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Description Type

Custom TMOD

TMOD

D
2
D3

D3=2

C
1
C1

A
1
A1

Protect E
0
P1
E1

Cost
2.6667

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has Deep Wade.

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one less than normal.

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=danger; danger=prohibited

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost: z

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

RLong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

L
r

Points
###

Mobility
0

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Raw Size SIZE


0.1333
2
0

Description Type
8x8
Command
Multi-Wheel ATV
Custom TMOD

TMOD
534
534

M
2
M2

F
2

F2

G
2

G2

N
1

C
1
C1

N1

Standard COMMAND 8x8 vehicle:s, w, g, k, h,


[z, r].

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as

60

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1

500

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation t

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohi

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save on

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=d

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

-10

-25
0
534

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy

A
1
A1

Protect E
0
P1
E1

Cost
20.2400

TGM range counts as half for calculation)

y. ATV wade is 'free'.

ovement on river/sea floor. Also treat as has Deep Wade.

d ATV only; Swamp rolls only stuck on '1'.

al Reconnaissance

ore dangerous and lengthy preparation time.

TNK. Limited to P3. Diff & Danger prohibited

ud; or very tall silhouette. Cover save one less than normal.

y=normal; normal=poor, poor=diff; diff=danger; danger=prohibited

A1 or (A1) prior to reduction.

0. Often affects ZAD.

z
L

OD= (P*10) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
1.0120
1
1

Description Type
Geopard
TRK
ZAD
TNK
Custom TMOD

TMOD
24
24

M
3
M3

F
2
F2

K
2
K2

D
G
1.75
D3L

C
1
C1

A
2
A2

D3=2

Europa standard Air Defence vehicle. Dual


35mm AD RFAC.

25

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

14

-25
0
24

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
1
P3
E2

Z
13
Z6

Cost
40.1567

ge counts as half for calculation)

on river/sea floor. Also treat as has Deep Wade.

nly; Swamp rolls only stuck on '1'.

erous and lengthy preparation time.

mited to P3. Diff & Danger prohibited

ery tall silhouette. Cover save one less than normal.

al; normal=poor, poor=diff; diff=danger; danger=prohibited

1) prior to reduction.

10) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
2.0078
2
2

Description Type
T-99GL
TRK
TNK
Custom TMOD

TMOD
82
82

M
3
M3

F
2
F2

K
4
K3

D
G
3.25
D3L

B
3.8
B3

D3L=1.75

W
C
1
1
W3GL C1

A
2
A2b

GL; cost -1, W2=1(0), W3=2(1)

ATGM D4=1.5

25
14

60

-25
0
82

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5. RFACs do not count long range with 'L' penetration. F2 no long range.

Other

varies Other TMOD

Mobility

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
1
P3
E2

Cost
40.0187

W2=1(0), W3=2(1)

e counts as half for calculation)

n river/sea floor. Also treat as has Deep Wade.

y; Swamp rolls only stuck on '1'.

ous and lengthy preparation time.

ited to P3. Diff & Danger prohibited

y tall silhouette. Cover save one less than normal.

; normal=poor, poor=diff; diff=danger; danger=prohibited

) prior to reduction.

'L' penetration. F2 no long range.

0) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
2.0009
2
2

Description Type
T-98
TRK
MBT
TNK
Custom TMOD

TMOD
88
88

M
3
M3

F
1
F1

K
4
K4

D
3
D3

B
6.4
B4

D3=2, ATGM D3=1

W
0
W2GL[M]

C
1
C1

GL; cost -1, W2=1(0)

Rshort valid as F1 does not have long range


Federation medium tank. Usual standard features: Relatively
cheap, wade ability, low ground pressure, and arctic weather
adaptation. Main weapon is a Gun-Launched ATGM. Full missile
load means it does not suffer from low ammo rules when ATGM is
fired. HVC cannon only has a range of 2km, as low firecontrol only
allows shots to medium, 2km, range.

W2GL[M]: Gun-Launched with extra missiles

25

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation t

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohi

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save on

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=d

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

60

-25
0
88

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy

A
2
A2b

Protect E
1
P3
E2

Cost
40.0773

L; cost -1, W2=1(0)

P5=95, P6=150

ATGM range counts as half for calculation)

lay. ATV wade is 'free'.

movement on river/sea floor. Also treat as has Deep Wade.

and ATV only; Swamp rolls only stuck on '1'.

ical Reconnaissance

More dangerous and lengthy preparation time.

VYTNK. Limited to P3. Diff & Danger prohibited


loud; or very tall silhouette. Cover save one less than normal.

asy=normal; normal=poor, poor=diff; diff=danger; danger=prohibited

en A1 or (A1) prior to reduction.

or 0. Often affects ZAD.

TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
2.0039
2
2

Description Type
M1
HVY
Fast
Power Plant
Custom TMOD

TMOD
279
279

M
4
M4

F
8
F6

K
5
K5

D
2
D3

d16

d12

3km

C
1
C1

A
4
A4
A5/A3/A1

United Coalition MBT. Dedicated to the antitank role. Excellent HVC with advanced firecontrol. Strong armour. Lesser ECM as it relies
on other ZAD vehicles for air defence.

55

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

14

15

20

170
279

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
0
P4
E1

Cost
60.1800

Survive 4+ d6

ounts as half for calculation)

iver/sea floor. Also treat as has Deep Wade.

Swamp rolls only stuck on '1'.

us and lengthy preparation time.

d to P3. Diff & Danger prohibited

all silhouette. Cover save one less than normal.

ormal=poor, poor=diff; diff=danger; danger=prohibited

rior to reduction.

-10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
3.0090
3
3

Description Type
105mm
HVY
Custom TMOD

TMOD
165
165

M
3
M3

F
8
F6

K
4
K4

D
4
D4

C
1
C1

A
4
A4

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

Conventional MBT with 105mm HVC cannon.

55

40

20

50
165

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
0
P4
E1

Cost
60.0833

ounts as half for calculation)

iver/sea floor. Also treat as has Deep Wade.

Swamp rolls only stuck on '1'.

us and lengthy preparation time.

d to P3. Diff & Danger prohibited

all silhouette. Cover save one less than normal.

ormal=poor, poor=diff; diff=danger; danger=prohibited

rior to reduction.

-10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
3.0042
3
3

Description Type
120mm KLR HVY
Underpowered
Custom TMOD

TMOD
167
167

M
3
M3

F
5
F5

K
5
K5

D
4
D4

C
1
C1

A
4
A4

KLR rolls '12' close combat


Re-roll K5, d12, penetration at short & medium range to 2km
Long range penetration reduced to K4; d10

Mounts an early version KLR 120mm cannon.


