maschinen krieger strategy game rules v2.1 english

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A new English translation of the Japanese SF3D Original and SF3D II: Operation FASAREI board games.

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Page 1: Maschinen Krieger Strategy Game Rules v2.1 English
Page 2: Maschinen Krieger Strategy Game Rules v2.1 English

Japanese Edition CreditsOriginal Story: Kow YokoyamaDesign: Koji HayashinaOriginal Game System Design: Yasunori SekiyamaIllustration: Kow YokoyamaArtwork: Rieko Tsuiki, Fumitoshi WatanabeTypesetting: Design TactProduction: Sanyusha Inc.Assistance: Hirokazu Tsubaki, Jun YamashitaProduction Editing: Akio KuritaPlaytesting: Masao Ishii, Wataru Horiba, Hirohisa Tabata, Hirohisa Yajima, Takashi Hosaka

English Edition v2.0Translation: Henry Jerng, Michael Duggan, Rob Brunskill, Systran, Google, ExciteLayout and Editing: Rob BrunskillAdditional Support: Kevin ShopeTactics Magazine material provided by: Dr. TakPlay testing: Rob Brunskill, Michael Duggan, Sam Link, Terrence Rideau, AJ Sutton

This work is a translation of the S.F.3.D II: Operation Faserei game manual. It has been translated and published without direct permission from Hobby Japan or Kow Yokoyama, who retain all copyright claims for the original material.

Twentieth Century Imports EditionU.S. Development: Karl HiestermanTranslation: Shuji KoizumiPlaytesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben Baron

Fan ExpansionFrancis GreenawayJim MeggonhofenFrank SavinoBayne McGregor

Original Japanese rules copyright 1985 Hobby Japan Co, Ltd.Maschinen Krieger/SF3D art and fiction copyright 1985 Kow YokoyamaTCI edition copyright 1985 and 1986 Twentieth Century ImportsFan Expansion copyright 2000 Greenaway, Meggonhofen, Savino and McGregorNew English edition copyright 2011 Rob Brunskill

Page 3: Maschinen Krieger Strategy Game Rules v2.1 English

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S.F.3.D ORIGINALC O N T E N T S

Japanese Edition Rules [1.0] Introduction.......................3 [2.0] GameContents..................3 2.1 MapBoards 2.2 GamePieces 2.3 ReferenceSheets [3.0] AbouttheGame.................3 3.1 GameProgression 3.2 GameScale [4.0] Sequenceof Play................3 [5.0] Attacking............................5 5.1 Procedure 5.2 DirectAttack 5.3 OffensiveAttack 5.4 DefensiveAttack 5.5 IndirectAttack [6.0] Lineof Sight......................8 6.1 Lineof Sight 6.2 Elevation [7.0] Movement..........................9 7.1 Procedure 7.2 MovementRestrictions 7.3 Carrying [8.0] Stacking............................10 8.1 StackPoints 8.2 StackingLimit [9.0] CloseQuartersCombat...10 9.1 Procedure 9.2 DefensiveAttacksfor... 9.3 Continuing... 9.4 PinnedUnitsin... 9.5 UnarmedCombat [10.0] AeronauticalUnits...........12 10.1 Procedure 10.2 Air-to-AirCombat 10.3 Breakthrough 10.4 Air-to-GroundCombat 10.5 SpottingforIndirect 10.6 Landing [11.0] Weapons...........................14 11.1 Typesof Weapons 11.2 UsageLimitsof... 11.3 PFReloading 11.4 Equipment [12.0] MiscellaneousRules.........15 12.1 InitialDeploymentand

Reinforcement

12.2 Airdrop 12.3 DefensivePositions [13.0] VehicleUnits....................15 13.1 TransportingWith... 13.2 OverrunAttack [14.0] InfantrySquads................16 14.1 InfantryMovement 14.2 InfantryCombat 14.3 InfantryMorale 14.4 SpecialInfantryUnits [15.0] Concealment....................17 [16.0] UnmannedUnits..............17 16.1 Controlof... 16.2 CollectingIntelligence [17.0] Artillery............................17 17.1 InitialOrder 17.2 ResolvingArtilleryFire [18.0] Pilots.................................18 18.1 PilotUnit 18.2 Escaping(Optional) 18.3 PilotCreation(Optional) [19.0] SpecialRules....................19 19.1 LandMines 19.2 SmokeScreen 19.3 NightCombat 19.4 Fire 19.5 SpecialUnits

TCI Edition Rules [1.0] Introduction.....................23 [2.0] GameContents................24 2.1 CounterExplanation 2.2 UnitClass [3.0] Sequenceof Play..............24 [4.0] Movement........................24 4.1 MovementType 4.2 MovementPoints 4.3 Stacking 4.4 ImmobilizedUnits 4.5 GameScale [5.0] RangeandDistancing......25 5.1 Lineof Sight 5.2 LOSandLaserWeapons 5.3 Effectsof RangeonCombat [6.0] Combat.............................25 6.1 DeclaringAttacks 6.2 HitDetermination 6.3 ArtilleryAttacks 6.4 ArmorResistance 6.5 GroundUnitsVs.Aircraft 6.6 OverrunCombat 6.7 OpportunityFire

[7.0] Aircraft.............................27 7.1 Missions 7.2 Dogfighting 7.3 ObservationMissions 7.4 GroundAttackMissions 7.5 SpecialRulesforAircraft [8.0] SpecialRules....................28 8.1 AmmunitionRestrictions 8.2 SpecialRulesUsedin

Scenarios 8.3 Resupply 8.4 ScoutUnits 8.5 DeterminingObservation

Level 8.6 ComputerOperatedUnits 8.7 LandMines 8.8 InfantryandTrucks 8.9 UnitsArmedWithSmoke [9.0] OptionalRules.................29 9.1 Stacking 9.2 ShockandPanic 9.3 RecoveryFromShock 9.4 Panic 9.5 Pilots 9.6 Fire 9.7 MiscellaneousRules [10.0] CombiningSF3DIIwith

SF3D................................30 [11.0] Scenarios..........................30

Fan Expansion Rules [1.0] Introduction.....................35 [2.0] ShutoralPKAHand

Weapons...........................35 [3.0] PhysicalCombat...............35 [4.0] RangesToGroundAttack

Aircraft.............................36 [5.0] Multi-AttackVehicles.......36 [6.0] Multi-HitVehicles............36 [7.0] SizeIVVehicles................36 [8.0] TroopTransports.............36 [9.0] InfantryHeavyWeapons..37 [10.0] LOSandUnits.................37 [11.0] AircraftPods.....................37 [12.0] Upgrades..........................37 [13.0] ElectronicWarfare...........38 [14.0] Navalrules........................40 [15.0] VariantRules....................42

ScenarioRules....................44 Scenarios.............................45 GamePlayAids..................74

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The aim of this manual is two-fold.First, it provides adefinitive translationof the advanced rules from S.F.3.D IIOperationFaserei.The rules expandedthe rules for the first game,with a fewchanges,thoughtheruleswereintendedtobelargelycompatible.SotheS.F.3.DIIrulesarepresentedastheprimaryruleset, with a few notes about differencesbetweenitandtheoriginalgame.

The second purpose for thismanual isto collect thematerial thatappeared invarioussources,includingscenariosfrombothgames,andTactics,aHobbyJapangamingmagazine.

S.F.3.D Original and S.F.3.D IIOperationFasereisetinafictionalworldnowknownas“MaschinenKriegerZbV3000”,orMa.K.forshort.

SettingFollowing a brief, but incrediblydestructive world war that employednuclear, chemical and biologicalweapons, survivorswere forced to leaveEarth for colonies on other planets.Eventually, portions of Earth weredeemedhabitableagain,andtheplanetwherehumanitybeganbecameacolonyworld.While life onEarthwas initiallydifficult, thecolonydrewlittleattentionfrom the Strahl Democratic Republic,which controlled the region of space itwasin,anditbecameapopularplaceformercenary veterans of various wars intheuniversetotakeupretirement.

When the colony eventually turnedprosperous, itdrewtheattentionof theSDR,intentonenforcingtheir lawandtaxes on the colonists. It wasn’t longunder this new rule that the colonistsrebelled.Thewealthiercolonistsbackedamilitaryforceorganizedbytheretiredmercenaries, known as the MercenaryArmy.

The Strahl Troops primarily deployedair superiority fighters and unmannedtanks. Under pressure, the MercenaryArmy developed armored exoskeletons,commonly known as the ArmoredFightingSuit,whichsetoff anarmsracethatlastedthedurationof theprolongedconflict.

Tactics MagazineSeveral articles about both gamesappeared in the pages of Tacticsmagazine, a publication of HobbyJapan.Rulecorrectionsorclarificationsthat come from Tactics have beenincorporated into the manual, andmaked with a dagger (†). Unit andReferenceerratacanbefoundinsections[2.2]and[2.3].

Thefollowingisalistof knownarticles.

Issue/Page Article17, p72-3 ... S.F.3.D Writeup20, p111 ..... S.F.3.D Original Errata †21, p22-4 ... Scenario Writeup21, p25....... Scenario A †21, p26....... Scenario B †21, p27....... Scenario C †25, p36....... Scenario Writeup25, p36....... Tournament Scenario 100 †25, p37....... Tournament Scenario 101 †25, p38....... Tournament Scenario 102 †25, p116-7 .. Questions and Answers †25, p117 ..... S.F.3.D II Errata †26, p8-9 ..... S.F.3.D II Writeup26, p116 ..... Questions and Answers †27, p48....... S.F.3.D II Writeup27, p49....... Scenario 23 †

Twentieth Century ImportsTwentieth Century Imports broughtbothgamestotheUnitedStatesshortlyafter their release in Japan. The rulesset written by TCI excludes a numberof rules from the Japanese edition,in addition to changing some of thescenarios. It also adds some rules thatwere created by TCI. In general, therules from one or the other should beused, but some players may find thatbitsfromonerulesetmayenhancetheirenjoymentof theother.

Fan ExpansionSeveral fans of S.F.3.D and the gamedecided to expand on the material,creatingnewrules,units,andscenariostoexpandthescopeof theoriginalgames.While their content was written withtheTCIeditioninmind,thematerialisgenerally compatiblewith the Japaneseedition. The material included here isthemostcompleteversionavailable.

The Naming of ThingsBecauseof thelanguagebarrierthereareseveral cases where the accepted nameor spelling of of a name has changedover time.TCIalsoused someof theirown terms for things.A brief guide of themost common changes or errors isprovidedhere.

Strahl/Shuttoral/GermanThe Strahl Demokratische Republic,SDR, or Strahl for short is now thecommonly accepted name for theGermanic-influencedgovernmentputinchargeovertheEarth.TheTCIeditionmost frequently referred to them as‘Germans’andShutoral/Shuttoralisthetransliterationof theKatakanaused towritetheStrahlname.

Mercenaries/AustraliansTheMercenaryArmy,composedof,andemployed by the Earth colonists werereferred to as Australians in the TCIedition. While Australia is one of themost significant regions on the planet,having been least effected by the priorWorld War, referring to the force asMercenaries is themorecommon termnow.

Nutcracker/N.Rocker/NutrockerThe original name, still frequentlyused for thisStrahl tank is ‘Nutrocker’,sometimeswritten‘NutRocker’or‘NutsRocker’. The original intent behind itsnaming was to call it the ‘Nutcracker’,alluding to the Mercenary AFS as the‘nuts’thatwouldbe‘cracked’byit.

Gladiator/GradiatorThisisasimplecaseof transposingwhatshouldbean‘l’withan‘r’.Thespellingevenvariesintheoriginalmaterialquiteabit.The intent is toname itafter thearena fighter, though the alternativespellingcertainlysoundsgoodtoo.

INTRODUCTION

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〔1.0〕IntroductionThis rulebook is a translation of therulebookthatcamewiththeS.F.3.DII:Operation Faserei game. In turn, thatworkwasanexpansionforapriorgame,S.F.3.DOriginal.Bothgameswereapartof a fiction now known as MaschinenKrieger,orMa.K.forshort.

Beginnersmightfindthisgamedifficultto master at first. Experienced gamerswillfindmanyfamiliarconcepts,aswellasafewnewonestolearn.Foralllevelsof play the presentation of the rulesmightcontributetotheirdifficultysinceitwillbedoneinthesameorderastheoriginalJapaneserules.

To get started with the game, afterreading through the rulebook andgrasping the general outline/synopsis,it’s a good idea to start with the basicscenarios(suchasscenario1).

PlayerswhoowntheEnglishreleaseof either game might already be familiarwith the rules provided by TwentiethCenturyImports.Thisrulesetattemptsto be more accurate to the originalmaterial,andshouldbeusedinplaceof thoserules.

〔2.0〕Game ContentsTheS.F.3.Dgamesetincludes:•JapaneseRuleBook 1•MapBoards(1~4) 4•ReferenceCard 1•ScenarioCards 5 (Scenarios1~10)•AirCommitmentCards 2•GamePieces 480•Dice 2•PlasticTray 1

TheS.F.3.DIIgamesetincludes:•JapaneseRuleBook 1•MapBoards(5~7) 3•ReferenceCards 2•ScenarioBook 1 (Scenarios11~22)•GamePieces 480•Dice 2•PlasticTray 1

The TCI editions also include Englishrulebooksandreferencecards.

[2.1] Map BoardsThe maps are marked with a numberfrom1to7.Theycanbeplacedinanycombination to meet the requirementsof thescenarioplayed.

Thesix-sidedshapesprintedonthemapsare‘hexes’.Allmeasurementiscountedinhexesandaunit’s locationand localtopography are givenbywhat is in thehex.

[2.2] Game PiecesThe processed, stamped cardboardtokens are the game pieces. They are“Units”, which signify weapons in thegame, and “Markers”, which indicateconditionsinthegame.

Themeaningsof symbolsandnumericalvaluesonthetokensareillustratedonthenextpage.

Unitscanbeclassifiedintothefollowingthree types. Unit type is important forstackrestrictions[Section8.0].

Type I ......... AFS type, NeuSpotter, Krachen Vogel.

Type II ........ All ground units other than those listed for Type I.

Type III ....... Flying units.

[2.2.1] Unit Errata - S.F.3.D OriginalEarlyprintingsof S.F.3.DOriginalmayhavePKAtokens29and30incorrectlyprinted with Gustav stats on the back,and Gustav tokens 1 through 6 withPKA stats on the back. These tokensappear to have been corrected in thecopiesimportedbyTCI.

Earlyprintingsof S.F.3.DOriginalmayhave J40(S) tokens incorrectly printedwitha rangeof ‘M’, it canbe ignored.These tokens appear to have beencorrectedinthecopiesimportedbyTCI.

[2.2.2] Unit Errata - S.F.3.D IIF-boot tokens 03 and 04 should haveDefense4,DurabilityA.

MercenaryInf.SQtokens05through20shouldhaveDefense3.

[2.3] Reference SheetsReference charts have been providedto smoothgameplay.The full contentsfor each scenario are included on thescenario’sreferencesheet.

〔3.0〕About the Game

[3.1] Game ProgressionThe game is designed for two players,but with a little work, four people canplay.Ma.K.isalsosuitedforsoloplay.

There are a total of twenty-twoscenariosavailablebetweenS.F.3.DandS.F.3.DII.Eachscenarioestablishesthecircumstances of the battle, indicatingmilitary forces, troop set-up, andwinning conditions.While most gameswillbeginbyselectingascenarioforplay,itispossibletocreateoriginalscenarios,usingexistingscenariosasreference.

The game proceeds in punctuations of time, called “turns”. The game endswhen the number of turns set forth inthescenarioarecompleted.Afterthelastturn,victoryisawarded.If awinorlossbecomesclearduringthegame,aplayermay abandon the game, causing it toend.

[3.2] Game ScaleThe game takes place on map boardsdividedinto“hexes”.Eachhexisabout80 to100metersacross,andeach turnis about 1 minute long. Most tokensrepresentoneunit,whetheritisaheavyvehicle or mobile suit. For an infantrysquad,onetokenrepresentsonedivision,about6to10people.

〔4.0〕Sequence of PlayEachscenariousesafixednumberof

turns.Thegameendswhenthatnumberof turns have been completed. Everyturn consists of four phases and mustproceedinthefollowingorder.

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−Example−○ Ground Unit ○ Ground Unit (Infantry)

○ Air Unit ○ Pilot Unit

Front Back Front Back

Type

MovementPoints

Movement Type

ID Number

Attack Ability

Weapon Type

Range

Durability

Defense

Type

ID Number

Movementin Hexes

Name • Class

Attack Modifier • Defense Modifier • Dog-Fight Modifier (same order on back)

■ MarkersFront Back Front Back Front Back

Numerical

Numerical

Armament Disabled

Immobilized

Ammunition Depot

Objective

Objective

Dummy

Defensive Position (-1) Defensive

Position (-2)

Concealment

Morale Broken

Fire

Smoke Screen (2) Light

Smoke (1)

Doll House Rocket

Bomb (10)

Bomb (8)

Missile (12)

Missile (8)

Laser

Laser

Laser

TOS

NeuSpotterAnalytical Memory Unit

Game Turn

○ Supplemental

Pilot

Mr. Eddie Amzel

Attack Ability

Defense

Weapon Type

Range

Durability

Type

Dog-FightRating

Movement Type

ID Number

Attack Ability

Weapon Type

Durability

Defense

Vehicle Units Green Buffalo Sph 69 Doll House Pzkw 182 Ravin Makel Seduce Kraftwagen Truck

Infantry Units Inf.SQ ..... Infantry Squad AAR.SQ .. Anti-AFS Rifle Squad Eng.SQ ... Engineer Squad

(Mercenary Soldiers) Pnr.SQ .... Engineer Squad

(Strahl Troops) Plt.HQ ..... Platoon Command Cpn.HQ .. Company Command

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1. Air Commitment PhaseEach player secretly divides the aerialpower inhand into“AirCombat”dutyor “Ground Support” duty. After theassignmentshavebeenrevealed,proceedwithdogfighting and, if possible, breakthrough.

2. First Player’s PhaseThe first player tests the morale

of infantry units and then proceedsto attack and move units. The playermay proceed with with air-to-ground,ground-to-ground, or close quartersattacks,move,ordoanycombinationof these actions.Under certain conditionsthe first player might receive defensiveattacks from the second player. Whilethe decision of whichunits will attackandwhichwillmoveisuptotheplayer,asingleunitcannotmoveandattackinthesamephase,withtheexceptionof closequarterscombat.

3. Second Player’s PhaseThis is the same as the first player’s

phase, but the second player is nowmoving and attacking, and receiveingdefensiveattacksfromthefirstplayer.

4. End of Turn PhaseMove the turnmarkerone frameon

theturnrecordchartandproceedtothenext turn. When the turn specified bythescenarioends,thegamewillend.

Throughout these rules the term“Phase Player” is used to refer to theplayerwhosephaseitis.Theiropponentisthe“Anti-PhasePlayer”.

There is no seperation of playeractionsduringtheEndof TurnandAirCommitmentPhases.

〔5.0〕AttackingFor convenience, “attack” refers to allkindsof attacks,includingclosequarters,with the only exception being dog-fighting.Therearetwokindsof attacks,Direct Attack, which occurs when theattacker has direct line of sight to thetarget, and Indirect Attack, which usesspotters,sotheattackerdoesnothavetohaveaviewof thetarget.

1

2

3

Figure 1Determining Range

Makingattacksarenotrequiredandareup to the discretion of the controllingplayer.

[5.1] How to Attack

[5.1.1] Attack Procedure1.Theattackisannounced.Thephase

playerdecideswhichunitisattackingandwhichunitisthetarget(referto[14.21]fortheexception).CheckthattheattackingunitcanseethetargetforDirectAttacks,orthespotter,forIndirectAttacks(consult[6.0]forrulesonLineof Sight).

2.Measurethedistancebetweentheattackingunitandtargetinhexes.Whenmeasuringthedistance,thehextheattackingunitisinisnotcounted(consultfig.1).If thedistanceislongerthantheattackingunit’sshootingrange,theattackdoesnottakeplace.

3.Addalltargetmodifierstotheattackingunit’sattackability(becarefulthatsomemodifiersaregivenasnegative).Next,subtractthetargetunit’sdefensefromtheadjustedattackability.Thefinalvalueisthe“AttackTarget”.Whenthetargetisbelowzero,theattackbecomesineffective,butinthecaseof lasersormachineguns,theattackrollmuststillbemadetodetermineif theweaponisexpended.Forweaponsthathavealimitedamountof ammunition,consideroneroundtohavebeenfired.

OncetheattackTargetisknown,theattackingplayerrollstwodiceandaddsthevalues.If thissumisequaltoorlessthantheattackTarget,the

attackingunithitsthetarget.If theproductexceedstheattackTarget,theattackingunitmisses.

SpecialNote:ThefirstSF3Dgamerulesstatethatthetwodicerolledshouldbemultipliedtogether.Thesecondgameclearlychangesthisresolutionsystemtothemoretraditionaladdition.

4.If theattackingunithits,thetargetunit’splayercheckstheeffectof theattack.Rolltwodiceandaddtheresults.Comparethesumwiththetargetunit’sendurancelevel,usingthearmorEndurancetable.

[5.1.2] Attack ResultsThe attack results obtained from thearmor Endurance chart can be of thefollowingthreetypes:

D (Destroyed): The target unit isdestroyed and is removed from theboard.

A (Armament Disabled):Thetargetunit’s weapon is destroyed. Place an“Arm. Disabled” marker on the unit.This unit cannot attack for the rest of thegame,evenif ithasmultipleweaponsystems.† (For an example, consult[14.47]).Theunitcanstillparticipateinclosequarterscombat.

M (Immobilized): Place the“Immobilized” marker on top of thetargetunit.Theunitcannolongermove.Flyingunitsaredestroyed,althoughtheHornissehastheabilitytolandwithin5hexes.

— (No Effect)

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Subsequentdamageresultsof thesametypealsohavenoeffect.†

* If the attack roll result is a 2 (a oneoneachdie),theresultisa“D”withoutconsultingthearmorendurancechart.

–Example–AP.K.A.isattackedbyanA.F.S.andishit. The player controlling the P.K.A.rollstwodiceandthesumof thediceis3.Using theP.K.A.’s armor enduranceof “B”,consultingthearmorendurancechartshowsthattheunitisdestroyed(D).

[5.1.3] ModifiersThe attack Target is calculated bysubtracting the target unit’s defenseability from the attacking unit’s attackstrength. Additional modifiers areadded depending on the situation(range, terrain, etc.). These modifiersareindicatedintheTerrainEffectsandAttackModifiers charts, and explainedbelow.

1. TerrainAttackmodifiersarebasedontheterrainthatthetargetunitisin,andtheweaponthat the attacking unit is using. Theterrainof theattackingunithasnoeffect.

As long as some form of terrain is inthe same hex as the target unit, it willgainsome formof benefit.However, if the hex is a partial building hex (referto [7.17]), a Type II unit will not gainadjustmentsforthebuilding.

If the attack crosses a ridgeline, theattackmodifierfortheridgelineisaddedtootherterrainmodifiers.Consequently,if anattackingunitfiresatatargetunitin a forest beyond a ridgeline, with alaser,theterrainmodifierwillbe(–2)+(–2)=-4.

2. RangeIf therangeisshort,theattacktargetisusually better.At long range the attacktarget is worse. Because the modifierchanges depending on the weapon,consult the “Range adjusted AttackAbility” chart, a part of the “AttackAbility”chart.

3. Indirect AttackIf the attack is indirect, a uniformmodifierof –3isapplied.

4. Target’s Damage

Basic AttackOffensive Attack

Defensive Attack

Movement

Figure 2Figure 2

Figure 2Figure 3Attacking With Multiple Units

Defensive Attacks and MovementFigure 4Figure 4

With the movement of the PKA as shown, the AFS can make 3 seperate Defensive Attacks.

Figure 4Figure 5

Simultaneous Attacks ➀ The AFS and SAFS can make a Simultaneous Attack against the PKA. If the AFS attacks first and the PKA is eliminated, the SAFS is still considered to have attacked, and an attack roll should be made to check for the weapon’s usage limit. If the PKA survives both attacks, it can make a Defensive Attack against either the AFS or the SAFS. ➁ If the AFS and SAFS attack seperately, the PKA can immediately make a Defensive Attack against each attacker, if it survives the attack.

Simultaneous Attacks

Seperate Attacks

A single Defensive Attack may only be made

Defensive Attack may be made against both units

Ranged AttackExamples

     The PKA can make a Defensive Attack against the AFS, but not the SAFS because it is 4 hexes away. The AFS and SAFS may not make a Simultaneous Attack because they are not in the same hex.

An AFS uses its laser (attack ability of 8) to attack a PKA (defense rating of 2).Calculate the Attack Target ➀ (Attack Ability) − (Defense) 8 − 2 = 6 ➁ Range: 2 hexes +1 ➂ Terrain: Laser fire through forrest −2 Total of the above 6 + 1 − 2 = 5Die Rolls (using addition) result is 2 + 3 = 5, hit result is 1 + 5 = 6, missDie Rolls (if using multiplication) result is 2 × 3 = 6, miss result is 1 × 5 = 5, hit

If the target unit is immobilized (M),thereisamodifierof +2.

Forstrafingrunsbyairunits,thereisnorangemodifierapplied.

Allmodifiersarecumulative.

—Example—Anattackerismakinganindirectattackwitha rocket,witha rangeof 9hexes,against a target in the forest.The baseattacktargetis9(attackability–defenseability), the modifier for terrain is (–1)andtheadjustmentforindirectattackis(–3).The totalmodifier is (–4),and thefinalattacktargetbecomes5.(9–4=5)

[5.1.4]Attackscannotbemadeagainstahex,fromoutsidethathex,if itcontainsunitsontheattacker’sside.

[5.2] Direct AttackWhen making a direct attack, theattacking unit must be able to seethe target. For direct attacks, there isoffensive attack, close quarters combat(bothinitiatedbythephaseplayer),and

thedefensiveattackthatismadebytheanti-phaseplayer.

[5.3] Offensive AttackOffensiveattacksaremadebythephaseplayer’s units. A unit that makes anoffensiveattackcannotmoveinthesamephase.(Exceptions:see[13.2],Overrun;and[14.2.2],InfantryCharge).

[5.3.1]Eachunitcanonlymakeasingleoffensive attack in a phase. (Defensiveattacks can bemade asmany times asnecessary.)

[5.3.2]Multipleunitsmayattackasingletarget. Attacks are settled individuallybetween each attacking unit and thetarget unit. (Exception: see [14.2.1],StackedInfantry)

[5.3.3]If theunitsarestacked,multipleunits can attack the same target at thesametime.Whentheattackisdeclared,it must be announced that it will be a“Simultaneous Attack”. Stacked unitsdo not have to make a Simultaneous

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Basic AttackOffensive Attack

Defensive Attack

Movement

Figure 2Figure 2

Figure 2Figure 3Attacking With Multiple Units

Defensive Attacks and MovementFigure 4Figure 4

With the movement of the PKA as shown, the AFS can make 3 seperate Defensive Attacks.

Figure 4Figure 5

Simultaneous Attacks ➀ The AFS and SAFS can make a Simultaneous Attack against the PKA. If the AFS attacks first and the PKA is eliminated, the SAFS is still considered to have attacked, and an attack roll should be made to check for the weapon’s usage limit. If the PKA survives both attacks, it can make a Defensive Attack against either the AFS or the SAFS. ➁ If the AFS and SAFS attack seperately, the PKA can immediately make a Defensive Attack against each attacker, if it survives the attack.

Simultaneous Attacks

Seperate Attacks

A single Defensive Attack may only be made

Defensive Attack may be made against both units

Ranged AttackExamples

     The PKA can make a Defensive Attack against the AFS, but not the SAFS because it is 4 hexes away. The AFS and SAFS may not make a Simultaneous Attack because they are not in the same hex.

An AFS uses its laser (attack ability of 8) to attack a PKA (defense rating of 2).Calculate the Attack Target ➀ (Attack Ability) − (Defense) 8 − 2 = 6 ➁ Range: 2 hexes +1 ➂ Terrain: Laser fire through forrest −2 Total of the above 6 + 1 − 2 = 5Die Rolls (using addition) result is 2 + 3 = 5, hit result is 1 + 5 = 6, missDie Rolls (if using multiplication) result is 2 × 3 = 6, miss result is 1 × 5 = 5, hit

Attack, they can attack separately, butit changes the way the attacking unitsreceive defensive attacks (see [5.4.1]and [5.4.2]). Simultaneous Attacks arestill resolved individually between eachattackingunitandthetargetunit.

Units that are not stacked cannotconductaSimultaneousAttack.

[5.3.4] Attacks that have beenannounced must be executed. Even if the final attack target is below zero, orthetargetunitisdestroyedwiththeveryfirst attack of a simultaneous attack,even if the attack had no effect, onceit isexecuted,theattackingplayermustcheck for ammunition expenditure,energyusage,andaccidents.

[5.4] Defensive AttackWhen certain conditions are metduringthephaseplayer’sturn,theanti-phaseplayercanmakeattackswith theappropriateunits.Theseconditionsare:

1.If thetargetunitremainsaliveafterreceivinganattackfromwithin3hexes.

2.If aunitisstackedwithatargetunitthatreceivedanattackfromwithin3hexes.

3.Thephaseplayer’sunitenteredahexadjacenttotheanti-phaseplayer’sunit,andchallengedtheanti-phaseplayer’sunittoclose-quarterscombat.

Aunitthathasfulfilledanyof theaboveconditionscanproceedwithadefensiveattack.

[5.4.1]Withconditions1and2,foreachattackingunitfiringalone,notpartof aSimultaneousAttack,eachunitcapableof makingadefensiveattackmaydosoagainsttheattackingunit.

[5.4.2] Withconditions1and2, if theattacksarepartof asimultaneousattack,eachunitcapableof makingadefensiveattackmaydosoagainstoneunitof theattacking stack, after all the attacks of theattackingunitshavebeenresolved.

[5.4.3]Withcondition3,whenthephaseplayer moves a unit into an adjacenthex, the anti-phase player may attack.Thismayleadtoclose-quarterscombat,describedlater.

[5.4.4] A defensive attack can proceedany time any of the three conditionsaremet.Itispossibleforasingleunittomakemanydefensiveattacksinasinglephase, and a unit may make offensiveanddefensiveattacks in the same turn.(Onlyoneoffensiveattackisallowed.)

[5.4.5] A defensive attack is a directattackonly.Adefensiveattackmaynotbepartof asimultaneousattack.

[5.5] Indirect AttackSomeweaponsmaybefiredatunitsthatare not directly visible to the attackingunit.TheseweaponsaretheDollHouseheavy rocket shells, the Sphinx’s rocketshell, and the Goblin’s TOS anti-tankrocket shell.† In order to make anIndirectAttack, a third unitmust have

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aviewof thetarget,thisunitiscalleda“spotter”.

[5.5.1] A spotting unit is anything,including all ground units and strafingflying units, as long as the intendedspotting unit has not been used morethanhalf of itsmovementpointsandhasnotmadeanyoffensiveattacks.Spottingunitsalsomaynotinitiateclosequartersor overrun combat.†Once it has beendesignatedasaspotter,itmaynotmovemore thanhalf of itsmovementpointsor make any offensive attacks in thecurrentturn.Flyingunitsusedtosurveycannotattackgroundunits.

[5.5.2] Weapons capable of indirectattacksaffect the targethexandthesixadjacenthexes,evenwhenusedtomakeadirectattack.†Unlikemostotherdirectattacks, the target is not a single unit.All unitswithin the effect of the attackarehit.Somelargemissilesandartillerycannons will cause effects in hexes upto twohexesaway from the targethex.Effect range is noted on the ArtilleryCapabilityChart.

[5.5.3] Todetermineif anindirectattackhits, make a single die roll against theattack target, regardless of the numberof unitsthatwillbeaffected.Determinetheattackresults foreachunitusing itsindividualendurance.Unitsoutside thetargethexgeta+1totheenduranceroll.

[5.5.4] An indirect attack cannot betargetedatahexthatcontainsafriendlyunit.If theattackeffectsadjacenthexes,andoneof thoseunitscontainsafriendlyunit,theattackcannotbemade.

〔6.0〕Line of SightWhenmaking a direct attack, or usinga spotting unit for indirect attack, thetargetmustbevisible.

[6.1] Line of Sight[6.1.1] Inorder toview the target, theattacker’s unit must have a direct lineof sight to the target unit.The line of sight isa straight line fromanypartof thehextheviewingunitisintoanypartof the target’s hex. If this line can bedrawn across the terrainwithout being

obstructed, theviewingunithas lineof sight to the target unit, allowing it toattackorspot.

[6.1.2] The line of sight will not passthrough the following terrain, howevertheterrainof thehexof theviewingunitand the target unit donot obstruct thelineof sight.

Obstacle terrain: building, forest, hill,hexes with smoke markers, and hexeswithfiremarkers.

Theseterrainsblocklineof sightwithoutregardtoelevationlevel,asdescribedin[6.2].

[6.1.3]Ridgelinesandwallsobstructthesightline,withthefollowingexceptions.

1. When the target is a Type I unit.If the line of sight crosses a ridge orwall,andaTypeItargetunitisinaheximmediately adjacent to the ridge orwall,thereisalineof sight.Thereisnolineof sighttoTypeItargetsbeyondthishex.(Figure6)

2. When the target is a Type II unit.

When the target is aType II unit, lineof sightcontinuestotwohexespasttheridgeorwall.Thereisnolineof sighttothethirdhexorbeyond.(Figure7)

Any line of sight established betweentwounitsismutual.†

[6.1.4] There is no limit to the lengthof the lineof sight,butattacksare stilllimitedbytheweapon’srange.

[6.1.5]Adjacentunits alwayshave lineof sight.

[6.1.6]Units,whetherfriendorfoe,donotobstructlineof sightorattacks.

[6.2] Elevation[6.2.1]Allterrainsymbolshaveaheight.Consult the terraineffectschart for theheightof eachtypeof terrain.

[6.2.2]If thelineof sightpassesthroughahexwithaheight levelof 1, that lineof sight isobstructed.If thehexof theviewingunitandthetargetunitarebothheight level 1, the line of sight is notobstructedintheabovementionedcase.

Ridge Lines, Unit Types, and Line of SightFigure 6Figure 6

Figure 7Figure 7

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[6.2.3] Special: When the hex of theviewing unit, target unit or both unitshasaheightof 1,thelineof sightisnotblockedbyridgelinesorwalls.

Thereisanexceptionif theridgeorwallisonahexsideof theviewingortargetunit’shex.Inthiscaseusetherulesfrom[6.1.3].

〔7.0〕MovementThephaseplayermaymoveunitsusingthefollowingrules.Theseunitsmayalsobesubject todefensiveattacks fromtheanti-phaseplayer.

[7.1] Procedure[7.1.1] Units move from their currenthextoanadjacenthex,oneatatime.Aunitcannotskiphexes.

[7.1.2] The movement capability of aunit is printed on the front, lower leftcornerof its token.Thenumber is thenumberof movementallowancetheunithas, and the letter denotes its form of movement. The movement allowanceisthemaximumnumberof “movementpoints” a unit may spend in a singlephase.Theunitmayspendanyamountuptothisvalue(Figure9).

[7.1.3]Themovementcosttomoveintoahex is determinedby the terrain andmovement form. This is shown in theTerrainEffectschart.If aunitdoesnothave thenumberof points left tomeetthe cost of the terrain, theunit cannotenterthehex.

[7.1.4]If ahexcontainsseveralterrains,factor in all terrains that influence theunit entering thehex. If thehexpartlycontains water, and the unit cannottraverseit,thenthewatercanbeignored,althoughtheunitmaynotpassthroughany hex side that is blocked by thatterrain.Because ridges andwalls occuralong hex sides, and not in the hexes,theyarenot included in this regulation(see[7.1.5]).

[7.1.5]OntheTerrainEffectsChart,a(+) isattachedtothemobilityof ridgesandwalls.If aunitentersahexbypassingthrougharidgeorwall,theappropriatemovementcostmustbeaddedtothecostof hexbeingentered.If ahover(H)typeunit enters a desert by passing a ridge,thecostwillbe5movementpoints(3toenterthedesert,and2topasstheridge).

[7.1.6]ThemovementcostforroadsandtrailsontheTerrainEffectsChartisusedwhen the unit is continuingmovementalongaroadortrailfromonehextothenext.Only thecostof the roador trailapplies and the surrounding terrain isignored.If ahexwitharoador trail isenteredfromahexthatdoesnotcontain

aroadortrail,themovementcostof thehexisbasedonthesurroundingterrain,andtheroadortrailisignored.

[7.1.7] There are two kinds of hexeswith buildings. One is the completebuilding hex, which is entirely coveredwith buildings, and the partial buildinghex, which are only partially coveredwith buildings. When moving throughhexes with partial buildings, Type Iunits are considered to be among thebuildings, as though the unitwere in acomplete building hex. If the unit is aTypeII,itisoutsidethebuilding,inthesurroundingterrain.

When a Type I unit is in a partialbuildinghex,itbenefitsfromthebuildingattackmodifiersfromtheTerrainEffectsChart,andaTypeIIunitdoesnot (see[5.1.3],Modifiers).

[7.1.8]WandCtypeunitscannotenterariverorwaterhex.

[7.1.9]Aslongasaunithasnotexceededitsmovementpoints,itmaycontinuetomove.Unusedmovementpointsarelostattheendof theturn,theyarenotheldover to the next turn, nor can they besharedwithotherunits.

