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Zitiervorschau

Designed and Written by:

Graham Davey

Extra Content: Rich Carlisle, Jez Fairclough

Cover Art: Bryn G Jones

Painting: Jez Allum

Copy-Editors: Andy Lilof, Lex van Rooy

Miniatures: Rob Macfarlane, Wargames Atlantic

Featured Terrain: Sarissa Precision

Special Thanks to: Elizabeth & Tegan, Jez Fairclough, Hudson Adams at Wargames Atlantic, Steve Cumming & Rich Carlisle at Sarissa Precision, Louis Downs at CMA, Mark Farr, Paul Cross, Daz Evans, Matt Rattenbury, Kieran Byrne, Darion Carlisle, Andy Hobday, Annie Norman, Gunnar Hilder, Scott Kreager, Ryan Schwartzman, Adam & Callum Dews, Albert Deakin, David Gretton, Geir Aalberg, Ian Raich, Richard Cowen, Sander van der Ster, Shane Grosset, Terry Maltman and everyone on the Facebook group for your enthusiasm and excellent suggestions.

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Introduction Lead a force of SAS Commandos infiltrating the enemy lines under cover of darkness. Recruit SOE spies and local resistance fighters to bolster your chances. Launch attacks on radar stations, airfields and rail lines. Sneak past sentries, take them out with silent attacks, or open fire in a devastating ambush. Plant charges to destroy your objective, kidnap a high-ranking officer or grab vital intel, then fight your way to safety before enemy reinforcements arrive.

How to use these Rules Historical Context The first part of this book provides inspiration with a brief summary of the most notable commando-style missions of the war, some of the varied forces and organisations involved as well as an overview of the different weapons used. NB. Although the mid-to-late war in Europe is presented as the main imagery in this set, the rules and missions work just as well for night-fights in the desert, jungle and other environments and theatres.

Rules The core rules of how the dice work and the various actions fighters can make are presented first. Next, the rules that cover specific weapons and equipment, the effect of terrain, and Alarm levels.

Cards Each fighter in your force has a Recruitment card with their ability scores and other information. In addition, Requisition cards provide specialist equipment. Note that the rules on cards – Order, Event, Veteran cards, etc – are changes that override the standard rules.

Missions 02 Hundred Hours is a skirmish wargame played on a tabletop battlefield, usually with between 5 and 20 models on each side – the attackers and the defenders. Battles are fast-paced with players taking turns to make an action with one of their warriors. The attackers start each mission creeping forward through the night, aiming to stay covert, timing their movement to sneak behind patrolling sentries. But if they are careless, or a sentry turns at the wrong moment, the defenders may detect them and grow suspicious, closing in and eventually raising the alarm. At this point the defenders get reinforcements and can open fire on the raiders! As you play out missions, the attackers can make extra actions using Order cards while the defender plays Event cards to catch out their opponent. Both sides have Veteran cards to enhance their abilities, and these can be retained from one battle to the next as your troops gain experience!

2

After a full summary of how to choose forces and set up a battle, there is a starter mission designed as your first game of 02 Hundred Hours, using just the core rules. This is followed by seven other missions with a variety of challenging objectives.

0200hours.com Head to 0200hours.com for extra content and advice including bonus missions and FAQ, not to mention future game expansion sets and miniatures!

You Will Need Besides the contents of this set including at least some assembled miniatures (even better painted!), you'll need a tape measure marked in inches, a bag or mug to hold tokens and a tabletop battlefield roughly 3' x 3' with a selection of model terrain.

Contents WWII Secret Soldiers

6

Forces 6 Notable Missions 9 Weaponry 11

Game Components

12

Gameplay Overview

14

Fighters 16 Abilities 16 Recruitment Cards 17

Dice Results

18

Chevrons 18 Medal 18 Alert 19 Stealth 19

Game Turn

20

Action Tokens Time Tokens

20 21

General Rules

22

Line of Sight Movement Clear View Cover Intervening Terrain Under Close Watch

22 22 23 23 23 23

Actions 24 Manoeuvre Actions Advance Sneak Patrol Route Roving Patrol

Targeted Actions Shoot Fight

24 24 24 25 25

26 26 26

Responsive Actions Duck Defend

27

Event Cards

39

27 27

Veteran Cards

39

Playing a Battle

42

Other Rolls (not actions) 28 Basic Tests Wound Trauma Recon

28 28 29 29

Weapons 30 Standard Issue Additional Weapons Special Rules

Pairs of Fighters

30 30 31

32

Specialists 33 Demo Charges Explosions Radios Guard Dogs

33 33 33 33

Terrain 34 Open Ground Obstacles Rough Terrain Buildings Parked Vehicles Hills Other Features Elevated Positions Terrain in the Way

34 34 34 34 35 35 35 35 35

Alarm Levels

36

Calm Suspicious Alarm Raised Bodies

37 37 37 37

Order Cards

38

1. Recruit Forces 42 2. Choose a Mission 42 3. Set Up the Battlefield 43 4. Prepare Game Elements 44 5. Choose Reserves 44 6. Gather Action Tokens 44 7. Deploy Troops 44 8. Battle! 45 9. Ending the Game 45 Gaining Experience 45

Mission 1 (Basic Rules): Hunted 46 Additional Rules

48

Escape Markers Smoke/Fire Captives Barracks Disguised Lights Searchlights

48 48 48 48 49 49 49

Mission 2: Butcher and Bolt

50

Mission 3: Sabotage

51

Mission 4: Havoc

52

Mission 5: Evade

53

Mission 6: Capture

54

Mission 7: Intelligence 56 Mission 8: Silence the Guns

58

Quick Reference

62 3

↓ A Gestapo officer inspects a research facility...

...unaware of the stealthy raiders creeping forward in the darkness. ↑

4

5

WWII Secret Soldiers After the desperate evacuation at Dunkirk in 1940, Allied morale was at a low ebb. Being forced out of mainland Europe by the German blitzkrieg was a humiliating defeat and an invasion of Britain seemed inevitable. Prime Minister Winston Churchill was eager for a way to strike some sort of counter blow at the enemy. 40 years earlier, during his own service, he had encountered the irregular soldiers of the Boers. Their hit-and-run tactics inspired him to demand the creation of a ‘commando’ force to take the fight back to the enemy. ‘…specially trained troops of the hunter class, who can develop a reign of terror down these coasts, first of all on the "butcher and bolt" policy…’ Initially these forces were frowned upon or even actively opposed by the military establishment for their unorthodox methods and breaking the accepted ‘rules of war’. Troops were inserted into enemy-held territory by parachute, boat, aircraft or even submarine, under cover of darkness, to sabotage enemy installations, steal vital intelligence or assassinate high-ranking officers. These commandos soon became the template for similar ‘special forces’ across all theatres of war and every nation. Come D-Day, they had also expanded into much larger forces of highly trained and aggressive troops, both ‘airborne’ parachutists and those inserted by landing craft.

Forces Listed here are brief descriptions of some of the most important units and organisations involved. Keep in mind that names changed frequently during the war as units came under new command structures or were subsumed after suffering casualties. In practice, many of these units had overlapping remits, but with slightly different focuses and experience. Also, a given operation would very likely involve specialists from various units, brought in to fulfil particular roles as required, such as navigation, demolitions, signals (coded communications by radio or flash lights), intelligence gathering or local language skills.

Commandos Commandos were elite troops, ultimately used by all nations in the war. They were often hand-picked volunteers and were trained in aggressive raiding and attack, moving fast without heavy support (as opposed

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to standard infantry who spent more time defending and holding ground). In the British forces, the term commando also referred to military units with this role. Commando units were raised by the army, the Royal Marines and even the SOE. All members went through an intensive training course in the Scottish Highlands. Hitler’s ‘Commando Order’ of 1942 meant that Allied raiding troops could expect to be tortured and shot if they were captured, rather than being treated as prisoners of war. Even the RAF had ‘service commandos’ whose job was to accompany major invasions, maintaining and repairing aircraft and to fiercely defend the airfields.

SAS The Special Air Service were commandos trained for insertion by parachute, though they regularly deployed by other methods too. They frequently acted in very small groups and for long continuous periods behind enemy lines.

SBS The commandos of the Special Boat Service specialised in water-borne raids by canoe, motor launches or larger vessels (often disguised as local fishing boats), operating mainly in the Mediterranean and Asia. After months of raiding from hidden coastal bases these men looked more like pirates than soldiers.

Chindits

SIS

Officially called the Long Range Penetration Groups, the Chindits operated in South Asia against the Japanese. A counterpart to the LRDG in North Africa, they specialised in long marches through the jungles of Burma to raid areas the enemy thought unreachable.

The Secret Intelligence Service was the British military intelligence gathering service (later known as MI6). Assisted by RAF aerial photo analysis and the codebreakers of Bletchley Park, SIS spies gathered vital information on enemy forces, installations and technology. The SIS often found themselves at odds with the SOE, whose explosive sabotage missions would put the enemy on high alert, making their job much riskier.

SIG A unit of mostly Jewish German-speakers with the cover name ‘Special Interrogation Group’ that was trained to dress and behave as Afrika Korp troops in order to infiltrate enemy bases in North Africa.

Partisans In every region occupied by the Axis forces, members of the population formed resistance militias. These brave men and women fought a guerrilla war against the invaders, sabotaging communications, aiding escapees and providing information to the Allies.

SOE Championed by Churchill, the Special Operations Executive was a highly secretive British organisation that supported and coordinated resistance activity in enemy occupied territory. The SOE trained and inserted agents by parachute to link up with local partisan groups as they carried out sabotage and information gathering to hamper the Axis forces. They were also instrumental in planning many of the raids carried out by the SAS, SBS and other commando forces.

Jedburgh Operation Jedburgh saw three-man teams consisting of British, Americans and native speakers dropped into occupied Europe to assist the local partisans. This was particularly crucial as they helped to delay German reinforcements heading to Normandy after D-Day. For example the 2nd SS Panzer Division was stopped when Jedburgh agents sabotaged their rail transport cars.

OSS The Office of Strategic Services was the American agency tasked with gathering intelligence and coordinating espionage behind enemy lines. They are the forerunner to the CIA.

US special forces American Ranger battalions were created along the lines of the British commandos as aggressive light infantry. The 2nd Ranger battalion famously scaled a 90-foot cliff to destroy gun batteries on D-Day. Other units included the 'Devil's Brigade' (an American-Canadian force) who fought mainly in Italy and 'Merrill's Marauders', famous for their deep-penetration missions in the jungles of Asia.

Small Scale Raiding Force No. 62 Commando, or the Small Scale Raiding Force, was a force formed by the SOE to perform deniable clandestine operations, hijacking German ships anchored in neutral Spanish territory. They went on to launch raids on the Channel Islands and French coast, snatching German officers for interrogation.

LRDG Based in North Africa, the Long Range Desert Group used jeeps and trucks to travel hundreds of miles through near impassable desert in order to monitor troop movements and raid enemy bases. They also acted as pathfinders for numerous SAS operations, guiding their comrades through the hostile terrain to reach their targets.

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Wehrmacht

German special forces

The combined German armed forces, comprising the Heer (the German army), Kriegsmarine (navy) and Luftwaffe (air force).

The Fallschirmjäger were paratroopers, part of the Luftwaffe, who carried out the first parachute raid of the war, on an air base in Norway.

Waffen-SS

The Brandenburg Division regularly disguised themselves and used foreign language skills in order to infiltrate, sabotage and disrupt enemy positions.

The Waffen-SS were the military branch of the Nazi party. Answerable directly to Hitler, they formed wellequipped (and ruthless) infantry and armoured units.

Gestapo German plain-clothed secret police in occupied Europe.

Feldgendarmes Feldgendarmes were German military police (identified by a silver gorget worn on a neck chain). They were tasked with maintaining control in recently occupied areas as well as finding and punishing deserters.

Static Divisions German Static divisions were those forces assigned to defensive positions without the need to move around – particularly guarding the coastlines and other important locations. The troops were commonly inferior to regular front line soldiers and many were unwilling conscripts from countries under occupation.

Italian special forces The Compagnie Auto-Avio-Sahariane specialized in long range patrols between the Italian forts in the Libyan Sahara desert, with its own air arm to assist in reconnaissance and ground attack. ADRA (Arditi Distruttori of the Regia Aeronautica) was a unit who carried out infiltration and sabotage.

Soviet special forces The 4th Special Volunteer Detachment was a Russian Spetsnaz unit composed of elite marines within the Naval Infantry, created to carry out reconnaissance missions, then later larger scale insertions by sea and land into Finland and Norway.

Japanese special forces The Teishin Shudan was a paratrooper and glider force. Like other elite Japanese troops they would often refuse to surrender, instead fighting to the death.

Notable Missions Operation Colossus, February 1941 In the first British operation using the concept of parachuting troops, a small force known as X Troop dropped into the heart of Axis Italy, aiming to demolish an aqueduct that supplied drinking water to three important naval ports. While the attackers caused considerable damage, this was not visible to observation planes so the mission was thought to be a failure and, with the extraction site crawling with Italian soldiers, the submarine due to take them home was not sent. Almost all were captured and their success only came to light much later.

SAS Airfield Raids, 1942 During the North African campaign, small teams of the Special Air Service drove hundreds of miles through the desert, guided by the LRDG (Long Range Desert Group), to attack Axis airfields. Sneaking under the fence in the dark, they would plant charges on the aircraft before disappearing again into the endless sands, ultimately destroying over 400 planes on the ground.

Bruneval Raid, February 1942 With their bombers being intercepted with uncanny accuracy, the Allies were desperate to get their hands on German radar technology. Making use of information from French Resistance operatives, a raiding force of British paratroopers and Royal Engineers were dropped behind the well-defended French cliffs at Bruneval, to assault the location of a newly discovered Wurzburg radar dish. An RAF technician dismantled the antenna and control panels while the rest defended against a counter-attack, and they then hauled their prize down to the shore to meet up with Royal Navy landing craft and make their escape. The stolen equipment showed that the German radars were indeed substantially more advanced, were not susceptible to current jamming methods and proved the need to use new countermeasures.

St Nazaire Raid, March 1942 St Nazaire was the only major shipyard on the Atlantic coast that could support the largest German battleships. Disguised as a German ship, the HMS Campbeltown cruised into the heavily defended estuary and, despite being raked by heavy fire after the alarm was raised, successfully rammed into the entrance to the dry dock.

8

Over 600 commandos in 16 motor launches raced alongside, many destroyed by the enemy guns, but the remaining troops leapt ashore and spread out to wreak havoc and set charges, destroying the key infrastructure of the docks. Their work done, most broke out into the countryside and were eventually captured, though five men made it all the way to neutral Spain and from there back to England. The day after the raid, 4 tons of explosives hidden in the Campbeltown’s hold exploded and put the dry dock out of action for the rest of the war.