Inadequate power to weight resulted in poor
engine performance. The tank is simply
underpowered with reduced speed and terrain
handling.

55

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

40

-3

20

50
167

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
1
P4
E2

Cost
60.1400

Survive 4+

ounts as half for calculation)

iver/sea floor. Also treat as has Deep Wade.

Swamp rolls only stuck on '1'.

us and lengthy preparation time.

d to P3. Diff & Danger prohibited

all silhouette. Cover save one less than normal.

ormal=poor, poor=diff; diff=danger; danger=prohibited

rior to reduction.

-10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
3.0070
3
3

Description Type
Challenger
Slow Track
Custom TMOD

TMOD
110
110

M
2
M2

F
10
F7

K
5
K5

D
2
D3

C
4
C2

A
4
A4

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

55

40
5

-25
30
110

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
5
P4
E3

Cost
60.2000

ounts as half for calculation)

iver/sea floor. Also treat as has Deep Wade.

Swamp rolls only stuck on '1'.

us and lengthy preparation time.

d to P3. Diff & Danger prohibited

all silhouette. Cover save one less than normal.

ormal=poor, poor=diff; diff=danger; danger=prohibited

rior to reduction.

-10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
3.0100
3
3

Description Type
ZSU AD
Track
Custom TMOD

TMOD
-30
-30

M
2
M2

F
1
F1

K
2
K2

D
1.5
D2L

K2=2

D2L=1.5

C
1
C1

A
1
A1

Standard Federation air defence vehicle.

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calculation)

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as has D

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1'.

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation time.

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohibited

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save one les

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=dang

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

-10

-25
0
-30

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170

Protect E
0
P1
E1

Z
13
Z6

Cost
21.0667

d16

ounts as half for calculation)

iver/sea floor. Also treat as has Deep Wade.

Swamp rolls only stuck on '1'.

us and lengthy preparation time.

d to P3. Diff & Danger prohibited

all silhouette. Cover save one less than normal.

ormal=poor, poor=diff; diff=danger; danger=prohibited

rior to reduction.

-10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
1.0533
1
1

Description Type
Tunguska
Track
Multi AD
30mm & msl
Custom TMOD

TMOD
-4
-4

M
2
M2

F
1
F1

K
2
K2

D
3
D2L

K2=2

D2L=1.5

B
3.2
B2

W
1
W1

C
1
C1

B2=3.2

D4=1.5
Federation multi 30mm cannon with anti air missiles. Designed for the anti-VTOL role; can intercept low flying
helicopters at 8km, which is often before the aircraft can launch their own missiles. The firecontrol and target
acquisition systems have some integration flaws, but the lower accuracy is made up for by the heavy punch
of the 30mm cannon (K2) and larger blast (B2) values. Disadvantages: Noisy (electronic emmissions & high
profile), weak top/rear armour.

25

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calc); max

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation t

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohi

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save on

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=d

-1

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

-10

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

-1

-25
0
-4

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy

A
2
A2

Protect E
0
P3
E1

Z
7
Z4

V
0
V3

A3/A1/0t

5+

Z4=7

V3=7

d10

d8

Cost
40.1973

Cheapest of Z & V.
Multiple weapon cost bonus

TGM range counts as half for calc); max K: RFAC or K3 LV cannon.

y. ATV wade is 'free'.

ovement on river/sea floor. Also treat as has Deep Wade.

d ATV only; Swamp rolls only stuck on '1'.

al Reconnaissance

ore dangerous and lengthy preparation time.

TNK. Limited to P3. Diff & Danger prohibited

ud; or very tall silhouette. Cover save one less than normal.

y=normal; normal=poor, poor=diff; diff=danger; danger=prohibited

A1 or (A1) prior to reduction.

0. Often affects ZAD.

OD= (P*10) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
2.0099
2
2

Description Type
Tunguska
Track
Nova
35mm & msl
Custom TMOD

TMOD
34
34

M
2
M2

F
2
F2

K
2
K2

D
G
3.25
D3L

B
3.2
B2

K2=2

D3L=1.75

B2=3.2

W
1
W1

C
1
C1

D4=1.5
Improved Federation multi cannon with anti air missiles. The cannon are actually 30mm, but equivalent to
western 35mm. Designed for the anti-VTOL role; can intercept low flying helicopters at 8km, which is often
before the aircraft can launch their own missiles. The firecontrol and target acquisition systems integration
difficulties have been rectified.

55

varies Protection. P1=0, P2=10, P3=25, P4=55, P5=95, P6=150

Smoke Decoys.

14

Jammer Decoys.

40

Both Smoke & Jammer Decoys. Capable of Multiscreen.

10

Amphibious. Max A1 =<S2; max range 3 (ATGM range counts as half for calc); max

Wade. Shallow up 2 metres depth with delay. ATV wade is 'free'.

15

Deep Wade. Up to 5 metres depth with delay.

20

Underwater. SHVYTNK only. Submerged movement on river/sea floor. Also treat as

60

Ground Pressure Low/Wide Treads; TNK and ATV only; Swamp rolls only stuck on '1

400

Command Control Communications

varies Special sensors or abilities such as Chemical Reconnaissance

Cold Extreme Climate adaptable

Hot Extreme Climate adaptable

Float. Alternative water crossing method. More dangerous and lengthy preparation t

-2

Vulnerable treads. S3+ TNK/HVYTNK/SHVYTNK. Limited to P3. Diff & Danger prohi

-1

Noisy. Sound or electronic emissions very loud; or very tall silhouette. Cover save on

-3

Engine underpowered. All terrain worse; easy=normal; normal=poor, poor=diff; diff=d

-1

Top/Rear Armour one less. Must have been A1 or (A1) prior to reduction.

zcost

-10

GROUND Mode is poor: G, W, F are all 1 or 0. Often affects ZAD.

Rlong

20

Long Reach =>7

R=6

Reach=6

Rshort

-25

Short Reach=<5

Other

varies Other TMOD

Mobility

-1

Not zcost cheaper

-25
0
34

Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy

A
2
A2

Protect E
0
P4
E1

A3/A1/A0t 4+

Z
0
Z5

V
10
V4

Z5=9

V4=10

d12

d10

Cost
60.2227

Cheapest of Z & V.
Multiple weapon cost bonus

TGM range counts as half for calc); max K: RFAC or K3 LV cannon.

y. ATV wade is 'free'.

ovement on river/sea floor. Also treat as has Deep Wade.

d ATV only; Swamp rolls only stuck on '1'.

al Reconnaissance

ore dangerous and lengthy preparation time.

