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7/21/2019 Boys of C-Company Sceanrio and Beta-lightweight Rules http://slidepdf.com/reader/full/boys-of-c-company-sceanrio-and-beta-lightweight-rules 1/16 We realize it’s a mighty big deal to get someone to engage in an all new game system when many of you are already heavily invested in others. We do think that All Quiet on the Martian Front and actually the whole universe of The Great Interplanetary War is going to be fun, challenging and very rewarding to play, model and indulge in. So, the following rules and two scenarios are offered for you to try out These rules are by no means complete and do not contain the full rules, the huge army lists full of all kinds of different forces and models, nor the full depth of the game. Our goal here is for you to give the game a try using proxy models and some basic elements from the Beta Version of the rules. Note that the first scenario uses less than HALF of what you get in the Invasion boxed set and the second scenario uses the entire contents of the Invasion boxed set sans the Martian weapon options! Ernie The “mission” seemed pretty anti -climatic after all the training and the very long series of train rides - but here they were. The Boys of Company C, fresh out of boot camp, were ready to pour bullets into those Martian monsters. Instead of the long trenches under the big guns of the Front, they now found themselves occupying a deserted farm several miles back from the action. It was a beautiful, sunny day and nearly anything was better than sitting in those damn boxcars. A few lads had found some apples while horsing around when the Captain wasn’t looking . All in all, it felt good to be in the field at last. Tommy, one of the doughboys, claimed he had seen a tripod once but no one believed him. The Captain, with hideous burn scars on the left half of his face and his fearsome eye patch, was the only veteran in the mix. Now there was a real man for you. He was making the lads dig and dig and dig. The le ss fortunate of the company were being made to dig into the small woods on either side of the farmstead. Cutting through tree roots was not a popular past time. The Captain had come on board with the company during the last few weeks of training. He never raised his voice like the Sergeants did, but there was something about him that made you jump to it even if he was just staring at you with his one good, very blue eye. The truth of the matter was that the lads were scared. Most of them, farm boys from back East, could not begin to comprehend the magnitude of the Martian menace. But they feared the Captain ’s displeasure even more. The Captain was one of those rare men that people instinctively follow. Over the last few weeks, the boys of Company C had come to trust in the Captain so much that they would follow him to the very gates of Hell. They didn’t know

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We realize it’s a mighty big deal to get someone to engage in an all new game system when many of you are already heavily invested in others. We do think that All Quiet on the Martian Front andactually the whole universe of The Great Interplanetary War is going to be fun, challenging and veryrewarding to play, model and indulge in.

So, the following rules and two scenarios are offered for you to try out

These rules are by no means complete and do not contain the full rules, the huge army lists full ofall kinds of different forces and models, nor the full depth of the game. Our goal here is for you to give the game a try using proxy models and some basic elements from the Beta Version of the rules. Note that the first scenario uses less than HALF of what you get in the Invasion boxed set and the second scenario uses the entire contents of the Invasion boxed set sans the Martian weapon options!

Ernie

The “mission” seemed pretty anti -climatic after all the training and the very long series of train rides - but here theywere. The Boys of Company C, fresh out of boot camp, were ready to pour bullets into those Martian monsters.Instead of the long trenches under the big guns of the Front, they now found themselves occupying a deserted farmseveral miles back from the action. It was a beautiful, sunny day and nearly anything was better than sitting in thosedamn boxcars. A few lads had found some apples while horsing around when the Captain wasn’t looking . All in all,it felt good to be in the field at last. Tommy, one of the doughboys, claimed he had seen a tripod once but no one

believed him.

The Captain, with hideous burn scars on the left half of his face and his fearsome eye patch, was the only veteran inthe mix. Now there was a real man for you. He was making the lads dig and dig and dig. The less fortunate of thecompany were being made to dig into the small woods on either side of the farmstead. Cutting through tree rootswas not a popular past time. The Captain had come on board with the company during the last few weeks of

training. He never raised his voice like the Sergeants did, but there was something about him that made you jump toit even if he was just staring at you with his one good, very blue eye.

The truth of the matter was that the lads were scared. Most of them, farm boys from back East, could not begin tocomprehend the magnitude of the Martian menace. But they feared the Captain ’s displeasure even more. TheCaptain was one of those rare men that people instinctively follow. Over the last few weeks, the boys of Company Chad come to trust in the Captain so much that they would follow him to the very gates of Hell. They didn’t know

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that yet, but they soon would …for the Gates of Hell were about to open, and coming out of them was the Devil onthree rapidly moving mechanical legs.

