Urban operations
Blocs
Types et qualité
Unit's weight | |
Foot unit/Unarmored | |
Armored unit | |
Main Battle Tank | |
Elite (Bonus in case of losses) | |
Veteran | |
Recruit (Malus in case of losses) |
Weaponry
Can fire against | |
Can fire against | |
Can fire against | |
Can fire against | |
Breach at contact | |
Breach from distance | |
Can't fire from building |
Firepower and range (Except night)
Light weapons

Heavy weapons

Light weapons
Heavy weapons
Buildings/Obstacles
1 turn : Initial Phase + Impulses + Final phase
Height | Type |
---|---|
3 | Trees |
2 | Buildings, Smoke, Wrecks |
1 | Outer Walls, Vehicles and buttes |
0 | Clear terrain |
−1 | Water, Sewers (underground or open) and underground terrains |
Initial phase
- Hide revealed blocks Except blocks within 3 EP or less from an enemy block (and in their LOS).
Population movement 1 PM determined by the roll of 1d10.
- Check IED/UXO and wrecks (wrecks remain in game after explosion)
1d10 Result 0-3 IED/UXO/Wreck explodes 4-9 IED/UXO/Wreck remains in play and must be tested again next turn - Events Each player draws an event card in its own pile. If the title is in red, the card must be played immediatelyo, if the title is black it can be played at the player's will. If there is an event table (Phantom Fury, operation Sinbad) roll 1D10 and check the corresponding table.
- 3D actions
- Canceling or adjusting for T+1 actions. Resolution of actions from the previous turn. (Weapons effect, Fortification : lose 1 less OSL )
- Request for next turn (no LOS needed, 1 max per block)
Range Who What 15 EP CDS Mortar, Artillery, Smoke, Flare shelling 20 EP JFO All actions
- Order of battle reorganization sequence Each side can exchange blocks between impulses
- Initiative determination (choice to start or not) See each scenario.
Impulses
Each side play their impulses (1 impulse played each turn maximum), each player can pass, if both do then start the final phase of the turn (the turn ends).Number of blocks played per impulse (
)
Nb | Condition |
---|---|
3 | Platoon leader not on the map (even if the Commander is deployed) |
5 | Platoon leader |
7 | Platoon leader |
Activation of blocks

- Movement in MP, see table for precise count.
Type Out of enemy LOS (Except night) Move only Move+Action
(Any order)Foot 9 (except underground) 6 3 Vehicle 18 12 6 (can be splitted) - Actions
Support +1 VO (works on yourself) only if adjacent to the other block, activation of the blocks must be consecutive (cannot split move), action for both blocks. Only performed between blocks belonging to the same impulse.
Destroy(2 free MP)/Place on no man's land tokens or barricades from all sides.
- Mounting/Unmounting Activate 1
/
+ 1
. activation of the blocks must be consecutive (cannot split move). Transfer one block to/from the scenario aid card. Capacity :
⩽
/
/
(
suffers OSL losses) (
Superstructure)
- Scout Normal block : 5 EP / Block
: 10 EP. Free on opportunity fire, needs a LOS.
- Scatter population Population adjacent to block, 6 MP max from the active block, not in contact of another block (both sides)
Breach
At contact : Range of 2 EP for the action, the block must move 2 MP before the explosion (free MPs). The block must be in the arc of fire of the breach when placing.
From distance : The block must be at least 2 EP away from the breach and must be in the arc of fire of the breach.
