SOF WARRIOR

By Bennett P. Lacy

Published by: Britton Publishers [email protected] http://www.brittonpublishers.com Preface

Published by Britton Publishers  2007 Bennett P. Lacy

Users of this book have limited reproduction rights. They may reproduce any of the forms, counters and templates included in Appendix G.

Cover Art: McFarlane’s Military Action Figures

ii SOF Warrior Preface

Table of Contents

Preface ...... xi Introduction ...... xi Intended Audience ...... xi Equipment Needed ...... xi Author’s Notes and Acknowledgements ...... xii Section 1. Assuming the Duties of Game Master ...... 1 SOF Warrior Spreadsheet ...... 2 Section 2. Generating Characters ...... 5 Character Attributes ...... 5 Table 2.1Character Attributes ...... 6 Saving Throws ...... 8 Attribute Modifiers ...... 8 Table 2.2Attribute Modifiers ...... 8 Enhance a Character’s Attributes ...... 8 Encumbrance ...... 9 Table 2.3Encumbrance ...... 9 Life Points ...... 9 Table 2.4Life Point Bonus ...... 10 Fatigue ...... 10 Exhaustion ...... 10 Coma ...... 10 Troop Quality ...... 10 Experience Points ...... 12 Table 2.5Troop Quality Modifiers ...... 12 Table 2.6Experience Award Points...... 12 Generic or Non-Player Character ...... 13 Skills and Levels ...... 13 Table 2.7Skill Levels by Troop Quality ...... 13 Table 2.8Description of Skills ...... 14 Section 3. Preparing for the Game ...... 15 Action Cup ...... 15 Action Phase & Turn ...... 15 Action Chits ...... 15 Command Chits ...... 16 Random Event & Off Board Artillery ...... 16

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Precise Time ...... 16 Section 4. Using Morale ...... 19 Morale ...... 19 Table 4.1Morale Modifiers ...... 20 Table 4.2Morale Failure Results ...... 20 Leadership ...... 21 Rally Broken Troops ...... 21 Field Promotion ...... 21 Section 5. Moving Your Character ...... 23 Ground Scale ...... 23 Speed Conversion ...... 24 Table 5.1Speed Attribute Conversion Chart ...... 24 Combat Time ...... 25 Table 5.2Combat Time ...... 25 Length of Exposure ...... 26 Doors ...... 26 Time Management ...... 26 Section 6. Acquiring and Hearing Other Characters ...... 27 Line of Sight ...... 27 Reason to Look ...... 27 Table 6.1Reason to Look (RTL) Chart ...... 28 Acquisition of Targets...... 28 Night Time Optical Device ...... 28 Table 6.2Target Acquisition (Human) ...... 29 Table 6.3Target Acquisition (Vehicle) ...... 30 Hearing ...... 31 Communications ...... 31 Sniper Fire Detection ...... 31 Quick Glance ...... 31 Table 6.4Hearing and Detecting ...... 32 Section 7. Conducting Combat Operations...... 33 Laser Sights ...... 34 Scopes...... 34 Table 7.1Small Arms Target Modifiers (Aim Attribute) ...... 35 Initiative ...... 36 Area Suppression ...... 36 Intervening Cover ...... 36

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Hand Held Anti-Tank Weapons ...... 36 Table 7.2—RPG Penetration ...... 36 Table 7.3Hand-Held Anti-Tank/Vehicle Hit (Aim Attribute) ...... 37 Snapshot ...... 37 Fire Zone ...... 37 Ambush ...... 38 Weapon Ranges ...... 38 Table 7.4Weapon Ranges ...... 38 Recoil Penalty ...... 38 Rate of Fire ...... 39 Consecutive Fire Bonus ...... 39 Controlled Burst ...... 39 Weapons Reliability ...... 39 Clear a Weapon Jam ...... 39 Change a Machine Gun Barrel ...... 40 Hit Location and Damage ...... 40 Table 7.5Hit Location ...... 40 Called Shot Option ...... 40 Table 7.6Called Shot Modifiers ...... 41 Damage & Penetration ...... 41 Table 7.7Projectile Damage Chart ...... 42 Instant Death ...... 42 Hollow Point ...... 42 Bleeding ...... 43 First Aid ...... 43 Impact ...... 43 Penetration ...... 43 Table 7.8Cover Penetration Value ...... 44 The Interceptor Flak Vest ...... 44 PASGT ...... 45 Table 7.9—Armor Protection Threat Levels ...... 46 Table 7.10—Armor Level (AL) Penetration % ...... 47 Section 8. Engaging in Melee (Hand-to-Hand Combat) ...... 49 Weight Advantage ...... 50 Martial Arts ...... 51 Attack from Behind ...... 51 Multiple Opponents ...... 51 Section 9. Using High Explosives ...... 53 Indirect Fire ...... 53

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Blind Fire ...... 53 Table 9.1Artillery ...... 54 High Explosive vs. Armored Targets ...... 54 Table 9.2—Artillery vs. Armor ...... 54 Blast Radius ...... 55 Table 9.3High Explosive Indirect Fire...... 55 AC-130H Spectre Gun Ship ...... 56 Direct Fire ...... 56 Table 9.4High Explosive Direct Fire ...... 56 Damage Index ...... 57 Direct Fire Mortars ...... 57 Kill Zone...... 57 Casualty Zone ...... 58 Table 9.5 CZ Modifiers (Base 10) ...... 58 Concussion Effect ...... 58 Smoke ...... 58 Fire ...... 58 Star-shell ...... 59 Grenades ...... 59 Table 9.6Grenade To Hit (Power Attribute) ...... 60 Table 9.7—Grenade Ranges by Posture ...... 60 Throwing a Grenade Without Acquisition ...... 61 Flash Crash ...... 62 Destruction of Buildings ...... 62 Table 9.8—Vertical Direct Fire Deviation ...... 62 Satchel Charge ...... 62 M18 Claymore ...... 63 Characteristics: M-18A1 (Claymore) ...... 64 Section 10. Accomplishing Tasks ...... 65 Table 10.1Difficulty of Task Modifiers ...... 66 Escape & Evade/Pursuit ...... 66 Table 10.2Escape & Evade/Pursuit Modifiers ...... 66 Barbed Wire...... 66 Navigation ...... 66 Table 10.3Navigation Modifiers ...... 67 Stealth ...... 67 Table 10.4Stealth Modifiers...... 67 Intercept Messages ...... 68 Table 10.5Intercept Modifiers ...... 68 Interrogate ...... 68

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Table 10.6Interrogation Modifiers ...... 68 Set/Disarm Explosive or Non-Explosive Devices or Traps ...... 68 Table 10.7Setting/Disarming Explosives Modifiers ...... 68 Repair of Electrical Device/Radio/Engine ...... 69 Table 10.8Repair Modifiers ...... 69 Driver/Pilot Control of Craft ...... 69 Table 10.9Control of Craft Modifiers ...... 69 Airborne ...... 69 Table 10.10Airborne Modifiers ...... 70 Table 10.11Drop Zone Failure ...... 70 Fast-Rope Insertion/Hook and Climb ...... 70 Table 10.12Fast-Rope ...... 70 Table 10.13—Hook & Climb ...... 71 Table 10.14Fall Consequences ...... 71 Jumping ...... 71 TOW (Command to Line of Sight Guidance)...... 71 Table 10.15—Line of Sight Guidance ...... 71 Section 11. Deploying Armor ...... 73 Sequence of Play...... 73 Movement ...... 73 Table 11.1Vehicle Movement ...... 74 Movement Terrain Reduction ...... 74 Collisions ...... 74 Fire Control and Observation ...... 74 Table 11.2—AFV Acquisition Procedure...... 75 NOTE: If not using individual crew activation, select the commander as the acquisition perspective...... 75 Combat Procedure for Armored Fighting Vehicles ...... 76 Table 11.3—AFV To Hit ...... 76 Table 11.4Weapon Ranges for AFV (yards) ...... 76 Table 11.5—AFV To Hit Modifiers ...... 77 Table 11.6Hit Location ...... 77 Hull-Down Facing ...... 78 Table 11.7Hull-down Hit Location ...... 78 ATGM (Anti-tank Guided Missiles) ...... 78 Table 11.8—ATGM Top-Attack Hit Location ...... 78 Cars, Trucks and Humvees ...... 79 Armor Class ...... 79 Reactive Armor ...... 79 Angle of Attack ...... 80 Table 11.10Attack Angle Facing ...... 80

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Penetration with Sabot and HEAT ...... 80 Table 11.11—12.7mm-14.5mm AP Penetration ...... 81 Table 11.12—20-30mm AP Penetration...... 81 Table 11.13—75-90mm Sabot/HEAT Penetration ...... 81 Table 11.14—100-115mm Sabot/HEAT Penetration ...... 82 Table 11.15—120-125mm Sabot/HEAT Penetration ...... 82 Table 11.16—AT Missile Penetration ...... 82 Damage Assessment ...... 83 Table 11.17Damage and Casualty Percentages ...... 83 Explosive Damage ...... 83 Crew Morale ...... 84 Table 11.18AFV Crew Morale Modifiers ...... 84 Rate of Fire ...... 84 Table 11.19Rate of Fire ...... 84 Turret Rotation ...... 84 Flank/Hull Hits ...... 85 Bogging ...... 85 Close Infantry Assault...... 85 Table 11.20Tank Assault Weapons ...... 85 Spall Rating (SR) ...... 85 Smoke Dischargers ...... 85 An Abram’s Triumph ...... 85 Appendix A...... 87 Armored Fighting Vehicle Data Sheets ...... 87 M1A2 Abrams MBT U.S...... 89 Challenger 2 U.K...... 90 T-72S (export version of T-72B) Russia ...... 91 Merkava Mark 4 Israel ...... 92 LeClerc MBT France ...... 93 Chieftain Mk 5 MBT U.K...... 94 T-80B MBT Russia ...... 95 Leopard 2 MBT Germany ...... 96 M60A3 U.S...... 97 T-90S Russia ...... 98 T-62 MBT Russia ...... 99 T-54/55 MBT Russia ...... 100 T-84 MBT Ukraine ...... 101 Scorpion 90 Reconnaissance Vehicle U.K...... 102 M2A3 Bradley IFV U.S...... 103

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Stryker LAV III (Light Armored Vehicle) U.S...... 103 M113A2 APC U.S...... 104 LAV-25 (Light Armored Vehicle) U.S...... 104 AAV7A1 U.S...... 105 Warrior MCV (Mechanized Combat Vehicle) U.K...... 105 BMP 2 IFV Russia ...... 106 BMP 3 IFV Russia ...... 106 BTR 60 APC Russia ...... 107 BTR 80 APC Russia ...... 107 Marder 1 IFV Germany ...... 108 AMX-10RC (Giat) France ...... 108 Appendix B...... 109 Small Arms Reference Tables ...... 109 Small Arms Reference Table: Pistols ...... 111 Small Arms Reference Table: Sub-Machine Guns ...... 112 Small Arms Reference Table: Assault Rifles ...... 113 Small Arms Reference Table: Sniper Rifles ...... 114 Small Arms Reference Table: Machine Guns ...... 115 Small Arms Reference Table: Grenades (reliability: 50%) ...... 116 Small Arms Reference Table: Shotguns ...... 117 Machine Gun Dice ...... 118 Appendix C...... 119 15mm Range Conversion Chart ...... 119 15mm Range Conversion Chart ...... 121 Appendix D...... 123 SOF Delivery Systems ...... 123 Clandestine Infiltration and Extraction ...... 125 Patrol Coastal Class Ship ...... 125 MK V Special Operations Craft (SOC) ...... 125 River Patrol Boat (PBR) ...... 125 Mini-Armored Troop Carrier (MATC) ...... 126 Light Patrol Boat (PBL) ...... 126 Rigid Hull Inflatable Boat ...... 126 SEAL Delivery Systems ...... 126 Desert Patrol Vehicle ...... 126

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Scuba and Underwater Dive Systems ...... 126 Appendix E...... 127 Anti-tank Weapons Systems ...... 127 Javelin Anti-Armor Missile...... 129 RPG-7 Anti-tank Grenade Launcher ...... 129 M136 AT4 Light Anti-tank Weapon (LAW) ...... 129 M3 Carl Gustav (MAAWS) ...... 130 Mk 153 SMAW ...... 130 Tube-launched, Optically tracked, Wire-guided missile ...... 130 MILAN Portable Anti-Tank Guided Weapon ...... 131 Kornet E Anti-Armor Missile ...... 131 Eryx Heavy Anti-Armor Missile, France ...... 132 SWIG (Swingfire with Improved Guidance) ...... 132 Hellfire Missile ...... 132 AT-3 SAGGER Anti-Tank Guided Missile ...... 133 Appendix F...... 135 Sample Scenario ...... 135 Custer to the Rescue by Steve Fliss ...... 137 2nd Platoon, C Company, 4-7 Infantry (Mechanized) ...... 137 2nd Platoon, C Company, 4-7 Infantry (Mechanized) ...... 138 US Army Delta Force SOF E&E Team, Task Force Quebec ...... 141 Al-Anbar Province AQI Cadre Element ...... 143 Al-Makmin Jihadi Force ...... 145 Al-Gharz Tursaq Village Fighters ...... 147 Legend...... 148 Appendix G...... 151 Reproducible Forms ...... 151

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Preface Special Forces, or sometimes colloquially Special Operations Forces (SOF), are military units formed and trained to conduct missions of unconventional warfare. These units have played an important role throughout the history of armed conflict when the objective has been to achieve disruption by sabotage, rather than through more traditional means. Other significant roles include reconnaissance, intelligence gathering and counter-terrorism.

Exactly what can be considered a Special Forces operative is rather vague and subjective. For purposes of these rules, a SOF Warrior shall be defined as an elite soldier within a formation such as the British SAS, Russian Spetsnaz, IDF Tzanhanim Paratroopers, French Foreign Legion 2nd REP, German GSG-9, U.S. Green Berets, U.S. Navy SEAL and Delta Force. Although this list is not exhaustive, it does cite examples that should guide you when creating your own scenarios. Introduction SOF Warrior, which contains the complete Final Combat Skirmish System adapted for modern warfare, enables you to simulate 1:1 CQB (Close Quarter Battle). Where the original book focuses on the Second World War, this volume introduces weapons and equipment unique to the covert world of Special Operations Forces. It also features auxiliary support units with their assets, including new rules for modern armor and indigenous forces hostile to the coalition fighting global terrorism.

Intended Audience These rules have been designed with the experienced gamer in mind. The Final Combat Skirmish System is predicated on a simple attribute-based mechanic that provides for extremely realistic outcomes. These rules embody the visceral nature of warfare, while demonstrating the importance of training, morale, and competent leadership to the success of any military operation. Equipment Needed If role-playing is the desired venue, then a healthy dose of imagination along with dice, paper and pencil is all you will need. However, a game using miniatures takes a bit more preparation. You will need the following dice: a twenty-sided die (d20), a ten-sided die (d10), a twelve-sided die (d12), an eight-sided die (d8), a six-sided die (d6), a four-sided die (d4) and percentage dice (d100). You will also need a metric tape measure and a four-function calculator. You will need a computer with Microsoft Excel™ in order to use the SOF Warrior Target Acquisition and Combat Resolution spreadsheet. This tool will enable you to make calculations much faster. Simply enter the modifier and press the arrow key up or down.

Included in Appendix G are sheets of counters that may be reproduced and cut out for placement next to your miniatures. These counters are used to display the posture and morale status of each soldier. It will also be necessary to obtain some bingo chits to build the activation cups.

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Author’s Notes and Acknowledgements The SOF Warrior is trained to operate in a myriad of environments, but especially at night where he can take advantage of his technological superiority. His mission is predicated on stealth, precise tactical execution and overwhelming fire superiority at the point of attack. Once a target is neutralized, he melts away into the darkness. Although SOF missions may not lend themselves to a well-balanced gaming experience, the potential for exciting scenarios still exists. Enjoy Custer to the Rescue by Steve Fliss.

SOF Warrior is at its best on the squad level where each figure represents one soldier and the ground scale is 1:1. It is not intended to handle more than one platoon per side, but it is possible with the current activation system.

The Game Master is responsible for creating a scenario that is woven around a great story and provides plenty of action. It is recommended that the Game Master complete all preliminary preparations such as counting out chits and filling in character sheets prior to a gaming session. In that way, the players are ready to begin their strategy discussions immediately without the time consuming and often laborious set-up.

I would like to recognize the following individuals, who each contributed to the evolution and ultimate success of these rules. Through their research, military expertise and play testing, these rules embody the best of Twenty-First Century skirmish war-gaming for role-playing and miniatures.

Glenn Sylvia (play-tester) Mike Ottenberg (play-tester and military advisor) Rich Fisher (play-tester) Peter Fliss (play-tester) James McCormick (play-tester) Steve Fliss (master terrain builder and scenario writer) Jeff Vick (play-tester and ordnance consultant) Stan Paukovich (play-tester) Alex Petrosky (play-tester) Paul Jean (play-tester) Andy Turlington (play-tester)

xii SOF Warrior Section 1. Assuming the Duties of Game Master

Section 1. Assuming the Duties of Game Master SOF Warrior demonstrates its versatility by facilitating both role-playing and miniature venues. One’s imagination is capable of envisioning things that a terrain table can not hope to replicate. A good Game Master should maintain a sense of excitement and peril while painting a vivid picture in the mind’s eye of each player. Coupled with a brisk pace and interactive dialogue, players can actually enjoy an experience that is not possible with miniatures.

The evolution of a character is an important aspect of role-playing. Characters are rewarded for intelligent play by means of experience points. As a character gains experience, skill levels increase and more exciting adventures are possible.

When using miniatures, the Game Master becomes a referee. He will create a scenario that may be historical or fictional and then establish the force pool. The Game Master should take care of the preliminary set-up prior to the player’s arrival, such as the game chits and troop sheets. It is not a good idea to waste the player’s time with this task. However, he should be careful not to cut the planning and strategy phase short. This is a prelude to the act of drawing the first action chit and is actually a big part of the game. In addition to interpreting the rules, the Game Master is expected to judge such things as line of sight, angle of attack and intervening obstacles. To facilitate the use of these rules, Britton Publishers provides a Microsoft Excel™ spreadsheet file that can be used to hasten the calculation of To Hit and To See numbers. The Game Master is responsible for entering the appropriate modifiers into the spreadsheet and communicating the To Hit and To See numbers to each player. The only thing the player should have to do is roll the dice.

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Since the Game Master controls the action, the success of the game is in his hands. If the players have fun, he has accomplished his mission. SOF Warrior Spreadsheet The spreadsheet is designed to minimize the time required to generate acquisition and combat resolution numbers that might otherwise adversely impact the pacing of the game.

To open the spreadsheet, first launch Microsoft Excel™ and then select File>Open from the menu bar. Select the location or drive that contains the spreadsheet file. Highlight the file name Target Acquisition and Combat Resolution Spreadsheet and click Open.

When you open the spreadsheet you will see two sections: the first section deals with target acquisition and the second section deals with the combat resolution process. In section one, Target Acquisition, all of the modifiers displayed in BLACK increase the likelihood of the target being seen. Conversely, the modifiers displayed in RED decrease the probability of sighting. Position the cursor at the top of the Include column. Use the down arrow key (↓) to scroll down the Include column. If the modifier displayed to the left is applicable to the acquisition situation, enter the number in the blank cell. Be sure to enter negative modifiers with a minus (-) sign. Continue to scroll down the list using the down arrow key (↓) until all relevant modifiers have been entered. The required To See number will be displayed in the highlighted cell.

In the second section, Small Arms To Hit, every modifier that improves the chance To Hit is displayed in BLACK. All modifiers that negatively impact the attacker’s chance To Hit are displayed in RED. Position the cursor at the top of the Include column. Use the down arrow key (↓) to scroll down the Include column. If the modifier displayed to the left is applicable to the situation, enter the number in the blank cell. Be sure to enter negative modifiers with a minus (-) sign. Continue to scroll down the list using the down arrow key (↓) until all relevant modifiers have been entered. The required To Hit number will be displayed in the highlighted cell.

When you are finished with the spreadsheet, close the file. Do NOT save the spreadsheet. This will ensure that it does not get corrupted and will be available for use when you next need it.

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Page 4 SOF Warrior Section 2. Generating Characters

Section 2. Generating Characters Characters are generated through eighteen physical attributes. A brief description of each attribute is provided in Table 2.1 and will offer an understanding of the manner in which a character comes to life. The list of attributes, while not exhaustive, is based on years of gaming experience and the belief that they add value and dimension to the game. The Character Sheet (shown on page 7) is designed to be used as a game tool and allow you to record your character’s status throughout the game. A blank copy of the Character Sheet is provided for reproduction in Appendix G. Character Attributes In order to create a character that is not absurdly weak in one or more areas, roll two d6 and add six for each of the eighteen attributes. This will generate reasonable numbers between eight and eighteen. You may assign these numbers to the various attributes at your own discretion, thereby creating the character of your choice. For example, if you have generated several sixes, you may decide to bestow your character with great strength by assigning his Power attribute with the maximum value of eighteen.

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Table 2.1Character Attributes Attribute Description This is the measure of one’s muscle or strength. Furthermore, it is maximum energy over a short period of time. It is usually governed by slow twitch muscle fiber and is a function Power of anaerobic effort. A high Power attribute will serve the character during hand-to-hand combat or during tasks requiring feats of great strength. This is related to the first attribute for it is that quick burst of power that enables a man to move his body through time fast enough to reach a tree or a stone wall before his enemy Speed can bring him under fire. A high Speed attribute will also enable the character to rain blows on his adversary at such a rate that he may be rendered unconscious quickly. This is determined by the number of slow twitch muscle fibers. It is the duration a task may be performed. When a character finds himself swimming, hanging from a cliff or Endurance running for his life, his stamina will dictate when no further exertion is possible. At that point, the muscles will become depleted of all nitrogen and lactic acid build up will preclude further activity. This is alertness or a sixth sense some characters possess that warns them of impending Intuition danger. Intuition might enable a character to sense that something is not quite right and allow him to avoid a trap or prevent him from trusting another character. This attribute can be likened to common sense. If a character is presented with a decision that requires logic, or he meets a disgruntled non-player character (NPC), he may be able Reason to analyze the situation and reach the perfect solution, or he might reason with a character so as to avoid bloodshed. This is surely governed by one’s intelligence quotient, but it is not common sense. It is Knowledge one’s memory, or information gained through instruction, experience and training. A military specialist will have to save v. Knowledge to accomplish certain objectives. This is athletic ability, reflexes and quickness that enable characters to perform certain Agility acrobatic feats such as jumping, climbing, dodging, hanging or fighting hand to hand. This attribute is directly related to how well a character shoots. Someone without a good Aim Aim attribute will have trouble hitting the target. This attribute describes how well someone can work with small detailed or tedious objects Dexterity such as clearing a jam in his weapon or trying to repair a radio. This is the character’s toughness and durability. It is his ability to sustain damage and it Resistance defines his immunity to disease. It is also used to determine bullet impact consequences. Recovery allows a character to rise up after he has fallen and heal from injury or illness. Recovery Without a decent recovery rating, a character will become disabled by the slightest injury. This is a measure of the character’s overall physical conditioning. It is the most important Fitness factor used to calculate Life Points. This could be considered a character’s charisma or charm. You might be asked to save v. Personality this attribute when attempting to influence someone to accept your point of view. This attribute is used to determine the issue of morale and whether or not a character will Willpower continue to follow orders in spite of his fear. This attribute is used to modify target acquisition, combat and when attempting to rally Leadership broken troops. Someone with a high Leadership rating will make the best officer, for he will have the ability to guide his men to victory. This attribute is used when determining target acquisition, or whenever there is an issue Sight regarding what can be seen or what is visible. Although this sense is valuable, there may not be many opportunities for its use. However, during the Korean War, American soldiers claimed they could smell the garlic Smell laden Chinese troops long before they came into view. A character might save v. Smell in order to determine if a volatile gas leak is present, or perhaps to detect noxious smoke from a threatening fire. This implies exactly what it is, the ability to detect sounds. That might be enemy troops, Hearing wild animals crashing through the jungle or any number of other possibilities.

Page 6 SOF Warrior Section 2. Generating Characters Character Sheet

Name: Rank: Troop Quality: Experience Points: Age: Speed Factor: Life Points: Fatigue: Exhaustion: Coma:

Physical Appearance

Hair Color: Eye Color: Height: Weight: Skin Tone: Carrying Capabilities: Dominant Hand:

Attributes

Power: Speed: Endurance: Intuition: Reason: Knowledge: Agility: Aim: Dexterity: Resistance: Recovery: Fitness: Personality: Willpower: Leadership: Sight: Smell: Hearing:

Skill Levels

Handguns: Martial Arts: Mechanic/Technician: Submachine Gun: Unarmed Combat: Computers: Shotgun Level: Silent Killing: Communications: Assault Gun: Escape Artist: Driver: Rifle: Swimming: Pilot: Machine Gun: Climbing: Languages: Grenadier: Tracking: First Aid: Grenade: Acting Engineer: Bladed Weapons: Navigation: Skiing: Demolitions: Airborne: Equestrian: Indirect Fire: Gymnastics: Survivalist:

Weapons and Equipment

Weapon/Weight Rate of Fire Ammo/Weight Total Weight Skill Level

Wounds: Total Weight Carried:

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Saving Throws Throughout a scenario the Game Master will require the players to make saving throws or save verses a particular attribute, depending on the circumstance. This is a roll that is used to determine whether a character successfully accomplishes a particular task. The success or failure of these saves may determine the fate of the mission, and in some instances, the character. For a save to be successful, one must apply all relevant modifiers and roll a d20 at or below the adjusted attribute number. Attribute Modifiers These modifiers are derived from the tens place of the character attributes and will be added or subtracted to various saving throws and combat calculations. Each character will perform according to his assorted strengths and weaknesses.

Table 2.2Attribute Modifiers Attribute Modifier Attribute Modifier Attribute Modifier

8 -2 12 +2 16 +6 9 -1 13 +3 17 +7 10 0 14 +4 18 +8 11 +1 15 +5 19 +9

Enhance a Character’s Attributes Of the eighteen physical attributes, twelve are genetically fixed. They are inborn and no amount of training or experience can alter them appreciably. Those attributes include: Speed, Intuition, Reason, Agility, Dexterity, Resistance, Recovery, Personality, Leadership, Sight, Smell and Hearing.

However, the remaining six attributes can be enhanced or improved through hard work. Those attributes are:

• Power (Weight training can augment overall strength levels dramatically.) • Endurance (Aerobic training and conditioning will improve one’s stamina.) • Knowledge (Education is the key to expanding this attribute.) • Aim (Training and practice on the range will improve this attribute.) • Fitness (A regimen of conditioning drills, exercise, diet and supplementation can enhance this attribute.) • Willpower (Units in elite formations generally have a higher level of morale as a result of their training.)

If a player opts to enhance these attributes, it may only be attempted once. It does not have to be done immediately following attribute generation. The character may decide to wait until he has completed a few adventures.

Page 8 SOF Warrior Section 2. Generating Characters Each character may choose one or more of these attributes that he wishes to enhance through training. To do this, the player must make a saving throw versus Willpower to simulate the perseverance required and subtract one from Willpower for each attribute enhancement attempted.

For example, one player decides to enhance all six attributes. He would use his base Willpower of, let’s say, 14 and subtract six, which equals eight. In order to successfully improve all six attributes, he would have to roll an eight or lower on a d20. If successful on the saving throw, he would add +1 to each attribute selected for enhancement. This would also mean that he would need to recalculate his Life Point total as a result of the improvement in Fitness and Endurance. Encumbrance The average load consists of a 40 to 50-pound pack and H-Gear, an 8 to 15-pound weapon; 5 to 10-pounds of ammo, 2 one-pound grenades, a 3-pound helmet, a 15-pound flak jacket, a sidearm and a knife. The total weight of the average load is close to 80 pounds. Soldiers will typically discard items unnecessary during combat.

To determine your character’s encumbrance threshold, combine his Power and Endurance modifiers and refer to Table 2.3. A soldier may exceed this limit by double the given amount, but he does so at an encumbered rate.

Table 2.3Encumbrance Power & Endurance Carrying Capability modifiers: Sum -4 to -1 25 pounds 0 – 5 35 pounds 6 – 8 45 pounds 9 – 11 55 pounds 12 – 14 65 pounds 15 – 16 75 pounds 17 – 18 85 pounds

Life Points Life Points is a measurement of the total amount of damage a character can sustain before dying. It is a combination of Fitness, Endurance, Resistance and Recovery. Use the numbers for these four attributes to find Life Point bonuses from Table 2.4. Find the sum of the four attribute bonuses and add the product of two d6 x 10.

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Table 2.4Life Point Bonus Life Life Life Life Fitness Endurance Resistance Recovery Point Point Point Point Attribute Attribute Attribute Attribute Bonus Bonus Bonus Bonus 3 50 3 – 4 10 3 – 5 0 3 – 5 -20 4 60 5 – 6 20 6 – 8 10 6 – 8 -10 5 70 7 50 9 – 11 20 9 – 11 0 6 80 8 60 12 30 12 – 14 10 7 – 8 90 9 70 13 40 15 – 17 20 9 – 10 100 10 80 14 50 18 30 11 – 13 110 11 – 13 90 15 60 19 40 14 – 15 120 14 – 16 100 16 70 16 – 17 130 17 110 17 80 18 140 18 120 18 90 19 150 19 130 19 100

Fatigue Fatigue is calculated by subtracting the Endurance Life Point Bonus number from the total Life Points. Once a character loses this number of Life Points as a result of his wounds, he will become fatigued, and he can no longer perform many strenuous tasks such as running or evading. He will suffer a -5 penalty to any attack, and his ability to carry is reduced by one-half. Exhaustion Exhaustion is calculated by subtracting the Fitness Life Point Bonus number from the Fatigue number. This is the point at which a character is beyond his normal limits of endurance, and he may only walk or crawl. Once exhaustion has been reached, he must make a saving throw versus his Resistance for every action or fall unconscious. Once he falls unconscious, he may not recover. Coma After sustaining considerable damage, a character must receive medical attention or he will fall into a coma and die. Coma is calculated by dividing the Fitness Life Point Bonus number by two. A character will fall unconscious at the coma level. Once in this comatose state, the character will be completely disabled and will bleed until his Life Points are reduced to zero at which point he will be dead. Troop Quality Although it is possible to create the occasional hero if the player desires, for the most part any differentiation within a unit will be determined by the degree of training for each soldier. Therefore, the defining parameter for your character is Troop Quality. Soldiers of higher troop

Page 10 SOF Warrior Section 2. Generating Characters quality will be able to accomplish more in the span of a turn than those with less training and experience. There are seven different levels of troop quality.

The first and most ineffective level is the conscript with a troop quality (TQ) modifier of zero. This reluctant soldier has been drafted and thrown into the fray with little or no training. Assign a Willpower attribute of ten and a skill level of one or two. He will not receive any action chits on his own merit. He can only act under a command (CO) chit where he makes one attempt to acquire a target per action. He will not stand and fight if the situation seems the least bit hopeless, or if an escape route presents itself. This will be an Iraqi civilian who picks up his AK- 47 after prayer and shoots at a passing American soldier.

The second level is green with a TQ modifier of one. This is the draftee with only basic training and no combat experience. His morale is limited, but he may have a generic Willpower attribute of eleven. He has a weapon’s skill of three and receives one action chit per turn. He may make one attempt per second to acquire a target on his own merit. He may also act whenever motivated by a command (CO) chit.

The third troop quality is regular with a modifier of two. This is the standard NATO soldier with basic training and limited experience. He has a weapon’s skill of four, receives two actions per turn, has a Willpower attribute of at least twelve and may also act when motivated by a command (CO) chit. He may make two attempts per action to acquire a target. These may be multiple targets or combined attempts on the same target.

The fourth troop quality is professional with a TQ modifier of three. This is a soldier with specialized training, but he may not have any combat experience. A standard Marine and some Taliban fighters may be rated professional. A professional will have a weapon’s skill of five or six and receive three actions per turn. He may make three independent acquisition attempts per second and have a Willpower attribute of thirteen.

The fifth troop quality with a TQ modifier of four is veteran. This soldier has plenty of combat experience, and he might be the grizzled non-commissioned officer. He looks out for the new replacements and tries to teach them how to survive in a combat environment. He has a weapon’s skill of seven or eight, has four action chits in the initiative cup and he can make four independent acquisition attempts per second. He will have a Willpower attribute of fourteen.

The sixth troop quality level with a TQ modifier of five is crack. This is a SEAL team, SAS or Delta Force operative with little combat experience. His training is second to none and he has a weapon’s skill of nine or ten. He will have five actions in the initiative cup and can make five acquisition attempts per second. He will have a Willpower attribute of fifteen.

The seventh and highest troop quality is elite. This is the SOF Warrior with extensive training and combat experience. He has a weapon’s skill of eleven or twelve and can make six acquisition attempts per second. For the ultimate in independent initiative, he also has six actions per turn and a Willpower attribute of sixteen.

SOF Warrior Page 11 Section 2. Generating Characters

Experience Points The Game Master has complete jurisdiction with respect to experience points. Experience points are generally awarded by the Game Master at the completion of a quest or adventure and are applied against a specific skill that the character utilized during the course of the game or his career. If the character had a skill level prior to the start of the quest, but did not actually use that skill during it, he may still elect to spend points on that skill. He may not spend points on a skill that he did not use or in which he had no prior experience.

