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1 Fail Safe Variant Rules v2.05 Oct 21, 2014 Buck Lee [email protected] Revised Sequence of Play [The Short range sortie removal phase is eliminated. The Refit phase has been combined with the Move phase to become an Ops phase. An Alert Scramble Reaction phase is added immediately prior to Air Combat.] 7.0 HOW TO PLAY A. First Player Turn. The First Player is the phasing player and does the following, in this order: a) Ops: Each air unit may either (1) Refit or (2) Fly, not both. (1) Refit. UNFIT air units (those rotated 180 pointing down), may be refitted at a cost of one RP and rotated 180 degrees to pointing up (READY). Aircraft may also load new weapons during the refit (see Variant Rule 18.42) OR (2) Fly. Move air units. 2.1 Scramble (Take Off): Flip any aircraft that is scrambling from its Based side to its aircraft silhouette side. See Variant Rule 14.6 for restrictions on scrambling. 2.2 Fly: Move aircraft in accordance with rule 14.0 2.3 Base (Land): An aircraft that lands must comply with Variant Rule 13.5 and is UNFIT. All medium and long range aircraft have unlimited endurance [tanker support] and may move each turn without landing. (though see Variant Rule 14.5 Medium Range Bombers) Airborne short range aircraft must land. (see Variant Rule 13.3 Short Range Aircraft) b) Alert Scramble Reaction: The non-phasing player may scramble any READY fighter that has enemy aircraft in its hex. (Variant Rule 14.7) c) Air Combat: Initiate any air to air combat. d) Air Defense: The non-phasing player fires Air Defense at phasing aircraft in range. e) Weapons Systems Launch: The phasing player can drop bombs, and launch AAM and AGM. Place them on the map. f) Bomb Run: The phasing player uses nuclear bombs and AGM to attack targets in the ground; and also uses AAM to attack air units in the air. 7.0 B. Second Player Turn (same as 1st Player Turn except roles are reversed and 2nd Player is phasing player)

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Fail Safe Variant Rules v2.05 – Oct 21, 2014

Buck Lee – [email protected]

Revised Sequence of Play

[The Short range sortie removal phase is eliminated. The Refit phase has been combined with the Move phase to become an Ops phase. An Alert Scramble Reaction phase is added immediately prior to Air Combat.] 7.0 HOW TO PLAY

A. First Player Turn. The First Player is the phasing player and does the following, in this order: a) Ops: Each air unit may either (1) Refit or (2) Fly, not both.

(1) Refit. UNFIT air units (those rotated 180 pointing down), may be refitted at a cost of one RP and rotated 180 degrees to pointing up (READY). Aircraft may also load new weapons during the refit (see Variant Rule 18.42)

OR

(2) Fly. Move air units.

2.1 Scramble (Take Off): Flip any aircraft that is scrambling from its Based side to its aircraft silhouette side. See Variant Rule 14.6 for restrictions on scrambling. 2.2 Fly: Move aircraft in accordance with rule 14.0 2.3 Base (Land): An aircraft that lands must comply with Variant Rule 13.5 and is UNFIT. All medium and long range aircraft have unlimited endurance [tanker support] and may move

each turn without landing. (though see Variant Rule 14.5 Medium Range Bombers) Airborne short range aircraft must land. (see Variant Rule 13.3 Short Range Aircraft)

b) Alert Scramble Reaction: The non-phasing player may scramble any READY fighter that has enemy aircraft in its hex. (Variant Rule 14.7) c) Air Combat: Initiate any air to air combat. d) Air Defense: The non-phasing player fires Air Defense at phasing aircraft in range. e) Weapons Systems Launch: The phasing player can drop bombs, and launch AAM and AGM. Place them on the map. f) Bomb Run: The phasing player uses nuclear bombs and AGM to attack targets in the ground; and also uses AAM to attack air units in the air. 7.0 B. Second Player Turn (same as 1st Player Turn except roles are reversed and 2nd Player is phasing player)

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9.0 BUILDING AND DEPLOYING FORCES (added) The following table shows which aircraft are permitted to carry which weapon systems.

