Download as pdf or txt
Download as pdf or txt
You are on page 1of 7

INCOUNTRY: RECON FORCES AND SCENARIOS

CNC Special Rule


You can expand your INCOUNTRY experience at any time Special Rules with the CNC title can only come into effect if all of the
using more Models and rules! Models in the Team are in Coherency and it does not have a Pinned
Visit www.inxcountry.com to purchase additional miniatures Token.
OR download the files and 3D print them yourself.
Find more free rules expansions!

WHAT IS THIS?
INCOUNTRY: RECON Forces and Scenarios contains Team Cards, Special
Rules, and Scenarios to be used for Games of INCOUNTRY: RECON.
This is a living document and will be updated.

ASSEMBLING A SQUAD
When playing a Game of INCOUNTRY: RECON in a matched play
setting, Players will have to assemble a Squad.
For quick Games we suggest 1 Squad on a 2x2ft Board.
For larger Games we suggest 2-3 Squads on a 3x3ft - 4x4ft Board.
A Squad consists of a Tier, chosen by the Player, and two Primary Teams.
A Player also gains a number of Assets equal to the Tier Number chosen.

Assets may be spent to customize your squad.


1 Asset: Upgrade a Primary Team to a Proxy Team, or Upgrade Team.
(A Team may only be upgraded once.)
2 Assets: Add an additional Primary Team to the Squad.
Many Teams have the word ‘OR’ between Weapons, Passives and Roles.
This allows the Player to choose between multiple abilities or weapons.
Only one option may be chosen in each section of the Team card
where ‘OR’ is found.

NAMING AND REPRESENTING MODELS


For Matched Play, names of Teams are kept neutral or related to their
Tier. Players are free to use whatever Models they like as long as they fit
on the appropriate base and can accurately represent the Team or Role.

EXAMPLE SQUAD
Tier 1 Squad -
Tier 1 Primary Team
Tier 1 Operator Team (Upgrade Team)
The Squad has two Teams from Tier 1. They gain 1 Asset for being a Tier
1 Squad. That Asset is spent upgrading a Team to an Upgrade Team.
What’s in a Name?
Many of the forces listed below may have generic sounding names.
This is to allow Players to use their imagination when creating a Squad.
For example. A Player may use the “Proxy Veteran” Models as Elite
Tier 1 Operators. Imagine they are a Middle Eastern countries Special
Forces!
The only rule to keep in mind is make sure the Role or Model at least
matches the Equipment or Weapon to a degree that is recognizable.
Have fun with it and create some really unique and fun looking
TIER 1 - TIER 2
[1.1] TIER 1 (PROFESSIONAL)
.
Tier 1: This Force List is meant to represent those High Speed Example Tier 1 Force List 1:
Operators conducting missions all over the world, and those units that Team 1: Russian Alpha Force (Operators Upgrade Team)
support them. Team 2: ICTF Dismounted Team (Tier 1 Team Primary)
Examples (but not limited to): Example Tier 1 Force List 2:
Devgru, Delta, Jiaolong, Spetznaz GRU, SAS, GSGN, Ground Branch, Team 1: Green Beret Fireteam (Operators Upgrade Team)
FSB Team 2: Ground Branch team (Tier 1 Team Primary)


TIER 1 TEAM (4) (PRIMARY) 4”/5+ OPERATORS (4) (UPGRADE TEAM) 6”/5+

Equipment Pistols, NVG(1) Equipment Pistols, NVG(2)


Weapons Carbines - 18in 6+ Weapons NGSW Rifles - 24in 5+ or Carbines - 18in 6+
Grenades - 6” 4+ - Blast (2/8+) Smoke Grenades - 6” 4+ - Blast (2/8+) Smoke, Stun
Special Rule Assaulter Special Rule Elite, Assaulter 2/4 8 1
Primary Role Fire Team Leader or Battlefield Controller Primary Role Fire Team Leader
Secondary Role Compact LMG or Grenade Launcher Secondary Role NGSW LMG or Grenade Launcher or Dog
Handler

[1.1] TIER 2 (REGULAR)


