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Without water, food and electricity, the population's morale declines rapidly

1.0 TIMELINE while the army without a leader and no communications falls into disarray.
Germany collapses. Radiation levels skyrocket. Armed guards are posted
1943 - Following the disaster at Stalingrad, a small Anti-Hitler group is on all major access routes into the former German territory and all land
formed in Berlin around Oberstleutnant Claus von Stauffenberg. Between traffic is halted. The Zone thus formed is cut out from the rest of the world
recruiting allies and dodging the Gestapo it takes some time and several and everyone inside is left to fend for himself against the nuclear holocaust.
failed attempts until they finally manage to get close to their target.
1947 - January 2nd, unable to control the rioting or stop the waves of fleeing
1944 - July 20th, Adolf Hitler dies. Stauffenberg's plastic explosive device refugees, the Military starts looking for alternative solutions. Fearing a
causes severe injuries to the Führer who dies later in the evening. Heinrich pandemic, the decision is made to build a wall and a series of automated
Himmler, head of the Schutzstaffel, seizes power and takes control of the defenses around the Zone. The deadline for this titanic undertaking is set
armed forces on all fronts. for early 1948.
September, Atomic Bomb research breaths new life under Himmler's What seemed like an ephemeral European change in weather balance is
personal supervision. The 1939 Uranmaschine project that stalled for the actually a radical global climate effect generated by the nuclear war.
last two years now has the Party's full support and new funding is made Severely cold weather and reduced sunlight affect the flora and fauna all
available to speed up the development. over the globe. Nuclear winter has begun.
1945 - Stalemate on the Eastern Front. The Abwehr receives information
about Allied plans to Atom bomb Reich homeland targets. Himmler orders
the construction of underground fallout shelters close to every major
industrial city.

1946 - The Eastern front is stabilized and Himmler detaches enough forces
to the Western front to push back the long awaited Anglo-American
debarkation in France. The combined Wehrmacht-Waffen SS forces are so
successful that the US president Truman decides to Atomic Bomb Germany
into submission.

April 7th, the Americans drop humanity's first Atom Bomb over Frankfurt.
According to most estimates, the immediate effects of the blast killed
approximately 60,000 people.

April 18th, Himmler and the OKW staff descend into the vault built near
Paderborn. Orders are sent to hand-picked elite units to disengage combat,
pull out from the frontline and relocate to their pre-assigned underground
camps. Operation Clausewitz is set in motion and, on April 21st, nuclear
warhead equipped V-2s are launched against London and Paris.

April 26th, the US reacts with waves of B-29s simultaneously dropping


Atomic Bombs over Berlin, Hamburg, München and Düsseldorf.
1948 - March 19th, the building of the Nuclear Wall is completed. It's been 1960 - Environmental specialists estimate that the Nuclear Winter is
quiet for the last few months; no one from the inside approached the nearing its end. Temperatures begin to rise a few degrees a year and the
perimeter in the latter stages of the works and everybody thinks that there dust and ash clouds covering the Earth are starting to dissipate. The latest
are no living souls left in the Zone. The corpses of those killed by bullets, photos from the Zone unveil a barren wasteland littered with debris and
famine or the plague are left to rot piled up against the concrete blocks. Still, rubble of the past. Patches of dead vegetation and dried out toxic rivers dot
life beyond the Wall follows its own course, far from the eyes of the civilized the sea of scorched land.
world.

1968 - March 1st, an aging Himmler gives the order to emerge from the
vaults. Unaware of the changes that took place on the surface, the Führer is
determined to rebuild the Holy Roman Empire with the Wewelsburg castle
transformed into the Zentrum der neuen Welt ("Center of the new world")
following the final victory.

Information about the re-emergence of the Reich's forces inside the Zone
reaches the NATO headquarters in Brussels. It takes several weeks before
several US-Russian expeditionary forces are created and sent to collect
information about the enemy's composition and capabilities along with
1952 - The first major attempt to escape out of the Zone in years. Organized pertinent environmental conditions.
bands simultaneously attack at night several Western Wall guard posts with
grenades and machinegun fire. The attackers are repelled but the soldiers Oblivious of the climatic, technological and political changes inflicted by
take heavy casualties. Some of them report the silhouettes continued more than 20 years of nuclear winter, the Wehrmacht is about to face the
maneuvering even after taking multiple direct hits. Situation becomes even mysterious Black Hand, elusive, abhorrent masters of the wastes, and the
stranger when, in the morning, no bodies are to be found at any of the combined might of the modern, highly mechanized and versatile NATO
assaulted outposts. The High Command denies that the attacks ever took alliance.
place.

April 4th, the NATO alliance is established to deal with increased activity and
potential danger stemming from inside the Zone. The treaty is signed in
Washington by the United States, all the Western European countries and
Russia. Doubts over the strength of the relationship between the United
States and Russia ebbed and flowed, along with doubts over the credibility
of the NATO defense against a prospective danger emerging from inside the
Zone.

1955 - Low level recon flights over the Zone reveal shocking details. Human
settlements are spotted close to the ruins of all the major German cities.
There are large numbers of people still living inside the Zone, far beyond
what any analyst could have predicted. Dramatic landscape changes scar
the earth; nothing looks like the pre-war countryside used to look like.
Shaken pilots talk about strange creatures roaming the desolate
environment and an ominous feeling that someone, or something, was
watching them the entire time.
AP Firepower: Armor Piercing Firepower: this red number represents the
2.0 COMPONENTS number that will be added to the 2D6 roll result when attacking hard targets
Nuklear Winter ‘68 (NW68) is a tactical platoon level simulation set in an (5.0).
alternative universe where the Nazi regime survived the Second World War.
The game contains a rulebook, a map, 352 counters and 15 campaign- HE Firepower: High Explosive Firepower: this yellow number represents
linkable scenarios depicting the struggle for power around Wewelsburg in the number that will be added to the 2D6 roll result when attacking soft
what was formerly Western Germany, now known as the Zone. Facing one targets (5.0).
another are the surviving forces of Das Dritte Reich (the Third Reich), the
NATO alliance and the obscure Black Hand. AA Firepower: Anti-Aircraft Firepower: This blue number represents the
number that will be added to the 2D6 roll result when attacking helicopters
Note: NW68 uses six-sided dice, abbreviated as D6. When the rules direct and planes (2.3.4.1 - 2.3.4.2).
you to roll 2D6 you should toss two, six-sided dice.
Range: This number represents the maximum distance in hexes a unit may
2.1 The Map fire with that weapon. A white number indicates that the weapon may be
The 20x30 hexes map covers an area of about 14 km2 around Wewelsburg fired on the move, and at long range. A colored range factor indicates a
in North Rhine-Westphalia, Germany. Site of Himmler's planned Zentrum fixed-range weapon (no close or extended range modifiers) that may not
der neuen Welt (Center Of the New World), the historical Wewelsburg castle fire on the move, attack airborne targets or be used in assaults.
plays a central role in the conflict. Each turn represents 5-15 minutes, and
each hex is approximately 150 meters from hexside to hexside. The terms Armor: The armor factor of the unit. Yellow identifies the soft units, red ones
map, board, game map, and game board are used interchangeably are hard targets while the blue represents air units. This is the number the
throughout the rules. attack value of the firing unit must exceed to inflict any hits (5.5).

Speed: This number represents the maximum distance a unit may move
2.2 The Counters during its activation, subject to terrain costs (4.0).
There are two kinds of game pieces in Nuklear Winter '68: unit counters and
administrative markers. Each combat unit in NW68 represents 35-50
individuals or, depending on the type of armored platoon, 3-5 vehicles. 2.3 Unit Types
Some counters though, such as the air units, V-2, SS-Scud or the Black There are two main types of combat units in NW68: land units and air units.
Hand's Ravager represent only one unit.
Land units are:
Soft, unarmored units (2.3.2):
? Regular and elite infantry

Hard, armored fighting vehicles (AFVs) (2.3.3):


Tanks
?
Armored personnel carriers (APCs)
?
Recon
?
Self propelled artillery (SPA)
?
Self propelled anti-air (SPAA)
?

