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Armageddon War
It was 2028CE, or by the calendar in use in much of the conflict area, 1450AH. Domestic disasters
in the United States turned political attention inward, and the death of President Putin in Russia
had sparked a power struggle that likewise focuses their attention on domestic rather than foreign
policy. The Islamic State in the Levant (ISIL), resurgent, bellicose but largely content to remain
within its borders, decided that this was the time to expand. Using captured and black market
weapons from both the US and Russia, they push first against rebel enclaves in disputed border
areas, and then against traditional enemies like Israel. At the same time, internal dissent erupts
and some ISIL cities are rocked by all-out civil war.

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1.0 Introduction The number of dice you roll for an attack is
Armageddon War (or just GeddonWar) is a modified by exactly three things: the armor of
platoon-level game recounting the conflects of the target, your own action status (4.17), and if
2028 and the following years, where ideological, multiple units combine fire (4.162).
territorial and resource-based tensions turned into
outright hostilities, first in the Middle East, but Everything else in the game is a dice modifier, or
spreading quickly across Asia and the Pacific Rim. DM. A DM could also be considered a defense
Major nations were loath to get directly involved modifier, as it is adjusts the type of dice you get

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at first, using weapons exports and advisers as to roll. That is, the kinetic energy represented by
proxies for their national interests, but their bases your tank cannon and the resistive power of
and treaties in the conflict zones eventually forced enemy armor remain the same, but your odds of
them into the fray. getting enough solid hits to affect an enemy
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platoon is going to be different if you are moving
or they are under cover.

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GeddonWar has conflict between disorganized
and poorly equipped militias, advanced weapon
systems barely past the prototype stage in the
hands of highly disciplined First World forces, and
everything in between.
The term firepower will always refer to the
number of dice you can roll, and dice modifiers
(or DMs) refer to the type of dice you roll. How
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strikes turn into demoralized or eliminated


Rather than the dry, often mechanical treatment enemies is covered later (4.17). A positive dice
often given to tactical games, Geddon War will modifier is a dice upgrade and means you shift
diverge into explanations of some of the units, the that many dice one level more intense. A negative
details and tactics and the reasons why a rule is dice modifier is a dice downgrade and means you
the way it is. GeddonWar is meant to appeal to shift that many dice one level less intense.
the hardcore tactical gamer, but still be accessible
to new players. example: If your adjusted firepower was 2, your
default roll is 2 black dice. If the target had a -1 dice
1.1 Dice concepts modifier from cover, you would instead roll 1 black and
GeddonWar uses special six-sided dice for all 1 green die, and if there was also a +2 dice modifier
purposes. These have a mixture of strikes and for short range, the total result is a +1 dice modifier, so
shields on them and come in three colors, which you would roll 1 black and 1 red die.
represent normal fire (black), intense fire (red)
and weak fire (green). Excess dice modifiers are lost. So, if you had 1
black die, you could upgrade it to a red die with
+1DM, but further upgrades would have no effect.
example: The strikes are possible hits
and the shield is possible counter-fire GeddonWar comes with 18 dice, 6 in each of
from the people you are shooting at. black, red and green. There is a hard limit on
attacks, that you never roll more than 6 dice.
So, no matter what your attack or its modifiers,
There are two dice concepts you need to keep in the included dice will be sufficient.
mind for GeddonWar. First is firepower, or FP.
This is the number in the lower left corner of
any counter with firepower, and represents the
number of dice you roll.
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Dice probabilities 1.3 Counter descriptions
Just so you know, the GeddonWar dice break down as GeddonWar counters have a fairly uniform look
follows: to them, with different spots being used for the
same function as much as possible. Firepower or
green dice: 2 faces with , 3 faces blank, 1 face adjustments to firepower are in the lower left,
with , for an average of .33 strikes and counter- movement in the center and defense on the right.
strikes per die rolled.
1.31 Unit counters
black dice: 1 face with , 1 face with , 2 faces A unit counter will generally look like the one
with , 1 face with , 1 face with , for an average below. In addition to the unique flag, units of a
of .83 strikes and counter-strikes per die rolled. particular nation/group generally have a uniform
color coding, so all Russian formations will have
red dice: 1 face with , 2 faces with , 2 faces the same light/dark red color scheme.

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with , 1 face with , for an average of 1.33
Nationality
strikes and counter-strikes per die rolled. A flag to identify the nation Formation/Unit
or ideology of the formation, The formation name.
and any specific vehicle or This may include
In essence, each 2DM averages to 1 strike. game-relevant terms
weapon in the formation
(e.g. recon)
1.2 Counter concepts
A unit counter in GeddonWar Special note
usually represents a platoon. An An icon may be here

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infantry platoon would be about four to denote a special
characteristic of the
squads totalling thirty to fifty people, unit
would be commanded by a lieutenant
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and is mostly riflemen and a smaller number of
Defense value/type
marksmen or specialists with light machine guns, The shield color is

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rocket launchers or grenade launchers. A vehicle
platoon is typically four vehicles, again with a
lieutenant in overall command. A unit counter can
also represent a sniper team, or a single drone,
helicopter or ground attack aircraft.
the defense type, and
the number is the
defense value
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Firepower type/range Movement value/type


The large number/color are The number is how many
A support weapon counter is the primary firepower value movement points the unit has,
either a special weapon for a vehicle and type, and the superscript and the letter is the type of
platoon (like an anti-tank missile) or is the normal range. The movement (Infantry, Tracked,
a larger supply of ammunition for a starburst is the secondary Wheeled). If the number is
firepower type, which uses green, it means the unit can
weapon an infantry platoon might the same value and range as transport an infantry unit
already have (light machine guns, the primary type. (3.02)
etc.), allowing more intense and sustained use of
that weapon. In a few cases, an infantry support
weapon could be something an infantry platoon
does not normally have while on the march (like a
heavy anti-tank rocket or tripod-mounted heavy
machine gun). Note that support weapons must
have an appropriate regular unit to use it, it does
not represent an independent weapon team.

An admin counter is just about


everything else. These are counters
that used to denote status (has this
unit fired already?), special features
of a location (an improved position),
or special situations (hidden units).

Exactly what the numbers on the counter mean


are described next.

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1.32 Support weapon counters The nationalities in GeddonWar
A support weapon counter will generally look like Islamic State in the Levant(ISIL). Occupied most
the one below. Support weapons do not act on of Syria and Iraq and small parts of Iran, with outlying
their own and require another unit to use them. support in Afghanistan and parts of Pakistan. Mostly
For instance, a vehicle-mounted rocket must be equipped with Russian hardware, plus a small amount
associated with a particular vehicle unit. Vehicle of US armor from that supplied to Iraq and Saudi
support weapons are always used alone, while Arabia and kept operational with black-market parts.
some infantry support weapons will add to the Rebels. ISIL defectors or areas that have never fully
firepower of the carrying unit. Support weapon submitted to ISIL. Poorly equipped, with improvised
counters have a uniform color. They will typically (technicals and sandcrawlers) and long-obsolete
be used by a particular nationality, but only a few (T-55) vehicles, but is covertly supported with anti-
are specific to a particular group. tank weapons by both Russia and the United States.
Israel. The Israeli Defense Force(IDF) is formidable,

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Firepower type/range
Infantry support weapons a no-nonsense force that includes some of the worlds
with a primary firepower strongest armor and most experienced infantry. They
matching the carrying unit respond aggressively to any ISIL provocation.
add this to the firepower of
United States. The United States is mostly still using
that unit if within that units
range, otherwise it stands hardware developed in the 1980s, with a small core
alone. A support weapon of upgraded and prototype units that were deployed
with a different color is a to the area by fortuituous and some claim engineered
separate attack and a unit
coincidence.

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chooses either its inherent
firepower or the support Russia. The Russian Federation is the indirect
weapon firepower. supplier of most of the regions military hardware but
has largely avoided direct involvement. ISIL actions
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and support in Turkmenistan resulted in the hasty
deployment of front-line armor and troops to both

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Usage limitation
The X in the same spot as a
units movement means this
weapon cannot be used by
the unit for a move and
fire action.
Support weapon type
There will be an icon here to
show what types of unit the
support weapon can be used
by, which is usually infantry,
protect the border and quell possible internal unrest.

1.312 Range
The range of a units firepower is the maximum
distance before it takes range penalties. A unit
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land vehicles or air vehicles. with a simple white number for range can shoot to
double this (extended range) at a penalty, and if
1.311 Firepower/defense colors shooting at half this range or less (drop fractions)
A key aspect of the GeddonWar system is the it gets a bonus. Range can also be inside a colored
notion of firepower type. The color of the number circle to indicate one of the following:
and the starburst for firepower defines the role of
the unit and its ability to harm other units. This is
not the color of the dice you roll. Primary
firepower colors on the units are:

anti-infantry lots of rifles, a small number of


heavier weapons, grenades
anti-vehicle a small number of cannon or black circle unit is capable of indirect fire
rockets, plus machineguns (5.1)
anti-air weapons optimized for shooting red circle firepower cannot be used at
at aerial targets extended range and gets no
bonus at close range. This is
Defense shields are similarly coded, so armored the typical range type for anti-
vehicles typically have a gold shield (because they tank missiles
are designed to resist gold firepower). A special green circle limited effect, cannot do more
case is soft vehicles like trucks, which are coded: than 1 step loss to an enemy unit
in each fire or counter-fire. This
soft target this unit takes full effect from represents a single weapon or
any attack type limited ammunition supply. Dice
are rolled normally, but the result
cannot do more than 1 step loss
to a target
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1.33 Admin counters Action steps
Admin counters take on a lot of forms, but the Action steps in GeddonWar are a combination of
most common ones you will use are the double- Were busy!, Incoming!, Im hit! and We need
sided counters reflecting whether a unit has acted, more ammo!. A soldier or AFV could easily go through
is depleted or shaken. Admin counters generally their entire ammo load in one turn if they wanted to. A
try to give you a shorthand version of what you T-72s theoretical ability to fire 8 shots per minute
need to know, so that you do not always have to means it could empty its entire ammunition carousel in
reference the rules when you see one. The 3 minutes, and GeddonWar is a game with 15 minute
trapezoidal admin counters are meant to be turns. Similarly, a BMP-2 could use up all the ammo
placed under the unit they are for its 23mm autocannon in about 2 minutes. So, in
affecting. This way you can still practice, people tend to not shoot faster than their rate
see the full stats of the unit (if of resupply. The multiple levels of action counters can
it is the only one in the hex, mean you are too low on ammunition to take offensive

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anyway), and if there is more action, someone is wounded and you are pausing to
than one admin counter, you patch them up or get them evacuated, a vehicle got its
place them so their flags are chimes rung or suffered a minor breakdown and you
facing different directions. have to pause for a minute. These things reduce your
effective firepower. This reduction in firepower could
Action(-1 to firepower): The unit be enough to remove your ability to be an effective
has moved and/or fired and cannot combatant, or you might still be someone that the other
move or fire again until this is guy does not want to antagonize. The important thing

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removed during that formations about action steps is that they are not damage. You
upkeep step (2.021). The unit can can recover all of them and get back to full fighting
still counterfire (4.161) and engage in form. How long this takes depends on your position
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close combat (4.3), but at -1 to its normal firepower. (2.021). A unit exposed and alone is going to take
This counter is also the minimum level of combat longer than one under cover and being resupplied.