Assassination of Reinhard Heydrich, May 1942 Two Czech partisans, trained and equipped by the SOE, ambushed the senior Nazi officer Reinhard Heydrich, known as the hated ‘Butcher of Prague’. While their sten gun jammed, an anti-tank mine disguised in a briefcase wrecked Heydrich’s staff car and he later died of his wounds. The two men escaped the scene but were eventually cornered hiding in a church crypt. They were killed fighting against hundreds of SS soldiers.

Cockleshell Heroes, December 1942 Inserted by submarine, five two-man teams in canoes headed upriver to reach the port at Bordeaux. Only two teams successfully made the gruelling 70 mile journey, paddling by night and hiding by day, but they planted limpet mines and disabled five enemy ships. Only two of the 10 Royal Marines from the Boom Patrol Detachment (RMBPD) ultimately escaped capture. The Germans were forced to commit more resources to protecting their ports in case of further attacks.

Heavy Water Factory Sabotage, February 1943 With both sides racing to produce a functional atomic bomb, the production of heavy water was a critical component. For the Axis, the main centre for manufacture was a power station in the mountains of Telemark, Norway. An advance party of Norwegian commandos, trained by the SOE, parachuted in successfully and skied to an advance base in the mountainside. However the main force was carried in two gliders which both crash-landed, resulting in all aboard being killed or captured. The original team survived in caves for a gruelling four months, living on moss, lichen and reindeer-meat.

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Weaponry

Eventually in February more Norwegian commandos were dropped in and joined their comrades to launch an attack (Operation Gunnerside). The main factory entrance over a bridge was heavily guarded so the raiders climbed down a steep ravine, up the other side and followed a rail line into the plant.

Rifles Each of the main combatant nations had a small number of standard rifles that were issued to the vast majority of infantry, allowing these weapons and the ammunition to be mass-produced in huge numbers.

After coming across a caretaker, who was happy to assist them, they set timed demolition charges on the critical equipment and made their escape (there was a small delay to help the caretaker find his glasses!).

Most ubiquitous were the British Lee-Enfield, American M1 Garand, German Karabiner 98k ‘Mauser’ and Soviet Mosin-Nagant 91/30. Unlike the others which all had a bolt action mechanism, the Garand was a semiautomatic rifle with a higher rate of fire.

After the detonation 3,000 German soldiers scoured the region but not one of the commandos was found. Five of them skied over 300km to Sweden, while the rest stayed in the area. A year later, air raids had convinced the Germans to abandon the plant and the Allies gained intelligence that the remaining heavy water was being moved by ship. Only one of the commandos was close enough to act and recruited two local partisans. This tiny group managed to sneak in to plant a bomb in the hold and successfully sank the vessel along with its cargo.

Each of these had numerous variants and modifications, such as scopes, suppressors and shorter carbine versions that could be issued to those who would be carrying heavy equipment (or jumping out of an aeroplane).

Sub Machine Guns (SMGs) Firing small calibre bullets, SMGs are light weapons with a high rate of fire but a short range – an ideal weapon for night-fighting commandos.

Rescue of Mussolini, September 1943 As the war started to go badly for Italy, the ‘Duce’ Benito Mussolini was deposed and held under arrest in a remote hotel in the Gran Sasso mountains. A force of Fallschirmjäger – German air force paratroopers – and Waffen-SS commandos landed in gliders, overwhelmed the Italian guards and spirited Mussolini away in a light plane.

D-Day, June 1944 Allied raiding forces played a critical part in the D-Day invasion of France. On the beaches, Commandos and American Rangers held the flanks of the main forces, and attacked key objectives. Meanwhile thousands of airborne troops parachuted (or landed in gliders) further inland to seize vital bridges that would prevent an immediate German counter-attack. And right across Europe, resistance fighters alongside SAS, Jedburgh teams and SOE agents did their bit to damage the Axis response, with every action slowing enemy movements or drawing soldiers away to guard critical infrastructure.

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The British Sten gun with its sideways magazine was easy to manufacture but prone to misfire. The

Attempted Kidnap of Rommel, July 1944 Six SAS commandos parachuted into France to kidnap or, failing that, kill Field Marshal Rommel, who was now in charge of the German forces resisting the Allied invasion of Europe. Unfortunately Rommel had been injured the day before when an RAF Typhoon bombed and overturned his car. As a result he was not present at the target location. The SAS patrol made their way back to friendly lines on foot, ambushing trains and German soldiers on the way.

SAS Behind the Lines, July to September 1944 As the Allied invasion pushed through Normandy, SAS teams were dropped into France to sow disruption and harass the retreating German forces. 115 men based themselves in wooded mountainside, attacking railways, bridges and convoys while evading the enemy. Operations Wallace and Hardy eventually caused over 500 casualties as well as destroying dozens of vehicles, an entire goods train and an enormous supply of petrol. The Germans assumed these attacks were made by the advancing 3rd US Army and withdrew from the area much sooner than necessary.

American Thomson M1928A1 (known as a Tommy Gun) was more reliable and still in use by Allied forces since its creation in the early 20s. The M3 ‘Grease Gun’ was intended to replace the Thomson – it was less accurate, but its compact design was popular with tank crews and paratroopers. The German equivalent was the MP40 with its foldable stock (often called a "Schmeisser" by the Allies), while Soviet forces had the PPSh-41 with its circular drum magazine.

Light Machine Guns (LMG) To deliver heavier firepower, soldiers were equipped with man-portable machine guns – the British Bren Gun with its top-loading curved magazine, the German MG42 and MG34 (arguably the most advanced machine gun in the world at the time with a rate of fire up to 900 rounds per minute), and the American M1918 BAR (Browning Automatic Rifle).

Handguns Easily carried in a holster, some of the most common handguns were the Webley Mk.VI revolver, the Colt M1911A1 automatic pistol and the distinctive German Luger P08.

Suppressed (Silenced) Weapons In fact the word ‘silenced’ is misleading because the effect was not completely silent. These weapons had suppressors (fitted or built-in) that helped to disperse the rapidly expanding gasses produced by a shot as well as using slower, subsonic ammunition. Such measures reduced the noise made significantly – not silent but still very useful for covert attacks. The De Lisle carbine was one of the quietest firearms ever made, while the Welrod pistol was small and easily concealed, making it a favourite of SOE operatives, though it could not fire many shots before parts needed replacing. Similarly the Mk.IIS Sten gun would quickly burn out its suppressor if fired on full auto.

Combat Knives Commandos of all nations were trained in close combat techniques, including the use of a knife for silent kills. The British used the famous Fairbairn-Sykes fighting knife.

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Game Components per Combat Knife, S Troo e, , Standard Issu 2 SA Trooper, Regular Grenades

← Order cards

Ambush

ak 1st Action: Sne : Shoot Free 2nd Action

← Recruitment cards

↓ Veteran cards

Used to pick your force and for reference during play.

Give extra abilities to specific individuals.

At the Double!

Played by the attacker for extra actions and special moves.

Use: Patrol action. Play after rolling

dice.

: +4” movement. “Move it! Move it!”

Quick Reload Heer Officer 6 Characte r,

(Shoot action): Re-roll the result. Can only be used with a weapon that has Spre ad.

Commander, Veteran, Standard Issue

→ Event cards

0* Sile nced We apon +1 point for cha rac ters. Choose

Silenced Pis

Quiet, Double

tol

one:

ORDER

Played by the defender to catch out their oppenent with tricks and sudden problems.

DEFEN SIVE

EVENT

10”

Tap, Quick Dra w

Silenced Ca

Quiet, Accura te

rbine

Silenced SM

Quiet, Spread

G

15” 10”

VETERAN

← Objective markers

← Patrol Route markers

Numbered on one side (in certain missions the numbers are hidden, face-down).

Placed by the defender to show the route his sentries will take, unless they spot an enemy or the alarm is raised.

→ Requisition cards Add upgraded weapons and equipment.

REQUISITIO

← Escape markers

N

When escaping from the table, attackers can move faster towards an Escape marker.

→ Alert markers Drawn to decide who acts next. The red side indicates an injury.

← Time tokens (3) When the third Time token is drawn the turn ends.

↑ Dice White dice are used for noisy, fast purposes while you will roll more grey dice if you use stealth and care.

4”

Patrol Route

Caution

+2”

4”

React

Turn

React

Turn

Sneak

React

+1”

Recon, Awareness

4”

Targeted Actions

← Miniatures

12

Brawn

Roving Patrol 4”

Recon

Recon, Freeze

For a guide to assembling the plastic miniatures included in the game, head to 0200hours.com.

→ Alarm Level Tracker

Manoeuvre Actions

Advance

Shoot Fight

→ Reference card A useful summary of the different actions a fighter can make during play.

2” 4”

As weapon, Assist

Weapon Weapon

CALM

Aim Brawn

Hit Hit

Keep track of how suspicious the defender's sentries are. If the tracker gets too high, the alarm is raised.

> SUS PIC IOU

ALARM LEVEL

TRACK •

Placed on the table to show a fighter has been detected by the enemy forces!

↑ Action tokens

L AL AR M LE VE

0 Alert marker placed on attacker

1

(or could not be placed - see page 36)

S

3

2 +1

• Alert marker removed from an attacker -1trol actions. vance or Pa e. only take Ad w the next on • End of the Turn • Defenders can r cards and+1dra de Or rd ca r may dis ke ac Att • . • Attacker shoots with a non-silenced weapon ain in place +2 der bodies rem • Defenbut • Defender hit by shooting not taken out +3 • Attacker (or a body) under close watch at the end of an action (apply once per attacker/body)

+3

• Explosion

+5

← Demo Charge

← Light

The 'countdown' side shows that the charge is about to blow!

Used for manned searchlights as well as streetlights.

Responsive Actions

Duck

Turn

React Negate

Defend Turn

← Smoke/Fire

← Special

Brawn Negate

Placed down after an explosion.

Miscellaneous – just in case!

Fortified Assist

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Gameplay Overview Key Concept – Night Fighting 02 Hundred Hours is all about battles in the dark, so being able to detect your enemies (while trying to stay covert) is at the core of the game. During a battle your fighters aren’t sure exactly where their foes are, so you cannot attack an enemy fighter unless they first give away their position or you successfully spot them. Your awareness of enemy troops is represented by Alert markers, which

← Sneak An attacking fighter moves behind a sentry to stay out of sight. Staying covert is a big advantage.

are placed on the table during play. Alert markers on attacking fighters will draw the attention of patrolling sentries. But when the time is right, Alert markers on the defenders allow them to be targeted with shooting or hand-to-hand take-downs!

← Taken Out Attacking while covert and from behind grants bonus dice, giving a good chance of taking out a sentry silently. It's also sensible to hide the body so the defenders don't find it.

Of course, firing a gun is pretty noisy so is likely to give away your location. Other actions are inherently quiet, so are easier to do without being detected. Making effective use of this system is key to victory in 02 Hundred Hours, using noise, distraction and sneakiness to your best advantage!

↓ Detected There's always a chance that a poor roll allows nearby sentries to detect you. Once that happens, the defenders use Advance actions to move directly towards you. However other attackers may be able to take advantage of the distraction!

← Patrolling A sentry makes a Patrol Route action, moving towards the next Patrol marker on the route set down at the start of the game. Sentries can only see ahead, but after moving there's a chance they will turn to look in a different direction and might spot a covert enemy. Meanwhile, other defenders turn first and then move – called a Roving Patrol action.

14

→ Raising the Alarm Detecting attackers, hearing gunfire, etc, quickly makes the sentries suspicious and ultimately sets off the alarm. Then the defenders will call for reinforcements and start shooting!

15

Fighters 02 Hundred Hours is played with 28mm miniatures, based on 25mm round bases. All the model soldiers in the game are referred to as ‘fighters’ in these rules. Fighters are divided into ‘characters’ (eg, officers, sergeants, spies, etc) and ‘troopers’ (everyone else - the rank-and-file members of your force). Characters may be either your commander (every force has one commander) or subordinates (sergeant, secondin-command, etc). Troopers may be sentries (the norm for defending forces) or regulars (the attacking force will only have regular troopers).

Recruitment Cards Each fighter has a Recruitment card, providing a convenient way to pick your force and key information used during the game.

Abilities Each fighter in the game has a range of ability scores that reflect their proficiency in different areas. Ability scores are represented by chevrons on a fighter’s Recruitment card. Each score is either , or , being the best.

2

e darmes Feldgry,eStnandard Issue, Military Polic Trooper,

Sent

Space for Action token(s).

Flag of allegiance. Points cost to recruit into your force.

Keywords - extra information including weapons.

6 SAS O ffice r Ch

aracter, Co Issue, Comb mmander, Veteran , Standard at Knife, Gr enades

use the Pair: Can al effect. Assist med

Aim Accuracy when shooting ranged weapons (or throwing grenades, etc).

Special Rules that apply to this fighter (or in this case, pair of fighters).

React Used to duck and dive for cover when under fire as well as moving stealthily and patrolling.

Brawn

Ability Scores.

Physical strength and stamina, required for running and hand-to-hand combat.

Smarts Used for spotting enemy soldiers, awareness and technical skills.

SAS Trooper (regular)

Bravery, grit, toughness – the will to carry on in the face of injury and death.

A fighter that still has one or more actions yet to make this turn, is 'ready'. Once all actions have been made the warrior is 'unready'.

Front and Rear

Friend and Enemy

Clear View

On the same side and the opposing side.

Covert A fighter with no Alert marker is called ‘covert’. Unseen in the darkness, the enemy fighters cannot tell where they are.

Detected

German Trooper (sentry)

16

German Heer Officer (character)

SOE Assassin (character)

German Dog Handler (trooper and a type of sentry)

Line of Sight What a fighter would be able to see if it was light.

Ready

Guts SAS Sergeant (character)

Important Terms

A fighter with an Alert marker is considered ‘detected’, meaning the enemy has either glimpsed or heard them and now all enemy fighters have a fair idea of their position.

Fighters can normally only see, shoot or fight enemies who are to the front.

Nothing at all in the way – neither terrain nor other fighters. See page 23.

In Cover Within rough terrain or in a defensible position (eg, at the corner of a building or hunkered behind a low wall). A fighter must be touching the terrain in question to be in cover. See page 23.

Taken Out When a model fighter is removed from the game after being shot or for any other reason, this is called being 'taken out'. They may be dead, but just as likely are too badly wounded to carry on the fight.

17

Dice Results There are two types of special dice used in the game. White dice represent noisy, fast actions and can help the enemy spot or hear you on the battlefield. Grey dice represent quieter, more stealthy activities and can help you stay hidden. During play, most actions will use a combination of both dice.