Every character begins his career as a conscript. A character advances one TQ level for every fifty experience points until he reaches elite. Each advance in level adds a +1 modifier to morale checks. To calculate experience, multiply each skill level the character has by five and add any left over points that have not been used for level advancement.

Table 2.5Troop Quality Modifiers Troop Experience Quality Description Points Modifier 0 0 Conscript: Local militia +1 50 Green: Basic training recruit; foreign fighter +2 100 Regular: Standard NATO soldier; insurgent +3 150 Professional: Marine, Ranger or Taliban +4 200 Veteran: a pro w/ combat experience +5 250 Crack: SEAL Teams, Delta Force, SAS w/ no combat +6 300 Elite: SOF Warrior (Operative w/ combat experience)

Table 2.6Experience Award Points Experience Award Points Mission Goal Accomplished 5 points Close Infantry Assault 2 points Performed Heroic Act 2 points Eliminated Enemy Soldier 1 point Rescued a Comrade 1 point Rallied Broken Troops 1 point per man Successfully Applied First Aid 1 point

Page 12 SOF Warrior Section 2. Generating Characters Generic or Non-Player Character A generic or non-player character (NPC) is one with average attributes of 13 (except for Willpower) and that is controlled by the game master. These characters should be used when gaming with a platoon sized force. To generate a generic soldier, assign the following values:

• Each Attribute = 13 • Life Points = 320 • Fatigue = 230 • Exhaustion = 120 • Coma = 55

To complete the character, you must also assign skills and levels. These are based upon the troop quality of the soldier. Refer to the subsection below titled Skills and Levels. Skills and Levels In SOF Warrior, the various military occupational specialties are simulated through skills. Each level of skill advancement requires five experience points. There are thirty-three assorted skills and 12 skill levels ranging from Level 1 to rudimentary to Level 12 to expert (see Table 2.8). There are no skill limits for a player-generated character. However, when creating generic characters, you should consult the troop quality column on Table 2.7 to assign applicable skill levels. For example, if a soldier has a troop quality rating of Regular, he should be assigned a weapon skill of 4. Troop Quality ratings that indicate a range of two levels can be determined with a simple die roll. Skill Levels and Skills are defined in the following tables.

Table 2.7Skill Levels by Troop Quality Level Troop Quality Description The character has a basic understanding and may perform on a 1 – 2 Conscript rudimentary level. The character not only has a basic understanding, but he may perform on a competent level. A character would leave Army 3 – 4 Green/Regular Basic Training with this kind of proficiency in the standard issue weapon. The character has a good grasp of the skill and is fairly 5 – 6 Professional accomplished. He may also instruct others. The character is able to accomplish most tasks required of this 7 – 8 Veteran skill. He is quite accomplished and may also instruct others. He will be recognized as an important person in this field. If he is a marksman, he will be well known with numerous 9 – 10 Crack competition victories, and if he is a tracker, he could be in demand as a big game guide. 11 – 12 Elite The SOF Warrior! They don’t get any better.

SOF Warrior Page 13 Section 2. Generating Characters

Table 2.8Description of Skills Skills Description Handgun This includes pistols, revolvers, self-loading semi automatics, etc. Submachine Gun This includes all forms of machine pistols firing short cartridge ammo. This category includes any self-loading rifle capable of full automatic fire, e.g., Assault Gun M16A1, AK-47, AK-74, M4A1-Carbine, etc. Any bolt-action single shot or self-loading rifle capable of semi-automatic fire, e.g., Rifle Barrett M82A1, etc. Any fully automatic weapon equipped with bi-pod or tripod mounts that are belt, Machine Gun drum or magazine fed. This is the heavy weapons specialist and includes the following: Grenadier RPG, LAW, M203 Grenade Launcher, etc. Grenade This includes any hand delivered explosive. Weapons such as knives, swords, axes and arrows that may be employed in melee Bladed Weapons or small arms combat. Demolition The ability to set or disarm explosives. Indirect Fire This is the forward observer with the ability to call for artillery support. Martial Arts This includes all forms of Eastern melee combat. Unarmed Combat This is brawling, fist fighting, wrestling, etc. Silent Killing This is a stealthy attack with garrote, bladed weapons or bare hands. Escape Artist With this ability, a character may pick locks, crack safes and evade capture. Swimming This includes any action above or below the water. This includes fast-roping, scaling and descending trees, cliffs or buildings. It Climbing would include the use of grappling hooks and is critical to the SOF Warrior.. Tracking This is the ability to follow a trail when in pursuit. Acting This includes expertise with disguises and deception. Navigation Skill with maps (nautical/aeronautical) and includes any directional activity. Airborne This is HALO, skydiving or parachuting from a plane. This skill will permit acrobatic feats such as leaping, jumping, tumbling, hanging Gymnastics and diving. Mechanic/Technician The ability to repair engines or electronics. Computers This is the programmer, analyst or hacker. Communications This is the radio operator or the cipher specialist. Driver This specialty includes the operation of all vehicles. Pilot This is flying an aircraft. This is the linguist fluent in one foreign language who may pass as a native. Languages Combine the skill level and the knowledge modifier; then roll at or below that number. First Aid This could be the squad medic or world-renowned surgeon. This skill includes construction and field expedience of bridges, fortifications or Engineer buildings. Skiing This includes both water and snow. Equestrian This is horseback riding. This is the outdoorsman capable of living off the land, and it includes cooking, Survivalist constructing shelter, building fires, foraging etc.

Page 14 SOF Warrior Section 3. Preparing for the Game

Section 3. Preparing for the Game For games involving miniatures, SOF Warrior uses a chit-based activation system that is designed around Troop Quality. Soldiers with greater experience and better training are capable of accomplishing more in the span of a turn than those of lesser ability. This functionality on the battlefield is reflected in the TQ modifier. Action Cup The cup is built according to the highest level of experience. For example, if the range of experience goes from regular to veteran, the cup will contain four chits numbered either: 1, 2, 3, 4 or 2, 2, 3, 4. Because the lowest quality is regular, the game master could use two chits with the number “2” instead of a sequential numbering. However, because the highest level is veteran, the cup will not contain numbered chits of 5 or 6. Action Phase & Turn Each time the game master draws a chit, he will announce the troop quality activation. This is known as an action phase. Within an action phase, all activated soldiers may move, acquire and/or attack. This procedure continues until all the chits have been drawn from the cup. At this point, the turn is complete and the process is repeated. Action Chits An action is anything a character can accomplish in one second. A soldier of green troop quality with a modifier of +1 has only enough initiative for one action per turn without the influence of a

SOF Warrior Page 15 Section 3. Preparing for the Game

commanding officer. Therefore, a chit is created with the number “1” and placed in a cup. When the game master draws this chit, any character of green troop quality and higher may act. Likewise, a soldier of regular troop quality has a modifier of +2. Consequently, a chit bearing that number will also appear in the cup. When that chit is drawn, only troops of regular quality and higher may act. Similarly, a soldier of professional troop quality will have a chit with the number “3” in the cup. When that chit is drawn, only soldiers of professional quality and higher may act. . Author’s Tip: When a soldier receives fire and survives, he may immediately take cover without regard for activation. If he has already completed an action, he may take cover on the next chit, but could be vulnerable to at least one more bullet. He should receive a target modifier of “evading” as he ducks behind a wall or sandbag. This rule is based upon the notion that survival is a function of instinct rather than training and troop quality. Command Chits Command chits (CO) are added to the cup after all TQ chits are inserted. The command chits are determined by the Leadership modifier of the ranking officer(s) for all troops other than the SOF Warrior. When the CO chit is drawn, a number of soldiers up to the Leadership modifier may act (this includes the leader), but they must be within his Leadership radius and line of sight. When various squad leaders have different modifiers, it is possible to differentiate between them by using other designations such as NCO, CO-3, CO-4 or different colored chits, etc. This is the only time a conscript soldier may act. If a leader is under the influence of a morale event, this chit is ignored until the leader recovers. Each SOF Warrior will act on a CO chit commensurate with his own Leadership modifier, and he will be able to operate independently from the commanding officer. Consult the section on Leadership for a more in depth explanation. Random Event & Off Board Artillery A random event may be an off-board artillery (OBA) barrage, a mine or an improvised explosive device (IED). If a random event reveals a booby-trap incident, then the character(s) with the active chit from the opposing team must make an Intuition save. If the save is successful, the bomb is detected. If the save is unsuccessful, it explodes. After the random event chit is drawn, it may be removed from the cup. When a forward observer’s (FO) chit is drawn, he can make corrections until the target is bracketed and the order comes to “fire for effect.” Then when an OBA chit is drawn, the first round will fall. Subsequent rounds will fall each time the OBA chit is drawn so long as the FO maintains radio contact and line of sight (LOS) to the target. If these conditions are not met, use the blind fire procedure. Precise Time Players constantly inquire about the time involved with each turn. In SOF Warrior as in Final Combat, each action represents one second of real time. However, it is not intended to simulate a precise frame by frame account of the engagement. Often, the ebb and flow of events unfold in such a manner that a number of minutes go by with soldiers literally frozen in place. When a soldier comes under fire, his instincts compel him to take cover. This does not create an enjoyable game. Most players want to mix it up and fire on a target. Their game play is not

Page 16 SOF Warrior Section 3. Preparing for the Game realistic and neither is the action. Although each action chit represents one second of combat time, it is not intended to chronicle the entire skirmish. The actual time should remain abstract while only the important combat events are being simulated on the gaming table. Therefore, at the conclusion of a game, a player may think it has taken him three hours to recreate less than a minute of real time, but that real time was only a snippet of the actual engagement. It might have lasted thirty minutes, but less than a minute of that contained any worthwhile action.

SOF Warrior Page 17 Section 3. Preparing for the Game

Page 18 SOF Warrior Section 4. Using Morale

Section 4. Using Morale The following section will explain the process of morale and its influence on the character. You will come to understand how experience and training impact a combatant’s ability to function under extreme conditions. You will learn how to apply a Leadership modifier and rally broken troops. Morale This is a combatant’s ability to overcome his fear and carry out his orders. Morale is influenced by a soldier’s troop quality, and it is determined by making a saving throw verses Willpower. The Game Master may require a morale check whenever he deems it necessary, but it is mandatory when a soldier comes under fire or sustains damage.

To check a character’s morale, consult the Morale Modifiers table (Table 4.1) and subtract only the most significant modifier from the character’s Willpower attribute. Combine the TQ modifier and make a saving throw versus the Willpower attribute. If the results are less than or equal to this number, the character has passed the morale check. If the results are greater than this number, the character has failed morale. Check Table 4.2, Morale Failure Results, to determine the consequences of the character’s morale failure.

For example, if a regular soldier (TQ: +2) has a Willpower attribute of 12 and he is wounded (Morale Modifier -10), add his TQ modifier to the remainder (4) and roll a d20 at or below that number to maintain morale. If a leader is nearby, add his Leadership modifier to the total. In the above example, a die roll of ten would indicate morale failure the result of which is shaken (six over the number needed to pass).

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Table 4.1Morale Modifiers Action that Occurred Morale Modifier Soldier is in a burning building or attempts close assault on a tank. In the event of a fire in a building, characters must -10 immediately flee. Character is wounded -10

See enemy tank or being charged -8 Leader is killed/wounded -8 Comrade killed or wounded -7 Out-numbered or attempting to charge -6 Under select fire -6 Under automatic weapons fire -8 Enemy spotted -5

Table 4.2Morale Failure Results Die Roll Morale Failure Consequences Results 1 to 3 over The soldier hesitates. He will not act for one action phase. He may drop prone. The soldier is shaken. He must take cover. He may take no further action until he 4 to 6 over recovers through a self-rally or a Leadership save from a nearby comrade. The soldier is pinned.* He must take cover. He may take no further action while 7 to 9 over receiving fire. Once the fire stops, he may attempt to rally himself. The soldier is broken. He must drop prone and crawl to cover. He can only 10 over recover with a Leadership save from a higher-ranking comrade and may take no further action. The soldier panics. He must escape the battlefield by taking advantage of existing 11 over cover. The soldier is routed. He must flee without regard for cover or incoming fire. If 12 over there is no avenue of escape, he will surrender. The soldier surrenders. He must stand up with hands raised and walk toward the 13 or more closest enemy soldier. If not within 20 yards, use routed. He may be rescued only over when surrounding enemy soldiers are eliminated and a higher-ranking comrade makes a successful Leadership save. *If the soldier was not under fire at the time of this morale event, use shaken.

NOTE: A result of 13 or more over combined with a die roll of twenty will indicate that the soldier has gone berserk. He will immediately leave his position and charge the nearest enemy without taking another morale test. Conversely, a successful save with a die roll of “1” will label the soldier as a hero, and he too will be immune to morale failure.

Page 20 SOF Warrior Section 4. Using Morale

Leadership The Leadership radius is equal to the character’s Leadership attribute. All characters within line-of-sight and radius of the unit commander may apply his Leadership modifier to actions involving target acquisition, hearing, morale and combat. It is sufficient for a defender to be within the given radius and line of sight. However, the commander must also be in a position to acquire or detect the target before this modifier is applicable towards an attack roll. For example, if the unit commander’s Leadership attribute is 16 and he is in a position to see the target, any soldier attempting to acquire or shoot that target, who is within 16 yards of the commander and has line of sight, will add +6 to the appropriate attribute of Sight or Aim. Then all other modifiers are considered before the final success number is determined. The commander cannot apply the modifier to his own actions.

NOTE: The SOF Warrior is trained to act independently. Therefore, Leadership is not integral to his combat effectiveness. To simulate this, a SOF Warrior may act on his own Leadership, irrespective of the ranking officer’s proximity. Consequently, the SOF Warrior will always receive the Leadership bonus when attempting to rally from a morale event and acquire or engage the enemy. Furthermore, he may act on a CO chit that is commensurate with his Leadership modifier. Rally Broken Troops This is related to a character’s Leadership. To turn a soldier, who is cowering or has failed his morale check, make a saving throw verses Leadership. Your character must be within line of sight and the radius of the soldier whom you are attempting to rally. A rally attempt will require one action to perform. Each successful save removes one level of morale failure.

NOTE: If the highest-ranking soldier on the board suffers a morale event, he may attempt to self-rally. Field Promotion If a section leader is killed, wounded or disabled, his men will be leaderless and combat ineffective. Without a leader, all “CO” chits are ignored and treated as though they were blank with no action permitted. Occasionally, unlikely candidates step forward and take charge. They manage to rally the troops and carry on with the objective. To simulate this, roll a number of d20 dice commensurate with their troop quality at or below the combined Willpower and Leadership modifiers of each surviving soldier. At the beginning of the next turn, test these soldiers sequentially according to their experience level and on consecutive actions. If a roll is successful, reactivate the “CO” chits and that soldier will assume command. The number of “CO” chits available and the Leadership radius will be based on the attribute of the new commander.

NOTE: Veteran soldiers would test for a field promotion an action phase prior to a professional soldier, who in turn would test an action phase before a soldier of regular troop quality. This rule is not applicable to the SOF Warrior.

SOF Warrior Page 21 Section 4. Using Morale

Page 22 SOF Warrior Section 5. Moving Your Character

Section 5. Moving Your Character The game is played in terms of an action, the duration of which is one second. An action may consist of movement, sighting, combat or a combination of the three. Obviously, movement can adversely impact the other two just as combat can affect the ability to sight another target, but anything that can be accomplished in one second is possible in SOF Warrior. The character’s Speed attribute determines the maximum distance he may travel per action. However, any soldier can dive for cover regardless of the Speed attribute up to a maximum of two yards, after which he will be considered prone.

Movement can be influenced by terrain, posture and the player’s intention. Ski troops will double movement on snow. When a character removes his pack, add 15% to all movement reduction percentages (except “sprint”). If he also drops his weapon, add another 5%. Ground Scale This is determined by the size of the miniatures in use. These game rules were designed with 20mm miniatures in mind. However, the rules will work perfectly with scales as small as 15mm to those as large as 54mm. One-centimeter equals one yard for a 20mm miniature; one- centimeter equals 1.33 yards for 15mm (see Appendix C for a 15mm Range Conversion Chart); one-half inch equals one yard for 25–28mm; one inch equals one yard for 54mm.

SOF Warrior Page 23 Section 5. Moving Your Character

Speed Conversion To translate a miles per hour statistic or convert a Speed attribute, it is necessary to determine a baseline rate. A mph conversion is calculated by multiplying 1,760 (yards per mile) times the mph figure that you are trying to calculate. For example, a dog can run 25 mph. So, multiply 25 times 1,760 = 44,000 yards per hour. Then divide that figure by 60 = 733.33 yards per minute. Then divide that figure by 60 once again = 12.222 yards per second. Based upon the current world record of 9.78 in the 100-meter dash, a speed attribute of 18 will convert to 11 yards per second (109/9.78). The following table lists the various speed conversions and the yards per second for each attribute (attribute divided by 1.636 multiplied by % of speed factor).

Table 5.1Speed Attribute Conversion Chart Attribute Movement 18 17 16 15 14 13 12 11 10

Crawling (10% of Speed Factor) 1.1 1 1 0.9 0.9 0.8 0.7 0.7 0.6 (50% of Speed Factor – judge posture as Crouching 5.5 5.2 4.9 4.6 4.3 4 3.7 3.4 3 crouching) (45% of Speed Factor – Kneeling to standing 5 4.7 4.4 4.1 3.9 3.6 3.3 3 2.7 judge posture as standing) Stalking (15% of Speed Factor) 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 0.9 (100% of Speed Factor if characters is Sprinting 11 10.4 9.8 9.2 8.6 7.9 7.3 6.7 6.1 w/o a standard pack or weapon) Dashing (80% of Speed Factor when character 8.8 8.3 7.8 7.4 6.9 6.3 5.8 5.4 4.9 carries a standard pack) Dashing encumbered (60% of Speed Factor) 6.6 6.2 5.9 5.5 5.2 4.7 4.4 4 3.7 Jogging (50% of Speed Factor) 5.5 5.2 4.9 4.6 4.3 4 3.7 3.4 3 Evading (60% of Speed Factor) 6.6 6.2 5.9 5.5 5.2 4.7 4.4 4 3.7 Evading encumbered (40% of Speed Factor) 4.4 4.2 3.9 3.7 3.4 3.2 2.9 2.7 2.4 Double-time march (30% of Speed Factor) 3.3 3.1 2.9 2.8 2.6 2.4 2.2 2 1.8 Walking (20% of Speed Factor) 2.2 2.1 2 1.8 1.7 1.6 1.5 1.3 1.2 Creeping (5% of Speed Factor) 0.6 0.5 0.5 0.5 0.4 0.4 0.4 0.3 0.3 Wading (10% of Speed Factor) 1.1 1 1 0.9 0.9 0.8 0.7 0.7 0.6 Swimming/surface* (15% of speed factor) 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 0.9 Swimming/under surface* (10% of speed factor) 1.1 1 1 0.9 0.9 0.8 0.7 0.7 0.6 (50% of Speed Factor Climbing stairs/ladder 5.5 5.2 4.8 4.6 4.3 4 3.7 3.4 3 where one flight equals 5 yards) Climbing a rope (10% of Power attribute where a 1.8 1.7 1.6 1.5 1.4 1.3 1.2 1.1 1 second story window equals 5 yards) *Fins add 5% to speed

NOTE: When a character is traversing difficult terrain, e.g., mud/hill/snow/forest, reduce the net Speed Factor (to be calculated after posture and rate) by 50%.

Page 24 SOF Warrior Section 5. Moving Your Character

Combat Time The character does not spend action points as in other systems. Instead, there is a chart detailing “combat time” required to perform certain actions. Each action or chit represents one second of real time. This list can not possibly cover every event that may occur on the gaming table. Use it as a guide to create your own action costs when necessary.

Table 5.2Combat Time Action Combat Time Changing Postures: One Action Prone to Kneeling or Turning 180º Changing Postures: Two Actions Prone to Standing Changing Postures: One Action (may include movement) Kneeling to Standing Changing Postures: One Action Standing to Kneeling Changing Postures: One Action Standing to Prone Drawing a Weapon One Action (Knife, sword, handgun) Drawing an Arrow from a Quiver and Two Actions Arming a Bow Changing Weapons (i.e. rifle to Two Actions grenade) or Removing Pack

Hurdling an Obstacle One Action with Agility save Climbing an Obstacle Game Master will determine

Clearing a Weapon Jam One Action per attempt Three Actions for a grenade launcher, magazine or drum; Loading a Weapon Five Actions for a belt/rocket if crew served; Ten Actions if operated by the gunner only 2 turns for a belt-fed heavy MG; Re-establish a Crew Served Weapon 1 turn for a medium MG or 60/50 mm mortar; in another location Three actions for a light MG Administering First Aid One Action per roll Changing from/to Binoculars One Action Force Open a Door or Window Changing a MG barrel Six Actions

Firing a Weapon One Action

Establishing a Fire Zone One Action

SOF Warrior Page 25 Section 5. Moving Your Character

Length of Exposure There may be times when it is necessary to determine the length of exposure a character has to machine gun fire. Consult Table 5.1 to determine the yards per second speed of the soldier in question. We will use a speed attribute of 13 and assume the soldier is dashing 6.3 yards per second for this example. Next, measure the distance the character must traverse. We shall say from one corner of a building to the next is 5 yards. Now, divide the distance by the yards per second rate to find the time required to traverse the 5 yards. Therefore, it will require .79 seconds to cover a span of 5 yards. Finally, multiply the rate of fire or bullets by .79 seconds to determine how many bullets have a chance to hit the target. If a Mk 46 SAW (Squad Automatic Weapon) fires on the soldier in our example, multiply 12 (bullets per second) times .79 to determine the number of bullets from that burst that actually have a chance to strike the target before the soldier reaches the safety of the next corner. The answer is nine. Doors When a soldier encounters a door, there is a 50% chance that it is locked. The soldier may force it open with a Power save or shoot it open. If the soldier elects to shoot the door open, anything other than a weapon malfunction will succeed. When two soldiers combine to open a door, one should be designated as the primary character. The secondary character will add his Power modifier to the Power attribute of the primary character and roll the d20 die. The modified Power attribute or below must be rolled to force the door open. The Game Master may further modify this by considering the size, weight and strength of the door and deducting an appropriate number from the new Power attribute of the primary character. Time Management Throughout the course of a game, you will find it necessary to monitor such things as grenade fuses, reload times and concussion effects. Certain actions are contingent upon the troop quality of an individual soldier and are not linked precisely with a “running clock” (e.g. the time required for a soldier to reload his personal weapon). Although the Action Chart indicates three- seconds, the soldier must be activated either through his own initiative or that of a commanding officer before the time counts down. Other instances such as a grenade fuse or missile and mortar launch-to-impact will count down with each passing chit, regardless of the attacking soldier’s troop quality. It is recommended that you use six-sided dice for time management purposes. Simply position the dice to reflect the amount of time required and rotate it as each chit or action passes until the grenade explodes, the weapon is reloaded or the soldier regains consciousness.

Page 26 SOF Warrior Section 6. Acquiring and Hearing Other Characters

Section 6. Acquiring and Hearing Other Characters In this section, you will learn how to detect the enemy. You will also see how technology helps to build the reputation of the SOF Warrior and create a mystique of invincibility. Line of Sight The game master is responsible for resolving all matters related to line of sight. This has to do with walls, bushes, trees, buildings, rocks or any obstruction that interrupts the view of a target. Tools that may assist with this task include the laser pointer, periscope and string. Each enjoys certain advantages. For example, string can become tangled in foliage when the observer is attempting to acquire a target through trees. In this case, a laser pointer is superior. On the other hand, a periscope can provide a view from the miniature’s perspective. Although this may sound ideal, the large lens can present a deceiving image that often leads to inappropriate acquisition attempts. Conversely, string is more exact than a laser pointer when checking corners, walls or ground slopes. Ultimately, the decision rests with the game master, and if the players cannot reach a consensus, his ruling shall prevail. Reason to Look Player knowledge can introduce an unrealistic acquisition element that circumvents the chaotic confusion of combat. The Reason to Look (RTL) Chart (Table 6.1) is based upon the notion that a potential target should have to do something that draws attention to it before the observer knows to look. Use the Intuition Attribute and apply the following modifiers. If the save is successful, move to the Target Acquisition table.

SOF Warrior Page 27 Section 6. Acquiring and Hearing Other Characters

Table 6.1Reason to Look (RTL) Chart Positive Modifiers Negative Modifiers +1 target is moving slower than a run/dash -1 for every 25 yards of distance from target +6 scanning with TIS or FLIR -6 night/observer is in a buttoned up tank +1 target throws a grenade -2 for each intervening obstacle +4 target fires in select mode -3 observer receives fire from another direction (increase to +6 at night) +6 target fires full auto -2 observer fires select at another target (increase to +8 at night) (increase to -4 at night) -5 observer fires full auto at another target +2 consecutive attempt (increase to -7 at night) or is moving -3 target is kneeling/crouching or +6 target moves into a fire zone 50% concealed (not a factor with TIS at night) +5 splashing water/open circuit UBA -1 for every foot below the water’s surface +3 target is running/spotted by comrade in LOS -5 target is prone or 75% concealed

Acquisition of Targets Before a target can be attacked, it must be seen. An observer may attempt a number of acquisitions equal to his troop quality modifier per action. The targets must be grouped within a 30° arch (L15°/R15°) relative to the observer. These attempts may include multiple targets, or multiple attempts on a single target. The observer must declare his intention prior to the die roll. Regardless of the TQ modifier, a conscript soldier may attempt one spot each time he is influenced by a CO chit. Calculate the modifiers for observer, target and distance. Add or subtract the net number to/from the character’s Sight attribute. In order to acquire a target, the Sight attribute or below must be rolled on a d20.

Author’s Tip. When two characters come face-to-face, it is acceptable to forego the acquisition procedure. Night Time Optical Device The NOD is one of the key advantages enjoyed by the SOF Warrior. This state of the art FLIR system (Forward Looking Infrared) functions equally under low light or no light conditions. Add +12 to acquisition attempts at night and +8 to attack rolls. The peripheral vision of the user is somewhat compromised. To simulate this, restrict the vision cone to 45-degrees. See Laser Sights for attack bonuses.

Table 6.2 deals with acquiring individual warm-blooded targets. Table 6.3 is concerned with acquiring vehicles, boats and planes whether moving or stationary. Many of the modifiers are duplicated between the two tables. However, there are a few that are unique to one table that might be applicable to both. The tables are interchangeable, so feel free to apply the numbers as necessary.

Page 28 SOF Warrior Section 6. Acquiring and Hearing Other Characters Table 6.2Target Acquisition (Human) The Observer is The Target is The Distance is running -5 running/entering a fire zone +3 25 yards +1 running encumbered -6 running encumbered +4 50 yards 0 evading -7 Evading/bubbles from an UBA +5 100 yards -1 evading encumbered -8 evading encumbered +6 150 yards -2 marching double time -4 marching double time +2 200 yards -3 within leader’s radius (+) within leader’s radius (-) 250 yards -4 turning head to view from side -3 illuminated by quarter moon +1 300 yards -5 turning head to view from rear -6 illuminated by half moon +2 350 yards -6 using peripheral vision -4 illuminated by three-quarter moon +3 400 yards -7 crawling/walking -3 illuminated by full moon +4 450 yards -8 in the act of kneeling -3 illuminated by a star shell +6 500 yards -9 going prone/engaging another target -6 walking +1 550 yards -10 looking through smoke -10 kneeling/crouching/crawling -2 600 yards -11 looking with a NOD/FLIR at night +12 creeping -3 650 yards -12 creeping/partly cloudy -2 prone -4 700 yards -13 under fire -2 obscured by smoke -10 750 yards -14 looking in light fog -3 75% concealment -8 800 yards -15 looking medium fog -6 50% concealment -6 850 yards -16 looking heavy fog -12 25% concealment/night camo -4 900 yards -17 overcast -4 firing select* +4 950 yards -18 looking at dawn/dusk -3 firing full auto* +6 1000 yards -19 looking at night -12 behind a tree/per intervening cover -2 1050 yards -20 using binoculars +4 Camouflaged/wearing ghillie suite -5 1100 yards -21 spotting outside an established Fire Zone -6 already spotted by nearby comrade +3 1150 yards -22 peering through vision slits -8 Swimming +6 1200 yards -23

* A flash suppressor will reduce this modifier to +2 (select fire) and +4 (full auto). At night, increase these modifiers by +2. If using the modifier for “already spotted” the soldier must be in command radius and line of sight.

NOTE: Character posture is not considered in combination with concealment. For example, a soldier peering from a window receives 75% concealment, but no posture modifier. UBA is an acronym for under water breathing apparatus.

SOF Warrior Page 29 Section 6. Acquiring and Hearing Other Characters

Table 6.3Target Acquisition (Vehicle) The observer is The target is The distance is within leader’s radius (+) within leader’s radius (-) 25 yards +1 running -5 a bicycle +1 50 yards 0 running encumbered -8 a small car/ motorcycle 100 yards -1 marching double time -4 a medium car +3 150 yards -2 turning head to view from side -3 HMMWV +4 200 yards -3 turning head to view from rear -6 an ICV +5 250 yards -4 using peripheral vision -4 an APC +6 300 yards -5 crawling/walking -3 a medium to light tank +8 350 yards -6 in the act of kneeling -3 a MBT +10 400 yards -7 going prone -6 a small boat +8 450 yards -8 using a flashlight +2 a medium boat +10 500 yards -9 looking through smoke -10 a large boat +12 550 yards -10 looking in light fog -3 a ship +20 600 yards -11 looking medium fog -6 a plane +15 650 yards -12 looking heavy fog -12 75% concealed (hull down) -8 700 yards -13 looking at dusk -3 50% concealed -6 750 yards -14 looking at dawn -3 25% concealed -4 800 yards -15 looking at night -12 moving slower than 15 mph +1 850 yards -16 using binoculars +4 moving between 15 & 25 mph +3 900 yards -17 using a scope +4 moving between 26 & 35 mph +5 950 yards -18 assisted by a full moon +4 moving between 36 & 45 mph +7 1000 yards -19 assisted by star-shell +6 moving faster than 45 mph +9 1050 yards -20 night-time optical device +12 firing an automatic weapon +6 1100 yards -21 engaging another target -2 firing a main gun/AT back blast +10 1150 yards -22 operating a vehicle -2 intervening cover -2 1200 yards -23 in a moving vehicle -4 using smoke -10 1250 yards -24

NOTE: To spot a tank commander, use 50% concealed and the appropriate movement modifier.

Page 30 SOF Warrior Section 6. Acquiring and Hearing Other Characters Hearing There are situations when a keen sense of hearing can provide critical information that may save a character’s life. If a character successfully saves against their Hearing attribute, the Game Master should disclose the general direction of the hidden opponent and the Reason to Look procedure may be omitted. Many factors contribute to a character’s ability to hear faint sounds. Some of these are included here. There may be more than one modifier applicable. The SOF Warrior uses the Peltor Audio Hearing Device. This device amplifies sound while filtering out sudden loud noise such as explosions and gun fire. This truly provides a technological advantage to the SOF operative. Communications Effective and secure communications are vital to any Special Forces mission. Modern technology allows a unit to use global positioning system (GPS) technology, orbiting satellites and digital radios to call for air-strikes. To stay in contact with their superiors and each other or to send back intelligence, the special operations forces warrior uses “push to talk” technology. This can influence all aspects of the battlefield. However, one draw-back is the operative’s inability to use his weapon while deploying this device. On the positive side, line of sight and command radius will not significantly impact combat effectiveness. Once a member of the SOF team spots an enemy, that information may be relayed (with a successful save vs. knowledge modifier and communications skill). Sniper Fire Detection When a rifleman, sharpshooter or sniper fires, that unit will remain hidden and “off the board” until the target soldiers make a successful Intuition save. Subtract one for every 25-yards of distance. For example, a soldier receives sniper fire from 125-yards out. Subtract 5 from the soldier’s Intuition and roll the dice. If the save is successful, place the sniper on the board and move to the sighting procedure. This rule does not apply to automatic weapons. Once a machine gun opens fire, the unit is immediately placed on the board and the acquisition procedure begins.

NOTE: If a sniper is recessed from a window and is in the shadows as opposed to directly at the opening, subtract another -4 from the Intuition save Quick Glance This is a risky sighting technique associated with suppression fire. When a squad is suppressed by an enemy fire team, knowing the exact location of the maneuver element is critical to its survival. By quickly bobbing the head up and down (one action phase), a suppressed soldier has a chance to track the enemy’s movement. Because this is such a hasty glimpse of the battlefield, use the acquisition modifier for observer evading. Any subsequent attack roll against a soldier executing a quick glance should consider it an aimed shot and include the modifier for target evading. All additional modifiers for both acquisition and combat will be applied normally. However, only a location of head will be considered a hit.

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Table 6.4Hearing and Detecting The Listener is The Target is The Distance is running -5 running +5 5 yards +2 running encumbered -6 running encumbered +6 10 yards +1 evading -7 evading +7 15 yards 0 evading encumbered -8 evading encumbered +8 20 yards -1 marching double time -4 marching double time +4 25 yards -2 walking -2 walking +2 30 yards -3 stalking -1 stalking +1 35 yards -4 crawling -3 crawling/grenade on hard surface +3 40 yards -5 wearing Peltor Audio Hearing Device +2 creeping +1 45 yards -6 firing a weapon -20 firing a weapon +20 50 yards -7 talking -6 talking +6 55 yards -8 moving on gravel road -3 moving on gravel road +3 60 yards -9 moving in tall grass -4 moving in tall grass +4 65 yards -10 moving in dry leaves -5 moving in dry leaves +5 70 yards -11 moving in water -6 moving in water +6 75 yards -12 moving in mud -3 moving in mud/incoming mortar +3 80 yards -13 creaking floor -4 creaking floor +4 85 yards -14 breaking a window/door -16 breaking a window/door +16 90 yards -15 winded/breathing heavy -4 winded/breathing heavy +4 95 yards -16 coughing -6 coughing +6 100 yards -17 in a different house -8 opening a door +4 105 yards -18 in a different room -6 incoming artillery +20 110 yards -19 within leader’s radius (+) within leader’s radius (-) 115 yards -20

NOTE: Incoming mortar rounds will not be assigned a distance modifier.