TNK. Limited to P3. Diff & Danger prohibited

ud; or very tall silhouette. Cover save one less than normal.

y=normal; normal=poor, poor=diff; diff=danger; danger=prohibited

A1 or (A1) prior to reduction.

0. Often affects ZAD.

OD= (P*10) -10. Heavy+50, Fast Heavy+170

Points
Raw Size SIZE
###
3.0111
3
3

Description Type
GBN
TNK
TRACK
Custom TMOD

TMOD
141
141

M
3
M3

55

60

N
8
N8

C
1
C1

A
1
A1

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

P1 no cost

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 or N3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility
Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

R=6

141

B
4
B2

d12

20

G
5
G5

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P4
E2

Cost
60.1867

Points
Raw Size SIZE
###
3.0093
3
3

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

M range counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
GBN
TNK
TRACK
Custom TMOD

TMOD
96
96

M
3
M3

G
5
G5

B
4
B2

N
6
N6

C
1
C1

A
1
A1

10

60

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k

q
t
s
u
v
w
xk
xh

20

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 or N3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility
Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

R=6

96

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
P2
E1

Cost
40.1600

Points
Raw Size SIZE
###
2.0080
2
2

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

M range counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Howitzer
TRUCKWHL
Wheeled
On-Road
Custom TMOD

TMOD
56
56

M
2
M2

G
4
G4

B
4
B2

N
8
N8

C
1
C1

A
1
A1

25

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
4

5
2
20

q
t
s
u
v
w
xk
xh

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility
Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

R=6

56

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
P3
E1

Cost
40.2400

Points
Raw Size SIZE
###
2.0120
2
2

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
6x6 wheeled ATV
VEHICLE
Custom TMOD

TMOD
114
114

M
2
M2

F
4
F3

K
3
K3

10

60
4

0
3
2

-25

C
1
C1

A
1
A1

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

P1 no cost

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

Other
114

S+2 larger gun wheeled chassis TMOD+60

R=6
60

D
2
D3

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P1
E2

Cost
19.9867

Points
Raw Size SIZE
###
0.9993
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
S120-Tank
Slow Track
Fixed TD
Custom TMOD

TMOD
54
54

M
2
M2

F
4
F4

K
5
K5

D
2
D3

C
1
C1

A
1
A1

S1 slowtrack is K+3=K4
Fixed allows K+3+1=K5

Largest possible gun on a small chassis.


0

10

60
4

3
2

-25

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
54

per turn. The decoy substitutes for the co

Zcost

R=6
0

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P1
E2

Cost
20.2133

Points
Raw Size SIZE
###
1.0107
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

NAME

TYPE

Front

Move

Close Cbt

Cost

Mods

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Size

Repair
Success

Side

Top/Rear

ECM

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys

Missile/ZAD only

Extreme Cold/Arctic

Mobility Type

Reach: Long

Wet/Humid/Tropical

Wade

Reach: Short

Dry/Dust/Hot Desert

Grid spacing 32 pixels


1.4 left & right
1.5 top & bottom
Destroyed Bale out DOWN and
by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

Description Type
Slammer
Superheavy
Type tank
GRAV
Custom TMOD

TMOD
244
244

M
3
M3

F
12
F7

K
10
K6

D
6
D6

ZAD

F2=2 K2=2 D3L=1.75 Z5=9

Main

F7=10 K6=8 D6=6

C
16
C5

A
6
A6
Size 14, Cost 14+2=16

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

Note: modify CC rules

+25 P3

is S+1

A unit can have all three, but can on

to account for C4, ie

+55 P4

Except S1 limited to P1

use one type per turn; only once co

normally Size 5+ has

+95 P5

+150 P6

3 shots.

150

OK, ridiculously expensive


because it combines ZAD
and huge range gun

in same vehicle.

10

Cheaper to have two

separate vehicles
huge grav tank
and a second
zone defence vehicle.

3
2
20

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even
+15 deep wade, up to 5 metres depth with prep

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
244

per turn. The decoy substitutes for t

Zcost

R=6
55

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P6
E2

Z
9
Z5

Cost
279.9467

Points
Raw Size SIZE
###
13.9973 1
###

Size 14, Cost 14+2=16

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Merkava V
SHVYTNK
Custom TMOD

TMOD
149
149

M
2
M2

F
5
F5

K
5
K5

D
2
D3

C
8
C3

A
6
A6

Huge Close Combat ability


Can carry K6

Masses under 70000kg


but with this much
protection, it can't be done

0 P1

at size/cost 3. I did consider

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

modifying the slow tracked

+25 P3

is S+1

A unit can have all three, but can on

Except S1 limited to P1

use one type per turn; only once co

mobility type, but decided that

+55 P4

95

+95 P5

Also, the actual Merkava IS easily


knocked out in combat terms,
although the crew will survive. That
is beyond the scope of the rules.
Early drafts did determine whether
it was a mobility, tank or crew hit
and whether individuals baled - but
in game terms that doesn't matter.
10
So I quite reasonable Merkava can
be built with size 3. But this version
is very hard to kill versus other
tanks.

+150 P6

it would unbalance too much

Note, arctic adapt, as


it gets cold in the
mountains, snow!
5
3
2

-25

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even
+15 deep wade, up to 5 metres depth with prep

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
149

per turn. The decoy substitutes for t

Zcost

R=6
55

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy
- - Other modifier
No modifier for Standard Reach =7

Protect E
7.5
P5
E4

e Close Combat ability

Cost
80.0550

Points
Raw Size SIZE
###
4.0028
4
4

d10 PD

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Command Track
Track
Custom TMOD
COMMAND TRACKED VEHICLE

TMOD
471
471

M
3
M3

F
2
f2

G
2
g2

N
1
n

C
1
C1

A
1
A1

0
This is a Coalition version, lacks arctic adaptation.

NOTE: An M4 Command
vehicle, limited to small S1,

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

Cost is over 20.2499. This

+25 P3

is S+1

A unit can have all three, but can only

limits command vehicles

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

to M2 or M3 at small size 1.

+95 P5

This is good. Command vehicles

+150 P6

just cannot be built.

10

NOTE: COMMAND

a
n
j
d
e
f
g
k

S1 vehicles are NOT

automatically destroyed

SHOULD be weak and slow!

10

A faster command vehicle will


cost more, being at least

14

S2. Which is good, better


attributes SHOULD

10

be more expensive!
60

P1 no cost

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp

backup systems, or the

q
t
s
u
v
w
xk
xh

fact that many small

-10

Zcost

-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

by a hit, so they can


have up to P+1.