Needed to play:

A tape measure or two, a handful of ten sided dice, a flat and stable surface about 4 ft x 4 ft, and thefollowing:

Markers – Either print the attached ones at EXACT size and cut out or : Chits or coins with four of them numbered 1-4 and four marked “D” for dummy. These are for

deployment and hidden movement of the humans. Some chits or wound markers to track tripod damage. Some chits or coins – just a few- to represent “cables” 4 markers or small pieces of paper that say “Dug In” A Heat Ray template- Cut a piece of paper into a banana shape about 6 inches long and an inch wide.

NOTE: THE TWO FORCES BELOW ARE NOT EQUAL IN POINTS VALUE. THIS

IS A SCENARIO SPECIFIC FORCE LIST. THE HUMANS ARE AT ADISAVANTAGE ON PURPOSE.

Now, you can use models you have on hand to try out the forces below. Cavalry for Rough Riders, etc.You can also make small squares of paper and just write the unit names on them. Base sizes aren’t goingto make or break this scenario.

These are the base sizes we use:

Infantry – Renedra 20 x 100mm

HMG Teams – Renedra 40mm Rounds

Rough Riders – Renedra 40mm x 40mm

Models to represent the following troops:

Boys of Company C Points ValueInfantry Company (5 Stands of Doughboys and 1 Stand with Captain) 60 Points1 Unit of Machine Guns (3 Stands of HMG Teams) 40 Points

Reinforcements:1 Unit of Rough Riders (3 Stands of two figures each) 45 Points

Martians Points Value1 Assault Tripod (Odd as it sounds, a 6” tall glass works in a pinch) 200 Points

Equipped with Heat Ray, Gripper Claw and TentaclesTerrain

Farm and three (3) sections of woods as shown on the table map.

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THIS GAME LASTS FOR SIX (6) TURNS!

Deployment

The Humans deploy FIRST in the area indicated on the table map. Use BLIPS per Hidden Movement Rules ratherthan troop stands! ONE UNIT of Humans may be placed IN AMBUSH. See rules under Hidden Units below.

The Rough Riders are Reinforcements. The Human player may put them on the table at either of the redlinelocations when they arrive using the Reinforcement Rules.

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The Martian Tripod may deploy anywhere within 24 inches of the farm buildings on the “Martian” side of the table.See Table Map.

Rules : Core plus the following Advanced Rules: Ambush, Reinforcements and Hidden Movement Rules.

Victory Conditions

Human:

Survive with at least 6 stands of troops left on the table (even routing) or destroy the Tripod and score a HumiliatingDefeat on the Martian Player

Martian:

Kill all the humans until only 5 stands or less are left on the table or kill every single stand to score a HumiliatingDefeat on the Human Player

An escort mission. Three days of humping 45lbs of equipment strapped to your back and your ass through every briar patch and bramble in the countryside. PFC Shoulder’s face was bored, tired and sun burnt to a crisp. TheCaptain had droned on for 30 minutes about important strategic assets in that tank while they stood in paradeformation. Strategic Assets…Well, one thing the Dough boys knew - it was filled with a month’s supply of coffeeand tobacco and only the Master Sergeant back at camp had the keys. The squad was irritable and getting worse bythe day. Escorting the “morale wagon ” but not being able to take anything from inside, for just a little boost, got a

bit harder every day. Just when he thought it was bad enough, the coal chute got so jammed that the furnace hadto be fed manually. Taking turns doing that task to help out the Steamer boys was nasty duty. And then the tripodsshowed up…

The “Morale Wagon” is a Mark II tank, pressed into carrier service. The Tank may only move if it has an elementof infa ntry alongside as it will not outrun its “escort”. It moves 4 inches in each movement phase and must stay onthe road. It may travel through the legs of a tripod which is blocking its path.

The HMG team starts the scenario as a unit in Ambush and may be Dug-in.

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Needed to play:

A tape measure or two, a handful of ten sided dice, a flat and stable surface about 4 ft x 4 ft, and thefollowing:

Markers – Either print the attached ones at EXACT size and cut out or :

Chits or coins with four of them numbered 1- 4 and four marked “D” for dummy. These are fordeployment and hidden movement of the humans. Some chits or wound markers to track tripod damage. Some chits or coins – just a few- to represent “cables” 4 markers or small pieces of paper that say “Dug In” A Heat Ray template- Cut a piece of paper into a banana shape about 6 inches long and an inch wide.

