenced Weapons
Rng Dice Strength Special Rng Dice Strength Special Rng Dice Strength Special Long Range Weapons
Rifle 20” Accurate Grenade 6” Indirect, Blast Silenced Pistol 10” Quiet, Rng Dice Strength Special
SMG 10” Spread Combat Knife – Double Tap,
Quiet, Sniper Rifle 25” Accurate,
Cut Throat Quick Draw
Pistol 10” Double Tap, Headshot
Quick Draw Improvised Silenced Carbine 15” Quiet,
– Aggression LMG 25” Very Loud,
Accurate
Shotgun 15” Spread Spread
Silenced SMG 10” Quiet,
Rocket Launcher 25” Very Loud,
Spread
Penetrate
68 69
Index
A Detected . . . . . . . . . . . . . 17 L Rifle . . . . . . . . . . . . . . . . . 30
Abilities . . . . . . . . . . . . . 16 Dice . . . . . . . . . . . . . . . . . 18 Lights . . . . . . . . . . . . . . . . 49 Rocket Launcher . . . . . 30
Accurate . . . . . . . . . . . . . 31 Disguised . . . . . . . . . . . . 49 Line of Sight . . . . . . . . . 22 Rough Terrain . . . . . . . . 34
Actions . . . . . . . . . . . . . . 24 Distant Target . . . . . . . . 26 LMG . . . . . . . . . . . . . . . . . 30 Roving Patrol Action . . 25
Action Tokens . . . . 20, 44 Double Tap . . . . . . . . . . 31 Low Rough Terrain . . . 34
Additional Weapons . 30 Duck Action . . . . . . . . . . 27 S
Advance Action . . . . . . 24 M Searching . . . . . . . . . 55, 57
Aggression . . . . . . . . . . . 31 E Manoeuvre Actions . . . 24 Searchlights . . . . . . . . . 49
Alarm Levels . . . . . . 36, 44 Escape Markers . . . . . . 48 Medal Effects . . . . . . . . 18 Set Charge Action . . . . 33
Alarm Raised . . . . . . . . 37 Event Cards . . . . . . . 39, 44 MMG . . . . . . . . . . . . . . . . 30 Shoot Action . . . . . . . . . 26
Alerts . . . . . . . . . . . . . . . . 19 Experience . . . . . . . . . . . 45 Movement . . . . . . . . . . . 22 Shotgun . . . . . . . . . . . . . 30
Assist . . . . . . . . . . 26, 27, 29 Explosions . . . . . . . . . . . 33 Moving onto the Table 45 Silenced Carbine . . . . . 30
Awareness . . . . . . . . . . . 25 Silenced Pistol . . . . . . . 30
F O Silenced SMG . . . . . . . . 30
B Fight Action . . . . . . . . . . 26 Obstacles . . . . . . . . . . . . 34
SMG . . . . . . . . . . . . . . . . . 30
Barracks . . . . . . . . . . . . . 48 Fighters . . . . . . . . . . . . . . 16 Smoke . . . . . . . . . . . . . . . 48
Open Ground . . . . . . . . 34
Basic Tests . . . . . . . . . . . 28 Fire . . . . . . . . . . . . . . . . . . 48 Sneak Action . . . . . . . . . 24
Order Cards . . . . . . . 38, 44
Battlefields . . . . . . . . . . 43 Flipped Action Tokens 29 Sniper Rifle . . . . . . . . . . 30
Other Rolls . . . . . . . . . . . 28
Blast . . . . . . . . . . . . . . . . . 31 Fortified . . . . . . . . . . . . . 27 Spread . . . . . . . . . . . . . . . 31
Freeze . . . . . . . . . . . . . . . 24 Standard Issue . . . . . . . 30
Bodies . . . . . . . . . . . . . . . 37 P Static Weapons . . . . . . 30
Buildings . . . . . . . . . . . . 34 Front and Rear . . . . . . . 22
Pairs of Fighters . . . . . . 32
Stealth . . . . . . . . . . . . . . 19
Parked Vehicles . . . . . . 35
C G Patrol Route . . . . . . . . . 44
Suspicious . . . . . . . . . . . 37

Calm . . . . . . . . . . . . . . . . 37 Game Turns . . . . . . . . . . 20 Patrol Route Action . . . 25


Captives . . . . . . . . . . . . . 48 Grenade . . . . . . . . . . . . . 30 Penetrate . . . . . . . . . . . . 31
T
Caution . . . . . . . . . . . . . . 24 Guard Dogs . . . . . . . . . . 33 Taken Out . . . . . . . . . . . . 28
Pistol . . . . . . . . . . . . . . . . 30
Chevrons . . . . . . . . . . . . 18 Taking Time . . . . . . . . . . 47
Clear View . . . . . . . . . . . 23 H Q Targeted Actions . . . . . 26
Climbing . . . . . . . . . . . . . 35 Headshot . . . . . . . . . . . . 31 Terrain . . . . . . . . . . . . . . . 34
Quick Draw . . . . . . . . . . 31
Close Watch . . . . . . . . . . 23 Hiding a Body . . . . . . . . 37 Time Tokens . . . . . . . . . 21
Quiet . . . . . . . . . . . . . . . . 31
Combat Knife . . . . . . . . 30 Hills . . . . . . . . . . . . . . . . . 35 Trauma rolls . . . . . . . . . 29
Contact HQ Action . . . 33 Turning . . . . . . . . . . . . . . 25
R
Countdown . . . . . . . . . . 33 I Radios . . . . . . . . . . . . . . . 33
Counter-attack . . . . . . . 27 Improvised Weapon . . 30 Ready . . . . . . . . . . . . . . . . 17
V
Cover . . . . . . . . . . . . . . . . 23 Indirect . . . . . . . . . . . . . . 31 Very Loud . . . . . . . . . . . . 31
Recon . . . . . . . . . . . . . 24, 25
Covert . . . . . . . . . . . . . . . 17 Intervening Terrain . . . 23 Veteran Cards . . . . . 39, 44
Recon rolls . . . . . . . . . . . 29
Cut Throat . . . . . . . . . . . 31
Recruitment . . . . . . . . . 42
K Recruitment Cards . . . 17
W
D Keep Moving . . . . . . . . . 33 Reposition . . . . . . . . . . . 29
Weapons . . . . . . . . . . . . 30
Defend Action . . . . . . . 27 Wound rolls . . . . . . . . . . 28
Requisition Cards . . . . 42
Demo Charges . . . . . . . 33 Reserves . . . . . . . . . . . . . 44

70

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