World War IV Rulebook

Game Design and Rulebook by John Hainly ; Program by Timothy Schroeder
Copyright © 1988, 1990 by JFH Games
Copyright © 1993 by JFH Games and High Point Games
Copyright © 1994 by Pagoda Games under license

Pagoda Games
PO BOX 5155 Tamworth Staffs England B77 4QQ
Email mail@pagodagames.co.uk
Web Site http://www.pagodagames.co.uk

UK EDITION RULE BOOK


Table of Contents

Contents

Section I - The Big Picture

Section II - Units

Section III - Other

Section IV - Writing Your Orders

Section V - Quick Reference

WIMP Notes

WWIV Country List

Return to WWIV Home Page


Section I. The Big Picture

Introuction ~ Victory Conditions ~ Time Frame ~ How to Start ~ The Map ~ Canals ~ Resources ~ Money Hexes

World Market ~ Private Trade ~ Foreign Aid ~ Superpowers ~ Diplomacy ~ Alliances

Section II ~ Section III ~ Section IV ~ Section V ~ Return to Contents


Introduction

World War IV is a competitive wargame set in the near future. The superpowers have managed to drive the world into social and economic ruin resulting in a Third World War. The aftermath of this war caused a technological backslide and a political re-organization of the world. As a result, the new nations must attempt to forge new borders, establishing themselves as the new world superpowers.

Each new country has unique strengths and weaknesses; some have more starting income and resources, but have more potential enemies. For this reason, each country will be required to adopt a slightly different strategy.

As a player in World War IV, you will control one of these new countries. You will make all the diplomatic, economic, and military decisions to guide your country into a position of world dominance. You will control national security, industrial production, and the recovery of technology. Inevitably, your goals will conflict with those of other countries, and World War IV will begin.

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Victory Conditions

The game ends when the Fourth World War is over. This happens automatically when the victory conditions detailed in your set-up game guide are met, usually one of the following:

1. World Supremacy- When any player gets 1,000 victory points, the game is immediately over. Games with a strong leader will be over faster; games with a real contest for the lead will go on longer. Most games should fall in between 25 and 40 turns, but only the leader will have a clear idea of when it will end, and even he may not be able to predict it exactly. If you want to continue the war, attack the leader before he gets 1,000 victory points.

2. Armistice- If only 10 countries are still producing victory points, of if all players in the game agree to end play. The world is considered big enough for all of the survivors, so an armistice is signed.

After either of these conditions is met, the top three players will be determined by evaluating each country's income and tech levels, which are the best indicators of political might. Your basic victory score is produced by adding your economic credit income to your resource production (valued at 3 EC's each). Stockpiled resources, EC's, and military units will not be counted. Then your average tech level from all five fields will be multiplied as a percent of your basic score to produce your final victory score.

Example: Germany ends with a 310 EC income and controls hexes that produce a total of 30 resources. He also has the following technology levels: Infantry-75, Vehicles-100, Aerospace-50, Naval Vessels-50, Nuclear Weapons-100 (an average tech level of 75). Calculating his final score, we get: [310+(30x3)]x.75=300, so Germany finishes the game with a final victory point score of 300.

Note: once the "official" Victory Conditions are met as described above, the game is technically over, but if any remaining players wish to continue playing, we'll continue moderating the game until 3 or fewer players remain active.

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Time Frame

World War IV is played in complete turns run simultaneously for all players. In game time, a turn is an abstract period which does not easily translate into real time, though it can be thought of as about one month. Certain actions, like Battleship construction, would obviously take longer, but their drain on an economy would also be more evenly distributed over that longer period of time. By considering the cost of a Battleship, as well as its economic and military effect, we have attempted an accurate simulation within the confines of the game. Consequently, a game turn should best be thought of as whatever amount of time it takes to have your country's executives, bureaucrats, and generals implement your commands.

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How To Start

To get started in a game of World War IV, fill out the World War IV Registration Form found at the end of this rulebook and send it in to Pagoda Games. As soon as we have enough players, the computer will assign countries and generate starting printouts. More information concerning turn due-dates and so forth will be enclosed with your setup package along with the schedule of game fees.

If you want to pick up a standby position (a country that has been played but subsequently dropped), just let us know and we'll get you started right away. Running a standby position has several advantages: you can start playing right away, and you're sure to get tons of combat experience in very short order <grin>.

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The Map

The map scale is approximately 300 miles per hex, but real land distances have been abstracted to fill hexes completely so that a hex is either entirely land or water.