Huge - Some units in NW68 are considerably larger and more


powerful than most of their counterparts. These are the Huge
Nationality is color coded as follows: German units are feldgrau (dark-grey), units, identified by the specific, Huge symbol. Due to their large
NATO units are blue and the Black Hand are red. All units have the following size, Huge units have several limitations. Huge units:
information on them: formation, unit type, attack, defense and speed ? are considered to be level 1 objects for LOS purpose
factors. Most combat units are printed on the reverse side with reduced calculations (4.1)
strengths representing combat losses. Unit definitions that will be used ? may only take cover in, or behind, other level 1, LOS blocking terrain
throughout the rulebook: hexes (e.g. woods, urban, smoke) (4.0)
? Huge infantry units may not use Weapons (2.3.2.1), be transported in
Full Strength: Full-strength counters are at their full capacity of men and APCs (2.3.3.2), fill up or use Sandbags, lay smoke or mines (2.3.2)
equipment. They are indicated by a horizontal, colored band behind the
counter ratings. Airborne - The airborne units in NW68 are the helicopters (2.3.4.1), the
Scourge, and the planes providing Close Air Support (2.3.4.2).
Reduced Strength: Reduced-strength counters have a reduced amount of
men and equipment. They are indicated by a horizontal white band behind
the counter ratings.
LCR / Local CO Rating - This is a measure of the CO's command skill at
2.3.1 Commanding Officers range 0 (i.e. same hex) by direct communication. Unless Finished, the
Commanding Officer chits are a special type of marker used to indicate the Local CO Rating may be added to the Attack Value (AV) of the unit itself or
active leader of the formation on the battlefield. At the start of the scenario, any one unit from its formation stacked in the same hex. The Local CO
the owning player must designate one unit from each formation as the rating may also be added to the die roll when attempting to rally any and all
Commanding Officer by placing a CO marker on top of the unit counter. The units stacked in the CO's hex (including the CO unit itself).
Black Hand are an exception to this rule; they have no formations or COs.
RRR / Radio Range Rating - These two ratings indicate the operating
Note: The terms Commander, Commanding Officer, and CO are used range of the CO's radio, and, the CO's ability to command its formation
interchangeably. units by radio up to that range. Unless Finished, the CO's Radio Range
rating (RRCO) may be added to any one formation unit's overall attack
value (5.0) within the Radio Range. The CO's Radio Range rating may also
be added to all units' rally attempt roll within the radio range.

Note: Simply stated the CO's Rating can be used to assist one attacking
unit per activation, but an unlimited number of rallying units.

ERR / Extended Radio Range - This is the maximum effective range of the
CO's radio when operating amid the Zone's radiation fields. Formation
units are always In Contact up to this range, but garbled communication
prevents effective command (i.e. no CO bonus at this range).

Formation units starting their activation beyond the


The CO marker itself does not count against stacking limitations (3.0), but CO's Extended Radio Range (ERR) are considered
the CO unit does. Multiple COs may coexist in the same hex but each one Out Of Contact (OOC), except for the Recon units
may only influence the units in its own formation. (2.3.3.3) which remain In Contact at any range thanks
to their specialized training and equipment. OOC units
CO units may move, attack and be attacked in the same way as any other may still operate beyond their CO's ERR but may only
formation unit. The CO ratings will improve their own combat performance, move at up to 1/2 Speed due to the extra caution
and the performance of other formation units within their area of influence. needed to advance alone through unknown territory.
This will make them valuable targets for the enemy, but that's a risk that any
officer on any battlefield voluntarily assumes. Rallying - The CO/2IC may only attempt to rally its
Shaken units at the beginning of the formation's
The CO unit may improve the firepower of any one formation unit, itself activation. A Shaken unit is rallied by its CO once
included, once per activation, with the appropriate factor according to proper communication between the two is established.
the distance between the two. This includes ranged, moving and
opportunity attacks, assaults, group fire and SPA/SPAA strikes. The CO To rally a Shaken unit, the owning player must roll 2D6
may only influence formation units, which are not yet Finished. and compare the result against its CO's Extended
Radio Rating. Any result higher than the ERR
CO can call in up to two artillery strikes and/or CAS missions upon any hex in establishes communication and the Shaken unit is rallied. The CO Ratings
their LOS as the first action of their activation. may help improve the communication (i.e. dice roll modifiers) as follows:
? +Local CO rating if the Shaken unit is stacked with its CO
Whenever the CO unit is eliminated during the game, the next ranked unit in ? +Radio Range rating if the Shaken unit is within Radio Range
the formation assumes command. The CO marker must be flipped to its
reduced side, marked as 2IC (Second In Command). The 2IC unit uses the Shaken and OOC effects are cumulative. A unit suffering from both
same radio equipment (i.e. same radio ranges) but its command abilities are effects may not move or fire its main gun (AP FP), although it may fire its
less effective than that of the CO. machine gun (HE FP) with reduced effectiveness.
The 2IC assumes command on the formation's next activation or the Note: Helicopters, planes and Black Hand units do not use field COs. When
Cleanup phase, whichever comes first. The owning player simply Shaken, they automatically rally on their next activation.
chooses any other formation unit, of any type and designates it accordingly
with the 2IC marker. The CO Radio system reflects each army's strengths and
weaknesses. NATO uses modern radio equipment with better ranges, but
The CO may also be replaced at the owning player's option, for whatever suffers when it comes to communication itself. Units have more
reason, by following the same replacement rule. The CO may only be maneuvering freedom but their larger numbers and dispersion coupled
demoted and pass command to the 2IC at the start of its formation's with the language barrier between different nationalities hinders effective
activation or the Cleanup phase. The original CO unit may never return as communication, especially when it comes to rallying. The Reich's outdated
full CO for the remainder of the game. equipment can only be compensated by the troops' training and discipline.
The Black Hand's units are not organized in formations and don't
need COs on the battlefield. Not much is known about their command
structure but both the zealots and armor seem to be operating highly
effective as independents as if commanded through invisible links. They
are always considered In Contact and may operate normally at any range
from one another. (In effect, all Black Hand units on the map may activate
as one big formation, without the benefits and limitations of the CO/2IC).
German and NATO infantry, both regular and elite, are survivors of
2.3.2 Infantry pre-nuclear combatant units. The vaults have been stocked with enough
Infantry units in NW68 are either regular or elite. Both weapons, equipment and provided with training facilities to keep the troops
types can ride in APCs (exception: Huge units, such as battle-ready. Equipped with the WWII era FG42 and Model 24
the Ravagers, cannot ride in an APC) and use Stielhandgranate the Fallschirmjägers are more than a match for the
Weapons. Infantry units are soft (i.e. unarmored) modern US Rangers with their M16 rifles and M61 grenades.
targets that may only be attacked with HE ammunition. Zealots are some of the most dangerous creatures of the wastes,
the new post-apocalyptic battleground. Elusive, swift and relentless, they
Infantry units are slower and lack the offensive punch of are a threat for anything less than armor venturing on their territory. And
armored vehicles but are excellent defenders, that’s anywhere in the wastes. Their origin is definitely human, but their
especially in urban areas where they have the advantage against AFVs. biological evolution, social hierarchy, military organization and goals are
During assaults against unescorted AFVs in urban terrain, infantry will currently unknown.
receive an extra +2AV when attacking, in addition to the usual +2AV
assault modifier. Fanatic and ruthless, the descendants of the 7th SS Volunteer
Mountain Division Prinz Eugen are the elite force of the Greater Reich.
Infantry units may always fire on the move. When moving at half speed, Armed with vintage StG44s they wreak havoc and fear among their
rounded down, they may fire any of their non-fixed range Weapons with a - enemies. Facing them are the secretive Vympel unit of the former Russian
2AV accuracy penalty. Spetsnaz special forces. Specialized in deep penetration and covert
missions they are highly mobile and extremely resourceful.
Infantry units, except for the Huge ones, may fill up The result of Black Hand’s bio-engineering experiments, towering
Sandbags to improve the defensive position in their hex at over 6 meters high, the deformed Ravagers are truly a frightening sight.
as the first and only action during their activation. Only They wield no weapons, nor can they ride in transporting units, but at close
one Sandbags marker may exist in a hex, regardless of range their power is devastating. At close range they throw trees, huge
the existing terrain type. The +1DV bonus will be stones and even tank wrecks but, when assaulting, they simply stomp,
added to the armor of any land unit, except for the grab and crush any unfortunate enemy, even those in the air.
Huge ones, defending in the hex. Once built,
Sandbags may not be destroyed, although they may be
used by any unit controlling the hex.
2.3.2.1 Weapons
Infantry units, and certain other designated units, may Weapon markers represent pieces of equipment
lay minefields. Each unit may lay a minefield, in its own superior to the standard ones issued to the troops.
hex or any one adjacent hex, as the sole action during Weapons are assigned in the scenario's OOB, may be
its activation. Units which activate more than once per found as a result of an Event (3.4) during the mission,
turn may lay one minefield per activation. Only one or may be recovered from another infantry unit.
Minefield marker may exist in a hex at any given
moment, but Minefields are not limited by the available Weapons may be placed on the board and assigned to
counters. If the available markers are used up, use a a unit as soon as the weapon is received/found or kept
convenient substitute. Minefields attack any units (friendly or off the board until used for the first time, at the owning player's option.
otherwise) as they enter the hex using the AP or HE FP printed on the Weapon markers do not count toward stacking (3.3.2) or transport (2.3.3.2)
minefield marker, as appropriate. Sandbags alter the Minefield’s attacks, limitations.
Smoke doesn’t. After resolving each Minefield attack, roll 1D6 to check for
depletion. On 1-2 remove the counter; otherwise it remains in place. An infantry platoon may employ multiple Weapons, but may only use
one per attack. When attacking with a Weapon, simply use the appropriate
Infantry units, and certain other designated units, may Firepower and Range inscribed on the Weapon marker instead of the
deploy smokescreens. Each unit may place a Level 1 infantry's inherent ones, following the ranged combat rules (5.0). If the unit
(L1) smoke marker in its own hex or one of the adjacent is equipped with more than one Weapon, the owning player must declare
hexes as the sole action during its activation. Units that which one will be used to attack before rolling to hit. Units firing Weapons
activate more than once per turn may deploy one may receive the CO's LCR or RRR bonus according to the range between
smoke marker per activation. Two Level 1 smoke the two.
markers in the same hex create a Level 2 (L2)
smokescreen but never higher than that. Level 2 Whenever a unit with a Weapon is eliminated, it leaves all Weapon
smoke blocks LOS while Level 1 smoke adds +1DV to any unit targeted markers it possessed on the map. These Weapons may be picked up by
through that hex. Each level of smoke thickness equals one level of height any other infantry unit starting its activation in that hex. Units carrying
for LOS calculation purposes. All smoke counters are reduced by one level Weapons may drop them at any time during their activation. Two infantry
during the Cleanup phase (3.5). units stacked together may exchange Weapons freely at the start of either
one's activation.
Note: Black Hand infantry units are immune to the wasteland environment
and may cross the Water and Radiation hexes with a +1MP penalty per hex. Note: Huge units (2.3), such as the Ravager, may not use Weapons.

