Hammers Slammers Board Game (MFG509) 1984

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The document describes the evolution of tanks and the development of super tanks powered by fusion engines. It also provides descriptions of different units that were used in the late third millennium including Hammer's Slammers.

Super tanks evolved from regular tanks through the development of portable fusion power plants. This allowed for thicker armor and heavier loads without loss of performance. Advances in materials also allowed for heavier armor. Air cushion technology also allowed tanks to move more quickly.

The document describes units from Hammer's Slammers (Blue) including hover tanks, combat cars, dismounted infantry, and mounted infantry. It also describes mercenary units (Red) and conventional units from Tan and Green forces including tracked tanks, armored cars, infantry, self-propelled artillery, and different gun types.

The Boardgame

Based on David Drake's novel


of armored warfare in the Third Millenium.
Development: Jim Griffin and Neil Zimmerer
Design: H. N. Voss of TimeLine, Ltd.
© 1984 Mayfair Games Inc.
Cover Art Hammer's Stammers ® 1983 by Paul Alexander
Map by James Clouse
Counter Images by Designer
Interludes ® 1983 by David Drake

ALL RIGHTS RESERVED. No part of this game may be reproduced in any form or by any
means, except for the inclusion of brief quotations in a review, without permission in writing from the publisher.
Permission is granted to the purchaser of this book to copy the scenarios for personal use, provided that none of the
copies are sold or traded.

The names, maps, descriptions, depictions, and other plot elements used in this game are derived from works
copyrighted by and include trademarks owned by David Drake, are used by the publisher herof under license by David
Drake, and may not be used or reused without his permission.

Manufactured in the United States


Published simultaneously in Canada

Mayfair Games Inc. Chicago, IL


I NTERLUDES
Reprinted below are some short articles describing the
weapons, tactics, and personnel of armies and mercen-
galaxy as Hammer's Slammers.
The articles first appeared as interludes in David
ary forces fighting during the late Third Millenium. Drake's military science fiction novel Hammer's Slam-
Particular attention is paid to Colonel Alois Hammer's mers published by Ace Science Fiction. They were also
mercenary regiment, affectionately known across the used as a basis for the Hammer's Slammers boardgame.

S UPERTANKS

TANKS WERE BORN IN THE MUCK Caterpillar treads had given the first tanks
and wire of World War One. Less than 60 cross-country ability; but at the cost of slow
years later, there were many who believed speed, frequent breakage, and great vulner-
that technology had made the behemoths as ability to attack. Now that power was no
obsolete as horse cavarly. Individual infan- longer a factor, even the armored bulk of a
trymen of 1970 carried missiles whose war- tank could be mounted on an air cushion.
heads burned through the armor of any The air cushion principle is very simple
tank. Slightly larger missiles ranged kilo- one. Fans fill the plenum chamber, a solid-
meters to blast with pinpoint accuracy vehi- skirted box under the vehicle with air under
cles costing a thousand times as much. Sim- pressure. To escape, the air must lift the
ilar weaponry was mounted on helicopters edges of the skirts off the ground—and with
which skimmed battlefields in the nape of the skirts, the whole vehicle rises. Fans tilt
the earth, protected by terrain irregularities. with the velocity and angle of attack of the
At the last instant the birds could pop up to blades determine the amount and direction
rip tanks with their missiles. The future of of thrust. The vehicle skims over surfaces it
armored vehicles looked bleak and brief. does not touch.
Technology had dragged the tank to the On tanks and combat cars, the lift was
brink of abandonment. Not surprisingly, it provided by batteries of fans mounted on
was technology again which brought the the roof of the plenum chamber. Each fan
panzers back. The primary breakthrough had its own armored nacelle. Mines could
was the development of portable fusion still do considerable damage, but while a
power plants. Just as the gasoline engine single broken track block would deadline a
with its high horsepower-to-weight ratio had tracked vehicle, a wrecked fan only made a
been necessary before the first tanks could blower a little more sluggish.
take the field, so the fusion unit's almost Successful protection for the supertanks
limitless output was required to move the went beyond armor and speed. Wire-guided
mass which made the new supertanks missiles are still faster, and their shaped-
viable. charge warheads can burn holes in any
Fusion units were bulky and moderately practical thickness of any conceivable
heavy themselves, but loads could be in- material—if they are allowed to hit. Recon-
creased on a fusion-powered chassis with naissance satellites, computer fire control,
almost no degradation of performance. and powerguns combined to claw missiles
Armor became thick—and thicker. With the out of the air before they were dangerous.
whole galaxy available as a source of ores, The satellites spotted missile launchers,
iridium replaced the less effective steels and usually before they fired and never later
ceramics without regard for weight. than the moment of ignition. Fire control
Armor alone is not adequate protection. computers, using data from the satellites,
Stationary fortresses can alway be battered locked defensive weaponry on the missiles
down—as the French learned in 1940, hav- in micro-seconds. And a single light-swift
ing forgotten the lesson Caesar taught their tribarrel could hose any missile with enough
ancestors at Alesia two millenia before. fire in its seconds of flight to disintegrate it.
3
Hand-launched, unguided rockets—buzz- mass and velocity of projectiles could be
bombs—were another problem, and in some juggled, but they could not be increased in
ways a more dangerous one despite their sum without a corresponding increase in
short range and small bursting charges. recoil or backblast. Explosive bullets were
Individual infantryman fired them from such very destructive on impact, but they had no
short ranges that not even a computer had penetration beyond the immediate blast
time enough to lay a gun on the little radius. An explosive bullet might vaporize a
rockets. But even here there was an leaf it hit near the muzzle as easily as the
answer—beyond the impossible one of kil- intended target down-range, and using
ling every enemy before they came within explosive in heavy brush was worse than
200 meters. useless because it endangered the shooter.
Many armored vehicles were already fitted Lasers, though they had air-defense
with a band of anti-personnel directional applications, were not the infantryman's
mines just above the skirts. Radar detonated answer either. The problem with lasers was
the mines when an object came within a set the power source. Guns store energy in the
distance. Their blast of shrapnel was powder charge. A machinegun with one car-
designed to stop infantry at close quarters. tridge is just as effective—once—as it is with
With only slight modification, the system a thousand round belt, so the ammunition
could be adapted against buzzbombs. It was load can be tailored to circumstances. Man-
not perfect, since the pellets were far less killing lasers required a 400-kilo fusion unit
destructive than powergun bolts, and the to drive them. Hooking a laser on line with
mines could not be used in close terrain any less bulky energy source was of zero
which would itself set them off. Still, buzz- military effectiveness rather than lesser
bombs were apt to be ill-aimed in the chaos effectiveness.
of battle, and a tank's armor could shrug off Science lent Death a hand in this
all but a direct hit by the small warheads. impasse—as Science has always done,
So tanks roamed again as lords of battle, since the day the first wedge became the
gray-gleaming phoenixes on air cushions. first knife. Thirty thousand residents of St.
Their guns could blunt all but the most Pierre, Martinique, had been killed on May
powerful attacks. They were fast enough to 8, 1902. The agent of their destruction was a
range continents in days, big enough to "burning cloud" released during an eruption
carry a battery of sensors and weaponry of Mt. Pelee. Popular myth had attributed
which made them impossible to escape the deaths to normal volcanic phenomena,
when they hunted. The only real drawback hot gases or ash like that which buried
to the supertanks was their price. Pompeii; but even the most cursory exami-
A tank's fire control, its precisely-metered nation of the evidence indicated that direct
lift fans, the huge iridium casting that energy release had done the lethal damage.
formed its turret—all were constructs of the In 2073, Dr. Marie Weygand, heading a team
highest sophistication. In all the human gal- under contract to Olin-America, managed to
axy there were probably no more than a duplicate the phenomena.
dozen worlds capable of manufacturing war The key had come from spectroscopic
tools as perfect as the panzers of Hammer's examination of pre-1902 lavas from Pelee's
tank companies. crater. The older rocks had showed inexpli-
But Hammer paid for the best, man and cable gaps among the metallic elements ex-
tank alike; and out of them he forged the pected there. A year and a half of empirical
cutting edge of a weapon no enemy seemed research followed, guided more by Dr. Wey-
able to stop. gand's intuition than by the battery of scien-
tific instrumentation her employers had
P OWERGUNS

