Rail Gun Option 1:
Cost: 14 (Maximum of 2 per country)
Movement: 2
Attack: 3 (D6), 6 (D12), 10 (D20)
Defense: 2 (D6), 4 (D12), 7 (D20)
Transport Class: N/A
Rail guns are long ranged ground support weapons designed to attack and defend adjacent territories. They may only be used in land territories and may not be transported over sea zones. Unlike all other units, rail guns cannot be moved into enemy territories during the combat movement phase. These units can be positioned during the combat movement phase, but must remain adjacent to the enemy territory the player wishes to use it against.
This unit receives attack/defensive rolls each cycle of combat as long as the controlling player has other ground units involved in the combat. Upon any combat cycle the controlling player no longer has ground units, the rail gun may no longer be used in adjacent territories. Each rail gun may only participate in one combat situation per turn. If a rail gun is within range of more than one combat situation it must be declared which territory it will be used in before any combat begins.
Rail guns may be used to defend the territory they are in. Rail guns are a regular combat unit and maintain a zone of control. For game purposes only “2” of these units may be in play at any time per country. These units may be rebuilt if destroyed.
Rail Gun Option 2:
Cost: 12
Movement: 2
Attack: 4 (D6), 8 (D12), 13 (D20)
Defense: 1 (D6), 2 (D12), 4 (D20)
Transport Class: N/A
Rail guns are long ranged ground support weapons designed to attack adjacent territories. They may only be used in land territories and may not be transported over sea zones. Rail guns may only be moved during the non-combat movement phase, but may be moved into newly occupied territories.
Each unit receives one attack roll during the first cycle of combat. Each rail gun may participate in as many combat situations as they are adjacent to per turn.
Rail guns may be used defensively, but only to defend the territory they are in. Rail guns are a regular combat unit and maintain a zone of control. There is no limit to the number of rail guns a country may have in play.
Rail Gun Movement Option:
Alternate movement rules can be adopted for rail guns when using a combination of rail rules and railroad markers. Instead of the standard movement in the above-mentioned rules rail guns can use a portion of each countries rail capacity. Below is a suggestion on using this concept with the rail rules included in this document.
Each rail gun can be moved during the combat movement phase using one of the countries allotted rail capacity points. Movement would be restricted to only territories with rail stations or railroad markers. Distance and other movement related rules would work the same as other units during the non-combat movement phase. For each rail gun moved during the combat movement phase that country would have one less rail capacity available during the non-combat movement phase.
Miscellaneous rail gun options:
· Friendly fire casualties on a roll of 6 (D6), 11-12 (D12), 18-20 (D20)
· Reduced defensive capabilities when territory with the rail gun is attacked
· “First Strike”
· Rail Guns may be used to inflict damage on enemy factories like strategic bombing
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