[7.2] Movement Restrictions[7.2.1]Aunitwhichmadeanoffensiveattack cannotmove in the samephase,andaunitthathasmovedcannotmakean offensive attack, except for closequarterscombat (Exceptions:see[14.0]and[19.0]).

[7.2.2] The unit may not spend moremovementpoints than itsprintedvalueinasinglephase.

[7.2.3] A unit is free tomove throughfriendlyhexeswithoutpenaltyregardlessof the stacking regulations (explainedlater).

To enter a hex occupied by an enemyunit, close-quarters combat must takeplace.When entering a hex containingan enemy, the moving unit must stopregardlessof whatmovementallowanceremains,andmaynotbemovedagaininthatphase.

[7.2.4] When entering a hex adjacenttoanenemyduringmovement,theanti-phaseplayerhasanopportunitytomake

1

2

2

Movement Procedure

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adefensiveattack.Thephaseplayerdoesnothave toask if theanti-phaseplayerintends tomakedefensiveattacks everytimethemovingunitentersanadjacenthex, but the phase player must clearlyshow the route theunit ismoving, andinterruptthemovementif theanti-phaseplayer announces a defensive attack.Once the attack is resolved,movementmayresume,if possible.

[7.2.5] The phase player may moveunits individually or in stacks (see [8.0,Stacking). Once a unit or stack hascompleted its movement, it cannot bemovedfurther,andthenextunitorstackmaybemoved.

[7.2.6]Whenunitsaremovingtogetherasa stack, themovementof allunits islimited to the lowest movement pointvalueof theunitsinthestack.

[7.3] CarryingA Type I unit that is not immobilizedcan carry another Type I unit thatis immobilized. Though Type I, theN.Spotter and Krachen Vovel cannotcarryunits.†

[7.3.1]Unitsmustbestackedinordertocarry (see [8.0],Stacking).Declare thatcarrying is taking place and the unitswillthenmovetogether,withthecarriedunitatthebottomof thestack.Todropa carried unit, simply declare that it isno longercarried.Bothpickingupanddroppinganotherunitcosts1movementpoint.

[7.3.2] Units are under the usualrestrictions for stacking when a unit isbeing carried, and both units involvedarestilltargetedseparately.

[7.3.3]If thecarryingunitisdestroyedor damaged, the unit being carried isimmediatelydroppedinthecurrenthex.

〔8.0〕StackingWhentwoormoreunitsareinasinglehex it is called “stacking”. There is alimitonthenumberof unitseacharmycan stack inonehex.This is called the“stacklimit”.

[8.1] Stack PointsThestacklimitisbasedonstackpoints.Eachunithasastackpointvaluebasedonitstype,asshownbelow.

TypeI,alongwithJerry,Oskar,Goblin,Gladiator,Kafer .................. 1StackPoint

TypeIIandInfantry .................. 2StackPoints

TypeIII,whenstrafing .................. 1StackPoint

[8.2] Stacking LimitWhen a phase ends, or during closequarterscombat,thenumberof stackingpointsinahexmustnotexceed4stackpoints(Figure9).

[8.2.1] While the stacking limit mustbe applied at the end of the phase orin close-quarters combat. At any othertime, suchasduringmovement, itdoesnotmatterhowmanyunitsarestacked.

[8.2.2] In close-quarters combat, thestackinglimitisseparateforeachside.

[8.2.3]EventhoughtheNeuSpotteris1stackpoint,twoNeuSpottersmaynotbeinthesamehex,unlessaccompaniedbyaTypeIIunit.

[8.2.4]Stackinglimitsareaconcernforflyingunitsmakingstrafingattacks.Thestack limit forflyingunits is consideredseparately from the stack limit of thegroundunits.Therefore,itisacceptableto have flying units stacked to 4 pointsandgroundunitsstackedto4points.

[8.2.5] Non-unit markers and pilotmarkers are not counted in the stacklimit. These types of counters mayevenbeplacedinhexesthatarealreadystackedtothelimit.

〔9.0〕Close Quarters CombatAllattacksbetweengroundunits in thesame hex are “close quarters combat”.The attacks involved consist of lasersor small arms on tanks such as theNutRocker, or even unarmed attacksusedbyarmoredfightingsuits.

[9.1] ProceduresA unit that has moved can engage inclosequarterscombatinthesamephase(see [7.2.1]). The phasing player’s unitmust stack in the samehexas theanti-phaseplayer’sunit,atwhichpointclosequarterscombatbegins.Theprocedureisasfollows.

Figure 7Figure 9

1 point

1 point

2 point

Stack4 points

Stacking Limit

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1.Thephaseplayeradvancesaunitintoahexadjacenttoanenemy,andstatesintenttoentertheenemyhexandengageinclosequarterscombat.(Aunitmayonlyenteranenemyhexif itisgoingtoengageinclosequarterscombat).

2.Theanti-phaseplayerproceedswithdefensiveattacksusinganyunitsinthetargethex.Thedefensiveattacksmaytargetanyunitthatwillbeinvolvedinclosequarterscombat.

Theanti-phaseplayermaychoosetomoveintothephaseplayer’scurrenthextoengageinclosequarterscombat.Oncethisisdecided,thephaseplayermovesintothetargethexif theunitsinvolvedarenotalreadyinthesamehexastheenemyunit.Thedefensiveattacksthenproceedinthesamehex.

3.Afterthedefensiveattack,thephaseplayer’sunitsthatremainedalivewillproceedtoattack.Thephaseplayerdecideswhichunitsareattackingwhichtargets,andmayhavemultipleunitstargetingasingleenemyunit.

[9.1.1]Whenaunitentersanadjacenthex, it is possible for defensive attacks

tobemadeevenif thereisnointenttoengageinclosequarterscombat.

[9.1.2]Thephaseplayercanmoveotherunits into the hexwhere close quarterscombatisoccurring.Thissituationisthesameasparticipatinginanongoingclosequarterscombat,describedin[9.3.3].

[9.2] Defensive Attacks in Close Quarters Combat

Defensive attacks against closequarterscombatproceedsinanyof thefollowingsituations.

1.Whenanenemyisinanadjacenthex.

2.Whenanenemyentersthesamehex.A unit that engages in case 1 cannotattackincase2.

[9.2.1] Defensive attacks for closequarters combat is completelydiscretionary. If, for example, a stackwas targeted for closequarters combat,itispossibleforoneportionof thestackto attack the adjacent hex, for anotherportion to attack in the same hex, andfortheremainingportiontonotattack.

[9.2.2] After the offensive units havemadetheirattack,unitsnotattacked inclose quarters combat may not makedefensiveattacks.

[9.2.3] Defensive attacks may not bemade into a hex containing friendlyunits.

[9.2.4]Selectionof targetsandresolutionof defensive attacks are conducted ona unit-by-unit basis. In other words, adefensive attack may be declared afterseeing the results of another unit’sattack. However, the natural flow of timemaynotbebreached;inparticular,if a defensive fire is resolved against aunit thathasmoved into thesamehex,a defensive attackmaynot bedeclaredagainstunitsintheadjacenthex.

[9.2.5] Results of defensive attacksare applied immediately. If a unit isimmobilizedinanadjacenthex, itdoesnotmoveintothetargethex.If aunitisdestroyed in the samehexbydefensivefire,itdoesnotgettoattack.

Figure 10Figure 10

The AFS enters hex ➀ and the player announces the intent to engage in close quarters combat before moving into hex ➁. If there is no intent to engage in close quarters combat, a defensive attack can be made by the PKA as normal (see Figure 4). If there is intent to engage in close quarters combat, the PKA may make a defensive attack against the AFS when it is in either hex ➀ or hex ➁. If the AFS becomes immobilized in hex ➀, its movement ends, and the 'Immobilized' marker is placed. If it is immobilized in hex ➁ it can still attack the PKA.

Examples of Defensive Attacks in Close Quarters Combat

The PKA may make a defensive attack against either the AFS or SAFS when they are in either hex ➀ or hex ➁.

The PKA and Gustav can make defensive attacks against the AFS. It is possible to have one attack when the AFS is in hex ➀, and the other attack when the AFS is in hex ➁. But all attacks to be made while the AFS is in hex ➀ must be resolved before any attacks against the AFS in hex ➁.

Each PKA and Gustav can make a defensive attack, one at a time, against the AFS or SAFS.

➁ ➁

Figure 10Figure 11

Figure 12Figure 12

Figure 12Figure 13

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[9.3] Continuing Close Quarters Combat

Afterbothsideshaveconductedattacksinclosequarterscombat,if undestroyedunitsfrombothsidesremaininthesamehexattheendof thephase,thisiscalleda“continuingclosequarterscombat”.

[9.3.1] If a continuing close quarterscombat exists at the start of a player’sphase, the phasingplayer chooses fromamongthefollowing:

1.Conductclosecombatasis.2.Conductclosecombatbymovingin

additionalunitsasreinforcements.3.Retreat(moveoutof thehex).4.Leaveitasis(donothing).[9.3.2] If close quarters combat iscontinued, the phasing player choosesa target for eachof hisunits, and thenresolves all attacks in order. After that,the non-phasing player declares andresolves his fire in the same way. Thiscombat is resolved simultaneously; thephasing player’s combat results do notaffect the resolution of attacks by thenon-phasing player. Phasing units thatconductclosecombatmaynotperformanyotheractionthisturn.Non-phasingunitsmaybepinnedasindicatedin[9.4].

[9.3.3] Additional units may enter theclose quarters combat by following thenormal procedure of moving to anadjacent hex, where defensive attacksmaybedeclared.Suchdefensiveattacksare limited to unpinned units that canfire into the adjacent hex. Units thatsurvivethesedefensiveattacksmoveintothe close quarters combat hex. Same-

hexdefensiveattacksareprohibited,andtheclosequarterscombat isresolvedasin [9.3.2]. Units that made defensiveattacks at the approaching units mayparticipateintheclosequarterscombatthisphaseasnormal.

[9.3.4] Inthecaseof retreat,defensiveattacksmaybe conductedagainst unitsonce theyhavemoved intoanadjacenthex. If one or more of the phasingplayer’sunitsremainintheclosequarterscombat hex, only unpinned units mayconduct defensive attacks. Units maymove directly from an enemy-occupiedhextoanotherenemy-occupiedhex.

[9.3.5] If the phasing player choosesto do nothing, there is no penalty, anddefensivefiremaynotbeconducted.

[9.4] Pinned Units in Close Quarters Combat

Eachunitinclosequarterscombatexertssome influence over opposing units inthesamehex.

[9.4.1]Oneanti-phasingunitispinnedfor each phasing unit in the same hex.For example, if the phasing player has2 units in a hex, and the anti-phasingplayer has 4 units in the same hex, 2of the anti-phasing player’s units arepinned,andtheother2areunpinned.

[9.4.2] Phasing units that areimmobilized or unable to fire do notcount towards determining the anti-phasingplayer’spinnedunits.

[9.4.3]Unitsarenotpinnedspecifically,only the number of units pinned isimportant. The phasing player decideswhichunitsareunpinned.

[9.4.4] Pinned units may not conductattacks into other hexes, includingdefensive attacks against an adjacenthex.

[9.5] Unarmed CombatAllType1unitsmayperform“unarmed”combat in close quarters combat. Allunarmed combat is performed afterresolution of attacks from opposingunits, except for opposing unarmedcombat.Allunarmedcombatisresolvedsimultaneously.

The to-hit rangeof unarmedattacks isalways an unmodified 4, regardless of defensivestrength.

〔10.0〕Aeronautical unitThe Falke, PK40, Salamander, andseveral other units in the game areaeronautical units. In addition, whenjoinedwithaPK41,thePKA,Gustav,orKonradalsobecomeaeronauticalunits.

Aeronauticalunitscanengageinair-to-air (dog-fighting) or air-to-ground (airsupport) combat. Units assigned to aircombat are fighting for air superiorityandtosupportunitsassignedtogroundcombat. Units assigned to groundcombat can attack an enemy ground

Figure 14Figure 14

Either the PKA or Gustav is pinned by the AFS (the phasing player decides), so only the unpinned unit may make a defensive attack against the SAFS. When the AFS initially engaged in close quarters combat, would have been able to make defensive attacks, if neither were pinned at the time.

Pinned Units in Close Quarters Combat

The SAFS may enter close quarters combat without taking any defensive attacks from the PKA or Gustav. In the case of Figure 14, with 3 units in the hex, the SAFS could be the target for defensive attacks, even when moving through adjacent hexes (see Figure 4), but in Figure 15, no defensive attacks are possible.

Figure 10Figure 15

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unit, or provide support for indirectattacks.

[10.1] Procedure [10.1.1]Duringtheairwarphase,bothplayers assign their aeronautical unitsto “Air Combat Mission” or “GroundCombat Mission”. The assigned unitshould be placed in the appropriatespace on the air commitment card.Unitsthatcannotattackmaynotengagein Air Combat Missions.† Once bothplayers are finished assigning theirunits,theassignmentsarecompared.aircombat missions are resolved with theappropriately assigned units, and thenbreakthrough is conducted, dependingontheresults.

Note: The air commitment cards areprovidedinbothJapanesegames,andattheendof thisrulebook.

[10.1.2] A player’s units assigned toground combat missions resolve theirmission during that player’s phase.Therearethreetypesof groundcombatmissions.

1.Air-to-groundattack2.Spotforindirectattacks3.Land(Hornisseonly)Anaeronauticalunitassignedtogroundcombat can only do one of the aboveactions.

[10.1.3] An aeronautical unit thathas completed its duty ismoved to the“Used”spaceonthedutychart.

If an aeronautical unit has survived, itcanbeusedagainonthenextturn.

[10.1.4] A player may withdraw anaeronautical unit that is deemed asunnecessary during the air war phase.However,theunitmaynotbewithdrawnbefore thefirst turnora turn inwhichtheunitisdeployed.

[10.2] Air Combat MissionIn the air war phase, the aeronauticalunits assigned to air combat engagein battle. Depending on the outcome,breakthroughisconducted.

[10.2.1]Tobeginaircombat, total thedog-fightratingof theaeronauticalunitsfor each side. Compare the dog-fightratingof eachsidetogettheratio.The

sidewiththehigherratingistheaggressor(if the powers are equal, the attackingplayer,asassignedbythescenario,istheaggressor).Rollonedieandcomparetheresulttotheappropriateratiocolumninthe Dog-Fight Resolution Chart. Thevalues given are the rating points thateachsideloses.Eachsidelosesanumberof pointsasclosetothevalueaspossible,withoutgoingover.

-Example- If theMercenaryTroopsonlyhave theFalke remaining (dog-fight rating of 4),and receive a loss of 3points, nounitsareaffected.

If theStrahlTroopshave threePK40’s(dog-fightratingof 2)andtwoHornisse(dog-fightratingof 3),andreceivealossof 3points,a singleHornisse is lost. If the loss is4points, twoPK40’sare lostinstead.

[10.2.2]Unitswhicharelostinair-to-aircombatdonotmakeadurabilitycheck.The units damaged are automaticallydestroyed(D).

[10.3] BreakthroughIf therearenoopposingunits assignedto air combat missions, or if one sidehas a number of units equal to doublethatof theenemyafterthedog-fight,itis possible to conduct breakthrough. Anumberof unitsequaltothedifferenceinthenumberof unitsoneachsidemayattackunits assigned togroundcombatmissions.

-Example- If the StrahlTroops assign six units toair combat, and theMercenaryTroopsassign three units, then the Strahlhave reached the required number forbreakthrough,andthreeunits(6–3=3)maybreakthrough.

[10.3.1]Breakthroughisresolvedinthesame way as a dog-fight, but the dog-fightratingof thedefensivesideis0.

[10.3.2]Damage frombreakthrough isappliedimmediately.

[10.4] Air-to-Ground Combat

[10.4.1] Procedure 1.Thephaseplayerplacesground

combataeronauticalunitsontheboard.Themaximumnumberof

unitsthatcanbeplacedinahexisfour(thisdoesnotincludegroundunits).Theattackingunitsmaybeplacedallatonceorindividually.Individualunitsmaybeplacedandresolvedbeforethenextunitisplaced,anddoesnotcountagainstthestacklimitforthathex.Inotherwords,if allunitsattackindividually,theymayallattackasinglehex.

2. Allunitsof theanti-phaseplayerinthetargethexcanmakeananti-aircraftattackagainsttheaeronauticalunits(thecontrollingplayerdecideswhichunitsfireonwhichaeronauticalunits,eachunitcanonlyfireonce,andonlyonasingleaeronauticalunit).Afterdecidingwhichunitswillmakeananti-aircraftattack,theattacksareresolved.Anti-aircraftattacksareresolvedinthesamemannerasdirectfire.

3.If anyaeronauticalunitssurvivetheanti-aircraftattacks,theyresolvetheirattacksonunitsinthetargethex(similartoanti-aircraftattack).Afterdeclaringwhichunitsareattackingwhichtargets,allattacksareresolved.

4.Onceitsattackiscomplete,theaeronauticalunitisplacedinthe“Used”spaceonthedutychart.

Theaboveprocedureisfollowedforeachunitinvolvedwithair-to-groundcombat.

[10.4.2] Attacks against ground unitsare modified by terrain. There is nomodifierforrange.

[10.4.3] Anti-aircraft attacks are notmodifiedbyterrainorrange.

[10.4.4] Ground attacks are resolvedduring a player’s phase. (All attacks oractions involving aircraft are done ‘inturn’,asusual).

[10.4.5]Witheachair-to-groundattackit is possible for units tomake an anti-aircraftattack.Asindicatedby[10.4.1],eachunitinthetargethexgetsananti-aircraft attack with each air-to-groundattack.

[10.4.6] In both the air-to-groundand anti-aircraft attacks, the rules forammunitionlimitsapply.

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[10.5] Spot for Indirect Attacks A single aeronautical unit assigned toground combat may provide supportfora single indirectattack,asa spotter.Simplydeclarethattheunitisprovidingsupport, andafter the indirect attack isresolved,move the aeronautical unit tothe“Used”space.

[10.6] Landing The PKA (as well as the Gustav andKonrad) can join with a PK41 tobecomea“Hornisse”.Whenenteringascenarioasreinforcement,theHorniseeisinflight.Itmaylandwhenassignedtoagroundcombatmission.Whenstackedinflight,theycanlandinadjacenthexes.

While theSAFS joinswith theFalke IIina similarmanner, separating the twoisnotasimpletaskonthebattlefield,sotheFalkeIIistreatedasasingleunit.†

[10.6.1]TheHornisse(PK41)canlandin anyhex it can enter.When it lands,it immediately separates.After landing,therearetwounitsstackedinthehex.

The detached PKA cannot move orattackinthecurrentphase.

[10.6.2]Inthephasingplayer’sturn,if the PK41 and PKA are stacked at thebeginning of the turn, they may unitand launch, although this is optional.ThelaunchingHornisseisplacedinthe“Used”spaceof thedutychart.

A PKA that boards a PK41 may notmoveorattackinthatturn.

[10.6.3]If thelandinghexcontainsanenemy unit, an anti-aircraft attack canbemade.Thelandingunitisconsideredtohaveclass ‘C’durability,andaresultof M (immobilized) or A (armamentdisabled),destroysthelandingunit.Theresult is applied to both the PK41 andthePKA.

AsurvivingHornisselandsandseparates.The PKA cannot attack during thecurrent phase, but the followingphase startswith theunits ina stateof continuingclosequarterscombat.

[10.6.4]APKAandPK41inthesamehexasanenemymayuniteandtakeoff.The enemy units may conduct anti-aircraftattacks,asin[10.6.3].

[10.6.5]When the Hornisse lands thetwo units separate immediately. Thiseffects the stack restrictions of thelandinghex.

〔11.0〕Weapons

[11.1] Types of Weapons [11.1.1] Each unit’s weapon type isprintedonthebackof itstoken–alongwith attack power and range (see [3.2]forreference).Thetypesareasfollows:

L.......LaserG......Largeboregun(tankgunsand

similarweapons)MG..MachinegunR......RocketPF.....PanzerFaust

[11.1.2] The listed weapon of theGustavandKonradisL (the laser),butin addition it carries the PanzerFaust.When theGustav andKonrad use thePanzerFaust, the attack values are thesameasthePKA.Namely,attackpower10andrange4.

[11.1.3]TheGoblinislistedwithL(thelaser),butitalsocarriesrockets.UsetheGoblin rocket token for reference (see[3.2]). The token is stacked with theGoblintoken,andonlyshowstheattackpowerandrangeof therocket,butnotthequantity.Thequantityisindicatedbyaseparatetoken.

Therocketquantitytokensarenumberedfrom“1”to“4”.

[11.2] Usage Limits for Weapons

[11.2.1] If a laserweapon is fired andtheattackrollresultsinanatural(5and6, or 6 and 6), the power to the laseris depleted. The current shot is stillresolved, but the laser cannot be usedto make any further attacks. There isnowaytorechargethelaserduringthegame.

[11.2.2] If amachine gun is fired andtheattackrollresultsinanatural(6and6), themachine gunbreaks down.Thecurrent shot is still resolved as normal,butnofurtherattackscanbemadewith

this weapon. Themachine gun cannotberepaired.†

[11.2.3] If the laser or machine gunbreaksdown,placean“Arm.Disabled”token to indicate that it cannot use itsweapon.

[11.2.4] For rockets and PanzerFaust(PF), the number of shots each unitcarriesisgivenbelow.

RocketDollHouse........ 4roundsSphinx.............. 5roundsOscar................ 2roundsGoblin............... 3rounds†Gladiator........... 3rounds

PanzerFaustPKA.................. 2roundsGustav............... 2roundsKonrad.............. 2roundsKrachenVogel.. 6rounds

Aunitwithrocketscanonlyfireonetimeduringaphase.TwoPDFroundscanbefiredinasinglephase(onlyinthecaseof defensivefireandanti-aircraftfire).

[11.2.5] Place a rocket count token toindicate the number of rounds fired.Forexampleif aunithasfired3rounds,placethe“3”tokenwiththeunit.Oncethe maximum number of rounds hasbeen reached for rockets and PF, thenumeric counter is removed, and the“Arm.Disabled” is placed on the unit.Until rounds are added, the rocket orPFcannotbeused (see[11.3]).Rocketsmayonlybereloadedif ascenariogivesspecificrulesfordoingso.†

[11.3] Supplement of PF [11.3.1]ForunitsthatusethePF(exceptfor the Krachen Vogel), it is possibleto reload up to the starting number of rounds when in the same hex as theDepot(theammodump).

Theunitmaybe supplied themomentit enters the Depot hex, as long as anenemy unit is not in the same hex. Aslong as an enemy unit is in the hex,supplyisnotpossible.

[11.3.2]Thereisnolimittothenumberof timesaunitmaybe suppliedatanyoneDepot.

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[11.3.3]If aplayer’sunit isunopposedinthehexof aDepotof theenemy,theunitmaydestroytheDepotasitsaction.Once the player resolves the action,the Depot token is removed. In ordertodestroy thedepot, (1)onemovementpoint is spent, and (2) the unit attackswithin thehex,andmustbeable todoso.

[11.4] Equipment For aeronautical units, it is possible tocarryequipmentotherthanthestandardarmament.Thescenariodeterminestheequipmentcarried.†

[11.4.1] The additional equipmentincludes three types of bomb, missile,and laser. The appropriatemarker (see[3.2]) is placed under the unit to showthatitisequipped.

[11.4.2]Thebombandmissilecanonlybe used when the aeronautical unit isassigned to a ground support mission.Whenattacking theunit canuse eitheritsequipmentoritsregularattack.Oncethe piece of equipment is used, themarkerisremoved.

Thelasercanbeusedforairsupportorgroundsupportmissions.The lasercanbe used any number of times, but thenormal rules apply for the energy limit(see[11.2.3]).

[11.4.3]Whenusingthelaserforair-to-groundattacks,theattackpoweronthelasertokenisused.Whenusingthelaserin air-to-air combat, use the dogfightpowerof theunit,andadd(+1)forthemarker.

〔12.0〕Miscellaneous Rules

[12.1] Initial Deployment and Reinforcement

Severalscenariosincludereinforcementsforeitherside.Also,someunitsbeginthefirst turn on themap without enteringfrom any particular direction. This isinitial deployment. Units arrive at thebeginning of the turn (ground unitswill move onto the board during thecontrollingplayer’sphase).Aeronautical

unitsmaybeassignedtoamissionontheturntheyarrive.

Ground units enter the map boardaccording to the instructions in thescenario,andhavetheirusualmovement.Units may not arrive through a hexoccupiedbyanenemyunit.

Theenteringunitmustbeabletoenterthe terrain of the hex it is arriving in,and spends movement points to enterthat hex. If the unit arrives in a hexwitharoadthatextendsoff of themap,it spendsmovement points as if it hadmovedalongtheroad.

[12.2] AirdropIn some scenarios the Nutrocker andotherunitsaredeployedusinganairdrop.During that player’s phase the airdroppedunitmaybeplacedinanyhexitcanoccupyusingnormalmovement.If placedinahexoccupiedbyenemyforces,the dropping unit receives anti-aircraftfire.Thisanti-aircraftfire is resolvedasa normal ground attack (although thedropped unit cannot return fire). Thedroppedunit has a durability rating of ‘C’ for the attack, and a result of ‘M’(Immobilized) results in destruction of thedroppedunit.Aftertheanti-aircraftfire isresolved,adroppedunitwhich isnotdestroyedisplacedinthehexwiththeenemyunits,andcannotattackormoveduringthecurrentphase.Theopposingunits inthehexareconsideredtobeincontinuingclosequarterscombatonthenextphase.

[12.3] Defensive Position Some scenarios indicate the use of defensive positions. Each markerrepresents a suitable shield, trench, orsimilar defensive emplacement. Theratingonthemarkercombineswiththeattackmodifierof theterraininthehex.Inordertotakeadvantageof thepositionmarker, aunit’smarkermustbeplacedunder themarker.Entranceandexit toadefensivepositioniscarriedoutduringmovement. No movement points mustbespent,butadefensivepositionalreadyoccupied by opposing units cannot beentered.If thepositionmarkerisempty,eithersidecanenter.Defensivepositionscannotbemovedorremovedduringthegame.

〔13.0〕Vehicle unitsUnits classified as vehicles haveadditionalabilities,suchastransportandoverrunattack.Thisisinadditiontotheregularrulesforagroundunit.

[13.1] Transporting With a Vehicle Unit

[13.1.1]Allvehiclesand tanksof bothforceshavetheabilitytotransportTypeI units, infantry units, and pilot units.†Thisletsinfantryunitsbemovedaroundmore quickly, and relocation of Type Iunits that have been immobilized, to asafeplace.

[13.1.2] The transport rules are asfollows. The units being transportedare stacked under the vehicle unit,to indicate that they are loaded. Thevehicleunitmaynotmoveon the turnthatitloads,beforeorafterloading.†Onthenext turn, thevehiclemaymove itsregularallowance.Whenaunitunloadsfromthevehicleunit,itmustspendhalf of itsmovementpoints(engaginginclosequarters combat is possible). Infantrymaymoveitsonehex.†

[13.1.3]When fired upon, the vehicleand the units it is transporting aretreated as a single target.The attack isresolved using the vehicle’s statistics,andif thevehicleisdestroyed,theunitsit transports are destroyed as well. If the result is immobilized or armamentdisabled,onlythevehicleisaffected.

[13.1.4] Units being transported mayfire. However, they cannot fire andunloadinthesamephase.

[13.1.5]Eachvehicleunithasatransportcapacityof twostackpoints.Exception:The Sph69-p Troop Transport cancarry6pointsof Type Iunitsonly (noinfantry), and the Green Buffalo cancarry10stackpoints.

[13.2] Overrun attackA vehicle unit cannot engage in closequarters combat. If it is involved withclosequarterscombat,itcanonlyreceiveattacks. If the vehicle is still armed itcanmake an overrun attack, even if it

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istransportingunitsatthetime(thisisavariationof closequarterscombat).

[13.2.1] If an overrun attack ismade,defensive fire is resolvedwith the sameprocedure as close quarters combat,as the vehicle unit approaches the hexof theenemyunit (See[9.1]).After thevehicle unit finishes its attack, it passesthrough the hex side opposite the sideit entered. If units in the target hexhave survived, they do not make anyadditional defensive attacks because of thismovement.

[13.2.2]Thevehicleunitdoesnothaveto spend any extra movement pointsto make an overrun attack, howeverit must be able to move into the hexopposite of its approach. If the unitstill hasmovement points remaining, itmay continue to move and evenmakeadditionaloverrunattacks.

[13.2.3] Units being transported maymakeattacksduringtheoverrunattack,howeveranyunitsthatparticipateintheoverrun attackmay not unload in thatphase,ormakeanyotherattacks.

〔14.0〕Infantry Squads Tokens marked with the silhouette of soldiers, or ‘Inf.’, are Infantry units.Thisunitrepresentsapproximatelyfourtotensoldiersandanyfirearmscarriedby them.Theunitbehaves as a typicalground unit except for the followingspecialrules.

[14.1] Infantry MovementAnInfantryunitcanmoveonehexperturn.AnInfantryunitcannotmakeanyadditional movement when loading orunloadingfromavehicle.

[14.2] Infantry CombatAll Infantryunitshavea specificattackpower and range, just like other units.The following special rules apply forInfantrycombat.

[14.2.1]StackedInfantryunitsmayaddtheir attack power for a single attack.Thisisanexceptionto[5.1.1].

[14.2.2] If approaching to engage inclosequarterscombat,theinfantryunitcanmovetwohexes.Thisisaninfantrycharge.The infantry’smovement valueremains in hexes anddoes not becometwomovementpoints.Forinstance,if theinfantryunitwaschargingalongaroadhex,itcanstillonlymovetwohexes,andnot four (2MPat 1/2MPper roadhex=4hexes).The infantry’smovement isunaffectedbythemovementcostof theterrainitmovesthrough.

[14.2.3] Defensive attacks against acharginginfantryunitareata-1tohit,inadditiontoanyothermodifiers.

[14.2.4] Some infantry units areequipped with themachine gun (MG).There is no singlemachine gun in theunit; all members of the squad areequipped with this weapon. Therefore,if theinfantry’sto-hitrollisanatural(6and6),theweapondoesnotbreakdown.

[14.3] Infantry MoraleWhenaninfantry’sdurabilityrollresultsinanM(immobilized)orA(armamentdestroyed), the unit’s morale is broken.Placea ‘MoraleBroken’ tokenwiththeaffectedunit’stoken.

[14.3.1] An infantry unit with brokenmoralebehavesinthefollowingways.

1.Itcannotattack.If engagedinclosequarterscombatoranoverrunattack,theunitcanonlyreceiveattacks.

2.Icanonlymoveawayfromenemyunits.If thismovementwouldprovokedefensivefire,thentheunitcannotmove.

3.Theunitcannotspot.Inanyscenarioinwhichtheunitmust“beabletorecognize”atarget,theunitcannotsatisfythiscondition.

4.Anyspecialabilitiestheinfantryaretryingtouseautomaticallyfail.

[14.3.2]Aunitwithbrokenmoralemayattempt to recover at the beginning of the troop phase on the next turn. Tocheck for recovery, roll one die. On aresult of one to four, the unit’smoraleis recovered and the ‘Broken Morale’token is removed. On a result of fiveorsix,theunit’smoralecontinuestobebroken.Thefollowingmodifiersapplytothisroll.

1.Thebrokenunitisstackedwithanotherunitwithunbrokenmoraleorisotherwisecapableof makingattacks.-1

2.Whenlocatedinaforestorbuildinghex,-2.Wheninsideadefensiveposition,-1

3.Anenemyunitcapableof makingattacksiswithin3hexes,+1

4.Theunit’smoralewasbrokenwhenitreceivedadditionaldirectorindirectattacks(showthisbyflippingoverthe‘MoraleBroken’token),+1

Allof thesemodifiersarecumulative.

[14.4] Special Infantry UnitsTheEngineerSquadandAnti-AFSRifleSquad are two special infantry units.Otherthanthefollowingspecialrules,allstandardrulesfortheseunitsapply.

[14.4.1]Therearethreespecialabilitiesof anEngineerSquadunit.

Thefirstislandminedetection.WhenanEngineerSquad is enteringa suspectedminefieldhexof anenemythephasingplayerrollsonedie.Onaresultof onetofive,theminefieldisdiscoveredbeforetheunitentersthehex.If aminefieldisdiscovered, the player may cancel theunit’smovement,andchose tomove toadifferenthex.(Forrulesonlandmines,see[19.1])

[14.4.2] An Engineer Squadmay alsoattempt to cause a fire in a block orbuilding hex. The target hex must beadjacent to the unit.Aunit attemptingtostartafirecannotmoveormakeanyotherattacksonthatturn.Attheendof thetroopphase,theplayerrollstwodicetoresolvetheattempt.If theresultisfiveor less, the attempt is successful, and afiretokenisplacedinthetargethex.

When Engineering Squads are stackedand targeting the same hex, roll thediceonlyonce.Theresult receivesa -2correction (even if it is a stack of 3 ormore). For eachadditionalEngineeringSquad beyond the first two, there is a-1 correction to the result (Note: If themodifierisreceived,noneof theassistingunitscanmoveorattackinthatturn).

Seesection[19.4]fortheeffectsof fire.

[14.4.3] If, on an enemy turn anEngineering Squad is fired upon, but

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does not take damage (-), itmaymakeanarsonattemptinsteadof itsdefensiveattack(see[14.42]).Theattemptismadewithonlyasinglesquad,sonoassistancemodifierscanbeapplied.

[14.4.4]TheAnti-AFSRifleSquadwascommonlyusedwhen theAFSwasnotavailableinsufficientquantity.ThesquadhasbeenspecificallytrainedtofightAFStypeunits.Theriflecarriedbythesquadis short ranged,but ispowerfulenoughtodeliverakillingblow toanAFS.AnAnti-AFSSquadconsistsof foursoldiers,theirequipment,andasingleAnti-AFSrifle.Because theweapon isof type ‘L’(laser),if anaturalresultof (5and6,or6and6), thepower sourceof the laserrifle is drained. The unit cannot makeanattackusingtheweapononthenextturn,butmayattacknormallyafterthat.

〔15.0〕Concealment Use of this rule is up to the players toagreeupon.Thisisanoptionalruletobeusedwhenrequiredbythescenario,orif agreedtobybothplayers.

[15.4.1] The concealment token of aplayer’scolor (printedwithanarrow) isusedtoconcealorstackwiththeirunitstoconfusetheenemy.Toconcealaunitor stack’s type, place a concealmentmarker over it. This token is removedonceanenemyunithaslineof sightontheconcealedunit.

[15.4.2]Eachplayerislimitedtousinganumberof concealmenttokensincludedinthegameset,andthetokensof theirowncolor.Concealmenttokensmaybemovedbetweenunits.

[15.4.3]Theplayermayalsoconcealtheactual size of a stack. All concealmentmarkers in a stack are immediatelyremoved once in line of sight of anenemyunit.

〔16.0〕Combat With Unmanned UnitsUnmannedweaponshaveanimportantplace in 29th century combat, andcannotbeignored.

[16.1] Control of Unmanned Units

Withseveralscenarios,acommandunitormannedversionof aunit(suchastheNutrocker)may appear.Whilemannedtheseunitshaveanincreasedmovement(for some scenarios†) and range fordefensivefire(seetheunmannedweaponreferencechart).Inaddition,suchaunitcanonlyspotwhenmanned.If thereisno command unit an unmanned unitcannotmakeindirectattacks,orspotforartillery.

[16.1.1]Amannedversionof anormallyunmannedunitismarkedwitha(PC)inthe scenario. In several scenarios thereare caseswhere the (PC) designation isonaunitotherthananunmannedunit.In such a case this unit is guiding theunmannedunit,andtherulesfor[16.1]apply.

[16.2] Collecting Intelligence[16.2.1] Collecting specific intelligencewithaNeuSpotterisavictoryconditionin several scenarios. The AnalysisMemory Unit (AMU) is housed inthe lower part of a NeuSpotter, andstores all the valuable information theNeuSpotter collects. Since the AMUcould frequentlysurvive thedestructionof theNeuSpotter,itbecameavaluabletargettobothsides.

[16.2.2] With any scenario afterDecember 2884, any NeuSpotterdestroyed on the battlefield drops anAMUinitshex.

TheStrahlTroopscanobtain1victorypointbycollectingadroppedAMU.Inaddition, any victory points thatwouldbereceivedforreturningtheNeuSpotteralivearerewarded(asperthescenario).

[16.2.3]AStrahlTroopplayerInfantryorTypeIunitthatentersthesamehexas theAMUandendsmovement there

maycollecttheAMU.TheAMUshouldbestackedundertheunitthatcollectsit.Whenthecarrierunitmovesoff of themapboardwith theAMU,collection isa success (the player does not get anyvictorypointsforAMUunitswhicharestillontheboardwhenthegameends).

[16.2.4] TheMercenary Troop playercanpreventcollectionbyenteringahexthat contains an AMU and declaringit to be destroyed. The AMU token isremovedatonce.

[16.2.5] A NeuSpotter that collects adroppedAMUhas itsmovement valuereducedbyhalf.Forallotherunits,thereisnopenaltyforcollectinganAMU.

〔17.0〕ArtilleryDuringthetroopphaseof eachplayer,itispossibletomakeartilleryattacksusingtheartilleryprovidedinthescenario.

Artillery attacks aremade fromoutsidethemapboard,andareonamuchlargerscale than standard indirect fire. Thefollowing rules are used to make andresolveartilleryfire.

