TEXT: TO MO RR O W ’ S  W A R
  OSPREY
  P U B L I S H I N G
  Science Fiction Wargaming Rules
  
  First published in Great Britain in 2011 by Osprey Publishing Ltd.
  © 2011 Osprey Publishing Ltd. and Ambush Alley Games LLC
  Osprey Publishing
  Midland House, West Way, Botley, Oxford, OX2 0PH, UK
  44–02 23rd St, Suite 219, Long Island City, NY 11101, USA
  E-mail: info@ospreypublishing.com
  Ambush Alley Games LLC 
  1792 Denim Lane, Enid, OK 73703 USA
  E-mail: info@ambushalleygames.com
  All rights reserved. Apart from any fair dealing for the purpose of private study, research, criticism or
  review, as permitted under the Copyright, Designs and Patents Act, 1988, no part of this publication 
  may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic,
  electrical, chemical, mechanical, optical, photocopying, recording or otherwise, without the prior written
  permission of the copyright owner. Inquiries should be addressed to the Publishers.
  A CIP catalog record for this book is available from the British Library
  Print ISBN: 978 1 84908 531 1
  PDF e-book ISBN: 978 1 84908 936 4
  e-pub e-book ISBN: 
  Lead Authors: Shawn Carpenter, Robby Carpenter, Peggy Carpenter
  Contributors: Piers Brand, Jim Roots, Ken Gordhamer, Jason Weiser, Dixie McCartney
  AAG Editors: Shawn Carpenter, Peggy Carpenter
  Consulting Editors: Kathy Murphy, Tom Konzcal
  Miniatures Photos: Piers Brand, Jim Roots, Dana Boggs-Drake, Shawn Carpenter, Jed Norton, and Jeff Racel
  Maps: Dixie McCartney
  Cover Artwork: Des Hanley
  Cover and page layouts by Myriam Bell Design, France
  Index by Joseph McCullough
  Typeset in Deca Sans, Bank Gothic and Nixona X2
  Originated by PDQ Media
  Printed in China through Worldprint
  11  12  13  14  15    10  9  8  7  6  5  4  3  2  1
  Team Tomorrow (Playtest Team): Alex Gluck, Andy Rix, Brendan Sullivan, Chris Hyland, Chris Mihlan,
  Christopher Maes, Curt Johnson, Cyril Vallin, Donogh McCarthy, Eric Emerson, George Grealy, Jake Rose,
  Jason Mastros, Jason Weiser, Jed Norton, Jeff Racel, Jim Roots, Jim Wonacott, Jose Ventura, Ken Gordhamer,
  Leigh Neville, Les & Alex Shorey, Mike Wikan, Mark Hannam, Mark Taylor, Michael Moore, Phillip Flores,
  Piers Brand, Rene Raap, Rich Chambers, Rob Adams, Robert Connor, Roy Adams, Shaun Matthews,
  Stephen Crawford, Steve Morris, Steve Roots, Tim Spakowski, Tom Konczal, Will Roots
  General note on the figures shown in this book: The figures used to represent various forces in these
  rules are from different manufacturers, specific details of figure availability being given in the appropriate
  sections. All have been featured with the permission of the relevant figure manufacturers. The specific
  rules and game stats that have been assigned to those figures are the creations of Ambush Alley Games,
  and have been written for use in the Tomorrow’s War game background or are provided as generic
  examples – they may or may not reflect the background or description of the particular forces or races
  as published by the figures’ manufacturers (either as generic backstory or for other rules sets). Where a
  manufacturer’s own backstory for a particular race has been used here, it is with the manufacturer’s full
  permission – equally, some manufacturers have given us permission to redefine (and in some cases
  rename) the figures to suit their use in these rules. All copyrights and/or trademarks of the figure
  manufacturers are respected and acknowledged.
  Osprey Publishing is supporting the Woodland Trust, the UK’s leading woodland conservation charity,
  by funding the dedication of trees.
  www.ospreypublishing.com
  For more information on Tomorrow’s War and other products, please visit www.ambushalleygames.com
  
  Introduction 
  5 
  About Tomorrow’s War
  5
  A Note on Scale and Table Sizes
  6
  A Note on the Miniatures
  6
  Designer’s Notes
  7
  A Note of Thanks!
  8
  Tomorrow’s War: Interstellar 9
  Combat in the 24th Century
  The Interstellar Age
  9
  A Timeline of the Interstellar Age
  12
  Major National Powers
  16
  Some Major Colonies
  26
  Major Corporations
  28
  Treaty Organizations and Political Blocs
  30
  Commonly Used Terms and 
  33
  Concepts
  The Turn Sequence
  35
  Choose a Scenario
  35
  Set Up the Table
  35
  Draw Fog of War Cards
  35
  Set Up Units
  35
  Set Up Hot Spots
  36
  Begin Play
  36
  Declare and Test for Unbuttoned AFVs
  36
  Declare Overwatch Units
  36
  Activate First Initiative Unit
  36
  Resolve Reactions
  36
  Continue Activating Initiative Units
  36
  End Phase: Move and/or Fire Remaining 
  36
  Non-Initiative Units
  Start New Turn
  37
  Declare Overwatch Units
  37
  Play Continues to Game’s End
  37
  The Basics of Play
  38
  The (Nearly) Universal Mechanic
  38
  Tests & Checks
  38
  Initiative
  38
  Actions and Reactions
  41
  Line of Sight (LOS)
  44
  Fog of War Cards
  45
  Movement
  45
  Units & Leaders
  48
  Unit Types
  48
  Unit Characteristics
  49
  Unit Cohesion
  53
  Split Units
  53
  Merging Units
  53
  Leaders
  54
  Unit Attributes
  55
  Differentiating Between Special Figures
  55
  Alternate Basing
  55
  Infantry Combat
  56
  Fire Combat
  56
  Rounds of Fire
  56
  Resolving Fire Combat
  57
  Defense
  57
  Firepower
  58
  Casualties and Casualty Evacuation
  64
  Dependents
  68
  Fire at Units with Dependents & Casualties
  68
  Special Fire Combat Rules
  68
  Close Assault
  83
  Morale
  85
  Combat Stress
  86
  Terrain Effects on Fire and Movement
  88
  Putting It All Together: Lost & Found
  96
  C O N T E N T S
  
  Mechanized Combat
  100
  Activating Vehicles
  100
  Vehicle Types
  100
  Vehicle Movement
  102
  Tank Commanders – Buttoned Up & Unbuttoned
  103
  Vehicle Firepower
  104
  Vehicle Defense
  107
  Sample Vehicle: Perkins M70 MBT
  107
  Vehicle Firepower Attacks vs. Vehicles
  108
  Vehicle Crews & Morale
  111
  Guns
  112
  Vehicle vs. Infantry Fire Combat
  113
  Gigantic Vehicles
  118
  Vehicle Attributes
  121
  Putting It All Together: Tigers by the Tail
  121
  Close Air Support and 
  125
  Interface Operations
  Resolving an Air Strike
  125
  Types of Airstrikes
  127
  Dropships
  130
  VTOLs and VTOL Operations
  131
  Hot Drops & Parasail Assaults
  135
  Off-Board Artillery
  137
  Spotters & Forward Observers
  137
  Resolving a Fire Mission
  137
  Putting it All Together: The First Battle of 
  138
  Vallin Farm
  Special Unit types
  143
  Robots & Drones
  143
  Bots in Combat
  145
  Robotic Force Enhancers
  146
  Mounted Units
  148
  Aliens
  150
  The Net-Centric Battleﬁeld – The Grid
  154
  Civilians on the Battleﬁeld
  160
  Putting It All Together: Bugs in the Reactor
  161
  Asymmetric Engagements
  166
  Irregular Units
  166
  Playing an Asymmetric Engagement
  168
  Putting It All Together: Ambush at 
  168
  Bonaventure Crossing
  Tomorrow’s Campaign
  173
  Get to Know Your AO
  173
  Deﬁning Your Force
  174
  The Campaign Turn Sequence
  175
  Building the Insurgency
  184
  Regular Platoon Log
  188
  Insurgency Log
  189
  Appendix 1: Common Unit 
  190
  and Vehicle Attributes
  Common Unit Attributes
  190
  Common Vehicle Attributes
  194
  Appendix 2: Organization 
  198
  Examples
  Democratic People’s Republic of Glory (DPRG)
  198
  Imperial Russia
  200
  Marshborn Federation – “The Crusties”
  204
  Republic of Arden
  206
  United Arab Emirates
  208
  United States of America
  209
  Appendix 3: Vehicle 
  214
  Examples
  Democratic People’s Republic of Glory (DPRG)
  214
  France
  216
  Republic of Arden
  217
  United States
  218
  Appendix 4: Scenarios
  222
  Victory Points
  222
  Scenario 1: The Road to Happy Home
  222
  Scenario 2: The Last Stand at Red Ridge
  227
  Scenario 3: The Big Suck
  231
  Scenario 4: The High Tide
  235
  Scenario 5: Red Star, Red Streets
  237
  Appendix 5: Artwork
  242
  Generic Fog of War Cards
  243
  Index
  259
  
  I was very honored when Shawn asked me to write an
  introduction for Tomorrow’s War – the first time I came
  across Ambush Alley I was immediately struck by the
  quality of writing and clean design of the rules, and most
  of all the fact that they “felt right” as a simulation of
  modern small-unit combat. 
  Shawn and Rob’s approach to rules design is very
  similar to my own – that as long as there are human
  troops on the battlefield, then their abilities, training and
  motivation are at least as important as the technology they
  are equipped with – and in many cases much more so.
  You can have the most amazing and expensive high tech
  weapon systems available, but put them in the hands of a
  bunch of terrified conscripts who won’t even point them at
  the enemy and you might as well not bother – a squad of
  experienced, trained and determined fighters, on the other
  hand, can still be superbly effective even if carrying
  fifty-year-old obsolete hardware…
  Of course, that’s not to say that technology doesn’t
  feature strongly in the game – Tomorrow’s War is after all
  a Sci-Fi game system, albeit (as the title suggests) one that
  is based more around “near-future” combat than with
  gothic weirdness 38 centuries from now. Some of the
  tech in the game is a progression from what we have on
  the cutting-edge battlefield now, such as the innovative
  and well-considered rules on electronic warfare and
  information technology embodied in “The Grid”, while other
  parts belong firmly to the genre of written and filmed
  Military Science Fiction which, “scientifically accurate” or
  not, is what most of us want to play. Besides, many of the
  manufacturers featured in this book produce some really
  spiffy grav tanks, walkers, aliens and so on, and it would be
  such a shame not to use them!
  In this set, as with Ambush Alley and Force on Force,
  Shawn and Rob have emphasized the fluid nature of events
  that is such a big part of modern combat, and will only
  become more so in the coming decades. The initiative
  and reaction systems simulate this so much better than a
  strict “Igo-Ugo” sequence ever can, and they also allow the
  game to work for asymmetric forces and tech levels – a
  surprisingly difficult thing to do, but one that the original
  Ambush Alley set managed so well.
  If you want a game where you can “buy” success with
  your army list, where every weapon you have works as it
  should all the time, every metal or plastic figure follows his
  orders exactly, and where the flow of the game is chess-like
  in its predictability, then there are quite a lot of others out
  there for you. But if you want a game that makes you feel
  like you are leading a squad of real soldiers in full NBC
  gear through the rubble of Beijing, or you’re up to your ass
  in mud and bugs in the jungles of Exlax V and you know
  that a Separatist Militia sniper team is out there
  somewhere, then you’re already holding it in your hand!
  Jon Tuffley, August 2010.
  ABOUT TOMORROW’S WAR 
  Tomorrow’s War is a science fiction military miniature
  wargame with emphasis on “hard” science fiction rather
  than “Space Opera” or “Science Fantasy.” This rule book
  contains background material for gaming in our campaign
  setting, the colony world Glory, but the rules themselves are
  not background dependent. You can use them to game gritty
  science fiction engagements against whatever narrative
  backdrop you choose.
  I N TR O D U C T I O N
  [ 5 ]
  2nd MEB patrol on Mars, 2014 
  (photo: Jim Roots, miniatures: Rebel & 
  Old Crow)
  
  [ 6 ]
  TO MO R R O W ’ S  W A R
  A NOTE ON SCALE AND 
  TABLE SIZES 
  Tomorrow’s War can be played with figures of any scale.
  Ground scale and time scale are undefined. As with
  many things in the game, we opted for weapon and
  movement ranges that “felt” and looked right on the table
  rather than resorting to actual scale conversions. 
  Since movement and fire are fairly abstract, we decided
  to avoid delving into the whole issue of time scale, as well.
  It seemed to have little to offer the game save unnecessary
  confusion.
  Tomorrow’s War scenarios are generally played on 4’x4’
  tables, but may be played on much smaller or larger tables.
  A 2’x2’ table will produce a game of sudden action and
  test the players’ ability to make decisions under fire, while
  a 4’x8’ table might lead to a lot of careful maneuver
  culminating in a sharp action. 
  Scenarios will indicate the size of table upon which
  they’re intended to be played.
  A NOTE ON THE MINIATURES 
  Tomorrow’s War is scale independent. Feel free to use
  whatever scale figures you wish. Most players of our
  games find that the distances and ranges presented in the
  rules work well for 15mm to 28mm figures, but feel free to
  scale them up or down as you please. Just keep in mind
  the advice in the Ranges/Measurements design note.
  Figures in Tomorrow’s War are independently based. We
  find that US pennies and Australian 5p coins make perfect
  bases for 15mm figures. If you wish to use some other
  basing material, feel free – bases should be roughly ½ to
  ¾”, either square or in diameter.
  If you wish to mount multiple figures on a stand, that’s
  fine too. You’ll just need some means to track casualties,
  such as chits, casualty caps, etc.
  Within these pages you’ll see photos of miniatures and
  terrain from some of our favorite companies, namely:
  [DESIGNER’S NOTE]
  T A B LE  SIZE S A ND RA NGES/M EASU REM ENTS
  While Tomorrow’s War scenarios indicate a
  suggested table size, players are encouraged to
  use whatever table size seems to work best for the
  miniatures they’re using and the space they have
  available for play. 
  We find that the suggested measurements work
  great for games using 15mm or 20mm figures. If you
  are using larger or smaller figures, you may wish
  to increase or reduce the table size. Some players
  increase or decrease the table size because they like
  the “feel” of the modified table size better or simply
  because it will fit in the space they have available.
  Remember, though, that whatever size table the
  game is played on, ranges and measurements must
  remain proportional or scenarios with a turn limit
  will be compromised. If you decide to double the
  size of the table, you must also double movement
  and fire ranges – if you halve the size of the table,
  you must halve movement and fire ranges. As long
  as you follow this simple guideline, you can play
  Tomorrow’s War on any size table with any size
  figures you choose!
  USMC, c.2280 (15mm miniatures: GZG)
  
  Ground Zero Games
  groundzerogames.net
  Khurasan Miniatures
  khurasanminiatures.tripod.com
  Micropanzer Wargame Studio
  micropanzer.com
  Combat Wombat 
  combatwombatminiatures.com
  QRF 
  quickreactionforce.co.uk
  Rebel Minis:
  rebelminis.com
  S&S Models
  sandsmodels.com 
  Zombiesmith
  zombiesmith.com
  Old Crow Models
  oldcrowmodels.co.uk
  We’ve found miniatures and service from all these companies
  to be outstanding and encourage you to consider their
  products for use in your Tomorrow’s War games.
  Additionally, many of the companies above are
  supporting vendors of Ambush Alley Games’ Special
  Operators Group. The Special Operators Group (or SOG) is
  a subscription service that ensures subscribers get the
  latest Ambush Alley Games releases as quickly as possible
  and provides them with additional, member-only content.
  SOG members also receive special discounts from
  supporting vendors as well as a 15% discount on purchases
  from Ambush Alley Games and Osprey Publishing. 
  To 
  learn 
  more, 
  visit 
  our 
  website 
  at
  www.ambushalleygames.com today!
  DESIGNER’S NOTES 
  Here we are, back where we started. 
  When we started work on the rules that would grow into
  Ambush Alley and Force on Force, it was our intent to use
  them for a gritty, near-future science fiction campaign.
  Now we’ve come back to where we began – and we’ve
  brought the game mechanics of Ambush Alley and Force
  on Force with us to provide you a gritty, hard science fiction
  game: Tomorrow’s War.
  We’ve made some design decisions with this game that
  some might find surprising. In a market flooded with
  science fantasy and space opera, we’ve opted to focus on
  a hard science fiction approach with Tomorrow’s War.
  We don’t foresee the game being played against a
  backdrop of far-flung galactic empires or apocalyptic
  wars pitting humanity against legions of blood-thirsty
  aliens. Instead, we imagine Tomorrow’s War being used
  to game conflicts between colonies or colonial powers on
  worlds that have only been settled for a few generations
  – rather than designing for an intergalactic Armageddon,
  we have set our sights on brushfire wars on a few
  valuable colonies.
  While we may visit the more fantastic and far-future
  aspects of science fiction gaming in future supplements,
  these core rules will be devoted to an examination of
  the evolution of warfare, focusing primarily on what we hope
  is a logical extension of current and predicted technologies.
  Arthur C. Clarke famously observed that a sufficiently
  IN TRO D U C T I O N
  [ 7 ]
  NSF troops, c.2275 (28mm miniatures: 
  Pig Iron)
  We have to diminish the idea that
  technology is going to change warfare…
  War is primarily a human endeavor.
  General James N. Mattis (USMC), Commander,
  U.S. Joint Forces Command; and NATO Supreme
  Allied Commander – Early 21st Century
  
  TO MO R R O W ’ S  W A R
  advanced technology would be indistinguishable from
  magic, and we’ve included some of that magic in these rules.
  We’ll reserve actual techno-mages, psychic warlocks, giant
  robots, and ravening hordes of aliens for some future
  release, though.
  Our intent is that the victor in a Tomorrow’s War game
  isn’t going to be determined by which player has the
  most rule-twisting alien weaponry or the most genetically
  engineered super-soldiers. We believe that in the future,
  sound tactics and good leadership will prevail just as they
  do today. 
  That isn’t to say that Tomorrow’s War is just a modern
  or WWII wargame dressed up in a space-suit. The battles
  you’ll see unfold on your table will have some things in
  common with those fought today and even sixty plus years
  ago (tactical skill and the human factors of morale and
  confidence will always make themselves felt as long as
  men are present on the battlefield), but you will also see
  significant differences. We’ve gone to great lengths to
  model the presence and impact of realistic advances in
  technology with these rules. You’ll see robotics used to
  support (and sometimes replace) human troops on the
  field and the impact of a truly networked command
  structure. These and other “futuristic” developments will
  make your games of Tomorrow’s War unique in flavor, both
  from other science fiction games and from historical
  gaming in general.
  If you’re interested in contributing to the future
  development of Tomorrow’s War, Force on Force, or
  other Ambush Alley Games titles through suggestions,
  constructive criticism, or the occasional sarcastic post,
  please visit the Ambush Alley Games Forum. The forum
  can be found at ambushalleygames.com/forum
  You can also contact the authors directly by e-mail at
  info@ambushalleygames.com
  Enjoy!
  Shawn & Robby Carpenter
  Ambush Alley Games
  A NOTE OF THANKS! 
  Ambush Alley Games would like to extend our heartfelt
  thanks to the following people, each of whom helped make
  this game possible in their own way, so thanks to:
  Jason Weiser for his play-testing and contributions to
  background material.
  Michael Moore (No, not the one from the
  documentaries) for being The Voice of Reason.
  Piers Brand for his painting, photography, design and
  background contributions, and service as a whipping boy.
  Mark Hannam for support and constructive criticism.
  Jim Roots for background material and his enthusiastic
  support.
  Dixie McCartney for her interpretation of Future Japan.
  The Osprey Gang (Joe, Rich, & Phil) for enthusiastically
  backing this project.
  Thanks as always to our great group of play-testers
  (listed on the credits page, just like us authors)!
  And of course: 
  Thanks to Ambush Alley Games Players Everywhere –
  For their encouragement, enthusiasm, and support!
  Fighting in the Foix Gap, Glory, c.2291
  (miniatures: GZG & Peter Pig)
  USMC HQ Squad (miniatures: GZG)
  [ 8 ]
  
  What follows is material from our in-house campaign
  setting. We offer it as an example for those wishing to
  design backgrounds and histories for their own future wars
  and for the use of those who would rather play a game
  than create background material for it.
  This is not an “Official Background” for Tomorrow’s
  War. There is no such beast. This material simply describes
  the backdrop against which the AAG staff set their games.
  It is no more correct a setting than anything that you and
  your friends might design.
  Use what you want and discard what you don’t – even
  if that means using none of it at all!
  THE INTERSTELLAR AGE 
  The Interstellar Age is dated back to the discovery of gate
  projection technology in 2065. Humanity, or at least
  humanity’s wealthiest (or most exploitive) nations, suddenly
  had access to the stars. The USA launched its first survey
  vessel, the USSN Hawkins, less than three years after the
  break-through. Within ten years the UK, EU, Russia, China,
  and Japan had their own national survey fleets and several
  corporations launched private survey efforts. Within
  15 years over a dozen exploitable planets (planets with
  resources worth stripping but unable to support human
  life) were discovered. While these industrial colonies
  boosted the economies of the nations that discovered
  them (and ruined several local economies on Earth), they
  did not capture the imagination of Earth’s masses. 
  The discovery of Grissom changed all that. Videos of vast
  expanses of virgin woodland, fertile plains, and unexplored,
  white-capped mountains electrified the people of Earth.
  Americans puffed up with pride in the ownership of their
  new colony, “The Jewel of the Stars,” and scoffed at
  suggestions that the planet was the property of mankind as
  a whole. A three year global war seized Earth as nations
  such as China and Brazil resorted to arms in their efforts to
  force the US to open Grissom to generalized colonization.
  Most of the world’s western powers aligned themselves
  behind the US, intent on setting a precedent in a gamble
  that their own surveying efforts might supply them with a
  similar “garden world.”
  The discovery of Zhuang by the PRC in 2101 led to a
  reversal in China’s views on “interplanetary imperialism”
  and left Brazil the only major power involved in the
  so-called “Grissom War.” Fighting ground on until 2103
  when the International Accord on Exploratory Rights was
  ratified by the UN. The Accord granted rights to a planet
  to its discoverer, be they a nation state or corporate entity.
  Earth’s poorer nations were horrified by the accord and
  the schism between First and Third World nations
  deepened. Many legal scholars deplored the Accord’s
  failure to address the issue of indigenous intelligent life on
  discovered planets and urged that such planets be
  excluded from colonization. Their remonstrations fell on
  deaf ears.
  The fears of the Aliens Rights movement seemed
  unfounded. By the dawn of the 24th century, Man had laid
  claim to hundreds of colony worlds but found no credible
  evidence of alien intelligence in the stars. Most of the
  T O M O R R O W ’ S  W A R :
  I N T E R S T E L L A R  C O M B A T  
  I N  T H E  2 4 T H C E N T U R Y
  [ 9 ]
  Tanks in the Deathground (vehicles by 
  Pig Iron)
  
  colony worlds were uninhabitable without external support,
  others could support human life with difficulty, and a very
  few were “garden worlds” as similar to Earth as to be
  virtually indistinguishable.
  Wherever Man found a foothold, however, from the
  bleakest ball of ice to the most verdant Arcadia, his
  contentious spirit followed him. 
  The Interstellar Age was not destined to be an epoch of
  peace among the stars. The long awaited “World of
  Tomorrow” had finally arrived, and brought with it the
  seeds to all of tomorrow’s wars.
  Planetary Ratings 
  All colony worlds fall into one of three rough categories:
  Exploitable Worlds possess useful mineral resources but
  have no capability to support human life. Such planets lack
  a breathable atmosphere and often feature temperatures
  and surface conditions too extreme or violent to allow
  surface activity. Colonies on these worlds are often either
  underground or housed in sturdy surface complexes. It is
  not unusual to find industrial production facilities orbiting
  these worlds to take advantage of the proximity of resources
  and zero-g manufacturing. 
  The majority of colonies fall into this category.
  Marginal Worlds can support human life, but some
  difficulty is inherent. Some Marginal Worlds, like Albion, can
  only support human life in limited geographical areas, such
  as along the equator or at the poles. Others may be very
  cold or very hot. Extreme weather conditions, biological
  challenges, and too much or not enough water can also
  qualify a world as “Marginal.” This status doesn’t
  necessarily indicate the world will be under-populated or
  utterly unpleasant. Zhuang is categorized as a Marginal
  World but it has the second highest population of any
  colony, eclipsed only by Grissom, a true Garden World.
  Though otherwise largely arid, the regions around the world
  of Herbert’s enormous land-locked sea are compared to
  Earth’s Riviera and Caribbean and are an enormously
  popular tourist destination. The planet Glory, with its heat,
  humidity and violent storm season was nearly classified
  as marginal.
  The majority of colony worlds not classified as
  Exploitable are Marginal Worlds.
  Garden Worlds are worlds on which Man can settle with
  little or no adjustment. Grissom is the most famous Garden
  World, followed by Eureka, St. Brenan, and Glory. Garden
  worlds are extremely rare and the discovery of one is
  almost always cause for international tension.
  The Bloom Effect 
  Many Earth-bound humans tend to think of colony worlds
  as sparsely inhabited places – vast planetscapes dotted
  with tiny settlements consisting of a single street and a
  handful of shacks constructed of shipping crates and local
  materials. This image is fostered by the presentation of
  colonial worlds in popular entertainment, which finds the
  image as satisfying to comfortable viewers on Earth as
  TO MO R R O W ’ S  W A R
  [ 1 0 ]
  Member of a private survey security
  team, unknown world, c.2150
  (miniature: Rebel)
  NSF Rebels during the fighting on
  Moscva, c.2274 (miniatures: Copplestone)
  
  the “Wild West” was to similar viewers several centuries
  ago. This presentation of colonial life isn’t altogether
  incorrect, either. There are still worlds, mostly new
  colonies, which would look right at home in a John Huston
  film from the 20th century. Most colony worlds, however,
  are fairly populated and support a reasonable number of
  well-developed cities and towns. Some planets, such as
  Grissom, have populations that have already eclipsed those
  of their founding nations back on Earth.
  That such population growth should occur is hardly
  surprising. For a historical analog, one need only look at
  Earth’s own North America. From an initial colony of a few
  hundreds, North America’s population surpassed that of
  the nations that colonized her within a century or two
  thanks to the Bloom Effect.
  An historian of the 22nd century observed that a single
  human colony would “bloom to fill the planetary disk in the
  same way that a virus fills a petri dish.” As time marched
  on, this “Bloom Effect” became more obvious and less
  remarkable. Mankind hates a vacuum just as much as
  Nature does. When Man sees vistas of unsettled territory
  he seems to be genetically compelled to fill that territory
  with his off-spring. Provide colonists with advanced
  medical capabilities, solid nutrition, and modern hygiene
  and this reproductive goal is easily reachable. 
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  DPRG Guards on patrol, Foix Gap, Glory,
  c.2289 (miniatures: GZG)
  [T L 1  o r  2  I F V]
  
  A TIMELINE OF THE
  INTERSTELLAR AGE 
  The following timeline is in no way exhaustive. It is meant
  to identify high points of history and does not mention a
  myriad of events and conflicts. A comprehensive timeline
  for the three centuries covered would require a work far
  larger than this one.
  2062 (River Plate War): The River Plate War began
  between Argentina and Brazil over Uruguay’s access to
  the River Plate.
  2065 (Gate Projection Discovery): Accidental discovery of
  gate projecting technology and the beginning of the
  Interstellar Age. End of the River Plate War.
  2099 (Discovery of Grissom): US survey ship Damocles
  discovered first Earth-like “garden planet:” Grissom.
  US colonization efforts began the following year. The US
  claimed sole rights to the planet, resulting in the Grissom
  Crisis which nearly plunged Earth into its fifth world war.
  An agreement by the US to support other so-called
  “Western Powers” in asserting the same rights over any
  planet discovered by their own survey efforts restored
  some equanimity with those nations but further polarized
  mistrust along the old East/West lines and exacerbated
  poor relations between the US and Brazil.
  2101 (Discovery of Zhuang): PRC survey ship 35-11
  discovered second Earth-like world: Zhuang. Like the US
  before it, the PRC claimed unilateral rights to Zhuang. The
  planet has a slightly higher than Earth gravity and its fertile
  zones swarm with small but vicious insect life. It was soon
  discovered that viruses on Zhuang are able to make the leap
  to contagion in Earth organisms. The first several thousand
  colonists to Zhuang died within one year of arrival. Only a
  ruthless policy of forced colonization and an increased
  understanding of exobiology allowed Zhuang to eventually
  become a successful colony.
  2103 (End of Grissom War)
  2105: (Discovery of St. Brendan): The Catholic Church
  began funding efforts to support the operation of a small
  fleet of survey vessels and supplemented those vessels’
  efforts by leasing the services of several private surveying
  corporations. While the Church was fortunate in its
  discovery of several marginal worlds early on in its efforts,
  it was the discovery of a garden world, St. Brendan, which
  secured the place of the Church as a successful colonial
  power. Revenue generated by St. Brendan and profitable
  marginal and exploitable discoveries helped fund the
  Church’s massive Promised Land colonial effort.
  2110 (Martian Union War): The Ares Mining Corporation
  touched off a shooting war when they broke up unionizing
  by the United Mine Workers to organize an effort to
  secure better pay and working conditions. The miners
  initially took control of large swathes of the Martian
  colonies and independence was openly discussed. By
  2112, AMC admitted it had lost control of the situation.
  The corporation and the governor of Thiyamata Colony (a
  paid-for stooge of AMC), declared a state of emergency
  and asked for federal assistance. The US government
  agreed and sent in a Marine Expeditionary Brigade (MEB),
  and a nasty three year insurgency ensued. After the end
  of hostilities, Congress held hearings to get to the
  bottom of the matter. The investigations lead nowhere.
  A
  presidential amnesty was declared in 2116 for
  all involved.
  2115 (End of Martian Union War)
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  A typical surveyor’s camp, this one on 
  St. Brenan (photo: Dana Boggs-Drake,
  miniatures: Khurasan & GZG)
  
  2121 (Corinth Shoot-Down – UN Disbanded): In February
  of 2121, the luxury Interface Lifter Corinth was hit by
  a surface to high-atmosphere missile fired from the
  Somalia/Ethiopia border region. Corinth’s reentry track
  took her over Somalia en route to a touch-down in
  Madrid. The missile, designed by the PRC to knock down
  US and EU spy drones, destroyed the lifter on contact.
  Wreckage was scattered over a five-hundred mile debris
  trail and over a thousand passengers returning from the
  Tycho Wonderdome were slain. A coalition of Somali
  warlords took credit for the attack and claimed to have
  obtained six more of the Chinese missiles from unknown
  sources. The Somalis threatened to shoot down any
  interface lifter attempting to enter Earth’s atmosphere
  unless they were paid five-hundred million dollars a
  month. When the crisis was brought before the UN
  General Committee, discussion on appropriate action
  quickly devolved into a debate over the justification of the
  Somali warlords’ actions with several developing nations
  openly commending the attack. The US, to whom the
  Corinth was registered, vowed to neutralize the missile
  threat and break the power of the warlords involved.
  When a vote of censure against the US was called for,
  the American delegate withdrew. Three days later, the
  President of the US and leaders from the majority of other
  First World nations announced that they would no longer
  participate in or support the UN. These nations banded
  together to found an alternative to the UN: the
  Organization of Progressive States (OPS). By year’s end,
  the UN was completely disbanded, with many of the
  disaffected nations joining the New Economic Union (NEU)
  proposed by Brazil.
  2122 (The Corinth War): The struggling Central African
  Union (CAU), headquartered in Nairobi, was approached by
  the nascent OPU to help deal with the warlord problem in
  Somalia. The CAU was receptive as they were bidding on the
  EU Space Elevator contract along with Nigeria. Decisively
  settling the warlord problem would give them a leg up, it
  was felt. And thus, a twenty year struggle to pacify Somalia
  began. The war was characterized by OPS advisers backing
  up local armies that didn’t have any significant advantage
  over their warlord rivals. Even with OPU technology and the
  resolve of the CAU to see it through, it took over 20 years
  to finally run the last of the Somali warlords to ground.
  2127 (Discovery of Eureka & Albion): EU survey ship
  Magellan discovered Eureka, an Earth-like world with a
  fractionally higher gravity. The same system was found to
  have a second, smaller world that is marginally habitable
  (low gravity, extremely cold climate beyond the equatorial
  band, with a thin but breathable oxygen atmosphere). This
  planet was dubbed Albion.
  2135 (The Spratley Island War): War broke out between the
  PRC and Vietnam over the Spratley Islands, which were
  rumored to be rich in oil and other minerals. The war,
  which lasted for four years, was mostly an aero-naval
  conflict, but it ended when the PRC launched a massive
  drive into northern Vietnam, reaching the suburbs of
  Haiphong before the Vietnamese accepted an EU/Korean
  brokered cease-fire.
  2139 (End of Spratley Island War)
  2142 (Capture of Gutaale Ali Khalid, last of the Somali
  Warlords, and end of the Corinth War)
  2151 (Zhuang Rebellion): A rebellion occured on the PRC
  world of Zhuang against corrupt local officials that soon
  lead to all-out civil war on the colony. The PRC sent its
  11th Stellar Intervention Division to bring the world back
  under control, and the first extra-solar CI operation began.
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  AMC mercenaries during the Martin Union
  War (photo & miniatures: Pig Iron)
  
  It took seven long bloody years, and 2,000 military and 8,000
  colonists dead before the rebellion was finally crushed by
  the PRC. The rebellion was ultimately put down in 2158.
  2158 (Discovery of Glory): The private survey ship Bernard
  de Jussieu discovered the lifeless hulk of PRC survey ship
  49-19 adrift in a system used for refueling. The vessel had
  been holed and her crew unaccounted for. The Jussieu
  downloaded the ship’s survey data and discovered that
  49-19 had discovered yet another garden world in a
  neglected system near Grissom.
  Titan Interplanetary, the corporation owning the Jussieu,
  claimed the planet, which they named Glory. Titan was well
  along the way in their plans to lease territory on Glory to
  various nations and corporations unable to afford their
  own exploration and colonization efforts when the PRC
  discovered the fate of 49-19 and the origin of Titan’s
  lucrative discovery.
  The PRC demanded the immediate surrender of Glory to
  their sole control and accused Titan Interplanetary and the
  crew of the Bernard de Jussieu of piracy. Titan took the
  matter before the OPS for arbitration, claiming that the
  49-19’s cargo was salvage which defaulted to those who
  recovered it – even if that cargo consisted of data alone.
  Despite strong language and saber rattling from the PRC, an
  OPS special committee found in favor of Titan Interplanetary.
  The PRC declared that it would not abide by the decision and
  would seize Glory by force if necessary. They issued a
  warning that the planet should be evacuated and that anyone
  still on Glory when the PRC “liberation fleet” arrived would be
  treated as pirates.
  2159 (The First Glory War): None of Earth’s space-faring
  nations had attempted a military action on an extra-solar
  system world prior to the First Glory War. There had been
  small commando actions prosecuted in asteroid mining
  bases, some fighting on Mars and the PRC had conducted
  ruthless operations to squelch rebellions on Zhuang, but
  there had been no ground combat outside our solar-system
  up to this point. 
  The resulting “war” was a limited affair that lasted a
  little over a year, but it saw the first use of Armored
  Fighting Suits (AFS) in combat. When the PRC attacked a
  CAU vessel attempting to deliver relief supplies to the
  colonists on Glory, world opinion hardened against them.
  The arrival of US warships from Grissom to “observe and
  enforce interstellar law” left the PRC with the hard choice
  of abandoning Glory or precipitating an interstellar war.
  China relinquished its rights to Glory in an arbitration
  agreement before an OPS Arbitration Committee in 2161,
  officially ending the First Glory War. 
  While the fighting on Glory was short in duration and
  involved little more than a company of combatants per side,
  it did prove that Earth based nations could effectively
  project force on other worlds. Development of “Cold
  Navies” and fighting forces specifically trained for combat
  operations on other worlds began in earnest after Titan
  Interplanetary’s mercenaries secured a defensive victory
  against PRC national forces. The Age of Interstellar Warfare
  began when the first shot was fired in anger on Glory.
  2245 (3rd Chechen War): Yet another Chechen uprising
  occurred, allegedly bolstered with covert military aid from
  Iran. It would cost the Russian Army 4 years and 18,000 dead
  to bring the Chechens back under control using methods
  that appalled the rest of the civilized world and served to
  isolate Russia somewhat diplomatically. Upon war’s end in
  2249, a recession swept Russia and lead to increased taxes
  both at home and in the extra-solar colonies.
  2263 (2nd Iran–Iraq War): Iran defeated Iraq in a six-week
  blitzkrieg that lost Iraq the southern third of the country
  and seeded the formation of the UAE.
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  [ 1 4 ]
  NSF Rebels during the fighting at
  Novolgograd, c.2274 (miniatures: Pig Iron)
  
  2273 (Rise of the New Soviet Federation): Labor unrest
  on the Russian-dominated colony world of Moscva
  developed into a full-fledged revolution when charismatic
  political scientist Vladimir Kruchek was executed for
  treason. Within a year the planet was under the control of
  the revolutionary Red Star Organization. Inspired by
  Kruchek’s works, the new rulers of Moscva undertook
  transforming the planet into a workers’ paradise based
  on Soviet-style communism from the 20th century.
  A world government, the New Soviet Federation (NSF),
  was declared. Over the next decade, the NSF would
  contribute arms and military training to disaffected
  colonists on three worlds, helping them win their
  “independence” and welcoming them into the NSF. By the
  end of the 23rd century, the NSF and its affiliated states
  were considered “rogue states.”
  2288 (The Second Glory War & the First Interstellar War):
  The Republic of Arden’s (RA) steady expansion inevitably
  brought it into conflict with the equally territorially
  ambitious Democratic People’s Republic of Glory (DPRG).
  The conflict came to a head when clashes between settlers
  in the Foix Gap rapidly escalated from a brushfire conflict
  into full-fledged war. The DPRG found itself technologically
  outclassed by the RA (specifically by the elements of the
  French Foreign Legion based in Arden). The beleaguered
  dictatorship had previously entered into a profitable trade
  alliance with Brazil, and it now called upon that terrestrial
  nation for military support. High-tech Brazilian gear,
  particularly aerial drones and grav tanks, began to pour
  into the DPRG. With their technological advantage lost,
  the RA began to suffer against the superior numbers of
  the DPRG. They were left with no choice but to reach out
  to allies of their own. The US colony on Grissom, a long
  time trade partner with the RA, was only too happy to
  send US Marines to bolster their defense. This action led
  to direct conflict between the United States and Brazil,
  which soon escalated to involve the allies of both nations.
  The resulting conflagration became known as the First
  Interstellar War (or IW I).
  2296 (The Battle of Jump Point Zulu – End of the First
  Interstellar War): A joint British/German battle group was
  able to intercept a Brazilian/PRC battle group en route to
  support the ongoing invasion of Albion. The battle was
  decisive, resulting in the destruction of two Brazilian
  assault carriers and three PRC battle cruisers as well as
  the capture or destruction of half a dozen smaller combat
  vessels. The cold naval victory left Brazilian and PRC
  troops on Albion with no hope for support for months or
  more. Faced with diminishing supplies and ordnance, the
  invaders surrendered. Western diplomats leveraged the
  twin defeat into an armistice and ultimately a peace treaty
  that would last until the Saint’s War.
  2299 to Present (Moro Uprising): The Moro Liberation
  Army seized control of Palawan and half of Mindanao and
  proclaimed an independent Islamic republic before the
  Philippine government could do a thing to stop it. Attempts
  to retake the territory had ended in bloody disaster, even
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  DPRG Guards near Angeleme, Foix Gap,
  Glory, c.2290 (miniatures: GZG)
  If you want to know where the colonels are,
  I’ll tell you where they are
  Yes I’ll tell you where they are,
  If you want to know where the colonels are,
  I’ll tell you where they are
  (shouted) They’re orbiting this rock!
  Old Army marching cadence, revived and
  updated, Second Glory War
  
  with OPS assistance against the rebels; the Philippine army
  made little headway.
  2304 to Present (Indonesian Civil War): Indonesia’s slow
  decline in the latter half of the century exploded as radical
  Islamists in the armed forces and the government attempted
  to launch a coup. The Islamists botched it and the Federal
  Republic retained about half the country with OPS weapons
  and advisers, mainly Australian. The Federal Republic was
  considering a counter offensive against the Islamic Republic
  in an attempt to end the war in one bold stroke.
  2309 to Present (Terrorist Attack on Grissom Space Port
  – The Saint’s War): Terrorists from the Kingdom of Eden
  on Glory simultaneously detonated explosive devices on
  several starliners in orbit around Grissom. The ships were
  carrying laborers from Glory home for the Christmas
  holidays. A US naval vessel was also damaged when
  caught in the explosion of one of the civilian craft. Most
  of the slain laborers were from the Republic of Arden. US
  forces on Grissom were immediately sent to Glory to
  assist Arden in bringing the rogue Kingdom of Eden to
  justice. Eden’s ties to the NEU soon brought Brazil and
  the DPRG into the fighting and Glory was once again
  wracked by war. 
  MAJOR NATIONAL POWERS 
  While Earth’s geopolitical puzzle pieces have shifted
  repeatedly in the intervening centuries, a man of the
  21st century would still find a map of the world reassuringly
  familiar. The relationships between many of the familiar
  nations have changed, however, as has the general character
  of some states.
  Descriptions of a few of the 24th century’s “stand-out”
  nations follow.
  Brazil 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Civilian Standard of Living: Above Average
  Brazil rose to international prominence in the late
  21st century due to the efficient exploitation of its
  own natural resources and a ruthless program of
  destabilization aimed at preventing its neighbors from
  doing likewise. Through the 22nd century, Brazil’s wealth,
  stability, and influence continued to grow, as did their
  reflexive distrust for the US. When the UN was disbanded
  in 2121 to be replaced by the US-spearheaded OPS,
  Brazil refused to participate and founded the NEU as an
  alternative for younger, more aggressive developing
  states. As distaste for the US became a Brazilian national
  trait, the nation’s political leadership became more
  belligerent and openly hostile. Bellicose speeches and
  provocative policies quickly won the support of the
  general populace. This policy of intense nationalism and
  focused hostility towards the US inevitably led to war in
  2288 and led to an uneasy alliance between the NEU and
  the PRC.
  While Brazil isn’t at the technological vanguard, it is
  only a short step or so behind. Most of the technological
  conveniences available in the US and Japan are also
  commonplace in Brazil. Brazil’s military industry is state of
  the art and her factories have turned out most of the AFVs
  and weapons that fill the arsenals of the NEU’s member
  states. Brazil has even exported its older model AG AFVs to
  colonies with deep pockets or resources to trade – such as
  the DPRG on Glory. 
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  French Foreign Legion troops and
  captured Brazilian Grav Tanks, Glory,
  c.2294 (miniatures: GZG & Combat Wombat)
  
  The Brazilian National Liberation
  Army (BNLA) 
  The BNLA is an energetic dynamo which draws inspiration
  from a long (and, according to critics, largely fictional)
  military tradition and political zeal. All recruits must be
  members of the Brazilian National Party (BNP) and
  their training involves as much political indoctrination
  as military discipline and tactics. Political officers are
  assigned at the platoon and squad level. Unlike traditional
  “commissars,” BNLA political officers promote high morale
  and political loyalty by acting as counselors who provide
  individual troops with advice and assistance, including
  helping to assure that poor soldiers’ families receive the
  maximum economic benefit from their military service.
  BNLA troops are generally well trained and highly
  motivated. Their equipment is a match for anything but the
  bleeding edge gear fielded by US and European troops.
  Units down to the company level are named for political
  and military heroes or victories and most units possess
  some iconic item (a banner, flag, bugle, etc.) that is revered
  with almost religious awe. The average BNLA soldier firmly
  believes that he is part of a great campaign to deliver the
  world from the despotic grasp of the greedy, declining “Old
  Powers” and create a global paradise based on Brazilian
  political and economic enlightenment.
  The Brazilian Navy 
  The Brazilian Navy is similar in character to the BNLA, but
  the level of political indoctrination is not quite as deep.
  Many naval officers come from wealthy, patristic families
  whose histories far predate those of the current
  nationalistic movement. As a result, the navy’s officer
  corps is a bit more measured and restrained than that of
  the BNLA. Still, the Brazilian Navy has a reputation for
  being ably commanded and aggressive. The navy includes
  a well-developed troop transport capability, strong fleet
  combat assets, and a large and well equipped fleet of
  survey and exploration ships.
  Central African Union (CAU) 
  Military Tech Level: 2+
  Civilian Tech Level: 1+
  Civilian Standard of Living: Below Average
  The CAU is considered to be the OPS’ first and most
  resounding success. When the chaos and anarchy that
  defined life in much of central Africa in the 21st century
  continued unabated into the 22nd century and the hollow
  remnant of the UN proved helpless in facing the challenge,
  the US and several other “First World” nations broke away
  to form the OPS. The OPS identified progressive central
  African leaders and put money and military aid behind
  them. Although it took two decades, the region finally
  stabilized and formed the Central African Union. With
  continued support from OPS, the CAU quickly developed a
  strong economy based on industry and the responsible
  exploitation of natural resources. The CAU was admitted
  into the OPS when it demonstrated that it had become a
  self-supporting nation state with sufficient economic power
  to lend assistance to less fortunate nations.
  The average citizen in the CAU is still slightly poorer than
  those of most First World nations, but only moderately so.
  While the CAU has sunk a substantial amount of its national
  product into technological advancement, the citizenry only
  sees so much of it. For the most part, technology in this
  growing nation is a generation behind, a circumstance that
  has produced some internal criticism, especially in regard to
  the CAU’s highly successful and ever growing fleet of
  interstellar survey and colony ships – not to mention the
  military vessels to protect them.
  Life on CAU colonies tends to be even more Spartan
  than at home and this has led to some friction between the
  nation and her colonists. In the case of Anubis, disaffection
  turned to outright rebellion.
  CAU Army 
  Although hobbled by low-tech and hand-me-down
  technology, the Army of the CAU is a respected military
  force. What it lacks in cutting edge weaponry and sensors,
  it makes up for in discipline and training. Army veterans
  are given preferred placement in vocational training and
  business loan programs, making military service a stepping
  stone to future economic security. As a result, a steady
  stream of recruits is available, of which only the best are
  selected. The CAU are enthusiastic supporters of the OPS,
  so CAU troops can nearly always be found wherever the
  OPS forces are deployed.
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  CAU Navy 
  The CAU fleet is large for its economy, but it is a matter of
  pride for most CAU citizens. The fleet receives technology
  and officer training from both the United States and Great
  Britain and CAU vessels are always included in OPS fleet
  exercises and operations. CAU survey and exploration
  efforts are extensive and well-supported.
  France 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Civilian Standard of Living: Above Average
  France, like most of Western Europe, has been on the rise
  since the colonization of Eureka. Her coffers and prestige
  have also been braced up by the success of the Republic
  of Arden on Glory. While not a state sponsored colony,
  the Ardenois maintain a very strong connection with their
  motherland – a connection that is evidenced in the strong
  trade and military alliance that exists between the two
  nations. The people of France enjoy a standard of living
  that they share with most of Europe – with an economy
  propped up by colonial successes, most Frenchmen
  earn enough to enjoy an abundance of consumer goods.
  Technologically, France is on a par with the US and UK,
  with most dangerous and tedious work falling to
  autonomous robots. 
  While France has not invested heavily in its army, it has
  increased the size of the French Foreign Legion, establishing
  bases on Eureka and Glory. France generally relies on
  the Legion to respond to any off-planet emergencies.
  The French “cold” (space-going) navy, on the other hand,
  has received generous funding, especially for survey vessels
  and commerce escorts. The French fleet lacks the numbers
  of the British and American fleets, but not by much.
  French Army 
  France’s national army is a cutting edge force and a match
  for any terrestrial First World army. French national policy
  keeps the majority of the army earthbound for the protection
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  [ U r ba n  A s sa ult ]
  
  of French territory and national interests. Off-world military
  operations are generally prosecuted by the French Foreign
  Legion, although Special Expeditionary Forces of regular
  army units may be organized to support them if necessary.
  French Navy 
  France takes particular pride in her large, technologically
  advanced navy which is seen as a match for any First
  World navy and a key element in countering the growing
  power of the NEU and PRC.
  Japan 
  Military Tech Level: 2+
  Civilian Tech Level: 3
  Civilian Standard of Living: High
  Japan, having survived two world wars and a long-standing
  cold war with China, enters the 24th century a careful and
  conservative nation. Rather than throw its treasure at
  interstellar colonization, Japan has focused its efforts on
  the Sol system’s asteroid belt, where it has established
  extensive mining and manufacturing facilities. Partially
  from a quirk of national character and partially due to
  the dangerous work environment in the asteroid fields,
  Japan is at the bleeding edge of robotic and AI research
  and development. All hazardous jobs (police, fire, and
  much of the military) in Japan are performed by robots
  and “synthetic people” who are difficult to impossible to
  distinguish from flesh and blood humans. Synthetics are
  also utilized extensively in the service industry, medical
  field, and education.
  In daily life, the ubiquitousness of synthetics in service
  positions doing everything from housework to heavy
  lifting has made the average population feel even more
  distanced from such labor than they did in the previous
  century, and most Japanese now consider such work
  beneath “real” people. Just the same, popular culture
  reviles and romanticizes synthetics with equal delight,
  turning out so-called “silver metal” movies and music with
  self-indulgent abandon. 
  Some amount of tension is being felt in Japan as
  the UAE continues to make inroads in the asteroid belt.
  Many believe it is only a matter of time until Japanese and
  UAE “security forces” come into direct conflict.
  Moons of Jupiter 
  Though it’s the mining operations in the asteroid belt that
  have been most important to Japan’s economic success,
  its slow colonization of the moons of Jupiter has had more
  impact on public impression. Though confirmation of
  saltwater seas on both Ganymede and Europa offered the
  promise of important discoveries, the relatively stable
  orbital situation of Callisto won the day when it came to
  setting down a human footprint – or rather, a synthetic
  one, as Japan’s first galactic colony was founded by
  AI units, who executed a carefully designed plan to make
  Azuchi Colony ready for human arrivals. Numerous
  subculture groups and even a few non-OPS nations claim
  that this plan was a failure and the colonists are solely
  synthetics, but the steadily growing population and
  expanding structure of the colony suggests otherwise.
  Azuchi Colony, or Azuchi-Kyo in the words of envious
  media who remain on the crowded Earth islands, is known
  best for its development as an education and research
  center – a strange route for colonization, but the moons
  of Jupiter offer better resources for the sciences than
  they do for terraformers and agriculturalists. Since
  Azuchi’s founding, several much smaller research
  colonies have been established on Ganymede and Europa.
  Io’s surface has presented challenges to permanent
  facilities, though numerous expeditions occur every year,
  often made entirely by teams of synthetics. Azuchi has
  turned to the much smaller moons orbiting Jupiter as
  sources of fuel and export products, capitalizing on
  Japan’s expertise in asteroid mining to make the most of
  the neighboring rocks.
  The Japanese Defense Force 
  (JDF) 
  The Japanese Defense Force (JDF) is characterized by its
  heavy reliance on robots and synthetics and a pragmatic
  approach to the application of technology. JDF synthetic
  infantry and robotic support units are not over-engineered.
  They have been developed along carefully minimalistic
  lines to produce a fighting force that is both effective and
  cheap (the Japanese taxpayer/voter rarely shows any
  enthusiasm for military spending). 
  A fighting force composed of fairly effective, cheap to
  replace troops whose loss stirs no emotional responses
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 1 9 ]
  
  among the electorate has created a tactical and strategic
  philosophy that would be considered blood-thirsty if
  human troops were involved. A Japanese commander will
  not think twice about abandoning a unit to assured
  destruction by the enemy, especially if he believes that the
  enemy will be bloodied in the process. After all, all that is
  lost is a little money, not human life. This same sanguine
  outlook is displayed in assaults and special operations
  missions. Any toss of the dice that might produce a win is
  worth a try – after all, the JDF really has little of value riding
  on the roll.
  The same attitude does not hold true towards the
  JDF’s human officer corps. Headquarters units are still
  dominated by human personnel whose safety is guarded to
  a degree that might seem fantastic to other military forces.
  This over-protective stance is not rooted in any cowardice
  on the part of the JDF’s officer corps, but rather on political
  necessity. The loss of a single Japanese human in combat
  can potentially spell political defeat for the JDF. While
  the Japanese public may have no issue with the loss of
  countless synthetic combatants, they have no stomach at
  all for losing human soldiers in combat.
  The Japanese Space Navy (JSN) 
  The Japanese Space Navy (JSN) is a sophisticated “cold
  navy” that finds its roots in anti-piracy and territorial
  defense operations in the asteroid belt. While the majority
  of its resources are still devoted to a system defense role,
  the tides of interstellar war have led to the creation of two
  Special Task Forces (STFs). STFs are built around several
  large troop and vehicle transports capable of carrying JDF
  forces anywhere in human space. These transports are
  protected by a battle-cruiser and a flotilla of lesser combat
  and combat support vessels.
  The JSN has invested little to nothing in survey vessels
  or operations. Japan is perfectly happy with its profitable
  presence in the asteroid belt and its domination of
  Jupiter’s moons.
  People’s Republic of China
  (PRC) 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Civilian Standard of Living: Average
  The modern People’s Republic of China has come a long
  way since its founding in 1949. It finally reunified with
  Taiwan in the late 21st Century and has attempted,
  with mixed success to steer a middle course between the
  OPS and the NEU. In so doing, the PRC has become a
  “responsible” counterweight to the US and its allies in the
  OPS. This has led to some interesting problems for
  the PRC diplomatically as the OPS nations are its leading
  trade partners. This is true even in the wake of the First
  Interstellar War, as commercial interests in the PRC put
  pressure on the government to end hostilities in 2296 after
  the defeat at Jump Point Zulu. 
  The alliance with the NEU is strained at best, as many
  Chinese politicians privately wonder if the NEU is good for
  anything more than getting the PRC into wars for marginal
  extra-solar real estate. The problem on Glory is a good
  example of this, as the NEU is an enthusiastic ally of the
  DPRG, which the PRC only supports to retain the NEU
  as allies. 
  Domestically, the average citizen of the PRC is content,
  if not happy. While he may not have the latest tech
  available to OPS citizenry, he also has a more relaxed and
  predictable life-style than the lamentable gui-lo. 
  In the wake of the Zhuang Rebellion and the troubles on
  Glory, PRC authorities have taken a “go slow” approach
  with regards to further extra-solar colonization. They take
  a dim view of the “dangerously independent thought”
  that many colonists have exhibited. Still, ever expanding
  population and its associated pressures force the PRC to
  search for potential colonial pressure valves.
  The People’s Liberation Army
  (PLA) 
  The Chinese arms industry is robust, diverse and well
  known for building cheap, well-made weapons systems.
  Chinese arms may not be bleeding edge, but they perform
  under conditions that more fragile systems might not
  handle as well. People’s Liberation Army (PLA) weapons
  systems tend toward a “bigger is better” principle which
  results in some of the largest caliber small arms in military
  use today. 
  The PLA uses robotics enthusiastically, though mostly in
  a semi-autonomous support role. None of their domestic
  designs are really smart enough to handle anything else.
  TO MO R R O W ’ S  W A R
  [ 2 0 ]
  
  Synthetic humans are also embraced for their manageability.
  Every year, new battalions are raised of Shìbīng chéngzh ng
  (grown soldiers), conditioned for total obedience and loyalty
  to the state. Assigned to the Special Response Corps, these
  soldiers are primarily tasked with counter-insurgency work
  on Zhuang, although a battalion or two have seen action
  against Uigur and Tibetan “bandits.” The OPS is disturbed by
  the PLA’s growing reliance on synthetics.
  The PLA is a fairly advanced force. Its best technology is
  reserved for elite formations, such as the 15th Special
  Response Corps, which was formed in the late 21st Century
  from the 15th Airborne Corps. PLA forces on off-world
  colonies are locally raised units supplemented by PLA
  trainers brought in from Earth. Units on Zhuang are watched
  carefully, as a third of the local units sided with the
  rebels during the uprising in 2151. A large garrison of the
  People’s Revolutionary Police is housed on Zhuang to
  prevent future “perfidy.” 
  The People’s Liberation Navy
  (PLN) 
  China’s cold navy is large, effective, and constantly
  expanding to meet NEU commitments. Beyond that, the
  PRC is determined never see a repeat of the indignities it
  suffered at Glory. Any future garden worlds discovered by
  the PRC’s extensive fleet of survey vessels will be protected
  by an overwhelming PLN and PLA presence.
  Russia 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Civilian Standard of Living: Average
  Some see Russia’s course over the last few centuries as
  regressive rather than progressive, but most Russians
  would disagree. The most remarkable change to occur
  in recent Russian history was the re-introduction of the
  Tsar as head of state. In the late 2100’s the wrangling
  between Russia’s President and Prime Minister spilled
  into open civil war, with the supporters of the two
  politicians vying for dominance while the rest of the
  populous struggled to cope. Thankfully, few military units
  were involved in the struggle and a force of Naval, Air
  Force and Army troops combined under Marshal Grazin
  to quell the uprisings, disarm the militants and place both
  politicians under arrest. 
  The politically astute (and undeniably romantic) Grazin
  appointed a civilian head of government, a “Tsar” supported
  by a coalition government and with limited influence over
  the military. While the rejuvenation of “White Russia”
  captured the world’s imagination, back-room deals were
  being cut by pragmatic power-brokers far more interested
  in securing a stable government, continuing Russia’s off
  world expansion, and securing their fortunes than their
  often dewy eyed press releases indicated. Instructed by
  observation of the USA’s increasing terrestrial wealth
  based on extra-terrestrial holdings, the New Russia was
  predicated not so much upon Divine Right as upon a
  program of exploitation designed ensure that Russian
  colony worlds were squeezed for every cent they could
  produce. In exchange for securing the Tsar his throne,
  the Russian military would gain control of colonial
  administration – and the keys to the treasure house. 
  What developed was a two-tier class system. Those on
  Earth benefitted from the exploited resources of the colony
  planets, which in turn lived under a military rule that
  became increasingly harsh as colonial resentment built. It
  was not until the rebellion of Moscva that the civilian
  government on Earth was forced to take notice of the
  situation. An intense struggle verging on civil war ensued
  on Earth which resulted in Tsar wrestling colonial control
  from the military. It was fortuitous that the Chief of the
  Armed Forces at the time, Marshal Volkov, was amenable
  to the idea and realized the need for civilian rule to avoid
  repetition of the Moscva incident. His support of civilian
  rule eventually weighed against the hard-line elements of
  the military and by the late 2300’s, civilian rule was well
  established on the two remaining colony planets. 
  Today, the Russian state seems to have attained its
  equilibrium. Its foreign policy is somewhat isolationist, but
  it has developed strong ties with the OPS, of which it is a
  member. Its relationship with the PRC is cold and border
  clashes are not infrequent. 
  The foundation of the Neo-Soviet Federation on Moscva
  is still a grave concern. The NSF is regarded as the state’s
  greatest enemy. Neither of the “two Russias” have exhibited
  the will to attempt to settle their differences by arms thus
  far, but saber rattling and intrigues are the rule of the day. 
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 2 1 ]
  
  The Imperial Russian Armed
  Forces (IRAF) 
  The new Imperial Russian Armed Forces (IRAF) are broken
  down into the three traditional services: The Imperial Army,
  the Imperial Navy and the Imperial Air Service. It is worth
  covering these in a little more detail as we examine the
  Russian state. Each branch maintains an elite fighting
  force: The Army’s Spetsnaz, the Navy’s Marines, and the
  Air Force’s Airborne formations.
  The Russian Imperial Army 
  The Imperial Army has long been the dominant force among
  Russian armed services and this remains apparent today.
  The Russians have adhered to a policy of ‘good enough’
  when it comes to military hardware. Their traditional sense
  that military equipment should be rugged, easily produced
  and simple to operate and maintain has served them well.
  Indeed, many military analysts regard the Russian mantra of
  development and production to be the most sensible for
  a space faring state – the highest tech is not always the
  best tech. All Russian equipment is easily made, repaired,
  maintained and amazingly reliable. While Russian industry
  may lack something in finesse and technology, its products
  have a lot going for them. Russia, for example, is one of
  the few states whose colonies have local armaments
  production facilities rather than relying on imports. The
  simplicity of Russian design allows this ease of manufacture
  and Kalashnikov Corp has factories on each of the main
  colony worlds (including the factory taken over by the NSF
  on Moscva). 
  The Russian army lags behind in other areas. Currently
  no Russian gravitic vehicles are in operational service,
  though several are under development. Robotic support
  staff and fire teams are rare, with most robots being
  utilized for medical and communications duties. Those that
  are present are a generation away from those currently
  deployed by the US Armed Forces. The Russians do not
  field synthetics, though the rumored “Cossack” program is
  believed to involve genetically altering human DNA to
  provide a more perfect soldier. 
  The Russian Imperial Navy (IN) 
  The Russian Imperial Navy is responsible for an ever-
  growing space fleet as well as more traditional vessels.
  The Navy also maintains a cadre of Marines trained to
  conduct zero-g, vacuum and other hostile environment
  combat actions. Though their numbers are small, the
  marines boast far higher training levels than the regular
  army. Marine personnel can be spotted by the black
  berets and blue and white stripped undershirts they
  proudly wear. 
  The IN also operates a number of fleet carriers. These
  large vessels have several Imperial Air Service squadrons
  based on them and the two services work closely together.
  The IN maintains several of its own fighter squadrons for
  fleet protection and orbital security, though this role is
  generally undertaken by the Air Service. 
  Additionally, the IN has several large transport vessels
  permanently assigned to the Army in order to provide
  them with a heavy, long distance lift capability. 
  The Russian Imperial Air Service (IAS) 
  The IAS is responsible for planetary defense, both
  atmospheric and low orbit based. There are, however, a
  number of squadrons based on IN fleet carriers. These
  squadrons operate in the role of fleet protection and are
  also available for orbit-to-ground attacks if required.
  The squadron personnel rotate service aboard the fleet to
  integrate pilots and provide all with shipboard experience.
  Service upon a fleet carrier is generally regarded as the
  most exciting duty in the Air Service and is a favorite
  deployment for many personnel. 
  United Arab Emirates (UAE) 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Standard of Living: Average
  The UAE dates back to the Treaty of Amman in 2264. In
  the wake of the 2nd Iran–Iraq war, the Sunni Arab world
  realized that against the power of a resurgent Iran, it was,
  in the words of Benjamin Franklin, better to “hang together,
  because they would hang separately otherwise”. The UAE
  spent the next fifty years coalescing into its present form:
  A moderate Arab emirate ruled by elected emirs who serve
  five year terms. The Emir is elected by a council of emirs
  from their ranks. This council is composed of the royal
  families of the UAE’s member nations.
  TO MO R R O W ’ S  W A R
  [ 2 2 ]
  
  The territory of the UAE is made up of the former
  nations of the UAE, Saudi Arabia, Oman, Jordan, Egypt,
  Kuwait, Qatar, and the Federated States of Iraq (a loose
  federation that consisted of the Sunni and Kurdish regions
  of the country). The UAE’s foreign policy is primarily
  focused on the peaceful pursuit of new markets for its
  various petrochemical and information-based exports.
  Its partnerships with Israel have proven very profitable in
  that regard, especially on the technology side. Relations
  with the rest of their neighbors are good, except for the
  UIT, which the UAE was formed to counter, and Yemen,
  which has become “the festering sore of the Arab world” –
  a sort of Port Royal writ large.
  The UAE’s expansion into space has been cautious and
  very cost-conscious. The UAE wants nothing to do with the
  sort of rolling conflict seen on Glory and feels no need
  to invest in “prestige colonies” seen in the NEU. So far,
  the UAE has contented itself with the colonization of a
  world called Ayrun, a planet with the potential to become
  as productive as Grissom, despite the violent and
  unpredictable weather patterns that denied it a “Garden
  World” classification. UAE is also heavily invested in mining
  the Asteroid Belt, a course which has brought it into
  conflict with Japan.
  The UAE is neutral in most disputes between the great
  powers, but supports the OPS when push comes to shove
  in matters regarding the UIT.
  UAE Army 
  The UAE Army is a successor force to a mixed bag of
  armies with different martial traditions, experience, and
  expectations. Each member army remained protective of
  their independence, which proved to be a major stumbling
  block in creating a unified, post-Amman agreement army.
  After forty years, most of these difficulties have been
  smoothed over, but smoldering resentment and deep-seated
  jealousies remain. 
  The army’s equipment is roughly a generation or so
  behind that of most OPS nations. Worse, it’s a mismatched
  assortment of Russian, French, US, British and German left
  over from the pre-treaty days. Much of the equipment is
  beginning to get a bit long in the tooth, but the wheels of
  the UAE’s military bureaucracy turn especially slowly and
  replacement material is a distant dream. 
  Although some ground-effects vehicles are fielded most
  of the UAE makes do with wheeled vehicles and track-layers.
  A few first generation AGVs are fielded, primarily by units
  assigned to “security” operations on some of the larger
  planetoids in the Asteroid Belt.
  Robots are mostly used for rear-echelon duties such as
  maintenance and administrative duties. These are dumbots
  because any kind of AI is anathema to the UAE for cultural
  reasons. The Iraqis, however, have a long history of robotic
  recon and combat engineering units. For the same reasons,
  synthetic humans are often purchased second hand from
  various suppliers by the wealthier states and often used as
  palace guards, like the Janissaries of old. The conditions
  that these synthetic humans are subjected to has drawn
  criticism from both the OPS and NEU.
  UAE Aerospace Force 
  Most of the high-technology military purchases made by
  the UAE are related to aerospace. Control of the force is
  dominated by the UAE’s wealthier states, which produce
  the highly educated pilots and engineers required to
  operate modern aerospace craft. 
  While most of the gear purchased is a generation
  behind, it is suitable to face the even older assets the
  UAE will meet in the hands of the UIT. Maintenance is
  performed by dumbots and foreign contractors, while
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 2 3 ]
  UAE troops supported by a 1st generation
  AGV on maneuvers on a planetoid in the
  Asteroid Belt (photo: Jim Roots,
  miniatures: GZG)
  
  training is often done overseas in friendly countries, such
  as Russia and the US.
  The UAE’s “cold navy” consists of four older British
  frigates and a dozen gunboats purchased from the PRC.
  There is a rumor that the UAE might contract with the NEU
  to build a new light cruiser design for naval expansion, but
  this rumor seems contingent on the UAE’s successful
  colonization of Aryun. 
  United Kingdom (UK) 
  Military Tech Level: 2+
  Civilian Tech Level: 2+
  Civilian Standard of Living: Above Average
  While the UK may not be the huge Imperial power of
  centuries ago, its close links to the USA and its position as
  a founding member of OPS have seen its prestige steadily
  rise. Its successful colonization efforts and reputation as a
  “go-to” power in the OPS have added extra luster to the
  UK’s name.
  UK civilians and colonists enjoy a good standard of
  living and still follow a democratic system that is many
  hundreds of years old. The UK is one of the last nations on
  Earth that continue to maintain a royal family. All of this
  gives the UK a unique sense of identity and a deep seated
  sense of history. To some this makes the nation seem
  somewhat aloof, but the average subject of the crown is
  still resourceful and capable of a long hard struggle to
  reach a desired aim. This makes the people of the United
  Kingdom some of the most successful colonists to be seen.
  The British Army 
  The UK’s military maintains its proud history and many
  units have a lineage that extends back over 700 years. Few
  other nations can boast such a proud military tradition.
  Although its armed forces are smaller than most, they are
  highly competent and professional. They have built up a
  close working relationship with the USA and many of their
  combat systems are fully integrated to allow tandem
  deployment to flashpoints. 
  In addition to its prowess in the field, the British Army
  is also seen as the ideal finishing school for up and coming
  military officers. It is not unusual for successful combat
  commanders from other OPS nations to have spent two
  years “on loan” to the British Army. Additionally, British
  officers are often found acting as advisors in other OPS
  forces, especially those of the USA.
  The Royal Navy 
  The Royal Navy has maintained its long history and sustains
  a space fleet that rivals most other states, and which excels
  in performance. Its main role is policing the shipping lanes
  and protection of merchant ships in war zones. It is,
  however, fully battle capable and its ships boast names that
  remind their crews of their proud and ancient heritage.
  The Royal Navy played a key role in ending the First
  Interstellar War, crushing the Brazilian and Chinese fleets
  at Jump Point Zulu. Naval historians have noted that the
  British ships produced a higher ratio of damage per ton
  than the German vessels they fought beside, a fact that
  leads credence to the Royal Navy’s claims of creating a
  new breed of smaller, more powerful energy weapons.
  United States of America
  (USA) 
  Military Tech Level: 3
  Civilian Tech Level: 2+
  Civilian Standard of Living: High
  While the USA has gone through a number of high and low
  points since its rise to international power in the second
  half of the 20th century, it is considered by many to be
  experiencing its peak of power and influence in the early
  24th century. As a founding member and strong supporter
  of the OPS, the US has gained a reputation as an effective
  force in keeping the peace and raising the standard of
  living and political freedom of less fortunate states. Much
  of the wealth that was required to gain and maintain this
  reputation comes from the nation’s strong and stable
  relationship with its colonies, specifically Grissom, a world
  that many describe as “Planet America.”
  The USA is at the forefront of technological development.
  Some of its advances have led NEU critics to accuse
  America of secret contact with an advanced alien race. Most
  US citizens have some sort of bio-ware, ranging from
  internal phones and appetite control modifications to IAs
  (Internal Assistants). Advanced robotics are very common,
  with much of law enforcement and firefighting conducted
  TO MO R R O W ’ S  W A R
  [ 2 4 ]
  
  by autonomous robots augmented by expert human
  handlers. While genetic engineering for non-health related
  issues is illegal prior to birth, many genetic treatments are
  available to Americans which will increase their lifespan,
  reduce the need for sleep, strengthen bones and muscles,
  etc. More advanced genetic treatments and cybernetic
  enhancements are constantly under development, often to
  the benefit of US Special Forces operators. 
  The US Army 
  The US Army relies heavily on robotic troops, which they
  use in roles that are particularly hazardous to human
  infantrymen. Specialized drones are used in place of
  point-men and heavy weapon gunners. Robotic medics are
  also deployed to ensure that wounded troops will receive
  treatment even under conditions that would leave the
  bravest human corpsman scrambling for cover. The Army
  also provides cybernetic and genetic enhancement to
  specialized troops whom it will benefit the most. Life-like
  humanoid synthetics are not used, however, due to the
  United States’ continued refusal to allow their creation
  within its borders.
  The US possesses a vast array of armored vehicles,
  ranging from the latest anti-gravity tanks and APCs to
  hardy wheeled vehicles. This is in keeping with the US
  Army’s guiding philosophy over the last century: The right
  tool for the job saves money and lives in the long run.
  Always send bullets before you send men.
  The US Army has also benefited from the top secret
  “Peek Programs” begun in the late 20th century and
  culminating in the development of the Savant Corps in
  the last half-century. Savants are parceled out down to the
  company level to provide some insurance against
  catastrophic grid loss.
  Supported by the US Navy, US Army troops may be
  quickly deployed anywhere in human space. Unlike the
  Marine Corps, the Army has remained entirely Earth based.
  There are no large, permanent Army bases off planet.
  The US Marine Corps 
  While the US Marine Corps (USMC) shares the same
  general technology as the US Army, it often receives that
  tech as “hand-me-downs” from the Army. Over half of the
  USMC’s tank units field last generation grav tanks, for
  instance, and it has nowhere near as many robots in the
  field. This suits the Corps to a tee. Most marines firmly
  believe that the Army (or the Puppetry Corps as they
  sometimes call it) will eventually be comprised entirely of
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  US Patton and Perkins grav tanks in
  action in the Foix Gap, Glory (photo: Dana
  Boggs-Drake, miniatures: GZG & Khurasan)
  When I was young I watched all the science
  fiction shows. They always had the aliens
  come down with these amazing guns and
  ships. The poor Earthlings always had to win
  by luck or pluck because they were completely
  outclassed. I always fantasized about fighting
  aliens someday. Then I saw the American grav
  tanks drop on Oaxaca. They burned down
  through the atmosphere and we began to see
  Brazilian tanks explode in their revetments
  around the city. The Yankee tanks were killing
  them before they had even touched down.
  I saw grav APCs swoop in and soldiers literally
  fly out of them, firing as they swooped to the
  ground like angry angels. The thought struck
  me then: I’m in a war with aliens. Thank God
  we’re on the same side!
  Lt. Col. Carlos Carranza, 3rd Infantry 
  Division, Army of Mexico.
  [ 2 5 ]
  
  robotic combat units and they have no desire to follow in
  its footsteps.
  The USMC maintains large bases and training facilities
  on both Earth and Grissom (a planet for whom the USMC
  is responsible for providing security) and provides combat
  and security details for all USN vessels.
  The US Navy 
  The US Navy (USN) is arguably the most sophisticated
  interstellar war-fleet in existence, although a recent edition
  of Jane’s gave that honor to the British Royal Navy. The
  USN continues to expand, with fleet construction bases
  orbiting both Earth and Grissom. The USN works closely
  with the Royal Navy, performing joint exercises and
  operations at every opportunity. Some believe that this
  close relationship between two of Earth’s finest navies is all
  that keeps the NEU and PRC in check.
  SOME MAJOR COLONIES 
  Glory 
  Military Tech Level: 1 to 2+
  Civilian Tech Level: 1 to 2
  Civilian Standard of Living: Average
  Glory is a roughly Earth-sized garden planet whose
  discovery ignited the First Glory War. Although ownership
  of the planet was originally contested by the PRC, a private
  surveying company’s ownership was eventually recognized.
  The planet was opened for colonization to those nations,
  individuals, or corporations that could afford both the
  effort and the colonization fee. This free-market approach
  to colonization rocketed Titan Interplanetary to the top of
  the interstellar corporate food-chain and created a planet
  of widely disparate settlements, ranging from the modern
  and stable Republic of Arden and the iron-clad dictatorship
  of the DPRG to the wild-eyed theocracy of the Kingdom
  of Eden.
  Grissom 
  Military Tech Level: 3
  Civilian Tech Level: 2+
  Civilian Standard of Living: Average to Very High
  Grissom was the first garden world discovered by mankind.
  The planet was located by a survey ship belonging to the
  government of the USA and was immediately claimed by
  that nation, an act that both set precedent and precipitated
  world-wide warfare on Earth. When the dust settled,
  however, the US found itself in sole possession of an
  Earth-like world.
  In the centuries since its discovery, Grissom has been
  transformed from a rough, frontier world to a settled
  planet with major metropolitan areas on each of its
  continents. The planet is crisscrossed by highways and
  covered in farms, plantations, and settlements ranging in
  size from small farm towns to the sprawling urban giant of
  Gotham, named in tribute to terrestrial New York, a city
  it dwarfs in size. Grissom’s character is unabashedly
  American, from architecture to diet, so much so that many
  people refer to the colony as “Planet America.”
  Indeed, the people of Grissom do not think of
  themselves as “colonists,” but rather as Americans. They
  are represented in Congress and several presidents in the
  last century have been Grissomites. Grissom’s economy
  has actually outstripped that of the USA and most
  historians and political scientists, even those back on
  Earth, admit that while the US capital is on Earth, its seat
  of power is Gotham, on Grissom.
  Eureka & Albion 
  Military Tech Level: 2+
  Civilian Tech Level: 2
  Civilian Standard of Living: Average to High
  Eureka was discovered by a European Union survey ship
  and has been colonized primarily by western European
  nations. Although its gravity is slightly higher than that of
  Earth, it is in other ways a close match for the home-world,
  so colonies there have prospered. Like Grissom, Eureka’s
  economy has outstripped that of terrestrial Europe, but
  unlike the American colony, the reins of power are still
  firmly in the hands of the national governments on Earth.
  TO MO R R O W ’ S  W A R
  [ 2 6 ]
  “There may be no glory in war, but there sure
  was war on Glory!”
  Max Narvik
  
  Albion, a small, cold world with a thin but breathable
  atmosphere, was discovered by a British survey ship and
  has been solely colonized by that nation. Although the
  world has exploitable natural resources and does support
  a number of settlements, Albion’s main value to Britain is
  in the shipyards that orbit the little world. Albion’s low
  gravity makes it cheaper and easier to transport raw
  material to the orbital production facilities. The large UK
  naval presence in the system has ensured that the British
  colony is “first among equals” on Eureka.
  New Soviet Federation 
  Military Tech Level: 2
  Civilian Tech Level: 1
  Civilian Standard of Living: Below Average
  The New Soviet Federation (NSF) consists of four worlds
  centered on Moscva, a borderline garden world whose
  agricultural sector is strained to the breaking point feeding
  the marginal colonies of New Stalingrad, Kirov and Maxim
  Goriky. Contrary to bombastic NSF propaganda, none of the
  secondary colonies are truly capable of supporting
  themselves, a reality which places a tremendous strain
  on Moscva’s newly collectivized agricultural industry.
  Agricultural output is significantly down since the revolution
  and collectivization, but few local Moscvavites would dare
  attract the attention of the Ministry of State Security (MGB)
  by pointing that out. The Gulags on Kirov’s night-side have
  fostered tales that are nothing short of lurid.
  The NSF’s foreign policy can be summed up by the
  Party’s directive to “agitate and strike at the Capitalists
  and other enemies of the Party and State.” The identity of
  those “enemies” is determined at the whim of the People’s
  Assembly of the Red Star on Moscva. This provocative
  stance leads to incidents with other interstellar powers on
  an almost monthly basis. 
  A pariah state, the NSF survives in part due to the
  difficulty that most analysts associate with the idea of
  bringing it under control. Any direct interference with NSF
  sovereignty would certainly result in all-out war. Each of
  the NSF’s colony worlds would likely fight to the bitter end,
  with fanatical communist cadres raising a poorly trained
  but numerically daunting levee en masse. To date, this
  prospect has discouraged any major power from “settling
  things” with the NSF. 
  Life in the NSF is difficult: Rationing is common and
  shortages are rife. NSF citizens soon learn to navigate the
  black and grey markets and to accumulate blat, or status,
  to better grease the squeaky wheels of the state
  bureaucracy. The only organization that gets what it needs,
  or at least seems to, is the military. Even there, though, the
  NSF operates on a shoestring.
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 2 7 ]
  Some in the Motherland call us the enemy, a
  relic of the past, a danger to humanity. Well I beg
  to differ. Our struggle is to free humanity from
  the sprawling excesses of capitalism, to free the
  workers from the chains of oppression. I spent
  many years fighting, first as a guerrilla, living off
  the land, then as a regular soldier in the NSF Red
  Army. Those were good times; we fought together
  as brothers for a cause greater than ourselves.
  Once we claimed Moscva in the name of the
  People’s Soviet, several of us were selected to
  bring the struggle for freedom to our oppressed
  brothers on other planets. I was one of those
  who had the honor of serving the cause in this
  manner and I spent two years helping free a
  planet from the oppressive shackles of the CAU.
  Those on Earth look at us with disdain, they call
  us the enemy. One day we will return home
  and bring the struggle for freedom back to the
  capitalist’s lair. We will never tire of our duty,
  while they will inevitably grow lazy.
  Kapitan Vladimir Katutin (Retired), 
  121st Insurgency Support Corps
  
  Primacy of Alterarum
  Terrarum (PAT or “Church
  Space”) 
  Shortly after the discovery of gate technology, Pope
  Pius Tertius Decimus announced the formation of the
  Standing Interdicasterial Commission for the Alterarum
  Terrarum 
  (Other 
  Earths). 
  The 
  multi-disciplinary
  Commission was charged with developing a major
  Church effort to relieve the plight of some of Earth’s
  poorest populations by providing them with land and
  resources on planets colonized and developed by the
  Church. Within a decade the Church had developed its
  own surveying and colonization fleets and within 50 years
  had lain claim to a number of marginal and exploitable
  worlds and the “gem of the Papal Crown,” St. Brendan,
  a garden world.
  The Church’s colonial holdings, referred to by most laity
  as “Church Space,” were organized as a Primacy centered
  on St. Brendan. In order to preserve order on the colonial
  worlds, whose inhabitants often brought old feuds with
  them to their new homes, and to protect them from
  external threats, a new Military Order of St. Mauricius was
  established and equipped. 
  While the Primacy of Alterarum Terrarum has prospered
  for the most part, it is well known that political tension exists
  between the Primate, a Bishop inevitably chosen from
  among the ranks of adherents to the philosophy of
  liberation theology, and the Order of St. Mauricius, which
  draws most of its recruits from the Church’s more
  conservative membership and whose leadership is often
  associated with Opus Dei.
  Zhuang 
  Military Tech Level: 2+
  Civilian Tech Level: 1 to 2+
  Civilian Standard of Living: Below Average to High
  Zhuang, an Earth-like world discovered by the PRC about
  the same time as Glory, has become an interstellar Hong
  Kong. The first resource finds allowed rapid expansion
  and urbanization of the first two landing sites, Fanrong
  (Prosperity) and Jingwei (Reverence). Within fifty years,
  the planet could boast of orbital shipyards, a strong
  manufacturing base and a rapidly expanding population.
  As a result, Zhuang today is considered a major interstellar
  trade center. A strong military presence from its start
  ensured that Zhuang maintains its allegiance to the PRC.
  Settlements were initially established along the coast of
  the People’s Ocean. Separated from the rest of Zhuang’s
  sole continent by the Dragon Mountains (the source of the
  planet’s mineral wealth), they enjoy a moderate climate.
  Earth flora and fauna flourish here, though local plants and
  wildlife are able to compete equally. The rest of the
  continent features vast savannahs and steppes, broken up
  by the occasional river or forest.
  Zhuang’s emigration was restricted to Chinese nationals
  only for the first hundred years. A disproportionate number
  of Mongolians and Tibetans joined the ranks of the
  colonists seeking to escape the ever-growing population
  and political pressures in China. Once on Zhuang, a
  significant portion of the non-Chinese ethnic groups took
  to the steppes and “went native.” These nomadic groups
  have been labeled “bandits” by the Zhuang government.
  MAJOR CORPORATIONS 
  Ares Mining Corporation 
  Ares Mining Corporation (Public NYSE: AMC)
  Incorporated 2042. HQ Tucson, AZ
  Ares Mining Corporation formed as a joint venture between
  Freeport-McMoRan Copper & Gold and Canadian-based
  Barrick Gold Corporation following the confirmed discovery
  of metal and mineral deposits near areas of previous Martian
  volcanic activity. Ten years later, Ares Mining had established
  two mining colonies in the Tharsis region of Mars;
  Thunderbolt near Mons and Cartertown near Biblis Patera.
  TO MO R R O W ’ S  W A R
  [ 2 8 ]
  P A T M E MB E RS : 
  St. Brendan (Garden World)
  Capital: Grace 
  Military Tech Level: 2+
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average to High
  Dozens of Marginal and Exploitable Colonies
  
  Start-up expenses were enormous, but eventually both
  operations began production. By 2058, however, it was
  starting to become clear that planetary surface-based mining
  was more expensive than mining the near-Earth asteroids,
  simply because of gravity. The best use of the Martian metals
  and minerals was on Mars, but most of the demand was
  in near-Earth orbit. Ares Mining shifted its focus to the
  asteroids and scaled back operations on Mars, at least until
  more industry and population arrived.
  Wall Street’s patience with Ares Corporation came to a
  head in the recession of 2061. Concerned over multiple
  corporate initiatives that had not borne much in the way
  of profits, the company came under pressure to lower
  operating costs even further. Cheaper sources of labor
  were found in the countries belonging to the Union of
  Islamic Theocracies (UIT). This move ultimately resulted in
  the 2063 rebellion at Cartertown.
  After intervention by Ares Mining security forces and
  ultimately the United States Marine Corps, the rebellion
  fizzled out, due more to the discovery of Gate Projection
  Technology than any decisive military action. GPT made
  sure that the barely-habitable Martian colonies would
  never vie with worlds like Grissom and Zhuang. The end of
  the rebellion also marked a golden opportunity for Ares
  Mining, as its many years of investment and experience left
  it perfectly poised to exploit the unlimited opportunities of
  Earth-like worlds.
  Titan Interplanetary 
  Titan Interplanetary LLC (Public NYSE: TLC)
  Incorporated 2050. HQ Paris, France
  Inspired by the success of Ares Mining Corporation (AMC),
  a group of predominantly French investors formed Titan
  Interplanetary to make sure Europe was not left behind in
  the space “gold rush.” Unlike AMC, Titan Interplanetary
  focused its efforts on near-Earth asteroids, developing
  cutting edge methods for surveying, prospecting and
  harvesting in zero-g environments. Titan Interplanetary’s
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 2 9 ]
  [A Walk in the Garden]
  
  major accomplishment was the development of survey and
  mining vessels capable of long-duration missions.
  Titan Interplanetary jumped into the public spotlight
  in 2056 with its spectacular success at 433 Eros, a large
  near-Earth asteroid first discovered in 1898 and landed on
  by an unmanned NASA probe in 2001. The NASA probe
  determined the comet held more gold, silver, zinc and
  aluminum than had been mined from the Earth’s crust
  previously. Titan Interplanetary confirmed that fact by
  establishing the richest mining operation in human history.
  Following the discovery of Gate Projection Technology,
  the corporation rapidly refitted its existing fleet and
  became one of the most prominent interstellar survey
  groups in the mass exodus from the Solar System. Titan
  ships plied the unknown in search of exploitable worlds
  and the enrichment of its investors.
  The corporation came again into prominence in 2128
  when its survey ship Bernard de Jussieu discovered the
  lifeless hulk of a PRC vessel in a refueling system. The data
  downloaded from that hulk led to the discovery of Glory.
  TREATY ORGANIZATIONS AND
  POLITICAL BLOCS 
  New Economic Union (NEU) 
  The New Economic Union (NEU) was founded by Brazil in
  2127 as a counterbalance to the “American” Organization
  of Progressive States (OPS). The alliance has been a
  success from the point of view of the richer members, such
  as Brazil and India, but the rest of the members are often
  governing over a teeming mass of unemployed and
  under-employed workers who are wondering why they
  haven’t received their “Golden mañanas de trabajo, la salud
  y la abundancia” (Golden tomorrows of work, health and
  abundance – a common propaganda line of the South
  American members of the NEU). 
  Moreover, the NEU sees itself as the last bastion against
  the “corrupt plutocratic lackeys of the new neo-imperialist
  order” (read: The OPS and its allies). It “champions the
  rights of the oppressed” everywhere and often by teaching
  the most judicious use of the weapons it provides. One of
  the more well-known examples of this policy is extant on
  Glory in the guise of the DPRG. This is in spite of the
  DPRG’s various excesses in pursuit of “revolutionary
  victory”. The NEU also supports the NSF in words from
  time to time, but this depends on whether or not the two
  nations are getting along. The spats between the NEU and
  NSF over who is the “last great hope for revolutionary
  humanity” have become fodder for many late night
  comedians in the OPS nations. 
  NEU member states should not be underestimated,
  however, especially Brazil. They fought both Glory Wars
  and the 1st Interstellar War with vigor and élan, if not
  strategic acumen. Currently, the NEU’s foreign policy is to
  maintain its guard against the OPS in what many observers
  referred to as a “2nd Cold War”. 
  The various member armies range from fairly
  competent (India, Pakistan, Argentina, Brazil and the
  Serbian Republic) to frighteningly inept amateurs (Most
  TO MO R R O W ’ S  W A R
  [ 3 0 ]
  Most South American Nations
  Capital: Varies by Nation
  Military Tech Level: 2 (average) 
  Civilian Tech Level: 1+ (average)
  Civilian Standard of Living: Low to Average
  India
  Capital: New Delhi
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Low to High
  Pakistan
  Capital: Karachi
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Low to High
  Serbian Republic
  Capital: Belgrade
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Low to High
  N E U  M E MB ERS
  
  of the South American nations). Pakistan’s army is often
  tied up dealing with hostile tribes on its borders with Iran
  and Afghanistan. This produces tension with the UIT, a
  distraction that the NEU would rather do without. 
  NEU military technology ranges from Brazilian Grav
  Armor brigades, to Peruvian “People’s Cadre Battalions”
  equipped with old Chinese QBZ-97 rifles and equipment that
  dates back to the River Plate War. Most of the imported
  gear comes from the PRC, which demands cash up front.
  Organization of Progressive
  States (OPS)
  The Organization of Progressive States (OPS) was founded
  by First World nations that broke away from the UN over the
  spiraling chaos in central Africa. The departure of many of
  its most wealthy and influential members quickly reduced
  the UN to an ineffective rump which eventually dissolved. 
  Since its foundation, the OPS has been extremely active
  in supporting developing nations (or factions within those
  nations) that demonstrate a desire to establish governance
  that respects human and property rights – which includes
  those of their neighboring states. This support normally
  takes the form of economic and technological assistance,
  but military aid and outright military actions are not
  uncommon, either.
  The OPS has been repeatedly criticized by the UIT and
  NEU for excessive zeal in aiding freedom fighters or
  governments in exile, an enthusiasm that is often expressed
  through direct support of insurgencies or local rivals of
  oppressive or terrorist states. In their defense, OPS
  members cite their charter, which states that OPS nations
  are “morally obliged to assist in the advancement of the
  human condition, whether that assistance is economic or
  military, direct or indirect.” 
  T OMORROW ’ S  W AR: IN TE RS TE LLA R  C O M BA T  I N  T H E  24 T H C E N T U R Y
  [ 3 1 ]
  Australia
  Capital: Canberra
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average to High
  Canada
  Capital: Ottawa
  Military Tech Level: 2+ 
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: High 
  Central African Union
  Capital: Kigali 
  Military Tech Level: 2+  
  Civilian Tech Level: 1+ 
  Civilian Standard of Living: Below Average
  Japan
  Capital: Tokyo
  Military Tech Level: 2+  
  Civilian Tech Level: 3 
  Civilian Standard of Living: High
  Mexico
  Capital: Mexico City
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average to High
  Nations of the European Union (EU)
  Capital: Varies by nation
  Military Tech Level: 2+ (average) 
  Civilian Tech Level: 2+ (average)
  Civilian Standard of Living: Average to High
  New Zealand
  Capital: Wellington
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average to High
  Russia
  Capital: Moscow
  Military Tech Level: 2+  
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average 
  United States of America
  Capital: Washington D.C.
  Military Tech Level: 3 
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: High 
  And others
  OP S  M E M B ERS
  