The dual colored AP firepower rating found on some Weapons, such as the
Diskord AT/AA Launcher, indicates that the Weapon may attack both
armored and airborne units following the relevant combat rules.
The Reich uses the legendary MG42 to rip through advancing
infantry. The Panzerfaust 3 and the Luftfaust are the latest infantry carried 2.3.3.1 Tanks
Wunderwaffe (wonder weapons) developed and tested in the years spent Tanks are the toughest units in NW68. They have the thickest armor and
underground from prototypes and unfinished projects at the end of WWII. the guns to kill just about anything. Tanks may use their AP FP against hard
The NATO forces use the heavily stocked M60 machinegun developed from targets and the HE FP against soft or airborne targets (5.0).
the Wehrmacht’s tried-and-true WWII era MG42, the M72 LAW (Light Anti-
tank Weapon) that was ready to see combat in the ‘65 aborted Vietnam Tanks are capable of firing on the move. When traveling at up to half speed,
intervention, and the Russian produced 9K32 Strela-2 portable anti-air rounded down, they may fire any of their weapons with a -2AV accuracy
guided missile launcher. Strela’s guiding system often fails to function penalty (5.3).
properly due to high radiation levels so the Germans and the US chose to
employ the more reliable, shorter range non-guided missile systems for Unless stacked with an infantry unit, tanks are disadvantaged when
their launchers. assaulted by infantry in urban areas (i.e. the assaulting infantry receives an
additional +2AV). During assaults against unescorted infantry in clear
The Black Hand zealots use the high rate of fire, devastating, terrain (i.e. any terrain type except for positive cover hexes), AFVs will
scavenged XM134 Miniguns that may also bring down air targets. Their own receive an extra +2AV when attacking, in addition to the usual +2AV assault
produced Diskord viral rocket launcher uses an intelligent organic guiding modifier.
system that may target both armor and air units as indicated by the AP blue
star. 2.3.3.2 Armored Personnel Carriers
Armored Personnel Carriers (APCs) are vehicles
designed to transport infantry units to the battlefield.
2.3.3 Armored Units APCs are capable of high speeds, but are thinly
Armored units are motorized vehicles, wheeled, half- armored and usually armed with only a machine gun,
tracked or tracked, with various degrees of protection although some variants may carry anti-tank weaponry.
against armor piercing rounds. Capable of dealing APCs in NW68 are either half-tracked (e.g. SdKfz 250)
tremendous amounts of damage at long distance and or fully tracked (e.g. M113, Pest).
very mobile, they are the backbone of any army bent on
conquering the battlefield. Armored vehicles include
APCs, recon, light, medium and heavy tanks, self- APC units are indicated by the loading symbol next to their
propelled artillery (SPA), and self-propelled anti-aircraft Speed rating. Each APC can only transport one infantry
artillery (SPAA). platoon, regardless of either unit's strength status (e.g.
Shaken and/or reduced). To indicate this, place the transported
The Reich’s AFVs are heavy armored, slower, and armed with unit under the APC counter. Infantry loaded APCs count as one
higher caliber guns. The tank design by the end of the war in ‘47 asked for unit for stacking limit calculations (3.3.2).
thick armor and high caliber guns and German engineers working on new
developments in the vault labs continued on this path. The E-100 project cut Loading - To load an infantry unit, both the APC and the transported unit
short before the end of the war was completed and successfully tested must be in the same hex. If the infantry unit and APC begin the activation in
several years before the ‘68 emergence and is now ready for its baptism of the same hex, the APC may move up to ½ speed after loading the infantry
fire against the enemies of the Reich. Every other AFV that the Reich is unit. Loading may be done regardless of each unit's strength status. The
ready to unleash are end of war units safely stored and maintained in APC may move up to 1/2 Speed, rounded down, to link up with the infantry
guarded underground garages. platoon before loading.

The NATO forces already stockpiled great numbers of M60A1s for Unloading - APCs that begin their activation loaded may travel at full
the Vietnam conflict that never happened. However, this model has been Speed. Conversely, the APC may unload and then move up to ½ Speed, or,
rendered rather obsolete by the latest Russian tanks developed it may move up to 1/2 Speed and unload. Unloading may take place
underground: the T-62 with its thin skinned sloped armor, extremely robust, anywhere, regardless of each unit's strength status, as long as they follow
armed with the world’s first smoothbore gun, and the improved T-64 with its the stacking limitations at the end of the turn (3.3.2). The only action
impressive 125mm gun. The other two new weapons developed by NATO available to the unloading infantry is an optional 1 hex move away from the
designers are the new SPA M109 Paladin and the revolutionary, radar APC, regardless of the terrain's cost.
guided SPAA ZSU-23-4 Shilka.
Infantry units may not fire independently while transported. However,
The Black Hand probably had a rough time building armored units unless Shaken, any transported unit grants an additional +1FP to the
out of the debris left from the world destruction they themselves escaped APC's overall AV, in addition to any other combat bonuses. APCs may fire
from. From the looks of it, their mechanics came up with two solutions: on the move with a -2AV penalty when traveling up to half speed, rounded
scavenged M113 chassis and the scrap built tank chassis. With so many down (5.3).
wrecks in various states of destruction and degradation readily available,
the M113 became the default platform for a variety of AFVs. Thus, the Pest, While transported, infantry cannot be targeted separately from the
the Blighter and the most powerful of them all, the Megrim, were created. APC transporting it, either by direct fire or artillery effects. Transported
The Rancor, born out of the anticipated need for a heavier tank is an infantry suffers the combat effects of the APC transporting it; whenever the
amalgam of cannibalized parts from an unidentifiable number of former APC becomes Shaken, reduced, rallied or destroyed, the same effect
vehicles. applies to the transported unit. Shaking an APC has no effect on a
transported infantry unit that is already Shaken, but reducing the APC
eliminates an already reduced infantry unit inside it.