Chevrons Chevron results on the dice ( , or ) relate directly to a fighter’s ability score. It doesn't matter if the dice is white or grey. If a fighter’s ability is all indicate a success.

then results of

If a fighter’s ability is indicate a success but

then results of is a fail.

If a fighter’s ability is successes.

then only

Result

Result

,

or or

results are

Result

Ability

Success

Ability

Success Success

Ability

Success Success Success

Fail

Alert Medal

When you roll a result on your dice, you may be able to use it to trigger a ‘medal effect’. It doesn't matter if the dice is white or grey. Medal effects provide extra bonuses in addition to the They main effect of an action, indicated by this icon: are generally specific to a particular action, eg 'Freeze' is a Sneak action medal effect. Actions, weapons and various cards can all provide different medal effects that may apply to the current dice roll.

ʟ Each rolled can only trigger one medal effect, so you may need to choose. ʟ Each medal effect can only be used once per action – you cannot use the same effect twice. ʟ 3 results can always be converted into 1 success. This is instead of any medal effects, not in addition. In all cases, each thing.

result can only be used for one

Stealth

results indicate a fighter has given away his position somehow, either by making too much noise or failing to stay concealed. Only white dice have results.

results show that a fighter is doing an excellent job of keeping quiet and staying out of sight. Only grey dice have results.

ʟ If a fighter rolls a result during an action, place an Alert marker next to the model’s base. He is now considered ‘detected’ and is no longer ‘covert’.

ʟ If a detected fighter rolls a result during an action, remove his Alert marker and put it back in the supply. He is now considered ‘covert’ once more.

ʟ For other rolls such as Recon, Wound and Trauma rolls, results have no effect.

Multiple Alerts A fighter can only have one Alert marker at a time. If the fighter is already detected (ie, already has an Alert marker), or there are multiple results in a single dice roll, then the extra Alert markers are placed on covert fighters from the same force within 6”, working out from the nearest. If there are none within that range then there is no further effect.

ʟ There is no further effect if the fighter is already covert. ʟ For other rolls such as Recon, Wound and Trauma rolls, results have no effect.

Stealth and Alert and results in the same roll cancel each other out, one for one. For example, if you rolled 2 and 1 , the result would negate one of the results leaving one remaining.

NB. Additional results can still affect the Alarm Level whether or not a marker can be placed (see page 36).

Effect of Alert markers

Fail

ʟ Unlike covert fighters, detected fighters (with an Alert marker) can be targets for enemy Shooting or Fight actions.

Fail

ʟ Fighters stay detected as they move, so the Alert marker is moved with them. ʟ Covert friends within 2” are affected by the Alert marker too, so count as detected. If they move further away they count as covert again. In the unlikely event that you run out of Alert markers, find some other way to mark detected fighters.

A German Sentry makes a Patrol Route action using his React ability score of .

18

ʟ However, you cannot remove an Alert marker during a Shoot, Fight or Defend action.

An SAS trooper makes an Advance action using his Brawn ability score of .

This dice result provides no successes, but allows him to use a Medal effect.

This dice result provides one success.

The player chooses the Recon Medal effect.

A detected SAS trooper makes a Sneak action using his React ability score of . One

result is negated by the result leaving one remaining.

This means the fighter's Alert marker is removed and he becomes covert again.

Dice Faces A German Sergeant makes a Roving Patrol action using his React ability score of .

The white dice have a chance of giving away your position, but also more likelihood of success:

This dice result provides one success but also means he has been detected. An Alert marker is placed next to the figure.

19

Game Turns During each turn of the game, players alternate drawing a token out of the container (without looking!), assigning it to one of their fighters and choosing a particular action for that fighter to make.

Fighters Taken Out

Assign Token to a Fighter The defending player draws first in each turn.

When a player draws an Action token they must assign it to one of their fighters.

ʟ Character Action tokens must be assigned to characters. ʟ Trooper Action tokens must be assigned to troopers.

Turn Sequence 1. Starting with the defender each turn, one player draws a token (without looking).

Tokens can only be assigned to fighters who are ‘ready’. Characters can make two actions each turn and troopers can make one. After this, they can no longer be assigned actions and are now ‘unready’ till the next turn.

If it is an Action token, the player assigns it to one of his ready fighters: A. You must assign to a character or a trooper matching the token. B. The fighter completes an action. C. Place the token on the fighter’s Recruitment card (or next to the model if you prefer), white side up. If you have no ready fighters left of the type matching the token (character or trooper) you must hand the token to your opponent to use instead. Once they complete the action, you draw the next token. If a Time token is drawn, no action is made. For the 1st and 2nd Time tokens the player draws an Order card (attacker) or Event card (defender). 2. The other player completes step 1 and then the players continue alternating. 3. When the 3rd Time token is drawn, the turn is over. Return all the Action and Time tokens to the bag ready for the next turn.

Complete the Action The player picks an action for the chosen fighter to make (see page 24), moving the figure and rolling dice as required. Once the action is complete, place the Action token on the fighter’s Recruitment card as a reminder, with the white icon face-up. Alternatively you can place tokens next to the models as this makes it clearer which fighters are ready or unready. Use the method you and your opponent prefer. Play continues with the other player drawing a token.

Sentry 1 Troo

rd Issue, Heer

Free Actions A free action does not cost an Action token, so can be made even by an unready fighter.

Nobody Left If you have no ready fighters left of the type matching the token (character or trooper) you must hand the token to your opponent to use instead. Once they complete an action, you draw the next token.

Time Tokens First and Second Time Tokens When a player draws the first or second Time token they draw a card instead of taking an action:

Play then passes to their opponent to draw next.

All the fighters in your force provide Action tokens that are drawn from a container during play to decide who acts next.

Third Time Token

Characters can each make two actions and so provide 2 Action tokens. Troopers can make one action each and provide 1 Action token.

When the action is complete, place the token on the Recruitment card or next to the figure.

Before a battle find a suitable container to hold the tokens – a mug or small bag is ideal. Into this place the following tokens:

ʟ 1 Trooper Action token for each trooper

White or Red

ʟ 2 Character Action tokens for each character

20

If a ready fighter ‘loses an action’, or is forced to take a responsive action, take a matching Action token from the container and place it on the Recruitment card.

ʟ The Defender draws an Event card.

Action Tokens

ʟ Lastly add the 3 Time tokens.

Losing an Action

ʟ The Attacker draws an Order card.

per, Sentry, Sta nda

Both players put in the correct tokens for their force and these are mixed together.

When a fighter is taken out during play (killed or too badly wounded to carry on), remove the Action tokens they provided from the game (this may mean taking them out of the container). In this way there are always the correct number of tokens in play for all fighters to take their actions.

Add 1 Trooper Action token for a sentry.

Add 2 Character Action tokens for an officer.

Action tokens are only flipped to the red side if the fighter suffers trauma during play – usually after taking a minor wound (see page 28-29).

When the third Time token is drawn, the turn is over, even if there are still Action tokens unused – anyone left to act misses their chance.

ʟ Return Action tokens and Time tokens to the container. ʟ NB. Action tokens flipped to the red side are not returned to the container. They are flipped backed to the white side but stay in place, reducing the actions that fighter can take in the next turn. ʟ Alert markers and any other placed markers stay in place. The next turn starts with the defender drawing first.

21

General Rules Line of Sight During the game it is important to know what a fighter might be able to see.

Front and Rear Fighters have a ‘front’, where they can see, and a ‘rear’, where they cannot. To determine this, imagine a straight line crossing through the centre of the model’s base from left to right, in line with the fighter’s shoulders (see diagram below). You could put a small mark on either side of the base to help make this clear during play. dice. If an enemy’s base straddles this line, then roll a Any chevron result means they are to the front, while a or result means they are to the rear. This result applies till the end of the current action.

ʟ A fighter can only see to their front. ʟ Secondly, to see another fighter you must be able to draw a straight line between the two fighters from any part of their bases. If both these apply, this is called having ‘line of sight’.

B

A

The German Sentry X has line of sight to fighter A who is to his front. He cannot see fighter B as the building prevents a straight line between their bases.

FR ON

T

RE

AR

He cannot see fighter C, who is to the rear.

22

Buildings and other terrain may block line sight. Fighters can see through up to 2" of rough terrain, but any further blocks line of sight. See Terrain on page 34.

Movement Whenever fighters move around on the battlefield there are some standard rules that apply:

ʟ During Sneak, Shoot and Fight actions, fighters can travel in any direction with any number of turns. Advance and Patrol actions are exceptions to this. ʟ A model’s base cannot cross over another model’s base – they must go around. ʟ Players can measure distances and weapon ranges whenever they like. ʟ Fighters cannot move within 1” of an enemy. ʟ Fighters that reach the edge of the table stop. They can only move off the table in missions that allow it (usually the attackers escaping). ʟ The direction a model is facing at the end of an action is important. For manoeuvre actions a fighter must face in the direction of travel. For targeted actions the fighter must face directly towards their target. For defensive actions, the fighter turns to face their attacker. Once an action is complete they cannot be turned unless a particular rule states otherwise.

Terrain affects movement as follows (for more detail see page 34).

D C

ʟ Line of sight is not blocked by other fighters.

Moving Through Terrain

X

The player must roll a dice to check if fighter D can be seen.

Line of sight indicates that the two fighters would be able to see each other if it was light. However, because 02 Hundred Hours battles take place at night, an enemy must also be detected (have an Alert token) before you can attack them.

ʟ Fighters lose 1” of movement per obstacle crossed (2” if the obstacle blocks line of sight). ʟ Fighters lose 1” if their action takes them through rough terrain at any point.

Clear View Fighters often get an advantage if they have a clear view to their enemy.

C

B

Fighter in the way

To determine if something is in the way, imagine a path between the two fighters in question, as wide as their bases. This path must be completely clear of the bases of friends, detected enemies and any terrain to count as a clear view. Covert enemies do not block a clear view.

Intervening Terrain

A

Cover

Clear View

Being in cover from an attack is dependent on where the attacker is positioned, so it is common to be in cover from certain enemies but not others. To count as in cover from an attack the following must apply:

ʟ The fighter is touching an obstacle, inside rough terrain (but not low rough terrain) or positioned at the corner of a building (parked vehicles may provide cover in the same way as obstacles or buildings based on their shape).

In Cover

X

ʟ The terrain item that the fighter is touching must cut into the path between the attacker and the target. The SAS trooper X and Fighter A have a clear view to each other.

Fighters can see past up to 1" of terrain that they are using for cover without it blocking their clear view.

D

Intervening Terrain Terrain that cuts into the path between fighters, but they are not touching, is referred to as 'intervening terrain'. This prevents a clear view but does not provide cover.

There is no clear view between the SAS trooper and Fighters B and C. The SAS trooper is using the wall for cover so it does not block his clear view to Fighter D. Fighter D does not have a clear view.

Close Watch If an enemy is very near, they can easily be spotted, even in the darkness.

A

This German sentry's action moves him within 6" of an SAS trooper. The SAS trooper A is using the low wall for cover, so has a clear view. The sentry is under close watch and gets an Alert marker.

The sentry B does not have a clear view, so the SAS trooper remains covert unless they come within 2".

B

ʟ If a fighter is in line of sight and within 2” of an enemy (or 6” if the enemy has a clear view), that fighter is under ‘close watch’. ʟ At the end of any action, automatically place Alert markers on fighters under close watch. This may be one or both depending on terrain and which way the fighters are facing. ʟ In addition, fighters cannot remove an Alert marker if they are under close watch. Close watch also affects the Alarm Level (see page 36).

23

Actions When a fighter is assigned an Action token they must make one of the actions from the following pages (the choice will be limited by the Alarm Level, detected enemies, etc).

All actions, including responsive actions can cause Alert markers to be placed or removed. Each action provides Medal effects that can be used if a result is rolled.

Manoeuvre Actions NB. If a rule refers to a Patrol action, this can be either the Patrol Route or Roving Patrol action. NB. Advance and Patrol actions go in specific directions. If this takes a fighter into contact with terrain that can’t be crossed (a high wall, building, etc), skirt around as close as possible to the intended final position. For more detail on terrain see page 35.

A fast move towards the enemy with little thought for concealment.

A careful move, concentrating on stealth (attackers only). Dice:



Ability: React

If there are no enemies within 15” with line of sight to the fighter at the start of the action, roll +1 . The fighter moves up to 4” plus 1” per success rolled, turning freely.

Advance Dice:

Sneak

Ability: Brawn

If the alarm level is Suspicious (or higher), roll +1 (attackers as well as defenders). The fighter turns and moves 4” plus 2” per success rolled, directly towards the nearest detected enemy within 15”. The fighter must move the full distance unless they come within 1” of an enemy, in which case stop 1” away. The fighter can take a basic Smarts test (see Other Rolls, page 28) in order to move towards a detected enemy within 15” who is not the closest. If failed, they move towards the nearest as normal. This action can only be chosen if there is a detected enemy within 15”.

Caution Medal effect: Ignore all successes and move just 4".

results only count if there is an enemy within 15". This action cannot be chosen if the fighter is under close watch (see page 23).

Freeze Medal effect: The fighter does not move (or turn) at all during the action. Make a basic React test (see Other Rolls, page 28). Each success provides 1 result.

Recon Medal effect: After moving, the fighter makes a Recon roll (see Other Rolls, page 28). An SAS trooper makes a Sneak action but unfortunately rolls a result. With a German sentry nearby, he chooses to use the result for the Freeze medal effect. He must stay still, but with luck he might cancel out the and stay covert.

Patrol Route

Roving Patrol

Marching along a set path, looking out for anything suspicious (patrolling sentries only).

Pacing around the area, looking out for trouble (defenders only).

Dice:

Dice:



Ability: React

If the alarm level is Suspicious (or higher), roll +1

.

The sentry turns and moves 4” directly towards the next Patrol marker along their patrol route (see page 44). The sentry must move the full distance unless they would come 1” of (and with line of sight to) an enemy, in which case stop 1” away. NB. if the sentry has moved away from the patrol route (eg. because they made an Advance action), then they move towards the nearest Patrol marker till they are back on the route and then continue from there. This action cannot be chosen if there is a detected enemy within 15”.

Turning After moving, the sentry might turn.

ʟ After moving, the sentry must turn to face the direction pointed by the chevron on any success result. If there is more than one success, the player can choose. ʟ If there are no successes, do not turn.



Ability: React

If the alarm level is Suspicious (or higher), roll +1

.

Turning Before moving, the fighter might turn.

ʟ Before moving, the fighter must turn to face the direction pointed by the chevron on any success result. ʟ If there is more than one success, the player can choose. ʟ If there are no successes, do not turn. The fighter then moves 4” straight ahead. The patrolling fighter must move the full 4” unless they would come within 1” of an enemy, in which case stop 1” away. This action cannot be chosen if there is a detected enemy within 15”.

Awareness Medal effect: The fighter can turn in the direction of any chevron (not just successes).

