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Index
Cover Title Page Contents FOREWORD INTRODUCTION GETTING STARTED
Essential Equipment The Models Basic Principles
THE GAME TURN AND ACTIVATION
The Game Turn Reserve
FIREFIGHTS
Line of Sight and Awareness Dividing Fire Taking the Shot Aiming, Reserve and Suppression Grenade Launchers and Explosives
CLOSE QUARTER COMBAT
Attacks From Flank and Rear Multiple Attackers Disengaging From CQC
SAVES
Armour Cover Saves of 1+ or Less
WEAPONS
Melee Weapons Basic Weapons Military Weapons Heavy Weapons Support Weapons Hand Grenades Exotic Weapons
OBSERVATION
Blinds Hidden Observation Tests
DEDICATION AND MORALE
Under Fire Suppression Break Tests
TERRAIN
Brush or Broken Terrain Buildings Difficult Terrain Impassable Terrain Walls Darkness
STANDARD AND STEALTH MISSIONS
The Standard Mission The Stealth Mission Noise Guards Raising the Alarm Reinforcements
SCENARIOS
Setting Up a Scenario Standard Missions Stealth Missions The Boards Campaign Missions Other Missions
OPTIONAL RULES
Civilians Neutrals Vehicles Multiplayer Ops
FACTIONS
Militia Conscripts Professionals Special Forces Mercenaries Ninja Fanatics Intelligence Agencies Specialists
POINTS COSTS
Faction Special Abilities Five Minutes From Now
ACKNOWLEDGEMENTS eCopyright
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