Aircraft Weapons Loadout

Free World

East Bloc

Aircraft Weapon Systems

Aircraft Weapon Systems

A-Bomb H-Bomb AAM AGM

A-Bomb H-Bomb AAM AGM

B-36 x x

M-4 X x

B-47 x x

Tu-4 x

B-52 x x x

Tu-16 x x B-58 x x

Tu-95 x x x

B-60

Tu-119 x x x

X-6 x x

MiG-15

VB x

MiG-17

RC-121

MiG-19

F-101 x x

MiG-21

F-102 x

Su-X x x

F-104 x

Tu-28 x

F-106 x CF-105 V Bomber x x F-104 NATO Lightning Mirage

[Note: The Weapons Loadout table more accurately reflects historical capabilities.] 9.01 (added) Any aircraft that can carry an A-bomb or H-bomb is a bomber for game purposes, and all other air units are fighters. Exceptions to this rule are listed below: Exception: An F-101 or Su-X is only treated as a bomber while it is actively carrying an A-bomb. An F-101 or Su-X that has dropped (or jettisoned, see rule 9.02) its bomb, or if it was never loaded with a bomb, is a fighter. An F-101 or Su-X that is carrying an A-bomb has its intercept value reduced by 1. Exception: see 27.0 Special Air Units, special rules pertaining to EB B-60 Destroyer, VB, and RC air units. 9.02 Jettison Weapons (added) An F-101 or Su-X may jettison an A-bomb it is carrying at any point in either player’s turn. Simply remove the A-bomb marker and place it in the appropriate Dead Pile box. That F-101 or Su-X becomes a fighter the instant the A-bomb counter is removed.

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4) TANKER SUPPORT LEVEL (added) Both players spend RPs to set their Tanker Support Level: Low, Medium, High or Surge. (see

Variant Rule 14.61) Low - Two (2) medium and long range aircraft can scramble per turn. Cost - 3 RPs Medium - Four (4) medium and long range aircraft can scramble per turn. Cost - 6 RPs High - Six (6) medium or long range aircraft can scramble per turn. Cost - 9 RPs Surge - Eight (8) medium or long range aircraft can scramble per turn. Cost - 12 RPs

The Tanker Support Level is fixed during the Build phase and cannot be changed at a later time. [Note: The original rules assume unlimited tanker support is available for aerial refueling. Historically, the availability of tanker aircraft was a limiting factor for intercontinental sorties.] 5) Cuba

(added) During the build phase, the East Bloc player may spend 5 RPs to activate Cuba as an ally and control the Cuban air base. [Note: Fidel Castro became Prime Minister of Cuba in 1959. This option forces the Free World Player to account for communist Cuba and defend the U.S. southern flank.] 6) (changed) Weapons systems purchases are limited only by the number of counters present in the game and RP spending limits. The players may purchase more weapons than can be loaded onto aircraft at the start of the scenario. Any weapons not loaded during the initial build and deployment phase may be stockpiled, see Variant Rule 18.42. 11.0 REFIT. The Refit rules in the game are replaced by the following.

UNFIT - This is a BASED air unit that is rotated 180 degrees down to indicates its UNFIT status

READY - This BASED air unit is pointing up, indicating its READY status (i.e. not UNFIT)

11.1 Refit Box The Refit Box is not used in the variant game. When, as a result of air combat, an aircraft has an ‘Abort’ result against it, follow Variant Rule 22.1 When an aircraft lands, it becomes UNFIT (Variant Rule 13.5). UNFIT units may not take-off again until they are refit to READY status. Only air units may be refitted. Refitting occurs during the friendly OPS Phase. 11.2 Procedure Expend one RP to refit the air unit. Rotate the counter 180 degrees, so it is pointing up, to indicate the aircraft has been refitted. Aircraft may also load new weapons during the refit (see Variant Rule 18.42)