N ow, you can use models you have on hand to try out the forces below. Cavalry for Rough Riders,etc. You can also make small squares of paper and just write the unit names on them. Base sizesaren’t going to make or break this scenario.

These are the base sizes we use: Infantry – Renedra 20 x 100mm HMG Teams – Renedra 40mm Rounds Rough Riders – Renedra 40mm x 40mm

Models to represent the following troops:

Boys of Company C Points ValueInfantry Company (5 Stands of Doughboys) 60 Points1 Unit of Machine Guns (3 Stands of HMG Teams) 40 Points6 Mk II Baldwin Tanks (designate which carries the supplies, the “MoraleWagon”, before the game by writing it down . Reveal it to the MartianPlayer only at the end of the game)

480Points

1 Unit of Rough Riders (3 Stands of two figures each) 45 PointsMartians Points Value

3 Assault Tripods) 600 Points**Equipped with Heat Ray, Gripper Claw and Tentacles

TerrainFarmhouse and four (4) sections of woods as shown on the table map. Designate the “road”.

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Deployment

The Humans deploy FIRST in the area indicated on the table map. Use BLIPS per Hidden Movement Rules ratherthan troop stands! See rules under Hidden Units below.

The Martian Tripods may deploy anywhere within their 8in deployment zone.

Victory Conditions

Human:

Escort the Morale Wagon across the board and into the safe range of artillery fire from the nearby encampment.This occurs when the Morale wagon gets within 4 inches of the far table edge, but it must be on the ROAD. This isa victory. If you can do that AND Destroy 2 Tripods and you score a Humiliating Defeat on the Martians.

Martian:

Kill all the humans and destroy the Morale Wagon until only 5 stands or less are left on the table or kill every singlestand to score a Humiliating Defeat on the Human Player OR destroy the Morale Wagon itself and chuckle aboutit.

The turn proceeds in phases as noted below.

Phase 1 Initiative PhaseThe initiative phase establishes which of theopponents is side ‘A’ and which is side ‘B’.

Phase 2 Side ‘A’s Turn First Move Phase, Combat Phase and Second

Move Phase

Phase 3 Side ‘B’s Turn First Move Phase, Combat Phase and Second

Move Phase

Phase 4 End Phase The turn is complete – start another turn beginningagain with Initiative and so on

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INITIATIVE

(These Modifiers are the full game and not applicable to these scenarios) We thought you would like to see them!

Each side rolls a D10 and the highest roll may decide to go first or second for this Turn. The following modifiers areapplied to the HUMAN PLAYER’S roll from the previous Turn:

Circumstance Initiative ModifierEach Martian Tripod unit destroyed in the previous turn +3

Each Martian Machine unit destroyed in the previous turn +2

Each Martian Zombie unit destroyed in the previous turn +1

Each Human Ironclad machine unit destroyed in the previous turn -3

Each Human vehicle/tank or artillery unit destroyed in the previous turn -2

Each Human infantry unit destroyed in the previous turn -1

MOVEMENT (First Move Phase)

Each unit may move up to its maximum Speed value during the First Move Phase. Assaults may only be launchedduring the First Move Phase.

Units moving through Terrain features have their movement halved for this scenario.

SHOOTING

For these scenarios and learning to play, we have taken the rules and reduced them greatly for ease of play and speed. Lineof Sight is simply making sure there is an unobstructed view from the firing unit to the target for purposes of thisscenario.

The procedure for working out shooting is as follows...

Step 1 - Pick a unit to shoot with and nominate an enemy unit as its target. Step 2 - Check the line of sight and range for each element in the shooting unit. Step 3 - Roll a die for each element that is in range and which has line of sight to the target. If the element

has more than one weapon system roll a die for each. Each die that rolls equal to or greater than the target’sDefense has been hit.

Step 4 - Roll a die for each hit scored on the target and any rolls that are equal to or greater than thetarget’s armor value have been damaged. Remove the element (or place a wreck marker for tanks, etc. if youprefer). For Machines, Tripods, and anything that is not immediately removed, roll on the appropriateDamage Table and apply the result.

Step 5 - Check the morale of the target unit.