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disruption a unit can take. That is, an action could
mean that the unit has acted or that it has been
temporarily distracted by enemy fire.

Pinned(-2 to firepower): The unit


Being able to quickly recover action steps is vital to
keeping any sort of assault from bogging down.

1.34 Damaged counters


Most unit counters have a flip side
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is somewhat disorganized, either with a lighter bar through the


from combat effects or from middle, and reduced firepower,
sustained fire against one or more range and movement values. This
foes. It cannot move or fire and any represents a unit that has suffered
counterfire or close combat is at -2 permanent combat losses. Support weapons
to its normal firepower. Pinned units do not have a damaged side. Unless a special
may not retreat (4.16). scenario rule says otherwise, support weapons
are eliminated when the unit carrying them is
Shaken(-3 to firepower): The unit eliminated, even if there are other friendly units in
has taken a serious combat result. the hex capable of using that support weapon.
It may not move or fire but can
counterfire and close combat with
an additional -3 firepower. A unit
that is Shaken and takes an action
step flips to its reduced side. Shaken units may not
retreat (4.16).

note: If a rule says a unit takes an action step, it


means that if it has no counter it gets Action(1), or it
increases any counter it already has by one step (e.g.
Pinned(2) to Shaken(3)). With the exception of
intensive fire (4.153), no action or combination of
actions a unit can initiate will ever cause that unit to
gain more than one action step. So, move & fire,
move & close combat, move & counterfire or anything
else only counts as one action step.

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2.0 Turn structure note: A deliberate side effect of this system is that a
There are no end turns in the GeddonWar refill of the cup leaves an odd man out, a formation
system, no single spot in a turn sequence where chit that will not be drawn at all from that cup. You can
everyone removes their I did stuff counters at the mitigate this by use of a logistics/command marker
same time. Each formations actions are sequenced (2.022), but otherwise, Murphys Law will hit one
through the drawing of command chits from a formation every cycle through the cup.
cup. Each formation will have one or more of these
chits. The ones for a scenario are placed in a cup 2.02 Upkeep actions
and drawn randomly to see which formation When a formation activates, do the following in
activates. At the start of a scenario, all the chits this order for units in that formation:
will usually be in the cup, and sequence of play is:
morale recovery (2.021)
draw a command chit (2.01) to activate a formation place/remove logistics/command markers (2.022)

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upkeep actions for the active formation (2.02)
unit actions for the active formation (2.03) 2.021 Morale recovery
end actions for active formation, return to first step Morale or the esprit de corps of a unit is their
ability to pull together under stress and to some
2.01 Draw a command chit extent their ability to innovate or act creatively
This player may activate any or all units in that to overcome obstacles in their path, and the
formation in any order desired. The player who percentage of individuals in that unit who are
drew it places the chit on the map edge command willing to look towards a goal more abstract than

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track, on the next spot after any existing chit (or keeping their own skin unperforated.
on impulse 1 at the start of the game).
I'll tell you what morale is. It is when a soldier thinks
his army is the best in the world, his regiment the best
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example: After three activations, the command track
might look like this: in the army, his company the best in the regiment, his
squad the best in the company, and that he himself is

01 the best damn soldier-man in the outfit. - Brigadier


General James A. Ulio

All units in that formation recover 1 Action step


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When the last chit is drawn and placed on the in this step, and 1 additional step for each of:
command track, return all but that chit to the cup.
If a formations units are all eliminated, its chits if that unit is in terrain with a defensive bonus
are removed from the cup but ones on the track if that unit is not within extended range of any
are left there until the cup is refilled. If there are enemy ground units that have line of sight on them
more than ten formation chits, use a spare chit to if that unit is within 2 hexes of its logistics marker
note it on the 10-20-30 track and set aside current if that unit is defined as elite in a scenario setup
chits so that new ones can be put on the 0-9 track.
example: A Shaken infantry will automatically recover
example: If there were four formation chits in the to the Pinned level in this step. If it is under cover and
previous example, after you draw the last one (we will outside of enemy line of sight, or is close to a Logistics
say it is a Rebel marker), and place it on the track, you marker it would recover to Action level, and if it had
return the others to the cup, leaving the command cover and a Logistics unit it would recover back to
track like this: normal.

note: Being able to get extra recovery steps is very


important if you want to keep an offensive from stalling
out. Planning your attack route and logistics placement
to get maximum advantage will make a big difference
The amount of time that has elapsed in the in effectiveness.
scenario is determined by the number of impulses
that have been taken. The game effects of this are
that combat becomes more of a continuous flow
rather than a set number of turns, and that a
scenario is going to have a certain number of
formation impulses rather than a certain number
of player turns.
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2.022 Logistics/command markers 2.03 Unit actions
Part of a units action status is simple A unit usually does one or both of the following
morale, but some of it is munitions when its formation activates:
and/or fuel. You can go through a lot
of both in short order and there is moves (3.0)
no guarantee you started with as fires (4.1)
much as you would like. Players
may start a scenario with one or more If a unit can do something that has an effect on its
logistics/command markers in reserve. The movement rate, all penalties are assumed to be
logistics side represents supplies you need to fight based on the printed movement rate on the
at full effectivness. In this step you can: counter.

place a logistics counter outside of enemy line of example: An APC uses up half its move

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sight (or outside of maximum range) and no more (round down) to load or unload troops.
than 2 hexes from a friendly unit If this unit (with 6 movement points)
move an existing logistics counter up to 3 hexes. It wanted to unload troops, it would take 3
may enter enemy line of sight but must end in a movement points to unload. If it then
hex that it could have been placed in (see above) wanted to make an attack, it would take
pick up a logistics counter from the map and return a dice degradation as though it had actually moved with
it to your reserves those 3 movement points.

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If an enemy unit becomes adjacent to or enters note: Support weapons that have a
the hex of your logistics marker, immediately no move notation (an X in the bottom
return it to your reserves. center of the counter) cannot use a
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move & fire action, or fire after the
The other side of the counter is the command side. carrying unit does anything that

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If the counter started this step in your reserve you
may put it on the command track in place of any
of your chits there, and put that chit back in the
cup. This represents extra effort made by the
overall command to get that formation into action
uses movement points. The unit with
the weapon can move, but cannot move & fire.

2.04 End of formation actions


When a player announces that they are done for
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and keep it in action. Once this marker is placed this formation, go back to 2.01 and repeat the
on the command track, it does not return to your process. Once a formation has passed its turn to
reserve until the other chits on the command track the next one, units in that formation may only act
are returned to the cup. based on the type of admin counter on the unit:

2.023 Initiative(optional) none action pinned shaken


Units in a formation generally operate in close a r r r
a
fire(4.1)
proximity to each other and are hesitant to initiate r r r
a a
opfire(4.21)
action if other units in the formation are not in r r
a a a a
retreat(4.142)
contact or visible.
a a a a
counterfire(4.151)
close combat(4.3)
After placement of logistics markers (if any), check
units in that formation. A unit has initiative if: Each of the above items will be addressed later in
the rules.
it is within 2 hexes of a logistics marker
a unit in that formation is in line of sight (4.14)
a hex with a unit in that formation can be entered
with 1 turns worth of movement
the unit has recon in its name

Units that do not meet any of these conditions get


an Action marker (the green one) if they have no
other Action steps on them. Otherwise there is no
effect.

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3.0 Movement The various terrain types are described next.
Units may normally only move when it is their Some are obvious, others need a little more expla-
formations turn to act. An exception is Retreating nation.
(4.142) when under fire.
road: A road is a feature that is on
Units in the same hex move singly or together. another terrain and supercedes it. It
Units of the same formation starting in the same is a feature that allows units to move
hex may move simultaneously. Units moving into a into otherwise prohibited terrain. For
hex with another unit of the same formation may instance, a road over a river is a
continue moving with that new unit as a group and bridge, or a road lets vehicles move through dense
even split off again later, but all units are limited woods. When you move into a hex with a road you
by terrain, stacking limits (3.01) and the available declare if you are using the road or not (if you
movement points. have a choice). This makes a difference because

2 FT
units using the road are at a disadvantage if fired
Basically, as long as no unit in the upon (it has no cover and your movement is
formation uses more movement predictable). The movement rate for roads
points than it has, then units can requires that you exit the hex you are in via a
join and separate during movement. road hexside, into another hex with that same
So, you could move a vehicle into a road (that is, moving into a road hex via anything
hex with infantry in that formation other than the road uses the normal movement
and then move the pair of them into cost for that terrain).

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close combat with an enemy. Note
that once a unit has stopped note: If a unit ends its movement on a road it is
moving, it cannot start again later assumed that after its action is done it is taking
advantage of the non-road terrain for combat purposes.
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in the turn.
So ending a move on a road through dense woods

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The printed movement points (or
MP) on a counter are compared to
the movement cost for each hex the
unit enters. If a unit type is allowed
to enter a terrain, it can always move
means you have cover from the dense woods after
your action is done.

clear: Grassy, open, no cover, no


real impediment to movement but
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1 hex in a turn, even if its adjusted MP would not wheeled vehicles have to watch out
normally allow it. See the table below for move- for soft spots.
ment costs and the larger version on the player aid
sheet. cultivated: Ground irregularities and
crops that provide some light cover
MP cost per hex for infantry but is otherwise treated
infantry wheeled tracked like clear terrain.
road 1/2 1/2 1/2

clear 1 2 1 soft sand: Hard to walk in, slow to


cultivated 1 2 1 drive through, provides no cover for
soft sand 2 3 2 vehicles and light cover for infantry.
dunes 3 4 3
rough 2 X X
light woods 1 2 2 dunes: Soft sand in the form of hills.
dense woods 2 X X Impossible to cross at speed as you
light urban 1 1 1 are either going around them or
dense urban 1 2 2 slogging up and down them. They do
marsh 3 X X provide good cover.
river X X X
wadi X X X rough: Broken terrain. This could
elevation change(up) +1 +1 +1 be a boulder field, a rubbled building,
crest +0 +0 +0 a junkyard, etc. Vehicles cannot
flank move -1 -1 -1 enter or traverse it without a road.
fence(crossing) +4 X +2 The Crusader-era fortification on Map 1
wreck +0 +0 +0 counts as rough (and elevated).