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Section 7. Conducting Combat Operations One of the most exciting aspects of these rules is concerned with attacking the enemy. That may take the form of a brutal melee or a long-range firefight. Table 7.1, Small Arms Target Modifiers, provides the information necessary to calculate what is known as a To Hit number. This is determined by adding or subtracting the relevant modifiers to the Aim attribute. The modified number or below must be rolled (d20) in order to hit the target.

Unless the target happens to be out of range, a die roll of one is always a hit resulting in double damage regardless of the actual To Hit number. This does not include additional damage from the bullet or blade. A roll of 20 will require a weapons reliability check.

Use the Automatic Weapons Template (AWT), provided in Appendix G, to determine eligible targets per burst. As long as one target is acquired and centered, other non-acquired targets within that zone may be hit. When a hit is registered, randomize all eligible targets.

Author’s Tip. Create a see-through version of the Automatic Weapons Template by reproducing the hardcopy provided in Appendix G onto a transparency.

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The following factors must also be taken into consideration when determining the To Hit number. They are not necessarily included in Tables 7.1 and 7.3:

• A bolt-action rifle will not receive the consecutive fire bonus when the target is moving and may only fire every other action. Re-chambering the next round requires one action.

• Within 25-yards, the modifier for “Target is running towards/away” increases with elevation. Add a -1 modifier for every 5-yards the target is below the shooter. For example, if the target is running towards a sniper in a church bell tower that is 20-yards higher, use a -7 modifier (-3 for running towards plus -4 for the elevation).

• During a night engagement, a character may fire at a muzzle flash without acquiring a target. A die roll of one is required to score a hit.

• “Target is evading” is not used in combination with any other movement penalties.

• A character may not fire while going prone.

• When an attacker uses a scope with a self-loading automatic or assault rifle, only one shot per action is permitted.

• There are a number of RDR (Red Dot Reticle) devices that improve the speed and accuracy of target acquisition. Aim Point, EO-Tech, Reflex and J-Point are different types of RDR devices that are simulated in SOF Warrior by adding a +1 to the hit number. These devices function equally under all conditions.

• When a target is crouching while on the move, use only the posture penalty. Laser Sights There are two types of laser sights, visible and infrared (PEQ-2). A visible laser sight can be seen by the naked eye, but ambient light or bright sunlight will reduce its effectiveness. Therefore, it is used primarily indoors for a CQB setting. Because this device provides an instant track back to the shooter, it is only deployed under optimal conditions. An infrared laser sight can only be seen while wearing a NOD and it is effective from dusk to dawn. It is not necessary to establish a “cheek-weld” when using the laser. This allows the shooter to fire from the hip, eliminating the snapshot penalty. However, the recoil penalty increases by two. An aimed laser sight increases the hit probability by +2. The laser sight is activated by a pressure pad on the fore-grip. Some M4 Carbines are modified with a toggle switch that enables the shooter to select the IR sight, visible sight or IR flood light. These sights may be activated in conjunction with a shot during the same action. However, only one shot may be taken. Scopes Scopes are designed to magnify a target during daylight conditions. It is possible to deploy a scope at night only when using a NOD. SOF Warrior models four different magnifications: x4, x6, x8 and x10. These scopes may only be used for single, aimed shots from ranges greater than 25-yards.

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Table 7.1Small Arms Target Modifiers (Aim Attribute) Attacker Modifiers Target Modifiers

Attacker’s skill (+) Target’s skill (-)

Attacker is within leader’s radius (+) Target is within leader’s radius (-)

Red Dot Reticle (functions equally at night) +1 Target is encumbered +1

A-Cog x4 site/aimed IR or visible laser sight +2 Target is drifting in parachute +1

Short range with a shotgun/scope x6 +3 Target is climbing a rope +2

Weapon has tripod/pintle-mounted/scope x8 +4 Target is at extreme range -10

Scope x10 +5 Target is a called shot/location on an AFV -8

Rested Weapon/Weapon has a bipod +2 Target is at long range -6

Attacker is receiving select fire -5 Target is at medium range -4

Attacker is receiving automatic fire -8 Target is moving double-time -4

Attacker is in “fatigue” -5 Target is in a moving vehicle -6

Consecutive fire +2 Target is a small opening/window/embrasure -8

Attacking at dawn/dusk -2 Target is climbing a ladder +2

Attacker is shooting while crawling† -12 Target is kneeling -6

Attacker is executing a snapshot -8 Target is crawling -8

Attacker is encumbered -3 Target is evading -10

Attacker is walking/stalking† -3 Target is running across LOS -8

Attacker is climbing a ladder† -5 Target is running towards/away -3

Attacker is shooting through smoke -8 Target is walking -3

Attacker is shooting at night -8* Target is crouching -5

Attacker is running† -8 Target is creeping -7

Attacker is evading†/drifting in a parachute -10 Target is swimming +2

Attacker is shooting in fog -4 Target is prone -7

Attacker using the wrong hand -6 Target is stalking -1

Attacking underwater -8 Target is marching double-time -4

Attacker is moving double-time† -6 Subtract for each intervening obstacle -4 Per 5 yards below the shooter while running Attacker is shooting while going into a kneel† -6 towards/away -1 Attacker is shooting while creeping† -10 Recoil Penalty (-)

*A Night Time Optical Device (NOD) will negate the penalty for shooting at night. †An attacker must be stationary one action prior to a shot or suffer this penalty.

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Initiative When both players acquire each other during the same action phase, a roll of the die (d10) plus the player’s relevant skill level and Troop Quality will determine the issue of who fires first. In the event of a tie, fire is considered simultaneous. This roll may be used to resolve other disputes regarding the sequence of the action within a phase. For example, did a soldier look before the target fired, or did the target fire before the observer attempted to acquire. Area Suppression There may be times when a player wishes to lay down covering fire to suppress a suspected enemy position before actually acquiring a target. The attacker designates a 2-yard x 2-yard target and rolls for each attacking soldier (minimum of four bullets per second). A roll of one will be required to score a hit. The hit location table should be consulted and any exposed area that is hit may incapacitate that soldier. At the very least, it will force the soldier to duck behind cover and take a morale check. As long as the fire continues, that position will be considered under suppression. Should a soldier pass the morale check and attempt to return fire, he will automatically be spotted by the fire team (which increases the likelihood that he will be hit on subsequent attack rolls), and he will incur a penalty for “receiving fire.” Intervening Cover This should be calculated per the obstruction. For example, one tree or bush that could deflect a shot would result in a -4 modifier to the hit die; however, two trees or bushes would result in a -8 modifier. The cover protecting a character is not considered when calculating the To Hit number, because it is evaluated by the penetration factor after the hit is determined. Posture modifiers are still factored into the final To Hit number. Hand Held Anti-Tank Weapons Tables 7.2 and 7.3 assume that a rocket propelled grenade (RPG), Light Anti-tank Weapon (LAW) or similar weapon is being used against an armored vehicle, truck, structure or human etc. Soft targets will suffer automatic explosive damage if hit. The operator must be stationary. An anti-tank weapon does not receive the consecutive fire bonus. These weapons are rated according to a percentage chance to penetrate the various armor classes with a HEAT projectile and have a reliability rating of 50%. A malfunction indicates a dud.

Table 7.2—RPG Penetration RPG Armor Class Penetration % A B C D E F RPG-7 17 33 50 67 84 100 M136 AT4 LAW 20 40 55 70 85 100 M3 Carl Gustav 25 50 63 75 88 100 Mk 153 SMAW 28 56 67 78 89 100

NOTE: When a shaped charge misses the target, it is necessary to track the point of impact. The back-blast portion of the AWT will represent the forward cone in which the KZ and CZ must be applied. However, the warhead may still be lethal outside of the blast cone if the target is anywhere within 2-yards of the impact point. Calculate KZ and CZ as you would within the forward blast cone.

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Table 7.3Hand-Held Anti-Tank/Vehicle Hit (Aim Attribute) Attacker Modifiers Target Modifiers

Attacker’s skill (+) Driver’s or Commander’s skill (-)

Attacker is within leader’s radius (+) Target is within leader’s radius (-)

Rested Weapon +2 Target is moving across LOS/slower than 15 mph -3

Weapon on Platform +4 Target is moving across LOS/between 15 and 25 mph -5

Subtract for each intervening obstacle -4 Target is moving across LOS/between 25 and 35 mph -7

Attacker using wrong hand -6 Target is moving across LOS/between 35 and 45 mph -9

Attacker is executing a snapshot -8 Target is moving across LOS/faster than 45 mph -11

Attacker is encumbered -3 Target is a large vehicle/bunker +8

Attacker is receiving automatic fire -8 Target is a medium vehicle +6

Attacker is receiving select fire -5 Target is a small vehicle +4

Attacker is in “fatigue” -5 Target is in a moving vehicle -6

Attacking at dawn/dusk -2 Target is moving double-time -4

Attacker is shooting through smoke -8 Target is at medium range -4

Attacker is shooting at night -8 Target is at long range -6

Attacker is shooting in fog -4 Target is at extreme range -10

Attacker is in a moving vehicle -6 Target is a building +10

Shooting while going into a kneel -6 Target is a window/embrasure/2x2 yard area/called shot (AFV) -8

Snapshot This implies that the attacker is reacting instinctively and has not had time to aim. Any player who acquires a target and immediately elects to fire will suffer a snapshot penalty (-8). A light machine gun (LMG) that is not deployed will receive a snapshot penalty until it is set-up. This simulates “firing at the hip.” However, it does not include weapons such as the Mk46 and the M60E3 that are typically fired in that manner. A snapshot is not permitted when the gunner has acquired the target while using binoculars. If the spotter is part of a crew and the gunner has an action chit, he may execute a snapshot. Fire Zone The exception to the snapshot rule is the Fire Zone. A player may elect to cover a 5-yard x 5- yard area called a Fire Zone. Once a target is spotted, he may fire immediately without suffering a snapshot penalty. In some circumstances, a player’s movement may carry him beyond the Fire Zone. He may still receive fire if he went through it. If a soldier is covering a Fire Zone and attempts to acquire a target outside of that zone, he will suffer a -6 penalty. If a target enters a fire zone, it will add a +3 modifier to the acquisition attempt.

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Ambush In an ambush, the attacker lies hidden awaiting the opportunity to unleash a hail of gunfire on the unsuspecting enemy. In game terms, the attacker should make his intention known to the game master, and the miniatures should be hidden from view. When an ambush is sprung, do not calculate the target’s skill level for determining the To Hit number, as there is no time to take evasive action. Furthermore, the defender is not permitted to return fire during that action phase. Weapon Ranges An integral component for any soldier in combat is his weapon. The following section will detail the various weapons covered in these rules with respect to range, rate of fire and damage potential. The table below lists the categories of weapons and their relative ranges in terms of short, medium, long and extreme. No shot may be attempted beyond the Extreme range. A comprehensive list of weapons can be found in Appendix B, Small Arms Reference Tables.

Table 7.4Weapon Ranges Weapons Short Medium Long Extreme

Self-loading Automatic Rifle (SLAR) 125 yards 250 yards 375 yards 500 yards Bow 10 yards 35 yards 75 yards 100 yards Mk 19 MOD (40mm) 110 yards 220 yards 330 yards 440 yards M136 AT4 (84mm) LAW 75 yards 150 yards 250 yards 325 yards M203 Grenade Launcher 100 yards 200 yards 300 yards 400 yards M3 Carl Gustav (84mm) 75 yards 150 yards 225 yards 300 yards RPG-7 (85mm) 50 yards 100 yards 300 yards 500 yards Mk 153 SMAW (83mm) 125 yards 200 yards 350 yards 550 yards Spear Gun* 5 yards 10 yards 45 yards 60 yards Bolt Action Rifle 175 yards 350 yards 525 yards 700 yards Grenade (standing) 10 yards 20 yards 30 yards 40 yards Grenade (kneeling) 7.5 yards 15 yards 22.5 yards 30 yards Grenade (prone) 5 yards 10 yards 15 yards 20 yards Satchel Charge/throwing knife 5 yards 10 yards 15 yards 20 yards *Reduce the spear gun range by ½ if shooting under water. Recoil Penalty Recoil is generated by the explosion of the powder and the expansion of the gas as the bullet leaves the barrel. However, with a single shot (e.g. bolt action) the bullet is already down range before the recoil has a chance to impact the accuracy of the weapon. Recoil becomes a factor

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when a gunner fires multiple, consecutive shots. To simulate the difficulty a gunner has in controlling a semi-automatic or fully automatic weapon when firing in this fashion, SOF Warrior incorporates a recoil penalty (RP). Any weapon firing a single shot per action will not incur this penalty. The first number is the RP for semi-automatic fire while the second figure represents the RP for fully automatic fire. Rate of Fire A semi-automatic weapon is capable of two shots per action but may only attack one target. Revolvers and shotguns may fire every action. The bolt-action rifle can take one shot every other phase. It will take one action to chamber another round. The fully automatic machine gun has a varied cyclic rate. See Appendix B for details regarding the number of bullets per second of capable fire. Consecutive Fire Bonus When a soldier attacks the same target on consecutive actions, a +2 bonus is factored in the To Hit determination. For example, an assault rifle will receive a bonus upon firing the second shot within the same action. However, it will be reduced by -1 because of the recoil. A fully automatic machine gun will not benefit from this bonus until the next action of consecutive fire. Controlled Burst The penalty that represents the inherent inaccuracy or recoil of the weapon may be reduced by using a technique known as the controlled burst. There are two types of controlled bursts, the ½ burst and the ¼ burst. When a machine gunner employs a ½ burst, reduce the recoil penalty by one. A ¼ burst will reduce the RP by two. To calculate the controlled burst, multiply the number of bullets per second in a full burst by 50% and 25% respectively. Round up all fractions. Weapons Reliability An attack die roll of 20 (d20) will require a malfunction check. Appendix B lists various weapons and their reliability percentages under combat conditions. The weapon’s reliability rating plus the character’s skill level will be the basis for the malfunction check. Roll a d100 at or below the net reliability factor and the weapon will fire normally. A roll that produces a number higher than the combined skill and reliability factor will mean that the weapon has jammed, malfunctioned or misfired. When a weapon is capable of select fire, two percentages will be listed in Appendix B. The first is for semi-auto while the second is for fully automatic. Clear a Weapon Jam To clear a jam, the player will combine his skill level for that weapon and Dexterity modifier. The resulting sum or lower must be rolled on a d20 in order to clear the weapon. For example, a character with a Dexterity modifier of 3 and a weapon skill of 4 would have a 1– 7 chance to clear the weapon jam. A grenade, rocket or satchel charge malfunction shall be considered a dud with the weapon firing as normal on subsequent turns.

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Change a Machine Gun Barrel After firing 200 rounds from a machine gun, there is a 50% chance, less the gunner’s skill, that the barrel will need to be changed. The chance increases by 10% with each subsequent burst until the die roll fails. A barrel change requires six actions. Hit Location and Damage Once a hit has been scored, it is necessary to determine the location and severity of the wound. Unless the “Called Shot Option” is being employed, roll a d100 and consult Table 7.5 for the location of the wound. Next, roll another d100 for damage and consult the Projectile Damage Chart (Table 7.7) to determine damage caused by the type of bullet fired.

Author’s Tip. A roll of one (d20) on the hit die will result in double damage on the initial percentile roll, not the additional damage from the bullet.

If an area sustains damage equivalent to 20% or more of the initial total Life Points, it will become disabled. For example, an arm, leg, hand, shoulder or foot wound of 20% will prevent the character from using that extremity. Damage of 20% to a vital area such as the head, face, neck, chest, abdomen, sides, groin, lower and upper back will disable the character completely until he receives medical attention, and he will not be capable of any further action. After sustaining 20% or more damage to a vital area, it will not be necessary to save against Resistance for the purpose of determining impact consequences because the character is considered to have fallen. However, he may still be conscious unless he has dropped to a level of exhaustion and fails his Resistance save, or to a level of coma in which case he is automatically unconscious.

Table 7.5Hit Location Dice Dice Dice Dice Location Location Location Location Roll Roll Roll Roll Chest or 1 – 5 Right Arm 30 – 35 61 – 63 Left Hip 83 – 85 Left Calf Upper Back Abs or Right Right 6 – 10 Left arm 36 – 41 64 – 68 86 – 88 Lower Back Thigh Hand Groin or 11 – 16 Head 42 – 47 69 – 73 Left Thigh 89 – 91 Left Hand Buttocks Right 17 – 19 Face 48 – 52 Right Side 74 – 76 92 – 94 Right Foot Knee Right 20 – 24 53 – 57 Left Side 77 – 79 Left Knee 95 – 97 Left Foot Shoulder Left 25 – 29 58 – 60 Right Hip 80 – 82 Right Calf 98 – 100 Neck Shoulder

NOTE: When the hit location is protected by , consult Table 7.10. Called Shot Option This is simply the expert or master marksman calling his shot to enhance the possibility for a lethal hit. When this option is employed it will not be necessary to consult the Hit Location Table. Weapons firing full automatic are not eligible for this option. Semi-automatic weapons may only take one shot under this option.

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Table 7.6Called Shot Modifiers Range Modifier

Extreme range shot to a specific body part -16 Long-range shot to a specific body part -12 Medium range shot to a specific body part -8 Short range shot to a specific body part -4

Damage & Penetration When a hit is scored, a d100 is rolled for damage and severity as described above in the Determining Hit Location and Damage section. The next step is to consult Table 7.7, Projectile Damage Chart, to determine damage caused by the type of bullet fired. Each projectile is also rated for the penetration of protective cover.

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Table 7.7Projectile Damage Chart Projectile Damage Factor: Penetration Factor .22 inch pistol cartridge 15: penetration 10 .25/. 32 inch pistol cartridge/8mm pistol 20: penetration 20 9mm & .38 inch (pistol and submachine gun) 25: penetration 25 .357" magnum, .44" magnum & .45" 30: penetration 30 7.62mm x 39 (AK-47) All Soviet 35: penetration 40 5.45mm, 5.56mm x 45 (AK-74 w/ hollow tip, 40: penetration 35 M4 & SAW 7.62mm x 51 (.308) All NATO 45: penetration 45 7.62mm x 63 (.30-06) [includes WWII vintage rifles through Vietnam era weapons, e.g. M14, 50: penetration 50 M60]; Used primarily for hunting today 12.7mm/2.0cm/2.5cm/3.0cm (AP) 70/80/85/90: penetration 70/80/85/90 120 (short range) 60 (medium range) Shotguns 30 (long range) 15 (extreme range) Check hit location: Hand, foot, limb is triple damage on a d100; Back-blast from AT Rocket/WP grenade Head, jaw, neck, chest, sides, abdomen: instant death. Anyone who steps on an AP mine is considered to be in the KZ, 300 points of damage and dead Land Mines on the next turn unless medical attention is forthcoming. AT mines will destroy tracks, and cause over pressurization conditions.

Instant Death When a soldier is hit in the head or chest, there is a chance of instant death equivalent to the bullet’s damage factor minus the target’s Resistance modifier. For example, a target struck by an AK-47 bullet will have a 35% chance minus a Resistance modifier of 3% (assuming a generic attribute of 13) for a net instant death chance of 32%. Hollow Point A bullet that is designed as a soft tip or hollow point will do double the damage listed, but the penetration factor is reduced by one half.

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Bleeding When a character is wounded by a bullet or melee weapon, he will bleed at a rate determined by the type of bullet or weapon causing the wound. For example, a wound from a 9mm bullet will cause 25 points of damage, and the character will bleed at the rate of twenty-five additional points at the end of every turn until help arrives. First Aid Once a character is wounded, it is sometimes critical that the bleeding be stopped or the character will die. To do this, a character may roll percentile dice (d100) on successive actions for each skill level of first aid he possesses. If the points equal or exceed the original damage (without blood loss), the bleeding is stopped. The damage (including blood loss) will remain until surgery or a transfusion takes place. Whenever a stop-bleeding attempt is made, the victim’s Recovery modifier is added to the cumulative d100 roll(s). A shot of morphine will restore 125 Life Points for one hour. After that, the pain will return and the character’s Life Points will fall to the pre-care state. Only one stop-bleeding attempt may be made on a character. If the attempt is successful, the soldier will bleed 1½ times the bullet’s damage at the conclusion of the current turn. At that point, the bleeding will be completely stopped and no further blood loss will occur. Impact This is the force with which a bullet strikes a target and the resulting chance that the target will be knocked down and incapacitated. Impact is determined by subtracting the bullet’s damage factor divided by ten (rounded up) from the character’s Resistance attribute. The character must then save verses the modified attribute or be knocked down by the impact of the bullet, thus losing the chance for any action until a successful save against Recovery. Impact factors are cumulative when considering multiple hits. For example, two hits with a 9mm bullet will result in -5 being deducted from the character’s Resistance attribute. A character will fall to the ground following a disabling wound to the hip, legs or feet without an impact roll. Furthermore, a character that is knocked down and stunned will lose at least one action regardless of the Recovery save outcome. Penetration This is the bullet’s ability to pierce protective cover. Cover is defined as protection that may obscure, absorb, impede, impair, deflect or stop the damage potential of a bullet. Protective cover is assigned a penetration value, which may or may not be compromised by certain ordnance. Cover can be destroyed or worn away. To determine if a bullet can penetrate a protective cover, compare the weapon’s penetration factor with that of the cover (see Table 7.8). If the value of the weapon is less than the value of the cover, the round does not penetrate. If the weapon’s value is greater than the cover’s protection, reduce the damage incurred by the protection’s point value. If the value is equal, it will penetrate on a d100 roll of 50 or less.

For example, a soldier is hiding in a foxhole surrounded by sandbags, and he is firing at an advancing enemy patrol. The patrol spots him and returns fire. The foxhole offers 75% concealment on the Target Acquisition table, but once he is spotted, it will become protective cover for the portion of the character’s body that is unexposed. Once a hit is scored, the Hit Location table (Table 7.5) is consulted. The soldier’s head, neck, shoulders, arms and hands are

SOF Warrior Page 43 Section 7. Conducting Combat Operations

exposed and may be damaged normally. However, should the bullets strike an area protected by the foxhole and sandbags, it will only inflict damage if the bullet is capable of penetrating the cover. As previously mentioned, the damage will be reduced according to the type of protective cover. One sandbag has a cover value of 40. Therefore, it would take a bullet of 7.62mm or larger to cleanly penetrate, and in the case of a 12.7mm round, the bullet damage would be reduced from 70 to 30. Some bullets are designed as armor piercing. To reflect the penetration power of this bullet, add ten to the existing value. Body armor is handled in a different manner. Consult tables 7.9 and 7.10.

Table 7.8Cover Penetration Value Cover Penetration Value Water (per 1' of depth) 4 Wood (per 1" of thickness) 6 Earth (per 1' of thickness) 8 Body Armor (types I-IV)* 10-40 Concrete (per 1") 22 Brick (single layer) 35 Sandbag (per bag) 40 Stone Wall/Cinder Block 65 *Body armor details should be specified by the scenario. See Table 7.9. The Interceptor Flak Vest The Interceptor Multi-Threat Body Armor System went into production in 1999 under a five- year contract awarded by U.S. Army Soldier Systems Center to Point Blank Body Armor of Oakland Park, FL. The new Interceptor body armor is currently being worn by soldiers and Marines in Iraq and Afghanistan.

The Interceptor Multi-Threat Body Armor System is made up of two main modular components: the outer tactical vest (OTV) and the small-arms protective inserts (SAPI). The unisex Kevlar OTV is also equipped with removable throat and groin protectors. With the front and back SAPI ceramic plates inserted, the vest can stop 7.62 mm rifle rounds.

The Interceptor's inter-changeable components give troops the ability to dress to the level of a particular threat. By itself, the Interceptor vest insulates a soldier from shrapnel and 9mm pistol rounds (AL Type II). When the Small Arms Protective Inserts (SAPI) are added (chest/back), the system acts as a ballistic barrier to 7.62mm rifle ammunition (AL Type III).

The Interceptor outer tactical vest consists of a very fine Kevlar weave that will stop 9mm pistol rounds. Webbing on the front and back of the vest permits attaching such equipment as grenades, walkie-talkies and pistols. The Small Arms Protective Insert (SAPI) is made of a boron carbide ceramic with a spectra shield backing, an extremely hard material. It stops,

Page 44 SOF Warrior Section 7. Conducting Combat Operations

shatters and catches any fragments up to a 7.62mm round with a muzzle velocity of 2,750 feet per second. It's harder than Kevlar. The four pound high-technology plates cost approximately $350 each to produce, a considerable cost reduction achieved by Army-industry cooperation.

It will work with all current and anticipated load-carrying equipment. With the fasteners along the right side, the vest still protects the front of the body even when open. The vest also has a quick release feature, so if the soldier needs to drop the plates, one tug and they’re gone.

The Interceptor system weighs 16.4 pounds including the insert plates. The outer tactical vest weighs 8.4 pounds and each of the two inserts weighs 4 pounds. The previous PASGT body armor weighed 25.1 pounds (with ballistic upgrades). The Interceptor body armor's lighter weight provides more mobility than the older flak vest, one of the main objectives of the development program that created the Interceptor vest. PASGT Helmet The Personnel Armor System Ground Troops Helmet, also known as the "Fritz" helmet after its resemblance to the German , is a Kevlar helmet which is standard issue in the US Military. Commonly referred to by soldiers as a "Kevlar" or "K-pot", it is made from aramid ballistic fabric treated with a phenolic resin system, is rated at a Threat Level II, and also offers protection against fragmentation up through a 60mm mortar projectile. It weighs between 3 and 4 pounds depending upon the size.

The PASGT Helmet is said to have stopped rifle rounds on occasion, most commonly 7.62 x 39 mm (AK-47) rounds (in one account the PASGT Helmet is credited with stopping an AK-47 round from approximately 25 meters range). This performance would be closer to Level III or Level IV performance.

Available add-ons include a Helmet Mount Assembly that allows attachment of NE-6015 (AN/PVS-14 MNVD) or F5001B (AN/PVS-7B) night vision goggles. The PASGT Helmet replaced the steel in US service during the 1980s. Unlike the M1 Helmet, the PASGT Helmet cannot be used as a cooking pot or wash basin as these uses will degrade the Kevlar. The PASGT Helmet is currently being replaced by the Modular Integrated Communications Helmet (MICH) in US Army service and the Lightweight Helmet (LWH) in USMC service. The following table shows various armor types and the level of protection they provide. Armor type should be established by individual scenario rules.

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Table 7.9—Armor Protection Threat Levels Armor Level Protects Against This armor protects against .22 caliber Long Rifle Lead Round Nose (LR LRN) bullets, with nominal masses of 2.6g (40gr) at Type I a reference velocity of 329m/s (1080 ft/s ± 30 ft/s) and .380 (.22 LR; .380 ACP) ACP Full Metal Jacketed Round Nose (FMJ RN) bullets, with nominal masses of 6.2 g (95gr) at a reference velocity of 322 m/s (1055 ft/s ± 30 ft/s). This armor protects against 9mm Full Metal Jacketed Round Nose (FMJ RN) bullets, with nominal masses of 8.0g (124gr) at Type IIA a reference velocity of 341m/s (1120 ft/s ± 30 ft/s) and .40 S&W caliber Full Metal Jacketed (FMJ) bullets, with nominal (9mm; .40 S&W) masses of 11.7 g (180gr) at a reference velocity of 322 m/s (1055 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Type I]. This armor protects against 9mm Full Metal Jacketed Round Nose (FMJ RN) bullets, with nominal masses of 8.0g (124gr) at Type II a reference velocity of 367m/s (1205 ft/s ± 30 ft/s) and 357 Magnum Jacketed Soft Point (JSP) bullets, with nominal (9mm; .357 Magnum) masses of 10.2g (158gr) at a reference velocity of 436m/s (1430 ft/s ± 30 ft/s). It also provides protection against the threats mentioned in [Types I and IIA]. This armor protects against 9mm Full Metal Jacketed Round Nose (FMJ RN) bullets, with nominal masses of 8.0g (124gr) at a reference velocity of 436m/s (1430 ft/s ± 30 ft/s) and .44 Type IIIA Magnum Semi Jacketed Hollow Point (SJHP) bullets, with (High Velocity 9mm; .44 Magnum) nominal masses of 15.6g (240gr) at a reference velocity of 436 m/s (1430 ft/s ± 30 ft/s). It also provides protection against most handgun threats, as well as the threats mentioned in [Types I, IIA, and II]. This armor protects against 7.62mm Full Metal Jacketed (FMJ) Type III bullets (U.S. Military designation M80), with nominal masses of 9.6g (148gr) at a reference velocity of 847m/s (2780 ft/s ± 30 (.308 Rifles/7.62mm x 51) ft/s) or less. It also provides protection against the threats mentioned in [Types I, IIA, II, and IIIA]. This armor protects against .30 caliber armor piercing (AP) Type IV bullets (U.S. Military designation M2 AP), with nominal masses of 10.8g (166gr) at a reference velocity of 878m/s (2880 (.30-06 Armor Piercing Rifle) ft/s ± 30 ft/s). It also provides at least single hit protection against the threats mentioned in [Types I, IIA, II, IIIA, and III].

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When the hit location table indicates an area protected by a ballistic vest or Kevlar helmet, consult Table 7.10 for the penetration percentage roll necessary to compromise the armor. If the roll fails, the bullet is considered to have been deflected. However, it will still be necessary to roll for impact knockdown and incapacitation.

Table 7.10—Armor Level (AL) Penetration % Projectile AL-I AL-IIA AL-II AL-IIIA AL-III AL-IV Penetration Penetration Penetration Penetration Penetration Penetration Caliber % % % % % % .22–.38 17 8 4 2 1 0 9mm–.40 34 17 8 4 2 1 9mm–.357 68 34 17 8 4 2 HV9mm–.44 100 68 34 17 8 4 7.62mm x 39 100 100 68 34 17 8 7.62mm x 51 (.308) 100 100 100 68 34 17 7.62mm x 63 (.30-06) 100 100 100 100 68 34

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Page 48 SOF Warrior Section 8. Engaging in Melee

Section 8. Engaging in Melee (Hand-to-Hand Combat) Melee is resolved at the end of each action phase regardless of the chit drawn from the cup, and it continues until the matter is settled. The combatants will make an initiative roll to determine the first strike. Check the character’s skill level for Bladed Weapons, Unarmed Combat or Martial Arts. If he has ability in any of these, add it to his Speed and Agility modifiers. If the player has ability in all forms of hand-to-hand combat, he must declare which skill he is utilizing before each initiative roll. Once the total has been calculated, compare it to that of his opponent. The character with the highest total elects how to use the point margin. For example, with a three-point advantage, he might decide to apply the points to his offense (base Power attribute), or split them up by using two toward his attack and one for his defense (subtract from his opponent’s base Power attribute). The modified Power attribute or below must be rolled (d20) to score a hit. If the modifier would take the player beyond 20, subtract the remaining points from the opponent’s Power attribute.

Once a hit is scored, it will be necessary to determine the damage. This is accomplished with percentile dice similarly to the small arms procedure, but without the need for location. Once a character sustains damage of 20% or more, he must make a saving throw verses Resistance after each hit. If the character successfully passes the Resistance check, the melee may continue. If he fails this test, he is knocked down. At that point, he must forfeit the next initiative and attack opportunity. Following a knockdown, a character must save against his Recovery attribute or suffer a knockout. Once a character loses enough Life Points to become fatigued, a five-point penalty is immediately factored to his attack roll, and the hand-to-hand fight continues with a new To Hit number. An attack roll of 20 will necessitate a Resistance

SOF Warrior Page 49 Section 8. Engaging in Melee save. If the save fails, the attacker has injured himself. Roll a d4 for the injury location: 1=left hand, 2=right hand, 3=left foot, 4=right foot. Next, roll a d100 for damage.

If using a weapon in the melee such as knife, spear, sword or club, roll a d100 for damage and hit location. Next, add the appropriate Melee Weapon modifier from Table 8.1. When a character is wounded by a weapon during hand-to-hand combat, he will bleed at a rate equal to the number of hits times the weapon modifier per turn. Damage inflicted by a fist or foot is temporary unless the Life Point total reaches zero. A roll of 20 will indicate that the weapon has broken. The melee will continue as “unarmed.”

Table 8.1Melee Weapon Modifiers Weapon Modifier Pocketknife +21 Switchblade knife +22 Hunting knife +23 Military knife or bayonet (impact rating of -1 when thrown) +24 Short sword/club/rifle butt +25 Medium sword +26 Double-edged long sword +27 Axe/rapier +28 Samurai sword +29 Scimitar +30 Throwing star +22 Razor +23 Arrow (fired from a bow or spear gun/ impact rating of -3) +26 Spear (impact rating of -2) +23

Weight Advantage It is possible to further modify the hand-to-hand procedure by adding +1 to the Hand-to-Hand Skill Level/Speed/Agility total for every 10-pounds of weight advantage. This will simulate the difference between a 200-pound man and a 150-pound man with maximum yet identical power attributes.