Note: Huge infantry units (2.3) cannot be transported.


The Black Hand’s Blighter is a terrible and versatile machine.
2.3.3.3 Recon Armed with the same intelligent organic missile guiding technology as the
Recon units actively seek to determine the enemy's Diskord, the Blighter may fire at both land and air targets. Wherever it
intentions by gathering information about their strikes, every living thing dies a horrible, painful death even protected by
composition and capabilities. Lightly armored and thick layers of armor. Infection spreads rapidly amongst those foolish
extremely fast, their role in NW68 is to support the main enough to close in on the strike site.
thrust by denying the enemy their concealment bonus.
The German V-2 rocket and NATO's Russian-built SS-
Recon units can be part of a formation but most of the 1C Scud-B are special artillery units, in that they may
time they operate as independent units attached to attack as both on-board and off-board artillery. The V-2
formations to help them deal with enemies entrenched in defensive is a static unit; it is actually a complex installation that
positions. Recon units can fire on the move with a -2AV accuracy penalty cannot be directly attacked, reduced or eliminated by
when moving up to 1/2 Speed (5.3). conventional means, although it may be captured by
enemy units controlling its hex. The Scud has limited
Recon-capable units are identified by the recon symbol. Recon mobility and cannot be captured or reduced, although
units are always In Contact, unrestricted by their it may be disrupted and eliminated with AP rounds.
formation's CO/2IC Extended Radio Range (2.3.1).
Each V-2 or Scud unit has only one missile to fire. After the missile has been
Enemy units within LOS of an enemy Recon unit do not receive the launched, the counter must be immediately removed from the game map
+1DV concealment bonus when attacked (4.2). Also, Recon units have unless scenario rules dictate otherwise. In game terms, both missile types
the ability to call in artillery strikes or Close Air Support (CAS) missions upon have unlimited range, but the target hex must still be within LOS of the
any hex in LOS as the first action on their activation (2.3.4.2 - 2.4.1). launcher or spotted by a friendly CO or recon unit (2.3.1 - 2.3.3.3).

Both the V-2 and the Scud are ultimate weapons of mass destruction. They
2.3.3.4 Self-Propelled Artillery may be launched carrying any type of warhead allowed by the scenario's
Self-propelled artillery (SPA) vehicles give mobility to OOB. When attacking, the strike hits every unit in the target hex and all
traditional artillery. With decent speed on tracks, thin six adjacent hexes with the appropriate firepower or effect, depending on
armor, and machine guns for self-defense against the missile warhead used (2.4.1).
infantry, they are able to provide either direct or indirect
fire. The ability to stop and fire, then immediately The Black Hand doesn't have access to such technology or the
change position is very useful in a mobile conflict. means to either replicate or mass-produce it. They may, however, capture
a German V-2 and use it to deploy their horrific biological pathogens.
Capturing the missiles seems to be very high on the list of zealot priorities,
Self-Propelled Artillery units are fixed range weapons, as indicated by for they appear in great numbers and attack relentlessly wherever a new
their colored range factor. SPA units: launch site is detected.
? May not fire farther than their range factor
? Do not receive the close range AV bonus
? May not fire on the move 2.3.3.5 Self-Propelled Anti-Aircraft
? May only opportunity fire with direct fire Self-propelled Anti-aircraft (SPAA) vehicles are anti-
? May not attack airborne units aircraft guns or surface-to-air missile launchers
? May not assault mounted on a mobile vehicle chassis. Platforms used
? May not lead or assist in assaults/group fire in NW68 include the modified M113 APC chassis (e.g.
the Blighter) and various types of chassis (e.g. the
SP Artillery units may either fire directly at any hex in LOS or fire indirectly as Ostwind and ZSU-23-4 Shilka), which provide modest
if they were Off-board Artillery. Indirect fire missions may be called in by the protection from aircraft, artillery, and small arms fire for
formation CO/2IC or recon units attached to the same formation, provided front line deployment.
that the spotting unit has LOS to the target hex. Each unit in the targeted hex
is rolled for separately, attacked with the appropriate firepower factor and Self-propelled Anti-Aircraft vehicles are identified by the blue AA firepower
may suffer any combat results as described in section 5.5. factor. The German and NATO SPAAs use machine guns to attack enemy
aircraft and may do so with the appropriate bonuses/penalties for long,
When firing indirectly, the target hex must still be within the SPA's firing normal and close ranges (5.0). SPAA units may always fire their non-fixed
range but, in this case, an accuracy check must be made. To do so, roll 1D6. range weapons with a -2AV accuracy penalty when moving at up to 1/2
On a roll of 1, the artillery strike misses and the defending player may Speed, fractions rounded down (5.3).
choose any target-adjacent hex as the new target hex. On a 2-6 roll, the
strike hits the target hex. The Black Hand’s SPA/SPAA Blighter uses missiles to bring down both land
and airborne targets with its fixed range launcher, as indicated by the dual
colored AP/AA firepower and range factors. The Blighter’s fixed range
launcher may not fire further than its printed range factor, receives no
bonus at close range, may not group fire, fire on the move or opportunity
fire, may not assault or assist in assaults.
2.3.4 Air Units 2.3.4.1 Helicopters
Air units in NW68, identified by the blue armor factor, are of two types: These are the gunships available to every side in NW68. The Scourge
helicopters and ground attack planes. Both the helicopters and the planes serves the gunship role for the Black Hand and the Haunebu serves it for
have the same role, which is Close Air Support (CAS). CAS is defined as air the Germans. Helicopters are organized in formations but have no field
action by fixed or rotary winged aircraft against hostile targets that are in COs to command them. Since they are airborne most of the time,
close proximity to friendly forces. Although both air units have the same role, helicopters do not count against stacking limitations and must be attacked
they are quite different in the way they move, their armament and how they separately from other units in the hex.
attack.
Helicopter Movement - Helicopters may fly as far as their Speed allows, 1
The Reich had to rebuild several of their successful Ju-87G Stuka. Speed point per hex entered regardless of their altitude level or the terrain
The scarcity of available materials left from the armor building program led type they're flying over. Helicopters can fly at different altitude levels,
to only a handful few constructed and ready to fly in ‘68. The rebuilt Stukas switching between them when hovering or anytime during the flight at a
have been armed with two underwing-mounted Tungsten carbide firing cost of 1 Speed point per change.
37mm cannons and 1000Kg worth of free-fall bomb load. This new variant
was proudly nicknamed the Kanonenvogel (Cannon-bird). However, the ? Cruise altitude - This is the default altitude for
greatest accomplishment was the completion of the Haunebu III project. helicopters (e.g. when entering the map). Helicopters
Envisioned as one of the war turning weapons in the early days of WWII, the cruise at level 2 regardless of the type or height of
project could never be completed before 1946. In the vaults, under the direct the terrain beneath them, for LOS calculation
supervision of Himmler himself, the third prototype finally achieved the purposes. Helicopters can only fire their AP weapons
specifications of the initial design. Unbelievably ugly and slow, armed to the at Cruise altitude. Recon capable helicopters may
teeth with four 37mm FlaK guns covering all the 360 degrees around it and perform reconnaissance (2.3.3.3) only at Cruise
two 57mm R4M Orkan rocket launchers, the Haunebu III literally is a flying altitude.
fortress lumbering over the battlefield raining baneful fire over the enemies
of the Reich. ? Nap-of-the-earth (NOE) - Helicopters flying at this
altitude, identified by the NOE symbol, are skimming
The NATO High Command commissioned hundreds of UH-1 over the ground and are considered to be on the same
Iroquois for Vietnam as a highly mobile troop delivering platform. For the level with the terrain for LOS calculation purposes.
conflict with the Reich and the Black Hand, many of the “Hueys” have been Transport-capable helicopters may only
retrofitted as gunships with two Mk. 4 FFAR 70mm rocket launchers and load/unload and transport infantry at this
four 7.62mm machineguns forward-facing on wingstub assemblies and altitude level, following all the APC
pintle-mounted in doorways. The other aerial death-dealing weapon of the transport rules and Speed limitations
NATO is also an US built aircraft - the A-6 Intruder. Capable of carrying a (2.3.3.2).
loadout of about 16 tons and the ability to accurately deliver it, the Intruder is
the most dangerous sight for any foe in the wastes. ? Hovering - Movement is not mandatory for helicopters. When a
helicopter does not move at all during its activation, it is considered to be
The NATO experts believe that the Scourge is, just like the Ravager, hovering. Hovering helicopters may conduct pop-up attacks or be kept on
the result of the Black Hand’s genetic experiments. The creature resembles overwatch, ready to react on enemy movement following the opportunity
the mythical dragon only deformed to a nightmarish level. The Scourge fire rules (5.2).
seems to be about 8 meters long, a 25 meters wingspan and an estimated
weight of 500Kg. Aggressive and voracious, they have been sighted flying in Helicopter Combat - Helicopters follow the ranged combat rules (5.0) for
flocks of 3-5, sometimes less, in what looked like hunting raids. The land units. They may fire any of their available, non fixed-range weapons on
Scourges have no regard for personal safety when their prey comes into the move when flying up to 1/2 Speed and receive all the range bonuses
sight - witnesses speak of creatures shrieking in suicidal dives and then and penalties to their non-fixed range firepower. Helicopters may never
ripping large animals to shreds with their huge sharp claws and fangs before assault or be assaulted, even when flying NOE.
feasting on the mangled corpses. When the prey fights back or hides behind
some cover, the Scourges have been seen spurting toxic fluid jets at more ? Pop-up attacks - A hovering helicopter may attack during its activation
than 100 meters away that melt whatever stood between them and their by switching altitude levels prior to and after the attack, allowing it to
meal. Why do these beasts obey their masters or how do the zealots control conduct pop-up attacks from behind covering terrain. If this action makes
them is a mystery to every military specialist, but one thing is certain - the the helicopter visible (i.e. in LOS and range), enemy units may react with
Scourge is one of the most terrifying creatures in the wasteland. opportunity fire by following the 5.2 rules.