Recon

Recon Medal effect: After moving (and any turn), the fighter makes a Recon roll (see Other Rolls, page 28).

Medal effect: After moving, the fighter makes a Recon roll (see Other Rolls, page 28).

A suspicious Sentry makes a Patrol Route action using his React ability score of . He scores one success, so after moving 4" towards the next Patrol marker, must look around in the direction pointed by that dice. He may then use the result to use the Recon medal effect.

A German Sergeant makes a Roving Patrol action using his React ability score of . He scores two successes, so can choose either as the direction to turn before moving.

24

25

Targeted Actions All targeted actions gain the following extra dice and the Assist medal effect: +1 if the acting fighter is covert (no Alert marker). +1 if the targeted fighter does not have line of sight to the attacker at any point during the action (ie, the attack comes from the rear). +1 if there is a clear view to the target at the start of the action (no intervening terrain, friends or detected enemies).

Assist Medal effect: Re-roll the within 2".

result if there is a friend

Distant Target Normally a fighter must target the nearest detected enemy. After moving a fighter can take a basic Smarts test (see Other Rolls, page 28) in order to target an enemy who is not the closest. If they pass, they do not need to target the nearest, though all other conditions such as range, line of sight, etc, still apply. If they fail, they must attack the nearest as normal.

Aim and fire a gun. Ability: Aim

The fighter may move up to 2” and then turns to face the nearest detected enemy in line of sight before firing. If more than one detected enemy is equally close, the player making the action can choose which to target. The target must be within the range for the weapon being used (this can be measured at any time). The target cannot be within 2" when firing (unless the fighter is using a pistol of any sort).

ʟ Any successes indicate accurate shots that will hit if the target can’t get out of the way. If there are any accurate shots and the target fighter is ready, he is forced to take a Duck action. If the target is unready then all successes hit – make a Wound roll to determine the damage (see Other Rolls, page 28).

26

Fight

Duck

Defend

Close the distance and attack an enemy fighter hand-to-hand.

Hit the deck and keep your head down! A ready fighter must take this action in response to accurate shots from enemy shooting.

Fend off an assailant. A ready fighter must take this action in response to a Fight action.

Dice: as weapon

Ability: Brawn

The fighter moves up to 4” towards the nearest detected enemy before attacking hand-to-hand. If more than one detected enemy is equally close, the player making the action can choose which to target. The move can include turns and line of sight is not required from the fighter’s initial position. The fighter must end up within 2”, in line of sight of the target. If that is not possible then this action cannot be chosen.

ʟ Any successes indicate accurate strikes that will hit if the target can’t get out of the way. If the target fighter is ready, he must take a Defend action whether or not there are any accurate strikes. If the target is unready then all successes hit – make a Wound roll to determine the damage.

Dice:



Ability: React

If the fighter is in cover from the attack, the Duck action is free (ie, doesn’t use up an Action token). If the fighter is ready (ie, still has an action to make) but not in cover, they must use an action to duck (take the appropriate Action token out of the container).

ʟ The fighter turns to face the shooter. ʟ Each success cancels out one accurate shot. If this negates all the shots, the fighter is safe. However, any that remain hit the fighter and the shooting player makes a Wound roll to determine the damage. If the fighter is unready and not in cover, then they are too preoccupied to duck and can only hope their wounds are minor. Note that fighters can duck if hit by ‘friendly fire’ from their own side (usually because of a weapon that causes spread or blast).

Fortified

Shoot Dice: as weapon

Responsive Actions

1. An SAS trooper shoots at a Sentry with his SMG, which gives hims . As he is covert, he gets an additional . The result earns him an Alert marker, while the cannot be used as there are no Medal effects that apply. His Aim ability score is so there are two accurate shots.

Medal effect: If the fighter is in a building, being shot at from outside, re-roll the result. 2. The Sentry is ready so must use his action to Duck the two accurate shots. The result does nothing as he is already detected and there are no friends nearby. His React ability score is so the success negates one of the shots. The remaining shot hits.

Dice:



Ability: Brawn

If the fighter is ready (ie, still has an action to make), they must use an action to defend, whether or not there are any accurate strikes (take the appropriate Action token out of the container).

ʟ The fighter turns to face his attacker. ʟ Each success cancels out one accurate strike. If this negates all the strikes, the fighter is safe. However, any that remain hit the fighter and the attacking player makes a Wound roll to determine the damage. If the fighter is unready, they have been caught by surprise and cannot defend (or even turn)!

Counter-attack If all the strikes are negated and the defender still has successes left over, these become hits on the fighter who attacked, and you make the Wound roll instead! The initial attacker cannot defend against a counter-attack.

Assist Medal effect: Re-roll the within 2".

result if there is a friend

Both Survived a Fight? If neither fighter is taken out as the result of a Fight action and any subsequent Defend action, Wound and Trauma roll, the following happens:

ʟ If the fighter who attacked is covert, they become detected and are given an Alert marker. ʟ One or both will now be under close watch by the other (see page 23). ʟ The next time one of them is assigned an action, they may choose a Fight action or any other action that is open to them.

27

Other Rolls (not actions) Wound, Trauma and Recon rolls and basic tests are not actions, so (unless specified otherwise) and results on the dice have no effect.

Basic Tests

Wound Wound rolls determine the severity of a hit. For every shot or strike that was not negated by a Duck or Defend action (referred to as a ‘hit’), roll 1 . Use the strength of the weapon (just like using an ability score) to determine successes. Eg. a rifle has strength .

Basic tests are used for various reasons when attempting a task or making an action.

ʟ If there is one or more success, the wounded fighter is ‘taken out’ (see below).

Attempting certain actions during a mission may require a basic test using the appropriate characteristic. For example, fighters in reserve require a basic Smarts test to enter the table, and Trauma rolls call for a basic Guts test.

ʟ If the Wound roll causes no successes, then each dice rolled causes a minor wound and the target must take a Trauma roll.

ʟ Roll

.

ʟ One or more success means the test is passed. ʟ

and

results have no effect.

ʟ

and results have no effect (apart from causing minor wounds.

Recon

Trauma rolls check if a fighter is overwhelmed by incoming fire and minor injuries.

Recon rolls attempt to spot a covert enemy.

A fighter may need to stop and apply bandages to his injuries, be trapped in place by the hail of incoming bullets or simply become momentarily overwhelmed by the horrors of battle. In the game this most commonly occurs when a fighter suffers minor wounds or a nearby friend is taken out. The fighter must resist the effects in order to carry on fighting.

ʟ Make a basic Guts test (

).

ʟ If the fighter suffered two or more minor wounds in the attack, lose 1 . The test must be taken with just 1 . ʟ One or more success means the test is passed and there is no further effect. If it is failed (by any margin), apply the effects of trauma detailed below.

Taken Out

ʟ

A fighter who is ‘taken out’ is either dead or too severely wounded to carry on the battle.

Assist

ʟ Remove the model from the table.

Medal effect: Re-roll this dice if there is a friend within 2".

ʟ The fighter’s Action tokens are removed from the container (if not already out) and stay out for the rest of the game. ʟ If the fighter had an Alert marker, this goes back into the supply. ʟ Any friends within 2” of the unfortunate fighter (6" if they had a clear view) must take a Trauma roll.

Other Hits Fighters can suffer damage from other sources apart from an enemy attack. For example, a fighter caught in an explosion must ‘take a Strength hit’. This means you should make a Wound roll as if the fighter had been hit once by a Strength weapon. There is no chance to negate this sort of hit.

3. The attacker makes the Wound roll. There was one hit so one is rolled. The SMG has strength so in this case the sentry survives but suffers a minor wound.

28

Trauma

and

results have no effect.

Reposition Medal effect: The fighter can move up to 2”, with no reduction for terrain, turning freely.

Effects of Trauma: ʟ Ready fighters lose an action (see page 21). ʟ Unready fighters must flip over one Action token on their Recruitment card (or next to the figure) to the red side. ʟ Fighters whose Action tokens are all already flipped to the red side are taken out.

The fighter peers into the darkness and may spot covert enemies. Identify the nearest covert enemy in line of sight (so to the front) and within 15”.

ʟ Make a basic Smarts test (

).

ʟ If the enemy is covert and in cover, lose 1 The test must be taken with just 1 .

.

ʟ On a success, place an Alert marker next to the target (as if they had rolled an Alert result during an action). ʟ

and

results have no effect.

If there are no covert enemies available, you may recon a detected enemy instead (hoping for a better look at who they are and what they’re doing) or an enemy who currently counts as detected (eg, because he is within 2" of a detected friend or a Light marker). If the target fighter was already detected (or more than one success is rolled) then follow the rules for multiple Alert markers (page 19), placing the extras on other enemies within 6”. Line of sight is not needed to these extra enemies.

Assist Medal effect: Re-roll this dice if there is a friend within 2".

4. As the sentry suffered a minor wound, he must take a Trauma roll. With a Guts score of he fails, so his Action token is flipped to the red side and will not go back into the bag at the end of the turn.

Flipped Action tokens ʟ Flipped tokens are not put back into the container at the end of the turn. ʟ Instead they are flipped back to the white side but remain on the Recruitment card (or next to the figure), reducing the actions that fighter can take in the next turn.

29

Weapons In 02 Hundred Hours we assume, for ease, that each fighter is using one particular ranged weapon throughout the battle. Wherever possible this should be shown on the model, even if they have holstered sidearms, grenades etc, shown as well. If there is any doubt, clarify things with your opponent before the game starts.

Standard Issue As standard, fighters may be armed with either a rifle, SMG, pistol or shotgun. Obviously for particular miniatures some make more sense than others – a German sentry would likely have a rifle or SMG – but this is deliberately left open in case of exceptions and more irregular forces.

ʟ This standard issue weapon may be replaced by a silenced or longer range weapon if the player takes a Requisition card. ʟ If a model does not have a ranged weapon visible, assume the fighter is armed with a standard pistol (unless the Recruitment card or another rule says otherwise). ʟ Standard issue weapons are replaced if the fighter is given a Requisition card. This gives access to silenced and long range weapons (see page 42).

Additional Weapons Some fighters may also be listed as having additional weapons such as a combat knife or grenades.

ʟ If a fighter has an additional ranged weapon listed (usually grenades), the player must state if this is being used in a Shoot action before rolling any dice. ʟ A fighter with a combat knife automatically uses it during a Fight action. ʟ If a fighter does not have a combat knife listed, any hand-to-hand attacks use the rules for improvised weapons. This could be a bayonet, the butt of a gun, fists or even the teeth of a fierce guard dog.

30

Special Rules Special rules apply only to specific weapons as listed, mostly providing extra Medal effects.

Standard Issue

Rng Dice

Strength Special

Rifle

20”



SMG

10”



Accurate Spread

Pistol 10” Shotgun

15”



Double Tap, Quick Draw

Spread

Additional Weapons Grenade

Rng Dice

Strength Special

6”





Indirect, Blast

Quiet, Combat Knife – Cut Throat Improvised –



Aggression

Silenced Weapons

Rng Dice Strength Special

Silenced Pistol 10” Quiet, Double Tap, Quick Draw Quiet, Silenced Carbine 15” Accurate Quiet, Silenced SMG 10” Spread

Long Range Weapons

Rng Dice

Strength Special

Accurate, Sniper Rifle 25” Headshot LMG 25” Very Loud, Spread Very Loud, Rocket Launcher 25” Penetrate

Static Weapons Static weapons, (eg. a Medium Machine Gun/MMG), cannot be moved during a battle, only turned. They are only used in specific missions, not generally available.

Rng Dice

Strength Special

MMG 30” Very Loud, Spread, Static

Accurate

(Shoot action):

If the fighter did not move (turning is fine), re-roll the result.

Aggression Re-roll the

Blast

(Fight action):

result if the fighter had a clear view.

Rifle

SMG

LMG

Sniper Rifle

(Shoot action):

If there is one or more enemy within 2” of the target, roll 1 extra dice. The first success result from the Shoot action hits the target as normal. Each success after that hits the next nearest fighter (from either side) within 2” of the target. A fighter can only be hit once by each blast attack, so excess hits are wasted. Work through each fighter, making Duck actions, Wound rolls, etc as appropriate. Apart from the original target, line of sight from the ‘shooter’ is not needed.

Cut Throat

(Fight action):

If the fighter is covert, or attacking from the rear, the weapon’s strength becomes .

Double Tap

(Shoot action):

If there is exactly 1 success, re-roll the

Headshot

result.

(Shoot action):

If the fighter did not move (turning is fine), the target cannot duck.

Indirect

Spread

(Shoot action):

Fighters hit do not count as in cover unless in a building.

Penetrate

(Shoot action):

The target does not count as in cover and cannot use the Fortified medal effect.

Quick Draw

(Defend action):

If attacked from the front, roll 1 extra

Quiet

(Shoot action):

Negate 1

from the results.

Silenced Pistol

dice.

Silenced Carbine

(Shoot action):

If there is one or more enemy within 2” of the target and in line of sight, roll 1 extra dice. The first success result from the Shoot action hits the target as normal. Each success after that hits the next nearest fighter (from either side) within 2” of the target and in line of sight of the shooter. If there are still hits left over after everyone within 2” has been hit, start again with the target. Once all the hits are allocated, work through each fighter, making Duck actions, Wound rolls, etc as appropriate.

Very Loud (NB. not a medal effect, always applies): Always count at least one

result when shooting.

31

Pairs of Fighters A pair of troopers can act as a small team or unit that stays together on the battlefield, chosen as a single Recruitment card. The following extra rules apply to pairs:

ʟ 1 Action token is shared by the pair. ʟ A single Alert Marker affects the pair as a whole – the pair is either covert or detected. ʟ If counting fighters, count as 2. ʟ If one fighter moves for any reason, the other must then be placed within 2”, facing the same direction and without moving further than the first. ʟ Generally, any rule that applies to fighters also applies to pairs of fighters unless stated otherwise. Having 1 Action shared between them means only one can act each turn. The other moves at the same time and provides assistance.

Manoeuvre and Targeted Actions When assigning an action to a pair, choose either of the troopers to lead. Move this fighter as normal. The other fighter follows within 2” as described above.

Trauma rolls are taken by the targeted fighter. If the roll is failed and their Action token was already flipped to the red side, the targeted fighter is taken out (the owning player can choose if neither was the target).

Assistance As both members of the pair stay together, they can help each other out. Because they are always within 2” of a friend, the Assist medal effect is always available if a is rolled.

ʟ Range, line of sight, front and rear, weapon, etc, are all taken from the lead fighter.

Taken Out

ʟ Any other requirements for an action apply to the lead fighter only.

When one member of a pair is taken out, the following happens:

Attacks against Pairs Enemies can target either fighter (subject to the normal rules), treating them as individual fighters.