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Martial Arts A character with skill in Martial Arts may apply that level while using a bladed weapon. To wield a double sword attack, the player must be ambidextrous or suffer a -6 penalty when striking with the non-dominant hand. Attack from Behind When melee is initiated from the rear, and the target is not aware of an attacker’s approach, the first hit is automatic. However, an attack roll is still necessary to check for weapon malfunction or injury (roll of 20 on a d20). Next, roll for damage as described in Section 8. Multiple Opponents If a character is involved in a melee against two or more assailants, make an Initiative roll based upon the cumulative skill and Troop Quality, combine the modifiers of the attacking group, and resolve the combat with one roll. The damage is doubled with two attackers, tripled with three, and so forth. If the attackers are using weapons, hit location and damage must be rolled separately for each successful strike. When the defender attacks, he must designate the target prior to the die roll.

NOTE: If the attackers have different Power attributes, find the average and round to the nearest tenth.

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Page 52 SOF Warrior Section 9. Using High Explosives

Section 9. Using High Explosives Indirect Fire A character may call for indirect artillery support when available. Artillery batteries or individual mortars will first fire a marking round (smoke), wait for the correction from the forward observer (FO) or spotter, adjust the gun tube(s) and fire again. To determine when the round lands close enough to the target, roll one d12. Apply the indirect fire skill level modifiers from Table 9.1, Artillery, and if the total is equal to or greater than 15, the target has been bracketed. The battery will then commence firing for effect (HE). Each time the FO draws an action chit, correct the fire by adding one to the die roll until the target is bracketed. Once the target is bracketed, use the hit location procedure described in the heading, Blast Radius. Then each time an off-board artillery (OBA) chit is drawn, a volley will fall. Regardless of the activation chit, any soldier may dive prone prior to the arrival of an off-board howitzer round. A direct or indirect incoming mortar round will require a successful hearing save before a soldier may react. Blind Fire Indirect Fire without line of sight to the target is known as blind fire. When a player decides to call for off board artillery in this fashion, consult Table 9.3 and triple the results of the distance dice.

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Table 9.1Artillery Indirect Fire Skill Level Projectile Caliber 1 2 3 4 5 6 7 8 9 10 11 12 50mm/2" mortar 2 5 7 8 9 10 11 12 13 14 15 15 60mm mortar 0 2 5 7 8 9 10 11 12 13 14 15 3" mortar/75mm -2 0 2 5 7 8 9 10 11 12 13 14 80–82mm mortar/rocket -5 -2 0 2 5 7 8 9 10 11 12 13 105mm/4.2" mortar -7 -6 -5 -2 0 2 5 7 8 9 10 11 120mm mortar/132mm rocket -8 -7 -6 -5 -2 0 2 5 7 8 9 10 150/155mm/Air Assets -9 -8 -7 -6 -5 -2 0 2 5 7 8 9

High Explosive vs. Armored Targets Table 9.2 details the prospect of destructive damage when an artillery shell falls within the first half of the blast radius near an AFV or MBT. The most vulnerable areas are the track, running gear and suspension. However, a large projectile such as a 155mm howitzer can compromise even the sturdiest vehicle, and at the very least incapacitate the crew. Should a vehicle find itself within the blast radius (1st half) of a high explosive projectile, determine the armor class of the vulnerable locations (all areas exposed to the blast) by checking the vehicle data in Appendix A. Roll a d100 at or below the percentile listed for each area struck by cross referencing the armor class and projectile diameter. This may require a number of rolls for areas such as the hull flank, turret flank, suspension and track. If the attacker is successful on the percentage roll, the area is penetrated. In the case of the suspension or track, they are simply destroyed and the vehicle becomes immobilized. If the integrity of the interior is compromised, follow the procedure for penetration as outlined in Section 11 under Damage Assessment.

Table 9.2—Artillery vs. Armor Armor Class: % Chance for Penetration Projectile Diameter A B C D E F Casualty % 50mm/2" mortar 0 0 0 5 15 30 55% 60mm mortar 0 0 0 15 25 40 60% 3" mortar/75mm howitzer 0 0 5 25 35 50 65% 80–82mm mortar 0 5 10 35 45 60 70% 85–90mm 0 10 20 45 55 70 75% 95–105mm howitzer/4.2" mortar 5 15 30 55 65 80 80% 120mm mortar/132mm rocket 10 20 40 65 75 90 85% 150–155mm howitzer 15 25 50 75 85 100 90%

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Blast Radius Indirect and direct fire high explosive rounds have a blast radius in which the effects are lethal. When a high explosive shell is fired, it is necessary to determine where the round lands. There are two steps in determining the spot where a high explosive projectile lands. The direction and distance from the intended target or spot must be determined. Do this by rolling one d12 as though the facing on a clock were being employed (12 o’clock marks the path of the round). Once the direction has been determined, roll the correct number of dice (yards) for the distance away from the target.

Table 9.3High Explosive Indirect Fire Projectile Caliber Blast Radius Kill Zone/Damage Index Distance Dice

50mm/2" mortar 17.5 yards 20/200 One d10 60mm mortar 20 yards 25/250 One d12 3" mortar/75mm howitzer 22.5 yards 30/300 One d20 80–82mm mortar 25 yards 35/350 Two d12 105mm howitzer/4.2" mortar 30 yards 45/450 Three d12 120mm mortar/132mm rocket 40 yards 50/500 Two d20 150–155mm howitzer 50 yards 55/550 Three d20

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AC-130H Spectre Gun Ship This asset is equipped with a variety of weapons including two six-barrel hydraulically operated M61 20mm Vulcan Gatling Guns with a cyclic rate of 6,000 rounds per minute. It has a 30-yard blast radius in which anything is a potential casualty. The SOF Warrior will first identify a target point using the indirect artillery procedure, and once the position is registered, the Spectre Gun Ship will fire a one-second burst (100-bullets) when the OBA chit is drawn. The guns may only fire so long as the forward observer maintains contact. An attack roll of “1” will be required to score a hit. Die results of “20” are recorded as a miss without any possibility of malfunction. In the event of a hit, randomize all potential targets with an appropriate die roll. Direct Fire Occasionally mortars and main guns will fire high explosive rounds at infantry and other soft targets. The following chart lists blast radius details for various ordnances. In the event of a direct fire mortar hit, or a main gun miss, roll a d12 for direction and the appropriate dice for distance (yards). When a mortar projectile misses the target, triple the results of the distance dice. When an ATGM is used in direct fire mode, limit the blast to a 30° forward cone.

Table 9.4High Explosive Direct Fire Projectile Caliber Blast Radius Kill Zone/ Damage Index Distance dice

HEAT* AWT PD/100 d6 20–30mm 5 yards CZ/100 d4 Mine 10 yards 15/150 d6 M18 Claymore Mine† 100 yard cone CZ/NA N/A Hand Grenade See Appendix B for details d8 Mk 19 MOD/ M203 40mm See Appendix B for details d10 grenade launcher 50mm/2" mortar 17.5 yards 20/200 d6 60mm mortar/satchel charge 20 yards 25/250 d6 3" mortar (76mm) 22.5 yards 30/300 d8 80–90mm (HE Rocket) 25 yards 35/350 d12

100–115mm (MILAN–115mm) 30 yards 45/450 d12

120–137mm (TOW/Eryx 127–137mm) 40 yards 50/500 d20

150–155mm (Kornet–152mm) 50 yards 55/550 d20

180mm (Hellfire Missile) 55 yards 60/600 d10 +d20 *An RPG that misses the target can still be deadly. However, most of the blast will be directed straight ahead. When a HEAT round misses the target, use the back-blast section of the AWT to apply the KZ (determined by projectile diameter). To track a miss for ATGM’s, use the entire AWT. KZ percentages for grenade launchers are listed in Appendix B. †200 points of damage plus a d100 CZ roll from 1–50 yards, d100 CZ roll from 51–100 yards.

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Damage Index Every artillery piece, whether fired as direct or indirect, has a Damage Index rating. It is used in conjunction with the destruction of buildings and bunkers. Structures should be assigned point values at the beginning of a game and whenever these structures are hit by artillery, apply the Damage Index of that weapon (see also the subsection titled Destruction of Buildings). Direct Fire Mortars The crew must have line of sight to the target unless accompanied by a Forward Observer (FO) with a radio (see note below). A hit is determined by rolling a d20 at or below the gunner’s mortar skill level. Adjusting the traverse (15º L/R) and elevation mechanisms for fire correction will require one action per command. This is simulated by adding 1 for each consecutive shot up to a maximum of 8 until a hit is registered. The rate of fire is predicated upon the gunner’s Troop Quality. The tube may fire every time a command or gunner’s chit is drawn. When a crew is under fire, the adjustment bonus will stop and may not progress until the suppression is lifted. Direct fire mortars have a launch-to-impact (LTI) time equal to the diameter of the projectile (e.g. 5.0cm mortar=5 seconds). Mortars have minimum ranges as follows, 5.0cm: 75 yards; 6.0cm: 100 yards; 7.6cm (3"): 125 yards; 8.0 to 8.2cm: 150 yards. Orienting to a new target beyond the traverse limits will require a number of actions commensurate with the LTI in order to reposition the tube. Whenever the gunner changes targets (including those within the traverse limits), he will lose all adjustment bonuses, and the fire correction process must begin again. The SOF Warrior’s mortar is the 60mm M224. It has a range of 77–3,828 yards and a launch-to-impact time of 6-seconds. This weapon has a 50% reliability rating. In the event of a malfunction, consider the bomb a dud.

NOTE: It is possible to launch a direct fire mortar attack without line of sight. A forward observer must be able to see the target and have radio contact with the crew. It will require one action to relay each fire coordinate correction. Follow the rule for indirect fire, but track each marking round. The FO must see the round fall before any adjustment on Table 9.1 is permitted. Once the tube is on target, consult Table 9.3 to determine where the round lands. Be careful to observe the minimum ranges for on-board mortars. Kill Zone When troops are caught in the first half of a fragmenting high explosive blast radius, they are vulnerable to the crushing effects of over-pressure. This is represented by the Kill Zone (KZ). The KZ percentages are listed in Table 9.3 for High Explosive Indirect Fire and Table 9.4 for High Explosive Direct Fire. Although the effects can be lethal throughout the blast radius, it is more deadly near the epicenter of the explosion. A confined space will intensify the properties of over-pressure. To simulate this, add 40% to the projectile’s KZ percentage. Posture will not mitigate over pressure, and even with complete protective cover, a soldier is still in jeopardy. The GM must judge the merits of various protective barriers (e.g. walls, AFV, embankments, hedgerows).

Example: a 60mm mortar projectile explodes. Two soldiers are within the 20-yard blast radius. The first soldier is 12-yards from the epicenter and the second is within 3-yards. The first soldier escapes the KZ, but the second soldier will have a 25% chance (d100 roll of 1–25) to be killed or disabled. The first half rule only pertains to fragmenting devices. Concussion devices are deadly throughout the entire blast radius.

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The KZ percentage also represents the projectile’s HE penetration value with respect to protective cover. A character who suffers the effect of the KZ will incur 300 points of initial damage and 75 points of continuing damage at the end of each turn.

Casualty Zone When a character is exposed to fragmenting high explosive, apply the Casualty Zone (CZ) modifiers from Table 9.5 to a base of 10. The number or lower must be rolled (d20) for a CZ hit. If a character is struck by shrapnel, he is knocked down. Roll for hit location and damage (d100). The continuing damage is equivalent to that dice roll and should be applied at the end of each turn. The damage roll may also be used as the percentage chance of instant death when a critical hit location is registered.

Table 9.5 CZ Modifiers (Base 10) Character Position CZ Modifier

Standing erect +4

Tree burst (switch the modifiers for Standing Erect +6 and Target Prone) Enclosed or confined space +8 Target seated/kneeling/crouching -2 Target prone or -4 50% protection (exposed tank commander) Target 75% cover or protection (slit trench) -6 Within the first half of the blast radius +5

NOTE: When a target is in protective cover, do not include the posture modifier. Concussion Effect Any character caught in the first half of a blast radius will suffer one d12 seconds of a temporary concussion effect. He will be knocked down, stunned and incapacitated for the chits indicated by the roll, minus his Recovery modifier. Smoke When a smoke round/grenade explodes, it occupies the same diameter as the blast radius of the corresponding shell and remains in place for three turns. The wind may blow the smoke in a given direction at a yard per turn rate equivalent to its rate per hour. For example, if the wind is blowing north to south at a rate of 5 miles per hour, the smoke will drift in that direction 5 yards per turn until it drifts off the board. Fire Any rocket back-blast, HE, incendiary or white phosphor shell, may start a fire. The chance that flammable terrain within the blast radius will catch fire and create smoke is equivalent to the projectile’s KZ percentage. Add another 20% to the chance of fire for a rocket back-blast,

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incendiary or white phosphorus shell. A building or forest fire may spread. The Game Master should judge the progress of such a fire. Molotov Cocktails and flame-throwers have a 100% chance of igniting a flammable structure. Star-shell The WWII M83, an illuminating shell, was fired from a mortar and carried a 100,000 candle- power star unit suspended from a parachute. It gave illumination for 25-seconds while falling to the ground. It will provide daylight conditions from a radius of 0–50 yards around the shooter. From a radius of 51–100 yards, use the looking at night and illuminated by star-shell modifiers. Although this technology is obsolete and not applicable to the SOF Warrior, it is still in use by third world forces. Grenades Calculate the modifiers from Table 9.6, and add or subtract to the Power attribute. The modified number or below must be rolled (d20) to score a hit. If the grenade misses, roll the dice for direction and distance to determine if the character is within the blast radius and a possible Kill Zone victim. There is a four second fuse on most grenades. The soldier will expend one second pulling the pin and throwing it. The remaining three seconds will expire with each successive action chit. A white phosphorous grenade usually has an impact fuse. It can cause severe burns and ignite buildings (50% chance for hit/fire within the flame radius). If a soldier is hit by WP, roll for hit location and consult Table 7.7 for damage. See Appendix B for details on individual models.

Author’s Tip. When a soldier is adjacent to a window, door, pillbox embrasure, fox- hole, turret-hatch, open-top vehicle or other similar feature and throws a grenade, it will automatically enter the space regardless of the attack roll outcome. That roll is only used for reliability purposes. The direction and distance dice are used to calculate where within the room or compartment the grenade comes to rest, but the confines of the space will almost certainly limit this. Once the soldier steps away or kneels down from the window, the hit dice will once again determine the accuracy of the throw. Then it is possible to miss the window and see the grenade bounce back in your lap.

With WP (white phosphorous) grenades, as with all grenades, a soldier can only become a casualty when he finds himself within the flame/blast radius. If that happens, there will be no kill zone or casualty zone roll as in fragmentation and concussion grenades. However, there is a 50% chance that he is burned by the WP. Once a soldier is burned by WP, roll for hit location and consult Table 7.7.

NOTE: Add the attacker’s Power modifier to each combat range (Table 7.4). For example, a soldier with a Power modifier of “6” will consider all grenade tosses from 0-16 yards (while standing) as short range. This is not intended as a means to extend the maximum range beyond 40- yards. However, stronger characters will not suffer a distance penalty at certain ranges by virtue of their greater Power.

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Table 9.6Grenade To Hit (Power Attribute) The Target is The Attacker is skill level/leadership zone (-) skill level/leadership zone (+) running across LOS -8 Within 2-yards of opening being targeted +8 running/driving towards/away -3 throwing in obstructed area (e.g. woods) -5 consecutive throw +2 using the wrong arm -6 kneeling -6 Kneeling/walking/stalking -3 prone -7 prone -5 a visible 2-yard x 2-yard area -7 fatigued (wounded) -5 moving -6 encumbered -3 a door/window/embrasure -6 receiving automatic fire -8 driving across LOS/slower than 15 mph -3 receiving select fire -5 driving across LOS/between 15 and 25 mph -5 dawn/dusk -2 driving across LOS/between 25 and 35 mph -7 smoke -8 driving across LOS/between 35 and 45 mph -9 night -8 driving across LOS/faster than 45 mph -11 fog -4 target is a large vehicle +8 running -8 target is a medium vehicle +6 medium range -4 target is a small vehicle +4 long range -6 an open top vehicle -8 extreme range -10

Table 9.7—Grenade Ranges by Posture Posture/Range Short Medium Long Extreme Prone 5 yards 10 yards 15 yards 20 yards Kneeling 7.5 yards 15 yards 22.5 yards 30 yards Standing 10 yards 20 yards 30 yards 40 yards

Page 60 SOF Warrior Section 9. Using High Explosives

Throwing a Grenade Without Acquisition Players sometimes argue that a soldier who hears the enemy should be allowed to throw a grenade in the general direction. By rule, one must acquire before any attack is permitted. However, one alternative is to require the player attempting to throw a grenade to roll a d20 for the direction and two d20 dice for the distance. This is based on the current facing of the soldier. For example, the Hearing and Detecting chart (Table 6.4) reveals that a soldier detects footsteps. He wants to throw a grenade even though he has not confirmed the identity of the source or the exact location. 1 – 4 5 – 8 0° 9 – 12 30° 30°

17 – 20 13 – 16 60° 60°

Place a protractor in front of the casting and using a 10 o’clock through 2 o’clock facing, roll one d20 for direction. Roll results 1 – 4 = 0º, 5 – 8 = 30º to the left, 9 – 12 = 30º to the right, 13 – 16 = 60º to the left, 17 – 20 = 60º to the right. Next, roll two d20 for distance. That will be the spot where the player throws the grenade. When a player wishes to throw the grenade over a wall or hedge at a known enemy location, use a d12 for the direction roll.

Author’s Tip. Our play-tests revealed an unrealistic event following a grenade toss over a hedge or into a field. Players would use all means to escape, even if detection would have been extremely remote. To remedy this, it is suggested that a (-2) modifier be applied to the Intuition attribute for a saving throw. A successful save would indicate that the soldier is aware of the grenade and may attempt to flee or throw it back. On the Hearing and Detecting chart, the “grenade on hard surface” provides a +3 modifier towards detection. If a player wishes to throw a grenade back, he must make an Agility save to grab it, then roll a d20 for direction using the procedures described above and finally, roll two d20 for distance. This assumes the thrower is standing. Use a d20 + d10 if kneeling and a d20 if prone. If the player is sitting at a window when a grenade comes through, he may simply throw it back out of the window without a direction roll.

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Flash Crash The M1-16A1 is a device with characteristics similar to a grenade. It has a 2-second fuse and is designed to stun rather than kill. It produces 175 decibels and a bright flash that causes 5 to 15 seconds of disorientation when used in an enclosed area. Any character caught in the blast radius (5.5-yards) will be incapacitated for one d12 actions less his Recovery modifier. Destruction of Buildings When buildings are used, the value of each structure must be determined prior to the start of the game. For example, a small house might be worth 1,000 points and a large structure 2,000. Each time a gun shoots at a building, apply the Damage Index number from Table 9.3, High Explosive Indirect Fire, or Table 9.4, High Explosive Direct Fire. When the total damage exceeds the structure’s value, it is destroyed. Only projectiles with a damage index can destroy a building.

Author’s Tip. The high explosive blast radius deviation procedure is based on a horizontal plane. It does not consider a vertical dimension when the window of a building is the target. Before calculating the To Hit for a window, first be certain the gun is capable of hitting the building. Then roll a d12 for direction, and consult Table 9.7 based on a margin of the miss percentage. For example, if a veteran U.S. gunner (+80%) attempts to hit a second story window (-50%) from medium range (-20%), his To Hit number will be 10%. The commander may add +3% or more depending on his Leadership attribute. The gunner will have a net 13% chance to hit the window. A d100 roll of 71% means the gunner has missed by 58 points. According to the table, our projectile deviates 4½ yards.

Table 9.8—Vertical Direct Fire Deviation % of Miss Point Short Medium Long Extreme Blank 1–10% ½ yard 1 yard 2 yards 3 yards 4 yards 11–20% 1 yard 1½ yards 2½ yards 3½ yards 4½ yards 21–30% 1½ yards 2 yards 3 yards 4 yards 5 yards 31–40% 2 yards 2½ yards 3½ yards 4½ yards 5½ yards 41–50% 2½ yards 3 yards 4 yards 5 yards 6 yards 51–60% 3 yards 3½ yards 4½ yards 5½ yards 6½ yards 61–70% 3½ yards 4 yards 5 yards 6 yards 7 yards 71–80% 4 yards 4½ yards 5½ yards 6½ yards 7½ yards 81–90% 4½ yards 5 yards 6 yards 7 yards 8 yards 91–100+% 5 yards 5½ yards 6½ yards 7½ yards 8½ yards

Satchel Charge The satchel charge is a field-expedient demolition device constructed from TNT or C4, non- electric blasting caps, time fuse, detonating cord, tape, fuse igniters, and some sort of satchel bag. An empty sandbag or demolitions bag can substitute for the satchel. The satchel is filled with a suitable amount of explosives and primed with two non-electric firing systems. The completed satchel is then sealed shut with string, rope, or tape, while exposing the time fuse and

Page 62 SOF Warrior Section 9. Using High Explosives igniter. The fuse is fired prior to tossing the charge. When used against armored vehicles, consult Table 11.20. Use a reliability rating of 50%. M18 Claymore The M18 Claymore, a directional fragmentation mine, is 8½ inches long, 1–3/8 inches wide, 3¼ inches high, and weighs 3½ pounds. The mine contains 700 steel spheres (10.5 grains) and a 1½ pound layer of composition C-4 explosive that is initiated by a No. 2 electric blasting cap. The M18 command-detonated mine may be employed with obstacles or on the approaches, forward edges, flanks and rear edges of protective minefields as close-in protection against a dismounted Infantry attack. See Table 9.4 for blast radius and casualty zone details.

The Claymore projects a fan-shaped pattern of steel balls in a 60-degree horizontal arc, at a maximum height of 2-meters, and covers a casualty radius of 100 meters. The optimum effective range (the range at which the most desirable balance is achieved between lethality and area coverage) is 50 meters. The forward danger radius for friendly forces is 250 meters. The back-blast area is unsafe in unprotected areas 16-meters to the rear and sides of the mine. Friendly personnel within 100 meters to the rear and sides of the mine should be in a covered position to be safe from secondary missiles.

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Characteristics: M-18A1 (Claymore)

The M18A1 mine is primarily a defensive weapon. It may be employed to a limited extent in certain phases of offensive operations. The M18A1 has the same basic capabilities as antipersonnel mines and can be used in most situations where other types of antipersonnel mines are deployed. In addition, the M18A1 has the capability of being sighted directionally to provide fragmentation over a specific area and does not necessarily rely upon chance detonation by the enemy. The M18A1 is adaptable for covering the ranges between maximum hand grenade throwing distance and the minimum safe distance of mortar and artillery supporting fires.

The M18 antipersonnel mine is an earlier model of the M18A1 antipersonnel mine. The M18 antipersonnel mine comes in two versions, with or without a peep-sight; otherwise, both versions are identical. The mine is a curved, rectangular, plastic case and contains a layer of composition C3 explosive. It has a fragmentation face of rectangular steel fragments. The front face containing the steel fragments is designed to produce a fan-shaped spray which can be aimed at a prescribed target area. The electrical firing device issued with the M18 Claymore is not safe. Due to its construction, it may cause premature detonation of the mine. Whenever possible, the battery holder (firing device) issued with the M18 mine should be replaced by a standard M57 firing device. If the battery holder is used, both firing wires should be connected to one terminal until the desired moment of detonation. Consult Table 10.7 and make a saving throw when placing a Claymore mine.

Page 64 SOF Warrior Section 10. Accomplishing Tasks

Mario Matijasic

Section 10. Accomplishing Tasks Used primarily in a role-playing venue, these are jobs that a character may wish to carry out. They will require a saving throw (at or below the number on a d20) against a particular skill plus an attribute modifier. Accomplishing a task may mean the difference between life and death. It is impossible to list every task that might arise during the course of an adventure. Therefore, the Game Master can judge the difficulty of the task, and the following modifiers may be applied at his discretion.

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Table 10.1Difficulty of Task Modifiers Difficulty of Task Modifier Extremely Difficult -4 Challenging -3 Moderate -2 Easy -1

For example, if climbing a mountain of moderate difficulty, combine the Climbing skill of the character with his Agility modifier to determine the final save number. Another example would be a character trying to swim against a challenging current. Combine his skill in swimming with his Endurance modifier, and subtract three for the current. Tasks are not always evaluated by difficulty, so the negative factors may not be applicable in every situation. Escape & Evade/Pursuit This is the ability to run and hide successfully from a pursuing enemy. This is also the ability to track down or hunt an opponent. Characters should utilize the Tracking skill level when pursing and the Driver or Pilot skill level when evading in a vehicle, boat or plane. Combine the skill and modifiers below and make a saving throw. If you are attempting to elude a pursuer on foot, the Speed modifier should be used. Table 10.2Escape & Evade/Pursuit Modifiers + Level of driver/pilot (vehicle, boat, plane) + Level of tracking if in pursuit + Level of escape artist if evading capture +/- Speed modifier (compare escapee and pursuer) + Knowledge modifier +2 at night -2 in daylight

Barbed Wire This is an obstacle designed to impede an enemy advance. Wire may be cut or demolished with an explosive charge. Any soldier attempting to move through barbed wire without cutters must make an Agility save minus the appropriate difficulty modifier. The difficulty will be based on the type of obstacle a soldier is attempting to traverse and should be judged by the Game Master. If the save fails, he is entangled in the wire for one d6 action. Navigation Once you’re in the bush on a mission, you should know where you’re going and how to get there. Even more important is knowing how to get back!

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Table 10.3Navigation Modifiers

+ Knowledge modifier + level of navigation (pick one) + level of tracking (pick one) -1 unable to see the stars -2 heavy undergrowth or jungle +2 has a compass

Stealth If you’re going to approach a sentry quietly, try to overhear a conversation, or try to get behind the enemy without detection, you will require stealth. If you accomplish your stealth task, you close and automatically kill your opponent. If you fail your stealth save, you have been discovered, and the initiative roll for normal combat may begin.

Table 10.4Stealth Modifiers

+ Agility modifier + level of silent killing +1 night +1 fog +1 jump down on an opponent (-) target’s Hearing modifier (-) target’s Intuition modifier (represents alertness) -2 heavy undergrowth or jungle -2 gravel underfoot -1 daylight -1 climbing to a target -1 for every 10 yards of open territory to target

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Intercept Messages This is the ability to intercept, decode and decipher encrypted radio transmissions.

Table 10.5Intercept Modifiers

+ Knowledge modifier + level of communications + level of language -3 unfamiliar equipment -1 simple code -4 complex code

Interrogate This is a measure of charisma and questioning techniques. It is the ability to extract information and discern its reliability. Whenever the group requires information, the character with the highest Personality attribute will have the best chance to coerce a prisoner or detainee. Table 10.6Interrogation Modifiers + level of language + Personality modifier +1 questioning a civilian +2 using force +1 friendly territory (-) subject’s Willpower modifier -1 questioning an enemy soldier -3 questioning an enemy political officer -1 hostile territory - Prisoner’s TQ modifier (used for morale)

Set/Disarm Explosive or Non-Explosive Devices or Traps This is the demolition expert attempting to prepare an explosive or the sapper attempting to disarm it. If the saving throw fails, the device may explode (GM discretion).

Table 10.7Setting/Disarming Explosives Modifiers

+ Knowledge modifier + level of demolitions/engineer (-) the appropriate level of difficulty

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Repair of Electrical Device/Radio/Engine The loss of essential equipment can prove to be disastrous.

Table 10.8Repair Modifiers + level of computer/communications/mechanic +1 equipment was familiar original equipment + Dexterity modifier -2 severely damaged -1 foreign design -2 under fire

Driver/Pilot Control of Craft When the control of a craft or vehicle during a chase is at issue, the following table will be used to determine the outcome.

Table 10.9Control of Craft Modifiers

+ Knowledge modifier + level of driver/pilot +1 dry surface +1 moving slowly -1 light rain -2 medium rain -3 heavy rain -4 extreme speed -2 on ice or snow -3 turbulent skies or water

Airborne To judge the success or failure of a drop, combine the appropriate modifiers from Table 10.10 and roll at or below the number on a d20. If the die roll is successful, the character lands safely within the drop zone. If the die roll exceeds the modified number, the character misses the drop zone. When a character misses the drop zone, there is a chance that he will be killed or wounded and thus missing in action (MIA). Consult Table 10.11, Drop Zone Failure and roll (d20) for a description of the terrain. Based upon that roll, you will see a percentage chance (d100) that the character is MIA. If a soldier is MIA, he will be lost for the game. If he manages to survive the landing, he will rejoin his unit on turn d10.

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Table 10.10Airborne Modifiers

+ Knowledge modifier + airborne skill +2 clear day +1 full moon +1 no wind +2 equipped with night vision -2 firing a weapon -2 under fire -2 at night -4 windy -1 overcast day

Table 10.11Drop Zone Failure Terrain Die Roll MIA % Clear terrain 1–5 10% Rocky terrain/shallow water 6–13 45% Wooded terrain/deep water 14–20 90%

Fast-Rope Insertion/Hook and Climb The fast-rope technique (Table 10.12) allows an operative to descend quickly from a helicopter. It is the favorite method by which to seize gas and oil platforms. The hook and climb (Table 10.13) is used to board a moving ship with a narrow aluminum ladder. In both cases, if the saving throw fails, the character is considered to have fallen. Check Table 10.14, Fall Consequences, to determine the extent of the fall and the consequences. If a character falls while performing a hook & climb, he will be in the water and at risk of being crushed between the two vessels. He will have a 50% chance plus his Agility modifier and skill level to avoid this disaster. If the save fails, roll for hit location and three d100 damage dice. If wearing a ballistic vest, there is still a chance the character may drown. Roll a d20 at or below the swimming skill. His comrades may attempt to rescue him with an Agility attribute plus Power modifier saving throw. If the character is wounded, the GM should adjust the save accordingly.

Table 10.12Fast-Rope

+ Agility modifier + skill level for climbing, gymnastics (choose one) -1 encumbered -3 wounded

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Table 10.13—Hook & Climb

+ Agility modifier + skill level for climbing, gymnastics (choose one) -1 encumbered -3 wounded -3 moderate sea swells -6 rough seas

Table 10.14Fall Consequences Fall Consequences Action Roll three d20 for damage plus 2 points Short (up to 5 yards) Foot/ankle injury per yard fallen. Roll one d100 for damage plus 2 points Medium (up to 10 yards) Possible foot/hip/thigh injury per yard fallen. Roll two d100 for damage plus 2 points Long (up to 15 yards) Check hit location table per yard fallen Roll three d100 for damage plus two Extreme (over 15 yards) Check hit location table points for each yard fallen

Jumping A character may also jump down from a height such as a second story building. Subtract one from the Agility attribute for each yard of elevation jumped, and then make a saving throw. If the character fails the saving throw, consult Table 10.14 to determine the fall consequences. TOW (Command to Line of Sight Guidance) When a wire or laser guided missile must be directed to a target, use this skill test.

Table 10.15—Line of Sight Guidance

+Knowledge modifier +skill level for computers or grenadier +1 small vehicle +2 medium vehicle/one previous successful save +3 large vehicle +3 stationary target -2 target is moving +3 target is a bunker +6 target is a building -1 target is a window/embrasure/small feature/tree -5 gunner is receiving select fire (less than four bullets) -8 gunner is receiving automatic fire (four or more bullets)

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Page 72 SOF Warrior Section 11. Deploying Armor

Section 11. Deploying Armor SOF Warrior is a set of rules designed primarily for infantry engagements. A tank can dominate the battlefield. However, an armored fighting vehicle (AFV) can also enhance the gaming experience if used intelligently. The following rules cover the important vehicles of today’s battlefield and have been added as a gaming option. Sequence of Play The procedure used for infantry (movement, sighting and combat) should also be followed when employing armored fighting vehicles. Target acquisition is handled in similar fashion, but some of the modifiers are different. The tank crew and commander operate as a regular infantry squad with respect to activation and action chits. Each crewman receives chits based on their Troop Quality and can be motivated by the commander’s leadership chits. Movement The speed with which vehicles move can be simulated using the movement conversion formulas described in Section 5 under the subsection titled Determining Speed. Table 11.1 lists these conversions in terms of yards per second. These rates are considered to be on dirt or paved roads. Mud, snow, cross-country, hedges, hills and scattered trees present obstacles that can impede the progress of any armored fighting vehicle.