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light woods: This is movie woods, elevation: Crossing an elevation line
with open ground and large trees on a map (going uphill) costs 1MP
spaced enough apart that vehicles more than that terrain normally
can move through it at speed. would. Exiting a wadi counts as going
Orchards or other regularly spaced uphill.
trees are considered light woods.
crest: A lightly shaded stairstep-like
dense woods: This is real woods, line on a map is a crest line, a slight
with fallen logs, underbrush, and change in elevation that you cannot
trees spaced so closely you cannot see over. An example would be the
weave a path between them sufficient line from hex A4 to G1 on map 2. This
to traverse the hex at anything faster has no effect on movement, but it blocks line
than bulldozer speed. of sight unless you have at least one level of

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elevation. For all practical purposes a crest line
light urban: This is residential acts like a level 1 hill 1 hex wide, except it does
neighborhood sort of urban, with low, not cost any extra movement to enter.
reasonably spaced buildings and
wide streets. Vehicles and infantry get fence: Think prison fence. This is a
different amounts of cover because barrier designed to stop infantry or
while the vehicles can dodge behind buildings they light vehicles. It could be a sturdy
are still sitting in the open for the most part. Note chainlink fence, concertina wire, a

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that all the structures in the military base on Map shallow ditch or some combination of
2 count as light urban, as does the soccer stadium the above. Infantry usually has to stop when
in hex F13 on Map 1. entering the hex unless a tracked vehicle has
passed through and left a breach marker, which
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dense urban: Apartment blocks, makes it count as a road (a narrow passage that
office buildings, multi-story steel and

01
cement structures. More difficult to
thread your way through in vehicles if
for no other reason than the large
number of ambush spots.
increases your vulnerability when passing
through). Note that like an elevation change, a
fence is at the border of a hex and only affects
your movement if you cross that hexside.
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wrecks: A destroyed vehicle platoon


marsh: Muddy, soggy soil that is an leaves behind some smoking wrecks
infantry nightmare and impassable to that are natural sources of physical
vehicles. cover and reduced visibility to
attackers. However, they do not
impede movement or affect stacking
river: A river on the map is wide and limits and only one wreck counter can be in a
deep enough to be impassable to hex. A wreck is not a terrain type but an external
infantry and non-amphibious modification to the terrain brought about by
vehicles. Any map feature in a water combat.
color where the water occupies the
center of the hex would use the rules for
rivers. The entire hex is considered off-limits even
if the river is far less than 150 meters wide. An
amphibious vehicle would have a blue circle
around its MP and would treat rivers or other
water hazards as a cost of 4MP per hex. Note that
you can move onto a bridge (road over water)
from any adjacent hex, not just road hexes.

wadi: A wadi is a seasonally dry


riverbed. In GeddonWar it will refer
to one that is deep and steep-sided.
It can only be entered or exited at its
ends, but a unit in the wadi moves like
it was clear terrain and sees other units
in the wadi like they were in clear terrain.
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flanking move: If you choose to throw caution to 3.01 Stacking
the wind, you can move very quickly. A flank move The stacking limit for friendly platoon-level units in
reduces the MP cost for a hex by 1, but not to less a hex is 2. Support weapons do not count towards
than 1/2MP per hex. Tactically, this can be very this stacking limit, nor do wrecks, air units (5.6),
useful, so do not ignore or forget it. The downside snipers (5.41), civilians (5.7), improved positions
is that if you are attacked while moving (indirect (4.152) and similar items, each of which is limited
fire, hidden units, plain oid mistakes) the attacker to 1 per hex. For the sake of keeping special cases
gets a +1 upgrade on each attack die (a positive to a minimum, the two platoon stacking limit for
die modifier equal to the number of dice rolled). friendly ground units may not be exceeded at any
This will also apply if a unit using flank movement time. This means that you need to watch the order
ends its movement in close combat. in which you move dense formations, lest faster
units be blocked by slower ones in the way.
note: You cannot use the flanking movement rate if

2 FT
you are announcing move and fire or fire and move Reality note
as that units movement. Similarly, a scenario may The stacking limits in GeddonWar are not that
have special rules that say flanking moves are not realistic. A hex is the size of several football fields, so
allowed. having more than eight vehicles or eighty men there
should not be a problem. So, why the limits? It is
X: If a terrain is marked X for its movement cost, mostly as a matter of game balance and practicality.
it is impassable to that type of unit. A road going Otherwise, players would tend to make teetering
through a hex negates that boundary, but only for stacks of doom. Imagine a stack of 5 units, with

7
units staying on the road (and giving an attacker support weapons (5 more counters) and several admin,
the +1 die modifier for a road-using target). improved position, sniper or leader counters. That stack
is just looking for an excuse to topple across the board.
example: A vehicle cannot move through dense woods
A
Limiting stacking to two platoons sets a manageable
unless there is a road. However, if you use the road you upper limit on what each hex holds.

01
do not get the defensive benefit of the woods if you are
fired on while moving. In fact, your opponent gets a
bonus because you are a target moving in a predictable
manner in a constrained area. However, once you are
done moving for the turn it is assumed that you have
3.02 Mounted infantry
Vehicles with their MP in green can
carry one infantry platoon. Getting
in and out of the vehicles is part of
DR

parked to take advantage of available cover and you do the movement step for a formation,
get the defensive benefit of the woods if fired upon. and for convenience sake, both the
infantry and vehicles are usually part of the same
A note about terrain formation. If infantry in a hex is under such a
For a hex 150 meters across, any terrain vehicle counter, they are assumed to be in the
that can block line of sight makes it a vehicle, and this is how you keep track of where
trivial task for a unit to hole up someplace they are. It costs half of the printed MP of the
where they cannot be seen. For instance, in infantry and vehicle (drop fractions) to mount or
an urban hex you just park your vehicle platoon dismount. As a special case, infantry that does not
between a few buildings on a narrow street or take an have an action counter can always dismount from
infantry platoon down to the sub-basement of an office a vehicle that has not moved or cannot move (like
building. And civilians in the area are doing just that, an APC with an Action counter). You cannot
making themselves scarce. Soldiers on the other hand mount and dismount in the same action. You
are there to fight, which means being able to see the cannot retreat (4.16) into or out of a vehicle.
enemy and be seen in turn. GeddonWar reflects this Depending on what they do, infantry can act
with several modifiers. First, if you flank move you are before, after or at the same time as their vehicle.
deliberately taking less advantage of cover in order to
move faster. Second, the counter-fire mechanic implies Mounting is usually done in the same hex as the
that instead of ducking, you are staying where you can vehicle. Dismounting is done in the same hex, or
shoot back. Third, the retreat combat modifier (4.16) the dismounting unit may expend the movement
is all about taking advantage of cover and leaving the points needed to dismount in an adjacent hex,
hex. And last, intensive fire (4.153) means really provided that hex is empty or has no more than 1
exposing yourself and generates 2 extra action steps friendly unit in it (this allows 2 APCs in a hex to
for a unit, which means that it is more vulnerable to dismount their infantry without exceeding stacking
counter-fire or later attacks. limits for the hex the APCs are in).

9
example: If this infantry wanted to A few notes on reality
get into the shown APC, it would GeddonWar is a simulation game, but there are a few
cost the infantry 1MP and 3MP aspects where the simulation bumps into limits of the
for the APC. So, the APC could medium and practicality.
start in the same hex as the
infantry and then move, or turns: In actual combat the situation is very fluid and
move a few hexes to allow the everything is happening at the same time. No one is
infantry to mount up. taking turns. The notion of action steps or similar
things in other games simply reflects that a unit may
If the infantry started the have its attention focused elsewhere at a particular
impulse in the APC, they could moment in time. You might be busy fighting that guy
dismount into the same hex during the time that other guy pulls into view and
for 1MP, or dismount directly starts hammering you.

2 FT
into the adjacent hex for 2MP
(1MP for dismounting, +1MP for scale: GeddonWar operates on a fairly standard scale
the cost to move into a light urban of approximately 150 meter hexes and 15 minutes for a
hex). cycle through formation actions. But modern anti-tank
weapons have effective ranges of several kilometers
You can dismount into an enemy-occupied (bigger than the map!), and have been used at such
adjacent hex, which immediately initiates close ranges in things like the Battle of 73 Easting. In the
combat. If a vehicle has sufficient movement, it interest of keeping useful ranges smaller than the map

7
can dismount infantry into its own hex and then and making infantry useful on the map scale, vehicle
the infantry and vehicle can move together into weaponry has had its range nerfed a bit.
close combat. You cannot move into an enemy hex
and then dismount for close combat.
A
Similarly, infantry at a jog could make it halfway across
the map in 15 minutes, and in the real world troops
For combat purposes, carried infantry normally

01
suffers 1 less action step than the vehicle does
from any damage it takes. So, a vehicle Pinned as
a result of combat means the infantry inside takes
an Action penalty. Infantry that survives a vehicle
approaching a fight on foot or in vehicles do eat up the
map. We nod to this by having a special movement
rate for units that choose to move without due caution
instead of the normal eyeing the route ahead and
cautiously moving from one point to another.
DR

being destroyed is assumed to be outside the


wreck counter left by the vehicle and this takes no aggression: GeddonWar units are just pieces of
action nor gives an action step. Note that this can cardboard. The people they represent are not so keen
only happen if the vehicle is exactly destroyed. If on being thrown into harms way as their commanders
the vehicle takes more steps than are neccesary might want. In the real world, a series of battles that
to destroy it, the infantry is also lost. resulted in typical wargame casualties would result in
both sides having their entire armies eliminated within
3.03 Moving fire a month or two. GeddonWar recognizes that damaged
Units may move and fire or fire and move as their and eliminated units seldom mean the destruction of a
action, but if you intent to shoot and scoot, you platoon, but instead are more of a total demoralization
need to declare how much movement you will use combined with the survivors using the aforementioned
after firing (because how much moving will be a movement rate to simply exit the scene and not return.
modifier on the quality of your attack). If a forty-man platoon has lost half its men, it is likely
that the remainder use their theoretical ability to jog 15
If you have declared move and fire, opportunity hexes in a turn to get the hell out of town (or surrender
fire against you upon your entering a hex happens or hole up and let someone else do the lets get shot at
first and resolves, then your declared fire can take bit for a while). They are not all dead, but for all combat
place. purposes they are eliminated.

3.04 Close combat firepower: If some units look like they have zero
If a unit or units move into the same hex as chance of harming another unit, this is deliberate.
enemy units, close combat happens. This resolves Some attacks can only be effective when units combine
immediately and is why units would choose to fire, flank attack or dive into bloody close combat.
move together rather than separately. Infantry in a
vehicle does not participate in close combat. Close So, take these into consideration when considering
combat is detailed at 4.3. GeddonWar as a realistic game, and have fun!

