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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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