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Table 11.1Vehicle Movement Speed Movement 15 mph 7.3 yards per second 20 mph 9.8 yards per second 25 mph 12.2 yards per second 30 mph 14.7 yards per second 35 mph 17.1 yards per second 40 mph 19.6 yards per second 45 mph 22 yards per second 50 mph 24.4 yards per second 55 mph 26.9 yards per second

Movement Terrain Reduction Mud, snow, marsh, steep hills, starting, stopping and rough terrain will reduce movement by 50% with a chance to bog (weight of AFV less driver’s skill) every action phase in mud, marsh or snow. Any vehicle moving in reverse does so at 25% normal speed. Cross-country movement is 75% of the road speed on flat, unremarkable terrain. Various obstacles, e.g., hedges and stone walls, may be crossed at a reduced speed as well, and should be judged by the Game Master. A tank may rotate in place a number of degrees equivalent to its road speed. For example, a tank with a road speed of 35 mph, can rotate in place 35° per action. Collisions When two vehicles collide, there is a chance that either or both will become damaged to the point of immobilization. Use the target vehicle’s weight, plus or minus the vehicle’s ER rating and yards per second traveled, minus the driver’s skill to determine the chance that the collision will immobilize the vehicle. If one tank is heavier, it may deduct the difference from its net chance. For example, a 70 ton M1A2 Abrams traveling 25 mph collides with a stationary 51 ton T-72. The Abrams has an ER rating of -25%. When subtracted from 51, it totals 26%. The Abrams was moving 12 yards per second. So, we add that to 26 for a gross of 38%. The driver’s skill level is 6, and the Abrams outweighs the T-72 by 19 tons. There is a net chance of 13% that the Abrams is immobilized following the collision. When both vehicles are moving, combine the yards-per-second rate. Fire Control and Observation The commander’s station in a 21st Century main battle tank is equipped with numerous periscopes for a 360° panoramic view. Thermal Viewers can provide the commander with independent, stabilized day and night vision, automatic sector scanning, automatic target cueing of the gunner's sight and back-up fire control. The fire control computer automatically calculates the fire control solution based on: lead angle measurement; bend of the gun measured by the muzzle reference system; velocity measurement from a wind sensor on the roof of the turret; data

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from a pendulum static cant sensor located at the center of the turret roof. The operator manually inputs data on ammunition type, temperature, and barometric pressure. Thermal imaging, gun- turret drive stabilization systems, global positioning satellites and Laser Range Finders greatly enhance the vehicle’s ability to engage and destroy enemy targets while on the move.

Although today’s technology virtually ensures success, SOF Warrior attempts to maintain a semblance of game-play balance by utilizing certain attributes of the crewman throughout the acquisition process. For example, if a commander is attempting to spot a tank at 3,000-yards, it would be extremely difficult using traditional methods such as binoculars or open sights. However, distance is really not a factor on a modern battlefield. To calculate target acquisition, use the crewman’s skill and combine it with his knowledge modifier. Then consult Table 11.2 and roll a number of d20 dice commensurate with the TQ modifier of the crewman attempting to spot. If the crew is forced to spot without assistance from the onboard electronics, refer to Tables 6.2 and 6.3.

Table 11.2—AFV Acquisition Procedure (+) Crewman’s skill (computer, navigation, technician, communications) (+) Knowledge modifier +1 Digital Fire Control Computer: gunner +1 Thermal Imaging Sight (TIS/FLIR) displays a heat signature from dawn to dusk; including night/smoke/sandstorm/fog and daylight conditions: gunner/commander** +2 Commander’s independent thermal viewer (CITV) +2 Large vehicle +1 Medium vehicle +5 Main gun/back-blast +1 Vehicle is moving -1 Enemy soldier in the open/moving -3 Enemy soldier concealed (includes prone, kneeling etc.)† -1 Short range* -2 Medium range* -3 Long range* -4 Extreme range* -5 Night/smoke/sandstorm/fog (reduce to -1 if the vehicle is equipped with TIS or FLIR) †This modifier is reduced to -1 when the AFV is equipped with TIS/FLIR and the target is moving. *Determined by the main gun of the acquiring vehicle (see Table 11.4) **Air temperature can confuse this technology and the target may be indistinguishable. This should be a scenario condition.

NOTE: If not using individual crew activation, select the commander as the acquisition perspective.

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Combat Procedure for Armored Fighting Vehicles Once a target has been acquired (by any crewman), the procedure for determining the chance to hit is based on the quality of the gunner. Find the base To Hit percentage on Table 11.3 and take into consideration movement for both the attacker and target. Find the range to target on Table 11.4, and then add or subtract all applicable modifiers from Table 11.5 to determine the final To Hit percentage.

Once a vehicle has been hit, it will be necessary to establish the exact location (Tables 11.6- 11.8). At that point, the question of penetration must be considered. This can be influenced by the angle of attack, which can increase the resistance of armor plate (Table 11.10). If penetration is achieved, damage must be assessed (Table 11.17).

Table 11.3—AFV To Hit Gunner TQ To Hit % Target Moving Across LOS Attacker Moving Elite 90% -20% -20% Crack 85% -25% -25% Veteran 80% -30% -30% Professional 75% -35% -35% Regular 70% -40% -40% Green 65% -45% -45% Conscript 60% -50% -50%

Table 11.4Weapon Ranges for AFV (yards) Weapons Point Blank Short Medium Long Extreme 12.7–14.5mm 100 250 500 1,000 2,000 20–30mm 175 450 800 1,600 2,600 75–90mm 200 500 900 1,800 2,800 100–115mm 250 750 1,500 2,500 3,500 120–125mm 500 1,000 2,000 3,000 4,000 Missiles All missiles are considered to be at Point Blank Range.

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Table 11.5—AFV To Hit Modifiers Situation Modifier Point Blank Range 0% Short Range -10% Medium Range -20% Long Range -30% Extreme Range -40% Gunner’s sight GPS-LOS +20% Fire Control Computer +20% Laser Range Finder/ Missile Guidance +20% Gun Stabilizer (if moving) +25% FLIR/TIS (at night/smoke/sandstorm/fog) +40% Large Vehicle/bunker/FLIR or TIS in daylight +10% Medium Vehicle 0% Small Vehicle -10% Target is a man -50% Target is a window/door or small feature -50% Target is a building +50% Each intervening obstacle (tree) -10% Hull Down/called shot (i.e. turret, track) -40% Snapshot -40% Consecutive Fire bonus (TQ of Pro or higher) +10% Dawn/Dusk -10% Shooting Through Sandstorm/smoke/night -40 Shooting in Fog -20 Commander’s Leadership Modifier (+%)

Table 11.6Hit Location % Location % Location

1 Turret ring* 47–70 Upper hull/flank/rear 2–3 Main gun 71–82 Lower hull/flank/rear 4–19 Lower hull/flank/rear 83–84 CITV 20–42 Turret face/flank/rear 85–89 Track 43 Coaxial MG & turret face/flank/rear 90–94 Suspension 44 AA gun 95–98 Bogie/wheel 45–46 Driver’s periscope/upper hull/flank 99–100 Commander’s copula * Reduce the armor class listed for the turret face by two letters.

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Hull-Down Facing When a tank is hit in the hull down position, roll a d12 and consult Table 11.7.

Table 11.7Hull-down Hit Location Roll Hit Location Roll Hit Location

1 Commander’s copula/AA gun 7 Turret face/flank/rear 2 Turret face/flank/rear 8 Turret face/flank/rear 3 Turret face/flank/rear 9 Turret face/flank/rear 4 Turret face/flank/rear 10 CITV (front or flank) 5 Coaxial machine gun (front or flank) 11 Turret face/flank/rear 6 Turret face/flank/rear 12 Main gun (front or flank)

ATGM (Anti-tank Guided Missiles) A number of AFVs are equipped with guided missiles designed to destroy main battle tanks. The hit probability for a fire and forget missile will be determined by Table 11.3. That number is then modified with the figures from Table 11.5. Missile target-lock will require two consecutively successful attack rolls. After which, the missile’s launch to impact-time is three seconds (top attack only). With wire and laser guided missiles, the launch will require an action (not an attack roll). However, it will be necessary to perform two CLOS (command to line-of- sight) skill tests as described in Table 10.15. If successful, consult Table 11.8 to determine the hit location. If the missile is using a direct attack mode, the hit or miss is applied immediately (use Table 11.6 or 11.7).

Table 11.8—ATGM Top-Attack Hit Location % Location % Location

1 Turret ring* 47–70 Upper hull 2–3 Main gun 71–83 Hull deck 4–19 Turret face 84–85 CITV & turret top* 20–42 Turret top* 86–90 Hull flank 43 Driver’s periscope & upper hull 91–95 Engine deck 44 AA gun & turret top* 96–99 Hull rear 45–46 Suspension & track 100 Commander’s copula* *Reduce the armor class listed for the turret face by two letters.

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Cars, Trucks and Humvees Most Armored Fighting Vehicles (AFV) are impervious to small arms fire. However, soft vehicles are readily penetrated. When cars, trucks and Humvees suffer engine hits, use an ER (explosive rating) percentage of 35 to determine the chance of fire. When struck by a high explosive projectile larger than 30mm, immediately judge it as catastrophic destruction. Determine the hit location by using table 11.9 below. If the bullets strike an area that is occupied, there will be a 25% chance (per bullet) that the passengers/operators are hit (one per bullet). If that happens, follow the hit location procedure outlined in Section 7.

Table 11.9—Hit Location for Wheeled Vehicles Die Roll Location Die Roll Location (Flank) (Front/Rear) 1 Engine/Cargo* 1 Engine 2 Engine/Cargo 2 Engine 3 Engine/Cargo* 3 Cab 4 Engine/Cargo 4 Cab 5 Cab 5 Cargo* 6 Cab 6 Cargo 7 Cab 7 Tire 8 Tire 8 Suspension 9 Suspension 9 Tire 10 Tire 10 Cargo* *If a wagon or gun is in tow, score this as the hit location. Towed objects will be destroyed on a roll equal to or less than the projectile’s casualty percentage. An HE round will automatically destroy any towed object. Armor Class In SOF Warrior, each location is assigned an armor class rating. The various classes are designated with the letters A–F followed by two numbers. The first number represents protection against sabot projectiles. The second simulates spaced armor or slope and the chance that it will disrupt the effect of a HEAT warhead. These numbers are subtracted from the penetration percentage to determine the final dice roll. In this way, it is possible to have a wide range of protection within each armor class. Sophisticated armor such as composites, laminate and chobham are designated with the letters A and B. Armor classes C–F will be used for light tanks and older model tanks which include more traditional material such as steel. All suspension and track locations will use armor class F unless noted otherwise. Reactive Armor Reactive armor is an explosive plate designed to prematurely detonate a HEAT round. Any area of a tank so equipped will have a 75% chance of functioning properly, and if successful will defeat the projectile or missile. The reactive plate can only absorb one attack per location and is not designed to handle tandem warheads. Nearby infantry is at risk from the explosion. Use a blast radius of 10-yards and a KZ of 15%.

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Angle of Attack The angle of attack can increase the armor protection (only in direct attack mode for missiles) and is given in terms of 0°, 15°, 30°, and 45°. Use a protractor to determine the proper angle. Be advised, there is wide variation between facings. To mitigate this, place a string in the middle of the attacking vehicle’s turret and stretch it to the center of the protractor, then consult Table 11.10. A head on facing will not alter the penetration percentage of the attacking gun. A 15° angle of attack will reduce the attacking gun’s penetration percentage by 5%. A 30° angle of attack will reduce the penetration percentage of the attacking gun by 10%. An angle of attack at 45° will reduce the penetration percentage by 15%.

Table 11.10Attack Angle Facing Angle Facing 0°–5° On either side will be considered as a head-on facing 6°–10° Could be either zero or fifteen. Therefore, a simple roll of the dice will decide. 11°–20° Will be considered a 15° facing for combat purposes. 21°–25° Could be either fifteen or thirty. Roll the dice (even/odd). 26°–35° Will be considered a 30° facing. 36°–40° Could be either thirty or forty-five. Roll the dice. 41°–50° Will be considered a 45° facing. 51°–55° Could be either forty-five or flank-thirty. Roll the dice. 56°–65° Is a 30° angle from flank. Re-adjust the protractor and start from the top of the chart.

Penetration with Sabot and HEAT The following tables list penetration data for both Sabot and HEAT projectiles. Once the hit location has been determined, cross reference the armor class with the appropriate projectile and range to target. This will yield an armor penetration number. Next, subtract the number listed on the armor data sheet (Appendix A) beside the area of the vehicle that was hit to determine a final penetration number. Be sure to factor any attack angle that may reduce the projectile’s penetration percentage. This number or lower must be rolled on a d100 in order for the projectile to penetrate the armor.

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Table 11.11—12.7mm-14.5mm AP Penetration 12.7-14.5mm 100-yards 250-yards 500-yards 1,000-yards 2,000-yards Point Blank Short Medium Long Extreme Armor Class “A” 0 0 0 0 0 Penetration % Armor Class “B” 0 0 0 0 0 Penetration % Armor Class “C” 0 0 0 0 0 Penetration % Armor Class “D” 0 0 0 0 0 Penetration % Armor Class “E” 50 40 30 20 10 Penetration % Armor Class “F” 100 80 60 40 20 Penetration %

Table 11.12—20-30mm AP Penetration 20-30mm 175-yards 450-yards 800-yards 1,600-yards 2,600-yards Point Blank Short Medium Long Extreme Armor Class “A” 0 0 0 0 0 Penetration % Armor Class “B” 0 0 0 0 0 Penetration % Armor Class “C” 25 10 0 0 0 Penetration % Armor Class “D” 50 35 20 5 0 Penetration % Armor Class “E” 75 60 45 30 15 Penetration % Armor Class “F” 100 85 70 55 40 Penetration %

Table 11.13—75-90mm Sabot/HEAT Penetration 75-90mm 200-yards 500-yards 900-yards 1,800-yards 2,800-yards Sabot/HEAT Point Blank Short Medium Long Extreme Armor Class “A” 29/25 28/25 27/25 26/25 25/25 Penetration % Armor Class “B” 44/40 43/40 42/40 41/40 40/40 Penetration % Armor Class “C” 59/55 58/55 57/55 56/55 55/55 Penetration % Armor Class “D” 74/70 73/70 72/70 71/70 70/70 Penetration % Armor Class “E” 89/85 88/85 87/85 86/85 85/85 Penetration % Armor Class “F” 104/100 103/100 102/100 101/100 100/100 Penetration %

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Table 11.14—100-115mm Sabot/HEAT Penetration 100-115mm 250-yards 750-yards 1,500-yards 2,500-yards 3,500-yards Sabot/HEAT Point Blank Short Medium Long Extreme Armor Class “A” 89/65 88/65 87/65 86/65 85/65 Penetration % Armor Class “B” 94/75 93/75 92/75 91/75 90/75 Penetration % Armor Class “C” 99/85 98/85 97/85 96/85 95/85 Penetration % Armor Class “D” 104/95 103/95 102/95 101/95 100/95 Penetration % Armor Class “E” 109/100 108/100 107/100 106/100 105/100 Penetration % Armor Class “F” 114/100 113/100 112/100 111/100 110/100 Penetration %

Table 11.15—120-125mm Sabot/HEAT Penetration 120-125mm 500-yards 1,000-yards 2,000-yards 3,000-yards 4,000-yards Sabot/HEAT Point Blank Short Medium Long Extreme Armor Class “A” 94/75 93/75 92/75 91/75 90/75 Penetration % Armor Class “B” 99/85 98/85 97/85 96/85 95/85 Penetration % Armor Class “C” 104/95 103/95 102/95 101/95 100/95 Penetration % Armor Class “D” 109/100 108/100 107/100 106/100 105/100 Penetration % Armor Class “E” 114/100 113/100 112/100 111/100 110/100 Penetration % Armor Class “F” 119/100 118/100 117/100 116/100 115/100 Penetration %

NOTE: Sabot is listed first and HEAT is listed second. Add 10% to the penetration percentage for a depleted uranium projectile.

Table 11.16—AT Missile Penetration ATGM (w/ missile diameter) Range *Armor Class Penetration % A B C D E F AT14 Kornet (152mm) 5.5km 47 100 100 100 100 100 BMG-71 TOW (127mm) 3750m 40 80 85 90 95 100 MILAN (115mm) 400–2000m 18 35 51 67 83 100 Javelin (127mm) 75–2500m 30 60 70 80 90 100 AT-3 Sagger (125mm) 500–3000m 20 40 55 70 85 100 Swingfire (170mm) 4000m 40 80 85 90 95 100 AGM-114 Hellfire (180mm) 500–8000m 50 100 100 100 100 100 Eryx (136mm) 50–600m 45 90 100 100 100 100 *If using bunkers or fortifications, assign an armor class (with or without modifiers) to the structure as a scenario condition.

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Damage Assessment When penetration occurs, there is a chance for internal damage. This varies depending upon the stowage of ammunition and protective measures for fuel tanks. Each AFV has an explosive rating (ER) that represents the likelihood the vehicle will brew up. This is also influenced by the caliber of the penetrating round. Most MBTs employ a driver in the front hull and a commander, gunner and loader in the turret. Consequently, penetration of the turret, front hull or flank will present a possibility for casualties. When a tank is penetrated, use Table 11.17 to determine damage and casualties. Armor values of the vision slot and machine guns should be reduced by two letter classes.

Author’s Tip. When a tank is penetrated, three percentage rolls are req.uired in the following order: explosive damage (when the engine and ammunition are involved), compartment destruction and casualties (caused by ricocheting fragments).

Table 11.17Damage and Casualty Percentages Casualty Caliber Percentage 7.62mm Rifle 25% 12.7–30mm 35% M72 LAW (66mm)/75mm 45% M136 AT4/M3 CarlGustav/RPG-7/85–90mm 55% 100–115mm 65% 120mm 75% 125mm 80% ATGM 95%

Explosive Damage The engine (listed first) and ammunition (listed second) offer a chance for catastrophic consequences following penetration (see Appendix A). Consult Table 11.17 to determine the chance of explosive damage and modify the percentage by the target vehicle’s explosion rating (ER). For example, the ER rating of the M1A2 Abrams is -25% (used for both engine and ammo). Penetration of the turret by a 125mm shell would have a 55% chance of detonating the ammunition. Penetration into other locations may destroy the compartment rendering the vehicle useless, but not necessarily create a fireball. When penetration fails to result in explosive damage, make a second roll (without ER) to determine compartment destruction using the same procedure. If a percentage-roll indicates possible casualties, roll for each crewman in the compartment and apply the modifier for enclosed space (1–40). A roll 41–100 will mean the crewman has escaped injury.

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Crew Morale Use the infantry procedure for determining if the crew bails out (panics-surrenders). There are a number of factors that will influence the crew’s behavior. Each crew member will make an individual saving throw against their Willpower attribute with the following modifiers. If the commander is alive, apply his Leadership modifier to the save. In some instances, more than one modifier will apply. Choose one that least favors the defender.

Table 11.18AFV Crew Morale Modifiers Situation Modifier Character is wounded -10 Commander is killed, wounded or disabled -8 Crewman is killed, wounded or disabled -7 Tank is hit and/or penetrated without damage -9 Tank is penetrated with compartment destruction -12 Main gun is destroyed -9 Vehicle is immobilized -7

NOTE: When the engine/ammunition burn(s), the tank will explode. If this happens, the crew must abandon the vehicle. Rate of Fire For armored vehicles, this is contingent upon the loader who serves the weapon. Table 11.19 will provide guidelines for determining how fast a tank may fire. This is based on a 120–125mm shell. Reduce the load time by one second for a 105mm cannon. Some MBT use auto-loaders which actually take a second or two longer (see data sheets). The British Challenger uses two part munitions to reduce the risk of explosive damage in the event of penetration.

Table 11.19Rate of Fire Troop Quality Time to Load Elite/Crack 4/5 actions Veteran 6 actions Professional/Regular 7/8 actions Green/Conscript 9/10 actions

Turret Rotation The modern MBT is equipped with electrically rotated turrets. Many are computer controlled and automatically move to engage multiple targets. The rotation for individual tanks (degrees per second) is listed on the tank data sheets in Appendix A.

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Flank/Hull Hits A flank/hull hit will necessitate a roll for explosive engine damage or ammunition cook-off. In the event of a flank hit, there will be a 50% chance of engine involvement. The front hull has a 25% chance of engine involvement. A HEAT round will never involve the engine when it hits the front hull. If the engine is involved, do not roll for compartment destruction. Bogging Once a tank bogs down, it may attempt to break free. The chance of success is determined by combining the driver’s skill with the Knowledge modifier and rolling a d20. After three unsuccessful attempts, the tank throws a track and becomes immobile. Close Infantry Assault This is a courageous act whereby a soldier enters into melee with an armored fighting vehicle. A character must pass a morale check prior to this act. A number of weapons can be used in this fashion i.e. mines, Molotov cocktails and satchel charges. The following chart provides penetration data and casualty percentages for close infantry assault.

Table 11.20Tank Assault Weapons Armor Class % of Penetration Device A B C D E F Casualty % Satchel Charge 0 0 0 10 50 90 40% AT mine 0 0 10 50 90 100 50% Molotov Cocktail 0 0 0 0 0 0 Chance of Engine Fire* *This is a primitive weapon that is thrown like a grenade. Use the engine-ER rating of a vehicle to determine the chance of engine destruction. On an attack roll of 20, the weapon fails to ignite. Use a flame radius of 2-yards. Spall Rating (SR) If a sabot round fails to penetrate there is still a chance of casualties due to internal armor flaking. There is a 50% chance minus the spall rating (SR) of the tank. If successful, another d100 roll of 1–40 will be necessary to register a hit. Smoke Dischargers Most MBTs have smoke dischargers located around the turret. These are activated by the commander. Depending on the number of tubes, they will propel the smoke canister fifteen yards covering a 180° arch in front of the tank. An Abram’s Triumph The following is a description of a fictional encounter between a U.S. M1A2 Abrams and an Iraqi T-72S. This offers the player a contextual step-by-step analysis of the rules mechanics as they relate to armored engagements. While reading this subsection, refer back to the appropriate tables for a better understanding of the procedures involved.

Lieutenant Peterson is unbuttoned in his M1A2 Abrams traveling down a desert road. The gunner, Sergeant Kowalski, scans his equipment for enemy vehicles. A potential

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threat is moving directly towards the Abrams at a distance of 1,000-yards. If the commander attempted a traditional spot with binoculars, acquiring the target would be remote at best. However, because the tank is equipped with sophisticated fire control computers, distance is not a factor. Although the Abrams is moving, it does not impair the gunner’s effort.

Kowalski has a professional troop quality. This gives him a skill of 6. His knowledge attribute is 13. Therefore, he begins the acquisition process with a base of 9. The digital fire control computer and the thermal imaging sight provide +2 while the T-72 is considered a large moving vehicle for another +3. One thousand yards is short range for the 120mm gun, which is the basis for range consideration (-1). Therefore, the final acquisition number for Kowalski is 13. Kowalski will have three attempts to acquire the enemy tank by virtue of his TQ modifier. He must roll at or below thirteen to successfully acquire the target.

For purposes of our example, Kowalski has locked on to the T-72. Lieutenant Peterson has been apprised of the situation and he orders Corporal Fisher to load a sabot round. It will take him six actions to do so. Once it is loaded, the lieutenant gives the order to fire.

Kowalski begins with a base To Hit probability of 75% minus the movement penalties of -70%. The enemy tank has a 0° facing from 1,000 yards (short range) for -10%. The Abrams has a GPS sight, a fire control computer, a laser range finder and a stabilized gun for a plus 85%. The T-72 is considered a large vehicle for another +10%. Lieutenant Peterson’s Leadership modifier adds +3 for a net of 93% to hit. Assuming the crew scores a hit, it’s time to see where the tank was struck and if the round penetrates.

Roll percentile dice and consult Table 11.6. A roll of “51” indicates a hit on the upper hull. The T-72 has an armor class of B for that location, but you must subtract 26% from the gun’s penetration percentage. A check of Table 11.15 reveals that a120mm gun striking class B armor from 1,000 yards has a 98% chance to penetrate, minus 26% for that location on the T-72. The net penetration percentage is 72%. A depleted uranium projectile will increase the penetration probability to 82%. Otherwise, a roll of 73% and higher will signify the projectile has been deflected by the armor. If the round is deflected, check for “spall” which can disable the crew. The T-72 has a spall rating (SR) of 0. Therefore, a 50% chance exists that the crew will suffer from interior armor flaking.

If the round penetrates, move to Damage Assessment and Table 11.17. The 120mm gun has a casualty percentage of 75 plus the T-72’s ammo explosion rating (ER) of +20%. This means that the T-72 has a 95% chance to brew up.

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Appendix A. Armored Fighting Vehicle Data Sheets In Appendix A you will find data sheets on an assortment of main battle tanks and armored personnel carriers. The list is not comprehensive, but does include some of the more common vehicles in service today throughout the world. Important statistics necessary to game-play are included as well as factual and historical data. The armor of these vehicles is classified. Consequently, they are listed in terms of class rating as opposed to absolute thickness.

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M1A2 Abrams MBT U.S. ER SR Road Speed: 42 mph (20.5 yps); Weight: 69.5 tons Crew: 4 -25% -35% 25mph in reverse (12.2 yps) Primary Armament: 120mm M256 Smooth Bore Ammunition Carried: 20 M8300 HEAT-MP-T and 20 M829 APFSDS-T which includes a depleted uranium core. Loading: The gun is loaded manually. See Rate of Fire- Table 11.19 Traverse Speed: (360°) 8-seconds/45° per second Elevation: -9° to +20° Fire Control: Commander's Independent Thermal Viewer (CITV) with second generation thermal imager; commander's display for digital color terrain maps; DRS Technologies second generation GEN II TIS thermal imaging gunner's sight with increased range; driver's integrated display and thermal management system; laser rangefinder, north-finding module and precision lightweight global positioning receiver which provides targeting solutions for the new Far Target Locate (FTL) function.

The M1A2 Abrams tank has a two-axis Raytheon Gunner's Primary Sight- Line of Sight (GPS-LOS) which increases the first round hit probability by providing faster target acquisition and improved gun pointing. The Thermal Imaging System (TIS) has magnification x10 narrow field of view and x3 wide field of view. The thermal image is displayed in the eyepiece of the gunner's sight together with the range measurement from a laser rangefinder. The Northrop Grumman (formerly Litton) Laser Systems Eye-safe Laser Rangefinder (ELRF) has range accuracy to within 10m and target discrimination of 20m. The gunner also has a Kollmorgen Model 939 auxiliary sight with magnification x8 and field of view 8 degrees

The digital fire control computer is supplied by General Dynamics - Canada (formerly Computing Devices Canada). The fire control computer automatically calculates the fire control solution based on: lead angle measurement; bend of the gun measured by the muzzle reference system; velocity measurement from a wind sensor on the roof of the turret; data from a pendulum static cant sensor located at the centre of the turret roof. The operator manually inputs data on ammunition type, temperature, and barometric pressure. Secondary Armament: The commander has a (x3 sight) 12.7mm Browning M2 machine gun and the loader has a 7.62mm M240 machine gun. A 7.62mm M240 machine gun is also mounted coaxially on the right hand side of the main armament. One L8A1 six-barreled smoke grenade discharger is fitted on each side of the turret. A smoke screen can also be laid by an engine operated system. Stabilization: Textron Systems provides the Cadillac Gage gun turret drive stabilization system. NBC Protection: 200 SCFM, clean cooled air

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A C F 25:23 20:18 15:13 29:23 26:18 20:18 20:18

NOTE: The commander's station is equipped with six periscopes, providing 360 degree view. The Raytheon Commander's Independent Thermal Viewer (CITV) provides the commander with independent stabilized day and night vision with a 360 degree view, automatic sector scanning, automatic target cueing of the gunner's sight and back-up fire control. The M1A2 tank incorporates laminate/steel encased depleted uranium armor. Armor bulkheads separate the crew compartment from the fuel tanks. The top panels of the tank are designed to blow outwards in the event of penetration by a HEAT projectile. In the absence of infantry, it can be fitted with reactive armor.

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Challenger 2 U.K. ER SR Road Speed: 35 mph (17.1 yps) Weight: 68.8 tons Crew: 4 -25:-30% -40% Primary Armament: 120mm L30A1 Ammunition Carried: (20 APFSDS; 20 HESH and 10 Smoke) Around 50 rounds can be carried from a selection of APFSDS, HESH or smoke. A depleted uranium (DU) APFSDS round known as CHARM 1 (Challenger Armament) was produced. This has been replaced with the improved CHARM 3 round. As with earlier versions of the 120mm gun, the rounds are two-part consisting of a separate charge and warhead. Contrary to much speculation, this does not reduce the rate of fire of the Challenger 2. In fact, a loader can often sustain a higher rate of fire than auto-loaders with single piece ammunition. Further, separate charge sticks reduce the likelihood of enemy fire igniting the ammunition. Loading: The gun is loaded manually. See Rate of Fire- Table 11.19; The British Army maintained its requirement for a four-man crew (including a loader) after risk analysis of the incorporation of an automatic loader suggested that auto- loaders reduced battlefield survivability. Mechanical failure and the time required for repair are prime concerns. Furthermore, a manual loader is able to maintain a higher rate of fire than possible with current auto-loaders. Traverse Speed: (360°) 9-seconds/40° per second (electric) Elevation: -10° to +20° Fire Control: The commander has a panoramic SAGEM VS 580-10 gyro-stabilized sight with laser rangefinder. Elevation range is +35° to – 35°. The commander’s station is equipped with eight periscopes for 360° vision. The Thermal Observation and Gunnery Sight II (TOGS II) from Thales, provides night vision. The thermal image is displayed on both the gunner’s and commander’s sights and monitors. The gunner has a stabilized Primary Sight using a laser rangefinder with a range of 200m to 10km. The driver is equipped with Thales Optronics image-intensifying Passive Driving Periscope (PDP) for night driving. Secondary Armament: A 7.62mm L94A1 chain gun is fitted to the left of the main gun. A 7.62 mm L37A2 machine gun for anti-air defense is mounted on the commander’s cupola. 4000 7.62mm rounds are carried. On each side of the turret are five L8 smoke grenade dischargers. Challenger 2 can also create smoke by injecting diesel fuel into the exhaust manifolds. The Challenger 2E also has gauss coils fitted beneath its armor to protect against EMP blasts generated by a nuclear detonation. Stabilization: The gun control is an all-electric stabilization system. NBC Protection: The nuclear, biological and chemical (NBC) protection system is located in the turret bustle.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Track A A A A A A A C F 22:28 18:28 15:22 28:29 25:23 16:22 16:22

NOTE: The Challenger 2 uses second generation Chobham armor and is the best protected tank in NATO. The Chobham armor is rated better against HEAT than kinetic munitions.

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T-72S (export version of T-72B) Russia ER SR Road Speed: 37 mph (18 yps) Weight: 51.2 tons Crew: 3 +5:+20% 0% Primary Armament: 125mm L/80 D-81 smoothbore gun Ammunition Carried: 45 rounds; 22 rounds are carried on an automatic loading carousel. The gun fires separate loading armor piercing discarding sabot rounds (APDS: 18), high explosive anti-tank rounds (HEAT: 6) and high explosive fragmentation (HE-FRAG: 21) projectiles. Loading: This tank uses an auto loader placing severe limitations on the load speed and reducing the rate of fire. The system is rather slow and prone to malfunction if not maintained properly (as any mechanical part of modern weapons). It takes fifteen seconds to load a new shell into the main gun, during which time the main gun is not aimed at target because the autoloader must crank the gun up three degrees above the horizontal in order to depress the breech end of the gun and line it up with the new shell. With a laser range-finder and a ballistic computer, final aiming takes at least another three to five seconds, but aiming is pipe-lined into last steps of auto-loading so it proceeds simultaneously. Even with a very proficient, well-trained crew, a tank with such an autoloader in a condition of poor maintenance (uncommon in elite or guards tank regiments) can only fire approximately four aimed shots per minute. But the reloading can be done even during movement through rough terrain, which is impossible for a human loader. Thus practical rate of fire and crew safety is considered as advantageous. Refilling the autoloader with new shells is a real maintenance burden and requires great attention to maintain the specified sequence. Trained T-72 crews find reloading not much worse than loading any other tank; the separated cartridges are easier to handle. Traverse Speed: (360°) 10-seconds/36° per second Elevation: -6° to +14° (may not fight in hull down position due to elevation limitations) Fire Control: Fire accuracy is attained by a laser rangefinder sight, ballistic computer and a thermal barrel sleeve. However, the vast majority of T-72s do not have FLIR thermal imaging sights, though all T-72s (even those exported to the Third World) possess the characteristic (and inferior) 'Luna' IR illuminator. Thermal imaging sights are extremely expensive, and the new Russian FLIR system, the 'Buran-Catherine Thermal Imaging Suite' was only introduced recently on the T-80UM tank. Most T-72s found outside the former Soviet Union do not have laser range-finders. Only the most modern Russian tanks incorporate the ballistic computers that have equipped Western tanks since the mid 1970s. The basic T-72 design has extremely small periscope view-ports, even by the constrained standards of battle tanks, and the driver's field of vision is significantly reduced when his hatch is closed. Secondary Armament: 7.62mm co-axial machine gun and 12.7mm air defense machine gun mounted on the commander's cupola. The tank's anti-armor missile system is the 9K120 Svir (NATO codename AT-11 Sniper), designed by the KBP Instrument Design Bureau, Tula. The system is intended to engage tanks fitted with ERA (Explosive Reactive Armor) as well as low-flying air targets. It has a range of 100m to 4,000m and firing requires the tank to be stationary. The system’s 9M119 missile has semi-automatic laser beam-riding guidance. The gun's automatic loader will feed both ordnance and missiles. Stabilization: Dual axis stabilization ensures effective firing on the move. NBC Protection: The inside of both hull and turret is lined with a synthetic fabric made of boron compound, meant to reduce the penetrating radiation from neutron bomb explosions. The crew is supplied clean air via a complicated air filter system, which was designed to protect from the effects of nuclear, chemical, and biological warfare. A slight over- pressure prevents entry of contamination via bearings and joints.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Track B B B B C C C D F 22:21 18:17 18:17 26:20 20:19 16:15 16:15

NOTE: Regarding the ER rating- Although its diesel engine reduces the risk of fire, the ammunition is not protected and therefore, subject to catastrophic explosions. The turret is prone to blow off.