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11.3 Restrictions The geographical restrictions of the original rules remain in place. In addition, nuclear weapons may only be loaded onto aircraft that are within range of a friendly C2 unit. [Note: Refitting represents re-fueling and re-arming the aircraft. Aircraft using hot pit refueling and rearming (engines running) allows for quick turns. “No Lone Zone” rules for nuclear weapons require increased command & control.] 13.3 The VB (carrier aircraft), F-101, and Su-X are short range aircraft, not long range as the counter indicates. The RP cost for the F-101 is changed to 2, and the RP cost for the Su-X is changed to 3. [Note: The F-101A and F-101C were fighter-bomber models which carried tactical nuclear bombs. The F-101B was the interceptor model, which could carry the AIR-2 Genie nuclear air-to-air rocket (AAM). The VB (carrier aircraft) silhouette looks very much like an A-5 Vigilante. 57 A-5A Vigilante’s were built with the first entering service in June 1961. The Vigilante, like the A-3 Skyraider it replaced, was a nuclear attack capable aircraft. The VB counter represents the Navy’s tactical nuclear strike capability. Although the base for the VB is designated a “Super-carrier” in Fail Safe, the A-3 and A-5 both operated off conventional carriers. The Su-X counter is something of a mystery. The Su-9 Fishpot and Su-11 Fishpot-C were air-to-air interceptors only. The Su-7 Fitter could carry a tactical nuclear bomb, but was short ranged (range of 3 hexes in game terms). The Yak-28 Brewer was a tactical bomber and would have a range of 5 hexes in Fail Safe. So what is the Su-X? We’ll just say it represents the aggregate Soviet fighter-bomber capability of the period.] 13.3 1) Stage. The air unit lands at another friendly base that is within range, at which point it is flipped back to its Base side, and rotated to its UNFIT (pointing down) orientation. 13. 4 Short Range Aircraft All short range aircraft have a two turn endurance. They scramble, move, and have combat (if any) on their first turn. All airborne short range aircraft must base (land) on their second turn. They may not initiate combat on their second turn airborne. If no intact airbase (or carrier if VB) is within their movement range, they are eliminated and placed in the dead pile. 13.5 When any aircraft (short or long range) lands, place it on the airbase with the BASED side up, but rotated 180 degrees pointing down to indicate that it is in UNFIT status. UNFIT aircraft may be refit during that player’s OPS Phase in the next turn. 14.0 HOW TO FLY UNITS 14.1 PROCEDURE (Added) Free World medium & long range bombers may voluntarily fly off the map edge between hexes 3333 and 3322 (inclusive). These bombers land safely at recovery bases in the Middle East or North Africa (Incirlik AB, Wheelus AB, etc.) They are not counted as Kills for victory point purposes. They may not refit, and are out of play for the remainder of the game. Aircraft that scatter off map from the above hexes due to Backblast are not eliminated and do not count towards victory points.

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14.2 Engagement (Air) (changed) Air units can enter a space containing enemy air units. If the enemy air units are fighters, those air units must stop and this will trigger combat. If the enemy air units are bombers, the phasing air units can continue movement without interruption. 14.5 Medium Range Bombers 14.51 B-58 units can only spend two turns on the Soviet side of the East Bloc Radar Line. If a B-58 is across the Radar Line at the start of its movement phase, it must exit Soviet airspace (move back across the line) or fly off the map via a legal hex (Variant Rule 14.1) by the end of movement or the unit is eliminated. The practical effect of this rule is the B-58s cannot bomb targets more than 6 hexes from the East Bloc Radar Line. For example, a B-58 can bomb Chita (hex 3313) one turn and move back across the line the next. A B-58 could bomb Gorky one turn (assuming it entered Soviet airspace in hex 2730), and fly back across the line or exit the map to the south on its second turn in Soviet airspace. 14.52 The V Bomber (Vulcan) can move no more than 6 hexes past the East Bloc Radar Line. The M-4, Tu-4, and Tu-16 can fly no farther than 16 hexes past the Free World Radar Line. For example, An Mu-4 can reach Ellsworth, but not Omaha. The B-36, B-47, B-52, X-6, Tu-95, Tu-119, and decoys have no range limitation. [Note: Bombers receive the last their last in-flight refueling outside of Soviet interceptor range. From then until back in friendly airspace, the bombers would have no tanker support.] 14.6 Scrambling To scramble (takeoff), flip an aircraft from its Based side to its aircraft silhouette side. Aircraft may only scramble if they are BASED and READY (i.e. not rotated 180 degrees) and did not refit in the current turn.

14.61 Medium and long range aircraft sorties require tanker support (aerial refueling).

The number of medium and long range bombers scrambles each turn is limited by the Tanker Support Level purchased in the 5.0 How to Set Up the Game, 4) Build Phase. Any scramble capacity not used in a turn is lost; it may not be saved for future use. Aircraft scrambling during the Fail Safe Move do not count towards the Tanker Support maximum.

14.62 Short range aircraft do not require tanker support. There is no limit on number of short range aircraft that can take off each turn.

14.7 Alert Scramble Reaction Based fighters that are in READY status are prepared for a short notice takeoff to intercept nearby enemy aircraft. 14.71 The non-phasing player may scramble any READY fighter that has enemy aircraft in its hex. The scramble occurs after all phasing player movement is complete. Overflight of the READY fighter does not activate a scramble, the enemy fighter must end its turn in that hex. 14.72 To perform an alert scramble, turn the BASED fighter unit over to its silhouette side, the aircraft stays in that hex. That fighter will then participate in combat in the ensuing Air Combat phase. 15.0 AIR COMBAT Any aircraft carrying A-bombs or H-bombs are considered bombers for the purposes of Section 15.