  TO MO R R O W ’ S  W A R
  [ 3 2 ]
  Troops from member nations serving on OPS missions
  refer to themselves as Peace Makers rather than Peace
  Keepers and OPS operations tend to be direct and effective.
  Union of Islamic
  Theocracies (UIT)
  The Union of Islamic Theocracies was formed in the
  mid-22nd Century in the wake of the 2nd Iran–Iraq War.
  Initially an alliance between Iran, the newly formed Basra
  Republic, and Sudan, it has become a “fellowship of last
  resort” for pariah nations on Earth, including the Islamic
  Republic of Bangsamero and the Indonesian Islamic
  Republic, both of which are both still at war with the
  nations they were carved from. These nations have all been
  added to the US State Department’s list of state sponsored
  terror states and are havens to assorted terror groups and
  disaffected revolutionaries, not the least of which are the
  survivors of the Somali groups that shot down the Corinth. 
  The UIT has a minimal presence in the extra-solar
  colonies, but their “advisory groups” (mostly Iranian
  Revolutionary Guards Special Command) can often be seen
  supporting “brothers of the book” throughout human space
  in dozens of insurgencies and civil wars. The alliance’s goals
  at this time are unclear, as the members rarely interact with
  other nations, except through bombastic rhetoric aimed
  either at the OPS, CAU, Israel, or the UAE or the occasional
  state-sponsored terror attack or border incident.
  Meanwhile, the civil wars in the Philippines and Indonesia
  provide a place to blood new Iranian SOF operators and
  test new weapons against the beleaguered governments.
  The Indonesian government, with OPS support, seems to be
  turning things around slowly, and forced landings in Sulawesi
  are rumored to be in the offing. 
  What trade the members of the UIT engage in is mostly
  with either the PRC or the NEU. Rumors abound that the
  NEU might be offering colonial rights to the UIT on the newly
  discovered planet of Carmandrid, but these rumors aren’t
  seen as likely, as it is a marginal world of little value to
  anyone. There are also rumors the NSF might be providing
  aid in such a colonial endeavor.
  Weapons available to UIT member armies range from
  domestically built gear and weapons purchased from the
  Chinese and NEU, to cast-offs purchased on the illegal
  arms market
  Islamic Republic of Iran
  Capital: Tehran 
  Military Tech Level: 2+ 
  Civilian Tech Level: 2+ 
  Civilian Standard of Living: Average 
  Basra Republic (Shia parts of Iraq gain
  independence in 2nd Iran–Iraq war in the mid-22nd
  Century. Source of the cold war between the UIT
  and the UAE.)
  Capital: Basra 
  Military Tech Level: 1+ 
  Civilian Tech Level: 1+ 
  Civilian Standard of Living: Below Average 
  Indonesian Islamic Republic (Controls the territories
  of Papua, Sulawesi and Maluku of the former
  Indonesian Republic, has been fighting a 5 year civil
  war with the Australian-backed Federated Republic
  for control of the rest).
  Capital: Makassar 
  Military Tech Level: 1+ 
  Civilian Tech Level: 1+ 
  Civilian Standard of Living: Below Average 
  Sudanese Islamic Caliphate
  Capital: Khartoum 
  Military Tech Level: 1+ 
  Civilian Tech Level: 1+ 
  Civilian Standard of Living: Below Average 
  Islamic Republic of Bangsamero (Made up of half
  of Mindanao, and Palawan in the Philippines island
  chain. The nation is only recognized by the other
  members of the UIT and is still at war with the
  Republic of the Philippines.)
  Capital: Oromoc 
  Military Tech Level: 1+ 
  Civilian Tech level: 1+ 
  Civilian Standard of Living: Average 
  U I T M E M B ERS
  
  Actions – When a unit is activated (see below), it can take
  a number of actions such as move, fire, get in cover,
  request air support, etc. Enemy units may react to an
  activated unit’s actions.
  Activation – The player with initiative activates his units
  one at a time. An activated unit can perform actions. 
  Confidence – A unit’s confidence determines how it will
  react in the face of overwhelming fire or other tactically
  challenging situations. There are three Confidence Levels:
  Low, Confident, and High.
  Die Shifts – Some actions may be modified by a die shift.
  A positive die shift allows a player to throw a higher die type
  than normal – from a D8 to a D10, for instance. A negative
  die shift forces a player to throw a lower die type.
  First Aid Check – When a unit takes a casualty, a First Aid
  Check is made to determine how serious the casualty’s
  injuries are. At least one healthy figure must be within
  cohesion of the figure or its unit to perform the check
  unless the stricken figure has powered armor with a
  medical AI, Active Trauma Treatment nanites, etc.
  In Cover – A unit that is In Cover is actively taking advantage
  of that cover’s properties to get the best protection possible.
  This is different than simply being behind cover, which
  provides more passive protection. Bonuses for covering
  terrain and being In Cover are cumulative. 
  Initiative Unit – A unit that has been activated by the
  player with initiative is an Initiative Unit.
  Irregulars – Irregulars are poorly or un-trained fighters
  with a hazy chain of command, little discipline and little
  tactical ability or coordination.
  Morale – Unit Morale is represented by a die type, the
  higher the die type, the more steadfast the unit.
  Morale Checks – When a unit takes casualties or is subjected
  to some other traumatic experience, it must make a Morale
  Check to determine if it becomes pinned or shaken.
  Non-Initiative Unit – Units belonging to the player without
  initiative are Non-Initiative Units.
  Pinned – Enemy fire that unnerves a unit can pin it. This is
  usually the result of a failed Morale Check. Pinned units
  must scurry to cover and their ability to engage the enemy
  and actively defend themselves is degraded. Pinned units
  who suffer further Morale failures become Shaken (if
  Irregulars) or are forced to Pull Back (if Regulars).
  Pull Back – Regular units that suffer a second Pinned
  result in a single turn are forced to Pull Back. They must
  move away from the enemy and into a covered position to
  regain their nerve.
  Reaction – When one unit responds to something another
  unit has done, it is termed a Reaction. A unit that is fired
  upon may React by trying to move out of the line of fire,
  for instance. Units may also choose not to React at all.
  Reaction Tests - Reaction Tests are called for when one
  unit attempts to React to another. Both units roll a troop
  quality die and the unit that rolls a 4+ and higher than its
  opponent wins the test. The winner of the Reaction Test
  acts first (i.e., fires, moves before its opponent fires, etc.).
  Regulars – Regulars are professional soldiers with a
  well-defined chain of command and a shared understanding
  of tactics and battlefield operations.
  Round of Fire – Regular units can return or even pre-empt
  fire when attacked by another unit. When a Regular unit is
  fired upon, a Reaction Test is made to see who fires first.
  Fire is then resolved between each unit. This is referred to
  as a round of fire.
  Shaken – Irregular units who fail a Morale Check become
  Shaken. They must move away from the enemy and their
  Morale suffers a permanent negative die shift. If their
  Morale is reduced below D6, they are no longer fit for
  combat and are removed from play.
  Supply Quality Level - Better supplied units have
  more ammunition to burn than less well supplied units.
  There are three Supply Quality Levels: Poor, Normal,
  and Abundant.
  Suppression – A unit may decide to lay down a large
  volume of fire in an effort to keep the enemy’s head down.
  This fire is slightly less likely to cause a casualty, but it may
  suppress the enemy and hinder his movement and fire.
  Tech Level (TL) – Tech Levels describe the technological
  advancement of a force in general or for specific areas
  of development, such as armor, weapons, sensors,
  C O M M O N L Y  U S E D  T E R M S  
  A N D  C O N C E P T S  
  [ 3 3 ]
  
  [L o o k  In t o  t h e  Li gh t ]
  TO MO R R O W ’ S  W A R
  communications, etc. There are three Tech Levels in
  Tomorrow’s War, with TL1 being lower than average,
  TL2 being average, and TL3 being advanced.
  Troop Quality (TQ) – A unit’s overall training and combat
  capability is represented by its Troop Quality – it is a gauge
  of a unit’s discipline, training, and experience. The better a
  unit’s Troop Quality, the larger its Troop Quality die. A mob
  of angry civilians or a poorly led group of conscripts would
  probably have a Troop Quality of D6. A typically trained,
  well-disciplined military unit will generally have a Troop
  Quality of D8. Highly experienced combat veterans or
  specially trained troops might have a Troop Quality of D10.
  Only rare individuals combining an abundance of natural
  talent and years of training and discipline would ever attain
  a Troop Quality of D12.
  Troop Quality Checks – Some actions or events call for units
  to make a Troop Quality Check. To pass a Troop Quality
  Check, a unit must roll a 4+ on its Troop Quality die.
  [ 3 4 ]
  
  The sequence of play for a typical Tomorrow’s War game
  is presented below. Don’t get too bogged down in details
  on the first read through of the sequence – we’re
  presenting it here to give new players a general reference
  to the structure of the game. Mechanics and procedures
  referenced in this section are more fully explained later in
  the rules. 
  CHOOSE A SCENARIO 
  Tomorrow’s War is a scenario driven game. The victor isn’t
  determined by totaling up points of troops lost or by
  playing till one side is obliterated. Instead, the victory
  conditions of the scenario being played determine who
  gets bragging rights and who is left cursing their dice.
  Players can either pick one of the provided scenarios to
  play or they can create their own. Tomorrow’s War will be
  supported by future campaign and scenario packs and
  player-created scenarios are frequently posted on the
  Ambush Alley Games website (www.ambushalleygames.com).
  SET UP THE TABLE 
  Each scenario contains a description of how the table
  should be set up, including the location of key roads,
  buildings, and other terrain features. 
  Table sizes in Tomorrow’s War are generally 2’x2’ or
  2’x3’ for 15mm games, but may be much larger depending
  upon the scenario in play. Table size will be designated by
  the scenario.
  DRAW FOG OF WAR CARDS 
  Some scenarios dictate that one or both sides draw a
  Fog of War card before the first turn. Scenarios may
  indicate that additional Fog of War cards are drawn during
  the course of a game, as dictated by Reaction tests.
  See Reaction Tests and Fog of War, pg. 44, for details.
  SET UP UNITS 
  The scenario will indicate how many units each side will
  receive, what their composition will be, and where they’ll be
  T H E  T UR N  S E Q U E N C E
  [ 3 5 ]
  1. Choose a Scenario
  2. Set Up the Table
  3. Draw Fog of War if Scenario Dictates
  4. Set Up Units
  5. Set Up Hot Spots
  6. Declare (and test for) unbuttoned AFVs
  7. Declare Hidden & Overwatch units
  8. Initiative Force activates first unit
  9. Resolve Reactions
  10.Repeat 8 & 9 until all Initiative Units have been
  activated
  11.End Phase: Once all Initiative units have been
  activated, any Non-Initiative unit that has not
  made a Reaction during the turn may move
  and/or fire. Regular Initiative units who are fired
  at may react as part of a Round of Fire, as may
  units on Overwatch
  12.Start New Turn. If Initiative is not dictated by the
  scenario, perform an Initiative Test. The force
  that wins the test has initiative in the new turn.
  Perform as appropriate, or skip:
  a. First Aid
  b. Arrival of Reinforcements (starting on turn
  2 or as dictated by the scenario)
  c. Declare (and test for) unbuttoned AFVs
  d. Declare Overwatch Units
  e. Merge Units
  13.Repeat steps 6 through 12 until the turn limit for
  the scenario is met or a force achieves victory
  through attrition or fulfillment of an “automatic
  victory” condition.
  14.If victory is not clear-cut, determine the winner
  by totaling Victory Points for both forces.
  S E Q U E N CE  OF P LA Y FOR E Q UIV ALENT FOR CES
  
  placed on the table. It will also indicate which side sets up
  their units first. 
  Normally, all units will be set up on the table at the
  beginning of play, but some scenarios will call for units to
  be held off the table for later deployment.
  Note that it is not unusual for opposing units to begin
  play in line of sight and range of each other. Starting games
  with units “in contact” is one of the defining features of any
  Ambush Alley Games title. 
  Players may declare that units (including vehicles and
  guns) placed in buildings, woods, behind walls, etc. are
  Hidden at the beginning of the game unless the scenario
  dictates otherwise.
  SET UP HOT SPOTS 
  If applicable, place Hot Spots as described by the scenario.
  See Hot Spots, pg. 37, for further details.
  BEGIN PLAY 
  DECLARE AND TEST FOR
  UNBUTTONED AFVS 
  Both players declare which if any of their AFVs are
  unbuttoned and make button tests as necessary. See Tank
  Commanders – Buttoned and Unbuttoned, pg. 103, for
  further details.
  DECLARE OVERWATCH UNITS 
  At this time, the player with initiative must declare which of
  his units will be on Overwatch for the duration of the turn.
  See Overwatch, pg. 70.
  ACTIVATE FIRST INITIATIVE
  UNIT 
  Scenarios indicate which side has initiative in the first turn.
  Units belonging to the player currently holding initiative
  are referred to as “initiative units,” while those belonging to
  the other player are called “non-initiative units.” 
  The player with initiative may pick which unit he wishes to
  activate first and what action(s) it will perform. The activated
  unit may respond to the Reactions of non-initiative units as
  long as it has remaining Firepower dice or Movement. 
  If the activated unit will move, its controlling player
  must clearly state where he intends to move it (including
  announcing that he’s charging into close assault) and
  indicate the route it will take. If the unit is not moving, the
  player should announce whether it is getting In Cover. 
  Example: The initiative player is about to activate his first
  unit. He decides to activate one of his fireteams and move
  them to a position behind a wall where they can engage an
  enemy fireteam from a position of cover. He points at the
  unit and tells his opponent, “I’m going to move this fireteam
  at Tactical speed around the corner of this building to take
  up a position behind this wall.”
  RESOLVE REACTIONS 
  Units on the side without initiative (referred to as “non-
  initiative units”) may React to the Actions of initiative units
  within their line of sight. Reactions may take the form of fire
  or movement – we’ll go into more detail later in the rules.
  CONTINUE ACTIVATING
  INITIATIVE UNITS 
  Continue activating initiative units and resolving Reactions
  until all initiative units have been activated.
  END PHASE: MOVE AND/OR
  FIRE REMAINING NON�
  INITIATIVE UNITS 
  Once all initiative units have been activated, any non-
  initiative units that have not Reacted may move and/or fire.
  TO MO R R O W ’ S  W A R
  DPRG Dear Leader I and Dear Leader II
  Heavy Tanks credited with stopping the
  Republic of Arden’s armored drive to
  relieve the town of Herret (photo: Shawn
  Carpenter, miniatures: Combat Wombat)
  [ 3 6 ]
  
  Such units may also be moved into Close Assault with
  opposing units within Rapid movement range.
  Only Overwatch units may react to a non-initiative unit
  that moves in the “End Phase,” although units being
  charged by a non-initiative unit initiating Close Assault
  may still perform defensive fire according to the rules for
  Close Assault. 
  If a non-initiative unit chooses to fire at an initiative unit,
  that unit may respond with fire or movement, assuming it
  has not moved or has Firepower dice remaining. 
  Overwatch units may interrupt the movement or fire of
  non-initiative units in the End Phase as normal – again,
  assuming they have the Firepower dice to do so and have
  not fallen off Overwatch.
  START NEW TURN 
  Reinforcements
  Roll for and/or receive reinforcements if the scenario
  indicates they are available. 
  Initiative Checks
  Determine which force has initiative. See Initiative, pg. 38.
  First Aid Checks
  Perform First Aid Checks for all casualty figures. See First
  Aid Checks, pg. 65.
  Arrival of Reinforcements
  Some scenarios will indicate that one or both sides will be
  reinforced during the course of the game. The scenario will
  describe what sort of reinforcements will arrive, as well as
  when and where they will appear. 
  Reinforcement units always arrive at the beginning of
  the turn, unless they arrive as the result of a Fog of War
  card, in which case they arrive when and where the card
  indicates.
  Some reinforcements may arrive at Hot Spots, as
  designated by the scenario.
  Hot Spots
  “Hot Spots” are used to randomize entry points for
  reinforcements. A scenario will dictate whether or not Hot
  Spots are in play. Unless the scenario dictates a different
  method, Hot Spots are placed as follows: 
  At the beginning of the game, the force associated with
  them will place five (5) Hot Spot counters on the table.
  No Hot Spot may be placed within 6” of another. Each Hot
  Spot should be labeled with a number from 1 to 5. 
  To determine which Hot Spot a reinforcement unit
  arrives from, roll 1d6. 
  A roll of 6 allows the player to pick which Hot Spot units
  arrive at. 
  Units may be placed anywhere within 4” of the Hot Spot.
  They may be placed as Hidden units upon arrival. 
  Reinforcements that arrive at a Hot Spot that is already
  occupied by a friendly unit may automatically merge with
  that unit if desired.
  Some scenarios will specify Hot Spot locations while
  others will leave their placement entirely to the player’s
  discretion. Some scenarios may use board edges and
  forego the use of Hot Spots all together.
  Neutralizing Hot Spots
  Hot Spots may be neutralized by Regular units. To neutralize
  a Hot Spot, the Regular unit must spend one turn stationary
  and in contact with its counter. Neutralized Hot Spots are
  removed from the table.
  If the reinforcing player rolls a neutralized Hot Spot
  number when checking for placement of reinforcements,
  those reinforcements are lost. The player may not re-roll
  for an active Hot Spot.
  If a Reinforcement Roll results in reinforcements
  arriving at a hot spot which a unit is attempting to
  neutralize, the reinforcement unit can be placed anywhere
  within 4” of the Hot Spot as usual. The Reinforcement unit
  can opt to immediately initiate Close Assault following the
  normal procedure.
  DECLARE OVERWATCH UNITS 
  At this time, the player with initiative must again declare
  which of his units will be on Overwatch for the duration of
  the turn. See Overwatch, pg. 70.
  PLAY CONTINUES TO 
  GAME’S END 
  Play continues until one side has met its Victory Conditions
  or the number of turns indicated in the scenario has
  been completed.
  TH E  TU RN  S E Q U E N C E
  [ 3 7 ]
  
  TH E  B A S I C S  O F  P L A Y
  [ 3 8 ]
  This chapter describes the basic, recurring mechanics
  used in Tomorrow’s War. The actual application of these
  mechanics is explained in more detail later – for now our
  goal is simply to introduce you to some of the fundamental
  concepts of the game.
  THE (NEARLY) UNIVERSAL
  MECHANIC 
  Tomorrow’s War has one (nearly) universal mechanic that
  applies to the resolution of a wide range of unit actions,
  ranging from determining hits against the enemy to digging
  in under fire: Roll a 4 or better. 
  If the action calls for an opposed roll, such as firing
  on the enemy, Roll a 4 or better and roll higher than
  your opponent.
  TESTS & CHECKS 
  At different points in these rules, you will be asked to make
  checks or tests, such as Morale Tests or Quality Checks.
  Some tests/checks are unopposed, while others, such as
  Combat Tests are opposed rolls. Regardless of the source
  of the test, it will be resolved as described below.
  Unopposed Tests/Checks 
  An unopposed test or check is simplicity itself to resolve.
  The rule in question will indicate what die to use in
  the test – in most cases this will probably be the unit’s
  Troop Quality die. Roll the appropriate die type. Add any
  modifiers associated with the rule to the die roll. On a
  modified roll of 4+, your unit has passed the test or
  check. On a modified roll of less than 4, your unit
  has failed!
  Opposed Tests/Checks 
  Opposed checks and tests are called for when units are
  engaged in an active contest against one another. In such
  cases, both players will roll the die type specified by the
  rule in question in an attempt to roll a 4+ as described
  above. The winner is the player who rolls a 4+ and higher
  than his opponent!
  Die Shifts 
  Tests and checks will indicate what die type will be used,
  normally based on the involved unit’s Troop Quality or
  Morale. Under certain circumstances, the rules will call for
  the die type used to shift up or down. This indicates that a
  die with more or less sides than the unit’s normal die type is
  to be used for the test, changing their chances of rolling 4+.
  INITIATIVE 
  When units with equivalent training and discipline meet
  in combat, initiative can be very fluid. To reflect this, an
  Initiative Check is made at the beginning of each turn.
  To make an Initiative Check, both players roll one
  Initiative die for every two units in their force, rounding
  down (rounding cannot reduce a force to less than one
  Initiative die, however). The type of Initiative die rolled is
  determined by the Initiative Value for the force as dictated
  by the scenario. 
  Add one die for each armored vehicle (not including soft-
  skins, whether they are up-armored or not – treat soft-skin
  vehicles as infantry units for purpose of Initiative). The
  resulting total number of dice for infantry units and vehicles
  indicates how many basic initiative dice the Force has. 
  TH E  ( N E A RLY)
  U N I V E RSA L MEC HA N IC
  Roll a 4+
  If opposed, roll a 4+ and higher than your
  opponent’s roll
  DIE SH IFTS
  Base Die Shifted UP Shifted DOWN
  D6
  D8
  —-
  D8
  D10
  D6
  D10
  D12
  D8
  D12
  —-
  D10
  
  TH E  B AS I C S  O F  P L A Y
  [ T h e “L o o t” ]
  [ 3 9 ]
  
  The maximum number of basic initiative dice a force
  may have is ten (10D).
  A force’s basic initiative dice may be modified by certain
  factors. These factors are described in the Bonus Initiative
  table and may raise a Force’s Initiative dice above 10D.
  A force can never have its initiative reduced below 1D.
  Both players roll their initiative dice and discard all dice
  with a score less than 4.
  The player with the most dice with a score of 4+ has
  initiative for the turn. In case of a tie (or if neither player
  rolls any dice with a score of 4+), initiative is retained by
  the player who had it last turn.
  Scenario briefings indicate which player has initiative on
  the game’s first turn. Some scenarios will dictate that one
  side has initiative throughout the game and no Initiative
  Checks are required. Other scenarios may dictate that
  initiative changes hands if/when certain events occur during
  the game. In games featuring Regulars vs. an entirely
  Irregular force, the Regulars always have Initiative. Certain
  Fog of War cards may also dictate which force has initiative
  in the following turn.
  Example: The first turn of a scenario with no special
  initiative instructions is over and it’s time to decide which
  force has initiative in Turn 2. 
  The Red Player, who had initiative in the first turn, has
  6 fireteams and 3 APCs. He gets 1 die for each two infantry
  units (6 ÷ 2 = 3 dice) and 1 die for each vehicle (3 dice) for
  a basic initiative of 6 dice. He receives 1 bonus initiative
  die because he had initiative in the previous turn (1 die)
  and his Platoon Leader is a +1 Positive Leader so he
  receives a bonus die for his positive Leader (1 die). Totaling
  up the dice, he determines he has 8 initiative dice. The
  scenario indicates that his force’s Initiative Level is D8, so
  he’ll throw 8D8 in the Initiative Test.
  The Blue Player has ten fireteams (10 ÷ 2 = 5 dice) and
  six armored vehicles (6 dice). His basic initiative is thus
  11 dice. A unit’s basic initiative cannot exceed 10 dice, so
  it is reduced to 10. The Blue player outnumbers the Red
  player, however, which garners him a bonus initiative die
  that raises his total to 11 dice. The scenario indicates that
  his force’s Initiative Level is D6, so he’ll throw 11D6 in the
  Initiative Test.
  Red rolls 8D8 and discards any dice with a score of 3 or
  less. He’s left with 7 dice. Blue rolls 11D6, discards all dice
  with a score of 3 or less, and is left with 8 dice. Blue has
  initiative for this turn and becomes the initiative force. Red
  becomes the non-initiative force.
  TO MO R R O W ’ S  W A R
  [ 4 0 ]
  B O N U S  I NIT IA T IVE  D IC E
  Per three Victory Points earned in the preceding
  turn (round down – applies only to the
  following turn): +1 die
  Had initiative last turn: +1 die 
  More units than opponent: +1 die 
  For each positive leader in the force: +1 die 
  For each negative leader in the force: -1 die 
  Scenario Initiative bonus/penalty (if any): +/- X dice
  Modifiers can never reduce a force to less than
  1 Initiative die.
  [DESIGNER’S NOTE]
  W HA T  DO E S T H E  INI T IA TIV E ROL L  REP RESENT?
  In a firefight, initiative usually falls to the side
  whose units lay down the most aggressive volume
  of fire, whether that fire was effective or not. This is
  represented by the mechanic described above in
  which a Quality Die is rolled for each unit – the
  side with the most successes has more units
  enthusiastically (or desperately) “pouring it into”
  the enemy.
  
  ACTIONS AND REACTIONS 
  Combat in Tomorrow’s War is very dynamic. Players will
  rarely if ever find themselves sitting around eating popcorn
  and waiting for their next chance to get involved in the
  game. The force with initiative will enact their plans of
  attack, while their opponent will actively attempt to thwart
  them. Players must adjust to a shifting pattern of actions
  and reactions. 
  In game terms, the ebb and flow of combat during a
  turn is represented by Actions and Reactions. In the most
  basic terms, the force with initiative performs Actions and
  his opponent Reacts to them. 
  Initiative and Non-Initiative
  Units
  Units belonging to the force with initiative are referred to
  as “initiative units.” Units belonging to the force without
  initiative are called “non-initiative units.”
  Actions 
  When an initiative unit is activated, it must announce what
  Actions it will take and in what order. It may move, fire,
  move and fire, fire and move, etc.
  Some actions may be taken in conjunction with others
  in a turn, such as Move and Fire/Fire and Move. Others,
  such as Request Air Support, have limitations which are
  described in the appropriate rules section. 
  Units may not React to Actions marked with an asterisk.
  If movement is taken as part of a unit’s action, the controlling
  player must indicate where it will move and what its path of
  movement will be.
  Reactions 
  While the force with initiative sets the pace of the turn,
  opposition units are unlikely to sit idly by and allow them
  to maneuver and fire with impunity. They will take actions
  to counter the enemy’s plan as it unfolds by moving to
  avoid contact or laying down defensive fire.
  When the player with initiative announces that he is
  activating a unit to move and/or fire within line of sight of
  opposing units, those units may choose to React with fire
  or movement of their own. These Reactions may result in
  an exchange of fire (called a Round of Fire) or a frenzied
  rush for cover. 
  TH E  B AS I C S  O F  P L A Y
  [ 4 1 ]
  R EACTIONS
  Move
  Fire
  Spot Hidden Units & Fire at Them
  Request Air Support*
  Request Artillery*
  Close Assault Infantry
  Close Assault Vehicle
  *Units may not React to Reactions marked with
  an asterisk.
  Move
  Fire
  Move & Fire
  Fire & Move
  Go On Overwatch (at start of turn)*
  Request Air Support*
  Request Artillery *
  Hide*
  Spot Hidden Units*
  Spot Hidden Units & Fire at Them
  Place Breaching Charge
  Close Assault Infantry 
  Close Assault Vehicle
  *Units may not React to Actions marked with an
  asterisk.
  A CTI O N S
  
  If a unit chooses not to React, it can only roll its normal
  Defense against an enemy unit’s attack – it may not return
  fire or move to safety. Units may choose this option in
  order to avoid the movement and fire penalties associated
  with Reactions (or to fulfill a scenario’s victory condition),
  but the choice is a risky one.
  As an initiative unit is activated and declares where it
  intends to move and at what units (if any) it intends to fire on,
  the non-initiative player must declare which of his units
  React. This Reaction declaration must indicate what Reaction
  each unit is taking. If non-initiative units are engaging moving
  initiative units with fire, they must announce at what point in
  that unit’s movement it will occur.
  Example: Red force, with initiative, announces that he’s
  going to activate a tank and move it around the corner of
  a building. This move is in line of sight of a Blue Force AT
  team and will bring the tank into line of sight of a Blue
  Force infantry unit on the other side of the building.
  Blue force announces that he’s going to React by having
  his AT team fire at the Red Force tank as it comes side-on
  to the team and that his infantry unit is going to attempt
  to move to a position where the tank won’t be able to see
  it when it rounds the corner). 
  The Reaction Test 
  Reaction Tests are performed when a non-initiative unit
  Reacts to an initiative unit’s Action. Both units roll their
  Troop Quality die. The unit which passes the test by rolling
  a 4+ and higher than its opponent wins the Reaction Test.
  In the case of a tie of any sort, including both units failing
  to roll a 4+, the initiative unit acts first. 
  Units who have made a Rapid Move during a turn
  receive a -1 to their die roll when taking a Reaction Test.
  Reaction Movement 
  Non-initiative units may choose to React to the activation
  of an initiative unit within their Line of Sight by moving.
  They may make a Tactical or Rapid move, as desired.
  A Reaction Test must be made to see if the Reaction move
  occurs before the initiative unit can perform its declared
  actions (See Reaction Tests).
  A non-initiative unit can avoid being fired at if its Reaction
  movement takes it out of the firing unit’s line of sight. 
  A unit may only make one Reaction move per turn. 
  Reaction movement may result in the target unit taking
  fire if it loses the Reaction Test or is unable to get out of
  the firing unit’s LOS. Units making a Reaction move can
  also be fired at by enemy units on Overwatch. 
  Example 1: Non-Initiative Unit Wins Reaction Test
  A player fielding a DPRG force has initiative. He activates
  one of his machine gun teams and declares that it is going
  to fire at a FFL fireteam in a nearby courtyard. The FFL
  player announces that the fireteam is going to React by
  trying to move out of LOS. A Reaction Test is made, which
  the FFL player wins. He is able to move his fireteam into a
  position that is out of the DPRG MG team’s LOS, so it is
  unable to engage them with fire.
  Example 2: Initiative Unit Wins Reaction Test
  As above, but this time the FFL team loses the Reaction
  Test. The DPRG MG team fires first in a Round of Fire with
  TO MO R R O W ’ S  W A R
  [ 4 2 ]
  Both involved units roll their Troop Quality die.
  The unit which passes the test by rolling a 4+ and
  rolls highest wins the Reaction Test. In the case of
  a tie of any sort, including both units failing to
  roll a 4+, initiative unit acts first. 
  Units on Overwatch receive a +1 to their die roll
  Infantry/Mounted Units making a Rapid Move
  receive a -1 to their die roll
  Vehicles which are Buttoned Up receive a -1 to their
  die roll
  Vehicle traveling at Rapid speed receive a -1 to their
  die roll
  Modifiers are cumulative.
  The inititiative unit may complete his declared
  actions unless combat results prevent it.
  RE A CTI O N  T E S T  RE S U LT S
  
  TH E  B AS I C S  O F  P L A Y
  [ 4 3 ]
  the FFL fireteam. Any FFL fireteam members who are
  capable of movement at the end of the Round of Fire may
  then move.
  Reaction Fire 
  Non-initiative units may choose to React to the actions of
  an initiative unit within their Line of Sight by engaging it in
  a round of normal or Suppression fire. As with Reaction
  movement, a Reaction Test must be made to see if the
  Reaction fire occurs before or after the initiative unit’s
  declared action (See Reaction Tests).
  If the non-initiative unit wins the Reaction Test, the
  Round of Fire will be resolved before the initiative unit
  performs its declared actions. If that action is to return fire,
  the non-initiative unit will fire first in the Round of Fire.
  If the initiative unit wins the Reaction Test, the initiative
  unit will fire first in the round of fire. 
  Non-initiative units lose one die of firepower for each
  reaction fire they declare after the first. Non-initiative units
  may continue to React with fire as long as they have
  remaining Firepower dice.
  Non-initiative units that fail to win a Reaction test may
  not React for the remainder of the turn and may only
  return fire if fired upon (a Reaction test is still made to
  determine who fires first in the round of fire, though).
  Note that Irregular units may only React with fire once
  per turn. 
  Example 1: Non-Initiative Unit Wins Reaction Test
  A player fielding a DPRG force has initiative. He activates
  one of his machine gun teams and declares that it is going
  to fire at a FFL fireteam in a nearby courtyard. The FFL
  player announces that the fireteam is going to React by
  trying to take out the MG team by firing first. A Reaction
  Test is made, which the FFL player wins. He is able to
  engage the DPRG MG team first, and in the round of fire
  eliminates the crew.
  Example 2: Initiative Unit Wins Reaction Test
  The DPRG player then activates another of his units, a
  small group of gunmen. He declares that they are going to
  run from one building and cross the street to get out of
  sight behind another building. The FFL player announces
  that the fireteam is going to React by trying to shoot the
  DPRG soldiers as they run across the street. This time
  the FFL fireteam loses the Reaction Test. The DPRG unit
  runs across the road into the next building and is now out
  of LOS of the FFL. They may not, therefore, fire at the
  DPRG unit.
  As the FFL fireteam has failed a Reaction Test, and they
  are a non-initiative unit, they may no longer react for the
  remainder of the turn, and can only return fire if fired upon.
  Opportunity Fire
  An Initiative Unit that has not yet been activated may
  sacrifice its activation for the turn to react to a Non-Initiative
  Unit’s action or reaction.
  Resolving Chains of Actions and
  Reactions 
  The Action/Reaction process is pretty straightforward
  between two units. During the course of play, however, it is
  quite common for more than one non-initiative unit to
  declare a Reaction to a single initiative unit’s actions. This
  can get a little confusing, but the following guidelines
  should help keep everything straight:
  ¤
  Remember, Reactions are declared the moment an
  initiative unit is activated. At that time, the non-initiative
  player must declare ALL units within LOS who will
  React to the activated unit. 
  The only exception this rule occurs when an initiative
  unit moves into the LOS of a non-initiative unit that
  could not see it at the time of its activation. In this
  case, the non-initiative unit may declare a Reaction
  as the initiative unit moves into sight. 
  A non-initiative unit’s declaration of Reaction
  counts as a Reaction for determining Firepower
  even if the unit they were attempting to React to
  was destroyed or moved out of LOS before they
  could take any real action.
  Example: A DPRG initiative unit is activated and two
  non-initiative FFL fireteams (A and B) announce they
  will React to it by firing. FFL fireteam A has a hot run
  on the dice and wipes the DPRG unit out. FFL
  Fireteam B must count its declaration of fire as a
  Reaction when determining its Firepower against the
  next unit it Reacts to – i.e., it loses a die of Firepower.
  ¤
  Reaction tests are made starting with the non-initiative
  unit nearest to the initiative unit being activated and
  working outward. Do not resolve the Reactions at this
  
  time, but note which non-initiative units passed their
  Reaction Tests and which didn’t. 
  ¤
  Once all Reaction Tests have been rolled, resolve
  Reactions in which the non-initiative units lost the
  Reaction Test. Start with the non-initiative unit
  nearest to the activated initiative unit and work
  outward, resolving each Reaction in turn. 
  ¤
  Finally, resolve all Reactions in which the non-initiative
  unit won the Reaction Test. Start with the non-initiative
  unit nearest to the activated initiative unit and work
  outward, resolving each Reaction in turn. 
  Once all Reactions have been resolved, the initiative unit
  may complete its activation. Remember that units lose
  1 die of Firepower and 1” of Movement for each Reaction
  after the first!
  Reaction Aftermath 
  An initiative unit that survives all Reactions against it
  without being Pinned or forced to Pull Back may finish its
  activation as usual. It may finish its movement and fire,
  minus any movement penalties or lost Firepower dice
  accrued for previous fire or Reactions. 
  Reaction Tests and Fog of War 
  Reaction Tests also serve as triggers for Fog of War events.
  If either player rolls a “1” on their Troop Quality die while
  making a Reaction Test, a Fog of War card is drawn and the
  effects are applied.
  Example: A USMC initiative unit rolls its Troop Quality
  die in a Reaction Test. The die comes up with a score of 1.
  The Marine unit’s controlling player draws a Fog of War
  card. The card’s effects are read and put into effect
  immediately unless the card indicates that it can be saved
  and played at a later time.
  Optional Fog of War 
  If you’d like to see more Fog of War effects in your games,
  try this alternative rule: At the beginning of each turn make
  a Quality Check for the highest Quality unit in the initiative
  force. If the Quality Check fails draw a Fog of War Card!
  LINE OF SIGHT (LOS) 
  All infantry units have a 360 degree line of sight. Figure
  facing is irrelevant. 
  There is no “maximum visual range” unless a scenario
  or Fog of War card states otherwise. The boards on which
  the game is played are small enough that figures can see
  (and, indeed, fire) from one side to the other. 
  LOS can be blocked by terrain features, such as
  buildings, high walls, deep trenches, etc. 
  LOS is not determined on a per figure basis. LOS is
  traced from the rough center of the firing unit to the rough
  center of the target unit. 
  If half or more of the firing unit can see the target unit,
  it may fire. If less than half the target unit is visible to the
  firing unit, it cannot be fired upon. 
  Example: A DPRG Fireteam exits a building and moves
  across the path of some advancing US Marines. Only one
  of the four DPRG troopers is in LOS of the Marines – the
  rest are concealed by a tall wall. Since the Marines
  cannot see half or more of the DPRG unit, they cannot
  react to it. On the other hand, since less than half the
  DPRG troopers can see the Marines, they cannot fire at
  them, either.
  When we look at the example above, it may at first seem
  odd to say that the Marines can see two out of six figures in
  a DPRG unit but cannot shoot at the unit (or at the two
  exposed individuals, for that matter), but it is our intention
  to represent a fluid combat situation. Models on the table
  delineate the area controlled by a unit, but do not specifically
  TO MO R R O W ’ S  W A R
  [ 4 4 ]
  These units do not have a clear LOS
  to one another because neither can see
  at least half of the other’s miniatures
  (photo: Shawn Carpenter, miniatures: GZG)
  
  TH E  B AS I C S  O F  P L A Y
  [ 4 5 ]
  represent the static location of individuals. Figure placement
  simply indicates that the unit is exhibiting some control of
  the area they are placed in. 
  When you embrace this idea, you’ll discover it opens a
  wide array of tactical options and provides a far faster,
  smoother game than those that depend on checking line of
  sight for individual figures.
  Note that if any portion of a vehicle or single figure unit
  is visible to an enemy unit, they are in LOS. A vehicle’s
  position at the end of its movement or reaction is considered
  its chassis orientation for firing or receiving fire (in other
  words, the way the vehicle sits determines whether shots are
  against its front, side, or rear).
  Line of Fire (LOF) 
  A unit must have a clear line of sight to a target to fire
  at it. If there are other units or civilians between the
  firing unit and the target, Line of Fire (LOF) must also
  be considered. 
  LOF is a line traced from the middle of the firing unit to
  the middle of the target unit. Any units or civilian stands
  within 2” of this line and at the same elevation are
  considered to be “in the line of fire.” 
  Units or stands that are within 2” of the LOF of a target
  unit at a higher or lower elevation than the firing unit are
  not in the line of fire. 
  Example: An initiative unit is firing at a sniper on a roof
  top. Another initiative unit is directly in front of them at
  street level. Since they are firing over the heads of the
  intervening unit at a target above them, the street level unit
  is not considered to be in the line of fire. The initiative unit
  can engage the sniper.
  Most units may not fire at a target if other friendlies are
  in the line of fire (i.e., within 2” of their LOF). They may fire
  if civilians are in the LOF, but they have a chance of hitting
  them (See Civilians on the Battlefield, pg. 160). Note,
  however, that some scenarios may forbid fire that might
  injure civilians.
  Irregulars may fire at targets regardless of whom or
  what is in their LOF unless a scenario restricts them, but
  have the same chance of injuring friendlies as described in
  Civilians on the Battlefield. 
  Regular units may not fire directly through another unit
  at the same elevation. 
  Example: A unit of DPRG Guards wants to fire at some
  Marines. Unfortunately, a second Guard unit is directly
  between them and their desired target. The Guard units
  and the Marines are all at street level, so the second Guard
  unit blocks the first unit’s fire.
  FOG OF WAR CARDS 
  “Fog of War” is a term used to describe the tendency for
  things to become confused and unmanageable on the
  battle field. Fog of War cards simulate this effect by providing
  an opportunity for unpredictable challenges or opportunities
  to arise. 
  In Tomorrow’s War, a player draws a Fog of War card
  if he rolls an unmodified “1” on a Reaction Test. The Fog
  of War card will indicate whether the player must play
  the card immediately or may hold it in his hand and play
  it later. 
  Fog of War cards may affect either or both players –
  the card drawn will indicate which force will suffer (or
  enjoy) its effects.
  Some scenarios will dictate that Fog of War cards
  should be drawn at the start of the game or when certain
  milestones in the scenario are met – others may dictate
  that no Fog of War cards are used, even if a “1” is rolled on
  a Reaction Test.
  MOVEMENT 
  When a player decides to move an activated unit, he must
  declare what unit he’s moving and at what movement rate.
  All units have two movement rates, Tactical or Rapid. If he
  doesn’t declare a movement rate, it’s assumed the unit is
  moving at Tactical speed.
  Movement may be restricted or modified by Terrain
  Effects (see pg. 88 for details) or scenario specific
  conditions.
  Movement Rates 
  All units have two Movement Rates: Tactical and Rapid. 
  Tactical Movement 
  Tactical Movement allows units to take advantage of
  available cover and carefully assess their surroundings for
  threats. Units making a Tactical move suffer no Reaction
  Test modifiers.
  
  TO MO R R O W ’ S  W A R
  [Lo ad B e ar ing  E xo]
  [ 4 6 ]
  
  Infantry units may make a Tactical move of up to 6”.
  Mounted units may make a Tactical move of up to 8”.
  Vehicles may make a Tactical move of up to 10”.
  Rapid Movement 
  Units that move more than their allotted Tactical
  Movement in a turn are using Rapid movement. 
  Units may make a Rapid move and then fire, but may
  not fire and then make a Rapid move. It is much easier to
  dash into position and start firing than it is to disengage at
  a sprint.
  Units that have moved rapidly receive a -1 penalty to
  all Reaction Test die rolls and lose one die of Firepower. 
  Rapid moving units are also extremely vulnerable
  to fire, so units attacking them receive an additional die
  of Firepower.
  Infantry units may make a Rapid move of up to 12”.
  Mounted units may make a Rapid move of up to 16”.
  Vehicles may make a Rapid move of up to 20”.
  Default Movement Rate 
  People who want to survive on the modern battlefield tend
  to move cautiously. To reflect this, all units have a default
  movement rate of Tactical. 
  Moving Units on the Table 
  To simplify movement, Tomorrow’s War bases unit
  movement on the position of a unit’s leader. To move
  a unit, simply measure movement for the unit’s leader
  and then place the members of his unit within cohesion
  distance around him.
  Out of Contact Movement 
  Out of Contact Movement may only be utilized by units
  designated by a scenario. Generally, units capable of Out
  of Contact Movement will be local guerrillas, special
  forces units, or Irregulars under the command of an
  attached leader. 
  Out of Contact Movement is generally only allowed for
  one side in a scenario and may only be used while that side
  is the non-initiative force.
  A unit capable of Out of Contact Movement that is not
  currently visible to any initiative unit, i.e., no initiative unit
  has an open Line of Sight to it, may move anywhere on
  the table as long as it can trace a path from its current
  position to the spot it wishes to move to without crossing
  any initiative unit’s line of sight. Note that aerial sensor
  drones belonging to the initiative force will prevent Out of
  Contact Movement altogether.
  Units utilizing Out of Contact Movement must end their
  movement before they enter an initiative unit’s line of sight. 
  This unrestricted movement is meant to represent the
  uncertainty of local force dispositions until the initiative
  force is able to fix their actual positions by moving into
  contact or through aerial reconnaissance.
  Jump Movement 
  Some units are capable of moving across the battlefield in
  great leaps and bounds that may carry them over terrain
  features that might be impassable to other troops. A unit’s
  jump capability may be derived from a special exoskeleton,
  forced thrust, limited anti-grav, or, in the case of some
  aliens, simple biology.
  As a rule, Jump capable troops may make a Tactical
  Move of up to 8” and a Rapid Move of up to 16.”
  Jump moves may take the troops across any horizontal
  barrier in their path (trenches, gorges, rivers) or over vertical
  obstacles (walls, cliffs, buildings) unless a scenario indicates
  that such terrain features are impassable to jump troops.
  Jumping troops are a difficult target, so units firing at
  them suffer a -1 Firepower Die penalty. 
  Units who are jumping have a lot on their mind
  (maintaining proper thrust, clearing any obstacles, landing
  safely), so they are a bit distracted while in the air. As a
  result, units who perform a jump move (whether Tactical or
  Rapid) suffer a -1 penalty to their Reaction Check rolls.
  TH E  B AS I C S  O F  P L A Y
  [ 4 7 ]
  
  U N I T S  &  L E A D E R S
  The unit is the basic “playing piece” in Tomorrow’s War.
  Players activate units to perform actions or react to their
  opponent’s units. Units generally represent an infantry
  fireteam, weapon team, or an individual vehicle.
  Leaders are usually an inherent part of a unit, as in
  fireteam leaders, but may also represent an additional
  command asset external to the fireteam (such as a squad
  or platoon leader) or even a free-roaming personality that
  might take control of different units during the course of
  a game (such as an insurgent leader).
  The following rules explain the structure and
  characteristics that define the nature of units and leaders.
  UNIT TYPES 
  There are three basic unit types in Tomorrow’s War:
  Regular, Irregular, and Robotic.
  Basic unit types are defined below:
  Regulars are “professional” soldiers who have received
  formal military training, are under military discipline,
  and function as a cohesive group on the battlefield.
  Regulars might include members of a national army,
  Special Operations forces, paramilitary law enforcement
  groups (such as SWAT or Hostage Extraction Teams), or
  professional mercenaries. 
  Most units in a Tomorrow’s War game will be Regulars.
  Irregulars, on the other hand, are combatants with
  minimal military training and discipline. They tend to fight in
  mobs or loosely affiliated packs rather than organized units
  and only recognize the command of those with sufficient
  firepower or force of will to intimidate and/or inspire them.
  Irregulars are generally untrained and poorly disciplined
  troops who might be highly motivated by religious and/or
  political zeal but are just as likely to be sullen and resentful.
  Examples of Irregular troops include conscripted soldiers,
  local militia, criminal gangs, and local insurgencies.
  Irregulars may occasionally be led by Regulars, but
  Irregular troops cannot be integrated into a Regular unit.
  Irregular units may fight alongside Regular units on the
  same side in a scenario.
  Irregular troops will generally be encountered in Mixed
  Force scenarios or when pitted against each other. If a
  Tomorrow’s War scenario pits a Regular or Mixed force
  against an opponent force comprised solely of Irregulars,
  the Irregular force may never be awarded initiative.
  Robotics may be autonomous, semi-autonomous, or
  purely remote controlled. Their behavior differs according
  to their level of sophistication. See Robots and Drones for
  more information.
  The Rule of Equivalency 
  When two forces of equivalent nature are pitted against
  each other (i.e., Regulars vs. Regulars or Insurgents
  vs. Insurgents), use the standard rules to resolve the
  engagement.
  In engagements that involve disparate troop types
  (i.e., Regulars vs. Irregulars or even Regulars vs. Regulars
  & Irregulars), the Irregular troops are subject to the special
  [ 4 8 ]
  Regular troops could be professional
  soldiers, well-trained paramilitary units,
  or even mercenaries (photo: Piers Brand,
  miniatures: Foundry & Old Crow)
  W H AT ABOUT ALIENS?
  Unless otherwise noted, Alien units will belong to
  one of the same three basic unit types as
  humans: Regular, Irregular, or Robotic.
  
  UN ITS  AN D L E A DE R S
  rules governing Irregular initiative, actions, leadership,
  and morale. Games of this sort fall into the category of
  Asymmetric Operations.
  UNIT CHARACTERISTICS 
  All units in Tomorrow’s War share certain characteristics.
  These characteristics differentiate units from one another
  and give a fighting force its character. Unit characteristics
  include Troop Quality, Morale, Confidence Level, and
  Supply Quality.
  Troop Quality 
  Troop Quality is a measure of a unit’s combat capability.
  Troop Quality indicates the level of training and discipline
  for most units, but it might also represent more exotic unit
  characteristics, such as bio-engineering, cybernetic
  enhancement or inhuman ferocity. 
  Each unit will have a Troop Quality die type associated
  with it. This is the type of die thrown by the unit when
  it makes the various Troop Quality Tests required by
  the rules. 
  Units in most military forces will have a Troop Quality
  of D8 or higher, but may include some “green” D6 units.
  The vast majority of troops in standing armies should have
  a Troop Quality of D8. 
  Veteran (D10) units should be rare. Elite (D12)
  individuals, naturally suited for a life of combat, may be
  found leading or supporting Veteran units, but so-called
  “Elite” units usually consist of Veteran quality troops
  who have been augmented through bio-engineering,
  cybernetics, or a mixture of the two.
  Elite units should only be found in special purpose,
  hand-picked organizations. 
  Irregulars may never have a Troop Quality higher than
  D10 and the majority of Irregular units are Troop quality
  D6 untrained units. 
  When designing scenarios of your own, keep in mind
  that a one-step difference in Troop Quality is significant.
  Veteran units pitted against Trained units, for instance, can
  count on winning most Reaction Tests, benefiting more
  from cover and concealment, and creating more casualties
  with their fire. 
  A two-step difference, such as Green/Untrained units
  against Veterans or Trained units against Elites, will result
  in an extremely one-sided engagement unless the superior
  Troop Quality units are grossly outnumbered.
  Examples of Troop Qualities 
  ¤
  Green/Untrained Units: Armed civilians, police,
  rebels, poor quality military units, conscripts, and
  most third-world and colonial military units.
  [ 4 9 ]
  Irregular forces might include rebels,
  criminal gangs, militia troops or bandits
  (photo & miniatures: Pig Iron)
  We were conscripts, raised up to fill the ranks
  of the Archenault Farm militia. We hero
  worshipped the “real soldiers” of the ANG who
  showed us which end of the FAMAS to point at
  the dinks and taught us how to tell the friendly
  and enemy APCs apart. We got pretty
  confident because we had these fire-eaters
  looking out for us. Then The Legion showed up
  and made the ANG boys look like kids playing
  at war. That’s when we realized how screwed
  we were. We knew then that the ANG were
  going to be too busy trying to stay alive
  themselves to hold our hands.
  Anton LeChef, Sergeant in the Archenault 
  Militia, later Captain in the Republic of Arden
  National Guard (ANG)
  
  ¤
  Experienced/Trained 
  Units: 
  Regular 
  military
  formations, including Marines and Rangers, police
  SWAT teams, some standing colonial armies, and
  experienced “freedom fighters” or terrorists. 
  ¤
  Veteran Units: As Trained units above, but with
  extensive and intense combat experience. This
  category is also home to special operations units,
  such as the legendary SAS, SEALs, or French Foreign
  Legion – although many of these units may be led by
  soldiers of Elite Troop Quality.
  ¤
  Elite Units: Among humans, only a few gifted
  individuals reach this level of combat ability naturally.
  The vast majority of truly Elite units are comprised of
  genetically modified and/or cybernetically enhanced
  soldiers who have proven themselves worthy of
  the expense necessary to convert them into purpose-
  built soldiers. 
  Morale 
  A unit’s Morale rating reflects how motivated and eager (or
  resigned and fatalistic) it is to fight and continue fighting
  when things get dicey. Units with higher Morale ratings are
  less bothered by set-backs and casualties and are more
  likely to keep fighting in the face of hardship. Low Morale
  units may show their heels at the first sign of trouble. 
  There’s no real relationship between Morale and Troop
  Quality – a unit with Elite Troop Quality may have low
  TO MO R R O W ’ S  W A R
  [ 5 0 ]
  Untrained/Green Troops: TQ D6, variable Morale.
  Low Confidence 
  Trained, Low Experience Troops: TQ D6, variable
  Morale, Confident 
  Trained/Moderately Experienced Troops: TQ D8,
  Morale D8, Confident 
  Veteran Troops or Troops w/Advanced Training:
  TQ D8, Morale D10, High Confidence 
  Elite Troops w/Special Training, Extensive
  Experience: TQ D10, Morale D12, High
  Confidence, Default to Abundantly Supplied
  Hand-Picked Elite Operators w/Special Training,
  Extensive Experience, and Natural Aptitude:
  TQ D12, Morale D12, High Confidence, Default
  to Abundant Supplies
  Elite Operators would normally only be encountered
  singly, in pairs, or in a fireteam at most.
  TRO O P  Q U A LIT Y D IC E EXA MPLES
  Li was struck by one of the French war
  criminals’ big sniper rifles and we were all
  splattered with his blood and tissue. Pak,
  the meekest of soldiers in our squad rubbed
  blood from his eyes and stared at it with an
  expression I’ve never seen before. He turned
  to me and said calmly, “This is unacceptable.”
  He then dashed out from behind our Angry
  Hawk and ran to cover nearer the criminals
  and engaged them with his rifle. The rest of
  us followed. Later, after the fighting that day,
  I learned that Pak had killed three of the
  criminals with his rifle and two more with his
  shovel. Such is our exuberance for our dear
  Life President that even the meekest among
  us is a tiger in his cause.
  Cpl. Shin Jung, Democratic People’s Army
  of the DPRG
  MOR ALE DICE
  Low Morale – D6
  Average Morale – D8
  Good Morale – D10
  High Morale – D12
  
  Morale because they’ve been in the field too long or have
  lost their favorite squad-mate. A mob of rabble might be
  so inspired by a charismatic leader that they’re willing to
  face certain death to follow his commands.
  There are four Morale ratings: Low, Average, Good,
  and High. Each Morale rating has a Morale Die associated
  with it.
  Confidence Level 
  A unit’s confidence level reflects how much faith they put
  in their gear and/or the plan for their current operation.
  The more confident a unit is, the more likely they are to
  trust their equipment and leadership. The less confident
  they are, the less likely they are to put themselves at risk
  by relying on a plan or piece of equipment to actually work
  as intended. 
  Confidence isn’t the same as Morale. High Morale units
  might have a very low confidence and vice versa. 
  Confidence Level is used to determine whether a vehicle
  crew decides to bail when the going gets hot or how well
  an infantry unit reacts to certain battlefield conditions,
  such as concentrated machinegun fire. 
  There are three levels of confidence: 
  ¤
  Low Confidence: Low Confidence troops or crews
  are certain that their armor, weapon, or tactics will
  fail at the worst possible moment. They’re unlikely
  to stay in a vehicle under fire or try risky maneuvers
  in the face of heavy weapon fire. Their motto is
  “Better safe than sorry.” 
  ¤
  Confident: Confident troops are fairly sure that
  things are going to work out for them and that gear
  and plans will function as advertised. They’re not
  likely to bail out of their vehicles at the sound of the
  first angry shot or to give up on a maneuver just
  because the going gets a little tough. This is the
  default confidence for all units unless a scenario
  dictates otherwise. 
  ¤
  High Confidence: High Confidence troops are sure
  that their gear and plans are first rate and more than
  a match for anything the enemy throws at them.
  They’re likely to stay at their tank’s guns no matter
  what the enemy throws at them and they certainly
  won’t let a little thing like machinegun fire or mines
  keep them from advancing as needed! 
  As noted above, Confident is the default confidence level
  for all units in a game unless a scenario dictates otherwise.
  Force Lists may also indicate normal confidence levels for
  units from certain forces at different times in their history.
  Supply Quality 
  The quality and quantity of a unit’s supplies has a large
  impact on its performance on the battlefield. Units with
  limited ammunition will be miserly with their fire, possibly
  to their detriment, while those that have been subsisting
  on sub-standard or spoiled rations are certainly not at their
  most combat effective.
  There are three levels of supply quality: Poorly Supplied,
  Normally Supplied, or Abundant Supplies. The effects of
  each are described below: 
  ¤
  Poor Supplies: Poorly Supplied units have limited
  ammu nition, poor rations, a shortage of water, or
  any number of other logistical shortcomings that
  might adversely affect their combat effectiveness.
  UN ITS  AN D L E A DE R S
  [ 5 1 ]
  Give ‘em hell, boys! The drop is in and we
  got bullets to burn!
  SSgt. Dan Gurule, US Army, Battle of Juarez
  I saw the American Marines make a
  dash across the street while the dink
  MG hammered away at them. They didn’t
  seem to run particularly fast and were only
  slightly hunched over, probably more to the
  load they were carrying than out of concern
  for getting hit. I thought, hell, if the Yanks
  can do it, so can we. I shouted for my boys
  to follow me but we didn’t get more than
  a couple of feet into the road before they
  decided they were fine where they were
  until the Yanks shut that MG down.
  Anton LeChef, Lieutenant and later Captain in the
  Republic of Arden National Guard (ANG)
  
  In game terms, Poorly Supplied units lose a die
  of Firepower. 
  ¤
  Normal Supplies: Normally Supplied units suffer
  no disad vantages and gain no advantages over
  other units. 
  ¤
  Abundant Supplies: Units with Abundant Supplies
  have pouches full of ammunition and bellies full of
  decent rations. They have all the “beans, bullets, and
  bandages” they need to take it to the enemy in style.
  In game terms, units with Abundant Supplies gain a
  die of Firepower. 
  Some scenarios will indicate the supply quality of one or
  both sides – if supply quality isn’t defined by a scenario,
  then all units default to Normally Supplied. 
  Example 1: A fireteam with Normal Supplies consisting
  of four riflemen has a basic Firepower of 4. 
  Example 2: A fireteam with Poor Supplies consisting of
  four riflemen has a basic Firepower of 3. 
  Example 3: A fireteam with Abundant Supplies
  consisting of four riflemen has a basic Firepower of 5.
  Tech Level 
  “Tech Level” describes how advanced a force’s weapons,
  armor, and sensors are. There are three Tech Levels, with Tech
  Level 1 (TL1) being the lowest and Tech Level 3 (TL3) being the
  highest. The baseline Tech Level for Earth’s developed nations
  in the era in which Tomorrow’s War is set is TL2.
  The Tech Levels are roughly described as follows:
  Tech Level 1: Outdated. Embodying last generation’s
  wonders, faded by the passage of time and the advances of
  science and technology, this Tech Level is still the norm for
  Third World nations on Earth and many underdeveloped
  or poorly supported colonies.
  Tech Level 2: Contemporary Technology: Good, solid
  technology that is the norm for most First World Earth
  nations and wealthy or well-supported colonies.
  Tech Level 3: Bleeding Edge Technology. This is the
  future’s tech, today. This level of tech is only found in the
  hands of Earth’s most wealthy and powerful nations.
  The Sliding Scale of Technology 
  So, what adjustments do you make if you decide to base
  your games in the far future rather than the near future?
  Do Tech Levels top out at Tech Level 3? Of course not –
  because technology is on a sliding scale!
  Whatever level of technological development represents
  the norm in your vision of the future is classified as Tech
  Level 2. For some settings, this may mean that tracked
  vehicles and rail guns are TL2 for some settings, while
  anti-grav vehicles and energy weapons are TL2 in another.
  Tech Level Related Unit
  Attributes 
  There are four Tech Level related unit stats: Weapons,
  Armor, Stealth, Sensors. Unless otherwise noted, a unit
  defaults to its forces primary TL.
  Weapons: Higher TL weapons tend to be combat
  multipliers, either due to their increased accuracy, lethality,
  or simplicity of use.
  Armor: Higher TL armor tends to soak up more damage
  with less weight. Units with no armor at all default to TL1.
  Stealth: Most units have some stealth capability, either in
  the form of camouflaged uniforms or more active systems,
  such as optical image camouflage. The higher the TL of
  the stealth systems, the more effective they are.
  Sensors: Combat sensors can range from advanced optics
  to high and low frequency light and noise scanners or
  chemical sniffers. The higher the TL of the sensor suite,
  the more likely they are to detect stealthy units or other
  battlefield targets.
  TO MO R R O W ’ S  W A R
  [ 5 2 ]
  Obsolete Type 88 Shouting Dragon APCs
  in use by the DPRG 77th Home Guard
  (photo: Shawn Carpenter, miniatures: GZG)
  
  Contests between Varied
  Tech Levels 
  Forces in Tomorrow’s War have a basic, default Tech Level
  that describes their overall level of technical advancement.
  In some cases, specific units may be outfitted with gear of
  varying Tech Levels – a unit’s weaponry may be more
  advanced than its armor and sensors, for instance.
  When opposed rolls involving multiple dice (combat
  rolls, for instance, or ECM rolls) are called for between
  units with differing Tech Levels, subtract the low TL from
  the high TL. The difference is the number of extra dice the
  higher TL will throw in the contest.
  The appropriate tech attributes should be matched. If a
  unit is utilizing stealth technology, the tech level of that
  technology should be compared to that of their opponent’s
  sensors. In combat, the weapon tech of the firing unit
  should be compared to the armor tech of the unit receiving
  their fire.
  Example: A TL2 unit is firing at a TL1 unit. Subtracting
  1 from 2 equals 1, so the TL2 unit throws 1 extra Firepower
  die in its attack.
  Combat & Tech Levels 
  As described above, units with superior technology have
  an advantage over those with less advanced systems.
  In combat, this effect requires a little more definition.
  When units with different Tech Levels of armor and
  weapons engage one another, compare those Tech Levels
  and subtract the low TL from the high TL. If the firing
  unit’s weapons have the higher Tech Level, it will receive
  a number of Firepower dice equal to the difference
  between the two Tech Levels. If the target unit’s armor
  has the higher Tech Level, it receives a number of
  Defense dice equal to the difference between the two
  Tech Levels.
  Unarmored units are assumed to have an armor value
  of Tech Level of 1, regardless of the Tech Level of their
  other gear.
  Example: A unit of mercenaries known for stealthy
  infiltration and sabotage has TL3 Stealth & Sensors, but
  their weapons and armor are TL2.
  UNIT COHESION 
  Under normal circumstances, all figures in a unit must
  remain within 1” of one another. 
  A unit may be spread more thinly and still effectively
  occupy and hold defensive positions. While wholly
  occupying a defensive position a Regular unit’s cohesion
  distance is expanded to 2”. 
  Units that break cohesion due to movement or terrain
  must regroup to restore it in their next activation. 
  SPLIT UNITS 
  Units may divide into smaller elements at the start of their
  activation. Only one element of a unit may move and fire
  during the activation that the unit is split. From that point
  on, each element is treated as a separate unit for the
  purposes of movement and fire. 
  Split elements may merge to reform their unit at the
  beginning of any subsequent turn.
  MERGING UNITS 
  Units may merge to form a larger unit if one of the merging
  units has been reduced to half strength or less. Single
  figures may also merge with a friendly unit.
  UN ITS  AN D L E A DE R S
  [ 5 3 ]
  We almost felt bad for ‘em, the poor devils.
  They were awfully sure of all that armor, three
  track-laying tanks and four APCs. They just
  rolled up the hill at us in a big skirmish line,
  belching diesel smoke. Lord, when’s the last
  time you smelled that? Anyway, Boylan fired
  the first Harridan AT missile when they were
  still a thousand meters out. The lead tank took
  it right in the glacis and just vanished in a
  geyser of flame, smoke, and junk. Three-and-
  a-half-minutes later all seven vehicles were
  flaming smudges in the snow and the infantry
  smart enough to bail out of their APCs before
  they were hit were sprinting in the opposite
  direction. We let ‘em go. 
  That was the Battle of Hill 301.
  Sgt. Bryce Coughlin, British Royal Marines
  
  To merge, figures in both units must be within unit
  cohesion distance at the beginning of a turn.
  Merging units are not required to have the same Troop
  Quality or Morale. Units with different Troop Quality and
  Morale ratings use the values associated with the majority
  of the figures in the new unit. If there is an even split, use
  the lower of the two values. 
  Irregular units may not merge with Regulars, although
  Regular Leaders may attach themselves to an Irregular unit
  and act as its leader. 
  LEADERS 
  Leaders may move freely about the table. They are not
  subject to Unit Cohesion rules. However, leaders who are
  not within cohesion with a unit may not act as its leader
  unless it is established in the scenario (or in the unit’s
  notes) that he has the capability to contact units by radio,
  cell-phone, HUD, etc. 
  Leader figures are more critical to Irregulars forces
  than to Regulars. 
  Regulars have an established chain of command and
  when a leader is lost, a subordinate is there to take over his
  role. Some leaders have a positive or negative effect on a
  unit’s Combat Stress Level. 
  Leadership in Irregulars forces tends to be based on
  force of personality or charisma – without a leader,
  Irregular units become hesitant and indecisive. This is
  reflected in the fact that Irregulars must make a Troop
  Quality test to perform any action if they do not have a
  designated Leader figure attached. 
  There is no limit to the number of Irregulars that a
  single Irregular Leader may have in his Unit. 
  TO MO R R O W ’ S  W A R
  [ 5 4 ]
  The “Merging Units” rule can be used to represent
  units comprised of figures with varying Troop
  Quality and Morale values and was designed to
  provide a quick, easy method to handle that
  situation. If you wish to model the impact of
  differing TQ/Morale values more closely, however,
  you can use this optional rule:
  In a unit with varied TQ/Morale values, use the
  appropriate die type for each figure when making
  rolls based on TQ/Morale. Use the TQ of the
  majority of the unit for Reaction Tests and Optimum
  Range for the unit. If there is an even split, use the
  lowest value.
  Example: A unit consists of four riflemen and a
  fireteam leader. Three of the riflemen and the
  fireteam leader have a TQ/Morale of D8/D10. One
  of the riflemen has a TQ/Morale of D10/D8.
  For Reaction Tests and Optimum Range, the
  majority TQ of D8 will be used for this unit. When
  determining their Firepower for an attack, the unit
  would roll 4D8 +1D10. In a Morale Check, the unit
  would roll 4D10 +1D8.
  The Who Got Hit? (see pg. 64) rule can be used to
  determine if the stand-out figures become
  casualties.
  O P TIO N A L RU LE : UN IT S  WITH  V AR IED TR OOP QUALITY /
  M O RA L E  VA LUES
  Mercenary troops move through a war-torn
  city supported by a Heavy Autonomous Gun
  Platform (photo & miniatures: Micropanzer)
  
  Effects of Leaders 
  If a leader’s morale rating differs from the base morale of
  the unit he is attached to, the unit uses his morale for
  checks rather than their own. 
  Any unit within LOS of a “higher command” leader must
  use his morale rating rather than their own when taking
  morale based tests.
  Example: A fireteam has a Morale of D8. They are in
  LOS of their Squad Leader, who has a Morale of D10.
  The fireteam will use his Morale for Morale tests as long
  as he is within LOS. Note that if the squad leader had a
  Morale of D6, the fireteam would have been forced to use
  a lower Morale for Morale tests.
  Positive and negative Leaders, identified in scenario
  briefs, can raise or lower a unit’s Combat Stress. 
  These rules apply equally to infantry and vehicle
  leaders.
  Leaders Joining a Unit 
  A separated leader may join any unit it pleases by moving
  into cohesion with that unit. 
  If the unit the leader joins has already been activated in
  the turn he joins it, the unit and leader may perform no
  further actions. Both the unit and the leader are finished
  for the turn. 
  If the unit has not been activated before the leader
  joins it, it may be activated later in the turn but may only
  fire, not move. The leader joining the unit counts as the
  unit’s movement.
  UNIT ATTRIBUTES 
  Some units have inherent capabilities or characteristics
  that stand them apart from others. We refer to these as
  “Unit Attributes.” 
  Unit Attributes may take the form of an attached asset
  (such as a medic or scout), special training (engineers, for
  instance), or a “psychological” effect (like improved Morale
  against a hated enemy). The chapter on Unit Attributes
  contains a selection of common attributes, but it is not an
  exhaustive list. More attributes will likely be described in
  future companion books – and players are free to devise
  their own, as well.
  Sample Unit Attributes can be found in Appendix 1: Unit
  & Vehicle Attributes.
  DIFFERENTIATING BETWEEN
  SPECIAL FIGURES 
  While not as big a problem with 20-28mm figures, it
  can sometimes be hard to tell the difference between
  15mm figures, especially at table distance. This can be a
  problem for the Irregulars player, as it’s important to
  know which Irregulars are leaders and which are carrying
  support weapons.
  We solve this problem by painting a colored dot on the
  back of the bases of our special figures: Yellow for leaders,
  red for support weapons. 
  Feel free to use whatever method you wish to identify
  your own figures, but the colored dots have worked quite
  well for us!
  ALTERNATE BASING 
  Many Tomorrow’s War players may already have figures
  based on multi-figure stands for use with other games.
  This basing method works perfectly well with Tomorrow’s
  War, so there’s no need to rebase your existing armies or
  replace them with new figures. Simply treat each stand
  as a fireteam and keep track of how many casualties it
  has taken.
  UN ITS  AN D L E A DE R S
  [ 5 5 ]
  
  I N F A N TR Y  C O M B A T
  FIRE COMBAT 
  Fire Combat occurs whenever one unit takes another
  under fire. In the following section, you’ll find a description
  of how Fire Combat is resolved in Tomorrow’s War. You
  won’t find a lot of charts, tables, and weapon lists, though.
  Tomorrow’s War puts less emphasis on the specific
  weapons used in a firefight than on the skill and training of
  the combatants using them. Rather than focus minutely on
  the individual characteristics of weapons, comparing one
  weapon’s range, reliability and accuracy to another’s, we
  assume that all classes of weapons designed to perform
  the same battlefield tasks are basically analogous – it is
  the man using the tool that makes the difference. 
  Low Troop Quality units may be using “better” weapons
  than a higher Troop Quality unit, but it’s doubtful that the
  differences in weapon performance will make up for the
  disparity in training and experience. On the other hand,
  high Troop Quality units are familiar with their weapons
  and know how to take advantage of their strengths and
  compensate for their weaknesses. 
  ROUNDS OF FIRE 
  When a unit reacts to fire from another unit by firing back,
  it is referred to as a Round of Fire. Make a reaction Test to
  determine which unit fires first in a Round of Fire.
  When one unit engages another with fire, either as an
  Action or Reaction, a Reaction test is made to see which
  unit fires first. The unit that passes the test with the highest
  die score will fire first. In the case of a tie (or if neither side
  passes the test with a 4+), the initiative unit will fire first.
  The side that fires first will resolve its fire as described
  in Resolving Fire Combat, below. If the unit receiving fire
  first survives, it will return fire unless it has suffered some
  morale effect that prevents it from doing so, has been
  completely wiped out, or has no remaining Firepower dice. 
  When both units have fired, the round of fire is complete.
  Note that irregular units may only participate in a round
  of fire that they have initiated by action or reaction.
  Otherwise, they must receive fire without responding to it.
  Since an irregular unit can only be activated or react once
  per turn, they can only engage in one Round of Fire per turn. 
  [ 5 6 ]
  The Kalashnikov Advanced Combat Rifle 200, the
  AK-200 as its better known, is the perfect
  example of what can be done for a low budget
  but maximum efficiency. The weapon is a
  standard assault rifle, using caseless 9mm
  ammunition within a virtually indestructible body.
  The weapon is rugged in the extreme. You can
  drop it off a cliff, bury it in the Martian dust,
  dunk it in an ocean, sink it into mud and the gun
  will come out and fire first time, every time.
  It is the perfect weapon for low quality troops.
  It needs virtually no attention. It is easy to break
  down and maintain. It has very few parts and is
  simple throughout its construction. It can be
  made from whatever material is available – 
  poly-carbons, ceramics, polymer, metal, plastic
  composites – whatever a colony has to hand, it
  can arm itself with the AK-200 design, and more
  importantly, it can make them itself with the most
  basic of equipment.
  While it may lack the range and finesse of
  other weapons, its ease of use and long lifespan
  make it the ideal weapon for low budget armies
  and insurgencies.
  This gun will usually outlive its user. Study it
  closely; it will be firing at you.
  Gunnery Sergeant Josephine Marcia, 
  OPFOR Weapons Trainer, Quantico
  
  [ 5 7 ]
  IN F AN TR Y  C O M BA T
  RESOLVING FIRE COMBAT 
  To resolve Fire Combat, both units involved determine how
  many dice they have in Firepower and Defense. Each unit
  rolls the appropriate number of Troop Quality dice and
  discards any dice with a score lower than the target
  number (4+). The defender matches his Defense dice to
  the attacker’s Firepower dice, attempting to equal or
  exceed the score on each dice. Any die which the unit being
  fired on cannot equal or exceed causes a casualty.
  DEFENSE 
  Basic Defense 
  A unit’s basic Defense is equal to the number of figures in
  the unit or the number of Firepower dice with which it is
  being attacked, whichever is less. Extra Defense dice for
  armor or cover are then added to the basic Defense to
  determine the unit’s final defense value. The type of die
  thrown is determined by the unit’s Troop Quality.
  A unit’s Defense can never be reduced to zero. No
  matter what negative factors apply, a unit will always have
  at least one Defense die.
  Example: A group of 8 militia soldiers is being fired on
  by a fireteam with a Firepower of 5D. The militiamen are
  moving on the other side of a brick wall and can claim
  Solid Cover. Since the militiamen are being attacked with a
  Firepower of 5D, their basic defense is 5D rather than 8D.
  They can claim Solid Cover, though, which bumps their
  defense to 6D. The militiamen have a D6 Troop Quality, so
  their final Defense total in this situation would be 6D6.
  Cover Dice 
  Although Tomorrow’s War is played on a tabletop, the
  battles the games represent are not fought on one. Even
  the flattest expanse of steppe-land is crisscrossed with
  wrinkles and dotted with low rises – any one of which
  might provide ample cover for a unit of infantry. In other
  words, it must be assumed that our gaming tables contain
  features too small or difficult to model which might provide
  cover for our figures. 
  To represent this “invisible terrain” we assume that any
  unit that is not Exposed (see below) is taking advantage of
  unseen terrain features.
  In instances where terrain features exist to provide
  obvious cover, its benefit is not determined on a per figure
  basis, but rather on the position of the unit as a whole.
  If half or more of a given unit is in cover, the entire unit
  receives the benefit of that cover. 
  Cover modifiers that overlap are cumulative.
  Example: Six Kingdom of Glory militiamen move into
  position in the cover of some low walls surrounding a
  fountain. 4 of the KoG militiamen make it behind the walls,
  but two are left in the open. Since half or more of the militia
  figures are in Solid Cover, the entire unit is considered to
  be in Solid Cover.
  Units may receive additional dice to their Defense based
  on any additional cover beyond the usual battlefield clutter: 
  In Cover (+1 Defense Die): A unit that does not move may
  declare that it is “In Cover.” Units may get “In Cover”
  anywhere, even in a position that would normally be
  Exposed. Being “In Cover” represents a unit using all
  available cover to its full advantage, even if that means little
  more than laying a little flatter on the ground. In Cover units
  benefit if they’re using better cover, so the In Cover bonus
  is applied in addition to any other cover bonuses the unit
  might receive for being behind Solid Cover, in a Fortified
  Position, etc.
  Regular units are automatically In Cover on any
  activation that they do not move and are not Exposed. 
  Irregulars that have not moved during their activation
  and Exposed Regular units must pass a Quality Check to
  get “In Cover.” 
  Pinned units may take a Quality Check to get In Cover
  even if they have moved. This bonus die is cumulative with
  other applicable Defense Dice.
  Solid Cover (+1 Defense Die): Cover that has a good chance
  of deflecting or outright stopping bullets is considered to be
  Solid Cover. Some examples of Solid Cover might include
  concrete or adobe buildings, sand bags, stone walls,
  wrecked APCs, etc.
  B A S I C DE FEN S E
  Basic Defense = Number of Figures in Unit or
  the Firepower of the attack against it,
  whichever is less.
  
  Intervening Cover: If enemy fire passes over an intervening
  terrain feature, such as a stone wall, an AFV, etc. to reach
  a unit, that unit may claim the Solid Cover bonus.
  Deployed Smoke this turn (+1 Defense Die) See Smoke,
  pg. 74.
  Improved Cover (+2 Defense Dice): Cover that has been
  reinforced for extra protection against enemy fire – such
  as trenches, sandbagged walls, etc.
  Fortified Cover (+3 Defense Dice): Fortifications
  designed specifically to provide protection from gunfire
  and blast effects, such as prepared trenches, log
  bunkers, small concrete pill-boxes, etc. Such positions
  are generally not available unless a scenario specifically
  states they are present. 
  Reinforced Fortification (+4 Defense Dice): Units sheltering
  within improved positions fortified expressly to protect them
  from enemy fire are particularly difficult to ferret out. Units
  in bunkers, fortified buildings, or improved trench networks
  receive the Fortified Position bonus. Such positions are
  generally not available unless a scenario specifically states
  they are present.
  Exposed (+1 Firepower Die for Attacker): If a unit is in
  open ground and is not within 2” of a scenic piece
  representing cover of some sort, it is considered to be
  Exposed. Exposed units are extremely vulnerable to fire, so
  units attacking them receive an extra Firepower Die.
  Armor Dice 
  Units who are wearing body armor receive additional
  Defense dice.
  Light Body Armor: +1 Defense Die
  Hard Body Armor (carapace armor, most combat
  environment suits, light powered armor): +2 Defense Dice
  Heavy Powered Armor: +3 Defense Dice
  Units wearing armor are designated by the scenario.
  FIREPOWER 
  A unit’s Firepower represents its capability to bring effective
  fire against the enemy. Tomorrow’s War works on the
  assumption that the quality of the man using the weapon is
  TO MO R R O W ’ S  W A R
  [ 5 8 ]
  ¤ In Cover: +1D
  ¤ Solid Cover (inside buildings, behind walls, etc.): +1D
  ¤ Deployed Smoke this Turn: +1D
  ¤ Improved Cover (shallow trenches, sand-bagged
  walls, etc.): +2D
  ¤ Intervening Cover: If enemy fire passes over
  an intervening terrain feature to reach a unit,
  it may claim the Solid Cover bonus (assuming
  the terrain would provide Solid Cover under
  normal circumstances).
  ¤ Fortified Cover (purpose built trenches, log
  bunkers, and other field fortifications): +3D
  ¤ Reinforced Fortification (concrete bunkers with
  firing slits): +4D
  ¤ Exposed: +1 Firepower Die for Attacker
  All modifiers are cumulative.
  A unit’s Defense can never be reduced to zero.
  No matter what negative factors apply, a unit will
  always have at least one Defense die.
  CO V E R D IC E
  Troops in Light Body Armor (photo: Piers
  Brand, miniatures: Copplestone)
  
  IN F AN TR Y  C O M BA T
  [Smoke ’em if you got ’em]
  [ 5 9 ]
  
  more important than minor differences between individual
  weapons within the same class. As a result, a unit’s Troop
  Quality is the most important factor in determining
  its Firepower.
  To determine a unit’s Firepower, total the number of
  combat effective figures in the unit armed with standard
  weapons (Assault Rifles, Advanced Combat Rifles, Laser
  Rifles, etc.). Subtract any dice lost from Reactions,
  Defensive Actions or Overwatch fire. The resulting total is
  the attacking unit’s basic Firepower. 
  Add any Special Weapon or bonus dice to the basic
  Firepower dice to determine the unit’s final, adjusted
  Firepower. This is the number of Troop Quality dice the unit
  will throw in an attack. 
  Optimum Range 
  The ranges for most weapons exceed the size of most
  tables used for Tomorrow’s War games. Units who are
  within Optimum Range of a target, however, have a better
  chance of causing casualties. Troops with better training or
  more experience have a greater Optimum Range than less
  experienced opponents.
  Optimum Range should not be confused with “effective
  range,” which is a term with a very specific meaning. It is
  the distance at which a weapon may be expected to fire
  accurately enough to inflict damage or casualties. The
  effective range for most weapons used in the game will be
  many times the width of even the largest tables.
  Our term, Optimum Range, refers to the distance on the
  tabletop at which the average soldier of a given Troop
  Quality is likely to cause a wounding hit. It is a measure of
  the firer’s ability to shoot well, rather than a gauge of the
  weapon’s innate accuracy.
  Optimum Range is directly linked to a firing unit’s Troop
  Quality: The higher the unit’s Troop Quality, the greater its
  Optimum Range.
  There is no “maximum range” for most weapons. If a
  target is in LOS, it is generally considered to be “in range.”
  Exceptions are noted in the rules.
  TO MO R R O W ’ S  W A R
  [ 6 0 ]
  B O DY  A R MOR D IC E
  Light Body Armor: +1 Defense Die
  Heavy/Hard Body Armor: +2 Defense Dice
  Heavy Powered Armor: +3 Defense Dice
  +1 die for each TL higher than the attacker’s
  weapons (See Tech Levels)
  Troops in Hard Armor (photo & miniatures:
  Pig Iron)
  OPTIMUM R ANGE AND
  TR OOP QUALITY
  D12 Troop Quality Units have an Optimum
  Range of 12”
  D10 Troop Quality Units have an Optimum
  Range of 10”
  D8 Troop Quality Units have an Optimum Range
  of 8”
  D6 Troop Quality Units have an Optimum Range
  of 6”
  Support Weapons and units with enhanced fire
  control (usually powered armored troops) have
  twice the usual Optimum Range for their Troop
  Quality. 
  Vehicle mounted and emplaced Support
  Weapons always treat their attacks as being
  within Optimum Range, regardless of the
  distance fired.
  