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Merkava Mark 4 Israel ER SR Road Speed: 40 (19.6 yps) Weight: 65 tons Crew: 4 -25% -30% Primary Armament: 120mm smooth bore cannon Ammunition Carried: The tank carries 48 rounds of ammunition each stored in a protective container. An electrically operated revolving magazine contains 10 ready-to-fire rounds. The range of ammunition includes APFSDS- T M711 (CL 3254), the HEAT-MP-T M325 (CL 3105) and the TPCSDS-T M324 (CL 3139) supplied by the Ammunition Group of Israel Military Industries. The gun is also capable of firing French, German or US 120mm rounds. Loading: The gun is loaded manually. Traverse Speed: (360°) electric 9-seconds/40° per second Elevation: -8.5° to +20° Fire Control: The new fire control system, developed by El Op, includes very advanced features including the capability to acquire and lock onto moving targets, even airborne helicopters, while the tank itself is on the move. The computer controlled fire control system includes line of sight stabilization in two axes, a second-generation television sight and automatic thermal target tracker, a laser range finder, an improved thermal night vision system and a dynamic cant angle indicator. The commander's station is fitted with a stabilized panoramic day and night sight. The integrated operating system includes advanced data communications and battle management. Tadiran developed the Merkava's communications system, the inter communication system and the VRC 120 vehicular transceiver radio with embedded auxiliary receivers. The protection suite includes an advanced electromagnetic threat identification and warning system. Secondary Armament: The tank is fitted with 7.62mm machine guns and an internally operated 60mm mortar system developed by Soltam Ltd. The mortar can fire explosive and illumination rounds to a range of 2,700m. Stabilization: The 120mm smooth bore cannon is fully stabilized. NBC Protection: Individual and overpressure protection systems against contamination by NBC warfare.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A B F 19:45 10:10 10:10 23:46 12:20 8:10 10:12

NOTE: The layout is unconventional with the engine located in the front of the vehicle, and the fighting compartment in the rear.

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LeClerc MBT France ER SR Road Speed: 45 mph (22 yps) Weight: 62.3 tons Crew: 3 -25% -15% Primary Armament: 120mm L/52 smooth-bore Ammunition Carried: (40) The gun, which fires APFSD (Armor Piercing Fin Stabilized Discarding Sabot) and HEAT (High Explosive Anti Tank) rounds, has a firing rate of 12 rounds per minute (1:5 seconds). The aiming system is entirely electrical for improved acceleration. Twenty-two (22) rounds of ready-to-use ammunition are carried. Loading: The tank has a bustle-mounted automatic loading system, which allows cross-country fire-on-the-move against mobile targets (6-seconds). Traverse Speed: (360°) electric 9-seconds/40° per second Elevation: -8° to +15° Fire Control: The digital fire control system allows the gunner or commander to select six different targets to be engaged in just over 30 seconds. The system's digital computer allows real-time treatment of data from the tank's sensors and sights.

The commander has eight periscopes and an HL-70 stabilized panoramic sight from Safran (formerly SAGEM). HL-70 includes laser rangefinder, day channel, and second generation image intensifier. Recognition range is 4km and identification range is 2.5km. The commander has a display showing the gunner's thermal sight. The gunner's station is equipped with gunner's main sight, three periscopes and a visual display unit. The gunner's stabilized sight is SAVAN 20 from Safran, which contains a three-field-of-view thermal imager.

The driver's station has three periscopes, of which the centre periscope is the OB-60 driver's sight developed by Thales Optronique (formerly Thomson-CSF) which has day and night channels. Secondary Armament: The tank is also armed with a 12.7mm machine gun co-axial with the main gun and a roof-mounted 7.62mm anti-aircraft gun. Leclerc is fitted with Galix combat vehicle protection system, developed by GIAT and Lacroix Tous Artifices. Nine launch tubes for the 80mm grenades are fitted on either side of the turret roof. The Galix system can launch smoke, anti-personnel grenades or infrared decoys. Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A C F 18:5 18:5 12:5 26:15 10:10 18:15 18:15

NOTE: The Leclerc is fitted with the FINDERS (Fast Information, Navigation, Decision and Reporting System) battlefield management system, developed by Giat. FINDERS includes a color map display which shows the positions of the host tank, allied and hostile forces and designated targets and can be used for route and mission planning.

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Appendix A. Armored Fighting Vehicle Data Sheets

Chieftain Mk 5 MBT U.K. ER SR Road Speed: 30 mph (14.7 yps) Weight: 60.63 tons Crew: 4 +15: +10% +20% Primary Armament: 120mm L11 A5 rifled barrel Ammunition Carried: 64 rounds of separate loading type- APFSDS, APDS, HESH and smoke Loading: The gun is loaded manually (add two seconds to load time). Traverse Speed: (360°) 15-seconds/24° per second (hydraulic) Elevation: -10° to +20° Fire Control: A variety of fire control systems and thermal sights are available for Chieftain, including the Barr and Stroud TOGS thermal sight system. The 1R26 thermal camera can be used with the 1R18 thermal night sight. It has wide (13.6") and narrow (4.75") fields of view, and is compatible with TOGS format. GEC Sensors offers a long list of sights including: Multi-sensors Platform, Tank Thermal Sensor, TLS (tank laser sight) and SS100/110 thermal night sight. Secondary Armament: 7.62mm L8A1 machine gun- Coaxial to main gun; 7.62mm L37A1 machine gun- Turret cupola. Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks C D D C C D D E F 15:25 10:18 8:15 18:28 15:18 18:22 16:19

NOTE: Still in service with Iran, Iraq and Jordan

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T-80B MBT Russia ER SR Road Speed: 44 mph (21.5 yps) Weight: 50.71 tons Crew: 3 +20% +15% Primary Armament: 125 mm 2A46 smoothbore gun Ammunition Carried: The ammunition is stored in the most protected area - below the crew inside the crew compartment in the autoloader carousel. This means that if the tank is penetrated, the ammunition can cook off, killing the crew and blowing the turret into the air.

The BK-29 round, with a hard penetrator in the nose is designed for use against reactive armor, and as an MP round has fragmentation effects. The more recent BK-27 HEAT round offers a triple-shaped charge warhead and 50mm more penetration. The electronic round fusing system for Ainet rounds is available for other tanks. This round uses technology similar to that for French Oerlikon's AHEAD rounds. The round is specially designed to defeat targets by firing fragmentation patterns forward based on computer calculated settings from the laser range-finder and other inputs. These targets include helicopters and dug in or defilade priority ground threats, such as ATGM positions. Rate of fire is 4 rd/min. If the BK-29 HEAT-MP is used, it may substitute for Frag-HE (as with NATO countries) or complement Frag-HE. With three round natures (APFSDS-T, HEAT-MP, ATGMs) in the autoloader vs. four, more antitank rounds would be available for the higher rate of fire. The ATGM may be launched while moving slowly (NFI). The AT-8 can be auto-loaded with the two halves mated during ramming; but the stub charge is manually loaded. Loading: Autoloader speed is from 7.1 seconds to 19.5 s depending on the initial position of autoloader carousel. Traverse Speed: (360°) 10-seconds/36° per second Elevation: -5° to +14° Fire Control: The T-80 is the first production Soviet tank to incorporate a laser range finder and ballistic computer system. The original night sight is the II Buran-PA (800-1300 meters range). The 12.7-mm MG NSVT has both remote electronically operated sight PZU-5 and gun-mounted K10-T reflex sight.

The night sight cannot be used to launch the ATGM. The day-sight can be used at night for launching ATGMs if the target is illuminated. A variety of thermal sights are available, including the Russian Agava-2, French SAGEM- produced ALIS and Namut sight from Peleng. Thermal sights are available for installation which permit night launch of ATGMs. Secondary Armament: Missile launcher, 7.62mm coaxial machine gun, 12.7 AA, smoke and grenade dischargers Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A B B A B C C D F 21:28 13:25 13:25 22:28 18:24 20:20 20:20

NOTE: When fitted with explosive reactive armor [ERA] the T-80 is virtually immune over its frontal arc to penetration from all current NATO ATGMs which rely on a HEAT warhead to penetrate armor. On the turret of the T-80, the panels are joined to form a shallow chevron pointing. Explosive reactive armor is also fitted to the forward part of the turret roof to provide protection against top attack weapons. The explosive reactive armor does not provide any added protection against APDS or APFSDS attack.

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Appendix A. Armored Fighting Vehicle Data Sheets

Leopard 2 MBT Germany ER SR Road Speed: 45 mph (22 yps) Weight: 60.8 tons Crew: 4 -30% -10% Primary Armament: 120mm L/55 smooth bore gun Ammunition Carried: 42 x 120mm (APFSDS-T/HEAT); 4,750 x 7.62mm Loading: The gun is loaded manually. Traverse Speed: (360°) 9-seconds/40° per second Elevation: -9° to +20° Fire Control: The commander's station has an independent periscope, a PERI-R 17 A2 from Rheinmetall Defense Electronics (formerly STN Atlas Elektronik) and Zeiss Optronik GmbH. The PERI-R 17 A2 is a stabilized panoramic periscope sight for day/night observation and target identification, and it provides an all round view with a traverse of 360°. The thermal image from the commander's periscope is displayed on a monitor. The PERI-R17 A2 can also be used for weapon firing as it is slaved into the tank's fire control system. The image from the gunner's thermal sight can also be transmitted to the commander's PERI-R17 periscope so the commander can switch the gunner's video image to the commander's monitor. This enables the commander and the gunner to have access to the same field of view of the combat range.

The gunner's station is equipped with a Rheinmetall Defense Electronics EMES 15 dual magnification stabilized primary sight. The primary sight has an integrated laser rangefinder and a Zeiss Optronik thermal sight, model WBG-X, which are both linked to the tank's fire control computer. The thermal sight uses standard US Army common modules, with 120 element cadmium mercury telluride, CdHgTe (also known as CMT) infra-red detector array operating in the 8 to 14 micron waveband. The infra-red detector unit is cooled with a Stirling closed-cycle engine.

The sight is fitted with a CE628 laser rangefinder from Zeiss Optronik. The laser is a Neodinium Yttrium Aluminum Garnet, (Nd:YAG) solid state laser. The rangefinder can provide up to three range values in four seconds. The range data is transmitted to the fire control computer and is used to calculate the firing algorithms. Also, because the laser rangefinder is integrated into the gunner's primary sight, the gunner can read the digital range measurement directly. The maximum range of the laser rangefinder is less than 10,000m with accuracy to within 20m. The command and fire control procedure known as first echo selection is used for laser range-finding for anti- helicopter operations. The principal weapon uses electronic firing to reduce reaction times. Secondary Armament: 1 x coaxial 7.62 mm machine gun; 1 x 7.62 mm anti-aircraft machine gun Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A C F 23:21 19:21 15:21 26:25 20:22 12:10 12:10

NOTE: The mine protection kit consists of add-on armor elements including a new plate under the tank floor, new vision systems and re-stowage arrangements for ammunition. Trials in February 2004 demonstrated that, with the new armor package, Leopard 2 tank crews could survive the detonation of an anti-tank mine under the tank without suffering any injuries.

The crew compartment is equipped with a fire and explosion detection and suppression system which has been licensed by the company Deugra Ges. für Brandschutzsysteme of Ratingen, Germany from the UK company Kidde- Graviner of Slough, Berkshire. A fireproof bulkhead separates the fighting compartment from the engine compartment at the rear of the vehicle.

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M60A3 U.S. ER SR Road Speed: 30 mph (14.7 yps) Weight: 58 tons Crew: 4 +10: +20% +20% Primary Armament: 105mm M68; both gunner and commander are able to fire the gun and select the type of ammunition to be fired. Ammunition Carried: 63 rounds of APFSDS, APDS, HESH, HEAT, and smoke projectiles Loading: The gun is loaded manually. Traverse Speed: (360°) 10-seconds/36° per second Elevation: -10° to +20° Fire Control: The tank is fitted with a Raytheon fire control system including an AN/WG-2 eye safe laser rangefinder and M21 ballistic computer. The gunner's sight is bore sighted with the laser rangefinder. The tank's M21 fire control computer senses the type of ammunition, which has been selected. The gunner provides the input data for the air temperature and pressure. Other input data is downloaded from various sensors: the target range from the laser rangefinder and cant, crosswind, and inertial tracking rates from the gun stabilization unit. This allows accurate engagement against moving targets while the tank is on the move. Secondary Armament: The 12.7mm AA gun is roof mounted and the tank carries 900-rounds of ammunition. The coaxial weapon is the 7.62mm M240 machine gun. The tank has two smoke generation systems, an engine exhaust smoke system which sprays fuel into the exhaust manifold, and two six-barreled smoke grenade launchers which are fitted on ether side of the turret. Stabilization: The gun is fully stabilized in the elevation and traverse axes, and is fitted with a thermal sleeve. NBC Protection: The crew is provided with a nuclear biological and chemical warfare protection system and a fire detection and halon gas fire extinguishing system.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks C C C C C C C E F 12:20 8:17 12:15 17:23 14:10 10:15 10:15

NOTE: M60 tanks have been fitted with mine clearance systems for use in wartime and in post war periods of de- escalation of hostilities for the reclamation of land for safe use. The Pearson Engineer Mine plough contains a magnetic signature device, the Demeter, to explode magnetically influenced anti-tank mines ahead and to the side of the vehicle. At each side at the rear of the M60 tank the Pearson Pathfinder minefield marking system marks the cleared safe lane.

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Appendix A. Armored Fighting Vehicle Data Sheets

T-90S Russia ER SR Road Speed: 37 mph (18 yps) Weight: 51.26 tons Crew: 3 -15:+15 +15 Primary Armament: 125mm 2A46M smoothbore gun Ammunition Carried: (43) The gun can fire a variety of ammunition including APDS (Armor Piercing Discarding Sabot), HEAT (High Explosive Anti-Tank), HE-FRAG (High Explosive Fragmentation) as well as shrapnel projectiles with time fuses. The T-90S gun can also fire the 9M119 Refleks (NATO designation AT-11 Sniper) anti-tank guided missile system. The range of the missile is 100m to 4,000m and takes 11.7 sec to reach maximum range. The system is intended to engage tanks fitted with ERA (Explosive Reactive Armor) as well as low-flying air targets such as helicopters, at a range of up to 5km. The missile system fires either the 9M119 or 9M119M missiles which have semi- automatic laser beam-riding guidance and a hollow charge warhead. Missile weight is 23.4kg. Loading: The gun’s automatic loader will feed both ordnance and missiles (8-seconds). Traverse Speed: (360°) 10-seconds/36° per second Elevation: -6° to +14° Fire Control: The T-90S has the 1A4GT integrated fire control system (IFCS) which is automatic but with manual override for the commander. The IFCS contains the gunner's 1A43 day fire control system, gunner's TO1-KO1 thermal imaging sight which has a target identification range of 1.2km to 1.5km and commander's PNK-S sight.

The gunner's 1A43 day FCS comprises: 1G46 day sight/rangefinder with missile guidance channel, 2E42-4 armament stabilizer, 1V528 ballistic computer and DVE-BS wind gauge.

The commander's PNK-4S sight includes a TKN-4S (Agat-S) day/night sight which has identification ranges of 800m (day) and 700m (night). The driver is equipped with a TVN-5 infrared night viewer. Secondary Armament: Coaxial 7.62mm PKT machine gun and a 12.7mm air defense machine gun. A 5.45mm AKS-74 assault rifle is carried on a storage rack. Stabilization: The gun is stabilized in two axes and fitted with a thermal sleeve. NBC Protection: It is fitted with NBC (nuclear, biological and chemical) protection equipment.

Armor Class Rating (APDS:Reactive) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A C F 16:21 12:18 11:16 18:20 16:13 10:12 10:12

NOTE: The T-90 tank is protected by both conventional armor-plating and explosive reactive armor (ERA). The T- 90 is fitted with the Shtora-1 defensive aids suite which is produced by Electronintorg of Russia. This system includes infrared-jammer, laser warning system with four laser warning receivers, grenade discharging system which produces an aerosol screen and a computerized control system.

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T-62 MBT Russia ER SR Road Speed: 31 mph (15.2 yps) Weight: 44.1 tons Crew: 4 +5:+20% +15% Primary Armament: The 115mm smoothbore main gun fires a hypervelocity, armor-piercing, fin-stabilized, discarding sabot (HVAPFSDS) round with a muzzle velocity of 1,615 meters per second. The penetrator flies in a very flat trajectory and is therefore extremely accurate out to a maximum effective range of 1,600 meters. Ammunition Carried: Although the specific number of each type of round varies with the anticipated tactical situation, the 40-round basic load typically includes 12 HVAPFSDS rounds, 6 HEAT rounds, and 22 HE rounds. Loading: Although loaded by hand, the T-62 also has an automatic shell ejector system which is activated by the recoil of the main gun and ejects spent casings through a port in the rear of the turret. Traverse Speed: (360°) 12-seconds/30° per second Elevation: -6° to +16° Fire Control: It is fitted with passive night sights and a laser range finder. There are thermal sights which permit night launch of ATGMs. The 1K13 sight is both night sight and ATGM launcher sight; however, it cannot be used for both functions simultaneously. Optional sights and fire control systems include the Israeli El-Op Red Tiger and Matador FCS, Swedish Nobel-Tech T-series sight, and German Atlas MOLF. The British Marconi Digital FCS, South African Tiger, and Belgian SABCA Titan offer upgraded function. One of the best is the Slovenian EFCS-3 integrated FCS. A variety of thermal sights are available. They include the Russian Agava, French SAGEM-produced ALIS and Namut sight from Peleng. Secondary Armament: A 7.62mm machine gun is mounted coaxial to the right of the main armament, and a 12.7mm AA machine gun is mounted on the roof. To fire the 12.7mm antiaircraft machinegun, the loader must be partially exposed, making him vulnerable to suppressive fire, and he must also leave his main gun loading duties unattended. Stabilization: Yes; in both horizontal and vertical planes NBC Protection: Some T-62s have been retrofitted with full NBC collective protection systems (air filtration and overpressure) including the PAZ radiation detection system. Opening the gun ejection port under NBC conditions would also expose the crew to contamination.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks C C C C C C C E F 21:19 15:19 15:19 24:20 18:18 9:10 8:10

NOTE: The T-62 has a cramped crew compartment, thin armor, crude gun control equipment (on most models), limited depression of main gun, and vulnerable fuel and ammunition storage areas. The automatic spent-cartridge ejection system can cause dangerous accumulations of carbon monoxide and possibly actual physical injury to the crew from cartridge cases projected against the edge of a poorly aligned ejection port and rebounding into the crew compartment. Each time the gun is fired, the tube must go into detente for cartridge ejection, and the power traverse of the turret is inoperable during ejection and reloading operations. Since manual elevation and traverse are rather slow and not effective for tracking a moving target, rapid fire and second-hit capabilities are limited. The turret also cannot be traversed with the driver's hatch open. Although the tank commander may override the gunner and traverse the turret, he cannot fire the main gun from his position. He is unable to override the gunner in elevation of the main gun, causing target acquisition problems.

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Appendix A. Armored Fighting Vehicle Data Sheets

T-54/55 MBT Russia ER SR Road Speed:31 mph (15.2 yps) Weight: 39.68 tons Crew: 4 +5:+20% +20% Primary Armament: 100mm rifled gun, D-10T2S Ammunition Carried: A variety of rounds are available. They include the GIAT NR 322/ NR 352 APFSDS-T and Slovak JPrSv APC-T with ranges beyond 2,000 m. Antitank Guided Missiles; AP, HE, HE-FRAG, HEAT-FS and HVAPDS-T Loading: Manual; rate of fire is hampered by turret design; 4-rounds per minuet (15-seconds for a regular TQ) Traverse Speed: (360°) 12-seconds/30° per second Elevation: -5° to +17° Fire Control: Day sight- TShSM-32PV, 3.5x and 7x; Rangefinder- KDT-2 Laser; infra-red night searchlight right of main armament Secondary Armament: One coaxial mounted 7.62-mm (7.62x 54R) Machinegun PKT-T; one 12.7-mm (12.7x108) AA MG DShKM; Smoke grenade launchers (4x 81-mm each side of turret), and 24 grenades. Vehicle engine exhaust smoke system Stabilization: M1 Tsiklon 2-plane (vertical and horizontal) NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks C C C C C C C E F 18:19 12:19 12:19 20:16 12:15 8:8 8:8

NOTE: The first operational active protection system [APS], named Drozd, was developed by the Soviet Union between 1977 and 1982. This system was installed on 250 naval infantry T-55As (redesigned T-55ADs) in the early 1980s, and was designed for protection from ATGMs and antitank grenades. It used primitive millimeter-wave radar sensors on each side of the turret to detect incoming rounds. A filter in the radar processor was intended to ensure that the system responded only to targets flying at speeds typical of ATGMs. These are engaged by one or more short-range rockets carrying fragmentation warheads (similar to mortar rounds), fired from four-round launchers (one on each side of the turret). Drozd provides maximum overlap and protection only to the forward 60° portion of the turret, leaving the sides and rear vulnerable. The tank crew can change the orientation of the system by rotating the turret. Drozd suffered from several shortcomings. Its radar was unable to determine threat elevation levels adequately, and the self-defense rockets would almost certainly have caused unacceptably high levels of collateral damage, particularly to accompanying dismounted infantry. Use 40% as the success percentage when deploying the reactive armor package described above.

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T-84 MBT Ukraine ER SR Road Speed: 40 mph (19.6 yps) Weight: 50.71 Crew: 3 -10:-15% -20% Primary Armament: The main armament comprises a stabilized 125mm KBA3 smoothbore gun fitted with a thermal sleeve and fume extractor (bore evacuator). Ammunition Carried: The T-84 has a total of 40 rounds of separate loading ammunition (projectile and charge), of which 28 rounds are placed in the automatic loader. Types of ammunition that can be fired by the gun include APFSDS (armor-piercing fin-stabilized discarding sabot), HEAT (high explosive anti-tank), HE-FRAG (high explosive fragmentation) rounds as well as laser beam-riding guided missiles. Loading: Carousel-type automatic loader (8-seconds) Traverse Speed: 360° in 9-seconds/40°/s Elevation: -5° to +13° (hydraulic) Fire Control: magnification of x7.6 and a night channel with a magnification of x5.8. Also incorporates a laser range- finder, which gives the commander an independent laser range-finding capability, as well as having a lateral lead input device. A simple switch enables the commander to change from the daylight channel to the night (image intensification) channel and back again. The outlet windows of the above sighting systems are provided with protective glasses which are capable of being kept clean with the help of a hydraulic and pneumatic cleaning system. In order to calculate ballistic corrections, the LIO-V ballistic computer automatically takes into account all the inputs from the sensors including tank speed, angular target speed, gun trunnion axis cant, crosswind speed, target range, and course angle. The computer also computes the time when the high-explosive fragmentation projectile with controlled detonation should be detonated over the target. The fire control system has a so-called dynamic fire gating capability, i.e., after the gun firing button has been pushed, the gun will only fire when the misalignment between the line of sight and the gun bore axis is within acceptable limits. To automatically correct for the residual thermal gun distortion when computing ballistic corrections, the tank is fitted with a muzzle reference system, which feeds information about the gun barrel distortion value into the ballistic computer. To enable a broad sector of terrain to be observed, the crew stations are fitted with unity magnification periscope vision blocks. The commander's station is provided with a number of unity vision blocks to give an instantaneous 'all round' vision facility when closed down. The gunner's 1G46M day sight has a two-axis stabilized line of sight and incorporates a laser range-finder and a missile guidance capability. It is also fitted with an automatic gyro drift compensation device. The sight field-of-view has magnification values in the range x2.7 to x12. Secondary Armament: 7.62 coaxial MG; 12.7mm AA MG mounted on the commander's cupola can be aimed and fired while the commander remains in the vehicle under full armor protection; 2 x 6 smoke grenades Stabilization: Yes; gun is stabilized in both elevation and traverse. NBC Protection: The overpressure-type NBC protection system protects the crew and inner equipment of the tank against the nuclear weapon effects, radioactive dust, toxic agents and bacteriological materials. The radiation shielding is designed in the form of a liner fixed on both internal and external surfaces of the tank to give protection against radiation from nuclear explosions.

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks A A A A A A A C F 22:21 16:18 16:18 23:24 20:17 17:15 16:14

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Appendix A. Armored Fighting Vehicle Data Sheets

Scorpion 90 Reconnaissance Vehicle U.K. ER SR Road Speed: 50 mph (24.4 yps) Weight: 8.9 tons Crew: 3 +5:+15% +20% Primary Armament: Belgian Cockerill 90mm Mk III Gun Ammunition Carried: HESH, HE, Smoke (40) Loading: Manual Traverse Speed: (360°) Manual Elevation: -10° to +35° Fire Control: Laser Rangefinder/Thermal Night Vision/Image Intensification/ The commander and gunner have day sights with magnifications of x1 and x10. Secondary Armament: 7.62mm Left mounted Coaxial Machine Gun/1x 7.62mm machine gun (air defence) Combat weight: 8,723kg Stabilization: No NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks D E C D D E E E F 10:10 5: 5 5:5 10:10 10:10 5:5 5:5

NOTE: The Alvis Vehicles Scorpion was originally developed to meet a British Army requirement for the Combat Vehicle Reconnaissance (Tracked). The first production units were completed in 1972 armed with a 76mm gun and powered by a Jaguar 4.2-litre petrol engine.

Since then Alvis has built more than 3,000 Scorpion vehicles for the home and export market. The latest production model is powered by a more fuel-efficient diesel engine (Cummins or Perkins) and is fitted with a Cockerill 90mm gun. It is equipped with a flotation screen that makes the vehicle fully amphibious.

A wide range of optional equipment is available including an NBC (nuclear, biological, chemical) protection system, image intensification or thermal night vision equipment, a powered turret, navigation system, air- conditioning system and floatation screen, for example.

Variants: Striker anti-tank guided weapon carrier; Spartan armored personnel carrier; Stormer, based on components of CVR (T); Samson armored recovery vehicle; Sultan command post vehicle; Samaritan armored ambulance, Scimitar and Sabre (30mm cannon).

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M2A3 Bradley IFV U.S. ER SR Road Speed: 38 mph (18.6 yps) Weight: 25 tons Crew: 3+6 +10:+15% +20% Water Speed: 4 mph (2 yps) Primary Armament: 25mm M242 “Bushmaster” Chain Gun/cyclic rate of 200 rpm (3 bps). In the event of a high explosive miss against infantry targets, dice for all three rounds using the offset procedure. Ammunition Carried: 900 x 25mm (AP or HE)/4000 7.62mm/7 x TOW ATGW (2 ready to fire) Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -10° to +60° Fire Control: Passive night vision/the improved Bradley acquisition system (IBAS) and commander's independent viewer, both 2nd generation FLIR's, to improve target acquisition and target engagement/a position navigation system with GPS receiver to enhance situational awareness. Secondary Armament: 7.62mm M240 Right-mounted Coaxial Machine Gun/Left-mounted Twin Raytheon TOW ATGW with range of 3,750m Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks E E E E E E E D F 6:10 5: 5 4:5 15:12 8:8 6:10 5:5 Stryker LAV III (Light Armored Vehicle) U.S. ER SR Road Speed: 60 mph (29.3 yps) Weight: 14 tons Crew: 3+6 +15:+15% +25% Primary Armament: M2 HB .50-caliber machine gun Ammunition Carried: 440 x 12.7mm Loading: Manual Traverse Speed: N/A Elevation: N/A Fire Control: Passive night vision Secondary Armament: None Stabilization: No NBC Protection: No

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Wheels/ Face Flank Rear Hull Hull Flank Rear Bottom Tires E E E E E E E D N/A None* None* None* 5:5 5:5 0:0 0:0 *For all hit locations indicating the “turret,” use the hull instead.

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Appendix A. Armored Fighting Vehicle Data Sheets

M113A2 APC U.S. ER SR Road Speed: 38 mph (18.6 yps) Weight: 12.4 tons Crew: 3+11 +15:+10% +20% Primary Armament: 12.7mm M2 HB Ammunition Carried: 2000 x 12.7mm Loading: Manual Traverse Speed: Manual Elevation: N/A Fire Control: Passive infra-red for driver Secondary Armament: None Stabilization: No NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks E E E E E E E F F 0:0 0:0 0:0 5:5 3:3 0:0 0:0 LAV-25 (Light Armored Vehicle) U.S. ER SR Road Speed: 62 mph (30.3 yps) Weight: 14 tons Crew: 3+6 +10:+15% +20% Water Speed: 6 mph (3 yps) Primary Armament: 25mm M242 “Bushmaster” Chain Gun/cyclic rate of 200 rpm (3 bps) Ammunition Carried: 420 x 25mm (AP or HE)/1320 x 7.62mm Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -10° to +60° Fire Control: Driver- (3) Periscopes with 2 levels of laser protection Provisions to accommodate driver’s thermal viewer. Commander- 6400 mil field of view (7) Periscopes with 2 levels of laser protection DIM 36 target acquisition sight Low light GEN II image I intensification Thermal sight remote display from Gunners DIM 36th Gunner- (1) periscope with 2 levels of laser protection DIM 36th thermal target acquisition sight Rear Doors- (2) vision blocks MIL-B-11352 with laser protection Secondary Armament: 7.62mm M240E1 Right-mounted Coaxial Machine Gun/7.62 pintle/smoke grenades: 2 clusters of four tubes with 16 L8A1 smoke grenades Stabilization: No NBC Protection: M8A1 ventilated face mask system; M43A1 detector/alarm system

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Wheel/ Face Flank Rear Hull Hull Flank Rear Bottom Tires E E E E E E E F N/A 5:10 5: 5 5:5 7:12 6:8 5:5 5:5

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AAV7A1 U.S. ER SR Road Speed: 40 mph (19.6 yps) Weight: 25.17 tons Crew: 3+25 +15:+13% +20% Water Speed: 5 mph (2.4 yps) Primary Armament: 12.7mm M2 HB Ammunition Carried: 1000 x 12.7mm Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -15° to +60° Fire Control: Night vision for driver Secondary Armament: None Stabilization: No NBC Protection: No

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks E E E E E E E F F 5:10 5: 5 5:5 7:12 6:8 5:5 5:5 Warrior MCV (Mechanized Combat Vehicle) U.K. ER SR Road Speed: 47 mph (23 yps) Weight: 30.86 tons Crew: 3+7 +10:+15% +20% Primary Armament: 1 x 30mm RARDEN cannon Ammunition Carried: 250 x 30mm; 2000 x 7.62mm Loading: Manual (3-round clips) Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -10° to +60° Fire Control: Passive vision for commander, gunner & driver Secondary Armament: 7.62mm Coaxial Machine Gun/7.62 pintle/smoke grenades: 2 clusters of four tubes with smoke grenades Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks D D E D D E E F F 15:10 12: 5 8:5 20:12 14:8 8:5 6:5

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Appendix A. Armored Fighting Vehicle Data Sheets

BMP 2 IFV Russia ER SR Road Speed: 40 mph (19.6 yps) Weight: 15.76 tons Crew: 3+7 +11:+12% +20% Water Speed: 4 mph (2 yps) Primary Armament: 1 x 30mm cannon Ammunition Carried: 500 x 30mm; 2000 x 7.62mm; 4 x Spandrel ATGW Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -15° to +60° Fire Control: Night vision Secondary Armament: 1 x 7.62mm MG (coaxial); 1 x Spandrel ATGW; 2 x 3 smoke grenade dischargers Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks E E E E E E E E F 21:18 15: 12 15:12 24:19 18:16 15:13 15:15 BMP 3 IFV Russia ER SR Road Speed: 44 mph (21.5 yps) Weight: 14.55 tons Crew: 2+5 +5:+15% +15% Water Speed: 6 mph (4.9 yps) Primary Armament: 1 x 30mm 2A42 cannon Ammunition Carried: 860 x 30mm; 2000 x 7.62mm; 2160 x 5.45mm; 551 x 40mm grenades; 4 x ATGW; 2 x 3 smoke grenade launchers Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -5° to +75° Fire Control: Night vision Secondary Armament: 7.62mm Coaxial Machine Gun/5.45mm RPKS bow MG/1 x 40mm grenade launcher/ 1 x AT-4; AT-5 ATGW launcher Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks D D D D D D D E F 15:15 13: 10 10:10 22:15 18:12 11:9 10:8

Page 106 SOF Warrior Appendix A. Armored Fighting Vehicle Data Sheets

BTR 60 APC Russia ER SR Road Speed: 50 mph (24.4 yps) Weight: 11.35 tons Crew: 2+14 +25:+10% +20% Water Speed: 6 mph (4.9 yps) Primary Armament: 1 x 14.5mm KPVT MG Ammunition Carried: 500 x 14.5mm; 2000 x 7.62mm Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -5° to +30° Fire Control: Infra-red night vision for commander/driver Secondary Armament: 7.62mm PKT Coaxial Machine Gun Stabilization: No NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Wheels/ Face Flank Rear Hull Hull Flank Rear Bottom Tires F F F F F F F F N/A 13:12 15: 12 15:12 20:19 18:16 15:13 15:15 BTR 80 APC Russia ER SR Road Speed: 56 mph (27.4 yps) Weight: 15 tons Crew: 3+7 +5:+15% +17% Water Speed: 6 mph (4.9 yps) Primary Armament: 1 x 14.5mm KPVT MG Ammunition Carried: 500 x 14.5mm; 2000 x 7.62mm Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -5° to +60° Fire Control: Infra-red night vision for commander/driver Secondary Armament: 7.62mm PKT Coaxial Machine Gun/6 smoke grenade dischargers Stabilization: No NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Wheels/ Face Flank Rear Hull Hull Flank Rear Bottom Tires F F F F F F F F N/A 15:15 15: 10 15:10 22:15 18:15 14:10 14:10

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Appendix A. Armored Fighting Vehicle Data Sheets

Marder 1 IFV Germany ER SR Road Speed: 47 mph (18.6 yps) Weight: 32.1 tons Crew: 3+6 +10:+15% +20% Water Speed: 4 mph (2 yps) Primary Armament: 1 x 20 cannon Ammunition Carried: 1250 x 20mm/ 5000 7.62mm Loading: Manual Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -15° to +65° Fire Control: Night vision for commander, gunner and driver Secondary Armament: 7.62mm Right-mounted Coaxial Machine Gun Stabilization: No NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Suspension/ Face Flank Rear Hull Hull Flank Rear Bottom Tracks E E E E E E E D F 15:10 10: 5 8:5 18:12 13:10 8:5 8:5 AMX-10RC (Giat) France ER SR Road Speed: 53 mph (26 yps) Weight: 17.5 tons Crew: 4 +15:+15% +25% Water Speed: 5 mph (2.4 yps) Primary Armament: TML 105mm Ammunition Carried: The Giat Industries APFSDS (armor-piercing, fin-stabilized, discarding sabot) 105 F1 round, fired by the TML 105 gun, can destroy single and triple NATO heavy tanks at a distance of 2,200m. The hit probability is stated as higher than 90% at 2,000m. Loading: Auto-loader (7-seconds) Traverse Speed: (360°) Powered/9-seconds/40° per second Elevation: -8° to +20° Fire Control: The TML 105 turret has a Soptac fire control system which provides automatic acquisition of targeting parameters for on-the-move firing against mobile targets. It is equipped with a range of modular day and night observation equipment, based on image intensifiers or infrared technology. Secondary Armament: 7.62mm coaxial MG Stabilization: Yes NBC Protection: Yes

Armor Class Rating (APDS:HEAT) Turret Turret Turret Upper Lower Hull Hull Deck/ Wheels/ Face Flank Rear Hull Hull Flank Rear Bottom Tires E E E E E E E D N/A 15:12 12:10 12:10 19:15 15:15 13:10 12:10

Page 108 SOF Warrior Appendix B. Small Arms Reference Tables

Appendix B. Small Arms Reference Tables

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Appendix B. Small Arms Reference Tables

Page 110 SOF Warrior Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Pistols Rate Range Mode of Magazine Reliability Combat Pistols per Caliber Damage RP Fire Capacity Factor Weight S M L E second S&W 5 20 35 50 Revolver 1 6 .38 cal. 25 90% NA 2 lbs .38/200 SIG- Semi- Sauer 5 20 35 50 1-2 15 9 mm 25 80% -1 2.28 lbs Auto P226 IMI Semi- .357 Desert 5 20 35 50 1-2 9 30 80% -1 3.8 lbs Auto cal. Eagle Beretta Model 5 20 35 50 Select 1-3 15 9 mm 25 85/80% -1/-3 2.5 lbs 93R Semi- M1911A1 5 20 35 50 1-2 7 .45 cal. 30 80% -1 2.8 lbs Auto M9 Semi- 5 20 35 50 1-2 15 9 mm 25 80% -1 2.53 lbs Beretta Auto H&K Semi- 5 20 35 50 1-2 9 9 mm 25 80% -1 2.27 lbs P9S Auto Semi- Glock 17 5 20 35 50 1-2 17 9 mm 25 80% -1 1.9 lbs Auto FN High Semi- 5 20 35 50 1-2 14 9 mm 25 80% -1 2.25 lbs Power Auto MAB Semi- 5 20 35 50 1-2 15 9 mm 25 80% -1 2.43 lbs PA15 Auto Walther Semi- 5 20 35 50 1-2 16 9 mm 25 80% -1 2.2 lbs P99 Auto

NOTE: If a revolver malfunctions, consider the round to be a dud with the weapon firing normally on the next shot.