BY THE 21ST CENTURY, MISSILE-


rushed out at the first signs of success. The
principle ultimately discovered was of little
utility as a general power source—but then
firing small arms appeared to have reached Olin-America had not been looking for a
the pinnacle of their development, and there way to heat homes.
was nothing on hand to replace them. The Weygand determined that metallic atoms
4
of a fixed magnetic orientation could be the range and destructivness of the individ-
converted directly into energy by the proper ual soldier. The weapon were so destructive,
combination of heat, pressure, and inter- in fact, that even on most frontier planets
secting magnetic fields. Old lava locks its their use was limited to homicide. Despite
rich metallic burden in a pattern dictated by that limited usefulness, factories for the
the magnetic ambience at the time the flow manufacture of powerguns and their ammu-
cools. At Pelee in 1902, the heavy Gauss nition would probably have been early prior-
loads of the new eruption made a chance ity items on most worlds—had not that
alignment with the restressed lava of the manufacture been utterly beyond the capac-
crater's rim. Matter flashed into energy in a ity of all but the most highly industrialized
line dictated by the intersection, ripping planets.
other atoms free of the basalt matrix and Precision forming of metal as hard as iri-
converting them in turn. Below in St. Pierre, dium is an incredible task. Gas reserviors
humans burned. required a nul-conductive sheath if they
When the principle had been discovered, were not to bleed empty before they even
it remained only to refine its destructive- reached the field. If ammunition wafers were
ness. Experiments were held with different rolled out in a fluctuating electrical field,
fuel elements and matrix materials. A they were as likely to blow out the breech of
copper-cobalt charge in a wafer of micro- a weapon or gang-fire in the loading tube as
porous polyurethane became the standard, they were to injure a foe. All the planetary
since it appeared to give maximum energy pride in the cosmos would not change laws
release with the least tendency to scatter. of physics.
Because the discharge was linear, there was Of course, some human cultures preferred
no need of a tube to channel the force as a alternate weaponry. The seven worlds of the
rifle's barrel does; but some immediate Gorgon Cluster equipped their armies—and
protection from air-induced scatter was a number of mercenary units—with flechette
necessary for a hand-held weapon. The best guns, for instance. Their hypervelocity
barrel material was iridium. Tungsten and osmium projectiles had better short-range
osmium were even more refractory, but penetration than 2 cm powerguns, and they
those elements absorbed a large component cycled at a very high rate. But the barrels of
of the discharge instead of reflecting it as flechette guns were of synthetic diamond,
iridium did. making them at least difficult to manufac-
To function in service, the new weapons ture as the more common energy weapons.
needed to be cooled. Even if a white-hot Because of the expense of modern wea-
barrel did not melt, the next charge certainly pons, would be combatants on rural worlds
would vaporize before it could be fired. Liq- often delayed purchasing guns until fighting
uified gas, generally nitrogen or one of the was inevitable. Then it became natural to
noble gases which would not themselves consider not buying only the guns but men
erode the metal, was therefore released into who were used to them—for powerguns
the bore after every shot. Multiple barrels, were no luxury to the mercenaries whose
either rotating like those of a Gatling gun or lives and pay depended on their skill with
fixed like those of a mitrailleuse, the the best possible equipment. The gap
Gatling's French contemporary, were used between a citizen-soldier holding a power-
to achieve high rates of fire or to fire very gun he had been issued a week before, and
high intensity charges. Personal weapons the professional who had trained daily for
were generally semi-automatic to keep years with the weapon, was a wide one.
weight and bulk within manageable limits. Thus if only one side on a poor world
Submachineguns with large gas reservoirs hired mercenaries, its victory was assured—
to fire pistol charges had their uses and numbers and ideology be damned. That
advocates, as their bullet-firing predeces- meant, of course, that both sides had to
sors had. make the investment even if it meant
Powerguns—the first usage of the term is mortgaging the planetary income for a
as uncertain as that of "gun" itself, though decade. Poverty was preferable to what
the derivation is obvious—greatly increased came with defeat.
5
All over the galaxy, men with the best gifts worlds. These new colonies were planted
of Science and no skills but those of murder with a specific product in mind: a mineral; a
looked for patrons who would hire them to drug; sometimes simply agriculture, freeing
bring down civilization. Business was good. more valuable real estate on the home-
worlds. Even a planet could be filled in a few
centuries by the asymotic population
B ACK DROP TO CHAOS

THE MERCENARY COMPANIES OF


growth which empty spaces seem to
engender in human beings. Secondary
colonies were frequently joint efforts,
the late Third Millenium were both a result combining settlers and capital from several
of and a response to a spurt of empire- worlds. They were a business proposition,
building among the new industrial giants of after all, not matters of national honor.
the human galaxy. Earth's first flash of Unfortunately for the concept, the newly-
colonization had been explosive. Transit mixed national and racial groups got along
was an expensive proposition for trade or just as badly as their ancestors had a few
tourism, but on a national scale, a star col- centuries earlier on Earth. The planetary
ony was just as possible as the high-rise governments of Hiroseke and Stewart, for
Palace of Government which even most of instance, conferred placidly with each other;
the underdeveloped countries had built for but in the iridium-mining colony they had
the sake of prestige. founded together on Kalan, Japanese and
And colonies were very definitely a matter Scotsmen were shooting at each other
of prestige. The major powers had them. So, within five years.
just as Third World countries had squan- The new colonizers had thought they
dered their resources on jet fighters in the would be able to control their colonies with-
Twentieth Century (and on ironclads in the out military force. Their own experience had
Nineteenth), they bought or leased or even taught them to control space transport to
built starships in the Twenty-First. These the new colonies. Without the ability to sell
colonies were almost invariably mono- its produce in markets of its own choice, a
national, under-capitalized, and stratified by colony could not stirke off on its own—as
class even more rigidly than were their the homeworlds had themselves done.
mother countries. All of those factors But a colony could be forced into a
affected later galactic history. There was a pattern of logical subservience only if its
plethora of suitable worlds on which to plant populace were willing to be logical. If
colonies, however, so that even the most instead the settlers decided to eat their own
ineptly-handled groups of settlers generally guts out through internal warfare, the
managed to survive. Theirs was a hand-to- colony would become as commercially
mouth survival of farming and barter, valueless as Germany in 1648. Inevitably,
though, not of spaceports shipping vast homeworlds attempted through military
quantities of minerals and protein back to force to control and unify their colonies;
Earth. also inevitably, they generally increased the
A few of the better-backed colonies did disruption by their activities.
become very successful. Most of them had And even if some sort of military solution
been spawned by the larger nations, though was imposed, there remained the question
a few were private ventures (including that of how to deal with the defeated
of the Dutch consortium which founded troublemakers—however they were
Friesland). Success left their backers in the defined—to avoid the new outbreak of fight-
same situation of those whose colonies ing. Ideally, they could be used as expend-
were barely surviving, however, since the ables in battles elsewhere. It was a course
first result of planetary self-sufficiency was which had been followed with success often
invariably to cut ties and find the best prices in the past—Germans in French Indo-China
available for manufactures on the open in 1948, and Scots borderers in Ulster in
market. 1605, for two examples. The course required
There followed a spate of secondary that there be other battles to fight—but
colonization from the successful colony there were other unruly colonies as well as
6
backwater worlds whose produce would be they must reckon with the possibility of
useful if it could be controlled at an accept- being bilked of their pay or massacred to
able cost. Perhaps the first case of this avoid its payment; of being used as cannon
occurred in 2414 when Monument equipped fodder by an employer whose distaste for
4,000 Sikh rebels from Ramadan and "money-grubbing aliens" may exceed the
shipped them to Portales to take over that enemy's; or of being abandoned far from
planet's tobacco trade, but there were many home when defeat or political change
other examples later. erases their employer or his good will. As
And in any case, there was always some- Xenophon and the Ten Thousand learned,
one willing to hire soldiers, somewhere. in such circumstances the road home may
World after world armed its misfits and sent be long—or as short as a shallow grave.
them off to someone else's backyard, to A solution to both sets of special
attack or defend, to kill or die—so long as problems was made possible by the com-
they were not doing it at home. Because of plexity of galactic commerce. The recorded
the pattern of colonization, there were only beginnings came early in the 27th Century
a few planets that were not so tense that when several planets caught up in the
they might snap into bloody war if mercen- Confederation Wars used the Terran firm of
aries from across the galaxy were available. Felchow und Sohn as an escrow agent for
Even for the stable elite of worlds, Fries- their mercenaries' pay. Felchow was a
land and Kronstad, Ssu-ma and Wylie, the commercial banking house which had
system was a losing proposition. Wars and retained its pre-eminence even after Terran
warriors they spawned were short-term industry had been in some measure
solutions, binding the industrial worlds into supplanted by that of newer worlds. Neither
a fabric of short-term solutions. In the long Felchow nor Terra herself had any personal
run, off-world markets were destroyed, stake in the chaotic rise and fall of the
internal investment was channelled into Barnard Confederation; thus the house was
what were basically non-productive uses, the perfect neutral to hold the pay of the
and the civil populace became restive in the condottieri being hired by all parties. Pay-
omnipresence of violence and a foreign ment was scrupulously made to mercenaries
policy directed towards its continuance. who performed according to their contracts.
On rural worlds, the result was nothing so This included the survivors of the Dalhousie
subtle as decay. It was life and society shat- debacle who were able to buy passage off
tered forever by the sledge of war. that ravaged world, despite the fact that less
than 10% of the populace which had hired
them was still alive. Conversely, the pay of
T HE BONDING AUTHORITY