Responsive Actions The targeted fighter of the pair makes the action. If the other fighter is hit too for some reason (eg. by Spread or Blast), they won’t have an action left if the first fighter has already used it to duck.

32

Trauma

ʟ Do not remove the pair’s Action token (whether on the table or in the container). ʟ The survivor takes a Trauma roll. ʟ If the fighter that was taken out had a Requisition card, this may be ‘picked up’ by the surviving fighter. Swap the models accordingly. ʟ The survivor also keeps any Veteran card the pair had. ʟ The survivor behaves as an individual fighter from now on.

Specialists Demo Charges

Radios

A common objective for raiding forces is to destroy key enemy materiel, bridges, rail lines, fuel dumps, aircraft, etc, etc. This often requires the use of demo charges, set with a timed fuse or detonated by wire from a distance.

Portable field radios allowed deployed forces to stay in contact with HQ, improving their planning and coordination.

Attackers may be equipped with demo charges using a Requisition card, or automatically in certain missions. Use an appropriate figure if possible. During play, charges are set using a special action ( and results apply as normal):

Attackers may be equipped with a radio using a Requisition card. Use an appropriate figure if possible. During play, the radio operator can make a results apply as normal): special action ( and

Set Charge action

Contact HQ action

Dice:

Dice:



Ability: Smarts

The fighter may move up to 2”, turning freely. Then, if at least one success was scored, place a Demo Charge marker touching the fighter’s base (‘set’ side up).



Ability: Smarts

The fighter may move up to 2”, turning freely. Then, for each success, choose one Order card from your discard pile. These orders can be used again. Charge set

This action cannot be chosen if the fighter is under close watch by a detected enemy.

Keep Moving Medal effect: If a charge was set successfully, the fighter can then move 2” for each success, turning freely.

This action cannot be chosen if the fighter is under close watch by a detected enemy.

Keep Moving Medal effect: If the radio was used successfully, the fighter can then move 2” for each success, turning freely.

Countdown

Guard Dogs

When the next Time token is drawn, flip the Demo Charge marker to the countdown side Countdown (showing a clock).

Guard dogs are treated much like an item of equipment used by their handler (ie. they are not fighters with their own actions and do not form a pair). The dog's presence has the following effects:

The next Time token after that, the charge explodes...

Explosions Explosions have the following effects:

ʟ Replace the Demo Charge marker with a Smoke/Fire marker (see page 48). ʟ Every fighter within 2” takes a Strength hit. ʟ Any lights within 2” are removed. ʟ Both players can remove the Alert marker from one of their detected fighters within 15". These fighters cannot be under close watch.

ʟ Enemies count as under close watch by the handler even if they are not in line of sight. ʟ During Fight actions, the handler can make their attack from 6" away, rather than the normal 2". Imagine the dog racing forward! This uses the rules for improvised weapons. ʟ During Defend actions and Recon rolls the handler can use the Assist medal effect if a is rolled.

33

Terrain

Fighting military vehicles are not within the normal scope of 02 Hundred Hours, but parked trucks, armoured cars and even tanks and trains make excellent terrain (and objectives to blow up!).

In 02 Hundred Hours, the lay of the land is crucial. A good range of terrain and plenty of it is ideal, and creating a thematic 3D battlefield really brings your games to life!

Low Rough Terrain Ponds, marshland, corn fields, etc that would slow down progress but are fairly low to the ground count as low rough terrain.

ʟ On the whole treat parked vehicles as small, locked buildings and so block line of sight.

Every battlefield is different, from piles of books and cereal packets to incredible fully modelled scenes. As such, before each battle, take a moment to make sure both players are clear which terrain category each item counts as. Always be prepared to discuss things and agree a fair solution.

ʟ Low rough terrain does not block line of sight.

ʟ Low parts up to 1” high do not block line of sight.

Open Ground

ʟ Low rough terrain does not provide cover. ʟ Looking through 2” or more of low rough terrain prevents a clear view. ʟ The area counts as rough terrain in all other respects.

Any area not listed below is considered open ground and has no rules effect. This represents mostly flat grass, earth, tarmac, etc, generally the bare playing surface.

Buildings

Obstacles

ʟ Buildings block line of sight.

A narrow barrier like a stone wall, hedge or fence that a fighter could conceivably clamber over (or make an opening with wire cutters). Models can be positioned on either side but not on top.

ʟ Players must agree before the game if each obstacle blocks line of sight, based on height and how solid it is. ʟ If your walls are particularly imposing you may decide they cannot be climbed within the course of the game. ʟ Crossing an obstacle reduces movement by 2” if it blocks line of sight or 1” if it does not. If this means there’s not enough movement left to cross then the fighter just moves up to touch the obstacle.

Rough Terrain An area such as woods, jungle or the ruins of a building that models can be placed within and would slow down movement compared to open ground.

ʟ Fighters can see up to 2” through rough terrain. Any further blocks line of sight. ʟ Moving through rough terrain at any point during an action reduces movement by 1".

34

Parked Vehicles

Sheds, farmhouses, factories, pillboxes – anything with intact walls and a roof counts as a building.

ʟ It may be possible to climb on top or go inside, however assume that the vehicle cannot be operated or moved unless this is required by a specific mission.

Hills Hills are treated as open ground except for:

ʟ They block line of sight between fighters on ground level, on opposite sides.

Other Features

If it is possible to place models on the roof then players should agree if fighters can climb up.

If your battlefield includes anything not detailed here, players should agree between them how to handle it.

This works best if you can remove the roof and place figures within your model building, so you can follow the normal rules.

ʟ Agree where the entrances are (including larger windows) before the game. ʟ Attackers must pass a basic Brawn test in order to break in and enter a building. For this test and results count. Defenders can enter freely. ʟ Treat the interior as rough terrain (we assume there is furniture, internal walls, no lighting, etc). ʟ The walls block movement and line of sight in and out except at the windows and doors.

ʟ If a fighter is at least 2" higher than an enemy within 6", then the higher fighter ignores any intervening terrain. ʟ If a fighter is at least 2" higher, then a lower enemy within 6" cannot get a clear view to the higher fighter. ʟ Height does not negate the benefits of cover in either direction.

Close Watch? Note that because being higher or lower affects whether a fighter has a clear view, it also affects whether fighters count as under close watch. So climbing can be a useful tactic for either side, making it easier for attackers to hide and for sentries to spot their enemies!

NB. The edge of a hill does not provide cover.

To keep things simple, players may decide that all buildings are locked and bolted, so fighters cannot go inside.

Going Inside

Looking Down (or Up) ʟ Always measure horizontally (ie. along the ground) when checking distances and weapon ranges.

Elevated Positions Depending on your battlefield, it may be possible to place figures on rooftops, raised walkways and bridges, or even the roof of a truck.

Climbing A fighter can climb as part of an Advance or Sneak action up to a maximum height of 4” (up or down).

ʟ The vertical distance of the climb is deducted from the fighter’s forward movement. ʟ A fighter cannot start the climb if they don’t have enough movement to finish it. A fighter can go up steps without penalty – just measure the horizontal distance. NB. Guard Dogs cannot climb but can go up stairs!

Terrain in the Way During Patrol and Advance actions fighters move in a specific direction. This movement interacts with terrain as follows:

ʟ If an obstacle can be crossed, the fighter crosses and carries on. ʟ If the fighter reaches rough terrain, they move into it. ʟ If the fighter moves into contact with terrain that can’t be crossed (a high wall, building, vehicle, etc), first determine where the fighter would have ended up if the terrain wasn’t there. Then skirt around the terrain by the shortest route to get as close as possible to the intended final position. If you are allowing figures to enter buildings then this might mean going inside. ʟ During an Advance action, a fighter also has the option to climb a building in their path, if you have agreed this option.

35

Alarm Levels Tracking the Alarm Level

Raiding forces do their best to catch the enemy unawares, creeping forward in the darkness and silently taking out sentries following their assigned patrol routes. It will take time before the defenders realise they are in danger! There are three alarm levels:

The current alarm level is shown by the position of a marker placed on the Alarm Level card. The marker starts at O (unless a mission says otherwise) and moves up (or down) as events in the game make the defenders more (or less) aware of the attackers’ presence.

ʟ Calm

Move the marker on the track as follows (all that apply):

ʟ Suspicious

+1 Alert marker placed on an attacker.

ʟ Alarm Raised

+1 Alert marker could not be placed on an attacker because they are already detected and no other attackers are within 6”.

The first two levels limit how the fighters of the defending force can behave as they don’t yet fully realise the danger. However, once the alarm is raised, all defenders can act normally, without restriction.

-1 Alert marker removed from an attacker. +1 End of the Turn.

Unless the mission states otherwise, the defenders start calm.

+2 Attacker shoots with a non-silenced weapon (including a grenade).

It is possible for the defenders to become suspicious and then go back to being calm. However once the alarm is raised, obviously there is no going back.

+3 Defender hit by shooting but not taken out. +3 An attacker (or a body) is under close watch at the end of an action. Apply this only once per attacker/pair of attackers/body. +5 Explosion. The track cannot go below O. Once the alarm has been raised there is no need to update the track.

A LA R M

LE V E L

IC > SU SP

CALM 0

1

2

IO US

36

With no idea they are under attack, the sentries carry on their patrols as they do every night.

Finding the dead body of a comrade will obviously cause considerable consternation among the defenders.

While the defenders are calm, the following rules apply:

As long as the Alarm Level is Calm or Suspicious, if a defender is taken out, leave the model in place on the battlefield, laid on its side. To the defenders, the body counts as a covert attacker.

ʟ Defending fighters can only make Patrol actions or Advance actions (sentries use the Patrol Route action and all other fighters use the Roving Patrol action). Targeted actions cannot be used. Responsive actions can. ʟ The attacker may choose to discard the first Order card they draw and take the next one instead (the replacement card must be kept).

SUSPICIOUS 4

5

> ALARM RAISED

6

7

• • • •

Defenders can only take Advance or Patrol actions. Advance and Patrol actions gain +1 . Attacker may discard Order cards and draw the next one. Defender bodies remain in place.

ʟ This means that patrolling defenders can try to detect it with Recon actions and place an Alert marker. ʟ If the body is detected, nearby patrolling defenders move towards it. ʟ If a body is under close watch by a defender, adjust the Alarm Track accordingly, after which the body is removed.

4-7 Suspicious Having spotted something moving in the shadows or heard an unusual sound, the defenders grow wary.

Once the alarm has been raised, bodies no longer have any effect and can be removed from the table.

While the defenders are suspicious, the following rules apply:

ʟ Defending fighters still only make Patrol actions or Advance actions. Targeted actions cannot be used. Responsive actions can. ʟ Patrol and Advance actions gain +1 (attackers and defenders). ʟ The attacker can still redraw Order cards.

8+ Alarm Raised!

Hiding a Body

From this point and for the rest of the battle, the following rules apply.

An attacker may attempt to hide a body if there is a suitable place nearby.

ʟ Action tokens for any fighters in reserve are immediately added to the container.

ʟ The attacker makes a Sneak action and must pass within 1” of the body at some point during the action.

ʟ Sentries no longer make Patrol Route actions. They can now make Roving Patrol actions.

ALARM LEVEL

< CALM

Place the marker on the card to keep track of the Alarm Level.

Bodies

ʟ Remove any bodies (see below).

3

s. l action or Patro e. dvance next on A e th ke w ta ra only dd ders can r cards an n e fe rd e O D • discard place. ker may main in • Attac odies re b r e d n • Defe

0-3 Calm

ʟ Patrol and Advance actions still gain +1

.

ʟ The attacker may ‘spend’ one success (and therefore loses 1” of movement) in order to carry/drag the body with him for the rest of the move.

ʟ Defending fighters can now make Shoot and Fight actions.

ʟ If no successes are scored, the body is too awkward to move (you can try again later).

ʟ The defender may choose to discard the first Event card they draw and take the next one instead (the replacement card must be kept).

ʟ If the attacker comes within 1” of an obstacle, rough terrain, a building or parked vehicle at any point during the rest of the action, remove the body from the table.

ʟ The attacker can no longer redraw Order cards.

37

Order Cards The attacker has access to Order cards, representing their elite training and preparedness. These often allow a fighter to make two actions instead of one or allow a second fighter to make a free action. ʟ At the start of the game, shuffle the Order cards and deal 10 into a deck. Any left over are not used. ʟ When the attacker draws the first or second Time token they may take the top Order card from the deck. Order cards are kept hidden until they are used. ʟ If your deck of Order cards runs out, there is no further effect from drawing a Time token.

Undiscovered Up until the alarm is raised, the defenders may choose to discard the card they draw and take the next one instead (the replacement card must be kept).

Using Order cards

Event Cards ʟ Show the card to your opponent, and resolve the order as detailed on the card. ʟ If some other effect prevents the order from being used then the card goes back into the player’s hand. The fighter assigned the action must complete an action without the help of the order (the player may change their mind about which action to use at this point). ʟ Order cards can be used just once. Set used cards aside in a discard pile. Many Order cards list two actions. The second of these is free, so does not use up an Action token. The two actions must be taken in the order shown. After the first action of an order is complete, the player may choose not to go ahead with the second (for example, if the intended target is gone). The Order card is still used up.

Support Actions

At the Doub le!

Use: Patrol act

ilent Attack

1st Action: Sneak tion 1st Action: Sneak Free Support Ac 10”): Sneak r withinFre e 2nd Action: (friendly fighte Fight

ʟ At the start of the game, shuffle the Event cards and deal 20 into a deck. Any left over are not used. ʟ If the defender draws the first or second Time token they may take the top Event card from the deck. Event cards are kept hidden until they are used. ʟ If your deck of Event cards runs out, there is no further effect from drawing a Time token.

Some orders allow a second fighter to make a Support Action. Support Actions are free actions, so can be made even by an unready fighter. The second fighter must be within 10" after the first fighter completes their action.

Orders are generally used as part of a fighter’s action. Declare you are using an Order after assigning an Action token to a fighter, but before rolling any dice:

Co ordinate S

The defender has access to Event cards. These reflect more unusual defensive efforts such as radio intercepts, searchlights or changing the patrol route, as well as random, unfortunate occurrences and mishaps that could befall the attackers such as bad intel, sudden bright moonlight, or low ammo. For the purposes of the game, the defending player gets to decide precisely when these things happen.

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ion. Play after

vement. Caught on re “M ove Wi it! Move it!” Barbed

an obstacle. Use: Attacker crosses ediately after Movement ends imm e. crossing the obstacl “I’m snagged!”

rolling dice.

Alarm! After the alarm is raised, the defender may choose to discard the card they draw and take the next one instead (the replacement card must be kept).

Using Event cards Events are used at various moments as described on the card, often during the attacker’s actions. Read out or show the card at this point and resolve its effects before continuing.