400

This doesn't mean they


are better armoured than
other small vehicles,
but represents the many

vehicles will actually be


a group of small vehicles.

-25

Purely aethetic appeal,


a command vehicle could be

R=6
0

surrounded by humvees/jeeps,
tents, container buildings etc.

Mobility
Other

471

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
P2
E1

Cost
20.2267

Points
Raw Size SIZE
###
1.0113
1
1

Allowed on command vehicles.

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Challenger
Slow Track
Custom TMOD

TMOD
108
108

M
2
M2

F
10
F7

K
5
K5

D
2
D3

C
4
C2

A
4
A4

55

14
15
10

3
2

-25

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
108

per turn. The decoy substitutes for the co

Zcost

R=6
30

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
5
P4
E3

Cost
59.8933

Points
Raw Size SIZE
###
2.9947
3
3

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Scimitar
Fast Track
Custom TMOD

TMOD
131
131

M
4
M4

F
3
F3

K
2
K2

D
G
1.75
D3L

C
1
C1

A
1
A1

60
4

5
2

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

R=6

60

Mobility
Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

131

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P1
E2

Cost
20.2400

Points
Raw Size SIZE
###
1.0120
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
Scorpion
Track
Custom TMOD

TMOD
49
49

M
3
M3

F
5
F5

K
3
K3

D
G
1.75
D3L

C
1
C1

A
1
A1

Tempted to break design


parameters and allow
K3 on S1 chassis. Instead

0 P1

designed standard tracked, is

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

slower due to larger gun and

+25 P3

is S+1

A unit can have all three, but can on

ammo.

+55 P4

Except S1 limited to P1

use one type per turn; only once co

+95 P5

+150 P6

I like this design,


pretty much go
anywhere - not amph
but has LGP and any
climate. Amazing
firecontrol, d12 ToHit!
Even though is zero
pen at long range, this
could pick off enemy
reconn units with A0,
or some chance vs
A1.

60
4

5
3
2

-25

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even
+15 deep wade, up to 5 metres depth with prep

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
49

per turn. The decoy substitutes for t

Zcost

R=6
0

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P1
E2

Cost
20.2000

Points
Raw Size SIZE
###
1.0100
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
SHVYTNK
Custom TMOD

TMOD
239
239

M
3
M3

F
8
F6

K
5
K5

D
2
D3

C
8
C3

A
6
A6

relatively low FKD is because of


the high armour value. The
sheer volume of protective

0 P1

metal and efforts to keep

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

sensors safe, including

+25 P3

is S+1

A unit can have all three, but can only

retractable mounts, imposes

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

some limitations on them.

+95 P5

+150 P6

150

15
10

3
2

a
n
j
d
e
f
g
k
c

q
t
s
u
v
w
xk
xh

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
239

per turn. The decoy substitutes for the co

Zcost

R=6
55

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
5
P6
E3

Cost
100.0200

Points
Raw Size SIZE
###
5.0010
5
5

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
SHVY GRAV
Custom TMOD

TMOD
169
169

M
3
M3

F
10
F7

K
8
K6

D
2
D3

C
8
C3

A
5
A5

See variant below.

95

10

3
2

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

+25 P3

is S+1

A unit can have all three, but can on

+55 P4

Except S1 limited to P1

use one type per turn; only once co

+95 P5

+150 P6

a
n
j
d
e
f
g
k

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even
+15 deep wade, up to 5 metres depth with prep

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+3 Extreme Arctic/sub-zero climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Custom TMOD

K1 D3 counts as only D2 because range only counted where

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy
- - Other modifier

169

TMOD
175
175

Removed x Wet/Humid/Tropical

+2 Extreme Hot/dry/dust/desert climate

Zcost

Mobility

ATV wade is 'free'

+5 wade, shallow, up 2 metres depth with prep.

Other

Description Type
GRAV
SHVYTNK

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+400 special sensors; chemical reconaissance

R=6
55

per turn. The decoy substitutes for t

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

q
t
s
u
v
w
xk
xh

P1 no cost

No modifier for Standard Reach =7

M
3
M3

F
8
F6

K
8
K6

D
3
D3

C
4
C2

A
5
A5

Variant. Drops cold weather


adds jammers.

95

-1

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

+25 P3

is S+1

A unit can have all three, but can on

+55 P4

Except S1 limited to P1

use one type per turn; only once co

+95 P5

+150 P6

a
n

P1 no cost

per turn. The decoy substitutes for t

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

14
10

j
d
e
f
g
k

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved

q
t
s
u
v
w
xk
xh

+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

Mobility

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


-10 Poor ground mode, G, W, F all 1 or 0.

Other
175

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's

Zcost

R=6
55

+15 deep wade, up to 5 metres depth with prep

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P5
E2

Cost
80.1200

Points
Raw Size SIZE
###
4.0060
4
4

COST 4+2
S4 Cost=6

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Protect E
1
P5
E2

Cost
80.1667

Points
Raw Size SIZE
###
4.0083
4
4

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
M1
HVY
Custom TMOD

TMOD
279
279

M
4
M4

F
8
F6

K
5
K5

d16 ToHit!

D
2
D3

C
1
C1

A
4
A4

Strike reach is 7km

Alternate FIBUA version. F5, C2.

55

14
10

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

5
3
2
20

q
t
s
u
v
w
xk
xh

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

R=6

170

Mobility

Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

279

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10. Heavy+50, Fast Heavy+170
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
P4
E1

Cost
60.1800

Points
Raw Size SIZE
###
3.0090
3
3

ECM only, relies on armour and accompanying AA's.

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

10) -10. Heavy+50, Fast Heavy+170

Description Type
T-72
TNK
Custom TMOD

TMOD
14
14

M
3
M3

F
3
F3

K
4
K4

D
2
D3

C
1
C1

A
2
A2

0
0

0 P1

Obsolete type such as earlier

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

T series soviet such as T-72.

+25 P3

is S+1

A unit can have all three, but can only

Mass is about 40 ton, but

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

is treated as if Size 1. This

+95 P5

could represent low

+150 P6

silhouette. P1 certainly

a
n
j
d
e
f
g
k

shows it is cramped and


uncomfortable.