WARS RESULT WHEN ONE SIDE


Wrangel's Legion, which had refused to
assault the Confederation drop zone on
Montauk, was forfeited to the Montauk
either misjudges its chances or wishes to government. The Third Armistice intervened
commit suicide; and not even Masada began and Wrangel's troops were hunted across
as a suicide attempt. In general, both war- the face of the planet by both sides; too
ring parties expect to win. In the event, they faithless to use and too dangerous to
are wrong more than half the time. ignore.
Employing mercenaries adds new levels Felchow und Sohn had performed to the
of uncertainty to the already risky business satisfaction of all honest parties when first
of war. Too often in history a mercenary used as an intermediary. Over the next three
force has disappeared a moment before the decades the house was similarly involved in
battle; switched sides for a well-timed bribe; other conflicts, a passive escrow agent and
or even conquered its employer and brought paymaster. It was only after the Ariete
about the very disasters it was hired to Incident of 2662 that the concept coalesced
prevent. into the one stable feature of a galaxy at
Mercenaries for their part, face the war.
chances common to every soldier of being The Ariete, a division recruited mostly
killed by the enemy. In addition, however, from among the militias of the Aldoni Sys-
7
tern, was hired by the rebels on Paley. Their escrow business, the others joined gladly
pay was banked with Felchow, since the and without exception. No one would
rebels very reasonably doubted that anyone underwrite cargoes to or from Paley; and
would take on the well-trained troops of the Paley, already wracked by a war and its
Republic of Paley if they had already been aftermath, shuddered down into the slag
handed the carrot. But the Ariete fought heap of history.
very well indeed, losing an estimated 30% of Lucrative was indeed a mild word for the
its effectives before surrendering in the final mercenary business. The escrowed money
collapse of the rebellion. The combat losses itself could be put to work, and the escrow-
have to be estimated because the ing bank was obvious agent for the other
Republican forces, in defiance of the "Laws commercial transactions needed to run a
of War" and their own promises before the war. Mercenaries replaced equipment,
surrender, butchered all their fifteen or so recruited men, and shipped themselves by
thousand mercenary prisoners. the thousands across the galaxy. The new
Felchow und Sohn seeing an excuse for banking cartel served those needs
an action which would raise it to incredible smoothly—and maximized its own profits.
power reduced Paley to Stone Age savagry. With the banks' new power came a new
An industrialized world (as Paley was) is organization. The expanded escrow
an interlocking whole. Off-planet trade may operations were made the responsibility of a
amount to no more than 5% of its GNP; but Bonding Authority, still based in Bremen but
when that trade is suddenly cut off, the managed independently of the cartel itself.
remainder of the economy resembles a car The Authority's fees were high. In return, its
lacking two pistons. It may make whirring Contracts Department was expert in
sounds for a time, but it isn't going preventing expensive misunderstandings
anywhere. from arising, and its investigative staff could
Huge as Felchow was, a single banking neither be bribed nor deluded by a violator.
house could not have cut Paley off from the Under the Authority's ruthless nurture the
rest of the galaxy. When Felchow, however, business of war became as regular as any
offered other commercial banks member- other commercial endeavor; and more
ship in a cartel and a share of the lucrative profitable than most.

T ABLE OF ORGANIZATION
HAMMER'S REGIMENT

Sec 1: Headquarters Battalion


Except for Artillery and Replacement, all the work on fusion units. Company included 3
support elements were grouped for admin- tank and 6 combat car transporters,
strative convenience in HQ Battalion. In stretched-chassis vehicles with fans at
practice, a large percentage of the strength either end; ACVs cannot, of course, be
of these units was parcelled out to line towed. Total: 212 effectives.
companies according to need.
c) Communications—Included not only the
a) Headquarters Company—Col. Hammer staff of Command Central, but the staffs of
and his personal staff, including battalion local headquarters with area respon-
officers; satellite launch and maintenance sibilities. Total: 143 effectives.
personnel; finance; and a security element. d) Medical—Twenty-four first line medics
Total: 153 effectives. with medicomps linked to Central, and a
b) Maintenance—Capable of handling any- field hospital with full life-support capability.
thing short of full hull rebuilds and internal Total: 60 effectives.
8
e) Supply—Included Mess and Quater- mounted); one 2-man 100 mm mortar team
master functions. Total: 143 effectives. (jeep mounted); and a command element.
f) Intelligence—Order of Battle was per- All but Heavy Weapons were on one-man
formed mostly by computer. Imagery Inter- skimmers. Buzz-bombs could be issued for
pellation, study of satellite recce, was in special purposes; but in general, support
large measure still a human function. There from the armored vehicles allowed the
were three mechanical interrogation (i.e. Slammer's infantry to travel lighter than
mind probe) teams. Total: 84 effectives. most pongoes. Company total: 202
effectives.
g) Transport—312 men (heavily supple-
mented from Replacement Battalion) and
288 air cushion trucks for local unit supply
from spaceport or planetary logistics cen- Sec. V: Artillery
ters. True aircraft, flying above the nape of Three batteries of self-propelled 200 mm
the earth, would have been suicidally rocket howitzers. Each battery contained six
vulnerable to powerguns. tubes; one command car; and two munitions
h) Combat Engineers—Carried out bridging, haulers. Battery total: 37 effectives.
clearing, mine-sweeping, and very
frequently fighting tasks. Formed in three
16-man platoons, each mounted on a pair of Sec. VI: Replacements
tank-chassis Engineer Vehicles. Total: 50
effectives. The training and reserve component of
the Slammers, normally totalling 1500 men
i) Recreation—Field brothels. The strength (including cadre) with about ten tanks,
and composition of this unit varied from twenty-five combat cars, and a hundred
world to world. Generally, teams of 3-6 were trucks. Because Hammer had no permanent
put under the direct control of company base world, training had to be performed
supply personnel. wherever the Regiment was located.
Because men were more vulnerable than the
Sec. II: Combat Cars armored vehicles they rode, and the vehicle
Eight combat car companies each of a were too valuable to run under-crewed or
command section (one car) and four line held out of service while replacements were
platoons. Each platoon contained a trained, a pool of trained men had to be on
command car and five combat cars, or six hand to fill gaps immediately. Until they
combat cars. Company total: 100 effectives. were needed in combat slots, they acted as
extra drivers, loading crews, camp police,
Sec. Ill: Tanks and firebase security.
Four Tank companies, each of a
command tank and four line platoons. Each
line platoon contained four tanks. Company Note: As personal weapons line infantry
total: 36 effectives. were issued 2 cm shoulder powerguns and
grenades. Vehicle and Heavy Weapons
Sec. IV: Infantry crewman carried 1 cm pistols (unless they
Four companies, each of four platoons. had picked up shoulder arms on their own).
Each platoon contained four 10-man line Officers carried pistols or 1 cm submachine-
squads; two 2-man tribarrel teams (jeep- guns as they desired.

9
R ULES

G AME COMPONENTS
• Rules book
P REPARATION FOR PLAY
1. Hammer's Slammers can be played by 1 to 4 players,
• One mapboard who select a scenario and choose sides. The map is
assembled according to the directions in the sce-
• Four sheets of die cut playing pieces nario, and forces are placed on the map. 2. If the
• Two six-sided dice players choose to design their own scenario, the
players build their own force, choose mapboards
• The game box and their arrangements, and decide player move-
ment sequence.

G AME MAP
The Hammer's Stammers map represents the various s EQUENCE OF PLAY
battlefields the mercenaries fought over during the lat- Each player in his turn does the following:
er half of the Third Millenium.
The panels are numbered 1 to 6 and are partly geo- 1. Rally (moving player).
morphic. The players must consult the scenario to de- 2. Paradrops and Counter Paradrop Fire.
termine how the boards must be setup, as they are 3. Move (moving player).
arranged differently from scenario to scenario.
There is an arrow above the number on each board 4. Ranged Combat (all players).
which indicates the compass direction (north). When A: Indirect Artillery and Counter Artillery Fire.
putting the main boards together all the compass di- B: Direct Fire.
rections should point the same way.
Lettered edge pieces are also listed for some scena- 5. Close Assaults (all players).
rios, though others do not include them. Unless other- Repeat steps 1-5 until all players have had their turn.
wise noted, partial hexes at the edge of the board are
not playable. 6. Advance the game turn marker. The player who
Be aware that starting positions are often on the moved first always fires first in each of the Com-
main numbered boards, not the edge pieces. bat sections. Order of fire is the same as the
movement sequence.

P LAYING PIECES
There are 328 playing pieces in the game. They in- R ALLY
clude two sets of conventional forces (green & tan), Disrupted units may be undisrupted (rallied) at the
one set of mercenaries (red), one set of armored mer- start of a player's turn. The morale level for each unit is
cenaries: Hammer's Slammers (blue), and game mark- listed in the specific scenario. In order to rally a unit,
ers (yellow). Mercenary and Slammers infantry (not roll two dice. If the number rolled is equal to or greater
conventional infantry) counters are backprinted to than the morale level of the disrupted unit, then that
show their values when they are mounted on skimmers. unit counter is immediately rallied, flipped over to its
The yellow game markers include rubble, fortress, and front side, and treated as an undisrupted unit.
turn counters. If the attempt to rally the unit counter is unsuccess-
ful, the unit counter remains disrupted. Each disrupted

c HARTS & TABLES


The Game Scenarios, Combat Results Table (includ-
ing a Gas Combat Results Table), Terrain Effects
unit counter of moving player, except those in Close
Assault, may attempt to rally.
For effects of disruption, see the appropriate section.
DESPERATION RALLY
Chart, Unit Cost Chart, Counter Description Chart, If your first attempt to rally a unit fails you may roll
Turn Chart, and Unit Identification Chart are included immediately for a desperation rally using the same
in the rules. procedure as a regular rally attempt. If you are suc-
10
cessful, treat the unit as a rallied unit. If you are unsuc- and guns may only land in a clear terrain hex, other-
cessful, immediately remove that unit from play. wise they are eliminated.
A unit may move its complete movement after land-
ing unless it is eliminated by terrain or it lands in an