Example Tier 2 Force List 1:
.
Tier 2: This Force List is meant to represent those Regular military units Team 1: Chinese Special Forces (Professionals Upgrade Team)
found in any country in the world. Team 2: African Regulars (Tier 2 Team Primary)
Examples (but not limited to): Example Tier 2 Force List 2:
Team 1: Rangers Assault Element (Tier 2 Team Primary)
Rangers, GSG9, QUDs, 1st world Regular military forces, Marines, 2nd
Team 2: Western Contractors (Tier 2 Team Primary)
world Regular Military Forces, Reserve Forces
Team 3: Jungle Ranger Team (Tier 2 Team Primary)

TIER 2 TEAM (4) (PRIMARY) 4”/6+ COMMANDOS (4) (UPGRADE TEAM) 4”/6+

Weapons Automatic Rifles - 24in 6+ or Carbines - Equipment NVG(2), Pistols


18in 6+ Weapons Automatic Rifles - 24in 6+ or Carbines -
Grenades - 6” 4+ - Blast (2/8+) Smoke 18in 6+
Special Rule Dismounted Grenades - 6” 4+ - Blast (2/8+) Smoke
Primary Role Fire Team Leader Special Rule Elite, Dismounted
Secondary Role LMG or Grenade Launcher or RPG Primary Role Fire Team Leader or Battlefield Controller
Secondary Role LMG or Grenade Launcher or Drone(MMG,
Grenade Launcher)
TIER 3 - PROXY
Example Tier 3 Force List 1:
[1.1] TIER 3 (IRREGULAR)
Team 1: QUDS Fireteam (Advisors Upgrade Team)
.
Tier 3: This Force List is meant to represent Irregular, Militias and Non- Team 2: Advised Militia (Tier 3 Team Primary)
Military trained units. Team 3: Insurgent Force (Tier 3 Team Primary)
Example Tier 3 Force List 2:
Examples (but not limited to):
Team 1: Swat Team (Armored Unit Proxy Force)
SWAT, 3rd World Regular Military Forces, Law Enforcement, Civilians, Team 2: Security Team (Tier 3 Team Primary)
Militias, Airsoft Players, Insurgent Forces. Team 3: Security Contractor (Tier 3 Team Primary)

TIER 3 TEAM (6) (PRIMARY) 4”/7+ ADVISORS (4) (UPGRADE TEAM) 4”/7+

Weapons Automatic Rifles - 24in 6+ Equipment Pistols, NVG(1)


Grenades - 6” 4+ - Blast (2/8+) Weapons Automatic Rifles - Optics(32) - 24in 6+
Special Rule True Believer or Fast(6) Grenades - 6” 4+ - Blast (2/8+) Smoke
Primary Role Fire Team Leader or Big Man Special Rule Fast(6), Dismounted
Secondary Role LMG or RPG Primary Role Fire Team Leader or Battlefield Controller.
Secondary Role LMG or RPG

[1.1] PROXY FORCES


Players may spend an Asset to upgrade a Primary Team to one
of the following “Proxy” Teams.
Unless noted, Proxy Forces use the Skill, and Movement of the
Primary Team they were upgraded from.

LOCAL FORCES (6) PROXY FORCE FOREIGN MERCS (4) PROXY FORCE

Weapons Automatic Rifles - 24in 6+ Equipment Pistols


Special Rule Contact, Fast(6), Deniable Weapons Automatic Rifles - Optics(32) - 24in 6+
Primary Role LMG Grenades - 6” 4+ - Blast (2/8+) Smoke
Special Rule Deniable
Primary Role Fire Team Leader or Battlefield Controller
Secondary Role LMG or RPG

ARMORED UNIT (4) PROXY FORCE COVERT KILL TEAM (4) PROXY FORCE

Equipment Pistols Equipment Pistols


Weapons Carbines - 18in 6+ Weapons ASH-42 - 12in 4+ or NGSW Rifles - 24in 5+
Grenades - 6” 4+ - Blast (2/8+) Smoke Grenades - 6” 4+ - Blast (2/8+) Smoke
Special Rule Protection(8) Special Rule Contact
Primary Role Fire Team Leader
Secondary Role LMG or Shield
WEAPONS
ASH-42 RPG
Range: 12 - 4+ Range: 8-32 4+ - Blast (3”/7+)
Aces gain Pen(1) Pen(2), Heavy