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Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Sub-Machine Guns Sub- Range* Rate Mode Magazine Reliability Combat Machine per Caliber Damage RP of Fire Capacity Factor Weight Guns S M L E Second L2A3 15 25 50 75 Auto 9 10/34 9 mm 25 80% -3 7.7 lbs Sterling MAT 49 15 25 50 75 Auto 10 20/32 9 mm 25 65% -4 9 lbs 25/ 50/ 100/ 150/ -1/ MP5 Select 1-13 15/30 9 mm 25 75/70% 6.5 lbs 15 25 50 75 -3 Model 61 25/ 50/ 100/ 150/ -1/ Select 1-14 10/20 .32 cal. 20 70/65% 4.4 lbs Skorpion 15 25 50 75 -6 Ingram 25/ 50/ 100/ 150/ -1/ Select 1–19 30/32 .45 cal. 30 75/70% 6.3 lbs Model 10 15 25 50 75 -5 25/ 50/ 100/ 150/ -1/ UZI Select 1-17 20/25/32 9 mm 25 80/75% 6.9 lbs 15 25 50 75 -4 MPi 69 15 25 50 75 Auto 9 25/32 9 mm 25 70% -3 7.76 lbs Beretta 15 25 50 75 Auto 9 20/32/40 9 mm 25 70% -3 8.4 lbs Model 12 Spectre 15 25 50 75 Auto 14 30/50 9 mm 25 70% -4 6.39 lbs H4 m/45 15 25 50 75 Auto 10 36 9 mm 25 75% -3 9.25 lbs 25/ 50/ 100/ 150/ -1/ Z-84 Select 1-10 25/30 9 mm 25 75/70% 6.9 lbs 15 25 50 75 -3 25/ 50/ 100/ 150/ 5.54x39 -1/ AKS-74U Select 1-10 30 40 80/75% 7.5 lbs 15 25 50 75 mm -5 50/ 100/ 150/ 200/ 4.6x30 -1/ MP7A1 Select 1-16 20/40 20 75/70% 3.8 lbs 15 25 50 75 mm -3 *Some weapons list multiple ranges. The range listed first should be used when the weapon is firing in the select mode. The shorter ranges listed second should be used when the weapon fires full automatic.

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Small Arms Reference Table: Assault Rifles Range* Rate Assault Mode Mag. Dam- Rel. Combat Per Caliber RP Rifles of Fire Cap. age Factor* Wgt. S M L E Second GIAT 75/ 150/ 235/ 325/ 5.56 -1/ FA MAS Select 1-17 25 40 75/70% 9 lbs 25 50 75 100 mm -6 F1 GIAT 125/ 250/ 375/ 500/ 5.56 -1/ FA MAS Select 1-18 30 40 80/75% 8 lbs 25 50 75 100 mm -6 G2 CETME 110/ 225/ 325/ 450/ 7.62 -1/ Select 1-10 20 35 75/70% 10 lbs Model 58 25 50 75 100 mm -5 125/ 250/ 375/ 500/ 7.62 -2/ M14 Select 1-12 20 45 85/80% 8.6 lbs 50 75 100 150 mm -6 110/ 225/ 325/ 450/ 7.62 -1/ AK-47 Select 1-10 30 35 75/70% 8.8 lbs 25 50 75 100 mm -5 125/ 250/ 375/ 500/ 5.56 -1/ Steyr AUG Select 1-11 30 40 75/70% 9 lbs 25 50 75 100 mm -5 150/ 250/ 475/ 650/ 7.62 -2/ FN FAL Select 1-12 20 45 75/70% 11 lbs 50 75 100 150 mm -6 (IW) 125/ 250/ 375/ 500/ 5.56 -1/ Select 1-15 30 40 75/70% 10 lbs XL70E3 25 50 75 100 mm -5 125/ 250/ 375/ 500/ 5.56 -1/ M16A1 Select 1-17 30 40 75/70% 8 lbs 25 50 75 100 mm -5 125/ 250/ 375/ 550/ 5.45 -1/ AK-74 Select 1-11 30 40 75/70% 8 lbs 25 50 75 100 mm -5 125/ 275/ 425/ 550/ 7.62 -2/ H&K G3 Select 1-13 20 45 75/70% 11 lbs 50 75 100 150 mm -6 75/ 150/ 235/ 325/ 25/30/ 5.56 -1/ H&K 53 Select 1-13 40 75/70% 6.6 lbs 25 50 75 100 40 mm -6 125/ 250/ 375/ 550/ 5.56 -1/ H&K G36 Select 1-13 30 40 75/70% 7.9 lbs 25 50 75 100 mm -6 125/ 250/ 375/ 500/ 5.56 -1/ Galil ARM Select 1-11 35/50 40 75/70% 7.9 lbs 25 50 75 100 mm -6 150/ 250/ 475/ 650/ 5.56 -1/ SA80 Select 1-13 30 40 70/65% 11 lbs 25 50 75 100 mm -5 75/ 150/ 235/ 325/ 5.56 -1/ M4A1 Select 1-13 30 40 80/75% 7.5 lbs 25 50 75 100 mm -5 SIG 125/ 250/ 375/ 500/ 5.56 -1/ Select 1-12 20/30 40 80/75% 9 lbs SG550 25 50 75 100 mm -5 7.62 SKS 100 200 300 400 Semi 1-2 20 35 80% -1 8.5 lbs mm 100/ 200/ 300/ 400/ 5.56 -1/ H&K 416 Select 1-15 30 40 85/80% 7.7 lbs 25 50 75 100 mm -5 *The first percentage represents the weapon’s reliability when fired select. The second number is to be used when firing full automatic.

NOTE: The addition of a scope will extend each select-fire range category by 100-yards.

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Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Sniper Rifles Range Rate Sniper Mode Mag. Rel. Combat per Caliber Damage RP Rifles of Fire Capacity Factor Weight S M L E Second Bolt 7.62 L42A1 250 500 750 1000 1 10 45 90% NA 9.8 lbs Action mm Parker- Bolt 7.62 Hale M- 150 325 475 650 1 4 45 90% NA 10.6 lbs Action mm 82 Bolt 7.62 SP 66 200 350 525 765 1 3 45 90% NA 13.8 lbs Action mm Walther 7.62 275 550 825 1100 Semi 1-2 6 45 85% -2 18 lbs WA2000 mm SVD 7.62 150 325 475 650 Semi 1-2 10 45 80% -2 9.7 lbs Dragunov mm 7.62 Galil 150 325 475 650 Semi 1-2 20 45 80% -2 17.7 lbs mm 7.62 M21 175 375 500 750 Semi 1-2 20 45 80% -2 12 lbs mm Bolt 7.62 M40A 250 500 750 1000 1 5 45 90% NA 14.5 lbs Action mm 7.62 SR-25 150 325 475 650 Semi 1–2 10/20 45 80% -2 10.8 lbs mm US 12.7 Barrett 500 1000 1500 2000 Semi 1-2 11 70 85% -2 27 lbs mm M82A1 H&K 7.62 275 550 825 1100 Semi 1-2 5/20 45 80% -2 17.9 lbs PSG1 mm FN Model Bolt 7.62 275 550 825 1100 1 5 45 90% NA 10.7 lbs 30-11 Action mm Bolt 7.62 SSG 69 225 450 675 875 1 5/10 45 90% NA 10 lbs Action mm Bolt 7.62 L96A1 150 325 475 650 1 10 45 90% NA 14.3 lbs Action mm M110 7.62 250 500 750 1000 Semi 1-2 10/20 45 85% -2 15.3 lbs SASS mm

Page 114 SOF Warrior Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Machine Guns Range (bipod) Mode Rate Machine Mag. Combat of per Caliber Damage Rel. Fac. RP Guns Cap. Wgt. S M L E Fire Sec. 7.62 M60 300 600 900 1200 Auto 9 50 45 55% -4 23 lbs mm 75/ 7.62 11.02 RPK 225 450 675 875 Auto 11 40/ 35 75% -4 mm lbs 30 7.62 MG3 225 450 675 875 Auto 20 50 45 75% -4 23 lbs mm 12.7 M2 HB 250 500 1000 2000 Auto 9 110 70 75% -3 44 lbs mm IMI 5.56 275 550 825 1100 Auto 17 belt 40 75% -3 16.8 lbs Negev mm SIG 7.62 225 450 675 875 Auto 16 belt 45 75% -4 20.4 lbs 710-3 mm 7.62 PK 275 550 825 1100 Auto 12 belt 45 75% -4 20 lbs mm Mk 46 5.56 225 450 675 875 Auto 12 200 40 75% -3 13 lbs SAW mm M249 5.56 275 550 825 1100 Auto 12 200 40 65% -3 15 lbs SAW mm Mk 43 7.62 300 600 900 1200 Auto 9 belt 45 75% -4 18.8 lbs M60E3 mm Mk 19 40 100 200 300 400 Auto 6 belt blast 60% -6 115 lbs MOD 3 mm 7.62 M240 250 500 1000 2000 Auto 16 belt 45 80% -4 27.6 lbs mm 5.56 15.17 L86A1 150 375 500 650 Auto 14 30 40 60% -3 mm lbs Mk 25 7.62 511.71 MOD 250 500 1000 2000 Auto 67 belt 45 75% -8 mm lbs Mini-gun 5.56 17.06 Stoner 63 275 550 825 1100 Auto 14 100/150 40 55% -3 mm lbs Colt 150 5.56 19.12 225 450 675 875 Auto 11 40 70% -3 CMG-2 Drum mm lbs Ultimax 20/30/ 5.56 13.65 100 Mk 150 375 500 650 Auto 10 40 70% -3 60/100 mm lbs III 7.62 -2/ 26.24 HK21A1 300 600 900 1200 Select 1-15 belt 45 80/75% mm -4 lbs 25 92.3 XM307 250 500 1000 2000 Auto 4 74 85/HE 75% -5 mm lbs

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Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Grenades (reliability: 50%) Range (yards) Mode Blast Combat Grenades Fuse Caliber KZ S M L E of Fire Radius Wgt. M381/386 5.5 yards 110 220 330 440 Launcher impact 40mm 10% .5 lbs HE frag M397/406 5.5 yards 110 220 330 440 Launcher impact 40mm 10% .5 lbs HE frag M433* 5.5 yards 110 220 330 440 Launcher impact 40mm 10% .5 lbs HEAT Frag/HEAT M441/463 5.5 yards 110 220 330 440 Launcher impact 40mm 10% .5 lbs HE frag 10 yards HG85 10 20 30 40 Thrown 4-second NA 10% .8 lbs frag M576 20x6mm 15 30 45 60 Launcher scatter 16 yards 50% .5 lbs projectile pellets M576E2 27x6mm 15 30 45 60 Launcher scatter 16 yards 50% .5 lbs projectile pellets M583 star 110 yards - - - 180 Launcher 5-second 40mm NA .5 lbs Para-flare 40-seconds M585 Flare visible - - - 235 Launcher 5-second 40mm NA .5 lbs Signal Flare 7-seconds M651** 40mm 110 220 330 440 Launcher impact 5x10-yards NA .5 lbs Tactical CS Gas 16 yards M384 HE 110 220 330 440 Launcher impact 40mm 10% .76 lbs frag Mark II 10 yards 10 20 30 40 Thrown 4-second NA 10% 1.31 lbs Pineapple frag 16 yards M26 10 20 30 40 Thrown 4-second NA 10% 1.0 lbs frag 16 yards M67 10 20 30 40 Thrown 4-second NA 10% .88 lbs frag 2 yards Mark 3A2 10 20 30 40 Thrown 4-second NA 15% .69 lbs concussion 2-second AN-M14 delay 2 yards 10 20 30 40 Thrown NA 50% 2.0 lbs TH3 40-second incendiary burn 14 yards M34 WP 10 20 30 40 Thrown 4-second NA Incendiary 50% 1.7 lbs 60-seconds Model 10 20 30 40 Thrown 4-second NA 20x4x2 NA 1.16 lbs 308-1 smoke M1-16A1 10 20 30 40 Thrown 2-second NA 5.5 yards Stun .33 lbs XM1060† 15 yards 10 20 30 40 Thrown 4-second 40mm 50% .88 lbs. Thermobaric concussion *penetrates 2-inches of steel **use concussion procedure for incapacitation of anyone in the blast radius †KZ is in effect throughout the entire blast radius. If deployed via launcher, use 440-yards as the maximum range with detonation on impact.

Page 116 SOF Warrior Appendix B. Small Arms Reference Tables

Small Arms Reference Table: Shotguns Range Mode Rate Mag. Rel. Combat Shotguns of per Caliber RP Cap. Fac. Wgt. S M L E Fire Sec. Beretta 12 15 30 60 75 pump 1 6 85% NA 6.6 lbs RS200 gauge SPAS 12 15 30 60 75 semi 1-2 7 80% -2 9 lbs Model 12 gauge 12 12 Striker 15 30 60 75 semi 1-2 70% -2 9.7 lbs Drum gauge Mossberg 12 15 30 60 75 pump 1 8 85% NA 8.5 lbs 500 gauge Ithaca 12 15 30 60 75 pump 1 8 85% NA 6.5 lbs 37M gauge Winchester 12 15 30 60 75 pump 1 7 85% NA 7 lbs Defender gauge Pancor 10 12 15 30 60 75 Auto 1-4 75/70% -2/-6 10 lbs Jackhammer rotary gauge Remington 12 15 30 60 75 pump 1 7 85% NA 8 lbs Model 870 gauge Atchisson 12 15 30 60 75 Auto 1-6 10 75/70% -2/-6 8.5 lbs Assault gauge

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Appendix B. Small Arms Reference Tables

Machine Gun Dice Die Color Numbers Green 1 Red 2 Orange 3 Black 4 Dark Blue 5 Light Blue 6 Silver 7 Gold 8 Dark Yellow 9 White 10 Crimson 11 Gray 12 Purple 13

When an automatic weapon fires, multiple D20 dice rolls are required. Rather than roll one die several times, it is faster to roll the required number once. Because a roll of “20” may result in a weapon malfunction, it is necessary to know where in the sequence that possibility occurs. If the malfunction happens first, it will negate any subsequent hits.

This table tracks the dice order through the use of colors. For example, if an M60 fires a full burst of 9 bullets, roll these dice simultaneously. It will be possible to discern where in the sequence any hits or malfunction possibilities occur. Suppose out of nine dice, three are hits and one is a possible malfunction. The hit colors are green, orange and gold. The malfunction die is silver. The table indicates that two hit dice occur before the malfunction die, but the reliability roll must be made before the third hit has a chance to occur. If the gun passes its reliability roll, apply the third hit.

Page 118 SOF Warrior Appendix C. 15mm Range Conversion Chart

Appendix C. 15mm Range Conversion Chart

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Appendix C. 15mm Range Conversion Chart

Page 120 SOF Warrior Appendix C. 15mm Range Conversion Chart

15mm Range Conversion Chart

15mm Range 15mm Range 15mm Range Cm Cm Cm Cm 15mm Range (yards) (yards) (yards) 1 1.33 31 41.2 61 81.1 91 121.0 2 2.7 32 42.6 62 82.5 92 122.4 3 4.0 33 43.9 63 83.8 93 123.7 4 5.3 34 45.2 64 85.1 94 125.0 5 6.6 35 46.5 65 86.4 95 126.4 6 8.0 36 47.9 66 87.8 96 127.7 7 9.3 37 49.2 67 89.1 97 129.0 8 10.6 38 50.5 68 90.4 98 130.3 9 12.0 39 51.9 69 91.8 99 131.7 10 13.3 40 53.2 70 93.1 100 133.0 11 14.6 41 54.5 71 94.4 125 166.2 12 16.0 42 55.9 72 95.8 150 199.5 13 17.3 43 57.2 73 97.1 175 232.8 14 18.6 44 58.5 74 98.4 200 266.0 15 20.0 45 59.8 75 99.8 225 299.2 16 21.3 46 61.2 76 101.1 250 332.5 17 22.6 47 62.5 77 102.4 275 365.8 18 24.0 48 63.8 78 103.7 300 399.0 19 25.3 49 65.2 79 105.1 325 432.2 20 26.6 50 66.5 80 106.4 350 465.5 21 28.0 51 67.8 81 107.7 375 498.8 22 29.3 52 69.2 82 109.1 400 532.0 23 30.6 53 70.5 83 110.4 425 565.2 24 31.9 54 71.8 84 111.7 450 598.5 25 33.2 55 73.2 85 113.0 475 631.8 26 34.6 56 74.5 86 114.4 500 665.0 27 35.9 57 75.8 87 115.7 600 798.0 28 37.2 58 77.1 88 117.0 700 931.0 29 38.6 59 78.5 89 118.4 800 1064.0 30 39.9 60 79.8 90 119.7 900 1197.0

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Appendix C. 15mm Range Conversion Chart

Page 122 SOF Warrior Appendix D. SOF Delivery Systems

Appendix D. SOF Delivery Systems

This section will feature some of the important delivery systems used by special operations forces personnel. You will find information on such things as water craft speed as well as a variety of defensive armament. All of this is designed to assist the game master in devising a scenario that is both realistic and fun to play.

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Appendix D. SOF Delivery Systems

Page 124 SOF Warrior Appendix D. SOF Delivery Systems

Clandestine Infiltration and Extraction The number of delivery systems available is as varied as the terrain in which the SOF Warrior operates. In game terms, much of this is considered to have taken place prior to the start of a scenario. However, simulating an extraction can prove to be a rewarding experience. The chart below will assist you in translating the nautical rate known as knots.

Knots Miles per Hour Yards per Second 1 1.152 0.563 2 2.303 1.126 3 3.445 1.684 4 4.606 2.252 5 5.758 2.815 6 6.909 3.378 7 8.061 3.941 8 9.212 4.504 9 10.364 5.067 10 11.515 5.629

Patrol Coastal Class Ship This vessel will typically operate in low-intensity environments. Missions include SEAL insertions and extractions, tactical swimmer operations, intelligence gathering and coastal support. Operating in teams of two, this ship is 170-feet long with a maximum speed of 30-knots and a cruising speed of 12-knots. It carries an array of armament including Mk 38/96 25mm rapid fire gun, a stinger station, four pintles for mounting an assortment of small arms and Mk 52 chaff decoy launching system. MK V Special Operations Craft (SOC) This vessel is used as a medium range insertion and extraction platform for special operations forces in a low to medium threat environment. Smaller than the PC class at 81-feet, it has a top speed of 48-knots with a cruising speed of 25-knots. It is equipped with a stinger station and five pintles on which to mount a variety of machine guns and grenade launchers. It also has mounting stations for the GAU-17 Mini-gun, Mk-95 twin .50 caliber machine guns and the Mk- 38 chain gun. River Patrol Boat (PBR) This 32-foot craft is designed for high speed patrols in congested areas. It is also used for insertion and extraction of team elements. The PBR is heavily armed and vital crew areas are protected with ceramic armor. This vessel is equipped with both single and twin .50 caliber machine gun mounts, 40mm grenade launchers and assorted small arms. The hull is reinforced fiberglass and it uses two Jacuzzi water-jet pumps for propulsion. Highly maneuverable, this boat can turn 180° and reverse course within its own length while operating at a top speed of 24- knots.

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Appendix D. SOF Delivery Systems

Mini-Armored Troop Carrier (MATC) This 36-foot, all aluminum-hull boat is designed for high speed patrol, interdiction and combat assault missions. It operates in rivers, harbors and protected coastal areas. The MATC has a large hold for cargo and troops, and it also has a hydraulic bow ramp which aids with insertion and extraction. It has seven organic weapons stations and is manned by a crew of four. Light Patrol Boat (PBL) This is a 25-foot, lightly armed, fiberglass Boston Whaler-type craft with no armor. Powered by dual 155 hp outboard motors, it is highly maneuverable and capable of cruising at 25-knots. It is typically used for drug interdiction and functions effectively in policing actions, harbor control, diving and surveillance operations. Rigid Hull Inflatable Boat This is a high-speed craft whose main role is the insertion/extraction of SEAL tactical elements from enemy beaches. The 24-foot version, capable of 25 knots, carries a crew of three and a SEAL element. The 30-foot version is carries a SEAL squad and reaches speed of 35-knots. SEAL Delivery Systems The SEAL Delivery Vehicle (SDV) is a wet submersible designed to carry combat swimmers in fully flooded compartments. The Advanced SEAL Delivery System (ASDS) is a dry, mini- submersible that can transport a SEAL squad. These are silent, clandestine insertion methods that lend themselves to role-playing adventures. Desert Patrol Vehicle The DPV is a modified Chenowith off-road, three-man, 2x4 racing vehicle. The various weapons systems include Mk19 40mm grenade machine gun, M2 .50 caliber machine gun, M60 7.62 machine gun, AT-4 missile, low-recoil 30mm cannon and TOW missile launcher. This vehicle has a top road speed of 60 mph (29.3 yps). Scuba and Underwater Dive Systems Navy Commandoes use three main types of UBA (underwater breathing apparatus): open circuit compressed air; closed circuit pure oxygen; closed circuit mixed gas. Open circuit systems, worn on the diver’s back, allow air to be breathed from a supply tank and then exhausted directly into the surrounding water. Closed circuit systems worn on the chest such as the LAR V Dräger are intended for shallow water operations (20-feet) where traditional bubble generating systems would prove deadly. The Mk 15 is an example of the U.S. Navy’s closed circuit mixed gas breathing apparatus.

Page 126 SOF Warrior Appendix E. Anti-tank Weapons Systems

Appendix E. Anti-tank Weapons Systems

This appendix will include both hand-held and vehicle mounted anti-tank weapon platforms. It includes relevant data to assist the game master in making decisions about these rocket propelled grenades and missiles.

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Appendix E. Anti-tank Weapons Systems

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Javelin Anti-Armor Missile Javelin is a portable anti-tank weapon, supplied by Raytheon/Lockheed Martin JAVELIN Joint Venture. It is shoulder-fired and can also be installed on tracked, wheeled or amphibious vehicles. The missile is mounted on the Command Launch Unit. The gunner engages the target using the sight on the CLU, by placing a curser box over the image of the target. The gunner locks on the automatic target tracker in the missile by sending a lock-on-before-launch command to the missile. When the system is locked-on, the missile is ready to fire and the gunner does not carry out post launch tracking or missile guidance. Unlike conventional wire guided, fiber-optic cable guided, or laser beam riding missiles, Javelin is autonomously guided to the target after launch, leaving the gunner free to reposition or reload immediately after launch. The weapon has two attack modes, direct or top attack. The gunner selects direct attack mode to engage covered targets, bunkers, buildings and helicopters. The top attack mode is selected against tanks, in which case the Javelin climbs above and strikes down on the target to penetrate (600mm) the roof of the tank where there is the least armor protection. Ready-to-fire missile tubes are carried by other soldiers within the fire team. After launch, a new tube must be delivered and attached to the CLU. This requires five actions (determined by the TQ of the gunner). Target-lock requires the gunner to hold the cross-hairs of the CLU directly on the target for two seconds. Use the AFV To Hit procedure to determine if target lock is achieved. A target lock may be attempted every time the gunner has an action, and will necessitate two consecutive successful attack rolls. Once the lock is achieved, the missile is considered to be launched with a subsequent hit. RPG-7 Anti-tank Grenade Launcher The RPG-7 (Ruchnoi Protivotankovye Granatamyot) is a recoilless, shoulder-fired, muzzle- loaded, re-loadable, antitank grenade launcher. It fires a variety of 85mm rocket-assisted grenades from a 40-mm smoothbore launcher tube. The launcher has two hand grips; a large optical sight; a thick, wooden heat guard around the middle; and a large, flared blast shield at the rear of the tube. The launcher is 953 mm long without grenade and 1,340 mm with grenade. The launcher and grenade weigh 22 pounds. The maximum effective range is 500 meters for stationary targets and 300 meters for moving targets. Maximum range is 920 meters at which point the projectile self-destructs. The PG-7 grenade, with a shaped-charge warhead, has very good armor penetration (330 mm). Reloading and re-aiming the RPG-7 requires a minimum of 14 seconds. Firing leaves noticeable signatures in the form of flash, smoke, and noise, and the unprotected gunner is extremely vulnerable to suppressive fire. Use the hand-held AT To Hit procedure outlined in Chapter 7. M136 AT4 Light Anti-tank Weapon (LAW) The M136 AT4 is a lightweight, self-contained, anti-armor weapon consisting of a free-flight, fin-stabilized, rocket-type cartridge packed in an expendable, one-piece, watertight fiberglass- wrapped tube. Though the M136 AT4 can be employed in limited visibility, the firer must be able to see and identify the target and estimate the range to it. Unlike the M72-series LAW, the M136 AT4 launcher need not be extended before firing. The maximum effective range is 984.3 feet (300 meters). The M136 AT4 is used primarily by infantry forces for engagement of armor threats. The weapon's design permits accurate delivery of an 84mm High Explosive Anti-Tank (HEAT) warhead providing excellent penetration capability (more than 15-inches [400mm] of

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rolled homogenous armor) and lethal after-armor effects. It replaced the M72-series LAW as the Army's primary light antitank weapon. The M136 AT4 is man-portable and is fired from the right shoulder only. It is 40-inches (101.6 centimeters) in length and weighs 14.75 pounds. The bore diameter is 3.3 inches (84 mm). M136 AT4 launchers are marked with color-coded bands. A black with yellow band indicates an HE anti-armor round. Use the hand-held AT To Hit procedure outlined in Chapter 7. M3 Carl Gustav (MAAWS) The Multi-Role Anti-Armor Anti-Personnel Weapon System known as the M3 Carl Gustav recoilless rifle, fires a variety of 84mm ammunition including High Explosive Anti Tank (HEAT), High Explosive (HE), High Explosive Dual Purpose (HEDP), Smoke, Illumination, Target Practice (TP) and Sub-Caliber Adapter training system. The M3 Rifle weighs approximately 25 pounds and is 42 inches in length. The ammunition weighs between 7 to 10 pounds. The effective range varies from 200 to 1300 meters, depending on ammunition used. Most modern HEAT rounds for Carl Gustav feature either single or a tandem shaped-charge warhead, a rocket booster for increased range and can penetrate up to 500mm of rolled homogenous or reactive armor. Use the Hand Held Anti-Tank procedure outlined in Section 7. Mk 153 SMAW The Shoulder-launched multi-purpose assault weapon is an 83mm man-portable weapon system consisting of the Mk153 launcher and three munitions: the Mk 3 encased High Explosive, Dual Purpose (HEDP) rocket, the Mk 6 encased High Explosive Anti-Armor (HEAA) rocket, and the Mk217 spotting rifle cartridge. The launcher consists of a fiberglass launch tube, a 9mm spotting rifle, an electro-mechanical firing mechanism, open battle sights and a mount for the Mk42 optical and AN/PVS-4 night sights. The 9mm spotting rounds are matched to the rockets and increase the gunner's first round hit probability. The SMAW is 29.9 inches (75.95 centimeters) in length, configured to carry. Opened and ready to fire, it is 54 inches (137.16cm) long. The carry weight of the launcher is 16.6 pounds (7.54kg) and ready to fire with HEDP is 29.5 pounds (13.39kg) or 30.5 pounds (13.85kg) with HEAA. The effective range against tanks is 500 meters. Use the Hand Held Anti-Tank procedure outlined in Section 7. The High Explosive, Dual Purpose (HEDP) rocket is effective against bunkers, masonry and concrete walls, and light armor. Making use of a crush switch in the nose of the rocket, the HEDP round is able to distinguish between a hard and soft target, allowing for greater penetration on soft targets for increased damage potential. The HEDP round is capable of penetrating 8-inches (20cm) of concrete, 12-inches (30cm) of brick, or up to 7 feet (210cm) of wood-reinforced sandbags. The High Explosive Anti-Armor (HEAA) rocket is effective against current tanks without additional armor, and utilizes a standoff rod on the detonator, allowing the explosive force to be focused on a small point, allowing for maximum damage against armored targets. The HEAA round is capable of penetrating 22 inches (559mm) of homogeneous steel. Tube-launched, Optically tracked, Wire-guided missile This missile has command to line-of-sight (CLOS) guidance. The weapon’s operator uses a telescopic sight to view a point on the target and then fires the missile. The missile has a two- stage ATK (Alliant Techsystems) solid propellant rocket motor. The operator continues to view and track the target through the sight. Signals from the guidance computer are transmitted along two wires, which spool from the back of the missile to the control system.

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For penetration of tanks protected with explosive reactive armor (ERA), TOW 2A is equipped with a tandem warhead. A small disrupter charge detonates the reactive armor on a D100 roll of 1-75 and allows the main shaped charge to penetrate the armor (800mm). A "bunker buster" variant of the TOW 2A, is designed to defeat field fortifications and urban structures. The TOW 2A Bunker Buster has a range of 3,750m. TOW 2B, operates in a "flyover shoot down" top attack mode, unlike other versions which are direct attack. It features a dual-mode target sensor which includes a laser profilometer, magnetic sensor, and a new warhead section. It is armed with two explosively formed tantalum penetrator (EFP) warheads. The EFP warheads detonate simultaneously, one pointing downwards and the other slightly offset to give an increased hit probability. The warhead material is designed to generate pyrophoric effects within the damaged target. It will require one action to launch a TOW missile. The gunner must then pass two consecutive CLOS (command to line-of-sight) guidance skill tests (Table 10.15) irrespective of activation or the missile fails to hit the target.