P ARADROPS
Only infantry (Conventional, Slammers, and Mer-
enemy-occupied hex.
If an off-course, air-dropped unit lands in an enemy-
occupied hex, a Close Assault with special modifica-
cenary), small guns, armored cars and armored per- tions will occur during combat. The paradropped unit
sonnel carrier unit counters may be paradropped. does not get the usual Close Assault bonus for the first
The player picks a hex as a drop zone, unoccupied turn of Close Assault. Infantry, however, still doubles
by enemy units, to paradrop units. More than one drop its attack factor.
zone may be designated at beginning of movement for Overstacking may occur by paradropped units on
different units. the dropping zone hexes. If overstacking occurs (at the
Once the drop zone is designated, roll 1 die. If the first movement opportunity) the paradropped units
number rolled is a 1, 2, or 3 the dropped unit landed in must move enough units to relieve the overstacked
the drop zone hex. If a 4,5, or 6 is rolled, the unit landed condition.
off course.
To determine the landing hex of off-course units roll
a die to determine the direction. The six hexes imme- COUNTER PARADROP FIRE (CPF)
diately adjacent to the drop zone hex represent the Calliopes and Hover Tanks (Mercenary or Slammer)
various directions in which the off-course unit could may fire at paradropped units during the movement
have landed. The hex to the north of the drop zone hex turn they are dropped (and still in the air).
is hex number 1 and moving clockwise from that hex There is no extended range for Calliopes and Tanks
the remaining five hexes are directions 2,3,4,5, and 6. in Counter Paradrop Fire. Paradropped units disrupted
or eliminated by Counter Paratroop Fire are eliminated
and are immediately removed from play. They may not
return fire.
The range of the Counter Paradrop Fire is computed
by counting the hexes from the firing unit to the hex
that the paradropped unit lands in. Do not include the
hex the firing unit is in, but do count the hex the para-
dropping unit is landing on.
If the paradropping unit is on course, that hex would
be the drop zone hex. If the paradropping unit is off
course, the hex was determined by a die roll.
Units conducting Counter Paradrop Fire may not
conduct other ranged combat or Close Assault attacks.
A Calliope automatically eliminates a paradropped
unit on a CPF attack.
Slammer and Mercenary Hover Tanks attack using
the normal odds ratio for Direct Fire. The tanks com-
pare their attack factors against the paradropped unit.
However, only one unit may fire at one paradropping
unit. During Counter Paradrop Fire ignore all rubble
results.
Units which fired CPF may not fire again at Close
Assaulting Paradropped troops.

M OVEMENT
During the movement portion of his turn a player
may move any, all, or none of his counters up to each
counter's movement factor. Movement is from one hex
to an adjacent hex expending movement factors based
After determining the direction of the off-course un- upon the cost of the hex entered at the following rate:
it, roll another die. The number rolled is the number of • Conventional troops are equipped with tracked
hexes counted out from the drop zone hex (but not or wheeled vehicles.
including the drop zone hex), through the direction
hex, to the landing hex of the off-course unit. If a unit • Mercenaries and Slammers are hover-equipped
drops off board simply place it on the first hex of the troops.
closest board edge to where the counter dropped off. • Dismounted Slammer and Mercenary infantry
Consider all off-board hexes as clear terrain. are armed like Conventional troops. However,
Any unit which lands in a lake, swamp, or river hex is when mounted on their skimmers they are treat-
eliminated. Armored cars, armored personnel carriers, ed as hover-equipped troops.
11
Movement factors may not be saved from one turn to successive turns, then both it any infantry unit it carries
another nor transferred from one unit to another. A hex are eliminated.
may not be entered if the moving counter has insuffi- Stacking is limited to 3 counters in a hex. Infantry
cient movement factors left to enter that hex. However, may not ride tanks. An APC carrying an infantry unit
a unit may always move 1 hex, except those units with 0 counts as 2 units for stacking purposes. Slammer and
movement printed on counters which cannot move Mercenary infantry may not ride in a conventional
except when towed. APC. If an APC carrying infantry is eliminated, the
Conventional armor and mechanized units may never infantry counter is also eliminated.
move into swamp or lake hexes. Hover units may move it costs Mercenary and Slammers infantry 1 MF each
into swamp and lake hexes, but are eliminated if dis- from its infantry movement and its skimmer movement
rupted while on them. to mount or dismount their skimmer. One movement
Conventional (non-hover) units and hover units may factor is taken from the infantry movement and one MF
move onto river hexes and cross rivers, but if they are from the skimmer movement.
disrupted while on a river hex they are eliminated. To show that Mercenary infantry is mounted, simply
A counter may move into a hex which contains an flip the infantry unit counter over to the skimmer side
opponent's counter, but the unit must immediately and use the values printed on that side for combat and
stop upon entering that hex and cannot move out while range.
an opponent's counter (whether disrupted or undis- For example: A Slammers dismounted infantry has a
rupted) remains in that hex. movement of 2. A Slammers mounted infantry (skim-
If a counter is not on the road and moves into a hex mer) has a movement of 6. A player decides to mount a
containing a road, the unit must expend the cost of the infantry unit on its skimmers at the start of its move-
hex terrain type—not the road movement cost. A unit ment turn. The unit spends 1 movement factor (MF)
may only use road movement cost if it has entered the from the dismounted infantry and 1 MF from the
road hex from another road hex. skimmer's movement. The skimmer-mounted infantry
Units may move through hexes containing other unit could move 4 hexes then spend the last movement
friendly units. factor of its infantry movement and the last movement
Players can each stack up to 3 counters in a single factor of its skimmer's movement to end the turn
hex. During a Close Assault it is possible to have 6 dismounted.
counters in a hex (3 from each side), or even 9 counters Mercenary and Slammers infantry, when mounted
if it is a three player scenario. on skimmers, are eliminated when disrupted.