ʟ Unless otherwise stated, Event cards can be used just once. Set used cards aside in a discard pile. Events are labelled either Defensive or Mishap. There is no particular rule for these types but other rules may refer to them.

Veteran Cards Veteran cards represent a soldier’s previous experience or unique items of kit they’ve acquired. They provide bonus effects during play, often providing special rules and extra Medal effects during a particular action. Normally each character gives you access to one Veteran card, as noted by the keyword Veteran on their Recruitment card. Veteran cards can be assigned to any fighter in your force, not just the characters who provided them – imagine them passing on their wisdom and experience. Each fighter can have only a single Veteran card.

Dead Eye Shot

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If for some reason a fighter is given a second Veteran card, the first is discarded. DE FE NS IVE

EVENT ORDER

38

MIS HAP

ORDER

EVENT

Veteran Pairs If a Veteran card is given to a pair of fighters, the card applies to both members of the pair. If one of the pair is killed, the remaining fighter keeps the Veteran card.

VETERAN

VETERA

N

39

↓ SAS launch an attack on a railyard.

↑ Commandos prepare to sabotage a Wurzburg radar installation.

40

41

Stro

Playing a Battle ʟ Individual troopers cannot outnumber paired troopers in your force (so with one pair you can have two but not three individual troopers). NB. Guard dogs are not counted.

Note that some missions may specify a points total, or possibly a different total for each player.

Requisition Cards Requisition cards provide specialised weapons and gear, such as a sniper rifle or a radio set. Requisitions must be assigned to a specific fighter at the start of the battle, costing the points shown (+1 for if given to a character). A fighter can only have one Requisition card. Remember that weapons, including those from Requisition cards, should be shown on your miniatures. This goes for other equipment from Requisition cards too if possible (ie, radios and demo charges). If you don’t have suitable models then explain to your opponent who has what before the battle starts – Requisition cards are not kept secret. If you assign a Requisition card to a pair of troopers, only one of them gets the equipment. Choose which and make it clear to your opponent (preferably by using an appropriate figure).

ʟ The defender is not normally allowed Requisition cards. ʟ If a Recruitment card says ‘Unique’ you may only ever have one, even if the fighter is not a commander. Unique fighters usually have specific weapons and equipment. This cannot be changed or added to unless the mission allows it. Points Commander Subordinate Requisition

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force.

Cards and miniatures for a 20 point attacking force: 6 pts SAS Officer 4 pts SAS Sergeant 4 pts SAS Troopers

Pair: Can use the Assist me dal effect.

2 pts SAS Trooper

Up to 15

1

1

Up to 25

1

1

2

Up to 35

1

2

3

1 pt Requisition

Up to 45

1

3

4

2 Veteran cards

There are no restrictions based on nationality. You may prefer to stick to a single nation for your force (eg. British, German etc), but you are free to have a mixed force – perhaps British and American plus some French Partisans, or a combined German and Italian force. You can aim to be historically accurate or use classic movies as your inspiration!

Army Lists

Unless the mission states otherwise, the following restrictions apply in addition to the points limit.

ʟ Your force must always include a single commander.

2. Choose a Mission

ʟ You may include up to a certain number of Subordinates depending on the points total of the force – see chart below for maximums. Eg, two in a 30 point game.

nce

s to n er, Subord inate, Vet egate Issue, Com eran, Standa bat “T 1 Knihe fe,y’ rd Gre nades ll ne

ʟ The attacker may include one Requisition card per character allowed in the force.

The Recruitment and Requisition cards are intended as a quick way to pick your force and remember the rules during play. However they are not compulsory – if you prefer to write out an ‘army list’ that’s fine too. This is also useful if you don’t have enough of a particular card.

Recruitment Rules

(Adva

actio egate n): 4 SAS SeNrg succes ea1nt Charact

”.

1. Recruit Forces

A smaller points total of, say, 20 makes for a shorter game. A 30 point game may take around an hour longer.

rm

ns usi er, Comma ge is in nder, Vet ng a g Issue, Com erace n, as bat Knife, Staed renad ndard Grenades to 10 e.

ʟ The defender’s troopers must all have the Sentry keyword. The attacker’s troopers must not have the Sentry keyword.

Players then pick their forces using the Recruitment cards up to the total points limit agreed by the players. Each card has a cost, from 1 for a Sentry up to 5 or 6 (or more) for a commander.

Ligh t Fe e

ng A

er on

To organise a game of 02 Hundred Hours, follow the sequence set out here:

First decide which player will be the attacker and which the defender. It is common practice to play twice with the players reversing these roles.

42

Attack

ly Use: Shoo 6 SAS Offi Rancer t actio Charact

Players can choose a mission from those on the following pages or elsewhere. Further missions will be available at 0200hours.com or you could invent your own.

REQU

ISITIO

N

3. Set Up the Battlefield 02 Hundred Hours is generally played on a 3’ x 3’ area. But note that having some extra space around the edges for cards, counters, etc is very handy, so is it is ideal if your table is a bit bigger.

REQU

ISITIO

N

2 pts SAS Trooper 1 pt Requisition

Other items may be added at the players’ discretion. Try to create a realistic looking scene as this really helps to bring the story to life. Placement of terrain can make a significant difference to how hard it is to sneak around, so it is important that both players agree things look fair.

Each mission describes any specific terrain required. If you don’t have exactly the right items, just substitute in alternatives as closely as possible.

ʟ Make sure both players are clear what category of terrain each item counts as.

As a general guide, for a 3’ x 3’ playing area, aim for 10 items chosen from:

Larger Battlefields

ʟ Building (around 6” x 6”) ʟ Area of Rough Terrain (woods, ruined building, etc) ʟ Parked Vehicles (1 or 2) ʟ Obstacles (sections totalling around 20”)

Using a larger area is fine too if you have plenty of terrain and this can make the game more strategic as there is more room for manoeuvre. Scale up the amount of terrain so the overall density is similar.

ʟ To allow the attackers more time to cross the distance to their objectives, the end of the first turn does not add +1 to the alarm level.

43

4. Prepare Game Elements Recruitment Cards Lay your Recruitment cards out in front of you so you can refer to them during play. Place Requisition cards with the appropriate Recruitment cards, so it is clear to both players who has what equipment.

Veteran Cards Shuffle all the Veteran cards (including any from expansion sets) and deal out the correct number to each player – each Recruitment card with the keyword Veteran provides one. If dealt any that your force is not allowed (eg, Attacker only, Dog Handler only), put these back and deal a replacement.

ʟ Assign each Veteran card to a fighter in your force, placing them with the Recruitment card. This can be a trooper or a character – not just the character who ‘provided’ it. ʟ Each fighter can have only one Veteran card.

Order Cards and Event Cards Shuffle your Order cards and your Event cards and deal a deck of each (10 Orders and 20 Events – any left are not used). Place the Orders face-down near the attacker and the Events face-down near the defender. Any cards marked with a flag can only be used if your force includes at least one fighter with the matching flag on their Recruitment card. Otherwise leave them out.

Alarm Level Track Place the Alarm Level marker on the Calm side of the tracker card, on the O space.

Markers Put the markers, tokens and reference cards handy.

5. Choose Reserves The defender chooses one character and one half of their troopers (rounding up) to be deployed, leaving the rest in reserve.

ʟ Reserves cannot be assigned actions until the alarm is raised.

44

6. Gather Action Tokens

8. Battle!

NB. At this point it helps to place tokens next to the models they belong to:

Starting with the defender, take turns drawing a token and taking actions.

ʟ 1 Trooper Action token for each trooper (or pair) in the battle.

Unless the mission states otherwise then remember to use the rules for Alarm Levels (see page 36). This tends to reduce your choices at the start of the game, making it a bit easier to decide what to do!

ʟ 2 Character Action tokens for each character in the battle. ʟ For fighters staying in reserve, leave the tokens out, next to the miniatures. ʟ Put the tokens for the rest – the deploying troops – into your container (a bag or a mug). ʟ Finally add the 3 Time tokens.

7. Deploy Troops Patrol Route The defender must place the Patrol markers before deploying their fighters. These are numbered 1 to 6 and must be placed in order to form a route around the battlefield. The markers must be at least 10” apart from each other, at least 6” from the table edge and form a circuit so the route does not cross itself.

ʟ The route can go through rough terrain and over obstacles but not inside buildings. ʟ The defender should trace out the route so his opponent is clear exactly which way the sentries will go around buildings, etc.

Deploy Unless the mission states otherwise, all sentries not in reserve are then deployed, touching a Patrol marker.

ʟ You must place one sentry (or one pair) by each marker before placing a second in the same spot, and then two on each before a third, etc, etc. ʟ Sentries are deployed facing along the route they will take to reach the next Patrol marker. ʟ Other deploying defenders and attackers are then placed as described in the mission. ʟ The attackers often start off the table, moving on as soon as they are assigned an action.

Moving onto the Table Any fighters that start the battle off the table (commonly the attackers and the defender's reserves) move on as follows:

ʟ When an action is assigned to the fighter, they are placed just onto the edge of the table. Each mission details exactly where. ʟ Attackers then make either a Sneak or an Advance action. ʟ Defenders then make an Advance action towards the nearest objective or, if the mission doesn't use objectives, the centre point of the table (or the nearest detected enemy within 15" as normal). ʟ Other actions are not allowed.

Reserves Arriving ʟ Action tokens for fighters in reserve are added immediately when the alarm is raised and you may now assign tokens to these fighters even though they are not on the table. ʟ During the turn when reserves first become available, if an action is assigned to a fighter in reserve, that fighter must take a basic Smarts test. If this is passed, they move on as described above. If the fighter fails their Smarts test, they stay off the table for now. ʟ From the following turn, there is no need to take a Smarts test – reserves enter play automatically when assigned an Action token. ʟ Each mission details where on the table edge the reserves can enter.

Moving off the Table Certain missions allow fighters to move off the table (usually the attackers making their escape). After any movement that takes them to the table edge, remove them and their Action tokens from the game. They are not allowed to come back on!

Getting Stuck If players find themselves unsure what to do at any point, take a few moments to re-read the relevant part of the rules. The index may help you find what you need. However, if you can’t find an answer don’t hold things up for too long – just flip a coin (or an Action token) to decide the outcome and then get back to the battle! Note that you can find extra information and explanation of the rules in the FAQ (Frequently Asked Questions) found at 0200hours.com.

9. Ending the Game Victory Each mission describes how to work out who has won. The result may be a Total Victory or a Partial Victory depending on which objectives have been achieved.

Gaining Experience Playing a series of games with the same opponents creates an exciting ongoing narrative, during which the members of your force can gain experience and improve their skills. If you decide to play in this way, include this extra step at the end of each battle:

ʟ After every battle, both players choose one of their fighters who had a Veteran card (ideally one who did something brave and heroic!). It does not matter if they were taken out during the game – remember that doesn't necessarily mean they were killed. ʟ This fighter has fully mastered those particular skills and can keep their Veteran card permanently for subsequent games – make a note so you don't forget. ʟ Mastered Veteran cards are additional to those drawn at the start of a battle. However, this still doesn't allow a fighter to have more than one Veteran card. ʟ If your opponent has mastered more Veteran cards than you, then your recruitment points limit is increased by 1 per 2 cards difference (rounded down).

45

MISSION 1 (Basic Rules)

Hunted

A small attacking force has been spotted as they parachuted into enemy territory. The defenders are hunting for them and stand in the way of reaching their rendezvous point.

Recruitment Assemble the forces listed below, with standard issue weapons (ie, rifles, SMGs or pistols), and take the matching Recruitment cards as shown here:

This mission is designed as an easy first play-through, for players to learn the basic mechanics without all the complexities of a full game.

Attacking Force

Defending Force

SAS Officer

The following rules are not used:

Heer Officer

SAS Troopers (pair)

Sentries (pair)

ʟ Patrol Routes and the Patrol Route action

SAS Trooper

Sentries (pair)

ʟ Reserves

SAS Trooper

Sentry

ʟ Alarm Levels and Bodies (the game starts with the alarm already raised)

6 Heer Office Charact r

nder, Vetera

n, Standa

rd Issue

1 Sentry

rd Issue, Hee

r

r Standard ficer, Vet eran, SASer,Of Commande es Charact Grenad bat Knife, Issue, Com

1 Sentry

Combat Kni

Trooper, Sen try, Standa

rd Issue, Hee

2 Sentries

Trooper, Sen try, Pair, Sta

r

ndard Issu

e, Heer

use the Pair: Can dal effect. Assist me

per SAS Troo Issue, Combat Knife, 2 Trooper, Regular, Standard

ooper bat Knife, SASr, RegTr rd Issue, Com ular, Standa Troope Grenades

Pair: Can

2 Sentries

Trooper, Sen try, Pair, Sta

use the

ndard Issu

Assist me dal effe 2 D og Handl er ct. Tro oper, Sentry,

Guard Dog , Standard

e, Heer

Issue, Hee

Close watch does not need line of sight. Can use the Assist medal effe ct for Defend and Recon. Fight from within 6” rather tha n 2”.

46

The player that drew the token places it nearby. Before the end of the turn they can ‘spend’ the token to re-roll a single dice on any one dice roll. At the end of the turn, the tokens go back in the container as normal – if the tokens haven’t been spent then the chance is lost.

x4 x3

r

Pair: Can use the Assist me dal effect.

As Order cards and Event cards are not used in the mission, apply the following rule whenever the first or second Time token is drawn:

Escape Markers Attackers within 15” of either of an Escape marker can make Advance actions towards it instead of the nearest detected enemy, if they pass a basic Smarts test.

Ending the Game As soon as either player achieves their objective, the game is over and they are the winner.

Deployment The attacker chooses one table edge as their destination and places two Escape markers at any point on that edge.

Tactics

The defender then deploys their whole force within 24” of that edge, spaced out with at least 6” between fighters (or pairs of fighters).

The attacker can use Sneak actions, trying to pass through the enemy lines undetected. Then once within 15" of the Escape markers, you might decide to forget about stealth and run for it using Advance actions instead! You may have the chance to take out a few sentries to clear the way, but a full fire-fight is risky!

The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the table edge opposite their destination edge.

Attacker Objectives

Grenades

2

In total you should have:

Use any terrain you wish, following the guidelines on page 43. A rural setting with woods, ruined buildings, etc. is ideal.

Dog Handler

perrdsIssue, SAS Troo , Pair, Standa 4 Trooper, Regfe,ularGre nades

Taking Time

Battlefield

er, Comma

6

Gather the Action tokens for your fighters as shown on their Recruitment cards. One Trooper Action token for each trooper (or pair of troopers), including the Sentries and Dog Handler, and two Character Action tokens each for the officers. Then add the three Time tokens.

Put all the tokens into your container – a bag or mug.