AUTOMATIC RIFLE
Range: 24 - 6+
EQUIPMENT
Aces apply an additional Hit. PISTOL
This Model may roll 2d10 taking the highest in Close Combat but if
doing so cannot take the Enemy Model Hostage.
CARBINE
Range: 18 - 6+
Ignore Targets Cover within 8in.
NVG(X)
Ignore (X) number of Night Levels
COMPACT LMG
Range: 18 - 6+
Cyclic(4), Sustained OPTICS(X)
Gains (X) Range when Shooting if this Model did not Move.

GRENADES
Range: 6 4+ - Blast (2”/8+)
Smoke, Grenade

GRENADE LAUNCHER
Range: 8-24 6+ - Blast (2”/8+)
Pen (1), Smoke, Heavy, Grenade

LMG
Range: 24 - 6+
Cyclic(4), Sustained, Heavy

MMG
Range: 32 - 5+
Cyclic(3), Sustained, Deployed

NGSW LMG
Range: 24 - 5+
Cyclic(3), Sustained, Heavy

NGSW RIFLE
Range: 24 - 5+
SPECIAL RULES
ASSAULTER FIRE TEAM LEADER (CNC)
This Model is considered in Concealment during an Activation in which During the Player Effects Step of the Operational Phase, two Models in
it Moved. this Team may gain Ready Tokens.

BATTLEFIELD CONTROLLER (CNC) GRENADE


For each Team with this Rule in effect the Player rolls +1D10 for initiative. When this Weapon is chosen to Shoot, the Player may place a 25mm
Token in Line of Sight of the Model that is Shooting. The Model may
Target that Token and resolve any Blasts from that Token. It is removed
BIG MAN (CNC)
after the Model’s Activation ends.
Models in this Team may move 2” during the Player Effects Step of the
Operational Phase. PROTECTION(X)
Injury Checks Targeting Models in this team must use the higher of the
CONTACT
two numbers between the Lethality of the Weapon and the Protection
This Team may be a Contact. of the Model.

CYCLIC(X) HEAVY
If the Model did not Move this Weapon’s Target gains (X) Hits from a Shots with this Weapon are Hard if the Model Moved.
Shot that Passes. (1D10 Succeeds, (X)+1 Hits total)
SHIELD
DENIABLE
This Model and one Infantry Model in Base-to-Base with it have
Cannot be taken Hostage. Concealment.

DEPLOYED STUN
This Weapon cannot be used if the Model moved. Infantry Models affected by a Stun Weapon that do not gain an Injury
Token are considered to have been Stunned for the Activation. Stunned
DISMOUNTED Models must discard their Ready Token. Stunned Models can never be
This Team may be Inserted up to 6in from a Players Avenue of in Cover.
Approach. They may have a Ready Token.
SUSTAINED
DOG HANDLER A Model with this Weapon only spends its Ready Token if it Reacts twice
This Model may Attack twice in Close Combat. This Models Team during an Activation. This allows it to React to more than one Model per
becomes Alert when an Enemy Model ends a Movement within 12in of Activation.
a Model in this Team.
TRUE BELIEVER
DRONE If this Model wins CQC, this Model and all Infantry Models within 1” of
This Model ignores Suppression Checks and always counts its Close it are Destroyed. If this Model is Destroyed from a Shot that Aces, all
Combat as a 1. This Model must have at least one Model in its Team Infantry within 1” of it are Destroyed.
without an Injury Token to Activate.

ELITE
If this Model ties in a Conflict Roll against a Model without this Special
Rule it will win the Conflict Roll.