TOWING RANGED COMBAT


Any vehicle can tow artillery (guns, howitzers, and
calliopes) except skimmers.
The player must announce at the start of his turn that There are two types of Ranged Combat in the game:
he is towing and the towing unit must start the turn in Indirect and Direct. All combat results are rolled using
the same hex as the unit to be towed. 2 six-sided die. Fire is simultaneous, but the moving
Place artillery piece underneath towing vehicle to player conducts fire first. There is also Close Assault
show it is being towed. combat which is covered in the following section.
Movement of the towing vehicle is halved, rounding Since combat is simultaneous, the blank back of the
fractions down. rubble counters may be placed on top of eliminated
Artillery may not fire while being towed. unit counters to show which units were eliminated by
Towed unit suffers the same combat result as its the first player's fire. After the moving player's turn, the
towing unit. Fire is conducted only on towing unit; do defending player can fire his eliminated unit, then
not add in DF of towed unit. Towed units cannot be remove both it and the reversed rubble counter from
hooked up or set up if towing unit is disrupted. Roll one the board.
rally roll for both towed and towing unit combined. In ranged combat a unit may attack a target within
A player may, at the start of his movement turn, the range printed on the firing counter, counting the
declare that a towed artillery piece is being set up. The hexthe target is in but not the hex the firing unit is in. A
vehicle that had been towing the artillery unit may then firing unit may not split its attack factor by conducting
move normally. The artillery piece remains in the hex in more than one attack.
which it began the turn. It can fire normally. All counters have extended range capability. This
may not be used for Counter Artillery and Counter
MOUNTED INFANTRY Paradrop fire. Inextended range combat a unit may fire
An APC (Armored Personnel Carrier) must start in half its attack factor at a target up to twice the unit's
the hex with a regular infantry unit for the infantry to printed range.
mount the APC. One APC counter may carry one infan- To conduct ranged combat a unit must not be in
try counter. Mounting or dismounting from an APC Close Assault, must not be disrupted, must have the
costs both the infantry unit and the vehicle unit 1 target in range, and must have a Line of Sight (LOS) to
movement factor (MF). Both APC & infantry may fire the target or, in the case of artillery firing indirectly,
during the mounting/dismounting turn. To show infan- either LOS or an observer with LOS on the target. Any
try is dismounted, place the infantry unit on top of APC. friendly unit may serve as an observer for Indirect Fire.
Disrupted APC's may not mount or dismount infan- Every unit may only conduct one attack in a player's
try. Infantry fires as a disrupted unit if the carrying APC turn whether Close Assault, Direct Fire, Counter Artil-
is disrupted. If a disrupted APC is disrupted on any lery, Counter Paratroop, or Indirect Fire.
12
All players' combat, whether Direct Fire, Indirect, Artillery fires only at the hexes containing an oppo-
Close Assault, or Counter Artillery Fire is simultane- nent's units—not the individual units in the hex. The
ous. A unit destroyed in Indirect Fire may still fire attack is conducted using the defense value of the hex
during the Direct Fire round before being removed (found using the Terrain Modifier Chart) and the Indi-
from play at the end of the combat round. rect Fire Combat Results Table.
The only exception are paratroops destroyed in the To conduct Indirect Fire, compare the total attack
air by Counter Paradrop Fire. They are immediately factors of the attacking units to the defense factor of
removed from play and do not fire in the combat round. the target hex, not the defense factor of the defending
units. The comparison is expressed as a ratio of the
COUNTER ARTILLERY FIRE (CAF) total defending factors. The odds are rounded down.
Calliopes and Hover tanks may conduct Counter The Combat Results Table is divided into two sections,
Artillery Fire. This fire is used to knock incoming Indi- one for Class A units and one for Class B units. Class A
rect artillery shells out of the air. CAF can only be used targets are: Tanks, Armored Cars (AC), Combat Cars
right before Indirect Fire and only against artillery (CC), and Fortresses. Class B targets are all other
shells fired indirectly. One counter artillery fire attack targets.
automatically destroys incoming artillery shells and If an attack occurs at greater than 5 to 1 odds when
cancels the attack of one artillery counter per turn. attacking Class B targets, roll the attack on the 5 to 1
To conduct Counter Artillery Fire the Calliopes or column of the CRT. If an attack occurs at greater than 5
Hover tanks must be within their listed range of the to 1 odds when attacking Class A targets, roll the attack
target hex fired on by the artillery and have a Line of on the 6 to 1 column. Attacks of less than 1 to 2 may not
Sight to that target hex. It also may conduct a Counter be conducted.
Artillery Fire (CAF) for itself if it is the target of an If Class A and B units are stacked together in a hex,
Indirect artillery attack. the same die roll is used for both targets (though not
A single unit's CAF is only good against the artillery the same odds column).
attack of one artillery counter. If only one unit can All units of the same Class in the target hex are
conduct a CAF and 2 counters are conducting an affected equally by the results of Indirect Fire. Excep-
artillery attack, then the CAF may negate only one of tion: gas attacks are conducted separately on each unit
the artillery counter's attack (CAF player's choice). in the hex.
The other artillery attack must be rolled. CAF may A player may use Indirect Fire against a hex under
only be conducted at the range printed on the coun- attack by Close Assault (his own units in the same hex).
ters. There is no extended range CAF. However, all units in the target hex are affected.
Counter Artillery Fire by the defending player occurs Remember, any unit which conducts Indirect Fire
after each announced artillery strike by the attacking may not conduct Direct Fire in a player's turn,
player. Example: the attacking player decides to have 3 against either unit class.
artillery units (units A, B, and C) fire indirectly at 2
hexes (hexes 1 and 2) occupied by the defending play- GAS ATTACK (Direct or Indirect)
er's units. The attacking player first announces that Any artillery counter that is equipped with gas
artillery units A & B are firing indirectly at hex 1. ammunition may conduct either a gas or a regular
The defending player has the option at this time to attack. Each individual counter conducting a gas
conduct Counter Artillery Fire on the shells from attack (whose shells are not destroyed by Counter
artillery units A & B. The defending player decides to Artillery Fire) must roll against each unit in the target
conduct only one Counter Artillery Fire, allowing one hex.
artillery attack to go through. There are no combat odds involved. Rather, the
The attacking player then announces that artillery artillery attack is rolled against each unit attacked in
unit C is firing at hex 2. The defending player then has the target hex under the appropriate gas attack de-
the option of conducting another Counter Artillery Fire pending on the Combat Results Table: Mercenary
at the shells from artillery unit C if he still has units (including Slammers), or Conventional and Class A or
available. Class B (see chart). Ignore rubble results when con-
Remember that each unit may conduct only one fire ducting a gas attack.
in any one player's turn. For example, 1 artillery unit conducts a gas attack on
The Calliopes have an S in place of a number for the 2 Conventional infantry units in a hex and rolls twice at
attack factor to indicate their special attack (Counter 1 to 1 odds. The player rolls once against each unit
Artillery Fire and Counter Paradrop Fire only). In all counter, and would need 7 to 9 to disrupt the target
other attacks, Calliopes have an attack factor of 0. counter and a 10 to 12 to eliminate the target counter
INDIRECT FIRE (see Combat Results Tables).
Only artillery can use Indirect Fire, which is con-
ducted before Direct Fire. Any unit that uses Indirect DIRECT FIRE
Fire may not attack during Direct Fire. All unit counters except howitzers may conduct
Artillery is divided into two types: howitzers and Direct Fire if they are not in Close Assault, have a LOS
guns. Howitzers may only conduct Indirect Fire; guns on the target, have not conducted Indirect Fire, CAF, or
may conduct both Direct and Indirect Fire. CPF, and are in range.
To use Indirect Fire, an artillery unit must have either Each unit counter may fire at only one target each
a direct Line of Sight on the target or have an observer combat round. A target is one or more unit counters in
(any of the player's own units) which has a direct Line a hex. A player may fire at some or all of the units
of Sight upon the target. stacked in a hex.
13
A player may make as many separate attacks as he units shift their attack one column to the right on the
has units which can fire on a target; or the units may Combat Results Table. In addition, the attack factor of
combine their values in an attack. all infantry, whether mounted or dismounted, doubles.
The terrain modifier of the hex adds on to the Disrupted units fight without bonuses. But mounted
defense factor of the target. Thus, if there are two units Conventional infantry does not disrupt and receives its
with a defense factor of 2 in a hex with a defense bonuses even it its APC is disrupted. Mercenary and
modifier of 2, and the attacker fires direct at both units Slammers infantry mounted on skimmers is eliminated
as one target: the defense value is 6 if disrupted.
(terrain = 2, first unit = 2, second unit = 2 The moving player can move additional units to a
total: 2 + 2 + 2 = 6) Close Assault, up to the stacking limit of three units per
If the attacker fires direct at only one of the counters player.
in that hex, the defense value of that target is 4. Disrupted units in Close Assault cannot rally.
(terrain = 2, unit = 2 If disrupted and undisrupted units of the same player
total: 2 + 2 = 4) are conducting Close Assault combat in the same hex,
A player may fire as many times upon a target as he they may not combine their attacks, but must conduct
has units capable of making an attack. separate Close Assault attacks.
Compare the total attack factors of the attacking Mounted infantry cannot dismount from their carry-
units to the total defense factors of the defending units. ing vehicle in a Close Assault.
Add any terrain or fortress modifiers to the total Units cannot leave the hex under a Close Assault
defense factors of the defending units. until all opponents' units in that hex are eliminated.
This comparison is expressed as a ratio of total Units may not move through a hex where a Close
attacking factors to total defending factors that is Assault is occuring.
found on the Combat Results Table. All fractions are All units in a Close Assault ignore terrain and rubble
rounded down in favor of the defender. If an attack bonuses. However, defending units recieve the fortress
occurs at greater than 5 to 1 odds, rollthe attack on the defense modifier during the first turn of a Close
5 to 1 column. Attacks of less than 1 to 4 may not be Assault. After the first turn, surviving attacking units
conducted. are considered to have entered the fortress and neither
the attacker or defender receives the fortress bonus
TERRAIN MODIFIER CHART during the successive rounds of Close Assault combat.
Indirect Fire: Use the defense factor of the target
hex's terrain—not the defense factor of the units in the
target hex to compute odds ratio.
Direct fire: The following modifiers are added to the
D ISRUPTION
Any unit disrupted during any player's turn is flipped
defense value of a unit.
over after all attacks have ended.
DIRECT FIRE MODIFIERS INDIRECT FIRE Disrupted units may not fire unless Close Assaulted.
Disrupted units can only move at half movement.
0 Bridge 4 A unit may receive only one disrupted result in a
+2 Hilltop 4 player's turn. Ignore additional disruptions during the
+2 Slope 4 same turn.
0 Swamp 2 If a unit starts a game turn disrupted and receives
0 River 2 another disrupted result, it is eliminated.
0 Road 2 A unit that is disrupted and in Close Assault does not
0 Lake 2 get any Close Assault combat bonus.
0 Clear 2 Dismounted infantry ignores disruption results un-
+2 Forest 4 less disrupted on river, swamp, or lake then they are
+6 City 8 automatically eliminated.
+2 Rubble terrain + 2 Mercenary and Slammers infantry on skimmers are
+12 Fortress 12 eliminated when disrupted.
For Fortress Only: In both Direct and Indirect Fire, do Disrupted vehicles may not tow guns or howitzers.
not add in additional terrain bonuses. If rubbled, re- Any counter, including infantry, disrupted while on a
move Fortress and treat as a rubble hex. swamp, river, or lake hex is automatically eliminated.

c
Disrupted units may not move onto river or lake
LOSE ASSAULT hexes. Disrupted units may not move into a Close
Assault.

A Close Assault occurs when units of two opposing


players occupy the same hex.
In a Close Assault, all units of both sides must attack
each other no matter whose turn it is. Units under
Close Assault may not conduct ranged combat. These
R UBBLE
A hex may be turned to rubble either as the result of
attacks occur simultaneously. A player may attack one, Direct Fire, Close Assault, or Indirect Fire.
some, or all of the enemy units in the hex. On the Combat Results Table, if an R result occurs
During a Close Assault all participating undisrupted because of Direct Fire or Close Assault combat, the
14
hex containing the target is reduced to rubble. Also, if a LINE OF SIGHT TABLE
* result or a R result occurs because of Indirect Fire
(non-gas) the hex containing the target is reduced to TERRAIN HEX OF:
Firing unit Intervening Target
rubble.
Clear/Bridge/River
Whenever a hex is reduced to rubble, place a rubble
Swamp/Lake/: 0 0 0
counter on that hex immediately after all combat
Forest/City: 0 2 0
involving that hex is over whether it was during a Direct
Slope 1 1 1
Fire, Indirect Dire, or Close Assault sequence.
Hilltop 2 3 2
Hilltop, slope, clear, forest, road, and city hexes may
be reduced to rubble, place a rubble counter on these
hexes when a rubble result occurs. When these hexes LINE OF SIGHT EXAMPLES
have a rubble marker on them, add +1 to the movement A unit on a slope hex (value 1) is firing at a unit on a
cost to enter these hexes and add +2 to the Direct Fire slope hex (value 1). The line of sight passes through an
and Indirect Fire terrain defense modifiers. intervening clear hex (value 0). Since the value of the
intervening hex is less than both the firing unit's hex
Swamp, lake, and river hexes may never be reduced and the target unit's hex, Line of Sight (LOS) is not
to rubble and a rubble result has no effect on these blocked.
hexes. Do not place a rubble counter on these hexes.
Bridge hexes may be reduced to rubble. When a
bridge hex is reduced to rubble, the bridge is destroyed
and the hex is thereafter treated as a river hex. A rubble
counter is placed on a destroyed bridge only to show it
is destroyed. There can be no movement over or
defense modifiers added to that hex because of the
bridge.
When a fortress is reduced to rubble, remove the
fortress counter and replace with a rubble counter.
Treat that hex as a rubbled hex of its terrain type.
Rubble has no effect on Line of Sight.
A unit on a forest hex (0) is firing at a unit on a slope hex

L INE OF SIGHT
Line of Sight (LOS) is the ability of a unit in one hex
(1). The line of sight passes through an intervening
forest hex (2). Since the value of the intervening hex is
greater than the values of both the hex of the firing unit
or the hex of the target, Line of Sight is blocked.
to see a unit in another hex. Measure a straight line
from the center of the firing unit's hex to the center of
the target hex.
If the line passes over any terrain, including the black
line of the hex edge, then the Line of Sight may be
blocked. Use only the dominant terrain in a hex to
determine the terrain of the entire hex. There is always
LOS into adjacent hexes.
Each hex is given a value depending on its terrain.
The Line of sight value varies depending if the hex
contains the firing unit, the target unit, or if is an inter-
vening hex (see table below).
Intervening hexes are those hexes lying in a straight
line between the center of the hex of the firing unit(s) A unit on a clear hex (0) is firing at a unit on a Hilltop (2).
and the center of the target hex. Any hex that is crossed The line of sight passes through an intervening slope
by this line, even if just the black edge of the hex, is an hex (1). The LOS is not blocked because the value of
intervening hex, but use only the dominant terrain of the intervening hex (although greater than the value of
the hex to figure LOS. one hex) is not higher than the value of both hexes.
Line of Sight is not blocked if the values of the inter-
vening hexes is equal to or less than either the value of
the hex of the firing unit or the hex of the target.
If any of the intervening hexes has a higher value
than both the hex of the target and the hex of the firing
unit then LOS is blocked.
Values for intervening hexes are not added together,
but each is compared separately to both the firing
unit's hex and the target hex.
The hex of the firing unit or the target unit is not an
intervening hex.