MILAN Portable Anti-Tank Guided Weapon MILAN (Missile d´infanterie léger antichar/Anti-Tank Light Infantry Missile) is a combat proven, medium-range, anti-tank missile system. It is comprised of a control unit (firing post) and a disposable launch tube containing the tandem HEAT warhead missile that is capable of penetrating 352mm of armor. It is a wire guided SACLOS (Semi-Automatic Command to Line- Of-Sight) missile, which means the operator only has to keep the cross hairs of his sight on the target, while the computer in the control unit steers the missile. The MILAN can be equipped with a MIRA thermal sight, to give it night-firing ability. It has a minimum range of 400 meters and a maximum range of 2000 meters. Kornet E Anti-Armor Missile Kornet E is the name given to the export version of the Russian AT14 Kornet missile system. The system, first shown in 1994, has been developed by the KBP Instrument Design Making Bureau, Tula, Russia and is in production and service with the Russian Army and has been sold to the Syrian Army. Kornet is a third generation system, developed to replace the Fagot and Konkurs missile systems in the Russian Army. It is designed to destroy tanks, including those fitted with explosive reactive armor (ERA), fortifications, entrenched troops as well as small- scale targets. The system can be fitted to a variety of tracked and wheeled vehicles, including the BMP-3 infantry fighting vehicle, as well as serving as a standalone, portable system. The self-propelled Kornet missile system is manufactured by the Volsk Mechanical Plant, Volsk, Russian Federation. The launcher fires Kornet missiles with tandem shaped charge HEAT warheads to defeat tanks fitted with ERA or with high explosive/incendiary (thermobaric effect) warheads, for use against bunkers, fortifications and fire emplacements. Armor penetration for the HEAT warhead is stated to be 1,200mm. It has a range of 5km. The missile has semi- automatic command-to-line-of-sight (SACLOS) laser beam-riding guidance, flying along the line of sight to engage the target head on in a direct attack profile. The tripod launcher includes optical sight, thermal sight, laying drives, missile launch mechanism and missiles kept in storage and transport containers. The operator uses either optical or thermal sight to detect and track the target. The thermal sight is designated 1PN80 and is produced by the State Institute of Applied Optics (NPO GIPO) of Kazan, Russia.

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Eryx Heavy Anti-Armor Missile, France Eryx is a short-range anti-armor missile system for use by forward infantry and Special Forces on all terrains and in confined spaces, i.e. urban areas. It is produced by MBDA (formerly Aerospatiale-Matra Missiles) of Chatillon, France and by Aerospatiale Canada. The Eryx system consists of the missile and launch tube and the firing unit. The system can be either shoulder- launched or from a prone position when mounted on the tripod. The Eryx missile is wire-guided, optically tracked with semi-automatic command to line-of-sight (SACLOS) guidance. Fitted in the tail of the missile is an infrared beacon, which emits pulses, detected by the sight unit. Course corrections are sent via the wire, which is unspooled as the missile is in flight. The missile is thrust vector controlled, which is efficient even at low speed and allows the launching to be achieved using a small propulsion unit. This allows "soft launch" in enclosed spaces. The missile is ready to fire in less than 5s. During flight (4.2s to 600m), the gunner only has to maintain the sight on the target. Missile speed is 18m/s at launch, accelerating to 245m/s at 600m. Up to five missiles can be fired in 2mins. The missile is armed with a 137mm tandem, shaped-charge high explosive (HE) warhead capable of penetrating up to 900mm of explosive reactive armor from 50m up to a maximum range of 600m. It is also capable of defeating structures such as concrete bunkers and earthworks. Acquisition is enhanced by a thermal imager with an 8 x 6° field of view weighing just 7.72-pounds.

SWIG (Swingfire with Improved Guidance) Swingfire is a wire-guided anti-tank missile developed by the U.K. The name comes from its ability to make a rapid turn of up to ninety degrees after firing to bring it onto the line of the sighting mechanism. This means that the launcher vehicle can be concealed using a portable sight, placed at a distance in a more advantageous firing position. It uses a SACLOS, which is an acronym for Semi-Automatic Command to Line of Sight. In SACLOS, the operator has to continually point a sighting device at the target while the missile is in flight. Electronics in the sighting device and/or the missile then guide it to the target. The warhead can penetrate 800mm of RHA (rolled homogeneous armor is a type of steel plate, used as a baseline to compare the effectiveness of military vehicle armor). It has a range of 150 to 4,000 meters. Hellfire Missile AGM-114 Hellfire (Helicopter launched fire-and-forget) is a U.S. air-to-ground missile system designed to defeat tanks and other individual targets while minimizing the exposure of the launch vehicle to enemy fire. Hellfire uses laser guidance and is designed to accept other guidance packages. It is used by helicopters against heavily armored vehicles at longer standoff distances than any other U.S. Army missiles now in the inventory. Most versions of the Hellfire missile are not truly fire-and-forget. All the laser-guided versions require constant illumination or “painting” of the target from launch to impact. The AGM-114L is a true fire-and-forget weapon. It requires no further guidance after launch and can hit its target without the launcher being in line of sight of the target. Although the actual penetration capability of this missile is classified, it can defeat any current Main Battle Tank. Penetration estimates range from 1,500 to 2,000mm of rolled homogenous armor. It has a range of 500 to 8,000 meters. Treat this missile as an air asset and use the indirect artillery procedure described in Section 9.

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AT-3 SAGGER Anti-Tank Guided Missile The wire-guided 9M14M Malutka [Tiny or Little Baby] SAGGER, also known by the U.S. designation AT-3, was first seen in 1961. The SAGGER is a wire-guided antitank missile with a 125mm shaped-charge warhead.

The man-pack version is carried in a fiberglass "suitcase" and launched from a rail attached to the lid of the case on a hinged support. It is fired and guided by a control box with firm button, periscope sight, and control stick.

The 9M14M missile weighs 10.9 kg, 860mm long with a wing span of 393 mm. The SAGGER is capable of engaging targets at ranges of 500 to 3,000 meters and can penetrate over 400mm of armor. With an average speed being 120 m/s, the missile is slow, taking 25 seconds to reach its maximum range of 3000 meters.

The SAGGER A or B gunner must visually track target and missile simultaneously, which requires extensive training and constant practice. Although the missile leaves the launcher armed and can detonate and kill at very short range, it can be controlled by the gunner only at ranges of 500 to 800 meters. Under combat conditions, however, most gunners probably will be able to engage targets successfully only between 1,000 and 3,000 meters. The missile has a very long flight time to the target (12.5 seconds to 1,500 meters; 25 seconds to 3,000 meters), and evasive action is effective against it, especially at long ranges. Although a SAGGER launching gives off a cloud of gray smoke and a loud roar, this signature is difficult to detect on the battlefield. The wire-guided missile is invulnerable to electronic countermeasures and has a very small percentage of malfunctions.

Author’s Tip: Firing a Rocket Propelled Grenade in an enclosed space can create dangerous overpressure conditions resulting in serious injury or even death. A SOF operative should know better than to do something so foolhardy. However, if a player is taking the part of an insurgent, the GM may permit it. Apply the KZ to any soldier within the enclosed space. For example, the RPG-7 is an 85mm projectile. So, the GM would use 55% as the basis for death by overpressure. If the soldier survives, use the concussion rule.

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Page 134 SOF Warrior Appendix F. Sample Scenario

Appendix F. Sample Scenario

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Appendix F. Sample Scenario

Page 136 SOF Warrior Appendix F. Sample Scenario

Custer to the Rescue by Steve Fliss

2nd Platoon, C Company, 4-7 Infantry (Mechanized) Location: Near Tursaq Village, al-Qa’im District, al-Anbar Province, Iraq

Time: Sunrise on a clear autumn morning

Introduction: “Custer to the Rescue” (CTTR) is included here in SOF Warrior to provide a balanced “out-of-the-box” game that features and introduces a number of the key concepts and mechanics that make this system the most realistic modern miniature skirmish gaming system available. It is a large skirmish action, both in number of combatants as well as scope of military-political factions involved. It is also a fictional scenario -- any resemblance to actual persons or events, past or present, is purely accidental. Though fictional, CTTR is highly realistic to the current situation in Iraq. It provides a sobering introduction to the confusing, dangerous, and lethal nature of modern Special Operations ground combat.

Overview: CTTR is set in Anbar Province, Iraq. A series of unexpected events brings together two Iraqi Sunni tribal groups, Al-Qa’ida in Iraq (AQI) elements, a US SOF team, and a reinforced US Army mechanized infantry platoon at a remote village north of the Euphrates River. Each “faction” has its own unique objectives and victory point schedules. This scenario requires several players and a savvy Game Master (GM) to keep the game moving. It is recommended that the GM control the resident Sunni village element.

Scale/Terrain Board Size: CTTR was designed for 20mm figures, vehicles, and buildings. A map sheet is included for a terrain board measuring 6x12 feet. This allows the US players to employ fire and maneuver tactics, not possible with a smaller board.

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2nd Platoon, C Company, 4-7 Infantry (Mechanized) Background: For the past six weeks, the US Army’s C Company, 4th Battalion, 7th Infantry (Mechanized) has been attached to US Marine forces in Anbar Province to support continuing counterinsurgency operations north of the Euphrates River. The operations are aimed at disrupting the infiltration of foreign fighters and supplies along the river valley near the Iraq border with Syria. The 2nd Platoon, C/4-7 is commanded by Lt. Joseph Custer, an experienced second-tour combat veteran. The platoon is completing an uneventful sweep approximately 30km north of the Euphrates River when it receives an immediate change of orders.

Orders: C-4/7 Infantry must move south from its current position to locate and recover a Task Force Quebec (TFQ) SOF team whose helicopter has crashed on a ridgeline in the vicinity of Tursaq village. TFQ HQ has lost all contact with the downed SOF team.

Conops: Commander C-4/7 has ordered 2nd Platoon to take the point and drive directly on Tursaq village, then continue south from the village up to the ridge’s crest line to search for the crash site. 3rd Platoon will advance up a small valley east of Tursaq village to crest the main ridgeline approximately 500m east of 2nd Platoon. 1st Platoon will be held in reserve with Company HQs at the base of the subsidiary ridgeline that separates Tursaq village from 3rd Platoon’s valley, ready to move in support of the two maneuver platoons as needed.

Intelligence Update: Marine Force S-2 reports that Tursaq village belongs to the al-Gharz tribe and is at the very southern edge of the tribal area. The al-Gharz tribal area extends north into Ninawa Province and west to the Syrian border. So far, the al-Gharz tribe appears to have remained neutral in the war, neither joining the insurgency, nor supporting the new Iraqi government. It has focused on continuing its lucrative food and luxury goods smuggling business and protecting the tribal area. The main east-west ridgeline south of Tursaq divides the al-Gharz and al-Makmin tribal areas. The two tribes are not on friendly terms, but have so far limited hostilities to a few minor clashes. S-2 assesses that the al-Makmin are part of the insurgency and support the AQI in order to gain their support in controlling smuggling operations throughout the area, including the southern al-Gharz territory. C-4/7’s sweep has been quiet with no insurgent contacts. S-2 believes that enemy contact north of the main east- west ridgeline is not likely.

2nd Platoon Organization: Four Bradley IFVs w/three dismounted 9-man maneuver squads; 1 M113A3 with a combat engineer squad in direct support.

Supports: None. 1st Platoon and Company HQ will take approx. 20 minutes to arrive at the village. No artillery is currently within range of Tursaq and the ridgeline. Due to deteriorating weather conditions south of the Euphrates River, all Marine air support assets in Anbar are grounded. Apache gunships and Blackhawk helos are being dispatched at the request of TFQ from US forces in Ninawa Province, but are not expected to arrive in the area for another 25-30 minutes.

Game Length: 10 Turns Set Up: The 2nd Platoon force enters from off-board anywhere along the northern edge at the start of the game.

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Victory Conditions: The side with the highest victory point total at end of game wins.

2nd Platoon(+) Victory Point Schedule: • Recover the SOF team = 25 points • Exiting two IFV’s, with at least one squad (9 soldiers), either dismounted or embarked, off the southern edge of the terrain board at the ridge crest = 25 points • Each insurgent eliminated = 1 point • Break rules of engagement = -10 points

Rules of Engagement: • 2nd Platoon may not fire unless fired upon first -- the al-Gharz tribe so far has proven to be at least neutral in the war and every effort must be made not to alienate them. • The Mosque is off limits to US forces unless fire is received from it or aggressors are observed to take shelter within it. • No other village buildings may be searched without the residents’ permission unless fire is received from or aggressors are observed to take shelter within.

Communication and coordination with the SOF Team: is not possible until contact is made. One attempt to establish radio contact may be made each time a leader chit is drawn. The Platoon Leader, the Platoon Sergeant, and/or Squad Leaders may spend their action for the leader chit draw to attempt to make contact: • Only one contact saving roll can be made per leader chit drawn. • Roll a D20 and contact is made on a 3 or less. • The roll is modified by -1 for every eligible 2nd Platoon PL, SL or TL committed by the 2nd Platoon player(s) whose sole action on the chit is to attempt to establish contact (i.e. leaders who are used to modify the contact attempt may not use their leadership to activate any other soldiers within their command radius for that leadership chit draw -- their complete focus on that draw is attempting to establish contact). • Once radio communications is established with the SOF team, it is automatically maintained for the remainder of the game requiring no additional saving throws. • No coordination between the 2nd Platoon and SOF Team players may be carried out until communications are established. • Communications are automatically established as soon as any member of the 2nd Platoon and a SOF operative are within 14 yards and in line of sight of each other.

2nd Platoon Force Breakdown: • Section A: o Bradley No. 1: PL, 1B-TL, 1B-ar, 2A-gren, 2A-ar, 2A-TL, 2A-rfl o Bradley No. 2: 1 SL, 1A-gren, 1A-rfl/at, 1A-ar, 1A-TL, 1B-rfl/at, 1B-gren • Section B: o Bradley No. 3: 3 SL, 3A-TL, 3A-ar, 3B-ar, 3B-rfl, 3B-TL, 3B-gren o Bradley No. 4: 2 SL, 2B-ar, 2B-gren, 2B-rfl, 2B-TL, 3A-gren, 3A-rfl/at • Engineers: o M113A3: E-SL, EA TL, EA-lmg, EA-rfl/at, EA-gren, EB TL, EB-lmg, EB-

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rfl/at, EB-gren

Engineer Platoon: Only one engineer fire team, either A or B, and the squad leader may dismount from the M113A3. The second team remains mounted with the team leader manning the track’s .50 cal. MG and two other team members manning their team’s M240 and M203 from the open cargo hatch.

US Attributes/Skills: • TQM: PL and SLs = VET; remaining soldiers = PRO • Willpower: 14 • Leadership: PL and SLs = 14; TLs = 13 • Other Attributes: 13 • Skills: VET = 8, PRO = 6

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US Army Delta Force SOF E&E Team, Task Force Quebec Background: Task Force Quebec (TFQ) is the SOCOM element conducting special operations within al-Anbar Province. TFQ is based in Ar Ramadi. Highly perishable intelligence had been received from a reliable source that al-Anbar AQI coordinator Tariq Ibn-Samur would be meeting with al-Makmin tribal leaders in Al Luriyah at a specified time during the night. Ibn- Samur is a critical HVT whose capture and successful debriefing would allow US and Iraqi forces to roll up AQI forces in al-Anbar Province and disrupt the flow of foreign fighters into Iraq. Despite deteriorating weather and flying conditions, TFQ pulled together and launched a helo raid to capture Ibn-Samur within the four-hour window available. The insertion went like clockwork and surprise was complete. The Delta fighters captured Ibn- Samur and two of his lieutenants, albeit wounding Ibn-Samur in the process. The Delta fighters suffered no casualties or injuries. The withdrawal helos came in and successfully extracted the team and the HVTs. After the three helos took off toward the south they ran into a handheld SAM barrage. The helos’ countermeasures defeated the barrage, but the flight leader quickly decided to take an alternate northern exfiltration flight route to avoid additional SAM attacks. As luck would have it, one minute from this route’s second turning point the flight ran into another hand-held SAM attack. The countermeasures on the helo carrying Ibn-Samur failed and the helo was hit, going down on the southern side of a major east-west running ridgeline. All communications with the helo and its team members were lost. The two surviving helos continued their withdrawal with their prisoners, radioing the coordinates for the attack location. Following a very hard landing, the crash survivors decided to divide their force and attempt to deliver Ibn-Samur to US command elements. Four SOF operatives (one slightly injured) took Ibn-Samur and headed north over the ridgeline crest in an E&E attempt to contact US forces operating in the area. The remaining injured survivors hobbled to the crestline above the wreck and established an all-around defensive position to delay enemy pursuit of the E&E team and to hold until relieved. As the E&E team neared the al-Gharz village of Tursaq at dawn, they spotted insurgent forces moving down the ridge behind them in the distance and took cover in a village building.

Orders: Complete mission by delivering HVT to US ground forces operating in the area; lead US forces back to crash site to recover injured survivors.

Conops: Survive!

Intelligence Update: TFQ S-2 reports that Tursaq village belongs to the al-Gharz tribe and is at the southern edge of the tribal area. The al-Gharz tribal area extends north into Ninawa Province and west to the Syrian border. To this point, the al-Gharz tribe has remained neutral in the war, neither joining the insurgency, nor supporting the new Iraqi government. It has focused on continuing its lucrative food and luxury goods smuggling business. The main east-west running ridgeline south of Tursaq divides the al-Gharz and al-Makmin tribal areas. The two tribes are not on friendly terms, but have avoided full-scale conflict. The S-2 assesses that the al-Makmin are directly involved in the insurgency and support AQI in an effort to gain their support in dominating smuggling operations throughout the area.

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E&E SOF Team Organization: Four SOF operatives with individual weapons escorting one HVT prisoner.

Game Length: 10 Turns

Set Up: The team sets up hidden in one of the three buildings designated by the GM.

Victory Conditions: The side with the highest victory point total at end of game wins.

SOF Team Victory Point Schedule: • Deliver Ibn-Samur alive to US ground forces = 40 points • Prevent Ibn-Samur from falling into insurgent hands = 20 points • Each SOF operative still combat effective at game’s end = 5 points

Hearts and Minds: Each time a leader chit is drawn, one SOF operative can attempt, as his action, to learn from the inhabitants of the building the team took cover in what buildings in the village contain insurgent elements. The SOF team player: • Rolls one D20 once. • If a 3 or less is rolled, the GM will identify to the SOF player one village building that is occupied by insurgent forces. • The SOF operative involved may take no other actions during the action chit. • The SOF roll is modified as follows: o -2 if insurgent forces use slight coercive interrogation measures against villagers during the action. o -4 if insurgent forces use moderate coercive interrogation measures against villagers during the action. o -6 if insurgent forces use heavy coercive interrogation measures against villagers during the action; SOF player should also roll a hearing saving roll to detect direction of gunshot(s) and/or screams.

Rules of Engagement: • SOF operatives may engage any targets they believe pose a threat to them without having received fire first. • SOF operatives may not enter Mosques or other Islamic religious structures.

SOF Team Attributes/Skills: • TQM: All SOF warriors are ELITE • Willpower: 15 • Leadership: NA, SOF warriors take individual actions on every leader chit drawn • Other Attributes: 13 • Skills: 12

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Al-Anbar Province AQI Cadre Element Background: Following the successful delivery of another group of foreign fighter and suicide bomber candidates to the AQI staging site in Rawah, the AQI cadre element has been instructed to return to the Syrian border area on foot along a northern route that runs along the border between the al-Makmin and al-Gharz tribal areas to recon the route with an eye toward using it for the next group if US pressure in al-Anbar remains heavy. During the third night of the trek, US helicopters were heard to approach low and fast from the south. The cadre quickly deployed and launched a SAM attack on the helos hitting one and forcing it to crash on a ridge to the cadre’s north. After waiting 30 minutes to see if any helos returned to search the area, the cadre group advanced cautiously toward the crash site. As they neared the wreckage, the cadre received a message from AQI in Rawah that Leader Ibn- Samur had been captured by infidel forces, which retreated by helicopter northward from Al- Luriyah. All AQI forces in the area should attack any helicopters seen and search for Ibn-Samur among the wreckage of any helos brought down. At the deserted helo crash site the group found evidence that Ibn-Samur might have been aboard. No bodies were in evidence, but several blood trails led toward the ridge crest line to the north. The AQI leader divided his force, sending a 10-man flanking element to the east while the main group proceeded cautiously northward, following the blood trails. As the flanking element reached the crest, one jihadi thought he saw movement down the reverse slope near a distant village. The element’s leader decided to investigate. When the team reached the edge of the village at dawn, two things happened almost simultaneously: a blood trail was observed to lead into the village and small arms fire was heard behind them from the vicinity of the ridge crest.

Orders: Rescue Ibn-Samur; but if this is not possible kill him before the American infidels can take him to one of their camps alive. Kill as many of the infidels as possible.

Intelligence Update: AQI intelligence advises that it appears US Army ground forces are operating north of the Euphrates River valley. The US Marine and Iraqi Army operational tempo has been very heavy and continuous in the south, making it very difficult to move foreign volunteers and supplies by the southern routes

AQI Team Organization: Two teams of 5 AQI fighters each.

Game Length: 10 Turns

Set Up: The two teams may begin set up hidden in the two village buildings designated by the GM. The AQI side has the option to set up one team hidden outside of and south of the village.

Victory Conditions: The side with the highest victory point total at end of game wins.

AQI Cadre Victory Point Schedule: • Recover Brother Ibn-Samur alive = 30 points

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Appendix F. Sample Scenario

• Kill Ibn-Samur before the infidels evacuate him from the field = 15 points • Each SOF warrior killed or combat ineffective at game’s end = 10 points

Tursaq Villager Interrogation: Each time a leader chit is drawn, an AQI leader may attempt to interrogate the villagers in the building he occupies to learn the location of the escaping US team. This interrogation attempt uses the leader’s full leadership attribute and he may not give direction to any other fighters to take an action on the leadership chit. The interrogation is carried out as follows: • Player declares an interrogation attempt will be made (GM should resolve the interrogation attempt before any other actions are taken on the drawn leadership chit). • Interrogator declares what type, if any, of interrogation method is used -- polite questioning, slight coercive measures, moderate coercive measures, or heavy coercive measures. • Interrogating player rolls a D20 and is successful if 18 or higher is rolled. • Roll may be modified as follows: o +2 if slight coercive measures are used o +4 if moderate coercive measures are used o +6 if heavy coercive measures are used • If successful, the GM tells the AQI player(s) in which building the SOF team is located.

AQI Cadre Attributes/Skills: • TQM: 4 Cadre are VETs, 6 are PROs • Willpower: 14 • Leadership: 3 leaders total; 1 figure = 14, 2 figures = 13 • Other Attributes: 13 • Skills: VET = 7, PRO = 5

Page 144 SOF Warrior Appendix F. Sample Scenario

Al-Makmin Jihadi Force Background: Continuing heavy pressure by US and Iraqi forces throughout most of the al- Makmin tribal area is severely hindering the tribe’s lucrative smuggling business. In an effort to stretch the alliance forces and relieve some of the pressure on the tribe’s traditional smuggling routes, groups of al-Makmin jihadis have been sent northward into the al-Gharz tribal areas to attack US forces reportedly operating there. At dusk, an al-Makmin group approaching the al-Gharz village of Tursaq from the west along the ridge observed a dust cloud far to the northwest moving in a southeasterly direction. Preferring to use the broken ground near Tursaq for cover to await developments, the fighters established positions covering the Tursaq valley and settled down for the night. Midway through the night the jihadis thought they heard the distant sound of helicopters followed by what could have been an explosion to the south. The quiet returned until dawn when the fighters heard the distinctive sound of turbine-powered armored vehicles approaching from the north.

Orders: Destroy or disable as many US vehicles and kill as many infidels as possible before withdrawing southward back into the al-Makmin tribal area.

Intelligence Update: US Army ground forces are operating north of the Euphrates River valley in the al-Gharz tribal area. Dust storms to the south will limit US air operations providing the jihadis greater freedom of movement.

Al-Makmin Team Organization: Five teams of 5 al-Makmin fighters each.

Game Length: 10 Turns

Set Up: Begin set up hidden anywhere on the board outside Tursaq village, no closer than 70 yards from any village building.

Victory Conditions: The side with the highest victory point total at end of game wins.

Al-Makmin Victory Point Schedule: • Each US armored vehicle immobilized or destroyed = 10 points • Each US soldier killed or combat ineffective = 2 points

Al-Makmin IED(s): The al-Makmin side has available to it up to two command-detonated 100mm-shell IEDs for hidden placement before the game begins (mark player map accordingly). Given the isolated nature of the area and lack of cell phone connectivity, the IEDs are connected to the detonator device(s) by wire. • Number of IEDs: During the initial set-up, the al-Makmin side makes one unmodified D100 roll -- if a 20 or less is rolled -- two IEDs are available; 21 or greater means -- one IED is available. • Placement Restrictions: o Anywhere outside the village no closer than 50 yards from any village building

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Appendix F. Sample Scenario

o No more than 75 yards away from and in the direct line of sight of the al-Makmin team controlling the IED detonator • Command Detonation: o A D100 roll of 65 or less successfully detonates the IED o If first roll fails, three actions must be used to check the detonator’s connections before a second detonation roll can be attempted. o If a second D100 roll of 65 or less is unsuccessful, the IED has failed and no further detonation attempts can be made.

Al-Makmin Force Breakdown: Each team should include an LMG, 1 or 2 RPGs, and AK assault rifles • Team Red: 1 TL and 4 insurgents • Team Blue: 1 TL and 4 insurgents • Team White: 1 TL and 4 insurgents • Team Green: 1 TL and 4 insurgents • Team Yellow: 1 TL and 4 insurgents

Al-Makmin Insurgent Attributes/Skills: • TQM: TLs = VET; 2 insurgents on each team = PRO, 2 on each team = REG • Willpower: 13 • Leadership: 13 for each of the TLs • Other Attributes: 13 • Skills: VET = 7, PRO = 5, REG = 3 (RPG skills: VET=4, PRO=3, REG=2)

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Al-Gharz Tursaq Village Fighters Background: Even before the US-led invasion in 2003, the Sunni al-Gharz tribal group had attempted to maintain a low profile and focus on smuggling goods between Syria and Baghdad. The tribe has successfully avoided taking sides in the war and maintained autonomy over its traditional tribal area. A continuing heavy US operational tempo along and south of the Euphrates River valley has proven a boon to smuggling operations through the tribe’s area, but has also increased the number of incursions by al-Makmin and AQI elements. US forces have now begun operating regularly within the tribal area in response. So far, US forces have treated the al-Gharz with respect and civility. The east-west running ridge line south of Tursaq village marks the southern boundary of the tribal area. The village has only a token force of eight fighters present -- the majority having moved westward to monitor increasing al-Makmin movements in the area.

Orders: Protect the villagers while at the same time remaining neutral in the looming fight.

Al-Gharz Force Organization: Two teams of 4 al-Gharz fighters each -- one team containing an RPK LMG and the other an RPG in addition to AK rifles.

Game Length: 10 Turns

Set Up: Begin set up hidden in any two village buildings not containing the US SOF team or AQI elements.

Victory Conditions: The al-Gharz faction is controlled by the GM and cannot “win” or “lose” the game. Victory Points (VPs) associated with the al-Gharz serve as a negative modifier to the VPs of the side that this faction openly resists as determined by the special scenario rule below. If the al-Gharz fighters are not activated, then no points are subtracted.

Al-Gharz Victory Point Schedule: • Actively supports US side = -15 points to insurgent/AQI total • Actively supports insurgent/AQI side = -20 points to US total

Taking Sides: The al-Gharz fighters are controlled by the GM, but do not take an active role until a GM roll determines which, if any, side the al-Gharz take. At the start of each turn (except Turn 1) the GM carries out the following dice-roll procedure:

• Determine if the al-Gharz will take a side during the turn by rolling D100: o On 10 percent or less the al-Gharz will come in on a side; o Roll is modified by -10 if any fire was directed against a village building during the previous turn; o If >10 percent is rolled, the al-Gharz fighters remain neutral during the current turn.

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Appendix F. Sample Scenario

• If activation roll was successful, the GM conducts a second D100 roll to determine which side the al-Gharz supports: o 1-7 results in al-Gharz actively supporting US side; o 94-100 results in al-Gharz actively support the Insurgent side; o Modifiers: . - 5 AQI used slight coercive interrogation methods during previous turn . - 15 AQI used moderate coercive interrogation methods during previous turn . - 30 AQI used heavy coercive interrogation methods during previous turn . -15 al-Makmin fighters enter the village proper . -15 al-Makmin detonate an IED within 100 yards of any village building . +40 if US infantry forces (not SOF) break rules of engagement (each incident)

Al-Gharz Fighter Breakdown: • LMG Team: 1 TL and 3 insurgents • RPG Team: 1 TL and 3 insurgents

Al-Gharz Fighter Attributes/Skills: • TQM: TLs = VET; 2 insurgents on each team = PRO, 1 on each team = REG • Willpower: 16 • Leadership: 13 for each of the TLs • Other Attributes: 13 • Skills: VET = 7, PRO = 5, REG = 3

Legend TL Team Leader PL Platoon Leader SL Squad Leader AR Automatic Rifle GREN Grenadier RFL Rifle RFL/AT Rifle/Anti-Tank (LAW) LMG Light Machine Gun TMQ Troop Quality Modifier

Page 148 SOF Warrior Appendix F. Sample Scenario

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Appendix F. Sample Scenario

Page 150 SOF Warrior

Appendix G. Reproducible Forms

Character Sheet

Name: Rank: Troop Quality: Experience Points: Age: Speed Factor: Life Points: Fatigue: Exhaustion: Coma:

Physical Appearance

Hair Color: Eye Color: Height: Weight: Skin Tone: Carrying Capabilities: Dominant Hand:

Attributes

Power: Speed: Endurance: Intuition: Reason: Knowledge: Agility: Aim: Dexterity: Resistance: Recovery: Fitness: Personality: Willpower: Leadership: Sight: Smell: Hearing:

Skill Levels

Handguns: Martial Arts: Mechanic/Technician: Submachine Gun: Unarmed Combat: Computers: Shotgun Level: Silent Killing: Communications: Assault Gun: Escape Artist: Driver: Rifle: Swimming: Pilot: Machine Gun: Climbing: Languages: Grenadier: Tracking: First Aid: Grenade: Acting Engineer: Bladed Weapons: Navigation: Skiing: Demolitions: Airborne: Equestrian: Indirect Fire: Gymnastics: Survivalist:

Weapons and Equipment

Weapon/Weight Rate of Fire Ammo/Weight Total Weight Skill Level

Wounds: Total Weight Carried:

SOF Warrior Game Sheet

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

Troop Leadership/ Team # Life Points Skills Wounds Quality/Mod. Willpower

CR CR CR CR CR CR CR CR CR CR CR Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch Crouch

E E E E E E E E E E E Evade Evade Evade Evade Evade Evade Evade Evade Evade Evade Evade

KN KN KN KN KN KN KN KN KN KN KN Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel Kneel

PR PR PR PR PR PR PR PR PR PR PR Prone Prone Prone Prone Prone Prone Prone Prone Prone Prone Prone WJ WJ WJ WJ WJ WJ WJ WJ WJ WJ WJ Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Weapon Jam Jam Jam Jam Jam Jam Jam Jam Jam Jam Jam D D D D D D D D D D D Dash Dash Dash Dash Dash Dash Dash Dash Dash Dash Dash

Sabot Sabot Sabot Sabot Sabot Sabot Sabot Sabot Sabot Sabot Sabot Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell

HE HE HE HE HE HE HE HE HE HE HE Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell Shell HE HE HE HE HE HE HE HE HE HE HE AT AT AT AT AT AT AT AT AT AT AT SK SK SK SK SK SK SK SK SK SK SK Smoke Smoke Smoke Smoke Smoke Smoke Smoke Smoke Smoke Smoke Smoke

C C C C C C C C C C C Coma Coma Coma Coma Coma Coma Coma Coma Coma Coma Coma

H H H H H H H H H H H Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate Hesitate

SH SH SH SH SH SH SH SH SH SH SH Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken Shaken

P P P P P P P P P P P Panic Panic Panic Panic Panic Panic Panic Panic Panic Panic Panic

B B B B B B B B B B B Broken Broken Broken Broken Broken Broken Broken Broken Broken Broken Broken

R R R R R R R R R R R Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed Routed

BK BK BK BK BK BK BK BK BK BK BK Berserk Berserk Berserk Berserk Berserk Berserk Berserk Berserk Berserk Berserk Berserk

S S S S S S S S S S S Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted Spotted

Hero Hero Hero Hero Hero Hero Hero Hero Hero Hero Hero

BT BT BT BT BT BT BT BT BT BT BT Button Button Button Button Button Button Button Button Button Button Button

FZ FZ FZ FZ FZ FZ FZ FZ FZ FZ FZ Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone Fire Zone

UB UB UB UB UB UB UB UB UB UB UB Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned Unbuttoned

W W W W W W W W W W W Wound Wound Wound Wound Wound Wound Wound Wound Wound Wound Wound CW CW CW CW CW CW CW CW CW CW CW Change Change Change Change Change Change Change Change Change Change Change Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons Weapons

SU SU SU SU SU SU SU SU SU SU SU Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up Set-up

PN PN PN PN PN PN PN PN PN PN PN Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned Pinned

BG BG BG BG BG BG BG BG BG BG BG Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged Bogged

IM IM IM IM IM IM IM IM IM IM IM Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile Immobile

INC INC INC INC INC INC INC INC INC INC INC Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated Incapacitated

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Automatic Weapons Template

Heavy Machine Gun Sustained Fire Machine Gun Medium Machine Gun on Tripod

Squad Automatic Weapon Light Machine Gun

Assault Rifle Sub-Machine Gun

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