10
4.0 Combat 4.1 Fire combat
Most combat is going to be in the form of fire, Most fire combat uses the same steps to resolve,
counter-fire, opportunity fire or close combat, with so keep that in mind for later fire topics. Fire
special case rules for artillery, mines or IEDs. combat has several common-sense steps, some
of which are listed purely for formalitys sake:
A very important part of the GeddonWar rules is
the assumption that an enemy that can shoot check firer status
back effectively is likely to do so. You do not just declare target
drive up and go surprise! while the other guy sits check range
there and takes it. Because the attacker can place determine line of sight
themselves at risk by making an attack, you do determine firepower
not simply shoot because you have a shot, and the defender declares counter-fire, withdraw or retreat
game mechanics reward those who utilize effective determine attack/defense modifiers

2 FT
tactics to minimize this vulnerability. roll for attack and defender countefire (if any)
assign damage
The special dice for GeddonWar come in three
flavors, black (default), green (weak) and red 4.11 Firer status
(strong). The basic rules to remember for how A unit can only initiate or support an attack
many dice you roll and what type are simple: (regular or opportunity fire) if it has no action
counter on it. It can counter-fire (4.161) in any
How many dice? case, but the maximum number of hits it can get

7
start with black dice equal to your attack factor is reduced by the firepower modifier on the action
subtract dice equal to defender armor, if this is counter. For instance, a unit with an Action
negative, count it as zero dice (this is important!) marker takes a -1 to its printed firepower if it
A
add 1 die for each extra unit firing (up to +3 dice) counter-attacks when fired upon.
add 1 die if the attack is flanking (4.163)
4.12 Declare target
01
you never get to roll more than 6 dice

What type of dice?


total all the modifiers for the attacker and defender
(terrain, range, etc.)
If there is more than one unit in the target hex,
you declare one of them as the target of your
attack. Mounted infantry (3.02) cannot be targeted
but may suffer combat effects if the vehicle they
DR

if positive, upgrade that many black dice to red are riding in takes damage.
if negative, downgrade that many black dice to
green 4.13 Range
because of the way upgrades and downgrades Obviously, an attack needs to be within the range
work, you will never roll more than 2 colors of dice. of the attackers weapons. Similarly, counter-fire
If you are, you are doing something wrong. requires that the defender have sufficient range to
if all dice are red or green and there are still shoot back.
upgrades/downgrades to be applied, they are lost
example: The BMP-2
example: If you had an attack factor of 4 against a has a range of 4 and the
defense of 1 and the defender was in terrain with a +1 Rebel militia has a range
defensive modifier, you start with 3 black dice (attack of 1 (extended range of
minus defense), and they would be 2 black and 1 2). If the BMP-2 is at a
green (the +1 terrain benefit downgraded 1 black die range of 3 or more, the
to green). Rebels cannot counter-fire.

Close range (half, dropping fractions) is a +2 die


modifier (stronger) and extended range (up to
double) is a -2 die modifier (weaker). Remember
that this does not adjust the number of dice
rolled, just the type of dice rolled.

note: Units in close combat or with a range of 1 or 0 do


not get a short range bonus. And remember that units
with a red circle around their range number do not have
extended range and get no bonus for short range.

11
Reality note LOS through blocked? note
A smart commander will always try to minimize an road n/a use terrain road is in
enemys ability to shoot back. Engaging at long range clear no
if your range is superior (like the Battle of 73 Easting cultivated no
(1991)), or softening up infantry with some judicious soft sand no
shelling before sending in your own troops. Charging dunes yes level 0 obstacle
across open ground just because it is your impulse to rough yes level 0 obstacle
act may not be a good idea in GeddonWar. light woods yes level 0 obstacle
dense woods yes level 0 obstacle
4.14 Line of sight light urban yes level 0 obstacle
This is usually abbreviated as LOS. Everyone dense urban yes level 0 obstacle
involved in a direct fire attack needs to be able to marsh no
see the people they are shooting at. river no

2 FT
wadi yes not within wadi
LOS is determined from the center of one hex to elevation change yes in both directions
the center of another. LOS does not include the crest yes in both directions
terrain in the hex the attack is made from, nor the fence no
hex the target is in. For instance, urban terrain wreck no
blocks LOS, but you can shoot from one urban hex
into another urban hex, provided there are no road: You use the terrain the road is in for LOS
hexes in between that block LOS. A side effect of determination. Even a straight line road on the

7
this is that you can always shoot into an adjacent map can have gentle curves that would allow a
hex. blocking terrain to affect LOS.

Each hex is assumed to have the full value of all its wadi: Hexes within a wadi that have an LOS not
A
terrain features over the entire hex, not just the touching any non-wadi hexes can see each other
and a wadi hex can see adjacent non-wadi hexes

01
actual silhouettes of trees or buildings or whatever.
So, if a line of sight crosses a hex that would block
it, a direct fire attack cannot be made. If an LOS
passes exactly down the border of a hex that
would block LOS, fire is not blocked unless the LOS
like they had a level of increased elevation. That
is, you can see other people who are on the edge
of the wadi next to you and any unobstructed
distance within the wadi.
DR

passes down two or more such borders.


elevation: If you are on a hex with a contour line
you can see uphill to the next contour line, along
the same level of elevation provided there are no
other blocking terrains, and downhill and over
lower level obstacles (4.141). That is, if you are
lower than an elevation you can see into the hex
with the contour line but no further, and vice
versa.

crest: A crest line is just


enough of an elevation
change that it affects line
of sight. If you are on a
crest line you can treat it
as being on a narrow hill
that only occupies the
crestline hexes.
example: The red unit can see the blue and green units
but not the gold or black ones. The gold unit can see example: This unit can see
the green and blue units but not the red or black ones. everything except the two
The blue unit can see and be seen by all the other units hexes shaded in red. The
except the black one, and the black unit cannot see or red hexes are downhill
be seen by any of the other units. from P9 and thus blocked.

12
4.141 Obstacle height 4.15 Determine firepower
Geddon War assumes that things which can block The base firepower of a unit is its printed value.
LOS have a certain height. The normal ground This value is then reduced by the defense of the
level is considered level 0. Things which are on target. If the result is zero or less, you count it as
the ground and which mostly block LOS between zero. Results of zero cannot actually do anything,
ground units are level 0 obstacles. Examples but are a base level that can have dice added to it
would be woods, urban, dunes and crest lines. by combining fire with other units.
Some obstacles block all line of sight from any
height, like smoke. 4.151 Specialized attacks & defenses
Most units have a firepower number in one color
Hills are level 1, level 2 and rarely level 3, and a starburst in a different color, representing a
and are marked by a contour line in that hex. A primary and secondary firepower type. Some units
depression or wadi would be level -1 and simply have the number and starburst in the same color.

2 FT
treats all surrounding areas as 1 level higher These are dedicated for a particular role, and are
(someone in a wadi can only see or be seen from not good at anything else. A shaped charge anti-
higher level hexes that are adjacent). tank rocket might be an example, something you
would not normally use against infantry. Some
Level 0 obstacles in a hex can be seen over by defenses have a number and a shield that are the
units on hills of level 1 or more, but provide a +1 same color. These are defenses optimized against
defensive terrain bonus to any unit in adjacent that type of attack. A tank with reactive armor
level 0 hexes if the LOS passes over the obstacle. would be an example. A target with an appropriate

7
This is in addition to any normal benefit for that specialized defense gets +2 to its defense rating.
terrain. All of this is nit-picky yet important This is not a dice type modifier, but is +2 to the
because the people in your units are not keen on printed defense value against attacks where the
A
being shot at and will try to take advantage of any firepower/starburst are also that color.
and all cover they can get.

01
example: The BMP-2 is on a level 1 hill
and is shooting over some buildings (a
level 0 obstacle) at a target in the open,
1 hex past the buildings. The defender is
example: A Konkurs has a specialized
attack value of 6 (gold number on gold
starburst). The T72B1 has an armor of
3, but it is specialized against that type
of attack so it counts as an armor of 5.
DR

assumed to get +1 defensive terrain So, the Konkurs would roll 1 die for its
against the attack. They are not in an attack (attack of 6 minus defense of 5).
actual defensive terrain for rules that
require this, but they do get a defensive The Armata has a normal anti-vehicle
benefit because the buildings partially attack of 6 (gold number on red
obstruct fire and visibility. starburst). If firing on the T72B1 it
would roll 3 dice for its attack (attack of
6 minus defense of 3). The specialized
defense of the T72B1 offers no extra
example: The same attack is made, benefit against the generalized anti-
but the unit past the buildings is in a vehicle attack of the Armata. For
cultivated hex. The defender gets a +2 instance, the Armata could be firing
defensive terrain bonus, +1 for the armor-piercing solid penetrators that
cultivated terrain and +1 for the obstructed are unaffected by reactive armor plates.
view because of the buildings. Since they
are in a terrain that provides a defensive 4.152 Improved positions
benefit, any normal rules regarding such a A unit in an improved position that
terrain do apply. matches its defense color gets a +1
to its printed defense value, which
means that attacks against it will
roll 1 less die. Only one improved
position can be in a hex and it affects all units
with that type of defense in that hex. Improved
positions are removed from play if any unit using it
is eliminated (e.g. your improved vehicle positions
are filled with flaming wrecks).

13
4.153 Intensive fire (optional) 4.161 Determine offense modifiers
An attacker who does not move may declare Determine the total for all modifiers on the attack
intensive fire. This does not grant any extra dice, and adjust the dice colors accordingly. The table
but is a +2 dice modifier (stronger). The penalty is below lists most of the modifiers and a full version
that this costs you 2 extra action steps, so you go is on the combat reference sheet. All positive
from ready to Shaken, and this makes you more numbers make the attack dice stronger, all
vulnerable if you can be counter-attacked or negative ones make the attack dice weaker.
attacked before you get a chance to recover. This
is a measure only for the desperate and those with defender in terrain
superior range and good logistics. infantry wheeled tracked
road +1 +1 +1
4.16 Declare defense status clear +0 +0 +0
Depending on their action status and the terrain cultivated -1 +0 +0

2 FT
they are, the target of an attack can just take it soft sand -1 +0 +0
(no dice modifier), counter-fire, or retreat. dunes -2 -1 -1
rough -2 -2 -2
counter-fire: Available to any unit of the non- light woods -1 -1 -1
acting player, even if it has Action, Pinned or dense woods -2 -1 -1
Shaken marker. That is, the units of the currently light urban -1 +0 +0
acting formation do not counter-fire if fired upon. dense urban -2 -1 -1
Counter-fire just means you are shooting back at marsh -1 +0 +0

7
your attacker and we will detail how this works at river +1 +1 +1
rule 4.171, but the short form is that the attacker wadi -1 +0 +0
gets a +1 dice modifier (stronger) since you are elevation change(up) -1 -1 -1
A
choosing to stay where the enemy can see you so crest +0 +0 +0
that you can shoot back at them. flank move +all +all +all