FAST(X)
When this Model makes a second Movement Action, its Movement
becomes X
INCOUNTRY: RECON FORCES AND SCENARIOS
Choosing a Scenario Battlefield Conditions
Scenarios in INCOUNTRY: RECON are aimed at Matched Play Settings Night 2 - The Game is affected by the Night 2 Special Rules. Players
with more available on the INCOUNTRY Website. should determine what provides “light” or removes Night.
Players start by choosing, or being told by the Event Organizer, which Night 1 - The Game is affected by the Night 1 Special Rules. Players
scenario they will be playing. should determine what provides “light” or removes Night.
When choosing the Scenario, Players should roll a D10 with the higher Locals - Each Player will place a two Model Team of “Locals” within 12in
rolling Player choosing a Scenario. The Player who loses the Roll may of the center of the Table. All “Locals” become “Alert” to the first Player
choose a Battlefield Condition. controlled Models they gain Line of Sight to. They become “Alert” to the
Each Scenario will list a specific Avenue of Approach to use. first Player controlled Models to Shoot.
When they become Alert they may be controlled by the Player that did
NO MAN’S LAND not Alert them as if they were one of the Players Teams.
Avenue of Approach Alpha 4” 8+
Deployment Place 3x Objectives equally spaced across Rifle, Range - 24, 6+
the center of the Table with one in the
Center. High Wind - Smoke Tokens may not be placed.
Timing Game ends at the end of Round 8. Delay - All Teams may be placed in Base-to-Base with their Avenue
of Approach during the Scenario Effects step of the first Operational
Primary Objective Secure more Objectives
Phase.
Secondary Objective Take more Hostages.

HUB DASH
Avenue of Approach Delta
Deployment Players alternate placing an Objective 6” BAGBAG
from the center of the Table.
Avenue of Approach Bravo
Timing Game ends at the end of Round 8.
Deployment Place one Objective in the center of each
Primary Objective Secure more Objectives Table Quadrant.
Secondary Objective Plant an Objective in Base-to-Base with
the Enemy Avenue of Approach. Timing Game ends at the end of Round 8.
Primary Objective Secure 2x Objectives
RUN AND GUN
Secondary Objective Take more Hostages.
Avenue of Approach Bravo
Special Rules When both Players have Secured an
Deployment One Objective in the Center of the board.
Objective, Randomly remove an Unsecured
Timing Game ends at the end of Round 8.
Objective.
Primary Objective Search 1x Objective and Exfiltrate with it.
Secondary Objective Take more Hostages.
BIG MAN!
BORDER CROSSING Avenue of Approach Charlie
Avenue of Approach Delta Deployment Place one HVT in the Center of the board.
Deployment 1x Objective in the center of each Quadrant Timing Game ends at the end of Round 8.
Timing Game ends at the end of Round 8. Primary Objective Exfiltrate the HVT.
Primary Objective Secure 2 Objectives Secondary Objective Plant an Objective in Base-to-Base with the
Secondary Objective Plant an Objective in Base-to-Base with the Enemy Avenue of Approach.
Enemy Avenue of Approach.
SCENARIOS
DEPLOYMENTS SCENARIOS
Alpha Scenarios may require Objectives. Objectives are 25mm Tokens.
Players should always be made aware of what the Objectives look like.
Interacting with Objectives -
By using an Action, a Model may interact with an Objective when it is in
Base-to-Base with the Objective. Depending on the Scenario this may
have different effects.
Secure - The Objective becomes Secured by the Player. It may be
Secured by other Players. An Objective may only be Secured by one
Player at a time.
Search - The Objective is removed from the Game. and placed next
Bravo to the Model that Interacted with it. When that Model is Destroyed
replace it with the Objective. It may only be Interacted with if the
original Model is Destroyed.

Scoring Scenarios -
At the end of a Game the Player that has more Primary Objectives
completed is the Winner.
If a Winner cannot be determined by Primary Objectives Players
should use Secondary Objectives.
Charlie
Planting Objectives -
As an Action a Model may instead Place a 25mm Marker in Base-to-
Base with it. This is considered a Planted Objective.

Each Player may only have a number of Planted Objectives on the


Table as dictated by the Scenario. An Enemy Model may Interact with it
to remove it from the Game.

Delta HVT -
HVTs are Infantry Models with the following Team Card.

HVT (1) 4”/8+

HVT Models may be Interacted with like an Objective. Once Interacted


with they may be Activated as part of the Team that Interacted with
them. Despite being Activated with the Team they do not gain
Weapons or the Team that they are Activating withs abilities.
If they are out of Coherency they are considered to have left the Team
and may be Interacted with again.

You might also like