[17.1] Initial order[17.1.1]Theunitsmaking theartilleryattacks are outside the board, andwill never appear on the board. Unitson the board must contact them.This communication occurs betweena command unit and the off boardartillery unit. The command unit canrequestattacksbasedontheinformationfrom reconnaissance units, but this ismoredifficult thanobserving the targetdirectly.

[17.1.2] The following classes of unitscanrequestanartilleryattack.

1. Command unit•Aunitdesignatedbythescenario•AllinfantryTroopHQunits•AllinfantryPlatoonHQunits

2. Reconnaissance unit•NeuSpotter,Kröte,Raccoon•Allaeronauticalunitsassignedtogroundsupport

3. All other units not mentioned above.

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[17.1.3] To make an artillery attack,unitsinanyof thethreecategoriesmusthavelineof sightonthetargetunit,andcan communicate with the off boardunit making the artillery attack. Atthis time, write down the unit makingthe request, the target, and the typeof artillery attack. The spotting unit maynotmoveorattackontheturnitrequeststhestrike,andif itisdestroyedbeforetheendof theturn,theartilleryattackisnotpossible.

[17.1.4] The artillery request can bemade by any of the three classes of units listed in [17.1.2] independently,or in combination. The five possiblecombinationsare listedbelow (allothercombinations of units cannot requestartilleryattacks).

a)Aunitingroup1observesandrequests.

b)Aunitingroup2observes,andaunitingroup1requests.

c)Aunitingroup2observesandrequests.

d)Aunitingroup3observes,andaunitingroup1requests.

e)Aunitingroup3observesandrequests.

[17.1.5]Theplayermakingtheartilleryattackusesacopyof theArtilleryRequestSheet (at the end of this rulebook) torecord the type of the request (a - e),the turnof the request, the targetmapboard and hex number, shot type, andthenumberof shotsfired.It ispossibletomakemultiplerequestsinaturn,buta unit can only participate in a singleattack.

[17.1.6] The artillery attack is firedat the beginning of the troop phasefollowing the turn inwhich the requestis made. However, if a friendly unit isin the targethex, the shot ispostponeduntil the unit is no longer in that hex.Attacks that deviate from the originalhexandimpactfriendlyoccupiedhexesareresolvednormallyandeffectfriendlyaswellasenemyunits.†

[17.2] Resolving Artillery Fire[17.2.1] On the turn in which theartilleryfirewill land,allartilleryfire isresolvedbeforeanyunitsmoveorattack.

First, find the target number based onthe request type (A-E) on the ArtilleryDeviation Chart. Roll two dice. If theresult is below the target number, theattack hits the target hex. If the roll isoneortwomorethanthetarget,thentheattackhitsanadjacenthex.Rollonedieand consult the chart to determine thedirection.If therollexceedsthetargetbythreeormore,theattackfailscompletely.

[17.2.2] With the impact hexdetermined,resolvedtheeffectonunitsusing the indirectfirerules (rule[5.5.2]through[5.5.4]).

[17.2.3]Forstatisticsof possibleartilleryattacks, refer to the Artillery EfficiencyChart.

〔18.0〕PilotsAnumberof pilots frombothsidesareincludedinthegameset.Someareusedin scenarios, but some of them do notappearinanyprovidedscenario.Playersshoulddecide if theywant touse thesetokens.

[18.1] Pilot Unit [18.1.1] Between the two games thereisa totalof 42pilotunits. It ispossibletocreateadditionalpilotsusingoptionalrules(seesection[18.3]).Thenumericalvalues on the pilot token modify theattackpower,defense,andairwarpowerof theunittheypilot.

[18.1.2]Forthenumericalvalues,blacknumbers add to the value, and whitenumberssubtractfromthevalue.Thesemodifiers affect the to-hit roll for allattacks.

Forexample, if Isao isattackingwithapower of 10, and his correction is -1,and thedefenseof the target is5,witha correction of +1, the result is (10-1) – (5+1)= 3.Thesemodifiers are inadditiontoanyterrainmodifiers.

[18.1.3] Write down which pilot isassigned to which unit, and place thepilottokenstothesideof themapboard.Whenthepilot’sabilitiesareused,showwhichpilotisinvolvedintheaction.Allpilots involvedmust be revealed beforerollingtoresolvetheattack.

[18.2] Escaping (Optional Rule)

[18.2.1] If a unit with a pilot isdestroyed in battle, determine if thepilot has survived.† Roll two dice, if thelasthitresultwasaDisarmed(A)orImmobilized (M), a result of seven ormore indicates that thepilotwaskilled.If the the last hit result wasDestroyed(D),thepilotiskilledonarollof fourormore.If thepilotisnotkilled,placethepilot’s token on the hex, removing theunitthepilotwasin.

[18.2.2] Pilot units on the map arehandled the same as other units untilthe end of the game. Pilot units canmove one hex like infantry (unaffectedby terrain costs), and their defense iszero.Any resultof D,A,orMwill killthe pilot. The opposing player receivesanumberof victorypointsforthepilot.

[18.2.3]Toescape,apilotmustsurvivetotheendof thegame.Itispossibletoretreatthepilotunitoff themapboard,atwhichpoint thepilotwill survive forthe remaining time. (If the player’sunits or reinforcements enter from aspecific location, the pilot unit mustretreat through the same area. Pilotscanalsoescape in thedirectionof thatplayer’sartillery.Leavingtheboardanyotherdirection,thepilotgetslostandiscaptured,givingtheirvictorypointvaluetotheenemy!)

[18.2.4]A pilotmay escape the boardwhilebeingtransportedbyavehicle(see[13.1]).Apilothasastackpointvalueof zero.

[18.2.5] The victory point value of a pilot is +1 for each positive abilitypoint, and –1 for each negative abilitypoint.Thepilot’s rank is also added tohis value, with Junior Warrant Officeras one, Second Lieutenant as two,and Lieutenant Junior Grade as three,each class increases by one point.The Lieutenant Colonel is worth sixpoints. (Additionalranksandvaluesareprovidedwiththescenarios)

-Example-Heinrich Giger, a lieutenant juniorgrade,hasabilitymodifiersaddingupto1+2+0=3.Becausehisrankhasavalueof 3is,combinationhistotalvalueis6victorypoints.

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Artillery deployed land mines aredeployedinthetargethex.

[19.1.1]Landminescanbeassignedanattack value between five and thirteenperhex.Thisassignment iskept secret,and only revealed for the appropriatehexwhereaminefieldisdiscovered.

[19.1.2] The anti-phase player mustobserver all movement of the phaseplayer, to see if any units enter aminefield. The phase player shouldverify with the anti-phase player thatthey have not entered any minefields.If aminefieldisentered,theanti-phaseplayer declares this immediately andresolvesthelandmineattack.(seesection[14.4.1]forexception)

[19.1.3]Thelandmineattackisresolvedusingtheattackpowerof theminefieldin the hex, against each unit that hasentered.Therearenomodifiersappliedforpilotabilityorterrain.Foreachunithitbytheattack,thestandarddurabilitytestforthatunitisrolled.

[19.1.4] The land mine attack isresolvedwhenaunitentersaminefieldhexandwhen itexits. If aunit tries topass through twominefield hexes, fourattackswillberesolved.

[19.1.5] It is impossible to move orremoveaminefieldonceitisplaced.Allminefieldsretaintheirattackpoweruntiltheendof thegame.

[19.1.6] Artillery deployed minesfunctionthesameasstandardminefields,they only differ in their deployment.Follow the standard artillery resolution.A single shot will increase the attackpowerof asinglehex.Multipleshotscanbemadeatthesameordifferenthexes.A minefield increased in this mannercannotexceedanattackpowerof twenty,andfurtherincreaseisignored.

[19.1.7] If an artillery deployedminefield lands inanoccupiedhex, theunitinthathexisnotattackedaslongasitdoesnotmove.

[19.1.8]Friendlyunitsmaypassthrougha minefield, but the minefield hexmustberevealedtotheenemy,andtheappropriate attacks against the movingunitsresolved.

[19.2] Smoke screen Thesmokescreentokenhindersvisibilityinthehexthatitisplaced.

[19.2.1]Thefollowingunitscandeployasmokescreen.

Pzkw182D.houseN.RockerIISdh233/232SchenkelGreenBuffaloRavinEngineerunits

Deployment of a smoke screen canbe done at any time during the phaseplayer’s troop phase. The unit thatdeploysthesmokescreencanstillmoveorattackinthesameturn.

[19.2.2] The efficiency of the smokescreen for each unit is shown on theSmoke Screen Equipment Chart. Thechart shows the number of smokescreens that can be created, the rangethe screen can be created at, and thenumberof screensthatcanbedeployedinasingleturn.

[19.2.3] A smoke screen deployedduringthetroopphasewilldissipateandbe removed from the board two turnslater,atthebeginningof theappropriateplayer’s phase. To show this, place themarker numbered “2”, and at thenexttroop phase, turn the marker over toshow the “1” side. The turn after this,themarkerwillberemoved.

[19.2.4]ThePzkw182andDollHouseuse their internal combustion enginesto create smoke and hide themselves.Because of this, they are marked ashaving an infinite number of uses.Becauseof theclosenatureof thissmokescreen,donotusetheregularmarkers.

[19.2.5] Smoke screens block lineof sight. It is possible for a unit in thesmokescreenhextofire.

[19.2.6]Smokescreensalsomakefiringmoredifficult.Laserandmissileweaponshavea -1modifier tohit,andalldirectfirereceivesa-4modifier.

[18.3] Pilot Creation (Optional Rule)

Usetherulesbelowtocreatenewpilots.This is only a suggested method, andplayersshouldfeelfreetoagreeonothermethodsof creatingpilots.

[18.3.1] There are two types of pilotcreation. One is recruitment. Thefollowing chart is used to create apilotwiththismethod.Rollasingledietwice.Thefirstdeterminesthegroundcombatability. The second determines thedog-fighting modifier. The player maydividethevalueof thegroundmodifierbetweenattackanddefense.

New pilot creation chart Attack, Dog- Defense Fighting 1 -1 -12 -1 03 0 04 0 05 +1 +16 +2 +2

Rollonedie

[18.3.2]Theothermethodistouseanyof thepilotsincludedwiththegameset.Theseareveteranpilots.

[18.3.3]Theabilitymodifiersof pilotscan be raised based on combat results.For every five units destroyed, otherthaninfantry,oneabilitymayberaised.Use the table from [18.3.1], rolling onthe appropriate column for the abilitytoraise,andaddingonetothedieroll.Treat negative values as zero, and arollof sevenasa six.Anysingleabilitymodifiercannotexceed4.†

〔19.0〕Special RulesThe rules for additional weapons inthe game appear here. Each is used asappropriateforthescenario.

[19.1] Land mines Landminesareassignedtoplayersasanattack power and not individual units.Following the rules of the scenario,the player distributes these mines byrecording their assigned attack power,hex, and map on a piece of paper.

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[19.3] Night combat Because of the loss of visibility indarkness,mannedunitscannotrecognizeandreacttotargetsasquickly.

Manned units fighting at night receivethe darkness penalty listed in the FireModifiersChart.

[19.4] FireThereisapossibilityforfiretooccurinallbuildinghexes.When(1)amissle(M)or gun (G) weapon, or artillery attackhit a building hex and a result of ‘D’is produced, orwhen (2) an attempt atarsonismadebyanengineerunit,thereisapossibilityof fire.

[19.4.1] When either circumstance (1)or(2)occurs,checkforfireignition.Forcircumstance (1), roll two dice and if thesumof thedicearefourorless,fireoccurs.If thecircumstanceis(2),decideusingtherulesinsection[14.4.2].Afiremarkerisplacedif afireignites.

[19.4.2] An infantry or pilot unit thatis inside a hex where fire occurs isautomaticallyattackedduringtheenemyfire phase. Roll two dice and add theresultstodeterminetheattackpowerof thefire.Resolvetheattackasadirectfireattack. All other units in the game areimmunetofire.

[19.4.3] Line of sight cannot beestablished through a hex whichhcontainsafiremarker.Aunitinthefirehexcannotestablishlineof sightoutof thehex.

[19.4.4]Anyfire thatbegins continuestotheendof thegame.

[19.4.5] If there is aDepotmarker inthehexwhereafireoccurs,itignitestheammunition, fuel, and other supplies,resulting in an explosion. Remove thetoken immediately. Roll one die todetermine the number of attacks theexplosionwillcause.Resolvethisnumberof attacksagainsteveryunitstackedwiththedepot,usingtheprocessin[19.4.2].Allunits,andnotjustinfantryandpilotunitsaresusceptibletotheseattacks.

[19.5] Special units [19.5.1] A unit for Eddy Amzel isprovided for the appropriate scenario.Eddy canmove one hex per turn, andcannot make any attacks, observe, ortakeanyotheractions.

[19.5.2] The Raccoon, and theunmanned Kröte Pioneer have theengineersquad’sminedetectionability.†Seesection[14.4]forreference.

[19.5.3]SAFSMk.IIcarriesaboosterbackpack.Whenmovingontheground,its movement is (5W), and when usingthe booster itsmovement is (12B).Thecontrollingplayerselectswhethertousetheboosterwhentheunitmoves.Whenusing the booster, movement costs andrestrictionsforthehexestheunitmovesthroughareignored,andtheunitmovesatarateof 1hexpermovementpoint.The booster packmay be used on anytwo turns in during single scenario.Even if the fullmovementallowance isnot used, it still counts as a full use of the booster.†Mark this usage with thenumber tokens. If unit with a boosterisImmobilized(M),itcannolongerusethebooster.†

Whenusingthebooster,theunitmaynotengageinclosequarterscombat.Whileitismoving,if itmovesintothedefensiveattackrangeof anenemyunit,thatunitmaymakeananti-aircraftattack.Aunitusingtheboostermaynotmovethroughhexesthatcontainenemyunits.†

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S.F.3.D Rules by TCI

Original 1986 copyright for the following rules is held by Twentieth Century Imports, USA, and have been reproduced here without permission. Original copyright and trademark for S.F.3.D and related material is held by Hobby Japan and Kow Yokoyama.

Design Credits:Original Storyline: Kow YokoyamaOriginal Game System Design: Yasunori SkiyamaGame Design: Koji HayashinaU.S. Development: Karl HiestermanTranslation: Shuji KoizumiPlaytesting: Mark Matthews-Simmons, David Orms, J.J. Fenstermaker, Ben BaronCompiling and Editing: Rob Brunskill

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1.0 IntroductionThefollowingrulesareacompilationof the ruleswrittenbyTwentiethCenturyImports (TCI), the company thatreleasedthetwoS.F.3.DOriginalgamesintheUnitedStates.Inthewordsof theoriginal T.C.I. manual, “The body of therulesisadirectparalleltotheoriginalJapanese rule book. The optional ruleshave been suggested by the Americanplay test team.”These ruleshave somedifferences from the translation of theJapanese rule set presented previouslyin thismanual.Theyalsopresent somenewrulesandconceptsthatarenotpartof theJapaneserules,whichplayersmayfindinteresting.

The rules are presented here so thatplayers can decide which core set of rulestheyprefertouse,andpullelementsfromthedifferentrulesetsthattheyfeelenhancestheirexperience.

Ground Unit Infantry

Aircraft Pilots

Front Back Front Back

Name

MovementPoints

Name

MovementPoints

PilotName

DogfightBonus

DefenseStrengthBonus

Ground Attack Bonus

Movement Type

AttackStrength

Weapon TypeMaximumRange

ArmorResistance

Weapon TypeMaximumRange

ArmorResistance

DefenseStrength

Name

DogfightStrength

AttackStrength

Weapon Type

ArmorResistance

DefenseStrength

AttackStrength

DefenseStrength

Front Back Front Back Front Back

RocketsExpended

Armament Disabled

Immobilized

Depot

Object

Object(Dummy)

Strongpoints

Shocked

Morale Broken

Fire

Smoke 2

Smoke 1

Doll House Rocket

Dogfight BonusAttack Strength

TOS

NeuSpotterMines

2.0Game ComponentsThe S.F.3.D. game set contains thefollowing:

OneJapaneserulebookOneEnglishrulebookTwoaircommitmentcardsOnecombatresultscardsFourfullcolor,mountedmaps480countersOnecountertrayApairof dice

The S.F.3.D. II game set contains thefollowing:

OneJapaneserulebookOneEnglishrulebookTwoaircommitmentcardsTwocombatresultscardsThreefullcolor,mountedmaps480countersOnecountertray

Apairof dice

2.1 Counter ExplanationThe front of each unit contains thefollowing information. The name, thenumber of movement points, the classof movement,andtheIDnumber.Theback of each unit contains the attackstrength, the type of weapon used,the range of that weapon, the defensestrengthof theunit,andthearmortype.

2.1.1 Aircraft and Infantry countersAircraft counters are identified by themovement code ‘F’. These countersareslightlydifferentthantheusualunitcounters. Inplaceof movementpoints,thisnumberonthefrontof thecounteris the Dogfight strength. On the backof thesecounters,norangeislisted(see7.4). Infantry have nomovement code.ThemovementpointsforInfantryareinparenthesis.

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2.2 Unit classAll units in the game are grouped intoclasses.TheseclassesareclassI(Suits),II(Vehicles),andIII(Aircraft).Theunitsintheseclassesareasfollows.

Type I ......... Panzer Kampf Anzug (PKA), Gustav, Armored Fighting Suit (AFS), Super Armored Fighting Suit (SAFS), Neu Spotter, SAFS MkII, AFS(S), Raccoon, Konrad, Krachenvogel

Type II ........ All ground units.

Type III ....... All aircraft (NOTE: A P.K.A. or Gustav attached to a Hornisse is considered an aircraft until they have separated.)

Inf ............... All Infantry units

3.0Sequence of Play

Initiative DeterminationEachplayerrollsadie.Theplayerwhorolls the highest number is Player #1.TheplayerwhorollsthelowestnumberisPlayer#2.

Mutual Air CommitmentBothplayersecretlycommittheiraircrafttoeithergroundorairattacks.Oncethisisdone,thecardsarerevealed.

Dogfight ResolutionAllunits ineachplayer’sairattackboxconduct Dogfight combat. Afterwards,any unit eligible may conduct attacksagainst any opposing aircraft in theground attack box (see 7.00). Any airattackunitsthatsurvivearereturnedtothe used box on the Air CommitmentCard.

Combat Phase #1

Player #1 Morale RecoveryAllof Player#l’sunitsthathaveamoralebroken counter on themmay now rollforrecovery.

Player #1 Smoke RemovalEach hex that contains smoke laid byPlayer#1isreducedbyone.Thismeansthat a smoke1 counter is removed , orasmoke2counter isbroughtdowntoasmoke1.

Player #1 Aircraft Ground AttacksPlayer #1 may now conduct groundattackswith its remaining aircraft.Theunitunderattackiseligibletoreturnfireontheaircraft.Thesearesimultaneous.

Player #1 Determine Artillery Observation Level

Player #1 now determines theObservationLevelof thehex that is tobe the target of an artillery attack (see8.5).

Player #1 MovementPlayer #1 may now move any or allunits eligible, according to the rules of movement (see4. 0).Anyunit enteringanenemyhexmuststopandimmediatelyconductanoverrunattack(see6.5).

Mutual FireAny units eligible, from either player,may now fire, according to the rulesgoverningcombat(see6.0).Theseattacksare simultaneous. Artillery attacks arealsoconducted.

Player #1 Aircraft ReturnPlayer #1 aircraft are returned to theused box on the Aircraft CommitmentCard.

Combat Phase #2

Player #2 Morale RecoveryPlayer #2 may now try to roll forrecovery.

Player #2 Smoke RemovalPlayer#2maynowremovesmoke.

Player #2 Aircraft Ground AttacksPlayer #2 may now conduct groundattacks.

Player #2 Determine Artillery Observation Level

Player #2 may now determine theObservationLevelof onehex.

Player #2 MovementPlayer#2maynowconductmovement.

Mutual FireAlleligibleunitsmaynowfire.

Player #2 Aircraft ReturnPlayer #2 aircraft are now returned totheUsedbox.

End of TurnNotethatoneturnhasgonebymovingthegameturncounterforwardonespaceonthegameturntrack.Playreturnstothe Initiative Determination phase. If this was the last turn of the scenario,conductVictorydetermination.

4.0MovementDuringthemovementphase,thephasingplayermaymove some,none, or all of its units that are eligible. The numberof movementpointsandthemovementtypeof eachunitarelistedonthefrontof eachcounter.

4.1 Movement TypeEach unit is grouped by its methodof movement into six groups. Thesegroups are Walkers (W), Tank Treads(C)Hovercraft (H), Jump (B),Fliers (F),and Infantry (no code given). Thesemovementtypesarecrossreferencedwiththe terrain type on the Terrain EffectsChart.Thiswillgivethemovementcosttoentereachhex.

4.2 Movement PointsThevariousterraintypesonthemapareexplainedontheTerrainEffectsChart.The map is divided into hexagons, orhexes, in order to regulate movement.Each unit has a number of movementpoints. This is the maximum numberof pointseachunitcanuseduringeachturn. Each hex costs a unit a certainnumber of movement points to enter.Inclearterrain,allunitsspend1MPto

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enterahex.ThismeansthatanA.F.S.,withamovementallowanceof 5,inclearterrainmaymovefivehexes.

Unitsmaynotskiporjumpoverhexes.If a unit enters a hex containing twoor more terrain types, the unit mustdeclarewhich terrain type itwill enter.This terrain isused forbothmovementcost and terrain benefits. The combatmodifier for terrain is the same as theterrain entered. (NOTE: The numbertotheleftof themovementcodeontheflyingunitsisthatunit’sdogfightstrength,notitsmovementpoint.Aircrafthavenomovementpoints(see7.00)).

Infantryhaveonlyonemovementpoint,andmayenteranyhexexceptlakesandriversatacostof one.LakesandriversmaynotbeenteredbyInfantry.

TheJumpmovementisnotlistedontheTerrain Effects Chart. This movementis a special, low level flight using jumpjets.Theunitusingthejumpmodemustmove using only that mode that turn.TheUnitonlypaysonemovementpointper hex, and pays an additional onemovementpointforeachhexthatisoneelevation in height. The unitmust paythefullmovementcostof thehexitendsitsmovementphasein.

4.3 StackingNo more than one friendly unit mayoccupy anyone hex at anyone time.Friendly units may pass through eachother, but they may never end theirmovement in the same hex. If a unitentersanenemyoccupiedhex,thatunitmust come to a halt and immediatelyconduct overrun combat (see 6.5).Theonly exception to this is that Infantryentering, leaving, or being carried bytrucks may stack with the transportingtruck.

4.4 Immobilized UnitsAgroundunitthathashada‘M’resultontheArmorResistancetablehasbeenImmobilized. This unit may not movefortherestof thegame.Itmayfireandspotnormally.

4.5 Game ScaleInbothSF3DIandSF3DII,eachunitcounter represents one suit, vehicle,

or aircraft. Each Infantry counterrepresents one squad of 8 to 10 men.Eachhexis250macross,andeachturnisabout90secondslong.

5.0 Range and DistancingThe range between two units is thedistancefromonetotheother,measuredin hexes, not in movement points.In order to find the range, count thenumber of hexes between the firingunitanditstarget,includingthetarget’shex, but not the firing unit’s hex. Themaximum range of a unit’s weapon islisted, inhexes,on thebacksideof thecounters.Thus,aunitwitharangeof 8mayfireatatarget8hexesaway,orless.Aunitmayneverfireataunitthatisoutof itsrange.

5.1 Line Of SightInorderforaunittofireuponanenemyunitwithnoadversemodifiersthefiringunitmust be able to see his opponent.Tofindif aunithasLineof Sight(LOS)with its target , imaginea straight linedrawnfromthecenterof thefiringhexto the center of the target hex. If thelineintersectswithanyblockingterrain,LOSisblocked.

5.1.1 Blocking TerrainThe hex in which the attacking ordefendingunitislocateddoesnotblockLOS.TheCresthexsideadjacenttothetargetor to theattackerdoesnotblockLOS.TerraintypesthatblockLOSarelistedontheTerrainChart.If theLOStouches a hex containing any groundunit, LOS is blocked. Both friendlyand enemy ground units block LOS.Elevation can affect LOS. Elevationlevelsof each terrain typeare listedonthe Terrain Chart. The only terrainfeaturethateffectstheelevationof aunitisahill.Thismakestheunitatelevation1.Aunitnotonahill isatelevation0.LOS between two units at elevation 0andIisonlyblockedbyterrainthathasan elevation level of one.Units do notblock lineof sight in thiscase (theyareat level0).LOSbetweentwounits thatarebothatelevationoneisnotblocked.

5.1.2 Effects of Blocked LOSIf anattackerisunabletoseeitstarget,itmustfireindirectly.IndirectfirehasaToHitmodifierof -3(see6.2),becausetheattackerisfiringovertheterrain.Inordertofireindirectly,theattackermustalsohaveaspotter.AspotterisafriendlyunitthathasLOSonthetarget.Asinglespotter may only spot one target percombat phase. The spotting unit mayspot and attack at the same time. If aunitwasinvolvedinanoverruncombatthat turn, it may not spot. (NOTE:NeuSpottersmay target paint for a+3modifier,andRaccoonsmaytargetpaintandspotatthesametime,see(8.4)).

5.2 LOS and Laser WeaponsAny unit with the weapon code ‘L’ isarmed with a laser. These units maynot fire indirectly. Instead, they firethroughtheinterveningterrain.If LOSis blocked, the firing unit still needsa spotter. Laser units do not have theindirectfiremodifier.Instead,theyaddtheterrainmodifierforeachinterveninghex.Thedefender also gets the terrainmodifier for the hex containing thedefending unit. Thus, if there are twohexes of forest in between the attackerandthetarget,themodifierToHitis-4(-2foreachhexof forest).

5.3 Effects of Range on Combat

The farther away a target is from theattacker,theharderitistohitthattarget.The attack strength of various units atvariousrangesisgivenontheStrengthatRangeChart.Fromthisattackstrength,various modifiers are added andsubtracted. (NOTE:The rangechart isnotusedwhendeterminingtheeffectsof groundvs.airattacks,orviceversa.)

6.0CombatDuringthemutualfirephase,alleligibleunitsmayfire.Eachunitmayonly fireonceduringeachfirephase.Aunitmaynot fire if it fired during the previousAircraftGroundAttacksphaseorduringthe previous Movement phase. A unitmay fire only once perCombat phase.A unitmay be fired upon any number

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of times. All attacks are consideredsimultaneous, and the effects of allattacks take place at the end of thecurrentphase.

6.1 Declaring AttacksThe attacker declares all attacks beforeresolvingany.Thisinvolvestheattackerdeclaring the firing unit, the target,and,whenapplicable,thespottingunit.Aftertheattackerhasdeclaredallof theattacks, thedefenderdeclaresall returnattacks.Theseattacksareresolvedinanyorder, but the effects take place at theendof thephase.

6.2 Hit Determination.In order to determine if an attackingunithashititstarget,theAttackStrengthof theattackerisused.Theattackerfirstdeterminesif thereisanyToHitModifierbecauseof thedefender’sterrain.Thisisfoundbycrossreferencingtheattackersweapon with the defenders terrain.Thismodifier is added to the attackersattack strength.Next, themodifiers forfiringindirectlyarefoundonthischart,as for the target being Immobilized, agroundunitfiringonanaircraft,smoke,and for infantry unit firing at night.ThesemodifiersareaddedtotheToHitnumber.Finally,thedefensestrengthof thetargetissubtractedfromtheToHitnumberof theattacker.Afterallof thesemodifiershavebeenadded,theresultantnumberisthefinalToHitnumber.Theattacker now rolls two dice and addstogether the two totals. This dice rollis compared to the To Hit number. If the dice roll is greater than theToHitnumber,theattackisunsuccessful.If thetotal is less thanorequal to theToHitnumber,thantheattackhit.

6.3 Artillery AttacksThe To Hit number for artillery isdetermined in the Observation Levelphaseof theCombatturn.Thenumberis found on the Observation LevelChart.Thistohitnumbermayonlybemodified by the targeting of the targethex (see8.40). If theToHitnumber isrolled,theshelllandedinthetargethex.If thenumberisnotrolled,rollonedie,andconsult theArtillerySpreadChart.Thisshowstheactualhexweretheshelllanded.Theattackstrengthof ashellis

dependent upon the type of shell, andthedistancetheunitsarefromthetargethex. These strengths are given on theOff-BoardArtilleryChart.Theseattacksare conducted normally, with normalmodifiers applying.Artillery attacks aresimultaneous with normal ground unitattacks. The scenarios lists the type of shell thatmaybeused,where the shellcomes from, and the distance alreadytraveled. The distance traveled has nomeaningtotheToHitnumber,butdoesshowthemaximumrangetheshellcanreach on the board.By subtracting thedistance traveled from the maximumrange, the range of the shell may bedetermined.Thisrangeiscountedfromtheboardedgelistedinthescenario.

6.4 Armor ResistanceIf the targetof anattackhasbeenhit,the attacker must determine whetheror not the attack damaged the unit.Findthetargetunit’sarmortypeonthebackof thecounter.Thedefenderrollstwo dice and cross references the rollwith the unit’s armor type. The resultwill be either ‘0’, ‘A’, ‘M’, or ‘-’. A ‘0’result indicates that the target unit hasbeen destroyed. The Destroyed unit isremovedfromplayandsetaside.An‘A’resultindicatesthattheunitsarmamenthasbeendestroyed,andmaynotfireitsweapon.(NOTE:Thisdoesnotexcludean air craft from firing any mountedweapons.see7.51).A‘M’resultindicatesthattheunitisimmobilized,andmaynotmove for the restof thegame.Aircraftthatreceivea ‘M’resultareshotdown,andareremovedfromplay.Aunit thatreceives an ‘A’ or a ‘M’ result and hasalready suffered an ‘A’ or a ‘M’ result,whether or not it was received on thisturn,isdestroyed.Aunitthatreceivesa‘-’resultisunaffectedbytheattack.

6.4.1 Modifications to the Armor Resistance Chart

If the attacker, duringhisToHit roll ,rolls a ‘2’ result (ie. double ones) thetarget is automatically Destroyed. If theattackingweaponisarocket,thenamodifierof oneisaddedtothedieroll.If the targetunit is aNeuSpotter, thenthetargetisautomaticallydestroyed.

6.5 Ground Units Vs. AircraftIf, during the Aircraft Ground Attackphase, a ground unit is attacked, thatground unit may return fire upon theattacking aircraft. This return attack issimultaneous with the aircraft attack,andisresolvedimmediately.Thegroundunit suffers the modifier for Groundvs. Aircraft, but neither unit receivesa modifier for the range. The aircraftdoes not receive any terrain defensivebonuses,butthegroundunitdoesreceivethisbonus.If thegroundunitinquestionreturnsfire,itmaynotfireagainduringthe current Combat phase, even in anoverrunattack.DuringtheMutualFirephase,anygroundunitmayfireatanyremaining aircraft on the board. Thisattackingunitmustaddthemodifierforgroundvs.airandforrange.Itdoesnotadd the modifier for terrain. All unitshaveaclearLOStoallgroundattackingaircraft.

6.6 Overrun CombatIf, during theMovement phase, a unitmoves into an enemyoccupiedhex, allmovementisstopped,andthetwounitsinvolved immediately conductOverruncombat. The unit entering the hex isreferredtoastheattacker,andtheotherunit is referred to as thedefender.Therangeisfoundunderthe0rangeontheRange Modifier chart. The defendingunit’sterrainisthehexitoccupies,andthe terrain for the attacker is the hexfromwhichitenteredthedefender’shex.The units now conduct attacks againsteach other. As usual, these attacks aresimultaneous.If bothunitssurvive,theyfire again.These attacks continue untilboth units can no longer fire, one orbothunitshavebeendestroyed,oruntileachhasfiredthreetimes.If bothunitssurvive, theattackermust return to thehexfromwhichitenteredthedefender’shex. These units may not fire duringthis combat round. During overrunsituations, units may, if ammunitionrestrictions allow, fire during all threecombats of the overrun. This is theonly time a unit may fire more thanonceduring a combat round. If, in thesamemovementround,theunitisagainoverrun, it may not fire. In overrunsituations,all‘M’and‘A’resultsontheArmorResistancetablearetreatedas‘0’

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results. All ammunition restrictions aremaintained(see8.1).

6.7 Opportunity FireA unit may make an opportunity fireattackif,duringthemovementphase,theopposingunitmoves fromonehex thathasblockingLOS, into thefiringunit’sLOS, and ends its movement in a hexthat has blocked LOS. All opportunityfire attacks are declared during themovementphase,andcarriedoutduringthe’ current Movement phase. Thisattack counts toward the limit of oneattack per Combat turn. This attackis carried out immediately, before anyothermovementisconducted,andisat-1.Only thenon-movingunitmayfire.The moving unit may not opportunityfire.Opportunityfireattacksarealwaysvoluntary.

7.0AircraftAircraft are defined as units with a ‘F’movementcode.Theseareflyingunits,capableof flyinggroundattack,dogfight,and observation missions. The aircraftaretheFalkeII,andtheSalamander.

7.1 MissionsDuring the Mutual Air Commitmentphase, each player may commit hisaircraft to ground or air missions. Aplayer may elect whether or not tocommitsome,all,ornoneof hisaircraft.Theunitsintheairmissionssectionwillconductdogfightmissions.Theunits inthegroundmissionsectionwillconducteither ground attack or observationmissions.Thedecision regardingwhichaircraft in the ground missions boxwill conduct which missions is decidedduringtheGroundAttackphase.

7.2 DogfightingDuringtheDogfightphaseof eachturn,all of the aircraft in each player’s airmission section of the air commitmentcard must dogfight. Each player totalsthedogfightstrengthof allof itsaircraftinvolvedinthefight,andthesetotalsarecompared.The playerwith the highesttotal isdeemedas theattacker (NOTE:

if thedogfightstrengthsareequal,thentheplayer#1istheattacker.).Thetotalstrength of the defender is subtractedfromthetotalof theattacker.Thisgivesthe attack strength difference. Thisgives the column used on theDogfightchart. A die is rolled, and its result iscross-referenced on the chart.The firstnumberbeforetheslashistheattackersloss, in dogfight strength. The numberaftertheslashisthedefendersloss.

Each side now loses the appropriateamountindogfightstrength.Lossesstartwith the weakest units and work theirway up. Excess damage does not carryover. Example: Two Falke II (strength4each)sufferalossof 5strength.First,one of the Falkes would be destroyed.ThesecondFalkeisnotlost,fortherearenotenoughremainingpoints todestroyit. If the loss resultwasan8, theFalkewouldalsohavebeendestroyed.If,attheendof theDogfightphase,onesidehasatwo-to-onesuperiority,numerically,thensomeof thedogfightingunitsmaybreakthroughandattacktheopposingaircraftunits in the ground mission box. Theplayerwhoisabletobreakthroughmustleave behind at least one unit for eachsurviving enemy. The rest of the unitsthatwereinvolvedinthisdogfightphaseare free tobreak through, and thusgetafreeattackupontheopposingGroundmission aircraft. This attack is resolvedusing the same method as normaldogfightcombat,exceptthatthebreakthroughunitsignoreallattackerlosses.

7.3 Observation MissionsAnyaircraftinthegroundmissionsboxof theAirCommitmentcardmayflyanobservationmission. If the aircraft fliesanobservationmission, itmaynotalsofly ground attack or landing missions.On observation missions, the givenaircraft acts as a spotting unit for oneground unit. This aircraft has LOS onanyunitontheboard,andthusmayspotany enemy unit. Units onObservationmissions are safe from ground attacks.Observation missions last only onecombatturn.

7.4 Ground Attack MissionsAny units in the ground missions boxof the Air Commitment card, and notflying an observation mission, may

conductaGroundAttackmission.Theseattacks are first declared, and carriedout,duringtheappropriatephase.Theseattacks are carried out as a normalcombat, with the following restrictions.Neitherunitfiguresrangerestrictionsfortheattack,butthegroundunitmustusethegroundvs.airmodifier.Theaircraftmust add the terrain modifier for thedefendinggroundunit.BothunitshaveLOSoneachother,andbothattacksaresimultaneous.If thegroundunitreturnsfire,thisattackcountstowardthelimitof attackspercombatroundunitneednotfire. After the attack, the aircraft mustremaininthehexitattacked.Aircraftdonotcounttowardthestackinglimitof ahex.Anynumberof aircraftmaybeinahex.DuringtheMutualFirephase,anyuniteligiblemayfireat theaircraft.AllunitshaveLOSontheaircraft,andtherangemodifiers are applied, as are thegroundvs.airmodifier.Theaircraftdoesnot get any terrain bonuses.When thecurrentcombatphaseisover,theaircraftarereturnedtotheusedboxduringtheaircraftreturnphase.

7.5 Special Rules for Aircraft

7.5.1 Extra WeaponsEach aircraft may, if specified by thescenario, be armed with additionalweapons. These weapons may bemissiles, bombs, or lasers.The numberlisted on the weapon counter is theattack strength of the weapon. If anaircraft uses this extra weapon, it maynotfireitsownweaponatthesametime.Each aircraft can only carry one extraweapon, and bombs and rockets mayonlybefiredonce.Lasersmaybefiredany number of times, andmust followlaser rules and restrictions. Lasers alsoadd to the air craft’s dogfight ability,by addingone to the aircraft’s dogfightstrength. The attack strength 8 bombsandmissilesarerathersmall,andsotwoof themmaybecarriedbyoneaircraft,bothof thesemustbefiredatthesametime.