01
retreat: Available to any unit that is in a terrain
that reduces the attack quality against it and
which does not have a Pinned or Shaken marker.
The unit must be able to leave the hex it is in, and
fence
wreck
+1
-1
+1
-1
+1
-1

defender situational
infantry wheeled tracked
DR

move to an adjacent one that is not in enemy tech (dis)advantage 1 1 1


LOS. Retreat is always away from the attacker in moving fire -1/-2/-3 -1/-2/-3 -1/-2/-3
the sense that the range to the attacker cannot counter-fire +1 +1 +1
decrease from the retreat. The unit foregoes retreat -2 -2 -2
any chance at counter-fire and this is worth an
additional -2 die modifier (weaker) over the terrain technology: The red, black or green lightning bolt
they were in. Basically, you take some of the on the center right of a counter represents the
attack and then decide to bug out. training, supply level and overall technology base
of the unit, red being the best and green being the
note: A special case is if infantry is worst. For each point of tech difference between
equipped with a support weapon that attacker and defender, you get a 1 dice modifier.
has a no move notation. This type of That is, if the attacker is better, their dice are
support weapon is unwieldy and cannot stronger and if the attacker is worse, their dice are
be quickly dismounted for transport. If weaker.
the infantry unit using it chooses to
retreat, the support weapon is destroyed example: With no other modifiers, the
and removed from play. T-72 rolls 2 dice against the Rebel T-55,
and it would be 1 red and 1 black die
A unit fired upon while moving may retreat, but because the T-72 has a 1 point tech
only if they have sufficient movement points left to advantage. The T-55 rolls 1 die against
move back into the hex they just exited. The the T-72 and it would be 1 green die,
movement of the unit ends after the retreat and because the T-55 has a 1 point tech
they lose any fire part of any move & fire action disadvantage.
they might have declared. A reason to advance
into fire only to run away is as a feint, to make an
enemy commit firepower so that a different unit
can advance unopposed.
14
A lot of the hardware in GeddonWar is superficially flank move: If you are using the flank movement
the same, but with noticeable differences in quality. A rate and are attacked, the attacker gets a +1 die
T72 has the same 125mm gun as a T64 and an M1A2 modifier (stronger) on all their dice. This also
exported to Saudi Arabia has the same 120mm gun as applies if someone calls in indirect fire on you
an M1A3 used by the USA. But the ammunition the while using flank movement. You are moving in a
Russians sell for export T72s is not as good as what hurry and not taking advantage of cover.
they use for themselves, and the USA does not sell
depleted uranium penetrators to anyone else. There are fence: If you are in hex with a fence, whether it
also differences in the quality of night vision equipment, is intact or breached, attacks on you get a +1 die
targeting aids, armor quality and so on. Many Russian modifier (stronger) because you are either limited
vehicles with an M suffix are known as Mickey Mouse in your movement because of the fence or an
versions because the export models have less capable easier target because you are using a narrow
fire control and other features. Similarly, some of the breach that funnels your platoon as you use it.

2 FT
forces in GeddonWar are badly out of date and/or
poorly trained. They are still using T55s in Syria, and 4.162 Combined fire
even old T34-85s were pulled off of war monument Two or more units in the same formation can
pedestals and put back in service in the conflict in mount a joint attack. First, you define the unit that
Ukraine in 2015. The use of tech modifiers recognizes is leading the attack, then for other units check if:
these differences plus varying personnel quality and
operational doctrines. the target is in LOS of all units. In the case of units
with indirect fire capability, only one of the units

7
moving fire: We mentioned that units can do a needs to have LOS
move & fire or fire & move action. If you use all all of the units combining fire are in the same or
your movement points before making an attack, closer range band as the lead unit (close, normal,
your attack takes a -3 dice modifier (weaker). extended). Units without close or extended range
A
If you use at least half but less than all your (1.312) count as all ranges
movement points, your attack takes a -2 dice

01
modifier, and if you use less than half of your
movement points your attack takes a -1 dice
modifier.
Combined fire increases the firepower of the attack
by 1 die for each extra unit involved, up to a
maximum of +3 dice. This is not a die modifier.
Remember that the minimum firepower of an
DR

If you are doing a fire & move, you must declare attack by 1 unit is zero dice, so a combined fire
before firing how many movement points you attack will allow inferior units to get a roll when
intend to use after firing. This is used to figure the normally they would have none. Combined fire is
modifier on your attack. You do not have to use all only possible during your formations turn to act
the declared movement points, but you cannot use (you cannot combine fire with opportunity fire).
more than the declared movement points.
note: If a defender chooses to counter-fire, they may
road: If you are fired on while using the faster do so against any one of the units involved in the
movement rate for roads (or have no other choice combined fire attack.
but to use the road to get through a terrain),
you are in the open and have limited options for 4.163 Flanking
concealment. This is a +1 die modifier (stronger). If combined fire enters the target hex from two
If fired on while moving, you can retreat if the different hex sides, you are laying some of that
terrain the road is going through has a defensive fire into a less protected arc for the defender and
benefit, but you are still counted as being on the this is worth an additional extra die for each
road for combat modifiers. additional hex (not unit) flanking fire comes from.

river: Whether you are in a river in an amphibious example: Two units in hex A
vehicle or are crossing a river on a road, it is a making a combined attack on C
vulnerable position. A road over a river is a bridge would get +1 die on the attack. A
and gives the attack made against a target there a unit in hex A combining with a unit
total +2 die modifier (stronger). in hex B would get +2 dice,
+1 for combined fire and another
note: If you end your movement on a bridge over a +1 for flanking.
river, the modifier for attacks on you after moving is
still +1 (you count as being on the road).

15
4.17 Roll for attack/counter-fire This number can easily be zero, meaning that
This is where the rubber meets the road. Take there is no point to counter-fire in that case. Note
your dice, alter the type if needed because of that for the sake of simplicity we do not apply tech
attack or defense circumstances and roll them. differences to the counter-fire calculation.
The dice have a combination of starbursts, shields
and blank faces. A starburst is a strike for the The number of shields on the attackers dice is the
attacker and a shield is a strike for the defender number of strikes the defender does with counter-
if they are doing counter-fire (we will get to that in fire, and these convert to hits in the same way as
a moment). the attackers starbursts do.

There is a difference between strikes and example: The BMP-2 is attacking and
hits, and this is based on firepower and the Militia with the RPG-7 is choosing to
defense colors: counter-fire. Because the defenders

2 FT
firepower is 4 and the attackers defense
if the attack number and defense shield are the is 1, the maximum number of hits the
same color, each strike is 1 hit (e.g. red attack defenders counter-fire can do is 3. If
number vs. red shield) there were no other modifiers, the
if the attack starburst and defense shield are attacker would roll 2 dice (attack of 3
the same color, each 2 strikes (drop fractions) is 1 hit vs. Militias defense of 1). The roll is
(e.g. red attack starburst vs. red shield). 1 red and 1 black die because the
if neither the primary or secondary firepower color is attacker gets a +1 die type upgrade

7
the same as the defense shield, each 3 strikes (drop for a defender choosing counter-fire:
fractions) is 1 hit (e.g. gold attack number on gold
starburst vs. red shield)
A
if the defense shield is gray, it automatically counts
as matching the primary attack color (i.e. each strike

01
is 1 hit)

example: Both the infantry and the


BMP-2 have a firepower of 3 and a
defense of 1. If the BMP-2 attacked
This is 2 strikes from the attacker on the defender and
2 strikes from the counter-fire back at the attacker.
Because each side is using primary firepower (number
color (primary attack) vs. shield color)), each strike is
DR

it would roll 2 black dice (attack of 1 hit. So, the attacker takes 1 action step for making
3 minus defense of 1) and each the attack and takes 2 more from counter-fire, and the
starburst on the dice would be a hit defender takes 2 action steps from the attack. The final
on the infantry (red number (primary result is that the BMP-2 is Shaken and the Militia is
attack) vs red shield). If the infantry Pinned.
was the attacker, it would also roll 2
black dice, but each 2 starbursts would Counterfire is not an action. The penalty you take
be a hit on the BMP-2 (gold starburst for counterfire is the +1 die type modifier the
(secondary attack) vs. gold shield). attacker gets for you sticking your foolish head out
and shooting back.
4.171 Counter-fire
Counter-fire means that instead of withdrawing or Counterfire is always optional and may not always
hunkering down, you are actively returning fire on be possible or even a good idea. A unit may be
your attacker. This gives the attacker a +1 die under attack from a position that is out of range
modifier, so you only choose this option if you of its own weapons or not have sufficient firepower
think you can hurt your attacker by doing so. to harm the attacker either through unit inferiority
Counter-fire is only allowed for the non-active or because they have action steps reducing their
player. That is, if it is your turn to move and one effective firepower value. A smart attacker will
of your units is shot at while moving, you do not try to make enemy counterfire opportunities as
get to counter-fire. If a defender chooses counter- useless as possible. Sometimes it is better to
fire, the maximum number of hits they can do to Retreat (4.16) and sometimes you just have to
the attacker is their attack value: take it. War is unfair that way sometimes.

minus the attackers defense value


minus any action penalties (action, depleted, shaken)
minus 1 if the attacker has any defensive terrain

16
4.17 Assign damage 4.2 Special combat situations
Geddon War uses a fairly simple progression when The previous rules cover the most common
a unit acts, takes a hit or hits: combat situations. The following rules cover the
rest, with close combat having its own section.
Action(-1)
Pinned(-2) 4.21 Opfire
Shaken(-3) Or opportunity fire. This is where a unit able to
Step loss initiate an attack (no Action , Pinned or Shaken
counter) fires on someone else during their
These losses are progressive, so if you already formation action. This is done in response to
have a result, you take the next highest result you moving or announcing an intent to move. Yes,
do not have. You are never any combination of your opponent can say Im going to move this
the first three. A step loss means you flip the unit and you say I shoot him first. Only one unit

2 FT
unit over to its reduced side. If you take a may opportunity fire per enemy unit per hex
step loss and the unit is already reduced, it is of movement (no combined fire with opfire).
eliminated (vehicles are replaced with a wreck Opportunity fire does generate an Action step for
counter). the unit doing it, so you can only do so once.

example: If you were moving you would get an Action example: If you have a stack of 2 units and a stack of
marker when you were done. If you were attacked 2 enemy units moves into your line of sight, 1 of your
while moving and took 3 hits, your unit would be units can fire on 1 of the enemy units in 1 hex, and if

7
Shaken. Then you would take your Action penalty the enemy stack continues to move, your other unit can
after moving and take a step loss, ending up Shaken fire on 1 of the enemy units (the same enemy unit or a
and reduced. different one) in the next hex.
A
example: If your unit has acted already (Action note: Announcing an intent to move is important. It

01
counter) and it takes 1 hit, it gets a Pinned counter.
If it was already Pinned, the Pinned counter is
upgraded to Shaken and if it was already Shaken
it takes a step loss. If it was Shaken and had a step
loss and took a hit, it would be eliminated.
means if someone is right next to you and says they
want to move into your hex to do assault combat, you
get to shoot at them before they get to you, assuming
you have a unit eligible to do so.
DR

example: Player 1 has


Since most units have only one step loss (the flip infantry at B and C, and
side of the counter), taking five hits before you get Player 2 has a ready 2
a chance to recover morale will eliminate the unit infantry at A. Player 2 can
(Action, Pinned, Shaken, step loss, eliminated). declare Opfire if:
3 1

The idea is that the more your unit is doing and having 1) C announces an intent
done to it, the more it is used up and has to recover. to move adjacent to X
Given time, a unit that is Shaken can fully recover. 2) after it moves to the
Combat in GeddonWar is about either hitting so hard open area adjacent to X
you eliminate a target in an alpha strike, or whittling 3) or after it moves into X
them down with multiple attacks over several turns,
forcing them to retreat out of positions that you want Player 2 can also
and they can no longer hold, or just keeping them announce Opfire if B
demoralized long enough for you to acheive your announces an intent to
military objective. You might not be able to eliminate move into A and initiate
an enemy anti-tank position, but as long as you can close combat. That is, A is ready and waiting for B to
keep them from shooting at you it is almost as good. It come out of the woods. However, any Opfire means
requires a different strategy than most games at this that A would get an Action counter, so it could not
scale, and a little bit of patience. Opfire on B and C unless that hex had two ready
infantry. Tactically speaking, B is pinning down A with
its presence. If A shoots at C when it dashes across the
open, it means that B can move into As hex and initiate
close combat without any fear of being shot at on the
way there.