15
F ORTRESSES
Fortresses are actually a series of fortifications, not
A scenario where each side has 750 to 800 points can
be normally completed in a few hours. Values under
500 tend to mean very few good mercenary units can
be picked. Scenarios where each side has over 1000
a single site. They have a defense modifier of 12 points are usually too cumbersome to play.
added to each unit stacked in the fortress. Do not
add in terrain defense modifiers for fortresses or for
units in fortresses.
Units in a fortress are placed underneath the for- Mercenaries (Red)
tress counter. Units in the same hex as a fortress, but Tank 31 (35w/ECM)*
not in the fortress itself are placed on top of the for- Combat Car 19
tress counter. Infantry 11
Only one fortress may be placed in a hex. Three Large Gun 20 (22 w/gas)*
units may be stacked in a fortress. Units may be Small Gun 14 (16 w/gas)*
attacked individually in fortresses. Howitzer 24 (26 w/gas)*
Fortresses may not be placed in city, swamp, lake, Self-propelled Artillery 20 (22 w/gas)*
or river hexes. Fortresses may only be eliminated by Self-propelled Calliope 13
being reduced to rubble (replace fortress with rubble Fortress 24
counter), though units in the fortresses can be elimi- Hammer's Slammers (Blue)
nated normally. Unoccupied fortresses may be used Tank 31 (35w/ECM)*
by the troops of any player. Combat Car 19
Fortresses may be destroyed by the occupying Infantry 11
units at the start of their movement. These units must Self-propelled Artillery 22 (24 w/gas)*
move out of that hex and not reenter it that turn. No Fortress 24
units of that player may enter that hex that turn. Conventional Troops (Tan & Green)
Tank 17

E LECTRIC COUNTER
MEASURES
While most Mercenary and Slammer units were
Armored Car
Infantry
Militia Infantry
Armored Personnel Carrier
12
8
3 **
9
equipped with essentially tamper proof communica- Buses 7 **
tions (line of sight laser and microwave communcation Large Gun 20 (22 w/gas)*
units), the vast majority of local defense forces were Small Gun 14 (16 w/gas)*
equipped with less expensive and more easily jammed Howitzer 24 (26 w/gas)*
radios. Calliope 10
In Hammer's Slammers a player may, in designated Self-propelled Artillery 20 (22 w/gas)*
scenarios, use ECM against his opponent's conven- Self-propelled Calliope 12
tional forces. Only hover tanks have ECM capacity. Fortress 24
Each tank may jam one unit, after the attacking player * All units must have this specific capacity or none of
announces his attacks, a defending player can decide them.
which of his units are jamming and which enemy units Paratroopcost::+2for each unit dropped. Paratroopers
are being jammed. Range is the LOS of the hover tank. may be dropped on any turn including turn 1. Para-
Only conventional forces are affected by ECM. troopers to be dropped on a later turn are kept off the
Jammed units may not combine their attack with other board.
units. Jammed units move normally.
** Militia infantry and buses do not have counters. Use
Artillery units may not use Indirect Fire attacks if the conventional infantry units for militia and armored cars
unit that is observing for it is jammed. for buses to represent these units.
ECM is automatically effective. The difference between these units and their super-

D
ior counterparts are that militia infantry are eliminated
ESIGN YOUR OWN when disrupted and buses have a defense factor of 1. If
SCENARIOS a player picks these units, all units of a specific color
Hammer's Slammers scenarios are only a few of the must be of this type (You can't have armored cars and
many battles that have occured in the bloody history buses in the same army.)
since makind reached the stars. This section enables RALLY COST
you to design your own scenarios. It includes a point Add points to each individual unit that the rally value
scale for the selection of weapons and forces, making it is lowered below 9. All units in the same color group
possible for each player to have mix of forces different must have the same morale.
from the other player. COST RALLY
Usually the attacker has a tougher job than the +3 6
defender. The attacker (if the created scenario calls for
one) should have an additional 20% in number of +2 7
points to compensate for this. The more experienced +1 8
player should play the attacker. 0 9

16
s CENARIOS
Badger Hunt SCENARIO ONE
(2 PLAYERS)
B
The vital offensive to the North is about to
begin. The critical observation points on board
3 (the five hilltop hexes) must be taken without
delay before Green's Long Range Artillery can
move into range and have a field day. 3
6 ED

ATTACKER: TAN MORALE: 8


S E T U P : Tan sets up second and moves first. When 7 units are eliminated: 9
All units must set up on full edge hexes. When 15 units are eliminated: 10
On Board 6 between road and north edge:

x2 x1 x2 x2
On small border board E between
On Board 6 between south road and river on west: road and east edge of board D:

x2 x1 x1 x1 x2 x1
On small border board E between the road and
east edge of Board 6:

x3 x1 x2 x2 x1 x1
DEFENDER: GREEN MORALE: 7
S E T U P : Green sets up first, and moves When 6 units are eliminated: 8
second. The defender may set up anywhere on When 10 units are eliminated: 9
board 3, but only on full hexes.
Anywhere on Board 3: On Board 6 north of the lake within 4 full hexes of
Board 3:

x3 x6 x2 x4 x2
GAME LENGTH: 6 Turns V I C T O R Y C O N D I T I O N S : Tan must have
1 undisrupted unit on one hilltop hex of each of
the three hilltops by the end of Turn 6 or lose.
1
SCENARIO TWO
A City Too Far (2 PLAYERS)

A
This is how it started, long before the Slam-
mers were called in. It had been a sleepy little
war; the kind that was better at keeping the
government in power than winning battles.
Then some hotshot general wanted to use all
of his shiny new paratroopers. A week later the
city was in ruins and everyone started aiming
for real. F 4 C

ATTACKER: TAN MORALE: 7


S E T UP: Tan moves and fires first. The attacker
must paradrop all troops on Turn One. The para-
dropped units may move and fire on the same turn.
Must land as paratroops on Turn One:

x16

DEFENDER: GREEN MORALE: 7


S E T U P : Green sets up first and moves second. The defender
must place 1 unit in each of the 14 hexes of the large city. Green
may not move or fire on Turn One unless Close Assaulted or fired
upon.
Must have 1 unit in each hex of the large city on Board 4:

x2 x2 x6 x4
GAME LENGTH: 7 Turns VICTORY CONDITIONS: Winner is play-
er who exclusively occupies the most hexes of the
large city on Board 4. The occupiying units may
be disrupted.

2
SCENARIO THREE
Hangman (2 PLAYERS)

We in the Phenix Moirots Mercenaries


are sympathetic towards rebels by nature. If
we liked governments we'd still be with some
planetary force. Occasionally, though, the
rebels don't deserve any sympathy. Our two
platoons have been assigned to a rather A B
grimly satisfying job. Just ahead are several
cadres of religious militia. Behind us is a ser-
ies of towns they "purified" for their faith. It
was pretty ugly, especially the children; I like
children. Their propaganda broadcasts swear
their soldiers never surrender... good.
1 5 4 c
F E

ATTACKER: RED MORALE: 7


S E T U P : Set up anywhere on Board 1. Move
first.

Anywhere on Board 1:

x6 x12 x1 w/gas

DEFENDER: GREEN MORALE: 9


S E T U P : Green sets up first on board 4 in town
hexes and moves second.
On Board 4 in town hexes:
The Infantry units are actu-
ally Militia. Their Defense, The Armored Personnel Carriers are
Attack, Movement, and Range actually buses. Reduce the APC's de-
Factors are the same as regu- fense strength to 1. Buses may be
lar Infantry, but Militia is elim- disrupted.
inated if a disrupt result is
rolled. x16 x10

GAME LENGTH: 5 Turns V I C T O R Y C O N D I T I O N S : Red must elim-


inate all Green units by end of turn 5 and suffer
less than 5 losses.

3
SCENARIO FOUR
Last Grasp (2 PLAYERS)

Sometimes, if you eliminate a part of a


problem the rest goes away by itself. When the
other side's mercenaries set up they left one A B
vulnerable point, but it wasn't a very important
one. Colonel Hammer is now staging a sham
assault on the too obvious trap. As he guessed,
all the mercenary armor would rush in to be at
the kill. Now, all we have to do is hurry in and
clean up the infantry they left behind and just
sit here between them and their supplies. Just
one very painful thrust and things will get a lot
quieter. It's hard to hurt a tank with your bare
4 3
hands.
F E

ATTACKER: BLUE MORALE: 6


S E T U P : Blue sets up first on any whole hexes
of board 4. Blue moves first.