5
3
2

q
t
s
u
v
w
xk
xh

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp
+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.
+2 Extreme Hot/dry/dust/desert climate
-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

R=6

Mobility
Other

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate

Zcost

14

P1 no cost

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6
varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
E2

Cost
20.1267

Points
Raw Size SIZE
###
1.0063
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

Description Type
LAV 25
ATV
Stinger AD
Multiwheel
Custom TMOD
More expensive, probably

TMOD
26
26

F
1
F1

K
1
K1

0
0

should be Size 1, but the


cost has to be higher.

M
2
M2

25

10
14
10

D
3
D2

B
3.2
B2

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k

P1 no cost

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp

2
-10

Zcost

-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

R=6
0

Mobility
Other

26

A
1
A1

q
t
s
u
v
w
xk
xh

-25

C
1
C1

D4=1.5 HIVE, D2=1.5 ZAD

W
0
W0

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6
varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

Protect E
1
P1
E2

Z
0
Z4

V
7
V3

Cost
40.2107

Points
Raw Size SIZE
###
2.0105
2
2

V3=7, Z4=7(0)

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

Description Type
Dual AD
TNK
ZSU-30/40
Custom TMOD

TMOD
-31
-31

M
3
M3

F
1
F1

K
2
K2

0
0

D
G
3
D2&D4

B
1.6
B1

W
0
W0

C
1
C1

A
1
A1

D2=1.5 ZAD, D4=1.5 HIVE, no discounts, both full cost


p

0 P1

P1 no cost

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

d10 HIVE 4km

+25 P3

is S+1

A unit can have all three, but can only

d12 ZAD 2km

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

Formidable dual ZAD

+95 P5

Virtually unarmoured and almost

+150 P6

useless against ground targets,

a
n
j
d
e
f
g
k

but excelled air defence ability.

-1

Very noisy and destroyed


by any hit (Protection 1).
Interesting contrast between the ZSU30/40 and the Gepard; ZSU has two
weapons and is almost unarmoured;
Gepard has more sophisticated ZAD, no
ability versus high altitude, and
reasonable protection. Same cost.

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp

q
t
s
u
v
w
xk
xh

-10

Zcost

-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

-25

R=6
0

Mobility
Other

-31

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6
varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
TMOD E1

Z
10
Z5

V
0
V4

Cost
40.2113

Points
Raw Size SIZE
###
2.0106
2
2

V4=10, Z5=9(0)
Disregard Z cost, multiweap

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

Description Type
ZSU 23/4
TNK
Custom TMOD

TMOD
-30
-30

M
2
M2

F
1
F1

K
1
K1

D
1.5
D2L

C
1
C1

A
1
A1

0
0

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys,

+25 P3

is S+1

A unit can have all three, but can on

+55 P4

Except S1 limited to P1

use one type per turn; only once co

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

P1 no cost

per turn. The decoy substitutes for t

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even
+15 deep wade, up to 5 metres depth with prep

+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel mov

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved

q
t
s
u
v
w
xk
xh

-10

Zcost

-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

Rshort

-25 Reach: Short =< 5

-25

R=6
0

Mobility
Other

-30

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally bee
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also cou

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=da


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where

0 Reach=6
varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
E1

Z
13
Z6

Cost
20.0000

Points
Raw Size SIZE
#1.0000
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

Description Type
ZSU 23 4
TNK
Custom TMOD

TMOD
-20
-20

M
3
M3

F
1
F1

K
1
K1

D
G
1.75
D3L

C
1
C1

A
1
A1

0
0

10

0 P1

+10 P2

Maxiumum protection value

Decoys: Smoke, Advanced Decoys, Jam

+25 P3

is S+1

A unit can have all three, but can only

+55 P4

Except S1 limited to P1

use one type per turn; only once cover s

+95 P5

+150 P6

a
n
j
d
e
f
g
k
c

P1 no cost

per turn. The decoy substitutes for the co

+10 amphibious, Max A1 =<S2 plus max D3 (ATGM range counts half as usual calc)

-1 VERY LOUD. Extra noise, either audible sound, or electronic emissions. Cover save one

+14 Jammers, SINGLE USE, lasts one turn, then totally expended; d12 NLOS save even if no
+15 deep wade, up to 5 metres depth with prep
+10 Advanced Decoys, d8 NLOS save even if no cover; or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-2

weak/poor treads, limited to P3 same as GEV. All dangerous terrain impassable, no roll. Difficult: roll, cancel movement

+4 Cheap Decoys, Multi-spectral smoke, d6 NLOS save; even if no cover or has moved, exp

q
t
s
u
v
w
xk
xh

-10

Zcost

-10 Poor ground mode, G, W, F all 1 or 0.

Rlong

+20 Long Reach => 7

-25

Rshort

-25 Reach: Short =< 5

R=6

Mobility

Other
-20

+400 special sensors; chemical reconaissance

-1 WEAK TOP/REAR Armour. Top/Rear is one less than listed. Must have normally been A1
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered; obstruction increased, easy=normal, normal=poor, poor=diff, diff=danger


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate

Removed x Wet/Humid/Tropical

K1 D3 counts as only D2 because range only counted where B o

0 Reach=6
varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

Protect E
0
P1
E1

Z
9
Z5

Cost
20.0500

Points
Raw Size SIZE
###
1.0025
1
1

oys: Smoke, Advanced Decoys, Jammers.

it can have all three, but can only

one type per turn; only once cover save

urn. The decoy substitutes for the cover save.

e counts half as usual calc)

ectronic emissions. Cover save one less than normal, providing still extra disadvantage suffered (otherwise not eligible to buy).

expended; d12 NLOS save even if no cover; or moved.

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

passable, no roll. Difficult: roll, cancel movement that turn on 1 or 2. Not Allowed Size 1 (Already not robust).

; even if no cover or has moved, expended on 1's

n listed. Must have normally been A1+.

movement but no firing. Also counts as Deep Wade.


normal=poor, poor=diff, diff=danger, danger=prohib

ATV wade is 'free'

oved x Wet/Humid/Tropical

cause range only counted where B or K is at least B1 or K1.

Description Type
Federation Helicopter
FVTOL
Custom TMOD

TMOD
191
191

M
8
M8

F
1
F1

K
1
K1

D
3
D3

D3=1
F1 K1 D3

40

10

30

3
2
1
20

a
b
c
d
e
f
g
k
p
q
r
s
u
v
w
xk
xh
xt

W
2
W2

B1

W1

B1

W1

C
1
C1

+10 amphibious, Max P1 =<S2 plus max D3


+40 backup systems, d12 weapon down rolls & IMM, instead of d6
+25 comfortable, d8 bale, +1d Repair (d8 instead of d6)
+15 deep wade, up to 5 metres depth with prep
+10 advanced decoys, d12 NLOS save even if no cover or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-5 weak/poor treads, rolls IMM as hovercraft 1-5, d6. Also d4 dangerous
+30 internal protection systems, destroyed on 6+, instead of 4+
+400 special sensors; chemical reconaissance
+50 repair, +2d repairs; starts d6; d10 with repair, d12 if has Repair AND Comfortable
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered terrain increased by one difficulty level, normal=poor, poor=difficult, difficu


+5 wade, shallow, up 2 metres depth with prep.