7.5.2 PK 41 HornisseThe PK 41 counter is not an air craftunit.Onlywhen it is combinedwith aP.K.A. or a Gustav does it become anaircraft. These two counters fly, attack,anddefendasoneunit.TheyusethestatsforthePK41counter,andif theaircraftisdestroyed,bothcountersareremoved.

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ThePK41Hornisseistheonlyunitthatmay fly landing missions. The aircraftlands during the ground attack phase,but may not conduct ground attacksduringthatphase.ThePK41mayonlyland onClear hexes.These hexesmaynot contain units, Friendly or Enemy.TheP.K.A.orGustavmaynotconductany actions this turn.At the beginningof thenext combat turn, theP.K.A.orGustav is free to conduct actions. ThePK 41 may conduct no action until itis reconnectedwithaP.K.A.orGustav.The unit attempting to reconnect withthePK41doessoduringthemutualfirephase,ratherthanconductinganattack.During the next aircraft return phase,thePK41Hornisseismovedtotheusedbox.

8.0Special Rules

8.1 Ammunition RestrictionsThe Dollhouse Vehicle and Goblin isarmedbothwithrocketsandalaser.Inordertoshowthis,aseparatecounterisprovided for therockets.Thisunitmaynot fire both its laser and its rockets inthesameturn.Aftereachrocketattackisused,placeaRocket expendedcounterontheunit.Whentheunithasreachedits limit, it may make no more rocketattacks.There are other units that alsouserockets.ThesearelistedontheUnitSummaryChart,aswellasthenumberof rocketsperunit.

The P.K.A. unit uses a special rocketlauncher (the PF). Although it uses aspecial column on the Terrain EffectsChart, it suffers the same ammunitionrestrictionsasotherrockets.(NOTE:ontheArmorResistancechart,thePFisnotaRocket).If aP.K.A.startstheCombatturnadjacenttoanyotherP.K.A.,itmaygiveitsPF’stotheotherunit.

If aunitarmedwithalaserrollsan11ora12onitsattackroll,thatunit’slaseris burned out. AnArmamentDisabledcounter is placed on that unit, and itmay no longer fire that weapon. If aunitarmedwithaMGrollsa12onitsattack roll, that unit’sMGhas run outof ammunition. Place an ArmamentDisabled counter on the unit. Thatunitmay not fire its weapon until it is

resupplied. If any unit rolls a 2 on itsattack roll, its target is automaticallydestroyed.

8.2 Special Rules Used in Scenarios

Some scenarios allow one side to haveStrong Points. These are non-moving,fortifiedpositions.Theyaddadefensivebonus of -1 or -2, as given in thescenario.This bonus is not given in anoverrun situation. In some scenarios,thereareobjectives thatmustbe foundanddestroyed.Tofind if anobject isadummyoratrueobjective,aunitmustmove into or through the objects hex.Thecounteristhenimmediatelyturnedover.Inordertodestroyanobjective,aunitinthehexmustfireattheobjective,anditisdestroyed.If anyenemyunitisintheobjecthex,theattackingunitmaynotdestroytheobject.

8.3 ResupplyIf a Depot counter is supplied ina scenario, units may resupply byenteringtheDepothex.Depotscontainan unlimited amount of PFs, MGammunition, and vehicle rockets. Theunitmustremainforoneentirecombatturn inorder toresupply.TheDepot isdestroyedinthesamewayasanobjective(see above). Each PK 41 contains twoPFs, and may resupply P.K.A.s in thesame hex. Any units that are overrunwhile resupplying may not fire duringtheoverrun.

8.4 Recon Units

8.4.1 NeuSpotterTheNeuSpotter isaspecialreconunit,withnocombatability.But,duringeachcombat turn, a NeuSpottermay eitherspot two units it has clear LOS on, orspot and target one unit. By targetinga unit, the NeuSpotter allows all unitsfiringatthetargetthiscombatturnaToHitmodifierof +3.ANeuSpottermayalsospot this targetedunitonthesameturn.NeuSpottersmay not be shocked(see9.2).

8.4.2 RaccoonThe Raccoon is a special recon unit,withnocombatability.But,duringeachcombat turn, a Raccoon may eitherspot two units it has clear LOS on, or

spotandtargetoneunit.Bytargetingaunit, theRaccoonallowsallunitsfiringat the target thiscombat turnaToHitmodifier of +3. A Raccoon may alsospotthistargetedunitonthesameturn.Raccoons may be shocked. (see 9.2)Artilleryshotsmaybetargeted.

8.5 Determining Observation Level

Theobservation levelof agivenhex isdeterminedbyhowmanypeoplehaveaclearLOS,andwhetherornotanyunitsarespottingthehex.

Observatio

nLevel

#ofspottin

gun

its

#ofun

itswith

LOS

Ifnoun

itsare

spottin

g,#ofun

its

with

LOSneeded

A 1 4 6

B 1 3 5

C 1 2 4

D 1 1 -

E 0 1 -

8.6 Computer Operated UnitsSomeunitsarecontrolledbycomputer,andarenotmanned.Usually,unlessthescenariostatesotherwise,theseunitsarecontrolledremotely.If,forsomereason,theseunitsarereleasedfromcontrol,theiron-board computers take over. Thesecomputers,whileverysophisticated,arenot fast enough for combat situations,and therefore the defense strengths arelowered.TheComputerControlChartlists the defense strengths of the unitsboth Under Control and Not UnderControl. In some scenarios, it lists acertain unit as the controller.This unitcontrols thecomputerunits,and if it isdestroyed,allcomputercontrolledunitsarenowconsideredNotUnderControl.

8.7 Land MinesIn certain scenarios, the defender isallowedtoplacelandmines.Thelocationof theminesisrecorded,insecret,onaseparatepieceof paper.Theamountof minesthatmaybeplacedispresentedintheformof attackstrengths.Thisattackstrengthisdividedupintoseparatemines,each totaling anywhere from 5 attack

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strength points to 13 attack strengthpoints. Each mine may be placed inanyonenon-buildinghex.Wheneveranygroundunit,of eitherplayer,enterstheminedhex, theminegoesoff.Theunitin question is immediately attacked atthelistedstrength.Thedefencestrengthof the unit, and any terrain modifiers(bomb column) are included.Once theminehasgoneoff,thehexisclear.Theonlygroundunitthatcanenteraminedhexwithachanceof avoidingthemineisanEngineerunit(SeeBelow).

Another type of mine is the AMU(AdvancedMunitionsUnit).TheAMUisa largebundleof explosives that canbe carried by the Krachenvogel (andthe Neuspotter.). Any unit carryingthe AMU has its movement allowancereduced by 10. The AMU may bedropped during any movement phase,and it goesoff during thenextMutualFirephase.Itattacksallunitsinthehexitwasdroppedatastrengthof 20,andallunits inadjacenthexesata strengthof 10.AMUswillbe listed in thescenariothattheyareusedin.

8.8 Infantry and TrucksEach Infantry counter represents asquadof 8-10men.Therearefivetypesof infantry squads in the game. Theseare standard infantry Platoon HQ,CompanyHQ,AntiA.F.S.Rifle(AAR),andengineers(Eng.orPnr.).PlatoonHQandCompanyHQarethecommandersfor their respective units ,AAR squadsarelaserarmedinfantry,andengineersare engineers and demolitionists. Afew special rules are used for infantry,otherwise, they follow normal groundunitrules.

8.8.1 Infantry MoraleIf aninfantryunitrollsan‘M’oran‘A’resultonthearmorresistancechart,theunit nowhas itsMoraleBroken, and amoralebrokencounter isplacedontheunit.Thereareseveraleffectsof brokenmorale. The unit in question cannotattack, except in overrun combat. Thebroken unit cannot spot, and, duringitsmovementphase,moves towardandstaysinthenearestLOSblockingterrain(if thereare twoormoreLOS terrainsequal distant from the unit, determinerandomly which hex the unit movestoward.). During the Morale Recovery

Phase,thephasingplayerrollsonedieforeachof theirunitsthatarebroken.Onarollof 1-4,theMoraleBrokencounterisremoved.Ona5or6,theunitremainsbroken. There are several modifiersto this roll. If the unit is adjacent to anon-broken unit, the modifier is -1, if theunit is inLOSblockingterrain, themodifier is -2, and if an enemy unit iswithin3hexes,themodifieris+2.Thesemodifiersarecumulative.

8.8.2 HeadquartersIn general, a platoon consists of 4infantry,engineer,and/orAARsquads,plus the platoon HQ. A companyconsistsof twoplatoonsandacompanyHQ.Thisisnotsolid,butshouldbestucktoif possibleinthescenario.If aplatoonHQisdestroyed,allof theunitsinthatunits’ platoon are immediately broken.If acompanyHQisdestroyed,allof theunitsinthecompanyarebroken.Whenretreatingunitsoff board,theHQmustbethelastunitoff theboard.

8.8.3 EngineersEngineers are special units that havespecial abilities above their combatability. There are two special abilities.The first is the ability to detect anddisarm land mines.When an engineerentersahexthatitbelievesismined,itmayrollonedie.Ona1-5,themine,if itisthere,isdisarmed.Ona6,theminegoesoff.Anengineermaynotfireonthesameturnitsearchesformines,normayithavebeentransportedbyatruck.Theother ability is to destroy bridges (andother structures, see scenario). It takestwofullturnstodestroyabridge.If theengineer is destroyed before the bridgeis,thebridgeisnotdestroyed.AsecondEngineer may finish the Demolition.Any unit on the bridge at the end of the movement phase is destroyed, andthatbridgemayno longerbeused.Anengineermaynotattackwhendestroyingabridge.

8.8.4 TrucksTrucks and Kraftwagens are designedprimarily for carrying infantry. Onetruck may carry 2 infantry units at atime.Infantrymayoff loadfromtrucksatanytimeduringthemovementphase.Infantrymayonloadontoatruckif theystart the movement phase in the samehexas the truck.The trucksmovementpoints are reducedby3 for that phase.

If a truck is destroyed while carryinginfantry then the infantry are alsodestroyed.

8.8.5 Heavy Machine GunsHeavyMachineGuns(HMG)arecrewedweapons used by a squad of infantry.They increase the attack strength byone, and increase the range by two.HMGcannotbeusedbyAAR squads.Somecombatsoccuratnight,whichwillbe stated in the scenario. Most units,becauseof theirsensors,arenotaffectedby night. But infantry are affected bynight,andthemodifiersarelistedontheToHitModifierChart.

8.9 Units Armed with SmokeSome units carry smoke rounds thatmaybeusedinsteadof normalrounds.Theseunitsare listedonboth theUnitSummaryChart,andtheSmokeChart.The Smoke Chart lists the number of smoke rounds the unit has , the range(in hexes) that the smoke can be fired,andtheduration.If aunitwishestofiresmoke,itdoessoduringitsownMutualfire phase, andmay not fire any otherweaponduringthatphase.

9.0Optional RulesThe following are optional rules. Theyarenotnecessaryforplay,buttheyaddto the flavor of the game. Any all of theserulesmaybeused.

9.1 StackingMore than one friendly unit may nowoccupyagivenhex.Thestackinglimitsareasfollows.Nomorethanfouraircraftmay occupy a single hex. All groundunits have a stacking size. This size istheunitclassnumber.Therecannotbemorethanfourclassnumbersinasinglehex (ie. four class I, or two class II, oroneclassIIandtwoclassIetc. ). If anattackerisfiringintoahexthatcontainsmorethanoneunit,Theattackersinglesoutoneunitas its target,andconductsfire normally. If the attacker’s weaponisaRocket,Bomb,orMissile, thenon-targetedunits inthehexsufferspilloverfire.Theunitssufferingspilloverfireare

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eachattackedseparately,withamodifierof -2.

9.2 Shock and PanicIf,atanytime,aunitishitbyanattack,whetherornottheattackpenetratestheunitsarmor,thatunitisshocked.Aunitisalso shocked if threeormoreattacksareresolvedagainsttheunitinoneturn,whetherornottheseattackssuccessfullyhit. Only unit class I units may beshocked.Shockedunitsmaycarryoutnoactions until the shock is released.Anysimultaneousattacksmaybeconducted.P.K.A.sandGustavsarenotaffectedbyshockif theyareattachedtoaPK41.

9.3 Recovery From ShockAtthebeginningof eachCombatPhase,all shocked units must roll to recoverfrom shock. The owning player rolls asingledie.If theresultisa1,2or3,theunit’s shock has been released, and theunitmaynowconductactions freely. If the result is a 4 or 5, the unit remainsshocked , andmay conduct no actionsthisPhase. If the result is a 6, theunitpanics,andtheresultof theunit’spanicisresolvedimmediately(seebelow).

9.4 PanicIf a unit panics, one die is rolled.Theeffectsof thepanicarelistedbelow,andresolvedimmediately.

DieRoll

Result

1 UnitrecoversandisfreetoconductactionsthisPhase.

2,3 Unitmovestowardsthenearestcover(ieahexthatcontainsLOSblockingterrain)andremainsshocked.

4 Unitmovestowardthenearestenemyunitandattemptstooverrun.Thisunitisnolongershocked,butmaynotconductanyotheractionthisPhase.

5 Unitdoesnotmovenow,andfiresatthenearestunit(whethertheyarefriendorfoe).Thisunitremainsshocked.

6 Unit’spilotmakesafatalerrorinsuitcontrol.Suitexplodes(unitiseliminated).Allotherunitsinthesamehexastheexplodingunitareattackedatanstrengthof 7(lessanymodifiers)Resolvedamageimmediately.

9.5 PilotsThereareseveralpilotcounterssuppliedinthegame.Beforethescenariobegins,theplayerrandomlyassignsonepilottoeach aircraft. P.K. 41Hornisse are notassigned pilots. Each counter lists thename, rank, dogfight bonus, groundattackbonus,anddefensebonusof thepilot.If thenumberiswhite,thebonusisnegative.Thefirstnumberisaddedtothedogfightstrengthof theunit,thesecondnumberisaddedtotheattackstrengthof theunit,andthethirdnumberisaddedtothedefensivestrengthof theunit.

9.6 FireIf thefireoptionalrulesareused,thewinddirection must be determined beforethe scenario begins. Determine this byrollingontheArtillerySpreadchart.Thewinddirection isused todetermine thedirectionof firespreading,andwherethefire produces smoke.Whenever a laserweapon is fired at or through a foresthex,twodicearerolled.If thetotalis7ormore,afireisstarted,andacounterisplacedinthathex.Whenafireisstarted,three smoke counters are placed. Onecounter is placed downwind, and theother two are placed on both sides of thefirstsmoke,adjacenttothefirehex.These smoke counters always remain.During the Initiative Determinationphase,player#1rollstwodiceforeachhexthatcontainsafire.If theresultisa5orless,thefire(andanysmokeassociatedwithit)isremoved.If theresultis10ormore,thefirespreadstooneof thethreesmokehexes,determine randomly.Anyunitpassingthroughorstoppinginahexcontainingfireisattackedwithastrengthof 8.Rangeandterrainmodifiersdonotapply.NOTE:Infantryinafirehexhaveadefensestrengthof 0.

9.7 Miscellaneous Rules.P.K.A.sareallowedtofirebothof theirPFsononeturnif theattacksareonthe

sametarget.GustavsareallowedtocarryaP.K.A.grenadelauncher.EachGustavcarries2PFs,andfirestheseatthesameattackstrengthandrangeastheP.K.A..AlldestroyedClassIIunitsareleftonthemapaswreckage.WreckageblocksLOS,and each destroyed unit in a hex addsonemovement point to the cost of thehex.Aircraftcausenowreckage.ClassIIunitsmaynowenterbuildings.Eachhexcosts5MovementPoints toenter (Thissimulatesthetanksbreakingthroughthewalltogetattheannoyinglittlesuits).

10.0Combining SF3D II with SF3DIn order to combine SF3D with thisgame, these rules areused, rather thanSF3DI.Additionally,SF3DIhasspecialrules pertaining to certain units, suchas the Neuspotters, and the Hornisse.These ruleshavebeenworked into thisrule set. The Charts contained in thisgame include all of the units from thefirstgame.

11.0ScenariosNOTE: Scenario sheets based on theJapanese scenarios and updated withtheTCIrulesarelistedas“TCI#”.Theoriginalrulestextisprovidedhere.

TheseinstructionsforthescenariosaretobeusedwiththeJapanesescenarios.Usethemapconfigurationsfromtheoriginalscenarios,asaretheordersof battle.TheGermantroopsarecontainedinthefirstbox, the Australians are in the bottombox,andareusuallydividedintotwoormoregroups.Thesegroupsarereferredto as Group 1, Group 2, etc. and arenumbered left to right, top to bottom.Special rules and Victory conditionsare listedhere. If the scenario refers tothe Standard Victory Conditions, thatmeans each side receives the victorypoints listed on the Unit SummaryChart. An immobilized unit is worthhalf thevictorypoints.

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#1 Operation: Search PartyAGermanfrontalassaultupontheareaHQ,whichhasrecentlybeenreinforcedbytwoplatoonsof S.A.F.S.s.Germangroup1startsintheair,Germangroup2entersonany1boardedgeonany1turn.Australiangroup1maysetupanywhere.3of the5objectcountersaredummies.Thefiveobjectcountersmustbesetupinbuildings.Eachobjectcountermustbewithin3hexesof atleastoneotherobjectcounter.VictoryConditions:TheGermansmustdestroyboth‘0’objectcounters.TheAustraliansaretopreventthis.Thisscenariolasts10turns.

#2 Rescue 34th A.F.S. PlatoonThe34thA.F.S.Platooniscaughtbysurpriseduringarestbreakandiscompletelysurrounded.The48thNewSouthWalesGuardaresentintobreakthroughandrescuethe34th.TheGermangroup1mayentertheboardontheeastside,orsetupinthebuildingthatcontainshex2404.Theaircraftareallowedfourextraweapons.TheAustraliangroup1isplacedinthebuildingthatcontainshex2006.Australiangroup2entersonturntwoonthewestedgeof themap.VictoryConditions:TheAustraliansmustmove5A.F.S.off thewestedgeof themap.Theseunitsmaynotleaveuntilturn5.TheGermansmuststopthis.Thisscenariolasts10turns.

#3 Operation: Fast TrackAnassaultuponaweakflankbytheCityof DarwinYeomanryisnotthecompleatsurpriseexpectedbytheAustralianCommand.Germangroup1maysetupanywhereeastof hexcolumn04XX.Australiangroup1entersthroughhex07.Twoof thethreeobjectcountersaredummies.Australiangroup2enteronturn4.TheAustraliansgettheinitiativeonturnone.VictoryConditions:TheAustraliansmustexittwounitsoff theboardviahexcolumn27XX,ordestroytheGermanObjectcounter.TheGermansmuststopthis.Thisscenariolasts12turns.

#4 Battle of McCormick’s RiverThefrontlinehadstabilizedandstrengthened.MajorEd‘Madman’McCormickdecidedtoattempttobreakthelocalstalematebycrushingtheGermanline.Germangroup1setsuponmap4.Germangroup2setsupnorthof theriver.Australiangroup1setsupsouthof theriver.TheAustraliansgettheinitiativeonturnone.Theriveristhedarklinethatstartsonhex07andleavesontheeastedgeof themapboard.SeetheTerrainEffectsChartfortheeffects.Thehexes0807,1209,and2007arebridgehexes,andareconsideredclear.Any‘H’classunitshitoverariverhexareautomaticallydestroyed.Germanunitsmayescapeoff thenorthboardedge.TheAustraliansgethalf thevictorypointsfortheseunits.VictoryConditions:Standardvictorypoints.Onesidemusthave6ormorevictorypoints,otherwiseitisadraw.Thisscenariolasts8turns.

#5 Operation Super Hammer (Part 1)Australiancommandbeginsadaringmove.Adirectassault to relieve the siegeof NewCanberra.Themainbodyof the3rdMechanizeddivisionmettheencamped25thPanzerGroup.GermanGroups1and2setupintheforestthatcontainshex2008orinthebuildingcontaininghex1607.Twoof theKrötefromthisgroupmaysetupanywhereonmap4.Germangroup3entersthenorthedgeonturn3,andgroup4entersthenorthedgeonturn5.AustralianGroup1enterthesouthedgeof map4,group2entersonturn3,andgroup3entersonturn5.VictoryConditions:StandardVictorypoints.Highertotalwins.Thisgamelasts16gameturns.

#6 Operation Super Hammer (Part 2)The3rdMechanized,afterabloodyexchange,begantofallbackintomorefavorabledefensiveterrain.Whentheirrelief arrived,theAustralianwithdrawturnedintoanGermannightmare.Germangroup1setsuponmap3,betweenhexcolumns16XXand26XX.Group2arrivesonturn1,intheair.Australiangroup1setsuponmap3,betweenhexcolumns05XXand14XX.Group2entersonthewestedgeof map2,onturn4.TheNutrockers,onturnone,mayappear(land)onanyunoccupiedhexonmap3.Theymaytakenoactiononthefirstturnontheground.VictoryConditions:StandardVictorypoints.Thisscenariolasts15gameturns.

#7 Breakthrough at New CanberraMeanwhile,eastof thecity,asmallarmorunitsuccessfullybrokethroughtothecity.Germangroup1isplacedanywhereonmap2,group2isplacedonmap2,inorwithin2hexesof thebuilding.Group3startsintheair,andgroup4entersthewestedgeof map3onturn3.Australiangroup1enterstheeastedgeof map2onturn1,andgroup2enterstheeastedgeof map2onturn3.VictoryConditions:StandardVictoryPoints.If therearenoGermanunitsonmap3bytheendof thegame,theAustraliansgetdoublethevictorypoints.Thisscenariolasts12turns.

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#8 Hold Out!SuppliesandRelief forNewCanberraareontheway,butsoaretheGermanreinforcements.Germangroup1entersontheeastedgeof map2,andGermangroup2entersonthesouthedgeof map4.Australiangroup1setsupanywherebut4hexesfromeachof theGermanentranceedges.VictoryConditions:If theAustraliansstillhavemenonmap3bytheendof thegame,theywin.TheGermansmuststopthis.Thisgamelasts14turns.

#9 Assault New Canberra Supply StorehouseTheAustralianswereslowlytakingNewCanberra,buttheGermanresistancecouldnotbestopped,unlessthesuppliesfromoutsidethecitywerestopped.Germangroup1setsupanywhereonmap3.Groups2and3startintheair.Australiangroup1entersonthenorthedgeof map4.Group2startsintheair.VictoryConditions:StandardVictoryPoints.If onesideistheonlysidethathasunitsinthebuildingonmap3,thatsidegets4Victorypoints.Thisscenariolasts10turns.

#10 Battle of New CanberraJanuary11,2885:TheGermanforcesinNewCanberradefendtheirlastsupplysourceinthecity,agroupof Militarywarehouses.Afterthelossof thissupplycenter,GermanCommandwasforcedtowithdrawfromNewCanberra.Germangroup1setsupinthebuildingsthatcontainthehexes1309and1312.Thefollowingreinforcementgroupsenteronthehexes0914and1714.Group2appearsonturn2,group3onturn3,group4onturn4,group5onturn5,andgroup6onturn6.Australiangroup1setsupanywherebutbuildings1309and1312.Thefollowingreinforcementgroupsenteronthehexes0201and2301.Group2appearsonturn1,group3onturn2,group4onturn3,group5onturn4,andgroup6onturn5.VictoryConditions:Abuildingiscontrolledbyaplayerif theplayeristheonlyplayerwithtroopsinthebuilding.Thewinnerof thisscenarioistheplayerwhocontrolsbothbuilding1309and1312.Otherwiseitisadraw.Thisscenariolasts10turns.

#11 Flare FurmerAGermanInfantryplatoonisescortingsuppliesthrougharearareawhenitisattackedbyasmallbreakthroughforce.Germangroup1entersthemapontheroadcontaininghex0914.Allof theinfantryandthethreedepotsmuststartinthetrucks.Thedepotsmaynotleavethetruck,andcountforoneinfantrysquadwhenintrucks.Germangroup2isanArtilleryattackthatbeginsonturn8,fromthesouthedge,ithastraveled60hexes.Therearefourattacks,anduptofourattacksmaybemadeperturn.TheyaretypeIshells.Australiangroup1entersthemaponthenorthedge,westof hex1600.TheAustralianplayergets30pts.of minestobeplacedanywhereexcepttheroad.Australiangroup2entersthemaponturn3,onthenorthedge.TheGermanplayermustgettwoof thedepottrucksoff theeastedgeof themap.If theGermanplayerfailsinthis,theGermanplayermustdestroy2timestheVPinenemyunitsthanitloses.TheAustraliansmuststopthis,andmayretreatoff of thenorthedge.Thisgamelasts8turns.

#12 Fire FightThisisatypicalfirefightbetweenunitsduringtheAustralianconflict.Germangroup1entersthemaponturn1,onthenorthedge,eastof hex1801.Oneof theseunitsisacontroller.Germangroup2entersonturn4,onthenorthedge,eastof hex1900.Germanartillerystartsonturn5,onthenorthedge,traveled100hexes.Thereare10rounds,uptotwomaybefiredperturn.TheyarefiredfromSphinx,Attack16,range120,Rockets.Australiangroup1entersthemaponturn1,onthesouthedge,westof hex1214.Australiangroup2entersthemaponturn3,onthesouthedge.Australianartillerystartsonturn1,onthesouthedge,traveled60hexes.Thereare20rounds,uptotwomaybefiredaturn.TheyaretypeIIshells.Towin,attheendof theturn,oneplayermustcontrolthreeof hexes1509,1612,1711,1811,2209.Thisscenarioisadrawotherwise.Thisscenariolasts10turns.

#13 Militia Holds the LineThe12thMilitiaattemptstofendoff theassaultof the134thArmoredRegiment.Germangroup1entersthemaponturn1,onthewestedgeof map6.EachKonradhas2PFsaswellasitslaser(Attack10,Range4).Oneof theKonradsisthecontroller.Germangroup2entersonturn4.Australiangroup1startsanywhereonmap6.Group2starts.onmap5.Australiangroup3startsonturn3,atanunknownlocation.Onturn3,theAustralianplayerrollsonedie.If theresultis1-2,eastedgeof map5,3-4,southedgeof map5,5-6,eastedgeof map6.EachPakKröteandMakelhave2PFsstored.AKonradmustspend2MPstogetthem.If theAustralianPlatoonHQisdestroyed,allinfantryonmap6mustretreattomap5.TheDepotisworth6VP.HighVPtotalwins.

#14 Canadian InvasionBecauseof thevictoriesof theRebelMercenaries,manyof thenewcoloniesbegantothinkof rebellion.Inordertostopthis,TheGermancommandstartedaninvasionof Canada,themostrebelliousof thecolonies.Asusual,theAustralianswerealreadythere.Germangroup1entersonturn1,onthesouthedgeof map6,westof 0914.Twoof theKonradsarecontrollers.Germangroup

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2entersonturn2,onthesouthedgeof map6,westof 0914.Australiangroup1startsonmap6.Australiangroup2startsonmap5.Group3maystartonturn3,ontheeastedgeof map5,if theplayerwishestolose20VP.Group4mayenteronturn6,if theplayerwishestolose10VP.TheAustraliansget140ptsof minestoplaceanywhereeastof hexrow13XXof map6.Onturn2,theAustraliansgetartillery:Fromeastedgemap5,traveled42hexes,14rounds,3perturn,TypeIshells.Fromeastedgemap5,traveled60hexes,6rounds,1perturn,TypeIIshells.Oneobjectcountermaybecarriedpertruck.Eachtruckretreatedoff of eastedgeof map5isworth10VP.Theentiremapissnow-covered.All‘W’types,exceptKrote,have3MP,all‘C’types,exceptGreenBuffalo,Ravin,andPzKw182,have4MP.TheGermanswinif theyretreat100VPoff of theeastedgeof themap,orif theyareaheadof theAustraliansby25VPs.Thisgamelasts20turns.

#15 Airborne RaidThe18thAirbornewasdroppedbehindthelinesinordertoraidMcCormickAirbase.Germangroup1isairdroppedintothearea.Theymaybeplacedanywhereonthemapthattheyareabletoenter,andmaynotfireonthesameturnthattheyland.Australiangroup1startsanywhereonthemap.Australiangroup2entersthenorthedgeof themapstartingonturn2,twounitsatatime.Theplayermaychoosewhichtwoappeareachturn.Thesixbuildingsonhexrow24XXarehangers.Theyhaveadefenseof 5,andmustbeemptytoattack.If theyarehit,theyareautomaticallydestroyed.TheGermanplayergets10VPeach.Thewinnerof thisscenarioistheplayerwhohas10moreVPthantheopponent.Thisscenariolasts10turns.

#16 The Rescue of Major PierceMajorPierce,commanderof the44thA.F.S.Battalion,wascapturedinasurpriseattackonthe44th’sbase.The90thAllMercenarycompanywentinforarescue.Germangroup1startsanywhereonmap7.Germangroup2startsanywhereonmap6.ThePOWcounterisplacedanywhereonmap7.Australiangroup1entersonturn1,theeastedgeof map6.Australiangroup2entersonturn5,theeastedgeof map6.Onturn2,theAustraliansgetartillery.Fromeastedgeof map6,traveled70hexes,12rounds,1perturn.TheshellsaretypeII.TheF-Bootshavenosmoke.AnyAustralianunitthatmovesintothehexcontainingthePOWmaypickupthePOW.If theunitcarryingthePOWisDestroyed,ThePOWiskilled.TheAustraliansget10VPforthePOW.TheGermanplayermaynotmoveorkillthepow.ThehigherVPtotalwins.Thisscenariolasts15turns.(Note:OurplaytestersnoticedthatthePOWwasworthveryfewVP,andrecommendedthathebeworth30VP,andnotbekill-able,insteadabandonedKH).

#17 Battles Won and LostThecityof Bedfordbecamethesightof oneof thebloodiestbattlesof thewar.TheGermansdugin,andtheAustraliansdugthemout.Germangroup1startsanywherewestof hexrow22XXonmaps1and7.Germangroup2mayenteronturn6.Beforethisgrouparrives,rollonedie.On1-2,theKonradsarenotaccompaniedbytheHornisse,andenteronthewestedgeof map1.If Germangroup2entersthegame,theplayerloses10VP.TheGermansget100pts.of minestobeplacedanywhere.Onturn2,theGermansgetArtillery:westedge,traveled80hexes,15rounds,2perturn,TypeII,Westedge,traveled200hexes,6rounds,2perturn,TypeIII,Westedge,traveled80hexes,6rounds,2perturn.Australiangroup1entersthemaponturn1,ontheeastedgeof theboards.Group2entersonturn3,eastedge,group3entersonturn6,eastedge;group4entersonturn9,eastedge;andgroup5entersonturn12.Thebuildingscontaininghex1106onmap7andhex1307onmap1areworth30VPeachif oneplayeristheonlyplayerwithunitsinthebuilding.HighVPtotalisthewinner.Thisscenariolasts15turns.

#18 Stop Them at ColonierThe711thA.F.S.Battalionbeganmoving towardLaGrange spaceport,wheremercenaryunitswere collecting for an assault.Thecityof Colonierwasorderedtostopthe711th.Germangroup1setsupanywhereeastof hexrow07XXonmap6.Germangroup2setsupanywhereonmap5or6.Theinfantryisacontroller.Australiangroup1entersonturn1,westedgeof map6.TheAustraliansmustretreat40VPworthof unitsoff of theeastedgeof theboard,orgain2timetheVPof theGermanplayer.TheGermanplayermuststopthis.Thisscenariolasts15turns.

#19 Hill 91Hill91wasahigh-pointoccupiedbythecontrollerof the17thAutomatedCompany.The331AFSCompanywasorderedtotakethehill.Germangroup1setsupanywhereoneithermap.Theinfantrysquadisthecontroller.Australiangroup1entersonturn1onthenorthedgeof map4.TheAustralianswinif theyhaveaunitonthehill,Hex2205,map6attheendof thegame.Thisscenariolasts10turns.

#20 Prologue to “Faserei”Oneof theopeningbattlesof OperationFaserei,thefinalresistanceof thenowcut-off GermaninvasionforceinCanada.Germangroup1setsupanywherewithin16hexesof theeastedge.Germangroup2entersonturn4.Group3mayenteronturn6,and

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isairdropped.Theseunitsmaybeplacedanywhereitispossibleforthemtoenter.Theseunitsmaynotfireontheturntheyareplaced.Theplayerloses5VPif theseareused.Australiangroup1isplacedanywhereonmaps2or4.Group2mayenteronturn3,fromthewestedge.Theplayerloses5VPif theseareused.Group3entersonturn5.TheAustralianshaveartillery:Westedge,traveled60hexes,15round,2perturn,TypeIIshells;Westedge,traveled100hexes,10rounds,2perturn,TypeIIIshells.Threeof theGermanobjectcountersarereal.Eachrealobjectdestroyedisworth15VP.ThehighestVPwins.Thisscenariolasts15turns.

#21 Operation FasereiTheGermaninvasionforcehadpulledbackintotheAlbertaarea.Theyweresurroundedandattacked.Germangroup1beginsanywhereonmaps1,5,and7.Threeof theGustavsarecontrollers.Allof theseKonradsandGustavshave2PFs.Germangroup2entersonturn3.Germangroup3entersonturn9,ontheeastedgeof maps1,5,and7.TheGermansget280ptsof minesonmaps3,4,5,and6.TheGermansgetartilleryonturn1:Fromtheeastedge,traveled70hexes,30rounds,2perturn,TypeIIshells;Eastedge,traveled150hexes,10rounds,1perturn,TypeIIIshells;Eastedge,traveled65hexes,15rounds,3perturn,TypeIVRMshells.Australiangroup1entersonthewestedge,andonthenorthedgeof map6.Group2entersonturn4,onthewestedge,andonthenorthedgeof map6.Group3enteronturn6,onthenorthedgeof map5,oronthesouthedgeof map4,player’schoice.TheAustraliansgetartillery:Fromthewestedge,traveled60hexes,40rounds,2perturn,typeIIshells;onthewestedge,traveled100hexes,6rounds,1perturn,TypeIIIshells;onthewestedge,traveled4hexes,5rounds,2perturn,Dollhouserockets.If therearenomobileGermangroundunitsonanyof theboardsattheendof thegame,theAustralianplayergets20VP.TheGermansmayretreatunitsoff of theEastedgeof themap.Towinthisscenario,aplayermusthave20moreVPthantheiropponent.Thisgamelasts30turns.

#22 After The HolocaustThe192PanzerCompany,oneof thefewunitsleftrelativelyintact,hadbeenchasedacrossCanadaintoOntario.Whilewaitingfortheirship,theircampwasattacked.Thescoutsof the192returned,tofindtheenemydugin.Germangroup1startsanywhereonmap5.TheGustavshave2PFs,andoneof theNutRockersisacontroller.Germangroup2entersonturn1,fromthewestedgeof map4.OneNutRockerIIisacontroller.TheGermanplayergets100ptsof minesanywhereonmap5.Australiangroup1startsanywhereonmaps3,4,and6.BoththeCompanyHQandtheSchenkelareCompanyHQs,andbothmustbedestroyedbeforetheeffectsof destructionof anHQoccur.TheAustraliansget240ptsof minestobeplacedanywhereonmaps3,4,and6.TheAustraliangetsArtillery:fromthenorthedge,traveled72hexes,4rounds,2perturn,Dollhouserockets.Onturn13,theGermansmaybegintoretreatunitsoff of theeastedgeof map5.Anyunitsthatleavethemapbeforethen,oranyGermanunitsleftonthemapafterturn16areconsidereddestroyedbytheAustralianplayer,andcountforVP.ThewinneristheplayerwiththemostVP.Thisscenariolasts16turns.

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S.F.3.D Fan ExpansionOriginal copyright and trademark for S.F.3.D and related material is held by Hobby Japan and Kow Yokoyama.

Design Credits:Francis GreenawayJim MeggonhofenFrank SavinoBayne McGregor.

Compiling and Editing: Rob Brunskill

1.0IntroductionFrom the Introduction page of theoriginalprojectsite:

“This website is devoted to mainlythe gaming side of both SF3D and2887™, with background notes,historyandruleswherenecessary.Tobeget themostoutof this site, youmust have a copy of either SF3D IorII.TheTCItranslatedruleshavebeenusedmainly for thesepagesasI don’t read Japanese. However, if youcangetholdof atranslatedrulesset,thenyou’llfinditcontainsmuchmorethantheTCIruleseverdid.”

The following is a collection of fan-created material intended for theEnglish-editionS.F.3.DgamereleasesbyTwentieth Century Imports. Themaincreators of this content were FrancisGreenaway, Jim Meggonhofen, FrankSavino,andBayneMcGregor.Someof therulesrecreateelementsthatareintheJapaneserules,butweremissingfromtheTCIedition.ItalsoaddssomerulesthataremeantfortheTCIedition,butwouldbecompatiblewiththeJapaneseeditionaswell.Twoscenarios(numbered‘x#’)andasmallselectionof additionalunitsarealsoincluded.

At the timeof thiswriting, theoriginalsite is no longer available, but apartialcopy is hosted by Kevin Futch athttp://futchfactor.com/resources/sf3dgaming/.

A snapshot of the original pages canalso be found on the Internet ArchiveWayback Machine by searching it forhttp://www.bus.bton.ac.uk/staff/fesg/games/sf3d/rules/index.html.

2.0Strahl PKA Hand Held WeaponsThePKAsuitisataseriousdisadvantagewhen playing games that don’t includethe PK41 or supply depots. While thepanzerfaust is a relatively powerfulweapon at close ranges, the fact that itis only a close rangeweapon, and thatonlytwoof themarecarriedmeansthatthe standardPKAsoon loses it’sabilitytofight.