On any whole hexes of Board 6:

x8 x10 OR x6 w/ECM x10

DEFENDER: RED MORALE: 7


S E T U P : Set up anywhere on Board 3. Red
moves second.
Anywhere on Board 3:

x16

G A M E L E N G T H : 5 Turns VICTORY C O N D I T I O N S : Blue must elim-


inate all Red defenders by end of Turn Five.

4
SCENARIO FIVE
Slammers (2 or 3 PLAYERS)

There is tremendous amount of destruc-


tive capability in one tank. One platoon could
literally level a mountain, if it's a small moun-
tain. That's why it's so unusual for Colonel
Hammer to assign more than a few platoons
A B
to one assault. When our platoon was sent to
support another company, I suspected things
were going to be rough. My suspicions were
confirmed when I realized there wasn't a
planetary unit in sight, just Slammers. The
Colonel always said when he wants some-
thing important done, we do it ourselves.
5 3 C
6 E F

ATTACKER: BLUE MORALE: 8


S E T U P : Blue sets up first on Board 5. Blue
moves first.
Anywhere on Board 5:

x16 x24 OR x14w/ECM x22


DEFENDER: GREEN MORALE: 8
S E T U P : On Board 3, Green sets and moves
second.
Anywhere on Board 3:

x5 x16 x10 x6
DEFENDER: TAN MORALE: 8
S E T U P : On Board 6, Tan sets up and moves GAME LENGTH: 6 Turns
third.
Anywhere on Board 6: VICTORY CONDITIONS:
Player who accumulates the most
victory points by the end of turn 6 is
the winner. Victory points are equal
to the cost of units found on the
design your own scenario section
of the rules.
x12 x8 x8 x4
S P E C I A L R U L E S : In the 3 player game, one player controls the Blue units, the second player controls
the Green forces, and the third player controls the Tan forces. Only in the 3 player game, Blue may not add
destroyed Green and Tan units together for victory point determination. Blue may only move a maximum of
20 units onto either board 6 or 3.
In the 2 player version, one player controls Blue, and the other player controls, moves, and fires both
Green and Tan forces. The Blue player may add together eliminated Green and Tan forces in determining
his victory point total.
5
SCENARIO SIX
Snipers (SOLITAIRE)

The Major was swearing under his breath


in an obscure dialect of his native French.
Even before he started we all knew this was
going to be a bad one. When he finally started
the briefing his voice rang with sarcasm.
'It seems,' he spat out, 'our employers can't
keep the road to their capital clear. We've
been ordered to take whatever forces avail-
able and clear out an unknown number of
rebels from an unknown number of positions
and armed with unknown weapons.
'It appears, gentlemen,' he finished, 'about
all we do know is that we only have a few
hours to get them all.'
I always hate it when the Major calls us
gentlemen. It invariably means that some
good men are going to die.
6 D

ATTACKER: BLUE MORALE: 7


S E T U P : Blue enters on the south edge of
Board 6. Only Blue moves.
South edge of Board 6:

x3 x6 x6

DEFENDER: GREEN M O R A L E : There is no Morale Factor. All


S E T U P : In each forest hex on Board 4 entered Green units are regular infantry and never
by a Blue unit roll 1 die: disrupt.
If a 1-4 is rolled no partisans found.
If a 5 is rolled 1 Infantry unit is found.
If a 6 is rolled 2 Infantry units are found.

S P E C I A L R U L E S : Each forest hex on Board 6 must be entered by Blue and any infantry units encountered
eliminated. Use the blank side of the rubble counters only to show which forest hexes have been entered. The
Mercenaries must actually enter a forest hex to discover if any partisan infantry is hiding there. Ignore rubble results on
the Combat Results Table. All combat is Close Assaults. Green units may not move.

GAME LENGTH: 6 Turns VICTORY CONDITIONS: The Mercen-


aries must enter all forest hexes and eliminate all
partisan infantry units by the end of turn 6.

6
SCENARIO SEVEN
Mass Assault (2 PLAYERS)

The final battle of a war always seems to


be the bloodiest. Maybe the generals figure
they won't be needing the men anymore. It
was true on the world we now approached;
perhaps the most vicious fighting between A
the religious factions on Serenity (some
name, huh) occurred the day before the
Slammers landed with a contract to end the
war. The problem was both sides knew who-
ever controlled the capital would probably be
recognized as the real government. The only
way for the rebels to succeed was to hold part
of the capital when the ships landed tomor-
row. Otherwise, the Slammers won't meddle
in purely internal matters, like mass execu-
tions. 1 2 C
E

ATTACKER: TAN MORALE: 6


S E T U P : Tan sets up on any complete hexes of When 6 units are lost 7
Board 2. The attacker sets up and moves second. When 12 units are lost 8
When 18 units are lost 9
Any complete hexes of Board 2:

x4 x12 x8

DEFENDER: GREEN MORALE: 7


S E T UP: Green sets up in city hexes of Board 1.
The defender sets up and moves first.
City hexes of Board 1:

x4 x4 x4 x2

GAME LENGTH: 4 Turns VICTORY CONDITIONS: Tan wins by


having at least one undisrupted unit in any city
hex at the end of turn 4. In any other case, Green
wins.

7
SCENARIO EIGHT
Break Out (2 PLAYERS)
A
Sometimes Col. Barthe made the mistake
of believing our employers. There wasn't
supposed to be two whole divisions on the
peninsula, so there was no reason to send
more than a couple of platoons from the
Compagnie de Barthe. Then, the satellite 1 3 C
observers began screaming about a force 50
times our number rolling towards us from the
south. The order came through to find a weak
spot and break out to the north. We had been
actively obeying the order for about twenty
minutes when it was received. 2
6 ED

ATTACKER: GREEN & RED MORALE: 7


S E T U P : Green and Red set up second and
move first; Green on Board 2 south of all river
hexes, Red on Board 6,7 hexes south of Board 1.
Board 2 south of all river hexes:

GREEN

x10 x8 x6 x8
On Board 6, 7 hexes south of Board 1:

RED

x4 x6 x8
DEFENDER: TAN MORALE: 7
S E T U P : Tan sets up first on Board 1 and Board 3. The defender moves second.
Anywhere on Boards 1 and 3:

x6 x4 x12 x10 x2
GAME LENGTH: 8 Turns
V I C T O R Y C O N D I T I O N S : Red and Green must get as many units as possible off the north edge of
Boards 1 and 3 by the end of turn 8:
If 19 or less units get off decisive defeat 25-29 units draw
for Red & Green. 30-34 Marginal victory for Red & Green.
If 20-24 units get off board marginal defeat 35 or more . . . decisive victory for Red & Green.
for Red & Green.
8
The Better Part Of Valor
The Major once gave us a speech on how
much it cost to replace one combat tank. I
was glad to hear it wasn't cost effective for me
to get killed. It was one lesson I've always
taken to heart. If the battle needs fighting my
company will slug it out with the best. If the
men and tanks are being wasted... well, let's 5 4
just call it a strategic withdrawal.
THERE ARE NO EDGE PIECES NEEDED
FOR THIS SCENARIO.
ATTACKER: GREEN & RED MORALE: 7
S E T U P : Green sets up first anywhere on When 6 units are lost 8
Board 5 and moves first. Red sets up on west edge When 12 units are lost 9
of Board 5. Units are placed on board at start of NOTE: Mercenary Morale is different: See Special
Turn One. Rules below.
Anywhere on Board 5:

GREEN

x2 x2 x8 x2 x2
Set up on west edge of Board 5:

RED

x3 x3 x3
DEFENDER: TAN MORALE: 7
S E T U P : Sets up on city hexes of Board 4.
City Hexes of Board 4:

x2 x1 x6 x2 x2
GAME LENGTH: 6 Turns VICTORY CONDITIONS: Player with
most undisrupted units in city hexes on Board 5 at
the end of Turn Six will be declared the winner.
S P E C I A L R U L E S Regardless of losses to mercenary units, Morale stays 7 for undisrupted units.
However, all mercenaries may desert if any single rally roll for any single disrupted mercenary unit exceeds
a certain number. The more Mercenary units that are destroyed, the lower this number is according to the
chart below:
After 1 mercenary unit is eliminated all Mercenaries will desert if any one disrupted mercenary unit rolls
a 9 or more during his roll to rally.
After 2 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unit
rolls a rally roll of 8 or more.
After 3 mercenary units are eliminated all Mercenaries will desert if any one disrupted mercenary unit
rolls a rally roll of 7 or more.
If desertion occurs, immediately remove from the board all mercenaries including ones participating in
Close Assault.
9
Holding Out to Payday SCENARIO TEN
(2 PLAYERS)
It's harder to get paid if the men who
hired you are the prisoners of the enemy.
That's why Colonel Hammer was so upset
when he heard the enemy was mounting a
drive on the capital. The Colonel was never
one to like losing by default. It looks bad and 3 2 5 4
it feels lousy. It would be nice, he added cas- 6
ually, if we could hold on until payday.
THERE ARE NO EDGE PIECES NEEDED
FOR THIS SCENARIO.

ATTACKER: T A N & RED MORALE: 7


S E T U P : Tan Paradrops onto Board 4 on Turn One. Red sets up second anywhere on Board 6. Tan and
Red move first.