- Fire (Firing smoke grenades available for
, see
for
)
- Assault no weapons effect for vehicles, assault on building only if <6 EP from
except for
Fire (
Supporting,
Suppressing)
- Announce
- Check LOS and range
- Withdrawal (2 MP for
, 4 MP for
and
), weapons effect; loss unchanged by unit quality
1D10 Result 0-1 −2 OSL 2-6 −1 OSL 7-9 No effect - If inadequate weaponry : −2 OSL + weapons effect (+ withdrawal)
- Cover fire available (By a friendly block at 3 EP max, forbidden during assaults)
- Randomness May perform a critical hit (7-9), Total +FP only if highest dice roll, otherwise Bonus only
1D10 Weapon Target Bonus Total +FP 0-6 +1 FP 7-8 +1 FP (added to +1 FP from randomness) +2 FP 9 Opponent loses the fight, additional −1 OSL +1 FP 7-8 +2 FP (added to +1 FP from randomness) +3 FP 7-8 +1 FP (added to +1 FP from randomness) +2 FP 7-9 Destruction, Opponent loses the fight +1 FP 9 Destruction, Opponent loses the fight +1 FP 7-9 Sniper (>10 EP) Destruction, Opponent loses the fight +1 FP 7-8 Assault +2 FP (added to +1 FP from randomness) +3 FP 9 Assault Destruction, Opponent loses the fight +1 FP - Total Firepower strength FP + Bonus + Randomness bonus (Warning : differs from result of randomness roll !)
Bonus for command chain: +1 FP (< 6 EP from,
), Infrastructure : +1 FP (behind breach/aperture, fortified building, dominant position/roof, sewers) , Opportunity fire : + 2 FP, Operational strength −1 FP (
).
- Result Apply critical hit, equality if both sides have critical "Opponent loses the fight".
Type Loser Equality Fire −1 OSL −1 OSL each Assault −2 OSL+withdrawal (or destruction) −1 OSL each - Apply weapons effect (mandatory)
Apply losses except:Type 1D10 Result 6-9 Lose one less OSL 0-3 Lose one more OSL destroyed : wreck; If assault+destruction/withdrawal : gain position (free)
Weapons Effect (activates the block)
Friendly blocks AND population All blocks AND populationProtection given by fortifications (On 3D actions and fire),
Action | Axis of fire /obstacle +2 EP | ||
---|---|---|---|
(radius of 2 EP) | |||
No man's land (IED/wrech/AT mine) | (radius of 2 EP) | ||
3D actions | see card |
Reactions

Once per turn maximum
- Withdrawal : Same table as when firing
- Opportunity fire (+2 FP), Free scouting, Can hold fire (to avoid exchange of fire)
Final phase
Remove activated, reaction, completed and smoke tokens.Game setup
- Deploy map(s)
- Place scenario aid cards
- Select Unit cards and support cards
- Read the special rules of the scenario
- Create event deck
- Place main play aid card
- Place markers and tokens
- Place impulses according to scenario
Tokens
Revealed by : scouting, contact or weapons effect.Token | Rules | ||||||
---|---|---|---|---|---|---|---|
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If revealed, check exposion (same as during initial phase), 2 EP radius Placed/Destroyed by |
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Place according to wind direction Test explosion at the beginning of each turn like IED/UXO, Can't be removed Blocks LOS (level 2)/Shootings |
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Impassable, Placed/Destroyed by 2 MP to cross adjacent hexes (1 EP radius, not cumulative) No hindrance between adjacent zones if placed in a building No hindrance in building if placed in the street |
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Placed/Destroyed by Triggered only by
|
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If revealed, −1 OSL if contact with cloud (Population untouched) Doesn't block shootings nor LOS. |
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If revealed at contact, moves 3 MP away to get as far as possible, stops if contact with another block, stops if it can't run away If contact, population moved 3 MP by opponent Impassable, forbidden to fire intentionally (fire, 3D action) on population Weapon effects means destruction of the population |
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Blocks LOS (level 1)/Shootings Can move through |
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See breaching action 2 MP to cross breach (Impassable for vehicles in buildings) Can't be removed |
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+1 FP if in fortified building Protects from weapon effect if 0-7 on 1D10 Lose 1 less OSL on 3D action Can't be removed |
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Place according to wind direction Available through 3D action or fire from Blocks LOS (level 2)/Shootings If done by 3D action, −1 OSL |
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The letter gives the link, 2 MP to change map Weapons effect around shooter : −1 OSL (2 EP radius) |
3D actions
- I/U : unavailable (considered not used); T+1 : next turn ; T : this turn.
- Targeting a building also targets its roof and blocks therein. No weapons effect if block placed next to targeted position and on roof will targeted hex is at street level.