To improve the state of thePKA, theymaycarryadifferenthandheldweaponinsteadof onepanzerfaust.Theweaponoptionsinclude:

Weapon Damage

Handheldlaser 6L8

Thelaserburnsoutonan10,11or12

Handheldcannon 8MG6

Thecannonrunsoutof ammoonan11or12

Aunitwithoneof theseweaponsmaystillcarryonepanzerfaust,butmaynotuseitinthesameturnasitfiresthehandweapon.TheGustavmaynotusetheseweapons at all as it only has one handactuator, the other containing the in-builtlaser.

3.0Physical CombatPKAsuitsrunoutof ammunitionquitequickly,andmanyotherunitseitheralsorun out of ammunition eventually orburnouttheirlasers.Whenthishappens,theunitiseffectivelyreducedtospottingorbecomingatarget.

Thisruleallowsaunitwithnoweaponslefttotryandengageanenemyunit inphysicalcombat.If itsurvivesof course.Notethataunitmayengageinphysicalcombatevenif itdoeshasweaponsleft.This is brutal combat, where the twounits are clubbing each other, kicking,chargingandtryingtoinflictdamagebyanymeanspossible.

To be applicable for physical combat,two units have to be in the same hex(thusoverruncombatmayhavealreadyoccurred - possibly the reason for theclose combat?), and if this is the case,then after ALL shooting combat hasoccurred,physicalcombatmayhappen.Thismeansthattheunitmaynotsurvivethe turn tobeable to conductphysicalcombat.Aunitmayengage inphysicalcombatevenif ithasconductedshootingcombatintheturn.

Toconductclosecombat,bothunitsroll1D6andaddthefollowingmodifiers.

+thedefencestrengthof theunit

+ physical combat modifier if theunitisnotgoodatphysicalattacks(seelistbelow)

+2if theunitisimmobilised

Thenwiththismodifiednumber,consulttheArmourResistanceChartandcrossindexthenumberwithyourunitsarmourletter.Theresultisthedamagethatyourunitsustainsincombat.Itispossibleforbothunitstodestroyeachotherorinflictnodamage.

Sometimesaunitdoesn’twanttoengageinclosecombat,andinsteadmaytryandevade it. This can only be done if theunit isn’t currently immobilised. In thiscase, the unit evading gets a +2 to it’sroll,andtheopponentdoesnothavetomakearollatall,meaningthatitcannotbedamagedinthephysicalcombat.

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The various units pages lists all therelevantphysicalmodifiers for theunitsin the game, but as a rule, a normalarmoured suit will have a -0 modifier,awalkerwith limitedphysicalpotential(like an HAFS Jerry) will have a -1modifier,andaunitthatcannotengageatall (likeanarmouredvehicle,suchastheNutrocker)willhavea-2.

AnyfliersandNeuSpotters(orvariants)maynotbeengagedinphysicalcombatatall.

Some examples:

A PKA suit and an AFS engage each other in physical combat, and both survive the turn to see the combat through.

The PKA rolls a 6 and adds 2 for it’s defence. This is an 8, which is a no effect on the chart (because it only goes up to 6!).

The AFS rolls a 2, and adds 2 for it’s defence. Consulting the armour chart, under B for the suits armour class, a result of 4 is an M, thus the AFS is now immobilised.

An AFS decides to attack a Nutrocker in physical combat.

The Nutrocker rolls a 1, and adds 4 for it’s defence. However, the Nutrocker has a -2 for being completely incapable of physical combat, so the end result is a 3, which according to the chart under armour class A, denotes that the Nutrocker is now immobilised.

The AFS also rolls a 1, and adds 2 for it’s defence rating. This is enough for the AFS to be destroyed, so probably the AFS tried hitting the Nutrocker which crushed it underneath itself, resulting in it’s immobilisation.

A Kröte decides to attack a Sand Stalker. The Sand Stalker however has other plans, and decides to evade the Kröte, thus not attacking it.

As a result, the Kröte need not roll for damage, so it survives the combat. The Sand Stalker rolls a 4, adds 2 for evading and 1 for it’s defence, which gives a total of 7, so it escapes unharmed also.

4.0Ranges to Ground Attack AircraftThisisjustabitof asmallclarification,whichmost peoplewould probably useanyway.Intherules,itstatesthatinthemutual combat phase, ground attackaircraftcanbeattackedbygroundunitsat normal range modifiers. However,as ground attack aircraft aren’t placedon the map, there can be a bit of adiscussionastowhatthisrangereallyis.

So, what we do, is to use the rangebetweenthecurrentfiringunit,andthetargetof thegroundattackaircraftthatis the current target of the firer. Thismeansthatamarkerhastobeplacedonthemapif thetargetof thegroundattackaircrafthasalreadybeendestroyed.Ortoputitanotherway,whenagroundattackaircraftisdeclaringitstarget,simplyputthe aircraft counter in the samehex asit’starget.

This seems tomake sense as a groundattack aircraft and its target don’t everuse range modifiers, so for simplicitiessake, all vertical ranges have beenignored.

5.0Multi-Attack VehiclesSomevehicles,especiallywiththeadventof the naval ships and theMAK2887vehicles, contain a range of weapons,andtheabilitytousealotmorethanoneof themperturn.

A vehicle so designed will have an‘Attacks’ rating listed in the weaponssectionontheunitschart.Thisnumberwill is the total amount of attacks thatthe vehicle may perform in one turn,andtheseattacksmaybeatthesameordifferenttargets.

Eachweaponand rocket codewill alsohave a number in parenthesis after thecode(forexample8L8[1])whichistheamount of weapons of that particularthevesselhas.Noweaponmaybefiredmorethanonceregardlessof theamountof attacksthatthevehiclehas.

6.0Multi-Hit VehiclesSomevehiclesarealsomuchlargerthanothersandabletosurvivemorethanonesuccessfulweaponattackthem.

On the new unit tables, a vehicle withmore than one hit has a number inparenthesisafterthearmourcode,suchasC(2).Thenumber is the number of hitsthatthevehiclecansurvive.

Every time a vehicle is hit, roll fordamageasnormal,butif aletterisrolledon thearmour resistancechart, consultthefollowingtable:

D: The vehicle is damaged. It losesonehit,andmaysufferfurtherdamageeffects.Roll1d6:

1-3 Thevehiclelosesoneweaponsystem(owningplayerchooses)

4-6 Thevehiclelosesmotivedamage,andhasit’savailableMPreducedby1/4of itsmaximumvalue.

M:Thevehiclesuffersonehitdamage,butnofurthereffects.

When a vehicle takes an amount of successful hits equalling the hits it cantake,itisdestroyed.

Amulti-hitvehiclewillstillbedestroyedbyrollinga2tohit.

7.0Size IV VehiclesSomevehicles (namely theoceangoingvessels,butsomelargegroundvehiclesaswell),arejustmuchlargerthannormal.ThesearetermedsizedIVvehicles,andare treated as normal vehicles exceptthat they always leave wreckage whenthey aredestroyed (except shipsusuallysink and canbe ignored), andbeing aslargeastheyare,nootherunitmayenterthe samehex as them, they completelyfillit.

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8.0Troop TransportsSome vehicles have the capacity totransporttroops,andthesewillbetermedtransports in theunitspage,alongwiththeamountof troopsthatcanbemovedbythevehicle.

8.1 Loading UpTo be able to load up on troops, atransport vehicle must be stationaryfor the entire turn, although it can fireasnormal.The troops themselvesmustend their movement in the hex withthe transport and they may ignorenormal stacking rules as the troopsare considered entering the transportvehicle.Of course, if thevehicle is full,thennormalstackingrulesapply.

On the next turn, the transport maymoveasnormal.

8.2 Destruction of the Transport

If thetransportishitanddestroyedwhilecarrying troops, then all units onboardmust roll on the armour resistancechart as though they had been hit byrockets(thuswitha+1modifier).If theysurvive, theymayoccupy the samehexas the transport, or any adjacent hexto represent them scattering. Normalstackingrulesapply.

8.3 UnloadingTounloadatrooptransport,thevehiclemustbestationaryforthetime,andthenall the contained troops may simplydisband, observing all normal stackingrules.

NotethattheirisnoadditionalMPcostforenteringorleavingatrooptransport.

8.4 Transport Units

8.4.1 Mercenary TransportsGreenBuffalo(all)-6TypeITruck-Infantry

8.4.2 Strahl TransportsKraftwagen-InfantryN.RockerTroopCarrier-8TypeI

9.0Infantry Heavy Weapon UpgradesS.F.3.D.IIsuppliesregularinfantryandaHeavyMachineguncountertoimprovetheiroffensivepunch.Howaboutsomemore?

Weapon Damage VP Note

MissileLauncher 10R8 2 6shots

Mortar 8M6 2 Indirectfireonly,doesspilloverdamage

Panzerfaust 10PF4 2 10shots,mayfiretwiceperturn

Mortarscanbeusedbybothsides,Aussiesgetmissiles,GermansgetPanzerfausts.

10.0LOS and UnitsUnits,whethertheyarefriendlyorenemy,donotblockLOS.

11.0Aircraft (and Other Unit) PodsSome units (excluding infantry) can carry pods (such as EW pods, or additionalweapons). A pod carried by an aircraft replaces its ability to carry extra weaponcounters.Class IIor IVGroundunitscancarryoneof themfreely.Only speciallybuiltClassIsuitscanmountthem.Asbefore,aircraftmustdeclareairborneorgroundcombatEW.

TheAMUisaverylargeminethatcanbecarriedanddroppedbyaNeuspotter,itexplodesinthenextMutualFirePhase.Capacityisintermsof anaircraft’snormalextraweaponload.

Payload type VP Capacity Effect

ECM/Jammingpod 4 1 4powerunits,ECM:3Jam:3

Spot/Targetpod 2 1 Spot:2,Target:+3

ECMpod 2 0.5 ECM3only

Jammingpod 2 0.5 Jamming3only

Bomb 0.5 0.5 AttackStrength8

LargeBomb 1 1 AttackStrength12

SmallMissile 1 0.5 AttackStrength8,range10

Missile 2 1 AttackStrength12,range10

Laser 3 1 10L10,+1todogfightlevel

NeuspotterAMU 2 - AttackStrength20 intargethex,10inadjacent

TheEWrulesmentionedabovecanbefoundhere.

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12.0Electronic Warfare and Fire Control UpgradesTheseareextraabilitiesthatcanbeboughtforunitsatanadditionalvictorypointcost.LiketheEWrules,theyaddanextradimensionbutatthecostof morecomplexity.

VP Upgrade

+2 Radar/RadioDirectionFinder

ThisallowsaunittolocatefunctioningAnti-aircraft,Headquarters,ECM/Jamming,RemoteController,PointDefenceandCounter-batteryunits.Insteadof makinganattack,itmayattempttoelectronicallyspotoneunit.Thespottingplayermustchooseoneof theabovetypestospotanddeclarewhichunitismakingtheattempt.Theopposingplayercountstherangetothespotter,dividesbyten(roundup)andtellsthespottingplayerwhatthenumberis,andhemustrolloverthatnumberon1die.Spottergetsa+1foreachadditionalspottingunitand+1if thetargetisstationary.Onceaunitisspotted,itsidentityisknownfortherestof thegame.

+2 Counter-BatteryRadar

Detectssourcelocationof artilleryfireaimedathexwithin40hexesof theCBradarunitduringspottingphase.Onfollowingturn,owningplayercandirectartilleryfireatenemyguns.Thiscangetreallycomplicated,seetheArtilleryDuelrulesbelow[comingsoon-Francis].Canalsopasslocationtofriendlyaircraft.

+1 Anti-Aircraft

NoGroundvsAirpenalty.CanbeaddedtoLaser,MGorRocketarmedClassI,IIandIVunits.

+3 PointDefence

ThePDupgradeisnotanupgradeassuch,buttheadditionof aself containedturretmountedontheupperdeckof thevehicletogiveitalargearcof fire.Itcontainsitsownlaser,searchradarandfirecontrolsystem,andonlyneedspowerfromthemountingvehicle.Itwillautomaticallyattackanyrocket/artilleryprojectileaimedatthevehicle.Itmaybeusedtoblockrockets,missiles,panzerfausts,bombsandartillery.

Whenthevehicleisattacked,roll1d6foreachattack.Bombsandrocketsaredestroyedona1-5,missilesandpanzerfaustsa1-4.Forartillery,roll1d6.Ona1-3,subtract1fromtheStrengthof artillery,ona4-5subtract2,andona6subtract3.If theartillerystrengthisreducedtozerothenittotallyblocked.

ThePDunithasarangeof 6hexesandmayattempttoblockoneartilleryattackORanynumberof projectileattacks.AttacksfiredduringoverrunorfromadjacenthexesmayNEVERbeblocked(notenoughtrackingtime).UnitswithmultiplePDsystemsmaynotrolltwiceagainstthesameprojectileattack,butcandefendagainstthesameormultipleartilleryattacks.

ThePDmaynotbeusedinforestorcity/buildinghexes,andavehiclemayonlycarryonesystemperhitsrating.

13.0Electronic WarfareWiththeincreaseinSDRautomatedunits,andarmiesrelianceonmoderntechnologyfortargetingsystemsandthelikeasawhole,combatisgettingmoreandmorelethal,andforthetroopsontheground,theredoesn’tseemtoomuchof awaytobreakthisdeadlock.

Asaresult,newwaysarebeingdevelopedtotryandgetthebalancebackintoforceforoneside,andonewayof doingthisistogetmoreelectronicwarfarevehiclesbackontothefrontline.

Electronicwarfare,atitssimplest,istheuse of jammers and counter-jammersfilling the air so that one sides relianceontheirmoderntechnologyisshattered.ThentheEWsidecanthenmopuptheenemyastheirtargetingsystemswillstillbeworkingfine.

Atleastthisisthetheory,inpractisetheothersideisgoingtobedoingthesamethingandnotwishingtoletyouoverruntheir targeting systems when they canoverrunyours!

13.1 Terms

EWElectronicWarfare.Forthepurposesof thisarticle,EWisanyof theactionsthatare described later, and a EW vehicleis simply one that can employ EW. ANeuspotterisanEWvehicle.

ECMElectronic Counter measures. For thepurposes of this, ECM also includesECCM (Electronic Counter-Countermeasures), the art of trying to breakthroughanopponentsECM.

JammingJammingisaveryspecificformof ECMwhich tries to disrupt automated unitsonly. ECM will not affect automatedanymorethanitwillaffectnormalunits,andjamminghasnoeffectonECM.

Forthepurposesof thisarticle,agroundunitincludesanysurfacenavalvessel.

13.2 EW ActionsThere are several abilities which anEWvehiclemayuse,which includethefollowing:

SpottingThisiswhenaunitwithLOStoseveralenemy units sends this information toother units so that the enemy may beattackedbyindirectfire.

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TargetingThis allows the EW unit to effectively‘paint’ the targeted unit, which meansthat the EW unit is getting as muchinformationabouttheenemyaspossiblyandasaccurately,whichitthensendstoanother unit so that that the firermayhaveamuchimprovedchanceof hitting.

ECMAnEWvehicleemployingECMistryingtojameverysingleenemyunitintheareaof effect,bysubmittingtheenemyunitstoasmuchelectronicstaticandnoiseaspossible.AunitsubjecttoECMistryingtobreakthroughthisECMandindoingsoattemptingtosubjecttheothersidetoitsownECM.

JammingJamming is a much more directedversionof ECM.WhereasECMistryingto blanket everything, jamming is onlytrying to disrupt automated units (suchas Neuspotters and Nutrockers), andattemptstoconfusethemandputthemout of action. Jamming also involvescounter-jamming which attempts tobreakthroughthejammingandimposeitsownontheotherside.

Every ability will have a rating. Forspotting,thiswillbeamountof unitsthatcanbespottedintheturn,Targetinghasamodifierof whatbonusafirerwillhaveona targetedunit,andwithECMandJammingthisistheratingof thesystem.Inallcases, thehigher thenumber, thebetterthesystem.

Notallvehicleswillhavealltheabilities,and most will have them at differingratings, for example a Neuspotter hasSpotting(2)andTargeting(+3).

13.3 EW In UseEW adds a new phase to the gameturn - the Electronic Warfare phase.This is placed after the Mutual AirCommitment phase, and before theDogfightResolutionphase.

During this phase, both sides secretlydeclarewhatEWunitswillemployECMandwhichwillemployJamming(if theyhaveanyunitsthatarecapableof doingthis).AircraftwithEWpodsmustdeclare

if they are going to be using them forgroundattackordogfightingmissions.

NotethatmorethanonevehicleoneachsidemaydeclareECMorJamming,butonly thehighest ratingvehiclewill takeeffect here. No vehicle has to declareECMif theychosenottoemployit.

SpottingandTargetingdonothavetobedeclarednow.

Oncedone,bothsidesdeclaretheirECMand Jamming ratings, and then theycompareeachothersscores.Thehighestsidehasthelowerratingsubtractedandthe modified result is the Active ECMandJammingratings.Thesidewiththehigher ECM is called theActive ECMside(orJammingsidebecausetheymaybedifferent).

For example, an SDR force declaresan ECM of 2, and a Jamming of 0.TheMercs declare an ECM of 3 anda Jamming of 3. The end result is theMercsaretheactiveECMsidewithanactiveECMof 1,theyarealsotheactiveJammingsidewithanactiveJammingof 3.

It is possible for there to be no activeECMorjammingside,andfortheretobeanactiveECMorjammingratingof 0. This justmeans that both sides EWfacilitiesarepowerfulenoughtobeabletoburnthroughtheoppositionsEW,butaren’tpowerful enough toactually takeadvantageof this.

Unless anEWunit hasmore than oneattack, if it uses anEWaction, then itmaynotconductanattack.If aunitdoeshave more than one attack, then eachEWaction it uses counts as one of it’sattacks.Thisapplies tooverruncombattoo,andaunitthatdefendsorattacksinoverrunwillloseanyECMorJammingthat it currently has active.A unit thatgets engaged in overrun combat mayelectnot toreturnfire, inwhichcase itwill getnoattacksbackat theattacker,butwillkeepitsEWrunningif itsurvives.

Theexceptiontothisisphysicalcombat.A unitmay engage in physical combatandbeengagedinphysicalcombatwithnopenalties.

Aunitneverhas touseallof it’sECMorJammingability,butwhentherating

of theunitisdeclared,thatvalueisfixedfortheturn.

Also, a unit that is declaring ECM orJammingmaydeclarethatitisonlybeingusedinthecounteringrole.Inthiscase,thedeclarationsaremadeasnormal,butif the countering side wins, the activeECMorJammingratingwillbe0.

13.3.1 Destroying a Unit That is Generating ECM or Jamming

There is a way to break this ECM orjamming in a turn. If the EW vehiclemoves and then gets destroyed inOpportunity Fire, or if the unit isdestroyed inOverruncombat, then theECM (or jamming) generated by thatunit is lost. This means that the nexthighestratingECMorJammingvehicle(if active [which isdeclared in thenewElectronic Warfare phase, remember])will take over the role, but unless itsratingisexactlythesameasthelostunit,then theactiveECM(or jamming) sideandactiveECM(jamming)modifierwillhavetoberecalculated.

13.3.2 ECM and Jamming RangeWhilst there is a range for everything,when it comes to EW, the range issufficient that it will cover the entiremap.Thusnounitonthenon-activeEWside is safe fromtheeffectsof ECMorJamming.

It is also worth noting that ECM andjamming are not effectedbyLOS, andaunitcannot‘hide’fromtheseweapons.The only defence is to destroy theEWvehicle,ortohaveagreaterEWstrength.

13.3.3 ECMThe active ECMmodifier is used as anegativemodifier toallopposing forcesto-hit rolls and targeting modifiers,making it harder for them to hit theirtargets, and reducing the targetingabilitiesof EWcraft.

This modifier will be in effect for theentireturn,unlesstheunitgetsdestroyedasstatedabove.

13.3.4 JammingJamming is similar to ECM, althoughit is onlyused against automatedunits.Theactive jammingmodifier isappliedtoallcombatrollsmadebytheunit(usethe higher of active ECM and active

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jamming if both are in effect), but it isalso applied as a modifier against thejammed units movement rate. Thissimulates the fact that the automatedunitisgettingconfusedandisconstantlyre-evaluatingthesituation.

Thereisalsoanothereffect.Attheendof the turnwhere jamming is ineffect,any units that have been jammed thatturnmustroll1d6,witha+modifierof theactiveJamming.

Ona6+,thatunitwillbeshockednextturn,andthuswillnotbeabletomoveorfireintheturn.

Thisshockingwillhappenregardlessof whetherthereisanyjammingnextturn.

Attheendof thenextturn,allshockedunitswillbecomeactiveagain,althoughif there is anyopposing jamming, thenallunitswillhavetorollforshockagain.

13.3.5 SpottingAunitwiththisabilityhasthecapacitytoactasaspotterforotherunitstobeabletouseindirectfire.ItmayspotasmanyunitsasithasLOSforandhasaratingfor,soaNeuspottermayspot2units.

13.3.6 TargetingAnEWvehiclewiththisabilityisusingall of its sensors to track a target veryaccurately.ThisinformationisthensenttoallotherunitsontheEWvehiclesside,and theymay thenfireon the targetedvehiclewith the rating of the targetingability, which is reduced by any activeECM if the opposing side is the activeECMside.

OnlyoneunitmaybetargetedbyanEWvehicleperturn.

13.4 AircraftAircraftmayalsoemployEW.Insteadof carryinganextraweaponcounter, theymaycarryanEWcounter(whichyou’llhavetomakeyourself I’mafraid).Someexamplesof thesecountersinclude:

Spotting(2)Targeting(+3)ECM(1,2or3)Jamming(1,2or3)

Anaircraft’suseof EWwilldependonit’smission.

13.4.1 Observation MissionsInthesemissions,anaircraftmayemploySpottingandTargetingEWonly.

13.4.2 Ground Attack MissionsThesemissions allow an aircraft to useall EW functions.However, ECMmayonly be used to affect ground targetsand other aircraft flying ground attackmissions.Itwillnevereffectdogfightingvehicles,evenif theyarecurrentlybeingemployed to engage ground attackaircraft.

Aircraft involved in ground attackmissionsmayhaveEWemployedagainstthem.TheyaresusceptibletoECMandtheymaybeTargetedasnormal.

13.4.3 Dogfight MissionsAircraft in dogfighting have very littleEWoptions.AlltheycandoistoemployECMandjammingagainsttheopposingdogfighters.

When using ECM or Jamming indogfighting,theactiveEWsidegettousetheactiveECM(orJamming)asabonustotheirdogfightrating.Forexample,anSDR flight with a dogfight rating of 2andanECMratingof 2goesupagainstsome Mercs with a dogfight rating of 3andnoECM.Thetotalsarethat theSDRflighthaveadogfight ratingof 4,whiletheMercsstillhavestillaratingof 3.

ThecraftthatareusingtheECMdonotaddtheirdogfightratingtothecombat,buttheycanbetakenascasualtiesif sodesired.

If an opposing aircraft is effected byJamming and is shocked, then it willcrash and burn on the following turnif it has to roll again to see if it is stillshocked.Anautomatedaircraftcanonlysurvive one consecutive turn in the airshocked.

Dogfighting EWwill not effect groundattackaircraft,norgroundunits.

13.5 Naval EWEWused in theseasworksexactlyas itdoneon land, and surfaceorundeaseaunitsaretreatedasgroundunitsforthispurpose. EW operating from a surfaceorgroundunitwill effectunits thatareunderwater,andviceversa.

The only exception is when it comestounits thatare indeepwater.AnEWunitindeepwaterwillonlyeffectotherunitsindeepwaterandwillnotbeabletoeffectotherunderseaorsurfacecraft.Thereverseisalsotrue.

13.6 Availability of EW Vehicles

EW vehicles are never as common astheir commanders would like themto be. As a result, generally only oneEWvehicle is ever assigned to a singleplatoon.Forwalkers, this isusuallyoneSAFSRacoonorPKAKonradper12orso armoured suits, andusually theEWvehicleisalsothecommandersvehicle.

Other EW vehicles (such the HEWSJanus)areassignedasandwhendeemednecessary,asisthecasewithaircraftEWpods.

TheexceptiontothisaretheNeuspottersandKrachenVogelwhicharespreadallover,and(especiallywiththeNeuspotters)areusedwheneverpossible.

Fortheunitslistedbelow,‘S’=Spotting,‘T’=Targeting, ‘E’=ECM,and ‘J’=Jamming.

13.6.1 Mercenary EW UnitsRaccoon-S(2),T(+3),E(2)

13.6.2 Strahl EW UnitsNeuSpotter(Ns465)-S(2),T(+3)NeuSpotter(Ns466)-E(2),J(2)NeuWasser-S(2),T(+3)KrachenVogel(all)-S(2),T(+3)Konrad-S(2),T(+3),E(2)

13.7 Optional EW RulesInsteadof givingeachunitasetratingof ECMandJamming,unitshaveapowerunit rating.This shouldbe75%of thecombined total of the units ECM andJamming (thus a HAFS Janus with anECM 3 and Jamming 3 would have 4powerunits).

These power units can then be splitbetween the two sources of EWas theowner wishes which would give moretactical options as you would have todecidewhichismoreimportant-ECMorJamming?Afterall,withtherulesastheystand,thereisnoreasontoevernotgiveallof theratingtotheenemy.

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Unitsthatonlyhavetheoneabilitywillsimplyusethatabilityatit’slistedstrengthandnottakeareduction,butthiscanbebalancedbythefactthattheunitswiththepowerunitshavenomaximumvaluethatcanbeallocatedtoanyspecificability.

14.0Naval RulesWith thewar spiralling intoa global conflict, itwas inevitable that therewouldbefightingacrossmostof thesurfaceof theplanet,andonehugebattlefieldjustwaitingtohappen,is,naturallyenough,theocean.

Theserulesarean incompletework inprogress,andanycomments, suggestionsorfeedbackwouldbegraciouslyreceived.

Also,atthemoment,Ihaven’tincludedanystatsforthenavalvessels,butrestassured,thesearecomingshortly!

Oceangoingvesselsareslightlydifferenttotheir20thCenturycousins.Boatsemploymuchmorepowerfulhoverengines,andsuchdon’tneedtoworryaboutdraftsandhowdeepthewaterhastobebeforetheygetstuck.Whilstpowerful,thecraftsenginesandsizedonotpermitthemtobelandbased,andthuscannotbeusedaslandships.

14.1 MovementWhilstnormalhovercraftmaystruggletocrosstheworldsoceans,therearetwoothertypesof movementthatallowalmostfreereinacrossthewater.Therearerepresentedbythemovementcodesof ‘S’(forsurfaceship),and‘U’(forunderseavessel).

Thesetwonewcodesmayonlytravelonorunderthewaves,andusethefollowingterraineffectschart.

Movement Class Weapon Type

Terrain S U H L R PF MG T Blocking Terrain

Shallowwater

1 (1)* 3 - - - - - -

Abovesea 1 1 3 - - - - - -

Undersea x 1 x -2 -2 -2 -2 - Yes,seetorpedoes

(1)*-denotesthatitcosts1MPperhex,buttheunitcanonlytravel inthisterrainwhensurfaced.

Shallow water is anything that isn’t very deep, probably aroundman height, orabout2metresorless.Nounitmaysubmergeinshallowseas.

Above seaisthestandardterrainformostof theworldsoceansandlakes.Itisdeepenoughforunitstosubmergein.

Underseaisforthoseunitsthatcansubmerge,andrepresentstheirabilitytodive.

TheweaponcodeTisfortorpedoes,seelater.

Movementisbasicallyhandledasnormal,althoughtherearen’tmanydifferenttypesof terraintohavetoworryabout.

14.1.1 IslandsIslands areprobably theonly terrain thatwill effectnaval vessels.Thesewill blockterrain and thusnaval vesselswill have to go round.The islandwill effectLOSasnormalterrainwould.

14.1.2 LandingsSomeunitswillbeable to land (mainlythearmouredsuitvariants),andprovidedthe suit has enoughMP to be able toenteralandbasedhex,theymaydosoastheywish,withno additional penalties.Of course,thelandwillhavetobeatsealevelfortheunittobeabletoland.

14.1.3 SubmergingSome units have the ability to operateunderwater. These units are eitherunderwater or on top, and it costs +1MPtosurfaceordive,althoughtheonlyotherrestrictionisthataunitmaynotbesubmergedwhenenteringshallowwater.

14.2 CombatAgain, for themostpart,combatonorundertheseasisbasicallyasnormal.

14.2.1 Surface CombatUnits that are the surface shoot eachotherasnormal.Unlessthereareislandsor coastal areas present, they will bealmost no blocking terrain save for theunitsthemselves.

14.2.2 Undersea CombatCombat under the waves, however, isa little different. Water is consideredblocking terrain, although no spotter isneeded.Itdoesmeanthatindirectfireisnotpossible,andunlesstheunitisfiringalaserortorpedo,anattackerwillonlybeonlybeabletofireatanunderseaunitthatisonehexawayorsurfaced.

Any vessel that is currently under thewaves treats every hex between it andeveryotherunitasunderwater.

14.2.3 HovercraftWhilst hovercraft may travel and fighton the water, they are slightly morevulnerable than normal vessels. Anyimmobilisation result is effectivelytreatedasadestroyedhit,asahovercraftcannot stop on water without sinking,anda sunkenunit that isnot equippedforunderseaoperationsisadeadunit.

14.2.4 TorpedoesAny sea going vessel or aircraft maymount torpedoes instead of normalrockets. The torpedoes will have thesame statistics as normal rockets, buttheycan’tbefiredatanyunitotherthan

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anunderseaoroceangoingvessel.Theyhaveaweaponcodeof ‘T’.

Against surface vessels, these functionas normal rockets. Against underseaunits,waterdoesn’tblockLOS,andthustorpedoes will effectively function asnormalrockets.

Beingtreatedasrocketsdoesmeanthataunithitwillgetthe+1tothearmourresistancechartroll.

14.2.5 MinesMines are another hazard that surfaceandunderseavesselsface.Anyunitthatentersahexwhichcontainsaminemustmakeanormal tohit roll,withabasictargetof 7,withamodifierof +thesizeof theunit.

SoasizeIIpatrolboatenteringaminedhex, gets hit on a roll of 9 or less on2D6.If theunitishit,thenitmusttakeanormal roll on the armour resistancechart.

Unless placed in deep water, a minewill not effect deep water units, anddeepwatermineswillnoteffectnormalunderseaorsurfacevessels.

Layingminesiseasy.Aunitthatcarriesthemmaylayonecounterperturnperfiringaction.

14.3 Deep WaterSometimes a unit wants to get deeperthan normal undersea operations, andin this case, it may get go to what isclassifiedasdeepwater.

Deepwaterismuchdeeperthannormalundersea,andthusmaynotbeavailableinallscenarios.This,likeshallowwater,should be decided before the gamebegins.

Getting to deep water costs a +1 MPto enter, and once there, all normalundersearulesapply,withtheadditionalcombatnotes.

Aunitindeepwatermaytargetunitsindeepwaterwithnoadditionalpenalties.Deep water units may attack units innormalunderseaoronthesurfacewithnormalrangepenalties,andanadditional-2 modifier. Surface units target deepwaterunitsatthesamepenalties,butasdeepwaterandunderseablocksterrain,

theirMP (roundup), andmustmakea1d6rollintheinitiativephase.Ona3+,then that unitmust roll on the armourresistancechart.Aircraftrolldirectlyonthearmourresistancechart.

Underwater vessels suffer the same illeffectsasalightstorm,whiledeepwaterunitssuffernoeffects.

15.0Optional RulesThe following section presents somerules as potential alternatives to rulesintroducedintheTCIedition.

15.1 New Combat RulesThe regular combat rules in S.F.3.D.are too cumbersome and requires twodie rolls for every shot. The new tablebelowis inspiredbyOgre/GEV’sCRT,whilethealternaterangesusedabovearebasedonBattletech.Theyare intendedto simplify and speed game play. Theyhaveonlybeenplaytestedalittle,I’mstillrefiningthem.

Take the attacking unit’s strength atthat range band and apply the usualmodifiers(Indirectfire,targetimmobile,GroundvsAir,ECMetc)andcomparetodefender’sstrengthtogeneratearatio.Roundinfavourof thedefender.

Example: a strength 12 attack vs a strength 5 defence is a 2-1 attack ratio.

Find the column for that ratio on thetable below and roll one die with thefollowingcumulativemodifiers:ClassA:-1,ClassB:0,ClassC:+1andRocketattack:-1.

a unitmay only attack with lasers andtorpedoes,notMG,PForRweapons.

14.3 StormsStormsareahazardtonavalunits,andindeed any unit that crosses thewaves.For the purposes of these rules, stormsarehandledveryabstractly.

Therearetwotypesof storms,lightandmajor,andtheseshouldbedecideduponbeforeascenario.Stormsgenerallytakesometimetobrew,andtherearealwayswarningsthatthevariousforcescansense(visually and electronically, although if theunitiscurrentlybeingjammed,thenthisoptioncouldbeout),soforcesshouldusuallybegiventheoptiontoavoidthoseareasif atallpossible,whichof courseitmaynotbe.

14.3.1 Light StormsLightstormsarenotamajorhindranceto vessels, more of an annoyance. Allsurface units lose 1 MP from theirmovement automatically. This is lostbefore the unit moves. In addition, allsize I and II units on the surface, andall flying units most roll 1d6 in theinitiativephase.Onarollof 6,thatunittakes an automatic roll on the armourresistancechart,withallunitsthatwouldbe automatically destroyed (such as theNeuspotter) rolling on the ‘C’ column.Allcombatrollshaveaanadditional-1totheroll.

Underwater vessels are not effected atall.

14.3.2 Major StormsMajorstormsarenotgenerallytravelledin lightly. All surface vessels of size IVlose 2 MP. All other vessels lose half

Attack to Defense Ratio

Roll 1-2 1-1 2-1 3-1 4-1 5-1 or better

1 NE NE NE A M X

2 NE NE A M X X

3 NE A M X X X

4 A M X X X X

5 M X X X X X

6 X X X X X X

NE=Noeffect,A=Armamentdisabled,M=Immobilised,X=Destroyed

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Ihaveplaced“M”asbeingworsethan“A”results because an “M” results destroysaircraft in flight and immobilised unitsareeasytargets,especiallyforartillery.

Initial playtesting shows that betweencomparable units (say a Ravin versusPzkfw 182) that combat at Mediumrangegivesyouagoodchancetosurvive,butShortrangecombatisbloodyashell.

Oneoptionalruletofurtheraddisthatunits in Strongpoints use the modifiernot on the attacker’s strength beforegenerating the ratio but on the CRTinstead! This gives fortified positions amuch better chance of surviving andreally makes them something to takeseriously. Yes, a Green Buffalo in aStrongpoint would be very difficult totakeout,but:

A.It’srealistic.

B.That’swhatartilleryisfor:stationarytargets...

15.1.1 Alternate Spillover Attack Strength

Usehalf theattackstrength,ratherthanreducing itby -2. Itmakesbetter sensewiththeserules.

15.2 Alternate Fighter Ground Combat Attack

Instead of placing a fighter counterover the target hex and ignoring range

penalties, use the following: the fighterplaceshisfightersonthemapanywherehechooses.AirtoGroundandGroundto Air fire is the conducted normally(ground units still get the -2 penalty).Theonlytimethefightermustbeplacedoverthetargethexisforbombingruns.Missilescanbefiredasrangedcombat.

15.3 Sphinx and Dollhouse Rockets

Most rockets in the game lose attackstrengthastherangeincreases, just likelasers and other weapons. The Sphinxand(Iassume)DollhouserocketsgoUPinstrength.I’massumingthatmostrocketsare short ranged and unsophisticated,buttheSphinx/Dollhouse(S/D)roundsare larger, accurate long-rangemissiles.S/Drounds canbefiredasDirectfire,Indirect fire, and as offboard artillery.S/D rounds fired as offboard artillerycanscatterandalltargetsinthescatteredhex take a spillover attack (the roundwasamiss,sonounittakesadirecthit).Use the original rules for Artillery andObservation level to determine to hitnumberandrolltwodice.

15.4 Alternate Ammunition Types

Mostof theseareforArtillery,butsomeareforothers,suchasGunsandRockets

Anti-tank roundsGiveextra+1onmyCRTtable[above](but -1 versus Infantry).AT rockets are+0then.CanbeusedforRockets,Guns,Panzerfausts,Missiles.No spillover fire.Extra 2 VP per unit armed with ATrounds.

FASCAM (Field Artillery SCatterable Mines)

Giveextra+1onmyCRTtable[above](but -1 versus Infantry).AT rockets are+0then.CanbeusedforRockets,Guns,Panzerfausts,Missiles.No spillover fire.Extra 2 VP per unit armed with ATrounds.

SmokeLasts for two rounds in targethex,oneroundinadjacenthexes.Artilleryonly.

IncendiaryNormaldamagetoInfantry,1/2damageto class I+ units, automatically sets firein all affected hexes. Artillery, Mortar,Bombsonly.Normalcost.

CBM (Cluster Bomblet Munition)Does 1.5 x damage to infantry andunits with B or C Armour resistance,half damagetoAtypeunits.Artillery&Bombsonly.Triplepointcost.

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Thefollowingguidelinesshouldhelp inunderstandingthescenarios.

a) Deploying Onto the Map Initialplacementandentryintothemapboardiswrittenasfollows.