Helicopters may be attacked by any AA or HE weapon, following the


ranged combat rules. The blue colored FP, specialized AA weapons are
just higher powered, more accurate, longer ranged versions of the HE
weapon systems, optimized to attack airborne targets only. SPA and OBA,
except for Nuclear artillery, may not attack airborne units.

Helicopters may be Shaken but never reduced, they are one step units.
When Shaken, a helicopter automatically rallies during its next activation
(3.2). Destroyed helicopters leave a Wreck in the hex (5.5). If there are any
units in the hex, roll 1D6 to check for any damage incurred from the falling
debris. On a roll of 1-2, one random unit in the hex is Shaken.
2.3.4.2 Airplanes
The rebuilt German Ju-87G Stuka and the American A-6 Intruder are the
aircraft included in NW68, although the Black Hand's Scourge serves a
similar function. The number of available CAS planes is detailed in each
scenario's OOB description. CAS missions must be requested by the
CO/2IC or recon units on the field in the same way OBA missions are.
Requesting a CAS mission must be done as a first action by the
CO/2IC/recon unit during their activation.

One, or all of, the available planes, may be called at once by a CO/recon unit
and will arrive over the battlefield on the first friendly activation next turn. The
planes currently flying a CAS mission over the battlefield are not available
for another mission next turn due to refueling and rearming necessities (i.e.
a Stuka providing CAS in turn 2 may not be called, while in the air, for
another mission in turn 3. If it survives turn 2, it may be called again in turn 3
to provide CAS in turn 4). The mission is not called against a specific target Planes Combat - A plane may only attack one hex per turn. The target may
or hex, but, once arrived, the plane may attack any enemy unit. be closer to the starting hex than the plane's minimum flying distance, but
the plane must move at least up to that minimum distance following the
Plane Movement - Planes enter on a side chosen by their owner, and exit bombing run. By the same token, a plane may attack in the starting hex but
the map on the opposite side. Planes always enter the map on the hex and must move at least up to its minimum flying distance afterwards.
side of the owning player's choice. Planes are always considered to be
flying at level 2 for LOS calculation purposes. Planes have a minimum and a In order to attack, the plane has to be in the same hex with the enemy units.
maximum number of hexes they may move during an activation, as The plane may attack any or all the enemy units in the hex, each unit
indicated by their minimum and maximum Speed factors on the counter. type with the appropriate firepower. If not Finished, enemy units may
react with opportunity fire (5.2). The plane's attacks are resolved in the
After the ingress (i.e. start) and egress (i.e. exit) sides have been chosen, order chosen by the owning player. Immediately after the attacks are
the route to the target and then towards the exit will also be chosen by the resolved, the plane must fly up to at least its minimum flying distance and
owning player. The only restriction in following that path is that the plane may continue flying up to the maximum distance allowed by its Speed
must always move forward (i.e. away from the ingress side, towards the rating.
egress side) with no more than one side-hex move allowed per advanced
hex. Planes may be attacked by any AA or HE weapon, following all the
ranged combat rules (5.0). SPA (2.3.3.4) and OBA (2.4.1), except for
Planes must start flying on the owning player's first activation towards the Nuclear, may not attack airborne units.
opposite side of the map, and must continue to do so during each of the
owning player's subsequent activations until they are either shot down, exit Planes cannot be reduced, although they may become Shaken, planes are
the map or the turn ends, whichever comes first. If destroyed, the plane is one-step units. Shaken planes are automatically rallied during their next
removed from the map and will not be available for CAS missions for the activation. When destroyed, planes leave a Wreck in the hex (5.5). If there
remainder of the game. are any units in the hex, roll 1D6 to check for any damage incurred from the
falling debris. On a roll of 1-2, one random unit in the hex is Shaken.
If the plane exits the map before the end of the turn, it may re-enter the map
on any egress side hex for another bombing run during the next friendly
activation. All the planes on the map at the end of the turn are removed on
the Cleanup phase (3.5). They are considered to be refueling and rearming
and will be available for CAS requests starting with the next turn.