  A unit only receives one Optimum Range die per round
  of fire.
  A unit can only claim an Optimum Range die if all
  weapons used in the attack are within Optimum Range.
  Example 1: A Trained fireteam of four soldiers, two
  armed with rifles and one each with a grenade launcher
  and a SAW, are firing at an enemy unit 7” away. Since the
  enemy unit is within Optimum Range of all the fireteam’s
  weapons (8” for the rifles, 16” for the grenade launcher and
  SAW), the fireteam receives a bonus Firepower die.
  Example 2: The same fireteam described above is firing
  at an enemy unit that is 14” away. If the entire unit fires at
  the distant enemy, the Fireteam does not receive the
  Optimum Range bonus (14” is beyond the rifles’ Optimum
  Range). If the fireteam decides to split their fire, firing the
  SAW and grenade launcher at the enemy unit 14” away,
  that portion of their fire would receive the Optimum Range
  bonus die.
  Infantry Support Weapon
  Dice 
  Infantry Support Weapons are more powerful than
  ordinary small arms. They are generally used against other
  infantry, but some infantry support weapons also have
  anti-armor capabilities. In Tomorrow’s War, such weapons
  include SAWs, GPMGs, and grenade launchers, RPGs,
  heavy machineguns, etc. 
  Figures using Support Weapons add dice to their unit’s
  Firepower in excess of the dice received for the figures
  themselves:
  Support Weapons fall into the following general
  categories:
  Light (+1 Firepower Die): Light Support Weapons are man-
  portable and can be operated without assistance – although
  an assistant gunner may be on hand to spot or pass
  ammunition, his services are not required to operate the
  weapon effectively. Light Support Weapons generally use
  standard small arms ammunition, but have a greater range
  or rate of fire than their smaller brethren. 
  Examples of Light Support Weapons include: SAWs, Rifle
  Grenade Launcher, Grenade Launcher, Light Mortar, and
  light Energy Support Weapons (ESWs)
  Medium (+2 Firepower Dice): Medium Support Weapons
  usually require a crew of at least two for transport and
  effective operation. They are often vehicle mounted or
  emplaced. Other Medium Support Weapons, such as
  RPGs and other shoulder launched missiles, are easily
  portable but cause increased damage due to their
  explosive power.
  Medium Support Weapons tend to be a bit unwieldy due
  to their weight and size. As a result, any unit that moves in
  a turn receives one bonus Firepower die rather than two
  (i.e., an RPG team with a normal Firepower of 5D would
  have a Firepower of 4D during any turn in which it moved). 
  Examples of Medium Support Weapons include: GPMGs,
  AGLs, medium mortars, standard RPGs, and medium ESWs
  Heavy (+3 Firepower Dice): Heavy Support Weapons
  are rarely man-portable and are usually vehicle mounted
  or emplaced. However, some of the more powerful
  man-portable missile systems are also classified as
  Heavy Support Weapons due to their devastating
  explosive power.
  IN F AN TR Y  C O M BA T
  [ 6 1 ]
  INFANTR Y  SUPPOR T
  W EAPON DICE
  Light Support Weapons: +1 Die
  Medium Support Weapons: +2 Dice
  Heavy Support Weapons: +3 Dice
  A typical NSF revolutionary militiaman
  at the battle of Novolgograd (photo
  & miniature: Pig Iron)
  
  Heavy Support weapons are generally large, weighty
  chunks of ordnance, making moving and firing them in a
  short period of time difficult. As a result, any Heavy
  Weapon that make a Tactical Move during a turn suffers
  a two dice penalty to its Firepower (i.e., a HMG team that
  normally had a Firepower of 8D would be reduced to a
  Firepower of 6D if it moved during a turn). Heavy support
  Weapons whose crew makes a Rapid Move may not fire
  at all.
  Heavy Support Weapons include: HMGs, Heavy Mortars,
  AT missiles, AT RPG, and Heavy ESWs
  Example: A corporate mercenary fireteam of four
  figures is about to fire on a unit of Martian Rebels. The
  mercenary team has a basic Firepower of 4 (one die for
  each figure in the unit). One of the figures is armed with a
  SAW, a Light Support Weapon that adds a bonus die,
  raising the fireteam’s Firepower to 5. Since the mercs have
  a Troop Quality of D8, they’ll throw 5D8 for their Firepower
  roll (if they were in optimum range of their target, they’d
  throw 6D8).
  Support Weapon Annotation 
  The “stats” for a support weapon are abbreviated in unit
  organization or vehicle write-ups. The “stat-line” for a
  support weapon indicates the weapon’s Tech Level, type,
  class, and the number of anti-personnel (AP) Firepower
  dice it adds to a unit (or throws, in the case of a vehicle).
  If the weapon has anti-tank capabilities, its AT factor is
  listed along with its AT gun class.
  As an example, a light support weapon, such as a SAW,
  would have a stat-line like this: TL2 ABW, Lt. AP:1 (Tech
  Level 2 Advanced Ballistic Weapon, Light support, +1 die
  to anti-personnel Firepower).
  An anti-tank laser cannon might look like this: TL2 LWS,
  Hvy. AP:3/AT:2(M) (Tech Level 2, Laser Weapon System,
  Heavy support, +3 dice to anti-personnel Firepower,
  AT factor of 2, classed as a Medium (M) gun).
  Weapon types are abbreviated as follows:
  TST: Traditional Slug Thrower
  ABW: Advanced Ballistic Weapon
  LWS: Laser Weapon System
  GWS: Gauss Weapon System
  EWS: Energy Weapon System
  Diminishing Firepower 
  The more frantic a unit’s movement and fire becomes, the
  less effective it is. To represent this a unit’s Firepower
  decreases as its activity increases. 
  The first time a unit fires per turn, it uses its full
  Firepower. After that, a unit loses one die of Firepower:
  ¤
  Each time it fires as part of an Activation, Defensive
  Action, Reaction, or on Overwatch.
  ¤
  Each time it moves as part of a Defensive Action,
  Reaction, or Morale test failure.
  When a unit’s Firepower is reduced to zero, it may no
  longer fire during that turn.
  The Firepower Cap 
  No infantry unit may have a total Firepower greater than
  10 dice. 
  This rule reflects the fact that there are limits to even
  the most highly trained unit’s fire discipline.
  Note that all negative penalties are applied to the 10D
  cap, regardless of the number of figures in the unit.
  Vehicular weapons, bombs, and certain game effects
  are exempt from the 10D cap.
  TO MO R R O W ’ S  W A R
  [ 6 2 ]
  FIR EPOW ER
  Firepower: Number of Figures + Special Weapon
  Dice = Number of Troop Quality Dice in
  Firepower
  +1 die if in Optimum Range
  +1 die if target Unit is Exposed 
  +1 if unit has Abundant Supplies
  +1 die for each TL higher than target (See
  Tech Levels)
  -1 die if unit made a Rapid Move this turn
  -1 die for each Reaction/Defensive
  Action/Overwatch fire after the first in a turn
  -1 die for each move as part of a Defensive
  Action, Reaction, or Morale test failure.
  -1 die in defensive fire vs. Close Assault
  -1 die if unit is Poorly Supplied
  -2 dice firing at/from an NOE (Nap of Earth) target
  Infantry Firepower may never exceed 10D. All
  negative penalties are applied to the 10D cap,
  regardless of the number of figures in the unit 
  
  Example: A mob of DPRG militiamen, some armed with
  SAWs and RPGs are firing at a Foreign Legion unit
  sheltering in a boulder strewn ravine. The militiamen’s total
  Firepower is nearly 20D, but it is reduced to 10D due to the
  Firepower Cap. The militiamen are Poorly Supplied, earning
  them -1 die penalty to their Firepower, reducing it to 9D for
  this attack.
  Splitting Fire 
  Units normally find that it is tactically advantageous to
  group their fire, but there may be situations in which a unit
  would benefit from splitting its fire between multiple
  targets in the same activation. 
  Note that a unit that fires on infantry with its small arms
  while using Support Weapons to engage a vehicle is not
  considered to be splitting its fire.
  To split fire, the player must announce what targets a
  unit is going to engage and how many Firepower Dice will
  be devoted to each target. A Support Weapon’s dice must
  be allocated to one target and may not be split among
  multiple targets (i.e., a Medium MG with two dice could not
  split them between two targets).
  The number of targets a unit can service is limited by its
  Troop Quality. 
  Example: A Brazilian Guard unit taking cover in a traffic
  circle is being engaged from two sides by US Marines. The
  Brazilians are trained D8 troops, so they can split their fire
  between two targets. They have a Firepower of 6 (4 figures
  plus 2 dice for two Light Support weapons – a SAW and
  RGL). The Brazilian player decides to split his fire exactly in
  half, with one rifleman and the SAW gunner engaging one
  group of Marines and the other rifleman and RGL engaging
  the other. The Brazilians will engage each unit with a
  Firepower of 3.
  Making the Attack Roll 
  To determine the outcome of an attack during a firefight,
  the attacker rolls his adjusted Firepower versus the
  defending unit’s adjusted Defense. 
  The attacker rolls a number of dice equal to his adjusted
  Firepower and discards any dice with a score of less than 4. 
  The defender rolls a number of dice equal to his adjusted
  Defense and discards any dice with a score of less than 4. 
  The defender matches his Defense dice to the attacker’s
  Firepower dice, attempting to match each of the attacker’s
  dice with an equal or higher die roll. The defender may
  arrange his successful dice against the attacker’s successful
  dice as he sees fit. 
  Any of the attacker’s dice with a score of 4 or greater
  that cannot be equaled or exceeded by a Defense Die
  indicates a casualty.
  Example: A fireteam of 5 D10 Troop Quality veteran
  Marines (3 with rifles, one with a SAW, and one with a Rifle
  GL) make a ranged fire attack on a unit of 4 Martian rebels
  crouched behind a low mud wall. The Rebels are within the
  Marines’ Optimum Range. 
  The Marine player’s Firepower is 7 (one for each figure in
  the fireteam), +1 die each for the SAW and Rifle GL, which
  are Light Support Weapons). The rebels are in Optimum
  Range for all the unit’s weapons, so it receives another
  bonus die. The Marines’ final Firepower total is 8D10. 
  IN F AN TR Y  C O M BA T
  [ 6 3 ]
  TA RG E TS  E N G A G ED  B Y
  Q U A L ITY
  D6 Troop Quality: May only engage ONE target
  D8 Troop Quality: May engage TWO targets
  D10 Troop Quality: May engage THREE targets
  D12 Troop Quality: May engage FOUR targets
  DPRG Guards check traffic for RA
  insurgents along the Great Progress
  Highway prior to hostilities in the 2nd
  Glory War (photo: Shawn Carpenter,
  miniatures: GZG & Combat Wombat)
  
  The rebel’s basic Defense is 4 dice, one for each
  member of the unit, which is less than the Marines’ 8D
  Firepower. Since a unit’s basic Defense is equal to the lesser
  of the number of figures in the unit or the Firepower of the
  attack directed against it, the Rebels have an unmodified
  Defense of 4D. Any Cover dice are added to this, so the
  rebels receive +1 Defense die for being In Cover and
  another +1 die for the Solid Cover provided by the wall.
  This brings their Defense total to 6D8 (these rebels have a
  Troop Quality D8). 
  The Marine player rolls his Firepower of 8D10, noting each
  individual roll: 10, 9, 7, 5, and 4 (he also rolled a 3 and two 1s,
  but since those are not a 4 or higher, they are discarded).
  The rebel player rolls 6D8 for Defense and notes the result
  of each die: 8, 5, 4, 4, 3, and 2. The 3 and 2 are discarded.
  The dice are laid out and the rebel player matches his
  Defense dice against the Marines’ Firepower dice as best
  he can, trying to equal or exceed as many of the attacker’s
  scores as possible. 
  He arranges the dice as shown (underlined numbers are
  the Firepower dice):
  10-X, 9-4, 7-8, 5-5, 4-4
  Since the rebel player had no die rolls that could equal or
  exceed the attacker’s 10 and 9 rolls, he leaves the 10
  unanswered and sacrifices one of his 4s against the 9. This
  allows him to put his 8, 5 and remaining 4 against the
  Marines’ 7, 5 and 4, negating them. End result – the
  defender takes two casualties, leaving two rebels cowering
  behind the bullet-pocked mud wall!
  CASUALTIES AND CASUALTY
  EVACUATION 
  Tomorrow’s War takes an abstract approach to casualties
  and casualty evacuation. It is our goal to reflect the effect
  of casualties on combat units without resorting to unwieldy
  book-keeping to keep track of who is wounded and how
  badly. The following rules are an abstraction designed to
  facilitate speedy, book-keeping free play and simulate the
  resource straining and psychologically painful impact of
  casualties on the units to which they belong.
  When casualties are taken during a firefight or close
  assault, a First Aid Check is made at the beginning of the
  next turn to determine the nature of their injuries, if any. 
  Who Got Hit? 
  When a unit takes casualties, it can occasionally be
  important to determine who the casualty is. As in most
  things, its importance varies depending on whether it is a
  Regular or Irregular unit that has taken the hits. 
  For the most part, it doesn’t matter what figure in a unit
  of regular soldiers was hit. If the Fireteam Leader was hit,
  one of the other Fireteam members will take over. If a Special
  Weapon gunner was hit, everyone in the fireteam is
  cross-trained on the weapon, so someone else will pick it up.
  If a unit contains specialist troops (such as a Medic or Tech)
  or robots, however, who was hit becomes more important. If
  a unit containing such figures sustains casualties, roll a die
  for each casualty to determine who got hit. 
  For example, a unit containing a fireteam leader, a
  grenadier, a robot and two riflemen is fired on and takes
  two casualties. There are five figures in the unit, so players
  could either assign each figure in the unit a number from
  1 to 5 and roll a D6 (re-rolling results of 6) or they could
  roll a D10 and divide the resulting number in half for an
  actual roll of 1 to 5.
  Let’s assume the players decide to go the D10 route.
  They agree to number the figures in the unit thusly: 1:
  Leader, 2: grenadier, 3: robot, 4 & 5: riflemen. They roll
  2D10, one for each casualty. The first D10 roll is a 4, which
  divided by 2 results in a 2, indicating the grenadier was hit.
  The second D10 is 7, which divided by 2 (rounding up), is
  a 4 – a rifleman is hit.
  Irregulars aren’t as flexible in their command structure
  as regular soldiers, nor are they as well trained. So, it’s
  important to see who went down when an Irregular unit
  takes casualties. Always dice to see if an irregular unit’s
  casualties include its Leader or Special Weapon gunners.
  If an irregular Leader or Special Weapon Gunner is hit,
  the following effects apply:
  Irregular Leader is a Casualty: If an irregular unit loses
  a leader, it remains leaderless until joined by a new leader.
  Irregular Special Weapon Gunner is a Casualty: If an
  irregular unit’s Special Weapon Gunner is hit, the unit must
  make a Quality Check to see if anyone else is able to use
  the weapon. If the Check succeeds, another irregular can
  use it. If the check fails, either nobody else in the unit
  knows how to use the weapon or the weapon has been
  damaged and is no longer usable.
  TO MO R R O W ’ S  W A R
  [ 6 4 ]
  
  More Casualties Than Figures 
  A unit may receive more casualties than it has figures. If so,
  any excess hits are ignored. 
  Example: A unit of 4 French Foreign Legionnaires is
  caught in an artillery barrage that causes six hits against
  them. Since there are only 4 figures in the unit, the excess
  2 hits are ignored. 
  First Aid Checks 
  When a unit takes casualties, it must make a First Aid
  Check at the beginning of the following turn to determine
  the severity of their injuries and provide immediate aid. 
  In most cases, at least one “healthy” figure must be
  present to make the First Aid Check (see Advanced First
  Aid). If no healthy figure is present, a First Aid Check may
  not be made until assistance from able-bodied troops or
  robotic medics arrives. In such cases, the wounded figures
  are left tipped on their side where they were wounded.
  Such units are considered “wiped out.”
  Units with “self-aid” capabilities, such as nanites,
  regeneration, or “medic” functions built into their armor
  may ignore this restriction, as can Grid enabled units (as
  long as their Grid is actually operational).
  A friendly unit may provide First Aid for a wiped out unit
  by moving into cohesion with it. A First Aid Check may be
  made for all casualty figures in both units at the beginning
  of the following turn.
  A wiped out unit may be captured by an enemy unit that
  moves into cohesion with them. Once a unit takes custody
  of enemy wounded it is subject to the Dependents Penalty.
  A unit with POWs can remove the Dependents Penalty by
  moving to one of its own CASEVAC areas or a friendly
  table edge, if either exists in the scenario being played.
  To determine the seriousness of a casualty’s injuries,
  roll 1D6 for each figure hit by enemy fire and consult the
  appropriate First Aid Table:
  Apart from figures with Light Wounds, a unit’s
  casualties are not considered when determining the unit’s
  basic Firepower or Defense. Seriously wounded figures are
  too preoccupied with their immediate survival to contribute
  meaningfully to their unit’s offensive or defensive
  capabilities. In a similar vein, seriously wounded troops do
  IN F AN TR Y  C O M BA T
  [ 6 5 ]
  [DESIGNER’S NOTE]
  WHY CAN’T MY WIPED OUT UNIT DO ITS OWN FIRST AID CHECK?
  Since we don’t know if our casualties are casualties
  at all yet, why can’t a wiped out unit just make its
  own First Aid Check? One or more of the downed
  figures may be okay or only have a light wound!
  Our intent in this rule is to represent the shock and
  trauma induced in members of a unit that has been
  struck by overwhelmingly effective fire and the
  challenges casualties pose to combat leadership.
  Think of a wiped out unit as suffering from a
  “Super Pin” that can only be lifted by the presence
  of a friendly unit. 
  This condition encourages the stricken unit’s
  comrades to come to its aid, which not only reflects
  the natural instinct (and training) of real combat
  units, but also the inherent fog of war that hinders
  platoon and company commanders: They’ve lost
  contact with a unit but they don’t know how badly
  the unit has been mauled and now they must choose
  between taking assets out of the fight or potentially
  leaving men to succumb to their wounds. 
  Infantry commanders face this decision in battle
  and their choices and resulting tactical adjustments
  are often key to their success on the battlefield.
  You’re free to ignore this restriction, of course,
  if both players agree to do so, but you will be
  eliminating one of the key decision points faced
  by today’s combat leadership: How to deal with
  casualties humanely while keeping a mission on track.
  
  not contribute Morale dice when their unit is forced to take
  a Morale Check.
  If a casualty is found to be Dead, a Troop Quality Check
  must be made to determine the unit’s reaction to the loss
  of their comrade. If the unit passes the TQ Check, it suffers
  no penalty. If not, it may only React to fire for the duration
  of the turn, but may act normally next turn.
  If a casualty is found to have a Serious Wound, its unit
  may only React for the rest of the turn. The unit suffers from
  the Casualties penalty until the wounded figure is escorted
  off the table or to an on-table casualty evacuation center by
  a healthy team-mate, medic, stretcher team, or ambulance.
  If a casualty is found to have a Light Wound, it remains
  with its unit and may even contribute to the unit’s
  Firepower. The unit suffers from the Casualty penalty,
  however. A figure with a light wound may move off the
  edge of the table, or make its way to a CASEVAC point
  (thus removing the Casualty penalty from the unit), or the
  unit may elect to keep the lightly wounded figure to benefit
  from the Firepower die it contributes. Casualties with Light
  Wounds can also escort those with Serious Wounds off
  table or to a CASEVAC point.
  If the casualty just had the wind knocked out of him, he
  pops back up with his buddies’ care and the unit may finish
  the turn without a penalty of any sort.
  Rear Areas or CASEVAC Areas at which casualties may
  be turned over are defined by the scenario or a pertinent
  Fog of War or Asset Card.
  Example 1: A mercenary fireteam is fired on by bandits.
  The attack causes two casualties. The mercs pass their
  Morale Check and return fire, pinning their attackers. At the
  beginning of the following turn, the merc fireteam makes a
  First Aid Check for each of their fallen buddies. One D6 is
  rolled for each downed soldier. A 1 and a 6 are rolled.
  The roll of 1 indicates that the figure is dead. The merc
  fireteam must pass a Quality Check or it can do nothing but
  react for the duration of the turn. In this instance, the mercs’
  check is successful, so the unit may act normally in this turn.
  The roll of 6 indicates that the figure was only winded or
  stunned and returns to the fight immediately.
  Example 2: A Marine fireteam is caught in the blast of
  an IED planted by the Martian resistance and one of their
  number is injured. On the following turn, a D6 is rolled on
  the First Aid Table . A 3 is rolled.
  The 3 indicates that the downed man has received a
  Serious Wound. Since his unit is busy giving him life-saving
  aid, they may only react this turn. The unit will suffer the
  Casualty penalty until the wounded man is escorted to a
  rear area or a CASEVAC area designated by the scenario
  or a Fog of War/Asset Card.
  Example 3: A squad of DPRG regulars is struck by FFL
  sniper fire. One of their men drops to the ground, bleeding.
  On the following turn, a D6 is rolled on the First Aid Table.
  A 4 is rolled.
  The 4 indicates that the fallen man has received a Light
  Wound. His squad may take its turn normally and he may
  continue to fight alongside them, adding to their Firepower
  like any other figure. The unit will suffer the Casualty
  penalty until the wounded man is escorted to a rear area
  or a CASEVAC area designated by the scenario or a Fog of
  War/Asset Card.
  Advanced First Aid 
  Units with access to Advanced First Aid follow the same
  rules above, but use the Advanced First Aid Table.
  Advanced First Aid may take the form of a medic, robotic
  TO MO R R O W ’ S  W A R
  [ 6 6 ]
  S TA N DA R D  F IRS T  A ID
  TA B L E
  Roll a D6:
  1: Dead. Unit may act as normal if it passes a TQ
  Check. If not, it may only React to fire this turn,
  but may act normally next turn.
  2–3: Serious wound. Unit suffers Casualty
  penalty. Unit may only react to fire this turn.
  Injured man may not participate in combat and
  does not count towards the unit’s Firepower.
  The injured man may be escorted to the rear
  or to a medic.
  4–5: Light wound, walking wounded. Unit may
  take turn as normal. Lightly wounded figures
  may remain with the unit and fight, but the unit
  suffers from the Casualty penalty. The figure
  may also make its own way to the rear or to a
  CASEVAC area.
  6: OK, gets back up! Unit may take turn as normal. 
  
  medic, first aid gear built into most powered armor, healing
  nanites, or even a more than human resistance to trauma
  resulting from cybernetic enhancement or an alien race’s
  inherent toughness. 
  Members of Special Forces units all receive advanced life-
  saving training, so all Special Forces figures count as Medics.
  Units with automatic casualty care capabilities (units with
  medic-assist powered armor, healing nanites, self-repairing
  cybernetic systems, cellular regeneration, etc.) do not
  require the presence of a healthy figure to tend to them in
  order to make a First Aid Check.
  The Casualty Penalty 
  If a unit has casualties that have not been escorted to the
  rear (usually the owning force’s home table edge) by one of
  the unit’s healthy members or handed over to CASEVAC area,
  the unit must make a Quality Check each time it attempts to
  move faster than Tactical. This reflects the fact that the men
  in the unit are a little less eager to stick their noses into a
  hornet’s nest after seeing what happened to their buddy or
  that their casualties are not always able to move as swiftly as
  they’d like. 
  Calling for a medic 
  Units who are making a First Aid Check for casualties at
  the start of a turn may call for a medic to treat them if a
  medic figure is within Rapid Movement distance. The medic
  is immediately moved to the unit with casualties (even if
  the medic has already moved during the turn) and a First
  Aid Check is taken as usual.
  Units with medics attached automatically benefit from
  his presence.
  A medic may only treat the wounded of ONE unit per turn.
  Casualty Evacuation
  (CASEVAC) 
  If a force has CASEVAC assets available (VTOLs,
  ambulances, an on-table aid station, etc.), then a unit may
  lose its Casualties (and the associated penalties) by moving
  into contact with the CASEVAC asset. Wounded are
  assumed to be handed over for treatment, freeing the unit
  up to move without transporting their casualties.
  Units can also detach healthy figures or casualties with
  Light Wounds to escort seriously wounded figures to the
  rear or to a CASEVAC location. One healthy figure must be
  detached for each serious casualty. The figures must move
  to their home edge of the table or a scenario identified
  CASEVAC area and then move back to its unit.
  Walking wounded (Light Wound on the First Aid Table)
  can be removed immediately and are assumed to have
  made their way to safety on their own. Lightly wounded
  figures may also elect to stay with their unit, trading an
  extra die of firepower for the Casualty Penalty.
  Some scenarios will also indicate rear areas or casualty
  collection points on the table at which units may relieve
  themselves of their casualties and lose the Casualty
  penalty. In scenarios permitting CASEVAC choppers to pick
  up casualties, the CASEVAC aircraft must be requested by
  a TAC (or unit leader) in the same manner as an airstrike.
  See Resolving an Air Strike, pg. 125.
  Abandoning Casualties 
  Units may, as a last resort, abandon their casualties. This
  action goes against the strong bond formed between
  men-at-arms and seriously shakes a unit’s confidence. 
  A unit that abandons casualties is no longer subject to
  the Casualty penalty, but it suffers severe consequences
  IN F AN TR Y  C O M BA T
  [ 6 7 ]
  A DV A N CE D FIRS T  A ID
  T A B L E
  1: Dead. Unit may act as normal if it passes a TQ
  Check. If not, it may only React to fire this turn,
  but may act normally next turn.
  2: Serious wound. Unit suffers Casualty penalty.
  Unit may only react to fire this turn. Injured man
  may not participate in combat and does not
  count towards the unit’s Firepower. The injured
  man may be escorted to the rear or to a medic.
  3–4: Light wound, walking wounded. Unit may
  take turn as normal. Lightly wounded figures
  may remain with the unit and fight, but the unit
  suffers from the Casualty penalty. The figure
  may also make its own way to the rear or to a
  CASEVAC area.
  5–6: OK, gets back up! Unit may take turn
  as normal. 
  
  that may outweigh this short-term gain: The unit’s Troop
  Quality and Morale are both reduced by one die type.
  If this reduction takes either value below D6, the unit is no
  longer combat effective and is removed from play.
  Abandoned casualties may fall into enemy hands at
  the end of the scenario. Roll 1D6 for each abandoned
  casualty. On a roll of 4+, the casualty becomes a POW
  (omit this roll if you are playing a campaign game – the
  campaign rules cover the chances of abandoned
  casualties being captured).
  DEPENDENTS 
  Combat units often find themselves responsible for the well-
  being of those who can’t (or won’t) take care of themselves,
  be they captured POWs, or civilian functionaries who require
  squiring about the battlespace. Casualties and non-casualties
  who depend upon a unit’s protection to survive have an
  effect on their host unit’s combat capabilities and behavior,
  as described below.
  Dependents 
  Units that are escorting POWs, VIPs, or other non-
  combatants are considered to have Dependents. The
  special rules for some scenarios may dictate other
  circumstances under which a unit may acquire or dispose
  of Dependents. 
  Dependents are non-combatants that have become
  attached to a unit through one means or another.
  Dependents have the unfortunate effect of degrading a
  unit’s combat effectiveness and mobility.
  The Dependent Penalty 
  Units with Dependents lose one die of Firepower and may
  not use Rapid Movement.
  Figures representing the Dependents should be added
  to the unit escorting them. This allows the figures to be
  captured (or re-captured} by the opposition.
  Disposing of Dependents 
  Scenarios will indicate how and where units may drop off
  dependents without penalty.
  Units may release any POWs in their custody at any
  time without adverse effect (other than any victory points
  they might lose).
  Abandoning dependents that require their protection
  (such as rescued hostages, fleeing civilians, etc.) has the
  same effect as abandoning casualties.
  FIRE AT UNITS WITH
  DEPENDENTS & CASUALTIES 
  If a unit with Dependents or Casualties is fired upon, it
  makes its Defense roll as normal. Note that only combat
  effective figures contribute a defense die – in other words,
  Casualties and Dependents do not add dice to the unit’s
  Defense. However, if the unit rolls more failures (scores of
  3 or less on their Defense dice) than successes and it is
  determined that they have suffered casualties, then one (1)
  of the casualties must be counted against a Dependent or
  pre-existing Casualty.
  Casualties are only subject to the most serious injury
  result they’ve received thus far. A casualty that was
  determined to have Serious Wounds in earlier play would
  not suffer any additional effects if they received an
  additional Light or Serious Wound later in the game. If the
  unit received a KIA result, however, it would be KIA.
  Example: A Marine fireteam is escorting two wounded
  contractors to safety when it is fired upon by Martian
  rebels. The Marine player rolls 4D8 for Defense and scores
  a 1, 2, 3, and 4. The rebel player rolls 4D6 for Firepower
  and scores a 2, 3, 5, and 6.
  The Marine player allocates his Defense dice and
  determines that the unit will suffer 2 casualties. Since more
  than half of the Marine players Defense dice were failure
  rolls (with scores less than 4), one (and only one) of those
  two casualties must be a Dependent. One of the contractors
  is hit and a First Aid Check must be made to determine
  his fate.
  SPECIAL FIRE COMBAT RULES 
  Suppression Fire 
  There are times when a unit is more interested in pinning
  an opposing unit down than in causing casualties.
  Suppression fire is intended to do just that and involves a
  massive barrage of fire which (hopefully) will keep the
  enemy’s head down and stick him in place. 
  A player must announce in advance that a unit is laying
  down Suppression Fire during its activation. The unit
  throws 2 less firepower dice than normal, but may
  TO MO R R O W ’ S  W A R
  [ 6 8 ]
  
  IN F AN TR Y  C O M BA T
  [B o o t s o n  t h e G rou nd ]
  [ 6 9 ]
  
  Suppress its target unit even if no casualties are caused.
  The firing player’s Suppression roll must include at least
  one die roll of 4+ to succeed, however. 
  Weapon Teams or units equipped with LMGs (not
  SAWS), GPMGs, MMGs, HMGs, or AGLs do not suffer the
  -2 Firepower penalty and are always considered to be using
  Suppression Fire.
  Suppression effects are determined by the target unit’s
  Confidence Level. 
  Suppressed units suffer from the same effects as
  Pinned units, but multiple Suppressions will not force a unit
  to Pull Back. 
  Any casualties resulting from Suppression Fire are
  resolved normally. Morale checks resulting from casualties
  are also resolved normally and take precedence over any
  Suppression results.
  A unit remains suppressed until the turn’s end.
  Overwatch 
  Overwatch is a term used to describe the common
  battlefield tactic of one unit covering for another. It is
  most often employed by troops using “bounding over
  watch” to move to contact with the enemy – one unit
  “bounds” forward while another covers its advance
  with their guns. When the bounding unit reaches cover,
  it goes on overwatch while the unit that covered it
  moves forward. 
  Only units with a Troop Quality of Trained (D8) or higher
  may use Overwatch. Irregular units may not use Overwatch
  under any circumstances. They lack the training and
  discipline to utilize this tactic. 
  Only the force with initiative may use Overwatch.
  The player with initiative must declare which units in his
  force are going on Overwatch before any of his units are
  activated. Going on Overwatch is not an interruptible
  action.
  Overwatch units may attempt to interrupt the Reactions
  of any hostile unit in their LOS. Overwatch units receive a
  +1 to their Reaction test die roll.
  Non-initiative units may not React to Overwatch fire.
  Overwatch units lose one die of Firepower for each
  Overwatch fire after the first. They may continue to
  interrupt until they run out of dice or fail an Overwatch
  Reaction test.
  When Overwatch units wish to interrupt a Reaction, a
  Reaction Test is made. Note: The Overwatch Reaction test
  and successful Overwatch fire take place before the unit
  the Overwatch unit is defending makes its Reaction Test. 
  If the Overwatch unit passes the Reaction Test, it may
  perform a Firepower attack against the unit it is interrupting.
  This attack is resolved before the enemy unit may perform
  its Reaction. The Reacting unit can choose to return fire,
  but the Overwatch unit fires first, followed by return fire
  from any survivors in the target unit. If the target unit is not
  wiped out, Pinned, or Shaken, it may complete its Reaction.
  Diminishing Firepower applies.
  If the Overwatch unit fails the Reaction Test, the target
  unit completes its Reaction before the Firepower attack
  from the Overwatch unit is resolved. The Overwatch unit
  will fire last, assuming the target unit still exists or has not
  moved out of the Overwatch unit’s line of sight. 
  An Overwatch unit that fails its Reaction test is taken off
  Overwatch after any fire between it and its target unit has
  been resolved. For the remainder of the turn, a unit that
  has “fallen off” Overwatch may only engage in a round of
  fire with units that fire at it.
  Example 1: The US Marine player with initiative
  activates a fireteam atop of a building with a good view
  of the table and announces that this unit is going on
  Overwatch. He then activates a second fireteam and
  announces that it is going to exit the building it is currently
  TO MO R R O W ’ S  W A R
  [ 7 0 ]
  S U P P RE S S ION  FIRE
  RE S U L TS 
  Low Confidence Units: Make Morale Check with
  a -1 die shift to their Morale. Failure indicates
  unit is Suppressed
  Confident Units: Make Morale Check if
  Suppression attempt has a modified Firepower
  of 3+. Failure indicates unit is Suppressed 
  High Confidence Units: Cannot be Suppressed 
  All infantry units engaged by Intimidating
  Weapons must make a Morale Check to
  avoid becoming Suppressed.
  
  in, move down the street, get in cover behind some wrecked
  cars, and fire at a Martian unit in a ditch across the street
  from that position. 
  The non-initiative player announces that his unit is
  going to React to the moving unit and fire at it as it moves
  out of cover in the building and runs down the street.
  The initiative player announces that his USMC fireteam
  on Overwatch will attempt to interrupt the Martian rebel
  unit’s Reaction. A Reaction Test is made. The USMC fireteam
  wins the test and a Firepower attack is immediately resolved
  between it and the non-initiative rebel unit. The Overwatch
  fireteam fires first, causing casualties and a Morale Check
  that leaves the rebel unit Pinned and unable to complete its
  Reaction. The second USMC fireteam finishes its activation
  unmolested. The non-initiative unit may now return fire at
  the Overwatch fireteam.
  Example 2: Later in the same turn, the USMC player
  activates another unit, an IFV, and announces that it is
  going to move around the corner of a building and fire its
  chain gun at a building full of enemy soldiers. 
  The non-initiative player announces that he’s going
  to have a mixed unit of rebel soldiers in the building
  React and fire their AT RPGs at the IFV as it as it rounds
  the corner.
  The initiative player announces that the same USMC
  Overwatch fireteam from Example 1 is going to interrupt
  the rebel unit. A Reaction Test is made. The Overwatch
  team fails the Reaction test. The rebels will be able to fire
  their AT RPGs at the IFV before the Overwatch team can
  do anything about it. Additionally, since the Overwatch
  unit failed its Overwatch Reaction test it is no longer
  on Overwatch.
  Now a Reaction Test is made between the IFV and the
  rebel unit to see which of them fires first. The IFV loses the
  Reaction Test and the AT RPGs fire before it can react. The
  RPGs damage the IFV’s chain gun mount, reducing the
  vehicle’s Firepower by 50%.
  The IFV now fires at the rebel unit and succeeds in
  causing a casualty despite the vehicle’s reduced Firepower.
  The rebels pass their Morale Check and stand firm.
  Now the round of fire between the rebel unit and
  the Overwatch fireteam is resolved. Since this is the
  Overwatch fireteam’s second Overwatch fire, it loses one
  die of firepower in this attack. Nonetheless, the Overwatch
  fireteam’s fire produces another casualty among the
  rebels. This time the rebel unit fails its Morale Check and
  becomes Pinned. Its return fire at the Overwatch fireteam
  causes no casualties.
  As stated previously, the Overwatch unit falls off
  Overwatch because it failed its Reaction Test. For the rest
  of this turn it may react to fire directed at it just as any
  other unit would, but it can no longer engage in Overwatch
  fire or claim any Overwatch bonus.
  Ambush 
  Hidden units can spring an Ambush on enemy units within
  a distance equal to twice their unmodified Troop Quality.
  When an enemy unit approaches an ambushing unit or
  units, it must make a Spotting Check when it comes within
  unmodified Optimum Range for their Troop Quality (6” for
  TQ D6 troops, 8” for TQ D8, 10” for TQ D10, 12” for TQ
  D12) of the ambushing unit(s). Use the rules described in
  Spotting Stealthy Units, pg. 81. 
  If the ambushing unit is spotted, make a normal Reaction
  test to determine which acts first. If the ambushing unit is
  not spotted, the ambush is resolved normally at a point in
  the enemy unit’s movement designated by the ambushing
  unit – in other words, if the Spotting Check fails, the
  ambushing unit can wait to spring the ambush until the
  enemy unit is as close as possible.
  To successfully spring an ambush, a Hidden unit must
  pass a Troop Quality Check. If they pass the test, no
  Reaction Test is required for the attack – the Ambushing
  unit automatically fires (or moves) first. If the Hidden unit
  fails the test, a Reaction Test is made as usual. 
  Units on Overwatch or sacrificing their activation to
  React may attempt to interrupt an Ambush, but their fire
  IN F AN TR Y  C O M BA T
  [ 7 1 ]
  AMBUSH  R ANGES BY
  TR OOP QUALITY
  TQ D6: 12”
  TQ D8: 16”
  TQ D10: 20”
  TQ D12: 24”
  
  will always occur after the ambush fire, even if the
  ambushing unit failed its ambush Troop Quality Check.
  Example 1: A group of Arden militia lie in ambush for a
  DPRG patrol. At TQ D6, they can ambush any enemy unit
  within 12”. They opt to spring the ambush before the
  DPRG are close enough to detect them. The DPRG have
  an unmodified Optimum Range of 8” (TQ D8), so the
  militiamen must spring the ambush while the DPRG troops
  are more than 8” away. Unfortunately, this means that the
  DPRG will be outside of the militiamen’s Optimum Range
  (6” for TQ D6), but the Arden player is willing to sacrifice a
  die of Firepower for a good chance at going first in a round
  of fire. The Arden player makes a Troop Quality Check and
  rolls a 5: Success! The DPRG fireteam is caught in an
  ambush and must weather the militia fire before taking any
  action themselves!
  Example 2: The same situation as above, but this time
  the militia player opts to let the DPRG approach within 6”
  before springing the ambush, thereby bringing them within
  his unit’s Optimum Range and gaining a die of firepower.
  When the DPRG are within 8” (their unmodified Optimum
  Range), a Spotting Check is made to determine if they
  notice the militia ambush. The DPRG pass the check and
  spot the militia position, spoiling the ambush. A Reaction
  test is made and the firefight is resolved normally. 
  Ambushing units suffer a Negative Die Shift when
  attempting to ambush enemy units with an attached
  Indigenous Scout or designated Pointman. 
  Powered Armor (PA Suits) 
  Powered Armor (PA) transforms a normal trooper into
  something with the size and mobility of an infantryman but
  the firepower and survivability of a light armored vehicle. In
  addition to boosting a trooper’s strength and providing him
  with enhanced protection from enemy fire, PA suits usually
  provide their users with an advanced communications and
  sensor suite. Powered Armor also allows the infantryman to
  function and fight in nearly any environment without any
  real reduction in capabilities.
  Advantages and Attributes of
  Powered Armor 
  As a rule of thumb, PA Suits provide wearers with the
  following general advantages:
  ¤
  PA troops have double the normal Optimum Range
  for their Troop Quality (i.e., TQ D8 PA troopers would
  have an Optimum Range of 16”)
  ¤
  The protection and firepower of PA Suits tends to
  make their users feel invulnerable – PA troopers
  generally have High Confidence
  ¤
  PA troops are Intimidating to non-PA troops
  Typical Attributes associated with Powered Armor troops
  include:
  ¤
  Advanced Sensors
  ¤
  Active Trauma Treatment
  ¤
  Intimidating
  ¤
  Jump Troops (Recon Suits)
  ¤
  Stealth (Recon Suits)
  ¤
  Chameleon Suits (Recon Suits)
  ¤
  Inspiring
  Types of Powered Armor 
  Most PA falls into one the categories described below:
  Early Powered Armor (TL1) 
  Early Powered Armor was somewhat bulky and
  cumbersome. It enhanced its wearer’s carrying capacity
  and provided extensive armor protection, but at the cost of
  mobility. Units in TL1 PA suits receive +3 Armor Dice, but
  may only move at Tactical speed (6”). These early suits do
  not always contain an on-board medical AI.
  Standard Powered Armor (TL2) 
  The Powered Armor used by most PA troops today is a
  great improvement over early Powered Armor. Standard
  Powered Armor grants a +3 armor dice bonus and allows
  its wearer to move normally, like any other infantryman.
  Standard PA includes a robust sensor suite, allows
  communications and tracking through Network command,
  and is normally equipped with an onboard Medical AI and
  “casualty assist” gear.
  Recon Powered Armor (TL2) 
  Recon Powered Armor sacrifices some of its armor in
  exchange for speed and agility. A trooper in Recon
  Powered Armor receives +2 Armor dice but is able to make
  8” Tactical moves and 16” Rapid moves. The Recon PA suit
  has the same built in features as a standard PA suit.
  TO MO R R O W ’ S  W A R
  [ 7 2 ]
  
  Advanced Powered Armor (TL3) 
  Advanced PA suits have improved power capabilities and
  are therefore able to provide all the protection of a
  Standard PA suit and the speed and agility of Recon PA
  suits. Troops in Advanced PA suits receive +3 Armor dice
  and are able to make 8” Tactical moves and 16” Rapid
  moves. Advanced PA suits contain advanced sensor suites,
  On Grid capabilities, an on-board medical AI/casualty
  assist, and often have Chameleon Suit capabilities.
  Exoskeletons 
  Despite miniaturization and the weight reduction provided
  by advanced materials, the combat load carried by
  many soldiers approaches or exceeds their own body
  weight. Soldiers are often left with the unenviable
  choice of sacrificing mobility or leaving gear behind that
  might save their life. An early solution to this problem
  was the exoskeleton.
  Exoskeletons brace the wearer’s skeletal form and take
  up a proportion of the weight carried. They also amplify
  the wearer’s muscular power – the net result is that a basic
  exoskeleton allows a soldier to carry more and feel it less.
  This, of course, led to a further overburdening of troops
  with even more gear. It can be assumed that most TL2 and
  TL3 forces have some sort of light exoskeleton built into
  their body armor – this basic exoskeleton has no effect on
  game play as its effects are balanced out by the load a
  soldier is assumed to be carrying.
  Some forces field lightly equipped units with advanced
  mobility exoskeletons. These exoskeletons are designed to
  increase the mobility of the wearer, allowing them to move
  faster and jump higher with less effort. Troops so equipped
  have a Tactical move of 8” and a Rapid move of 16”.
  Combat Drugs 
  Some Forces make use of Combat Drugs to enhance their
  troops’ performance. Combat Drugs are distinguished from
  “street drugs” that some irregular formations use to bolster
  their courage during combat (see Hopped Up Units) due to
  the fact that they have a very focused purpose and (generally)
  lack any negative or addictive side effects. Units using
  Combat Drugs do occasionally suffer from ill effects, however.
  In game terms, these effects are either scenario related or
  brought about due to an unlucky Fog of War card draw.
  Combat Drugs fall into one of two categories:
  Awareness Enhancement Drugs or Performance Enhancing
  Drugs. A third category, Frenzy Drugs, is not used by most
  forces capable of producing them, but a few irresponsible
  nations will subject troops to their effects.
  Scenarios will identify which units/forces are using
  Combat Drugs, if any. All units using Combat Drugs are
  considered to be under their effects from the beginning of
  the scenario until its end, unless a Fog of War card or
  special scenario rule dictates otherwise.
  Awareness Enhancement Drugs 
  Awareness Enhancement Drugs are usually issued to troops
  who are operating for long periods of time without relief and
  may suffer degraded situational awareness due to fatigue. It
  is also, more rarely, issued to troops who may find themselves
  up against particularly stealthy or fast moving opponents.
  Awareness Enhancement Drugs may not be used in
  conjunction with any other drugs.
  Troops using Awareness Enhancement Drugs receive a
  +1 to all Reaction Check die rolls (i.e., a Reaction Check die
  roll of 3 would be treated as a roll of 4).
  Performance Enhancement Drugs 
  Performance Enhancement Drugs help fine tune the user’s
  motor skills, resulting in more accurate shooting and more
  focused close assault techniques. 
  Units using Performance Enhancement Drugs throw an
  extra die in Fire Combat and Close Assault.
  Performance Enhancement Drugs may not be used in
  conjunction with any other drugs.
  Frenzy Drugs 
  So-called “Frenzy Drugs” are only deployed to troops by
  the most degenerate and irresponsible nation states
  or organizations. These drugs expose their users to
  unnecessary and often fruitless risks and typically carry with
  them a high chance of neuro-motor damage and addiction.
  Troops under the influence of Frenzy Drugs accrue the
  following “advantages:”
  ¤
  +1 to all Reaction Die Rolls (as Awareness
  Enhancement Drugs)
  ¤
  +1 TQ Die Type shift, up to a maximum of D10.
  ¤
  +1 Die in Close Assault
  IN F AN TR Y  C O M BA T
  [ 7 3 ]
  
  Additionally, units using Frenzy Drugs that suffer a Pinned
  result become Frenzied and break cover to charge the
  nearest enemy unit to engage it in Close Assault. It receives
  a full Rapid Move even if it has already moved this turn.
  If the Frenzied unit cannot reach the nearest Enemy unit in
  one Rapid Move, it will continue to move towards it on
  following turns until it either makes contact or is destroyed
  by enemy fire. If the Frenzied unit destroys the unit it
  charges, it will become sated and may move and fire
  normally until the next time it becomes Frenzied.
  Smoke 
  Smoke, anti-laser aerosols, and other obscurants delivered
  in the form of grenades, shells, or vehicular dispensers
  have long been used to mask movement and blunt the
  force of enemy fire. Each type of smoke delivery system
  has its own characteristics, which are described in the
  following sections.
  Smoke from Grenades and Light
  Mortars 
  Smoke and other aerosols delivered by grenades and light
  mortar round are often in greater demand than availability
  can support. Smoke also must be placed properly and
  at the right time to be effective. To reflect this, a unit
  deploying smoke by grenade or light mortar must make a
  Troop Quality Check. If the unit passes the check, smoke
  has been deployed effectively and the unit receives its
  defensive bonus. If the check is failed, the unit didn’t have
  a smoke grenade at hand or were unable to deploy it due
  to wind, a bad throw, etc. 
  A unit may only attempt to lay smoke once per turn
  and, in the case of grenades, it can only be placed within
  the unit’s Optimum Range.
  Mortars deploying smoke must be contacted to request
  fire in the same manner as normal fire mission requests.
  Firing smoke counts as the mortar asset’s fire mission for
  the turn. On-board mortars may lay smoke when activated
  instead of conducting normal fire. 
  Smoke from grenades, grenade launchers, or light
  mortars only provide protection for the unit for whom the
  smoke was deployed (one unit may “pop smoke” for
  another designated unit). This type of smoke only persists
  for the duration of the turn in which it is deployed. 
  Units protected by smoke gain an extra Defense die
  whether they move or not. Smoke reduces visibility for
  friend and foe alike, however, so units protected by smoke
  also lose one die of Firepower.
  Smoke from Heavy Mortars and
  Artillery 
  A fire mission request must be completed successfully to
  deploy smoke from heavy mortars or artillery batteries.
  Firing smoke counts as the mortar or artillery asset’s fire
  mission for the turn.
  Smoke shells create a smoke cloud of the same size as
  a normal salvo for the artillery type used. This cloud
  completely blocks Line of Sight. Heavy Mortar and Light
  Artillery smoke will last two turns. Heavy artillery smoke
  will last three turns.
  Special Weapons 
  Advanced Support Weapons 
  Although traditional magazine-fed slug-throwing or grenade
  lobbing support weapons are still widely used by many
  colonial and Third World forces, most major military
  powers make use of a variety of advanced support
  weapons. While the man behind the gun is still the most
  important factor, some of these advanced support weapons
  do provide tangible advantages over the older types. 
  A comparison of various weapons common to the
  battlefield is found below:
  TO MO R R O W ’ S  W A R
  [ 7 4 ]
  SMOKE
  Grenades, Rifle Grenades: +1D Defense and -1D
  Firepower for one turn 
  Light Mortar: Must be requested. +1D Defense
  and -1D Firepower for one turn for unit
  requesting smoke
  Heavy Mortars, Light Artillery: Must be
  requested. 6” radius screen blocks LOS.
  Persists two turns
  Heavy Artillery: Must be requested. 8” radius
  screen blocks LOS. Persists three turns
  
  Traditional Slug-Throwing Machine Guns (TSTs)
  Traditional slug-thrower MGs would be familiar to soldiers
  as far back as the 20th century. They fire chemically
  charged rounds from individual cartridges that are
  generally fed into the weapon from a belt or box magazine
  of some type and launch an inert metal slug at medium to
  high velocities. Robust and easy to care for, these weapons
  are an obvious choice for under-funded colonial militias
  and Third World armies.
  Units armed with Traditional Slug-Thrower support
  weapons receive no bonuses or penalties to their Firepower.
  Advanced Ballistic Weapons (ABWs)
  Although advanced Ballistic Weapons and their smaller
  cousins, the Advanced Combat Rifles (ACRs) still throw
  a slug of sort down range, the method of propulsion
  and nature of the slug differ greatly from traditional slug
  throwing weapons. ABWs rely on caseless rounds or binary
  propellant systems that allow the weapon’s ballistics to be
  tuned on the fly to increase velocity for increased kinetic
  impact, lower it to conserve propellant, or allow more
  controllable automatic fire. ABWs often allow the firer to
  select not only the rate of fire but also the type of projectile
  to fired – discarding sabot, fin-stabilized flechettes for
  targets at range, explosive rounds for armored targets, or
  fragmentation rounds for close quarter battle. 
  Laser Weapon Systems (LWS)
  Laser Weapons, whether anti-personnel “MGs” or armor
  busting “cannons,” are very accurate weapons with a Line of
  Sight range. While most laser weapons are not “automatic”
  in the traditional sense, their rate of fire is still quite high. 
  Gauss Weapon Systems (GWS)
  Gauss weapons or “rail guns” use an amplified magnetic
  field to accelerate a projectile to enormous velocities.
  While slower firing than lasers or ABWs, the gauss rifle’s
  flat-trajectory accuracy and powerful wallop make up for
  the shortcoming.
  IN F AN TR Y  C O M BA T
  [ 7 5 ]
  [Hi g h w a y 6 1]
  
  Energy Weapons Systems (EWS)
  Energy weapons come in several varieties, ranging from
  phased plasma weapons to fusion guns. These weapons
  tend to be a bit heavy and suck up power at a horrifying
  rate, but the enormous energy they deliver on contact
  tends to blast or burn its way right through targets!
  Effects of Advanced Support Weapons 
  While many forces equip their soldiers with advanced
  small-arms, such as laser rifles, gauss rifles, etc., the
  advantages these weapons hold over traditional slug
  throwing small arms are negligible and their disadvantages
  often counter balance what little advantage may exist.
  As a result, all small arms and light support weapons are
  treated the same. A plasma assault rifle or SAW receives
  no advantage over a similar ballistic weapon.
  Advanced Medium (AP:2) or higher support weapons
  have recognizable advantages over their more traditional
  counterparts, however, and these advantages are
  expressed as special effects. The special effects of an
  Advanced Support Weapon vary according to the Tech
  Level of the weapon. Early versions of a weapon type
  might provide a firepower advantage over traditional
  support weapons but have not yet reached the level of
  development that takes full advantage of the weapon’s
  specific advantages. 
  The effects achieved by an advanced support weapon
  differ slightly when the weapon is used as part of a unit’s
  organic fire (i.e., the support weapon is throwing its dice in
  with the small arms and other support weapons in a unit
  to attack an enemy unit) and when it is being used as part
  of a Weapon Team or its fire is being split from the rest of
  the unit’s fire to service a specific target (i.e., a squad fires
  its small arms and light support weapon at the infantry
  supporting an AFV while the squad’s plasma gunner
  engages the vehicle itself).
  The charts below indicate the effects expected from
  each weapon type based on its Tech Level when used in
  organic fire or split fire.
  TO MO R R O W ’ S  W A R
  [ 7 6 ]
  ORGANIC ADVANCED SUPPORT
  WEAPON EFFECTS
  Adv. Support
  Weapon (AP:2+)
  Effect
  Advanced Ballistic Support
  Weapon (ABW)
  +1 Firepower in addition
  to usual Support
  Weapon bonus
  Laser Support Weapon (LWS)
  Increase the unit’s
  Optimum Range by 1.5x 
  Gauss Support Weapon (GWS)
  +1 Firepower in addition
  to usual Support
  Weapon bonus
  Energy Support Weapon (EWS)
  Ignore 1 Die of an
  infantry target’s Armor/
  Cover
  Effects are cumulative – A unit with a laser cannon and
  a fusion gun would have 1.5x Optimum Range and ignore
  a die of cover/armor for an infantry target. 
  SPLIT ADVANCED SUPPORT WEAPON EFFECTS (OR WEAPON TEAM EFFECTS)
  Adv. Support Weapon
  (AP:2+)
  TL1 Effect
  TL2 Effect
  TL3 Effect
  Advanced Ballistic Support
  Weapon (ABW)
  +1 Firepower in addition to
  Support Weapon bonus
  +1 to die roll when rolling
  on Vehicle Damage Table
  +1 AT effect (or AT effect
  of 1 for weapon with no
  normal AT effect)
  Laser Support Weapon (LWS)
  All targets are in Optimum
  Range
  +1 to die roll when rolling
  on Vehicle Damage Table
  +1 Firepower in addition to
  Support Weapon bonus
  Gauss Support Weapon (GWS)
  +1 Firepower in addition to
  Support Weapon bonus
  Ignore one die of target
  unit’s Cover/Armor
  +1 AT effect (or AT effect
  of 1 for weapon with no
  normal AT effect)
  Energy Support Weapon (EWS)
  +1 Firepower in addition
  to Support Weapon bonus
  and -1 to all Reaction Tests
  Ignore one die of target
  unit’s Cover/Armor
  Ignore an additional die of
  target unit’s Cover/Armor
  (2 dice total)
  Effects are cumulative, so a TL3 weapon would also have the advantages of TL1 & 2.
  
  SMGs, Shotguns, Pistols, &
  Other Close Assault Weapons 
  Some weapons have been designed specifically for use in
  close quarters battle, including firearms like shotguns and
  submachine guns. 
  Close Assault firearms have been designed to be very
  effective at “in your face” ranges, but the factors that make
  them so useful in a virtual knife fight don’t serve them so
  well when engaging targets at long range.
  In game terms, Close Assault weapons such as
  shotguns and SMGs throw an extra die in Close Assault
  or when firing at a target within Optimum Range. Beyond
  Optimum Range, SMGs and shotguns use a D6 for
  their Firepower Quality die regardless of the firing unit’s
  Troop Quality.
  Like SMGs and Shotguns, handguns are very “handy” in
  close quarters. They don’t throw down the volume of fire
  that a subgun or shotgun does, however, and so are a little
  less effective. 
  A figure firing a handgun at a target in Optimum Range
  receives a reduction of one die type to its Troop Quality
  (i.e., a figure with a Troop Quality of D8 would throw a D6
  when using a handgun). Troop Quality cannot be reduced
  below D6.
  Handguns cannot fire effectively enough at targets
  beyond Optimum Range to engage them at all.
  Handguns are very effective in Close Assault, however,
  and figures using handguns in Close Assault receive a
  bonus Firepower die.
  Some troops may use actual melee weapons in combat.
  These also allow their users an extra die of Firepower in
  close assault, but are obviously of no use in fire combat.
  Intimidating Weapons 
  While nobody wants to get shot by anything, some
  weapons are particularly fearsome or intimidating.
  Infantry units that come under fire from an Intimidating
  Weapon must make a Morale Check to avoid becoming
  Suppressed.
  As a rule of thumb, any weapon that has an unmodified
  Firepower of 3D or higher is an Intimidating Weapon. Some
  weapons may be identified by theater specific rules or a
  scenario as Intimidating even if they have a Firepower of
  less than 3D. 
  Flamethrowers 
  Flamethrowers are fearsome weapons which are
  terrifyingly effective at burning infantry out of fortified
  positions. Flame’s ability to penetrate cover coupled with
  its overpowering psychological effect make flamethrowers
  ideal weapons for dislodging even the most determined
  foes from bunkers, tunnels, and other fortified positions.
  Flamethrowers can be a double-edged sword, though.
  Their tanks of volatile fuel are quite likely to immolate their
  bearer if punctured by enemy fire, a fact that is never very
  far from most flamethrower men’s mind.
  Flamethrowers may only be fielded by units with a
  Troop Quality of Trained or higher. Flamethrowers are
  Intimidating Weapons.
  Flamethrower attacks are resolved separately from
  any other attacks made by the unit to which they are
  attached – in other words, the flamethrower’s Firepower
  dice are not pooled with its unit’s small arms or support
  Firepower dice. 
  Flamethrowers ignore all Cover and Armor dice. A unit
  attacked by a flamethrower may only use its basic Defense.
  Any unit attacked by a flamethrower must make a Morale
  Check whether the attack causes casualties or not. If the
  unit fails its Morale Check, it automatically suffers a Pull
  Back result.
  Casualties caused by flamethrowers are usually
  fatalities. Instead of the regular First Aid Check for
  flamethrower casualties, roll a D6. On a roll of 6 the
  casualty is only singed and breathless and may return to
  combat. All other results indicate a fatality.
  Units with flamethrowers attached must make a Morale
  Check every time they are fired at, whether they take a
  casualty or not. 
  If a flamethrower equipped unit takes casualties and the
  figure carrying the flamethrower is determined to be
  among them, roll a D6. On a roll of 1 the flamethrower
  explodes and subjects the unit to a flamethrower attack
  with a Firepower of 8D6.
  Flamethrowers may be either man-portable or vehicle
  mounted. Man-portable flamethrowers have a maximum
  range of 8”. They do not receive an Optimum Range bonus.
  Vehicle mounted flamethrowers have a maximum range of
  12” and also do not receive any Optimum Range bonus.
  Flamethrower teams do not receive a Weapon Team bonus.
  IN F AN TR Y  C O M BA T
  [ 7 7 ]
  
  Flamethrowers and Buildings 
  Flamethrower attacks against infantry in buildings have a
  chance to ignite the building. Non fortified and lightly
  fortified buildings catch fire on a D6 roll of 4 or higher.
  Medium and heavily fortified buildings are flame resistant
  and will not ignite.
  Infantry units must evacuate a burning building on their
  next activation. Treat the burning building as inaccessible
  for the rest of the game.
  Flamethrowers and AFVs 
  Flamethrowers may attack tanks and other AFVs, but with
  a reduced Firepower. Flamethrowers lose one Firepower die
  when used against vehicles. Resolve the attack as any other
  anti-vehicle attack, but roll to see if the vehicle catches fire
  whether the attack damages it or not. On a D6 roll of 1, the
  vehicle is ignited and its crew must make a Troop Quality
  Check to douse the flames. If they fail, they must Bail Out
  and the vehicle is considered to be destroyed.
  On-Board Mortars 
  Forces often have the support of off-board mortar teams
  some distance away that are responding to the force’s calls
  for fire. Mortar teams can occasionally be fielded on the
  table as well. 
  Small mortars that are homogenous to an infantry
  squad or fireteam are treated as normal Medium Support
  Weapons.
  Light mortar teams may be deployed on the table.
  On-table light mortar teams are treated as Weapon
  Teams. When firing at a target that is out of their LOS,
  on-board mortar teams use the same fire request rules as
  off-board mortars and artillery. On-board mortars may
  engage enemy units in their LOS without going through
  the call for fire sequence.
  Light mortars have a No Fire Zone of 18”. They may not
  be fired at enemy units that are within 18”.
  If fired upon directly by enemy units, the mortar team
  may react in the same way as any other unit. If attacked by
  an enemy unit that is within their No Fire Zone, the mortar
  team may reply with small arms fire.
  On-board mortar teams may go on Overwatch but do
  not receive the +1 bonus to their Reaction Die roll.
  Medium or Heavy Mortar teams may be placed on the
  table as part of a scenario. They are normally placed as
  scenario objectives, because neither type of mortar may
  normally fire at targets on the table. 
  Medium Mortars have a No Fire Zone of 24”.
  Heavy Mortars on the table are always present as
  objectives only and may never be fired at on-table units.
  Special Teams 
  Weapon Teams 
  Where Firepower is concerned, some teams are worth
  more than the sum of their parts. Machinegun teams,
  mortar teams, and sniper teams generally project more
  power on the battlefield than suggested by their small size.
  For this reason, Weapon Teams receive a two dice bonus
  to their Firepower. 
  TO MO R R O W ’ S  W A R
  [ 7 8 ]
  F L A M E TH ROWE RS
  Man-Portable: 8” Max Range, 6D Firepower
  Vehicle Mounted: 16” Max Range, 10D Firepower
  Flamethrowers ignore cover dice
  No Optimum Range Bonus
  No Weapon Team Bonus
  May only be fielded by units with a Troop Quality
  of Trained or higher
  Flamethrowers are Intimidating Weapons
  A DPRG heavy weapon team (photo: Piers
  Brand, miniatures: GZG)
  
  Note that this bonus ONLY applies to units that are
  specifically designated as Weapon Teams and who have a
  Troop Quality of Trained or better. Just having a support
  weapon in a unit doesn’t make that unit a Weapon Team.
  The unit’s entire purpose must be to operate their special
  weapons in accordance with the tactics associated with
  those weapons.
  If a weapon team in reduced below 50% manpower or
  to a single man, it loses its special Firepower bonus.
  Example: A force has a Machine gun Team. The team
  consists of a gunner and assistant gunner with a Troop
  Quality of Trained. Normally their Firepower would be 3D8
  (1 die for each figure and a third die for the light support
  weapon), but with their Weapon Team bonus, their
  Firepower is raised to 5D8.
  Sniper Teams 
  In addition to the extra dice received for being a Weapon
  Team, sniper teams may also designate Leaders or
  Support Weapon gunners as casualties in a unit they’ve
  scored a hit against. Note that only one of a unit’s Leader
  or Support Weapon gunners may be killed in a single
  sniper team attack.
  Simply having a sniper attached to a unit does not
  convey this advantage. If the sniper is part of a normal unit,
  his dice are simply added to that unit’s firepower as usual.
  Everything on the table is in Optimum Range for a
  Sniper Team.
  Sniper Teams are Stealthy units. They normally have
  Night Vision. Sniper Teams may automatically get In Cover
  and Hide on any turn that they do not move. Sniper Teams
  do not need to be out of enemy LOS to hide, but they must
  be out of Optimum Range. Sniper Teams are assumed to
  start any scenario already Hidden.
  Example: An NSF sniper team scores three casualties
  against a unit of Tsarist irregulars. Normally the Tsarist
  player would dice to see if the irregulars’ leader was hit,
  but since the casualties were caused by a sniper, the Tsarist
  unit’s leader is automatically removed along with two other
  randomly determined figures.
  Heavy Sniper Rifles 
  Heavy Sniper Rifles are extremely powerful sniper rifles
  that can perform dual roles as an anti-personnel and
  anti-material weapon. These rifles are usually built
  around a large caliber round or an exceptionally intense
  energy charge. Heavy Sniper Rifles are generally highly
  accurate in deplorable conditions and at long ranges.
  A sniper equipped with one can pick off human targets at
  amazing distances or destroy/disable enemy vehicles or
  field pieces.
  On average, Heavy Sniper Rifles are rated AP:2/AT:1(L)
  and are Intimidating Weapons (See pg. 77).
  Animal Teams 
  Dogs have fought alongside men since they were
  domesticated. They have continued to see widespread use
  on the battlefield. There are certainly sensor suites that
  can do everything a dog can do and more, but not for the
  price. Thanks to the amazing canine sense of smell, dog
  teams are ideal for sniffing out sappers attempting to
  infiltrate through the lines or other dangers that human
  senses would not reveal. Other, non-terrestrial, domestic
  animals sometimes fill the same role.
  Animal teams automatically detect any hidden unit
  within 8”. 
  Animal teams prevent Out of Contact Movement within 8”.
  Animal teams automatically detect IEDs, booby-traps
  or mines within 8”.
  Animals have the same Troop Quality and Morale as
  their handlers. They may only fight in Close Assault. Some
  IN F AN TR Y  C O M BA T
  [ 7 9 ]
  An NSF Sniper Team at work during the
  battle of Novolgograd (photo: Piers
  Brand, miniatures: Pig Iron)
  
  military dogs/animals are equipped with body armor
  (or possess it naturally). 
  Animal teams throw an extra die in Close Assault.
  Injured dogs do count as casualties for purposes of
  Morale Checks.
  Animal handlers, the human part of the team, obey the
  same rules as any other unit. If the dog-team’s handler
  becomes a casualty, the animal is removed from play. If the
  animal becomes a casualty, the handler may attach himself
  to a friendly unit.
  Night Fighting 
  Night vision is de rigueur on the battlefields of Tomorrow’s
  War. Unless stated otherwise in a scenario, all combatant
  units are assumed to have night vision devices. Some alien
  races and genetically/cybernetically altered humans have
  innate night vision.
  In those instances where units lacking night vision
  devices are forced to fight a night engagement, they lose
  one die of Firepower and have their Optimum Range cut
  in half. Units with night vision devices suffer no such
  penalty.
  Example: A squad of Arden Village Militia troops with a
  Firepower of 6D and a Troop Quality of Untrained is
  fighting at night. The unit has no night vision capability, so
  its Firepower is reduced to 5D and its Optimum Range,
  which was 6”, is reduced to 3”.
  Hidden & Stealthy Units 
  Hidden Units 
  Units who begin play placed in buildings, woods, ditches,
  behind walls, or in other terrain likely to allow for it, may
  be declared Hidden by their player. Hidden units may not
  be fired upon until they are detected.
  Going into Hiding 
  Units may also go into hiding after the game has begun.
  To go into hiding, a unit must be out of LOS of any
  opposing units and make a successful Troop Quality test.
  Stealthy units may automatically go into hiding if there
  are no opposing units in LOS.
  Vehicles and guns can only be hidden at the beginning of
  the game; they may not go into hiding once the game begins.
  Aerial Drones and Hidden Units 
  Some scenarios allow one or both players the use of aerial
  drones or an Unmanned Aerial Vehicle or UAV. A drone or
  UAV may also be drawn as a Fog of War card.
  Many drones are unarmed, but they are still a powerful
  asset. If a drone is present over the battlefield, the
  TO MO R R O W ’ S  W A R
  [ 8 0 ]
  “Screwed. We are so screwed.” The bot-handler
  flicked his diagnostic comp closed with a disgusted
  flick of the wrist and powered down the drones.
  They settled on the small tarp at his feet like
  a cloud of sleepy beetles. “Grid’s down for
  the count.”
  Pvt. Morrelle frowned, confused. “So? We only
  need the things to work locally. All it has to do is
  sniff out any mines between us and the ambush site.
  It doesn’t have to report back to higher, so who
  cares if the Grid is down?”
  “We do, genius. You think these little bugs carry
  enough brains on board to tell one of umpteen-
  thousand explosive compounds from the smell
  coming off you?”
  Sgt. Burns raised a hand as Morrelle started to
  rise, fists clenched. “Secure that, Private! Here’s the
  Loot with a replacement for bug-boy’s toys.”
  “We don’t have a sensor suite in the inventory
  small enough that doesn’t need the Grid to operate,”
  the bot-handler grumbled. “You guys are screwed
  until my bugs get their feed back.”
  The Lieutenant’s Rover pulled to a stop a short
  distance away. Sgt. Burns laughed as his boss,
  another soldier, and an alert looking dog unloaded
  and headed his way. The soldier, the dog’s handler,
  paused to give the dog a treat.
  “See that?” Morrelle hissed at the bot-handler.
  “Looks like our sensor suite has all the feed it needs.
  Pack your toys where you keep your chocolate, Ponts!”
  
  opposing player’s units may not use Out of Contact
  Movement. 
  Additionally, the player owning the drone may make a
  Detection Check for all of his opponent’s hidden units at
  the beginning of each turn and opposing units roll as if
  they were one Troop Quality lower when attempting to
  hide, i.e., a D8 Troop Quality would roll as if they were D6
  Troop Quality if their opponent had a drone in the area.
  Armed drones have the same effect, but have
  some limited offensive power as described on its Fog of
  War card. 
  The Grid and Hidden Units 
  If any unit that is part of a force on the Grid spots a hidden
  unit, it is spotted by all units in its force.
  Stealthy Units 
  Some units are extremely proficient at moving without
  alerting nearby enemies, either through natural talent or
  the use of stealth technology. These Stealthy Units rely on
  darkness and/or careful movement to infiltrate a target
  area, fulfill their mission objectives, and exfiltrate without
  attracting the enemy’s notice. Scenarios and Force
  descriptions will identify Stealthy Units. 
  Stealthy units are almost always armed with suppressed
  weapons and equipped with night vision devices. They are
  highly trained in infiltration tactics and silent killing
  techniques.
  Night operations are the bread and butter of stealthy
  units. Most scenarios involving them will be night missions.
  Stealthy units are very good at moving without being
  seen or heard. To represent this, they must be “spotted”
  before another unit can engage them or react to their
  movement. 
  Spotting Stealthy Units 
  For a unit to spot the movement of a stealthy unit,
  the stealthy unit must be within the Optimum range of the
  majority of the spotting unit’s figures. If this is the case,
  a Spotting Check is made.
  When stealthy units attack in fire combat, they may use
  the Suppressed Weapons rules if the scenario indicates
  they possess suppressed weapons. 
  Stealthy units are found in both Regular and Irregular
  forces. Stealthy units are identified in scenario briefs
  and/or the Insurgent Reinforcement table. 
  Irregular units usually rely on their intimate familiarity
  with the local terrain for their stealth – they are usually not
  equipped with night vision devices or suppressed weapons
  unless the scenario calls for it. Regular stealthy units are
  often equipped with night vision and suppressed weapons. 
  Scenarios will dictate what gear is available to any
  stealthy units involved.
  Spotting Hidden & Stealthy 
  Units 
  Units within Line of Sight and Optimum Range of a
  hidden/stealthy unit may attempt to spot it. Both units
  involved must make an opposed Troop Quality test. Note
  that the Optimum Range associated with the unit’s Troop
  Quality is used, not that of the weapon system they are
  manning (e.g., a vehicle crew with a TQ of D8 could only
  attempt to spot stealthy units within 8” despite their vehicle
  mounted weapons’ unlimited Optimum Range).
  If the spotting unit fails to roll a 4+, or if it rolls a 4+ but
  its roll is also equal to or less than the hidden/stealthy
  unit’s roll, the Spotting Check fails and the spotting unit
  may not engage the hidden unit.
  IN F AN TR Y  C O M BA T
  [ 8 1 ]
  We had no idea where the DPRG Recon troops
  were. Their stealth gear was way better than
  our detection gear. Then the major got on the
  comm. A few minutes later, I heard something
  buzzing and getting louder. When I looked up,
  damned if it wasn’t an ancient biplane that
  one of the local farmers had. He flew over the
  field to our front and started crop dusting!
  This white junk falls from the back of his
  plane, and the next thing you know, there
  were a bunch of white silhouettes crouching
  in front of us. Our heavies opened up and that
  was that. That guy was one of the bravest
  damned fools I’ve ever seen. 
  Dieter Marisch, Mercenary for 
  the Republic of Arden
  
  If the spotting unit rolls a 4+ and higher than the hidden
  or stealthy unit’s die, it has spotted the hidden/stealthy unit
  and may engage or React to it normally.
  A Hidden unit that has been spotted by another unit
  remains “spotted” by that unit until it moves completely
  out of sight. 
  A Stealthy unit that has been spotted by another unit
  remains “spotted” by that unit until it moves completely
  out of sight. Stealthy units spotted by any unit in Grid
  capable force are spotted by all units in that force.
  Suppressed Weapons 
  Suppression reduces a weapon’s report and muzzle flash.
  Suppressed weapons are normally used by Stealthy units,
  including sniper teams. Only small arms may be silenced,
  including pistols, assault rifles, and sniper rifles. Support
  weapons may not be silenced.
  Since most suppressed weapons use a subsonic round
  and/or a heavy suppressor on the end of the barrel, their
  stopping power and accuracy are often decreased. Units
  equipped with suppressed weapons lose one Firepower die
  unless indicated otherwise in their unit description. 
  A stealthy unit using suppressed fire must be spotted
  before it can be engaged with fire and can only be fired at
  by the unit(s) that spotted it. 
  When units with suppressed weapons engage a unit that
  hasn’t spotted them, that unit cannot interrupt – it can only
  take the fire and hope to fire back. It is difficult to spot the
  source of suppressed fire, though, so a unit being attacked
  with suppressed weapons must make a Spotting Check to
  return fire. 
  Units may normally only spot suppressed fire if it
  originates within their own optimum fire range. Units
  equipped with advanced sensors can attempt to detect the
  origin of suppressed fire against them regardless of the
  ranges involved. Such units will be identified by their Force
  List or the scenario being played.
  Spotting Checks are not necessary if the unit being fired
  on has already spotted the stealthy unit’s movement or if
  the unit fired non-suppressed weapons in addition to its
  suppressed small arms.
  Note that Tech Level may affect Spotting Checks. Units
  with different Tech Level sensors and stealth should apply
  the appropriate modifiers. A unit with superior stealth or
  sensor technology receives a +1 die roll modifier for each
  level their tech exceeds their opponent’s.
  Chameleon Suits 
  Some recon and infiltration units make use of Chameleon
  suits to become virtually invisible. Chameleon suits are able
  to “read” the terrain around them and change their colors to
  blend into their surroundings. Troops in Chameleon suits
  are notoriously difficult to spot and once spotted, just as
  difficult to keep in sight.
  Troops in Chameleon suits are always considered to be
  hidden until spotted – even when moving. 
  If a Chameleon unit is spotted by a unit that is on a Grid,
  including a UAV or other sensor drone, its location is
  known and it may be engaged by all units in the spotting
  unit’s force.
  If a Chameleon unit is spotted by a unit that is not part
  of a Grid system, its location is only known by units that
  have actually succeeded in spotting it and only those units
  may fire at it. 
  Chameleon suited troops may resume hiding by passing
  a Troop Quality test after remaining motionless and not
  TO MO R R O W ’ S  W A R
  [ 8 2 ]
  D E TE CTI O N  D IE RO LL
  M O D IF I E RS  FOR HID D EN
  U N I TS
  (Modifiers are Cumulative)
  For Hidden or Stealthy Unit
  +1 if Detecting Unit Moved Rapidly this turn
  +1 if Detecting Unit is a Buttoned Up AFV
  +1 if Hidden Unit is a Stealthy Unit
  +1 if Hidden Unit’s Position is Camouflaged
  (Dictated by Scenario)
  +1 for each TL the unit’s stealth tech is superior
  to the opponent’s sensor tech
  For Spotting Unit
  +1 if Detecting Unit is a Stealthy Unit
  +1 if Hidden Unit is a Vehicle or Gun
  +1 for each TL the spotting unit’s sensor tech is
  superior to the hidden unit’s stealth tech
  
  firing for one turn – even if there are enemy units in LOS
  at the time. 
  Tech Level modifiers apply for spotting Chameleon
  suited units. See Contests Between Varied Tech Levels,
  pg. 53.
  Units in Chameleon Suits have a better chance of
  remaining hidden from a Grid capable force. They receive
  a +1 die shift when taking a Grid Quality Test to avoid being
  detected by grid enabled troops, sensors, drones, etc.
  CLOSE ASSAULT 
  Despite advances in combat technology, victory in
  Tomorrow’s War may still come down to a scuffle between
  desperate men armed with knives, bayonets or entrenching
  tools. Sometimes the only way to dislodge the enemy from
  a position is at the end of a sharpened length of cold steel.
  If one or more figures in a unit are within Rapid
  movement distance of an opponent unit, the entire unit
  may launch a charge and attempt to engage the enemy in
  a “close assault.”
  Close Assault Quality
  Checks 
  Once a unit has declared a Close Assault on another unit,
  it must make a Unit Quality Check.
  If the unit passes the Quality Check (it rolls a 4+ on a
  Troop Quality die), it may proceed with the Close Assault.
  If the unit fails its Quality Check, it must remain in place
  and forfeits its activation. The unit may spend its activation
  taking cover or tending to its wounded, however. It may
  also still react to enemy units.
  If the Assaulting unit passes its Quality Check, the
  defending unit must make a unit Quality Check of its own. 
  If the defending unit passes its Quality Check (by rolling
  a 4+ on its Troop Quality die), it may either opt to attempt
  to break the charge with defensive fire or flee one full
  Rapid movement away. Units with Dependents may not
  flee. Regardless of how it responds to the assault, the
  defending unit forfeits any other actions for the turn. 
  Resolve defensive fire in the same manner as regular
  fire combat, but subtract 1 die from the defending unit’s
  Firepower to reflect the unnerving effect of being charged
  and 1 die of Defense from the Assaulting unit to represent
  how heedless they are of danger during their break-neck
  charge into the enemy. Assaulting units are subject to this
  modifier even when being fired upon as part of reactions
  or interruptions from units not directly involved in the
  close assault itself.
  If the Assaulting player takes casualties, he must make
  a morale check as usual. A Pinned or Shaken result aborts
  the assault. Pinned and Shaken units are returned to their
  positions prior to the assault and are subject to the usual
  Pinned/Shaken effects 
  If the Assaulting player takes no casualties or passes
  any resulting Morale Check, move the assaulting figures
  into contact with the defenders and resolve the Close
  Assault.
  If the defending unit fails its Quality Check it can either
  stand in place and fight with no defensive fire or it can flee
  up to one full Rapid move and become Pinned. Remember,
  units with Dependents may not flee.
  If the defending unit doesn’t flee, the assaulting figures
  are moved into contact with the defenders and the Close
  Assault is resolved.
  Resolving an Infantry vs.
  Infantry Close Assault 
  Infantry Close Assaults are resolved in the same manner as
  Fire Combat, except the combat continues until one side is
  either wiped out or captured. Additionally, neither side may
  claim Cover dice other than Body Armor.
  The assaulting unit makes the first attack roll, casualties
  are determined, and morale checks are resolved. If the
  defending unit isn’t wiped out or captured, it may make an
  attack using its surviving figures. This process continues
  until one side is wiped out or surrenders.
  Morale checks are resolved normally, but their results
  are used to determine if a unit has lost the will to
  continue fighting. 
  If an Irregular unit becomes Shaken enough to break
  (its morale is reduced below D6), they are considered to
  be captured by their opponents.
  Regular units are also subject to Morale checks during
  close assault. If they become Pinned, their Morale drops by
  a die type. If their Morale drops below D6, they surrender
  and become POWs of the unit they are fighting. Multiple
  pins in Close Assault reduce the unit’s Morale level, but
  they do not force a Pull Back.
  IN F AN TR Y  C O M BA T
  [ 8 3 ]
  
  TO MO R R O W ’ S  W A R
  [ 8 4 ]
  [B u mp  i n t h e Ni ght]
  
  If a unit is wiped out in Close Assault, roll 1D6 to
  determine the fate of each of its figures. Each figure that
  rolls a “1” is captured and becomes a POW (if the Irregulars
  deign to take prisoners). On any other roll, the figure is a
  casualty and removed from play.
  Units may choose to finish off captured opponents
  rather than take prisoners and suffer from Dependent
  penalties. Unless otherwise stated, human units MUST
  take prisoners.
  POWs 
  If figures from one side surrender to the other, they are
  kept with the victorious unit until they are either escorted
  off the table or the game ends. This allows their owning
  player a chance to rescue them. Rescued POWs become
  Dependents to the unit that rescues them until that unit
  moves to a friendly board edge (where it is considered
  to have handed off the POWs to another friendly unit) or
  disposes of the POWs in some other way dictated by a
  scenario’s special rules.
  Once a figure has been made a POW, it may not be used
  in combat for the duration of the game, even if it is
  rescued. It is assumed that such figures have been stripped
  of all their weapons and armor and are quite likely in a
  debilitating state of shock.
  Close Assaults against
  Units with Dependents &
  Casualties 
  If a unit with Dependents and/or Casualties launches or
  receives a Close Assault, the Dependents and Casualties
  are not counted as combatants. If a unit with Dependents
  or Casualties is wiped out or captured as the result of a
  Close Assault, the unit that defeated it takes custody of
  its Dependents/Casualties and is subject to the usual
  Dependent penalties – it is not subject to the Casualty
  penalty unless the casualties it has captured are friendlies. 
  MORALE 
  Even the most highly motivated units have their limits – a
  unit that has been badly mauled will often take a moment
  to reflect on cost vs. gain. In Tomorrow’s War, these
  moments of battlefield introspection are referred to as
  Morale Checks.
  Morale Checks 
  Troops take morale checks under different circumstances.
  In general, Irregular troops are more brittle and thus take
  more checks during the course of a game, as described in
  the section on Mixed Force engagements. 
  A unit’s Confidence Level also effects when it takes
  Morale Checks. Things a high confidence unit might shrug
  off may be the final straw for a low confidence unit.
  When a unit is called upon to make a Morale Check, it
  must roll a Morale Die for each figure in the unit and
  consult the appropriate Morale Effects rules to determine
  the Morale Check’s results. 
  Morale checks are taken immediately as they are
  incurred. If multiple instances of the same type of Morale
  Check points occur at once, only one Morale Check is
  made for all of them.
  Example 1: A fireteam with low confidence is fired at by
  an opposing fireteam armed with Small Arms. The low
  confidence fireteam immediately takes a Morale Check ,
  which it passes. The Firepower attack is resolved and the
  unit takes a casualty, incurring another Morale Check,
  which it also passes.
  IN F AN TR Y  C O M BA T
  [ 8 5 ]
  M O R A LE  C H E C K P O I N T S
  LOW CONFIDENCE TROOPS:
  Each time a Unit is fired on
  CONFIDENT TROOPS:
  Each time a unit is fired on by Support Weapon
  or Vehicle Mounted Weapon with an
  unmodified Firepower of 3D+
  ALL TROOPS:
  Each time a Unit takes casualties
  Each time a Unit is fired upon by a weapon with
  an unmodified Firepower of 4D+
  Each time an IED is detonated within 10”
  Each time a unit is subjected to an artillery salvo
  or air-strike
  Each time fire from their unit injures/kills a
  civilian or non-combatant
  
  Example 2: A confident fireteam is crossing a street
  when they are fired upon by a heavy machinegun (a
  support weapon with a Firepower of 3D higher). The unit
  immediately takes a Morale Check and is Pinned. Now
  the actual fire is resolved and the unit takes a casualty,
  indicating another Morale Check. The unlucky unit receives
  another Pinned result and is forced to Pull Back.
  Example 3: A confident fireteam is fired upon by an
  enemy unit and takes three casualties. Only one Morale
  Check is taken by the unit with casualties.
  Making the Morale Check 
  If a unit has been forced to make a Morale Check, roll a
  Morale Die for each figure in the unit. All rolls of 4+ are
  counted as Successes and all rolls less than 4 are
  counted as Failures. Total the number of successes and
  failures and consult the appropriate rules below for
  effects on Regular units. 
  See the Asymmetrical Operations rules for Irregular
  morale effects.
  Morale Effects 
  Units will respond in one of three ways to Morale Checks.
  They will either Stand, become Pinned, or Pull Back.
  Stand Result: If a unit makes a Morale Check and the
  number of Successes (4+) is greater than the number of
  Failures, the unit’s morale Stands suffers no adverse effects.
  Pinned Result: If a unit makes a Morale Check and the
  number of Failures is equal to or greater than the number
  of Successes, the unit becomes Pinned. 
  Pull Back Result: If a Pinned unit is “Pinned” again, it must
  attempt to Pull Back unless it is already in a defensible
  position.
  Explanation of Morale Effects 
  Stand
  Units that Stand have passed their Morale Check and
  suffer no negative effects.
  Pinned
  Even the most well-trained and highly motivated unit of
  soldiers will take pause when suddenly reminded of their
  mortality in the face of enemy fire or faced with moral
  predicaments that take them “out of the zone.” This (usually)
  temporary drop in motivation is referred to as being Pinned.
  Pinned units must move to cover if they have any
  movement left. They may not move towards the enemy
  while seeking cover.
  A pinned unit that cannot move to cover without
  moving towards the enemy may attempt to get In Cover.
  Pinned units may fire at enemy units during their
  normal activation or interrupt an enemy movement with
  fire. However, pinned units are treated as if they are one
  Troop Quality die type lower for the duration of the turn.
  Troops reduced below D6 by being pinned may not fire at
  all until they become un-pinned.
  The Morale Dice of pinned units are unaffected.
  Pinned units become “un-pinned” at the end of the turn
  in which they were Pinned.
  Pull Back
  Units that have been Pinned are forced to Pull Back if they
  are Pinned a second time in the same turn. A unit that is
  forced to Pull Back will immediately move away from the
  last enemy unit that fired at it and take up a covered
  position to re-group. It can move up to 6” to find cover
  (regardless of how far it has already moved), but must
  move into the nearest covered position that does not
  require movement towards enemy units. 
  Units that are forced to Pull Back must spend their
  next turn regrouping. Regrouping units can return fire in
  a round of fire, but may not initiate a round of fire or go
  on Overwatch. Nor may they move. At the end of the turn
  they are re-grouped and may move as desired on the
  following turn. 
  A unit that is regrouping following a Pull Back will treat
  all failed Morale results as another Pull Back.
  COMBAT STRESS 
  Stress, and the individual soldier’s reaction to it, is an
  integral part of the combat experience. The cumulative
  effect of individual stress may eventually have an effect on
  a unit’s overall combat performance.
  Most scenarios represent short, sharp actions where unit
  stress is less of an issue, but it might be a deciding factor in
  a longer engagement. The effects of these stressors are
  simulated through the Combat Stress rules. 
  Scenarios using Combat Stress will indicate it in their
  Special Rules section. Players may also opt to use these
  rules with whatever scenarios they choose.
  TO MO R R O W ’ S  W A R
  [ 8 6 ]
  
  Background Stress Level 
  The background stress level of a game is determined by
  the scenario. Generally, the background stress level will be
  0, but if the scenario involves units that have been out in
  the field too long with too little rest, are cut off, etc., the
  background stress level might start at 3. Initially, all
  Regular units on the table will have the same Stress Level,
  but as time goes by those Stress Levels will begin to vary.
  The Stress Modifiers table describes conditions that will
  raise or lower a unit’s Stress Level (modifiers are cumulative).
  Positive Leadership &
  Stress 
  While most leaders, regardless of rank, are functionally
  competent, some possess the extraordinary ability to
  inspire their men. In Tomorrow’s War, we refer to this
  combination of charisma and moral authority as “Positive
  Leadership.”
  Positive Leaders may be of any rank, but most are
  squad leaders or platoon leaders. 
  Each Positive Leader has a Leadership rating ranging
  from 1 to 3. This equates to the level of stress per turn the
  leader can alleviate for each friendly unit within 6”. 
  Leaders with Positive Leadership and their leadership
  rating are noted in Scenario briefs.
  Negative Leadership &
  Stress 
  While some leaders inspire their men or put them at ease,
  others have the opposite effect, robbing their men of their
  enthusiasm and confidence.
  Like Positive Leaders, each Negative Leader has a
  Leadership rating ranging from 1 to 3. This equates to
  levels of stress per turn the leader can cause for each
  friendly unit within 6”. 
  IN F AN TR Y  C O M BA T
  [ 8 7 ]
  I remember one fight on Glory that really got to
  me. I still have nightmares about that day. My
  squad was walking through a deserted village
  when they hit us. MacKenzie, our SAW gunner,
  got hit first. He took a rail gun round to the chest.
  Didn’t even slow the round down, went clean
  through him and his armor. It left a perfectly
  round hole right through him big enough to put
  your fist through. Then his number 2, Peterson,
  got hit by another sniper. He took a round right
  through his flexiglass visor and was dead before
  he hit the ground. One by one that sniper team
  trimmed us down. Finally, I was on my own. I hid
  for 10 hours in that deserted ghost town. Even
  when they came down to check the corpses of my
  buddies. Not my finest hour in combat but I had
  lost it by then. I was picked up a day later by a
  patrol sent out to find us. I was curled up in a
  house sobbing like a baby. All my buddies were
  dead. It took several sessions with the Shrink
  before they let me out to play again. I do my duty
  as well as ever now, but something in me died
  that day.
  Staff Sergeant Hamilton Clane, Royal Marines
  S TRE S S  M O D IFIERS
  +1 for each turn after the first
  +1 for Dependents/Wounded in the unit
  +1 for each objective achieved by opponent
  +1 if fired on in last turn 
  +1 if taunted by mobs in the last turn
  +X for negative leader within 6”
  -1 If unit is in Solid Cover or has no LOS to
  enemy
  -1 for each objective achieved by your force
  -1 for each turn not under fire or taunted
  -X for positive leader within 6”
  X = Positive or negative value of Leader
  Modifiers are cumulative.
  
  Leaders with Negative Leadership and their leadership
  rating are noted in Scenario briefs
  Mixed Leadership 
  Situations may arise where a unit is within 8” of both
  a Positive and a Negative Leader. To determine the mixed
  leadership’s effect on the unit’s stress, compare the leaders’
  leadership values and subtract the lowest from the highest
  and apply the difference.
  For instance, if a unit was within 8” of a Positive Leader
  with a Leadership of 1 and Negative Leader with a
  Leadership of 2, the difference is 1,– so the unit gains 1
  level of stress rather than 2. If the situation were reversed
  (Positive Leadership of 2, Negative Leadership of 1), the
  unit would lose 1 level of Stress rather than 2.
  Stress Test 
  At the beginning of each turn after the first, each unit on
  the table will make a Stress Test. Any negative effects
  resulting from the Stress Test are applied immediately.
  To perform a Stress Test, roll 1 Quality die for each
  figure in the squad. Roll an extra die if a Positive Leader is
  within 8” of the testing unit and lose one for each Negative
  Leader within 8”. 
  Compare each die to the current Stress Level of the
  game. If more dice are equal to or greater than the current
  Stress Level, the unit has passed the Stress Test and suffers
  no effects. 
  If more dice are less than the current Stress Level, the
  unit has failed the Stress Test and Loses Confidence.
  Losing Confidence 
  A unit that loses confidence due to a failed Stress Test loses
  a Firepower die and is reduced one Confidence Level - i.e., a
  unit with a basic Firepower of 6D goes down to a Firepower
  of 5D and Confident unit is reduced to Low Confidence. 
  If a unit loses all its Firepower dice through repeated
  loss of confidence, it becomes “combat ineffective” and is
  removed from the table.
  Regaining Confidence 
  Under the right circumstances, units may regain lost
  confidence. Units may not regain confidence in the same
  turn that they lost confidence.
  Units may regain lost confidence if one or more of the
  following conditions apply at the end of a turn – see the
  Regaining Confidence text box.
  TERRAIN EFFECTS ON FIRE
  AND MOVEMENT 
  The terrain on the gaming table, and the players’ use of it,
  will have a marked impact on the results of any Tomorrow’s
  War game.
  Many games have extensive rules defining the effects
  of all terrain features on movement, fire, and line of sight,
  subtracting so much movement for climbing a hill or
  crossing a fence and applying umpteen modifiers to fire at
  units in this or that type of woods. Tomorrow’s War takes
  a slightly different approach.
  One of the underlying philosophies of Tomorrow’s War
  is the assumption that the gaming table is an abstract
  rather than exact representation of a battlefield. A flat, open
  field on the gaming table may appear to offer no cover or
  concealment to an infantry unit crossing it, but in reality
  such a field would be likely to have variations of elevation
  and vegetation that could provide cover or concealment for
  a unit going to ground in it. These variations are too small
  for us to model on the gaming table, so we must assume
  they are there whether we can see them or not.
  TO MO R R O W ’ S  W A R
  [ 8 8 ]
  R EGAINING CONFIDENCE
  Roll for regained Confidence if:
  Unit is within 8” of Positive Leader
  Unit was not fired on in the last turn and is
  In Cover.
  Unit is not in the LOS of any opposing units.
  Unit received Air Support last turn
  Unit has friendly armored vehicles in sight –
  APC, IFV, or AFV
  Unit achieved a scenario objective in the last turn
  If one of these conditions applies to a unit at the
  beginning of a turn, it may roll to regain
  confidence. This is accomplished by
  performing a Stress Test. If the unit passes the
  stress test it will regain a die of Firepower. 
  