ATV wade is 'free'

+3 Extreme Arctic/sub-zero climate


+2 Extreme Hot/dry/dust/desert climate
+1 Extreme wet/humid/Tropical climate
-10 missile and/or ZAD only armed. Not eligible if C2+
+20 Long Reach => 8

Rshort

-25 Reach: Short =< 6

Mobility

P
1
P1

Two W1 B1 D3 ATGMs

Rlong

Other
191

Zcost

R=7
85

B
3.2
B2

K1 D3 counts as only D2 as No Long Range

Reach=7

varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10


- - Other modifier
No modifier for Standard Reach =7

E
0
E1

Cost
40.1973

Points
Raw Size SIZE
###
2.0099
2
2

W1 B1 D3 ATGMs

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

so d4 dangerous

has Repair AND Comfortable

movement but no firing. Also counts as

el, normal=poor, poor=difficult, difficu

ATV wade is 'free'

No Long Range

Name: Ground Attack Helicopter


Type: Helicopter VTOL
Size: 2
Cost: 3
Move: 8
Mobility: HVTOL
ECM: E1
Cover: 4+, Decoys versus HIVE
Protection
Front/Under
Side
Top/Rear
P2
P2
P2 P0
Weapons:
FKD
F1 K1 D3
1km/2kmFixed
WBD
W2
4kmB1
ATGM
D4
Fixed
Destroyed by pen
Bale when DMG: 1-3, d8
Down: 1-3, d12IMM
Repair: 5+, d8
Modifications: b, c, e, xh, xk, xt
Cost modifiers:
T=85, Rlong=2 Points: 40.1120
Remarks

No help repairing, still just as likely to bale!

ng, still just as likely to bale!

NAME

TYPE
ATV

COMMAND APC

Move
M2

Close Cbt

Mods

C1

526

Cost
1

Size
S1

Cover Save 3+

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E1

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
6+

1-3, d8

1-3, d12

Repair
Success
5+, d12

COMMAND VEHICLE. ATV has shallow wade ability. DMG treated same as S2+ unit.

1 = d4

2 = d6

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

8 = 2d20 9 = 3d20

Comfortable 25

Wide Treads/LGP

Deep Wade

Internal Protection 30

Underpowered

Submerge

Back Up Systems 40

Poor/Weak Treads

Amphibious

Self-Repair 50
Advanced Decoys

Special Sensors 400

Other Modifiers

Missile/ZAD only

Extreme Cold/Arctic

Mobility Type

Reach: Long

Wet/Humid/Tropical

Wade

Reach: Short -25

Dry/Dust/Hot Desert

Grid spacing 32 pixels


1.4 left & right
1.5 top & bottom
Destroyed Bale out DOWN and
by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

DescriType TMOD M

CommMultiw526

M2

F2

G2

526

N2

C1

P1

E1

Cost PointsRaw S
###

25

###

Custom 0
FREE WADE INCLUDED AT TMOD+0

Wide Treads/Low Ground Pressure +60

30

Internal Protection Systems +30. Penetration Effects roll: destroyed on 6+ (instead of 4+).

25

Comfortable+ 25, d8 Bale-out, +1d Repair (d6 up to d8)

40

BU +40, d12 secondary damage & IMM (instead of d6)

50

Self Repair +50, +2d repairs (starts d6, up to d10, up to d12 if also comfy)

Submerge (U) SHVY only +10, allows underwater movement but no firing. Also counts as Deep Wade.

Deep Wade no prep +15, wade 5 metres deep with preparation

Wade/swim with prep +5, wade/swim up to 2 metres depth; time required to erect swim screens or schnorkels.

Amphibious (Swim P1=< Size2) +10, allows very light units to swim without preparation. But will sink if hit while swimming.

Advance Decoys +10, gives d12 versus no LOS even if no cover. If rolls a 1, decoys expended for rest of game starting next turn.

Extreme Climate Adaptation Dry/Dust/DESERT+2, Wet/Humid/TROPICAL+1, ARCTIC +3

Underpowered -5, terrain increased by one difficulty level, normal=poor, poor=difficult, difficult=dangerous, dangerous=prohib

Poor Treads -5, rolls for IMM as if hovercraft. Use d4 dangerous terrain.

-25

Short Reach =< 6 -25

Standard Reach =7

Long Reach =>8 +20

Mobility TYPE.

Remember, Slow Tracked TMOD= (P*10) -10

No help repairing, still just as likely to bale!

-10 Missile armed only (GBN, WBD, HIVE) and/or ZAD only.

400

+400 Chemical Reconnaissance or Special Sensors

526

SIZE
0

ill just as likely to bale!

NAME
HEAVY TANK

TYPE
HVYTNK

MOVE
M3

Close Cbt

Mod

C1

188

Cost
3

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Front

Side

Top/Rear

ECM

P4

P5

P3

P1

E5

6+

1-3, d8

WEAPON/CLASS

Hit

Pen

Range

Short

Med

Long

FKD

F5

K5

D3

1km

2km

3km

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

1-3,
d12

1-3,
d12

Size
S3
Repair
Success
5+, d12

Notes

8 = 2d20 9 = 3d20

Comfortable 25

Wide Treads

Deep Wade

Internal Protection 30

Underpowered

Wade

Back Up Systems 40

Weak Treads

Amphibious

Self-Repair 50

Missile/ZAD only

Climate: Desert

Advanced Decoys 10

Reach: Long

Climate: Tropical

Submerge

Reach: Short -25

Climate: Arctic

Mobility Type 50

Special Sensors

NAME

TYPE
TNK

Missile Tank

Close
Combat

Move
M2

C1
C1

Mods

Cost

Size

21

Cover Save 4+
Destroyed Bale out DOWN and
by Pen
when DMG
IMM

Repair
Success

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E2

4+

1-3, d6

1-3, d6

5+, d6

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

GBN

G4

B1

N8

2km

4km

8km

NLOS

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys
Mobility Type

Missile/ZAD only -10

Cold/Arctic

Reach: Long 20

Wet/Humid/Tropical

Wade

Reach: Short

Dry/Dust/Hot Desert

NAME
TYPE
Multi-role ZAD Slow TRK

Move
M2

Close Cbt

Mods

C1

24

Cost
2

Alternate Desert version: replace hot/dry with sub-zero/arctic.