Planes may not enter a hex occupied by an other plane or helicopter flying at
the same altitude level. Helicopters may not pop-up or switch to a higher
altitude level as long as there is a plane above them.
Barrage - Conventional ammunition strikes affect all
2.4 Markers the land units in the target and any two adjacent hexes
These are the administrative markers in NW68. They are used to keep track (see Figure 2). Each unit in the targeted hexes is rolled
of various game effects, the number of available artillery strikes, the for separately, attacked with the appropriate firepower
ordering of events and formation activations, and so on. There is no limit to factor and may suffer any combat results as described
the number of administrative markers in play at any time. Administrative in section 5.5. Any defensive bonuses from the terrain,
markers never count towards stacking limitations. Sandbags and concealment apply and are cumulative.
Off-Board Artillery - the Artillery markers are used to keep track of the All three hexes struck by Barrage will be marked with a Shellholes marker
number of off-board artillery strikes of each type which are available to the each, unless the terrain already is of the Shellholes type or another
player time during a scenario. These markers are not side-specific (2.4.1). Shellholes marker is already in place.
Smoke/Shellholes/Mines/Sandbags - these counters are to mark the
positions of the various obstacles and conditions which may affect LOS and
defensive modifiers. These markers are not side-specific (2.3.2 - 4.0). Chemical - Chemical artillery missions represent
attacks with a non-persistent nerve agent, Sarin.
Objective/Control - these markers are used to mark the scenario objective Chemical strikes affect all the land units in the target
hexes and the side controlling each location. Objective markers are neutral and any two adjacent hexes chosen by the attacker
while Control markers are side-specific. (see Figure 2). The Sarin's effect is determined and
applied to each individual unit in the struck hexes
Shaken/Out Of Contact/High Morale/Finished/Wreck - these markers immediately upon the agent dispersal by rolling 1D6.
are placed on the map to keep track of the various states of a combat unit. On a roll of:
These markers are not side specific. ? 1 The unit receives 2 hits
? 2-3 The unit receives 1 hit
Activation/Event/Advance - these markers are always put in an opaque ? 4-6 Nothing happens
cup and pulled out randomly to determine the order in which the formations
activate. The Activation markers are side-specific while the Event and Mark the struck hexes with Chemical markers until the end of the turn. Any
Advance markers are neutral. The Advance marker, assigned by scenario unit attempting to pass through a Chemical hex must make the same check
specific rules, grants a formation an extra activation. to see if it's affected by the Sarin. All the Chemical markers are removed
from the map on the Cleanup phase (3.5).
2.4.1 Off-Board Artillery Optional: During every Cleanup phase, starting with the first one after the
Off-board artillery (OBA) mission types and their availability to each side are
attack, roll 1D6 to check for Sarin dispersal. On a roll of 3-6, the chemical
assigned in each scenario's Order Of Battle (OOB). Up to two OBA
agent persists. On a roll of 1-2 the Sarin disperses and all three markers are
missions may be called by the CO/2IC and recon units against any hex
removed from the map.
in their LOS as the first action during their activation. The CO/2IC and recon
units are then free to take any other available action before being marked as
Biological - Using an unidentified agent, the biological
Finished.
attack works as a weapon and a conversion tool at the
same time. Biological attacks affect only the infantry
For every strike’s initially targeted hex an accuracy check must be
platoons in the target hex, transforming them into
made. Roll 1D6: on a roll of 1 the strike misses its target and the defending
Zealots, regardless of the initial state of the unit or the
player may choose any adjacent hex as the new target. On a roll of 2-6, the
side making the attack. To determine the success of
strike hits the target and its effects are applied. Depending on the OBA type,
the attack, roll 1D6 for each infantry unit in the target
the strike may affect only some or all the units in the targeted hexes. After
hex. On a roll of:
each strike, the used OBA marker is removed from the active player’s pool.
? 1 Replace the infantry with a full strength Zealot unit
? 2 Replace the infantry with a reduced Zealot unit
Smoke - Unlike the smoke produced by infantry,
? 3 The unit receives one hit (5.5)
artillery smoke is thicker, more persistent and affects a
? 4-6 Nothing happens
larger area. OBA smoke is laid as Level 2 smoke and
affects three hexes: the target hex and any two adjacent
If the converted unit was Shaken, the new Black Hand unit is no longer
ones, attacker's choice.
Shaken. If the biological attack results in a jointly occupied hex, assault
combat ensues. If the Black Hand losses this combat it retreats into an
The smoke's thickness, up to a maximum of 2, equals
adjacent hex of the Black Hand player's choosing. The Black Hand's own
its height level for LOS calculation purposes. Thus,
infantry units are immune to biological attacks. The newly appeared
Level 1 smoke equals a level 1 obstacle while Level 2 smoke equals a level 2
Zealots will be controlled by the Black Hand player starting with his next
obstacle, but never higher than that. The Level 2 smoke is thick enough to
activation. The Zealots will keep any Weapons they may have used prior to
block the LOS of any unit attempting to fire through it. Any attack traced
their transformation.
through a Level 1 smoke hex adds +1DV to the defending unit.
If there is no Black Hand player, put 2 Black Hand AMs in the cup during the
The smoke levels are cumulative. Two same-hex Level 1 smoke markers
Cleanup phase and the Zealots may start acting by themselves on their
create Level 2 smoke. LOS is blocked when traced through two Level 1
next activation. Masterless Zealots will always move towards the closest
smoke hexes or a Level 1 smoke and a Wreck hex. During the Cleanup
enemy unit following the fastest route and will attack as soon as the target is
phase (3.5) all the smoke markers on the map are reduced by 1 level. Level
in normal range and LOS. The least armored unit in a stack, or a random
1 smoke markers are removed.
one in case of a tie, will be attacked first. Zealots will not move away as long
as they already have an enemy unit in normal range and LOS.
Nuclear - The nuclear artillery strike is the deadliest
weapon in the game, and also has the largest area of 2.5 Formations
effect. Only one nuclear strike per opponent may be A formation consists of all units (including one designated as CO) which
launched in a game turn. The nuclear artillery shells share the same Formation ID (2.5). The Black Hand units are not organized
strike every unit in the target hex and the six adjacent into formations, their command structure and organization is currently
hexes (see Figure 2). Each unit in the targeted hexes is unknown.
rolled for separately, attacked with the appropriate
firepower factor and may suffer any combat results as Usually, each formation has its own activation markers (AMs) to determine
described in section 5.5. Any defensive bonuses from the terrain and when it activates (3.1), but their number may change according to each
sandbags apply and are cumulative. Air units caught in the blast's area of scenario's specific rules. There are scenarios where independent units are
effect are instantly eliminated. attached to a formation - these units activate when the formation they have
been linked to activates. A Black Hand AM activates all the Black Hand units
The central target hex struck by nuclear shells will be marked with a in the field when drawn during the Actions phase. Effectively, all Black Hand
Radiation marker, unless another Radiation marker is already in place. units in the game belong to one formation.
Radiation hexes are impassable to all units, land or airborne, except for the
Black Hand's units, which may pass through at a +1MP cost per hex.
Surviving units in the blast area may move out but will be attacked with the
appropriate Nuclear firepower for each Radiation hex they pass through.
Radiation markers are not removed from the map during Cleanup (3.5).

3.0 COURSE OF PLAY


Each game is set up according to the scenario instructions. Units, objective
and control markers plus any game start effects are placed on the specified
starting positions. Any reinforcement units and artillery markers should be
kept nearby. Activation and Event markers must be placed in an opaque
cup (henceforth called a "cup") to be drawn randomly during the game.

3.1 Actions Phase


In the Actions phase, the players alternate drawing Activation Markers from
the cup to determine when and which formations activate, what events
occur and when the turn ends.

The number of markers drawn during a turn is always equal to the


total amount of Activation and Event markers in the cup minus the
number of players. No more than two consecutive activations per player
are allowed. Whenever a third consecutive AM is revealed, it must be
returned to the cup and players continue to draw until another side's AM is
pulled out. Neither Events nor the start of a new turn may break this rule.

The formula dictating the number of AMs drawn during a turn takes into
account the total number of AMs that were in play at the start of that
particular turn. Formations that arrive as the result of an Event or special
scenario rule have their AMs added to the cup during the Cleanup phase of
their turn of arrival. Reinforcements have their AMs placed into the cup at
the beginning of a turn. Similarly, the AMs of any formation eliminated
during the turn are removed from the cup during the Cleanup phase of that
turn.

Players may either agree upon or randomly decide who pulls the first
marker. It doesn't matter who pulls out a marker. After the last legal
activation or event has been resolved, the play advances to the Cleanup
phase.

? Activation marker - the formation activates. All the units in that formation
have their Finished markers removed, if any, and become eligible to move
and fire. 2IC may assume command (2.3.1). This is called the Formation
Impulse and the formation will be referred to as the Active Formation.

Event marker - roll 2D6 and consult the Events Table (3.4).
?
3.2 Formation Impulse 3.4 Events
Whenever a formation's Activation marker is pulled from the cup, the The volatile world in which the story of NW68 takes place is full of
formation activates and may start taking actions. This is called the unforeseen events. Event markers are only used in certain scenarios
Formation Activation and the formation will be referred to as the Active where the setup requires them to be added to the cup (5.1) even if the Black
Formation. Hand isn't involved in the scenario. Event markers do not supersede the
“two consecutive AMs per player in a row” rule (3.1).
A formation may have several activations per turn depending on the number
of AMs it has in the cup and how many of them are drawn before the end of Even when not directly engaged with the other two armies, the
the phase. Zealots are relentlessly haunting them. Some fear that the Zealots are the
direct manifestation of the Zone itself, the incarnation of its spirit.
Finished markers are removed from all units in the formation.
When the event marker is pulled, randomly determine whom the event will
The Second In Command (2IC) may assume command (2.3.1). Whether affect, and roll 2D6 and cross-reference the result with the Events Table.
the previous CO/2IC was killed or the owning player wants to demote him Events may not be passed and their effects, affecting the indicated player.
(i.e. change the CO unit), the change may take place now.
Whenever the spawn hex is occupied by non-Black Hand units, the newly
The active CO/2IC may try to rally its formation Shaken units. Units without a appeared Zealots enter the game assaulting those units from any vacant,
CO, such as the Black Hand, helicopters or planes, are automatically rallied. adjacent hex. If there already is a Black Hand unit in the spawn hex, the
Zealot stacks-up with it or, if the stacking limit has already been reached,
Every formation unit, except for Recon units (2.3.3.3), outside their CO's may spawn in any adjacent hex. Masterless Zealots will act following the
Extended Radio Range at the start of an activation are considered Out Of 2.4.1 rules. Black Hand units will not appear and attack other Black Hand
Contact. OOC units will only be able to move at up to half speed during this units, although other events can affect the Black Hand.
activation, but suffer no other penalties.