Example: (Deployfrom1⑤N▷1801)

Meaning:On the first turn, entermap board⑤throughthenorthedge, fromhex1801andeast.

Thefirstnumberistheturnof entry,andthenumberinthe○isthemapnumber.

Theletterinthecodeindicatesthemapedges using the cardinal compass. E =East,W=West,S=South,N=North.

If theentryzoneisrestrictedtoacertainsegmentof themapedge,ahexnumberwillbegivenandadirection.Thathexand all hexes in that direction are theentryzone.▷=Eastof,◁=Westof,▽=Southof,△=Northof.

b) Units involvedAcodeunderunitsindicatesthenumberof units to use, the use of pilots, anddesignatedcommanders.

Example 1:×12(Ld1①)(Ld2⑤)⑪

Meaning:12 units of that type are used. Theprimary commander is Pilot #1, thesecondarycommanderisPilot#5.Pilot#11 isalsoassigned tooneof these12units.

If there the leader designationreads “Ld③” there is no secondarycommander. If that unit dies in battle,the remaining units are left without acommandunit.

Example 2:PC④

Meaning:Thecontrollerof anunmannedvehicleispilot#4

ItispossibletohaveacombinationsuchasPC=Ld2⑤ (Anunmannedvehiclepiloted by the secondary commander,pilot#5).

PC is an abbreviation for “Pilot-lessVehicleControl”

c) Off board artilleryThe type, direction, distance (given inhexesfromthemapedge),andfrequencyisgiven.

Example:TypeII…⑥W−80×5(2)

Meaning:Type II artillery, 80hexeswestof mapboard 6.Two rounds can be fired in aturn,and5totalroundsareavailable.

d)Anyinformationnotgivenintheunitdeployment orders is optional for theplayer.Forexample if thescenariosays“Deploy⑤⑥E”,theunitswillentertheeastedgesof boards5and6,butwhichhexesandwhatturnisuptotheplayer.Inaddition,withallreinforcements,theplayer has the option of delaying theirentry.

Computing Operational Goal PointsThevictoryconditionsof manyscenariosrequire computing the operation goalpoints (referred to as O.G.P.). Thefollowingmethodisusedtocomputethisvalue.

(Items)① Thevictorypointvalueof enemy

unitsthathavebeendestroyed,immobilized,ordisarmed.

②Thevictorypointvalueof friendlyartilleryused

③Additionalvictorypointsdesignatedbythescenario(example:Objectmarkerof scenario14)

(Formula)(O.G.P.)=①+③−②

※③ is still applied if it is a negativenumber

Game Components UsedScenarios No. 1 – 10 , 100-102, andA-B only use components found in theoriginalS.F.3.Dgame.

ScenariosNo.17–23requiremapsandunits from both the first and secondgame.

Scenarios No.11 and 14 require unitsfromthefirstgame(AFSandPK40),butcan stillbeplayedby substitutingothertokensintheirplace.

Victory points by rank

Private, Second Class (e-1).................. 1Private, First Class (e-2) ....................... 1Lance Corporal ..................................... 1Soldier, Skilled ...................................... 1 Corporal ................................................ 1Sergeant ............................................... 1Master Sgt / Sgt Major .......................... 1 Jr Warrant Officer / WO ........................ 1 Second Lt / Ensign ............................... 2First Lt / Lt Jr Grade.............................. 3 Captain ................................................. 4 Major / Lt Commander .......................... 5 Lieutenant Colonel................................ 6 Colonel ................................................. 7

●Mercenary TroopsNo.1 Heinz Hargen, CorporalNo.2 Aile Bungard, SergeantNo.3 Gairy Noodson, PrivateNo.4 Hasse Wind, 1st LieutenantNo.5 Scerian Luta, CorporalNo.6 Antonio N. Calatiora, CorporalNo.7 Richalt Katze, 1st LieutenantNo.8 George Norman, 1st LieutenantNo.9 Schoun Fricke, SergeantNo.10 George Conan, 2nd LieutenantNo.11 Karl Mackalahmn, 2nd LieutenantNo.12 Evalit Kreiber, CorporalNo.13 Max Burkram, SergeantNo.14 Rischuer Brant, Sergeant No.15 Bally Rosky, MajorNo.16 Jaohim Munsterberg, Captain

●Strahl TroopsNo. 1 Walter Nowotony, Junior Warrant OfficerNo. 2 Dieter Nor, SergeantNo. 3 Schmitt von Siegfried, 1st LieutenantNo. 4 Heinz Godesknecht, Sergeant MajorNo. 5 Tort Gulmer, CaptainNo. 6 Bask Rashelow, 1st LieutenantNo. 7 Faldia Karneldo, 2nd LieutenantNo. 8 Gerling Berg, 2nd LieutenantNo. 9 Telly Jackson, Warrant OfficerNo. 10 Heinrich Gieger, 1st LieutenantNo. 11 Marks Wendy, 1st LieutenantNo. 12 Albrecht Weber, MajorNo. 13 Elic Jasco, CaptainNo. 14 Dick Barns, Sergeant MajorNo. 15 Adlno Schtanhaut, SergeantNo. 16 Kraus Brinkman, Lieutenant Colonel

Pilot Names and Numbers Chart

UNDERSTANDING THE SCENARIOS

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SCENARIO 1 FORCE RECONNAISSANCE October 2884

SeekingtheMercenaryfrontlinecommand,the663rdAssaultReconnaissnceTroopsapproachedChatteringCity.ThoughtherewasnoindicationthatMercenaryforceswouldbescarce,thedecisionwasmadeforthistobethedebutof theNeuSpotter.UnlikethesluggishKröte,itwasstealthier,butcouldn’tstandupinafight.

Aplatoonof SAFSwasthelastthingtheyexpectedtofind.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (Arrive combined as Hornisse)

×18 ×15 ×3 ×2 ×8

N.Rocker may use the Airdrop rules [12.2]

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Reconnaissance: When a NeuSpotter ends its movement in the same hex as an Objective marker, starting on the next turn it may attempt to escape the map. Each NeuSpotter may do this for a single Objective. A unit that leaves the map in this way is removed from the game.

PK41: Each PK41 (The fuselage of the Hornisse) carries 2 NeuPanzerfaust rounds. When a PKA (or Gustav) ends its movement in the same hex as a PK41, it can reload, up to 2 rounds. Place a numerical marker under the PK41 to indicate how many rounds have been removed.

Strahl Troops: If two NeuSpotters using the Reconnaissance rule escape the map after touching the two non-dummy Objective markers, it is a Strahl victory.

Mercenary Soldiers: As long as a Strahl victory is prevented, the Mercenaries are victorious.

NUMBER OF TURNS: 10 Turns (Strahl is first player)

6 7 8 9 101 2 3 4 5

MA.K.

(Arrive on any map edge)

MERCENARY ARMYInitial Deployment (Deploy on ①)

×11 ×1 ×2

Three of the five Objective markers are dummies. Each Objective marker must be placed at least 3 hexes from any other Objective marker. Neither player may know which are the dummies and which are the real objectives without ending movement in that hex.

×6 ×5

Source: S.F.3.D.

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SCENARIO 2 RESCUE

TheAFSof veteranpilotFinkhadnotreturned.Stoppingtorestinanearbytownwhilesearchingforhim,hisplatoonfoundanenemyforceinstead.

TheAFSwerenomatchfortheforces,includingthenewGustav,sothefateof the34thAFSPlatoonwoulddependonthearrivalof allies.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy anywhere on ①, except for hexes with Mercenary Troops, the buildings of the block that contains 2404, and the hexes adjacent to that block)

×8 ×3 ×4

Aerial units may be equipped with bombs and missiles. Roll 1 die; the result is how many pieces of optional equipment are available.

MERCENARY ARMYInitial Deployment (Deploy within the block that contains hex 2006, or any hex adjacent to that block.)

×10 ×3 ×1

Reinforcements (Arrive after turn 2 or later, see note)

At the end of the 2nd turn, roll 1 die. If the result is a 2 or less, reinforcements arrive at the beginning of the next turn. After turn 3, subtract 1 from the die roll (so the reinforcements will arrive on a roll of 1, 2, or 3). At the end of each turn, an additional –1 is assessed (so reinforcements will arrive on a roll of 1, 2, 3, or 4 after turn 4, and will automatically arrive after turn 6). The reinforcements enter the map through the west edge.

×11 ×3

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Prepared for urban combat, and pre-loaded with a sophisticated urban combat AI, the Jagdpanzer NutRockers of the Strahl Troops are able to make defensive attacks out to 5 hexes, instead of the usual 3 hexes.

Units can only exit the map from hexes 0112, 0113, and 0114. Exiting from hexes 0112 and 0114 costs 1 movement point. Exiting from hex 0113 costs ½ movement point. Once off the map, a unit cannot return.

After turn 10, calculate the score for each side as follows.

Both players: Tally the defensive rating (or dog-fight rating for air units) of defeated enemy units to determine the points scored (exclude any units that have escaped the map).

Strahl Troops: The sum of the defensive ratings of all Mercenary Troops remaining on the map, including any damaged units (A or M condition markers) is added to the score.

Mercenary Soldiers: For every AFS of the original squad that escapes the map, add 2 points. However if the unit is damaged (with an A or M condition marker), add only 1 point. Units other than the AFS that escape are not counted toward the score.

After combining the appropriate totals above, if the Mercenary player has at least 15 points more than the Strahl player, it is a Mercenary victory, otherwise the Strahl player wins.

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

×12 ×2 ×4

MA.K.

Translation Note: Tactics (issue 20, page 111) indicates that the Mercenary reinforcements should consist of AFS not SAFS. The correction has been made here.

Source: S.F.3.D.

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SCENARIO 3 COLUMN AMBUSH August 2884

Moralewasup.Allthankstothecombinationof theSandStalkerandAFS,makingrapiddeploymentandrecoverypossiblealongthefront.

ThiswouldbethefirstcampaignfortheKuritanCorps.

Buttherehadbeenaninformationleak,andnowasignificantStrahlcombatforcewaslayinginwaitintheforest,alongthehighway,likehighwaymenof hundredsof yearsago.

—Andlikethosehighwaymen,theywereintentonviolence.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (②▷04XX)

×16 ×8 ×4

MERCENARY ARMYInitial Arrival (1②W0107)

×10 ×10

Reinforcements (Arrive turn 4 or later, see note)

Starting with turn 4, roll 1 die at the beginning of the turn. If the result is a 1, reinforcements arrive, and no further rolls are necessary.

×5

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Though the Strahl player is the first player, there is no Strahl phase on the first turn. The first turn starts with the Mercenary player’s phase.

Mercenary Soldiers: If two or more units exit the map off the east edge (hex column 27XX), it is a Mercenary victory. To exit the map, spend the same number of movement points as it would cost to enter the current hex. Use of the road may be factored into this cost.

Strahl Troops: The Strahl player wins if a Mercenary victory is prevented.

NUMBER OF TURNS: 12 Turns (Strahl is first player, see special rules)

1 2

8 9 10 11 123 4 5 6 7

MA.K.

Translation Note: Tactics (issue 20, page 111) indicates that the inclusion of the Depot markers was an error. The correction has been made here.

Source: S.F.3.D.

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SCENARIO 4 ASSAULT CROSSING Late 2885

Anopportunitytolaunchacounterattackhaddeveloped.TheMercenarySoldiers,accompaniedbypowerfulairsupport,startedamoonlightrivercrossing.

WithPKAandNutRockerinshortsupplyontheStrahlfront,therewasagreaterrelianceontheSphinxanditsanti-tankrocketstoguardtheriver.TheDollHousewouldbeassignedtocounter-fire.

Afterafierceexchange,theMercenarytroopsmanagedtobuildabridgeheadacrosstheriver.Thebridgeshadbeenmadeatgreatexpense-of livesandequipment.

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Turn 1: Skip the air combat phase, and the Strahl player’s phase, start with the Mercenary player’s phase. Mercenary units may move twice on the first turn, but may not engage in close quarters combat.

River: The road on map 2 is regarded as a river. Where paths cross the river (hexes 0807, 1607, and 2007) are bridges. Spotters are not needed for the Sphinx to fire indirectly as far as the river hexes. If a hover unit becomes immobilized while over the river, it is eliminated.

Retreat: The Strahl player can retreat units off the north edge of map 4. The Strahl player loses half of the victory point value for units that retreat. Moving off the map costs 1 movement point.

Both Players: Total the defense rating of defeated enemy units (dog-fight rating for air units). Exclude enemy units that have retreated. Any enemy units with A or M markers on the map count for half their value (drop fractions). If at the end of the game there are no intact Mercenary Soldiers north of the river, it is a Strahl victory. Otherwide if the point difference between the two players is 5 or less, it is a draw. If the difference is 6 or more, it is a victory for the player with the higher total.

NUMBER OF TURNS: 8 Turns (Strahl is first player, see special rules)

6 7 81 2 3 4 5

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Any hexes north of the river [see special rules])

×16 ×8 ×4

MERCENARY ARMYInitial Arrival (1②S)

×10 ×10Two Falke are equipped with bombs.

×6 ×6 ×2 ×2 ×6

River Garrison (Any hexes north of the river [see special rules])

×2 ×8 ×6

MA.K.Source: S.F.3.D.

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ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy in any forest hexes on ③. Kröte deploy in any hex on ④)

×4 ×6 ×6 ×20

Initial Arrival (1④S)

×16 ×20 ×4 ×10 ×12

SCENARIO 5 OPERATION SUPER HAMMER I 23 September 2885

SAFS,DollHouse,andotheralliedunitsgatheredsecretly.Recruitsandveteransalikewouldparticipateinthesecretmaneuversknownas‘OperationSuperHammer’.Theymanagedalevelof secrecysostrictthatdetectingtheactivitywithNeuSpotterswouldnothavebeenpossible.Anythingshortof aneyeintheskywouldnothavenoticedanythingoutof theordinary.

ThankstotheStrahl’ssatellitesystemnowinorbit,theirtroopswereprepared.

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map, at the end of the game with A or M markers, count for half their value. The victor is the player with the higher total.

NUMBER OF TURNS: 16 Turns (Mercenary player is first player)

1 2 3 4 5

11 12 13 14 157 8 9 10

6

16

Reinforcements(Arrive on turn 3)

×4 ×2 ×4

MERCENARY ARMY

(Arrive on turn 5)

×10

×8 ×6 ×4 ×2

Reinforcements

×6 ×2

×2 ×6 ×8 ×2

(Arrive on turn 3, Nutrockers use Airdrop rules [12.2])

(Arrive on turn 5, Nutrockers use Airdrop rules [12.2])

MA.K.Source: S.F.3.D.

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OPERATION SUPER HAMMER IISCENARIO 6TheMercenarymartialcommandwasin

totaldisarray,witheveryattemptatacounteroffensivebeinganticipatedandcutoff bytheStrahlarmy.Withnothingbutdefeatafterdefeatbeingreported,itbecameimpossibleforcommanderstocopewiththesituationandorderanythingotherthantowithdraw.

The“SuperHammer”operationwasoverbeforeithadevenbegun,thenamebeingrememberedfortheroutandretreatof theMercenaries,andnottheplannedmaneuvers,whichfailedtobeexecuted.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (③▷16XX and ③◁27XX)

×10 ×16 ×6

MERCENARY ARMYInitial Deployment (③▷05XX and ③◁14XX)

Reinforcements (4②W)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map at the end of the game with A or M markers count for half their value. The victor is the player with the higher total. For each unit that escapes the west edge of map ②, the Mercenary Soldier Troops player obtains a number of points equal to double the attack rating of that unit. Moving off of the map costs one movement point, even when moving along the road in hex 07.

×8

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

Mercenary Retreat27 September 2885

MA.K.

Reinforcements(Arrive on turn 1 using Airdrop rules [12.2])

×8 ×8 ×2

×6 ×10 ×2 ×4

×4 ×4

1 2 3 4

10 11 12 13 146 7 8 9

5

15

×4

Source: S.F.3.D.

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51

ASSAULT CROSSING Late 2885

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy on ②)

×8 ×4 ×1

Initial Arrival (1②E)

×8 ×12 ×4

SCENARIO 7Theskirmishescontinuedasthefrontbecame

mired.Bothsidessoughttobreakthroughtheother’slines(thoughneitherhadasufficientforcetodoso),anditbecametheirsolefocus.

ItwastheMercenaryArmythathadthefirstbreakthrough.Apowerful,high-speedshockforcesucceededindestroyingasupplydepot,disruptingenemysupplylines.

SPECIAL RULES

VICTORY CONDITIONS

All hexes of the building on map 3 are considered to be ammunition depots.

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. Any opposing units on the map, at the end of the game with A or M markers, count for half their value. The victor is the player with the higher total. For each unit that escapes the west edge of map ③, the Mercenary Soldier Troops player obtains a number of points equal to double the attack rating of that unit. Moving off of the map costs one movement point, even when moving along the road in hex 07.

NUMBER OF TURNS: 12 Turns (Mercenary player is first player)

1

7 8 9 10 113 4 5 6

2

12

Reinforcements (3②E)

×4

MERCENARY ARMY

×1

×2

MA.K.

MAP

N

Mercenary

Advance

×8 ×4 ×1 ×4 ×4

(Dploy within 2 hexes of the building on ③)

Reinforcements (3③W)

Source: S.F.3.D.

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SCENARIO 8 CLOSE COMBAT October 2885

Theordersweresimple,“ExpeltheMercenaryArmyoutof OakVillage,anddestroythem.”Thatwasall.

Theypreparedtoattackwithaforcethatwouldbemorethansufficient.

MercenaryArmystrongholdshadbeencollapsingoneafteranotherinthefaceof suchoverwhelmingodds.Onlythebravewouldholdtheirpositionwhenfacedwithsuchalargeforce.Anymoppingupwouldbedonebynightfall.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (Arrive as two groups)Group 1 (1②E)

×4 ×12 ×4

MERCENARY ARMYInitial Deployment (Deploy anywhere, except within 4 hexes, including partial hexes, of the east edge of ② and the south edge of ④)

×16 ×6

×8

MAP

SPECIAL RULES

VICTORY CONDITIONS

NutRocker tanks carry NeuPanzerfaust rounds, which can be used to rearm units that can use them.

Mercenary Army: If any ground units remain from the Mercenary Army on map (3), it is a Mercenary victory.

Strahl Troops: Prevent a Mercenary victory.

×4

NUMBER OF TURNS: 14 Turns (Strahl player is first player)

Group 2 (1④S)

×6 ×16 ×4

③N ②

④} 4 hexes

} 4 hexes

Group 2

Group 1

×10 ×2 ×3

1 2 3

9 10 11 12 135 6 7 8

4

14

MA.K.Source: S.F.3.D.

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53

FRONTAL ASSAULT Early 2885SCENARIO 9SuccessesthroughouttheMercenaryArmy

startedtoturnthetideintheirfavor,allowingthemtoswitchtomoreoffensivemaneuvers.CommanderVanHoff wasgivensuchanassignment.

However,bothsideswerestillevenlymatchedalongthefront.Therewaslittletobegainedfrompressinganattackatthetime.Thesoldiersalongthefrontfoughtwell,butitwastheignoranceof therearthatwouldtrulymatter.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy on ③)

×10 ×2 ×8

MERCENARY ARMYInitial Arrival (1④N)

Reinforcements (See special rules)

SPECIAL RULES

VICTORY CONDITIONS

Each turn after the first, roll a die. If the result is a 1 or 2, the Mercenary Army receives two J40(S) units as reinforcement. If the result is a 3, 4, or 5, nothing happens. On a result of 6, the Strahl Troops receive a PK41 (with a Gustav on board) as reinforcement

Total the defense rating (dog-fight rating for air units) of eliminated opposing units, excluding any units that have retreated. For each building hex on map 3 that is occupied at the end of the game, an additional four points are received. These points are scored even if an enemy unit also occupies the hex.

Additionally, for each Mercenary Army unit that exits the map off any side of map 3, the Mercenary Army player receives a number of points equal to twice the attack power of the unit. Moving off the map costs the same as the hex the unit is currently occupying. The road may be used to exit the map.

The victor is the player with the higher total.

×8

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

MA.K.

Reinforcements(See special rules)

×1 ×1×8

×16 ×6 ×6 ×2

×2

5 6 7 8 91 2 3 4 10

×8

MAP N

×2

(Combined as Hornisse)

Source: S.F.3.D.

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54

Initial Deployment (Deploy in any hex other than the city block hexes that include 1309 and 1312)

×10

Reinforcements (①N▷0201 and ①N◁2301)

×4 ×4

×11 ×2

×2 ×1

×4

×6

(Arrive turn 1) (Arrive turn 2)

(Arrive turn 4) (Arrive turn 5)(Arrive turn 3)

SCENARIO 10 STREET FIGHT A continuous stream of reinforcements on both sides!Late 2885

AMercenaryforcehadsurroundedStrahltroopsinTolus.Reinforcementsforbothsidesbegantoarrive.

Asingleblockinthecitybecamethefocusof thebattle.WiththePKAholedupandtheAFStryingtodrivethemout,thepictureof achaoticstreetfightwasbeingpaintedwitheverystroke.

Beforelong,bothsideswouldhavesignificantlosses,minorgains,andthefateof Toluswouldbedecided.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy in city block hexes that include 1309 and 1312)

×16

MERCENARY ARMY

MAP

N

SPECIAL RULESNone

VICTORY CONDITIONSVictory goes to the side that occupies the most hexes in the city blocks that include hexes 1309 and 1312. Do not count hexes that are occupied by both friendly and enemy units.NUMBER OF TURNS: 10 Turns

(Strahl is first player)

6 7 8 9 101 2 3 4 5

MA.K.

Reinforcements (①S▷0914 and ①S◁1714)

×6 ×6

×3 ×6

×1 ×4

×4 ×4

×2 ×6

(Arrive turn 2) (Arrive turn 3)

(Arrive turn 5) (Arrive turn 6)(Arrive turn 4)

×4

×4

Source: S.F.3.D.

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55

Flare Furmer13 June 2883

Initial Arrival (1⑥N◁1600)

×14

Reinforcements (3⑥N)

×2 ×3

SCENARIO 11 NEW ORDINANCE

In2883aweaponwasintroducedwhichoverturnedallpreviousnotionsof combatandbegananeweraingroundwarfare.TheArmoredFightingSuitstartedasareengineeringof laborsuits,usedinconstruction.Whenitwasfinisheditwasfoundinthefrontlines,changingthecourseof thewarfare,andtheweaponof choiceforguerillawarfare.

NoonecouldhavepredictedtheattackontheLandingShipDivisionby14suits,andthosewhoknewabouttheattackcouldn’tpredictthedevastatingoutcomeof thesurpriseattack.Theimpactof thisnewAFSweaponinthehandsof trainedpilotsassuredthatitwouldspread,alongwiththisnewwar,acrossallof theearth.

TheAFSweaponhadbeenintroduced…Thefirstpageof theEarthIndependenceWar

hadbeenwritten…

ENGAGING FORCES

MERCENARY ARMY

MAP

N

SPECIAL RULESWhen communicating with the Strahl Troops artillery, all communications levels are set one level lower. The artillery may target only two separate hexes in a single turn.

The Depots are worth six victory points each. Destruction of infantry does not count for victory points. Smoke screens can be deployed automatically.

VICTORY CONDITIONSThe Strahl troops must escape two trucks with Depot tokens off the east end of the map board. If this does not happen, then the player with an OGP score of at least double the opponent is the victor.

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

MA.K.

Initial Deployment (Deploy all units in a single column from hex 0914, along the road that goes through hex 0914)

×10 ×7 ×3 ×1 ×3 ×6

STRAHL TROOPSOff-Board ArtilleryStarting on turn 9Type I ............⑥S–70×4(4)(See special rules)

Land Mines30 Points.......Place on any non-road hex

Source: S.F.3.D. II

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56

ENCOUNTER ACTIONSCENARIO 12Astheyear2885arrived,boththeStrahl

andMercenaryforcesweresendingnewerandnewerweaponstothefront.ThePKAseriesisatypicalexample.InJulythetypeGwasfieldedwhiletheimprovedHtypewasrushedthroughdevelopmentandwasalreadyinthefrontsbySeptember.Itwasnotuncommonfornewunitsonbothsidestoencountereachotherontheirfirstuse.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (1⑤N▷1801)

×12(Ld⑥)

×2 ×2

MERCENARY ARMYInitial Arrival (1⑤S◁1214) Reinforcements (3⑤S)

SPECIAL RULES VICTORY CONDITIONSNone There are 5 key hexes: a meeting hall in hex 1509; a warehouse, which

spans three hexes (1612, 1711, 1811); and the top of a nearby hill, 2006. At the end of the game, the person who has units occupying three or more of those hexes wins. Alternatively, if neither player controls three hexes, or is tied, the winner is the player that has at least double the number of OGP points as the other player. Any other condition results in a draw.NUMBER OF TURNS: 10 Turns

(Strahl is first player)

Fire FightLate 2884 or Early 2885

MA.K.

Reinforcements (4⑤N1900)

×3 ×3

×4 ×6(Ld 1 ⑧) ×6

(Ld 2 ④)⑬×3

5 6 7 8 91 2 3 4 10

MAP

N

Off-Board ArtilleryStarting on turn 5Sphinx...........⑤N–100×10(2)

Off-Board ArtilleryStarting on turn 1Type II ...........⑤S–60×20(2)

Source: S.F.3.D. II

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57

GOBLIN’S COUNTERATTACKSCENARIO 13

ENGAGING FORCESSTRAHL TROOPS 134th Mechanized Infantry Regiment

Initial Arrival (1⑥W)

×6(Ld⑦)

×4 ×4

MERCENARY ARMY Earth Independence Militia,Plain Province Troops, Rusk 12th Defensive Group

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

For the Mercenary troops, when the Platoon HQ unit is eliminated, entry to map ⑥ becomes impossible, and units on map ⑥ may only move toward map ⑤. The depot is worth 6 points and contains 8 TOS missile reloads (for the Goblin).

For the Strahl Troops, if 2nd Lieutenant Karneldo dies in battle, it becomes impossible for Strahl Troops to advance North. Each Pak Kröte and Makel carries 2 PF rounds. Taking PFs from another unit costs 2 movement points, whether 1 or 2 rounds are taken.

At the end of the game, if the Mercenary Troops are repelled from all buildings on the map, or the Strahl O.G.P score is at least 10 points higher than the Mercenary Score, it is a Stahl victory, otherwise it is a Mercenary victory.

17 February 2886, Eastern Europe

MA.K.

Reinforcements(Arrive on turn 4)

Experimental plane piloted by Junior Warrant Officer Walter Nowotony

×1 ×2

×7

×3

×2

×1

×2 ×2

×1

×1 ×1

×8 Total 10 Rounds

“Drivetheenemymilitiaoutof theareaaroundShannonVillage...”weretheordersgiventoFaldiaKarneldo,2ndLieutenantof theStrahl134thMechanizedInfantryRegiment.TheunithadjustbeenreplenishedandrearmedwithfourbazookaarmedKröte,andthesubordinatesintheunithadbeengivenfiveKonrad,withtheintentionof bolsteringthemagainstthelocalmilitia.

All Konrads start with 2 PFs each.

Reinforcements(Roll one die on the 3rd turn. On a result of 1~2, enter ⑤E, 3~4 enter ⑤S, 5~6 enter ⑥E)

Initial Deployment (Conceal anywhere on ⑥)

Infantry can start in trucks.

(Conceal anywhere on ⑤)

NUMBER OF TURNS: 16 Turns (Strahl player is first player)

1 2 3 4 5

11 12 13 14 157 8 9 10

6

16 Source: S.F.3.D. II

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58

Initial Deployment (Conceal anywhere on ⑤)

×8 ×3 ×1 ×3 ×3 ×3

Reinforcements (Use of these units is optional)(Available after 3 turns, ⑤E)If deployed: O.G.P. -20

(Available after 6 turns)If deployed: O.G.P. -10

SCENARIO 14 ROAD OF FLAME 5 February 2886, North America

From2885,extendingthrough2886,theStrahlTroopsfacedanumberof unexpectedcounterattackmaneuversfromMercenaryTroopsintheNorthAmericancolonies.TheAFSofferedgreaterfreedomof movementinthewintersnows,andthe

ENGAGING FORCES

×2 ×8 Off-Board ArtilleryAvailable after turn 2Type I ......⑤E–42×14(3)Type II .....⑤E–60×6(1)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

The objective marker of the Strahl troops represents important support equipment. It counts as a single unit loaded in one of the trucks (Kraftwagen). It cannot be unloaded. If the Mercenary army obtains this equipment (has a unit stacked in the same hex at the end of the game), the Strahl lose 10 O.G.P. (in addition to the value of the truck). If this is prevented, the Strahl lose 5 O.G.P. Alternatively, if the truck carrying the objective escapes from the board through the road of hex 27, Strahl gain 10 O.G.P.

Snow: This area of the Canadian southeast was receiving heavy snowfall. In order to represent this fact, the movement points of certain units are reduced, as follows:

W movement type units, excluding Kröte (Type 2 units) 3WC movement type units, excluding Tanks (PzKw, Ravin) 4C

The Strahl forces win the moment 100 O.G.P. of units escape map 5 through hex 27. If this does not happen by the end of the game, the victor must have 25 or more points than the opponent.NUMBER OF TURNS: 20 Turns (Strahl is first player)

6 7 8 9 101 2 3 4 5

STRAHL TROOPS Brinkman Kampfgruppe (100th Army Division 93rd Mechanized Infantry Regiment, Support Echelon rem.

Initial Arrival (1⑥S◁0914)Troops under the command of Junior Grade Lieutenant Giger×12

(Ld 3 ⑭)

×4

×6(2 are PC)

×4(Ld 2 ⑤)

×6

×3

×3

×10(Ld 1 ⑯)

×2

×2

×4

×3 ×4 ×2 ×3

×6

N.Rocker IIs are equipped with smoke screens.

PK40s may be taken as an alternative to smoke screens.

Reinforcements (2⑥S◁0914)Brinkman Kampfgruppe,main body

×8

Land Mines140 Points.....⑥▷13XX and anywhere on ⑤

MERCENARY ARMY Pacific Coast Defense Group

×3

16 17 18 19 2011 12 13 14 15

⑥ ⑤

MA.K.

MercenariessoonencircledtheStrahlbaseslocatedinkeyCanadiancities.Whennewsof thesemaneuversspread,throughanewspaperarticleof only10lines,ithadthedamagingeffectexceeding10,000lines.InSuperHenburke(oldCornwall),the100thMechanizedInfantryDivisionwassurrounded,andtriedtodivideintoseveralforcesandbreakthroughtheencirclingnet.Itwasthedutyof LieutenantColonelBrinkmantobreakthroughwherethefortificationswerethinnestandescapewiththemilitarysupportunitstationedinthecity.

×8 ×3 ×1 ×3 ×3 ×8

(Conceal anywhere on ⑥)

Source: S.F.3.D. II

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59

SCENARIO 15 AIRPORT RAID August 2885, Japan

WhiletheMercenarieswereusuallywarryof attackfromStrahlTroops,theurbanlocationof theairportmadethatpossibilityseemlesslikely.Unfortunately,theairport’scargoandshuttlemaintenancefacilitymadeitaprimarytargetfortheunmannedStrahlparatroopers.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (Use Airdrop rules [12.2])

×6(PC)

×6 ×2

MERCENARY ARMYInitial Deployment (Deploy on ⑦)

×6 ×6 ×4

Reinforcements (After turn 2, up to two units may enter ⑦N each turn)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Treat one of the N.Rocker IIs as manned.

The small buildings that lie in the 24XX hex line are hangars. Each may be attacked and has a defense rating of 5B. If the durability check results in a ‘D’, the aircraft inside that hanger explodes. The Strahl receive 10 O.G.P. for each ‘D’ result, once per building.

The F-Boot must operate as part of a stack.

At the end of the game, the player with a lead of 10 O.G.P. points or more wins. Anything else is a draw.

NUMBER OF TURNS: 10 Turns (Strahl is first player)

6 7 8 9 101 2 3 4 5

×3

MA.K.

N.Rocker IIs and F-Boot are equipped with smoke screens.

×2(Ld⑨)⑯

×2 ×4 ×2

Source: S.F.3.D. II

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60

TAKE NO PRISONERSSCENARIO 16

ENGAGING FORCESSTRAHL TROOPS 3rd Fall Battlewagon Regiment Post

Initial Deployment (Deploy on ⑦ using concealment rules)

×3(Ld⑧)

×4 ×10

MERCENARY ARMY 90th Company, All Mercenary AFS IndependentInitial Arrival (1⑥E)

Reinforcements (5⑥E)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑥ N

F-boot cannot use smoke screens in this scenario.

No more than 10 unmanned units can fire each turn, or else no Strahl units may move.

Use the escaped pilots rule (18.2). However, the Strahl player does not announce whether 2nd Lieutenant Berg was killed unitl the game ends.

The player with the highest O.G.P. total is the victor. 2nd Lieutenant Berg is worth 10 additional points for this scenario.

×2

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

MA.K.

(Deploy on ⑥)

×2 ×2

×12(Ld 1⑮)(Ld 2⑧)

×2 ×4

×4 ×4

1 2 3 4

10 11 12 13 146 7 8 9

5

15

HasseWind,1stLieutenant(44thAFSTroop,24confirmedkills),killedwhenshotthroughbyanF-bootfromtherightrear.CaptainDordisMcCrea(62ndGunsAFSCompany,18confirmedkills),killedwhenhetookadirecthittothecockpit,atpointblank,fromaKrachenVogel.MajorBelnick(aformercommanderof Rosky,andasurebettoachieve29confirmedkills)hadfurloughcoming.JustliketheothershehadbeentargetedforassassinationbytheStrahlTroops.

MajorRosky’steamwasassignedtostopthehitsquadof enemyunmannedunits—andtaketheircommander,alive.

Off-Board ArtilleryStarting with turn 2Type II .....⑥E–70×12(1)

Source: S.F.3.D. II

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61

BATTLES LOST AND WONSCENARIO 17AMercenary’sprimaryconcernwasmeetingthequotaof defeatedenemiesdefinedbytheir

contract.Successcouldleadtohigherpayorvacationtimewhenitcametimeforcontractrenewal—inadditiontoadistinguishedservicerecord.

Thissometimesledtoprioritybeinggiventoconfirmedkillsoversoundtactics,particularlywithaforcecomposedof severalcompetingteams…

ENGAGING FORCES

Initial Deployment (①, ⑦◁22XX, concealed deployment allowed)

×24 ×12 ×6(Ld 1⑫)(Ld 2⑪)

MERCENARY ARMY mixed units from three different regiments

Initial Arrival (1①⑦E)

ⓐ…First Lieutenant Wreck Garibaldi

Reinforcements(3①⑦E) (6①⑦E) (9①⑦E) (12①⑦E)

SPECIAL RULES VICTORY CONDITIONSIf leader ⑦ or ⓐ are killed in action, or if a Cpn.HQ is destroyed, at least 20 units must remain idle for one turn.

Strahl scores double points for this scenario.

The Mercenary Army may win by (1) eliminating 45 enemy units (Hornisse count as one), (2) occupying hex 1706 ①, the crossing at 0907 ⑦, and the courtyard containing hex 1303, or (3) having 30 O.G.P. more than the enemy at the end of the game. The Strahl Troops are victorious if they prevent all of these conditions.

×6 ×5

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

January 2885, West Asia

MA.K.

Reinforcements(Starting turn 6, roll 1d6. On a roll of 1~2, arrive ①W)

×4 ×4

×15(Ld 2⑦)③②

×1(Ld 1ⓐ)

×2×1 ×15×2 ×4

×10 ×5 ×6 ×4×4 ×3×1 ×2 ×2

1 2 3 4

10 11 12 13 146 7 8 9

5

15

×20 ×5

MAPN

STRAHL TROOPS Bishan Pool Garrison (Garudea Battle Group)

Optionally, the reinforcements may arrive combined as Hornisse, without needing to roll. This costs 10 O.G.P. and no units will carry PFs.

Off-Board ArtilleryStarting with turn 2Type II ...........W–80×15(2)Type III ..........W–200×6(2)Type IV RM ...W–80×6(2)

Land Mines100 Points.....①, ⑦

Each P.K.A., Gustav, and Konrad is carrying 2 PFs.

Cpn.HQs arrive in the Trucks. If deployed, Mercenary player loses 10 O.G.P.

Source: S.F.3.D. II

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62

BREAKTHROUGH STRATEGYSCENARIO 18“TheAFSisahighspeedfightingunit,capableof

quicklybreakingthroughenemylinesandholdingterritory,”werethewordsof 2ndLieutenantSkinnerDoratti,whoparticipatedinthefirstbattletouseAFS,inJune2883.Withitsincreasedusageovertwoyears,thebattlefieldcametobepopulatedwithmanyprofessionalengineersandmechanicstomaintainthemachines,butvictorystillcamedowntothe“do-or-diespiritof thefrontlinesoldier,”ashewouldsay.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment

(Deploy ⑥▷07XX)

(Deploy on ⑤ and ⑥)

×6 ×2 ×1

MERCENARY ARMY 711th AFS of the Earth Independent Militia, Anatolia CompanyInitial Arrival (1⑥W)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑤ ②

N

None

The Mercenary player is victorious if 40 O.G.P. of units escapes off the east edge of map ② by the end of the game. If this is prevented, victory goes to the player with the highest O.G.P. total.

×1(PC)

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

October 2885, Asia Minor

MA.K.