Front

P4

P5

Side

(P6) P2

Top/Rear

(P3) P1

(P2)

ECM
E2

Size
S2

Cover Save 4+

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d8
d6
d6

Repair
Success
5+, d6

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F6

K2

D3

1km

2km

3km

GROUND
MODE

WEAPON/CLASS

Hit

Pen

Range

ZAD Range

Notes

ZAD

Z6

K2

D3

3km

AIR MODE

3 = d8

4 = d10

5 = d12

1 = d4

2 = d6

Comfortable 25

6 = d16

7 = d20

8 = 2d20 9 = 3d20

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys
Mobility Type 30
Wade

Missile/ZAD only -10

Extreme Cold/Arctic

Reach: Long

Wet/Humid/Tropical

Reach: Short -25

Dry/Dust/Hot Desert

NAME
TYPE
SUPERHEAVY SHVYTNK

M
3

Close Cbt

Mod

C1

191

Cost
5

Size
S5

Cover Save 7+

Front

P6

Side

Top/Rear

ECM

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
6+
1-3, d8
d12 d12

Repair
Success

P8 P9 P3 P4 P2 P3

E2

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

FKD

F5

F6

D3

1km

2km

3km

WEAPON/CLASS

Hit

Pen

Range

ATGM Effective Range

Notes

WBD

W3 (W1)

B1

D4

4km

Gun
Launched

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

FKD

F1

K1

D3

1km

2km

3km

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

5+, d12

Notes

Notes

8 = 2d20 9 = 3d20

Comfortable 25

Wide Treads

Deep Wade

Internal Protection 30

Underpowered

Submerge

Back Up Systems 40

Weak Treads

Amphibious

Self-Repair 50

Missile/ZAD only

Climate: Desert

Advanced Decoys 10

Reach: Long

Climate: Tropical

Climate: Arctic

Wade 5

Reach: Short -25

Mobility Type 50

Special Sensors

Description Type
HIVE/ZAD
Tracked
Air Defence TNK
Custom TMOD

TMOD
-14
-14

M
2
M2

F
8
F6

K
1
K1

D
2.5
D2

B
1.6
B1

1
-10

Zcost

-10 missile and/or ZAD only armed

Rlong

+20 Long Reach => 8

5
2
3

-25

Rshort
Mobility
Other

-14

W
3
W3

C
1
C1

P
1
P1

D4=1.5 HIVE

a
b
c
d
e
f
g
k
p
q
r
s
u
v
w
xh
xk
xt

10

+10 amphibious, Max P1 =<S2


+40 backup systems, d12 weapon down rolls & IMM, instead of d6
+25 comfortable, d8 bale, +1d Repair (d8 instead of d6)
+15 deep wade, up to 5 metres depth with prep
+10 advanced decoys, d12 NLOS save even if no cover or has moved; expended on 1's.
+5 float, alternate version of wade, doubles setup time, any depth, sinks if hit
+60 Low Ground Pressure/Wide Treads, TNK and ATV only, swamp rolls of 1 only stuck
-5 weak/poor treads, rolls IMM as hovercraft 1-5, d6. Also d4 dangerous
+30 internal protection systems, destroyed on 6+, instead of 4+
+400 special sensors; chemical reconaissance
+50 repair, +2d repairs; starts d6; d10 with repair, d12 if has Repair AND Comfortable
+400 special sensors; command

+10 Submerge; SHVYTNK only +10, allows underwater movement but no firing. Also counts a

-5 Underpowered terrain increased by one difficulty level, normal=poor, poor=difficult, difficu


+5 wade, shallow, up 2 metres depth with prep. ATV wade is 'free'
+2 Extreme Hot/dry/dust/desert climate
+3 Extreme Arctic/sub-zero climate
+1 Extreme wet/humid/Tropical climate

-25 Reach: Short =< 6


varies Mobility Type. Remember, Slow Tracked TMOD= (P*10) -10
- - Other modifier
No modifier for Standard Reach =7

E
1
E2

Z
6
Z6

V
0
V3

Cost
40.0987

Points
Raw Size SIZE
###
2.0049
2
2

ZAD F6 Z6 K1 D2
HIVE W3 V3 B1 D4

or has moved; expended on 1's.

any depth, sinks if hit

nly, swamp rolls of 1 only stuck

so d4 dangerous

has Repair AND Comfortable

movement but no firing. Also counts as Deep Wade.

el, normal=poor, poor=difficult, difficult=dangerous, dangerous=prohib

No help repairing, still just as likely to bale!

ng, still just as likely to bale!

NAME
TYPE
Multi-role ZAD Slow TRK

Move
M2

Close Cbt

Mods

C1

24

Cost
2

Alternate Desert version: replace hot/dry with sub-zero/arctic.

Front

P4

P5

Side

(P6) P2

Top/Rear

(P3) P1

(P2)

ECM
E2

Size
S2

Cover Save 4+

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d8
d6
d6

Repair
Success
5+, d6

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F6

K2

D3

1km

2km

3km

GROUND
MODE

WEAPON/CLASS

Hit

Pen

Range

ZAD Range

Notes

ZAD

Z6

K2

D3

3km

AIR MODE

3 = d8

4 = d10

5 = d12

1 = d4

2 = d6

Comfortable 25

6 = d16

7 = d20

8 = 2d20 9 = 3d20

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys
Mobility Type 30
Wade

Missile/ZAD only -10

Extreme Cold/Arctic

Reach: Long

Wet/Humid/Tropical

Reach: Short -25

Dry/Dust/Hot Desert

Grid spacing 32 pixels

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

5(6)/2(3)/1(2) top optimised armour

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

NAME
ZSU-4

TYPE
TNK

Move
M3

Close Cbt

Mods

C1

-14

Cost
2

Size
S2

Cover Save
Destroyed Bale out DOWN and
by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E5

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F6

K2

D3

1km

2km

3km

GROUND
MODE

WEAPON/CLASS

Hit

Pen

Range

ZAD Range

Notes

ZAD

Z6

K2

D3

3km

AIR MODE

3 = d8

4 = d10

5 = d12

1 = d4

2 = d6

6 = d16

7 = d20

5+, d6

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys 10

Missile/ZAD only -10

Extreme Cold/Arctic

Mobility Type

Reach: Long

Wet/Humid/Tropical

Wade

Reach: Short -25

Dry/Dust/Hot Desert

Grid spacing 32 pixels

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

NAME

TYPE
TNK

ZSU 'Ovinnik'

Move
M2

Mods
-24

Close Cbt

C1

Cost
1

Size
S1

Cover Save 3+

Alternate extreme cold version: 'Dvina'. Builts for sub-zero environment. Same cost.