Each formation unit may now take actions, alone or in groups: move (3.3),
fire and assault (5.0) or any other action permitted by its type, status, or
scenario specific rules.

3.3 Movement
A unit's Speed represents the maximum distance in hexes that the unit may
travel during its activation, subject to terrain costs. Moving is not mandatory,
and units that move might trigger opportunity fire (5.2) each time they enter a
new hex. After moving, mark units with a Finished marker.

A unit with a white range factor, may fire on the move (5.3) if it travels at up to
half speed, fractions rounded down. These two actions may be executed in
any order:
? Move up to 1/2 Speed, then fire with a -2AV accuracy penalty OR
? Fire with a -2AV accuracy penalty, then move up to 1/2 Speed

3.3.1 Group Movement


Units of the same formation which begin their activation in the same hex (i.e.
stacked) may start moving together. This is called Group Movement. Each
unit in the group must pay its own terrain movement costs. Groups may split
off at any time. Units moving in a group may also fire on the move as a group
(5.1), as long as they don't travel farther than the slower unit's 1/2 Speed.

3.3.2 Stacking
Stacking is limited to 2 combat units per hex at the end of an activation. That
is, a unit may pass through a hex that is already occupied by two units, so
long as there are no more than two units remaining in the hex at the end of
the activation.

If, for any reason, there are more than two combat units in a hex at the end of
an activation, the owning player must remove excess units (of his choice)
until the remaining units do not exceed the stacking limit.

An APC with embarked infantry counts as one unit for stacking purposes.
Administrative markers do not count toward stacking limitations Units of the
same formation which begin an activation stacked may move (3.3.1) and fire
(5.1) together as a group.
Terrain affects LOS ranges, speed and defensive values for the units
3.5 Cleanup Phase entering them, as detailed in the Terrain Chart. Units on hill edge hexes
This phase occurs after the last Activation (as determined by 3.1) or Event receive a +1DV bonus against units firing from the ground level. Units do
has been resolved in the Action phase. In the Cleanup phase, the following not receive any hill defense bonus when attacked from another hill or a
actions must take place: height greater than their current height (e.g. by air attack).
? All Finished markers are removed from the map
? All Chemical markers are removed from the map
? All Smoke markers are reduced by one level 4.1 Line Of Sight
? 2IC may assume command (2.3.1) Units must see each other in order attack one another. Some terrain types
? Supply points may be used to refit damaged units block line of sight (LOS), some do not. For LOS calculation purposes,
? All Event and Activation markers, except those for eliminated urban, woods and hill hexes are considered to be level 1 obstacles that can
formations, are returned to the cup block LOS. Units never block LOS, except for the Huge ones (2.3).

Note: Supply points represent spare parts, fuel, equipment and personnel LOS is established by tracing a line free of any obstacles from a hex center
that may be used to refit reduced units, 1 supply point for each reduced unit to another hex center; LOS is not affected by obstacles in the start and end
step, anywhere on the map. When refitting a reduced unit, flip it to its full hexes. LOS is obstructed if the line crosses any part of a LOS blocking
strength side; any other conditions (e.g. Shaken, OOC) remain in effect. terrain hex. LOS is also obstructed if it cuts across two or more Wreck
hexes. If LOS passes along the edge of two hexes, it is always affected by
Supply points are received by scenario specific rules. Supply points may the hex with the lesser obstacle. If both hexes contain LOS blocking terrain
only be used in the Cleanup phase of the turn in which they were received. then the LOS is obstructed.
Any unused supply points are lost.
Hill LOS - Just like any other terrain, a hill covering the center of a hex fills
the entire hex even if the artwork does not. Level 1 obstacles (e.g. urban,
4.0 TERRAIN woods, hills) increase the elevation level for LOS purposes; a woods/urban
Whatever terrain type surrounds the center or at least 3/4 of the hex dictates hex on a hill equals a level 2 obstacle.
the entire hex's terrain type. The Water terrain type covers both rivers and
lakes. The terrain counts as Water even when a river crossing a hex does A unit can fire from a lower hex into a hill edge hex, but not beyond it at other
not flow precisely over its center. Roads may cover the center of a hex, but hill hexes. A unit on a hill can fire at a target on another hill hex but not
do not change the predominant terrain type of the hex. Roads crossing over through or beyond a Level 1 obstacle on that hill. Ground hexes directly
rivers represent bridges that allow for movement through that hex. A unit behind Level 1 obstacles are blind spots for units on a hill edge.
spending its entire activation moving through contiguous road hexes
receives a +1MP bonus.
4.2 Concealment 5.0 COMBAT
Any land unit in a cover hex (e.g. urban, woods, shellholes), not in LOS of an The two forms of combat in NW68 are ranged combat and assault (5.4).
enemy recon unit and not marked as Finished, is considered to be Units attacking on an enemy’s turn are firing opportunity fire (5.2).
concealed. Concealed units receive a +1DV bonus when attacked.
Any active formation unit not marked as Finished may use the appropriate
A unit ceases to be concealed as soon as it moves or fires (i.e. thus revealing inherent firepower, or Weapon (2.3.2.1), to attack an enemy unit within LOS
its position), an enemy recon unit has a clear LOS to its hex or an enemy unit and range. A unit may only attack once per activation, although it may
enters a hex adjacent to its position. be attacked multiple times by different enemy units during the same
activation.
The bonus is added to the defending unit against any type of attack except
assaults (e.g. both artillery and air units have a hard time striking concealed Units may fire alone (or in a group (5.1) if stacked at the beginning of the
units without recon information). activation), with or without the formation CO's bonus (2.3.1). Any unit is
marked with a Finished marker after attacking, unless it executes a moving
fire attack (5.3) as its first action and then continues to move up to 1/2
4.3 Control Speed, fractions rounded down.
A hex is controlled by the last player who had a unit in the hex, which
includes simply moving through it. Objectives are marked at the start of a To attack in Nuklear Winter ‘68 a unit must first hit its target, and then it can
game as per scenario rules, with the side of the controlling army face up. inflict damage. This is all accomplished with one roll of 2D6. To execute an
attack the attacker first determines its AV and applies any modifiers for
The terrain in NW68 has been deeply affected by the climatic close range, long range, moving fire, etc.
changes after the nuclear holocaust. The dust clouds shielded the Earth
from the sun light and everything went cold. Radioactive storms and low Attack Value - The AV is calculated by adding the attacking unit's FP factor,
temperatures almost eradicated life - everything green withered and turned the result of 2D6 roll (see below) and any other bonuses (e.g. CO/2IC or
to brown. Over 90% of the fauna died of starvation or thirst, although some group fire bonus).
predatory species adapted to the new environment. Rivers and lakes
quickly transformed into pools of radiation and death. Thus was the Nuclear Defense Value - The DV is calculated by adding any bonuses (e.g. from
Winter. terrain, sandbags, concealment, etc.) to the defending unit's armor factor.
When, eventually, temperatures began to rise, they didn’t return to
what was called normal before the war. The ecosystem balance was Once determined, the attacker's AV is compared against the defender's DV
disrupted beyond anything Nature itself could do to repair. The frozen hell and the resulting positive difference is the number of hits taken by the
was slowly reverting to a desolate wasteland where sand was conquering defender.
every last meter of ground. Sun is now scorching the Earth and the few last
vertical structures left in the world offer little protection to the wandering life ? AV (FP + 2D6 + bonus) - DV (armor + bonus) = number of hits
forms. It is now the year 1968 AD and this is the new background for the
events that are about to take place. Long Range - Units with a white colored FP range factor can fire at up to
double their printed range with that weapon. Units firing at long range
receive a -2AV penalty (i.e. lowered accuracy).

Close Range - Units with a white colored FP range factor receive a +1AV
bonus when firing at targets up to 1/2 range (i.e. increased accuracy).