The map key does not restrict movement through those hexes which it covers. Simply continue the hex numbering pattern if you wish to move into or through any of those water hexes.

Although east-west movement from map to map is allowed (including column 1xx to column 84xx), movement over the Poles is not possible. Since World War III, the radiation belts around the Earth's Poles have become unstable and extremely dangerous to both pilots and electronic circuits. Even supersonic missiles have their shielded guidance systems fail within seconds. As a consequence, "over the pole" trajectories can no longer be considered viable.

Player country positions are bordered with boldface lines, and dotted boldface lines if there are more hexes separated by water. The position map in the back of this rulebook gives the countries' names and position numbers. All other territory is considered neutral; it is currently ruled by minor governments and warlords, if it is ruled at all. The neutral starting areas of the world never have any of their own units. They have outlaws, but nothing that would ever stand up to a fully trained and equipped army battalion. Consequently, the neutral areas nearest your starting position will probably be your first targets for conquest. You should remember, however, that the original civilized hexes of your country will always be worth more to you (see Monetary System).

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Canals and Narrow Straits

The Panama Canal (hex 1220), the Suez Canal (hex 4317), and the Dardanelles (hex 4013) are land hexes that naval vessels may "move through" simply by skipping over them. Only the player that controls a canal or strait hex and his allies are allowed to move through the hex with naval vessels. If a canal or strait hex is neutral or contested, no one may move naval vessels through it. To move through a canal or strait, simply plot movement from one water hex with an arrowhead in it to the other water hex with an arrowhead in it, skipping over the land hex in between. Do not plot the land hex as well.

Example: To move your SUB in hex 4316 through the Suez Canal to hex 4518, plot:

1 SUB 4316 Move 4418 4518

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Natural Resources

There are six natural resources represented in the game: Food, Minerals, Iron, Oil, Precious metals, and Uranium. Each symbol on the map produces one unit of that resource each turn. The distribution of these resources is relatively true to life, so some areas of the world are rich in one resource, while others are rich in another. Resources are used to produce new military units and to feed those already in the field. They may be bought or sold on the world market, or privately traded with other players.

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Monetary System

The monetary system is based on the "Economic Credit" (called an EC). One EC can be thought of as the financial equivalent of 100 million U.S. dollars today, but it also represents the borrowing capability of a country and the faith that the people have in their own paper currency, stocks, and bonds. Only certain hexes provide any EC income for a country. These hexes represent the areas of the world that have civilized populations large enough to support extensive financial communities and stable enough to be taxed. These hexes have their hex number underlined on the map and are simply referred to as "civilized." They will yield 5 EC's for their owner, or 10 EC's if they are part of an original player country and are currently controlled by that player. This double value represents the people's historic and economic ties as well as their national loyalty and unity.

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Controlling and Dropping Hexes

At the end of every turn each land hex will either be controlled, contested, or neutral. To control a hex, you must have the only military units in that hex (Exception - see Alliances). You can also control a hex if you were the last sole occupant and the hex is either civilized, produces resources, or was within your original country border. Outside your original country, uncivilized hexes without resources immediately revert to their original owner (which may be "neutral") after all players' units have left them. If all combatants are defeated in a ground combat, the civilians return control of the hex to the original owner (see Map). However, simply bombing the enemy away will not regain control of a hex. Nuclear Weapons do not directly affect the control of hexes.

Every turn, each player will receive a report about every hex he occupies, controls, or contests. A hex is considered contested if two or more non-allied players have units in it at the end of a turn. Though all of the occupying players receive a report of a hex they are contesting, none of them will receive its income or resources. Hexes that have had nuclear weapons detonated in them might not produce their income or resources because of the radiation. Larger warheads will radiate a hex for a longer time, negating their production for every turn the hex remains radiated (See Nuclear Weapons).

To drop a hex, you cannot have any units in it at the time (see Turn Phasing - "Drop Hex"), including bases and factories, and the hex cannot be part of your original country. If an ally is the sole occupant of a hex you drop, he will then pick up control.