  In the other extreme, terrain that looks completely
  impassable on the table might offer routes of passage in
  reality. A hill’s vertical face might look impossible to
  traverse on the table, but the life-sized hill the terrain piece
  represents might have game trails crisscrossing its front or
  an abundance of easily ascended hand and footholds
  pocking its face.
  Take into account the fact that a stand of trees used on
  the gaming table might represent an orchard one week and
  impassable tangle the next, and the abstract approach
  we’ve described above makes even more sense!
  All of this is not meant to imply that terrain has no
  effect other than giving us something pretty to look at
  while playing a game. It simply means that we prefer to
  let the scenario dictate the true nature of a terrain
  feature rather than be limited by a one-size-fits-all rule
  or mechanic.
  The following sections describe some commons sense
  effects for the most common types of terrain – these
  effects may be modified or negated by scenario notes,
  however, and are only meant as guidelines. 
  Buildings & Structures 
  Artificial structures, such as houses, shops, and factories,
  are some of the most commonly found terrain features on
  a Tomorrow’s War game table. Like any other piece of
  terrain, a building on the tabletop is assumed to be much
  more complex than the model representing it. As a result,
  we place no significance on the number of doors or
  windows depicted on the model. After all, a building may
  have combat damage not represented on the model –
  holes blasted in its walls from previous engagements may
  provide gaps to shoot from or breaches that allow entry.
  As a result, the following rules apply to buildings unless
  otherwise noted in a scenario brief:
  Buildings may be entered from any side, regardless of
  the presence of doors or windows.
  Units within a building have a 360° LOS and firing arc. 
  We recommend that units be placed on top of a building
  to indicate they occupy it. We also recommend that the
  number of figures that will fit atop a building be used as a
  rule of thumb for how many figures may usefully occupy it.
  Common sense must prevail for buildings that are three
  or four stories tall, of course.
  Figures within a building may move from one story to
  another at will without expending movement to do so. 
  Units that move into a building may immediately set up
  a defensive position based on the 2” unit cohesion for units
  in a defensible position.
  Units may only use Tactical Movement on turns in
  which they move through, into, or out of a building.
  Destroying Buildings 
  Some scenarios may call for one side or the other to
  destroy a building to gain victory points or a player may
  decide that some troublesome enemy stronghold simply
  has to go. Any time infantry inside a building are engaged
  by weapons with powerful blast effects the building itself is
  targeted and may be destroyed.
  Any time a building is fired at by a weapon with an
  unmodified Firepower of 4D or higher, a check should be
  made to determine if the building is destroyed.
  Additionally, any time infantry within a building are
  engaged by a weapon with an unmodified Firepower of
  4D or higher, the building itself will be targeted rather than
  the infantry within. A Building Destruction Check will be
  made to see if the building is dropped on the infantry
  sheltering inside. Even if the building remains standing,
  the infantry inside it are likely to take casualties from the
  attack’s blast effects.
  Structural Strength 
  All buildings have a Structural Strength rating that
  represents how much punishment they can take before
  collapsing. There are three levels of Structural Strength:
  Weak, Average, and Reinforced.
  Unless stipulated by the players before the game or
  specifically noted in a scenario, all buildings default to
  Average structural strength.
  Weak Buildings were never meant to last through the ages.
  Such buildings are serviceable, but not particularly
  durable. Think sheet metal buildings, free standing
  residential garages, or industrial outbuildings.
  Average Buildings are, well, average. They are sturdy,
  durable structures perfectly suited to everyday use. Think
  normal houses and shops.
  Reinforced Buildings are built to last. They are generally
  built of reinforced concrete and can take quite a beating.
  IN F AN TR Y  C O M BA T
  [ 8 9 ]
  
  Think industrial buildings, government buildings, and large
  commercial structures.
  Exotic structures are usually alien in origin. They are
  constructed using materials and methods that are beyond
  human capabilities and are invulnerable to human
  weaponry. Such structures are often artifacts from
  another age.
  Each class of building receives a number of Structural
  Strength dice:
  Fortified Buildings 
  Some buildings are either constructed as military grade
  fortifications or are fortified later by the addition of
  sandbags, concrete reinforcement, etc. Fortification gives
  a building additional Structural Strength dice.
  There are three levels of fortification: Light, Medium,
  and Strong.
  Light Fortification
  generally consists of ad hoc
  reinforcement of a building through the addition of
  sandbags, metal sheeting, or stacks of bricks or concrete
  blocks.
  Medium Fortifications are either purpose built structures,
  like small bunkers, or have received fairly major
  modifications to make them more resistant to gunfire,
  artillery, or bombing raids.
  Strong Fortifications are nearly always purpose built
  structures, such as headquarters or communications hubs.
  Structural Strength 
  The type of Structural Strength die a building uses is
  determined by its construction quality. The better a
  building’s construction quality, the better its Structural
  Strength die type.
  Unless stipulated by the players before the game or
  specifically noted in a scenario, all buildings on the table
  are generally of Decent construction.
  Building Destruction Tests 
  Only explosive weapons (or weapons that produce
  explosive effects) are destructive enough to reduce even
  the weakest of buildings to rubble. Buildings may only
  be destroyed by grenade launchers, shoulder launched
  TO MO R R O W ’ S  W A R
  [ 9 0 ]
  S TRU C TURA L S T REN G T H
  D IC E
  Weak: 3 Dice
  Average: 6 Dice
  Reinforced: 9 Dice
  Exotic: Indestructible
  STR UCTUR AL STR ENGTH
  DIE TY PES
  Shoddy Construction: D6
  Decent Construction: D8
  Quality Construction: D10
  Exceptional Construction: D12
  FOR TIFICATION BONUS
  DICE
  Light Fortification: +1 Die
  Medium Fortification: +2 Dice
  Strong Fortification: +3 Dice
  A DPRG tank destroyer with a scout
  car spotter during the 1st Battle
  of Tiaret (photo: Piers Brand,
  miniatures: GZG)
  
  missiles, demolition charges, main tank guns and other
  cannons, artillery, or aerial bombs and missiles.
  To perform a Building Destruction Test, the player
  attempting to destroy the building rolls the Firepower
  dice for the weapon he is using against the building
  and his opponent rolls the number and type of dice
  indicated by the target building’s Structural Strength and
  Construction Quality. 
  Both players discard any dice with a score lower than 4. 
  If more Firepower dice are left than Structural Strength
  dice, the building collapses into rubble. If not, the building
  remains standing but will throw one less Structural Strength
  die the next time it takes a Building Destruction Test.
  Whether a building is destroyed or not, units inside are
  likely to take casualties from the attack. If the building is
  destroyed, any unit within is struck with a Firepower equal
  to that of the weapon used in the destruction attempt
  with a +1 Firepower bonus. If the building survives the
  destruction test, any unit within is struck with a Firepower
  equal to that of the weapon used in the destruction attempt
  with a -1 Firepower die penalty. The unit may claim all
  applicable cover bonuses against either attack.
  Example: An enemy HMG team positioned in a hastily
  fortified office building is giving Red Player’s advancing
  infantry a hard time. Red decides try to reduce the building
  to rubble with the help of two main battle tanks. 
  The target building has an Average Structural Strength
  (6 dice) and has been hastily fortified with sand bags and
  rubble. Prior to the start of the game, both players agreed
  that the building has Light Fortification (+1 die, for a total
  of 7 dice) and is of Decent Construction (D8). The building
  will throw 7D8 for its Structural Strength.
  The MBTs’ main guns have a Firepower of 5D8 + 1D for
  a 120mm gun using advanced munitions, so they attack
  the building with a Firepower of 6D8 each.
  The first MBT fires and rolls its 6D8, coming up with
  4 dice with scores of 4 or better. The Defender rolls 7D8
  and has 5 dice with scores of 4 or better. The building
  doesn’t fall, but the HMG unit inside is still struck with a
  5D8 (6D8  -1 die penalty described above). Miraculously,
  it takes no casualties.
  In its activation, the second MBT fires at the building
  and comes up with 6 dice with scores of 4 or better.
  The defender again rolls 6D8 (reduced from 7D8, as this is
  the second destruction test against this building and it is
  weakened) but isn’t as lucky this time, only garnering 4 dice
  with scores of 4 or higher. The building collapses into
  rubble and the infantry unit inside is attacked with a
  Firepower of 7D8 (6D8 +1 Firepower die bonus for the
  collapsing building). None of the HMG team survives!
  Breaching Buildings 
  Some scenarios may indicate that certain buildings must
  be breached to enter or a unit may decide it wants to blast
  its way into an occupied building in a shock and awe attack.
  There are two techniques used to breach a building:
  Breaching with charges and stand-off breaching. Both
  methods are described in the rule sections that follow.
  Breaching with Charges 
  To Breach into a building or through a wall using explosive
  charges, a unit must have at least one figure in contact
  with the building. Once in contact, the unit may make a
  Breach Test. To successfully Breach a building or wall,
  the breaching unit must make a Troop Quality Check.
  A successful Troop Quality Check indicates that the unit
  may enter the building through their newly established
  breach. Failure means the unit must remain where it is for
  the rest of the turn.
  IN F AN TR Y  C O M BA T
  [ 9 1 ]
  BR EACH ING TESTS
  Make a Troop Quality Check for the breaching
  unit. Success indicates the unit may enter the
  building immediately. Failure indicates the unit
  must remain where it is for the rest of the
  turn. It may make further attempts to breach
  on following turns.
  Modifications to the Troop Quality Die Roll:
  Unit Has Breaching Gear: +1
  Unit Specializes in Breach Entry (SAS, Delta,
  etc.): +1
  Building Structural Strength is Weak: +1
  Building Structural Strength is Reinforced: -1
  Building is Lightly Fortified: -1
  Building is Medium Fortified: -2
  Building is Strong Fortified: -3
  
  The Breach Test roll may be modified by factors such as
  use of specialized tools or the building’s strength.
  Example: A FFL team needs to breach through the back
  wall of a building occupied by a DPRG command unit and
  seize prisoners and intel. 
  The unit must make a Troop Quality test to successfully
  breach the wall. Their Troop Quality is Veteran, so they’ll be
  rolling a D10. They have Breaching Gear (+1), specialize in
  breaching operations (+1), but the building is Reinforced
  (-1), so they gain a total of +1 to their die roll. 
  The FFL team rolls a D10 and scores a 3. Normally this
  would be a failure, but the +1 to their die roll raises the
  score to a 4 – good enough to pass the Troop Quality test
  and breach the wall. The FFL team rushes in and takes
  the stunned DPRG officers by surprise!
  Stand-Off Breaching 
  “Stand-off breaches” use fire from a heavy weapon at a
  distance to open a breach in a wall or building rather than
  relying on hand-placed breaching charges. Only very
  powerful weapons such as tank guns or shoulder fired
  rockets are capable of opening a stand-off breach.
  To perform a stand-off breach, the breaching player
  announces his intent and the weapon he’ll be using for
  the breach. Creating a breach requires very accurate
  placement of fire, so the weapon being used must be within
  6” of the target building or wall.
  The breaching player rolls the Firepower dice for the
  weapon he is using against the building and his opponent
  rolls the number and type of dice indicated by the target
  building’s Structural Strength and Construction Quality
  with a -1 die penalty (this is to reflect that it is easier to
  blow a hole in a building than to flatten it entirely). 
  Both players discard any dice with a score lower than 4. 
  If more Firepower dice are left than Structural Strength
  dice, a breach has been opened and the breaching player’s
  units may now enter the building. If less Firepower dice are
  left than Structural Strength dice are left, the breaching
  attempt failed.
  Whether a building is breached or not, units inside are
  likely to take casualties from the attack. If the building is
  breached, any unit within is struck with a Firepower equal
  to that of the weapon used in the destruction attempt with
  a +1 Firepower bonus. If the building is not breached,
  any unit within is struck with a Firepower equal to that
  of the weapon used in the destruction attempt with a -1
  Firepower die penalty. The unit may claim all applicable
  cover bonuses against either attack.
  Breaching Into a Hostile Building 
  If a unit successfully breaches into a building containing a
  hostile unit, Close Assault is immediately initiated between
  the two units. Close Assault is resolved as normal, with the
  following modifications:
  The breaching unit is not required to pass a Troop
  Quality Check to engage in Close Assault.
  The defending unit may not flee. If it is able to lay down
  final defensive fire, resolve as normal but subtract TWO
  dice from the defending unit’s Firepower and add TWO dice
  to the breaching unit’s Defense to reflect the shock and
  surprise of a Breach attack. If the breaching unit is specially
  equipped for breaching operations or has flash-bang
  grenades, add THREE dice to the breaching unit’s Defense.
  Example: The FFL team from the previous example
  breaches into a DPRG command center and close assaults
  its occupants. Because they breached in, the FFL team is
  not required to make Troop Quality Check to close with the
  DPRG officers.
  The shocked command staff makes a Troop Quality
  Check to see if they can run away or fire defensively, per
  the Close Assault rules. They pass their test and would like
  to run, but are unable to (smoke, dust, and the concussion
  of the breaching charge have left them disoriented and
  stunned). They raise their weapons and fire at the figures
  surging at them through the smoke and debris. Normally
  they would have a Firepower of 6D8 (there are six officers
  with a Troop Quality of D8 armed with small arms), but the
  shock of the breaching charge has left them so shaken that
  they suffer a -2 die Firepower penalty, reducing their
  Firepower to 4D8.
  Water Obstacles 
  Rivers, streams, lakes, and ponds may or may not be
  impassable terrain. The scenario should dictate whether
  water obstacles are shallow enough to be crossed on foot
  or by vehicles. Any fords should be identified and it should
  be noted whether they are passable by infantry, vehicles,
  or both.
  TO MO R R O W ’ S  W A R
  [ 9 2 ]
  
  Both infantry and vehicles may only use Tactical
  Movement on a turn in which they cross a water obstacle.
  Vehicles that are capable of swimming may cross water
  obstacles that do not have fords, but must start their turn
  at the edge of the obstacle and may only use Tactical speed
  for the turn.
  Infantry units that are trained to cross water obstacles
  by swimming (such units are identified by the scenario)
  may cross in the same manner as vehicles above.
  Additionally, they must pass a Troop Quality Test to cross
  the obstacle without incident. If the unit fails their Troop
  Quality test, it suffers a 4D8 attack and may claim no
  Defense modifiers (no cover, body armor, etc.). Casualties
  are determined on the opposite shore of the water
  obstacle. Fatalities are assumed to have drowned
  while seriously wounded figures sustained some sort of
  injury in the crossing. Note that power armored troops
  need not take this test – their suits provide a self-
  contained atmosphere.
  Ground Effects Vehicles (GEVs) and Anti-Gravity
  Vehicles (AGVs) may cross water obstacles without
  hindrance. 
  Jump capable infantry units must make a TQ Check
  to safely land or jump out of a water obstacle. Failure
  indicates they take a Firepower attack equal to half the
  number of figures in the unit. Only Armor may be counted
  as additional defense against this attack, which represents
  the chance of members in the unit suffering some mishap.
  Vertical Obstacles 
  Steep hills, cliffs, escarpments, ravines and other vertical
  obstacles may be impassable terrain if identified as such
  by the scenario. Some vertical barriers may be impassable
  to vehicles, but not infantry. If not impassable, such terrain
  may be crossed by infantry or vehicles using Tactical
  Speed. The scenario will identify any vertical obstacles that
  impair or prevent movement.
  Some units are trained and equipped to scale vertical
  obstacles. Such units are identified by the scenario. Units
  scaling a cliff or other vertical surface must begin their
  turn at the edge of the obstacle and may only use Tactical
  Movement for the turn. They must also pass a Troop
  Quality Test to determine if the ascent was accomplished
  without mishap. If the test is passed, the unit arrives at the
  top (or bottom) of the obstacle unharmed. If the test is
  failed, the unit takes a 4D8 attack and may claim no
  Defense modifiers. Casualties are checked at the end of
  the climb. Fatalities are assumed to have fallen to their
  deaths, while seriously wounded troops are assumed to
  have suffered climbing injuries.
  Ground Effects Vehicles and Class 1 Anti-Gravity
  Vehicles may only negotiate moderate slopes at best.
  Slopes that may be passable to tracked, wheeled, and
  legged vehicles may be impassable to GEVs and Class 1
  AGVs. Such impassable slopes should be identified before
  play begins.
  Class 2 & 3 AGVs are not affected by vertical obstacles.
  Forests and Woods 
  Forests, groves, stands of trees, tree-like plants, crystalline,
  ice or rock structures can impede both movement and
  line of sight. They may also provide cover for units
  sheltering within.
  Woods generally fall into one of three categories:
  Dense, Average, and Light, plus a special category of Heavy
  Foliage Cover.
  Dense Woods are impassable to most vehicles, but may
  be negotiated by small walkers in some cases. They block
  LOS past 1” from their edge. Troops within Dense Woods
  can only see half their Optimum Range to target enemy
  units inside the terrain with them. 
  Infantry units may only use Tactical Movement through
  Dense Woods and may claim the benefit of Solid Cover. 
  IN F AN TR Y  C O M BA T
  [ 9 3 ]
  Heavy AFVs require a sturdy bridge to
  cross water obstacles (photo: Jim Roots,
  miniatures: Khurasan)
  
  Heavy Foliage Cover can take the form of dense jungle
  undergrowth, thickets of heavy, tangled brush, or even
  expanses of tall, trackless grassland. Heavy foliage cover
  blocks line of sight. Non-indigenous troops may only use
  Tactical Movement when moving through or in terrain
  designated as “Heavy Foliage Cover” Certain troop types,
  such as special forces units or indigenous guerrillas may
  have this restriction removed as dictated by the scenario.
  This allows guerrillas and certain specialized forces an
  advantage over regular troops in this challenging terrain. 
  Troops inside a “Heavy Foliage Cover” terrain feature
  cannot be seen unless they are at the edge of the terrain
  feature and can only be spotted by units within Optimum
  Range. Units in Heavy Foliage also have no line of sight
  out of it unless on the edge of the terrain feature. This
  allows troops to hide in dense jungle terrain but requires
  them to be on the edge of a terrain feature in order to fire
  at enemy forces. 
  Troops in a “Heavy Foliage” terrain feature may see half
  their Optimum Range through the terrain to target enemy
  units inside the terrain with them. 
  Common sense must be applied when considering
  vehicle movement through heavy foliage. Dense jungle
  undergrowth will generally be impassable to vehicles (with
  the possible exception of walkers), while thick fields of
  “elephant grass” won’t impede them at all. If not described
  by the scenario, players should agree on the effect of heavy
  foliage on vehicles prior to the game.
  Average Woods are passable by vehicles, but they may
  only move at Tactical Speed. Infantry movement is not
  hindered by Average Woods. Average Woods block LOS
  past 3” from their edge. Visibility within an Average Wood
  is also limited to the unit’s Optimum Range. Infantry inside
  an Average wood may claim the benefit of Solid Cover. 
  Jump capable troops may jump over or out of average
  woods, but must take a Troop Quality test to safely land in
  them. If the Troop Quality test is failed, the unit must take
  a Firepower attack equal to the number of figures in the
  unit. Only Armor may be counted as additional defense
  against this attack, which represents the chance of
  members in the unit suffering some mishap.
  Light Woods are little more than decorative clumps of
  trees and thin underbrush. They do not block LOS or
  impede infantry or vehicle movement. Light Woods provide
  no special cover benefits.
  Artillery and Woods 
  Artillery fire into wooded areas adds a storm of wooden
  splinters to the usual hail of shrapnel. Artillery salvos
  striking units in Average or Dense Woods receive a bonus
  Firepower die. 
  Extremely Rough Ground 
  Extremely rough ground, such as boulder fields, heavily
  cratered areas, or areas choked with thick, resilient
  plant-life, or even terrain strewn with lava pools might
  be encountered in a game. Obviously, such terrain can
  prove to be tough going for both infantry and vehicles,
  but the sheer number of possibilities makes it rather
  difficult to come up with a single cut and dried solution
  for all extreme terrain. The effects of such terrain should
  be determined on an individual basis, generally in a
  scenario brief. The following guidelines might prove
  helpful, though:
  Rough ground, sharp shards of rock, and entangling
  vines and plant stalks/trunks, are bad news for wheeled
  and tracked vehicles, which may only move through such
  terrain at Tactical speed. 
  If the hazards involved are less than knee-high to a
  figure, then GEVs and Class 1 AGVs may pass over the
  terrain without penalty. Movement of Class 2 & 3 AGVs is
  unaffected by any terrain. 
  TO MO R R O W ’ S  W A R
  [ 9 4 ]
  FFL recon vehicles in Average
  Woods (photo: Shawn Carpenter,
  miniatures: GZG)
  
  Infantry may pass through such terrain without penalty
  in some cases, but must limit themselves to Tactical
  movements in others. If not dictated by the scenario,
  players should agree on the effects of rough ground on
  infantry movement at the beginning of the game.
  Jump capable troops must make a Troop Quality Check
  to land safely on extremely rough ground. If the Troop
  Quality test is failed, the unit must take a Firepower attack
  equal to the number of figures in the unit. Only Armor may
  be counted as additional defense against this attack, which
  represents the chance of members in the unit suffering
  some mishap.
  As a general rule, Walkers will suffer the same penalties
  as listed for infantry when traveling across extremely
  rough terrain.
  Unearthly Environments 
  Not all battles take place in a terrestrial environment.
  Some wars are waged on planets with hostile
  atmospheres – or no atmosphere at all. Gravity on these
  worlds may be significantly higher or lower than that of
  Earth. Without special gear – and, just as importantly,
  special training – a soldier is as likely to die from
  exposure to the environment before ever laying eyes on
  an enemy soldier.
  The following rules describe the effects of hostile
  environments on game play.
  Vacuum or Hazardous
  Atmospheres 
  It is not unusual for Tomorrow’s War forces to clash on
  worlds with lethal atmospheres or no atmosphere
  whatsoever. Troops must obviously wear protective
  environment suits if they intend to fight outside pressurized
  vehicles. Such suits require a fair amount of practice to
  use within the relatively safe confines of a spacecraft, to
  fight in one requires extensive training and familiarization.
  It is unusual for troops with a Troop Quality less than
  Trained to be deployed in such environments.
  Combat in vacuum or hostile environments can be
  horrifyingly lethal. The smallest breach of an environment
  suit’s integrity may prove fatal, even if the suit’s occupant
  is otherwise unharmed. During combat in a hostile
  environment, any casualty in an environment suit must
  make a Troop Quality Check prior to its normal First Aid
  Check. If the figure passes the Troop Quality Check, make
  the First Aid Check as usual. If it fails the Troop Quality
  Check, the figure has succumbed to the hostile environment
  and is dead.
  Note that troops in Powered Armor are not required to
  make a Troop Quality Check to survive suit breaches – it
  IN F AN TR Y  C O M BA T
  [ 9 5 ]
  War-torn urban settings are a good
  example of Extremely Rough Ground
  (photo & miniatures: Pig Iron)
  I hate fighting in evac suits, they just ain’t
  made for the job. The joints always lock up
  when you least want them to, leaving you
  looking like a spare dick at a wedding. The
  new Combat Environment Suits are better,
  but we are way down the list to be issued
  with them. I remember one action where a
  CAU registered freighter got jacked by some
  insurgents. The numb-nuts killed off the
  gravity simulators halfway through the fight.
  We were all floating around that place like
  fairies. Every time you fired the recoil
  propelled you backwards. Would have been
  funny as hell if they hadn’t been trying to
  kill us.
  Sergeant Carlos ”Turk” Mozo, 2nd Assault Company,
  3rd Marines
  
  is assumed that even the most basic suit of Powered
  Armor will automatically compartmentalize the damaged
  area.
  Some 
  alien 
  troops 
  or 
  genetically 
  modified/
  cybernetically enhanced humans may be able to operate
  in noxious atmospheres without the benefit of
  environment suits. Such troops will be identified in their
  force lists or will be specified by the scenario.
  Gravity Effects 
  Troops are used to the gravities of their homeworlds.
  Troops face a variety of challenges when forced to operate
  in gravities lower or higher than that to which they are
  accustomed, not the least of which can be simply moving.
  Poorly trained or green troops will find moving difficult and
  even the most experienced may find it challenging. 
  The effects of low or high gravity vary. Obviously, these
  effects do not apply to troops who are native or highly
  accustomed to the local gravity. Additionally, troops from
  low gravity worlds face compounded difficulties when
  operating on a high gravity world – and vice versa. The
  rules below describe the effects of low and high gravity on
  troops from a world with Earth-like gravity. 
  Troops who are operating in gravities other than their
  own must make a Troop Quality test each time they
  attempt to make a Rapid move. If they succeed, they may
  make a normal Rapid move. If they fail, they may only
  make a Tactical move.
  Troops in vehicles or powered armor are not affected by
  strange gravities.
  PUTTING IT ALL TOGETHER:
  LOST & FOUND 
  Colony World: Glory
  Area: Foix Gap, Near DPRG Border
  Year: 2295
  Alpha Company, 1st Battalion Landing Team, 6th Marine
  Regiment is on patrol in the Foix Gap near the DPRG
  border. The Marines have recently arrived from Grissom
  in support of their Republic of Arden comrades in arms.
  From the moment of their arrival, the troops find
  themselves fighting rough terrain, oppressive heat, biting
  insects and the occasional sniper. Action takes a turn for
  the dramatic when an Interface Fighter supplying close air
  support for a nearby operation suffers a catastrophic
  engine failure and the pilot is forced to bail out over
  contested territory.
  Charlie Squad of 1st Platoon suddenly finds its routine
  patrol turned into a footrace to make contact with a
  downed pilot before the DPRG can lay their hands on
  a fantastic propaganda coup!
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: USMC for the first turn, then roll for Initiative
  normally
  Special Conditions: None
  Fog of War: Generated normally by Reaction Tests
  Table Size: 3’ x 3’
  ¤
  P: Pilot’s starting position in an abandoned building
  ¤
  1–4: DPRG Team positions – Team 1 is at 1, Team 2
  at 2, etc.
  TO MO R R O W ’ S  W A R
  [ 9 6 ]
  A survey team working in a hazardous
  environment (photo: Piers Brand,
  miniatures: GZG)
  V A C U U M OR HA ZA RD OU S
  A TM O S P HERE  C A S U A LT Y
  C H E C K
  Make a TQ Test:
  Pass: Move on to appropriate First Aid Check.
  Fail: Figure is KIA
  
  USMC Mission
  One of Charlie Squad’s fireteams must make contact with
  the downed pilot. See Special Rules for the pilot’s behavior
  in game terms. The pilot must be escorted off the table by
  the Marines by the end of Turn 8.
  USMC Victory Points 
  ¤
  USMC fireteam makes contact with pilot: 3pts
  ¤
  USMC fireteam escorts the pilot off table prior to
  Turn 6: 10pts
  ¤
  USMC fireteam escorts the pilot off table by end of
  Turn 8: 7pts
  IN F AN TR Y  C O M BA T
  [ 9 7 ]
  
  USMC Forces
  USMC Basic Attributes
  Initiative Level: D8
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 3
  On Grid? No.
  Body Armor: Hard Armor (2D)
  Troop Quality/Morale: D8/D10
  USMC Rifle Squad
  1 x Squad Leader w/ M1 ACR
  Fireteam Alpha
  1 x Fireteam Leader w/M1 ACR
  1 x Gunner w/M233 SAW (TL3 Lt. AP:1)
  1 x Gunner w/Mk 17 SLAM (TL3 Med. AP:2/AT:2(M)
  1 x Riflemen w/M1 ACR
  Fireteam Bravo
  1  x Fireteam Leader w/M1 ACR
  1 x Gunner w/M233 SAW (TL3 Lt. AP:1)
  1 x Gunner w/Mk 17 SLAM (TL3 Med. AP:2/AT:2(M)
  1 x Riflemen w/M1 ACR
  Fireteam One Charlie
  1 x Fireteam Leader w/M1 ACR
  1 x Gunner w/M233 SAW (TL3 Lt. AP:1)
  1 x Gunner w/Mk 17 SLAM (TL3 Med. AP:2/AT:2(M)
  1 x Riflemen w/M1 ACR
  DPRG Border Legion
  Mission
  The American Marines have recently arrived here to fight
  alongside the Ardenois. Here is a chance to use the
  American pilot to lure the Devil Dogs into a bloody defeat!
  Catch them in a fire pocket and cause as many American
  TO MO R R O W ’ S  W A R
  [ 9 8 ]
  [ TL 2  M B Ts]
  
  casualties as possible as they try to rescue their airman. If
  you do your job right, the Marines will be wiped out or
  driven off and you can deal with the pilot at your leisure! 
  DPRG Victory Points 
  ¤
  Per USMC KIA: 2pts
  ¤
  Per USMC with Serious Wound: 1pt
  ¤
  Per Marine Captured: 3pts
  ¤
  Pilot still on table at end of Turn 8: VICTORY!
  DPRG Forces
  DPRG Basic Attributes
  Initiative Level: D6
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: Carapace (2D)
  Troop Quality/Morale: D6/D10
  DPRG Border Legion Units
  DPRG Team One
  1x Squad Leader w/AK-400 Rifle
  1 x Fireteam Leader w/AK-400 rifle
  1 x Medic w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  2 x Riflemen w/AK-400 rifles
  DPRG Team Two
  1 x Fireteam Leader w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  2 x Riflemen w/AK-400 rifles
  DPRG Team Three
  1 x Fireteam Leader w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  2 x Riflemen w/AK-400 rifles
  DPRG Team Four
  1 x Fireteam Leader w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  2 x Riflemen w/AK-400 rifles
  Special Rules
  The Downed Pilot 
  One of Charlie Squad’s fireteams must make contact with the
  downed pilot by moving into cohesion distance. The pilot can
  be moved as part of that fireteam. He may be handed off to
  another Marine fireteam if the two fireteams are in contact.
  The pilot must be escorted off the table by the Marines by the
  end of Turn 8. The pilot adds no Firepower or Defense dice to
  the fireteam he is with. The pilot does not contribute dice to
  Morale checks. For the purposes of this scenario, the pilot
  cannot be injured or become a casualty. If a unit the pilot is
  with is wiped out, the pilot will move to the nearest cover that
  takes him away from the nearest DPRG unit.
  Terrain 
  Woods, walls, buildings, and the bank of the stream provide
  cover (+1D defense). Woods and buildings block line of sight.
  Ambush Rules are in Effect 
  This means any DPRG units that are outside of Optimal
  Range may not be targeted by USMC troops unless they
  move or fire. USMC troops must pass a TQ Check within
  Optimal Range to spot hidden DPRG troops. The DPRG
  automatically fire first from ambush.
  IN F AN TR Y  C O M BA T
  [ 9 9 ]
  
  M E C H A N I Z E D  C O M B A T
  It should be noted that the play area of the typical
  Tomorrow’s War game represents a more-or-less point-
  blank encounter between AFVs. Vehicle engagements in
  this game are not stand-off affairs between carefully
  maneuvering tanks – they are short, brutal knife fights that
  may well be decided on the first, hurried shot. 
  ACTIVATING VEHICLES 
  Vehicles are activated in the same manner as infantry units.
  Like infantry units, an activated vehicle may move/fire or
  fire/move. Vehicles may be placed on Overwatch.
  Vehicles may not use Out of Contact Movement.
  VEHICLE TYPES 
  Vehicles are grouped in types based on their method of
  mobility. The types are Wheeled, Tracked, Ground Effects,
  Anti-Grav/Direct Thrust. Descriptions of each type follow.
  Wheeled 
  Wheeled vehicles have been around nearly as long as man
  and will probably still be rolling down streets (and over
  battlefields) far into the future. 
  Wheeled vehicles have several advantages, in that they
  are fairly quiet, handle most rough terrain well (assuming
  they were designed to), and are easy to maintain.
  All of these advantages make them a favorite on most
  colony worlds.
  Tracked 
  Tracked vehicles have the advantage of being able to move
  on a stable road surface that they lay down in front of
  themselves and pick up after they pass over it. This allows
  a well-designed tracked vehicle to handle rough terrain
  with aplomb. Unfortunately, the same process makes
  tracked vehicles very loud and more difficult to maintain
  than their wheeled counterparts. Still, if you need to move
  something heavy somewhere there aren’t any roads, tracks
  are a time honored solution that continue to win battles
  on Earth and beyond.
  [ 1 0 0 ]
  A selection of USMC armor fielded on
  Glory during the 2nd and 3rd Glory Wars
  (photo: Piers Brand, miniatures: GZG)
  A DPRG wheeled scout-car (photo: Piers
  Brand, miniature: GZG)
  Being a treadhead has its disadvantages –
  you can get burnt alive if your ride catches
  fire, suffocated by your own fire suppression
  system, blown to pieces by an ammunition
  detonation, shot by a sniper while out of the
  turret or turned to jelly by concussion hits.
  All that said… It still beats the hell out of
  walking to war.
  Corporal David Smith, 1st Royal Tank Regiment
  
  [ 1 0 1 ]
  ME C H AN IZ E D C O M BA T
  Ground Effects Vehicles
  (GEVs) 
  Ground Effects Vehicles (GEVs) use a cushion of air (or any
  other available gas, for that matter) to lift themselves off
  the ground. Propulsion is usually provided by rotor tilt, but
  may be provided by small fans mounted on the vehicle, too.
  The main advantage of GEVs is that they are able to
  negotiate land or water with equal ease. GEVs also supply a
  fairly smooth ride, even over moderately rough terrain. This
  is a big advantage for vehicles attempting to fire on the move.
  Unfortunately, GEVs come with disadvantages, too. They
  kick up an amazing “rooster-tail” on dusty surfaces and are
  fairly loud. They are also somewhat prone to breakdown
  and are incapable of climbing steep slopes that would be
  negotiable by wheeled or tracked vehicles.
  Anti-Gravity Vehicles (AGVs) 
  Anti-gravity is the newest form of vehicle mobility, closely
  followed by direct thrust vehicles. Anti-gravity vehicles rely
  on a technology that presses against a planet’s gravitic
  field to lift and propel it.
  There are three classes of AGVs: 
  Class 1: Skimmers - (TL2) 
  Skimmers can only bear relatively light loads (APC and Lt.
  Tanks only). They have difficulty negotiating steep grades
  or very rough terrain (tree-stumps, boulders, etc.). They
  must be landed on a planet’s surface via drop ship. 
  Class 2: NOE Flyers - (TL2 & 3)
  NOE Flyers can be any sized vehicle up to MBTs. They can
  literally “fly” over rough terrain, including skimming over
  the tops of trees or steep grades. They cannot pass over
  vertical barriers of significant height, however (cliff faces).
  They may do “pop-up” attacks from behind terrain features.
  They must be landed on a planet’s surface via drop ship.
  Class 3: Orbital Landers - (TL3)
  French Foreign Legion scout vehicles
  unload their dismounts (photo: Jim Roots,
  miniatures: GZG & Micropanzer)
  A pair of GEVs cross a plowed field
  (photo: Jim Roots, miniatures: Old Crow)
  The damn Frogs had a real edge over us at
  the start of the fighting on Glory. Backed up
  by the FFL, we were really out-gunned till a
  shipment of grav tanks arrived from Brazil.
  They were Jaguar 4 grav tanks. State of the
  art mounting a 125mm Kinetic cannon in
  its turret. First time we went out in one we
  knocked-out two Arden ”Gaul” MBTs by
  popping up over a wood and letting rip
  before dropping back into cover. Once we
  had these and other equipment, we really
  started to hit back hard against Arden. We
  would have won if the US hadn’t got involved...
  just another example of American Imperialism.
  My Jaguar was knocked-out by a USMC grav
  tank. They popped out and hit us the same
  way we did the Arden tankers.
  Colonel Javier Menendez, 1st Armored, DPRG
  
  Orbital Landers may be any sized vehicle up to MBTs. They
  have all the abilities of an NOE Flyer but may also “Repel
  Up” vertical faces. They may do pop-ups and may also
  make strafing runs as they fly on or off the board. Orbital
  Landers may be dropped from a space craft in orbit and
  “fly” down to the surface. They still must be lifted off the
  planet by a drop ship, however.
  Direct Thrust Vehicles
  (DTVs) 
  Direct thrust vehicles rely on powerful, efficient turbofans
  to coast above the ground, hop over low obstacles and,
  if necessary, take to the sky in actual flight. DTVs are
  capable of flight, NOE flight, hovering and ground
  hugging movement. 
  DTV APCs and IFVs can perform fast rope operations
  from a hover like any other VTOL.
  Walkers 
  Walkers use two or more “legs” for motivation rather than
  wheels or tracked. The most common type of Walker is the
  Armored Fighting Suit (AFS), although some walking tanks
  and APCs have also been fielded. 
  Walkers have an advantage when moving through most
  rough terrain, but generally aren’t very fast or agile (there
  are exceptions of course, especially among the smaller
  Armored Fighting Suits). They tend to be taller than
  ordinary AFVs while on the move, but most have the ability
  to lower themselves quite close to the ground when halted,
  a virtue that makes it quite easy for these types of AFVs to
  easily find hull down positions.
  VEHICLE MOVEMENT 
  All vehicles have two movement rates – Tactical Speed and
  Rapid Speed.
  Tactical Speed 
  Vehicles use Tactical Speed when actively patrolling or
  rolling in support of dismounted infantry. Most vehicles
  may move up to 10” per turn when using Tactical Speed. 
  Vehicles traveling at Tactical Speed suffer no Reaction
  Penalties.
  Rapid Speed 
  Vehicles use Rapid Speed when they need to move quickly
  and no maneuvers are required. Most vehicles at Rapid
  Speed may move up to 18.” 
  Vehicles traveling at Rapid Speed receive a -1 to their
  die roll when making Reaction Tests.
  Nap of the Earth (NOE) 
  Class 2 AGVs have limited flight capability that gives them
  the ability to “follow the nap of the earth.” In other words,
  they can skim over tree tops, houses, and hills, often using
  those very terrain features to conceal themselves from
  enemy observation or fire. DTVs and VTOLs may also use
  NOE movement.
  TO MO R R O W ’ S  W A R
  [ 1 0 2 ]
  The Brazilian Jaguar IV is a typical Class
  1 Grav Tank (photo: Dana Boggs-Drake,
  miniatures: Combat Wombat)
  A robotic DTV prowls the battlefield
  (photo: Jim Roots, miniatures: Khurasan)
  
  Vehicles moving NOE may move up to 24.” Vehicles
  utilizing NOE movement are vulnerable to fire if they pop
  over an obstacle or otherwise become visible to enemy
  units or vehicles. Fire at NOE vehicles receives a -2 die
  Firepower penalty, as does fire from an NOE vehicle.
  Flight 
  Some vehicles, such as aircraft of all sorts and Class 3
  AGVs may actually fly. Such vehicles can move anywhere
  on the table during a turn.
  Flying vehicles are subject to Ground Fire rule when
  landing, taking off, picking up passengers, or dropping
  them off.
  Flight capable vehicles also have the option of using
  Nap of the Earth movement as described above.
  Loading and Unloading
  Passengers 
  A vehicle may not move on the turn it loads or unloads
  passengers. 
  Passengers unloading from a vehicle may only use
  Tactical movement. Passengers may use Rapid movement
  to board a vehicle, however.
  Units may only use Suppression Fire or fire as a
  Reaction on the turn they dismount.
  TANK COMMANDERS –
  BUTTONED UP & UNBUTTONED 
  No matter how advanced sensors and tactical displays
  become, the human mind continues to work most
  effectively with data from its favored sensor suite – its own
  eyes, ears, nose and skin. It’s not unusual for an unbuttoned
  tank commander (in other words, a TC standing exposed in
  an open hatch) to spot threats before his crew’s sensors
  pick them up. Unfortunately, it’s also not unusual for an
  unbuttoned tank commander to meet a sudden, messy end
  when the bullets and energy bolts are thick in the air.
  Tank commanders are faced with a difficult choice when
  their vehicles are engaged in combat, especially at the
  short ranges and in the close terrain typical of most
  Tomorrow’s War games: Should they boost their situational
  awareness while risking becoming a casualty or should
  they sacrifice quick reactions for safety? To button up or
  not to button up, that is the question.
  Unbuttoned TCs 
  A player must declare which tank commanders they wish
  to be unbuttoned at the beginning of a turn. Each TC
  designated must pass a Troop Quality Check to spend
  the turn unbuttoned. If they fail the check, they remain
  buttoned or button up.
  ME C H AN IZ E D C O M BA T
  [ 1 0 3 ]
  US anti-grav IFVs perform a road
  movement through a Republic of Arden
  energy farm (photo: Dana Boggs-Drake,
  miniatures: GZG)
  Ares Mining Corporation mercenaries made
  extensive use of combat walkers during
  the Martian uprising (photo: Jeff Racel,
  miniatures: Rebel)
  
  TCs may only unbutton at the beginning of a turn and
  must remain unbuttoned for the duration of the turn or
  until forced to button up by enemy fire.
  Tanks whose TCs are unbuttoned suffer no Reaction
  Test penalties.
  Unbuttoned TCs may be fired upon as if they were
  an infantry unit In Cover behind Solid Cover (+2
  Defense dice). 
  If a tank with an unbuttoned TC is hit by AT fire, the TC
  becomes a casualty on a D6 roll of 1 whether the hit
  causes any other damage or not. 
  A TC who is fired upon by either small arms or AT fire
  and survives must make a Troop Quality test to remain
  unbuttoned. If they fail the test, they immediately button
  up and remain buttoned up for the rest of the turn.
  If a TC becomes a casualty due to small arms or AT fire,
  the tank crew must take a Morale Check with their Morale
  die reduced by one die type (i.e., if their Morale is normally
  D10, it would be reduced to D8 for the purpose of this check).
  Buttoned Up TCs 
  TCs are assumed to be buttoned up unless their player
  indicates otherwise at the beginning of the turn – if the TC
  has not been designated as unbuttoned and has not
  passed a Troop Quality test, he is buttoned up and must
  remain that way for the duration of the turn.
  TCs that are unbuttoned with enemy units in LOS during
  a turn must pass a Troop Quality test at the beginning of
  the next turn or button up.
  Tanks whose TCs are buttoned up receive a -1 to their
  die rolls when making Reaction Tests. This penalty is
  cumulative with other Reaction Test penalties. 
  Note that some vehicles possess outstanding sensor
  suites which alleviate the Buttoned Up penalties. Such
  vehicles will be identified in their vehicle description.
  VEHICLE FIREPOWER 
  All vehicle mounted weapons have a number of
  Firepower dice allocated to them. Like infantry units,
  the type of die used is determined by vehicle crew’s
  Troop Quality.
  It should be noted that some vehicle mounted weapons
  are also Infantry Support Weapons. The Firepower shown
  for such weapons may be different when vehicle mounted
  – this difference represents the vehicle’s more stable firing
  platform, available optics, etc. 
  Some vehicular weapons have separate Anti-Tank (AT)
  and Anti-Personnel (AP) Firepower ratings. Where different
  ratings apply, they will be described in the vehicle’s
  description.
  Vehicle mounted weapons treat all targets as being at
  Optimum Range. This bonus is already included in the
  Firepower listed for vehicles.
  TO MO R R O W ’ S  W A R
  [ 1 0 4 ]
  A TL3 Grav Tank capable of NOE flight
  (photo: Piers Brand, miniature: GZG)
  The commander of a DPRG Dear
  Leader II Heavy Tank unbuttons to
  get a better view of the battlespace
  (photo: Shawn Carpenter, miniature:
  Combat Wombat)
  
  Vehicle Weapon “Classes” 
  For purposes of vehicle design, vehicular weapons are
  divided into 4 “classes.” The class rating has no impact
  on the weapon in game terms, but does help establish a
  starting point for assigning Firepower dice for vehicles you
  design yourself.
  Below are some examples of weapons in each class:
  Small Arms & Infantry Support Weapons – Infantry’s small
  arms and most squad support weapons fall into this
  category. Examples include assault rifles, SAWs, rifle grenade
  launchers, GPMGs, most coaxial MGs, etc.
  Light Guns – Large caliber MGs (.50 or 12mm+);
  Automatic Grenade Launchers; kinetic anti-tank rifles,
  “regular” RPGs.
  Medium Guns – Light auto-cannons; energy anti-tank rifles;
  AT RPGs
  Heavy Guns – Main tank guns; ATGMs
  Advanced Vehicle Weapons 
  The big guns didn’t get left behind while small arms
  development leap-frogged past simple slug-throwers.
  Tomorrow’s armored fighting vehicle has a number of
  advanced weapon types to choose from and more are
  always in development. The unique effects of some
  advanced gun types are detailed below.
  Advanced Conventional Cannons 
  Conventional cannons firing HE or kinetic rounds have
  continued to evolve in parallel with laser, energy, and gauss
  weapon types. Improvements in charges, round material,
  and explosive compounds proceed slower than the leaps
  and bounds being made in newer weapon technology, but
  these weapons remain effective threats on the battlefield.
  The conventional cannon’s ability to fire explosive or
  kinetic projectiles makes it very effective against both
  personnel and enemy AFVs. 
  Typical conventional cannons would have stats similar
  to these:
  Heavy Tank Gun: AP:6/AT5(H)
  Medium AT Gun: AP:4/AT:4(M)
  Light Auto-Cannon: AP:4/AT:1(L)
  Laser Cannons 
  While Laser based AT guns are not among the most
  powerful weapons of their type, what they lack in heavy
  punch they make up for in precision. A well-maintained
  laser cannon with decent optics and fire control can pick
  out an enemy tank’s weakest points and punch through
  them. As a result, Laser Cannons of all types receive a +1
  die roll modifier when rolling on the Vehicle Damage Table.
  In the case of some Heavy guns, this can be cumulative
  with the Heavy Hitter attribute.
  Typical vehicle mounted laser cannons would have stats
  similar to these:
  Heavy Laser Tank Gun: AP:5/AT4(H)
  Medium Laser AT Gun: AP:4/AT:3(M)
  Light Rapid Pulse Laser Cannon: AP:4/AT:2(L)
  Rail Guns (Gauss Cannons) 
  Rail guns or “Gauss cannons” deliver incredible kinetic
  impacts at line of sight ranges. The incredible velocities
  generated with these weapons, coupled with the enormous
  density of the advanced penetrator rounds they fire
  make them deadly tank killers – but only lack-luster
  anti-personnel weapons.
  Rail Guns ignore one die of a target vehicle or unit’s
  armor or cover.
  Typical vehicle mounted rail guns would have stats
  similar to these:
  Heavy Gauss Tank Gun: AP:3/AT:5(H)
  Medium Gauss AT Gun: AP:2/AT:4(M)
  Light Gauss Cannon: AP:2/AT:2(L)
  ME C H AN IZ E D C O M BA T
  [ 1 0 5 ]
  US Army troops, escorted by a Patton
  tank, on patrol in Tiaret (photo: Jim
  Roots, miniatures: Khurasan)
  
  Energy Cannons 
  Energy Cannons rely on intense plasma or fusion bursts to
  burn and blast their way through enemy armor. These are by
  far the most brutishly powerful of all the anti-tank weaponry
  developed by man at this time. Their only drawback is that
  the enormous amount of energy they require to operate
  takes time to build up, which makes them slow to fire.
  They tend to be very heavy weapons, too, which require
  large, cumbersome turrets to house.
  Energy Cannons ignore up to two dice of a target unit’s
  cover or armor.
  All vehicle mounted Energy Cannons have the Slow
  Firing Weapon Attribute.
  Typical vehicle mounted energy cannons would have
  stats similar to these:
  Heavy Energy Tank Gun: AP:6/AT:5(H)
  Medium Energy AT Gun: AP: 5/AT:4(M)
  Light Energy Cannon: AP:4/AT:3(L)
  Restrictions on Vehicle Fire 
  Most AFVs have more weaponry than they have crew
  members to fire it all, some guns cannot be fired in
  conjunction with others, and some guns have a naturally
  slow firing rate that limits how many times they may be
  fired in a turn.
  As a rule of thumb, a vehicle may only fire its main gun
  and one secondary weapon system on a single activation.
  Some vehicles may have further fire restrictions, which will
  be noted in their vehicle descriptions.
  Vehicles whose crew has been reduced to half or less
  may fire either their main gun or a secondary weapon
  system, but not both.
  AFVs moving at Rapid Speed receive a -1 to their die
  roll for all Reaction Tests.
  AFVs that are Buttoned Up receive a -1 to their die roll
  for all Reaction Tests. This is cumulative with the Rapid
  Speed penalty.
  Vehicles lose 1D of Firepower for each Reaction/
  Defensive Action after the first.
  Like all other units an AFV that fails a Reaction Test will
  fall off Overwatch.
  Firepower & Tech Level 
  Weapons whose tech level exceeds that of the armor
  they’re firing at are generally more effective. To reflect this,
  a weapon receives +1 Firepower die for each Tech Level
  by which it exceeds its target’s armor tech level.
  Infantry Fire from Vehicles 
  Infantry mounted in/on a vehicle may add the weight of
  their fire to that of the vehicle, if the vehicle is suitable for
  them to fire from.
  Infantry fire from a vehicle is resolved during the
  vehicle’s activation. Infantry may add their Firepower to
  the vehicle’s attack against a target or attack a separate
  target.
  Infantry in an APC or IFV with firing ports may fire with
  half their Firepower. Only Small Arms and SAWs may be
  fired in this manner.
  Infantry in an APC or IFV with firing ports and top hatches
  for carried troops may fire with half their Firepower and
  may fire rifle grenade launchers in addition to SAWs and
  Small Arms.
  Infantry in open top or soft-skin vehicles may fire with
  their full Firepower -1 die. 
  Infantry riding on top of a vehicle such as a tank may
  fire with their full Firepower -2 dice.
  Infantry firing from a vehicle may not use any weapon
  which creates a back-blast (RPGs, LAWs, etc.) that normally
  require a ground mount/tripod to fire (heavy machineguns,
  mortars, AGLs, etc.).
  TO MO R R O W ’ S  W A R
  [ 1 0 6 ]
  A Republic of Arden Tank Destroyer takes
  a DPRG tank patrol by surprise (photo:
  Shawn Carpenter, miniatures: GZG &
  Combat Wombat)
  
  VEHICLE DEFENSE 
  Like Vehicle Firepower, Vehicle Armor is rated in four
  classes to assist with vehicle design. Vehicle Class is also
  used to determine a Vehicle’s Reliability Die Type.
  Below are examples of vehicles from each Defense Class:
  Soft-Skinned Vehicles – Unarmored or nearly unarmored
  vehicles, such as civilian vehicles or military utility vehicles.
  Very light APCs, armored cars, or recce vehicles also
  fall into this category. This class of vehicle affords their
  passengers little or no protection. 
  Light Vehicles – Light armored vehicles, such as armored
  cars and basic Armored Personnel Carriers (APCs),
  provide rudimentary protection against small arms fire and
  shell fragments.
  Medium Vehicles – Medium vehicles, such as light tanks and
  Infantry Combat Vehicles (ICVs), are designed to provide
  direct combat support to the squads they transport or
  support. Their armor provides protection against small
  arms, artillery, and light anti-tank weaponry.
  Heavy Vehicles – Heavy vehicles, of which Main Battle
  Tanks (MBTs) are the most common, are the kings of the
  battlefield. Class 4 AFVs are practically immune to any
  weapon system not specifically designed to overcome their
  massive armor and defense systems.
  Example: A typical civilian vehicle (Soft-Skinned Vehicle)
  would have a basic Defense of 1D6, while a basic APC
  (Light Vehicle) would have a basic Defense of 2D8.
  SAMPLE VEHICLE: PERKINS
  M70 MBT 
  Name: M70 “Perkins” MBT
  Class: Heavy
  Basic TL: 3
  Weapon TL: 3
  Armor TL: 3
  Sensor TL: 3
  Front Armor: 4D12 
  Side Armor: 3D12
  Rear Armor: 3D10
  Deck Armor: 2D8
  Main Gun; 200mm fusion cannon (Heavy Gun)
  AT Value: 6D
  AP Value: 4D 
  ME C H AN IZ E D C O M BA T
  [ 1 0 7 ]
  Australian GEV tanks and APCs during
  the Indonesian Civil War (photo: Jim
  Roots, miniatures: Old Crow &
  Micropanzer)
  TY PICAL V EH ICLE
  DEFENSE BY  CLASS
  Soft-Skinned Vehicle: 1D6
  Light Vehicle: 3D8
  Medium Vehicle: 3D10
  Heavy Vehicle: 4D12
  V EH ICLE DEFENSE
  MODIFIER S (CUMULATIV E)
  Target at Rapid Speed: +1D
  Target more than half obscured: +1D
  Target more than half covered by solid cover
  (hull-down): +1D
  Discharged smoke this turn: +1D
  Reactive Armor (ERA): +1D on FIRST
  missile/RPG attack per facing covered
  Per Level of TL Superiority of Armor over
  Attacking Weapon: +1D
  A vehicle’s Defense can never be reduced to
  zero. No matter what negative factors apply, a
  unit will always have at least one Defense die.
  
  Secondary Weapon: Gauss HMG (Light Gun)
  AT Value: 2D 
  AP Value: 4D
  Additional Weapons: MGs
  AT Value: N/A
  AP Value: 4D
  Attributes & Notes: 
  Heavy Hitter
  Improved MGs 
  Safe Haven
  Detonation Field (TL3)
  VEHICLE FIREPOWER
  ATTACKS VS. VEHICLES 
  Whenever one vehicle fires at another or an infantry unit with
  effective anti-vehicular weaponry fires at a vehicle, use the
  following process to determine damage to the target vehicle.
  Step 1: Determine Hits
  Step 2: Roll for Damage Effect
  Determine Hits 
  Hits against vehicles are determined in much the same
  way as firepower attacks against infantry units. The
  attacker determines the Firepower of the weapon he is
  firing at the target vehicle and the defender determines
  the vehicle’s Defense. 
  Both sides roll the appropriate number of Troop Quality
  dice and discard any rolls lower than 4. 
  The defending unit matches his dice against those of
  the attacker. If the defending unit cannot match or exceed
  all of the attacker’s dice, the attacker has scored a hit on
  the defending vehicle! 
  To determine the results of the hit, roll 1D8 on the
  appropriate Vehicle Damage Table (Soft-Skin, Light,
  Medium, and Heavy Vehicle). Apply a +1 die shift for each
  of the attacker’s dice the defender was unable to match or
  exceed, up to a maximum of 1D12.
  Example: A vehicle with a medium gun fires at a light
  vehicle. The attacker’s gun has a firepower of 4D8 while
  the target vehicle’s defense is determined to be 3D8. Both
  players roll their dice.
  The attacker rolls 3, 4, 6, and 8. The defender rolls 2, 3,
  and 5. Both players discard dice with scores less than 4,
  leaving the attacker with 4, 6, and 8 and the defender with
  a 5. The Defender’s roll of 5 exceeds the attacker’s 4,
  countering it. The attacker is left with two dice that the
  defender could not match. He’s scored a hit!
  The attacker refers to the Medium Gun vs. Light Vehicle
  table. If he had only scored a hit with one die, he would roll
  1D8 on the table, but since he’s scored a hit with two dice,
  he receives a +1 die shift. He rolls 1D10 on the table
  instead of 1D8.
  The attacker rolls a 9, and the enemy vehicle brews up!
  The defender must now make casualty checks to see if
  any of the vehicle’s crewmen or passengers survive the
  conflagration.
  Vehicle Damage Table 
  Using This Table
  Determine the class of the target vehicle (Soft-Skin, Light,
  Medium, or Heavy Vehicle) and the size of the firer’s gun
  (Light, Medium, and Heavy). Roll 1D8 and cross reference the
  result with the gun class on the appropriate damage table.
  Apply a +1 die shift for each successful hit die after the first,
  up to a maximum of 1D12. Results are applied immediately.
  Table Results
  Vehicle Suppressed!: The vehicle has been hit by fire that,
  while not damaging, is definitely disturbing! Exposed
  crewmen/TCs must make a Troop Quality Check to avoid
  buttoning up. The vehicle receives a -1 die shift on
  Reaction Tests and Firepower for the duration of the turn.
  Mobility Hit - Half Movement: Vehicles Tactical and Rapid
  Speed are reduced by half. Bail Out Check. A subsequent
  Half Movement hit on the same vehicle Immobilizes it.
  Optics Damaged – 1 RT: The vehicle’s optics are damaged.
  The vehicle suffers a -1 to Reaction Test rolls for the
  duration of the game. Bail Out Check.
  Weapons Damaged - Half FP: The Firepower for all the
  vehicle’s weapons is cut in half. If a vehicle suffers two such
  results, consider it a Main Gun K/O. Bail Out Check.
  Immobilized: The vehicle is stuck in place and may not
  move for the duration of the game. Bail Out Check.
  Main Gun K/O: The vehicle’s main weapon is damaged and
  may not fire for the duration of the game. Bail Out Check. 
  Vehicle Kill: The vehicle has been disabled and rendered
  combat ineffective. Make casualty checks for all crew and
  passengers.
  TO MO R R O W ’ S  W A R
  [ 1 0 8 ]
  
  Brew Up: The vehicle “brews up” in a ball of flame. The
  vehicle is destroyed. Crew and Passengers make survival
  checks with a -1 die shift to their Troop Quality.
  Catastrophic Kill: The vehicle explodes dramatically,
  throwing flaming wreckage in all directions. All crew and
  passengers are instantly killed.
  Casualty Check: Where Casualty Checks are called for,
  make a Troop Quality Check for each crewman and
  passenger in the vehicle. Those that pass the check
  are unhurt. Those that fail are casualties. A First Aid
  Check must be made to determine the extent of
  their injuries.
  Secondary Hits: When a vehicle suffers a damage result
  that is already in effect (i.e. a second Immobilized or Main
  Gun Kill result), make crew casualty/AI damage checks for
  its crew and apply no additional effects.
  ME C H AN IZ E D C O M BA T
  [ 1 0 9 ]
  SOFT�SKIN VEHICLE CLASS DAMAGE TABLE
  Die
  Roll
  Small Arms & Infantry
  Support Weapons
  Light Gun
  Medium & Heavy Gun
  1
  Vehicle Suppressed!
  Vehicle Suppressed!
  Mobility Hit - Half Movement
  2
  Vehicle Suppressed!
  Main Gun Damaged - Half FP
  Immobilized
  3
  Vehicle Suppressed!
  Mobility Hit - Half Movement
  Main Gun K/O
  4
  Vehicle Suppressed!
  Immobilized
  Vehicle Kill – Casualty Check
  5
  Main Gun Damaged - Half FP
  Main Gun K/O
  Vehicle Kill – Casualty Check
  6
  Half Movement
  Vehicle Kill – Casualty Check
  Vehicle Kill – Casualty Check
  7
  Main Gun K/O
  Vehicle Kill – Casualty Check
  Brew Up! Casualty Check!
  8
  Immobilized
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  9
  Half Movement + Casualty Check
  Brew Up! Casualty Check!
  Catastrophic Kill! 
  10
  Main Gun K/O + Casualty Check
  Catastrophic Kill! 
  Catastrophic Kill!
  11
  Immobilized + Casualty Check
  Catastrophic Kill!
  Catastrophic Kill!
  12
  Vehicle Kill – Casualty Check 
  Catastrophic Kill!
  Catastrophic Kill! 
  LIGHT VEHICLE CLASS DAMAGE TABLE
  Die
  Roll
  Light Gun
  Medium Gun
  Heavy Gun
  1
  Vehicle Suppressed!
  Main Gun Damaged - Half FP
  Mobility Hit - Half Movement
  2
  Main Gun Damaged - Half FP
  Mobility Hit - Half Movement
  Immobilized
  3
  Mobility Hit - Half Movement
  Immobilized
  Main Gun K/O
  4
  Immobilized
  Main Gun K/O
  Vehicle Kill – Casualty Check
  5
  Main Gun K/O
  Vehicle Kill – Casualty Check
  Vehicle Kill – Casualty Check
  6
  Vehicle Kill – Casualty Check
  Vehicle Kill – Casualty Check
  Brew Up! Casualty Check!
  7
  Vehicle Kill – Casualty Check
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  8
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  9
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  10
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  Catastrophic Kill! 
  11
  Brew Up! Casualty Check!
  Catastrophic Kill! 
  Catastrophic Kill!
  12
  Catastrophic Kill
  Catastrophic Kill!
  Catastrophic Kill!
  
  Vehicle Crew/Passenger
  Casualties 
  Any time a vehicle suffers a “Casualty Check” result on the
  vehicle damage table, check for crew and passenger
  casualties. Roll a Troop Quality Check for each crew
  member and passenger aboard the vehicle. A failed test
  indicates the figure is a casualty.
  Vehicles do not need to move to a safe position for their
  crews to perform a First Aid Check on crew or passenger
  casualties. They may not, however, fire their main gun until
  a First Aid Check is made at the beginning of the next turn. 
  Each crew casualty a vehicle suffers reduces its Firepower
  with all mounted weapons by one die. Vehicles with crew
  casualties also suffer a minus -1 to any Reaction Test rolls.
  TO MO R R O W ’ S  W A R
  [ 1 1 0 ]
  HEAVY VEHICLE CLASS DAMAGE TABLE
  Die
  Roll
  Light Gun
  Medium Gun
  Heavy Gun
  1
  Vehicle Suppressed!
  Vehicle Suppressed!
  Vehicle Suppressed!
  2
  Vehicle Suppressed!
  Vehicle Suppressed!
  Main Gun Damaged - Half FP
  3
  Vehicle Suppressed!
  Vehicle Suppressed!
  Mobility Hit - Half Movement
  4
  Optics Damaged (-1 RT Die Roll)
  Optics Damaged (-1 RT Die Roll)
  Immobilized
  5
  Main Gun Damaged - Half FP
  Main Gun Damaged - Half FP
  Main Gun K/O
  6
  Half Movement
  Half Movement
  Vehicle Kill – Casualty Check
  7
  Main Gun K/O
  Main Gun K/O
  Vehicle Kill – Casualty Check
  8
  Immobilized
  Immobilized
  Brew Up! Casualty Check!
  9
  Half Movement + Casualty Check
  Half Movement + Casualty Check
  Brew Up! Casualty Check!
  10
  Main Gun K/O + Casualty Check
  Main Gun K/O + Casualty Check
  Brew Up! Casualty Check!
  11
  Immobilized + Casualty Check
  Immobilized + Casualty Check
  Brew Up! Casualty Check!
  12
  Weapon K/O + Casualty Check 
  Vehicle Kill – Casualty Check 
  Catastrophic Kill!
  MEDIUM VEHICLE CLASS DAMAGE TABLE
  Die
  Roll
  Light Gun
  Medium Gun
  Heavy Gun
  1
  Vehicle Suppressed!
  Vehicle Suppressed!
  Main Gun Damaged - Half FP
  2
  Vehicle Suppressed!
  Main Gun Damaged - Half FP
  Mobility Hit - Half Movement
  3
  Vehicle Suppressed!
  Mobility Hit - Half Movement
  Immobilized
  4
  Optics Damaged (-1 RT Die Roll)
  Immobilized
  Main Gun K/O
  5
  Main Gun Damaged - Half FP
  Main Gun K/O
  Vehicle Kill – Casualty Check
  6
  Half Movement
  Vehicle Kill – Casualty Check
  Vehicle Kill – Casualty Check
  7
  Main Gun K/O
  Vehicle Kill – Casualty Check
  Brew Up! Casualty Check!
  8
  Immobilized
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  9
  Half Movement + Casualty Check
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  10
  Main Gun K/O + Casualty Check
  Brew Up! Casualty Check!
  Brew Up! Casualty Check!
  11
  Immobilized + Casualty Check
  Brew Up! Casualty Check!
  Catastrophic Kill! 
  12
  Vehicle Kill – Casualty Check 
  Catastrophic Kill!
  Catastrophic Kill!
  
  If a vehicle’s crew is reduced to half strength or below,
  it must pass a Troop Quality test each time it attempts to
  move, fire, or react. If the vehicle fails the test, it may not
  perform the action.
  Example: A DPRG DL-1 Main Battle Tank was struck by
  an AT missile in the previous turn and suffered 2 casualties.
  The tank has a crew of 4, so its crew has been reduced to
  half strength. Now the tank wishes to move into a more
  protected position and fire its main gun at the SAGP that
  bloodied its nose.
  Since the tank’s crew is at half-strength, it must pass
  a Troop Quality test before it can move. The tank passes
  the TQ test and may move. As it moves to cover it is taken
  under fire by an infantry unit with shoulder-launched AT
  missiles. The tank must pass a TQ test to react – it fails
  the test and may not react to the infantry fire – it can
  only take the hits and keep trundling towards the covered
  position. If the tank survives and reaches its designated
  end of movement, it must make a Troop Quality test
  to fire. 
  Vehicles whose crew has been reduced to half or less
  may fire either their main gun or a secondary weapon
  system, but not both.
  If a vehicle is reduced to 1 crew member by casualties,
  that crew member will automatically bail out of the vehicle
  and will not attempt to remount for the duration of
  the game. For victory conditions, the vehicle counts
  as destroyed.
  VEHICLE CREWS & MORALE 
  Vehicle crews may be forced to take Morale checks due to
  casualties or battlefield conditions. Due to the additional
  protection their vehicles provide, the conditions that
  trigger morale checks are slightly different than those
  that affect foot-soldiers, but the Morale Check itself is
  resolved in the same manner for vehicles as it is for
  infantry units.
  Do not confuse vehicle crew Morale checks for Bail Out
  checks. A vehicle crew can fail a Morale Check and not
  bail out and a bail out check can be caused without any
  need for a Morale Check.
  Morale Results for Vehicle
  Crews 
  Pinned: Pinned vehicles stop where they are and may not
  move for the rest of the turn unless forced to Pull Back.
  Pinned vehicles may React to fire directed at them, but
  ME C H AN IZ E D C O M BA T
  [ 1 1 1 ]
  US Marine AT teams hunting DPRG armor
  near Songnim (photo: Piers Brand,
  miniatures: GZG)
  V EH ICLE CR EW  MOR ALE
  CH ECK POINTS
  Low Confidence Vehicle Crews Make a Morale
  Check: 
  Each time their vehicle is fired upon by an
  Infantry Gun, AT Gun, or Tank Gun
  Each time a friendly vehicle within 12” and in
  LOS is damaged or destroyed
  Confident and Low Confidence Vehicle Crews
  Make a Morale Check:
  Each time a friendly vehicle within 12” and in
  LOS is destroyed
  Each time an IED is detonated within 10”
  Each time a unit is subjected to an artillery salvo
  or air-strike
  All Vehicle Crews Make Morale Checks:
  Each time the crew takes casualties
  When their vehicle is damaged (immobilized,
  gun destroyed, movement or firepower reduced)
  Each time fire from their vehicle injures/kills a
  civilian or non-combatant
  
  may not initiate fire themselves. Vehicles that are Pinned
  twice in the same turn are forced to Pull Back.
  Pull Back: Vehicles that are forced to Pull Back will back
  away from the enemy and attempt to place a Line of Sight
  blocking terrain obstacle between themselves and any
  enemy unit. If they are unable to do so, they will back
  straight back a full Tactical Move (stopping at the edge of
  the table, if it is reached). Units that are falling back may
  not fire other than to react to fire directed at them.
  Bail Outs 
  Modern AFVs are extremely survivable and most tank
  crews would prefer to stay inside their rolling fortress
  during a firefight rather than expose themselves to shot
  and shell. Still, poorly trained and/or demoralized crews
  might jump out of a perfectly good tank if enemy fire is
  “ringing the bell” too often. 
  Low Confidence crews, as identified by scenarios or
  force write-ups, must make a Morale Check on ANY hit
  against their vehicles – even Vehicle Suppressed results. 
  If a Low Confidence Crew fails their Morale Check, they
  will bail out. Place their figures anywhere within 4” of their
  abandoned vehicle.
  Confident or High Confidence Crews need only make a
  Bail Out Check if their AFV suffers actual damage (reduced
  speed, firepower, loss of armament or mobility).
  Crews who bail out suffer an additional loss of
  confidence, both in themselves and their AFV. As a result,
  their Troop Quality is reduced by one die type for the
  rest of the game. If their die type is reduced below D6,
  they have become combat ineffective and are removed
  from play.
  A crew that has bailed out may not attempt to re-mount
  their vehicle till the following turn. They must pass a
  Morale test before remounting. Remounting an abandoned
  vehicle counts as the crew’s activation for the turn,
  although they may React or Interrupt as normal.
  Note that some vehicles have Attributes which may
  modify when and if their crews bail out.
  Fire at Infantry in Open
  Topped Vehicles or Riders
  on Vehicles 
  Infantry in open-topped vehicles or riding on top of a
  vehicle such as a tank are fired at as if they were In Cover
  (+1 Defense die). If the vehicle is an open topped AFV, they
  are fired at as if they were In Cover behind Solid Cover
  (+2 Defense dice). If the unit is in Body Armor, it may claim
  that Defense bonus as well.
  GUNS 
  Some forces make extensive use of towed guns, either anti-
  tank guns or “infantry” guns (so called for their deployment
  by and use against infantry). 
  In game terms, a gun is very much like a vehicular
  weapon sans vehicle. They tend to have many of the
  firing properties of a tank’s main gun, but none of its
  mobility. Still, they can be very useful under the right
  circumstances.
  Types of Guns 
  Guns generally fall into one of two categories (although
  there is some overlap): Anti-tank guns or infantry guns.
  Anti-Tank Guns 
  Anti-Tank (AT) Guns are, not so surprisingly, guns
  designed to kill tanks. They are generally long barreled
  and fire something akin to the round deployed by the
  AFVs they hunt. AT-Guns can be very successful against
  AFVs, especially when sited in a camouflaged ambush
  position. Many AT-Guns fire Armor Piercing rounds
  that are virtually useless against infantry formations.
  Some AT-Guns are capable of firing AT rounds and High
  TO MO R R O W ’ S  W A R
  [ 1 1 2 ]
  A troop of DPRG Chonma-Ho tanks (photo:
  Piers Brand, miniatures: GZG)
  
  Explosive (HE) rounds that are more useful against
  infantry targets. 
  Infantry Guns 
  Infantry Guns are light guns intended to give extra punch
  to front-line units. They are generally shorter barreled and
  fire explosive rounds that are largely ineffective against
  tanks. Some infantry guns can be broken down into small,
  packable pieces and are referred to as “Pack Guns” or
  “Mountain Guns.”
  While once widely used, Infantry Guns have mostly
  fallen into disuse in modern armies. Organic weapons such
  as grenade launchers, shoulder launched missiles, and the
  weapon systems mounted on modern IFVs and APCs have
  rendered the Infantry Gun largely obsolete.
  Using Guns 
  Placement and Movement of Guns 
  Most scenarios will indicate where guns should be placed
  on the table. As a general rule, guns may be placed in
  the open, in Light to Average Woods, in gun pits, or
  anywhere else a gun would fit and still have a clear LOS
  to targets.
  Guns are placed at the beginning of the game and may
  only be moved if they have a vehicle (or draft animals)
  available to transport them or if they are small enough to
  be manhandled. Otherwise they must remain where placed
  for the duration of the game, although their facing can be
  adjusted up to 45° per turn (or more/less, as indicated by
  the gun’s write-up).
  Guns that can be manhandled may be moved up 4” per
  turn. Guns may move and fire like ordinary infantry units,
  but are always treated as if they’ve made a Rapid Move.
  Firing Guns 
  Guns may be fired like any other weapon system, either as
  part of a gun unit’s activation or as part of a Reaction or
  Defensive Action. Guns may only fire once per turn.
  Firing at Guns 
  While guns may be as powerful as the weapons mounted on
  AFVs, their crews are woefully exposed to enemy fire. Any
  fire at a gun has a chance of disabling it or slaughtering
  its crew.
  Attacks against the gun itself are resolved in the same
  manner as an attack against a vehicle, except that any result
  other than Vehicle Suppressed on the Vehicle Damage Chart
  indicates that the gun is destroyed. Guns have a Defense of
  4D8 unless noted otherwise in their description.
  Any time a gun is fired at, its crew is also struck by an
  attack with a Firepower of one die less. The attack is
  resolved in the same manner as an ordinary Firepower
  attack against infantry. The gun crew can claim whatever
  cover their gun position grants them. If the gun has a
  gun-shield, they may claim Solid Cover if their position
  doesn’t already grant that bonus.
  If a gun crew takes casualties or its gun is destroyed, it
  must make a Morale Check and abide by the results just
  like any other infantry unit. If more than half of the gun
  crew are casualties, the gun may no longer fire.
  VEHICLE VS. INFANTRY FIRE
  COMBAT 
  Non-AT Infantry Weapons vs.
  Vehicles 
  Infantry weapons classified as Small Arms and Light
  Support are only effective against Soft Skin vehicles and
  their Firepower is halved against Up-Armored Soft Skin
  vehicles.
  Medium Non-AT Infantry Support Weapons engage
  Soft-Skins with their full Firepower. Their Firepower against
  ME C H AN IZ E D C O M BA T
  [ 1 1 3 ]
  A DPRG AT gun team waits in ambush
  (photo: Dana Boggs-Drake, miniatures: GZG)
  
  Light vehicles is halved, rounding down. They may not
  effectively engage Medium or Heavy vehicles.
  Heavy Non-AT Infantry support weapons engage
  Soft-Skin, and Light vehicles with their full Firepower. Their
  Firepower against Medium vehicles is halved, rounding
  down. They may not effectively engage Heavy vehicles.
  All Infantry Support Weapons (other than those
  specifically designed as anti-vehicular or AT weapons)
  receive a -2 to their die roll when rolling on the vehicle
  damage table. 
  All infantry non-AT Support Weapons other than Small
  Arms and SAWs roll on the Light Guns column of the
  Vehicle Damage Table.
  Non-AT weapons only count their own Firepower dice
  and that of the figure firing them when firing at vehicular
  targets. Weapon Teams receive their normal bonus.
  Example: A GPMG gunner opens fire on a Light APC.
  The gunner counts his own Firepower die plus the two
  extra dice for a Medium Support Weapon for a total
  Firepower of 3 dice. He is firing at a light vehicle, so he
  throws half his normal Firepower, rounded down for final
  Firepower of 1D.
  Infantry AT Weapons vs.
  Vehicles 
  Some infantry weapons are designed specifically with
  Anti-Tank capabilities in mind. Such weapons will have two
  Firepower values, AT for Anti-Tank and AP for Anti-Personnel.
  Unlike non-AT support weapons, weapons with an AT rating
  do not suffer from the -2 die roll modifier on the Vehicle
  Damage chart.
  Infantry firing AT weapons at vehicles only use the
  Firepower of their weapon against the vehicle (plus the +2
  Firepower die Weapon Team bonus, if applicable). 
  Anti-Tank Guided Missiles (ATGM) 
  Infantry may be equipped with Anti-Tank Guided Missiles
  (ATGMs), which may be primitive or advanced. These
  weapons are very effective against tanks, but the missile
  must travel some distance before arming. As a result,
  ATGMs may not be fired at targets any target closer than 6”.
  ATGMs use the Heavy Gun column of the vehicle
  damage table unless otherwise noted. 
  The normal modifiers for TL differences apply.
  Reacting to and Evading Primitive Anti-Tank Guided Missiles 
  Vehicles fired upon by primitive ATGM may attempt to
  avoid being hit by suppressing the ATGM team and/or
  “jinking” (driving erratically at a high speed to throw off
  the ATGM gunner’s aim).
  When a primitive ATGM is launched at a vehicle, the
  target vehicle may make a Troop Quality test to spot
  the missile’s distinctive puff of smoke. 
  TO MO R R O W ’ S  W A R
  [ 1 1 4 ]
  Non-AT Infantry
  Support Weapons 
  Soft skin
  vehicles
  Light vehicles and
  up-armored soft
  skin vehicles
  Medium
  vehicles
  Heavy
  vehicles
  Small arms
  Full FP
  ½ FP*
  No effect
  No effect
  Light non-AT support weapons
  Full FP
  ½ FP*
  No effect
  No effect
  Medium non-AT support weapons
  Full FP
  ½ FP*
  No effect
  No effect
  Heavy non-AT-support weapons
  Full FP
  Full FP
  ½ FP*
  No effect
  *Rounded Down
  USMC ATGM team takes aim at a DPRG
  armored column (photo: Piers Brand,
  miniatures: GZG)
  
  If the vehicle fails the Troop Quality test, it fails to react
  to the missile and the attack is resolved normally. 
  If the vehicle passes the Troop Quality test, the vehicle
  may attempt to suppress the ATGM team and is assumed
  to take some evasive action to evade the missile. The
  ATGM team must immediately make a Troop Quality test.
  If it fails the test, it has lost lock on the vehicle and the
  missile misses. Otherwise, the missile will hit unless the
  vehicle successfully suppresses the ATGM team.
  The vehicle may use one of its MGs to suppress the
  ATGM team using the normal Suppression Fire rules. If the
  ATGM team is successfully suppressed, its missile goes out
  of control and misses the target vehicle.
  ATGM Availability 
  Units do not have an inexhaustible source of ATGMs and
  prepping missiles for fire can take time. As a result, each
  time a unit attempts to launch an ATGM it must make a
  Troop Quality test. If the unit passes the test, it may launch
  a missile. If not, the unit had no missiles ready for fire. The
  attempt to launch the ATGM counts as the unit’s activation.
  Units launching an ATGM for the first time in a game need
  not make the test.
  Limpet Mines, Sticky Bombs,
  Suicide Vests & VBIEDs 
  Some forces use explosive weapons that must be placed by
  hand upon a vehicle or carried by a person into close
  proximity with a vehicle to have any effect. These weapons
  require a great deal of courage (or desperation) to deploy.
  To make an attack with a weapon of this sort, a unit or
  figure must declare at activation that it is making such an
  attack and which opposing vehicle is the target. 
  The unit/figure must immediately make a Morale
  Check (not Troop Quality Check) to determine if they are
  willing to go through with the attack. Units making such an
  attack make their normal Morale Check. Figures attacking
  singly must take their Morale Check with their Morale die
  reduced by one die type (i.e., if the figure normally has a
  Morale of D10, it has a morale of D8 for the purposes of
  this Morale Check). 
  ME C H AN IZ E D C O M BA T
  [ 1 1 5 ]
  A Mexican Army AT team engages a
  Brazilian GEV Light Tank (photo: Jim
  Roots, miniatures: Old Crow)
  A TG M  F I REP O WE R
  TL1, primitive or poorly engineered ATGMs
  (colonial manufacture, usually operator guided): 3D
  TL1 ATGMs: 4D* 
  TL2 ATGMs: 4D** 
  TL3 ATGMs: 4D***
  No ATGM may be fired at a target closer than 4”
  *Negates ERA
  **Negates ERA, Performs Deck Attack
  ***Negates ERA, Performs Deck Attack, -1 to APD 
  We spent three days waiting in ambush for the
  PRC column. My platoon was well equipped
  with Firefly A/T missiles and a couple of L14
  Machine Guns. When the PRC column drove
  through the Messines Gap we hit them at the
  narrowest point in the gully. Haskins team lit
  up the lead Type-23 MBT with a Firefly round
  to the turret. Blew it clean off. Wright and his
  team popped two APCs at the rear of the
  column with their missiles and we locked the
  whole lot of them into the gully with nowhere
  to escape. For the next while it was like
  shooting fish in a barrel.
  Major Dick Todd, 2nd Royal Marine Commando
  
  If the unit/figure fails the Morale Check, it becomes Pinned.
  If it passes the Morale Check, the attack may continue.
  The unit/figure must approach within 2” of the target
  vehicle and have line of sight to it to make the attack. Keep
  track of the amount of movement used to reach the
  vehicle, as this will determine how far away the unit/figure
  will be able to move away from the target vehicle before
  their weapon explodes (assuming they are not using
  suicide weapons). The target vehicle may Interrupt/React
  if able to do so, as may other units, in keeping with the
  normal Overwatch, Defensive Action, and Reaction rules. 
  If the unit/figure is able to get within 2” of the target
  vehicle, the unit/figure must pass a Troop Quality Check
  to successfully deploy their weapon. If the unit/figure has
  any movement left (and is not deploying a suicide weapon),
  it may move that distance away from the vehicle to avoid
  being caught in the ensuing explosion.
  Resolve the attack as normal. The vehicle and any
  other infantry units within the weapon’s blast radius
  (including the unit/figure that placed it) are attacked by
  the weapon’s Firepower. Other vehicles within the blast
  radius are not affected.
  Suicide weapons automatically kill their bearers
  regardless of whether their attack scores any hits on their
  target vehicle.
  Suicide attacks by vehicle borne improvised explosive
  devices (VBIEDs) are resolved in the same manner, but
  any successful fire attack against the vehicle before it is
  within range of the target vehicle causes the VBIED to
  explode harmlessly.
  Vehicle Weapons vs.
  Infantry 
  Vehicles may engage infantry units with their mounted
  weapons. We assume that the vehicle’s gunners know their
  business and switch to the correct type of round to engage
  infantry targets rather than forcing the player to announce
  what sort of round he’ll be using. 
  Unless otherwise noted, vehicle weapons use the same
  number of Firepower Dice against infantry and vehicles.
  Weapons with different Firepower ratings vs. infantry
  or vehicles will have separate Anti-Personnel (AP) and
  Anti-Tank (AT) Firepower ratings in their descriptions.
  Being fired at by a tank’s main gun or the scenery-
  chewing chain-gun of an IFV is a nerve wracking experience.
  Main guns on an AFV are generally Intimidating Weapons. 
  When particularly powerful vehicle weapons are fired
  at infantry in buildings, they are more likely to aim at the
  building itself rather than the infantry scurrying around
  inside it. A good hit may well bring the building down
  around the infantry unit’s ears and flying shrapnel and
  blast effects are going to make life hard for them even
  if the building stays up. To reflect this, any weapon with
  an unmodified Firepower of 4D or higher that engages
  infantry in cover in a structure such as a building or a
  bunker will make a Building Destruction Check against
  the structure rather than fire directly at the infantry
  unit within.
  Infantry Close Assault vs.
  Vehicles 
  Infantry who are not equipped with stand-off anti-tank
  weapons will sometimes, if desperate enough, attempt to
  take out an AFV by close assaulting it in an attempt
  to damage or immobilize it with grenades, Molotovs, gun
  fire through vision slits, etc. Such attempts are resolved in
  a manner similar to ordinary infantry vs. infantry close
  combat, but with a few key differences.
  Note that the following rules apply only to light vehicles
  or better. Close Assaults against soft-skins and civilian
  vehicles are resolved as ordinary infantry Close Assaults –
  most soldiers would rather dismount and fight than try
  to defend themselves while sitting in the back seat of
  thin-skinned SUV.
  TO MO R R O W ’ S  W A R
  [ 1 1 6 ]
  F I RE P O WE R F OR T YP IC A L
  S TIC K Y  B OMB S  & S U IC ID E
  V E S TS
  Improvised Sticky Bomb: 2D (Light Gun)
  Sticky Bomb: 3D, 3” radius (Light Gun)
  Satchel Charge/Limpet Mine: 4D, 4” radius
  (Medium Gun)
  Suicide Vest: 6D, 6” radius (Medium Gun)
  VBIED (car): 8D, 8” radius (Heavy Gun)
  VBIED (pickup or van): 10D, 8” radius (Heavy Gun)
  
  Infantry attempting to Close Assault a vehicle must be
  within a Rapid Move of the target vehicle and make a
  Troop Quality Check to follow through on their intention.
  Even light armored vehicles are intimidating to a man on
  foot, so the Troop Quality Check is taken with a -1 penalty
  applied to the die roll (i.e., the unit must roll a 5+).
  The vehicle being assaulted must also make a Troop
  Quality Check (no penalty applies to this check). If the
  check is successful, it may evade the assault by making
  a Tactical Move away from its attackers or attempt to
  repel the assault with gunfire, assuming the vehicle is still
  capable of movement or fire.
  The vehicle’s defensive fire is resolved as normal Fire
  Combat. The vehicle may only use one of its machineguns
  or grenade launchers in defensive fire – not its main gun
  (unless that happens to be a machinegun or grenade
  launcher, of course). If the vehicle is an APC with firing
  ports or is open topped, half the dismounts within may add
  their Firepower to the vehicle’s defensive fire.
  If the assaulting infantry take casualties from the
  vehicle’s defensive fire, they must make a Morale Check as
  usual. A Pinned result aborts the assault. If the unit passes
  the check, they may be moved into contact with the vehicle.
  If the assaulting unit makes it into contact with the
  target vehicle, they may attack it with a Firepower equal to
  half their normal Firepower. 
  The assaulting unit does not receive an Optimum Range
  bonus nor do they throw any bonus dice for Close Assault
  weapons. The Well Equipped bonus does apply, however,
  as this indicates the unit has plenty of grenades to devote
  to the attack. If the unit is Poorly Equipped, that penalty
  also counts.
  If the unit is equipped with purpose built anti-tank
  weapons, such as AT grenades, limpet mines, sticky bombs,
  or even satchel charges, the full Firepower of those weapons
  may be added to the unit’s halved Firepower.
  To resolve the attack, match the assaulting unit’s final
  Firepower against the vehicle’s Defense in the same manner
  as a normal Firepower attack.
  If the assaulting unit scores no “casualties” against the
  vehicle, it is unharmed. If the infantry unit does cause
  “casualties,” the Light Gun column of the Vehicle Damage
  Chart is consulted with each casualty counting as a hit
  against the vehicle. Apply damage results as normal.
  If the vehicle scores casualties against the assaulting
  infantry, the infantry unit must make a Morale Check. If the
  unit fails its Morale Check, it must abandon its assault and
  make a Rapid Move away from the vehicle at the beginning
  of the next turn. If it passes its Morale Check, it may
  attempt to continue the assault against the vehicle in the
  following turn.
  If a vehicle crew Bails Out due to a Close Assault, they
  are immediately engaged in a regular infantry vs. infantry
  Close Assault in the following turn. Vehicle crews are
  normally armed with pistols or submachine guns.
  This completes the Close Assault against the vehicle for
  this turn.
  If the assaulting infantry unit failed to damage or destroy
  its target vehicle and wishes to continue the assault in the
  following turn, it must make another Troop Quality Check.
  If it succeeds, another turn of Close Assault against the
  vehicle is fought. If it fails, the infantry unit must move away,
  ME C H AN IZ E D C O M BA T
  [ 1 1 7 ]
  INFANTR Y  CLOSE
  ASSAULT AT W EAPONS
  Improvised AT (Molotovs, Sticky Bombs): +1D
  AT Grenades: +2D
  Limpet Mines: +3D
  Satchel Charges: +4D
  USMC forces breaching the DPRG
  defenses at Tiaret (photo: Piers Brand,
  miniatures: GZG)
  
  making up to a Rapid Move to get into a position of cover
  (or out of LOS) from the vehicle.
  Continue to resolve turns of Close Assault until either
  the vehicle or the unit assaulting it breaks off or is
  destroyed. Continuing Infantry vs. Vehicle Close Assaults
  are the first actions resolved at the beginning of each turn.
  Infantry units receive a bonus Firepower die for each
  consecutive round of Close Assault after the first.
  Vehicles may not engage in any fire other than
  defensive fire while being Close Assaulted by infantry. 
  Vehicles may attempt to break off from a Close Assault
  at the beginning of any turn by simply making a Tactical
  move away from their current location. The assaulting
  infantry unit may “stick” to the vehicle if they are able to
  make a Troop Quality Check with a -1 penalty to the die
  roll. If they fail the check (or don’t opt to make it), the
  infantry unit simply remains in place.
  Firing into an Infantry vs. Vehicle
  Close Assault 
  Units who see a friendly AFV crawling with enemy infantry
  may fire into the Close Assault to attempt to break it. Such
  fire takes place after the round of Infantry vs. Vehicle Close
  Assault has been resolved for the turn. 
  The Firepower attack is resolved normally, but the unit
  assaulting the vehicle may only claim a Body Armor bonus
  to their defense – they are too distracted to make proper
  use of cover and concealment.
  As long as the weapons used in the attempt to “scrub”
  the assaulting infantry off the vehicle are incapable of
  harming the vehicle itself, only assaulters may be harmed
  by the attack. If weapons powerful enough to harm the
  vehicle are used, an attack is resolved against both the
  assaulting infantry and the vehicle they are assaulting.
  GIGANTIC VEHICLES 
  Thanks to advances in materials and active/passive
  defense systems, it is possible to manufacture gigantic
  AFVs. Prohibitive production costs and difficulties in
  transport make such vehicles rare, however.
  Gigantic vehicles have several advantages: they are able
  to mount a large number of weapons and/or carry numerous
  crewmen and passengers, they can support a high degree
  of redundant design, making them difficult to damage, they
  can bull their way through or over terrain that would be
  impassable to smaller vehicles, and they are very intimidating
  to infantry. 
  Such vehicles are not without disadvantages, however, not
  the least of which are that they are relatively easy to hit and
  can quickly become bogged down in soft or built up terrain.
  Gigantic Vehicle Weaponry 
  Gigantic vehicles can mount multiple large weapon systems.
  These weapons may be crewed or controlled by an AI (this
  will be indicated in the vehicle’s description). Each crewed
  weapon may be fired independently when the gigantic
  vehicle is activated or reacts to an enemy activation. The
  number of weapons that can be fired independently by an AI
  is dependent on the TL of the AI:
  A gigantic vehicle’s size can be a liability in a firefight
  – not only is it easier to hit, but it’s also not as agile as
  TO MO R R O W ’ S  W A R
  [ 1 1 8 ]
  A gigantic quadruped walker (photo: Jim
  Roots, miniature: Khurasan)
  NUMBER  OF W EAPONS
  FIR ED BY  AR TIFICIAL
  INTELLIGENCE PER
  ACTION/R EACTION
  TL1: 2
  TL2: 3
  TL3: 4
  
  smaller vehicles. We assume that smaller vehicles can
  easily swivel or jink to bring their weapons to bear, but
  gigantic vehicles are more ponderous and their bulk
  can impede their own firing arcs. As a result, a Gigantic
  Vehicle can never fire more than two weapons in the
  same firing arc.
  A gigantic vehicle has four firing arcs: Front, Left Side,
  Right Side, and Rear.
  Alternately, players may agree on allowable firing arcs
  for weapons based on the design of the model in play.
  Firing at a Gigantic Vehicle 
  Due to their size, gigantic vehicles are easy to hit. All fire
  at a gigantic vehicle receives a bonus Firepower die.
  Damaging a Gigantic Vehicle 
  Resolve fire against a gigantic vehicle normally, but use the
  special table below to determine damage results.
  TABLE RESULTS
  PING!: The vehicle has been hit, but taken no real damage.
  Low Confidence crews must take a Morale Check.
  Mobility Hit - Half Movement: Vehicles Tactical and Rapid
  Speed are reduced by half. Bail Out Check. A subsequent
  Half Movement hit on the same vehicle Immobilizes it.
  Optics Damaged – 1 RT: The vehicle’s optics are damaged.
  The vehicle suffers a -1 to Reaction Test rolls for the
  duration of the game. 
  Weapons Damaged – Half FP: The Firepower for a
  randomly determined weapon system is cut in half. If a
  vehicle suffers two such results against the same system,
  consider the system knocked out. 
  Immobilized: The vehicle is stuck in place and may not
  move for the duration of the game. Bail Out Check.
  Weapon System K/O: A randomly determined weapon
  system is damaged and may not fire for the duration of
  the game. Bail Out Check. 
  Vehicle Kill: The vehicle has been disabled and rendered
  combat ineffective. Make casualty checks for all crew and
  passengers.
  Brew Up: The vehicle “brews up” in a ball of flame. The
  vehicle is destroyed. Crew and Passengers make survival
  checks with a -1 die shift to their Troop Quality.
  ME C H AN IZ E D C O M BA T
  [ 1 1 9 ]
  G IG A N TI C VE HIC LE  FIRIN G
  A RCS
  Left Side
  Rear
  Front
  Right Side
  GIGANTIC VEHICLE CLASS DAMAGE TABLE
  Die
  Roll
  Light Gun
  Medium Gun
  Heavy Gun
  1
  Ping!
  Ping!
  Ping!
  2
  Ping!
  Ping!
  Optics Damaged (-1 RT Die Roll)
  3
  Ping!
  Optics Damaged (-1 RT Die Roll)
  Mobility Hit - Half Movement
  4
  Optics Damaged (-1 RT Die Roll)
  Mobility Hit - Half Movement
  Weapon System Damaged - Half FP
  5
  Mobility Hit - Half Movement
  Weapon System Damaged - Half FP
  Crew Casualty/AI Damaged
  6
  Weapon System Damaged - Half FP
  Crew Casualty/AI Damaged
  Weapon System Damaged - Half FP
  7
  Crew Casualty/AI Damaged
  Weapon System Damaged - Half FP
  Mobility Hit - Half Movement
  8
  Weapon System Damaged - Half FP
  Mobility Hit - Half Movement
  Weapon System K/O
  9
  Mobility Hit - Half Movement
  Weapon System K/O
  Immobilized
  10
  Weapon System K/O
  Immobilized
  Vehicle Kill – Casualty Check
  11
  Immobilized
  Vehicle Kill – Casualty Check 
  Brew Up! Casualty Check!
  12
  Crew Casualty/AI Damaged
  Brew Up! Casualty Check!
  Catastrophic Kill!
  