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15.1 When Air Combat Occurs (replace the original rule with the following) Air combat occurs during a player’s Air Combat phase. Combat is mandatory between opposing airborne aircraft in the same hex. Exception: If both sides have only bomber aircraft airborne in the hex, no air combat occurs. 15.2 Combat Resolution (replace the original rule with the following) The phasing player resolves combat in each hex individually, and finishes each battle before proceeding to the next one. The order in which air combats are resolved is chosen by the phasing player. 15.3 Attacking Player/Defending Player (The original rule is replaced with the following) The player with the most fighter units is the attacker, the other player is the defender. In the event of a tie, the phasing player is the attacker. Simply count the number of fighter aircraft counters each side has in the battle. The attacker/defender is determined separately for each battle, on a hex by hex basis. The phasing player may be the attacker in one air combat, and the defender in another. 15.4 Fighters (The original rule is replaced with the following) Only fighters (who are not carrying bombs) determine which side is the attacker and which is the defender in each battle. Bombers do not, even if they have an air combat factor (they may fire defensively). 15.5 Air Combat Procedure (no changes to this section, except 2.1 below is added between 2) Organization of Intercept Groups and 3) Determine First Fire) 2.1) (added) Bomber Electronic Counter-Measures (ECM). After all Intercept Groups are formed, each fighter that is paired to attack a bomber must roll for ECM Interference. If a 1d6 roll is equal to or less than the Intercept Value of the bomber, then no attack occurs. A separate roll is made for each fighter that is attacking a bomber. Fighters that were spoofed by ECM may make no attack that turn. This ECM phase occurs after 2) Organization of Intercept Groups and before 3) Determine First Fire. [Note: Operation Skyshield showed that ECM was effective in enabling bombers to penetrate enemy air defenses and avoid interceptors.] 15.7 Strictures (The first paragraph of 15.7 is replaced with the following) If the attacker has non-fighter units, they do not count for attacker/defender determination, and may not be shot at by the defender. Remember, if both sides have only bomber aircraft airborne in the hex, no air combat occurs. Air Combat Examples of Play Example #1: In its Ops phase, a V Bomber took off from West Berlin and moved to Minsk (C2 support is required) to drop an H-bomb. A Lightning took off from Oslo and flew to Minsk for fighter escort. The East Bloc has two MiG-15s in Minsk. Both MiGs are in READY status. The MiG-15s perform an alert scramble reaction to intercept the V Bomber and Lightning. The East Bloc has two fighter units versus one for the Free World; therefore the East Bloc is the attacker. The Free World player lines the Lightning up first (Group 1), then the V Bomber (Group 2). The East Bloc player allocates one MiG to the Lightning and the other to the V Bomber. In Group 1, the Lightning fires first with its intercept value of 4 versus the MiG-15s 1 (both have C2 support). The Lightning rolls 6,4,3,1, and kills the Mig-15. In Group 2, the V Bomber rolls a 4 for ECM interference which has no effect. Though the V Bomber has a higher intercept value, it has a 0 anti-air value and cannot fire. The MiG-15 rolls a 4, and misses. The V Bomber it may launch its weapon normally in the next phase.