Type | Canceling | Modification |
---|---|---|
Terrestrial | If | Forbidden |
Aerial | Always possible | If |
- Result I : unavailable, not counted
- Résult T : interception, both 3D actions are counted
Night rules
- Weapons range 3 by 3 EP (not equipped) or 4 by 4 EP (equipped) instead of 5 by 5, except weapons effect and weapons with minimum range that remains 5 by 5.
- Scouting
Block Day Equipped Unequipped Normal 5 EP 5 EP 3 EP 10 EP 10 EP 5 EP
Contact if
- 3 EP or same room as enemy block
- At contact of a no man's land token
- At contact of a population token (3 MP chosen by oponent)
Movement
Hex : means surface + edges; obstacleType | MP ( | MP ( | EP | level |
---|---|---|---|---|
1 | 1 | 1 | 0 | |
1 | 1 | 1 | 1 | |
1 | 1 | 1 | 3 | |
X | 1 | 1 | 0 | |
2 | 2 | 1 | −1 | |
X | X | 2 | 2 | |
X | 5 3 (1+2, on top of vehicle/ | 2 | 1 | |
![]() | 2 | 2 | 1 | |
![]() | X | 2 | 2 | |
X | 1 | 1 | ||
X | 1 | |||
X | +1 | 1 | ||
X | 2 ( 3 (1+2, on top of vehicle/ | 1 (stairs) | 2 | |
![]() | X | X | ||
![]() | 2 | 2 | ||
![]() | 1 | |||
![]() | 2 | |||
−1 OSL | −1 OSL | |||
![]() ![]() | X | X | ||
![]() | X | 2 |
Sniper
Can fire only on :(cannot return fire)
(can return fire)
(can return fire if in range)
cannot go below
Advanced rules
- Smoke block
Infantry or
: range of 3 EP (can pass over obstacle/apertures of buildings)
- Supporting fire Another block (B) with LOS on target brings +2 FP (both activated
), does not suffer from combat
- Suppressing fire if against
and did not move :
+1 FP; aléa 7-9 : Enemy loses the fight (replaces usual table for critical hits); If victory, no losses but block reacted - Armor cover
- Create pair : block
on
/
block hex (0 MP), Activates both blocks for this turn
- Activation 6 MP max, Activates both blocks,
inactive:
/
fire or opportunity fire only
- Splitting If block destroyed or activation of only one block which leaves the shared hex.
- Create pair : block
with
on
: −1 OSL after shooting
with
for
: −1 OSL
- Anti-sniping If fire/opportunity fire of
, then friendly
can do a cover fire if it has a LOS on shooter and in range (11/20 EP). If friendly
not revealed, +2 FP.
- Embush against vehicle if
with
on
/
, if no cover fire :
/
has 5 FP whatever the range.
- Superstructure
suffers only from heavy weapons and 3D actions;
Iftargeted,
/
suffers only from heavy weapons and 3D actions;
Movement out of enemy LOS impossible for/
- Crossing walls If crossing an outer wall without breach, opportunity fire gives : +3 FP (instead of +2 FP), if withdrawal : −1 on the table
- Changing order of battle : with numbered markers, transfer block from one impulse to the other. Fire and assault actions impossible.
- Elimination
: 3 blocks activated, loss of +1 FP for
until the end of the turn.
- Platoon leader elimination
:
Type Nb of playable blocks 1D10 when lost (in his LOS)
4 None 3 0-1 −2 OSL 2-7 −1 OSL 8 None 9 +1 OSL 2 0-2 −2 OSL 3-8 −1 OSL 9 None can destroy from surface (if destroyed, place a barricade
), if block under the entrance : destruction
- Antipersonnel mine Equivalent to 2 AT mines. Can be placed in building, scouted like AT mines (but IED/UXO token if scouted). If crossed by
, explosion : −2 OSL (−1 OSL on 1 EP radius)
- Population movement for each block, 1 MP if moved
0 Panic (removed) 1-6 1 north, 4 south 7 Same place 8 "Red" chooses 9 "Green" chooses - Rubbles Collapsing possible on 3D action. 1D10, if 9, Collapsing : 1D10, Even : block destroyed + barricade, Odd : block destroyed + fortified − breaches