  [Leading From the Front]
  
  Catastrophic Kill: The vehicle explodes dramatically,
  throwing flaming wreckage in all directions. All crew and
  passengers are instantly killed.
  Casualty Check: Where Casualty Checks are called for, make
  a Troop Quality Check for each crewman and passenger in
  the vehicle. Those that pass the check are unhurt. Those
  that fail are casualties. A First Aid Check must be made to
  determine the extent of their injuries.
  Gigantic Vehicle Movement 
  Most gigantic vehicles can only move at Tactical speed, but
  some are capable of Rapid movement. A gigantic vehicle’s
  movement limitations will be noted in its vehicle description.
  Terrain affects gigantic vehicles in basically the same
  way as it would ordinary vehicles of the same mobility type,
  with the following exceptions:
  Built Up Areas: Non-GEV/Grav gigantic vehicles moving
  through a built up area must make a TQ Check before
  moving. Failure indicates the vehicle has become stuck.
  Make a TQ Check. If the check is failed, the vehicle is stuck.
  It may make a TQ Check at the beginning of each turn to
  determine if it can un-stick itself. 
  Water Obstacles: Vehicle descriptions will indicate if a
  gigantic vehicle can “swim” across water obstacles.
  Non-GEV/Grav vehicles may become stuck on the soft
  bottom of a water obstacle. Make a TQ Check. If the
  check is failed, the vehicle is stuck. It may make a TQ
  Check at the beginning of each turn to determine if it can
  un-stick itself. 
  VEHICLE ATTRIBUTES 
  Some vehicles have special attributes that make them stand
  out from similar vehicles. Special attributes are noted on a
  vehicle’s card. If an attribute modifies a vehicle’s Firepower,
  Defense, Movement, etc., that modification will be taken into
  account on the vehicle card.
  Examples of common vehicle attributes can be found
  in Appendix 1: Common Unit and Vehicle Attributes.
  PUTTING IT ALL TOGETHER:
  TIGERS BY THE TAIL 
  Colony World: Glory
  Area: Republic of Arden Border at the Foix Gap
  Year: 2292
  When word reached the Democratic Peoples’ Republic of
  Glory’s (DPRG) high command that the United States had
  entered into an alliance with the Republic of Arden (RA),
  Dear Leader ordered the efforts to shatter the RA’s
  defensive front and penetrate into Arden itself. If DPRG
  armor was within one or two days’ march of their capital,
  Dear Leader reasoned that the RA would sue for peace
  before US forces could arrive and change the complexion
  of the war. DPRG military intelligence knew that some
  advance elements of a Marine Expeditionary Force (MEF)
  had arrived in Arden, but the assumption was that these
  forces, consisting of a light company at best, would stiffen
  the defenses at Landfall and take no major role in the
  fighting until the balance of the MEF arrived on Glory. 
  In the weeks following the war, Dear Leader would order
  the execution of most of his senior intelligence analysts for
  failing to account for the innate aggressiveness of the US
  Marine Corps.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: USMC has initiative for first two turns. Test on
  following turns.
  Special Conditions: 
  Fog of War: Generated by Reaction Tests
  Table Size: 4’ x 4’
  DPRG Mission
  Your platoon must escape the unexpected USMC attack! If
  you can take a couple of the Yankee devils out in the process,
  that might save the rest of Tiger Force’s trailing units.
  DPRG Victory Points 
  ¤
  Per DPRG AFV that exits the board by game’s end: 2pts
  ¤
  Per USMC AFV destroyed: 1pt
  DPRG Forces
  DPRG Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 1
  On Grid? No.
  Body Armor: Light (1D)
  Troop Quality/Morale: D8/D10
  ME C H AN IZ E D C O M BA T
  [ 1 2 1 ]
  
  Bai’s Element
  1 x Platoon Leader’s Tank (Bai’s Chonma-Ho III)
  2 x Chonma-Ho III MBTs
  Lead Element
  2 x Chonma-Ho III MBTs
  See Appendix 3: Vehicle Examples
  USMC Mission
  The border defenses are in disarray and Landfall is in
  danger of assault if the situation isn’t solidified rapidly.
  HQ has made the decision to deploy advance elements
  to harass and delay the advancing DPRG forces long
  enough for further reinforcements to arrive and for a
  strong defense to be developed. This involves two or
  TO MO R R O W ’ S  W A R
  [ 1 2 2 ]
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  three vehicle “Strike Teams” taking advantage of their
  superior stealth and ECM capabilities to penetrate behind
  the lines and strike at the trail elements of advancing
  enemy formations.
  Your two tank Strike Team has been tasked with
  disrupting the advance of a veteran DPRG BCT, the so-called
  “Tiger Force.” Bloodying this hard-nosed unit enough to
  delay it for even a few hours will take a lot of pressure off
  Landfall’s defenders – and won’t do the morale of ordinary
  DPRG line units any good, either.
  Hit ‘em hard, hit ‘em fast, and head home for further
  assignments!
  USMC Victory Points 
  ¤
  All DPRG tanks destroyed* without loss* of a USMC
  tank: DECISIVE VICTORY!
  ¤
  Per DPRG tank destroyed: 2pts
  *A tank is considered “lost” or “destroyed” if it is
  immobilized, all crew are casualties, or if it receives a
  Vehicle Kill, Brewed Up, or Catastrophic Kill result.
  USMC Forces
  USMC Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  ME C H AN IZ E D C O M BA T
  [ 1 2 3 ]
  Platoon Leader Bai watched the first two tanks
  of his platoon disappear into the verdant tunnel
  formed by Highway One (Route Glorious according
  to the DPRG battle maps) as it lanced through
  a thick prominence of tangled forest. The lead
  elements of Tiger Force had already passed through
  the leafy darkness and onto the sunlit plains beyond
  without incident, so Bai’s nervousness at sending his
  four Avenging Dragon MBTs into what would appear
  to any tanker as the very gullet of death was strictly
  professional. This was bad ground for a tank, but
  fortunately there were no enemy units nearby
  according to the company drones.
  Bai’s command tank was grinding into the
  lowering shadows of the forest when the alert icon
  leaped to scarlet life on his helmet’s HUD. ENEMY
  DETECTED! Frantically searching for the contact
  his Brazilian sensor suite could not pinpoint, Bai
  swiveled his gun mount just in time to witness the
  fiery death of Dragon 3, the tank just behind his,
  as it was consumed by a gout of fusion energy.
  He traced the actinic after-image of the blast back
  to a low slung AFV emerging from a sparse stand of
  trees behind him. It was obviously a tank, despite the
  blurred and shifting outline apparently produced by
  advanced stealth tech. The tank seemed to glide
  forward like a ghost and to his horror he realized
  that it was gaining altitude to fire over the burning
  hulk of Dragon 3 at his own tank.
  “ENEMY TO THE REAR! EVADE! EVADE!” He
  dropped into the turret of the Avenging Dragon
  and the hatch slammed close just above his head.
  He actually felt the air grow warmer around him as
  an energy bolt ravened past his wildly jinking tank.
  On his HUD he saw the lead two tanks of his
  platoon accelerating to clear the forest – the
  growth was too close on either side of the road to
  permit them to turn around and only a fool would
  reverse into enemy fusion cannon fire. With the
  loss of Dragon 3, that left him with two tanks on
  one side of the forested bulge and two on the
  other – the enemy had timed the attack to divide
  his platoon with no real way to rejoin the halves.
  To speed down the road after his lead elements
  would expose him to fire from the rear.
  Dragon 1’s main gun barked and Bai’s bones
  nearly jumped out of his skin. “Enemy engaged,”
  his gunner’s voice said coolly. “And identified:
  USMC Variant of M70 Perkins Main Battle Tank.”
  “That can’t be,” Bai protested. “High Command
  firmly stated the Yankees aren’t scheduled to be
  on line for weeks!”
  The gunner smirked fatalistically. He’d just seen a
  round from his gun and one from Dragon 5 splash
  harmlessly off the Perkin’s glacis. “Apparently the
  Yanks didn’t get the schedule, Most Honored
  Platoon Leader.”
  
  Overall Tech Level: 3
  On Grid? No.
  Body Armor: Carapace (2D)
  Troop Quality/Morale: D8/D10
  USMC Units
  2 x Perkins MBTs
  See Appendix 3: Vehicle Examples
  Special Rules
  The Forest Road
  Vehicles traveling on the road within the forest itself may
  not exceed Tactical Speed. The forest is too close to the
  edge of the road to allow vehicles to turn around.
  Options
  ¤
  Try the scenario again, but upgrade the DPRG tanks
  to Chonma-Ho IVs.
  ¤
  Make Bai’s command tank a Dear Leader I.
  [ O u t o f th e  C o ld ]
  TO MO R R O W ’ S  W A R
  [ 1 2 4 ]
  
  Fixed wing aircraft have been a potent force on the
  battleﬁeld since the early 20th century and continue to see
  extensive use in the ﬁre-streaked skies of Tomorrow’s War.
  Manned and unmanned aircraft scream through the sky,
  deadly raptors with wings that can contort and reshape
  themselves as needed and driven by ramjet engines capable
  of many times the speed of sound. Despite the amazing
  advances made in atmospheric craft, their use in warfare
  has changed very little. They still hunt the skies to dominate
  them and, when need be, respond to desperate calls for help
  from men far below them, ﬁghting and dying for control of
  a patch of ground ﬂiers could traverse in seconds.
  The following rules describe how Close Air Support
  (CAS) works in Tomorrow’s War – and, on the opposite end
  of the spectrum, how air defense assets try to knock
  marauding aircraft out of the sky.
  Most fixed-wing air support operations in Tomorrow’s
  War come in the form of “fast burners,” conventional
  atmospheric aircraft which streak over head, attack from
  high altitude and vanish before the enemy knows what hit
  them. Air support may also take the form of an interface
  fighter strike, but that specialized operation will be
  described later.
  Conventional support aircraft take the form of fast-
  flying fighters and fighter bombers or slower but more
  heavily armed gunships.
  Fixed wing aircraft will not engage hostiles near friendly
  troops unless they are guided on target by a specially
  trained Terminal Air Controller (TAC).
  If combat operations on the ground are supported by
  “cold space” naval operations, forces may have access to
  interface fighter craft for use in Close Air Support (CAS).
  Interface fighters (IFs) suitable for CAS operations in a
  planet with any atmosphere of note share most of the
  characteristics of conventional fixed-wing or VTOL aircraft,
  but tend to have more advanced countermeasure and
  targeting systems. Interface fighters are also notorious for
  sudden, terrifying attack runs which literally streak in from
  space trailing fire and death behind them. 
  Interface Fighters are large craft compared to
  conventional atmospheric fighters and carry more and more
  sophisticated countermeasures, sensors, and weaponry.
  They are virtually immune to air defense assets likely to be
  found on a Tomorrow’s War table, but they are also unable
  to loiter near a battlefield for any protracted period of time. 
  Interface fighter support is never “up for grabs” by
  Combat Air Controllers, as fixed wing and VTOL assets
  often are. A force either has interface fighter support
  dedicated to its operation or it does not. Scenarios will
  indicate whether any of the forces involved have interface
  fighter support available.
  To reach the battlespace represented by the gaming
  table, fixed wing aircraft and interface fighters must defeat
  area air defense assets and/or air superiority fighters.
  RESOLVING AN AIR STRIKE 
  Air strikes occur when a player plays an airstrike Fog of
  War card or activates a unit with a CAC attached and
  declares he is requesting air support. 
  Air strikes are resolved by following these steps:
  1. Resolve air support request (skip this step if playing
  a Fog of War card)
  2. Determine current air defense environment
  3. Declare type of strike (bombing/missile run or
  strafing run)
  4. Determine effect of strike
  C L O S E  A I R  S U P P O R T  A N D
  I N T E R F A C E  O P E R A T I O N S
  [ 1 2 5 ]
  The grunts like to slag us. They call us
  “Air Jocks”, “Clean Team”, “Fly-Boys” and all
  manner of names that I won’t repeat in polite
  company. That’s when they are drinking, or
  in a muddy wet hole, or on a cramped troop
  ship. When they are under enemy fire, being
  blown to shit, they have a different name for
  us; they call us “Pay Back”.
  Major Roger ”Eightball” Hannigan, 
  12th Marine Aerowing
  
  Resolve Air Support
  Request 
  Any unit with a Terminal Air Controller (TAC) attached or
  which has the inherent ability to act as a CAC (USMC
  Scout/Snipers, for example, and most Grid enabled units)
  may request air support once per turn, assuming the
  scenario indicates Close Air Support is available. 
  The actions of units requesting air support may be
  restricted based on their Tech Level:
  TL1 – May not Move
  TL2 – Tactical Movement Permitted
  TL3 – Rapid Movement Permitted
  To call in an airstrike, the unit must have the proposed
  target in line of sight and must pass a Troop Quality Test.
  The Troop Quality Test may be modified.
  A force may only attempt to call in one airstrike per
  turn. It is too hazardous to have more than one aircraft
  attempting a strike in an area as small as that represented
  by a Tomorrow’s War table. The type of strike must be
  designated when the request for air support is made
  (strafing run, bombing run, pylon gun run). Air support
  may also be pulled at any time as assets are redirected
  to higher priority targets or aircraft run low on fuel
  or munitions.
  See Precise Fire Missions and Air Strikes for air
  support requests called in by a Grid capable force.
  Determining the Air Defense
  Environment 
  It’s much easier to hit a small target on the ground from a
  speeding aircraft if that’s all the pilot has to worry about.
  The more ground fire or enemy fighters he’s forced to
  dodge, the more challenging the task becomes. In other
  words, the lighter the air defense environment, the better
  the chances of landing the package where it belongs.
  TO MO R R O W ’ S  W A R
  [ 1 2 6 ]
  EXAMPLE AIR  DEFENSE
  ENV IR ONMENT R ATINGS
  Light AD Environment: One or more units armed
  with shoulder fired missiles or one or more
  light AD guns
  Medium AD Environment: One or more medium
  ADA guns or small missile batteries. 
  Heavy AD Environment: Heavy ADA guns
  or medium missile batteries. Contested
  air superiority.
  Overwhelming AD Environment: Heavy missile
  batteries. Uncontested air superiority.
  SFAD: Synchronized Fire AD is classified as a
  medium environment unless otherwise noted.
  A Terminal Air Controller (TAC) must have the target
  in sight and pass a Troop Quality Test. 
  The following modifiers apply:
  TAC has laser designator: +1
  TAC has priority for air support (indicated by
  scenario): +1
  TAC has spotty radio reception (indicated by
  scenario): -1
  TAC is working with unfamiliar aircraft (indicated by
  scenario): -1
  TAC has TL1 sensors: -1 
  TAC has TL3 sensors: +1
  TAC’s force is under Grid Control: +1
  If request is successful, the air strike arrives at
  beginning of NEXT turn unless unit has priority air
  support. With priority and Grid based air support,
  the airstrike arrives immediately after a successful
  request for air support.
  On an unmodified die roll of 1 or 2, air support
  is no longer available. 
  Note that interface fighter strikes may only
  be requested once per game. If the request fails,
  no IF strike will occur.
  CA L L I N G  IN  A N  A IRS T RIK E
  
  The table below simulates the effect of the AD
  environment on airstrikes.
  Determine Effectiveness of
  Air Strike 
  Roll the pilot’s Troop Quality Die on the table below. If the
  scenario does not indicate the pilot’s Troop Quality, it
  defaults to a TQ of D8. Apply the results immediately.
  All modifiers are cumulative.
  Good Strike: Air/IF Strike hits target(s) with a full strength
  attack.
  ½ Strength Attack: Air/IF Strike hits target(s) with a half
  strength attack.
  Evasion! No Strike: Air/IF Fighter is forced to take evasive
  maneuvers and may not perform a strike this turn. Try
  again next turn.
  Too Hot: The air defense environment is unexpectedly
  active or effective and air assets are withdrawn – no
  further air strikes available for the requesting force for the
  duration of the game.
  Aircraft Destroyed: An air/IF fighter has been shot down.
  Treat the downed aircraft as a destroyed vehicle for
  victory conditions. Air assets are withdrawn – no further
  air strikes available for the requesting force for the
  duration of the game.
  TYPES OF AIRSTRIKES 
  Aircraft have an inordinate amount of firepower which they
  are able to deliver with devastating and demoralizing effect
  against ground forces. Just the proximity of an airstrike can
  shake the morale of nearby units.
  Airstrikes may occur when the scenario indicates one or
  both sides have air support or when certain Fog of War
  cards are drawn.
  There are four types of Airstrikes: Bombing runs,
  strafing runs, pylon gun runs, and interface fighter strikes.
  Bombing Runs deliver a single devastating attack to a
  specified target on the battlefield, while Strafing Runs are
  long, slashing gun attacks across the battlefield. Pylon
  gun runs can only be performed by gunships with side
  mounted weaponry and involve the aircraft orbiting a
  central point and pouring fire onto it. Interface strikes
  involve interface (IF) fighters performing a blistering pass
  over the battlefield while unleashing guided or smart
  weapons on multiple targets.
  CL O S E  AIR S UPPO RT AND I N T E R F A C E  O P E R A T I O N S
  [ 1 2 7 ]
  TQ Die
  No AD
  Light AD
  Medium AD
  Heavy AD
  Overwhelming
  AD
  1 or less
  Evasion! No Strike!
  Aircraft Destroyed
  Aircraft Destroyed
  Aircraft Destroyed
  Aircraft Destroyed
  2
  ½ Strength Strike
  Too Hot!
  Aircraft Destroyed
  Aircraft Destroyed
  Aircraft Destroyed
  3
  ½ Strength Strike
  Evasion! No Strike!
  Too Hot!
  Aircraft Destroyed
  Aircraft Destroyed
  4
  Good Strike
  ½ Strength Strike
  Evasion! No Strike!
  Too Hot!
  Aircraft Destroyed
  5
  Good Strike
  Good Strike
  ½ Strength Strike
  Evasion! No Strike!
  Too Hot!
  6
  Good Strike
  Good Strike
  Good Strike
  ½ Strength Strike
  Evasion! No Strike!
  7
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  ½ Strength Strike
  8
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  9
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  10+
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  Good Strike
  AIR  DEFENSE
  ENV IR ONMENT MODIFIER S
  +1 For Agile aircraft
  +1 For IF Fighter
  +1 For each level of aircraft TL superiority over
  ADA
  -1 For each level of ADA TL superiority over
  aircraft
  -1 If ground force is utilizing SFAD
  -1 For Slow aircraft
  -1 If Enemy has air superiority
  -1 If Enemy has orbital superiority
  
  Interface Strikes 
  Interface fighters take advantage of their larger weapon
  load out and advanced fire control systems to deliver
  potentially devastating missile, energy, or kinetic weapon
  attacks to targets identified by Terminal Air Controllers on
  the ground. If an IF fighter and its ground force are both
  operating on the same Grid (and that Grid is operational),
  it may deliver up to three strikes in attack run, assuming
  that each target is either identified by a separate TAC
  and/or illuminated with a designator. 
  Each unit or vehicle targeted by an IF strike will suffer
  an attack with a Firepower of 12D. This attack will also
  strike all units within 6” of the designated target. Infantry,
  buildings, and vehicles in the blast radius are affected.
  The Danger Close rule applies to IF strikes.
  IF strikes have a shattering effect on enemy morale. Any
  unit within the affected area of an IF strike is immediately
  Pinned. Any morale checks those units are called on to
  make later in the turn are taken with a -1 die type shift (i.e.,
  from Morale D8 to Morale D6). Morale may not be reduced
  below D6.
  Following an IF strike, all units in the same force as the
  IF fighter take any Morale checks for the rest of the turn
  with their Morale die shifted up by one level, i.e., if their
  Morale die is usually a D8, it is a D10 for the rest of the turn.
  Strafing Runs 
  Strafing runs involve an aircraft (fixed wing or helicopter)
  with front facing weaponry performing a slashing, linear
  attack across the battlefield.
  To represent a strafing run on the table, nominate an
  entry point along one of the table edges and exit point
  on any other table edge. The gun run will engage all
  enemy units within 6” of the line connecting the exit and
  entry points.
  Vehicles attacked by a strafing run are particularly
  vulnerable because AFV deck armor is relatively thin.
  To reflect this, vehicles attacked by a strafing run suffer
  a -2 Defense Die penalty (i.e., a vehicle that usually has
  Defense of 5 dice would only have a Defense of 3 dice
  against a strafing run).
  Aircraft will not fire on enemy units that are within 4” of
  a friendly unit unless the unit’s player voluntarily chooses
  to do so to fire on enemies in close proximity – see the
  Danger Close rule.
  All units engaged by a strafing run must make a Morale
  Check. Units that take casualties make their Morale Check
  with their Morale die shifted down one level, i.e., if their
  Morale die is usually a D10, it is reduced one level to D8.
  Following a strafing run, all units in the same force as
  the aircraft take any Morale checks for the rest of the
  TO MO R R O W ’ S  W A R
  [ 1 2 8 ]
  I came in way too low over the target, a PRC
  Torpedo Battery, and dropped a cluster of six
  MK9 Zeus bombs. The MK9 is a nasty piece
  of hardware. Each bomb contains 12 smaller
  bomblets that explode 6 meters off the surface
  filling the air with flechettes, cutting anything
  soft down. As well as the bomblets, each MK9
  also has an ECM homing round that vector in
  on any ECM jammers. It’s always a handy way
  of hitting the control unit and also the torps
  themselves as they carry a primitive ECM
  jammer. I wasn’t supposed to but I couldn’t
  resist making a high pass over the target to see
  what I had done. I got a pretty good hit on them,
  knocked out all the battery launchers and also
  got a strike on a vehicle that must have been
  carrying extra torps as it went up like a box of
  fireworks. When I got back to the Washington the
  crew chief gave me grief for flying too low. I didn’t
  see the problem till he showed me the tail of my
  F-77 Hellcat. It looked like a pin cushion with a
  load of flechettes stuck in the underside. One of
  the MK9s must have detonated almost as soon
  as I dropped it and as I was so low I got a few
  reminders of it to take home.
  Always made a point of flying a little higher
  after that. No-one wants to shoot himself down!
  Lieutenant James ”Suicide” Harper, 
  4th Marine Aerowing
  
  turn with their Morale die shifted up one level, i.e., if their
  Morale die is usually a D8, it is a D10 for the rest of
  the turn.
  The Firepower of the Strafing Run is defined by the air
  support asset in play.
  Pylon Gun Runs 
  Pylon Gun Runs involve a VTOL, helo, anti-grav, or
  fixed-wing aircraft circling a center point into which they
  pour fire from side mounted weapons. Such attacks are
  extremely destructive and terrifying to infantry units.
  To represent a pylon gun run, nominate a spot on the
  table to be the center of the gun run orbit. All enemy
  units within 8” of this point may be engaged by the
  circling gunship.
  The aircraft may not fire within 4” of friendly units,
  unless their player volunteers to risk his troops to friendly
  fire – see Danger Close.
  Vehicles struck by a Pylon Gun Run automatically suffer
  hits to their decks.
  All units engaged by a Pylon Gun Run must make a
  Morale Check. Units that take casualties make their
  Morale Check with their Morale die shifted down one level,
  i.e., if their Morale die is usually a D10, it is reduced one
  level to D8.
  Following a Pylon Gun Run, all units in the same force as
  the aircraft take any Morale checks for the rest of the turn
  with their Morale die shifted up one level, i.e., if their Morale
  die is usually a D8, it is a D10 for the rest of the turn.
  Aircraft performing a Pylon Gun Run do not receive any
  extra Defense dice, but ground units firing at them still lose
  one Firepower die.
  Precision Guided Missile
  (PGM) Strikes 
  To perform a precision guided missile (PGM) strike, the
  player controlling the aircraft designates a target point on
  the table for the PGM to hit. Remember that the Danger
  Close rule applies to PGM strikes when choosing the target
  point. The ordinance available for the strike is determined
  by the air support asset in play. The effects of the strike
  vary according to the ordinance selected.
  PGMs are devastating to structures they strike and to
  infantry or AFVs caught within their blast. PGMs exist
  which are capable of leveling entire city blocks, but in the
  an area of engagement of the size represented by a typical
  Tomorrow’s War game, only light and medium PGMs
  are deployed.
  Light PGM
  This is probably the most commonly used PGMs. Its
  destructive effects are limited, allowing it to be deployed
  against vehicles or target buildings without undue
  collateral damage. 
  The light PGM has a Firepower of 8D10 and strikes all
  units within 4” of the designated target point.
  Medium PGM
  Larger and more destructive than its lighter sibling, the
  Medium PGM can be devastating to buildings and AFVs.
  Its larger kill-zone makes it more dangerous to use in close
  proximity to friendly troops, however. 
  The Medium PGM has a Firepower of 10D10 and strikes
  all units within 8” of the designated target point.
  Multi-Purpose Cluster Munitions 
  Multi-Purpose Cluster Munitions attack all infantry units
  and vehicles within 8” of their impact point with a
  Firepower of 6D10. Buildings are not damaged by cluster
  bombs. Vehicles and Infantry units inside buildings are not
  subject to attack by this ordinance. Exposed vehicles suffer
  a -2 die defense penalty for being attacked from above.
  Danger Close 
  “Danger Close” is a term used to describe incoming fire
  that is likely to cause casualties among friendlies as well as
  CL O S E  AIR S UPPO RT AND I N T E R F A C E  O P E R A T I O N S
  [ 1 2 9 ]
  A DPRG SP Anti-Aircraft gun (photo: Dana
  Boggs-Drake, miniature: GZG)
  
  hostiles. Danger Close fire is usually reserved for situations
  so dire that the alternative to a few casualties is the loss of
  an entire unit.
  In game terms, the Danger Close rules are applied any
  time indirect fire or aerial fire is directed at a target within
  4” of a friendly unit.
  When friendly units are within 4” of indirect or aerial
  fire, a Danger Close Check must be made to determine
  if those units suffer any casualties. To perform the check,
  the players should make an opposed Troop Quality
  Check. The player making the air strike rolls based on the
  Troop Quality of the TAC or unit controlling the air-strike.
  The opposing player makes the check on a D10. If the unit
  in jeopardy’s Quality Check roll is a 4+ and higher than
  the D10 roll of the opposing player, the friendly unit takes
  no casualties. If the roll was less than 4 or less than the
  opposing player’s D10 roll, then the results of the friendly
  fire are determined just as if it were an enemy unit. 
  Note that the original target of the Danger Close fire is
  still attacked, meaning that both sides may take casualties
  if the Danger Close Check is failed.
  Being on the receiving end of friendly fire is very
  disheartening. Any unit struck by friendly fire as the result
  of a Danger Close attack suffers an immediate -1 Die Shift
  in Morale, i.e., from a Morale of D10 to D8. This Morale
  drop will remain in place till the end of the next turn.
  DROPSHIPS 
  Dropships are specialized interface transports that carry
  troops and gear from orbit to the planetary surface,
  sometimes to the battlefield itself. Dropships vary in design
  from small, fast, tactical insertion vehicles optimized for
  the stealthy penetration of enemy airspace to slow, hulking
  heavy lifters capable of depositing a company and all its
  gear on the ground in a single landing.
  When Dropship landings occur during a scenario,
  designate a landing spot for each incoming ship at
  the beginning of the turn they are scheduled to arrive.
  TO MO R R O W ’ S  W A R
  [ 1 3 0 ]
  +1 For each level of ADA TL superiority over
  Dropship
  +1 For each level of Dropship TL superiority over
  ADA
  +1 For Agile Dropships
  -1 For Slow Dropships
  Modifiers are cumulative.
  Deviate – Dropship deviates 6” in a random
  direction. If the Dropship collides with another
  Dropship or a major terrain feature (such as a
  substantial building or hill), upgrade the result to
  Crash Landing. If a Dropship deviates onto troops
  or vehicles, those units receive a 10D8 attack.
  Hit – The Dropship has taken a serious hit. The
  ship’s passengers take 1D6 casualties, distributed
  randomly among units aboard. The Dropship also
  deviates 6” as above.
  Crash Landing – The Dropship is forced down. It
  deviates 6” and every figure aboard must make a
  Troop Quality Check or become a casualty.
  Vehicles on the ship receive a single Heavy Gun hit.
  Destroyed – The Dropship and everything aboard
  are destroyed.
  DROPSHIP LANDING TABLE
  Die
  Roll
  Light ADA
  Medium ADA
  Heavy ADA
  Overwhelming
  ADA
  1
  Deviate
  Deviate
  Deviate
  Deviate
  2
  Hit
  Hit
  Hit
  Hit
  3
  Safe Landing
  Crash Landing
  Crash Landing
  Crash Landing
  4
  Safe Landing
  Safe Landing
  Destroyed
  Destroyed
  5
  Safe Landing
  Safe Landing
  Safe Landing
  Destroyed
  6
  Safe Landing
  Safe Landing
  Safe Landing
  Safe Landing
  
  To determine whether a Dropship lands safely, determine
  the ADA environment and roll on the Dropship Landing
  table below.
  If there is no ADA in the area, the Dropship
  automatically lands safely at the designated landing point.
  Landed Dropships may be fired at and engage enemy
  units like any other vehicle. Unlike VTOLs, they are
  specifically designed to provide some fire support for their
  dismounts when landed.
  VTOLS AND VTOL
  OPERATIONS 
  Vertical Take Off and Landing vehicles (VTOLs) come in
  many forms, ranging from basic VTOLs, through advanced
  direct thrust vehicles, to AGVs. Regardless of the form they
  take, however, VTOL operations share certain common
  attributes, which are described in the following sections.
  VTOL Troop Insertions 
  The most basic use for VTOLs is as combat taxies. They can
  quickly transport troops to and from the battlefield, inserting
  them in areas that ground based vehicles can’t reach. 
  Most scenarios begin with any airmobile infantry
  already on the ground, but some may call for one or more
  VTOLs to land and dismount troops on the table. The
  scenario will indicate the location of the landing zones
  (LZs) the VTOL(s) must use for landing. VTOLs must land
  on the turn indicated in the scenario and depart on the
  following turn
  On the turn that a VTOL is landing, it is vulnerable to
  ground fire. Fire against VTOLs is resolved in the same way
  as normal fire against vehicles, but the VTOL damage table
  is used to determine fire results. 
  If a VTOL is fired at and suffers any result other than
  “CRASH,” it is able to land more or less safely and
  dismount its troops. While on the ground, the VTOL may
  not use its own weapons and must rely on the perimeter
  established by its dismounts to protect it. 
  If the landing VTOL is engaged by ground fire and
  suffers a “CRASH” result, it crash lands on the LZ. Each
  figure on board must make a successful Troop Quality
  Check to avoid becoming a casualty.
  Once the VTOL is on the ground and its troops have
  been dismounted, it may still be engaged by opposing units
  with a line of sight to the aircraft. If fire at a landed VTOL
  results in a “CRASH” result, the VTOL is too damaged to lift
  off again and is considered disabled and lost. No other
  results have any effect on the landed VTOL.
  Unless a VTOL crash lands or is disabled on the ground,
  it will depart the table at the beginning of the following
  turn. It may be engaged by ground fire as it departs. VTOL
  damage results are applied normally. Once the VTOL has
  survived all ground fire directed against it (and reacted to
  CL O S E  AIR S UPPO RT AND I N T E R F A C E  O P E R A T I O N S
  [ 1 3 1 ]
  An independent surveying company’s
  exploratory dropship (photo: Piers
  Brand, dropship scratch-built by Johan
  “Gunbird” Van Ooij) 
  I remember my first combat drop like it was
  yesterday. We made it over Glory in a Kestrel
  dropship. It felt like the wildest roller coaster
  ride you ever been on… I lost count of how
  many times my stomach tried to evac the rest
  of my body… And that was before the PRC AA
  fire started up, trying to vape us before we hit
  the ground. The bird next to us took a Type 88
  missile right on the nose. I saw the ship just
  disintegrate from the window beside me. I can
  remember seeing the soldier bodies tumbling
  through the air. Things didn’t get any better
  when we hit the ground
  Captain Rex Tanner, 2/3 USMC Marines
  
  that fire, if desired), it is removed from the table. It may
  not buzz around over the board engaging ground targets
  like some sort of disposable “gunship lite.”
  VTOLs ferry units off the table in a similar manner, often
  as part of medevac operations. Extraction zones (EZs) are
  identified in the scenario and VTOL(s) must land at the EZs
  on the turns dictated by the scenario. While landing at an
  EZ, a VTOL is vulnerable to ground fire and may react to
  it as described above.
  After a VTOL has landed at the EZ, infantry may board
  it in the same manner described for boarding land vehicles.
  The VTOL must spend a turn on the ground to load
  passengers and is vulnerable to fire as described for landed
  VTOLs above. 
  On the following turn, the VTOL must depart the board
  and is again subject to ground fire. 
  Fast Rope or Grav Belt
  Insertions 
  Air mobile troops often utilize fast rope or grav belt
  insertions to enter the battlespace. A VTOL shuttles the
  troops to their drop point and hovers while they slide down
  ropes or perform a controlled fall to the ground. Once the
  troops are landed, the VTOL either withdraws or goes into
  orbit to provide additional perimeter security.
  Performed well, this maneuver can be accomplished
  very quickly – but it does leave the VTOL a motionless
  target while the troops disembark.
  The following rules describe fast rope/grav belt
  insertions in game terms:
  Place a marker indicating the point that the troops
  are disembarking from the VTOL. All figures in the
  dismounting unit must be placed within 4” of this marker.
  This represents their landing perimeter. If you are using
  a VTOL model, you can use its flight stand instead of a
  marker (VTOL models are not required for play – but they
  definitely look nice on the table).
  VTOLs carrying a single squad may disembark them all
  in a single turn. VTOLs carrying multiple squads may
  disembark one squad per turn (note that we are referring
  to squads here, not fireteams – i.e., a USMC squad consists
  of three fireteams).
  Units fast roping/dropping onto the table may do
  nothing on their first turn but establish their perimeter.
  They may not move unless forced to Pull Back. They may
  only React by returning fire.
  On the turn that infantry disembark, their VTOL transport
  is in jeopardy from ground fire. To resolve ground fire
  against a VTOL making a fast rope insertion, use the Ground
  Fire rules.
  Note that VTOLs may actually land to disembark their
  passengers in the same manner, but are susceptible to
  ground fire on the turn they land their troops and the turn
  they lift off. See VTOL Troop Insertions.
  Ground Fire 
  When VTOLs are operating low and slow, as during a fast
  rope insertion or strafing run/pylon attack, they’re subject
  to infantry fire from the ground – ground fire. Light VTOLs
  may be damaged or downed by RPGs or other Medium to
  Heavy Support Weapons.
  VTOLs are only subject to ground fire when they are
  disembarking troops or when they are making a low-level
  “gun-run.”
  Ground fire against VTOLs is resolved in the same
  manner as regular anti-vehicle fire, although all fire against
  aerial targets receives a -1 firepower die penalty. Even
  hovering in place, a VTOL is a difficult target. VTOLs also
  have their own damage result chart.
  Vehicles equipped with Air Defense Radars or using
  purpose built Air Defense Weapons do not suffer from the
  -1 Firepower penalty for aerial targets.
  TO MO R R O W ’ S  W A R
  [ 1 3 2 ]
  Passengers disembark under the watchful
  eye of the local militia (photo: Piers
  Brand, miniatures: Old Crow & Foundry)
  
  CL O S E  AIR S UPPO RT AND I N T E R F A C E  O P E R A T I O N S
  [Enhanced Exoskeleton]
  [ 1 3 3 ]
  
  Units with a VTOL in sight may fire at it. VTOL gun crews
  may react to ground fire, but it is more difficult for them to
  locate and engage ground targets while disembarking
  troops. Reduce the crew’s Troop Quality die by one class
  when reacting to ground fire while disembarking troops
  (i.e., a Troop Quality of D8 is reduced to a D6).
  VTOLs may only engage targets to their sides unless they
  are equipped with a chin gun. If a gun is mounted on the
  right side of the VTOL, it may only react to interruptions
  from the right side and vice versa. VTOLs may not rotate
  while disembarking troops or making a gun run. VTOLs
  Reacting to ground fire while landing troops may only use
  Suppression Fire.
  Alternate Ground Fire – 
  Ambient Fire 
  If players want to reflect a more hazardous air-space for
  VTOL operation, they may opt to use “Ambient Ground
  Fire” instead of the direct ground fire previously described. 
  Ambient ground fire simulates a mass of fire being
  thrown up at aerial targets from all directions – and not
  simply from units on the table.
  Each time a VTOL makes a gun run, performs a fast
  rope insertion, or lands/lifts off, it is subject to an attack
  using xD8 firepower. The more overwhelming the ground
  fire, the larger a number “x” represents.
  Here are some guidelines for Ambient Fire:
  Sporadic or random ground fire from mixed small arms:
  2D8 Firepower
  Steady, directed ground fire from mixed small arms and
  shoulder fired rockets: 4D8.
  Overwhelming sheets of small arms and rocket fire or
  ground troops armed with purpose built ground to air anti-
  aircraft weapons: 8D8
  If Ambient Ground Fire is used, ground units on the
  table may not fire directly at aerial targets – their fire is
  assumed to have contributed to the Ambient Fire firepower.
  The -1 firepower die modification does not apply to
  Ambient Ground Fire.
  Ambient Fire is an optional rule and must be agreed on
  prior to the start of play.
  In extreme circumstances, Ambient Fire could also be
  applied to any moving vehicle – or even moving squads of
  infantry. We don’t recommend this, however, as it tends to
  be quite lethal! 
  VTOL Damage Effects 
  If hits are scored against a VTOL, use the same procedure
  described for regular anti-vehicular fire and consult the
  tables below:
  VTOL Damage Chart
  PING – No damage, but make a Morale Check or Jink. 
  Weapon Damage – The Firepower for all the aircraft’s
  weapons is cut in half. This may represent damage to
  weapon systems, injuries to gunnery crew, or damage to
  the aircraft that renders it an unstable gun platform.
  Jink – The aircraft jinks violently to avoid fire and may not
  make further attacks or disembark troops this turn.
  Withdraw – The aircraft withdraws from the airspace for
  the rest of the turn. It must make a successful Morale
  Check to return on a following turn.
  TO MO R R O W ’ S  W A R
  [ 1 3 4 ]
  LIGHT VTOL DAMAGE TABLE
  Die Roll
  Small Arms & Infantry
  Support Weapons
  Light Gun
  Medium & Heavy Gun
  1
  Ping!
  Jink!
  Jink!
  2
  Ping!
  Jink!
  Withdraw
  3
  Jink!
  Withdraw
  Withdraw
  4
  Jink!
  Withdraw
  Weapon Damage
  5
  Withdraw
  Weapon Damage
  Forced Landing
  6
  Withdraw
  Forced Landing
  Forced Landing
  7
  Weapon Damage
  Forced Landing
  Crash!
  8+
  Forced Landing
  Crash!
  Crash!
  
  Forced Landing – The aircraft is forced down in a
  randomized quarter of the table. All troops and crew aboard
  must make a Troop Quality Check to avoid becoming
  a casualty.
  Crash – Unless the scenario dictates otherwise, the VTOL
  crashes off the table. All troops aboard are lost.
  HOT DROPS & PARASAIL
  ASSAULTS 
  While most troops in Tomorrow’s War arrive on the
  battlefield via ground transport or VTOL, some take a more
  direct approach: They simply fall from the sky.
  There are basically two flavors of traditional “airborne”
  operations: Hot Drops and Parasail Assaults.
  Hot Drops are interface operations involving insertion
  of troops directly from an orbiting or sub-orbital space
  craft. Hot Drops are only performed by power-armored
  troops and have the advantage of allowing such potent
  units to appear as if by magic nearly anywhere in the
  battlespace. It is very difficult for sensors to detect Hot
  Drop troops, and they nearly always achieve surprise in
  their operations.
  Parasail Assaults are closer to the tradition of airmobile
  operations of the 20th century. Troops are inserted from
  conventional aircraft and “parachute” to the ground. The
  ‘chutes used are advanced parafoils, however, which allow
  paratroopers to virtually “fly” to their landing zone. Parasail
  assaults are also very difficult to detect and often achieve
  the same level of surprise as a Hot Drop.
  While it is traditional for many infantry units to undergo
  parasail training, very few actually practice the technique on
  the battlefield. Mass airdrops of troops aren’t as difficult to
  detect, which may expose drop troops to overwhelming
  ground fire with predictable results. As a consequence, Hot
  Drops and Parasail Assaults are normally performed by
  small, highly specialized units.
  Drops or assaults may occur before play begins or
  during the course of a game, as dictated by the scenario. 
  If a drop occurs prior to play, resolve unit placement
  during the Set Up Figures phase of the turn sequence
  as follows:
  Choose insertion point for each unit and roll a Troop
  Quality Check. If the unit passes the check, place all its
  figures within 6” of the insertion point. 
  CL O S E  AIR S UPPO RT AND I N T E R F A C E  O P E R A T I O N S
  [ 1 3 5 ]
  MEDIUM VTOL DAMAGE TABLE
  Die Roll
  Light Gun
  Medium Gun 
  Heavy Gun
  1
  Ping!
  Jink!
  Jink!
  2
  Jink!
  Jink!
  Withdraw
  3
  Jink!
  Withdraw
  Withdraw
  4
  Withdraw
  Withdraw
  Weapon Damage
  5
  Withdraw
  Weapon Damage
  Forced Landing
  6
  Weapon Damage
  Forced Landing
  Forced Landing
  7
  Forced Landing
  Forced Landing
  Crash!
  8+
  Forced Landing
  Crash!
  Crash!
  HEAVY VTOL DAMAGE TABLE
  Die Roll
  Light Gun
  Medium Gun
  Heavy Gun
  1
  Ping!
  Ping!
  Jink!
  2
  Ping!
  Jink!
  Jink!
  3
  Jink!
  Jink!
  Withdraw
  4
  Jink!
  Withdraw
  Withdraw
  5
  Withdraw
  Withdraw
  Weapon Damage
  6
  Withdraw
  Weapon Damage
  Forced Landing
  7
  Weapon Damage
  Forced Landing
  Forced Landing
  8+
  Forced Landing
  Forced Landing
  Crash!
  
  [ TL 1  V TO L]
  TO MO R R O W ’ S  W A R
  If the unit fails its Troop Quality Check, it has become
  scattered. Roll according to the table below with the
  appropriate dice and a scatter die for each figure in the
  scattered unit:
  Tech level 3 – Scatter 1D8 from insertion point
  Tech level 2 – Scatter 1D10 from insertion point
  Tech level 1 – Scatter 1D12 from insertion point
  Figures in a scattered unit may only React on the turn they
  arrive. Treat each scattered figure as an individual unit for
  purposes of Reaction Tests, fire, and defense unless they are
  in cohesion with another friendly unit. On the following turn,
  the unit’s activation must consist of moving all figures into
  cohesion with one another. Until cohesion is established with
  all combat effective figures in the scattered unit, it may only
  move to establish cohesion and fire as part of a Reaction. 
  If a drop occurs during play, follow the same method
  described above at the beginning of the turn the units are
  scheduled to arrive. Hot Drop or parasail units that arrive
  during play may do nothing in the turn in which they
  arrive other than establish their perimeter. They may not
  move unless forced to Pull Back. They may only React by
  returning fire.
  [ 1 3 6 ]
  
  Some scenarios grant one or both sides access to off board
  artillery. Off board artillery may take the form of anything
  from light mortars to a prolonged missile barrage. While
  the effects of various artillery strikes will vary, the methods
  for governing them are the same. Artillery, regardless
  of what form it takes, must be requested by a spotter
  who must have a clear line of sight to the target to
  be bombarded.
  SPOTTERS & FORWARD
  OBSERVERS 
  Before artillery of any form can splash onto the board,
  a spotter or Forward Observer (FO) must radio the
  appropriate artillery unit, request a fire mission, and
  provide fire control with the correct coordinates for
  the target.
  Unless noted otherwise by a scenario, any regular unit
  with a leader may request an artillery fire mission,
  assuming assets are available. Forward Observer figures
  or teams may also request fire missions. 
  Calling for a Fire Mission 
  Only ONE fire mission request may be attempted per
  artillery asset per turn. So, for instance, if one force had
  a light mortar unit and a light artillery unit as assigned
  assets, they could make two fire mission requests: one for
  the mortars, and one for the light artillery.
  A unit with a forward observer attached may not move
  while the observer is calling in a fire mission, but they may
  fire normally or even go on Overwatch. Note that the
  leader or FO performing the fire mission request may not
  add their Firepower to any attacks made by their unit. They
  are too busy on the radio to shoulder their rifle.
  To call in a fire mission, the unit/FO must have the
  proposed target in line of sight and must pass a Troop
  Quality Test. The Troop Quality Test may be modified by
  various factors described below.
  The requested salvo will arrive immediately after the
  successful request for fire.
  To avoid confliction, artillery can never be called on the
  same turn as a friendly air strike or VTOL operation.
  The Danger Close rules may apply to fire missions
  called in too close to a friendly ground unit.
  Note that these rules may or may not apply to fire
  missions available to a player through a Fog of War card
  – the method used to call a fire mission will be described
  on the card itself.
  See Precise Fire Missions and Air Strikes for fire
  missions called in by a Grid capable force.
  RESOLVING A FIRE MISSION 
  To resolve a fire mission, designate a center point of
  impact for the incoming salvo. If the salvo arrives as
  planned, all infantry units and soft-skin vehicles within the
  salvo’s impact radius take an attack using the salvo’s
  Firepower. Some artillery barrages will also affect AFVs
  within the radius.
  C-RAM 
  Whether in the form of energy weapons, slug-throwing
  mini-guns, or missiles, Counter Rocket/Artillery/Mortar (C-
  RAM) fire can knock down incoming artillery or mortar
  rounds, protecting them from all or part of an enemy salvo. 
  C-RAM coverage falls into the following general
  categories:
  Individual – Some AFVs have their own C-RAM systems
  which will detect incoming mortar rounds, artillery shells,
  O F F � B O A R D  A R T I L L E R Y
  [ 1 3 7 ]
  CALLING FOR  A FIR E
  MISSION
  An FO or leader must have the target in sight
  and pass a Troop Quality Test. 
  The following cumulative modifiers apply:
  Spotter is an actual Forward Observer: +1
  Spotter is a Special Forces leader: +1
  Spotter is a Squad Leader or lower: -1
  Spotter is calling for assets other than his own: -1
  Spotter has unreliable communications with fire
  control (designated by scenario): -1
  
  or missiles and attempt to neutralize them before they can
  cause any damage. Any unit within 4” of such a vehicle is
  assumed to fall under its umbrella of protection. 
  Local – Specialized C-RAM vehicles or a number of AFVs
  with C-RAM systems coordinated by the Grid can provide an
  anti-artillery/mortar defense for an entire force. If the C-RAM
  vehicle is destroyed (or, in the case of coordinated C-RAM
  fire, the Grid goes down), the protective umbrella is lost. 
  Operational – Large operations often feature a network
  of C-RAM and/or Counter Battery assets that are
  arranged and coordinated by the Grid to provide an
  effective C-RAM umbrella for the entire operational area.
  Such networks are “off-table” and virtually impossible
  to destroy, barring a scenario specific method. An
  operational level C-RAM/Counter Battery network may be
  still be compromised or disabled by local Grid disruption.
  Resolving C-RAM Fire 
  When a unit protected by C-RAM is attacked by a rocket,
  artillery, or mortar salvo, it may roll a number of additional
  Defense Dice equal to the Tech Level of the C-RAM system.
  These dice may raise the unit’s Defense above the 10D cap.
  C-RAM fire against Flat Trajectory Mortars is reduced
  by 1 die.
  Determine Salvo Effect 
  Unless stated otherwise in a scenario, artillery salvos use
  a Troop Quality of Trained (D8). The radius and effect of the
  incoming salvo depends on the type of fire mission called:
  Resolving Counter Battery
  Fire 
  While C-RAM’s goal is to knock down incoming indirect
  fire, Counter Battery (CB) fire is aimed at destroying the
  source of that fire. A CB asset may engage any enemy
  rocket, artillery, or mortar asset that that launches an
  attack against any unit in its force, unless the scenario
  dictates otherwise (some artillery may be out of range of
  the CB assets available in the scenario, for instance).
  A force with Counter Battery assets has a chance of
  destroying or suppressing mortars or artillery that
  engage them. 
  If a force has Counter Battery capabilities granted by
  the scenario, any indirect fire from opponent mortars,
  artillery, or missile artillery will be engaged if they fire upon
  the protected force’s units. Counter Battery (CB) fire has
  the following effects: 
  Vs. Off Table Fire 
  After resolving the fire mission, roll a TQ check, modified
  as described below. If successful, enemy loses 1 indirect
  fire asset.
  Apply the following modifiers to the TQ check: 
  ¤
  Each Tech Level Higher Artillery is Higher than CB: -1 
  ¤
  CB Target is Low Trajectory Mortar: -1 
  ¤
  Each Tech Level Lower Artillery is Lower than CB: +1 
  Modifiers are cumulative. 
  Vs. On Table Fire 
  Center a Heavy Artillery strike on the enemy on-board
  indirect fire asset that engaged the protected force.
  PUTTING IT ALL TOGETHER:
  THE FIRST BATTLE OF 
  VALLIN FARM 
  Colony World: Glory
  Area: The Foix Gap
  Year: 2292
  The long-standing feud between the Democratic People’s
  Republic of Glory (DPRG) and the Republic of Arden (RA)
  has finally erupted into war! DPRG forces have plunged
  deeply into the Foix Gap, only to find their advances blocked
  by advance RA National Guard and militia elements. Sharp
  engagements are being fought wherever the two forces
  come into contact. One such meeting engagement occurred
  at the tiny farming village of Vallin Farm. 
  TO MO R R O W ’ S  W A R
  [ 1 3 8 ]
  F I RE  M IS S IO N  EFFEC T S
  Light Mortar Salvo: AP:3 (3” radius)
  Medium Mortar Salvo: AP:4/AT:2 (L) (4” radius)
  Heavy Mortar Salvo: AP:6/AT:2 (M) (6” radius)
  Light Artillery: AP:8/AT:2 (M) (6” radius)
  Heavy Artillery: AP:10/AT:2 (H) (8” radius)
  Heavy Artillery (AT): AP:10/AT:3 (H) (8” radius)
  Missile Salvo: AP:12/AT:4 (H) (10” radius) 
  Artillery attacks affect all vehicles within the
  blast area and are resolved using their Side
  armor rating.
  
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: DPRG has Initiative on Turn 1. Test on following
  turns.
  Special Conditions: 
  Fog of War: Generated by Reaction Tests
  Table Size: 4’ x 4’
  ¤
  1: RA Militia may set up anywhere in village of Vallin
  ¤
  2: RA PA Squad, APC, & Tank enter from this corner
  at the beginning of TURN 2.
  DPRG Mission
  It is important to maintain the timeline of attack while
  simultaneously reducing any RA forces encountered.
  O F F � B O AR D  A R T I L L E R Y
  [ 1 3 9 ]
  �
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  ������������������
  ��������������
  
  Assault past Vallin Farm and join up with your flanking
  units at the Resolution river bridge. Try not to bog down
  in a toe to toe fight with expected RA resistance, but do
  not leave a strong RA force behind you to threaten your
  communications or menace follow on units!
  DPRG Victory Points 
  ¤
  Per vehicle or half-strength + unit that exits south
  edge of the table by end of turn 3: 3 pts
  ¤
  Per vehicle or half-strength + unit that exits south
  edge of the table by end of turn 5: 2 pts
  ¤
  Per vehicle or half-strength + unit that exits south
  edge of the table by end of game: 1 pt
  ¤
  Per RA Soldier POW: 3 pts
  ¤
  Per RA Infantry Unit Reduced below Half Strength: 
  2 pts
  ¤
  Per RA Vehicle Disabled: 2 pts
  ¤
  Per RA Vehicle Destroyed: 3 pts
  DPRG Forces
  DPRG Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? Yes
  Body Armor: Hard Armor (2D)
  Troop Quality/Morale: D8/D10
  DPRG Infantry Squads
  DPRG Squad 1
  1 x APC
  DPRG Fireteam 2A
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  1 x TAC (Terminal Air Controller) w/ACR
  DPRG Fireteam 2B
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Squad 2
  1 x APC
  DPRG Fireteam 2A
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Fireteam 2B
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Squad 3
  1 x APC
  DPRG Fireteam 3A
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Fireteam 3B
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Tank Platoon
  3 x DPRG MBTs
  DPRG Vehicles
  Name: DPRG MBT
  Class: Heavy
  Front Armor (TL2): 4D12 
  Side Armor (TL2): 3D12
  Rear Armor (TL2): 3D8
  Main Gun (TL3): 120mm (Heavy Gun)
  AT Value: 6D
  AP Value: 4D 
  Secondary Weapon: MGs
  AT Value: N/A
  AP Value: 4D
  Crew: 3 (Commander, Gunner, Driver)
  TO MO R R O W ’ S  W A R
  [ 1 4 0 ]
  
  Attributes & Notes: 
  Heavy Hitter – 120mm main gun uses advanced rounds
  Improved MGs – MG Firepower increased due to
  advanced Fire Control, ROF, and large MG ammo stores.
  TL2 APD (Active Point Defense)
  Name: DPRG APC
  Class: Medium
  Front Armor (TL2): 2D8
  Side Armor (TL2): 1D8
  Rear Armor (TL2): 1D8
  Main Gun (TL2): Twin mounted 25mm autocannon 
  (Hvy. Support/Med. AT)
  AT Value: 3D
  AP Value: 4D 
  Crew: 2 (Driver & Gunner) + 8 to 10 passengers
  Attributes & Notes: 
  TL2 Detonation Field 
  Republic of Arden Mission
  DPRG Forces have broken through all across the border.
  One of our militia units has established a defensive
  position in the village of Vallin Farm. They are not strong
  enough to halt a concerted DPRG advance. Due to the
  importance of the road connection from Vallin Farm to the
  critical bridge over the Resolution River, you must reinforce
  the militia and destroy or ablate any advances by DPRG
  forces! We have very little armor to allocate to this
  operation, but we do not believe they are aware of our
  advances in powered armor. You should be able to deliver
  a surprise blow that will leave the DPRG reeling and
  perhaps blunt the speed of their advance across the
  breadth of the frontier!
  Republic of Arden Victory Points 
  ¤
  No DPRG units exit the board by the end of turn 6:
  DECISIVE VICTORY!
  ¤
  Per DPRG vehicle or half-strength + unit still on
  table at end of turn 6 (this counts destroyed/disabled
  vehicles): 5pts
  ¤
  Per DPRG Soldier POW: 3pts
  ¤
  Per DPRG Infantry Unit Reduced below Half
  Strength: 2pts
  Republic of Arden Forces
  Republic of Arden Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No
  Body Armor: Varies, see below.
  Troop Quality/Morale: Varies, see below.
  RA Militia (Troop Quality D8/Morale D8, Light Body
  Armor (1D)
  RA Militia Squad 1
  Fireteam 1A
  1 x Lt. w/CR
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/CR
  1 x Artillery FO w/CR (Light Artillery on Call)
  Fireteam 1B
  1 x Lt. w/CR
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/CR
  RA Militia Squad 2
  Fireteam 2A
  1 x Lt. w/CR
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/CR
  Fireteam 2B
  1 x Lt. w/CR
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/CR
  AT Gun & Crew
  1 x Fusion AT Gun (Hvy. AP:4, AT:5(M)
  1 x Gun Crew Commander w/SMG
  3 x Gunners w/SMG
  O F F � B O AR D  A R T I L L E R Y
  [ 1 4 1 ]
  
  TO MO R R O W ’ S  W A R
  RA PA Squad (Troop Quality D10, Morale D10) 
  May arrive mounted in APC or dismounted at the RA
  player’s choice.
  PA Fireteam 1A
  1 x Fireteam Leader w/SAW (Lt. AP:1)
  1 x Gunner w/Assault Gun (Med. AP:2/AT:2(L)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:3(L)
  PA Fireteam 1B
  1 x Fireteam Leader w/SAW (Lt. AP:1)
  1 x Gunner w/Assault Gun (Med. AP:2/AT:2(L)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:3(L)
  RA Tank
  1 x RA MBT
  Special Rules
  Dropping the Grid
  Republic of Arden ECM units are hard at work attempting
  to block the DPRG’s Grid. Roll 1D6 at the beginning of each
  turn after the first – on a roll of 5+ the DPRG Grid goes
  down for the duration of the game.
  RA Powered Armor
  The RA force is fielding TL3 Powered Armor. These PA
  suits receive +3 Armor dice and are able to make 8”
  Cautious moves and 16” Rapid moves. They feature
  TL3 advanced sensor suites and an on-board medical
  AI/casualty assist.
  RA Vehicles
  Name: RA MBT
  Class: Heavy
  Front Armor (TL2): 4D12 
  Side Armor (TL2): 3D12
  Rear Armor (TL2): 3D8
  Main Gun (TL2): 120mm (Heavy Gun)
  AT Value: 6D
  AP Value: 4D 
  Secondary Weapon: MGs
  AT Value: N/A
  AP Value: 4D
  Crew: Commander, Gunner, Driver, Loader
  Attributes & Notes: 
  Heavy Hitter – 120mm main gun uses advanced rounds
  Improved MGs – MG Firepower increased due to
  advanced Fire Control, ROF, and large MG ammo stores.
  TL2 Detonation Field
  Name: RA APC
  Class: Medium
  Front Armor (TL3): 2D8
  Side Armor (TL3): 1D8
  Rear Armor (TL3): 1Dd8
  Main Gun (TL3): Rapid Pulse Plasma Cannon (Hvy.
  Support/Med. AT)
  AT Value: 4D
  AP Value: 3D
  Crew: 2 (Driver & Gunner) + 8 to 10 passengers
  Attributes & Notes: 
  TL3 Detonation Field
  [ 1 4 2 ]
  
  ROBOTS & DRONES 
  Robots and drones (often referred to jointly as “bots”)
  are common brothers in arms for human forces on the
  battlefields of Tomorrow’s War. While these artificial warriors
  come in many forms and serve many functions, they all fall
  into two broad categories: Dumb Bots and Smart Bots. 
  All bots share certain attributes:
  ¤
  Bots contribute to the Grid. What they see, everyone
  on the Grid can see.
  ¤
  Bots may be controlled via the Grid by any friendly
  operator on or off the table.
  ¤
  Ground mobile bots intended to work with
  dismounted troops move like ordinary human
  infantry unless otherwise noted.
  ¤
  Ground mobile bots intended to serve alongside
  vehicular assets will use the normal vehicular
  movement rates.
  ¤
  Aerial bots use normal vehicular movement rates
  and never suffer from terrain penalties.
  ¤
  Destruction of bots integral to a human unit triggers
  a Morale Check. 
  ¤
  Bots don’t contribute dice to morale checks for units
  to which they belong.
  ¤
  Weapons mounted on a bot are very stable – all
  targets are treated as if they’re in optimum range.
  S P E C I A L  U N I T  T Y P E S
  [ 1 4 3 ]
  Remote snipers… I think the reason most of us
  grunts hate ‘em is because… well, they’re so
  impersonal. To think, some geek well away
  from the battlespace is playing God with a .300
  Magnum caseless sniper rifle on a tripod mount
  and an auto-loading system. Heck, or it’s a
  friggin’ AI. I remember when I was a Private with
  1-504 on ‘Shane four years ago when some of the
  folks there got a little out of hand with that cult
  of theirs. We were clearing a town the navy had
  hit and there was nobody, I mean nobody there.
  Or so we thought… well within seconds, the PL
  and SFC Anderson, hell, my squad and fireteam
  leaders, plus the SAW man are all down. Rest of
  us? Trying to find what we thought were wacked
  out colonists playing sniper. We had IR, thermal,
  everything running. Nada. Then we caught a
  muzzle flash from one. Cost us Preddy to find
  that much. So, we assault the building, lose two
  more guys to booby traps, make our way to an
  upstairs loft, and there it is, firing through a
  missing shingle in the roof… a NSF copy of a
  Japanese auto-sniper system. Well, we butt-
  stroked the rifle and that set off the spoil-sport
  charge, blew my leg off below the knee and killed
  two other guys. I did the next four months of my
  time in a hospital bed on Grissom re-growing my
  leg and learning how to walk again. 12 other guys
  weren’t so lucky. I hate remote snipers.”
  SSGT Mike Coleson, HHC, 1-75th Rangers
  SAGPs (photo: Piers Brand, miniatures:
  Copplestone)
  
  ¤
  Bots receive no penalties for rapid moves.
  ¤
  Bots do not fall off Overwatch if they fail an
  Overwatch Reaction Test.
  Dumb Bots 
  Dumb Bots aren’t really all that dumb. In fact, they’re smarter
  than most animals and can be trained or programmed to
  perform many tasks autonomously. They’re only dumb in
  comparison to their brighter cousins, the Smart Bots.
  In general, Dumb Bots may either operate independently
  or under the direct supervision of a human controller. Dumb
  Bots must use their own Troop Quality while operating
  independently, but use their Operator’s Troop Quality when
  under human control.
  A Dumb Bot’s Troop Quality is determined by its
  Tech Level.
  Dumb Bots are never subject to Morale tests.
  Dumb Bots become available at Tech Level 1.
  Independent Dumb Bots 
  Dumb Bots can be fielded independently, but they may only
  perform very basic duties, such as sentry duty, escort duty,
  or following predetermined patrol routes. 
  A technician may take a robot over at the beginning of
  any turn, taking it out of its current role and transforming
  it into a Controlled Dumb Bot.
  Sentry Duty 
  Dumb Bots that are assigned to sentry duty may be placed
  on the board and left unattended. Sentry units are
  automatically on Overwatch. They will automatically spot
  and fire at any enemy units that come within line of sight
  (the robot must still test to detect stealthy units or units
  using chameleon armor) using Overwatch or Defensive fire. 
  Escort Duty 
  Dumb Bots on escort duty must be assigned a person, unit,
  or vehicle(s) to escort. The bot must stay within 6” of
  whatever it is escorting. It will spot and engage enemy units
  as described under Sentry Duty. If the bot has a specific
  function, such as a medic ‘bot, it will perform that function
  as needed (i.e., a medic bot escorting a fireteam would
  automatically move to tend for any wounded, while an AT
  bot would automatically fire at any enemy vehicle threatening
  a convoy it was escorting).
  Patrol 
  A force fielding Dumb Bots on patrol must indicate the
  patrol’s intended course at the beginning of the game.
  The patrol must stick to that course until it encounters an
  enemy unit. When a patrolling bot detects an enemy unit,
  it will engage it. A tech will normally take over a bot in
  contact with the enemy, but if one does not, the bot will
  seek the nearest cover and continue to engage the enemy.
  Controlled Dumb Bots 
  Dumb Bots under the direct supervision of a human
  controller may be activated, fire, and move just like a
  human unit. Any tests or checks the bot must take
  involving Troop Quality will use that of the controller.
  A single human technician may control up to two Dumb
  Bots per turn. Non-technician troops may control one
  Dumb Bot per turn, assuming they have Grid access.
  A technician or trooper controlling a bot may not move
  TO MO R R O W ’ S  W A R
  [ 1 4 4 ]
  DU M B  B OT  T RO OP
  Q U A L I TY
  TL1: D6 Troop Quality
  TL2: D8 Troop Quality
  TL3: D10 Troop Quality
  A US Army unit on patrol with AGPs
  (photo: Shawn Carpenter, miniatures: GZG)
  
  unless forced to by a morale result (this applies to
  controllers on foot – controllers riding in a vehicle suffer
  no movement restrictions) or engage in fire combat.
  Smart Bots 
  The artificial intelligence or expert programs of a typical
  Smart Bot are sophisticated enough to allow them to
  perform with much the same tactical alacrity as a human
  unit. As such, they obey the same rules for activation,
  movement, and fire as a human unit.
  Smart Bots may be fielded as part of a human unit,
  independently, or in units of their own.
  Smart Bots will always have Troop Quality of D8 or
  D10 (it takes true sentience to develop the artistry for
  mayhem represented by Troop Quality D12, not just
  artificial intelligence).
  Unlike Dumb Bots, Smart Bots possess a highly tailored
  self-preservation protocol that mimics human behavior in
  some ways. To reflect this, AGPs have a Morale of D12 and
  are subject to Pinned and Pull Back results when operating
  independently.
  Smart Bots have a fixed morale of D10. Smart Bots
  operating autonomously may ignore Fog of War cards that
  affect their side’s morale. They are also unaffected by
  morale reductions
  Smart Bots become available at Tech Level 2.
  BOTS IN COMBAT 
  Combat robots are known by a myriad of nick-name and
  acronyms, from “combot” to SAGP (Semi-Autonomous
  Gun Platform), but most soldiers simply refer to them as
  ‘bots. Bots are widely used by technically advanced military
  forces in Tomorrow’s War. Bots have been in use by human
  military forces since the 20th century, although advances
  in robotics have expanded their role far beyond their
  humble origins as remote hands for EOD and remote eyes
  for force commanders.
  Many advanced military forces have replaced their
  human heavy weapon gunners with bots. Since heavy
  weapon fire tends to draw massive counter-fire, the use of
  bots in this role undoubtedly saves human lives – at least
  for the force to which they’re attached. 
  Entire small units composed of bots have also become
  popular with some militaries – such units are often used as
  “Contact Teams” that move into contact with the enemy in
  order to force him to expose his position. Most human
  troops are more than happy to relinquish this task to their
  robotic allies.
  Bots and Reaction Tests 
  As explained earlier, Dumb Bots aren’t really that dumb and
  are capable of learned behaviors which allow them to
  perform a restricted set of battlefield tasks for limited
  periods of time without supervision. An unsupervised Dumb
  Bot has to rely on their behavioral programming and IFF
  protocols to determine if an enemy unit is a valid target.
  As sophisticated and rapid as this process may be, it results
  in a slightly slower reaction time to enemy movement.
  To represent this, independent Dumb Bots receive a -1 to all
  Reaction rolls (this cancels out the +1 for Overwatch). 
  Smart Bots and Dumb Bots under human control do
  not suffer any Reaction roll penalties.
  Bots and Fire Combat 
  While bots conduct fire combat in much the same way as
  human troopers, some general exceptions apply. 
  As noted earlier, bots treat all targets as if they were
  in optimum range. The bot’s steady gun mount, lack
  of breathing or flinching, superior optics, and expert
  programs eliminate most shooting errors, making it a
  formidable marksman.
  Bots do not become short of breath and their ability to
  scan for targets is not inhibited by “running.” As a result,
  S PE C IAL U N I T  T Y P E S
  [ 1 4 5 ]
  Second Generation robotic warriors, by
  Ashigaru Corporation, c.2189 (miniatures:
  Copplestone)
  
  bots do not suffer from rapid movement penalties. Rapid
  movement also doesn’t limit a bot’s firing options when
  making a rapid move: It may fire before or after its move.
  Bots who are attached to a human unit add to its
  Defense and Firepower normally. 
  Bot Casualties 
  If a bot is determined to be a casualty, make an immediate
  Survival Check rather than waiting for a First Aid Check.
  A bot’s durability and survivability are based on its Tech
  Level. Higher Tech Level bots are better armored and have
  more redundant systems. 
  To perform a bot Survival Check, roll 1D6. On a 4+, the
  bot survives. On any other roll, it is effectively destroyed
  and removed from play. This roll is modified by Tech Level
  difference of the robot and the weapon which struck it.
  Additionally, bots struck by a Medium or Heavy support
  weapon or any weapon with an AT value receive a -1 to
  their survival die roll. If a robotic specialist or technician
  is attached to the unit, add a +1 to the bot’s survival roll.
  All modifiers are cumulative.
  Bots and Overwatch 
  A unit with a bot attached may place it on Overwatch at the
  beginning of the turn. This does not count as the unit’s
  activation and it may move and fire normally, leaving the
  bot in place if desired. 
  Bots do not “fall off” Overwatch as human units do.
  Otherwise, all Overwatch rules for human troops apply to
  bots as well.
  Recalling a Separated Bot 
  A unit can recall a bot they’ve left behind by announcing
  their intention to do so at the beginning of a turn. Again,
  this does not count as the unit’s activation. The bot can
  then be activated at any point in the turn. It will follow the
  safest and most direct route back to its home unit. It can
  react to enemy fire en route back to its unit. The trip back
  to its unit may take the bot multiple turns and it is not
  required to make full moves each turn.
  Bots and Morale 
  Human troopers tend to anthropomorphize bots they work
  with on the battlefield. They give them names, attribute
  personality traits to them, and generally come to think of
  them as “one of the guys.” Robots have no similar feelings
  for their human counterparts.
  Robots don’t contribute to a unit’s morale dice (i.e., a
  unit with 4 human members and one robot gunner would
  throw 4 morale dice, not 5).
  If a robot attached to a unit becomes a casualty, the
  unit must make a Morale Check just as if a flesh and blood
  trooper was hit.
  Robots attached to a human unit will stick with it if it
  becomes pinned or is forced to fall back.
  Robots acting independently respond to threats
  differently, depending on what type of bot they are. Dumb
  Bots are immune to all morale checks and effects when
  operating independently. They will drive straight into enemy
  guns and pay no heed to their losses. Smart Bots, on the
  other hand, are programmed to mimic human survival
  traits. They are subject to normal morale checks when
  acting independently or in a robot only unit and may
  become pinned or be forced to fall back in the same
  manner as a human unit.
  ROBOTIC FORCE ENHANCERS 
  Most technically advanced military forces field Robotic
  Force Enhancers (RFEs). Unlike Robotic Force Multipliers,
  RFEs do not have any offensive capability. They exist
  to make life easier or safer for the human unit they’re
  attached to, allowing the human soldiers to concentrate
  on defeating the enemy. Common RFEs include robotic
  medics, load bearers, sensor/ECM platforms, or EOD bots.
  Robotic Medics (Care Bears) 
  Robotic Medics are AI driven automatons whose sole
  purpose is to care for fallen soldiers and, if necessary,
  transport them to a CASEVAC point or field hospital. They
  are controlled by a very basic AI, only marginally more
  intelligent than a dog. The AI is just smart enough to follow
  a unit, find its way back and forth between a unit and a
  CASEVAC point or field hospital, and obey verbal commands
  from the humans it serves. 
  Robotic medics utilize sophisticated expert programs
  to provide immediate life-saving care for fallen soldiers.
  They are also designed to carry up to three casualties
  to CASEVAC areas or field hospitals. Once their patients
  TO MO R R O W ’ S  W A R
  [ 1 4 6 ]
  
  are dropped off, the medic bot will return as quickly as
  possible to its unit.
  Sensor Drones 
  Sensor or spy drones are almost ubiquitous on the
  battlefields of Tomorrow’s War. Ranging in size from slightly
  smaller than man-sized to dust particles, sensor drones
  prowl the battlefield to ferret out tactical information to
  make the mission run smoother and have a better chance
  of success. 
  Drones may be classified as either “smart ‘bots” or
  “dumb ‘bots” and behave according to the rules for smart
  and dumb robots.
  Sensor drones are divided into three categories: Small
  drones, tiny drones, and distributed drones.
  Small Drones 
  Small drones range in size from slightly smaller than man-
  size to the size of a small dog or cat. They may equipped
  with small arms to engage the enemy if necessary, although
  they are normally not used aggressively. A drone’s job is
  tospot things for its bigger friends to kill, not to wander
  around looking for a fight. Most small drones also carry
  an explosive charge which can be remotely detonated to
  prevent them from falling into enemy hands. Drones are
  often outfitted with chameleon or stealth technology to
  make them harder to spot.
  Most drones rely on aerial movement, but some use
  ground movement.
  Small drones are available at TL1 and higher.
  If a force is on the grid, all units can “see” and are aware
  S PE C IAL U N I T  T Y P E S
  [ 1 4 7 ]
  We called him “Smokey,” which is about as original
  as naming your dog “Rex.” He was an older ‘bot,
  one of the first M11s, but he’d been upgraded to
  an A3 standard. They say that care bears aren’t
  smart enough to have personalities, but Smokey
  seemed to have a mind of his own. He didn’t
  like going out with us on ECM missions unless
  Lt. Wilson was the lead tech – none of the other
  techs were as careful as Wilson and Smokey didn’t
  like having his circuits frazzled. 
  Smokey liked me. The guys would joke about it,
  saying I gave good lube jobs and other crap of that
  nature. I don’t know why Smokey liked me. Maybe
  because I talked to him sometimes on night watch
  or because I always cleaned off his optics before a
  mission. Who knows?
  All I know is this: I took a .30 slug in the spine at
  Third Archinault Farm and dropped like a sack of
  potatoes. Smokey scooped me up and high-tailed it
  for the CASEVAC point at the crossroads east of the
  farm. The Grid was down, so we didn’t know that a
  DPRG militia unit had us encircled. Smokey nearly
  ran right into one of their patrols. They saw him
  and opened up. I was hit in the leg but didn’t feel it.
  Spinal injury, you know how they can be. Anyway,
  Smokey took off in the opposite direction, crossing
  a windbreak of trees. The DPRG soldiers were right
  behind him laughing and shooting. They loved getting
  their hands on our wounded around that time. This
  was right after that Brazilian cruiser got smoked. 
  Smokey bounced down a ditch that ran along the
  edge of a field. He went through some thick shrubs
  in the ditch and dumped me right in the middle of
  them before roaring off at top speed at a right angle
  across the field, bouncing along like some kind of
  crazy kid’s toy. The DPRG goons saw him and took
  off after him – and away from me. 
  The next time I saw Smokey, he was in a few
  hundred pieces. The goons finally stopped him with
  an RPG. Then they shoved a grenade in his circuit
  box and blew his brains to shards. I guess they were
  pretty pissed off about not getting to play with me.
  They fixed my spine, of course, but there wasn’t
  enough of Smokey left to repair. None of the guys
  laughed when I asked them to help me bury that old
  bot in a shady corner of that damned field in Arden. 
  Now that the fighting is over, I go out there every
  year or so and visit Smokey’s grave. There’s a stone
  marker there now with his name on it and the dates
  he went into service and was... removed from
  inventory. It’s very nice. I hear Lt. Wilson paid for it.
  Who says officers are all jerks?
  Sgt. Mike Johnston, USMC
  
  of anything any of their drones can see. If the grid is down
  or a force doesn’t use a grid, only the unit to which a drone
  belongs can see what it sees. 
  Units spotted by a drone may be engaged by friendly
  units using artillery, air strikes or BLOS fire, assuming they
  have that capability.
  Armed sensor drones may engage enemy units with
  their onboard weapons. Their Troop Quality is determined
  according to the rules for smart or dumb bots. Aerial
  drones receive +1 die to their Defense – some drones
  may receive additional bonus Defense dice if they are
  particularly fast or agile. Drones with stealth or chameleon
  tech follow the rules for troops in Chameleon Suits. If a
  drone is determined to be a casualty it is automatically
  removed from play.
  Small drones may be remotely detonated, inflicting a
  4D8 attack on any figures within 3”.
  Tiny Drones 
  Tiny drones become available at TL2 or higher. Tiny drones
  follow the same rules as small drones, but receive +2 extra
  dice to their Defense (or more if very fast and/or agile). 
  Remotely detonated tiny drones inflict a 3D8 attack on
  any figures within 2”.
  Distributed Drones 
  Distributed drones are very small drones, usually as small
  as or smaller than a grain of dust, which are scattered over
  the battlefield. They are not represented by figures on
  the tabletop. 
  If a force has distributed drones deployed, it may make a
  Grid Quality Check at the beginning of each turn for each
  hidden enemy unit to determine if they have been detected.
  Unseen units detected by distributed drones may be engaged
  by friendly units using artillery, air strikes or BLOS fire,
  assuming they have that capability.
  Distributed drones are only available at TL3.
  MOUNTED UNITS 
  Wherever conditions allowed, Man brought his horses with
  him to the stars. In some instances, he found analogs waiting
  for him. Whether imported or newly discovered, Man’s
  contentious nature soon transformed simple riding beasts
  into instruments of war. When beasts won’t suffice, man will
  make machines to take their place – motorcycles and AG
  “bikes” often serve as stand-ins for flesh and blood destriers.
  The following rules outline the use of mounted troops
  (including those mounted on motorcycles or AG bikes) in
  Tomorrow’s War.
  Types of Mounted Units 
  There are two types of mounted units: Mounted Troops
  and Cavalry.
  Mounted Troops
  use their mounts to transport
  themselves and their gear to and from the battlefield.
  They normally picket their mounts a safe distance away
  from the fighting and walk the rest of the way in on foot –
  there’s no percentage in getting your mount killed, after
  all. You might need it to escape if things go wrong.
  These are the most commonly encountered mounted
  units in Tomorrow’s War.
  In most scenarios involving Mounted Troops, their
  riding animals will not be represented on the table, being
  stabled somewhere off table. Some scenarios might involve
  Mounted Troops stumbling into the enemy sooner than
  expected or being caught in an ambush.
  TO MO R R O W ’ S  W A R
  [ 1 4 8 ]
  The Japanese military makes extensive use
  of un-manned, AI controlled, robotic gun
  platforms (photo & miniatures:
  Micropanzer)
  
  Cavalry troops not only ride their mounts to battle, they
  generally ride them in battle. They fight from their mounts,
  using the animal’s extra speed and height to their advantage.
  Unfortunately, on the modern battlefield, those advantages
  are usually outweighed by their inability to hug cover and
  avoid being chewed to pieces by enemy machinegun and
  small arms fire. 
  Only units with a Troop Quality of Trained our higher
  can qualify as Cavalry units.
  Movement for Mounted
  Units 
  Like infantry, mounted units have two movement rates:
  Tactical and Rapid.
  Tactical movement for most mounted units is 6”, just
  like a unit on foot.
  Rapid movement for most mounted units is 16”, slightly
  faster than that of a foot unit.
  Fire Combat and Mounted
  Units 
  Firing from a Mount 
  It is difficult to fire a weapon accurately while sitting on a
  stationary animal, much less from a moving one.
  Mounted Troops have very little practice in fighting or
  firing from a mount. Their riding animals are organic
  taxies, not living, breathing IFVs. As a result, Mounted
  Troops who attempt to fire while mounted suffer a -1 shift
  to their Troop Quality die type (from D10 to D8, for
  instance) and their Optimum Range is reduced to zero.
  Cavalry units actually practice firing from their mounts
  and are capable of slightly more accurate fire. They still
  suffer a -1 shift to their Troop Quality die type, but they
  retain the Optimum range associated with their unmodified
  Troop Quality.
  Firing at Mounted Units 
  Mounted units have some definite disadvantages in a
  firefight. Their height and mass make them easy targets
  for all but the shakiest of riflemen, easily balancing out
  any advantage their speed and intimidating stature
  might provide. 
  Mounted units (while mounted, of course) may never
  claim the In Cover bonus. They may claim the Solid Cover
  bonus from terrain features that are tall enough to cover
  most of their mount and rider.
  All foot units firing at a mounted unit (while it is mounted)
  receive an extra Firepower Die. Mounted units (while
  mounted) do not receive this bonus for firing at one another.
  When Mounted Troops are fired at, they must immediately
  make a Troop Quality Check to remain mounted. If they fail,
  they will dismount immediately. High Confidence Mounted
  Troops may ignore this check and remain mounted or
  dismount at their own discretion. Low Confidence Mounted
  Troops will immediately dismount and are considered Pinned
  for the remainder of the turn.
  Cavalry units are not required to make a check to
  remain mounted, regardless of their Confidence Level, but
  they may always dismount immediately when fired upon.
  The unit whose fire forces mounted units to dismount
  receives the +1 Firepower die bonus to their attack, but
  subsequent units do not.
  Any casualties received by either type of Mounted Unit
  (while mounted) have a 50% chance of being the rider or
  the mount. 
  Regardless of which is hit, immediately make a Troop
  Quality test for the figure affected. If the Troop Quality test
  is successful, the rider remains mounted. If not, he is thrown
  from his mount.
  First Aid checks are resolved normally on the next turn
  for riders who remained mounted. Riders who were thrown
  receive a -1 modifier to their die roll on the First Aid table.
  Mounts who become casualties are always considered
  to be dead or too seriously wounded to ride.
  Close Assault and Mounted
  Units 
  Horses trained for use by Mounted Troops are not trained
  to make heroic charges into the enemy ranks. In fact, they
  find the concept alien and unacceptable. Cavalry mounts,
  on the other hand, take such things in their stride, literally.
  Mounted Troops may not charge into Close Assault
  while mounted. Moreover, if a unit of Horse Troops
  is
  engaged in Close Assault while mounted, they
  automatically lose the initial Reaction Tests – i.e., they are
  unable to flee or lay down defensive fire and their attacker
  automatically gets the first attack as they dismount to
  defend themselves.
  S PE C IAL U N I T  T Y P E S
  [ 1 4 9 ]
  
  Cavalry units suffer no penalties in Close Assault.
  Their training, power, and height give Cavalry troops a
  solid advantage over foot soldiers in a melee. Cavalry
  units receive a +1 die type shift to their Troop Quality
  when making Reaction Tests during Close Assault.
  Each mounted figure also throws one bonus attack die in
  Close Assault.
  Casualties in Close Assault follow the same rules
  described for Fire Combat, above.
  Casualties, Dependents and
  Mounted Units 
  Mounted Troops suffer the same Casualty and Dependent
  Penalties as an infantry unit.
  Cavalry units ignore the Casualty Penalty but suffer
  Dependent Penalties in the same way as an infantry unit.
  ALIENS 
  It’s a science fiction game, so there have to be aliens and
  lots of ‘em, right?
  Well, maybe. It depends on what one means by “alien.”
  In wargaming parlance, the word “alien” can usually be
  translated more accurately as “special.” An “alien army”
  in most cases is really a “special army” that is supported
  by “special rules” which often break or bypass the rule
  mechanisms by which normal (read “human”) armies are
  bound. In addition to their own rules, alien armies also
  receive “special” weapons, armor, and vehicles that generally
  give them an advantage over normal (again, read as
  “human”) troops. The more aliens a rule-set supports, the
  more special rules one usually finds to support them. As a
  result, many science fiction wargames become “games of
  exceptions,” where games are won and lost based on each
  player’s ability to take advantages of the special exceptions
  innate to their force. 
  Design by exception can lead to an escalation that
  makes the exception the norm and reduces baseline
  human troops to sub-par units. A natural reaction to this
  is to give certain human units their own “special rules,”
  which often results in a re-jiggering of rules for aliens and
  thus begins a cycle of defining units based on differences
  and a necessity for arbitrary “play-balancing” of forces
  rather than scenarios.
  In Tomorrow’s War, we’re more interested in using the
  standard mechanism to describe an alien force than in
  creating a lot of special rules and exceptions. We believe
  that most alien forces will share more similarities than
  differences with human forces. 
  Alien weaponry, however wildly its mechanisms may
  differ from ours, will still fall into some analogous category
  of human weaponry. Their purpose and effect will be
  similar to those of our own weapons, even if their means
  of achieving those effects might differ. The fearsome
  gravitic carbines of the Bem Empire legions may use a
  gravity pulse to propel a diamond tipped projectile, for
  instance, but its overall effect is still that of an assault rifle:
  It creates infantry casualties and is more effective in the
  hands of higher quality troops than in those of lower
  quality troops. 
  The same is true of alien armor or defensive technology
  - the Bem Empire’s hauberk of durathril is still just body
  armor. Their officers’ “personal anti-kinetic field generators”
  still have the effect of reducing casualties - again, it’s just
  body armor.
  The true difference between alien and human forces will
  be found in their respective organization and psychology –
  in other words, they will be similar enough to human forces
  to be governed by standard Troop Quality and Morale
  ratings. Some differences in the application of Morale
  Effects might be called for, but in most cases existing rules,
  applied with a mixture of imagination and common sense,
  will suffice.
  In the following section, you’ll find some pointers on
  developing Alien forces for use with Tomorrow’s War.
  TO MO R R O W ’ S  W A R
  [ 1 5 0 ]
  Aliens? Heard talk of stuff, you know, big bugs
  the size of men, aliens with ray guns, the usual
  sorta grunt bull-crap. One thing’s for sure
  though, the universe is a mighty big place,
  and I think it’s a bit arrogant to think we is the
  only ones out here. What you can be sure of is
  when we meet ‘em, we will sure as hell try and
  kill ‘em. It’s the way we roll…
  Cpl. Hank Vermouth, USMC
  
  [T h e  P o in t ma n]
  