Example: To drop control of hex 3214, plot:

Drop Hex 3214

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The World Market

Every turn, you may attempt to buy or sell up to 99 of each resource on the world market. The price and availability of each resource will fluctuate according to supply and demand. However, the market prices will only change one price category per turn, regardless of the volume change. The buying price of each resource will always be 1 EC greater than its selling price, and each price will always be a whole number between 1 EC and 5 EC's. These limits are caused by black market availability and private speculator purchases, both of which are beyond the players' control. When the demand for a resource is higher than the supply (even with the black market amount), countries that plot to buy more will get the supply first. Supply shortage will be distributed evenly among all buyers. Everyone still pays only the listed price per resource, but economic pressure determines how much you can actually procure. Note that you must actually have the EC's available to obtain all you plot to buy. World market transactions and private trades are resolved simultaneously.

Example: To buy 3 food and sell 5 uranium resource units on the world market,

plot:

Food Buy 3

Uranium Sell 5

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Private Trading

Private trade is an alternative to world market dealing. Under this section, players may trade resources with each other directly. You may trade with any other player who is willing; you need not be formally declared allies. The maximum total amount you can plot to "give" in trade is limited to half your total resources at the start of the World Market and Private Trade phase. (E.g., if you have 2 oil and 5 Iron, your total volume is 7 and you may plot to trade 2 oil for something else, but you could not also plot to trade 2 iron away because the two trades would total more than half your starting resources.)

Trades may be offset by a foreign aid gift if resources for resources is not desirable, but at least one unit of a resource must be traded for at least one unit of a resource. Both trading players must order the exact same trade on the same turn or their trade will not be carried out. When plotting a resource trade, list only the first letter of the name of the resource being traded and the country number you wish to trade with (not its name). EC's cannot be traded.

Example: Germany wishes to trade 5 of its food for 3 of Saudi Arabia's oil.

Germany plots:

Give 5 F to 22 for 3 O

Saudi Arabia must also plot:

Give 3 O to 15 for 5 F

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Foreign Aid

Up to 10% of a player's EC's at the start of the Foreign Aid phase may be given out as foreign aid. Foreign aid is considered a gift and is not contingent on any other order; whatever amount you write in will be given (up to the 10% limitation), even if the recipient fails to order some other action to which he verbally agreed. Superpowers may give foreign aid to 2 different countries, but the 10% maximum total still applies.

Example: To give 12 of your 128 EC's to Zaire (the maximum in this example),

plot:

Give 12 to 27

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Superpowers

When your country's income reaches 250 EC's, or its average tech level reaches 50, your country will be publicly recognized as a new superpower. As a Superpower, you gain the ability to submit one Superpower turn sheet in addition to the basic turn sheet each turn. This additional sheet allows you to issue more orders because your position is more demanding, though submitting this sheet is optional.

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Diplomacy

Each turn you may send up to 3 personal diplomatic messages to other players in the game. Simply write your message on one side of a "3x5" card and on the other side; "To:," the country name and number you are sending it to, and your game number. Failure to provide this information may result in the card not being sent out.

You may also identify your position by writing "From:" and your country name on the card, but you are not allowed to put in another country's name in order to mislead a player as to what country you are playing. You may send a message anonymously or you may include your address and phone number, hoping to contact another player outside the game. Since we cannot moderate or interfere with communications outside of the game, such communications certainly could be misleading.

As usual, no obscenities will be tolerated on any diplomatic message cards. If you wish to contact the whole game, or announce something publicly, send it in to the World Report (see The World Report).

At the start of the game, unless you tick the privacy option on the sign-up sheet, a list of all player names and addresses will be sent out with the set-up details. This sheet allows players to start making allies before they comit themselves to their first turn.

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Alliances

At times, a player may wish to move through another player's controlled hexes without taking them or initiating combat against his units. For this reason, you may declare any country as an ally. Allies' units will not combat each other, nor will they take each other's hexes. If they simply move through a hex where there are allied units, they will not even be given a report of it.

Allies cannot control a hex that their ally started the game with. If they fight off invaders, they will liberate the hex for the ally. If they already control such hexes when an alliance is declared, all original hexes will be given to the ally in the Alliance phase. Factories and ground bases are always controlled by the country that controls the hex, so any of these units in an ally's hex would either be given to the ally or lost (50% chance for each). Aircraft will attempt to transfer out (as the mission) and nukes share the fate of the base. Allies only gain the ability to move through each other's country unopposed; they cannot use each other's factories, bases, or naval vessels.

To form an alliance, both players must plot the other as an ally on the same turn. After an alliance is formed, it need not be plotted again; it will continue automatically until one side plots to break it. Only one new alliance may be declared and one broken each turn. (Superpowers may do two of each.)