ʟ Order cards, Event cards

Trooper, Sen try, Standa

Special Rules

x8

Sentry

ʟ Veteran cards, Requisition cards

Prepare the Tokens

Attacker

Defender

Reach the rendezvous by moving at least 3 fighters off the table anywhere on the destination edge (remember that pairs count as two).

The defender will use the Roving Patrol action to move around, hopefully using the Recon medal effect to spot the enemy fighters. Once they are detected you can advance and open fire! Guarding the Escape Markers is also a good idea.

Defender Objectives

Playing Again

Find the attackers and take out at least 3.

You may like to replay this mission once you have learnt the game mechanics. In this case feel free to use the various types of cards (but note that Order and Event cards replace the Taking Time special rule).

47

Additional Rules

Disguised

Presented here are the rules for unusual circumstances that only feature in certain missions or due to Event cards.

One of the defender's sentries is in fact an attacker wearing a stolen uniform. This counts as a Requisition card, so costs 2 points and uses up a 'slot'.

ʟ The sentry goes into the defender's reserves, with their Action token taken out if reserves are not yet available.

ʟ The defender's force must include at least three individual sentries (not pairs or Dog Handlers), and these three must be deployed at the start of the game, not put in reserve. Ideally they should be easily distinguishable from each other (different weapons, headgear, etc.) but if not then number them on the underside of their bases.

ʟ Remove any Alert marker.

Escape Markers Certain missions allow the attackers to place Escape markers on the table edge.

ʟ Attackers within 15” of an Escape marker can make Advance actions towards it instead of the nearest detected enemy if they pass a basic Smarts test. This means fighters can run for the Escape marker or just sneak quietly off the edge.

Smoke/Fire Explosions, smoke grenades, etc can cause a Smoke/Fire marker to be placed.

ʟ The marker blocks line of sight and prevents a clear view if line of sight must pass within 2” of the marker.

Captives A captive may be represented by a Special marker or a suitable figure. The figure does not count as a fighter and can be moved to one side if it is in the way.

ʟ The escorting fighter can make Sneak (attackers only) or Advance actions but must ‘spend’ one success to drag along the captive. If no successes are scored, the captive struggles and the fighter moves only 2”. ʟ The escorting fighter can make Shoot, Duck and Defend actions but not Fight actions. ʟ Enemies shooting at the escorting fighter cannot get a clear view, as they avoid hurting the captive.

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ʟ If the escorting fighter is taken out or has all their Action tokens flipped to the red side, then the captive escapes. The mission will describe how an escaped captive acts. ʟ If a captive has escaped, fighters on either side can choose to make Advance actions towards them instead of the nearest detected enemy. If the mission allows it, an escapee can be recaptured by moving into contact (the move ends immediately).

Barracks Some of the defender's reserves are asleep in one of the buildings on the battlefield.

ʟ The defender chooses a building (or other terrain where some fighters might be camped) at least 6" away from any attacking fighters. ʟ The defender takes up to two individual troopers OR a pair OR a single character from their reserves. These are placed, lying down, in the centre of the building. ʟ While sleeping, the fighters have no effect on the game and cannot be detected by a Recon roll. ʟ Once the alarm is raised, the sleeping fighters can be assigned Action tokens just like other reserves (needing a Smarts test for the initial turn in the same way). But instead of entering from the table edge, they wake up and stand where they are. Their first action must be Advance, exactly like defenders moving onto the table. ʟ If an attacker enters the building, any sleeping fighters immediately wake and stand. If the defender's reserves have all arrived then there is no effect – the barracks are empty.

If the players agree, you can use the Disguise rules in any mission. They are a lot of fun but obviously add complexity.

ʟ Before the defender deploys his sentries, the attacker must choose and write a note which individual sentry is the imposter. Keep this secret for now! ʟ The attacker also chooses a character from his force (with no Requisition card) to be the imposter and places the figure to one side, along with its Action tokens.

Patrolling Until the imposter is revealed, the defender makes actions with his sentries as normal.

Discovered! If one of the defender's characters ends a Roving Patrol action with an individual sentry witin 2" and in line of sight, they make a basic Smarts test. If the test is passed then the attacker must reveal if this is the imposter.

Choosing to Reveal If the imposter sentry detects an attacker who was covert, either by a Recon roll or moving so they are under close watch, the attacker may choose to reveal his secret note. The fighter is not detected and stays covert.

Forced to Reveal If the defender makes a Shoot action with the imposter sentry that scores at least one hit, the attacker must reveal his secret note. The shots automatically miss.

Choosing to Act Any time the attacker draws a Character Action token, they may reveal their secret note and assign the action to the imposter.

Revealing the Imposter When the imposter is revealed, for whatever reason, proceed as follows:

ʟ Replace the sentry with a suitable figure belonging to the attacking player – this could be the normal character figure or one with an enemy uniform, as long as it is clear to both players. Keep them facing the same way. ʟ The imposter's Action tokens are added to the container. However if the imposter sentry had already made his action this turn, this is carried over, leaving the character with only one action left. ʟ If the imposter was discovered, then he is automatically detected as he is under close watch (and so raises the Alarm Level by 3). ʟ If the imposter chose to act, he now makes his action as normal. ʟ Though revealed, the imposter is still disguised, so if a defender makes a Recon roll to detect him, they lose a as if the fighter was covert and in cover.

Lights Static streetlights, searchlights, etc are represented by placing Light markers.

ʟ Fighters within 2" of a Light marker count as detected until they move further away. Recon rolls against them gain +1 .

Searchlights Manned searchlights are represented as follows:

ʟ Place a Light marker anywhere at least 6” from and move the edge of the table. Roll the marker 6” in the direction shown by any chevron result. ʟ If there are no chevrons, or if the only option is to move off the table, it doesn’t move. ʟ Roll again to move the marker at the start of each turn.

49

MISSION 2

MISSION 3

Butcher and Bolt The attacking force launches a stealth raid aiming to take out as many enemies as possible before withdrawing.

Recruitment Points limit: 25 points (or as agreed by the players).

Battlefield Follow the guidelines on page 43 to create some sort of outpost or encampment for the defenders.

Reserves The defender’s reserves enter from any point on the table edge on the opposite side to the one chosen by the attacker, or up to 6" along the adjacent edges.

Attacker Objectives Primary Take out at least half of the original number of fighters in the defending force.

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point where they were allowed to enter.

Defender Objectives Primary Avoid losing half of the original number of fighters in the defending force.

Secondary

Deployment The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually a single character) are deployed within 8” of the centre point, facing in any direction the player chooses. Next the attacker chooses one edge of the table. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the chosen table edge or up to 6" along the adjacent edges. Finally, the attacker places two Escape markers at any point on the table edge where they are allowed to enter.

Take out at least half of the original number of fighters in the attacking force.

Ending the Game The game ends immediately when either side completes their secondary objective. At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

Sabotage The attacking force attempts to plant a demo charge to destroy a crucial enemy target and then escape the area with minimal casualties.

Recruitment Points limit: 20 points (or as agreed by the players).

Battlefield Follow the guidelines on page 43, ensuring there is a suitable target in the centre – a radar dish, fuel tank, ammunition store, etc.

Primary Prevent the demo charge being set.

Secondary Take out at least half of the original number of fighters in the attacking force.

Special Rules Demo Charges

Place an Objective marker at the centre point of the battlefield, touching the target.

For this mission, each character has a single demo charge, ready to plant on the objective. It cannot be placed anywhere else.

Deployment

Any attacker with a Demo Charge Requisition card can also plant a charge on the objective.

The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually one character) are deployed within 2” of the Objective marker, facing in any direction. Next the attacker chooses one corner of the table. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the table edge within 24” of the chosen corner.

Reserves

Escape Markers

The defender’s reserves enter from any point on the table edge within 24” of the opposite corner to the one chosen by the attacker.

As soon as the demo charge is set, the attacker places two Escape markers at any point on the table edge where they were allowed to enter.

Attacker Objectives Primary Set demo charges touching the Objective marker and detonate to destroy the objective.

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point where they were allowed to enter.

50

Defender Objectives

Ending the Game The game ends immediately when either side completes their secondary objective (or if all attackers with demo charges are taken out). At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

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MISSION 4

MISSION 5

Evade

Havoc The attacking force launches an aggressive raid on an enemy compound, intending to do as much damage as possible.

Recruitment Points limit: 30 points (or as agreed by the players).

Battlefield Follow the guidelines on page 43, with a selection of small objectives scattered around - vehicles, ammo crates, fuel drums, etc. Place 5 Objective markers next to (or on) appropriate items – one at the centre point of the battlefield, and the others spaced out within 8” of the centre point.

Deployment The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually one character) are deployed within 2” of any Objective marker, facing in any direction. Next the attacker splits his force into two (in any combination) and chooses two opposite sides of the table, assigning one half of the force to each. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on their assigned table edge.

Reserves The defender’s reserves enter from any point on the table edges not chosen by the attacker.

Attacker Objectives Primary Destroy all 5 objectives.

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point on the two sides where the attackers entered.

52

Defender Objectives Primary Prevent all the objectives being destroyed.

Secondary Take out at least half of the original number of fighters in the attacking force.

Special Rules Grenades

A lone combatant, poorly armed and cut off behind enemy lines, attempts to evade the patrols and make it back to safety among friendly forces.

Recruitment Points limit: 20 points (or as agreed by the players). One of the attacker's troopers, representing the evading soldier, must be armed with a pistol.

Follow the guidelines on page 43.

The grenade is thrown as normal with a Shoot action and the objective as the target. The bonus dice for attacking from the rear applies automatically. The bonus for being covert does not apply.

Deployment

If there are two or more successes, the objective also explodes (see page 33). Any attacker with a Demo Charge Requisition card can also plant charges on the objectives. When these explode the objective is destroyed.

Escape Markers As soon as the objectives are all destroyed, the attacker places two Escape markers at any point on the table edge where they were allowed to enter.

Ending the Game The game ends immediately when either side completes their secondary objective (or if all attackers with grenades or demo charges are taken out). At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

Primary The evading trooper must move off the table from any point within 12” of the opposite corner (where his friends entered).

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point where they were allowed to enter.

Battlefield

In this mission, attackers armed with grenades can use them to try to destroy the objectives.

For each hit, make Wound rolls as normal – any successes destroy the objective.

Attacker Objectives

The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually one character) are deployed within 2” of the centre of the battlefield, facing in any direction. The attacking fighters start off the table and enter as soon as they are assigned an action. The attacker chooses one corner of the table where the evading trooper will start. He can move on from any point on the table edge within 12” of the chosen corner. The rest of the attackers move on from any point on the table edge within 12” of the opposite corner. The attacker places two Escape markers at any point on the edge within 12” of that same corner.

Defender Objectives Primary Take out the evading trooper.

Secondary Take out at least half of the original number of fighters in the attacking force.

Reserves

Ending the Game

The defender’s reserves enter from any point on the table edge within 12” of the remaining two corners not chosen by the attacker.

The game ends immediately when the attacker completes both their first and secondary objective, or when the defender completes their primary objective. At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

53

MISSION 6

MISSION 6

Capture The attacking force must capture a highranking enemy officer for interrogation. If they can do so without raising the alarm, so much the better!

Special Rules Reserves The defender’s reserves enter from any point on the table edge within 24” of the opposite corner to the one chosen by the attacker.

Attacker Objectives Primary Locate the high-ranking commander and escape with him by moving off the table from any point where the attackers were allowed to enter.

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point where they were allowed to enter.

Searching the Buildings When an attacker enters one of the three buildings, reveal the number on the Objective marker. If it is a 2 or 3, the building is empty – remove the marker. If it is a 1, the officer has been found and immediately surrenders. He is now escorted, gagged and hands tied, by the fighter that captured him. Place a Special marker next to the escorting fighter. You may use a suitable miniature instead of the marker. The miniature does not count as a fighter and is moved to one side if it is in the way.

Escape Markers As soon as the officer is captured, the attacker places two Escape markers at any point on the table edge where they were allowed to enter.

Dragging the Captive Use the Captive rules from page 48. If the officer escapes he moves 4” towards the building where he began. Unless he is recaptured, the officer moves 4” towards the building where he began at the start of every turn until he gets back there.

Ending the Game The game ends immediately when the defender achieve their secondary objective or if the attackers achieve their primary and secondary objectives. At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

Recruitment Points limit: 20 points (or as agreed by the players).

Battlefield Follow the guidelines on page 43, including three buildings placed within 8” of the centre point of the battlefield. The defender takes three Objective markers numbered 1, 2 and 3, and places these face-down in each of the buildings. Number 1 indicates the location of the target officer.

Deployment The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually a single character) are deployed within 2” of one of the buildings, facing in any direction the player chooses. Next the attacker chooses one corner of the table. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the table edge within 24” of the chosen corner.

54

Defender Objectives Primary Prevent the high-ranking commander being taken off the table.

Secondary Take out at least half of the original number of fighters in the attacking force.

55

MISSION 7

Intelligence The attackers must infiltrate the area, search and rifle through what they find in order to steal away with useful intelligence!

Recruitment Points limit: 20 points (or as agreed by the players).

Battlefield Follow the guidelines on page 43, including five buildings and/or vehicles placed within 10” of the centre point of the battlefield. The defender takes five Objective markers numbered 0, 1, 1, 2 and 2, and places these face-down in (or on) each of the five locations.

Deployment

Secondary At least half of the original number of fighters in the attacking force must move off the table from any point where they were allowed to enter.

MISSION 7

Special Rules To search a location, an Attacker must make a Search action while inside (or touching if you can't go inside).

Carrying intelligence has no effect on movement or any actions. Attackers may carry more than one piece of intelligence. They may not pass the intelligence to another fighter.

Dice:

The Bad Intel and Dangerous Ojective Event cards have no effect on intelligence being carried.

Searching for Intelligence

Ability: Smarts

The fighter does not move.

Defender Objectives

If there are no successes, then nothing is found – the attacker will have to try again with a later action.

Primary

If there is one or more success, reveal the number on the Objective marker. If it is a 0 the building is empty – remove the marker. If it is a 1 or 2, this represents useful intelligence. Place the Objective marker next to the escorting fighter.

Prevent the Objective markers being taken off the table.

Secondary Take out at least half of the original number of fighters in the attacking force.

Carrying Intelligence

Escape Markers As soon as the first objective is revealed, the attacker places two Escape markers at any point on the table edge where they were allowed to enter.

If the carrying fighter is taken out then the intelligence is lost – dropped in the mud or damaged beyond repair.

Ending the Game The game ends immediately when the defenders achieve their secondary objective or if the attackers achieve their primary and secondary objectives. At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually a single character) are deployed within 8” of the centre point, facing in any direction the player chooses. Next the attacker chooses one edge of the table. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the chosen table edge or up to 6" along the adjacent edges.