  Defining an Alien Force 
  As mentioned above, developing an alien force in
  Tomorrow’s War is an exercise in imagination and common
  sense. What follows is an outline of the process that we
  use when dreaming up aliens to challenge humanity for the
  sovereignty of the stars. We hope you’ll find these pointers
  helpful in developing your own alien combatants.
  Who Are These Guys? 
  The first step is to get an idea of the character of your alien
  force. Your aliens might be based on a literary work, a
  movie, another game, a miniature line you like the looks of
  – or they may be your own original concept. Whatever
  their inspiration, you should ask yourself the following
  questions. The answers to these questions can be used to
  define your aliens in game terms. 
  To illustrate the process, we’ll develop Tomorrow’s War
  stats for Khurusan Miniatures’ “Space Demons” as we go
  (visit http://khurasanminiatures.tripod.com if you’d like to
  buy some Space Demons of your own).
  ¤
  How technologically advanced are your aliens? This
  question will help you determine whether your force is
  Tech Level 1, 2, or 3.
  Khurusan Miniatures’ “Space Demons” don’t utilize
  any visible technology. These miniatures show a fast,
  agile looking creature with bony, protective plates and
  ferocious looking claws. They’ll default to TL1 for
  purposes of bonuses for Tech Level differences.
  ¤
  How disciplined are your aliens? Do they work together
  like a coordinated team and utilize established tactics?
  Or are they contentious individuals who make things
  up as they go along? The answer to this question will
  determine whether your aliens field a Regular or
  Irregular force.
  I don’t see the Space Demons as a particularly
  disciplined force. They look more like a bloodthirsty
  swarm that is likely to attack the first living thing they
  see. I’m going to call them Irregulars. Since I also don’t
  see the Space Demons allying themselves with anyone
  else, this means they’ll be deployed as an Irregular only
  force – they’ll never be allowed to have Initiative in a
  scenario unless they’re up against another Irregular
  only force. 
  ¤
  How are your aliens organized? Are they intensely
  hierarchical or do they work in loose mobs? Use your
  answers to this question to develop a rudimentary
  organization for your alien force.
  Space Demons don’t strike me as having a very rigid
  organization. I imagine them working in loose mobs of
  4 to 6 Demons. It seems likely to me that these mobs
  would blend into larger mobs if they run into each other
  (in other words, they merge automatically if they come
  into cohesion distance with each other).
  ¤
  How are your aliens led? Do they possess an adaptive
  chain of command, or is their leadership style
  authoritarian and brittle? Your answers to this question
  will help further define your aliens’ organization.
  Space Demons are led by a Space Demon King
  and/or Queen. I’ve decided that these giant creatures
  have a psychic bond with the warriors under their
  control. As long as the Demon King and/or Queen are
  alive and on the table, all Space Demon units are treated
  as if they have a Leader present. If neither a King nor
  Queen is alive, Demon units must make a Leadership
  Check to activate, as per leaderless Irregular units.
  ¤
  How effective are your aliens in combat, in general?
  Are the majority of their combatants well-trained
  (or ferocious), or are they poorly trained (or meek)?
  The answers to this question will help you determine
  the Troop Quality of your alien force’s average unit.
  These Space Demons look mean! I wouldn’t want to
  meet some in a dark, alien forest, that’s for sure. I’ve
  TO MO R R O W ’ S  W A R
  [ 1 5 2 ]
  Aliens come in many forms (photo: Jim
  Roots, miniatures: Khurasan)
  
  decided to make them pretty scary – I’m assigning them
  a Troop Quality of D10 across the board, from regular
  Demon to Demon King/Queen.
  ¤
  How motivated are your aliens? Are they fanatics,
  willing to throw their lives down for the cause, or are
  they reluctant warriors who would really rather just
  go home? The answers to this question should allow
  you to determine the average Morale value of your
  alien force.
  It would be tempting to say that these guys don’t
  have to make Morale checks at all – making them
  mindless meat-grinders on legs – but on second
  thought I decide that’s pretty unimaginative. Anybody
  can design an uber-killer force, it’s more fun and
  challenging to design a force that feels like it could
  exist somewhere other than a comic book or bad
  movie. Instead, I’ll give them a very high Morale – D12
  – as long as their King or Queen is alive and on the
  table. If their King/Queen dies or leaves the table,
  normal Space Demon Morale drops to D8. This seems
  more realistic feeling to me and is one more thing to
  tie a tactical significance to protecting/killing the
  Space Demon King/Queen!
  ¤
  How confident are your aliens? Do they trust their gear,
  their tactics, and the warriors next to them? Or are they
  leery of their force’s overall chances of victory? This
  question will help you determine the Confidence Level
  of your alien force.
  I can’t see these guys ever having a crisis of
  confidence. I’m calling Space Demons High Confidence
  troops!
  ¤
  How well equipped are your aliens? Do they have a
  secure supply line and ample “bullets, beans, and
  bandages,” or are they under-supplied and forced to
  make do? The answer to this question will establish
  your alien force’s Supply Quality.
  Supplies? What supplies? Do they run out of claws?
  I imagine if Space Demons start running low on food
  they just thin the ranks of the weak. We’ll call them
  Normal Supply Quality – no bonuses or penalties for
  supply quality.
  ¤
  Do your aliens have any signature characteristics?
  Are they big and dumb? Fast and ferocious? Are
  they technological wizards? Your answers to this
  question will help refine the stats you arrive at for your
  alien force.
  Signature characteristics for Space Demons? Hmm.
  Did I mention armored hide and scary teeth and claws?
  These guys also look fast and agile – I can imagine
  them tearing up the ground in terrifyingly swift leaps
  and bounds. Sooo – Now I need to translate that into
  game terms:
  Armored Hide – Easy. These guys have body armor.
  I’m not going crazy with it, though. I’m going to call it
  light (1D) body armor.
  Scary Teeth & Claws – Again, easy! These guys have
  Close Assault weapons and receive an extra die per
  figure in Close Assault.
  Fast and Agile – Strangely, this one requires the
  most thought! We could make an exception based rule
  and say that the Aliens don’t suffer a -1 to Reaction rolls
  when making a Rapid Move. We could even give their
  opponents a negative to their Firepower when shooting
  at the rapidly bobbing and weaving Demons... but that’s
  kind of counter to our goal of keeping exceptions to a
  minimum. After a glass of tea and a little thought it
  occurs to me that what I really want to model is the
  unnerving effect of a Space Demon charge – so instead
  of coming up with exceptions to existing rules, I should
  be looking at rules that already exist to represent units
  reacting to something scary or unnerving – et voila:
  Intimidating Weapons!
  S PE C IAL U N I T  T Y P E S
  [ 1 5 3 ]
  Space Demon attack! (photo: Piers Brand,
  miniatures: Khurasan)
  
  Space Demons are an intimidating weapon! When
  human troops are charged by Demons, they must make a
  Morale Check to avoid becoming suppressed, a state you
  really don’t want to be in when a boney alien comprised
  mostly of teeth and claws has picked you out for dinner.
  ¤
  Do your aliens have any unusual troop types? Are some
  of your aliens able to blend naturally into the background?
  Do some have superior senses? Maybe some have an
  ultra-durable exoskeleton? Again, these answers will help
  refine the stats for your alien force.
  Well, I obviously need to look at the Demon Queen
  and King. The first thing about the Demon “royalty” that
  stands out to me is their immense size. These guys are
  BIG. I imagine that they’re very hard to kill and are
  overpowering in Close Assault! I’ve already mentioned
  their psychic connection to their comparatively runty
  warriors. I put some thought into it and came up with
  this for them:
  Fast and Agile – Even though Kings and Queens
  are huge, they’re still Space Demons. In fact, they’re
  even scarier Space Demons. Treat their charge as an
  intimidating weapon, too.
  Psychic Connection – Demon Kings and Queens
  have a psychic connection to their troops as described
  above.
  Thick, Spiny Armor – This one is easy. It looks to me
  like they have thicker, spikier armor than a regular
  Demon, so I’ll upgrade them to 2D armor.
  Close Assault Monsters – These guys look like they’d
  be hell in a fracas! I can imagine Demon Kings or
  Queens tossing men around like pillows in a pillow fight.
  I’ll represent this by saying that they count as TWO
  Space Demons when determining the Demon’s Close
  Assault Firepower.
  Hard to Kill – I can also see Demon royalty
  shrugging off damage that would kill or incapacitate
  a less over-the-top being! As a result, I’ll designate
  them as Hard to Kill and give them a D8 Survival
  die type.
  There are also the “Hammerhead” Space Demons,
  but I don’t have any of them painted at the moment, so
  I’ll put that off for another day!
  THE NET�CENTRIC
  BATTLEFIELD � THE GRID 
  Advances in communications and networking began
  transforming the nature of command and control on the
  battlefields of the 21st century and progressed rapidly,
  ultimately reaching a level of development that allows
  everyone from individual troopers to the battlefield
  commander to have nearly instantaneous access to
  information from every corner of the battlespace. This
  level of “God-like” awareness brings advantages and
  disadvantages to the forces that rely on it.
  “Net-Centric” 
  command 
  requires 
  a 
  robust
  communications net with appropriate communications gear
  available to the lowest “node” in the network – for some
  forces, the lowest node will be the individual soldier, for
  others it may be the fire-team leader, squad leader, or so on
  up the chain of command. A powerful array of sensors is
  also required, including cameras and unit locators on the
  ground, manned or unmanned atmospheric craft above the
  battlefield, and satellites or spacecraft in low orbit. Such an
  integration of assets is referred to as a Global Information
  Grid (GIG) or, more simply, a Grid.
  A Grid is expensive to establish and maintain, so they
  are generally only widely used by the wealthier Earth
  militaries or their expeditionary forces. Colonial forces are
  usually limited to more conventional communications and
  control that would not have been out of place on the
  battlefields of Earth in the 20th century.
  TO MO R R O W ’ S  W A R
  [ 1 5 4 ]
  Space Demons on the prowl for prey
  (photo: Piers Brand, miniatures: Khurasan)
  
  Grid Quality Checks 
  When two Grids are competing for dominance over the
  battlespace or stealth/ECM is attempting to defeat a Grid,
  a Grid Quality Check may be called for.
  To perform a Grid Quality Check, determine the Tech
  Level of the Grid(s), stealth, or ECM (Sensors) involved.
  Each TL has a Quality Die associated with it, ranging from
  D6 for TL1 to D10 for TL3.
  Roll a TL Quality Die for the Grid under attack and the
  Grid, stealth, or ECM asset attacking it. Both sides must roll
  a 4 or better, or fail the check. If both sides roll a 4+, compare
  their scores. The highest die roll has “won” the check.
  If both sides fail to roll a 4+ or if the die rolls for both
  sides are a tie, the side with the highest Tech Level wins.
  If both sides have the same Tech Level, the defending
  Grid wins.
  Advantages of the Grid 
  Forces with Grid access have a number of advantages
  over forces with less advanced command, control and
  communications (C3) capabilities. Some of these advantages
  are more pronounced at higher Tech Levels.
  Increased Battlespace Awareness 
  Units with Grid access have an expanded awareness of
  the battlespace. They have a more precise knowledge of
  the location of both friendly and hostile units and their
  capabilities and this intelligence is updated in real time
  through the observation of other units, drones, and spy
  satellites in their network. This enhanced battlespace
  awareness is reflected in game terms through the
  following rules:
  Enemy Force Location 
  Since a Grid capable force is able to locate the enemy and
  track his movement, their opponents may not make use of
  Out of Contact Movement. 
  Note, however, that some scenarios may identify units
  which can use Out of Contact Movement regardless of
  their opponent’s Grid capabilities (units equipped with
  advanced stealth capabilities or dedicated ECM support,
  for instance).
  Improved Command & Control 
  Forces operating on a Grid may ignore many Fog of War
  effects related to Command and Control. Individual Fog of
  War cards will indicate whether or not they are effective
  against Grid capable units.
  Force Location and Competing Grids 
  When two Grid capable forces come into conflict, it is
  normal for one of them to gain “Grid Superiority,” usually
  through jamming or destroying communications assets
  and satellites. In some rare occasions, though, both sides
  may be able to maintain their Grid capabilities. In such
  instances, an ongoing ECM battle will normally rage, as
  each side tries to confuse, mislead, or temporarily disable
  their opponent’s Grid.
  When competing Grids are available in the battlespace,
  units capable of Out of Combat Movement may attempt
  to utilize it, hoping that their movement will be masked by
  ECM or lapses in their enemy’s Grid coverage. 
  To determine if a unit is able to make a successful
  Out of Combat Movement, make a Grid Quality Check.
  If the unit attempting the move wins the Grid Quality
  Check, they may make an Out of Contact Move. If they
  fail or lose the check, they may only make a normal
  move.
  S PE C IAL U N I T  T Y P E S
  [ 1 5 5 ]
  G RID  Q U A L IT Y C HE C K
  Roll a TL Quality die for the Grid and the
  opposing Grid or stealth/asset attempting to
  defeat it. If one side fails to roll a 4+, their
  opponent wins the check.
  If both sides roll a 4+, the highest die roll wins
  the check.
  If the roll is a tie or both sides fail to roll a 4+,
  the side with the highest TL wins. If both sides
  have equal TLs, the defending Grid wins.
  Grid Quality Dice
  TL1: D6
  TL2: D8
  TL3: D10
  
  Precise Fire Missions and Air
  Strikes 
  Units on a Grid are able to call in fire missions and air
  strikes more quickly and accurately than units using
  traditional FAC or FO procedures.
  Units on a Grid use the standard rules for calling in Fire
  Missions and Air Strikes, with the exceptions noted in the
  Grid Fire Missions & Air Strikes text box.
  Reduced Danger Close Effects 
  Grid Capable units may call in artillery fire missions and air
  strikes with greater precision, reducing the likelihood of
  Danger Close casualties. 
  As a result, the die type of the opposing player is reduced
  when performing casualty checks for units who are within
  Danger Close range of an airstrike or fire mission from a
  unit on their GIG. 
  Normally, the opposing player rolls a D10 to determine
  Danger Close casualties (See Danger Close), but this die is
  reduced according to the Tech Level of the Danger Close
  vulnerable unit’s Grid.
  Units with TL3 Grids are not susceptible to Danger
  Close casualties at all – their munitions are smart enough
  not to detonate in a manner to cause friendly casualties.
  Beyond Line of Sight (BLOS) Fire 
  The Grid allows units to be aware of enemy units that are
  not within line of sight and can assist in guiding indirect
  fire onto them. This is known as Beyond Line of Sight
  (BLOS) fire. 
  BLOS Fire allows units with indirect fire capability to
  engage targets that are not visible to them but are visible
  to friendly units, UAVs, or satellites in their network without
  the normal kill-chain delays associated with the use of a
  forward observer.
  Remote SAGPs may also react and fire on targets within
  their LOS but beyond LOS of any “live” units. If directed
  locally, they use the TQ of the controlling unit. The SAGP’s
  TQ suffers a -1 Die Shift (i.e., from D8 to D6) if directed
  from beyond the battlespace.
  TO MO R R O W ’ S  W A R
  [ 1 5 6 ]
  Grid Directed Air Strikes
  A unit or TAC on a Grid is not required to have the
  target in sight (although some unit in its force must)
  but must pass a Troop Quality Test. 
  The following cumulative modifiers apply:
  Grid Directed Air Strike: +1 
  Actual FAC Requesting Air Strike: +1
  Request Routed to Another Force’s Grid: -1
  Spotter is calling for assets other than his own: -1
  Airstrike arrives immediately after a successful
  request for air support unless the request is routed
  to another force’s Grid, in which case it arrives at
  the beginning of the following turn.
  On an unmodified die roll of 1, air support is no
  longer available.
  Grid Directed Fire Missions
  A unit or Forward Observer on a Grid is not required
  to have the target in sight (although some unit in its
  force must) but must pass a Troop Quality Test. 
  The following cumulative modifiers apply:
  Grid Directed Fire Mission: +2
  Spotter is an actual Forward Observer: +1
  Request Routed to Another Force’s Grid: -1
  Spotter is calling for assets other than his own: -1
  GRID  F IRE MIS S ION S  & A IR  STR IKES
  DANGER  CLOSE DIE TY PE
  TL of Grid
  Opponent’s Die 
  1
  D8
  2
  D6
  3
  X
  
  Synchronized Fire 
  Units belonging to the same Grid can synchronize their fire
  at a point or area target. This tactic is often used by laser,
  energy, or rapid fire kinetic weapon equipped vehicles to
  produce a protective umbrella of fire to ward off incoming
  missiles, artillery shells, or attack aircraft. The same tactic
  is occasionally used by laser or energy weapon equipped
  units to destroy AFVs.
  Synchronized Fire Air Defense (SFAD) 
  Any time an artillery, missile, or aircraft attack is
  announced against a force utilizing a Grid and containing
  one or more vehicles equipped with laser, energy or rapid
  fire kinetic weapons, its player can announce it is using
  Synchronized Fire Air Defense.
  No matter how sophisticated the means of directing
  them, weapons used in this manner represent an ad hoc
  defense and lack the effectiveness of purpose build Air
  Defense Artillery (ADA) or Point Defense Weapons (PDWs).
  The method of determining their effectiveness varies by
  the type of defense they are mounting.
  Note that any number of missile or artillery barrages
  may be engaged by synchronized fire per turn, but that any
  unit which participates in even a single SFAD salvo may
  take no other actions for the remainder of the turn other
  than further SFAD. 
  There are no die reductions for successive salvos of
  SFAD.
  Note that vehicles mounting purpose-built ADA or
  PDWs resolve their defensive efforts separately and
  according to the rules found under Air Defense
  Weapons.
  Synchronized fire against
  incoming missiles and artillery
  shells
  If Grid directed synchronized fire is being used against
  incoming missiles or artillery shells, total up the number of
  vehicles mounting laser, energy, or kinetic auto-cannons
  with a Firepower of 3D or more. Roll a Tech Level Quality
  die for each vehicle and discard any rolls with a score less
  than 3. Subtract the number of remaining dice from the
  Firepower of the incoming missile or artillery barrage.
  Synchronized fire against aircraft
  If SFAD is targeting an actual aircraft, be it manned or
  unmanned, total up the number of vehicles mounting laser,
  energy, or kinetic auto-cannons with a Firepower of 3D or
  more. Roll a Tech Level Quality die for each vehicle and
  discard any rolls with a score less than 3. The remaining dice
  represent the Firepower of the SFAD salvo against the aircraft. 
  Use the number of dice noted above to attack the target
  aircraft in the same manner described under Air Defense
  Weapons. Use the Tech Level Quality die of the targeting
  Grid for the Troop Quality of the attack. Apply the usual
  penalties for firing at an aircraft. Additionally, the aircraft
  receives an extra defense die.
  Synchronized Fire, Anti-Tank (SFAT) 
  A unit armed with laser or energy small arms may use
  the Grid to synchronize their fire at a designated weak
  point on an AFV. This is referred to as Synchronized Fire,
  AT or SFAT. A unit can declare that it is performing an
  SFAT attack as part of its activation, Overwatch, Defensive
  Action, or Reaction. 
  The Firepower for this attack is equal to their normal
  laser or energy weapon small arms Firepower minus one
  die. Dice reductions for previous fire apply. SFAT fire
  counts as a Light Gun attack.
  A unit can only make one such SFAT attack per turn
  and may only react to fire directed at it for the duration of
  the turn. SFAT fire counts as a Reaction when determining
  the Firepower of subsequent Defensive, Overwatch, or
  Reaction fire (In other words, a unit that was involved in
  an SFAT attack loses a die of Firepower from its next
  Firepower attack).
  Disadvantages of the Grid  
  With all its advantages, the Grid comes with a price. An
  effective Grid is a complicated network that requires the
  efforts of a legion of technicians to deploy and maintain.
  It is vulnerable to signal-blocking weather and atmospheric
  conditions and may be brought down by hardware failure,
  software glitches, or enemy jamming. The loss of the Grid
  can have a profoundly negative effect on the confidence
  of units who are accustomed to operating under its
  comforting umbrella.
  S PE C IAL U N I T  T Y P E S
  [ 1 5 7 ]
  
  While units operating under Grid command and control
  have a number of advantages over units that don’t, they
  are also subject to potential pitfalls that don’t affect units
  off the Grid. Sometimes these pitfalls arise from too little
  information, some from too much.
  Anti-Grid ECM 
  The Grid may go down for any number of reasons, ranging
  from natural signal interference to active jamming. Large
  scale jamming effects or Electronic Counter Measures
  (ECM) are represented in-game through Fog of War cards
  or scenario specific rules. Some scenarios may involve the
  use of expert units whose specialty is bringing the Grid
  down locally. The following rules describe the operation
  and effects of such units.
  ECM Units 
  ECM units are generally vehicle mounted, but units equipped
  with high-tech gear or who are only attempting to jam a small
  portion of a grid may carry their equipment in on foot. ECM
  units are comprised of technical specialists. These specialists
  are also combat soldiers, but their primary purpose is to kill
  the enemy’s local communications and control rather than
  his troops. As such, ECM units are almost always supported
  by a security element that watches their back while they work
  their technological black magic.
  ECM units must be stationary and may not fire while
  attempting to jam or actively jamming the local Grid. Grid
  Jam checks are made at the end of the turn and, if successful,
  take effect on and remain in effect for the duration of the
  following turn.
  Jamming the Local Grid 
  To attempt to jam the local Grid (basically the portion of the
  Grid covering the game’s playing area), the ECM unit must
  remain stationary for an entire turn. They may not make any
  Firepower or Close Assault attacks during the turn. If fired
  upon, they may not return fire without aborting their chance
  to jam the grid.
  To exploit a vulnerability in the Grid and begin the
  jamming process, an ECM unit must pass a Troop Quality
  Check modified by the difference in Tech Levels between
  it and the target Grid. The ECM compares its basic TL (or
  the TL of its Sensors, if that is higher or lower than its
  basic TL) to the TL of the Grid. Shift the ECM unit’s Troop
  Quality die type up or down one type per difference
  between Tech Levels.
  Example 1: An ECM unit with a Troop Quality of Trained
  (D8) is trying to bring down the opposing force’s local Grid.
  The opposing force has a TL of 3. The ECM unit has a basic
  TL of 1, but has TL2 Sensors. Since the Sensor TL is higher
  than the unit’s base TL, it will be used in the jam attempt.
  Since the ECM unit’s Sensor TL is one level lower than the
  Grid’s TL, the unit suffers a minus one die type shift,
  reducing its TQ from D8 to D6 for the attempt.
  Example 2: An ECM unit with a Troop Quality of Trained
  (D8) is trying to bring down the opposing force’s local Grid.
  The opposing force has a TL of 2. The ECM unit has a basic
  TL of 2, but has TL3 Sensors. Since the Sensor TL is higher
  than the unit’s base TL, it will be used in the jam attempt.
  Since the ECM unit’s Sensor TL is one level higher than the
  Grid’s TL, the unit receives a plus one die type shift, raising
  its TQ from D8 to D10 for the attempt.
  TO MO R R O W ’ S  W A R
  [ 1 5 8 ]
  This TOC is shielded from detection and
  hardened against EMP munitions. No PRC
  fighter is capable of hitting...
  Last words of Lt. Col. Jacob Hardesty, USMC
  A USMC Mobile ECM Team at work (photo:
  Piers Brand, miniatures: GZG)
  
  Example 3: An ECM unit with a Troop Quality of Trained
  (D8) is trying to bring down the opposing force’s local Grid.
  The opposing force has a TL of 3. The ECM unit has a basic
  TL of 3, but has TL2 Sensors. Since the Sensor TL is lower
  than the unit’s base TL, it will be used in the jam attempt.
  Since the ECM unit’s Sensor TL is one level lower than
  the Grid’s TL, the unit suffers a minus one die type shift,
  reducing its TQ from D8 to D6 for the attempt.
  If the ECM unit passes its Troop Quality Check, it may
  initiate a Jamming Attack. Jamming Attacks are resolved
  with a Grid Quality Check. The check is resolved normally,
  with one exception: ECM units who are not supported by
  an ECM vehicle receive a -1 die type shift. Those with an
  ECM vehicle attached use the normal Grid Quality die
  associated with their base TL (or the TL of their Sensors
  if it differs from their base TL).
  If the ECM unit wins the Grid Quality Check, the local
  Grid goes down at the beginning of the next turn and
  remains down for the duration of that turn. If the ECM unit
  fails the check or the check results in a tie, the Grid stays up. 
  To continue jamming the grid, this process must be
  repeated at the end of each turn.
  An ECM unit only brings down the enemy’s local Grid
  with a Jamming attack. Its own force’s Local Grid will not
  be affected by the jamming.
  Loss of Grid 
  Forces who are accustomed to operating under Grid
  based command and control suffer a temporary loss
  of operational efficiency when the network goes down.
  The more Grid reliant a force is, the more severe and
  long-lasting this compromising effect will be. Naturally,
  higher tech level forces are more prone to these negative
  effects than low tech forces.
  Loss of Grid connection may hamstring or even
  paralyze a force that is too reliant upon it. The Tech Level
  of the Force and Troop Quality of units involved determine
  the severity of the negative effects:
  Tech Level 1 Forces: TL1 troops are generally not as
  immersed in the Grid. They are used to using alternate
  methods of command and control and simply make do
  with what they have. All TL1 Grid controlled troops who
  lose access to their Grid suffer the following penalties:
  ¤
  They may not utilize BLOS
  ¤
  They may not utilizes SFAD or SFAT
  ¤
  They may not call in airstrikes or fire missions
  Tech Level 2 Forces: TL2 troops are more reliant on the
  Grid and feel its loss more acutely. Better quality TL2
  troops have more experience and training in non-Grid
  supported operations and are less affected by Grid loss.
  All TL2 Grid controlled troops who lose access to their Grid
  suffer the following penalties:
  ¤
  They may not utilize BLOS
  ¤
  They may not utilizes SFAD or SFAT
  ¤
  They may not call in airstrikes or fire missions
  ¤
  All units of Trained Troop Quality or lower become
  Pinned for the duration of the turn that the Grid
  is lost
  Tech Level 3 Forces: Since TL3 troops carry out most of
  their operations and training under Grid command and
  control, they suffer the most from its loss. All TL3 grid
  controlled troops who lose access to their Grid suffer the
  following penalties:
  ¤
  They may not utilize BLOS
  ¤
  They may not utilize SFAD or SFAT
  ¤
  They may not call in airstrikes or fire missions
  ¤
  All units of Trained Troop Quality or lower become
  Pinned for the duration of the turn that the Grid
  is lost
  ¤
  All units of Trained Quality or lower suffer a one level
  reduction in Confidence for the duration of the
  game. Units reduced below Low Confidence become
  combat ineffective and are removed from play.
  Irregular Units and the
  Grid 
  Irregular Units lack the technical training to utilize the Grid.
  The Grid may be aware of their location, but they may
  not pass information through the Grid unless they have a
  Regular leader attached. 
  Irregular units without a Regular, Grid capable leader
  receive NO advantages from the Grid.
  Irregular units with a Regular, Grid capable leader
  attached receive all Grid advantages except Synchronized
  Fire. Irregular units may never use Synchronized Fire.
  S PE C IAL U N I T  T Y P E S
  [ 1 5 9 ]
  
  CIVILIANS ON THE BATTLEFIELD
  Some scenarios call for the presence of civilians on the
  battlefield. While the scenario may have some special rules
  governing the behavior of these civilians, the following
  general rules usually apply:
  We understand that many players won’t have a
  collection of civilian miniatures – and unfortunately there
  aren’t many modern, non-combatant civilian figures out
  there – so feel free to use substitutes if you wish! 
  We use 2”x3” paper “stands” to represent civilians and
  suggest that civilian figures be mounted on stands this size,
  if you have them (assuming you’re using 15mm figures –
  if you’re using a larger scale, adjust the stand size
  accordingly). 
  The initial location of civilian mobs is usually dictated
  by the scenario card. 
  Civilian mobs are moved at the end of each turn. They
  move 3” towards the nearest gunfire. They will stop when
  they come within 6” of a unit. Note however, that some
  scenarios may dictate special movement rules. 
  Units may not fire or move through a mob (stand) of
  civilians unless the scenario dictates otherwise.
  If a unit shoots at a target with a Line of Fire that passes
  within 2” of a civilian mob, a check must be made for
  civilian casualties. Roll the firing unit’s Quality Die. On a
  die-roll of 1 or 2, the mob has suffered a casualty.
  Regulars and Civilian Mobs 
  Normally, units may not purposefully engage civilians, but
  they may attempt to peacefully disperse them. 
  A unit must be within 6” of a civilian mob to attempt to
  disperse it. To disperse the mob, the unit must attempt
  to reason with it. To succeed, the unit must roll a Troop
  Quality die against the scenario’s Insurgency Level (the
  level defaults to 4 if it is not given in the scenario – see
  Asymmetric Engagements for more information). If the
  result of the die roll is higher than the Insurgency Level,
  the mob disperses and is removed from play. If not, the
  mob remains in place. 
  A unit may attempt no other actions in a turn in which
  it attempts to disperse a civilian mob.
  TO MO R R O W ’ S  W A R
  [ 1 6 0 ]
  You talk to an ordinary grunt... or even a
  Ranger, for that matter... and they’ll tell you
  it’s all our high speed, low drag gear that
  makes us so effective. They think, yeah, give
  me a stealth suit and all the bio-engineering
  Uncle Sam can afford and I’d be able to do
  the things those guys do, too. Truth of the
  matter is, that just ain’t so. Those guys are
  generally working with more advanced tech
  than we are – they have the Grid, the recon
  drones, the Care Bears... plus all the air and
  arty anyone could want a whisper away. None
  of that would do them any good where we go,
  doing the jobs we do. It’s not our gear that
  makes us effective, it’s the fact that we don’t
  need it. We know how to use a paper map and
  a magnetic compass and we’re qualified with
  weapons that our great-great-granddaddies
  would have called obsolete. That Grid goes
  down and we’re not hunkered down in a hole
  waiting for God-Vision to come back, no sir,
  that Grid goes down and we’re in our own
  element! We don’t need nano-tech to heat
  up a big, hot can of whoop-ass!
  SSgt. Mike Hayes, SFODA-555
  MOB DISPERSION MODIFIERS 
  (All Modifiers are Cumulative)
  If the Force the unit belongs to has caused any
  civilian casualties: -1
  If the scenario indicates that civilians are hostile
  to the unit’s Force: -1
  If the scenario indicates that civilians are friendly
  to the unit’s Force: +1
  If the opposing Force has caused civilian
  casualties but the unit’s Force has not: +1
  If Civilians in the area are friendly according to
  the Scenario or a Fog of War card: +1
  If the unit has an Interpreter or speaks the
  civilians’ language: +1
  
  “Popular” Leaders and
  Civilian Mobs 
  Some scenarios involve insurgent, guerrilla, or other “popular”
  leaders who attempt to manipulate civilian mobs or convert
  them into armed Irregulars. To do so, a popular leader (in the
  form of any of the force’s Irregular leaders) must be in base
  to base contact with the civilian mob. It must announce
  whether it’s attempting to manipulate the mob or transform
  it into an armed Irregular unit. To succeed, the Irregular leader
  must roll less than the current Insurgency Level on a D6.
  If the popular Leader’s roll to manipulate the civilian
  mob was successful, he may immediately move it 6” in any
  direction. Once the civilian mob has moved, it is no longer
  under the popular Leader’s influence. 
  If the popular Leader’s roll was successful and he was
  attempting to transform the mob into armed Irregulars, he
  may arm the mob as long as he has at least one figure with
  him to pass out weapons. The more figures with him, the
  larger an armed mob he’s able to create.
  If the popular Leader succeeds in transforming a
  civilian mob into an armed mob, roll 1D6 on the table
  below. Add +1 to the die roll for each armed figure
  accompanying the Leader:
  Mixed Mobs: Civilians &
  Combatant Units 
  Occasionally a group of armed irregulars may include
  unarmed “supporters”. Such groups are called “mixed
  mobs” and will be identified by the scenario description or
  by the reinforcement table. 
  When determining the Firepower of a mixed-mob, only
  count the armed irregulars. For Defense, the mixed-mob
  counts both armed and unarmed figures. 
  When a mixed mob takes casualties, the owning player
  may freely select which model within the mixed-mob
  will be removed. If the casualties selected are unarmed
  civilians, they may count against the opposing force’s
  Victory Points.
  Hostile Mobs 
  Sometimes civilian mobs are actively hostile but fall short
  of armed resistance. Instead, they make their displeasure
  known by hurling taunts and the occasional rock at regular
  units. Since rules of engagement usually disallow firing on
  unarmed civilians, this harassment can sometimes add
  to a unit’s stress level. Hostile mobs will also move to
  purposefully interfere with a unit’s movement and fire.
  Hostile mobs are under the control of a player
  designated by the scenario. They are activated and moved
  like any other unit. 
  Hostile mobs may move to place themselves in a
  manner that interferes with regular lines of fire. 
  A hostile mob may also taunt any regular unit within 4”.
  Each mob may only taunt a single regular unit. Taunting
  raises the regular units stress level – see the rules on
  combat stress.
  PUTTING IT ALL TOGETHER:
  BUGS IN THE REACTOR 
  Nouvelle Angouleme, 30 April 2315
  Nouvelle Angouleme, first discovered in 2257 by the EU
  and settled predominantly by French and citizens of former
  French protectorates, is primarily an agricultural world
  and one of the few planets able to support select strains
  of terrestrial grapes. Nouvelle Angouleme’s vineyards
  produce some of the finest cognacs available in known
  space. The high demand for these unique cognacs has
  resulted in a significant trade surplus over the years and
  has allowed the local government to invest significantly in
  infrastructure and amenities for its citizens. The colony
  boasts a top-notch starport with state-of-the-art cargo
  handling facilities. The pride and joy of the colony is its
  new GE Fusion Reactor that provides more energy than the
  colony will need for the next fifty years.
  S PE C IAL U N I T  T Y P E S
  [ 1 6 1 ]
  Die Roll
  Irregular unit Created
  1–5
  1D6 Irregulars w/Small Arms
  6
  1D6 Irregulars w/Small Arms and 1
  Irregulars with RPG
  7
  1D6+2 Irregulars w/Small Arms and 1
  with RPG
  8
  1D6+3 Irregulars w/Small Arms and 1
  with RPG
  9
  1D6+4 Irregulars w/Small Arms and 1
  with RPG
  10
  1D6+5 Irregulars w/Small Arms and 1
  with RPG
  
  Still, Nouvelle Angouleme remains a world of rural
  tranquility. Groupe Alpha Securitie, a contracted paramilitary
  and police force, provides local defense and security for
  the starport and the reactor, as well as acting as law
  enforcement for the very infrequent citizen infraction or
  altercation. The planet is also occasional host to units of
  the Legion Etrangere, who conducts training exercises in
  unsettled areas of the planet and allows soldiers to go on
  liberty at the starport.
  Fortunately, a company of the Legion Etrangere was on
  hand when things went very, very wrong at the reactor.
  Power fluctuations caused Groupe Alpha Securitie personnel
  to investigate. Not only did they find the problem – aliens in
  the reactor – they also discovered that the aliens were now
  boiling out of the reactor compound and slaughtering
  the local colonists. They called for help from the Legion
  Etrangere and began evacuating citizens…
  Scenario Information
  Duration of Game: 12 Turns
  Initiative: Colonists/Legion for entire game
  Special Conditions: None
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 6’
  Colonist/Legion Mission
  The Colonist/Legion mission is a simple one. Get as many
  colonists out of harm’s way and headed to the starport
  as possible
  Colonist/Legion Victory Points 
  ¤
  Per Colonist exited off the east edge of the board:
  3pts 
  ¤
  Per Groupe Alpha/Legionnaire exited off the east
  edge: 1pts
  ¤
  Per Alien King or Queen Killed: 5pts
  TO MO R R O W ’ S  W A R
  [ 1 6 2 ]
  
  S PE C IAL U N I T  T Y P E S
  [ 1 6 3 ]
  Colonist/Legion Forces
  Groupe Alpha Securitie Basic Attributes
  Initiative Level: N/A
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  Body Armor: Light (1D)
  Troop Quality/Morale: D6/D8
  Patrol Alpha (Set up first anywhere in Area A)
  1x Fireteam Leader w/Slug Thrower Rifle
  3 x Patrolman w/Slug Thrower Rifle
  Patrol Bravo (Set up first anywhere in Area A)
  1x Fireteam Leader w/Slug Thrower Rifle
  3 x Patrolmen w/Slug Thrower Rifle
  Patrol Vehicle (Improvised Farming Tractor) 
  (Set up first anywhere in Area A)
  Class: Light
  Type: Tracked
  Basic TL: 2
  Weapon TL: 2
  Armor TL: 2
  Sensor TL: 2
  Front Armor: 1D8
  Side Armor: 1D8
  Rear Armor: 1D8
  Deck Armor: 1D6
  Main Weapon: Gauss LMG
  AT Value: 0D 
  AP Value: 4D
  Crew: 3 (Lt. Body Armor, SMG Slug Throwers)
  Attributes & Notes: 
  Fire or Move
  Technical
  Legion Etrangere Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  Body Armor: Light (1D)
  Troop Quality/Morale: D8/D10
  First Squad (Enter Turn 1 within 6” of Point C)
  1 x Squad Leader w/Advanced Combat Rifle
  First Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  Second Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  Second Squad (Enter Turn 1 within 6” of Point C)
  1 x Squad Leader w/Advanced Combat Rifle
  First Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  Second Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  Third Squad (Enter Turn 1 within 6” of Point C)
  1 x Squad Leader w/Advanced Combat Rifle
  First Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  Second Fireteam
  2 x Riflemen w/ Advanced Combat Rifles
  1 x Rifleman w/Heavy Advanced Combat Rifle (ASAW)
  (Lt. AP:1)
  1 x Missile Launcher/RPG (Med. AP:2)
  
  [T h e N ig h t  O wl ]
  TO MO R R O W ’ S  W A R
  [ 1 6 4 ]
  
  Alien Mission
  New world…new hosts…new food. The humans have
  provided a nest for our young. Now expand and feed,
  children.
  Victory Points 
  ¤
  Per human killed: 2pts
  Alien Forces 
  Alien Force Basic Attributes
  Initiative Level: N/A
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 1
  Body Armor: TL1
  Troop Quality/Morale: D10/D12*
  *As long as King or Queen are alive. Defaults to D8 if
  both are killed.
  All set up within Area B following Groupe Alpha
  deployment
  Brood One – 5 x Demons w/Close Assault Weapons
  Brood Two – 5 x Demons w/Close Assault Weapons
  Brood Three – 5 x Demons w/Close Assault Weapons
  Brood Four – 5 x Demons w/Close Assault Weapons
  Brood Five – 5 x Demons w/Close Assault Weapons
  Brood Six – 5 x Demons w/Close Assault Weapons
  Brood Seven – 5 x Demons w/Close Assault Weapons
  Brood Eight – 5 x Demons w/Close Assault Weapons
  Alien King
  1 x Alien King w/Close Assault Weapons (count as TWO
  Demons in close assault)
  Hard Body Armor (2D)
  Intimidating
  Hard to Kill (D8)
  Alien Queen
  1 x Alien Queen w/Close Assault Weapons (count as TWO
  Demons in close assault)
  Hard Body Armor (2D)
  Intimidating
  Hard to Kill (D8)
  Special Rules
  Colonists 
  There are 30 colonists deployed within Area A. Following
  the Alien and Colonist unit placements, each side takes
  turn placing one colonist inside the perimeter until all
  colonists are on the board. Colonists may be placed in
  buildings or in the open.
  Activation/Movement: Colonists do not activate or
  move, but instead “react” to the movement of other figures.
  Whenever an Alien moves within 6” of a colonist without
  close assault, the Colonial side makes a TQ Check. If
  passed, the colonist figure may make an immediate move
  away from the Demons. If missed, the colonist is frozen
  in place, mesmerized by the Demon psychic powers or
  sheer terror. A colonist within 2” of a Groupe Alpha
  or Legionnaire figure may join with that figure and
  activates/moves with that figure’s unit for the remainder
  of the game. Colonists do not count as dependents in
  terms of reducing movement or firepower of units they
  have joined. Colonists attached to Groupe Alpha or Legion
  units do not need to make a TQ Check, but simply stay
  with the unit.
  Basic attributes: Colonists have a nominal TQ
  D6/Morale D6 for purposes of defending themselves. They
  never initiate combat. They do not fight in combat. They do
  count as casualties in close combat.
  Psychic Connection
  The Alien King and Queen act as leaders for all Alien units
  on the table, so long as one or both are alive.
  S PE C IAL U N I T  T Y P E S
  [ 1 6 5 ]
  
  ASYMMETRIC ENGAGEMENTS 
  A game that involves a Regular force against a purely
  Irregular force is an Asymmetric Engagement. An
  asymmetric engagement might revolve around a
  counter-insurgency effort or an uprising against a colonial
  government – even a game about a small colonial village
  protecting itself from a well-organized troop of bandits
  could fall into this category. 
  Regular forces follow the rules already laid out in the
  previous chapters. Irregular forces abide by some slightly
  different mechanics described in the following sections.
  IRREGULAR UNITS 
  Irregular units suffer some shortcomings not shared by
  more professional standing forces. These tactical “warts”
  give irregular units a lot of character and make them a
  challenging force to field. Don’t be deceived, though,
  irregulars aren’t push-overs. They’re generally highly
  motivated (translating into high morale) and have a
  tendency to be drawn in hordes by the sound of gunfire.
  Irregular Unit Command
  Issues 
  Irregular units do not have a flexible command structure.
  Nor have they been formally trained to react doctrinally to
  battlefield challenges. As a result, Irregular units require
  close supervision. Otherwise, they may spend much of the
  battle hunkered down behind cover trying to decide what
  to do.
  This supervision can take one of two forms. An
  Irregular unit must have a trustworthy leader attached
  or be within Supervision Range of a Regular Unit that acts
  as its “mentor” on the battlefield. Without an attached
  leader or proper supervision from a Control Unit an
  Irregular unit may only be activated if it passes a Troop
  Quality Check.
  Leaders Attached to Irregular
  Units 
  An Irregular unit may be led by a Regular or Irregular
  leader. The leader must be attached to the unit, that is to
  say, it must be part of and maintain cohesion with the unit. 
  As long as an Irregular unit has a leader attached, it
  may be activated like any other unit. If an Irregular unit’s
  leader becomes a casualty, that unit must pass a Troop
  Quality Check to be activated. Failure indicates that the
  unit must remain in place and may only React if fired on. 
  Free-roaming leaders or leaders who are the last
  survivor of their unit may opt to join an Irregular unit.
  See Leaders Joining a Unit.
  Irregular Units in Supervision
  Range of a Regular Unit 
  Irregular units may be found fighting alongside Regular
  units in either Kinetic or Asymmetric engagements. 
  For best performance, an Irregular unit must be within 6”
  and line of sight of its Control unit. Radio communication is
  not sufficient – without the comforting sight of their Control
  unit, Irregular units tend to hunker down in place at best or,
  at worst, take to their heels. 
  Irregular units within supervision range and LOS of their
  Control unit may be activated normally, regardless of the
  presence of a leader in the unit. They may also freely
  interrupt or react whether they have a leader attached or
  not. For all intents and purposes, they act like a Regular unit.
  Irregular units that are farther than 4” from their
  Control unit or out of LOS with it may only be activated if
  they have a leader attached or pass a Troop Quality Check.
  If they do not have a leader attached and fail their Troop
  Quality Check, they must remain in place and take no other
  action. They may still React if fired upon, however.
  If an Irregular unit’s Control unit is wiped out or
  becomes combat ineffective, its Morale automatically
  suffers a -1 die shift. It is treated as a leaderless Irregular
  unit until it a leader joins it or a Regular unit takes it under
  control by spending an entire turn in unit cohesion with it.
  Leaderless Irregular Units 
  If an Irregular unit has no leader attached and is not in
  both supervision range and LOS of its Control unit, it must
  make an Activation Check in order to take any form of
  independent action. The unit must roll a 4+ on its Troop
  Quality die in order to be activated or React in the turn. 
  [ 1 6 6 ]
  
  [ 1 6 7 ]
  AS YMME TRIC  E N GA G E M E N T S
  Irregular units with leaders attached and/or in both
  supervision range and LOS of their Control unit can
  automatically Activate or React and do not need to make
  this check.
  Irregular Unit Reactions 
  Irregular units may only React once per turn. They may
  only move or fire once per turn. They may not be placed
  on Overwatch. Irregular units who React to a Regular unit
  may not be activated in the End Phase.
  Irregular Morale 
  Irregular Morale Checks are performed in the same
  manner as Morale Checks for regular units, but the events
  that trigger them are slightly different, as are the effects.
  Irregular Morale Checks 
  Irregulars take Morale Checks as described in the text box
  below.
  Irregular Morale Effects 
  Irregulars will respond in one of two ways to Morale
  Checks. They will either Stand (and possibly Shrink) or be
  Shaken.
  Stand Result: If an Irregular unit makes a Morale Check and
  the number of Successes (4+) is greater than the number
  of Failures, the unit’s morale holds, but they may still Shrink.
  Shrink Result: Some Irregular units are subject to “shrinkage.”
  Members of such units may desert if the situation becomes
  too intense for them. Scenarios indicate whether or not
  Irregular units are subject to shrinkage. As a general rule,
  insurgent units, dragooned militia, and other conscripts are
  likely to shrink.
  Irregular units that are forced to take a Morale Check
  may Shrink, even if they pass the check. This represents the
  tendency for less motivated members of an Irregular unit to
  show the better part of valor when the fighting really starts. 
  Any time an Irregular unit makes a Morale Check, any
  figures in the unit that roll a “1” on their Morale Die are
  removed from play. Irregular Special Weapons figures are
  always the last to be removed due to “shrinkage.”
  Irregular leaders are never removed in this manner. They
  are too devoted to the cause to “shrink” from combat. 
  Shaken Result: Irregular units that fail a Morale Check (i.e.,
  they roll more Failures than Successes on their Morale
  Check) are Shaken. The Morale level of a Shaken unit is
  reduced by 1 level (i.e., a unit with a Morale Die of D10 that
  becomes shaken has its Morale Die reduced to D8). Units
  whose Morale Die is reduced below D6 have broken and
  are removed from play.
  Shaken units must move to cover if they have any
  movement left. They may not move towards the enemy
  while seeking cover.
  Shaken units must spend the duration of the next turn
  recovering their will to fight. Any movement they make
  must be away from the enemy and they may not engage
  enemy units with fire or close combat attacks.
  Hopped Up Units 
  Just as some regular forces utilize combat drugs, many
  irregular units fortify themselves with various drugs before
  entering combat, generally home-brewed stimulants.
  In game terms, there are two types of stimulants: mild
  and strong.
  Mild stimulants boost a unit’s aggression and sense of
  confidence. 
  IRRE GU L A R  A C T IVA T IO N
  TE S T
  Without Leader or out of Supervision Range: 4+
  on Troop Quality Die
  With Leader or in Supervision range & LOS of
  Control Unit: No Roll Required
  IRRE GU L A R  U N IT  MO RA LE
  C H E C K P O IN T S
  Each time an Irregular unit without a leader is
  fired upon
  Each time an Irregular unit takes casualties
  Each time an air strike or Regular artillery
  mission hits within 6”
  Each time the Irregular Unit’s Control Unit is
  more than 4” distant or out of LOS.
  
  In game terms, irregular units under the influence of
  mild stimulants may attempt to interrupt even if they have
  no leader attached and are not subject to “shrinkage” due
  to morale checks. Mild stimulants do not have a significant
  combat effect on regular units.
  Strong stimulants have all the effects of mild stimulants
  and also instill a sense of invulnerability and blunt the
  effects of shock and trauma.
  In game terms, irregular units under the influence of
  strong stimulants may attempt to interrupt even if they
  have no leader attached and are not subject to “shrinkage”
  due to morale checks. All units under the influence of
  strong stimulants throw an extra Defense die to represent
  their ability to shrug off all but the most grievous of
  injuries, but lose a Firepower die due to their wild and
  undisciplined fire.
  Units under the influence of stimulants are identified in
  scenario briefs or the insurgent reinforcement table.
  PLAYING AN ASYMMETRIC
  ENGAGEMENT 
  Asymmetric engagements are played in the same way as
  normal games with a few key exceptions:
  Initiative 
  The regular force always has the initiative in an Asymmetric
  Engagement. Initiative checks are not required.
  Insurgency Level 
  Asymmetric Engagements have an associated Insurgency
  Level. The Insurgency Level is an indication of how strong
  a presence the insurgents have in the local area and helps
  determine the likelihood of insurgent reinforcements and
  civilian compliancy.
  The Insurgency Level will range from 1 to 6, the higher
  the rating, the stronger the local insurgency.
  Irregular Reinforcements 
  Asymmetrical Engagements generally involve an irregular
  force that is regularly reinforced, often via Hot Spots.
  Reinforcements may be automatic or may require a roll
  versus the scenario’s Insurgency Level.
  Insurgency Level and
  Reinforcements 
  When a scenario calls for an Insurgency Level test to
  determine if the irregular force receives reinforcement, the
  irregular player rolls a D6 and compares his score to the
  Insurgency Level. If the die roll is less than the Insurgency
  Level, reinforcements arrive. If it is higher, they do not.
  PUTTING IT ALL TOGETHER:
  AMBUSH AT BONAVENTURE
  CROSSING 
  Colony World: Glory
  Area: Bonaventure Crossing, Foix Gap
  Year: 2292
  As the DPRG advanced deeper into the Foix Gap and
  neared the Republic of Arden’s official border, they began
  to encounter more extensive settlements and denser
  concentrations of population. In these more developed
  areas, the local Ardenois population had more than a
  temporary farmstead to fight for and, thanks to the efforts
  of the Citizen’s Militia (CM), more to fight with.
  This weather change first evidenced itself at Bonaventure
  Crossing, a small road hub a few kilometers east of the
  town of Bonaventure, when a DPRG recon element was
  ambushed and mauled by a CM “Brigade” commanded by
  “Captain” Vallin. Vallin, a scion of the Vallin family which had
  spearheaded the Arden expansion into the Gap, would
  become a national hero for the Republic of Arden and a
  “Supreme Enemy” for the DPRG.
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: N/A
  Special Conditions: Citizen’s Militia Troops are Irregulars.
  This is an Asymmetric Engagement
  Fog of War: Generated by Reaction Tests
  Table Size: 2’ x 2’
  ¤
  The stricken APC is depicted in the crossroads.
  ¤
  CS: CM Command Squad
  ¤
  C1 – C4: CM Squads
  ¤
  1-5: CM Hotspots
  ¤
  CCP: DPRG Casualty Collection Point
  ¤
  Xs: Buildings to be used as DPRG strongpoints
  TO MO R R O W ’ S  W A R
  [ 1 6 8 ]
  
  DPRG Mission
  After driving unopposed through several roadside hamlets,
  DPRG recon elements became careless and overconfident.
  They paid the price for their inattentiveness at Bonaventura
  Crossing where the Bonaventure Brigade of the Citizen’s
  Militia sprung a classic mine initiated ambush. As the first
  of two DPRG APCs entered Bonaventure it was struck by a
  command detonated mine that immediately took it out of
  action and left all of its occupants dead or injured. Before
  the last echo of the blast had faded both DPRG vehicles
  were taken under intense fire.
  The DPRG squad based out of the second APC must
  secure the wounded from the stricken vehicle and “sanitize”
  it to prevent sensitive data and electronics from falling into
  the hands of the CM. Once this is accomplished, they need
  to disengage and await reinforcements to clean out this
  viper’s nest!
  DPRG Victory Points 
  ¤
  Second APC still mobile and capable of fire by end
  of turn 6: 4pts.
  ¤
  Wounded transported to Casualty Collection Point
  (CCP) by turn 4: 3pts.
  ¤
  Per Destroyed APC “sanitized”: 3 pts.
  ¤
  All DPRG troops withdrawn to strongpoint by end of
  turn 6: 3pts.
  ¤
  At least 6 DPRG soldiers/officers are not Seriously
  Wounded/KIA by end of turn 6: 3pts.
  DPRG Forces
  DPRG Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: Hard Armor, 2D
  Troop Quality/Morale: D8/D8
  DPRG Squad 1
  1 x Type 88 APC
  DPRG Fireteam 2A
  1x Squad Leader w/ACR
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Fireteam 2B
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  DPRG Fireteam 2C
  1 x FTL w/ACR
  1 x Gunner w/Advanced SAW (TL3, Lt. AP:1) 
  1 x Grenadier w/Launcher (TL3, Med. AP:2/AT:2(L)
  1 x Rifleman w/ACR
  Type 88 “Shouting Dragon” APC
  Class: Medium
  Vehicle Type: Tracked
  Basic TL: 2
  Weapon TL: 3
  Armor TL: 2
  Sensor TL: 1
  Front Armor: 3D10
  Side Armor: 2D10
  Rear Armor: 2D8
  Deck Armor: 1D6
  Main Gun: Dual 10mm Rapid Pulse Fusion Gun (Med.
  AP:4/AT:2 (L)
  Crew/Passengers: 3/13
  Attributes & Notes: Amphibious; TL2 Detonation Field
  Description: The Type 88 is a cheaper version of the Brazilian
  “Leão I” tracked IFV. In place of the Leão I’s advanced
  composite armor, the Type 88 utilizes a basic composite
  armor that has the advantage being manufactured locally
  by the DPRG. The APC’s sensor suite is also a local product
  and is quite rudimentary in capability. The very fine twin
  “Carabina” pulse fusion guns make up for some of the
  vehicle’s other shortcomings.
  Citizen’s Militia Mission
  Shortly after the first battle at Vallin’s farm, the Republic of
  Arden mobilized its Citizen Militia Brigades in the Foix Gap
  and issued orders to Brigade Captains directing them to
  slow the DPRG advance through guerrilla actions while
  AS YMME TRIC  E N GA G E M E N T S
  [ 1 6 9 ]
  
  limiting the loss of RA life as much as possible. Captain
  Vallin of the Bonaventure Brigade saw the small cluster of
  shops and fueling stations centered on the road crossing
  a few kilometers east of Bonaventure as an ideal way to
  bloody the DPRG’s nose without risking many civilian lives.
  The core of his Brigade evacuated the population of
  Bonaventure Crossing and began setting up a mine initiated
  ambush while awaiting the arrival of other Brigade volunteer
  squads. These squads would filter into the fight over the
  course of the battle.
  Vallin’s directions to his men were simple and to the point:
  “Stop the approaching DPRG force and savage it. If possible,
  capture DPRG soldiers and seize items of intel value.
  Withdraw and disperse before DPRG reinforcements arrive.”
  TO MO R R O W ’ S  W A R
  [ 1 7 0 ]
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  CM Victory Points 
  ¤
  If functional APC is destroyed*: 5pts
  ¤
  Per APC ransacked: 5pts
  ¤
  Per DPRG soldier seriously wounded/KIA: 1pt
  ¤
  Per DPRG soldier captured: 2pts
  ¤
  DPRG force wiped out (all casualties) by end of
  Turn 6: VICTORY!
  *An APC is considered “lost” or “destroyed” if it is
  immobilized, all crew are casualties, or if it receives a
  Vehicle Kill, Brewed Up, or Catastrophic Kill result.
  CM Forces (Irregulars)
  CM Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: N/A
  Troop Quality/Morale: D6/D10
  Brigade Command Squad
  1 x Captain C. Vallin w/FAMAS CR
  1 x Gunner w/MPRPG (TL2, Med. AP:2/AT:2(M)
  1 x Gunner w/LMSAW (TL2, Lt. AP:1)
  2 x Riflemen w/FAMAS CR
  Squad 1
  1 x Squad Leader w/FAMAS CR
  1 x Gunner w/LMSAW (TL2, Lt. AP:1)
  3 x Riflemen w/FAMAS CR
  Squad 2
  1 x Squad Leader w/FAMAS CR
  4 x Riflemen w/FAMAS CR
  Squad 3
  1 x Squad Leader w/FAMAS CR
  1 x Gunner w/MPRPG (TL2, Med. AP:2/AT:2(M)
  3 x Riflemen w/FAMAS CR
  Squad 4
  1 x Squad Leader w/FAMAS CR
  1 x Gunner w/LMSAW (TL2, Lt. AP:1)
  3 x Riflemen w/FAMAS CR
  Special Rules
  Sanitizing an APC
  A DPRG unit must spend an entire turn sanitizing an APC.
  They may not move or fire during that turn. Make a TQ test
  at the end of the turn – a success indicates that nothing of
  tactical or intel value has survived and the vehicle is “clean.”
  Ransacking an APC
  To ransack an APC, a CM unit must spend an entire turn
  searching the vehicle. They may not move or fire during
  that turn. At the end of the turn, the vehicle is considered
  “ransacked” for the purposes of victory points. A single
  APC can only be ransacked once per game.
  Local Insurgency 
  CM units can utilize Out of Combat Movement and
  Ambush rules.
  Reinforcements
  CM volunteer squads will converge on the area during
  the course of the battle. Roll 2D6 on the table below at the
  beginning of each turn after the first to determine what
  reinforcements arrive:
  Roll 1D6 to determine at which Hot Spot each CM
  reinforcement unit will arrive. On a roll of “6,” the CM
  player may designate which Hot Spot a unit uses.
  AS YMME TRIC  E N GA G E M E N T S
  [ 1 7 1 ]
  Die Roll
  (2D6)
  Reinforcements
  Received
  2
  1D6 w/FAMAS CRs
  3
  1D3 w/FAMAS CRs; 1 w/LMSAW
  4
  1D6 w/FAMAS CRs + ROLL AGAIN
  5
  1D3 w/FAMAS CRs; 1 w/MPRPG
  6
  2 w/FAMAS CRs; 1 w/MPRPG
  7
  1D6+2 w/FAMAS CRs; 1 w/MPRPG
  8
  1D6 w/FAMAS CRs + ROLL AGAIN
  9
  1D6 w/FAMAS CRs; 1 w/LMSAW; 1
  Leader w/FAMAS CR
  10
  1D6 w/FAMAS CRs; 1 w/MPRPG; 1
  Leader w/FAMAS CR
  11
  1D6 w/FAMAS CRs; 1 w/MAG90
  GPMG (TL2, Med. AP:2)
  12
  2D6 w/FAMAS CRs; 1 Leader
  w/FAMAS CR +ROLL AGAIN
  
  [ G r a v � B e lt  D r o p ]
  Securing Wounded from Stricken
  APC
  There are an unspecified number of seriously wounded
  soldiers in the disabled APC. To secure them, a DPRG or
  CM unit must spend a turn in contact with the APC. They
  cannot move or fire during that turn. A single unit cannot
  secure wounded and ransack/sanitize an APC in the same
  turn, although two units may separately secure the
  wounded and sanitize a vehicle simultaneously. A unit that
  has secured wounded from the stricken APC is considered
  to have Dependents.
  TO MO R R O W ’ S  W A R
  [ 1 7 2 ]
  
  Sometimes you want to know what happens to your units
  tomorrow in a Tomorrow’s War game. You see that squad
  of plucky recon marines make it through a scenario
  untouched and you wonder what will happen to them next
  – and what lessons did they learn today? Well, fulfilling that
  curiosity is what these campaign rules are all about.
  If you’re interested in playing a series of games as
  chapters in an ongoing story so that you can watch units
  or even individual soldiers become more adept at combat
  (or lose the will to fight after repeated drubbings), you’re
  going to want to play a campaign game. Campaign games
  allow players to track the progress, for good or ill, of their
  units and watch them become grizzled veterans or lose
  their edge as casualties are replaced with raw recruits.
  You’ll be able to see your leaders gain confidence or,
  alternately, transform into the kind of dangerous fools that
  are usually more danger to their own men than the enemy.
  Campaign games are a great way to spin up scenarios
  and work them into a cohesive story-line. You’ll find yourself
  getting attached to particular units and figures and suddenly
  you might not be so sanguine about sending them to their
  make-believe death. If you’ve never played a campaign
  game, you should really give it a try. Nothing generates more
  good gaming stories than a decent campaign!
  GET TO KNOW YOUR AO 
  The “Area of Operations” in which your Tomorrow’s War
  campaign takes place will determine the nature of the
  campaign itself, influencing everything from the types of
  scenarios played to the variety of forces available to both
  players. So, before embarking on a campaign, you must
  make a few decisions:
  What Type of Campaign Are
  We Playing? 
  There are two types of Tomorrow’s War campaign:
  Campaign Packs and Free-Form Campaigns.
  Campaign Packs feature pre-designed scenarios that,
  played together, follow a set narrative plotline. Campaign
  Packs may either be published packs or they may be
  prepared by one or both players in advance of the
  campaign. Campaign Packs are generally three to twelve
  scenarios in length.
  Free-Form Campaigns are simply a selection of random
  scenarios strung together to represent part of some
  unit’s tour of duty. A Free-Form campaign is composed of
  randomly generated scenarios, scenarios designed by the
  players, or appropriate pre-published scenarios selected
  by one or both of the players. 
  If players wish to determine a winner in a Free-Form
  campaign, they should agree on a turn length ranging from
  three to twelve turns, with each turn representing a game of
  Tomorrow’s War. If desired, however, a Free-Form campaign
  can continue indefinitely without ever determining a “winner.”
  Sometimes campaigning is a journey, not a destination.
  What’s the campaign
  setting? 
  Players should establish in advance what the nature of the
  campaign setting will be. Will they be using a pre-published
  Campaign Pack or will they be playing a Free-Form
  campaign set on Mars? Or in the fertile Archenault valley
  on Glory? 
  Players should agree in advance about what forces are
  available in the setting, including what types of vehicles,
  artillery, aircraft, and so forth are available. Players should
  also determine at this time the starting Supply Quality and
  Confidence Levels of their forces.
  What’s the campaign
  duration? 
  This is obvious for a Campaign Pack – the campaign is as
  long as the pack says it is. If playing a Free-Form campaign,
  the players will have to agree on a campaign length. 
  Normally, campaigns may be three to twelve turns in
  length. Longer campaigns are perfectly acceptable as long
  as both players agree to a length. 
  A Free-Form campaign may also be declared to be
  “open ended,” meaning that it ends when both players
  agree it ends – if ever.
  T O M O R R O W ’ S  C A M P A I G N
  [ 1 7 3 ]
  
  What force am I playing? 
  Campaign Packs will dictate the forces available and
  each player must choose which force he’s playing.
  In a Free-Form campaign, the players can play
  whatever combative forces are available in the setting
  they’ve selected. 
  What level of force am I
  playing? 
  We suggest that campaigns follow the progress of a
  platoon, with each player taking the role of a platoon
  leader. 
  In a Tomorrow’s War campaign focusing on combat
  against an insurgency, only the “regular” player will be in
  charge of a specified unit – again, we suggest a platoon. The
  “irregular” player will be in charge of the entire insurgent
  force in the area. See Developing the Insurgency.
  Is this a co-op campaign? 
  Most campaigns are “head-to-head” affairs with two
  players contending against one another, but campaigns in
  which both players are on the same side are also possible. 
  If you’re playing a co-op campaign, we suggest that
  each player be given their own unit(s) to control and that,
  wherever possible, all players have units represented in
  each scenario. When this isn’t possible, we suggest that the
  “odd man out” assist with running the opposition force!
  DEFINING YOUR FORCE 
  Your Platoon 
  As mentioned above, we suggest that campaigns follow the
  exploits of a single platoon. The size and composition of
  that platoon will vary according to the nature of the force
  it belongs to and the theatre it is deployed in.
  Irregular forces are not defined at all, but their starting
  assets are, as explained later.
  Starting Ratings 
  We suggest your platoon begin with the following ratings:
  Troop Quality & Morale: We suggest that platoons
  begin their first campaign with a Troop Quality of Trained
  and a Morale of D10. You may decide to raise or lower
  these values, however, as long as both players agree with
  the alteration.
  Confidence Level: We suggest your platoon begin with
  a Confidence level of Confident.
  Supply Quality Level: We suggest that your platoon
  begin with a Normal Supply Quality Level unless the force
  it belongs to generally has a higher or lower rating. In such
  a case, apply the force’s normal Supply Quality Level.
  Leadership: We suggest that your Platoon Leader and
  Platoon Sergeant (or equivalent) should begin the campaign
  with a +1 Positive Leadership value. 
  If you want to make things a little more interesting, roll
  a D6 for each leader in your platoon down to the Squad
  Leader level. On a roll of 6, consult the Leadership Rating
  Table to determine leader’s leadership rating.
  Platoon Attached Assets 
  Determine what assets your platoon has, based on its type.
  These should be assets that are more or less homogenous
  to the platoon or are directly attached to it – available
  assets from “higher up” are discussed in Available Assets. 
  Does it have APCs for transport? Helos? Or is it a
  straight “leg” platoon? Does it have a TAC assigned? A
  robotic medic? SAGPs? Decide all this before the campaign
  begins and note it on your Platoon Record Sheet.
  Available Assets 
  Players should decide in advance what assets their
  platoons are likely to have available to them from “higher
  up,” such as company or battalion assets. This doesn’t limit
  the assets that a platoon might randomly receive during a
  mission due to a Fog of War card draw, but it does limit
  what assets the unit can specifically request from higher up
  during a scenario. See Calling Big Brother.
  Platoons will rarely have higher level assets assigned
  to them other than on-call mortars, CASEVAC, “loaner”
  TO MO R R O W ’ S  W A R
  [ 1 7 4 ]
  LEADER SH IP R ATING
  Roll 1D6
  1: -2
  2-3: -1
  4-5: +1
  6: +2
  
  transport, etc. They may occasionally be “teamed” with
  tanks or LAVs. Thought should also be given to what units
  a platoon might reach out to for help – are there Special
  Forces operating in the area? Friendly Irregulars?
  These “available assets” will come in handy during
  scenarios, when their assistance can be called for to help
  secure key victory conditions – albeit by sacrificing some
  victory points to do so!
  THE CAMPAIGN TURN SEQUENCE 
  Pre-Action Sequence 
  1. Receive Mission and Objectives 
  2. Determine Plan and Issue Orders 
  3. Reconnoiter 
  4. Initiate Plan 
  5. Execute Operation 
  Execute Operation – Play the game!
  After Action Sequence 
  1. Operation Assessment
  2. Casualty Status and Recovery
  3. Campaign Victory Points
  4. Combat Development
  5. Replacements
  Pre-Action Sequence 
  Step 1 Receive Mission and
  Objectives 
  Each Campaign Turn consists of a scenario. The scenario
  may be part of a campaign pack or it may be randomly
  determined. 
  If playing through a campaign pack, the scenarios will be
  played in the order presented in the pack. Some campaign
  packs may indicate that random missions may occur
  between scenarios – use the Random Scenario Generator to
  determine the nature of those missions.
  If playing a Free Form Campaign, the scenario for each
  Campaign Turn will be determined using the Mission
  Generator. 
  Tomorrow’s War scenarios involving “regular” forces on
  both sides require both players to roll for a mission and
  each side must complete its own mission objectives to earn
  victory points.
  Scenarios involving Regular vs. Irregular forces only
  require the regular player to determine a Mission. The
  Irregulars have victory conditions that apply to all
  scenarios and may earn bonus points for objectives that
  the regulars fail to meet.
  Step 2: Determine Plan and Issue
  Orders 
  Based on the missions they are assigned (or the dictates of
  the scenario being played from a campaign pack) players
  select which of their units to commit to action. 
  At minimum, each player should deploy two squads
  (roughly four to six fireteams each). Additional assets may
  also be assigned from the force’s Available Assets with
  the appropriate expenditure of Operational Momentum
  Points.
  Operational Momentum Points 
  Each force is assigned 2D6 Operational Momentum Points
  at this time (some scenarios may indicate that this roll
  should be modified in some way to represent the relative
  importance of an operation). 
  These points represent the operational momentum
  that each force has accumulated prior to the actual
  operation.
  Irregular troops do not receive Operational Momentum
  Points. 
  Operational Momentum Points may be kept and
  converted to Victory Points at the end of the game, or they
  may be spent now (and during the course of the game) to
  purchase additional assets from the force’s pre-determined
  pool of Available Assets.
  Examples for the costs of Available Assets are given in
  the Available Asset Cost table. Players should use these
  costs as a guideline to price out their own assets. The cost
  of all assets should be determined prior to the beginning
  of the campaign. 
  Note that the price of available assets may differ from
  scenario to scenario in our published campaign packs.
  This is to represent the variable value of such assets based
  on the mission at hand. It is suggested that players take
  the same approach when pricing out their own available
  assets, although this will require quite a bit of trust and
  cooperation between the players involved.
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 7 5 ]
  
  Step 3: Reconnoiter 
  Scenery, objectives, and Hot Spots are set up during this
  phase and the table edge for each player is determined.
  Setting Up Terrain 
  The area of terrain the board represents will be dependent
  on what theatre of operations in which the campaign
  is set. 
  If you’re playing a published scenario from a Campaign
  Pack, this bit is easy; just set everything up the way the
  scenario dictates!
  The suggested amount of terrain on the table top is
  around 9-11items and should include plenty of LOS
  blocking features and hard cover, all spread out fairly
  evenly over the table. Care should be taken to ensure that
  it is always possible to make a Rapid move to the next
  piece of ”forward cover” and normally possible to make a
  Tactical move to the nearest piece of cover. 
  Setting Up Objectives 
  One piece of scenery in each quadrant of the table is
  designated as an Objective. Players take turns designating
  TO MO R R O W ’ S  W A R
  [ 1 7 6 ]
  Roll 1D6
  1 – Breaking Contact
  Your force must deploy within 3” of the table
  center line. You are withdrawing under pressure or
  have been ordered to withdraw in the face of
  enemy forces while slowing them without taking
  unacceptable casualties. Your objective is achieved
  by exiting at least half your force off your base
  edge by the end of turn four.
  2 – Blocking Positions
  You have been ordered to take up blocking
  positions in support of a battalion assault on a
  hostile settlement. Your task is to secure the
  battalion flank and sweep up any leakers from the
  settlement. You will hold your position until ordered
  to RTB. You must deploy within 6” of your table
  edge. You have secured your objective when you
  start the turn within 3” of an objective marker on
  the other half of the table with no enemy within 5”.
  You must hold it until the end of the game.
  3 – Over Run
  Another Company has stumbled on to a small bunker
  complex. You are to roll it up from the right flank
  and continue the assault to the enemy’s rear in order
  to block his escape and prevent reinforcement. You
  may deploy your force within 6” of your base edge.
  Your objective is to exit at least half your force over
  the enemy’s base edge by the end of the game.
  4 – Snatch and Grab
  You have been ordered to assault a location that
  reliable sources have identified as an enemy
  command center. Neutralize it and bring back the
  most senior officer and any intel you can lay hands
  on! You must contact (move within 3” of) one of the
  objectives on your opponent’s half of the board and
  then return at least one unit off your table edge by
  the end of the game. 
  5 – Sweep and Clear 
  Ground and air patrols have been encountering
  sporadic fire from the vicinity of a settlement.
  You are to conduct a sweep and clear operation
  in the area. Deploy 5” from your table edge and
  advance past the centerline by the end of Turn 4.
  Do not allow any enemy units to exit the board.
  6 – Consolidate! Hold What You Have!
  You have the enemy on the run, but the boys at
  Battalion are afraid you’re walking into a prepared
  counter-attack. Fall back to defensive positions
  and prepare to hold on to the ground you’ve taken!
  Your force must start within 3” of the table centre
  line. Success is achieved by holding both objectives
  in your half of the board at game’s end.
  Do NOT reveal your mission to the other player.
  Make a note of it on a slip of paper and keep it
  in your pocket to reveal at the game’s end.
  M IS S IO N  G EN ERA T O R
  
  what piece of terrain is an Objective, dicing off with the
  highest Troop Quality die associated with a unit in the force
  they are deploying during this game. High die goes first.
  Setting Up Hot Spots 
  If the game involves insurgents or Irregular forces, place all
  Hotspots now, following the normal rules for their
  placement.
  Determine Player’s Board Edges 
  Dice off again using the highest Troop Quality die
  associated with a unit in the force they are deploying
  during this game. High die picks his board edge. The
  opposite board edge is assigned to the other player.
  Step 4: Initiate Plan 
  The normal forces used to play are two squads (or sections)
  and maybe a Lt and a medic (we play on a D6 roll of a 4+
  the player is allowed to choose one, on a 6 they get both).
  This will give 4 ”units” for most nations. It is up to the players
  to choose if they each draw a Fog of War card before play
  begins. We usually do, but be warned it can occasionally
  have a disproportionate effect on the game. Fog of War
  cards are obtained as normal during the game.
  Set up your units according to the mission you’re
  playing (or according to the dictates of the scenario, if it’s
  from a Campaign Pack). Dice off as described earlier to
  determine who sets their units up first.
  Execute Operation 
  In other words: Play the game!
  Fog of War 
  In a published scenario, draw a Fog of War card or not, as
  directed by the scenario. If this is a random mission, each
  player may choose whether or not to draw a Fog of War
  card in the first turn. Fog of War cards are generated as
  described by the core rules during the course of play.
  Spending Operational Momentum
  Points 
  At the beginning of any turn and prior to determining
  Initiative, either (or both) players may spend Operational
  Momentum Points to purchase additional assets from their
  Available Assets pool. These assets will appear at the
  purchasing player’s table edge and may be activated as
  normal once play for the turn begins. 
  Note that a force and its transport must be purchased
  separately, even if transport is Normally Supplied for the
  unit being purchased.
  The cost to bring on additional assets is subtracted
  from the force’s Operational Momentum Points. Since any
  of these points left unspent at the end of the game are
  added to the force’s Victory Points, a force is basically
  gambling that an additional asset will gain them more
  Victory Points than they cost. 
  Initiative 
  If this is an engagement between regular forces, Initiative
  is determined normally unless dictated by the scenario. 
  End of Game 
  Games last for 5 - 8 turns. 
  At the end of Turn 5, the player with Initiative rolls a D6:
  On a 4+ the game continues as normal, a roll of less than
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 7 7 ]
  A V A I L A B L E A S S ET  C OS T S
  Asset
  Operational Momentum 
  Points Expended
  Sniper Team
  2
  On Call Light Mortars
  2
  Fireteam from Own Platoon
  2
  Squad from Own Platoon
  5
  Soft-Skin Transport
  3
  Transport IFV/APC
  6
  SpecOps Fireteam
  3
  SpecOps Squad
  6
  Transport Helo
  6
  Powered Armored Fireteam
  6
  Tank
  8
  VTOL Gunship
  8
  Artillery
  8
  Fixed Air Support
  8
  Gunship Air Support
  10
  IF Fighter Strike
  12
  
  4 indicates the game is over. At the end of Turn 6, make
  the same check on a D8, and then on a D10 at the end of
  Turn 7. 
  Play automatically ends at the end of Turn 8 and the
  After Action sequence begins. 
  After Action Sequence 
  This half of the Campaign Turn determines what affect the
  game just finished has on the forces involved.
  Step1: Operation Assessment 
  In this phase, each force’s Victory Points will be totaled
  and the Victor and Margin of Victory will be determined.
  Victory Points 
  Add up Victory Points at the game’s end to determine the
  winner.
  In a scenario from a published Campaign Pack, use the
  Victory Points provided by the scenario plus any remaining
  Operational Momentum points to determine a force’s total
  Victory Points. 
  In a Free-Form Campaign (or if a random mission is
  being used in a Campaign Pack campaign), use the Victory
  Points below to determine each side’s Victory Point total.
  Typical Victory Points for Regular Forces
  ¤
  For Each Objective Achieved: +15pts
  ¤
  For Each WIA: -1pt (-2 if Casualty is an Officer)
  ¤
  For Each KIA: -2pts (-3 if Casualty is an Officer)
  ¤
  For Each POW: -3pts (-4 if Casualty is an Officer)
  ¤
  For Every Enemy AFV Disabled: +3pts
  ¤
  For Every Enemy AFV Destroyed: +5pts
  ¤
  For Each Civilian Mob Peacefully Dispersed: +5pts
  ¤
  Plus Any Remaining Operational Momentum Points
  Typical Victory Points for Irregular Forces (Insurgents)
  Insurgents receive the following Victory Points in a Free-Form
  Campaign, regardless of the Mission the Regular player drew:
  ¤
  For Each Insurgent Leader Killed: -1pt
  ¤
  For Each Regular Vehicle Disabled: +5pts
  ¤
  For Each Regular Vehicle Destroyed: +7pts
  ¤
  For Each Civilian Casualty: +5pts
  ¤
  For Each Civilian Mob Converted to Insurgents or
  Influenced: +3pts
  ¤
  For Each Objective the Regular Player Fails to
  Achieve: +15pts
  Determining the Victor 
  To determine the winner of the game, compare the
  difference between the two Victory Point totals. 
  If the totals are equal, the engagement is considered an
  inconclusive Draw.
  If one side has:
  ¤
  More Victory Points than its opponent, but less than
  twice as many: Marginal Victory.
  ¤
  Twice as many Victory Points as its opponent:
  Victory.
  ¤
  Thrice as many Victory Points as its opponent:
  Decisive Victory.
  Step 2: Casualty Status and
  Recovery 
  Once an operation is complete, the fate of Regular
  casualties must be determined. This step does not apply to
  Irregular forces.
  There are seven categories of casualties:
  Deceased: The soldier subsequently dies of wounds
  received in action. Add one die to your Replacement Pool. 
  Duty Status - Whereabouts Unknown: Roll again on the
  Straggler table after the next scenario. 
  Missing: Roll 2 Troop Quality dice on the Straggler table
  below. 
  Very Serious Injury: The soldier sustained injuries that
  permanently remove him from the campaign. Add one die
  to your Replacement Pool. 
  Serious Injury: The soldier requires additional medical
  treatment before returning to duty. Add one die to your
  Replacement Pool. 
  Incapacitating Injury: The soldier is recuperating. Add one
  die to your Returned to Duty Pool. 
  Not Seriously Injured: The soldier rejoins his unit
  immediately. 
  While KIAs from the battlefield are easy to recognize,
  other casualties may appear to be more or less seriously
  injured than they actually are until treated by actual
  physicians in a medical facility. 
  To determine what category a figure that has suffered
  a Serious Wound during play falls into, find the category
  TO MO R R O W ’ S  W A R
  [ 1 7 8 ]
  
  below that best describes the casualty’s treatment during
  the game or condition at the end of the game and roll on
  the table associated with it:
  Evacuated Casualties 
  If the casualty was evacuated off the table before the end
  of the scenario, roll 2 Troop Quality dice (added together)
  on the following table. Note that “evacuated” includes
  CASEVAC as well as simply moving off the table with a
  friendly unit. 
  Accompanied Casualties 
  If a casualty is still on the table at the end of the scenario
  and is accompanied by friendly combatants, roll 2 Troop
  Quality dice (added together) on the following table. Note
  “accompanied” includes having any friendly combat troops
  within 2”. 
  Stragglers 
  If a casualty is still on the table at the end of the scenario
  and is unaccompanied by friendly combatants roll 2 Troop
  Quality dice on the following table. 
  Captured 
  Casualties who are captured become POWs. Each POW a
  Force loses subtracts 5 points from its Campaign Victory
  Points for the Campaign Turn.
  If players desire, they may create a scenario revolving
  around a mission to rescue their POWs, but in general,
  once a casualty becomes a POW, it is lost to its force
  forever.
  Step 3: Campaign Victory Points 
  Once the Victory Points for both sides have been
  determined and any points subtracted for POWs, record
  the scores for each force as their Campaign Victory Points
  for the Campaign Turn.
  Step 4: Combat Team Development 
  As teams of men face combat together, they become
  increasingly close knit and develop a group dynamic that,
  hopefully, increases their chances of surviving and prevailing
  in their next engagement. The following rules reflect
  this evolution of successful combat teams. By contrast,
  teams that fare poorly in combat are unlikely to form into
  well-honed fighting units 
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 7 9 ]
  EV A C U A TED  C A S U A LT IE S
  Die Roll Total
  Casualty Status
  2 
  Deceased – Add 1D to
  Replacement Pool
  3 
  Very Serious Injury – Add 1D to
  Replacement Pool
  4-5 
  Serious Injury – Add 1D to your
  Replacement Pool
  6-7 
  Incapacitating Injury - Add 1D
  to your Return to Duty Pool
  8+ 
  Not Seriously Injured – Rejoin
  unit immediately
  STR AGGLER S
  Die Roll Total
  Casualty Status
  2-3 
  Duty Status – Whereabouts
  Unknown* 
  4-6 
  Captured. 
  7-9 
  Recovered, roll on the Escorted
  table above. 
  10+ 
  Recovered, roll on the
  Evacuated table above. 
  *Roll for casualty’s status on this table again
  after the next scenario.
  ACCOMPANIED CASUALTIES
  Die Roll Total
  Casualty Status
  2 
  Deceased. 
  3-4 
  Very Serious Injury. 
  5-6 
  Serious Injury. 
  7-9 
  Incapacitating Injury. 
  10+ 
  Not Seriously Injured. 
  