Paradrops onto Board 4

TAN
x2 x10 x2
Anywhere on Board 6:

RED

x12 x10 x12 x2 x3


DEFENDER: BLUE & GREEN MORALE: 7
S E T U P : See various troop displays. Blue and Green move second.
Anywhere on Board 4 before Tan Paradrops:

GREEN

x4
Anywhere on Board 3 before Tan Paradrops:

GREEN

x10 x6 x2 x2
Enter Board 2 on south road during Turn One:

BLUE

x2 x4 x6 x3 w/gas Continued on
next page
10
Enter Board 5 on south road during Turn One:

GREEN

GAME LENGTH: 16 Turns VICTORY CONDITIONS: A Red unit


S P E C I A L R U L E S : Defenders Blue & Green must occupy the easternmost city hex on board 4
may not leave the board they start on or entered on or before turn 16 to win.
on until one unit of the Red attacker has exited
that board to the west.

Traditional Objectives SCENARIO ELEVEN


(2 PLAYERS)
To the Slammers a bridge is more of an
obstruction on the nice clear rivers than any-
thing else. Unfortunately, the locals still used
wheeled transport and unless we wanted to
fight the rest of the war with just two mercen-
ary regiments, we needed that bridge. A real
traditional objective, but it's hard to be nos- 2 4 3
talgic during a Close Assault.
THERE ARE NO EDGE PIECES NEEDED
FOR THIS SCENARIO.
ATTACKER: B L U E & R E D MORALE: 7
S E T U P : Set up BLUE on first full hexes on the west edge of Board 2. Set up RED on the first full hexes on
the east edge of Board 3.
West edge of Board 2:

BLUE
x5 x4 x10
East edge Board 3:

RED
x3 x4 x10 x1
DEFENDER: TAN & GREEN MORALE: 7
S E T U P : TAN: Set up On Board 3 at least 5 hexes from east edge of board. GREEN: Anywhere on Board 4.
On Board
3:

TAN:
x2 x1 x8 x3 x1w/gas x2w/gas
Anywhere on Board 4:

GREEN:

x2 x3 x6 x3 x1w/gas x2w/gas
Continued on next page
11
G A M E L E N G T H : Until Victory Conditions V I C T O R Y C O N D I T I O N S : Player with
are met. first mercenary counter on the bridge is winner.
S P E C I A L R U L E S : Red sets up both Red and Green units. Blue sets up Blue and Tan units. Tan and
Green belong to the same army; they are trying to prevent Blue and Red from capturing the bridge on Board
4. Blue Player controls, moves, and fires the Tan forces. The Red player controls, moves, and fires the Green
forces.
Green and Tan cannot fight each other, but can stack together (no more than three units per hex). Red
and Blue can fight each other. Roll a die to see which side moves first (highest roller decides). Tan and
Green must be set up before Blue and Red enter board.
Green units are moved on the same turn that Red moves and Tan units are moved on the same turn that Blue moves.

Religious War SCENARIO TWELVE


(2 PLAYERS)
A consortium of churches has hired the A
Slammers to be the peackeepers in a reli-
gious war. There is no question we can keep
the two sides apart once we get there. Unfor-
tunately, right now there is only a small 1 4C
advance party of mixed mercenary forces
watching the bigger faction try to simplify
our job . . . by wiping out all the 'heretics'
before we arrive.
3
6 ED

ATTACKER: GREEN MORALE: 7


S E T U P : Green sets up on south edge of Board 6. The attacker sets up second and moves first.
South edge of Board 6:

x12 x10 x14 x14 x4 x4 x4 x2 x2


DEFENDER: TAN, BLUE & RED S E T U P : Tan, Blue, and Red set up first and
M O R A L E : TAN: 6 RED & BLUE: 8 move second. The Defender sets up anywhere on
Any TAN unit that fails its Rally roll is eliminated. Boards 1 and 4, 5 hexes north of Boards 3 and 6.
If RED loses 3 units all Red units will leave. Immediately remove remaining Red units from play.
If BLUE loses 3 units, all Blue units will leave. Immediately remove remaining Blue units from play.
Anywhere on Boards 1 and 4:

RED BLUE
x6 x1 x1 x2 x6
Anywhere on Boards 1 and 4:

TAN

x4 x10 x4 x4 x4 x6
GAME LENGTH: 14 Turns VICTORY CONDITIONS: Green wins if
it can eliminate all Tan units (the heretics). Tan
wins if it has 1 unit left after 14 turns.
12
Everybody Wants A Piece of the Action
SCENARIO THIRTEEN
(3 PLAYERS)
Normally the Slammers get called in to A B

supress a rebellion, or sometimes to be one.


Here the revolution was over. Rumor has it
that there is an accountant named Peabody
who wrote our contract. It seems the former
government owed corporations and govern-
ments on every world in the cluster. Several
of them were concerned about getting their 1 2 3 C

money back. Hammer's Slammers is proba-


bly the galaxy's most impressive bill collec-
tor, but even we may not be enough to
reposses an entire continent... particularly
when we aren't the only mercenaries trying to
collect.
5 4

6 F E D

ATTACKER: Tan
S E T U P : Tan sets up first on various boards MORALE: 8
(see troop displays) before the game starts and
moves third.
Anywhere on
Board 1: Board 2: Board 3: Board 4: Board 5: Any Board:

x1 x2 x2 x2 x2 x4

x4 x1 x1 x1 x1 x2

x2 x6
x1
This force can
be split betwe-
en the other
forces or placed
x1 x2 on the board to-
gether.

Continued on
next page
x1
13
Everybody Wants A Piece of the Action
SCENARIO THIRTEEN
(3 PLAYERS)

SIDE 2: RED MORALE: 8


S E T U P : Roll a dice to see which board Red
enters (on any outer edge). Red moves first and
enters on Turn One.
Roll die for Board:

x4 x6 x10

SIDE 3: B L U E MORALE: 8
S E T U P : Roll a dice to see which board Blue
enters (on any outer edge). Blue moves second
and enters on Turn One.
NOTE: If RED and BLUE roll the same board for their set up, re-roll die.

Roll die for Board:

x3 x5 x10 x1
GAME LENGTH: 10 Turns
V I C T O R Y C O N D I T I O N S : Winner is playerwith largest number ofvictory points which can only be
recieved by occupying and garrisoning city hexes.
Each city hex of a totally garrisoned city is worth 1 victory point. Each city hex must be garrisoned with at
least one unit. A player must garrison every city hex in a city to count that given city as owned.

14
SCENARIO FOURTEEN
Spice Madness (4 PLAYERS)

First come, first served—if you can keep


it. Four ounces of Geri-spice was worth as
much as the entire regiment was paid for a
week of nasty duty. Ten ounces would buy a
shiny new tank. The funny little critters who
produce the spice make about fifty ounces a
year—tops. Yesterday the ship carrying an 4
entire continent's production simply blew up
over the middle of nowhere. The spice was
packed in titanium steel containers and prob-
ably survived. One is careful to securely pack
2 5
something three thousand times more valu- 6
able than gold. Intelligence figures the con-
tainers are spread all over hell and gone a few
miles ahead. In the morning we'll begin i
searching, but the intelligence boys must be 3
right. Why else would there be at least one
other mercenary force and the cream of two
planet's armies camped within a few Klics of THERE ARE NO EDGE PIECES NEEDED
here. It's going to be a long day. FOR THIS SCENARIO.
G A M E L E N G T H : until all spices have been
recovered from Board 2.

VICTORY CONDITIONS: Player with


the most spices is considered the winner.
S E T U P : Set up one inverted rubble counter on each of the swamp hexes on Board 2. These will
represent the scattered containers of Geri-spice.
Player Order of Play:
Each side may purchase 300 points worth of units (see Design your own Scenario section of the Rules).
Players are each given a board to start on according to chart below:
1. TAN: Board 6
2. GREEN: Board 5
3. BLUE: Board 3*
4. RED: Board 4*
* BLUE and RED may only have a maximum of 4 combat cars each.
SPECIAL RULES:
1. It costs one movement factor to pick up the Spice Containers.
2. Spice Counters do not count towards stacking.
3. All Morale rolls are desperation. Morale level of all troops is 6. Morale does not have to be purchased.
4. Combat can only occur on Board 2. You can't shoot units on the other boards. Units on other boards can
shoot into Board 2. Half hexes on the cut are considered to be Board 2.
5. A spice counter moved onto your board is considered safe. If a unit carrying a spice counter is eliminated,
the spice counter is not destroyed.
6. Opponents may not move onto your board.
7. Conventional APC's and Conventional Armored Cars can go into swamps and lakes (amphibious for this
scenario only).
8. You may use gas, ECM, and paratroopers.
15
U NIT IDENTIFICATION CHART

HAMMER'S SLAMMERS (BLUE)


All Units are on hover vehicles except for Dismounted Infantry.
Front Back

Hover Combat Dismounted Mounted Self-Propelled


Tanks Cars Infantry Infantry Artillery
MERCENARY UNITS (RED)
All units are hover vehicles except for Dismounted Infantry, Large Guns, Small Guns, and Howitzers.
Front Back

Hover Combat Dismounted Mounted Large


Tanks Cars Infantry Infantry Gun

Small Howitzer Self-Propelled Self Propelled


Gun Artillery Calliope
CONVENTIONAL UNITS (TAN & GREEN)
All units are tracked or wheeled vehicles except for Infantry, Large Guns, Small Guns, Howitzers, and
Calliopes.

Tracked Armored Infantry Armored Large


Tanks Cars Personnel Gun
Carrier

Small Howitzer Self-Propelled Calliope Self Propelled


Gun Artillery Calliope
GAME MARKERS

Turn Fortress Rubble Rubble


Marker
16

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