Reserves The defender’s reserves enter from any point on the table edge on the opposite side to the one chosen by the attacker, or up to 6" along the adjacent edges.

Attacker Objectives Primary Locate Objective markers with numbers totalling at least 3 and escape with them by moving off the table from any point where they were allowed to enter.

56

57

MISSION 8

Silence the Guns

The gun crew can be assigned Action tokens as normal, but can only choose to shoot the AA gun – no other actions except Duck and Defend are allowed.

Dice:

Points limit: 30 points (or as agreed by the players).

Starting with the defender, the players take turns to place 6 Objective markers numbered 1 to 6 face-up. Each objective must mark a different item of terrain, starting with any buildings and vehicles (but not the AA gun). The Bad Intel and Dangerous Ojective Event cards are not used for this mission.

Attacker Objectives Primary Prevent the defenders from scoring 10 or more hits with the AA gun before three locations are destroyed by falling bombs.

Secondary Destroy the AA gun with a demo charge.

58

ʟ For this mission, each character has a single demo charge, ready to plant on the AA gun. It cannot be placed anywhere else. ʟ Any attacker with a Demo Charge Requisition card can also plant a charge on the AA gun. ʟ Demo charges can only be planted on the AA gun if there are no crew manning it. An exploding charge automatically destroys the gun.

Air-raid

Each turn, as soon as the AA gun is fired or a bomb falls, the following rules apply:

Each time a Time token is drawn, including the third, the player who drew it rolls a single .

ʟ When fighters from either side make any manoeuvre actions or responsive actions, results only count if there is an enemy within 6" at the end of the action.

ʟ If the result is a , a nearby off-table blast distracts the enemy and the player may remove an Alert marker from one of his fighters who is not under close watch.

ʟ Targeted actions cause Alerts as normal and Recon rolls work as normal.

ʟ If the result is then a bomb falls. Randomly pick one of the unused Objective markers (or roll a standard D6 dice). The bomb strikes the matching Objective marker on the table. The marked terrain piece is removed (or replaced if you have a suitable wrecked version). Any fighter within 2" takes a Strength hit. If they were in or on the terrain piece, they take two Strength hits.

ʟ If the crew are taken out, the nearest defender may make Advance actions towards the gun. A defender that reaches the gun then takes over as the new crewman.

Defender Objectives

Destroying the AA gun ʟ The gun is an obvious target so attackers within 15" can choose to make Advance actions towards it, even if there are no crew.

Noisy

ʟ The crew make Duck and Defend actions as normal, though cannot use the Reposition medal effect.

A pair of the defender's troopers from their reserves is placed touching the AA gun to represent the crew (substitute in crew models if you have them). Their Action token goes in the container straight away.

The defender’s reserves (minus the gun crew) enter from any point on the table edge on the opposite side to the one chosen by the attacker, or up to 6" along the adjacent edges.

Keep a tally of the number of hits as this is how the defender wins the game!

ʟ The crew automatically count as detected, but always count as being in cover.

The defender creates a patrol route and deploys sentries as normal (see page 44). Other deploying defenders (usually a single character) are deployed within 2” of the AA gun, facing in any direction the player chooses.

Reserves

Ability: Aim

Attacking the Crew

Deployment

Next the attacker chooses one edge of the table. The attacking fighters start off the table and enter as soon as they are assigned an action. They can move on from any point on the chosen table edge or up to 6" along the adjacent edges.



ʟ There are never any bonus dice, but the Assist medal effect can be used. and results don't apply.

Recruitment

Follow the guidelines on page 43, including an AA gun (or similar) at the centre point of the battlefield.

Special Rules Firing the AA Gun

While an air-raid goes on overhead, the attackers' mission is to eliminate the threat from an anti-aircraft gun. Fortunately, the noise of the AA gun makes it a little easier to sneak around. However, there's a danger that a bomb may fall in the vicinity!

Battlefield

MISSION 8

ʟ If the AA gun has scored any hits this turn, then the defending player may choose to re-draw (or re-roll) which location is struck. ʟ A location can only be struck once. If the same number is drawn again, there is no effect.

Primary

Ending the Game

Defend against the air-raid by scoring at least 10 hits with the AA gun before three locations are destroyed by falling bombs.

The game ends immediately when three locations are destroyed by falling bombs.

Secondary Take out at least half of the original number of fighters in the attacking force.

At this point, whoever has achieved their primary objective is the winner. If they have also achieved their secondary objective, then they have a Total Victory. If not, then they have a Partial Victory.

59

↑ An SOE assassin targets a high-ranking German officer.

↑ German sentries stop a truck at a checkpoint, unaware of the hidden foes. ← A downed RAF pilot attempts to evade the enemy patrols hunting him.

60

61

Quick Reference

Accurate

Advance

Move Dice Bonus

Ability

Success

Medal Effect

4”

+

(Suspicious/Alarm) Brawn

+2”

Caution

Patrol Route 4”

+

(Suspicious/Alarm) React

Turn after move

Recon

Roving Patrol 4”

+

(Suspicious/Alarm) React

Turn before move

Recon, Awareness

Sneak

+

(Nobody Looking)

+1”

Recon, Freeze

4”

React

Targeted Actions

Move Dice

Ability

Success

Medal Effect

Shoot

2”

Weapon

Aim

Hit

Assist, Weapon

Fight

4”

Weapon

Brawn

Hit

Assist, Weapon

Bonus: +

(Covert), +

(Rear), +

(Clear View)

Responsive Actions

(Shoot action):

If the fighter did not move (turning is fine), re-roll the result.

Manoeuvre Actions

Move Dice Bonus

Ability

Success

Medal Effect

Duck Turn Free (in Cover)

React

Negate Hit

Defend Turn

Brawn

Negate Hit, Counter Assist



Fortified

Aggression Re-roll the



(ignore

and

Assist

(Shoot, Fight, Defend, Recon, Trauma):

Re-roll the

result if there is a friend within 2".

Awareness

(Roving Patrol action):

Recon



Wound



Trauma



lose

(Covert & Cover) Smarts

per hit lose

(2+ Hits)

Standard Issue

Rng Dice

Rifle

20”



Strength Special

SMG

10”



62

15”



Alert

Weapon

Taken Out

Guts

Negate Trauma

Assist Assist, Reposition

If there is one or more enemy within 2” of the target, roll 1 extra dice. The first success result from the Shoot action hits the target as normal. Each success after that hits the next nearest fighter (from either side) within 2” of the target. A fighter can only be hit once by each blast attack, so excess hits are wasted. Work through each fighter, making Duck actions, Wound rolls, etc as appropriate. Apart from the original target, line of sight from the ‘shooter’ is not needed.

Caution

(Advance action):

Grenade

Double Tap, Quick Draw

Spread

If the fighter is covert, or attacking from the rear, the weapon’s strength becomes .

Double Tap

(Shoot action):

Fortified

result.

(Duck action):

If the fighter is in a building, being shot at from outside, re-roll the result.



Quiet, Combat Knife – Cut Throat

6”

Improvised –







Indirect, Blast

Aggression

Indirect

(Shoot action):

Fighters hit do not count as in cover unless in a building.

Penetrate

(Shoot action):

Rng Dice Strength Special

Quiet, Silenced Pistol 10” Double Tap, Quick Draw Quiet, Silenced Carbine 15” Accurate Quiet, Silenced SMG 10” Spread

(Defend action):

If attacked from the front, roll 1 extra

dice.

Quiet

(Shoot/Fight action):

Negate 1

from the results.

Recon

(Patrol Route, Roving Patrol, Sneak):

The fighter makes a Recon roll.

Reposition

(Trauma roll):

The fighter can move up to 2”, with no reduction for terrain, turning freely.

Spread

(Fight action):



Spread

If the fighter did not move (turning is fine), the target cannot duck.

Quick Draw

(Shoot action):

Silenced Weapons

Strength Special

(Shoot action):

Blast

Additional Weapons Rng Dice

Headshot

The fighter can turn in the direction of any chevron (not just successes).

If there is exactly 1 success, re-roll the

Accurate

Pistol 10” Shotgun

Medal Effect

(Sneak action):

The fighter does not move (or turn) at all during the action. Make a basic React test. Each success provides 1 result.

The target does not count as in cover and cannot use the Fortified medal effect against this attack.

Ignore all successes and move just 4".

)

Success Move Dice Penalty Ability

(Fight action):

result if the fighter had a clear view.

Cut Throat

Other Rolls

Freeze

Special Rules

(Shoot action):

If there is one or more enemy within 2” of the target and in line of sight, roll 1 extra dice. The first success result from the Shoot action hits the target as normal. Each success after that hits the next nearest fighter (from either side) within 2” of the target and in line of sight of the shooter. If there are still hits left over after everyone within 2” has been hit, start again with the target. Once all the hits are allocated, work through each fighter, making Duck actions, Wound rolls, etc as appropriate.

Very Loud (NB. not a medal effect, always applies): Always count at least one

result when shooting.

Long Range Weapons

Rng Dice

Strength Special

Accurate, Sniper Rifle 25” Headshot Very Loud, LMG 25” Spread Very Loud, Rocket Launcher 25” Penetrate

63

Index A Abilities . . . . . . . . . . . . . 16 Accurate . . . . . . . . . . . . . 31 Actions . . . . . . . . . . . . . . 24 Action Tokens . . . . 20, 44 Additional Weapons . 30 Advance Action . . . . . . 24 Aggression . . . . . . . . . . . 31 Alarm Levels . . . . . . 36, 44 Alarm Raised . . . . . . . . 37 Alerts . . . . . . . . . . . . . . . . 19 Assist . . . . . . . . . . 26, 27, 29 Awareness . . . . . . . . . . . 25

B

E

49 22 30 34

M

F

O

C

G

Defend Action . . . . . . . 27 Demo Charges . . . . . . . 33

Lights . . . . . . . . . . . . . . . . Line of Sight . . . . . . . . . LMG . . . . . . . . . . . . . . . . . Low Rough Terrain . . .

Manoeuvre Actions . . . 24 Medal Effects . . . . . . . . 18 MMG . . . . . . . . . . . . . . . . 30 Movement . . . . . . . . . . . 22 Moving onto the Table 45

Barracks . . . . . . . . . . . . . 48 Basic Tests . . . . . . . . . . . 28 Battlefields . . . . . . . . . . 43 Blast . . . . . . . . . . . . . . . . . 31 Bodies . . . . . . . . . . . . . . . 37 Buildings . . . . . . . . . . . . 34

D

L

Escape Markers . . . . . . 48 Event Cards . . . . . . . 39, 44 Experience . . . . . . . . . . . 45 Explosions . . . . . . . . . . . 33

Fight Action . . . . . . . . . . 26 Fighters . . . . . . . . . . . . . . 16 Fire . . . . . . . . . . . . . . . . . . 48 Flipped Action Tokens 29 Fortified . . . . . . . . . . . . . 27 Freeze . . . . . . . . . . . . . . . 24 Front and Rear . . . . . . . 22

Calm . . . . . . . . . . . . . . . . 37 Captives . . . . . . . . . . . . . 48 Caution . . . . . . . . . . . . . . 24 Chevrons . . . . . . . . . . . . 18 Clear View . . . . . . . . . . . 23 Climbing . . . . . . . . . . . . . 35 Close Watch . . . . . . . . . . 23 Combat Knife . . . . . . . . 30 Contact HQ Action . . . 33 Countdown . . . . . . . . . . 33 Counter-attack . . . . . . . 27 Cover . . . . . . . . . . . . . . . . 23 Covert . . . . . . . . . . . . . . . 17 Cut Throat . . . . . . . . . . . 31

64

Detected . . . . . . . . . . . . . 17 Dice . . . . . . . . . . . . . . . . . 18 Disguised . . . . . . . . . . . . 49 Distant Target . . . . . . . . 26 Double Tap . . . . . . . . . . 31 Duck Action . . . . . . . . . . 27

Obstacles . . . . . . . . . . . . 34 Open Ground . . . . . . . . 34 Order Cards . . . . . . . 38, 44 Other Rolls . . . . . . . . . . . 28

P

Game Turns . . . . . . . . . . 20 Grenade . . . . . . . . . . . . . 30 Guard Dogs . . . . . . . . . . 33

Pairs of Fighters . . . . . . 32 Parked Vehicles . . . . . . 35 Patrol Route . . . . . . . . . 44 Patrol Route Action . . . 25 Penetrate . . . . . . . . . . . . 31 Pistol . . . . . . . . . . . . . . . . 30

H

Q

Headshot . . . . . . . . . . . . 31 Hiding a Body . . . . . . . . 37 Hills . . . . . . . . . . . . . . . . . 35

I Improvised Weapon . . 30 Indirect . . . . . . . . . . . . . . 31 Intervening Terrain . . . 23

K Keep Moving . . . . . . . . . 33

Quick Draw . . . . . . . . . . 31 Quiet . . . . . . . . . . . . . . . . 31

R Radios . . . . . . . . . . . . . . . 33 Ready . . . . . . . . . . . . . . . . 17 Recon . . . . . . . . . . . . . 24, 25 Recon rolls . . . . . . . . . . . 29 Recruitment . . . . . . . . . 42 Recruitment Cards . . . 17 Reposition . . . . . . . . . . . 29 Requisition Cards . . . . 42 Reserves . . . . . . . . . . . . . 44

Rifle . . . . . . . . . . . . . . . . . 30 Rocket Launcher . . . . . 30 Rough Terrain . . . . . . . . 34 Roving Patrol Action . . 25

S Searching . . . . . . . . . 55, 57 Searchlights . . . . . . . . . 49 Set Charge Action . . . . 33 Shoot Action . . . . . . . . . 26 Shotgun . . . . . . . . . . . . . 30 Silenced Carbine . . . . . 30 Silenced Pistol . . . . . . . 30 Silenced SMG . . . . . . . . 30 SMG . . . . . . . . . . . . . . . . . 30 Smoke . . . . . . . . . . . . . . . 48 Sneak Action . . . . . . . . . 24 Sniper Rifle . . . . . . . . . . 30 Spread . . . . . . . . . . . . . . . 31 Standard Issue . . . . . . . 30 Static Weapons . . . . . . 30 Stealth . . . . . . . . . . . . . . 19 Suspicious . . . . . . . . . . . 37

T Taken Out . . . . . . . . . . . . 28 Taking Time . . . . . . . . . . 47 Targeted Actions . . . . . 26 Terrain . . . . . . . . . . . . . . . 34 Time Tokens . . . . . . . . . 21 Trauma rolls . . . . . . . . . 29 Turning . . . . . . . . . . . . . . 25

V Very Loud . . . . . . . . . . . . 31 Veteran Cards . . . . . 39, 44

W Weapons . . . . . . . . . . . . 30 Wound rolls . . . . . . . . . . 28