  Eligibility for Team Development 
  Combat is the furnace that forges units into what they
  will become, for good or for ill, so only units who find
  themselves in the thick of it will have the opportunity to
  roll on the Campaign Development chart. 
  A team is considered to be eligible for advancement
  if it meets each of the following requirements during
  the scenario: 
  The team successfully engaged at least one hostile unit
  and inflicted at least one casualty to a hostile unit during
  the game. 
  The team was engaged by at least one hostile unit and
  no member was killed or captured during the scenario.
  Later fatalities that may occur as the result post game
  casualty evaluation do not count against this restriction.
  On a related point, units that abandon their casualties are
  not eligible for advancement.
  Each Regular team that meets both criteria may roll
  one D10 on the Unit Development chart (note that
  Insurgent or Irregular units do not use this chart, nor are
  they governed by these rules – see Developing the
  Insurgency for the rules covering their advancement).
  The result of the die roll indicates whether the unit’s
  participation in this Campaign Turn has caused it to suffer
  from Combat Stress, remain unchanged, or gain a rank in
  one of the five unit development areas.
  Only members of the platoon itself are eligible for
  combat advancement. Attached or available assets are not
  eligible for advancement.
  Combat Fatigue 
  Much in the same way it influences how a unit will cope
  with extreme physical demands, a unit’s training and
  experience will often dictate how well it reacts to the
  intense psychological stress of combat. The immediate
  effects of combat stress are covered in the core rules, but
  combat stress can also have more insidious, long term
  effects if a unit is not given sufficient time to rest and
  recuperate before being thrust back into the cauldron of
  combat. These rules deal with those long-term effects,
  often referred to as combat fatigue.
  Units suffering from combat fatigue, as indicated by
  their die roll on the Unit Development Chart, are likely to
  suffer a drop in combat efficiency. They may be slower to
  react or indecisive when faced with tactical decisions. They
  may begin to ignore basic combat discipline to the
  detriment of their own survival and the safety of others
  who depend on them. 
  To determine what effect, if any, combat fatigue has had
  on a unit, roll 2 Troop Quality dice and compare their total
  on the Combat Fatigue table. 
  Continuous Combat 
  Once a team begins to suffer from combat fatigue, their
  effectiveness will continue to degrade until they have an
  opportunity to recuperate. If a fatigued unit doesn’t sit out the
  next Campaign Turn, it must roll again on the Combat Fatigue
  chart, regardless of what was rolled on the Unit Development
  chart. All combat fatigue results are applied cumulatively. 
  Recuperation
  A chance to rest and get adequate food and shelter is
  an important part of recovering from combat fatigue.
  For the purposes of the campaign, a team automatically
  recuperates from all their combat stress simply by not
  being assigned to a mission during the Issue Orders phase
  of a Campaign Turn.
  Unit Development Areas 
  The first time a team rolls a Firepower, Defense, or Reaction
  development, they gain the Rank 1 advancement in that
  development category. If they roll the same development
  following a subsequent scenario, they gain Rank 2, and so
  forth up to Rank 3. 
  TO MO R R O W ’ S  W A R
  [ 1 8 0 ]
  U N I T DE V ELOP ME N T
  C H A RT
  Roll 1D10:
  Die Roll 
  Result
  1 
  Combat Fatigue. The team suffers a
  temporary negative effect. 
  2-5
  No development 
  6 
  Firepower development 
  7 
  Defense development 
  8 
  Reaction development 
  9 
  Special development 
  10 
  Leadership development 
  
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 8 1 ]
  [Squad Assault Weapon]
  
  The five Development Areas and the effects of each of
  their ranks are described below.
  Firepower Development 
  Rank 1: Once per game, immediately after the team rolls to
  engage a hostile, the player may choose to reroll one (and
  only one) of its lowest Firepower dice. 
  Rank 2: The unit adds +2 inches to their Optimum Range. 
  Rank 3: The unit is upgraded one Quality Die level when
  engaging a hostile with Firepower or Close Assault attacks. 
  Defense Development 
  Rank 1: Once per game, immediately after the unit is
  engaged by a hostile, the player may choose to reroll one
  (only one) of its lowest Defense dice. 
  Rank 2: Once per game, at the start of the turn, the unit
  may set up in “An Excellent Position” as per the Fog of War
  card of the same name.
  Rank 3: This unit’s defense is now upgraded by one Troop
  Quality die type, i.e., from D8 to D10. 
  Reaction Development
  Rank 1: Once per game, immediately after the unit rolls
  a Reaction test, the player may choose to reroll their
  Reaction die. 
  Rank 2: Conditions which would normally adjust Reaction
  rolls negatively do not apply to this team. 
  Rank 3: This unit throws one Quality Die type higher than
  normal when making Reaction rolls, i.e., if the unit has a
  Troop Quality of D8, it would roll a D10 for all Reaction rolls.
  TO MO R R O W ’ S  W A R
  [ 1 8 2 ]
  Die Roll Total Combat Fatigue Effect
  2-3 
  Degraded Defense. Until the team
  recuperates, one of their Defense
  dice degrades one die type. For
  example, if a team would roll 5D8
  for Defense, they will roll 4D8 and
  1D6 instead. 
  4-5 
  Degraded Firepower. Until the team
  recuperates, one of their Firepower
  dice degrades die type. For example,
  if a team would roll 6D8 for
  Firepower, they will roll 5D8
  and 1D6 instead. 
  6-7 
  Degraded Morale. Until the team
  recuperates, their Morale Die
  degrades by one die type. For
  example, a D10 Morale unit becomes
  a D8 Morale unit. Units reduced
  below D6 Morale become combat
  ineffective and may not be fielded
  until they recuperate.
  Die Roll Total Combat Fatigue Effect
  8-9 
  Degraded Reactions. Until the team
  recuperates, their Troop Quality level
  degrades one level when making
  Reaction rolls. For example, a D8
  Troop Quality unit would throw a
  D6 when making a Reaction roll.
  Units may not have their Troop
  Quality reduced below D6 for
  purposes of Reaction checks. 
  10-11 
  Loss of Edge. Until the team
  recuperates, they gain no benefit
  from any previous Unit Development
  ranks.
  12+ 
  Fatigued. Although suffering from
  combat stress, the team’s combat
  effectiveness is not impacted at this
  time. Raise the unit’s combat stress
  level by 1 in all future scenarios until
  the unit recuperates.
  CO M B A T F A T IG U E
  
  Special Team Development 
  Roll 1D12:
  1 - Advanced Overwatch: When on Overwatch, this team
  may “React” whenever a friendly team within LOS
  engages a hostile by combining half its FP with the
  friendly team’s roll. All other normal rules apply.
  This “Reaction” qualifies as a Reaction for purposes of
  Firepower reduction.
  2 - Get Some!: If this unit wins the Reaction roll against a
  hostile, it may choose to reduce its own Defense dice by
  1 to add 1 die to Firepower for the round of fire. 
  3 – Cover Fire!: If this unit wins the Reaction roll against
  a hostile, it may choose to reduce its own Firepower dice
  by 1 to add 1 die to its Defense for the round of fire. 
  4 - Babysitters: The unit no longer suffers a -1 Firepower
  penalty when they have Dependents. 
  5 - Alley Dogs: The unit may immediately go “In Cover”
  after completing a Tactical Move. 
  6 – Fearsome: Insurgent Units “Shrink” on a 1 or 2 against
  this team. In addition, when this team launches a Close
  Assault the Defenders loses half their FP rather than just
  -1 dice, on their Defensive Fire. 
  7 – Cowboys: The unit may choose to engage one
  additional target when Splitting Fire. 
  8 - Shoot and Scoot: As long as this unit does not have
  Dependents or Casualties, they have the option to Fire
  and then Rapid move. They still suffer all the normal
  penalties for a Rapid Move, including -1 Firepower. 
  9 – Eyes on the Prize: Hostiles entering the game after
  the first turn may not be placed within 6” of this team. 
  10 – Bushmasters: The unit gets one free 3” move after
  all setup is complete, but before the actual start of the
  game. 
  11 - Hard: This team may reroll one result on the First
  Aid table once per game. 
  12 – Ace Point Man: This unit may identify a single figure
  as a Designated Point Man. If the designated point
  man is killed, the unit loses this advantage. It is possible
  for a unit to have more than one Ace Point Man, but
  no additional advantage (other than having a spare)
  is accrued. 
  Leadership Development 
  Roll 1D6:
  1 - Able and Willing: The unit may re-roll its first failed
  Morale test of the game. 
  2 - Plan B: The unit’s player may draw one Fog of War
  card before the start of the game to hold. This card may
  be played at the start of any turn after the first. 
  3 - Misdirection: When a “6” is rolled to determine the
  Hot Spot for the placement of new Insurgent units, roll
  one D6. On a 4+, the Regular Player may pick the Hot
  Spot rather than the Insurgent Player.
  4 - Master of Chaos: At the start of play, the player for
  this unit may look at the top two cards of the Fog of War
  deck and choose to place one or both back on top of the
  deck or at the bottom of the deck. 
  5 - Situational Awareness: This leader provides one
  “Command Die.” This special die may be used at any time,
  once per game, to contribute an additional die to any
  one roll. 
  6 - Unf**k Yourself: Once per scenario, this leader’s unit
  may roll a Troop Quality Check if his unit is suffering from
  Combat Fatigue. On a 4+ the effects of the Combat
  Fatigue is negated until the end of the scenario. 
  Step 5: Returned to Duty and Replacements 
  Once all advancement checks have been made, determine
  the status of your casualty figures by consulting your
  Unit Sheet.
  Casualties fall into one of two categories: Returned to
  Duty or Replacements. 
  Each casualty category indicates whether a wounded
  figure should be added to the Return to Duty or
  Replacement Pool on your unit status sheet. Rolling a die
  for each figure will determine whether figures are
  returned to their unit or are replaced with a stranger.
  Roll for Casualties in Return to Duty Pool
  Roll a unit Quality Die for each casualty figure in the
  Returned to Duty pool. On a 4+ they join their unit –
  update your Roster. 
  On a roll of less than 4, the casualty remains in the
  Returned to Duty pool.
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 8 3 ]
  
  Roll for Casualties in Replacement Pool
  After rolling for troops in the Return to Duty Pool, roll one
  Quality Die for each casualty in the Replacement Pool.
  On a 4+ they are moved to the Return to Duty Pool and
  continue to recuperate - update your Return to Duty
  and Replacement pool.
  On a roll of less than 4, the casualty is determined to
  be unfit for duty and your unit receives a replacement.
  Roll on the Replacement table to determine the quality of
  the replacement.
  Replacements and Combat
  Development 
  Combat Developments reflect a team’s hard won synergy
  in combat, their ability to work together without any
  extra effort or superfluous communication. When team
  members are lost and replacements are brought in, that
  synergy can change. Too many replacements, regardless
  of their quality, can reduce a unit’s combat effectiveness
  until a new synergy is formed. 
  If half or more of a unit are replaced at once, it must
  make a Troop Quality test modified by -1 for each
  replacement assigned to it in this campaign turn. If the test
  is passed, the unit retains its combat advancements. If it fails,
  the unit loses any Combat Advancements it has received.
  Example: A fireteam of four soldiers takes it on the nose
  during a mission and receives two casualties. Both casualties
  are serious and are allocated to the Replacement Pool.
  When casualty recovery checks are made at the end of the
  next campaign turn, both the wounded soldiers roll less than
  a 4 and are sent home. Two replacements are assigned to
  the fireteam. 
  Since the fireteam has received replacements equal to
  half its size in a single campaign turn, it must make a
  modified Troop Quality test to determine if it loses its
  Combat Advancements. The unit needs to roll a 4+ to
  retain its Combat Developments but receives a -1 to its
  die roll for each replacement it has received (-2 in this
  case). The unit rolls a 5, which would normally be a
  success, but the -2 modifier for two replacements reduces
  the roll to a 3, which is a failure. The unit loses its Combat
  Developments.
  BUILDING THE INSURGENCY 
  Rather than follow the development of individual insurgent
  cells, which occasionally melt away and reform with entirely
  different members thanks to a combination of casualties
  and arrest, these rules focus on the local insurgency
  in general.
  Insurgency Hierarchy 
  Most insurgencies share a vaguely defined hierarchy.
  At the top of the hierarchy are the True Believers who
  keep the resistance rolling. These are the insurgent’s top
  commanders and their loyal, idealistic troops. They are
  classified as Tier 1 insurgents. 
  Tier 1 insurgents generally have a D8 to D10 Troop
  Quality and D10 to D12 Morale. They tend to be Confident
  to Highly Confident and have Normal Supply Quality
  Levels.
  Next in the hierarchy are the “local insurgents.” The
  local insurgency is usually comprised of resistance
  fighters who lead normal lives during the day, but take up
  arms to support the cause at night or when the Tier 1
  insurgents put out the call. Local insurgents may also
  be drawn from the ranks of hired gunmen and criminals
  who ally themselves with the insurgency for security or
  political and financial gain.
  Local Insurgents generally have a D6 Troop Quality and
  D8 to D10 Morale. They tend to have Low Confidence and
  Poor Supply.
  Troop Quality, Morale, Confidence and Supply Quality
  for Tier 1 and local insurgent units are suggestions only.
  They may vary widely based on the insurgency in question.
  Scenarios and companion books will define these attributes
  if they differ from those described here.
  TO MO R R O W ’ S  W A R
  [ 1 8 4 ]
  RE P L A CEMEN T  T A B LE
  Die Roll
  Replacement Quality
  1–2
  Raw Recruit – D6 Troop Quality/D8
  Morale
  3–5 
  Trooper – D8 Troop Quality/D8
  Morale
  6
  Lifer – D10 Troop Quality/D10
  Morale
  
  Insurgency Development
  Rolls 
  As an insurgent force wins engagements against the
  enemy, its prestige and credibility grows. It attracts more
  support, either directly (in the form of new recruits and
  weapons) or indirectly (in the form of voluntary support
  from the local population).
  Each time an insurgent force ends a scenario with a
  result of a draw or better, it may make a roll on the
  Building the Insurgency table.
  Note that multiple rolls of a single improvement raise
  that improvement by one rank. For instance, if an Insurgent
  force rolled a 6 (Improved Supplies) after a victory and
  then rolled a 6 again after a subsequent victory, the force
  would receive Rank 2 Improved Supplies. 
  If a force has already reached Rank 3 in an
  improvement and rolls that improvement again, treat the
  roll as “No Development.”
  Disillusionment 
  Sometimes winning can be so bittersweet that the joy of a
  victory is lost in its aftermath. If the insurgent campaign
  force receives a “Disillusionment” result, Local Force
  Insurgent become subject to the Shrink rule described in
  the Morale rules for Insurgents. 
  Improved Supplies 
  Rank 1: The Insurgent force receives an influx of food,
  bullets, and medical supplies. Roll a D6 at the beginning
  subsequent games – on a roll of 4+, the Supply Quality of
  all Insurgent units is raised by one level.
  Rank 2: Supplies pour into the Insurgent force in such
  quantity that it becomes possible to establish decent
  stockpiles. Permanently raise the Supply Quality of all
  Insurgent units to Average (although their Supply Quality
  may be lowered by Fog of War cards or scenario rules).
  Rank 3: The Insurgent supply situation is well in hand.
  At the beginning of a game, roll 1D6 for each Insurgent
  unit deployed in the scenario – on a roll of 4+, their Supply
  Quality is raised to Abundant Supplies for the duration of
  the game. 
  Improved Troops 
  Rank 1: The Insurgent force’s reputation has attracted
  some tougher, more ideologically motivated recruits. At the
  beginning each game, roll a D6 for each local insurgent
  unit deployed in the scenario – on roll of 4+, the unit has
  a Troop Quality of D8 and Morale of D10.
  Rank 2: Enough hard cases and ideologues have flocked
  to the cause that the Troop Quality of all units is raised to
  D8 and their Morale to D10.
  Rank 3: Roll 1D6 for each unit at the start of each game.
  On a 4+, the unit has a Troop Quality and Morale of D10.
  Improved Tactics 
  Rank 1: Insurgent units have developed better field craft
  and are treated as Stealthy Units.
  Rank 2: Insurgent units have honed their stealth skills to a
  fine edge. Units attempting to spot them receive a -1 to
  their die roll.
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 8 5 ]
  BUILDING THE INSURGENCY
  (Roll 1D10)
  Die Roll 
  Result
  1 
  Disillusionment 
  2–5
  No Development 
  6 
  Improved Supplies 
  7 
  Improved Troops
  8 
  Improved Tactics 
  9 
  Special development 
  10 
  Improved Leadership 
  Opportunistic bandits operating on the
  road between the DPRG and the Kingdom
  of Glory (photo: Piers Brand, miniatures:
  Old Crow)
  
  TO MO R R O W ’ S  W A R
  [B eh i nd  E n em y L ines]
  [ 1 8 6 ]
  
  Rank 3: Insurgent units have become so familiar with their
  enemy’s tactics that they can usually predict their actions.
  All Insurgent units receive a +1 to their Reaction Test
  die rolls.
  Special Development 
  Roll 1D6
  Die Roll Special Development
  1
  Avengers: This Insurgent force has a reputation
  for avenging any losses through merciless
  reprisals against the villages of those that stand
  in the way of the resistance. Opposing Irregular
  units are reluctant to engage this force and
  receive a -1 to all Reaction Test die rolls.
  2
  Light of the Revolution: This force shines with
  such a true and heartfelt devotion to the
  revolutionary cause that it can even inspire turn-
  coats to return to the fold. At the beginning of
  the game, any indigenous scouts or interpreters
  must make a Troop Quality Test. If they fail the
  test, they are removed from the table.
  3
  Night Stalkers: This force receives a +1 die shift
  to their Morale die type when fighting at night.
  4
  Unpredictable: Once per game at any time
  during a turn, this force can compel its opponent
  to draw a Fog of War card.
  5
  Booby Trap Artists: This force receives a +1 to
  its die rolls to determine how many Booby Trap
  cards it has for a game.
  6
  Victory or Death: This Insurgent force is so
  ideologically fanatical that its members will
  continue to fight on after receiving injuries that
  would normally prove disabling. When making
  casualty checks for this force, rolls of 5 or 6
  result in the figure remaining in combat without
  ill effect.
  Improved Leadership 
  Rank 1: Insurgent leadership has been invigorated by
  recent successes. Raise the Morale of all Insurgent leaders
  to D10.
  Rank 2: Insurgent leaders in this force have developed a
  level of tactical flexibility that allows them to overcome
  some of the communications and command issues
  inherent to their force structure. Once per game the
  Insurgent force may add an additional die to any
  multi-die roll.
  Rank 3: Insurgent leaders have tapped into the fighting
  spirit of their force and once per game they can deliver a
  motivating speech or battle-cry that raises the Morale of
  all insurgents on the table by one die type.
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 8 7 ]
  
  TO MO R R O W ’ S  W A R
  [ 1 8 8 ]
  REGULAR PLATOON LOG 
  CAMPAIGN NAME:
  SETTING:
  No. Turns:
  Turn No.:
  FORCE:
  Troop Quality:
  Morale:
  Confidence:
  Supply Quality:
  INTERNAL ASSETS:
  AVAILABLE ASSETS:
  VICTORY POINTS:
  RETURN TO DUTY POOL:
  REPLACEMENT POOL:
  UNIT ID
  ROLE
  NAME
  Ret. 
  to Duty
  Replace?
  Advancements
  
  INSURGENCY LOG 
  CAMPAIGN NAME:
  SETTING:
  No. Turns:
  Turn No.:
  FORCE:
  Troop Quality:
  Morale:
  Confidence:
  Supply Quality:
  INTERNAL ASSETS:
  AVAILABLE ASSETS:
  ADVANCEMENTS:
  VICTORY POINTS:
  RETURN TO DUTY POOL:
  REPLACEMENT POOL
  TO MO RRO W ’ S  C A M P A I GN
  [ 1 8 9 ]
  Advancement
  Advancement Type
  Description
  
  APPENDIX 1: COMMON UNIT
  AND VEHICLE ATTRIBUTES
  COMMON UNIT ATTRIBUTES 
  Active Trauma Treatment 
  Active Trauma Treatment normally takes the form of a
  Medical AI and trauma prevention/treatment technology
  built into a suit of Powered Armor. It allows wounded
  figures to make a First Aid check as if they were being
  treated by a medic (i.e., they use the Advanced First Aid
  Table). Additionally, figures with Active Trauma Treatment
  can make a First Aid check whether healthy figures are
  available to assist or not.
  Advanced Life Saving
  Capabilities 
  Some units, especially those trained for special operations,
  receive advanced first aid training. Such units are adept in
  the use of specialized trauma techniques and advanced life
  support (ALS). Members of units with Advanced First Aid
  Training can be split off to man a casualty collection point.
  This bonus also applies to units accompanied by a medic,
  robotic medic, or with specialized life- saving capabilities
  or technology (nanotech, advanced powered armor, rapid
  regeneration, etc.).
  Units with this attribute roll on the Advanced First Aid
  Table for casualty checks.
  Advanced Sensors 
  Units with advanced sensors receive a +1 die shift when
  attempting to spot or detect enemy units. Additionally, their
  optimum range is doubled for the purposes of detecting
  stealthy or hidden units. They are also considered to have
  night vision and can “see” normally despite adverse
  weather conditions. As a result, units with this attribute
  are
  not subject to night fighting penalties or to
  weather/atmospheric conditions that limit visibility unless
  specifically stated otherwise.
  Animosity 
  Units subject to Animosity are very sensitive to perceived
  slights, particularly those that involve one unit behaving
  as if it were superior to another. On the battlefield, this
  sensitivity sometimes leads to sniping between units.
  Under certain circumstances, such units must make an
  Animosity Check. To perform an Animosity Check, the
  affected unit must make a Troop Quality test. If the unit
  passes the check nothing untoward occurs. If they fail the
  check, surreptitious sniping breaks out between the two
  units. They engage each other in a round of fire with
  AP:2D Firepower.
  Animosity checks must be made when:
  A nearby friendly unit gains a Victory Point (other than
  those gained for causing an enemy casualty). The nearest
  unit with Animosity to a unit that wins a Victory point must
  take an Animosity test.
  If a unit with Animosity fails a Morale Check and
  rolls multiple “1s”. In this event, the unit becomes very
  embarrassed and must make an Animosity test. If it fails,
  it snipes at the nearest friendly unit as described above.
  Cannibal 
  Units with the Cannibal attribute must make a Troop
  Quality test before making a First Aid Check for their
  casualties. If the check is failed, the unit eats their wounded
  (or at least snips off the tastiest tender parts for later) and
  their casualties are all classified as KIA. If they pass the
  test, a normal First Aid Check can be made.
  Cannibal units may or may not also be Hungry.
  Cavemen CASEVAC 
  Units with this attribute do not follow the standard rules for
  checking casualties and do not employ front-line medics in
  a Western sense. Instead, wounded and dead are spirited
  away very rapidly to satisfy burial requirements or confuse
  the enemy as to the number of casualties suffered.
  To represent this in Tomorrow’s War, units with this
  attribute must check casualties in the turn following the
  attack, rolling a single D6 for each casualty. Rolls of 6
  indicate that the casualty was only stunned and is classed
  as “OK”. Any die roll other than a 6 results in the figure
  being taken from the table as a casualty.
  [ 1 9 0 ]
  
  APPEN D IX  1 : C O MMO N  UN IT  A N D V E H I C L E S  A T T R I BU T E S
  Designated Marksman (DMR) 
  It is common for squads or even fireteams to have a
  rifleman who fulfills the role of “Designated Marksman” or
  “DMR.” A DMR is generally equipped with a larger caliber
  rifle, better optics, or both. Designated Marksmen are not
  snipers, but they are trained to identify and neutralize high
  priority threats.
  If a unit containing a DMR inflicts one or more
  casualties on an enemy unit within the unit’s Optimum
  Range, the DMR may designate ONE specific figure (a
  leader, support weapon gunner, RTO, FO, etc.) as a casualty.
  Despised 
  Units with this attribute are hated by the local population.
  Any interaction they have with them (attempting to
  disperse a mob, convert civilians to combatants, etc.) will
  receive a -1 die roll modifier.
  Elusive 
  Whether due to natural ability or extensive familiarity with
  their surroundings, some units are able to virtually vanish
  into the woodwork. A unit firing at an elusive unit must
  pass an opposed Quality Check. If the firing unit loses the
  opposed check, it can’t locate the sneaky unit well enough
  to effectively engage it.
  Elusive units are often capable of Out of Contact
  Movement and Ambushes. If so, these capabilities will be
  identified in their Force List or the scenario.
  Forward Observer (FO) 
  Units with a Forward Observer (FO) receive the Actual
  Forward Observer bonus when requesting fires. 
  Hard to Kill 
  Some units are composed of “troops” that are very hard to
  kill. Examples might include large creatures, cyborgs, or
  certain aliens. When such a unit takes casualties, a Survival
  Roll is immediately made for each casualty. If the casualty
  rolls a 4+ on their survival die, they are unhurt – they are
  not counted as casualties for purposes of morale or
  casualty penalties and are not required to make a First Aid
  Check. If their roll is less than a 4, they are treated as a
  normal casualty.
  A hard to kill figure’s Survival die is usually a D6, but
  some figures may use a different die type, up to a
  maximum of D10.
  Big Guns and Hard to Kill Units 
  Any weapon with an unmodified Firepower of 3D or higher
  will cause a Hard to Kill figure’s Survival die to shift down
  by one type (i.e., from D8 to D6). If the shift reduces the
  figure’s survival die below a D6, the figure may not make
  a Survival roll.
  Hungry 
  Hungry units enjoy the taste of their enemy’s flesh. Such
  units must take a Troop Quality test any time they defeat
  an enemy unit in Close Assault or come within cohesion
  with unattended enemy wounded. If the unit passes the
  test, they can disregard the tasty feast. If they fail the test,
  however, they must eat the enemy wounded (no victory
  points for POWs).
  Indigenous Scout 
  Forces operating in foreign areas of operation sometimes
  use indigenous scouts if they can obtain them. Such
  scouts know the local terrain like the back of their hand
  and are very adept at spotting even the smallest branch
  out of place. 
  Units with this attribute have a local scout (TQ/Morale
  1D8/1D8) attached to their force. Scouts can spot hidden
  units beyond their own Optimum Range by passing a Troop
  Quality test. If the enemy unit is in Dense Foliage and/or
  Dense woods, the scout suffers a -1 die shift to their Troop
  Quality while making the Spotting Check.
  Ambush attempts against a unit with an Indigenous
  Scout suffer a -1 die shift to their Troop Quality test to
  spring the Ambush. See Ambush, pg. 71.
  Local scouts are not famous for their dependability.
  The first time the unit an indigenous scout is attached to
  takes enemy fire, the scout must make a Morale Test. If he
  passes, nothing untoward happens. If he fails, remove the
  scout from play – he’s used his skill and knowledge of the
  area to slip away from the unit and return home for a nice,
  safe night in his own bed.
  [ 1 9 1 ]
  
  Inspiring 
  The very presence of some units on the battlefield
  reassures and motivates their comrades. Friendly units
  receive a one level Confidence boost as long as they are
  within line of sight of an Inspiring unit. If an inspiring unit
  is destroyed, reduced below half-strength, or forced to Fall
  Back friendlies within LOS must make a Troop Quality
  Check to avoid becoming Pinned. They also lose the bonus
  to their Confidence as well. 
  Intimidating 
  Some units are intimidating to their enemies, either
  through reputation or due to some natural trait (they are
  alarmingly fast, they are enormous, they look like demons,
  etc.). Being attacked by such a unit has the same effect as
  being attacked by an Intimidating Weapon.
  Interpreter 
  Forces operating in foreign areas of operation often use
  local interpreters to liaise with the population and friendly
  indigenous forces. 
  Forces with this attribute have an attached interpreter
  (TQ/ D6, Morale: D6/D8), which provides a +1 to TQ Check
  die rolls when the unit attempts to disperse civilian mobs.
  Jump Troops 
  Units with this attribute are capable of moving around the
  battlefield by great leaps and bounds due to exoskeletons,
  jump packs, or native ability. They may use the Jump
  Movement rules, as described on pg. 47.
  Mounted Unit 
  Units with this attribute follow the rules for Mounted Units
  described in the Mounted Units section.
  Mounted Cavalry 
  Units with this attribute follow the rules for Cavalry
  described in the Mounted Units section.
  Medic 
  Units with this attribute have a Medic attached. Such units
  roll on the Advanced First Aid Table for casualty checks.
  All other rules for Medics apply to the medic figure
  attached to the unit.
  Natural Armor 
  Units with this attribute have naturally tough hides/
  carapaces, either naturally or through genetic engineering.
  Natural armor is limited to 1D strength and is cumulative
  with other armor dice.
  TO MO R R O W ’ S  W A R
  [ 1 9 2 ]
  [Synthetic Trooper]
  
  Natural Weapons 
  Units with this attribute have formidable teeth, claws,
  tentacles, or what-have-you which are highly effective in
  Close Assault. They always receive the bonus die in Close
  Assault for being equipped with close assault weapons.
  Old School 
  Units who are used to operating off the grid or who have
  trained extensively in non-grid operations are able
  to compensate for grid loss when it occurs. Units with
  this attribute will not become Pinned or suffer any
  Confidence loss.
  Physical Augmentation 
  Physical Augmentation can take the form of bio-engineering,
  cybernetics, or, in the case of mutants or aliens, a natural
  trait that exceeds the human norm. Physical Augmentation
  isn’t generally performed on regular troops, but is not
  uncommon among the most elite special operations units.
  Some typical augmentations are described below:
  Active Trauma Treatment Nanites 
  Active Trauma Treatment Nanites allow wounded figures
  to make a First Aid Check as if they were being treated by
  a medic. Additionally, figures with Active Trauma Treatment
  Nanites can make a First Aid Check whether healthy
  figures are available to assist or not.
  Skeletal Augmentation 
  Skeletal Augmentation strengthens a soldier’s long bones
  and reinforces and widens their ribs to more effectively
  protect vital organs. Troops with Skeletal Augmentation
  receive an additional armor die. 
  Augmented Senses 
  Figures with Augmented Senses receive a +1 die roll
  modifier to spot hidden or stealthy units.
  Pointman 
  Some units are fortunate enough to have a designated
  Pointman. A skilled Pointman can spot traps and hidden
  enemy positions that a less observant man might miss.
  If moving at Tactical speed, a unit with a Pointman may
  re-roll any failed Troop Quality Check to spot enemy mines,
  booby traps, etc. (normally placed in accordance with a Fog
  of War card). A Pointman also increases his unit’s effective
  Optimum Range for the purposes of spotting hidden or
  elusive enemies. Whenever making such a Spotting Check,
  treat the unit as if it had the next higher optimum range.
  Ambush attempts against a unit with a Pointman suffer
  a -1 die shift to their Troop Quality test to spring the
  Ambush. See Ambush, pg. 71.
  Poor Initiative 
  Some units require an active leader to prod them into
  actions beyond hunkering down and taking pot shots at
  the enemy. Such units are said to have Poor Initiative.
  A Poor Initiative unit that doesn’t have either an attached
  leader or a clear line of sight to a leader within 8” must make
  a successful Troop Quality Check in order to move. If the unit
  fails the check, it may not move but can still fire. 
  Special Teams 
  See Special Teams, pg. 78, for descriptions of Weapons
  Teams, Sniper Teams, and Animal Teams.
  Stealthy 
  Some units are extremely proficient at moving unnoticed
  through enemy territory. Stealthy units rely on darkness
  and/or careful movement to infiltrate a target area, fulfill
  their mission objectives, and, if all goes well, exfiltrate
  without the enemy knowing they were ever there. 
  Stealth may be the result of natural abilities and intimate
  knowledge of the area or technological capabilities, such as
  chameleon suits and/or sound dampers.
  Naturally stealthy units are treated as TL1 for purposes
  of spotting. Units relying on gadgets for their stealth can
  have Tech Level ranging from TL1 to TL3.
  Stealthy units are almost always armed with suppressed
  weapons and equipped with night vision devices. They
  are highly trained in infiltration tactics and silent killing
  techniques.
  Night operations are the bread and butter of stealthy
  units. Most scenarios involving them will be night missions.
  Stealthy units are very good at moving without being seen
  or heard. To represent this, they must be “spotted” before
  another unit can interrupt or react to their movement. See
  Spotting Hidden & Stealthy Units, pg. 81.
  APPEN D IX  1 : C O MMO N  UN IT  A N D V E H I C L E S  A T T R I BU T E S
  [ 1 9 3 ]
  
  Some stealthy units utilize technology like stealth suits,
  chameleon suits, noise dampers, etc., to get the edge over
  their opponents.
  Terminal Air Controller
  (TAC) 
  The unit has a Terminal Air Controller attached. If a
  scenario indicates that air support is available, the unit
  receives the bonus for having an actual TAC.
  COMMON VEHICLE ATTRIBUTES 
  Note that vehicle attributes are already applied in vehicle
  descriptions.
  Advanced Sensors 
  Vehicles with advanced sensors receive a +1 Die Shift
  when attempting to spot or detect enemy units.
  Additionally, their optimum range is doubled for the
  purposes of detecting stealthy or hidden units. They are
  also considered to have night vision and can “see”
  normally despite adverse weather conditions. As a result,
  units with this attribute are not subject to night fighting
  penalties or to weather/atmospheric conditions that limit
  visibility unless specifically stated otherwise.
  Artificial Intelligence (AI) 
  The crew in this vehicle has been replaced by an AI. They
  follow the same basic rules as Smart ‘bots. Use the Smart
  ‘bot survival roll if the vehicle receives a crew/passenger
  casualty. If the AI is knocked out, the vehicle is out of
  operation.
  Effective vehicular AI is not available until TL2.
  Active Point Defense (APD) 
  Vehicles with Active Point Defense mount specialized sensors
  and weapon systems devoted to detecting and defeating
  incoming ATGMs. Their effectiveness varies by tech level.
  TL1 APD will destroy an incoming ATGM on a D6 roll of
  4+. Infantry within 8” of the vehicle and within 2” of the
  flight path of the missile/RPG must pass a TQ attack or
  suffer a 6D8 Firepower attack.
  TL2 APD will destroy an incoming ATGM on a D8 roll of
  4+. Nearby infantry will not be harmed.
  TL3 APD will destroy an incoming ATGM on a D10 roll
  of 4+. Nearby infantry will not be harmed.
  APDs receive a -1 to their die roll for each missile they
  engage after the first. APD may be coupled with other
  defenses, such as ERA, Detonation Fields, or Bar Armor
  Amphibious 
  Vehicle may cross most water obstacles at Cautious Speed
  (scenarios will designated what water obstacles may or
  may not be crossed by regular and amphibious vehicles).
  GEV and Grav vehicles have this attribute by default, unless
  noted otherwise.
  Anti-Personnel Grenades 
  Vehicles equipped with anti-personnel grenades may
  detonate them as part of their defensive fire against
  infantry units attempting to or actually engaging them in
  close assault. The grenade has an AP firepower of 3D8.
  Anti-Vehicular Melee
  Weapon (Walkers Only) 
  Some combat walkers are armed with specialized anti-
  vehicular melee weapons. Such weapons can be used to
  perform a contact attack against another vehicle or a unit
  of infantry. To make the attack, the vehicle must be in base
  to base contact with another vehicle or within cohesion (1”)
  distance with a figure in an enemy infantry unit. 
  This attack is resolved in the same way as a firepower
  attack. Anti-vehicular weapons generally have a Firepower
  rating of AP:4/AT:3(M).
  Back-Up AI 
  Back-Up AI is becoming standard in western TL3 vehicles.
  If the human crew of a vehicle thus equipped is rendered
  combat ineffective, the Back-Up AI will assume control of
  the vehicle. See Artificial Intelligence.
  Bar Armor 
  Bar armor provide additional defense against RPGs and
  ATGMs. These weapons require the proper “stand-off”
  distance for their shaped charges to be fully effective.
  Bar armor prematurely detonates warheads and disrupts
  their stand-off distance. Vehicles with bar armor receive
  TO MO R R O W ’ S  W A R
  [ 1 9 4 ]
  
  an additional defense die vs. RPG and missile attacks.
  Bar armor is not always applied to all sides of a vehicle.
  Vehicles only receive the bonus defense die if an attack is
  against a vehicle facing equipped with bar armor.
  Countermeasures 
  The vehicle is equipped with countermeasures such as IR
  jammers, MCD, etc. It receives an additional Defense Die
  against ATGM attacks.
  Deathtrap 
  Some AFVs are so poorly designed that even a minor
  penetration has a good chance of detonating their ammo
  stores or igniting their fuel. When rolling for damage
  results, hits scored against vehicles with this unfortunate
  attribute receive a +2 die roll modifier.
  Detonation Field (DF) 
  Detonation Fields are electro-magnetic fields that may
  cause ATGMs to detonate prematurely, compromising their
  stand-off distance and penetration. 
  A Detonation Field’s Tech Level determines how
  effective it is against ATGMs. Subtract 1 die of Firepower
  from an ATGM attack for each TL of the vehicle’s DF. Thus,
  a TL1 DF would subtract 1 Firepower die from an incoming
  ATGM and a TL3 DF would subtract 3 dice.
  Enhanced Fire Control 
  Vehicles with Enhanced Fire Control receive +1 die to their
  Firepower.
  ERA Equipped 
  Explosive Reactive Armor (ERA) detonates when a missile
  strikes it. Its counter blast disrupts the “shape” of the
  missile’s charge, making it less effective. Vehicles with
  ERA armor receive an extra die of Defense vs. missile or
  RPG attacks. 
  ERA is not always applied to all sides of a vehicle. The
  defense bonus is only applicable to vehicle facings which
  actually have ERA applied.
  Once the ERA on a specific side of a vehicle has been
  hit by any missile or RPG, it no longer receives any defense
  bonus for ERA on that side.
  If any dismounted infantry are within 4” of a vehicle
  equipped with Explosively Reactive Armor on the first turn
  that it is struck by enemy fire, they suffer an immediate
  4D8 Firepower attack. Armor and cover bonuses to
  Defense count with regard to this attack.
  APPEN D IX  1 : C O MMO N  UN IT  A N D V E H I C L E S  A T T R I BU T E S
  [ 1 9 5 ]
  [S y nt h e t ic N C O ]
  
  Fire-or-Move 
  Weapons or vehicles that are Fire-or-Move may only fire
  when it is stationary. It may not fire on the same turn that
  it moves, or move on the same turn that it fired.
  Gigantic 
  See Gigantic Vehicles.
  Hardened 
  Some vehicles have been hardened vs. blast based attacks.
  Such vehicles receive a +1 Defense die bonus vs. mines,
  IEDs, and artillery.
  Heavy Hitter 
  Advanced ammunition, targeting capabilities, or simply
  sheer size of the round they throw make some weapons
  more extremely destructive. Weapons of this sort receive
  an extra die of Firepower.
  IED Countermeasures 
  IEDs are a favorite weapon in the insurgent/irregular
  arsenal. Many IED’s are triggered from a distance by a
  variety of different wireless methods, ranging from cell
  phones to infrared beams. In response, modern armies
  have developed a plethora of counter measures that
  interfere with these remote detonation techniques. For
  example, these jam certain signals, disrupt the triggering
  device, overload broad spectrum receivers or work by a
  variety of other methods.
  Against any remote detonated IED’s that are placed
  within 8” of a vehicle equipped with IED Counter Measures,
  the vehicle may roll a TQ Check. If successful, the IED is
  detected and neutralized.
  Improved MGs 
  A vehicle’s machine gun performance may be improved by
  better fire control, higher rate of fire, large stores of ready
  ammunition (most tanks have very limited MG ammunition
  at hand). Such vehicles have a basic MG firepower of 4D
  rather than 3D.
  Lifesaver 
  Vehicles with this attribute feature advanced crew survival
  features such as blow-out ammunition stores, radiation
  dampening, anti-spalling nanite layers, and advanced fire
  containment. Their crews receive a +1 die shift when
  making crew survival rolls.
  Mine Resistant 
  This vehicle has been designed from the ground up
  to survive mine/IED attacks. The vehicle receives an
  additional die of Defense when struck by a mine or IED.
  Obsolete or Poor Armor 
  The vehicle is obsolete or poorly armored and is easy
  game for more up-to-date foes. Reduce the vehicle’s
  Defense by one die and apply a -1 die shift to all armor
  facings (the reduced values are normally displayed on the
  vehicle card). 
  Remote Control 
  Some vehicles are equipped with remote interfaces that
  allow their dismounted troops to control them from a
  distance. A remotely controlled vehicle can be activated and
  move, fire, move and fire, etc., like any other unit. This
  activation requires the full attention of one of the vehicle’s
  dismounts, however, so its dismounted unit is treated as if it
  is one man short for the purposes of Firepower and Defense.
  Remotely controlled vehicles can only be controlled by their
  own dismounts.
  Restricted Arc of Fire 
  Vehicles with a restricted arc of fire, such as turretless
  tank-killers, may fire normally the first time that they
  perform Reaction fire. For each subsequent attempt at
  Reaction fire, they must take a Troop Quality test. If the
  test is passed, the vehicle may fire normally. If the test is
  failed, the vehicle was not able to adjust its point of aim
  quickly enough to engage the target with effective fire.
  Vehicles with this attribute also suffer a -1 to all Reactions
  after their first in a turn. 
  Safe Haven 
  Some AFVs are so trusted by their crews that no matter
  how badly they’re beaten about they’d rather stay safely
  inside them than risk exposing themselves on the
  battlefield. Crews of vehicles with this attribute receive a +1
  die shift on Bail Out checks.
  TO MO R R O W ’ S  W A R
  [ 1 9 6 ]
  
  Slow Firing Weapon 
  Vehicles with a Slow Firing Weapon receive a -1 to all
  Reaction tests after the first during a turn. This modifier is
  cumulative with other Reaction modifiers.
  Slow Turret 
  Vehicles with a Slow Turret receive a -1 to all Reaction tests
  after the first during a turn. This modifier is cumulative
  with other Reaction modifiers.
  Smoke Dischargers 
  Vehicles equipped with Smoke Dischargers may “pop
  smoke,” usually in an effort to mask a hasty retreat. Vehicles
  protected by smoke receive an extra Defense die. The
  vehicle receives this benefit whether it moves or not.
  The smoke dissipates at the end of the turn in which it
  was discharged. Note: Most AFVs (Light through Heavy)
  feature Smoke Dischargers as standard equipment – such
  vehicle can be assumed to have Smoke Dischargers unless
  otherwise noted in their descriptions.
  Special Armor Types 
  As a new tank-killing weapon is developed, armor to
  defeat it is generally under way in another lab. Are your
  enemy’s new laser cannons punching out your tanks and
  IFVs too easily? Develop something to blunt the weapon’s
  edge. There’s a good cat for every rat on tomorrow’s
  battlefield.
  No vehicle can be proof against all weapons, however.
  A single vehicle can benefit from two Special Armor Types
  at most. 
  Advanced Conventional Armor 
  Advanced conventional armor has evolved over centuries
  of armored warfare. It is comprised of layers of material
  of the correct density and structure to absorb heavy
  kinetic impacts or disrupt the burning probe of a HEAT
  missile. Vehicles with Advanced Conventional Armor
  receive an extra Defense die against kinetic or HEAT based
  missile/rocket attacks.
  Energy Resistant Armor 
  Energy resistant armor is extremely expensive and is
  generally found on TL3 vehicles only. The manufacturing
  process of most energy resistant armor requires zero
  gravity and special crystalline formations specifically
  designed to withstand and dissipate enormous force and
  heat. Vehicles with this armor receive an additional
  Defense die when fired upon by energy weapons or HEAT
  based ATGMs or rockets.
  Laser Resistant Armor 
  Vehicles with this attribute are equipped with ablative
  armor or aerosol dispensers that diffuse or deflect lasers.
  As a result, they receive an additional Defense die when
  fired upon by laser weapons.
  Stealth (TL1–TL3) 
  Vehicles equipped with advanced stealth gear are capable
  of spoofing enemy sensors or even blending into the
  background using optical effects. A stealthy vehicle cannot
  be fired upon until it is spotted. Use the spotting rules for
  stealthy units. 
  Technical 
  Technicals follow the standard vehicle rules with one
  exception: Optimal range for weapons mounted on
  technicals is not the width of the table. Instead, a
  technical’s mounted weapons have the normal optimal
  range for the weapon type and troop quality of the crew
  manning it. 
  This exception to normal mounted weapon rules is
  meant to reflect the haphazard methods by which
  weapons are mounted on technicals and their often
  ad hoc crew’s lack of familiarity with the weapon
  they’re using.
  Up-Armored AFV 
  Some AFV variants offer the option to up-armor. An
  up-armored AFV receives +1D Defense on all facings. 
  Up-Armored Soft Skin 
  An up-armored soft skin vehicle has a Defense of 2D6,
  rather than just 1D6. In addition, the vehicle is considered
  “armored” against small arms fire. Small arms fire may
  still inflict some damage – although the Firepower is
  halved. Round-down factions and if the number of dice is
  reduced below 1 then the attack is ineffective.
  APPEN D IX  1 : C O MMO N  UN IT  A N D V E H I C L E S  A T T R I BU T E S
  [ 1 9 7 ]
  
  A P P EN D I X  2 :  
  O R G A N I Z A T I O N  E X A M P L E S
  The following organization descriptions represent common
  units found on the battlefields represented by Tomorrow’s
  War.
  This force list and the organization descriptions it
  includes are not exhaustive. They are tailored to reflect the
  assets and manpower that would be applied to a typical
  Tomorrow’s War mission, so they cut off at the Platoon (or
  equivalent) level.
  Organizations are described from the bottom up,
  starting with the Fireteam and working up to the Platoon.
  Weapon types are abbreviated as follows:
  TST: Traditional Slug Thrower
  ABW: Advanced Ballistic Weapon
  GWS: Gauss Weapon System
  LWS: Laser Weapon System
  EWS: Energy Weapon System
  DEMOCRATIC PEOPLE’S
  REPUBLIC OF GLORY (DPRG) 
  The DPRG fields two standing military forces, the Democratic
  People’s Army (DPA) and the People’s Republican Guard
  (PRG). The DPA is comprised of a mixture of conscripts and
  volunteers and is haphazardly trained and equipped. Some
  DPA units are extremely efficient fighting forces while others
  are poor at best. The PRG, on the other hand, is comprised
  entirely of volunteers and soldiers cherry-picked from the
  DPA’s best units. Their quality is uniformly good and
  occasionally outstanding. The PRG’s command structure is
  highly political, however, and commanders who displease
  Supreme Leader will see their formations suffer. It is for this
  reason that the Tigers, one of the most effective and highly
  decorated units of the Second Glory War never received new
  equipment imported from Brazil while some absolutely
  incompetent and ineffective formations were entirely
  equipped with new anti-grav tanks and IFVs.
  Democratic People’s Army
  (DPA) 
  Troop Quality: D6–D10
  Morale: D6–D10
  Confidence Level: Low to Confident
  Supply Quality Level: Poor to Normal
  Overall Tech Level: 1 (Some formations are TL2)
  On Grid?
  Major Operations: Yes (TL1)
  Normal Operations: Sometimes
  Armor: Light Body Armor (1D)
  Typical Unit Attributes:
  ¤
  Poor Initiative
  ¤
  Despised (By Republic of Arden civilians)
  Special Gear Descriptions:
  The weapon systems described below are Tech Level 1
  unless otherwise noted. These are the weapons issued to
  [ 1 9 8 ]
  A  N O TE  ON
  O RGA N IZA T ION S  & G EA R
  The organization descriptions that follow
  represent the “paper strength” of the units
  described. Actual units in the field rarely match
  their official Tables of Organization & Equipment.
  They may be under or over strength, based on
  conditions in the field or mission requirements.
  They may also be issued weapons and gear
  tailored to their current mission or overall
  operational environment. British and US forces
  are notorious for their variation from
  documented norms, but other “First World”
  forces tend to be just as flexible. Some powers,
  like the DPRG and the RIA, are incredibly
  restrictive, however, and will field units as close
  to paper strength as possible and will rarely
  deviate from the gear prescribed by “the book.”
  
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  the majority of DPA infantry formations. Some special DPA
  units or units whose commanders have political pull may be
  equipped with the same Tech Level 2 gear used by the PRG.
  AK-400 Assault Rifle: This traditional slug-throwing
  assault rifle produced by the DPRG under license from the
  NSF. The weapon would be familiar to insurgents and
  soldiers of the 20th century’s Soviet Union and its client
  states. Improvements have been made to the material
  components and the weapon now fires more advanced
  ammunition which allows it to remain effective against
  modern body armor. A simple, robust design, the AK-400 is
  all but idiot-proof, making it the ideal weapon for a poorly
  trained foot-soldier.
  Mod. 78 Squad Automatic Weapon (TL1 TST, Lt. AP:1):
  The Model 78 SAW is a traditional slug-throwing weapon
  which fires the same advanced rounds as the AK-400. Like
  the 89, it is a weapon of simple design and is easy to use
  and maintain.
  RPGMP-3 (TL2, Med. AP:2/AT2(M): The Rocket
  Propelled Grenade, Multi-Purpose-3 (RPGMP-3) is a
  re-usable launcher that fires a multi-role projectile. It is
  equally effective against both infantry and vehicles.
  People’s Machine Gun Mod 7 (TL2 ABW, Med. AP:2):
  The PMG Mod 7 is advanced ballistic weapon built around
  a fairly heavy and ballistically stable caseless projectile.
  While not particularly outstanding for its class, the PMG
  M7 is a perfectly functional and fairly reliable GPMG.
  DPA Rifle Platoon
  DPA Rifle Fireteam
  1 x Fireteam Leader w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  2 x Riflemen w/AK-400 rifles
  DPA Rifle Squad
  1 x Squad Leader w/AK-400 rifle
  2 x DPA Rifle Fireteams
  DPA Rifle Platoon HQ Section
  1 x Platoon Leader w/AK-400 rifle
  1 x Platoon Sgt. w/AK-400 rifle
  1 x Gunner w/PMG M7 GPMG (TL2 ABW, Med. AP:2)
  1 x Assistant Gunner w/AK-400 rifle
  1 x Lifesaver (Medic) w/AK-400 rifle
  DPA Rifle Platoon
  1 x DPA Platoon HQ Section
  3 x DPA Rifle Squads
  Transport
  A DPA Rifle Platoon is normally transported by four Type
  88 “Shouting Dragon” APCs, one of which may be a
  command variant.
  People’s Republican Guard
  (PRG) 
  Troop Quality: D8–D10
  Morale: D6–D12
  Confidence Level: Low to High
  Supply Quality Level: Normal to Abundant
  Overall Tech Level: 2 (Some formations have access to
  TL3 gear)
  On Grid? 
  Major Operations: Yes (TL1)
  Normal Operations: Sometimes
  Armor: Hard Armor (2D) to TL1 Powered Armor (3D)
  [ 1 9 9 ]
  A DPRG armored column early in the 
  2nd Glory War (photo: Piers Brand,
  miniatures: GZG)
  
  Typical Unit Attributes:
  ¤
  Poor Initiative – Not as common among PRG as the
  DPA. Most PRG units will have normal initiative.
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  Special Gear Descriptions:
  AK-400 Assault Rifle: This traditional slug-throwing assault
  rifle produced by the DPRG under license from the NSF.
  The weapon would be familiar to insurgents and soldiers
  of the 20th century’s Soviet Union and its client states.
  Improvements have been made to the material components
  and the weapon now fires more advanced ammunition
  which allows it to remain effective against modern body
  armor. A simple, robust design, the AK-400 is all but
  idiot-proof, making it the ideal weapon for a poorly trained
  foot-soldier.
  Mod. 78 Squad Automatic Weapon (TL1 TST, Lt. AP:1):
  The Model 78 SAW is a traditional slug-throwing weapon
  which fires the same advanced rounds as the AK-400. Like
  the 89, it is a weapon of simple design and is easy to use
  and maintain.
  RPGMP-3 (TL2, Med. AP:2/AT2(M): The Rocket
  Propelled Grenade, Multi-Purpose-3 (RPGMP-3) is a
  re-usable launcher that fires a multi-role projectile. It is
  equally effective against both infantry and vehicles.
  People’s Machine Gun Mod 7 (TL2 ABW, Med. AP:2):
  The PMG Mod 7 is advanced ballistic weapon built around a
  fairly heavy and ballistically stable caseless projectile. While
  not particularly outstanding for its class, the PMG M7 is a
  perfectly functional and fairly reliable GPMG.
  PRG Rifle Platoon
  PRG Rifle Fireteam
  1 x Fireteam Leader w/AK-400 rifle
  1 x Gunner w/M. 78 SAW (TL1, TST, Lt. AP:1)
  1 x Grenadier w/ RPGMP-3 (TL2, Med. AP:2/AT2(M)
  1 x Riflemen w/AK-400 rifle
  PRG Rifle Squad
  1 x Squad Leader w/AK-400 rifle
  2 x PRG Rifle Fireteams
  PRG Rifle Platoon HQ Section
  1 x Platoon Leader w/AK-400 rifle
  1 x Platoon Sgt. w/AK-400 rifle
  1 x Gunner w/PMG M7 GPMG (TL2 ABW, Med. AP:2)
  1 x Assistant Gunner w/AK-400 rifle
  1 x Lifesaver (Medic) w/AK-400 rifle
  PRG Rifle Platoon
  1 x PRG Platoon HQ Section
  3 x PRG Rifle Squads
  Transport
  A DPA Rifle Platoon is normally transported by four Type
  88 “Shouting Dragon” APCs, one of which may be a
  command variant.
  IMPERIAL RUSSIA 
  The following are official TOEs for the Russian Imperial Army
  (RIA) units, as mandated by the Imperial administration.
  Obviously actual unit organizations may vary according to
  the theatre, mission, and available resources. 
  The RIA has a number of different troop types under its
  all-encompassing umbrella. The first, and most numerous,
  are the regular army detachments. These are often conscript
  formations with a core of career NCOs and officers.
  Conscription in Russia is not universal. Young people may
  elect not to participate as conscripts, though this precludes
  them from pursuing university education. They may also
  elect to defer service for a period of up to five years. The
  TO MO R R O W ’ S  W A R
  [ 2 0 0 ]
  DPRG forces occupy Tiaret on the eastern
  border of the Republic of Arden (photo:
  Piers Brand, miniatures: GZG)
  
  reward for completion of two years of military service is a
  fully financed higher education of great quality. Conscripts,
  especially those from Earth, are generally well disposed to
  their two years of service and perform as well as most
  regular troops due to the benefits they receive afterwards.
  Colonial conscripts do not receive educational benefits and
  are less than keen to spend time in the army. This gives the
  army a two-tier quality level.
  Regular Russian Army 
  Troop Quality: D6–D10
  Morale: D8–D12
  Confidence Level: Low to High
  Supply Quality Level: Poor to Abundant
  Overall Tech Level: 2
  On Grid? 
  Major Operations: Yes
  Normal Operations: Rarely
  Armor: Normal (1D)
  Typical Unit Attributes:
  ¤
  Poor Initiative (Colonial Units)
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Medic
  Special Gear Descriptions:
  AK-200 ACR (TL2): The Kalashnikov Advanced Combat Rifle
  200, the AK-200 as its better known, is the perfect example
  of what can be done for a low budget but maximum
  efficiency. The weapon is a standard assault rifle, using
  caseless 9mm ammunition within a virtually indestructible
  body. The weapon is rugged in the extreme. You can drop
  it off a cliff, bury it in the Martian dust, dunk it in an ocean,
  sink it into mud and the gun will come out and fire first
  time, every time.
  It is the perfect weapon for low quality troops. It needs
  virtually no attention. It is simple to break down and
  maintain. It has very few parts and is simple throughout
  its construction. It can be made from whatever material is
  available – poly-carbons, ceramics polymer, metal, plastic
  composites – whatever a colony has to hand, it can arm
  itself with the AK-200 design, and more importantly, it can
  make them itself with the most basic of equipment.
  While it may lack the range and finesse of other
  weapons, its ease of use and long life span make it the ideal
  weapon for low budget armies and insurgencies to use.
  RPK-80 “Kolchan” Plasma Gun (TL2 Med. EWS
  AP:2/AT:2(M): The RPK-80 is a second generation plasma
  projector that has met with great success on the battlefield.
  The weapon is reliable, moderately effective against both
  infantry and armor, and consumes a reasonable amount of
  energy in operation. The weapon is rather cumbersome and
  suffers from brutal recoil and intense heat discharge,
  however. Despite these shortcomings, the Kolchan is a
  prized weapon among RIA units.
  SVG-1 Gauss Sniper Rifle (TL2 Med. GWS AP:2/AT:1(L):
  The SVG-1 Gauss Sniper Rifle is a bare-bones but highly
  effective sniper rifle that has seen service in the RIA
  for several decades. While not as precise as many
  other sniper rifles, it is a robust weapon and, when firing
  special penetrator rods, can also serve as an adequate
  anti-material rifle.
  Russian Imperial Army Infantry
  Squad
  First Fireteam
  Sergeant with AK-200 ACR
  Private with AK-200 ACR
  Private with AK-200 ACR
  Private with AK-200 ACR & RPG-100 Single-shot A/T
  Weapon (TL2 Hvy. AP:3/AT:3(M)
  Grenadier with AK-200 ACR & GP-40 Grenade Launcher
  (TL2 Lt. AP:1)
  Second Fireteam
  Corporal with AK-200 ACR
  Private with AK-200 ACR& RPG-100 Single-shot A/T
  Weapon (TL2 Hvy. AP:3/AT:3(M)
  Gunner with RPK-80 (TL2 Med. EWS AP:2/AT:2(M)
  Assistant Gunner with AK-200 ACR Carbine
  Russian Imperial Army Infantry
  Platoon
  1 x Lieutenant with AK-200 ACR
  1 x Senior-Sergeant with AK-200 ACR
  1 x Communication Specialist with AK-200 ACR and
  Tri-Band Comms pack
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 0 1 ]
  
  1 x Private First Class with SVG-1 Gauss Sniper Rifle (TL2
  Med. GWS AP:2/AT:1(L)
  1 x ‘Rinda’ Medical Droid
  3 x Infantry Squads
  Weapons issued may vary between units. In some formations
  troops will carry the AT-70 anti-tank missile launcher or
  commanders may be lucky enough to issue the TKB-80
  ‘Kolchan’ Plasma Rifle to a few of their squads. At higher
  levels, companies will also have weapon platoons with heavy
  machine guns, either remote or crewed, automatic mortars
  and further specialist weaponry. 
  Russian Imperial Army
  Airborne and Marines 
  Troop Quality: D8–D10
  Morale: D8–D10
  Confidence Level: High
  Supply Quality Level: Normal to Abundant
  Overall Tech Level: 2
  On Grid? 
  Major Operations: Yes
  Normal Operations: Sometimes
  Armor: Normal (1D) to Carapace (2D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Pointman
  ¤
  Medic
  Russian airborne troops differ very little from the above
  formation except in the higher than usual issue of specialist
  weapons when required by mission parameters and the
  occasional use of advanced armor systems, though these are
  generally reserved for the most reliable units in the regime.
  Naval Marines also have similar issues as their airborne
  brethren. Airborne and Marine units are organized along the
  same lines as Spetsnaz and have analogous capabilities.
  Spetsnaz Combat Team 
  Troop Quality: D8–D12*
  Morale: D8–D10
  Confidence Level: High
  Supply Quality Level: Normal to Abundant
  Overall Tech Level: 2
  On Grid? 
  Major Operations: Yes
  Normal Operations: Sometimes
  Armor: Normal (1D) to Carapace (2D)
  *D12 TQ ratings are rare even among elite formations.
  At most, only a handful of men in a platoon will be rated
  D12, and such men are often found in small, specialist
  teams (such as Sniper Teams).
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Pointman
  ¤
  Advanced Life Saving Capabilities
  ¤
  Old School
  ¤
  Natural Weapons – This attribute represents the brutal
  hand-to-hand techniques used by Spetsnaz troops)
  Spetsnaz or Special Purpose Troops, to give them their
  correct title, represent the R.I.A.’s special forces but the
  Reality of the Spetsnaz differs slightly from the popular
  vision of super-elite masters of all weapons and brutal
  hand-to-hand combat experts. There are large numbers
  of specialist troops who are lumped together under the
  organizational heading of “Spetsnaz,” but the majority of
  such troops are simply special forces capable infantry with
  little more (and often less) training than US Army Rangers or
  British Royal Marines. Certain units within Spetsnaz, however,
  are every bit the shadowy super-soldiers of popular lore.
  Spetsnaz units tend to follow the basic troop structure
  described below, but their equipment and role that from
  group to group. Units under the command of ”Alpha Group”
  tend to be trained for standard military special operations,
  while those of ”Victor Group” specialize in anti-terrorist and
  internal security duties. It has to be stated that Alpha and
  Victor Groups are both more than capable of acting as high
  quality infantry regardless of their specialization. These
  groups also have the full array of weapons to choose from,
  often being the first to receive new experimental weapons
  and armor. Both the ”Kolontar” system armor and the
  heavier ”Kuyak” battle suit are available to Spetsnaz units
  when required.
  TO MO R R O W ’ S  W A R
  [ 2 0 2 ]
  
  [T h e S p ec ial  Op e ra tor]
  
  Spetsnaz Combat Team
  1 x Sergeant with AK-200 ACR & RPG-100 Single-shot
  A/T Weapon (TL2 Hvy. AP:3/AT:3(M)
  1 x Corporal with TKB-80 ‘Kolchan’ Plasma Rifle
  (TL2 Med. EWS AP:2/AT:2(M)
  1 x Corporal with AK-200 ACR & GP-40 Grenade
  Launcher (TL2 Lt. AP:1)
  1 x Corporal with SVG-1 Gauss Sniper Rifle (TL2 Med.
  GWS AP:2/AT:1(L)
  All troops wear ”Kolontar” System Armour (counts as
  Recon Power Armour)
  In some teams, the fourth member of the squad will
  wear a ”Kuyak” battlesuit mounting the twin barreled
  40mm PTRD-40 Anti-Material Cannon and twin-linked
  chain guns. Different load outs may be used based on
  mission parameters.
  MARSHBORN FEDERATION �
  “THE CRUSTIES” 
  The Marshborn, as they call themselves, or “Crusties” as
  human soldiers refer to them, are a very aggressive and
  expansionist alien race. Although roughly humanoid
  in form, the Crusties do not share humanity’s primate
  ancestry, but are more closely related to the crustacean.
  Their bodies are encased in a hard shell, from which they
  moult several times before reaching full adult size. While
  the Crusty exoskeleton provides excellent protection (there
  are indications that the warrior class undergoes genetic
  modification to “militarize” their exoskeleton), their open
  circulatory system leaves them vulnerable to wounds that
  crack their shell.
  Crusty technology is roughly equivalent to that of
  Mankind, at least with regard to mechanical technology such
  as firearms and spacecraft, but their skill in bio-engineering
  is cutting edge. The shells of Crusty scouts, for instance, are
  covered with a phototropic film which acts as a human
  chameleon suit, and a redundant set of antennae on all
  Crusty soldiers has been repurposed to provide them with
  the equivalent of advanced sensors.
  Little is known of Crusty culture or their motivations,
  aside from an obvious acquisitive attitude towards suitable
  colony worlds and an obdurate refusal (or inability) to coexist
  with other intelligent species on a planet, or to negotiate
  peaceful compromises. Odd occurrences have been noted
  while observing the Crusties in combat – such as an
  apparent tendency to brawl amongst themselves or even
  engage in sniping at units within their own force. The Crusties
  otherwise evidence strong tactical and strategic capabilities,
  so this behavior seems quite anomalous.
  Note: Mankind has not yet encountered intelligent alien
  life in the timeframe covered by the basic timeline presented
  in this volume so feel free to vary from our timeline to game
  encounters with alien forces if you wish! 
  Troop Quality: D8–D10
  Morale: D8–D12
  Confidence Level: Confident to High
  Supply Quality Level: Poor to Abundant
  Overall Tech Level: 3
  On Grid? 
  Major Operations: No
  Normal Operations: No
  Armor: Genetically enhanced exoskeleton (TL2, 2D)
  TO MO R R O W ’ S  W A R
  [ 2 0 4 ]
  I don’t know what they were Sir. My squad
  didn’t stand a chance. Their guns just cut us
  down, slicing through our armor and flesh
  with ease. Within seconds I was the only one
  left. That’s when they stopped firing and came
  closer. I can’t describe them, Sir. They walked
  on two legs, their armor seemed part of them,
  like a crab or a lobster. But they were
  certainly intelligent. One of them knelt down
  next to me and treated my wounds. It spoke
  to me… I don’t know what it said. I couldn’t
  understand it. Then I must have passed out.
  Next thing I knew I was in a hospital bed on
  the Peking.”
  Testimony from Captain Chun Lai, 113th Infantry
  Regiment, PRC Army, during his court-martial for the
  murder of his entire squad. Captain Lai was found
  guilty of the murder of 11 of his men and executed
  by firing squad upon recovering from his wounds.
  
  Typical Unit Attributes:
  ¤
  Chameleon Suit (TL2) – normally only issued to
  Scout/Sniper units or AT teams.
  ¤
  Augmented Senses (TL3)
  ¤
  Animosity – Crusty units tend to bond very tightly
  and their members routinely put the interests of their
  fireteam ahead of their Tactical Formation, and their
  Tactical Formation before their Operations Group,
  etc. They are very sensitive to perceived slights,
  particularly those that involve one unit behaving as if
  it were superior to another. On the battlefield, this
  sensitivity sometimes leads to sniping between units.
  Under certain circumstances, Crusty units must
  make an Animosity Check. To perform an Animosity
  Check, the affected Crusty unit must simply make a
  Troop Quality test. If the unit passes the check nothing
  untoward occurs. If they fail the check, the unit’s
  attached DMR immediately snipes at a friendly Crusty
  unit determined according to the circumstances.
  Resolve a round of fire between the two units using
  ONLY their DMRs.
  Animosity checks must be made when:
  ¤
  A nearby Crusty unit gains a Victory Point (other
  than those gained for causing an enemy casualty).
  The nearest non-Command Team unit to a Crusty
  unit that wins a Victory point must take an
  Animosity test.
  ¤
  If a Crusty unit fails a Morale Check and rolls
  multiple “1”s. In this event, the Crusty unit
  becomes very embarrassed and must make an
  Animosity test. If it fails, it snipes at the nearest
  friendly Crusty unit.
  Special Gear Descriptions:
  Crusty Rifle (TL3): The Crusty Rifle is a very compact
  plasma weapon. It is quite effective and experts theorize
  that it interacts with the Crusty sensor antennae to
  enhance targeting.
  Crusty Plasma Projector (TL3 EWS AP:2/AT:1(L) in AP
  Mode or TL2 EWS AP:1/AT:2(M) in AT mode): The Crusty
  Plasma projector can be toggled between an anti-personnel
  mode with a large “splash” and anti-tank mode which is
  more focused. It requires a full turn without firing to switch
  from one mode to the other. A Crusty fireteam will generally
  have one of their Plasma Projectors set to AP and the other
  to AT.
  Crusty Gauss Designated Marksman Rifle (TL3 Lt. GWS
  AP:1/AT:1(L): The Crusty DMR is used in a manner
  consistent with human doctrine, but also seems to be the
  weapon of choice when Crusties engage in inexplicable
  bouts of fratricide.
  Crusty Heavy Arc (HAC) Gun (TL3 EWS AP:4/AT:2(M) AP
  Mode; TL3 EWS AP:2/AT:4(H) AT mode): Crusty Heavy ARC
  guns fire an ionized arc down which a powerful flood of
  plasma can be directed. The arc can be widened to take in
  large area in order to splash a large number of infantry or
  it can be tightened to function as an anti-armor weapon.
  Crusty Launcher/Mortar (TL3 AP:3 w/3” radius, AP mode;
  AP:2/AT:4(H), Deck Attack, AT mode): The Crusty
  Launcher/Mortar is another dual mode weapon. It can either
  lob a plasma bolt indirectly like a mortar for an indirect
  anti-personnel attack, or it can fire a more focused bolt in
  a slight parabola to strike an AFV’s weaker deck armor.
  Crusty Tactical Formation
  Crusty Tactical Team
  1 x Fireteam Leader w/Rifle
  2 x Gunner w/Plasma Projectors (TL3 EWS AP:2/AT:1(L)
  in AP Mode or TL3 EWS AP:1/AT:2(M) in AT mode)
  1 x DMR w/Crusty Gauss DMR (TL3 Lt. GWS AP:1/AT1(L)
  1 x Rifleman w/Rifle
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 0 5 ]
  Note: The “Crusty” figures for which this section
  has been written are produced by Ground Zero
  Games (GZG) and sold under the generic
  description of “Crusty” (pack codes SG15-X10
  through X13). This Tomorrow’s War force list
  for use with these figures has been created with
  permission from GZG. You can purchase these
  miniatures at the GZG online store at
  www.gzg.com. 
  The game stats and background given here
  were designed for use in Tomorrow’s War
  and do not necessarily reflect GZG’s specific
  descriptions of the particular figures, weapons
  or organization.
  
  Crusty Weapon Team
  1 x Team Leader w/Rifle
  3 x Gunner w/Plasma Projectors (TL3 EWS AP:2/AT:1(L)
  in AP Mode or TL3 EWS AP:1/AT:2(M) in AT mode)
  2 x Riflemen w/Rifles
  Crusty Command Team
  1 x Commander w/Rifle
  1 x Rifleman w/Rifle
  3 x Marksmen w/Crusty Gauss DMR (TL3 Lt. GWS
  AP:1/AT:1(L)
  Crusty Tactical Formation
  1 x Crusty Command Team
  3 x Crusty Tactical Teams
  2 x Crusty Weapon Teams
  Crusty Scout/Sniper Formation
  Scout/Sniper Team
  1 x Team Leader w/Rifle and Chameleon Suit
  1 x Sniper w/Crusty Gauss Sniper Rifle (TL3 Med. GWS
  AP:2/AT1(M) and Chameleon Suit
  Scout/Sniper Formation
  1 x Formation Leader w/Rifle and Chameleon Suit
  3 x Scout/Sniper Teams
  Crusty Heavy Weapon Formation
  Heavy Weapon Team
  1 x Gunner w/Heavy ARC Gun (TL3 EWS AP:4/AT:2(M)
  AP Mode; TL3 EWS AP:2/AT:4(H) AT mode) or Support
  Launcher/Mortar (TL3 AP:3 w/3” radius, AP mode;
  AP:2/AT:4(H), Deck Attack, AT mode) and Chameleon
  Suit if deployed as an AT Team
  1 X Spotter w/rifle and Chameleon Suit if deployed as an
  AT Team
  Heavy Weapon Formation
  1 x Formation Leader w/Rifle
  4 x Heavy Weapon Teams
  REPUBLIC OF ARDEN 
  Republic of Arden National
  Guard (Main Force) 
  Troop Quality: D8–D10
  Morale: D8–D10
  Confidence Level: Confident to High
  Supply Quality Level: Poor to Abundant
  Overall Tech Level: 2
  On Grid? 
  Major Operations: Yes (TL1)
  Normal Operations: No
  Armor: Light Body Armor (1D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Pointman
  Special Gear Descriptions:
  FAMAS Colony Rifle (FAMAS CR): A solid, easily
  manufactured assault rifle supplied to French colonial
  police and military forces, the FAMAS Colony Rifle is a
  magazine-fed, bull-pup configuration, selective fire weapon
  chambered for 5.56mm conventional rounds. The Colony
  Rifle and its ammunition can be produced by any colony,
  even those with limited resources or industrial capacity.
  TO MO R R O W ’ S  W A R
  [ 2 0 6 ]
  RA Blaireaus on cross country march,
  2nd Glory War (photo: Shawn Carpenter,
  miniatures: GZG)
  
  Multi-Purpose RPG (MPRPG): Like the Colony Rifle, the
  Multi-Purpose RPG is simple to manufacture, easy to
  maintain, and effective without extensive training or
  technical capabilities. They can be found in the hands of
  police and militia members in all French colonies. MPRPG
  gunners usually carry an assortment of anti-personnel and
  anti-tank rounds.
  FN Low Maintenance Squad Automatic Weapon (LMSAW):
  While FN manufactures top of the line, modern weapons
  for wealthy, high-tech customers, they also market a line of
  low-tech weapons primarily for colonial militias. The Low
  Maintenance SAW is one of those weapons. The LMSAW
  is a compact, belt-fed, automatic weapon chambered in
  the same caliber as the FAMAS Colony Rifle. It provides
  fireteams with effective suppression fire in an affordably
  produced, easy to maintain package.
  MAG-90 General Purpose Machine Gun (GPMG): Standard
  GPMG of French colonial forces. Chemically cooled,
  belt-fed, full automatic weapon chambered for .30 caliber
  cased ammunition.
  FP-3 (Fusil de Precision Model 3): The standard ballistic
  sniping rifle of French national forces, this potent weapon
  has found its way into the hands of several colonies,
  including the Republic of Arden. The FP-3 is a very
  traditional bolt-action rifle, updated by the use of
  composite materials and advanced optics. The weapon is
  capable of firing self-correcting rounds, but their expense
  means they are rarely used by colonial snipers. The
  weapon is chambered for .330 caliber and is capable of
  extreme accuracy even when nanite corrected rounds are
  not employed. 
  ANG Main Force Platoon
  ANG Main Force Rifle Binome
  2 x Guards w/FAMAS
  ANG Main Force Weapons Binome
  1 x Grenadier w/MPRPG (TL2 Med. AT2/AP: 2(L)
  1 x Gunner w/LMSAW (TL2 Lt. AP:1)
  ANG Main Force Fireteam
  1 x Rifle Binome
  1 x Weapons Binome
  ANG Main Force Section (Groupes de Combat)
  1 x Chef de Combat (Section Leader) w/FAMAS CR*
  1 x Asst. Chef de Combat (Asst. Section Leader)
  w/FAMAS CR**
  1 x Caporal w/FAMAS CR ***
  3 x Fireteams
  * Commands Fireteam 1
  ** Commands Fireteam 2
  *** Commands Fireteam 3
  ANG Main Force Weapons Squad
  1 x Chef de Combat (Section Leader) w/FAMAS CR
  1 x Gunner w/MAG 90 GPMG (Med. Support)
  1 x Assistant Gunner w/FAMAS CR
  2x Riflemen w/FP-3 (Sniper Team)
  ANG Main Force Platoon HQ Squad
  1 x Platoon Leader w/FAMAS CR
  1 x Platoon Sgt. w/FAMAS CR
  1 x Platoon Communications Specialist w/FAMAS CR
  2 x Riflemen w/FAMAS CR
  1 x VAB
  ANG Main Force Platoon
  1 x ANG Platoon HQ Squad
  3 x ANG Sections
  1 x ANG Weapons Squad
  French Foreign Legion
  Platoon 
  Troop Quality: D8–D10
  Morale: D8–D12
  Confidence Level: Confident to High
  Supply Quality Level: Poor to Normal
  Overall Tech Level: 2–3
  On Grid? Sometimes (TL3)
  Armor: Hard Armor (2D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Pointman
  ¤
  Indigenous Scout
  ¤
  Old School
  ¤
  Medic
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 0 7 ]
  
  Special Gear Descriptions:
  FAMAS ACR (Advanced Combat Rifle): Standard assault
  rifle of the French Army and French Foreign Legion.
  Selective fire, chemically cooled rifle chambered for .30
  caliber caseless ammunition. Equipped with advanced
  optics, HUD link, gun camera and TAG (Target Acquisition
  and Guidance – a target designator for air, artillery, or
  orbital strikes) unit. (TL2 Small Arms)
  MINIMI Advanced Squad Automatic Weapon (A-SAW):
  The Minimi A-SAW is a fully-automatic, chemically cooled
  weapon chambered for .30 dual propellant ammunition.
  The weapon is factory fitted with an Advanced Combat
  Sight and Optimizer (ACSO) which provides its gunner with
  sophisticated optics and a basic but highly specialized expert
  program that varies the weapon’s rate of fire and propellant
  charge to maximize suppression and generate appropriate
  penetration for the target being engaged. (TL3 Lt. ABW AP:1)
  LRAC (Lance-Roquettes Anti-Char) 98: Standard man
  portable light assault missile system. The LRAC 98 uses
  dual-purpose missiles that are effective in both anti-tank and
  anti-personnel roles. (TL3 Med. AP:2/AT:2(M)
  Hecate IX AMR (Anti-Material Rifle): The Hecate IX AMR is
  analogous to the US produced M9 GAT (Gauss Anti-Tank
  Rifle). Like the M9 GAT, the Hecate IX AMR is a man-
  portable rail-gun capable of propelling a .40 caliber at
  hyper-velocities. This weapon has been used successfully
  in a sniper role, anti-material role, and in defense against
  light armored vehicles and Armored Fighting Suits (AFS).
  (TL3 Med. GWS AP:2/AT:2M)
  Nemesis RAC: This man portable AT launcher utilizes a
  launch system with advanced sensors and targeting
  capabilities. The rocket itself is a fire and forget advanced
  ATGM. (TL3 ATGM AP:4/AT:5(H) Deck Attack)
  MULE (Multipurpose Logistics Vehicle): This wheeled,
  semi-autonomous UGV (Unmanned Ground Vehicle) is
  used to carry supplies to fireteams in the field and, in an
  emergency, to carry wounded to a CASEVAC point. The
  MULE is equipped with a Basic Life Support AI to assist in
  its role as an impromptu ambulance.
  FFL Section de Combat
  1 x Groupe Commandement (HQ Squad)
  1 x Groupe Appui Anti Char (AT Squad)
  3 x Groupes de Combat
  FFL Groupe Commandement
  1 x Lieutenant w/FAMAS ACR
  1 x Sergent w/FAMAS ACR
  1 x Communications Tech w/FAMAS ACR
  2 x Marksmen w/ Hecate IX AMR (TL2 Med. AGW
  AP:2/AT:2(M)
  FFL Groupe Appui Anti Char
  1 x Caporal w/FAMAS ACR
  2 x AT Teams
  2 x Gunners w/Nemesis RAC (TL3 ATGM AP:4/AT:5(H)
  Deck Attack)
  2 x Ammo Bearers w/FAMAS ACR
  FFL Groupe de Combat
  1 x Chef de Combat w/FAMAS ACR
  1 x Asst. Chef de Combat w/FAMAS ACR
  2 x FFL Scout Fireteams
  1 x VBL
  2 x Rifle Binome
  2 x Riflemen w/FAMAS ACR
  1 x Weapons Binome
  1 x Gunner w/Minimi A-SAW (TL3 Lt. ABW AP:1)
  1 x Grenadier w/LRAC 98 (TL3 Med. AP:2/AT:2(M)
  UNITED ARAB EMIRATES 
  UAE Airborne Platoon
  Troop Quality: D8–D10
  Morale: D10
  Confidence Level: Confident to High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? Sometimes (TL2)
  Armor: Hard (2D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Medic
  Special Gear Descriptions:
  L-79A6 ACR (Advanced Combat Rifle): An evolutionary
  upgrade of the venerable L-79 .35 caliber assault rifle from
  TO MO R R O W ’ S  W A R
  [ 2 0 8 ]
  
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 0 9 ]
  British service. The weapon was replaced by the EK-L4a3
  in 10mm four years ago. The L-79 was a popular weapon
  however, reliable and practically soldier-proof that more
  than a few armies swore by, including the UAE. The weapon
  has been continually upgraded over the years by RSAF to
  keep the weapon up to current standards. It more than
  holds its own with newer designs and has a serviceable
  optical interface scope system that includes HUD link, TAG
  and a 30mm grenade launcher.
  L-80 SAW: A heavy barrel version of the L-79 with a quick
  change barrel, a bipod and an advanced cooling system
  coupled with a higher cyclic rate and modification to allow
  for feeding from 300 round “assault packs”.
  RPG-150: The standard Russian made man-portable light
  anti-tank rocket launcher. The system has options for HE,
  Thermobaric and SEFOP warheads.
  Mle 70 UEMA: An autonomous medical retrieval unit of
  French design. The Mle 70 is an example of the previous
  generation of AMU technology. It’s a bit slower and less
  able to negotiate obstacles than current designs.
  UAE Airborne Platoon
  UAE Airborne Fireteam
  1 x Fireteam TL with L-79
  1 x Gunner with L-80 (TL2 Lt. AP:1)
  1 x Gunner with RPG-150 (TL2 Med. AP:2/AT:2(M)
  1 x Rifleman with L-79
  UAE Airborne Squad
  1 x Squad Leader with L-79
  2 x UAE Airborne Fireteams
  UAE Airborne Platoon HQ
  1 x Platoon Leader with L-79
  1 x Platoon Sergeant with L-79
  1 x Tech with L-79
  1 x Gunner with L-80 (TL2 Lt. AP:1)
  2 x Mle 70 UEMA
  UAE Airborne Platoon
  3 x UAE Airborne Squads
  1 X UAE Airborne Platoon HQ
  UNITED STATES OF AMERICA 
  The armed forces of the United States of America represent
  the bleeding edge of military development. Since the middle
  of the 20th century, America’s civilian culture has been
  resoundingly risk averse. American military planners have
  turned to technology to provide as close to bloodless
  victories as possible. Wherever possible, robots or drones
  are sacrificed instead of human lives. This approach is most
  evident in the US Army and US Navy (wet & vacuum). The
  US Marine Corps, as befits its long history of doing more
  with less, still relies heavily on flesh and blood troops. 
  US Army Light Infantry
  Platoon 
  Troop Quality: D8–D10
  Morale: D8–D10
  Confidence Level: Confident to High
  Supply Quality Level: Normal to Abundant
  Overall Tech Level: 3
  On Grid? Yes (TL3)
  Armor: Light Body Armor (1D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Advanced Sensors
  ¤
  Medic
  Joint operations during the 3rd Glory
  War often saw USMC Perkins and US Army
  Patton tanks on joint patrol (photo: Dana
  Boggs-Drake, miniatures: GZG & Khurasan)
  
  TO MO R R O W ’ S  W A R
  [T h e “D o c” ]
  [ 2 1 0 ]
  
  Special Gear Descriptions:
  M1 ACR (Advanced Combat Rifle): Standard assault rifle of
  US forces. Selective fire, chemically cooled rifle chambered
  for .30 caliber binary-propulsion ammunition. Equipped
  with advanced optics, HUD link, gun camera and TAG
  (Target Acquisition and Guidance – a target designator for
  air, artillery, or orbital strikes) unit.
  MPGL (Multi-Purpose Grenade Launcher, TL3 Med.
  AP:2/AT:2(M): Standard grenade launcher for the US Army.
  Magazine fed, semi-automatic grenade launcher firing
  30mm grenades, including anti-personnel flechette rounds,
  HE rounds, and RAAT (Rocket Assisted Anti-Tank) rounds.
  AGP: Autonomous Gun Platform with mission specific
  load-out.
  MPPC (Multi-Purpose Plasma Cannon, TL3 Hvy. EWS
  AP:3/AT:3(H): Standard medium plasma support weapon
  for US forces. Highly effective in both anti-personnel and
  anti-tank mode.
  AMU (Autonomous Medical Unit, a.k.a., Care Bear):
  An autonomous medical robot that can provide advanced
  life-saving support to wounded troops and/or bear them to
  a CASEVAC point for more advanced care.
  MULE (Multipurpose Logistics Vehicle): This wheeled,
  semi-autonomous UGV (Unmanned Ground Vehicle) is
  used to carry supplies to fireteams in the field and, in
  an emergency, to carry wounded to a CASEVAC point.
  The MULE is equipped with a Basic Life Support AI to
  assist in its role as an impromptu ambulance.
  M41 GPMG (General Purpose Machine Gun, TL3 Med.
  GWS AP:2): Standard GPMG of US forces. Chemically
  cooled, magazine fed, full automatic weapon chambered
  for .30 caliber binary propellant ammunition.
  M9 GAT (Gauss Anti-Tank Rifle, TL3 Med. GWS
  AP:2/AT:2(M): Standard Anti-Tank rifle of US forces.
  Man-portable rail gun which fires a .40 caliber, super-dense
  penetrator at hyper-velocities. Capable of one shot kills
  on AFS (Armored Fighting Suits) and causing combat
  ineffectiveness for full sized AFVs (Armored Fighting
  Vehicles). Sometimes also deployed by sniper teams.
  US Army Light Infantry Platoon
  1 x US Army Lt. Infantry Platoon HQ Squad
  3 x US Army Lt. Infantry Squads
  1 x US Army Lt. Infantry Weapon Squad
  US Army Light Infantry Platoon HQ Squad
  1 x Platoon Leader w/M1 ACR
  1 x Platoon Sgt. w/M1 ACR
  1 x Platoon Battlenet Tech w/M1 ACR
  2 x Riflemen w/M1 ACR
  1 x MULE Command Variant w/3 x Small Sensor Drones
  1 x Medic w/M1 ACR
  1 x AMU (Autonomous Medical Unit)
  US Army Light Infantry Squad
  1 x Squad Leader w/M1 ACR
  1 x MULE
  2 x US Army Light Infantry Fireteams
  1 x US Army Light Infantry AGP Contact Fireteam
  US Army Light Infantry Rifle Fireteam
  1 x Fireteam Leader w/M1 ACR
  1 x Rifleman/Technician w/M1 ACR
  1 x Gunner w/SAW (TL3 Lt. ABW AP:1)
  1 x AGP w/launcher (TL3 Med. AP:2/AT:2(M)
  US Army Light Infantry AGP Contact Fireteam
  4 x Light AGPs w/M41 GPMG (TL3 Med. ABW AP:2)
  1 x Support AGP w/MPPC (TL3 Hvy. EWS AP:3/AT:3(H)
  US Army Light Infantry Weapons Squad
  1 x Squad Leader w/M1 ACR
  4 x AGP w/Mission Load Out – Either M41 GPMG (TL3
  Med. ABW AP:2) or MPPC (TL3 Hvy. EWS AP:3/AT:3(H)
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 1 1 ]
  A USMC M70 Perkins assists dismounts in
  securing a DPRG refinery station on Glory
  (photo: Piers Brand, miniatures: GZG)
  
  2 x Gunnery Techs w/M1 ACR
  3 x MULEs
  Company Level Savants
  The US Army is unique in its use of Savants. Savants are
  special individuals who are capable of absorbing, retaining,
  and synthesizing combat data. In the event of a Grid
  outage, a Savant can take on many of its capabilities via
  conventional communications.
  If a scenario or US Army force description indicates
  the presence of a Savant at company level or lower, all US
  units in the force are immune to the effects of Grid Loss
  with the exceptions of the inability to utilize BLOS, SFAD,
  or SFAT.
  US Army Special Forces
  Operational Detachment
  Alpha (ODA) 
  Troop Quality: D10–D12
  Morale: D10–D12
  Confidence Level: High
  Supply Quality Level: Normal to High
  Overall Tech Level: 3
  On Grid? Yes (TL3)
  Armor: Light Body Armor + Skeletal Augmentation (2D)
  Typical Unit Attributes:
  ¤
  Advanced Life Saving Capabilities
  ¤
  Skeletal Augmentation
  ¤
  Active Trauma Treatment Nanites
  ¤
  TL3 Augmented Senses
  ¤
  Old School
  ¤
  TL3 Stealth
  Following centuries old tradition, ODA’s are 12 man teams
  organized to split into two six man teams as needed.
  All members are specialized in a specific military task,
  (demolitions, medicine, weapons, etc.), but extensive cross
  training (and the use of expert programs when needed)
  mean that the loss of a specialist is blunted by redundancy
  of capability.
  ODAs also have team specialties, such as hot drops,
  zero-g combat/vacuum combat, urban warfare, etc. There
  are typically six ODAs per Special Forces company.
  A typical ODA split into two teams is presented below.
  In this example, the ODA is supported by a pair of TACs.
  Note that it is not unusual for Special Forces operators
  to split into smaller teams of four, three, or two in order to
  accomplish specific mission tasks.
  ODAs routinely have access to practically any special
  weapon or gear that might be required for a mission. 
  Special Gear Descriptions:
  M1H ACR (Advanced Combat Rifle/GL (TL3 Lt. ABW AP:1):
  Standard assault rifle of US forces, modified for use
  by Special Forces. Selective fire, chemically cooled rifle
  chambered for .30 caliber binary-propulsion ammunition.
  An under-slung 20mm grenade launcher has been added to
  the weapon. Equipped with advanced optics, HUD link, gun
  camera and TAG (Target Acquisition and Guidance – a target
  designator for air, artillery, or orbital strikes) unit. The M1H
  rifle is suppressed. While the grenades it launches create a
  racket, the launcher itself is whisper quiet.
  US Army Special Forces ODA
  ODA Team One
  1 x ODA Detachment Commander w/M1H ACR/GL (TL3
  ABW Lt. AP:1)
  1 x ODA Team Sgt. w/M1H ACR/GL (TL3 ABW Lt. AP:1)
  1 x Weapons Sgt. w/SAW (TL3 Lt. ABW AP:1)
  1 x Medical Sgt. w/M1H ACR/GL (TL3 ABW Lt. AP:1)
  1 x Engineering Sgt. w/Laser sniper rifle (Designated
  Marksman – can be split from unit with another member
  as a spotter to act as a Sniper Team)
  1 x Communications Sgt. w/M1H ACR/GL (TL3 ABW Lt.
  AP:1)
  1 x USAF or Navy CCT w/M1H ACR/GL (TL3 ABW Lt.
  AP:1)
  ODA Team Two
  1 x ODA Asst. Detachment Commander w/M1H ACR/GL
  (TL3 ABW Lt. AP:1)
  1 x ODA Intel Sgt. w/M1H ACR/GL (TL3 ABW Lt. AP:1)
  1 x Weapons Sgt. w/SAW (TL3 Lt. ABW AP:1)
  1 x Medical Sgt. w/M1H ACR/GL (TL3 ABW Lt. AP:1)
  1 x Engineering Sgt. w/Laser sniper rifle (Designated
  Marksman – can be split from unit with another member
  as a spotter to act as a Sniper Team)
  TO MO R R O W ’ S  W A R
  [ 2 1 2 ]
  
  1 x Communications Sgt. w/M1H ACR/GL (TL3 ABW Lt.
  AP:1)
  1 x USAF or Navy CCT w/M1H ACR/GL (TL3 ABW Lt. AP:1)
  USMC Rifle Platoon 
  Troop Quality: D8–D10
  Morale: D8–D12
  Confidence Level: Confident to High
  Supply Quality Level: Poor to Normal
  Overall Tech Level: 2
  On Grid? Sometimes (TL3)
  Armor: Hard Armor (2D)
  Typical Unit Attributes:
  ¤
  Forward Observer
  ¤
  Terminal Air Controller
  ¤
  Advanced Sensors
  ¤
  Medic
  ¤
  Old School
  Special Gear Descriptions:
  M1 ACR (Advanced Combat Rifle): Standard assault rifle of
  US forces. Selective fire, chemically cooled rifle chambered
  for .30 caliber caseless ammunition. Equipped with advanced
  optics, HUD link, gun camera and TAG (Target Acquisition
  and Guidance – a target designator for air, artillery, or orbital
  strikes) unit.
  M233 SAW (Squad Automatic Weapon): Standard Squad
  Automatic Weapon for US forces. Similar to M1ACR but with
  heavier barrel, increased cooling and magazine capacity.
  Mk. 17 SLAM (Shoulder Launched Light Assault Missile):
  Standard man-portable light assault missile system. May
  fire anti-personnel HE rounds, thermobaric rounds, and
  advanced HEAT rounds. This weapon is sometimes called
  a “bazooka” by Marines.
  AMU (Autonomous Medical Unit, a.k.a., Care Bear):
  An autonomous medical robot that can provide advanced
  life-saving support to wounded troops and/or bear them to
  a CASEVAC point for more advanced care.
  MULE (Multipurpose Logistics Vehicle): This wheeled,
  semi-autonomous UGV (Unmanned Ground Vehicle) is
  used to carry supplies to fireteams in the field and, in an
  emergency, to carry wounded to a CASEVAC point. The
  MULE is equipped with a Basic Life Support AI to assist in
  its role as an impromptu ambulance.
  USMC RIFLE PLATOON
  USMC Rifle Fireteam
  1 x Fireteam Leader w/M1 ACR
  1 x Gunner w/M233 SAW (TL3 Lt. AP:1)
  1 x Gunner w/Mk 17 SLAM (TL3 Med. AP:2/AT:2(M)
  1 x Riflemen w/M1 ACR
  USMC Rifle Squad
  1 x Squad Leader w/M1 ACR
  1 x AMU
  1 x MULE
  3 x USMC Rifle Fireteams
  USMC Rifle Platoon HQ Squad
  1 x Platoon Leader w/M1 ACR
  1 x Platoon Sgt. w/M1 ACR
  1 x Platoon Battlenet Tech w/M1 ACR
  1 x Riflemen w/M1 ACR
  1 x MULE Command Variant
  USMC Rifle Platoon
  1 x USMC Rifle Platoon HQ Squad
  3 x USMC Rifle Squads
  USMC AFS Platoon 
  1 x Platoon Leader in M2G Suit
  1 x M2G
  2 x M2H
  APPE N D IX  2 : O RG A N I Z A T I O N  E X A M P L E S
  [ 2 1 3 ]
  
  A P P EN D I X  3 :  
  V E H I C L E  E X A M P L E S
  [ 2 1 4 ]
  DPRG LIGHT VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/
  Notes
  Description
  Chungul Kae
  (Bush Dog)
  Scout Car
  2
  L
  W
  Turret mounted
  HMG (TL 2 Hvy.
  Support:
  AP:4/AT:1(L)
  3D8
  2D8
  2D6
  1D6
  1 + 4
  If one passenger
  doesn’t remain
  with vehicle to
  man the gun, the
  vehicle can move
  or fire in a turn
  TL2 Armor &
  Sensors
  Amphibious
  This rugged little vehicle is the
  basic scout car for the DPRG.
  The Bush Dog performs quite
  well in off-road conditions, but
  its motor is notorious for a
  high-pitched whine that its
  operators find quite irritating.
  Type 88
  “Shouting
  Dragon” APC
  2
  L
  T
  Dual 10mm
  Rapid Pulse
  Fusion gun
  (TL3 Med. EWS
  AP:3/AT:3(L)
  3D8
  2D8
  2D6
  1D6
  3 + 13
  TL2 Armor &
  Sensors
  Amphibious
  TL2 Detonation
  Field
  The Type 88 is a cheaper version
  of the Brazilian “Leão I” tracked
  IFV. In place of the Leão I’s
  advanced composite armor, the
  Type 88 utilizes a basic composite
  armor that has the advantage of
  being manufactured locally by the
  DPRG. The APC’s sensor suite is
  also a local product and is quite
  rudimentary in capability. The
  very fine twin “Carabina” pulse
  fusion guns make up for some of
  the vehicle’s other shortcomings.
  Type 80
  “Fighting Boar”
  APC
  2
  L
  W
  25mm
  Autocannon
  (TL2
  AP:4/AT:2(L)
  3D8
  2D8
  2D6
  1D6
  2 + 13
  Amphibious
  TL2 Armor &
  Sensors
  Can be Up
  Armored, but
  loses Amphibious
  Interarms of South Africa
  exports this sturdy APC, which
  they call “Badger,” to several
  nations on Earth as well as
  several colonies, including both
  the DPRG and the Republic of
  Arden. The Badger is available
  in command and mobile gun
  configurations as well. The
  Badger was based on the
  French VAB and is virtually
  indistinguishable from
  that vehicle.
  Type 80
  “Roaring Boar”
  MGS
  2
  L
  W
  200mm Cannon
  (TL2
  AP:6/AT:5(H)
  3D
  3D8
  2D8
  2D6
  1D6
  4
  Amphibious
  TL2 Armor &
  Sensors
  Heavy Hitter
  Enhanced Fire
  Control
  Mobile Gun System variant of
  the Badger.
  DEMOCRATIC PEOPLE REPUBLIC OF GLORY (DPRG)
  
  [ 2 1 5 ]
  APPE N D IX  3 : VEH I C L E  E X A M P L E S
  DPRG SOFT�SKIN VEHICLES
  Name
  Tech 
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/
  Notes
  Description
  Shung-Na-So-
  Mae (Angry
  Hawk) Troop
  Carrier
  1
  S
  W
  GPMG (TL 2 Med.
  AP:3) 
  2D6
  2D6
  2D6
  1D6
  1 + 13
  TL1 Armor
  TL1 Sensors
  The Angry Hawk is the standard
  “battlefield bus” of the DPRG. Supplanted
  by the Shouting Dragon, the Angry Hawk
  is primarily used by DPRG reserve and
  militia forces.
  Shung-Na-So-
  Mae (Angry
  Hawk) Gun
  Carrier
  1
  S
  W
  Bool-Sae
  (Phoenix) TL2
  MLRS (Hvy.
  Support,
  AP:8/AT:6(H) 6”
  radius)
  2D6
  2D6
  2D6
  1D6
  5
  TL1 Armor
  TL1 Sensors
  The gun carrier version of the Angry Hawk
  is sometimes referred to as the “Angrier
  Hawk.” It carries a basic MLRS system and
  the crew to operate it. The Angry Hawk G
  sees widespread use as a fire support
  vehicle throughout the DPRG.
  DPRG HEAVY VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  Chonma-ho
  (Pegasus) III
  MBT
  1
  H
  T
  100mm Main
  Gun (TL2 ABW
  AP:4/AT:4(H)
  3D
  3D10
  2D10
  1D8
  1D6
  3
  Obsolete
  TL1 Armor & Sensors
  TL 1 APD
  The Pegasus III was the DPRG’s first
  successful home-grown AFV. It was based
  on an Interarms SA design, but modified
  to suit DPRG manufacturing capabilities.
  Although under-gunned and lightly
  armored by Terran military standards,
  it proved very effective against Republic
  of Arden light AFVs. It is still in wide use
  by DPRG reserve and militia units.
  Chonma-Ho IV
  MBT
  2
  H
  T
  140mm Fusion
  Gun (TL2 EWS
  AP:6/AT:5(H)
  4D
  4D12
  3D12
  2D10
  2D8
  3
  TL 2 APD
  TL2 Armor & Sensors
  Improved MGs
  Advanced Sensors
  (TL2)
  Heavy Hitter
  The Pegasus IV MBT benefited from the
  DPRG’s technological exchange with
  Brazil and is a respectable modern AFV.
  The vehicle is well loved by its crewmen,
  who boast of its solid performance and
  minimal breakdowns. This is the tank
  that began to turn the tide against the
  Republic of Arden.
  Dear Leader I
  Heavy Battle
  Tank
  2
  H
  T
  130mm Railgun
  (TL2 GWS
  AP:4/AT:5(H)
  4D
  5D12
  4D12
  3D10
  2D8
  4
  Advanced Sensors
  (TL2)
  TL2 Armor & Sensors
  Advanced
  Conventional Armor
  (TL2)
  Save Haven
  Up Armored AFV
  Slow Turret
  ERA Equipped
  Advanced MGs
  The Dear Leader I was the dream-child of
  the DPRG’s Supreme Leader, Life
  President Ahn Joong Pil and its
  development was a requirement for the
  DPRG’s entry into the NEU. Brazilian
  engineers were able to temper the
  President’s exuberance with solid design
  and succeeded in creating an effective if
  somewhat ponderous fighting vehicle.
  Due to its expense, it was produced in
  relatively small numbers, but coupled
  with the Pegasus IV it helped the DPRG
  balance out the Republic of Arden’s
  technological advantage.
  