17
4.3 Close combat attacker
If your ground units are occupying the same hex defender push envelop
as enemy ground units, close combat ensues hold attacker: +2DM attacker: +1DM
(close combat is only possible between ground defender: +2DM defender: +0DM
units). This happens immediately, so if you desire retreat attacker: +0DM attacker: -2DM
to have multiple attackers, they need to move defender: +1DM defender: -2DM
together as per rule 3.0. Close combat does not
have a fire/counter-fire mechanic. Rather, each 4.33 Adjust firepower and type
side gets a separate die roll to determine their As a default, each side calculates the dice they
effect on the other. Close combat is resolved as would roll just as for ranged combat, which
follows: includes +1 die for combined fire (but not flanking
fire) if there are two units on a side. Support
determine leading unit (4.31) weapons with a no move notation cannot be used

2 FT
determine type of combat (4.32) by the attacker in close combat. A lead unit with a
adjust firepower type (4.33) support weapon they can use may choose to use
determine number of dice rolled (4.33) its firepower benefit or not, depending on the
apply close combat modifiers (4.34) situation.
resolve combat & admin (4.35)
There are couple of major exceptions to this. First,
4.31 Leading units infantry units have a minimum die roll of 1 die (not
If a side has more than one unit in the fight, zero dice), regardless of the defense value of the

7
players respectively declare (attacker first) which enemy lead unit. Second, if infantry is the lead
one is leading the attack or defense. This makes a unit against a force of only vehicles in light urban
difference for combat modifiers and also which unit terrain, the infantry gets +1 die, or +2 dice in
dense urban terrain. Conversely, if a vehicle is the
A
takes the first hit from any damage dealt. The lead
attacker is targeting the lead defender, though all lead unit against a force of only infantry in terrain
with no defensive benefit for infantry, the vehicle

01
units can be affected by the results (this can
make a difference when applying firepower color
to defense color) All later modifiers apply to the
lead unit on a side. If a side only has one unit, that
unit is by default the leading unit.
gets +1 die.

example: In an dense urban close


combat situation between these units,
DR

the T-55 would roll 3 dice (its firepower


4.32 Determine type of combat minus the Rebel defense) and the
There are a pair of double-sided counters for close infantry would roll 3 dice (they get a
combat. One reads push and envelop (for the minimum of 1 die, then +2 dice for
attacker) and the other reads hold and retreat fighting a vehicle-only force in dense
(for the defender). urban terrain.

push: You are trying to evict the enemy from the On the other hand, if this close combat
hex. If you do more hits than you take, the enemy took place in the open, the T-72 would
must retreat if possible, otherwise the enemy unit(s) roll 4 dice and the Rebel infantry would
are eliminated. only roll 1 die.
envelop: You are trying to surround and eliminate
the enemy. If the enemy does not choose retreat and In addition, infantry leading units are assumed to
you do not eliminate all enemy units, you must have the same attack type as the defenders shield
retreat back to the hex you entered close combat color. For instance, infantry attacking a vehicle
from if possible. counts as the same primary attack color as the
hold: You are trying to retain control of the hex at all vehicles shield color (i.e. one strike = one hit).
costs.
retreat: You are automatically ceding control of the example: In both cases in the previous example, the
hex to the enemy. vehicle is rolling as anti-armor firepower against a
infantry defense (2 strikes to get 1 hit) and the
Each player hides the tactic they are using behind infantry counts as anti-armor firepower against an
their hand and then reveal them simultaneously. armor defense (1 strike to get 1 hit).
The combination of the two gives a dice modifier
for each persons roll. Remember that a positive
DM increases dice strength and a negative one
weakens dice strength.
18
4.34 Apply close combat modifiers step 3: Adjust firepower and type. Even though
Close combat has three possible dice modifiers. the infantry has less firepower than the T-55s
Moving to engage in close combat is not a defense, they get a minimum of 1 die. They get
modifier, and the action step involved is applied +1 die for the second infantry, and +2 extra dice
after combat results. for attacking an unsupported tank in dense urban
terrain. So, they will be rolling 4 dice. The T-55 is
tactics: As previously described (4.32). simply rolling 4 dice for its firepower minus the
tech: If there is a difference in tech lightning bolt infantry defense. The Rebel militia is assumed to
color between lead units, whichever side has the be rolling anti-armor firepower against an armor
better tech gets a +1 or +2 dice modifier, depending defense, while the T-55 is rolling anti-armor
on the degree of tech advantage. firepower against an infantry defense.
terrain: The lead attacker compares the terrain
modifier for the hex they entered combat from to the step 4: Close combat modifiers. Combatants get

2 FT
modifier for the lead defender in the hex where the the following dice modifiers:
combat is taking place. If there is a difference in
defensive modifiers, the side with the better tactics: Envelop vs. hold gives attacker +1DM
defensive terrain gets a +1 dice modifier. That is, Envelop vs. hold gives defender +0DM
attacking a defensive terrain from the open is worse tech: The T-72 has a tech advantage for a +1DM
than attacking into the open from defensive terrain. terrain: Even though the militia entered dense urban
terrain from dense urban terrain, this is better for
4.35 Resolve combat & admin infantry than vehicles, so the militia gets +1DM.

7
The attacker rolls their dice and counts the strikes,
then the defender, but results are simultaneous. So, the militia will be rolling 4 dice and they will be
Remember that you convert strikes to hits based 2 red and 2 black dice (4 black dice after a +2DM
is applied) and the T-72 platoon will be rolling 4
A
on the firepower type of the lead unit. The first hit
is done to the lead unit on that side, and further dice and they will be 1 red and 3 black dice (3
black dice after a +1DM is applied)

01
hits alternate between units. Afterwards, each
attacker gets an Action step (effectively, for a
move & fire action) and the lead defender gets an
action step.
step 5: Resolve combat. The attacker rolls 2 red
and 2 black dice and the defender rolls 1 red and 3
black die. Each side gets 3 strikes on the other:
DR

Apply damage and then check the type of combat


to see who has to leave the hex and who gets to attacker:
stay. A defender retreating has to obey stacking
limits and within that, must retreat to one of the
three hexes away from the attack and if possible
to a hex with a defensive terrain for at least one of
the retreating units. A retreating attacker usually
goes back to where they came from, and if this is defender:
not possible, then to a hex adjacent to this.

example: Two militia (FP of 3, DEF


of 1), assault a T-72 platoon (FP of
5, DEF of 3) from dense urban
terrain into dense urban terrain The difference is that the infantry firepower (anti-
(-2 for infantry, -1 for vehicles). armor attack on armor defense) does 3 hits to
the T-72 and the vehicle firepower (anti-armor
step 1: Lead units. The infantry attack on infantry defense) only does 1 hit to the
units are identical and there is infantry because it takes 2 strikes for each hit by
only one defender, so this is secondary firepower. This makes the T-72 Shaken
simple. (3 hits) and the lead Militia gets an Action marker
(1 hit). Then, both attackers and the lead defender
step 2: Type of combat. The get 1 additional Action step. This causes a step
militia does not want the tanks to reduction for the T-72, changes 1 Militia to Pinned
get away, so they choose envelop. and the other to Action. The militia must retreat
The tanks foolishly have orders to from the hex because they chose envelop but did
hold, so that is what they choose. not totally eliminate the defenders.

19
5.0 Advanced rules 5.21 Unguided rockets
Everything up to this point has been rules that This is exactly what it sounds like.
apply to virtually every unit in the game. The rules Their firepower tends to be less
that follow are going to be uncommon, but when concentrated and spread over a
they do show up, tactically important. larger area.

5.1 Indirect fire


Units with their range number in a 5.22 Precision munitions
black circle are capable of indirect This is a guided artillery barrage or
fire. This just means they can shoot guided rocket (perhaps only one)
at targets they do not have LOS to, that is called in against a particular
as long as a non-Shaken unit in that unit. This is usually through some
formation does have LOS. combination of optical recognition,

2 FT
GPS and laser or microwave target designation.
Providing this targeting information is not an This attack only affects the specific unit targeted
action. Indirect fire is figured normally except for and has no effect on other units in the same or
the LOS part, but the attack takes an extra -2 dice adjacent hexes. You cannot retreat (4.16) from
modifier (weaker). Units which can utilize indirect this attack.
fire may be part of a combined fire attack (4.162)
or flanking attack (4.163), and can opfire (4.21) 5.23 Tailored munitions
on units outside their LOS. If used in combination This is an artillery or guided rocket

7
with other units, an indirect fire attack only takes barrage that distributes a payload
the -2 dice modifier if the indirect fire unit is the of hundreds of submunitions. These
lead unit for the attack. are either designed to affect vehicles
A
with top-piercing shaped charges, or
You cannot do counter-fire against a unit using to fill the area with fragmentation munitions to

01
indirect fire unless the defender also has indirect
fire capability. You cannot do counter-fire at all if
the indirect fire comes from off the board (5.2).
Elevation does not provide any defensive benefit
against indirect fire of any type, including off-
affect unprotected infantry.

Note that because their firepower and starburst


color are the same color, they are less effective
against anything except their primary target.
DR

board artillery. Also, any specialized defenses against that attack


type will apply (4.151).
5.2 Off-board artillery
Formations may have the ability to 5.24 Smoke/dust (optional)
call in attacks from mortars, rocket Rockets, artillery and mortars can
rocket launchers, artillery or even generate enough dust and smoke
cruise missiles, with or without to block visibility. Any result of 3 or
submunitions or precision guidance. more strikes against the unit(s) in a
All of them have some common characteristics. hex (total for all units in a hex) puts
They have a primary and secondary firepower a smoke counter in that hex. This blocks all
color, a firepower that applies in the main hex that LOS into or through that hex from any elevation
is targeted, and a firepower that applies to all the (exception:adjacent hexes can see into that hex).
surrounding hexes. They also have a tech lightning Put a smoke counter into the cup with the same
bolt to indicate the quality of the artillery. number on it. The smoke counters on the map are
removed when that chit is drawn. If a scenario
Normally, a scenario will give one or both sides calls for an actual smoke mission, no damage is
artillery counters that are placed in the cup and done, but if the strikes rolled are 1 or more, you
which resolve when drawn. This will not count as a put a smoke counter in the hex.
formation action for determining scenario length. A
scenario might also give a player artillery counters 5.25 Friendly fire (optional)
as a reserve, to be used at any time or used as If you call in any form of strike that could hit your
part of a particular formations actions. own units, presumably they have advance warning
and get a -1 die modifier (weaker) against them, if
Off-board artillery applies its firepower separately they are already in terrain that has an inherent -1
to each target in all hexes, including friendly units or better offensive die modifier. That is, they use
that happen to be caught in it. cover better because they know it is coming.