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Repair
Success

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E6

1+

Always

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F6

K1

D2

0.5km

1km

2km

GROUND
MODE

WEAPON/CLASS

Hit

Pen

Range

ZAD Range

Notes

ZAD

Z6

K1

D2

2km

AIR MODE

3 = d8

4 = d10

5 = d12

1 = d4

2 = d6

6 = d16

--

7 = d20

--

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys

--

Missile/ZAD only -10

Extreme Cold/Arctic

Mobility Type

Reach: Long

Wet/Humid/Tropical

Wade

Reach: Short -25

Dry/Dust/Hot Desert

Grid spacing 32 pixels

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

NAME
Federation Gunship H

TYPE
HVTOL

Move
8

Close Cbt

Mods

C1

191

Cost
3

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Size
2
Repair
Success

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E1

6+

1-3, d6

1-3, d12

5+, d6

Limited Ordanance; OUT at end of turn if two 1's rolled

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F1

K1

D3

1km

2km

--

Fixed, Top
Attack

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

WBD

W2

B1

D4

WEAPON/CLASS

Hit

Pen

Range

WBD

W2

B1

D4

3 = d8

4 = d10

5 = d12

1 = d4

2 = d6

Fixed, Top
Attack

4km ATGM
Short

Medium

Long

Fixed, Top
Attack

4km ATGM

6 = d16

7 = d20

Notes

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection 30

Underpowered

Submerge

Back Up Systems 40

Poor/Weak Treads

Amphibious

Special Sensors

Other Modifiers

Missile/ZAD only

Extreme Cold/Arctic

Reach: Long 20

Wet/Humid/Tropical

Reach: Short

Dry/Dust/Hot Desert

Self-Repair
Advanced Decoys 10
Mobility Type 85
Wade

Grid spacing 32 pixels


1.4 left & right
1.5 top & bottom
Destroyed Bale out DOWN and
by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

NAME
LR MSL

TYPE
TNK

Move
M1

Close Mods
C1
24

Cost
2

Underpowered: increase terrain difficulty by one level

Front

P1

Side

Top/Rear

ECM

Size
S2

Cover Save 4+
Destroyed Bale out DOWN and
by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success

P1 (P2) P0 (P1) P0 (P1)

E1

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

GBN

G5

B1

N16

4km

8km

16km

NLOS

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Internal Protection

Underpowered

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys 10

5+, d6

Deep Wade
-5

Submerge

Missile/ZAD only -10

Extreme Cold/Arctic

3
1

Mobility Type

Reach: Long 20

Wet/Humid/Tropical

Wade

Reach: Short

Dry/Dust/Hot Desert

Grid spacing 32 pixels

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

values without mods

Repair
Success
5+, d6

NAME
HEAVY TANK

TYPE
HVYTNK

MOVE
M3

C
C1

Mod
188

Cost
3

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Front

Side

Top/Rear

ECM

P4

P5

P3

P1

E5

6+

1-3, d8

WEAPON/CLASS

Hit

Pen

Range

Short

Med

Long

FKD

F5

K5

D3

1km

2km

3km

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

1-3,
d12

1-3,
d12

Size
S3
Repair
Success
5+, d12

Notes

8 = 2d20 9 = 3d20

Comfortable 25

Wide Treads

Deep Wade

Internal Protection 30

Underpowered

Wade

Back Up Systems 40

Weak Treads

Amphibious

Self-Repair 50

Missile/ZAD only

Climate: Desert

Advanced Decoys 10

Reach: Long

Climate: Tropical

Submerge

Reach: Short -25

Climate: Arctic

Mobility Type 50

Special Sensors

NAME

TYPE
TNK

Missile Tank

Close
Combat

Move
M2

C1
C1

Mods

Cost

Size

21

Cover Save 4+
Destroyed Bale out DOWN and
by Pen
when DMG
IMM

Repair
Success

Front

Side

Top/Rear

ECM

P1

P1

P1

P0

E2

4+

1-3, d6

1-3, d6

5+, d6

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

GBN

G4

B1

N8

2km

4km

8km

NLOS

3 = d8

4 = d10

5 = d12

6 = d16

7 = d20

1 = d4

2 = d6

8 = 2d20 9 = 3d20

Comfortable

Wide Treads/LGP

Deep Wade

Internal Protection

Underpowered

Submerge

Back Up Systems

Poor/Weak Treads

Amphibious

Self-Repair

Special Sensors

Other Modifiers

Advanced Decoys

Missile/ZAD only -10

Cold/Arctic

Mobility Type

Reach: Long 20

Wet/Humid/Tropical

Wade

Reach: Short

Dry/Dust/Hot Desert

Grid spacing 32 pixels

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

Repair
Success
5+, d6

values without mods

1 = d4

2 = d6

3 = d8

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

NAME
T-98

TYPE
TNK

M
M3

C
C1

Mod
44

Cost
2

Destroyed Bale out DOWN and


by Pen
when DMG
IMM

Size
2
Repair
Success

Front

Side

Top/Rear

ECM

P2

P3

P1

P1

E2

4+

1-3, d6

1-3, d6

5+, d6

WEAPON/CLASS

Hit

Pen

Range

Short

Medium

Long

Notes

FKD

F3

K3

D3

1km

2km

3km

WEAPON/CLASS

Hit

Pen

Range

ATGM Effective Range

Notes

WBD

W2 (W1)

B1

D5

5km

Gun
Launched

Comfortable

Wide Treads 60

Deep Wade

Internal Protection

Underpowered

Wade

Back Up Systems

Weak Treads

Amphibious

Self-Repair

Missile/ZAD only

Climate: Desert

Advanced Decoys

Reach: Long

Climate: Tropical

Climate: Arctic

Submerge

Reach: Short -25


Mobility Type

1 = d4

2 = d6

3 = d8

4 = d10

5 = d12

Special Sensors

6 = d16

7 = d20

8 = 2d20 9 = 3d20

Destroyed Bale out DOWN and


by Pen
when DMG
IMM
1-3, 1-3,
4+
1-3, d6
d6
d6

1 = d4

2 = d6

3 = d8

Repair
Success
5+, d6

4 = d10 5 = d12 6 = d16 7 = d20 8 = 2d20 9 = 3d20

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