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THE MARTIAN HEAT RAY

Tripods form the core of the Martian fighting forces and the vast majority of tripods carry the Heat Ray Projector – this is a versatile weapon with two fire modes: Focused and Sweep. When the Martian player shoots a Heat Ray, hecan choose to either use the ‘focused’ beam, which has a longer range and greater Power bonus, or he can ‘ sweepwith the beam, in which case the special Sweep template is used.

Sweep - A Heat Ray can make a sweep attack using the Sweep template. This is positioned in the same way as aBarrage template and the whole template must lie within the 15” maximum rang e of the weapon. Roll to hit theelement you have placed the end of the template on, then if you hit, roll to damage every element under thetemplate in the same fashion as for a standard Barrage template.

A Heat Ray cannot sweep onto an element where the line of sight is blocked for whatever reason. For example, itwill not sweep through a hill to reach an element on the other side – the hill blocks the line of sight and thereforealso blocks the Heat Ray. If the line of sight to an element is blocked in this way, then the Heat Ray cannot harm iteven where the template passes over it.

NOTE THAT A MARTIAN HEAT RAY HAS A MINIMUM RANGE OF 3 INCHES.

ASSAULT

Any units that moved into base-to-base contact with an enemy unit may launch an assault. This represents thefrantic attack in close quarters of infantry as they desperately try to overcome their foes or tanks thundering throughan opponent.

Assaults are fought in the same way as shooting – roll to hit the target’s Defen se, then try and overcome the enemy ’sarmor value to cause damage. Morale checks are taken at the end of an Assault as well.

SECOND MOVE PHASE During the Second Move Phase, models may move again to return to cover, get away, etc. Infantry may move onceagain up to their full Speed value in the second move phase. Tanks may move their full Speed forward in theSecond Movement Phase and at half speed in reverse.

MORALE

Human units that suffer casualties can lose heart and rout, abandoning their weapons and fleeing for their lives. TheMartians and their Zombie Slaves are unfeeling creatures that do not suffer from this human weakness.

If a human unit loses one or more elements from enemy shooting, then surviving elements must check their moraleat the completion of the enemy’s combat phase. It is not necessary to check the morale of units that have beenwiped out – they are dead and beyond such considerations. To check a unit’s morale, roll a die and deduct 1 fromthe result for each element the unit has lost to shooting that turn.

If the result is 5 or greater the unit has passed its morale check and continues to fight on as normal. If the result is 4 or less the unit has failed its morale check and has routed!

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A Routing Unit on its next activation can do nothing but move up to its full speed away from the enemy that causedit to rout. It does not have to move, but if it does, it must move away from the enemy. At the end of the First MovePhase, a unit may attempt to rally by passing a Morale test as defined above. If they regroup, they can still not actthis turn, as their nerves are too shaken.

END OF TURN – Roll for Initiative and begin next Turn.

AMBUSH

In some scenarios, human units are allowed to set-up in ambush . If a unit sets up in ambush, it is not deployed ontothe battlefield at the start of the game either openly or as a hidden unit. No ‘blips’ can be deployed on its account – either a ‘blip’ representing the unit itself or decoys.

Instead, when the army deploys, the human player chooses a terrain area where the unit will set-up in ambush. Thescenario will usually specify where ambushing units can deploy – for example either within the player’s own half ofthe table or anywhere on the table. When the player has decided where to place his ambushing unit, he must writethis down, clearly listing the unit and the terrain feature where it is placed. The terrain area chosen for the ambushmust lie at least partially within the area specified for ambush deployment, but it does not have to lie wholly withinthis area: a terrain feature that partly lies within the permitted deployment area can be used for ambush. Only oneunit can set-up in ambush in any area of terrain.

Ambushers remain unseen, waiting, concealed in pits, tunnels or otherwise so well disguised that even the presenceof enemy troops within the terrain area will not reveal them. The only thing that can reveal an ambushing unit is aDetector placed within 12” of the centre point of the terrain feature where they are hiding. Ambushers revealed by aDetector are placed on the table as soon as this condition is met.

Otherwise, ambushing units can be placed on the battlefield by the human player at the beginning of any of thehuman side’s first move phases. The player must reveal his written instructions for the units he is placing as he putsthem down. The player positions all the unit’s elements within the indicated terrain area, making sure that eachelement is entirely within the area and the unit itself is in formation and more than 1” from any enemy. Oncedeployed, the unit can a ct normally. For example, in the player’s own turn , ambushing infantry could immediatelyemerge, make a move and assault an enemy.