20
5.3 Limited munitions Second, someone suspicious of a hex can do
A very small number of units have recon by fire. A unit or units attacks the hex like
a green circle around the range for a normal attack against a target with a defense of
their attack value. This represents , applying the appropriate dice modifiers for the
a weapon or unit that may be terrain, etc. (this means you need a firepower of 4
powerful, but is in such limited or more, or two units firing on that hex). If the
quantities that it can only do a certain amount of result of this is at least 1 strike on that imaginary
damage, or which has a slow enough rate of fire or target, all the off-map counters for that hidden
other factors such that it is unlikely to eliminate marker are revealed and put into play. Basically,
and enemy unit in a single attack. For instance, you did not hit anyone, but you made someone
the counter shown might represent a single drone jumpy enough that they revealed themselves.
with a pair of light anti-tank missiles. While it can
do some serious damage, 2 missiles is never going Third, the scenario rules might define that hidden

2 FT
to eliminate a platoon of 4 vehicles. units are revealed at some point. For instance,
drone-based recon might provide an aerial view to
A unit or support weapon with this characteristic local commanders.
can never do more than 1 step loss from a combat
result. It might do several hits, but it cannot 5.41 Snipers
eliminate a unit that has not taken a step loss. Snipers are a unit (a team of 2 or 3
individuals) that are inherently
example: If fired at a Shaken unit and it does 2 hits, hidden in most scenarios where they

7
this would normally cause 2 step losses and eliminate are utilized. The hidden markers for
the unit. However, this weapon can do no more than 1 a sniper team can be placed in any
step loss, so the extra effect is wasted. terrain that provides a defensive benefit for
infantry. Whenever the sniper fires, the other
A
5.4 Hidden units player can point to one of the on-map hidden
markers and the other player has to remove it and

01
As part of a scenario, some units may be defined
as hidden. There are four Hidden counters in the
game, labeled A through D. You place the hidden
counters on the map in the appropriate hexes for
the setup, and just write down on a scrap of paper
reveal its contents, placing the sniper on the map
if the other player guessed correctly.

Snipers are automatically eliminated in close


DR

which units (if any) are under each counter on combat and roll no dice in close combat. They do
the map. Make sure to take stacking limits into not have a step loss side and cannot combine fire
account. Special features like improved positions or flank fire with other units.
are also hidden if in the hex. A hex may contain
visible units and a Hidden counter.

example: If a scenario gave you 3 Hidden counters,


you could put 2 units, a support weapon and an
improved infantry position at A, a tank platoon at B
and nothing at all at C. And your opponent does not
know which is which until you reveal them by attacking
or they are revealed by other circumstances.

That is, a good commander can look at the terrain


and think thats a good spot for an enemy to hide
an anti-tank rocket and act accordingly. The
hidden marker on the map is the potential of
hostile units that makes the other player tread
warily.

Hidden units are revealed in one of three ways.


First, a hidden unit in the hex fires. This removes
the hidden marker and places all the units that are
actually there onto the map. A non-hidden unit in
the hex can fire or counter-fire without revealing
the hidden ones.

21
5.42 Improvised Explosive 5.5 Minefields
Devices Minefields are generally not huge
Otherwise known as IEDs. These are expanses of dangerous terrain.
powerful, single-use explosive, Rather, like IEDs they are designed
shaped charge or frag bombs placed to harass anyone who uses the most
where an enemy is expected to go efficient means to get from one spot
and detonated remotely. to another. Simply the notion that there are mines
in an area slows people down, as no one wants to
IEDs are placed as part of a scenario setup, and get blowed up because they were in a hurry.
are represented by hidden counters, one or more
of which is the real thing. The others are merely Unlike IEDs, mines are equal opportunity offenders
suspicious objects and warrant investigation. IEDs that will automatically attack any unit entering the
must be placed in road hexes, and if an IED interdicted area.

2 FT
Hidden marker is in a hex you must use road
movement if you enter that hex from a road hex- A minefield counter represents a central hex
side. and the surrounding land hexes where there is a
probability of encountering mines. Infantry units
That is, the people placing the IED are taking cannot trigger mines with a gold primary
advantage of irrigation canals, ditches or other firepower number, but vehicles can trigger mines
natural or created choke points in a hex that you with a red primary firepower number.
must pass through to traverse the hex. Because

7
they are remotely detonated, the owning player The number for each hex is the number of dice
can choose to let units enter, leave or remain in that are rolled when any land unit that can trigger
the hex without setting the IED off, but once the the mines enters the hex. You subtract your
A
IED is detonated, all the hidden counters for that defense from this firepower, and also subtract the
IED are removed. number of extra movement points you choose to

01
A player can attempt to get rid of IEDs by moving
to an adjacent hex and firing on the suspicious
item using the recon by fire method of revealing
hidden units. If they reveal the actual IED, it
spend when entering the hex. If you go slow
enough, you can reduce the effective firepower to
where it rolls no dice (you take sufficient time to
scout a clear path).
DR

detonates, does no harm and is removed from example: Say a minefield hex with a firepower of 4
play. firepower has a 1MP cost to enter it. If you spend 3MP
to enter it (you are being extra cautious), the +2MP you
An IED can be commanded by a single individual, spent reduces the firepower to 2.
so IEDs do not need to be associated with or
require a line of sight to any friendly units in order Theoretically, once someone has a clear path
to be detonated at the proper time. through a minefield, others can follow. However,
this is the heat of combat and others entering the
hex might not enter from the same facing or even
be friendly, so there is no point in giving them a
clear path or trusting that a marked path is
actually clear. So, minefields apply to any ground
units that enter the hex, regardless of who or
when.

22
5.6 Air units 5.7 Civilians
Air units are easy to distinguish from other units. Battles in GeddonWar take place in
Their movement type is A (air) and they generally cities that were still active and full of
have blue defense shields, and of course a vehicle civilians going about their daily life.
picture that does not look like any land unit. An armored assault on an apartment
block full of rebels could be taking
Only 1 air unit can be in a hex, and air units do not place while ordinary people are driving down the
interact with ground units except to shoot at and same freeway that APCs were unloading from and
be shot by them. An air unit has an LOS like it is 1 tanks were attacking from (yes, there are online
level above the surrounding terrain (4.141) and videos of this exact thing happening). An infantry
the range from an air unit to the ground is simply firefight across a street could be between buildings
the distance in hexes. An air unit able to see you filled with cowering civilians.
does count in Morale recovery (2.021) if you are

2 FT
in range of its weapons. All air units are always Civilians are a complication in battles. With various
moving and take no move & fire penalties. media reporting on the fighting and ubiquitous
mobile phones recording things, each side was
Air units generally represent 1 vehicle and have aware of political repurcussions and propaganda
only 1 damage step. Anything that would cause a effects if their own side was seen engaging in
step loss eliminates the unit. Air units that still indiscriminate slaughter of non-combatants.
have an Action counter on them after the Morale
step (2.021) are removed from play (if you can go How civilians are placed, move and respond will

7
250kph and are demoralized, you do not hang be part of a scenarios setup, but their effects on
around to get shot at some more). Whether or not combat are generally the same. Civilians can be
the unit can return to play is dependent on the represented by counters or just a special scenario
A
scenario. rule, and could represent dozens of vehicles or
hundreds of people in or moving through the hex
5.61 Helicopters
01
Helicopters have only one damage
step but two sides to the counter.
One represents a hovering mode
which allows them to fire anti-tank
over the course of a turn.

Attacks made into a hex with Civilians will cause


collateral damage if any of the dice on the attack
have a face with (any color). The attacker
DR

guided missiles, and the other is a may voluntarily downgrade any number of their
manuever mode that allows them to use nose- or attack dice to reduce this chance (an attack with
pylon-mounted autocannon. You may flip from one nothing but green dice has no faces with , and
side to the other as the first thing the unit does as so cannot do collateral damage). If the defender
part of its action, and it remains in that state until counter-attacks and Civilians are in the attackers
it can initiate another action. hex, the defenders counter-attack does collateral
damage if any of the attack dice have a face with
5.62 Drones (any color). Note that green dice do have one
Drones are simply remotely piloted face with . Civilians do not affect stacking limits
air units. They usually have a limited but generally cost +1MP to move through.
armament compared to a larger unit
like a helicopter, or may be single example: This attack roll would
use devices. The Harop drone is cause collateral damage in the
simply a flying bomb. Once its usefulness as an defenders hex, and if the
observation platform is done, it is crashed into a defender had counter-fired,
target and detonated. then the defender would also do
collateral damage in the attackers hex.
5.63 Ground attack fighters
These can generally fire from such a distance Causing collateral damage is generally a bad thing
and altitude that they are not even on the map for whoever did it, which could be the defender
and thus cannot be shot at by units in play. A in an attack if they counter-fired and hit some
side which will have support from ground attack civilians in the attackers hex by accident. The
fighters will usually have this represented in the exact consequence of civilian casualties is going to
form of one or more off-board artillery, rocket or be dependent on the scenario.
precision munition strikes.

23
5.8 Unit Keywords Autonomous units are not entirely under player
A few units have abilities or debilities which are control. If they do not have an Action marker they
linked to words in the unit or formation name. can Opportunity Fire (4.21) like any other unit.
When they activate with a formation, roll one
Militia black die for all autonomous units attached to
Poorly trained and organized forces a formation (optional: roll one black die per hex
which tend to operate independent of autonomous units).
of central leadership. Militia units
are usually low-tech units (4.23) Group fire: The unit(s) must fire if there
with a green lightning bolt. is a target in range, and must combine fire
(4.162) if able. The units may not move.
Recon Fire: The unit(s) must fire if there is a
Recon units generally have better is a target in range, and must do so as

2 FT
communications gear than similar individual units. The units may not move.
non-recon units, and specialized Move & fire: The unit(s) must move into a
training. They can operate position they can fire from and then fire
independently better than normal (individually)
units (2.023) Fire or move: The unit(s) fire individually
if there is a target in normal or close range,
Autonomous otherwise they move but do not fire.
Effectively, combat robots. These Fire or move: The unit(s) fire individually if

7
were untested in combat at the time there is a target in close range, otherwise
of GeddonWar. The autonomous they move but do not fire.
units have advantages and
The terms move and fire have very specific
A
disadvantages. They are not that
fast, but they do not hesitate. With data input meanings for autonomous units:

01
not only from sensors but directly from drones,
satellites or other recon, they make decisions
rapidly and adapt quickly to changing situations.
While smaller than other AFVs, a platoon of
autonomous vehicles is larger than a platoon of
fire: The unit fires at the closest enemy unit
whose defense shield is the same color as their
primary firepower. If no such target is available,
it fires at the closest enemy unit whose defense
DR

tanks and better able to absorb the loss of a shield is the same color as their secondary
vehicle or two. firepower, and if this is not possible it fires at any
enemy unit. Within these limits, the player can
In game terms, they are generally weak but have pick and choose between equivalent targets.
the advantage that they recover all Action steps Enemy units with a gray defense shield are
when the formation they are attached to activates. considered the same color as the autonomous
They still accumulate Action penalties, but fully units primary firepower.
recover everything except a step loss.
move: The unit uses non-flank movement using
the shortest path in hexes to get in range and
LOS of a target, but does not have to pick the
path with the lowest movement cost. So, an
autonomous unit could move up a hill to get a
better position if this was the same distance to a
target as a position which took fewer movement
points to reach. If a unit is already in range and
LOS of a target it can fire on, a move command
means that it will attempt to move to a closer
range band (long to normal, normal to short), or if
already at short range, move into close combat
(and it will always choose push in that case).