×8 ×8 ×2

×16 ×3 ×4 ×4 ×2

1 2 3 4

10 11 12 13 146 7 8 9

5

15

Cpn.HQ starts in the Kraftwagon.No PFs available.

Source: S.F.3.D. II

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63

SCENARIO 19 HOT SANDS HILL (Hill 91)May 2885, African West Coast

Theheartof SecondLieutenantConanwasheavywiththelossof somanysubordinatestotheunmannedweaponsof theStrahl.BazookaarmedNeuSpottersandtheslug-likeF-bootwerebecomingmorecommonamongtheStrahldesertforces;cheapertostationtherethanamannedunit.Afterseeingsomanyfriendsfallvictimtothem,hevowedrevenge.

ENGAGING FORCESSTRAHL TROOPS Base Defense Group 17

Initial Deployment (Deploy according to the Special Rules)

×4 ×8 ×2

MERCENARY ARMY company attached to the 331st AFS

Initial Arrival (1④N)

×6(Ld⑩)(Ld⑬)

×6 ×4

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

With this scenario a special concealment rule is used. The Strahl troop player does not place concealed units on the map; their hex location should be recorded and the tokens set aside. Strahl units that are concealed remain concealed until they move or attack, hiding under the sand. The infantry squad is the exception and can be found by the Mercenary Troop player by using a J40(S). Every turn, during the troop phase J40(S)s assigned to ground support can be placed on a hex on the map board. If the infantry unit is within that hex, or the 6 adjacent hexes, the Strahl Troop player should announce so, and the unit is revealed.

On map board 6, hex number 2205 and the six surrounding hexes are Hill 91. If the Mercenary troops have 4 units on the hill at the end of the game, they are victorious. The Strahl force is victorious if this is prevented.

NUMBER OF TURNS: 10 Turns (Strahl is first player)

6 7 8 9 101 2 3 4 5

×1(PC)

MA.K.

Treat all forest and pond hexes as clear.

Source: S.F.3.D. II

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64

SCENARIO 20 SKIRMISH (A PROLOGUE TO “FASEREI”)14 March 2886, Eastern Europe

Therenewedbalanceof powerinlocalandorbitalspacewasasignof aweakeningStrahlpresence.Bythebeginningof February2886,therewereninesatellitesoverthenorthernhemisphere,restoringplanetarycommunicationsfortheMercenaryArmy,includingAfricaandNorthernEurope.Justsixmonthsafterthedefeatof OperationSuperHammer,itwasonceagainpossibletocoordinatelargeforcesandputthestrengthof theMercenaryArmytofulluse.

ENGAGING FORCES

MERCENARY ARMYInitial Arrival (Arrive from any map edge)

×30 ×15 ×5 ×2 ×6 ×8

Reinforcements (Arrive on any turn after turn 3, through any map edge)

Bringing in these forces is optional, as well as how many are brought in. Brining units in is done in groups of three, with each group of three or less reducing O.G.P. by –5.×15 ×6

(Arrive on turn 5)

×4

Off-Board ArtilleryStarting with turn 1Type II .....W②,④–60×15(2)Type III ....W②,④–100×10(2)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

The six object markers of the Strahl troops (which represent satellite communications equipment, as well as three decoys) can be placed anywhere on the map board, as long as there is at least three hexes between them.Reconnaissance: If a Mercenary Troop unit ends its movement on an object marker, the player may inspect the marker.

Victory is achieved for the Mercenary Army when two non-decoy object markers are attacked successfully with a result other than ‘No Effect’. The Strahl player achieves victory by preventing this.

NUMBER OF TURNS: 15 Turns (Mercenary is first player)

1 2 3 4 5

11 12 13 14 156 7 8 9 10

④ ⑥

⑤②

MA.K.

STRAHL TROOPSInitial Deployment 16th Satellite Communication Company Defense Corps

×18 ×10(Ld 1 ➂)(Ld 2 ➈)

×8 ×6 ×2 ×10 ×6 ×10 ×4 ×6(3 are

dummies)Except for the Oskar, all units are deployed within 8 hexes of hex 2614 on ②. PFs are available. Oskar deploy anywhere.

Reinforcements (Arrive on turn 4)

All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

×20 ×20

(Arrive on any turn after turn 6, through any map edge)

×6 ×6

Calling in these forces and how many of them are deployed is optional. These units are deployed in groups of three, with each group of three reducing O.G.P. by –5.

Source: S.F.3.D. II

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65

Initial Arrival (1③④⑥W, ⑥N)

×30 ×12 ×6 ×2 ×5 ×6 ×6 ×10 ×10

Reinforcements (4③④⑥W, ⑥N)

The two D.house firing artillery may be used as reinforcements, entering from the West after turn 5.

SAFS Mk II enter as passengers of the GreenBuffalo.

SCENARIO 21 OPERATION “FASEREI” 18 March 2886, Eastern Europe

Alargecounterattackof theMercenaryarmystartedonMarch18th,atdawn(Operation“Faserei”),inordertoexpeltheStrahlTroopsfromtheEuropeanregion–theentireTerrestrialIndependentMilitiawasdeployed.Theattackwaswellplannedandkeptsecret,howevertheprincipalbaseof theStrahlarmyhadbeenconvertedintoafortressatthebeginningof winter,inexpectationof amajorassault.

ENGAGING FORCES

×12 ×3 ×5 ×8

See special rules for the arrival method.

Off-Board ArtilleryStarting with turn 1Type II .....W–60×40(2)Type III ....W–100×6(1)D.house ..W–4×5 Each (2)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑦③

N

Mercenary reinforcements: Before play begins, the Mercenary player selects which map side the turn 6 reinforcements arrive. Write down the selection and reveal the selection when they arrive.Scoring block hexes: In this scenario, block hexes score points for the side that controls that block. Each block is worth a number of points equal to the number of hexes that are a part of the block. At the end of the game, for each uncontested block a side controls, it gains O.G.P. equal to the point value of the block.

The player to acquire at least 20 more O.G.P. points than their opponent is the victor. In all other cases, the game ends in a draw.

NUMBER OF TURNS: 30 Turns (Mercenary is first player)

2 3 4 5 6

14 15 16 17 189 10 11 12 13

STRAHL TROOPS 16th Armored Mobile Infantry DivisionInitial Deployment (Deploy in any building on ⑤⑦①, and in the building or forest hexes on ③)

×16(Ld 1 ⑬)(Ld 2 ⑥)(Ld 3 ⑪)

×8 ×4 ×4 ×3 ×20④⑥⑭(PC)

×9 ×8 ×12 ×8All Konrads and Gustavs start with 2 PFs each.

Reinforcements (Arrive on turn 3)

All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

×10 ×10

(9①⑤⑦E)

×6 ×3①②⑮

×7

×16

Off-Board ArtilleryStarting with turn 1Type II ...........E–70×30(2)Type III ..........E–150×10(1)Type IV RM ...E–65×15(3)

Land Mines280 Points.....distributed on maps ③④⑤⑥ in any non-edge hex

MERCENARY ARMY 2nd Temporary Breakthrough Regiment, “Nortung”

×6 ×2 ×4 ×4

(6⑤N or ④S)

1 7 8

19 20

26 27 28 29 3021 22 23 24 25

⑥ ⑤

MA.K.Source: S.F.3.D. II

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SCENARIO 22 FOLLOWING “FASEREI” After the holocaust30 April 2886, Southern Ukraine

“FASEREI”wasasuccesswithinthefirstsevenminutes.Allinitialtargetpointswereoccupied,andapanicspreadthroughtheStrahlarmythatlastedforaweek.Thefrontmovedthreehundredkilometers,allieddamagewasnegligible,andvictorypartiescelebratedtheachievementallacrosstheEarth.However,theStrahlmainforcemanagedtoescapedestruction.F.Rashutendolf,nowseniorgeneralof theStrahlEuropeanforces,sentfreshtroopsasreinforcementbeforetheforceswerecompletelyoverrun.

ENGAGING FORCESSTRAHL TROOPS 192nd Strahl Army Combat Battalion, main force

Initial Deployment (Deploy on ⑤, inside or within 4 hexes of any small building)

×8 ×3 ×3 ×1 ×3(PC)

×1 ×1 ×3 ×3 ×2

All Gustavs start the game with 2 PFs each.

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

The Strahl player claims victory if 13 units (including A and M state units) are still within the starting zones of the main force. The Mercenary player wins if this is prevented.

NUMBER OF TURNS: 16 Turns (Strahl is first player)

1 2 3 4 5

11 12 13 14 157 8 9 10

×7 ×6 ×3(PC)

×5 ×2

Initial Arrival (1④W) 192nd Strahl Army Combat Battalion, remainder

×4

Land Mines100 Points.....distributed on map ⑤ from 5 to 9 hexes away from any small buildings

③ ⑥

MERCENARY ARMYInitial Deployment (Deploy on ③④⑥)

×12 ×12 ×2 ×1 ×4 ×1(Ld1)

×6 ×2

Off-Board ArtilleryStarting with turn 1D.House....N–72×4 Each (2)

×2 ×2 ×4 ×2 ×1(Ld2)

Land Mines280 Points.....distributed on map ⑤ from 6 to 12 hexes away from any small buildings

6

16

MA.K.Source: S.F.3.D. II

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SCENARIO 23 IN FOG (Es Nebelt)October 2885, Japan

Environmentalconditionsofteninfluencetheoutcomeof battle.Generally,foghasadetrementaleffectontroopeffectiveness.However,fortheStrahlunmannedunits,thefogwasheaven.

ENGAGING FORCESSTRAHL TROOPS

Initial Arrival (1⑤E and 1⑤W)

×4 ×3 ×7

MERCENARY ARMYInitial Deployment (Deploy on ⑤)

×6 ×6 ×2

MAP

SPECIAL RULES VICTORY CONDITIONS

N

All manned weapons (SAFS, Goblin, D.house, Ravin) have a visibility of up to five hexes. However, if a Strahl unit attacks a mercenary unit during the Strahl player’s phase, Mercenary units have visibility of up to six hexes to that Strahl unit on the following Mercenary phase. Manned weapons also apply a -2 modifier to all attacks, except for close quarters, hand-to-hand, and indirect attacks.

At the end of the game, if the building hexes surrounded by roads in the middle of the map board (the 12 hexes including 1108, 1109, through 1709) are not occupied by any Mercenary units, it is a Strahl victory. Otherwise, if the Strahl is stopped, it is a Mercenary victory.

NUMBER OF TURNS: 10 Turns (Strahl is first player)

6 7 8 9 101 2 3 4 5

MA.K.

×3

Source: Tactics #27, p. 49

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SCENARIO 100 SECURE THE BASE (First Round)

“Immediatelyafterbreakingthroughtheenemyline,cutoff theirlineof contacttotheirbaseof operations,”saidtheordersof anoperationknownABCGuardian.Theobjectivewasamajortrooptransportationhub.

ENGAGING FORCES

SPECIAL RULES

VICTORY CONDITIONS

None

At the end of the game, the Mercenary wins if they occupy hexes 0503, 1209, and 2007 on map board 2. If these conditions are not met, the player with the most O.G.P. wins.

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

MA.K.

Source: Tactics #25, p. 37

Hobby Japan Fest ‘85 Tournament

Reinforcements (6②N)

×4 ×1

MAP N

STRAHL TROOPSInitial Deployment (Deploy on ②)

×3 ×6 ×6 ×3

P.K.A. and Gustavs start with 2 PFs each.

Reinforcements (4④S)

×4 ×2

MERCENARY ARMYInitial Arrival (1④S)

×8 ×6 ×2 ×4

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69

SCENARIO 101 CONFLICT (Second Round)

Aforrestbattlecanbebrutalforbothsides.Poorvisibilityandshortrangesmakeanambushallthemorelikely.

ENGAGING FORCES

SPECIAL RULES

VICTORY CONDITIONS

The PK41 have MG only and do no have other equipment. For Hornisse in flight, every turn at least 2 units may not engage in a ground attack, unless there are only 2 or fewer left.

The player with the most O.G.P. wins.

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

MA.K.

Source: Tactics #25, p. 38

Hobby Japan Fest ‘85 Tournament

MAP N

STRAHL TROOPSInitial Deployment (Deploy first, ②③▷19XX)

×7 ×7 ×3

MERCENARY ARMYInitial Deployment (Deploy ②③◁09XX)

Reinforcement

Reinforcements (Arrive turn 6 as Hornisse)

×4 ×4

×8 ×2 ×3 ×2

×2

All PK41 and Gustav are combined as Hornisse.

(4②0107)

×4

(Arrive on any turn)

◁09XX 19XX▷

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SCENARIO 102 URBAN ASSAULT (Third Round)

Everyoneknowshowimportantcitiesare.Butthosewhohaveexperiencedurbancombatknowitbetterthanmost...

ENGAGING FORCES

SPECIAL RULES

VICTORY CONDITIONS

The Strahl Troops Depot and Object markers are placed on map board ① in hexes 0406, 1211, 2108.

At the end of the game, the Mercenary wins if they capture at least two of the three Object markers. If these conditions are not met, the Strahl player wins.

NUMBER OF TURNS: 10 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

MA.K.

Source: Tactics #25, p. 39

Hobby Japan Fest ‘85 Tournament

Reinforcements

×3 ×3

×2

×2

STRAHL TROOPSInitial Deployment (Deploy first, on ①)

×3 ×6 ×4 ×6 ×3

MAP N

△XX11

MERCENARY ARMYInitial Deployment (③△XX11) Reinforcements

(3③N)

×16 ×2 ×2 ×4×2 ×6

×3

(2①S)

(4①S)

(3①S)

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71

SCENARIO A FIRE AT FELSCÜT Felscüt VillageFebruary 2886, Eastern Europe

TheMercenaryforcefordedtheriver,RueKoniev,bynighttointrudeontheStrahlTroops’rearline.TheobjectivewastocuttheStrahlsupplyline,sotheMercenarycommanderselectedasmallStrahlsupplybaseinFelscütVillageasthefirsttarget;itwouldalsoprovideadefensivepositionfromwhichtooperate.But,astheattackstarted,itquicklybecameclearthatchoicewasamistake.

SPECIAL RULES

VICTORY CONDITIONS

Movement Restrictions: Until one of the N.Spotter, Kröte, N.Rocker unmanned units have a clear line of sight on a Mercenary unit, the N.Rocker cannot be moved.

Defensive Attacks: The range for defensive attacks (against non-adjacent units) changes as follows: N.Rocker 4 hexes, Kröte 3 hexes.

Trucks: The Arrow Markers is used to represent trucks. They’re stuck, and cannot be moved. One is secretly designated as division headquarters. Note which hex on a piece of paper and reveal it at the end of the game. Trucks have a defense rating of 2, with a durability rating of B, and are worth 2 O.G.P.

Calculate the points earned by players on both side at the end of the game. Victory is determined by the difference. Points are calculated as follows.

Both Forces: Both sides receive O.G.P. for defeated enemy units, excluding units that have retreated.

Mercenary Forces: If the divisional headquarters truck is destroyed, it’s worth 15 O.G.P. If it is not destroyed and an undamaged Mercenary unit is within two hexes, it’s worth 25 O.G.P.

Strahl Forces: If the SAFS Support Team arrives, receive 10 O.G.P. If the Reserve Battalion arrives, receive 15 OO.G.P.

It is a Mercenary victory if the Mercenary O.G.P. total is at least five points higher than the Strahl, otherwise it is a Strahl victory.

NUMBER OF TURNS: 20 Turns (Mercenary is first player)

6 7 8 9 101 2 3 4 5

16 17 18 19 2011 12 13 14 15

MA.K.

Source: Tactics #21, p. 25

ENGAGING FORCESSTRAHL TROOPS 53rd Armored Infantry Battalion, 1st and 2nd Squadron

Initial Deployment

×11 ×6 ×3 ×4 ×5 ×4Each PK41 is placed in a stack with a PKA or Gustav, and can be placed outside of the 3 hex restriction. Reinforcements (Arrive on or after turn 5)

On turns 5 through 11, roll 1 die each turn. If the roll is less than 3, one of the six PK40s arrives. On the 12th turn any remaining units arrive.

×4 ×2 ×6

MAPN

×5

(Place on map ③, within 3 hexes of building or ridge line hexes) Trucks

(Place anywhere on the map)

Initial Arrival

×1

Reinforcements

×6

×12

MERCENARY ARMY 35th AFS Company

Attack Group A (1④S)

×8

Attack Group B(1③W)

×14

Attack Group C(1②N)

×1 ×6

×1 ×6

Company Headquarters Group(Arrive with Group A, B, or C)

SAFS Support Team (Arrive on the edge of any map, see note)

May arrive on any turn after the fourth, though their arrival is optional.

Reserve Battalion (Arrive on the edge of any map)

May arrive on turn 15 or any turn after, if the SAFS Support Team has already arrived, and the Strahl Troops are winning.

(Placed on the road hexes in the woods)

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SCENARIO B TORIFUJIOGRAD 25 December 2884

Christmas1984wasdisastrous.Strahlairbornetroopscomposedof aheavytankcompanyinvadedthecityof Torifujiograd.TheonlyMercenaryforcespresentinthecitywerestudentsof anarmywarcollege,trainingintheuseof theAFS.OfficercandidateConradAmzel,andhisfellowcadets,wouldexperiencecombatforthefirsttimethatday.

ENGAGING FORCES

SPECIAL RULES VICTORY CONDITIONSControl N.Rocker: One of the N.Rockers is a manned command unit. Secretly select which marker represents this unit and write the id number of the token on a piece of paper. If the command N.Rocker is destroyed, reveal the paper immediately, and the now unattended unmanned units suffer the following effects:

① Movement point values are reduced: N.Rockers to 7, and N.Spoter to 16.

② When retrieving units near the end of the game, retrieving fails on a result of 5 and 6.

Reconnaissance: Each NeuSpotter may scout an Objective by spending 10 movement points in the same hex as an Objective marker. Each NeuSpotter may do this for a single Objective. To successfully complete the reconnaissance, the N.Spotter must be collected by the retrieval vessel.

Both Forces: If all three non-dummy Objective markers are not reconned, determine victory based on O.G.P. Both sides receive O.G.P. for defeated enemy units.

Mercenary Forces: For each unit the Strahl player fails to retrieve, receive 5 O.G.P. If the command N.Rocker is still on the board and not recovered, receive 10 O.G.P.

Strahl Forces: If all three non-dummy Objective markers are reconned, it is a Strahl victory.

MA.K.

Source: Tactics #21, p. 26

STRAHL TROOPSInitial Arrival (Arrive using airdrop rules, PK40 excluded)

×5 ×5 ×8 ×5

MAPN

MERCENARY ARMYInitial Arrival (Arrive turn 1 on any edge hex)

Reinforcements

×12 ×2 ×3 ×3×1 ×5

(Arrive turn 3)(Arrive turn 4, see special rules)

Two Objective Markers are Dummies. Place an Objective marker on hexes 0407, 0902, 1312, 2002, 2511. Markers denote landmark buildings.

Arrival of S.Stalkers: Roll a die for each S.Stalker arriving in the 4th turn. On a roll of 1 or 2, enter on the northern edge. On a 3, enter on the eastern edge. On a 4, 5, or 6, enter on the western edge.

Retrieval: Starting with the 13th turn, the the Strahl Troops attempt to recover their forces. The retrieval vessel arrives in hex 1804 on turn 13. To be recovered, a unit must move adjacent to hex 1804 and roll a die. On a roll of 1-5 (Type II units add +1 to this roll), the unit is collected successfully, and removed from the map. If collection fails, for a unit, no further units can be collected that turn. Retrieval is determined at the end of the Strahl phase. The Mercenary player may not attack the retrieval vessel. A unit that fails to be collected may be collected on subsequent turns.

NUMBER OF TURNS: 15 Turns (Strahl is first player)

1 2 3 4 5

11 12 13 14 156 7 8 9 10

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73

SCENARIO C FIRST FIGHT (Siege of New Canberra)Sunday, 9 June 2884

Themorningof June9th,MercenaryArmy’s14thArmoredPursuitRegiment,ledbyCaptainJulieGroholtz,receivedordersfromregimentalcommand,“Holdyourcurrentposition.”Whileunsureof wasgoingon,theorderswerespreadthroughtheranksandtheywaited.Despitetheoccupationof NewCanberraandbeingonthevergeof victory,theoutcomewasabouttochangewiththefirstassaultbyanewmodelof unmannedtankknownastheNutcracker.

ENGAGING FORCESSTRAHL TROOPS

Initial Deployment (Deploy on ①, so that there is no clear line of sight to or from any Mercenary Army units)

×12 ×16

MERCENARY ARMYInitial Deployment (Deploy first, ③▷XX03 or anywhere on ④)

×30 ×2

MAP

SPECIAL RULES VICTORY CONDITIONS

N

The Strahl N.Rocker must first advance to column XX06 on map ④. This is due to how their AI and remote control is currently configured. In addition, whenever a N.Rocker is destroyed, roll one die. If the result is a 1 or 2, the N.Rocker no longer needs to advance to map ④, and any N.Rocker that is in map ④ must immediately move west to map ③. This represents maneuvers programmed by the Strahl Troops.

Both Forces: Both sides receive O.G.P. for defeated enemy units, excluding units that have retreated.

Mercenary Forces: Each turn after turn 5, if a Mercenary unit remains on map ③ that is not damaged (not disabled or immobilized) receive four O.G.P. This is a single bonus, the exact number of units is irrelevant.

The victor is the player with the most O.G.P.

MA.K.

Source: Tactics #21, p. 27

④③①

NUMBER OF TURNS: 15 Turns (Strahl is first player)

1 2 3 4 5

11 12 13 14 156 7 8 9 10

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SCENARIO

TCI 1 OPERATION: SEARCH PARTY

AGermanfrontalassaultupontheareaHQ,whichhasrecentlybeenreinforcedbytwoplatoonsof S.A.F.S.s.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Arrive combined as Hornisse)

×18 ×15 ×3 ×2 ×8

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

The five object counters must be set up in buildings. Each object counter must be within 3 hexes of at least one other object counter . Victory Conditions: The germans must destroy both ‘0’ object counters. The Australians are to prevent this.

NUMBER OF TURNS: 10 Turns

6 7 8 9 101 2 3 4 5

MA.K.

(Arrive on any single map edge on any single turn)

THE AUSTRALIANSInitial Deployment (Deploy on ①)

×11 ×1 ×2

Three of the five Objective markers are dummies. The five object counters must be set up in buildings. Each object counter must be within 3 hexes of at least one other object counter.

×6 ×5

Source: S.F.3.D.TCI Edition

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75

SCENARIO

TCI 2

Source: S.F.3.D.TCI Edition

RESCUE 34th A.F.S. PLATOON

The34thA.F.S.platooniscaughtbysurpriseduringarestbreakandiscompletelysurrounded.The48thNewSouthWalesGuardaresentintobreakthroughandrescuethe34th.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Arrive 1①E, or deploy in the buildings of the block that contains 2404)

×8 ×3 ×4

Aerial units may be equipped with four extra weapons.

THE AUSTRALIANSInitial Deployment (Deploy within the block that contains hex 2006)

×10 ×3 ×1

Reinforcements (2①W)

×11 ×3

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

The Australians must move 5 A.F.S. off the west edge of the map. These units may not leave until turn 5. The Germans must stop this.

NUMBER OF TURNS: 10 Turns

6 7 8 9 101 2 3 4 5

×12 ×2 ×4

MA.K.

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OPERATION: FAST TRACK

AnassaultuponaweakflankbytheCityof DarwinYoemanryisnotthecompletesurpriseexpectedbytheAustralianCommand.

ENGAGING FORCESTHE GERMANS

Initial Deployment (②▷04XX)

×16 ×8 ×4

THE AUSTRALIANSInitial Deployment (1②W0107)

×10 ×10

Reinforcements (Arrive turn 4)

Starting with turn 4, roll 1 die at the beginning of the turn. If the result is a 1, reinforcements arrive, and no further rolls are necessary.

×5

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

The Australians must exit two units off the board via hex column 27XX, or destroy the German Object counter. The Germans must stop this.

NUMBER OF TURNS: 12 Turns (Australians get initiative on turn 1)

1 2

8 9 10 11 123 4 5 6 7

MA.K.

SCENARIO

TCI 3

×3

Two of the three Objective markes are dummies.

Source: S.F.3.D.TCI Edition

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77

MAP

④N

SCENARIO

TCI 4

Source: S.F.3.D.TCI Edition

BATTLE OF McCORMICK’S RIVER

Thefrontlinehadstabalizedandstrengthened.MajorEd‘Madman’McCormickdecidedtoattempttobreakthelocalstalematebycrushingtheGermanline.

SPECIAL RULES

VICTORY CONDITIONS

River: The road on map 2 is regarded as a river. Where paths cross the river (hexes 0807, 1607, and 2007) are bridges. Spotters are not needed for the Sphinx to fire indirectly as far as the river hexes. If a hover unit becomes immobilized while over the river, it is eliminated.

Retreat: German units may escape off the north board edge. The Australians get half the victory points for these units.

Standard victory points. One side must have 6 or more victory points, otherwise it is a draw.

NUMBER OF TURNS: 8 Turns (Australians get initiative on turn 1)

6 7 81 2 3 4 5

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on ④)

×16 ×8 ×4

THE AUSTRALIANSInitial Arrival (Any hexes south of the river)

×10 ×10Two Falke are equipped with bombs.

×6 ×6 ×2 ×2 ×6

River Garrison (Any hexes north of the river [see special rules])

×2 ×8 ×6

MA.K.

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78

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy in the forest that contains hex 2008 or in the building containing hex 1607.)

×4 ×6 ×6 ×20

Initial Arrival (1④S)

×16 ×20 ×4 ×10 ×12

OPERATION SUPER HAMMER (Part 1)

Australiancommandbeginsadaringmove.Adirectassaulttorelievethesiegeof NewCanberra.Themainbodyof the3rdMechanizeddivisionmettheencamped25thPanzerGroup.

SPECIAL RULES

VICTORY CONDITIONSNone

Standard Victory points. Higher total wins.

NUMBER OF TURNS: 16 Turns 1 2 3 4 5

11 12 13 14 157 8 9 10

6

16

Reinforcements(Arrive on turn 3)

×4 ×2 ×4

THE AUSTRALIANS

(Arrive on turn 5)

×10

×8 ×6 ×4 ×2

Reinforcements

×6 ×2

×2 ×6 ×8 ×2

(3③N)

(5③N)

MA.K.

SCENARIO

TCI 5

(Two Kröte may set up anywhere on ④)

MAP

③N

Source: S.F.3.D.TCI Edition

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79

Source: S.F.3.D.TCI Edition

OPERATION SUPER HAMMER (Part 2)

The3rdMechanized,afterabloodyexchange,begantofallbackintomorefavorabledefensiveterrain.Whentheirrelief arrived,theAustralianwithdrawlturnedintoaGermannightmare.

ENGAGING FORCESTHE GERMANS

Initial Deployment (③▷17XX and ③◁25XX)

×10 ×16 ×6

THE AUSTRALIANSInitial Deployment (③▷06XX and ③◁13XX)

Reinforcements (4②W)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

The Nutrockers, on turn one, may appear (land) on any unoccuppided hex on ③. They may take no action on their first turn on the ground.

Standard Victory points.

×8

NUMBER OF TURNS: 15 Turns

MA.K.

Reinforcements(Arrive on turn 1, see Special Rules)

×8 ×8 ×2

×6 ×10 ×2 ×4

×4 ×4

1 2 3 4

10 11 12 13 146 7 8 9

5

15

×4

SCENARIO

TCI 6

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80

BREAKTHROUGH AT NEW CANBERRA

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on ②)

×8 ×4 ×1

Initial Arrival (1②E)

×8 ×12 ×4

Meanwhile,eastof thecity,asmallarmorunitsucessfullybrokethroughtothecity.

SPECIAL RULES

VICTORY CONDITIONS

None

Standard Victory Points. If there are no German units on map 3 by the end of the game, the Australians get double the victory points.

NUMBER OF TURNS: 12 Turns 1

7 8 9 10 113 4 5 6

2

12

Reinforcements (3②E)

×4

THE AUSTRALIANS

×1

×2

MA.K.

MAP

N

Mercenary

Advance

×8 ×4 ×1 ×4 ×4

(Deploy on ② or within 2 hexes of the building on ③)

Reinforcements (3③W)

SCENARIO

TCI 7

Source: S.F.3.D.TCI Edition

Page 83: Maschinen Krieger Strategy Game Rules v2.1 English

81

SCENARIO

TCI 8 HOLD OUT!

SuppliesandRelief forNewCanberraareontheway,butsoaretheGermanreinforcements.

ENGAGING FORCESTHE GERMANS

Initial Arrival (Enter as two groups)Group 1 (1②E)

×4 ×12 ×4

THE AUSTRALIANSInitial Deployment (Deploy anywhere, except within 4 hexes, including partial hexes, of the east edge of ② and the south edge of ④)

×16 ×6

×8

MAP

SPECIAL RULES

VICTORY CONDITIONS

None

If the Austarlians still have men on ③ by the end of the game, they win. The Germans must stop this.

×4

NUMBER OF TURNS: 14 Turns

Group 2 (1④S)

×6 ×16 ×4

③N ②

④} 4 hexes

} 4 hexes

Group 2

Group 1

×10 ×2 ×3

1 2 3

9 10 11 12 135 6 7 8

4

14

MA.K.

Source: S.F.3.D.TCI Edition

Page 84: Maschinen Krieger Strategy Game Rules v2.1 English

82

ASSAULT NEW CANBERRA SUPPLY STOREHOUSE

TheAustralianswereslowlytakingNewCanberra,buttheGermanresistancecouldnotbestopped,unlessthesuppliesfromoutsidethecitywerestopped.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on map ③)

×10 ×2 ×8

THE AUSTRALIANSInitial Arrival (1④N)

Reinforcements

SPECIAL RULES

VICTORY CONDITIONS

None

Standard Victory Points. If one side is the only side that has units in the building on map 3, that side gets 4 Victory points.

×8

NUMBER OF TURNS: 10 Turns

MA.K.

Reinforcements(Combined as Hornisse)

×1 ×1×8

×16 ×6 ×6 ×2

×2

5 6 7 8 91 2 3 4 10

×8

×2

(Combined as Hornisse)

SCENARIO

TCI 9

Source: S.F.3.D.TCI Edition

MAP

④N

Page 85: Maschinen Krieger Strategy Game Rules v2.1 English

83

SCENARIO

TCI 10

Source: S.F.3.D.TCI Edition

Initial Deployment (Deploy in any hex other than the city block hexes that include 1309 and 1312)

×10

Reinforcements (①N▷0201 and ①N◁2301)

×4 ×4

×11 ×2

×2 ×1

×4

×6

(Arrive turn 1) (Arrive turn 2)

(Arrive turn 4) (Arrive turn 5)(Arrive turn 3)

BATTLE OF NEW CANBERRA

January11,2885:TheGermanforcesinNewCanberradefendtheirlastsupplysourceinthecity,agroupof Militarywarehouses.Afterthelossof thissupplycenter,GermanCommandwasforcedtowithdrawfromNewCanberra.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy in city block hexes that include 1309 and 1312)

×16

THE AUSTRALIANS

MAP

N

SPECIAL RULESNone

VICTORY CONDITIONSA building is controlled by a player if the player is the only player with troops in the building. The winner of this scenario is the player who controls both building 1309 and 1312. Other wise it is a draw.NUMBER OF TURNS: 10 Turns

6 7 8 9 101 2 3 4 5

MA.K.

Reinforcements (①S▷0914 and ①S◁1714)

×6 ×6

×3 ×6

×1 ×4

×4 ×4

×2 ×6

(Arrive turn 2) (Arrive turn 3)

(Arrive turn 5) (Arrive turn 6)(Arrive turn 4)

×4

×4

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84

Initial Arrival (1⑥N◁1600)

×14

Reinforcements (3⑥N)

×2 ×3

FLARE FURMER

AGermanInfantryplatoonisescortingsuppliesthrougharearareawhenitisattackedbyasmallbreakthroughforce.

ENGAGING FORCES

THE AUSTRALIANS

MAP

N

SPECIAL RULESNone

VICTORY CONDITIONSThe German player must get two of the depot trucks off the east edge of the map. If the german player fails in this, the german player must destroy 2 times the VP in enemy units than it loses. The Australians must stop this, and may retreat off of the north edge.

NUMBER OF TURNS: 8 Turns

6 7 81 2 3 4 5

MA.K.

Initial Deployment (Arrive on the road containing hex 0914. All of the infantry and the three depots must start in the trucks. The depots may not leave the truck, and count for one infantry squad when in trucks.)

×10 ×7 ×3 ×1 ×3 ×6

THE GERMANSOff-Board Artillery

Starting on turn 8Type I ............⑥S–60×4(4)(See special rules)

Land Mines30 Points.......Place on any non-road hex

SCENARIO

TCI 11

Source: S.F.3.D. IITCI Edition

Page 87: Maschinen Krieger Strategy Game Rules v2.1 English

85

SCENARIO

TCI 12

Source: S.F.3.D. IITCI Edition

FIRE FIGHT

ThisisatypicalfirefightbetweenunitsduringtheAustralianconflict.

ENGAGING FORCESTHE GERMANS

Initial Arrival (1⑤N▷1801)

×12(PC)

×2 ×2

THE AUSTRALIANSInitial Arrival (1⑤S◁1214)

Reinforcements (3⑤S)

SPECIAL RULES VICTORY CONDITIONSNone To win, at the end of the turn, one player must control three of hexes 1509,

1612, 1711, 1811, 2209. This scenario is a draw otherwise.

NUMBER OF TURNS: 10 Turns

MA.K.

Reinforcements (4⑤N▷1900)

×3 ×3

×4 ×6 ×6 ×3

5 6 7 8 91 2 3 4 10

MAP

N

Off-Board ArtilleryStarting on turn 5Sphinx (16R120)......................⑤N–100×10(2)

Off-Board ArtilleryStarting on turn 1Type II ...........⑤S–60×20(2)

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86

MILITIA HOLDS THE LINE

ENGAGING FORCESTHE GERMANS

Initial Arrival (1⑥W)

×6(PC)

×4 ×4

THE AUSTRALIANS

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Each Pak Kröte and Makel have 2 PFs stored. A Konrad must spend 2 MPs to get them.

If the Australian Platoon HQ is destroyed, all infantry on map ⑥ must retreat to map ⑤. The Depot is worth 6 VP.

High VP total wins.

MA.K.

Reinforcements(Arrive on turn 4)

×1 ×2

×7

×3

×2

×1

×2 ×2

×1

×1 ×1

×8

The12thMilitiaattemptstofendoff theassaultof the134thArmoredRegiment.

All Konrads start with 2 PFs each.

Reinforcements(Roll one die on the 3rd turn. On a result of 1~2, enter ⑤E, 3~4 enter ⑤S, 5~6 enter ⑥E)

Initial Deployment (Deploy on ⑥)

(Place anywhere on ⑤)

NUMBER OF TURNS: 16 Turns 1 2 3 4 5

11 12 13 14 157 8 9 10

6

16

SCENARIO

TCI 13

Source: S.F.3.D. IITCI Edition

Page 89: Maschinen Krieger Strategy Game Rules v2.1 English

87

MAPN

⑥ ⑤

SCENARIO

TCI 14

Source: S.F.3.D. IITCI Edition

Initial Deployment (Deploy on ⑥)

×8 ×3 ×1 ×3 ×3 ×3

Reinforcements(3⑤E)Optional, if deployed lose 20 VP

(Arrive turn 6)Optional, if deployed lose 10 VP

CANADIAN INVASION

Becauseof thevictoriesof theRebelMercenaries,manyof thenewcoloniesbegantothinkof rebellion.Inordertostopthis,TheGermancommandstartedaninvasionof Canada,themostrebelliousof thecolonies.Asusual,theAustralianswerealreadythere.

ENGAGING FORCES

×2 ×8 Off-Board ArtilleryAvailable starting turn 2Type I ......⑤E–42×14(3)Type II .....⑤E–60×6(1)

SPECIAL RULES

VICTORY CONDITIONS

One object counter may be carried per truck. Each truck retreated off of east edge of map 5 is worth 10 VP.

The entire map is snow-covered. All ‘W’ types, except Krote, have 3 MP, all ‘C’ types, except Green Buffalo, Ravin, and PzKw 182, have 4 MP.

The Germans win if they retreat 100 VP off of the east edge of the map, or if they are ahead of the Australians by 25 VPs.

NUMBER OF TURNS: 20 Turns

6 7 8 9 101 2 3 4 5

THE GERMANSInitial Arrival (1⑥S◁0914)

×12(2 are PC)

×4

×6

×4

×6

×3

×3

×10

×2

×2

×4

×3 ×4 ×2 ×3

×6

Reinforcements (2⑥S◁0914)

×8

Land Mines140 Points.....⑥▷13XX and anywhere on ⑤

THE AUSTRALIANS

×3

16 17 18 19 2011 12 13 14 15

MA.K.

×8 ×3 ×1 ×3 ×3 ×8

(Deploy on ⑤)

Page 90: Maschinen Krieger Strategy Game Rules v2.1 English

88

AIRBORNE RAID

The18thAirbornewasdroppedbehindthelinesinordertoraidMcCormickAirbase.

ENGAGING FORCESTHE GERMANS

Initial Arrival (Airdrop, see Special Rules)

×6 ×6 ×2

THE AUSTRALIANSInitial Deployment (Deploy on ⑦)

×6 ×6 ×4

Reinforcements (Starting turn 2, up to two units may arrive ⑦N each turn)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

German group 1 is airdropped into the area. They may be placed anywhere on the map that they are able to enter, and may not fire on the same turn that they land.