REINFORCEMENTS

In some of the scenarios, players are obliged to hold some of their forces back as reinforcements. Reinforcements aretroops that are on their way to the battlefield but which may still be some way off. Whereas reserves willautomatically deploy when and where they are needed, reinforcements must make a test to determine when and if

they arrive.

Units held back as reinforcements must test from the second turn onwards to determine when they arrive at the battle. Test separately for each unit at the start of each turn until it arrives. Units enter the tabletop along the player’sown edge in the first move phase of the turn they arrive, measuring their movement from the table edge. Units canenter at any point along the player’s own table edge.

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At the start of each of the player’s turns (not including the first turn), roll a die for each unit held back asreinforcements.

1 – 5 No show – the unit does not arrive that turn. Test again next turn.

6 - 8 The unit can move onto the table as normal that turn but cannot make an attack.

9 – 10 The unit can move onto the table and make an attack that turn if it is otherwiseable to do so. This means the unit can shoot or even mount an assault, if it can

reach an enemy.

Reinforcements that fail to arrive before the battle is over do not count as casualties.

HIDDEN UNITS

In some scenarios, Human units are allowed to set-up as hidden units. The scenario will specify where troops can beset up in this way. Hidden units are not placed on the battlefield at the start of the game. Instead, all hidden unitsare deployed as ‘blips’. A blip is a counter. The presence of a bl ip indicates to the Martians that something is there –

but it is impossible for them to tell exactly what.

All blip counters are numbered on one side and, to deploy a unit as a blip, the Human player secretly writes downwhich unit is number 1, which number 2 and so on. Once this is done, the player places the blips where he wishes toposition the corresponding units. Blips are placed ‘face down’ so the Martian player cannot see the numbers. Blipscan be placed anywhere in the player’s deployment area wher e the corresponding unit could normally move; theycannot be placed in terrain that is impassable, for example. Blips do not have to be placed in terrain or within cover;they can be placed in the open, if you want. Those placed in the open are assumed to be keeping low or havecamouflaged or disguised themselves in some manner.

For every blip representing an infantry unit, the player can add up to a further two decoy blips. These are ‘free’ anddon’t cost any points. Decoy blips represent troopers advanci ng ahead of infantry squads to distract the enemy bymaking a noise, disturbing the undergrowth or otherwise leading the enemy astray. Write down which numbersrepresents decoy blips, for example ‘decoys 5 to 12’. Decoy blips can be deployed anywhere within the player’sdeployment zone as if they were actual infantry units. The enemy will have no idea whether blips are real or decoys.As far as the enemy is concerned, all blips are targets and can be engaged as if they were actual units.

Once the game begins, blips can only move if they represent infantry units with the stealth special rule or if they aredecoys. Blips can move in the second move phase as if they were ordinary infantry squads with a speed stat of 6”.They cannot move in the first move phase without revealing themselves.

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Blips are revealed for what they really are when one of the following happens:

An enemy unit moves to within 6” where it has line of sight over op en ground or to within 3” if the blipis within terrain with either the LOS 3” or LOS blocked rule (see Terrain). Note that even Tripods,which normally treat LOS 3” as LOS 6”, must get to within 3” to spot a blip in terrain rated LOS 3”.

The unit represented by the blip shoots.

The unit represented by the blip moves, other than as noted above for ‘stealth’ infantry and decoys. The enemy shoots at and inflicts at least 1 point of damage on the blip. For this purpose, decoy blipshave a Defense of 5 and an Armor stat of 4, the same as ordinary human infantry squads and count thefull benefit of any cover. Shooting at a blip in this way can reveal the unit it represents but cannot causeany actual damage.

When a blip is revealed, the player turns the blip over to show its number and declares what the unit is or if it is adecoy or dummy.

If the blip represents a real unit, it must be placed on the battlefield as soon as it is revealed. Place one element ontop of the position marked by the blip, and place any other elements in the unit in formation.

If the blip is a decoy, it is simply removed when it is revealed. The men it represents have long gone, scampering back to their units, or perhaps they have paid the ultimate price for their heroism.

Dug in

Infantry types may start a game of All Quiet on the Martian Front Dug In. This means the troops have dug holes tohide in and protect themselves.

Place a Marker on units that are ‘dug in ’ at the beginning of the game at the same time that models or blips areplaced. Dummy Blips may be marked as Dug In too.