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Example #2: The Free World side is the First Player. During the Free World turn 3, Ops phase, an F-101 based in RAF East moves to West Berlin (to fly CAP). A NATO F-104 is BASED and READY in West Berlin. During the East Bloc turn 3, Ops phase, a Tu-16 takes off and flies (it has C2 support) from Smolensk to West Berlin. A Tu-28 takes off from Minsk and flies to West Berlin to provide escort for the Tu-16. In the ensuing Alert Scramble Reaction phase, the NATO F-104 takes off to join the battle. The Tu-28, Tu-16, F-104, and F-101 have Air Combat during the Soviet player’s Air Combat phase. The Free World player has more fighters than the East Bloc (2 v 1) and is the attacker. The East Bloc puts his Tu-28 in Group 1 and the Tu-16 in Group 2. The Free World player allocates the F-101 to Group 1 and F-104 to Group 2. Both sides have C2 support. In Group 1, the F-101 has an interceptor value of 3 against 4 for the Tu-28. The Tu-28 fires first rolling 5,2,2. The F-101 Aborts with no return fire. In Group 2, the Tu-16 rolls a 2 for ECM interference which has no effect. The F-104 fires first with an interceptor value of 5 versus the Tu-16’s 2. The F-104 rolls 6,4,4,1; killing the Tu-16. Air Combat ends with the F-104 and Tu-28 remaining in the air over West Berlin. 17.0 Air Defense Fire (changed) The number in the black box on an Air Defense unit is its intercept value. Use this number when determining which Air Defense Results Table column to use for an attack. For example, Soviet AD-13 air defense unit (intercept value 3) firing against a B-52 (intercept value of 3) uses the middle column of the Air Defense Results Table. If the AD-13 unit is within 4 hexes of a Soviet C2 unit, the AD-13 would fire in the left hand column of the Air Defense Results Table. (see Variant Rule 29.4) U.S. Air Defense units AD-7 through AD-9 have an intercept value of 3, not 2 as shown on the counters and rulebook. In addition, these AD units can fire at ALL in-range enemy air units during the Air Defense phase. The enemy air units can be in more than one hex, as long as they are in range. Soviet Air Defense units AD-7 through AD-12 have an intercept value of 2 as shown on the counter, not 1 as shown in the rulebook. Soviet Air Defense units AD-13 through AD-15 have an intercept value of 3 as shown on the counter, not 1 as shown in the rulebook. 17.2 Range (changed) All East Bloc Air Defense units have a range of 0 (white number on green background, lower left of counter). These Air Defense units may fire at all enemy aircraft that are in their hex. The U.S. Air Defense units numbered AD-1 through AD-6, as well as the NATO Air Defense unit have a range of 0, and may also fire at all enemy air units in their hex. U.S. Air Defense units AD-7 through AD-9 have a range of 1 (not 0 as printed on counter). These units may fire at enemy aircraft in their own hex AND at ALL enemy air units in any of the 6 adjacent hexes.

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The build cost of air defense units is changed. RP Cost Unit Intercept Rating 1/2 East Bloc AD-1 thru AD-6 1 1 East Bloc AD-7 thru AD-12 2 2 East Bloc AD-13 thru AD-15 3 1 Free World AD-1 thru AD-6 2 5 Free World AD-7 thru AD-9 3

[Note: Given the map scale in Fail Safe (approximately 200 miles per hex), only the IM-99A Bomarc had a range sufficient to reach out to surrounding hexes.] Here are the ranges of the primary air defense missiles circa 1960: IM-99A Bomarc 200 miles Nike Hercules 80 miles Nike Ajax 25 miles Bloodhound Mk I 21 miles SA-2 Guideline 25 miles SA-3 Goa 15 miles 18.4 (changed) Weapon Pre-loading and Stockpiles. Weapons may be loaded onto aircraft in two ways, initial deployment and refit.

18.41 At the start of the scenario, during the initial build and deployment phase, weapons are pre-loaded

onto the aircraft as they are placed on the map. (see rule 9.0) 18.42 Any weapons purchased during the initial build and deployment phase and not pre-loaded per rule

18.41, may be stockpiled at any friendly airbase. Place the weapons counters on the airbase during the deployment phase. There is no limit to the number of weapons that may be stacked on an airbase. Stockpiled weapons cannot move once placed on an airbase, except when loaded on an aircraft.

Weapons are treated as ground units for the purpose of combat results. A Destroy result on the Bomb

Run Results Table would eliminate the stockpiled weapons (but not a Flatten result, see rule 22). EMP results do not affect stockpiled weapons.

18.43 During an Ops Phase Refit, aircraft may change their weapon load-out using any weapons

stockpiled at the airbase where the refit occurs. Weapons may be off-loaded and on-loaded in any manner desired within the limits of the airbase stockpile and aircraft payload capacity (rule 18.2) 22.1 Abort (changed) The targeted air unit immediately removes from play (jettisons) any weapons and in subsequent Ops phases must move at full speed toward the nearest surviving friendly airbase, or allowable map edge (Variant Rule 1.41) and land. An aircraft which has aborted may not initiate combat, but may be attacked by enemy fighters and air defenses on its way back to base. Comply with Variant Rule 13.5 after landing.

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22.2 BACKBLAST Aircraft that scatter off map edge between hexes 3333 and 3322 (inclusive) due to Backblast are not eliminated and do not count towards victory points. See Variant Rule 14.1

29.0 Command Control Command and Control Rules 29.1, 29.2, and 29.3 are all used in the variant game. 29.1 Scrambling Change the published rules to read, “A based medium or long range air unit…” 29.4 Air Defense (added) The intercept values of all friendly Air Defense units which are in range of a friendly C2 unit are raised by “1” (one). This is a maximum of one regardless of the number of friendly C2 units in range.