The six buildings on hexrow 24XX are hangers. They have a defense of 5, and must be empty to attack. If they are hit, they are automatically destroyed. The German player gets 10 VP each.

The winner of this scenario is the player who has 10 more VP than the opponent.

NUMBER OF TURNS: 10 Turns

6 7 8 9 101 2 3 4 5

×3

MA.K.

N.Rocker IIs and F-Boot are equipped with smoke screens.

×2 ×2 ×4 ×2

SCENARIO

TCI 15

Source: S.F.3.D. IITCI Edition

Page 91: Maschinen Krieger Strategy Game Rules v2.1 English

89

SCENARIO

TCI 16

Source: S.F.3.D. IITCI Edition

THE RESCUE OF MAJOR PIERCE

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on ⑦)

×3 ×4 ×10

THE AUSTRALIANSInitial Arrival (1⑥E)

Reinforcements (5⑥E)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑥ N

Any Australian unit that moves into the hex containing the POW may pick up the POW. If the unit carrying the POW is Destroyed, The POW is killed. The Australians get 10 VP for the POW. The German player may not move or kill the pow.

(Note: Our play testers noticed that the POW was worth very few VP, and recommended that he be worth 30 VP, and not be killable, instead abandoned - KH.)

The higher VP total wins. This scenario lasts 15 turns.

×2

NUMBER OF TURNS: 15 Turns

MA.K.

(Deploy on ⑥)

×2 ×2

×12 ×2 ×4

×4 ×4

1 2 3 4

10 11 12 13 146 7 8 9

5

15

MajorPierce,commanderof the44thA.F.S.Battalion,wascapturedinasurpriseattackonthe44th’sbase.The90thAllMercenarycompanywentinforarescue.

Off-Board ArtilleryStarting with turn 2Type II .....⑥E–70×12(1)

The F-Boot are not equipped with smoke.

Page 92: Maschinen Krieger Strategy Game Rules v2.1 English

90

BATTLES WON AND LOST

Thecityof Bedfordbecamethesightof oneof thebloodiestbattlesof thewar.TheGermansdugin,andtheAustraliansdugthemout.

ENGAGING FORCES

Initial Deployment (①⑦◁22XX)

×24 ×12 ×6

THE AUSTRALIANSInitial Arrival (1①⑦E)

Reinforcements(3E) (6E) (9E) (12E)

SPECIAL RULES VICTORY CONDITIONSNone The buildings containing hex 1106 on map 7 and hex 1307 on map 1

are worth 30 VP each if one player is the only player with units in the building. High VP total is the winner.

×6 ×5

NUMBER OF TURNS: 15 Turns

MA.K.

Reinforcements(May arrive turn 6, see note)

×4 ×4

×15 ×1 ×2×1 ×15×2 ×4

×10 ×5 ×6 ×4×4 ×3×1 ×2 ×2

1 2 3 4

10 11 12 13 146 7 8 9

5

15

×20 ×5

MAPN

THE GERMANSBefore this group arrives, roll one die. On 1-2, the Konrads are not accompanied by the Hornisse, and enter on the west edge of map ①.If German group 2 enters the game, the player loses 10 VP.

Off-Board ArtilleryStarting with turn 2Type II ...........W–80×15(2)Type III ..........W–200×6(2)Type IV RM ...W–80×6(2)

Land Mines100 Points.....①, ⑦

Each P.K.A., Gustav, and Konrad is carrying 2 PFs.

SCENARIO

TCI 17

Source: S.F.3.D. IITCI Edition

Page 93: Maschinen Krieger Strategy Game Rules v2.1 English

91

SCENARIO

TCI 18

Source: S.F.3.D. IITCI Edition

STOP THEM AT COLONIER

The7llthA.F.S.BattalionbeganmovingtowardLaGrangespaceport,wheremercenaryunitswerecollectingforanassault.Thecityof Colonierwasorderedtostopthe7l1th.

ENGAGING FORCESTHE GERMANS

Initial Deployment

(⑥▷07XX)

(Deploy on ⑤⑥)

×6 ×2 ×1

THE AUSTRALIANSInitial Arrival (1⑥W Arrival)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑤ ②

N

None

The Australians must retreat 40 VP worth of units off of the east edge of the board, or gain 2 time the VP of the German player. The German player must stop this.

×1(PC)

NUMBER OF TURNS: 15 Turns

MA.K.

×8 ×8 ×2

×16 ×3 ×4 ×4 ×2

1 2 3 4

10 11 12 13 146 7 8 9

5

15

Page 94: Maschinen Krieger Strategy Game Rules v2.1 English

92

HILL 91

Hill91wasahigh-pointoccupiedbythecontrollerof the17thAutomatedCompany.The331AFSCompanywasorderedtotakethehill.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on ④⑥)

×4 ×8 ×2

THE AUSTRALIANSInitial Arrival (1④N)

×6 ×6 ×4

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

The Australians win if they have a unit on the hill, Hex 2205, map 6 at the end of the game.

NUMBER OF TURNS: 10 Turns

6 7 8 9 101 2 3 4 5

×1(PC)

MA.K.

SCENARIO

TCI 19

Source: S.F.3.D. IITCI Edition

Page 95: Maschinen Krieger Strategy Game Rules v2.1 English

93

SCENARIO

TCI 20

Source: S.F.3.D. IITCI Edition

PROLOGUE TO “FASEREI”

Oneof theopeningbattlesof OperationFaserei,thefinalresistanceof thenowcut-off GermaninvasionforceinCanada.

ENGAGING FORCES

THE AUSTRALIANSInitial Arrival (Deploy on ②④)

×30 ×15 ×5 ×2 ×6 ×8

Reinforcements (3②④W, see note)

The player loses 5 VP if these are used.

×15 ×6

(Arrive on turn 5)

×4

Off-Board ArtilleryStarting with turn 1Type II .....W②,④–60×15(2)Type III ....W②,④–100×10(2)

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

Each real object destroyed is worth 15 VP.

The highest VP wins.

NUMBER OF TURNS: 15 Turns 1 2 3 4 5

11 12 13 14 156 7 8 9 10

④ ⑥

⑤②

MA.K.

THE GERMANSInitial Deployment (⑤⑥▷11XX)

×18 ×10 ×8 ×6 ×2 ×10 ×6 ×10 ×4 ×6(3 are

dummies)

Reinforcements (Arrive turn 4)

All PK41 and PKA are combined as Hornisse.

×20 ×20

(May arrive turn 6, airdrop, see note)

×6 ×6

These units may be placed anywhere it is possible for them to enter. These units may not fire on the turn they are placed. The player loses 5 VP if these are used.

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94

Initial Arrival (1③④⑥W or ⑥N)

×30 ×12 ×6 ×2 ×5 ×6 ×6 ×10 ×10

Reinforcements (4③④⑥W or ⑥N)

The two D.house firing artillery may be used as reinforcements, entering from the West after turn 5.

OPERATION “FASEREI”

TheGermaninvasionforcehadpulledbackintotheAlbertaarea.Theyweresurroundedandattacked.

ENGAGING FORCES

×12 ×3 ×5 ×8

Off-Board ArtilleryStarting with turn 1Type II .....W–60×40(2)Type III ....W–100×6(1)D.house ..W–4×5(2)

MAP

SPECIAL RULES

VICTORY CONDITIONS

⑦③

N

If there are no mobile German ground units on any of the boards at the end of the game, the Australian player gets 20 VP. The Germans may retreat units off of the East edge of the map.

To win this scenario, a player must have 20 more VP than their opponent.

NUMBER OF TURNS: 30 Turns 2 3 4 5 6

14 15 16 17 189 10 11 12 13

THE GERMANSInitial Deployment (Any building on ⑤⑦①)

×16(3 are PC)

×8 ×4 ×4 ×3 ×20 ×9 ×8 ×12 ×8All Konrads and Gustavs start with 2 PFs each.

Reinforcements (Arrive on turn 3)

All PK41 and PKA are combined as Hornisse. Each PK41 carries 2 PFs.

×10 ×10

(9①⑤⑦E)

×6 ×3

×7

×16

Off-Board ArtilleryStarting with turn 1Type II ...........E–70×30(2)Type III ..........E–150×10(1)Type IV RM ...E–65×15(3)

Land Mines280 Points.....distributed on maps ③④⑤⑥ in any non-edge hex

THE AUSTRALIANS

×6 ×2 ×4 ×4

(6⑤N or ④S)

1 7 8

19 20

26 27 28 29 3021 22 23 24 25

⑥ ⑤

MA.K.

SCENARIO

TCI 21

Source: S.F.3.D. IITCI Edition

Page 97: Maschinen Krieger Strategy Game Rules v2.1 English

95

SCENARIO

TCI 22

Source: S.F.3.D. IITCI Edition

AFTER THE HOLOCAUST

The192PanzerCompany,oneof thefewunitsleftrelativelyintact,hadbeenchasedacrossCanadaintoOntario.Whilewaitingfortheirship,theircampwasattacked.Thescoutsof the192returned,tofindtheenemydugin.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy on ⑤)

×8 ×3 ×3 ×1 ×3(PC)

×1 ×1 ×3 ×3 ×2

All Gustavs start the game with 2 PFs each.

Both the Company HQ and the Schenkel are Company HQs, and both must be destroyed before the effects of destruction of a HQ occur.

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

On turn 13, the Germans may begin to retreat units off of the east edge of map 5. Any units that leave the map before then, or any German units left on the map after turn 16 are considered destroyed by the Australian player, and count for VP.

The winner is the player with the most VP.

NUMBER OF TURNS: 16 Turns 1 2 3 4 5

11 12 13 14 157 8 9 10

×7 ×6 ×3(PC)

×5 ×2

Initial Arrival (1④W)

×4

Land Mines100 Points.....distributed on map ⑤

③ ⑥

THE AUSTRALIANSInitial Deployment (Deploy on ③④⑥)

×12 ×12 ×2 ×1 ×4 ×1

×6 ×2

Off-Board ArtilleryStarting with turn 1D.House....N–72×4(2)

×2 ×2 ×4 ×2 ×1

Land Mines240 Points.....distributed on map ③④⑥

6

16

MA.K.

Page 98: Maschinen Krieger Strategy Game Rules v2.1 English

96

THE HOMESTEAD

WhilsttheSDRwastheaggressorinthewar,andwhilealltheAustralianlandownerssupportedtheuseof Mercenarytroopstogetof them,thatdidn’tmeanthattheMercenarieshadthesupportof allthepeople.Tosome,theywerejustanotherbunchof ruffians,andthefactthataportionof theMercenarieswerecriminalsdidn’thelpmuch.

Sototryanddispelthisattitude,theMercenariesmadesurethatalotof theiractionswereseenasselfishactsof heroism,regardlessof whatactuallyhappened.

Thisscenariodepictssuchanaction.AnSDRpatrolhasmadeabreakstopinalocalhomeownersdwellers,and,inwhatwouldbecomeagoodpublicitystunt,anearbygroupof Mercenarieshasdecidedtointervene.

ENGAGING FORCESTHE GERMANS

Initial Deployment (The PK41s have landed and the PKA are

×8 ×8

MERCENARY ARMYInitial Arrival (Deploy on any edge. All S.Stalkers must be grouped together, and all AFS must be grouped together.)

x4 ×6

MAP

SPECIAL RULES

VICTORY CONDITIONS

N

None

At the end of the game, whoever is in possession of the building (having at least one unit in it) wins. If both sides has a unit within the building, then it is a draw.

NUMBER OF TURNS: 8 Turns

6 7 81 2 3 4 5

MA.K.

SCENARIO

X 1

Source: Fan Expansion

Late 2884

detatched. Deploy anywhere within 3 hexes of the building. PK41s must be places 1 per hex, at least 2 hexes from the building.)

Page 99: Maschinen Krieger Strategy Game Rules v2.1 English

97

Ambush!

WiththeSDRinretreatfromNewCanberra,theMercenariestookeveryopportunitytoharassthemastheywent.Sometimestheyevengottotryoutsomenewequipmenttoo...

Thescenariodepictsascouting-inforceunitof theSDRwhichstumblesintoaMercenaryambush,whichwillprovecostly.

ENGAGING FORCESTHE GERMANS

Initial Deployment (Deploy first, on ③, south of the road and trail which passes through hex 07)

×6 ×4

MERCENARY ARMYInitial Arrival (Deploy on ②)

x2 ×10 ×10

SPECIAL RULES

VICTORY CONDITIONS

On any turn that a Raccoon is not employing ECM, the Germans will automatically call for reinforcements (group 2), which will appear on the following turn, regardless of whether ECM has begun again. If not using the Electronic Warfare rules, the trigger is the destruction of the Raccoons.

The German player must get at least 4 units off the northern side of map 2, and the Australian player must prevent this.

MA.K.

SCENARIO

x 2

Source: Fan Expansion

Late January 2885

NUMBER OF TURNS: 12 Turns 1

7 8 9 10 113 4 5 6

2

12

MAP

N

×4 ×10 ×2

Reinforcements (See Special Rules)

×6

All Gustavs start the game with 2 PFs each.

Page 100: Maschinen Krieger Strategy Game Rules v2.1 English

■ Artillery Request Record SheetTurn of

RequestTarget Map

NumberTarget Hex

NumberType of Round

Number of Rounds

Result / NotesType ofRequest

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

a b c d e

Page 101: Maschinen Krieger Strategy Game Rules v2.1 English

ATTA

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ck im

pact

s an

adj

acen

t he

x. R

oll 1

die

to d

eter

min

e th

e im

pact

ed

hex.

3. If

the

resu

lt is

3 o

r mor

e th

an th

e ta

rget

num

ber,

the

atte

mpt

to re

ques

t arti

llery

su

ppor

t has

faile

d. N

o ro

und

was

fire

d an

d th

e am

mun

ition

is n

ot s

pent

.

1Ta

rget

H

ex 43

5

26

N

S.F.3.

DO

RI

GI

NA

L

AR

MO

R E

ND

UR

AN

CE

Rol

l A

B

C2

or le

ss

D

D

D3

D

D

D4

D

D

D5

D

D

D6

A A

D7

M

M

D8

M

M

A9

A M

10

M11

12 o

r mor

e —

D =

Des

troye

dA

= Ar

mam

ent D

isab

led

M =

Imm

obiliz

ed—

= N

o Ef

fect

• D

amag

ed a

ir un

its re

treat

and

are

rem

oved

. H

orni

sse

may

land

with

in 5

hex

es.

• If

the

atta

ck ro

ll re

sult

is a

nat

ural

2 (o

ne

on b

oth

die)

the

dura

bilit

y re

sult

is a

n au

tom

atic

“D”.

• Fo

r Roc

ket (

R) a

ttack

s, u

nits

in a

djac

ent

units

rece

ive

a +2

mod

ifier

to th

e ar

mor

en

dura

nce

roll.

Num

ber o

n th

e le

ftLo

ss to

the

larg

er fo

rce

Num

ber o

n th

e rig

ht

Loss

to th

e sm

alle

r for

ce#

/ #

DO

G-F

IGH

T R

ESO

LUTI

ON

Rol

l 0

+1~2

+3

~4

+5~8

+9

~1

2 / 4

4

/ 5

2 / 6

2

/ 8

2 / 9

2 2

/ 2

2 / 4

2

/ 4

2 / 6

0

/ 73

0 / 2

0

/ 3

4 / 4

0

/ 4

0 / 6

4 2

/ 0

0 / 2

0

/ 3

0 / 3

0

/ 55

2 / 2

2

/ 3

0 / 2

0

/ 2

0 / 4

6 4

/ 2

4 / 2

3

/ 4

4 / 3

4

/ 3

• Se

lect

uni

ts b

ased

on

dog-

fight

ratin

g.•

The

tota

l val

ue o

f uni

ts s

elec

ted

shou

ld b

e as

clo

se a

s po

ssib

le to

, but

not

exc

eed

the

loss

#.

(Exa

mpl

e) A

Fal

ke (

dog-

fight

ratin

g 4)

is n

ot s

ubje

ct to

loss

if

the

loss

resu

lt is

3 o

r les

s. If

the

loss

resu

lt is

any

whe

re fr

om

4 to

7, o

nly

one

unit

is lo

st.

AR

TILL

ERY

DEV

IATI

ON

R

eque

st T

ype

Targ

et N

umbe

r

a 10

b

9

c 8

d

7

e 6

SMO

KE

SCR

EEN

EQ

UIP

MEN

T (M

ERC

ENA

RY A

RM

Y)

Use

s R

ange

(Hex

es)

Use

s Pe

r Tur

n

D.h

ouse

0 1

G

reen

Buf

falo

2

1 2

Sd

h233

/232

2

1 2

Sc

henk

el

3 2

3

Rav

in †

2

1 2

• A

unit

equi

ped

with

sm

oke

can

only

gen

erat

e sm

oke

a nu

mbe

r of t

imes

dur

ing

a sc

enar

io e

qual

to th

e ‘U

ses’

val

ue.

• Fo

r the

D.h

ouse

, it u

ses

its e

ngin

e to

gen

erat

e sm

oke,

giv

ing

it an

infin

ite (∞

) num

ber o

f use

s du

ring

a sc

enar

io. E

ach

subs

eque

nt

roun

d pr

oduc

ing

smok

e, th

e ra

nge

of th

e sm

oke

can

be in

crea

sed

by 1

. †

AR

TILL

ERY

EFFI

CIE

NC

Y (M

ERC

ENA

RY A

RM

Y)

Type

Atta

ck P

ower

Ran

ge

Poin

t Val

ue

(Im

pact

Hex

) (1

Hex

) (2

Hex

es)

(Hex

es)

(per

sho

t)

I. R

10

8

90

1

II. R

14

10

12

0 2

III

. R

20

14

8 26

0 3

ATTA

CK

MO

DIF

IER

S

Mov

emen

t A

ttack

Li

ne o

f El

e-

Sym

bol

Nam

e M

odifi

ers

Mod

ifier

s Si

ght

vatio

n

Cle

ar

1 1

1 —

0

Rou

gh

2 2

3 -1

0

Fore

st

2 3

3 -2

-1

-1

-1

BL

OC

KED

0

Rid

ge

+1 +

1 +2

-2

-1

See

(6.1

.3)

0.5

Build

ing

1

-2

-1

-2

-1

BL

OC

KED

1

Roa

d ½

½

½

Trai

l 1

1 1

— —

Riv

er

3 -2

0

Cro

ssin

g 2

2 2

-2

— —

0

Lake

2

-2

— —

0

Sm. B

uild

ing

1 2

3 -1

-1

-2

-1

BL

OC

KED

1

Hill

+2 +

3 +3

BLO

CKE

D

1

Wal

l +1

+1

+1

-1

-1

-1

-1

See

(6.1

.3)

0.5

(a).

Type

1 u

nits

may

ent

er b

uild

ings

. Typ

e 2

units

are

con

side

red

to b

e ou

tsid

e th

e bu

ildin

g, a

nd s

ubje

ct to

the

terra

in th

e bu

ildin

g is

in.

(b).

Infa

ntry

Cha

rges

can

not t

rave

rse

this

terra

in.

(c).

This

mod

ifier

app

lies

only

whe

n en

terin

g a

hill

from

a lo

wer

ele

vatio

n.

W

C

H

L

G,R

(Bm

b) P

F M

G

Page 102: Maschinen Krieger Strategy Game Rules v2.1 English

UN

IT STATISTICS - W

EAPO

N EFFIC

IENC

Y AN

D R

AN

GE

A

ttack

Range

Defense

M

ovement

Type Stack

Am

munition Special

Point N

umber

Attack O

ver Range

Weapon

D

urability

Points

R

ules Value In G

ame

1 2

3 4

5 6

7 8

9 10 11 12 13 14 15 16 17 18

AFS (Mk II)

8 L

8 2

B 5W

I

1 —

2

30 9

9 8

8 8

8 8

8

AFS(S) † 8

L 8

3 B

5W

I 1

3 3

9 9

8 8

8 8

8 8

SAFS (M

k I) 11

L 8

3 B

5W

I 1

3 30

12 12 11

11 11

11 11

11

SAFS Mk II

11 L

8 3

B 5W

(12B) I

1 —

4

12 12 12

11 11

11 11

11 11

R

acoon (SAFS R)

3 B

5W

I 1

[19.5] 4

2

Goblin (H

AFS) 11

L 8

3 B

4W

II 1

TOSx3

4 12

12 12 11

11 11

11 11

11

Goblin TO

S † 10

R

30

11 11

10 10 10 10 10 10 9

9 9

9 8

8 8

8 7

*Jerry (H

AFS) 8

L 8

2 B

4W

II 1

3 15

9 9

8 8

8 8

8 8

G

ladiator (HAFS)

10 R

30

5 B

5W

II 1

(Fixed)Rx3

4 6

11 11

10 10 10 10 10 10 9

9 9

9 8

8 8

8 7

*D

.house (Y615) 11

L 10

4 A

6C

II 2

15R100x4

Smk

6 10

12 12 11

11 11

11 11

11 10 10

D

.house R †

15 R

100

15 15 15 15 15 15 15 15 14 14 14 14 13 13 13 13 13

*G

reen Buffalo 12

L 10

4 A

5C

II 2

Smk [13.1]

5 3

13 13 12 12 12 12 12 12 11

11

S.Stalker (Sdh222F) 6

L 8

1 C

8H

II

2 —

Sm

k 2

10 7

7 6

6 6

6 6

6

S.Stalker (Sdh232M)

6 L

8 2

C

8H

II 2

Smk

2 8

7 7

6 6

6 6

6 6

R

avin † 7

L 8

4 B

6C

II 2

Smk

4 12

8 8

7 7

7 7

7 7

Schenkel (U

dk.38) 7

L 10

4 C

2W

II

2 —

Sm

k 3

5 8

8 7

7 7

7 7

7 6

6

Seduce 5

L 8

2 C

7C

II

2 —

2

8 6

6 5

5 5

5 5

5

Truck † —

1

C

7C

II 2

1 10

Inf (Infantry) SQ

7

MG

4

5 B

(1) Inf

2 —

4

20 7

6 5

4

Plt (Platoon) HQ

7

MG

4

4 B

(1) Inf

2 —

[17.1.2]

4 20

7 6

5 4

C

pn (Com

pany) HQ

7

MG

4

4 B

(1) Inf

2 —

[17.1.2]

4 20

7 6

5 4

Eng (Engineer) SQ

7

MG

4

5 B

(1) Inf

2 —

[14.4]

4 20

7 6

5 4

AAR

(Anti-AFS) SQ

7 L

7 3

A (1)

Inf 2

[14.4] (a) 4

20 8

8 7

7 7

7 6

Falke 10

MG

4 A

4F ※ III

1 —

4

15

Falke II 13

MG

4 A

4F ※ III

1 —

4

3

J40(S) 8

MG

3 C

2F ※

III 1

3 15

Fan ExpansionAFS M

k I 8

L 8

2 C

5W

I

1 —

1

9 9

8 8

8 8

8 8

G

reen Buffalo (Con.)

10 M

G

10 3

A 6C

II

2 —

Sm

k [13.1] 4

11 11

10 10 10 10 10 10 9

9SAFS Trident

11 L

8 3

B 3W

(5U)

I 1

4 —

12 12

11 11

11 11

11 11

SAFS Fireball

11 L

8 3

B 4W

(3F ※) I/III

1 —

§

3 —

12 12

11 11

11 11

11 11

AFS M

k I Banshee 8

L 8

2 C

4W

(2F ※) I/III

1 —

§

3 —

9

9 8

8 8

8 8

8

SAFS Wolverine

10 R

10

3 B

5W

I 1

5 —

11

11 10 10 10 10 10 10

9 9

(a) This unit cannot add its attack power w

ith other Infantry Type units.

※ These values are Dog-Fight R

ating, not movem

ent. * The attack value for ranges of 18 or m

ore are are the same as range 17.†

§ These units can operate as both air (Type III) and ground (Type I) units. Use H

ornisse landing rules.

Page 103: Maschinen Krieger Strategy Game Rules v2.1 English

ATTA

CK

MO

DIF

IER

S

Clo

se Q

uart

ers

(0 h

exes

)Ex

clud

ing

anti-

air a

ttack

s.

Type

1 A

ttack

ing

+2Ty

pe 2

Atta

ckin

g -1

Excl

udin

g Je

rry, G

oblin

, G

ladi

ator

, F-b

oot,

and

Käfe

r.

Inf T

ype

Atta

ckin

g +2

Indi

rect

Atta

ck

-3Ta

rget

Imm

obili

zed

(M)

+2G

roun

d to

Air

Atta

ck

-2A

ir to

Gro

und

Atta

ck

0A

ttack

ing

at N

ight

This

mod

ifier

onl

y ap

plie

s to

m

anne

d an

d In

f Typ

e un

its

0 he

xes

01

to 4

hex

es †

-1

5 or

mor

e he

xes

-2A

ttack

ing

thro

ugh

Smok

eLa

ser

-5M

issi

le (R

, Bm

b)

-5O

ther

s -4

Type

I un

its

ente

ring

the

build

ing

only

(b)

(b)

(b)

(c)(a)

(a)

(occ

upie

s 3

hexe

s or

less

)

(b) †

(Res

ults

)

1. If

the

resu

lt is

less

than

the

targ

et n

umbe

r, th

e at

tack

im

pact

s in

the

targ

et h

ex.

2. If

the

resu

lt is

1 o

r 2 m

ore

than

the

targ

et n

umbe

r, th

e at

tack

impa

cts

an a

djac

ent

hex.

Rol

l 1 d

ie to

det

erm

ine

the

impa

cted

hex

.

3. If

the

resu

lt is

3 o

r mor

e th

an th

e ta

rget

num

ber,

the

atte

mpt

to re

ques

t arti

llery

su

ppor

t has

faile

d. N

o ro

und

was

fire

d an

d th

e am

mun

ition

is n

ot s

pent

.

1Ta

rget

H

ex 43

5

26

N

S.F.3.

DO

RI

GI

NA

L

Num

ber o

n th

e le

ftLo

ss to

the

larg

er fo

rce

Num

ber o

n th

e rig

ht

Loss

to th

e sm

alle

r for

ce#

/ #

DO

G-F

IGH

T R

ESO

LUTI

ON

Rol

l 0

+1~2

+3

~4

+5~8

+9

~1

2 / 4

4

/ 5

2 / 6

2

/ 8

2 / 9

2 2

/ 2

2 / 4

2

/ 4

2 / 6

0

/ 73

0 / 2

0

/ 3

4 / 4

0

/ 4

0 / 6

4 2

/ 0

0 / 2

0

/ 3

0 / 3

0

/ 55

2 / 2

2

/ 3

0 / 2

0

/ 2

0 / 4

6 4

/ 2

4 / 2

3

/ 4

4 / 3

4

/ 3

• Se

lect

uni

ts b

ased

on

dog-

fight

ratin

g.•

The

tota

l val

ue o

f uni

ts s

elec

ted

shou

ld b

e as

clo

se a

s po

ssib

le to

, but

not

exc

eed

the

loss

#.

(Exa

mpl

e) A

Fal

ke (

dog-

fight

ratin

g 4)

is n

ot s

ubje

ct to

loss

if

the

loss

resu

lt is

3 o

r les

s. If

the

loss

resu

lt is

any

whe

re fr

om

4 to

7, o

nly

one

unit

is lo

st.

AR

TILL

ERY

DEV

IATI

ON

R

eque

st T

ype

Targ

et N

umbe

r

a 10

b

9

c 8

d

7

e 6

ATTA

CK

MO

DIF

IER

S

Mov

emen

t A

ttack

Li

ne o

f El

e-

Sym

bol

Nam

e M

odifi

ers

Mod

ifier

s Si

ght

vatio

n

Cle

ar

1 1

1 —

0

Rou

gh

2 2

3 -1

0

Fore

st

2 3

3 -2

-1

-1

-1

BL

OC

KED

0

Rid

ge

+1 +

1 +2

-2

-1

See

(6.1

.3)

0.5

Build

ing

1

-2

-1

-2

-1

BL

OC

KED

1

Roa

d ½

½

½

Trai

l 1

1 1

— —

Riv

er

3 -2

0

Cro

ssin

g 2

2 2

-2

— —

0

Lake

2

-2

— —

0

Sm. B

uild

ing

1 2

3 -1

-1

-2

-1

BL

OC

KED

1

Hill

+2 +

3 +3

BLO

CKE

D

1

Wal

l +1

+1

+1

-1

-1

-1

-1

See

(6.1

.3)

0.5

(a).

Type

1 u

nits

may

ent

er b

uild

ings

. Typ

e 2

units

are

con

side

red

to b

e ou

tsid

e th

e bu

ildin

g, a

nd s

ubje

ct to

the

terra

in th

e bu

ildin

g is

in.

(b).

Infa

ntry

Cha

rges

can

not t

rave

rse

this

terra

in.

(c).

This

mod

ifier

app

lies

only

whe

n en

terin

g a

hill

from

a lo

wer

ele

vatio

n.

W

C

H

L

G,R

(Bm

b) P

F M

G

Rol

l tw

o di

ce

agai

nst

the

targ

et

dete

rmin

ed

by th

e re

ques

t ty

pe.

SMO

KE

SCR

EEN

EQ

UIP

MEN

T (S

trah

l Tro

ops)

Use

s R

ange

(Hex

es)

Use

s Pe

r Tur

n

Pzkw

182

0 1

N

.Roc

ker I

I 2

1 2

F-

boot

0 1

Kr

öte

ausf

Pnr

3

1 3

• A

unit

equi

ped

with

sm

oke

can

only

gen

erat

e sm

oke

a nu

mbe

r of t

imes

dur

ing

a sc

enar

io e

qual

to th

e ‘U

ses’

val

ue.

• Fo

r the

Pzk

w 1

82 a

nd F

-boo

t, th

ey u

se th

eir e

ngin

es to

gen

erat

e sm

oke,

giv

ing

them

an

infin

ite (∞

) num

ber o

f use

s du

ring

a sc

enar

io.

Each

sub

sequ

ent r

ound

pro

duci

ng s

mok

e, th

e ra

nge

of th

e sm

oke

can

be in

crea

sed

by 1

. †

AR

TILL

ERY

EFFI

CIE

NC

Y (S

TRA

HL

TRO

OPS

)

Type

A

ttack

(Im

p.H

ex)

(1 H

ex)

(2 H

exes

) R

ange

Po

int V

al. (

per s

hot)

I.

R

10

8 —

10

0 1

II.

R

12

9 —

13

0 2

III

. R

22

16

8 26

0 3

IV

.RM

[19

.1.6

] —

13

0 2

UN

MA

NN

ED W

EAPO

NS

Def

ensi

ve F

ire R

ange

N

orm

al

Man

ned

N. R

ocke

r 2

4N

.Roc

ker I

I 2

4F-

Boot

3

4Kr

öte

Pnr

—Kr

öte

3 3

Pak

Kröt

e 4

5N

.Spo

tter

—Kr

ache

n Vo

gel

3 3

• C

ontro

l has

no

effe

ct o

n O

ffens

ive

Fire

rang

e

AR

MO

R E

ND

UR

AN

CE

Rol

l A

B

C2

or le

ss

D

D

D3

D

D

D4

D

D

D5

D

D

D6

A A

D7

M

M

D8

M

M

A9

A M

10

M11

12 o

r mor

e —

D =

Des

troye

dA

= Ar

mam

ent D

isab

led

M =

Imm

obiliz

ed—

= N

o Ef

fect

• D

amag

ed a

ir un

its re

treat

and

are

rem

oved

. H

orni

sse

may

land

with

in 5

hex

es.

• If

the

atta

ck ro

ll re

sult

is a

nat

ural

2 (o

ne

on b

oth

die)

the

dura

bilit

y re

sult

is a

n au

tom

atic

“D”.

• Fo

r Roc

ket (

R) a

ttack

s, u

nits

in a

djac

ent

units

rece

ive

a +2

mod

ifier

to th

e ar

mor

en

dura

nce

roll.

Page 104: Maschinen Krieger Strategy Game Rules v2.1 English

(a) This unit cannot add its attack power w

ith other Infantry Type units.※ These values are D

og-Fight Rating, not m

ovement.

P This designates units that typically operate as unmanned w

eapons.

* The attack value for ranges of 18 or more are are the sam

e as range 17.†§ This unit is equivalent to a PK41, but specifically carries a G

ustav.

UN

IT STATISTICS - W

EAPO

N EFFIC

IENC

Y AN

D R

AN

GE

A

ttack

Range

Defense

M

ovement

Type Stack

Am

munition Special

Point N

umber

Attack O

ver Range

Weapon

D

urability

Points

R

ules Value In G

ame

1 2

3 4

5 6

7 8

9 10 11 12 13 14 15 16 17 18

P.K.A. 10

PF 4

2 B

5W

I 1

PFx2

2 30

10 10 10 10

P.K.A. G (G

ustav) 9

L 8

3 B

5W

I 1

PFx2

3 30

10 10 9

9 9

9 9

9

P.K.A. K (Konrad) 9

L 8

4 B

5W

I 1

PFx2

3 16

10 10 10 10 10 9

9 9

Krachen Vogel †

10 PF

5 2

C

16H

I 1

PFx6 P

2 10

11 11

10 10 10

N

euSpotter —

0

20H

I 1 [8.2.3]

P [16.2]

3 10

Käfer

12 L

8 5

B 5W

II

1 —

5 8

13 13 12 12 12 12 12 12

Kröte 7

MG

10

2 C

5W

II

2 —

P

3 8

8 8

7 7

7 7

7 7

6 6

Kröte Ausf Pak

9 G

14

3 C

4W

II

2 —

P

3 8

9 9

9 9

9 8

8 8

8 8

7 7

7 7

Kröte Ausf Pnr

3 B

4W

II 2

[19.5]

3 3

F-boot †

14 L

20 4

A 12H

II

2 —

P

Smk

6 4

15 15 14 14 14 14 14 14 13 13 13 13 12 12 12 12 12 *

Kraftwagen

1 C

7C

II

2 —

1 10

M

akel 5

L 7

2 C

7C

II

2 —

2 12

6 6

5 5

5 4

4

N

.Rocker †

13 L

20 4

A 9H

II

2 —

P

5 16

13 13 12 12 12 12 12 12 11

11 11

11 10 10 10 10 10

*N

.Rocker II †

14 L

20 5

A 9H

II

2 —

P

Smk

6 8

14 14 13 13 13 13 13 13 12 12 12 12 11

11

Oskar

8 R

15

2 B

12H

II 2

Rx2

P —

3

10 9

9 8

8 8

8 8

8 7

7 7

7 6

6 6

Sph.69 —

2

C

8H

II 2

[13.1]

2 4

Sphinx †

16 R

120

4 A

9H

II 2

Rx5

6

8 10 10 10 10 10 12 14 16 16 16 16 16 16 16 16 16 16

*Pzkw

182 7

L 8

4 B

6C

II 2

Sm

k 4

6 8

8 7

7 7

7 7

7

Inf (Infantry) SQ

6 M

G

5 5

B (1)

Inf 2

4

12 6

6 5

4 4

Plt (Platoon) HQ

6

MG

5

4 B

(1) Inf

2 —

[17.1.2]

5 6

6 6

5 4

4

C

pn (Com

pany) HQ

6

MG

5

4 B

(1) Inf

2 —

[17.1.2]

7 2

6 6

5 4

4

Pnr (Engineer) SQ

6

MG

5

5 B

(1) Inf

2 —

[14.4] (a)

4 6

7 7

5 4

4

AAR

(Anti-AFS) SQ

7 L

7 3

A (1)

Inf 2

[14.4]

3 6

8 8

7 7

7 7

6

Fire Fly (XK-427)

12 M

G

3

C

3F ※ III

1

12

1

PK40 8

MG

3 C

2F ※

III 1

3

16

PK41 9

MG

3 B

3F ※ III

1

[10.6]

3 30

Salam

ander 12

MG

4 A

4F ※ III

2 —

4 3

Fan ExpansionP.K.A.G

5 (Grisly Bar)

9 L

8 3

B 5W

I

1 R

x4

4 —

10 10

9 9

9 9

9 9

P.K.A. G5 R

ocket 8

R

8

8

8 7

7 7

7 6

6K.Vogel (B-U

2) 12

PF 4

2 C

16H

I

1 PFx4

P —

2

12 12 12 12

K.Vogel (B-U3)

10 PF

4 2

C

16H

I 1

PFx8 P

3 —

10 10 10 10

Kanguruh

9 L

8 3

B 5W

II

1 —

4 —

10 10 10 10 10

9 9

9N

euWasser

0 —

20H

(10U)

I 1 [8.2.3]

P [16.2]

4 —

N.R

ocker Troop Car.

9 M

G

10 4

A 9H

II

2 —

[X8.0] 5

10 10 9

9 9

9 9

9 8

8

Fire Fly (KH

503) 12

MG

3 B

4F ※ III

1 —

4 —

PK43 9

MG

3 B

3F ※ III

1 —

[10.6] §

3 —

PK240 10

L

4 B

4F ※ III

1 —

4 —

Page 105: Maschinen Krieger Strategy Game Rules v2.1 English

UsedAir Combat Mission

Ground Combat Mission

Strahl Troops

Air Commitment Card MASchINeN KRIeGeR

MASchINeN KRIeGeR

Mercenary Troops

UsedAir Combat Mission

Ground Combat Mission

Air Commitment Card

Page 106: Maschinen Krieger Strategy Game Rules v2.1 English