24
6.0 Example of play assign damage: The ISIL unit takes 4 hits from 4
Player 1 is commanding the US and Israeli forces strikes because the firepower and defense colors
(blue and green), while player 2 commands ISIL match, dropping it to Shaken and a step loss.
forces (tan). There are five chits in the command However, counter-fire is also an Action step, so
cup, two for the ISIL player, one for the Israeli when this is applied, the ISIL tank is eliminated.
formation, one for the US formation and a generic The US tank takes 2 hits from 2 strikes, and then
one for player 1 that can be used for either. another Action step for the attack, putting it at
Shaken status.

Unit actions.The other US unit is the infantry,


which is feeling exposed but is not going to get
any less exposed by sitting still. They try to move
to the west edge of the urban area. In the last hex

2 FT
4

of the move (2 hexes east of the Israeli tank) the
other ISIL tank opens fire (opportunity fire).
3 1 4 4 Combat steps are:

check range: range of 4 is short range (+2DM)


determine line of sight: no obstructions, it runs
down the edge of the dense urban hex but does not
4 1 1
cross it.

7

determine firepower: FP of 6 vs. DEF of 1 (5 dice)
1 1 other defense modifiers: tech disadvantage (-1DM)

roll for attack: attacker rolls 5 dice, 1 red and 4
A
1 black (total modifier is +1), for:

01
Impulse 1, step 1
Draw a command chit. The first chit is for the US
it is placed on the command track (2.01).
This is 4 strikes by
the attacker and
no counter-fire. Because the attacker is using
secondary firepower color (red starburst vs. red
shield), it takes 2 strikes to do 1 hit. So, the infantry
DR

Impulse 1, step 2 takes 2 hits, plus another Action step for their
Upkeep actions. All units are in good order, but action, making them Shaken.
this player has a command or logistics marker to
place (2.022). They choose to place a logistics The US formations actions are done and the map
marker in the clear hex 2 hexes north of the US now looks like this:
tanks. This is in line of sight of the two ISIL
infantry, but outside of their maximum range.
s
ic
st
gi

Impulse 1, step 3
Lo

Unit actions.The first thing the US player does is

shoot at the top ISIL tank formation. Ignoring the 4


first few steps, combat steps (4.1) are:

check range: range of 4 is short range (+2DM)


determine line of sight: no obstructions
determine firepower: FP of 7 vs. DEF of 4 (3 dice)

defender does counter-fire: counter-fire (+1DM)
other defense modifiers: tech advantage (+1DM) 4 1 1
roll for attack/countefire: attacker rolls 3 red dice

(total modifier is +4 but only


1 1
3 dice are available):

This is 4 strikes for the attacker and 5 counter-fire 1


strikes for the defender. However, the difference
between the defenders FP of 6 and attackers DEF
of 4 is only 2, so only 2 hits can be done by counter-
fire.
25
Impulse 2, step 1 This formations actions are done:
Draw a command chit. The second impulse goes
to the ISIL player and it is placed on the command
track:

s
ic
st
gi
Lo

Impulse 2, step 2
Upkeep actions. The remaining ISIL tank
automatically gets back 1 action step, restoring it
to full effectiveness. The ISIL player does not have

2 FT

a logistics/command marker for this scenario.
1

Impulse 2, step 3
1 1
Unit actions.The ISIL player really wants to knock

off that US tank before it can recover and take
another shot, but the player can see that the tank 1
will only recover 2 steps on its next upkeep, which
is not enough to let it fire again. So, the ISIL

7
player chooses to take a shot at the Israeli tanks. Impulse 3, step 1
The combat steps (4.1) are: Draw a command chit. The third impulse goes to
the Israelis and it is placed on the command track:
A
check range: range of 6 is normal range16
determine line of sight: no obstructions




01determine firepower: FP of 6 vs. DEF of 4 (2 dice)
defender does counter-fire: counter-fire (+1DM)
other defense modifiers: none
roll for attack/countefire: attacker rolls 1 red and
1 black die (total modifier is +1), for:
Impulse 3, step 2
Upkeep actions. The Israeli tank gets back 1
DR

action step (2.021) and now has an Action counter


This is 1 strike by the attacker and 3 on it. This player choose to leave their logistics
strikes from counter-fire (but the defenders FP of 6 marker where it is.
minus the ISIL tanks DEF of 4 means the counter-
fire can only do 2 hits. Impulse 3, step 3
assign damage: The Israeli tank takes 2 action Unit actions.The Israeli infantry moves into the
steps, 1 from the attack and another from taking an urban hex to their east, and ends their impulse.
action to counter-fire, while the ISIL attacker takes The map looks like this:
3 steps, 1 from the firing action and 2 from the
counter-fire by the Israelis. So, the Israeli tank is
Pinned and the ISIL tank is Shaken.
s
ic
st
gi
Lo

Unit actions.The ISIL player moves their eastern-

most Militia 1 hex to the west and uses the rocket 4


team to take a pot shot at the Israeli tanks. The

tanks decline to counter-fire.

check range: range of 5 is long range (-2DM)


determine line of sight: no obstructions

determine firepower: FP of 5 vs. DEF of 4 (1 die)
other defense modifiers: none
roll for attack: attacker rolls 1 green die
1

(total modifier is -2), for:

This is a blank die face, so no strikes are done.


assign damage: none

26
Armageddon War terrain/combat reference
MP cost per hex offensive dice modifier LOS
infantry wheeled tracked infantry wheeled tracked blocked?
road 1/2 1/2 1/2 +1 +1 +1 as terrain

clear 1 2 1 +0 +0 +0 no

cultivated 1 2 1 -1 +0 +0 no

soft sand 2 3 2 -1 +0 +0 no

dunes 3 4 3 -2 -1 -1 yes

2 FT
rough 2 X X -2 -2 -2 yes

light woods 1 2 2 -1 -1 -1 yes

dense woods 2 X X -2 -1 -1 yes

light urban 1 1 1 -1 +0 +0 yes

7
dense urban 1 2 2 -2 -1 -1 yes

marsh 3 X X -1 +0 +0 no
A
river X X X +1 +1 +1 no

01 wadi1

elevation(up)
X

+1
X

+1
X

+1
-1

-1
+0

-1
+0

-1
yes

yes
DR

crest2 +0 +0 +0 -1 -1 -1 yes

fence3 4 X 2 -1 -1 -1 no

wreck4 +0 +0 +0 -1 -1 -1 no

flank speed5 -1 -1 -1 +1 per die +1 per die +1 per die -

see rule 4.17 counterfire - - - +1 +1 +1 -

see rule 4.17 retreat - - - -2 -2 -2 -

see rule 4.13 close range - - - +2 +2 +2 -

see rule 4.13 long range - - - -2 -2 -2 -

see rule 4.16 counter-fire - - - +1 +1 +1 -

see rule 4.162 combined fire - - - +1 die +1 die +1 die -

see rule 4.163 flanking fire - - - +1 die +1 die +1 die -

notes
1. A wadi can generally be treated as an area surrounded by a level 1 elevation change for LOS purposes, but the wadi can only
be entered and exited by units at its ends
2. A unit on a crest line hex can be seen from both sides and can see along the crest line
3. A fence that has been breached is just a +1 movement cost for the terrain it is in and counts as a road for defensive modifier
4. Only 1 wreck counter is allowed per hex
5. Movement cost is never reduced to less than 1/2 MP per hex
Armageddon War combat reference Support weapon type
There will be an icon here to
Firepower type/range show what types of unit the
Counters Infantry support weapons support weapon can be used
with a primary firepower by, which is usually infantry,
Nationality color matching the carrying land vehicles or air vehicles
A flag to identify the nation Formation
The formation name. unit add this value to the
or ideology of the formation firepower of that unit, after
This may include
game-relevant terms any range bonus or penalty
(e.g. recon or HQ) that unit takes. A support
weapon with a different
color is a separate attack
and the unit chooses either
Special note its inherent firepower or
An icon may be here support weapon firepower.
to denote a special
characteristic of the

2 FT
No move
unit An X here means it
cannot be used on a
turn where the carrying
Defense value/type
unit has moved
The shield color is the
defense type, and the
Actions
number is the defense
What a unit with this
value
marker on it is able
to do

7
Firepower type/range Movement value/type
The large number/color are The number is how many
the primary firepower value movement points the unit has,
and type, and the superscript and the letter is the type of Penalty
A
is the normal range. The movement (Infantry, Tracked, Subtraction from the
starburst is the secondary Wheeled). If the number is firepower of the unit
firepower type, which uses green, it means the unit can

01
the same value and range as
the primary type.

Turn sequence(2.0)
transport an infantry unit
(3.02)

1.Draw a command chit, place on track(2.01)


for any counter-fire or
other combat

Fire combat(4.0)
Start with black dice equal to firepower minus
DR

2.Upkeep actions for the active formation(2.02) targets defense value, with a minimum of zero dice
a) morale recovery(2.021): If units combine fire and/or flanking fire, add dice for
1 level is automatic each extra unit (up to +3 dice) or flanking (+1 die)
+1 level for being in defensive terrain Target decides whether to counter-fire, stand or
+1 level for being outside enemy erange retreat(4.16). Counter-fire is a a +1 DM, retreat is a
+1 level for friendly logistics marker within 2 hexes -2 DM but defender must leave the hex
b) place or move logistics/command markers(2.022) Total all situational modifiers, if the result is positive,
place logistics marker outside of enemy direct fire upgrade that many dice to red, if negative, down-
or move logistics marker up to 3 hexes grade that many dice to green(4.161)
or pick up logistics marker Roll the dice. Each starburst is a strike. Primary vs.
or put command marker on track in place of defense is 1 hit per strike, secondary is 1 hit per 2
formation and return formation to cup strikes, tertiary is 1 hit per 3 strikes(4.17)
3.Unit actions for the active formation(2.03) Counter-fire counts the shields rolled and does
4.End actions for active formation(2.04), return to start similar damage up to a maximum number of hits
equal to defenders adjusted firepower minus
Movement(3.0) attackers adjusted defense(4.171)
Units in the currently active formation may move if Apply 1 action step per hit done to a unit, and
they have no action counter on them attacker also takes 1 action step for the attack
Units may move separately if in different hexes or
simultaneously if in the same hex, and may merge Close combat(5.0)
and split so long as no unit exceeds its MP allowance Choose leading units and type of combat(5.01)
Units may declare move & fire or fire & move, which Apply special modifiers for infantry if needed(5.02)
is -a -1, -2 or -3 dice modifier (2.03) Determine terrain and other dice modifiers(5.05)
Units that may carry infantry expend half their MP Both attacker and defender roll for strikes, do not
(drop fractions) to load or unload infantry(3.02) use shields on dice for counter-fire(5.06)
The stacking limit for a hex is 2 units and is observed Apply action steps for damage(5.06), attackers and
at all times(3.01) lead get 1 action step for being in close combat
Determine who has to retreat from the hex(5.06)

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