The following units may be “dug in”…

Human Infantry, HMG Teams, Mortar Teams, and Command stands. Only Zombie Troops can be Dug In on the Martian side.

If a unit that is Dug I n moves, the Dug In marker can stay in place to mark the location of their “holes” but the unitno longer is considered dug in unless it moves back to that same spot.

Units that are Dug In add + 2 to their armor. Note that this bonus is not applicable if the dug in unit is being firedon by any class of tripod that is within 6 inches. The Tripods are so tall they simply shoot down into the holes.

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Here are the Special Rules applicable for these Scenarios:

Cover

Units that are inside of terrain can benefit from two types of Cover, Hard and Soft. Hard Cover represents

units behind stonewalls, inside of buildings, trenches, etc. Soft cover represents units inside of woods, behind bushes and scrub, or other similar terrain. When firing at a unit inside of cover, the following areadded to the Defense stat of the Unit. A unit must be fully inside of the terrain feature to claim the benefitsof Cover.

Hard Cover +3 Soft Cover +1

Troops gain both advantages to being Dug In and in Soft Cover. Troops can’t “dig in” in Hard Cover.

Rough Riders

A Rough Rider is a mounted infantry unit on a motorcycle or horse. They function the same as regular infantry, butwith a greater Speed. Rough Riders may also move from an Assault at full speed move during the Second MovePhase and not just the usual 2”.

Tow Cable

A unit armed with a Tow Cable (for example a Rough Rider unit) attempts to use these heavy duty cords toimmobilize a Tripod. When a unit with Tow Cables makes an assault, each element in base-to-base contact makes astandard to hit roll. For each successful hit, a Tow Cable marker is placed next to the Tripod. The Tripod is thenImmobilized until it breaks free of the cables. Each Element in a unit can place 1 Tow Cable marker on a successfulhit during an Assault.

To break free from a Tow Cable, a Tripod must roll during any of its Movement Phases to escape a cable. It can break free of one cable per phase. Roll a D10 and if it rolls equal to or less than its Speed value, it has broken free ofa cable. If it rolls over its Speed (or a 10 for something with a Speed of 10), then the Tripod has become tangled inthe cabling and falls over. Immediately roll on the Tripod Damage Table, adding +3 to the roll. If the Tripodsurvives the fall, it takes one full turn to stand back up.

Immobilized

An immobilized unit has a -4 to their Defense as they cannot move to evade incoming shots.

GAMES STATS

We assign different elements unique game statistics to reflect their troop type, speed, armor, weapons and specialabilities where these apply. Taken as a whole, these are referred to as the element’s ‘game stats’ or just ‘stats’.

TypeThis simply states whether the element is infantry, artillery, a vehicle/tank, machine, tripod or exceptional.

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SpeedThis is the distance in inches that the element can move at a time. Some elements can move once in a turn whilstothers can move twice. If an element moves twice, then its Speed is the distance it moves each time. For example,an element with a speed of 6” could potentially move 12” during the turn if it has two moves: 6” in the first moveand 6” in the second move.

ArmorThis is the minimum number an enemy must roll on a D10 to destroy or damage the element. For example, atypical infantry unit has an Armor stat of 4, which means that any dice roll of 4 or greater will destroy it. If anelement has an Armor stat greater than 10, i t can only be damaged by a weapon with a Power bonus or by a ‘luckyhit’ as described later.

WeaponryThis is a list of the weapons carried by that element. Each weapon has its own characteristics and fighting values asexplained in the ‘Weapons’ section of the rules. If an element has two, three or more weapons of the same kind, thisis indicated as ‘X2, X3, X4 and so forth.

Special AbilitiesThis final column lists any special abilities that apply as defined in the ‘Special Abilities’ section of the rul es.

HUMANS

UNIT TYPE SPEED DEFENSE ARMOR WEAPONS SPECIALInfantry Infantry 6” 5 4 Rifle StealthMachineGunners Infantry 6” 5 4

MachineGun Stealth

RoughRiders Infantry 10” 7 4

Rough RiderTow Cable

Mk IIBaldwin Tank 6” 6 7 Tank Gun

Armored

MARTIANS

UNIT TYPE SPEED DEFENSE ARMOR WEAPONS SPECIALAssaultTripod Tripod 8” 9 10 Heat Ray Massive

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The Following Markers are just made up to help you try out the game. The “real” things have already beenUpgraded to plastic and will be refined in design once we are 100% sure we have all the markers we need for thefinal game.