  TO MO R R O W ’ S  W A R
  FRENCH LIGHT VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  VAB (Véhicule
  de l’Avant
  Blindé)
  2
  L
  W
  M3 Rapid Pulse
  Plasma Cannon
  (TL2 Med. EWS
  AP:4/AT:3(L)
  3D
  3D10
  2D10
  2D8
  1D8
  2 + 8 to
  10
  Amphibious (Can be
  uparmored, but lose
  Amphibous capability)
  TL2 Armor & Sensors
  The VAB is the The
  VAB is the workhorse APC of French
  forces. Older models are also exported
  to colony worlds and friendly nations.
  FRENCH SOFT�SKIN VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  VBL (Véhicule
  Blindé Léger)
  2
  S
  W
  Option 1: 12.7mm
  HMG (TL2 Hvy.
  AP:4/AT:1(L)
  Option 2: GPMG
  (TL2 Med. AP:3)
  ATGM (TL2 Hvy.
  AP:4/AT:4(H)
  N/A
  2D6
  2D6
  2D6
  1D6
  2+3
  Remote Control
  TL2 Armor & Sensors
  Up-Armored Soft-Skin
  Some form of the VBL has been in
  service with French forces since before
  the Interstellar Age. These vehicles are
  used for scout cars, basic transport, and
  (if equipped with an ATGM launcher)
  AT vehicles.
  Dear Leader 2
  Heavy Grav
  Tank
  2
  H
  G2
  130mm Railgun
  (TL2 GWS
  AP:4/AT:5(H)
  4D
  5D12
  4D12
  3D10
  2D8
  3
  Advanced Sensors
  (TL2)
  TL2 Armor & Sensors
  Advanced
  Conventional Armor
  (TL2)
  Save Haven
  Up Armored
  Life Saver
  TL2 APD
  ERA Equipped
  Advanced MGs
  The Dear Leader II heavy grav tank is
  manufactured in Brazil and exported to
  NEU member states. Operated in Brazil
  under the designation “Leopardo II,” the
  Dear Leader II is a potent, modern AFV.
  It is capable of hot drops with the
  addition of ablative shields. A small
  number of Dear Leader IIs were delivered
  to the DPRG after French intervention in
  the Second Glory War.
  Sana-Oon Sa-Ja
  (Fierce Lion)
  2
  H
  G2
  Pulse Laser (TL2
  AP:4D/AT:5D(H)
  4D
  4D12
  3D12
  2D10
  2D8
  3
  Advanced Sensors
  (TL2)
  TL2 Armor & Sensors
  Save Haven
  Up Armored
  TL2 APD
  ERA Equipped
  Advanced MGs
  Sturdy, functional, and easy to maintain,
  the Jaguar IV Grav Tank is the mainstay
  of NEU forces. Substantial numbers of
  Jaguar IVs were delivered to the DPRG
  following the French intervention in the
  Second Glory War. 
  FRANCE
  [ 2 1 6 ]
  
  APPE N D IX  3 : VEH I C L E  E X A M P L E S
  [ 2 1 7 ]
  FRENCH HEAVY VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  Destrier II MBT
  3
  H
  G2
  High Energy Laser
  (TL2 LWS
  AP:5/AT:5(H)
  Gauss HMG (TL2
  Hvy. ABW
  AP:4/AT:2(L)
  (TL3)
  4D
  (TL3)
  4D12
  (TL3)
  3D12
  (TL3)
  3D10
  (TL3)
  2D8
  4
  Heavy Hitter
  Improved MGs
  TL 3 Armor, TL2
  Sensors
  Safe Haven
  Detonation Field (TL2)
  Stealth (TL2)
  Advanced Sensors
  (TL2)
  Energy Resistant
  Armor (TL2)
  The Destrier II is considered the first
  successful “2nd generation” AG tank
  design and is still used extensively in
  second line French formations. It is
  considered by many to be the best AFV
  of its generation.
  Destrier III MBT 3
  H
  G3
  180mm Fusion
  Gun (TL3 AP:
  6D/AT:7D (H)
  Gauss HMG (TL3
  AP:4/AT: 2(L)
  (TL3)
  6D
  (TL3)
  5D12
  (TL3)
  4D12
  (TL3)
  4D10
  (TL3)
  3D8
  4
  Heavy Hitter
  Up-Armored AFV
  TL3 Armor, TL2
  Sensors
  Energy Resistant
  Armor (TL3)
  Safe Haven
  Life Saver
  Advanced Sensors
  (TL3)
  Stealth (TL3)
  Detonation Field (TL3)
  Back-Up AI
  APD (TL3)
  The Destrier III was
  built as a direct response to the US
  Perkins MBT. The French, who had sat on
  their laurels while the Destrier II became
  increasingly long in the tooth, were
  startled by the improvements in the
  Perkins and vowed to restore the Destrier
  to pre-eminence. Their efforts paid off.
  While the Destrier III may not be superior
  in all ways to the Perkins, it is certainly
  its equal on the battlefield.
  REPUBLIC OF ARDEN LIGHT VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  Desaix
  Myrmidon
  2
  L
  W
  12.7mm HMG
  (TL2 Hvy. ABS
  AP:4/AT1(L)
  3D8
  2D8
  2D6
  1D6
  2 + 8
  Hardened
  TL2 Armor & Sensors
  Amphibious
  The Myrmidon APC was developed
  by Desaix Arms, an indigenous arms
  company based in the Republic of Arden.
  The Myrmidon was a cheaper alternative
  to the Badger and roughly equivalent in
  capability. It was used extensively by the
  French Foreign Legion during the Second
  Glory War.
  REPUBLIC OF ARDEN
  
  TO MO R R O W ’ S  W A R
  [ 2 1 8 ]
  US MEDIUM VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  M4 Erix APC
  3
  M
  V
  20mm Pulse
  Laser (TL2
  AP:4/AT:2(L)
  (TL2)
  3D
  (TL3)
  3D10
  (TL3)
  3D10
  (TL3)
  3D10
  (TL3)
  3D10
  2+9
  VTOL
  TL3 Armor & Sensors
  Life Saver
  Detonation Field (TL3)
  Advanced
  Conventional Armor
  Advanced Sensors
  (TL3)
  The M4 Erix Direct Thrust APC was
  initially developed by the USMC for use
  in actual maritime landing operations.
  The boxy little APC proved very useful
  for “fast in/fast out” raids and general
  operations on worlds with enough
  atmosphere for the Erix DT engines to
  “bite” and was far cheaper and easier
  to maintain than more expensive grav
  vehicles. The Erix has become a symbol
  for the Corps, despite the fact that they
  are steadily being replaced by M2A2
  Ramirez IFVs.
  M2A2 Ramirez
  IFV
  3
  M
  G3
  20mm Pulse
  Laser (TL2
  AP:4/AT:2(L)
  (TL2)
  3D
  (TL3)
  3D10
  (TL3)
  3D10
  (TL3)
  3D10
  (TL3)
  3D10
  3+10
  Life Saver
  TL3 Armor & Sensors
  Detonation Field (TL3)
  Advanced
  Conventional Armor
  Advanced Sensors
  (TL3)
  This advanced anti-grav vehicle is the
  standard IFV for the US Army and is
  in wide use by other members of the
  Organization of Progressive States.
  Fondly referred to as “Rams” by US
  mechanized infantry.
  REPUBLIC OF ARDEN HEAVY VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  Desaix Gaul II
  MBT
  2
  H
  T
  120mm Fusion
  Gun (TL2 EWS
  AP:5/AT:4(M)
  3D
  4D10
  3D10
  2D8
  2D6
  3
  Hard Hitter
  TL2 Detonation Field
  Slow Firing Weapon
  TL1 Armor & Sensors
  TL1 APD
  Like the DPRG Chonma-Ho, the Desaix
  Gaul II MBT is based on an Interarms SA
  design, but is produced locally by Arden’s
  Desaix Arms. The Gaul had a significant
  technological advantage over DPRG
  armor until the intervention of Brazil
  and the NEU.
  UNITED STATES
  
  APPE N D IX  3 : VEH I C L E  E X A M P L E S
  [ 2 1 9 ]
  US HEAVY VEHICLES
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  M70 “Perkins”
  MBT
  3
  H
  G3
  180mm Fusion
  gun (TL3 EWS
  AP:6/AT:5(H)
  Gauss HMG (TL3
  Hvy. ABW
  AP:4/AT:2(L)
  (TL3)
  4D
  (TL3)
  4D12
  (TL3)
  3D12
  (TL3)
  3D10
  (TL3)
  2D8
  4
  Heavy Hitter
  Improved MGs
  TL3 Armor & Sensors
  Safe Haven
  Detonation Field (TL3)
  Stealth (TL3)
  Advanced Sensors
  (TL3)
  Energy Resistant
  Armor (TL3)
  The M70 Perkins MBT is the latest
  generation of anti-grave tanks adopted
  for use by the USA. The Perkins has
  replaced all earlier model tanks in the
  US Army and has been adopted for use
  by several OPS members. The tank is
  used in more limited numbers by the
  USMC, but the Corps is expected to
  convert completely Perkins based armor
  formations within the decade. Most US
  tankers refer to the Perkins as the “Papa”
  or “Big P.”
  M88 “Patton”
  MBT
  3
  H
  G3
  180mm Fusion
  gun (TL3 EWS
  AP:7/AT:6(H)
  (TL3)
  6D
  (TL3)
  5D12
  (TL3)
  4D12
  (TL3)
  4D10
  (TL3)
  3D8
  4
  Heavy Hitter
  Up-Armored AFV
  TL3 Armor & Sensors
  Energy Resistant
  Armor (TL3)
  Safe Haven
  Life Saver
  Detonation Field (TL3)
  Stealth (TL3)
  Advanced Sensors
  (TL3)
  Back-Up AI
  APD (TL3)
  The M88 Patton is the first generation
  “heavy assault tank.” Designed
  specifically for orbital penetrations and
  exploitation of critical areas, the M88 is
  perhaps the most rugged, survivable
  AFV ever devised. It is armed with
  proven weapon systems from the M70
  Perkins and equipped with advanced
  stealth and sensor suites. The M88 can
  even continue fighting if its crew has
  been incapacitated thanks to
  an emergency back-up AI. This AI
  acts as a fifth crewman under normal
  circumstances, normally tasked with
  target identification and electronic
  countermeasures, but can take control
  of all aspects of the tanks operation
  if necessary.
  
  TO MO R R O W ’ S  W A R
  [ 2 2 0 ]
  US ARMORED FIGHTING SUITS
  Name
  Tech
  Level
  Class
  Type
  Firepower
  MGs
  Front
  Armor
  Side
  Armor
  Rear
  Armor
  Deck
  Armor
  Crew
  Attributes/Notes
  Description
  M2FS “Chesty” 
  2
  L
  S
  M12 Rotary
  Gauss Gun (TL2
  Hvy. GWS
  AP:5/AT:2(M)
  Fire Support
  Version:
  AGL (TL2 Hvy.
  AP:5/AT:1(L)
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  2D6
  1
  Walker
  Hardened
  TL2 Armor, TL3
  Sensors
  Advanced Fire Control
  Life Saver
  Detonation Field (TL3)
  The M2 “Chesty” Armored Fighting Suit
  has long been a mainstay of the USMC.
  Capable of zero-g and hostile
  atmospheric combat and compact
  enough for use on space stations,
  habitats, and aboard large starships, the
  M2 is also right at home slogging across
  planetary surfaces. With the addition of
  ablative shields, it can even be hot
  dropped into action.
  M2FT “Pyro”
  2
  L
  S
  M3 Flame
  Projector (TL2
  AP:6/AT:3(M), 10”
  range)
  GPMG (TL2 AP:4)
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  2D6
  1
  Walker
  Hardened
  TL2 Armor, TL3
  Sensors
  Advanced Fire Control
  Life Saver
  Detonation Field (TL3)
  The Pyro variant of the M2 was
  developed specifically for use during the
  Martian rebellion. Flame weapons were
  particularly terrifying in tunnels and
  habitats with enriched oxygen
  environments, especially when the
  vehicle and the troops supporting it
  were “fire-proof” and could function
  perfectly well without oxygen. To make
  matters worse, rebels were not safe
  from the Pyro’s flames on the planet’s
  oxygen starved surface thanks to the
  special fuel developed for use in the
  M3 Flame Projector.
  M2AT
  “Gunslinger”
  2
  L
  S
  M2 Laser Cannon
  (TL2 AP:3/AT:4(M)
  GPMG (TL2 AP:4)
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  3D8
  (TL2)
  2D6
  1
  Walker
  Hardened
  TL2 Armor, TL3
  Sensors
  Advanced Fire Control
  Life Saver
  Detonation Field (TL3)
  The Gunslinger AT variant of the M2 was
  a natural development, and provides
  USMC units with an effective armored
  AT capability even when their Perkins
  tanks are not available.
  
  APPE N D IX  3 : VEH I C L E  E X A M P L E S
  [ 2 2 1 ]
  M2EN
  “Boomer”
  2
  L
  S
  M19 Light MICLIC
  (TL2 Hvy.
  AP:8/AT:2(M) (See
  Notes)
  GPMG (TL2 AP:4)
  Manipulator Arm
  (TL2)
  4D8
  (TL2)
  4D8
  (TL2)
  4D8
  (TL2)
  3D6
  1
  Walker
  Hardened
  TL2 Armor, TL3
  Sensors
  Advanced Fire Control
  Life Saver
  Detonation Field (TL3)
  Up-Armored AFV
  Mine Resistant
  The M19 Mine Clearing Line Charge
  (MICLIC) is a rocket propelled line charge.
  When launched, it will produce an
  explosion that affects an area beginning
  4” in front of the M2EN Boomer and
  extending 24” inches in a straight line. Any
  mines within 4” on either side of this line
  are detonated. Any units or vehicles within
  4” on either side of the line are struck with
  an AP:8/AT:2(M) Firepower attack. The
  MICLIC may only be fired once per game.
  The M2EN’s manipulator arm can be used
  to de-fuse mines or IEDs. The M2EN must
  be in contact with a mine/IED to defuse it.
  Make a Troop Quality check modified
  by the M2EN’s Expert Program (TL3)
  vs. the mine’s TL. On a successful roll,
  the mine/IED is defused and harmless.
  On a failed roll, it detonates, striking
  the M2EN and any other units within
  its blast radius with the appropriate
  strength Firepower attack.
  Since the USMC is often the first fighting
  force sent into any counter-insurgency
  conflict involving the US, the Boomer
  Engineer variant of the M2 was a
  natural development.
  A Chungul Kae “Bush Dog” Scout Car
  (photo: Piers Brand, miniature: GZG)
  A Chonma-Ho III MBT (photo: Piers
  Brand, miniature: GZG)
  A single M88 Patton Tank covers the
  retreat of an RA National Guard
  column (photo: Shawn Carpenter,
  miniatures: Khurasan, Combat Wombat,
  & GZG)
  
  A P P E N D I X  4 :  S C E N A R I O S
  VICTORY POINTS
  Since Tomorrow’s War doesn’t use point balanced armies,
  the typical “let’s beat each other up and whoever has the
  most toys left standing wins” approach to matches really
  doesn’t apply. 
  As stated previously, Tomorrow’s War is a scenario
  driven game. As such, the winner or loser of a game is
  determined by the victory conditions of the scenario
  they are playing. Towards this end, each Tomorrow’s War
  scenario includes a list of objectives or accomplishments
  that will garner one side or the other “victory points.” 
  At the end of a game, victory points are totaled for
  both sides and the difference between those totals is
  used to determine who (if anyone) won and by how wide
  a margin:
  Suggested Victory Point
  Values 
  Victory points are listed for individual scenarios, but the
  following list can be used as a general guideline for
  creating victory points for your own scenarios.
  These victory point values are only suggestions. Some
  scenarios may give the same victory conditions completely
  different point values. You may decide that victory point
  values should be adjusted up or down based on their relative
  importance in scenarios you write yourself.
  SCENARIO 1: THE ROAD 
  TO HAPPY HOME 
  Colony World: Glory
  Area: The Foix Gap, Between the Republic of Arden and
  the Democratic People’s Republic of Glory
  Year: 2288
  In the spring of 2288, reports reached the Archenault
  provincial capital of a major disturbance in the contested
  territory of the Foix Gap between the Republic of Arden (RA)
  and the Democratic People’s Republic of Glory (DPRG). A
  small group of Ardenois hunters and a survey team from
  Arden’s Department of the Interior both reported the
  sounds of heavy gunfire and armored vehicles coming from
  the direction of Happy Home, a DPRG farm collective
  established two years ago on a site well within the area of
  the Foix Gap claimed by the RA, and, unhappily, a region
  that had recently seen an increase in armed banditry.
  A cadre from the Foreign Legion’s 2nd REP was in
  the area performing a training mission with Main Force
  National Guard units at the time, and so they and a squad
  of National Guardsmen were dispatched to perform a
  reconnaissance of Happy Home to determine the nature
  of the disturbance and render aid to the people of Happy
  Home if necessary. 
  [ 2 2 2 ]
  R EGULAR  V ICTOR Y  POINTS
  Major Objective Completed: 5pts
  Minor Objective Completed: 2pts
  Per Hot Spot Neutralized: 3pts
  No Friendly POWs at Game End: 5pts
  Per POW Captured: 1pt 
  Per Enemy Infantry Unit Reduced Below Half
  Strength: 1pt
  Per Enemy Vehicle Disabled/Destroyed: 2pts
  Per Enemy Tank Disabled/Destroyed: 3pts
  Per Irregular unit Broken: 1pt
  M A RGIN  OF VIC T O RY
  TA B L E
  Difference of 0–4 points = Indecisive
  Difference of 5–9 points = Marginal
  Difference of 10–14 points = Decisive
  Different of 15+ points = Total
  
  [Fi re �E a t er ]
  [ 2 2 3 ]
  APPE N D IX  4 :  S C E N A R I O S
  
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: Arden on Turn 1, Initiative tests on Turn 2+
  Fog of War: Generated by Reaction Tests
  Table Size: 4’ x 6’
  ¤
  RA: Starting point of RA troops. They are unloading
  from their vehicles in the village center and may not
  start inside a building
  ¤
  DPRG: Entry edge for DPRG troops
  ¤
  1–3: Location of civilian survivors from the earlier
  DPRG raid
  Republic of Arden Mission
  French Foreign Legion troops must make it into at least
  one building in Happy Home and spend a turn there
  gathering evidence. The more buildings they examine, the
  TO MO R R O W ’ S  W A R
  [ 2 2 4 ]
  
  better. If they encounter any survivors, they must escort
  them off the table alive.
  Victory Points 
  ¤
  Per Building Intel Team Searches for Evidence: 
  3pts
  ¤
  Per Civilian Survivor Escorted Off Board: 5pts
  ¤
  Per DPRG Soldier POW: 3pts
  ¤
  No Friendly POWs at Game End: 5pts
  ¤
  Per DPRG Infantry Unit Reduced Below Half Strength:
  2pts
  ¤
  Per DPRG Vehicle Disabled: 2pts
  ¤
  Per DPRG Vehicle Destroyed: 3pts
  Arden Forces
  French Foreign Legion Squad
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: Hard Armor (2D)
  Troop Quality/Morale: D8/D12
  Cadre Squad
  1 x VAB
  Cadre Team 1
  Lt. Desmarais w/FAMAS ACR
  1 x Gunner w/Minimi A-SAW (TL3, Lt. AP:1)
  1 x Grenadier w/LRAC 98 (TL3, Med. AP:2/AT:2(M)
  1 x Rifleman w/FAMAS ACR
  Cadre Team 2
  Sgt. Messier w/FAMAS ACR
  1 x Gunner w/Hecate IX AMR (Med. AP:2/AT:2(M)
  2 x Riflemen w/FAMAS ACR
  Intel Team
  1 x VBL
  Lt. Dupuy w/FAMAS ACR
  Lt. Bardot w/FAMAS ACR
  Ra Main Force National Guard Squads
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: Light Body Armor (1D)
  Troop Quality/Morale: D8/D10
  Fireteam 1
  1 x Chef de Combat w/FAMAS CR
  1 x Gunner w/LMSAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  2 x Riflemen w/FAMAS CR
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 2 5 ]
  “Hell is loose on the border, Lieutenant Desmarais.
  It was only a matter of time before one of these
  ‘bandit groups’ was bold enough to try their luck
  against a whole DPRG village.” Captain Roux
  looked like he’d just bitten into one of the salted
  licorice candies the locals liked so much.
  Desmarais nodded sourly. “Bandit Group” was
  the term used by the Arden government to
  describe the locally led Arden militias that were
  engaged in a low level guerrilla war against
  DPRG farm collectives encroaching on the Foix
  Gap. Captain Roux was right; it had only been a
  matter of time till things got out of hand.
  Tension had been building for months since the
  DPRG’s dictator, Ahn Joong Pil, had appeared on
  DPRG TV to rattle his saber and demand the
  immediate evacuation of “bandit interlopers”
  from the Foix Gap.
  “I need you to take some of your men and a
  squad of these Guards to Happy Home and find
  out what happened. Take Depuy’s Intel Team with
  you. Gather the best evidence you can. If these
  Ardenois ‘bandits’ have finally managed to pull
  off a real atrocity, I want them hung. If it wasn’t
  them, I want to be able to prove it.”
  “Yes, sir! I’ll see to it!” 
  
  Fireteam 2
  1 x Asst. Chef de Combat w/FAMAS CR
  1 x Gunner w/LMSAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  2 x Riflemen w/FAMAS CR
  Fireteam 3
  1 x Caporal w/FAMAS CR
  1 x Gunner w/LMSAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  2 x Riflemen w/FAMAS CR
  DPRG Mission 
  Dear Leader has launched a new operation against the
  False Republic of Arden. Called “The Just March of
  Righteous Retribution,” the operation’s overall goal is the
  annexation of the entire Foix gap and as much of Arden’s
  northwestern territory as possible. To justify a full scale
  military invasion of the gap and marshal public opinion
  on Earth in his favor, Dear Leader staged a fake “bandit
  attack” against the isolated farm collective of Happy Home
  and had evidence planted to confirm that the “bandits”
  were actually Special Ops troops from Arden.
  Unfortunately the Special Services team sent in to stage
  the attack has bungled the job, leaving potential witnesses
  behind who could testify that the attack was launched
  by the DPRG and not the Republic of Arden. To set the
  situation right, your force must locate and capture or kill
  any civilian survivors remaining in or around Happy Home
  and prevent RA forces from recovering any evidence of
  DPRG involvement.
  Victory Points 
  ¤
  Per Civilian Killed/Captured: 5pts
  ¤
  RA Intel Team Killed: 5pts
  ¤
  RA Intel Team Captured: 10pts
  ¤
  Per RA soldier POW: 3pts
  ¤
  No Friendly POWs at Game End: 5pts
  TO MO R R O W ’ S  W A R
  [ 2 2 6 ]
  Lt. Cho stood locked in a rigid position of attention
  as Capt. Yeung sat behind his desk, leisurely tapping
  information into a battered data-board. Cho was
  irritated by the Captain’s obvious domination tactic
  but his face remained calm, implacable. He was
  from a more exalted family than Yeung, who was
  commonly known to be an orphan raised in one of
  Dear Leader’s “Homes for Orphans without Parents”
  – in other words, orphanages for the children of
  executed political dissidents or traitors. It was to be
  expected that Yeung would feel the need to establish
  his superiority over a member of the Victorious Star
  Clan, the clan of Dear Leader himself!
  When the Captain finally deigned to address Cho,
  he did so without preamble: “Lt. Cho, our comrades in
  Special Services have made a mess of things at Happy
  Home. When they ordered the farmers to evacuate,
  the half-witted peasants refused. The Special Services
  captain in charge of the operation ordered his men to
  open fire – there was a massacre.”
  “With respect, Captain, I would have followed the
  same course of action. Refusing an edict from Dear
  Leader is treason, and treason must be answered with
  swift and fatal justice. Your criticism of such a just
  and heroic action might be seen as a deplorable...”
  “Fool! It is not the peasants Special Services killed
  that alarm me, it is those that they left alive! The
  idiots did not account for all the village’s dead.
  Instead, they had a merry time shooting the village
  up and left when they ran out of targets. They didn’t
  search the village or the surrounding fields.”
  “I accept your chastisement humbly, Capt. Yeung,
  and I share your disgust at the lack of zeal and
  rectitude shown by Special Services in this instance!
  Say the word and my best men and I will personally
  see to it that none of these treacherous villagers live
  to become a dupe of the False Republic of Arden!”
  The captain nodded and answered gruffly, “The
  names, images, and DNA profile of each of Happy
  Home’s villagers has been uploaded into your
  personal databoard. Take three squads and make a
  final accounting of all of Happy Home’s inhabitants!”
  
  ¤
  Per RA Infantry Unit Reduced Below Half Strength:
  2pts
  ¤
  Per RA Vehicle Disabled/Destroyed: 2pts
  ¤
  Per RA Tank Disabled/Destroyed: 3pts
  DPRG Forces 
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No.
  Body Armor: Light Body Armor (1D)
  Troop Quality/Morale: D8/D10
  Squad 1
  1 x Type 88 “Shouting Dragon” APC
  Fireteam 1A
  Lt. Cho w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  Fireteam 1B
  1 x Fireteam Leader w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  Squad 2
  1 x Type 88 “Shouting Dragon” APC
  Fireteam 2A
  1 x Fireteam Leader w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  Fireteam 2B
  1 x Fireteam Leader w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  Squad 3
  1 x Type 88 “Shouting Dragon” APC
  Fireteam 3A
  1 x Fireteam Leader w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  Fireteam 3B
  1 x Fireteam Leader w/T-95 CR
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/MPRPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/T-95 CR
  SCENARIO 2: THE LAST
  STAND AT RED RIDGE 
  Earth, Brazil, 2289
  One of the most tragic and heroic actions of the First
  Interstellar War occurred when a Hot Drop by US Special
  Forces aimed at capturing a mobile ballistic missile
  platform in the jungles of Brazil went terribly awry. USS
  Spruance, the vessel performing the hot drop from low
  orbit, was struck by a proximity mine at the moment of
  launch, sending the ship into an uncontrollable yaw.
  Only the first six Green Berets left the ship on the correct
  entry track. The rest of the team burned alive entering the
  atmosphere at an incorrect angle or were sent skipping
  off the atmosphere and into the depths of space (the
  seventh member of the team that survived the mission
  was recovered after two days drifting in space in a
  severely damaged drop sleeve.
  To add insult to injury, it was later determined that the
  ballistic missile platform was in fact a heavy mining vehicle.
  The six operators who made it safely to Earth still
  grounded over ten miles from their intended landing zone
  – in the middle of the vast swath of rainforest which
  served as the home of one of Brazil’s elite Home Defense
  Battalions. The Green Berets found themselves scattered
  by the shockwave of the mine detonation. Their team
  leader directed them to rally at a stony prominence that
  jutted above the jungle floor. The doomed team was
  closing in on the landmark now known as Red Ridge just
  as alert Brazilian patrols closed the noose around them.
  With no hope of exfiltration, the US operators made their
  stand. Most believed it was better to die fighting than face
  a Brazilian “de-briefing team.”
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 2 7 ]
  
  TO MO R R O W ’ S  W A R
  [Lo ok  B e fo r e t h e Leap]
  [ 2 2 8 ]
  
  Scenario Information
  Duration of Game: Play continues till all US troops are
  casualties or captured
  Initiative: US for first two turns, test thereafter
  Special Conditions: See Special Rules
  Fog of War: Generated normally by Reaction Tests
  Table Size: 4’ x 4’
  ¤
  1-3: Green Beret Starting Positions
  ¤
  Brazilian Squads & Armored Car begin set up within
  4” of their table edge:
  ¤
  Armored Car: North Edge
  ¤
  BHD Squad 1: West Edge
  ¤
  BHD Squad 2: South Edge
  ¤
  BHD Squad 3: East Edge
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 2 9 ]
  
  US Green Beret Mission
  With the mission hopelessly broken, exfiltration impossible,
  and a strong enemy force closing in there is little to do but
  rally for a last stand and make the Brazilians pay for tangling
  with Green Berets.
  US Green Beret Victory Points 
  ¤
  Per Turn after the first that any US figures are
  combat effective: 1pt.
  US Green Beret Solutions
  Forces
  US Green Beret Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 3
  On Grid? No
  Body Armor: TL2, Standard Powered Armor (3D)
  Troop Quality/Morale: D8/D10
  Group 1
  1 x Fireteam Leader w/Gauss SAW (Lt. AP:1)
  1 x Rifleman w/Gauss SAW (Lt. AP:1)
  Group 2
  2 x Gunner w/ Gauss SAW (Lt. AP:1)
  Group 3
  1 x Gunner w/Gauss SAW (Lt. AP:1) and Shoulder
  Launched Missile Pack (AP:4/AT:4(H)
  1 x Rifleman w/Gauss SAW (Lt. AP:1)
  Brazilian Home Defense
  Mission
  Yankees have invaded the sovereign nation of Brazil! Track
  them down and capture them for delivery to one of our
  de-briefing teams if possible – if not, bring back their bodies
  and the combat cam footage from your helmets to prove
  this egregious violation of our borders truly occurred. Let
  none of the Yankees escape!
  Victory Points 
  ¤
  Per American killed or seriously wounded: 1pt
  ¤
  All Americans killed or Seriously Wounded by end of
  turn 3: 5pts
  ¤
  All Americans killed or Seriously Wounded by end of
  turn 5: 3pts
  ¤
  Per American POW: 3pts.
  Brazilian Forces
  Brazilian Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No
  Body Armor: TL2, Hard (2D)
  Troop Quality/Morale: D8/D10
  Brazilian Home Defense Force Squad 1
  1 x Squad Leader
  Fireteam 1A
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  Fireteam 1B
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  Brazilian Home Defense Force Squad 2
  1 x Squad Leader
  Fireteam 2A
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  Fireteam 2B
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  TO MO R R O W ’ S  W A R
  [ 2 3 0 ]
  
  Brazilian Home Defense Force Squad 3
  1 x Squad Leader
  Fireteam 3A
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  Fireteam 3B
  1 x Fireteam Leader w/Gauss ACR
  1 x Grenadier w/Gauss ACR & UGL (Lt. AP:1)
  1 x Gunner w/ Gauss SAW (Lt. AP:1)
  1 x Rifleman w/ Gauss ACR
  1 x TL3 Armored Car
  TL3 IFV
  Class: Medium
  Type: Anti-Grav
  Basic TL: 2
  Weapon TL: 2
  Armor TL: 3
  Sensor TL: 2
  Front Armor: 3D10
  Side Armor: 2D10
  Rear Armor: 2D8
  Deck Armor: 1D6
  Main Gun; Rotary Laser Gun
  AT Value: 2D
  AP Value: 4D 
  Secondary Weapon: Gauss LMG
  AT Value: 0D 
  AP Value: 4D
  Crew: 3 (Lt. Body Armor, SMGs)
  Attributes & Notes: 
  Lifesaver
  Improved MGs 
  Safe Haven
  Special Rules
  Red Ridge
  The slopes of Red Ridge are littered with fallen boulders
  and cut by deep gullies and pits – any unit on the Ridge
  can claim Solid Cover.
  The Boulder Field
  The boulder field at the foot of Red Ridge is Extremely
  Rough Ground which reduces infantry movement to
  Tactical speed only. Units within the boulder field can claim
  Solid Cover.
  Take Him Alive!
  Brazilian units can capture US figures through Close
  Assault (as usual) or by coming into cohesion with an
  unaccompanied US casualty. 
  You’ll Never Take Me Alive!
  When a Green Beret is about to be captured (either in
  Close Assault or as an unaccompanied casualty), make a
  Troop Quality test for the figure. If the test is passed, the
  figure triggers suicides by triggering a belt of grenades and
  the unit trying to capture him suffers a 3D Firepower attack.
  If the figure fails the test, it is captured and becomes 
  a POW.
  SCENARIO 3: THE BIG SUCK 
  Richter’s Moon, 30 April 2295
  Richter’s Moon is actually a small planetoid in the asteroid
  belt of the Johnston system. The planetoid was discovered
  by Alfred Richter, co-founder of the Johnston Corporation,
  during a follow-up survey of the system. When Richter was
  forcibly expelled from the corporation by Aaron Johnston,
  he contended that Richter’s Moon, which was rich in
  mineral wealth, belonged to him. As the court battle over
  the moon ground on for years back on Earth, Richter
  continued to occupy the moon and realize profits from
  expanding mining operations. When it became clear that
  Richter was likely to win based on the simple principle of
  possession, Johnston Corporation took the unprecedented
  step of hiring professional mercenaries (Apex Solutions) to
  evict the “squatters” from “their” moon.
  Unfortunately, Johnston Corp. and their mercenary
  commanders underestimated the strength of Richter’s
  security force and what they believed would be a rapid
  strike ending in quick surrender soon proved to be a small
  but costly “stand-up” fight. 
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 3 1 ]
  
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: Apex for turn 1, test thereafter.
  Special Conditions: Light Gravity, Vacuum Atmosphere
  Fog of War: Generated normally by Reaction Tests
  Table Size: 2’ x 2’
  Apex Mission
  The objective is Richter Mining’s main power generator.
  Capturing the generator will force most of the mining
  operation to close down as emergency generators can
  only support life support. It’s important to do as little
  damage as possible, however, so that Johnston Corp.
  can take over operations with as little down-time and
  TO MO R R O W ’ S  W A R
  [ 2 3 2 ]
  
  reinvestment as possible. Only use anti-tank weapons
  as absolutely necessary! Be careful – we’ll be fighting in
  The Big Suck, a full vacuum, so keep an eye on your suit
  integrity at all times!
  Victory Points 
  ¤
  Per Apex infantry unit at ½ strength or better within
  6” of the generator entrance at the end of Turn 6:
  5pts
  ¤
  Per vehicle that fires main gun in a turn: -1pt
  Apex Solutions Forces
  Apex Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No
  Body Armor: TL3, Hard (2D)
  Troop Quality/Morale: D8/D10
  Fireteam Alpha
  1x Fireteam Leader w/Laser Rifle
  1x Grenadier w/Auto-Shotgun & Grenade Launcher
  (Lt. AP:1)
  1 x Gunner w/Rapid Fire Laser Support Weapon
  (LWS, Lt. AP:1)
  1 x Rifleman w/Laser Rifle
  Fireteam Bravo
  1x Fireteam Leader w/Laser Rifle
  1x Grenadier w/Auto-Shotgun & Grenade Launcher
  (Lt. AP:1)
  1 x Gunner w/Rapid Fire Laser Support Weapon
  (LWS, Lt. AP:1)
  1 x Rifleman w/Laser Rifle
  Fireteam Charlie
  1x Fireteam Leader w/Laser Rifle
  1x Grenadier w/Auto-Shotgun & Grenade Launcher
  (Lt. AP:1)
  1 x Gunner w/Rapid Fire Laser Support Weapon
  (LWS, Lt. AP:1)
  1 x Rifleman w/Laser Rifle
  Fireteam Delta
  1x Fireteam Leader w/Laser Rifle
  1x Grenadier w/Auto-Shotgun & Grenade Launcher
  (Lt. AP:1)
  1 x Gunner w/Rapid Fire Laser Support Weapon
  (LWS, Lt. AP:1)
  1 x Rifleman w/Laser Rifle
  Transport 
  2 x Tracked “Ruffian” APCs
  Apex “Ruffian” APCs
  Class: Medium
  Type: Track
  Basic TL: 2
  Weapon TL: 2
  Armor TL:2
  Sensor TL: 3
  Front Armor: 3D8
  Side Armor: 2D8
  Rear Armor: 2D6
  Deck Armor: 1D6
  Main Gun: Jenkins Heavy Laser (TL2, LWS, AP:4/AT:2(L)
  Crew MGs: TL2, Lt. AP:4
  Secondary Weapon: N/A
  Crew: 3 + 10
  Attributes & Notes: 
  Hardened
  TL2 Detonation Field
  Richter Security Mission
  Johnston’s hired guns will obviously make a play for the
  main power generator. They’ll bring a vehicle or two, but we
  should be able to balance that out with our RPGs and AT
  team. Tear up enough of their expensive gear, and they’ll
  make a run for it to save their bottom line!
  Victory Points 
  ¤
  Per Apex mercenary killed or seriously wounded:
  2pts
  ¤
  Per Apex Vehicle Immobilized or Destroyed: 3pts
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 3 3 ]
  
  [T h e S h o c k T r oo per ]
  
  Richter Forces
  Richter Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? No
  Body Armor: TL2, Hard (2D)
  Troop Quality/Morale: D8/D10
  Security Team 1
  1 x Security Team leader w/Gauss ACR
  1 x Gunner w/ RPG (TL2, Med. AP:2/AT:2(M)
  2 x Security Trooper w/ Gauss ACR
  Security Team 2
  1 x Security Team leader w/Gauss ACR
  3 x Security Troopers w/ Gauss ACR
  Security Team 3
  1 x Security Team leader w/Gauss ACR
  3 x Security Troopers w/ Gauss ACR
  Security Team 4
  1 x Security Team leader w/Gauss ACR
  3 x Security Troopers w/ Gauss ACR
  Security Team 5 
  1 x Security Team leader w/Gauss ACR
  1 x Gunner w/ RPG (TL2, Med. AP:2/AT:2(M)
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Security Trooper w/ Gauss ACR
  Special Rules
  What Happened to the Truck
  Behind Us?
  The surface of Richter’s Moon is covered with a talc like
  dust that makes driving off-road difficult and occasionally
  deadly, as the smooth gray surface may well disguise the
  presence of a yawning crevasse!
  Any vehicle that travels off the stabilized roads marked
  on the map must make a Troop Quality Check when it exits
  the road and each time it moves while off the road. A failed
  Troop Quality Check indicates that the vehicle has had some
  sort of mishap. Roll 1D6 on the chart below to determine
  what has befallen the unlucky vehicle:
  1. Clouds of dust obscure the crew’s vision screens, so
  they must rely on sensors alone. The vehicle receives
  a -1 die roll modification when taking Reaction Tests
  2. The vehicle labors through thick drifts of dust – it
  may only move at half Tactical speed this turn
  3. Dust has gummed up the turret and put fire control
  on the fritz – halve the Firepower of all external
  weapons
  4. Dust has infiltrated the vehicle’s weapon system,
  rendering it useless. The vehicle may no longer fire
  its external weapons
  5. The vehicle drives into a deep pit – the vehicle is stuck
  where it is and counts as Immobilized for victory
  conditions. Each crewman/passenger must pass a
  Troop Quality Check to avoid becoming a casualty
  6. The vehicle drives into an apparently bottomless
  crevasse. It and its crew disappear in a billow of dust,
  never to be seen again. The vehicle and crew count
  as Destroyed/KIA for victory conditions
  Note that infantry are not subject to this test and may
  move freely off-road.
  SCENARIO 4: THE HIGH TIDE 
  Colony World: Glory
  Area: 50km east of Landfall
  Year: 2293
  Efforts to delay the DPRG drive on Landfall were moderately
  successful. USMC armor and combined USMC/FFL anti-
  armor teams succeeded in tying up the DPRG’s conventional
  armored forces before they reached the Republic of
  Arden’s border. The new gravitic tanks supplied to the
  DPRG by Brazil were a different story, however. These
  AFVs’ advanced sensors and countermeasures (as well as
  superior agility) allowed them to crash through the RA’s
  border defenses and reach a point with 50km of Arden’s
  capital, Landfall. 
  This final, brutal thrust was comprised almost entirely
  of tanks which were the most survivable and, despite their
  size, swiftest AFVs in the DPRG arsenal. If the tanks could
  put the RA’s interior defenses into disarray, infantry in fast
  IFVs could rush in to exploit the situation. The USMC/RA
  leadership saw the “Hail Mary” strike developing and put
  together a desperate counter-strike.
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 3 5 ]
  
  The high tide of the DPRG war effort was about to
  collide with a sea-wall whose bricks and mortar were
  comprised of US bleeding edge tech and Ardenois grit.
  Scenario Information
  Duration of Game: 8 Turns
  Initiative: DPRG has initiative for first two turns. Test on
  following turns.
  Fog of War: Generated by Reaction Tests
  Table Size: 4’ x 6’
  DPRG Mission
  Break through the joint USMC/RA defenses and create
  chaos and confusion for follow-up forces to exploit. If you
  encounter a major armored force, neutralize it! Losses are
  acceptable! Follow-up armored formations are close on your
  heels, so even if your force is crippled in the destruction of
  the RA’s armored reserve you will have secured victory for
  Dear Leader!
  DPRG Victory Points 
  ¤
  Per USMC AFV destroyed: 3pts
  ¤
  Per USMC AFS destroyed: 2pts
  ¤
  Per RA AFV destroyed: 2pts
  ¤
  Per RA Gun destroyed: 1pt
  DPRG Forces
  DPRG Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? Yes. TL2
  Body Armor: Light (1D)
  Troop Quality/Morale: D8/D10
  TO MO R R O W ’ S  W A R
  [ 2 3 6 ]
  
  3 x Medium Tank Platoons
  Medium Tank Platoon
  3 x Sana-Oon Sa-Ja Medium Grav Tanks
  Heavy Tank Platoon
  3 x Dear Leader 2 MBTs
  USMC/Republic of Arden
  Mission
  USMC/RA Victory Points 
  ¤
  Per DPRG tank destroyed: 3pts
  *A tank is considered “lost” or “destroyed” if it is
  immobilized, all crew are casualties, or if it receives a
  Vehicle Kill, Brewed Up, or Catastrophic Kill result.
  USMC/RA Forces
  USMC Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 3
  On Grid? Yes. TL3
  Body Armor: Carapace (2D)
  Troop Quality/Morale: D8/D10
  USMC Tank Platoon
  4 x M70 Perkins MBTs
  AFS “Gunslinger” Platoon
  4 x. M2AT “Gunslinger” Armored Fighting Suits
  RA Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 2
  On Grid? Yes. TL2 Troops on TL3 Grid
  Body Armor: Hard Armor (2D)
  Troop Quality/Morale: D8/D10
  RA Tank Platoon
  4 x Destrier III MBTs
  SCENARIO 5: RED STAR, 
  RED STREETS 
  Colony World: Moscva
  Area: Novolgograd
  Year: 2274
  As the winter of 2274 ground to a bitter end, the fate of
  Moscva was sealed. Rebel forces had taken the city of
  Moscva and every other spaceport and major population
  area. Only Novolgograd remained in Imperial Russian hands,
  protected as she was by a great bend of the tumultuous
  Novolgo River on three sides and her land approaches
  secured by elite units under the command of Count Vitor
  Remezovski. The city had endured six months of siege and
  unrelenting “Soviet” artillery had reduced most of its proud
  buildings to ruin. Still, Novolgograd held on, its people
  surviving on meager rations and huddling in the city’s
  basements and underground railways, inspired to tenacity
  by Count Vitor’s stirring speeches and their confidence in
  “the Novlolgograd Legion.” 
  In November, a special courier arrived at the
  headquarters of General Igor Roslov, commander of the 3rd
  People’s Shock Army whose frustrated forces surrounded
  the beleaguered city. The message was from the man the
  entire revolutionary movement revered as “Top Foreman.”
  It contained a cyanide pill and these seven words: “Take
  Novolgograd or this by week’s end.” 
  Scenario Information
  Duration of Game: 6 Turns
  Initiative: The NSF has Initiative on Turn 1. Test on
  following turns.
  Special Conditions: See Special Rules
  Fog of War: Generated by Reaction Tests
  Table Size: 3’ x 3’
  ¤
  Z1 – Z3: Zenchikov’s Powered Armor Fireteams
  ¤
  M1 – M5: Loyalist Militia Positions
  ¤
  NSF Units enter anywhere along southern table edge
  Imperialist Mission
  The NSF “Shock Army” surrounding Novolgograd have
  decided to throw everything they have into an all-out
  assault on Novolgograd’s landward approaches, gambling
  that the sudden violence of the attack coupled with the
  weight of fire and waves of assault troops will carry the
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 3 7 ]
  
  day. Unfortunately, the gamble has proven to be a sure
  thing. Imperialist defensive positions have crumbled and
  generalized street-fighting has ensued. Count Vitor ordered
  his elite guard, which was parceled out to stiffen militia
  units, to fall back to the starport. He intends to hold out at
  the regiment’s bunker complex there, either to await space
  lift off the planet or to make a last stand.
  Your unit must pull back from its forward position with
  the 2nd Novolgograd Home Guard and fall back to the
  starport while maintaining as much combat strength as
  possible. The militia has sworn to screen your retreat and
  fade into the alleys and streets when you are clear, but
  bold promises do not always stand up against bullets
  and grenades.
  TO MO R R O W ’ S  W A R
  [ 2 3 8 ]
  
  APPE N D IX  4 :  S C E N A R I O S
  [Heavy Powered Armor]
  [ 2 3 9 ]
  
  Imperialist Victory Points 
  ¤
  Per Zenchikov trooper that exits the board by game’s
  end: 1pt
  ¤
  Each Militia unit of ½ strength or more remaining at
  game’s end: 2pts
  Imperialist Forces
  Zenchikov’s Unit’s Basic Attributes
  Confidence Level: High
  Supply Quality Level: Normal
  Overall Tech Level: 1
  On Grid? No.
  Body Armor: Type 1 Powered Armor (3D)
  Troop Quality/Morale: D8/D10
  Zenchikov’s Powered Armor Squad
  Powered Armor Fireteam 1 (Z1)
  1 x Fireteam Leader w/SAW (Lt. AP:1)
  1 x Gunner w/Missile Packs (Med. AP:2/AT:2(H)
  1 x Trooper w/ SAW (Lt. AP:1)
  Powered Armor Fireteam 2 (Z2)
  1 x Squad Leader w/ SAW (Lt. AP:1)
  1 x Fireteam Leader w/SAW (Lt. AP:1)
  1 x Gunner w/Missile Packs (Med. AP:2/AT:2(H)
  1 x Trooper w/ SAW (Lt. AP:1)
  Powered Armor Fireteam 1 (Z3)
  1 x Fireteam Leader w/SAW (Lt. AP:1)
  1 x Gunner w/Missile Packs (Med. AP:2/AT:2(H)
  1 x Trooper w/ SAW (Lt. AP:1)
  Imperialist Militia Basic Attributes
  Confidence Level: Confident
  Supply Quality Level: Normal
  Overall Tech Level: 1
  On Grid? No.
  Body Armor: Light (1D)
  Troop Quality/Morale: D8/D8
  Militia Squad 1 (M1)
  Fireteam 1A
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/Launcher (Med. AP:2/AT:2(L)
  2 x Rifleman w/Assault Rifle
  Militia Squad 2 (M2)
  Fireteam 2A
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/Launcher (Med. AP:2/AT:2(L)
  2 x Rifleman w/Assault Rifle
  Militia Squad 3 (M3)
  Fireteam 3A
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/Launcher (Med. AP:2/AT:2(L)
  2 x Rifleman w/Assault Rifle
  Fireteam 3B
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/SAW (Lt. AP:1)
  1 x Grenadier w/Launcher (Med. AP:2/AT:2(L)
  2 x Rifleman w/Assault Rifle
  Militia Squad 4 (This Weapon team can be placed at M4
  or M5 – not both.)
  Weapon Squad 1 (Weapon Team)
  1 x Squad Leader w/Assault Rifle
  1 x Gunner w/GPMG (Med. AP:2)
  2 x Rifleman w/Assault Rifle
  Neo-Soviet Federation (NSF)
  Mission
  Your unit has made contact with elements of Count Vitor’s
  elite Powered Armored platoon. General Roslov’s high
  command has ordered that these units be cut-off, encircled,
  and destroyed before they can rally to the traitor Count
  and stiffen the defense of Novolgograd’s starport. Crush
  any counter-revolutionary militia units foolish enough to
  interfere. On to Novolgograd and VICTORY!
  Victory Points 
  ¤
  No Imperialist PA units exit the board by the end of
  turn 6: DECISIVE VICTORY!
  ¤
  Per Imperialist Militia Unit Reduced Below Half
  Strength: 2pts
  ¤
  Per PA Trooper killed or seriously wounded: 1pt
  TO MO R R O W ’ S  W A R
  [ 2 4 0 ]
  
  NSF Forces
  NSF Shock Army Basic Attributes
  Confidence Level: Average
  Supply Quality Level: Normal
  Overall Tech Level: 1
  On Grid? No.
  Body Armor: Carapace, 2D
  Troop Quality/Morale: D8/D10
  NSF Shock Army Units
  NSF Squad 1
  Fireteam 1A
  1 x Squad Leader w/Assault Rifle
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  1 x Medic w/Assault Rifle
  Fireteam 1B
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  NSF Squad 2
  Fireteam 2A
  1 x Squad Leader w/Assault Rifle
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  Fireteam 2B
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  NSF Squad 3
  Fireteam 3A
  1 x Squad Leader w/Assault Rifle
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  Fireteam 3B
  1 x Fireteam Leader w/Assault Rifle
  1 x Gunner w/ SAW (Lt. AP:1)
  1 x Grenadier w/RPG (Med. AP:2/AT:2(L)
  1 x Rifleman w/Assault Rifle
  Special Rules
  Death is Preferable
  Zenchikov’s troops have heard what awaits them if they’re
  captured and will fight to the bitter end to avoid the tender
  mercies of the NSF. As a result, they will not surrender
  in Close Assault, which must continue until the involved
  Zenchikov unit is either victorious or completely down.
  Optional Rules
  Once you’ve played this scenario as is, you might want to
  try it with some or all of the following twists:
  ¤
  Allow the PA Squad or Fireteam Leaders act as
  Forward Observers for off-board medium mortars.
  ¤
  Attach a Forward Observer for off-board Light
  Artillery to one of the NSF fireteams.
  ¤
  Provide a pair of armored cars (Light Vehicles) to the
  NSF and a light AT gun and crew to the Imperialists.
  ¤
  Increase the Tech Level of Imperialist weapons to
  TL2.
  APPE N D IX  4 :  S C E N A R I O S
  [ 2 4 1 ]
  NSF troops during the battle for
  Novolgograd (photo: Piers Brand,
  miniatures: Pig Iron)
  
  [ 2 4 2 ]
  Richard Chasemore
  pg. 11
  TL1 or 2 IFV
  pg. 98
  TL2 MBTs
  pg. 136
  TL1 VTOL
  Monsieur Fab
  pg. 18
  Urban Assault
  pg. 46
  Load Bearing Exo
  pg. 133
  Enhanced Exoskeleton
  pg. 181
  Squad Assault Weapon
  pg. 186
  Behind Enemy Lines
  pg. 223
  Fire-Eater
  pg. 239
  Heavy Powered Armor
  Des Hanley
  pg. 29
  A Walk in the Garden
  pg. 69
  Boots on the Ground
  pg. 124
  Out of the Cold
  Peter Johnston
  pg. 192
  Synthetic Trooper
  pg. 195
  Synthetic NCO
  Jesse McGibney
  pg. 34
  Look Into the Light*
  pg. 39
  The “Loot”
  pg. 59
  Smoke ’em if you got ’em
  pg. 75
  Highway 61
  pg. 84
  Bump in the Night
  pg. 120
  Leading From the Front*
  pg. 151
  The Pointman*
  pg. 164
  The Night Owl*
  pg. 172
  Grav-Belt Drop
  pg. 203
  The Special Operator*
  pg. 210
  The “Doc”
  pg. 228
  Look Before the Leap
  pg. 234
  The Shock Trooper*
  *© Jesse McGibney
  All other art © Osprey Publishing Ltd.
  A P P E N D I X  5 :  A R T W OR K
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
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  of
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  FOG 
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  FOG 
  of
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  FOG 
  of
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  FOG 
  of
  WAR
  
  An Excellent Position 
  One of your units has found an excellent
  position that affords them unexpected
  protection from enemy fire!
  You may designate which of your units has
  located this “excellent position.” As long as
  the unit stays in its current position it
  receives an additional Defense die over and
  above any Cover or Armor dice. If the unit
  moves, it loses this advantage. Other units
  moving into the same position will not
  receive the additional Defense die.
  This card may not be played on 
  a fortified position.
  This card is played immediately.
  What’s this Wall Made of?
  Swiss Cheese? 
  A position that seemed to offer decent
  cover turns out to be a bad spot due to
  poor construction or weird lines of sight.
  Your opponent may play this card on one
  building or terrain feature that would
  normally be considered Solid Cover.
  The designated piece of terrain no longer
  counts as Solid Cover for the duration of
  the game.
  This card may not be played 
  on a fortified position.
  This card is played immediately.
  Fire! Fire! 
  Your rounds have struck something
  flammable and set a structure ablaze!
  You may designate any building within LOS
  of one of your units (or anywhere on the
  table if you have air support with offensive
  capabilities) and declare that it is burning.
  Any figures in the building must
  immediately evacuate to a point at least 4”
  from the building. They may be fired on by
  units that are on Overwatch or by Defensive
  Fire if appropriate. The building is
  impassable for the duration of the game.
  This card is played immediately.
  You’re Grounded! 
  A ferocious storm blows up, grounding 
  all air assets.
  All units have their Optimum Range
  reduced to 6” unless they are equipped with
  superior sensors.
  This card is played immediately.
  You’re Grounded! 
  A ferocious storm blows up, grounding 
  all air assets.
  All units have their Optimum Range
  reduced to 6” unless they are equipped with
  superior sensors.
  This card is played immediately.
  Praise the Lord and Pass 
  the Ammunition
  A supply snafu or a long march up has left
  your units low on ammo. Your force is now
  considered to be Poorly Supplied.
  This card is played immediately.
  Fire! Fire! 
  Your rounds have struck something
  flammable and set a structure ablaze!
  You may designate any building within LOS
  of one of your units (or anywhere on the
  table if you have air support with offensive
  capabilities) and declare that it is burning.
  Any figures in the building must
  immediately evacuate to a point at least
  4” from the building. They may be fired
  on by units that are on Overwatch or by
  Defensive Fire if appropriate. The building is
  impassable for the duration of the game.
  This card is played immediately.
  The Bell Tolls
  Radio chatter informs your men that one of
  their favorite NCOs has been injured or
  killed in another engagement. Roll 1D6 to
  determine how the news affects them:
  1-3: Your force becomes despondent and
  demoralized. Lower your force’s Morale die
  by one type (i.e., D8 Morale is reduced to
  D6). Morale cannot be lowered beyond D6.
  4-6: Your force is fired up and hungry for
  some pay-back! Raise the Morale of every
  unit in your force by one die type (i.e., D8
  Morale is raised to D10). Morale cannot be
  raised above D12.
  This card is played immediately.
  The Bell Tolls
  Radio chatter informs your men that one of
  their favorite NCOs has been injured or
  killed in another engagement. Roll 1D6 to
  determine how the news affects them:
  1-3: Your force becomes despondent and
  demoralized. Lower your force’s Morale die
  by one type (i.e., D8 Morale is reduced to
  D6). Morale cannot be lowered beyond D6.
  4-6: Your force is fired up and hungry for
  some pay-back! Raise the Morale of every
  unit in your force by one die type (i.e., D8
  Morale is raised to D10). Morale cannot 
  be raised above D12.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
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  WAR
  FOG 
  of
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  FOG 
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  FOG 
  of
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  FOG 
  of
  WAR
  
  Praise the Lord and Pass 
  the Ammunition
  A supply snafu or a long march up has left
  your units low on ammo. Your force is now
  considered to be Poorly Supplied.
  This card is played immediately.
  Wait, the Colonel Said WHAT?! 
  Radio communications is on the fritz and
  your force has just received garbled orders
  that contradict the mission brief. 
  If the scenario allows Initiative to change
  hands, your opponent automatically gains
  Initiative on the next turn.
  If the scenario doesn’t allow initiative to
  change hands, your units must remain in
  place until the end of the next turn while
  orders are sorted out. Your units may move
  into cover if they are not already there but
  no other movement is allowed. Your units
  may fire as normal.
  This card is played immediately.
  Wait, the Colonel Said WHAT?! 
  Radio communications is on the fritz and
  your force has just received garbled orders
  that contradict the mission brief. 
  If the scenario allows Initiative to change
  hands, your opponent automatically gains
  Initiative on the next turn.
  If the scenario doesn’t allow initiative to
  change hands, your units must remain in
  place until the end of the next turn while
  orders are sorted out. Your units may move
  into cover if they are not already there but
  no other movement is allowed. Your units
  may fire as normal.
  This card is played immediately.
  Incoming! 
  One of your units is struck by a random
  barrage of mortar fire.
  Randomly determine the unit that is hit by
  the mortar rounds. The affected unit is
  struck with a Firepower of 6D6.
  This card is played immediately.
  Hunted!
  Your Area of Operations has just been
  transformed into a hunting reserve 
  for two trained killers and it’s open 
  season on your men!
  Your opponent gains a sniper team that can
  be placed anywhere within 24” of one of
  your units. The sniper team is In Cover and
  Hidden. It is a two man team with a Troop
  Quality and Morale of D10. The team is
  Stealthy and has Night Vision. It may be
  activated or perform Defensive Fire any
  time after it is placed.
  This card is played immediately.
  Mad Minute! 
  One of your infantry units gets carried
  away and has a “mad minute.” They fire
  everything they have as fast as they can the
  next time they engage an enemy unit.
  Randomly determine the unit affected.
  This unit will receive an extra Firepower die
  for all attacks, Reactions, or Defensive Fire
  for the rest of the turn. 
  Make a Troop Quality Check for the unit at
  the end of the turn. If the unit fails the
  check, it is considered to be Poorly
  Supplied for the duration of the game.
  This card is played immediately.
  There’s Nothing Friendly
  About It!
  One of your units has been struck by
  friendly fire, either from an errant aircraft
  or off target artillery.
  Randomly determine which unit has been
  struck. If it is an infantry unit, each figure in
  the unit must roll a 4+ to avoid becoming a
  casualty. If a vehicle is struck, roll on the
  Medium Gun column of the appropriate
  Vehicle Damage Results chart.
  If you had air assets, other than unarmed
  UAVs or Drones, they are grounded as a
  result of the attack and lost for the rest of
  the game.
  This card is played immediately.
  There’s Nothing Friendly
  About It!
  One of your units has been struck by
  friendly fire, either from an errant aircraft
  or off target artillery.
  Randomly determine which unit has been
  struck. If it is an infantry unit, each figure in
  the unit must roll a 4+ to avoid becoming a
  casualty. If a vehicle is struck, roll on the
  Medium Gun column of the appropriate
  Vehicle Damage Results chart.
  If you had air assets, other than unarmed
  UAVs or Drones, they are grounded as a
  result of the attack and lost for the rest of
  the game.
  This card is played immediately.
  Incoming! 
  One of your units is struck by a random
  barrage of mortar fire.
  Randomly determine the unit that is hit by
  the mortar rounds. The affected unit is
  struck with a Firepower of 6D6.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
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  FOG 
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  FOG 
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  FOG 
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  FOG 
  of
  WAR
  
  Mad Minute! 
  One of your infantry units gets carried away
  and has a “mad minute.” They fire
  everything they have as fast as they can the
  next time they engage an enemy unit.
  Randomly determine the unit affected. This
  unit will receive an extra Firepower die for
  all attacks, Reactions, or Defensive Fire for
  the rest of the turn. 
  Make a Troop Quality Check for the unit at
  the end of the turn. If the unit fails the
  check, it is considered to be Poorly
  Supplied for the duration of the game.
  This card is played immediately.
  These Guys Can Hack It 
  Your force has managed to mount a
  successful ECM attack against the enemy,
  temporarily disrupting their
  communications and Grid capabilities. 
  The opposing player loses one Initiative 
  die on the next Initiative Check.
  This card may be held and played later.
  These Guys Can Hack It 
  Your force has managed to mount a
  successful ECM attack against the enemy,
  temporarily disrupting their
  communications and Grid capabilities. 
  The opposing player loses one Initiative 
  die on the next Initiative Check.
  This card may be held and played later.
  General Confusion Takes
  Command!
  An officer in the lofty realms of the chain of
  command takes a personal interest in your
  operation and decides he knows better than
  any “strategic corporal” on the ground.
  His confusing and poorly considered
  commands, passed down through the
  company net, have robbed your force 
  of its tactical initiative.
  Your force loses Initiative (if you had it) and
  you cannot regain Initiative until General
  Confusion loses interest in your operation.
  Roll a D6 at the end of each turn. On a 5 
  or 6 the General has lost interest and you
  can test for Initiative on the following 
  turn. Otherwise, your opponent
  automatically gains initiative.
  This card is played immediately.
  In the Zone!
  A unit of your choice is in the zone! They’re
  clicking along like a well-oiled machine and
  nothing can stand in their way!
  The selected unit’s TQ and Morale are
  raised by one die type and they are treated
  as if they have High Confidence for the
  duration of the turn (at the end of the turn,
  all values return to normal).
  This card is played immediately.
  In the Zone!
  A unit of your choice is in the zone! They’re
  clicking along like a well-oiled machine and
  nothing can stand in their way!
  The selected unit’s TQ and Morale are
  raised by one die type and they are treated
  as if they have High Confidence for the
  duration of the turn (at the end of the turn,
  all values return to normal).
  This card is played immediately.
  Where Are YOU Going?
  One of your vehicular or off-board assets
  (your opponent’s choice) is recalled by
  higher command. 
  Roll 1D6: 
  1-2: Leaves immediately, even if 
  activated this turn. 
  3-4: Leaves next time it activates. 
  5-6: Agrees to stick around 1 more turn.
  Roll again at the end of your next turn.
  This card is played immediately.
  Where Are YOU Going?
  One of your vehicular or off-board assets
  (your opponent’s choice) is recalled by
  higher command. 
  Roll 1D6: 
  1-2: Leaves immediately, even if 
  activated this turn. 
  3-4: Leaves next time it activates. 
  5-6: Agrees to stick around 1 more turn.
  Roll again at the end of your next turn.
  This card is played immediately.
  General Confusion Takes
  Command!
  An officer in the lofty realms of the chain
  of command takes a personal interest in
  your operation and decides he knows better
  than any “strategic corporal” on the ground.
  His confusing and poorly considered
  commands, passed down through the
  company net, have robbed your force 
  of its tactical initiative.
  Your force loses Initiative (if you had it) and
  you cannot regain Initiative until General
  Confusion loses interest in your operation.
  Roll a D6 at the end of each turn. On a 5 
  or 6 the General has lost interest and you
  can test for Initiative on the following 
  turn. Otherwise, your opponent
  automatically gains initiative.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  
  Man Down!
  A randomly selected unit in your force has
  suffered a non-combat casualty.
  Immediately treat the unit as if it has taken
  a casualty. Roll on the First Aid table
  appropriate to the unit to determine the
  severity of the casualty’s injuries.
  This card is played immediately.
  Man Down!
  A randomly selected unit in your force has
  suffered a non-combat casualty.
  Immediately treat the unit as if it has taken
  a casualty. Roll on the First Aid table
  appropriate to the unit to determine the
  severity of the casualty’s injuries.
  This card is played immediately.
  The Cost of the Lowest
  Bidder 
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1: Electrical system failure. Vehicle
  completely disabled
  2–3: Mobility failure – vehicle is
  immobilized
  4–5: MGs or AGLs are so jam prone that
  they cannot lay down effective fire
  6: Main gun disabled
  This card is played immediately.
  Bug Out!
  Effective counter-battery fire has begun to
  splash around your force’s off-board
  artillery assets, forcing them to relocate. 
  You may not utilize off-board artillery for
  the duration of the game.
  This card is played immediately.
  Amped Up!
  Your force’s squad and platoon level
  leaders are doing a fine job of focusing
  your men’s attention on the job at hand –
  their situational awareness is so amped up
  that it’s highly unlikely anyone will get the
  jump on them!
  Your units receive a +1 to all Reaction tests
  for the duration of the game.
  This card is played immediately.
  The Golden BB
  This card may be played by any AT capable
  weapon at the time that it engages a
  vehicular target. The vehicle engaged is
  automatically destroyed, brewing up in such
  a dramatic fashion that it raises the morale
  of the AT weapon’s force by one die type
  and lowers the morale of the opposing
  force one die type for the duration of the
  current turn.
  This card may be held by the drawing
  player until their next AT fire at a vehicle,
  at which time it must be played. 
  The Cost of the Lowest
  Bidder 
  A randomly determined vehicle in your
  force suffers a breakdown of some sort.
  Roll a D6:
  1: Electrical system failure. Vehicle
  completely disabled
  2–3: Mobility failure – vehicle is
  immobilized
  4–5: MGs or AGLs are so jam prone that
  they cannot lay down effective fire
  6: Main gun disabled
  This card is played immediately.
  Shuffling the Stack
  New fast-air assets are arriving while those
  that are bingo on fuel withdraw. FACs need
  some time to orient the new pilots to troop
  positions on the ground to avoid a friendly
  fire incident. 
  Your force may not call for any further air
  strikes from the time this card is drawn
  until the end of the next turn.
  This card is played immediately.
  Shuffling the Stack
  New fast-air assets are arriving while those
  that are bingo on fuel withdraw. FACs need
  some time to orient the new pilots to troop
  positions on the ground to avoid a friendly
  fire incident. 
  Your force may not call for any further air
  strikes from the time this card is drawn
  until the end of the next turn.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  
  I Just Gave it a Good Smack! 
  An enterprising crew member is able to put
  his mechanical skills to good use and
  restore one of your broken-down vehicles
  to action!
  If your Force has suffered any Fog of War
  induced vehicle breakdowns (not combat
  damage), this card will restore one of them
  to action. Randomly determine which
  vehicle is repaired.
  This card may be held and played later.
  I Just Gave it a Good Smack! 
  An enterprising crew member is able to put
  his mechanical skills to good use and
  restore one of your broken-down vehicles
  to action!
  If your Force has suffered any Fog of War
  induced vehicle breakdowns (not combat
  damage), this card will restore one of them
  to action. Randomly determine which
  vehicle is repaired.
  This card may be held and played later.
  Who Goes There?
  Mists, fog, sheets of light rain, or swirling
  snow descend upon the battlefield,
  obscuring vision and muting sound.
  All fire is treated as if it is outside Optimum
  Range and units more than 18” away may
  not be engaged at all. All units on both
  sides may only make Cautious moves for
  fear of drawing friendly fire.
  Vehicles with advanced thermal optics
  function normally.
  This effect remains in play for the duration
  of the game unless a Fog of War card
  negates it is drawn.
  This card is played immediately.
  Gas! Gas! Gas! 
  New intelligence indicates that an attack
  with chemical weapons is imminent. Your
  force must don its chem gear and fight on
  as best they can.
  All infantry units in your force receive 
  a -1 to their Reaction Test rolls and suffer 
  a 1 die type reduction to their Troop
  Quality. These penalties apply until the end
  of the game or until countered by another
  FoW card draw.
  This card is played immediately.
  All Clear!
  This card negates the effects of the Gas!
  Gas! Gas! Fog of War card. 
  This card may be held and played later.
  All Clear!
  This card negates the effects of the Gas!
  Gas! Gas! Fog of War card. 
  This card may be held and played later.
  A Break in the Clouds 
  The sun breaks through the clouds and
  momentarily drives away the fog, rain,
  snow, or any other negative weather effect
  currently in play. 
  This card negates any weather related Fog
  of War or scenario effects for the duration
  of the game or until a new weather Fog of
  War card is drawn.
  This card is played immediately.
  A Break in the Clouds 
  The sun breaks through the clouds and
  momentarily drives away the fog, rain,
  snow, or any other negative weather effect
  currently in play. 
  This card negates any weather related Fog
  of War or scenario effects for the duration
  of the game or until a new weather Fog of
  War card is drawn.
  This card is played immediately.
  Gas! Gas! Gas! 
  New intelligence indicates that an attack
  with chemical weapons is imminent. Your
  force must don its chem gear and fight on
  as best they can.
  All infantry units in your force receive 
  a -1 to their Reaction Test rolls and suffer 
  a 1 die type reduction to their Troop
  Quality. These penalties apply until the end
  of the game or until countered by another
  FoW card draw.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  
  Grid down
  If your force is on a Grid, the Grid goes
  down. If not, your opponent’s Grid goes
  down. If neither side is Grid capable,
  discard this card.
  This card is played immediately.
  Grid down
  If your force is on a Grid, the Grid goes
  down. If not, your opponent’s Grid goes
  down. If neither side is Grid capable,
  discard this card.
  This card is played immediately.
  Grid Up
  If your force’s Grid is down, your techs 
  have succeeded in restoring it. Your Grid 
  is now up!
  This card may be held and played later.
  Next Time Read the 
  Field Book!
  One randomly determined figure in one of
  your units (also randomly determined) falls
  prey to a local hazard – they are bitten by a
  poisonous insects, exposed to a poisonous
  plant, have stepped in a sinkhole, etc.
  Roll 1D6:
  1–5: Figure is considered Seriously
  Wounded
  6: Figure is KIA
  Morale for the affected unit suffers a -1 die
  shift for the duration of the game.
  This card is played immediately.
  Next Time Read the 
  Field Book!
  One randomly determined figure in one of
  your units (also randomly determined) falls
  prey to a local hazard – they are bitten by a
  poisonous insects, exposed to a poisonous
  plant, have stepped in a sinkhole, etc.
  Roll 1D6:
  1–5: Figure is considered Seriously
  Wounded
  6: Figure is KIA
  Morale for the affected unit suffers a -1 die
  shift for the duration of the game.
  This card is played immediately.
  Covered in Crap
  Atmospheric or local conditions have
  rendered an enemy unit less stealthy. Play
  this card on any unit in your opponent’s
  force to remove itsits Stealthy attribute for
  the duration of the game.
  This card may be held and played later.
  Grid Up
  If your force’s Grid is down, your techs 
  have succeeded in restoring it. Your Grid 
  is now up!
  This card may be held and played later.
  Solar Flares
  Unexpected solar activity is playing havoc
  with the Grid! Any unit in either force
  attempting to take advantage of a Grid
  based capability must make a Troop Quality
  Check first. If the check fails, the unit
  cannot perform the desired action.
  This card is played immediately.
  Dust Gets in My Eyes
  The battlefield has been seeded with
  nano-dust that seeks out and destroys
  enemy drones. If you have any drones or
  robots active on the table, each one must
  make a Tech Level test. If the test is failed, 
  the drone/bot shuts down for the 
  duration of the game.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  
  Was That Your Stomach?
  A randomly determined unit in your force
  has heard a troubling noise that they
  cannot identify – perhaps it’s hungry local
  fauna? Or the stories about ghost
  spacemen are true?
  Roll 1D6:
  1–4: The unit goes on high alert! +1 to
  Reaction Tests for the duration the of game
  5–6: The unit is so nervous it gets a -1 to all
  Reaction Tests for the duration of the game
  This card is played immediately.
  Negative on Your Request,
  Ground�Pounder!
  Sometimes the priorities of a platoon of
  grunts on the ground are far different from
  those of an orbiting Combat Controller. 
  Play this card to automatically block one 
  of your opponent’s CAS or Interface 
  strike requests.
  This card may be held and played later.
  Negative on Your Request,
  Ground�Pounder!
  Sometimes the priorities of a platoon of
  grunts on the ground are far different from
  those of an orbiting Combat Controller. 
  Play this card to automatically block one 
  of your opponent’s CAS or Interface 
  strike requests.
  This card may be held and played later.
  It’s a Good Day to Die
  One of your units is filled with a gallant
  disregard for their own safety and intense
  desire to “get the job done.”
  A randomly determined unit in your force
  receives a +1 die shift to their Morale
  (cannot be raised above D12 by this card)
  and gains one level of Confidence (cannot
  be raised above High Confidence with this
  card) for the duration of the game or until
  countered by another Fog of War card.
  This card is played immediately.
  It’s a Good Day to Die
  One of your units is filled with a gallant
  disregard for their own safety and intense
  desire to “get the job done.”
  A randomly determined unit in your force
  receives a +1 die shift to their Morale
  (cannot be raised above D12 by this card)
  and gains one level of Confidence (cannot
  be raised above High Confidence with this
  card) for the duration of the game or until
  countered by another Fog of War card.
  This card is played immediately.
  Yeah, That’s a Bug
  A randomly determined bot or AI in your
  force suffers a programming glitch that
  renders its IFF capabilities ineffectual.
  Rather than risk fratricide, the bot/AI shuts
  down for the duration of the game.
  This card is played immediately.
  Of Course I Know What 
  I’m Doing!
  Sometimes TACs or FOs make such
  egregious errors in the heat of combat
  that no amount of fail-safes can save them.
  This is one of those times. 
  Play this card when one of your opponent’s
  TACs or FOs calls in an air/interface strike
  or artillery salvo. Instead of its intended
  target, the strike will land squarely on the
  unit that requested it.
  This card may be held and played later.
  It’s a Bad Day to Die
  One of your units is seized by a sense of
  impending doom that fills them with dread
  and melancholy. 
  A randomly determined unit in your force
  suffers a -1 die shift to their Morale (cannot
  be reduced below D6 by this card) and
  loses one level of Confidence (cannot be
  reduced below Poor Confidence with this
  card) for the duration of the game or until
  countered by another Fog of War card.
  This card is played immediately.
  It’s a Bad Day to Die
  One of your units is seized by a sense of
  impending doom that fills them with dread
  and melancholy. 
  A randomly determined unit in your force
  suffers a -1 die shift to their Morale (cannot
  be reduced below D6 by this card) and
  loses one level of Confidence (cannot be
  reduced below Poor Confidence with this
  card) for the duration of the game or until
  countered by another Fog of War card.
  This card is played immediately.
  
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  FOG 
  of
  WAR
  
  Valor Above and Beyond
  A member of one of your units performs an
  act of self-sacrificing valor to save the lives
  of his comrades.
  This card can be played when an infantry
  unit receives multiple casualties in a single
  round of fire. The number of casualties
  taken, however many there were, is 
  reduced to 1.
  This card may be held and played later.
  That Won’t Play Well on the
  Holo�Vids!
  Video of one of your units in action finds its
  way onto the web. Some believe that what
  they see is disreputable, so the holo-vid
  raises a public furor.
  Lose 3 victory points from your total
  This card is played at the end of the game.
  You’re a Star, Grunt!
  Video of one of your units in action finds
  its way onto the internet. The courage
  and professionalism (or raw firepower)
  displayed gains the holo-vid clip a large
  and admiring audience!
  Add 3 victory points to your total
  This card is played at the end of the game.
  Is That Missile Getting
  Larger?
  Your cyber support has scored a homerun
  and hacked the enemy’s air support grid.
  You can re-direct one of your opponent’s
  air or interface strikes against one of his
  units (your choice) once – after that, 
  the enemy is on to you and switch to 
  back-up systems.
  You can hold this card and play it any time
  your opponent announces an air or
  interface strike.
  Watch Your Step!
  One of your units (randomly determined)
  has run afoul of an enemy booby trap or
  legacy mine. The unit immediately suffers
  an AP:4/AT:2(L) attack.
  Play this card immediately.
  Watch Your Step!
  One of your units (randomly determined)
  has run afoul of an enemy booby trap or
  legacy mine. The unit immediately suffers
  an AP:4/AT:2(L) attack.
  Play this card immediately
  Hal? Hal? HAL?
  If your force contains units in Powered
  Armor, one of them has been infected by a
  virus that affects the systems in their suits.
  Randomly determine which PA unit is
  affected. That unit immediately goes off the
  Grid and cannot rejoin it unless an I Just
  Gave It a Good Whack card is played.
  Additionally, make a TQ check for each
  figure in the unit. Any roll of 1 indicates the
  figure’s suit has locked up. Any locked up
  suit counts as a Serious Injury casualty 
  for victory purposes.
  Play this card immediately or discard if
  there are no PA units in your force.
  Hal? Hal? HAL?
  If your force contains units in Powered
  Armor, one of them has been infected by a
  virus that affects the systems in their suits.
  Randomly determine which PA unit is
  affected. That unit immediately goes off the
  Grid and cannot rejoin it unless an I Just
  Gave It a Good Whack card is played.
  Additionally, make a TQ check for each
  figure in the unit. Any roll of 1 indicates the
  figure’s suit has locked up. Any locked up
  suit counts as a Serious Injury casualty 
  for victory purposes.
  Play this card immediately or discard if
  there are no PA units in your force.
  Do These Coordinates Look
  Right to You?
  Your cyber support has scored a homerun
  and hacked the enemy’s artillery grid.
  You can re-direct one of your opponent’s
  artillery salvos against one of his units
  (your choice) once – after that, the enemy
  is on to you and switch to back-up systems.
  You can hold this card and play it any
  time your opponent announces an
  artillery attack.
  
  A
  Abandoning Casualties 67–68
  Activating Vehicles 100
  Advanced Ballistic Weapons (ABW) 
  75–76
  Advanced Support Weapons 74–76
  Air Defense Environment 126–127
  Air Strikes 125–127, 137, 148, 156
  Albion 10, 13, 15, 26–27
  Aliens 5, 7–9, 25, 47, 150–154, 162, 
  191, 193
  Ambient Fire 134
  Ambush 71–72, 99, 112, 148, 168,
  170–171, 191,193 
  Animal Teams 79–80, 193
  Anti-Gravity Vehicles (AGV) 23, 93–94,
  101–102, 131
  Anti-Grid ECM 158
  Ares Mining Corporation 12, 28–29, 103
  Armor Dice 58, 60, 72–73, 77, 142, 192
  Artillery & Woods 94
  Asymmetric Engagements 160, 166–171
  AT Guns 105, 112–113
  Attack Roll 63, 83
  B
  Beyond Line of Sight Fire (BLOS) 148,
  156, 159, 212
  Bloom Effect 10–11
  Bots in Combat 145
  Brazil 9, 12–13, 15–16, 24, 30–31, 63,
  198, 227, 229–231, 235
  Breaching Buildings 91
  Buildings & Structures 89–91
  Buttoned TCs 103–104, 106
  C
  Calling for a Fire Mission 137
  CASEVAC 65–67, 146–147, 174, 179,
  190, 208, 211, 213
  Casualties 6, 33, 49–50, 55, 60, 64–71,
  79–80, 83, 85–86, 89, 91–93, 99,
  109–111, 113, 117, 121, 123,
  128–130, 146, 149–150, 156,
  160, 165, 173, 178–180, 183–184,
  190–191, 229, 237
  Central African Union (CAU) 13–14,
  17–18, 31–32
  Chameleon Suits 72, 892, 148, 193–194
  Civilian Mobs 160–161, 192
  Civilians on the Battlefield 45, 160
  Close Assault 36–37, 64, 73–74, 77, 80, 83,
  85, 92, 116–118, 149–150, 153–154,
  165, 182, 183, 191, 193–194, 231, 241
  Close Assault Weapons 77, 117, 153, 165,
  193
  Cohesion 33, 47, 53–55, 65, 89, 99, 99,
  136, 152, 166, 191, 194, 231
  Combat Drugs 73, 167
  Combat Stress 54, 86, 161, 180, 182
  Commonly Used Terms 33
  Confidence 8, 33, 49–50, 67, 70, 72,
  85, 87–88, 98, 111–112, 119, 121,
  123, 140–141, 149, 153, 157, 159,
  163, 167, 169, 173–174, 184, 192,
  193, 198–199, 201
  Cover Dice 57–58, 64, 83
  C-RAM 137–138
  D
  Danger Close 128–130, 137, 156
  Defense Roll 68
  Dependents 65, 68, 83, 85, 150, 165,
  172, 183
  Diminishing Firepower 62, 72
  Direct Thrust Vehicles (DTV) 101–102,
  131
  Distributed Drones 147–148
  Drones 13, 15, 25, 47–48, 80–81, 83, 143,
  147–148, 155, 211
  Drones and Hidden units 80
  Dropships 130–131
  Dumb Bots 143–146, 148
  E
  Effects of Leaders 55
  Elites 49–50
  Enemy Force Location 155
  Energy Weapon Systems (EWS) 76
  Eureka 10, 13, 18, 26–27
  Exoskeletons 73, 193
  Exposed Penalty 44, 57–58, 62, 103, 108,
  113, 129
  Extremely Rough Ground 95, 231
  F
  Fast Burners 125
  Fast Rope Insertions 102, 132, 134
  Fire at Units with Casualties/Dependents
  68
  Fire Combat 56–57, 68, 73, 77, 81, 83,
  113, 117, 145, 149–150
  Firepower Cap 62–63
  Firing at Guns 113
  Firing Guns 113
  First Aid Checks 37, 65, 149
  Flamethrowers 77–78
  Fog of War Cards 35, 40, 45, 127, 145,
  155, 158, 177, 185
  Forests & Woods 93
  France 18–19, 29
  G
  Gauss Weapon Systems (GWS) 62, 75, 198
  Gigantic Vehicles 118–119, 121, 196
  Glory 10, 14–16, 18, 20, 23, 26, 28, 30, 96,
  121, 138, 168, 173, 198, 222, 235
  Gravity Effects 96
  Green/Untrained 48–50, 80
  Grid 5, 25, 65, 73, 81–83, 126, 128,
  137–138, 142–144, 147–148, 154–55,
  156–159, 193
  Grid and Hidden Units 81
  Grissom 9–16, 23–24, 26, 29, 96
  Ground Effects Vehicles (GEV) 93, 101
  Ground Fire 103, 126, 131–132, 134–135
  H
  Handguns 77
  Hazardous Atmosphere 95–96
  Heavy Sniper Rifles 79
  Hiding 80, 82
  Hopped Up Units 73–167
  Hot Drops & Parasail Assaults 135, 212
  Hot Spots 36–37, 168, 176–177
  I
  In Cover 104, 112, 149, 183
  Infantry AT Weapons vs. Vehicles 114
  Infantry Close Assault vs. Vehicles 116
  Infantry Guns 112–113
  Initiative Checks 37, 40, 168
  Insurgency Level 160–161, 168
  Interface Strikes 127–128
  Interstellar Age 9–10, 12
  Irregular Command Issues 166
  Irregular Morale Checks 167
  Irregulars Supervised by Regulars 166
  JK
  Japan 8–9, 16, 19, 20, 22–23
  Jump Movement 47, 192
  I N D E X
  [ 2 5 9 ]
  
  L
  Laser Weapon Systems (LWS) 75
  Leaders 48, 54–55, 79, 87, 88, 161, 165,
  166–167, 173, 187, 241
  Line of Fire (LOF) 33, 45, 160
  Line of Sight (LOS) 36, 41, 42–47, 70,
  74–75, 81, 88, 93–94, 99, 105, 112,
  116, 126, 131, 137, 144, 156, 166, 193
  Loading & Unloading Passengers 103
  Loss of Grid 159
  M
  Major Colonies 26
  Major Corporations 28
  Major National Powers 16
  Medics & Special Forces 67
  Merging Units 53–54
  Morale Dice 50, 66, 86, 146
  Morale Effects 85–86, 150, 167
  Mounted Unit Close Assault 149
  Mounted Unit Fire Combat 149
  Mounted Units 42, 47, 148–150, 192
  Mounted Units and Casualties/Dependents
  150
  Moving Units 47
  N
  Negative Leaders 55, 87–88
  New Economic Union (NEU) 13, 30
  New Soviet Federation (NSF) 15, 27
  Night Fighting 80, 19, 194
  Non-AT Weapons vs. Vehicles 114
  O
  Off-Board Artillery 137–140
  On-Board Mortars 74, 78
  Opposed Tests/Checks 38
  Optimum Range 60–63, 71–72, 74, 77,
  79–81, 93–94, 104, 117, 143, 145, 149,
  190–191, 193–194 
  Organization of Progressive States (OPS)
  13, 30–31
  Out of Contact Movement 47, 79, 155, 191
  Overwatch 36–37, 42, 60, 62, 70–71, 78,
  86, 100, 106, 116, 137, 144–146, 157,
  167, 183
  PQ
  People’s Republic of China 20
  Pinned 33, 44, 57, 70–71, 74, 83, 86,
  111–112, 116, 128, 145–146, 149,
  192–193
  Placement and Movement of Guns 113
  Planetary Ratings 10
  Positive Leaders 87–88, 174
  Powered Armor (PA Suits) 33, 58, 67,
  72–73, 95–96, 141–142, 190
  POWs 65, 68, 83, 85, 179, 191, 222
  Precision Guided Missile Runs 129
  Pull Back 33, 44, 70, 77, 83, 86, 111–112,
  132, 136, 145
  R
  Rapid Movement 37, 47, 67–68, 83, 103,
  121, 126, 146, 149
  Reaction Chains 43
  Reaction Fire 43, 157, 196
  Reaction Movement 42
  Reaction Tests 33–34, 42–44, 49, 96,
  102, 104, 106, 108, 121, 136, 145,
  149–150, 197
  Reactions 36, 41–44, 60, 70, 83, 103, 167,
  196
  Regulars 33, 40, 48, 54, 160
  Resolving an Air Strike 125
  Resolving Counter Battery Fire 138
  Restrictions on Vehicle Fire 106
  Robotic Medics 25, 65, 146
  Robotic Troops 145
  Robots & Drones 143
  Rounds of Fire 56
  Russia 9, 14, 21–24, 200–204
  S
  Salvo Effect 138
  Sensor Drones 47, 147–8
  Shotguns 77
  Shrink 167, 185
  Small Drones 148
  Smart Bots 143–146
  Smoke 58, 74, 92, 114, 197
  Sniper Teams 78–79, 82, 193, 211
  Solid Cover 57–58, 64, 93–94, 104,
  112–113, 149, 231
  Splitting Fire 63, 183
  Spotters and Forward Observers 137
  Spotting Hidden/Stealthy Units 81, 193
  Stealthy Units 52, 71, 79–82, 193–194, 197
  Strafing Runs 102, 127–128
  Stress Tests 88
  Submachine Guns 77, 117
  Supply Quality 33, 49, 51–52, 153,
  173–174, 184–185
  Support Weapon Dice 61
  Support Weapons 55, 61–63, 74, 76, 78,
  82, 104–105, 113–114, 132
  Suppressed Weapons 81–82, 193
  Suppression Fire 43, 68, 70, 103, 115,
  134, 207
  Synchronized Fire 157, 159
  Synchronized Fire, Air Defense (SFAD) 157
  Synchronized Fire, Anti-Tank (SFAT) 157
  T
  Tactical Movement 45, 47, 89, 93–95,
  103, 126
  Tech Level 5, 33–34, 52–53, 62, 76, 82–83,
  106, 126, 136, 138, 140, 144–146, 152,
  156–159, 193–194, 198
  Technicals 197
  Tests and Checks 38
  Timeline 12, 204
  Tiny Drones 147–148
  Titan Interplanetary 14, 26, 29–30
  Tracked 52, 93–94, 100–102
  Troop Quality Dice 57, 60, 108, 178–180
  Turn Sequence 35–37, 135, 175
  U
  UAVs 80, 82, 156
  Unbuttoned TCs 103–104
  Unearthly Environments 95
  Union of Islamic Theocracies (UIT) 29, 32
  Unit Attributes 52, 55, 190, 198
  Unit Characteristics 49
  United Arab Emirates (UAE) 22, 208
  United Kingdom (UK) 22
  United States of America (USA) 24, 209
  Universal Mechanic 38
  Using Guns 113
  V
  Vacuum 11, 22, 95
  Vehicle Attributes 55, 121, 194
  Vehicle Defense 107
  Vehicle Movement 94, 102, 121
  Vehicle Types 100
  Vehicle vs. Vehicle Combat 108
  Vehicle Weapon Classes 105
  Vehicle Weapons vs. Infantry 116
  Vehicles vs. Infantry Combat 116
  Vertical Obstacles 47, 93
  Veterans 17, 34, 49, 173
  Victory Points 68, 89
  VTOLs 67, 102, 131–132, 134
  WXY
  Walkers 5, 93–95, 102, 194
  Water Obstacles 92–93, 121, 194
  Weapon Teams 70, 78–79, 114
  Wheeled 23, 25, 93–94, 100, 208, 213
  Who Got Hit? 64
  Z
  Zhuang 9–10 ,12–14, 20–21, 28–29
  TO MO R R O W ’ S  W A R
  [ 2 6 0 ]
  
SOURCE: textdata/thevault/Osprey System/Ambush Alley Games/Ambush Alley - Force on Force - Tomorrow's War.pdf