Fixed Range - Weapons with the same FP colored range factor are Fixed
Range weapons. Fixed range weapons:
? May not fire further than the printed range factor
? Do not receive the close range AV bonus
? May be fired on the move, except for SPA/SPAAs
? May be used in group firing, except for SPA/SPAAs
? May be used in assaults, except for SPA/SPAAs
5.1 Group Fire 5.4 Assault
Units starting their activation in the same hex (i.e. stacked) may fire as a Assaults are a form of combat initiated by units moving into an enemy
group. One unit is designated as the fire leader with the second one occupied hex, resolved as soon as the move into the enemy hex is
assisting. Supporting fire is added as a bonus to the fire leader's overall AV: completed. The units moving in are the attackers while those already in the
? +1AV if an infantry unit is assisting the fire leader hex are the defenders. Having the initiative, only the attackers roll to hit
? +2AV if an AFV is assisting the fire leader against the defenders. Stacking limitations (3.3.2) for each side apply at all
times.
The assisting unit must have at least one non-fixed range weapon,
regardless of its range, to support the fire leader. SPA, SPAA and Shaken Attackers - The attackers must use the appropriate FP weapon against
units may not assist in group fire. However, Shaken units may be designated one defending unit, with a +2AV assault bonus. If two units assault together,
as fire leaders. they do so as a group, with one being designated as assault leader and the
other one assisting the attack with an additional +1AV from infantry units or
A non-Finished CO's Local or Radio Range bonus may be added to the +2AV from AFVs. When assaulting a group, the attackers must declare the
overall AV of the firing group as appropriate. Units eligible for opportunity fire targeted defending unit before rolling to hit.
may do so as a group.
During assaults against unescorted AFVs in urban terrain, unescorted
Group firing is optional; units in a stack may still move and fire individually. infantry will receive an extra +2AV when attacking, in addition to the usual
Units moving in a group (3.3.1) may also fire on the move as a group, assault modifier +2AV. Similarly, unescorted AFVs assaulting unescorted
provided that they don't travel farther than the slower unit's 1/2 Speed. infantry in clear terrain will receive an extra +2AV in addition to the usual
. +2AV assault modifier. Escorting indicates a mixed, infantry/AFV group.
5.2 Opportunity Fire A non-Finished CO's relevant range bonus may be added to its formation
A unit which is not Finished may attack with Opportunity Fire during the units' overall AV. Any appropriate Weapon type may be used by the
activation of an enemy unit, whenever the enemy unit moves into a hex that attackers. Shaken units and SPAs may neither assault nor assist.
is within range and LOS. The unit conducting opportunity fire will be marked
as Finished immediately after the attack resolution. Defenders - The terrain and sandbags bonuses are added to the
defending unit's overall DV; concealment is negated by assaulting units.
A unit entering a new hex may only be attacked once per hex, but may be Stacked units defending together do so as a group with the second unit
attacked multiple times during its move by different attackers as it enters assisting the assaulted one.
different hexes. Each unit in a group (3.3.1) may be targeted by different
attackers every time the group enters a new hex. Opportunity fire is not Assisting (i.e. laying suppressive fire) infantry units add +1DV while AFVs
allowed against enemy units assaulting a friendly hex. add +2DV to the assaulted unit's overall DV. A non-Finished CO’s relevant
range bonus may be added to its formation units’ overall DV. Shaken units
SP artillery may only react with direct opportunity fire (i.e. target unit is in and SPAs may not assist.
LOS). Shaken and OOC units may react alone or grouped, following the
ranged combat (5.0) and group fire (5.1) rules. Assault Resolution - Any and all of the hits resulted from the assault
are received by the assaulted unit. The attackers are marked as Finished
Opportunity fire always takes precedence over moving fire (i.e. defenders immediately following the assault resolution, regardless of its outcome. If
are constantly prepared to fire at enemy units moving within their LOS). This the attackers don't manage to eliminate the assaulted unit, they are
means that whenever an attacker fires on the move and a defender Shaken, and must retreat to the hex from which they came.
opportunity fires at the same time, the defender's opportunity fire will be
resolved first. If the assaulted unit is destroyed, the attackers remain in the hex and the
other surviving defender, if any, is Shaken and must retreat to one of the
Units Shaken and/or reduced as a result of opportunity fire may still attack three hexes opposite from which the one the attackers came. If the
and move freely according to their current Speed. defender can't retreat, it will be eliminated instead.

5.3 Moving Fire


Every land unit, except for SPA/SPAAs, may fire its weapon with a -2AV
accuracy penalty when moving up to half speed, fractions rounded
down. Air units (2.3.4) are exempted from this rule as they have their own
moving fire limitations .

Moving and firing may be executed in any order:


Move up to 1/2 Speed than fire with a -2AV penalty
?
Fire with a -2AV penalty than move up to 1/2 Speed
?
5.5 Combat Results 6.0 ORDER OF BATTLE
Once determined, the attacker's AV is compared to the defender's DV and The number of units in each German formation is not always equal to the
the resulting positive difference is the number of hits taken by the defender. authorized wartime strength, mainly because there were not enough
surviving or newly trained men to fill the ranks of all the pre-nuclear combat
? AV (FP + 2D6 + bonus) - DV (armor + bonus) = number of hits units. In the NATO camp, the Deployment Force is comprised of combined
US and Russian units, rushed to area around Wewelsburg to contain and
Every hit taken may either Shake or reduce a unit, depending on the initial eliminate the double threat. The elusive Black Hand doesn't use any
status of that unit. The three steps of a unit before destruction are: full known, conventional organization form for their seemingly numberless
strength, Shaken and Shaken & reduced. Hits on a full-strength unit: forces.
? 1 hit The unit is Shaken
? 2 hits The unit is Shaken and reduced
? 3 hits The unit is eliminated Das Dritte Reich
1/130 Panzer Lehr Division 2xAMs
Hits on an already Shaken or a reduced & rallied unit: 1xE-100, 2xKing Tiger, 1xPuma, 1xHummel
? 1 hit The unit is Shaken and reduced 2/130 Panzer Lehr Division 2xAMs
? 2 hits The unit is eliminated 1xE-100, 1xJagdtiger, 2xSdKfz 250, 2xFallschirmjäger, 2xPanzerfaust 3
1/7 SS Freiwilligen Division Prinz Eugen 2xAMs
2xSdKfz 250, 2xSS-VT, 1xPanzerfaust 3, 1xMG42
1/501 Schwere SS Panzer Abteilung 2xAMs
3xE-100
2/501 Schwere SS Panzer Abteilung 2xAMs
1xE-100, 1xJagdtiger, 1xSdKfz 250, 1xSS-VT, 1xPanzerfaust 3
SG 2 Schlachtgeschwader 2 Immelmann 2xAMs
1xHaunebu III

NATO Deployment Force


4th Guards Kantemirovskaya Tank Division 1xAM
6xT-64
OSNAZ Spetsgruppa V Vympel 1xAM
4xSpetsnaz, 2xM60, 1xLAW, 1xStrela-2
Any hit on a Shaken & reduced unit instantly eliminates it. If the eliminated 1st Ranger Battalion 1xAM
unit was either armored or airborne, place a Wreck marker on the hex if 2xM60A1, 3xM113, 3xRangers, 2xLAW
there isn't one there already. When a full strength unit is reduced, flip the 2nd Ranger Battalion 1xAM
counter to its reduced side. 3xM60A1, 1xBRDM-2, 2xM113, 2xRangers, 1xLAW, 1xM60
58th Motor Rifle 1xAM
Shaken units are marked with a Shaken marker. 3xT-62, 2xM113, 2xSpetsnaz, 2xRangers, 1xLAW, 1xM60
Shaken units may only be rallied by the formation 335th Assault Helicopter Company Cowboys 2xAMs
CO/2IC at the start of their activation. Shaken units: 2xHuey
May move freely at up to 1/2 Speed
?
May only fire the HE FP with a -1AV penalty
?
May opportunity fire
?
Black Hand
Black Hand 2xAMs
May not assault or assist in assaults/group fire
?
15xZealot, 5xRavager, 3xPest, 3xBlighter, 3xScourge, 5xMegrim,
5xRancor, 4xDiskord, 4xMinigun
Wreck - Every destroyed AFV or air unit leaves a Wreck
when it is eliminated, unless there is already a Wreck
marker in the hex. Wrecks raise the terrain's movement 7.0 CREDITS
cost by 1 for all the land units. Wrecks also increase the Design & Artwork Petre Tutunea
terrain's defense value by +1DV for all the land units Publisher Mark Walker
passing through. Two Wreck hexes obstruct the LOS of Playtesting Ralph Ferrari, Matthew Lohse, Mark Walker
the (same level) unit attempting to fire through them. Special Thanks Christian Sperling