To break an alliance, either side may list the other under "Alliances Break" on his turn sheet. After production on that turn, both players are then considered hostile and will immediately engage and pin the other's ground units in combat if they are in the same hex. Note that you must formally break your alliance with an inactive country if you intend to take control of any of its hexes.

All alliances will be formally announced to the entire game through the World Report; broken alliances will also be reported and the countries who broke them will be identified. You may, of course, establish your own web of secret alliances and treaties, but unless they are formally declared, your units in the field don't know about them.

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Section II. Units

Technology ~ Unit Production ~ Maintaining Units ~ Scrapping Units ~ Combat ~ Military Units ~ Miscellaneous Units

Section I ~ Section III ~ Section IV ~ Section V ~ Return to Contents


Technology Recovery and Tech Level

Simple mechanical machinery has replaced the high tech circuits destroyed during the Third World War. World industry is again regional because of the economic and political instability that left the specialized high tech industries bankrupt and inoperative. Without constant maintenance and employee training, these industrial sites fell quickly into decay, if they weren't already destroyed by the ravages of that war.

In the last few years, the world has once again become stable enough to redevelop the high technology known before the Third World War. It will require government investment and direction, but the international trade and political control necessary for such redevelopment are once again possible.

In World War IV, there are five fields of military technology: Infantry, Vehicle, Aerospace, Naval, and Nuclear. Each player starts the game with a nominal tech level of 1 in each of the five fields. This level corresponds roughly to the technology of 1938. Each tech field can be increased to a maximum level of 100.

All the military units in the game have minimum tech level requirements for their production. Some have requirements in more than one field.

Every turn you may spend 0-50 EC's in each tech field. The chance of increasing tech levels is based on the square root of the amount invested. 1 EC will guarantee a 1 tech level gain, 4 EC's guarantee 2 levels, but 9 EC's are required to guarantee 3 levels, and 16 EC's are required to guarantee 4 levels. 5 EC's guarantee 2 levels plus give a 23% chance of 3 levels, and so on. Consequently, each additional EC spent is progressively less effective, up to the 50 EC limit which would guarantee a 7 level gain and have a 7% chance of an 8 level gain--but what a drain on the economy! Consequently, a conservative and efficient strategy would be to spend a few EC's in each field and 16 EC's or so in a field you judge to be important. Your particular position, however, may pressure you to do otherwise. Take a look at the higher tech units: can you afford to let your enemies have them first? Your tech levels are also used to calculate your victory points. (see Victory Conditions.)

Example: to spend 5 EC's on aerospace tech recovery, plot:

Aer 5

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New Unit Production

Each turn you may produce new military units if you have the required cost in EC's and resources, the required tech level(s), and control of a factory at the beginning of the turn. Partisans and guerrillas are exceptions that are produced with espionage missions (see Espionage and National Security). Each factory unit can produce one new military unit per turn, starting with the turn after the factory itself is produced. New factories do not count against an old factory's production capacity.

Newly produced units will fight and defend the hex they are placed in even though they cannot be given any orders during the turn they are produced. New engineers cannot build bases or factories that turn, but pre-existing airdrop units could fly out of a newly produced airbase. New nuclear weapons would be used in the same hex (if Tac Nuke authorized), but could not be given a mission to be used.

If the new unit constructed is in the infantry or vehicle category, it will automatically be placed in the factory hex, therefore you do not need to specify a placement hex in the production order section. If it is a naval vessel, it must be placed in an adjacent water hex. If the new unit is an aerospace unit, it must be placed at an airbase or with an aircraft capable naval unit. Nuclear weapons must be placed with a military unit or base that can possess them (see the military unit listings). The placement base or unit for both aircraft and nuclear weapons must be within 3 hexes of the production hex. Nuclear warheads can also be placed on an existing missile platform by giving the space location number as the placement hex and "MSLP" as the placement unit. If the MSLP is being produced the same turn, put "MSLP" as the placement unit, but leave the placement hex blank. If you do not specify a placement unit, aircraft and nuclear weapons will automatically be placed at an airbase.

To produce a new factory, you must have an engineer, mechanized engineer, or airmobile engineer available in the placement hex and you must control that hex. (If you already have any factories in the placement hex, use them as the "factory hex" doing the production and you will not need an engineering unit.) The placement hex of any new factory need not be within 3 hexes of the production hex. More than one factory can be produced in the same hex and whenever the number of factories is raised to 20 or more, that hex is considered industrialized and gains the ability to produce 25 military units. However, no hex may produce more than 25 military units.

A new ground base always requires an available engineering unit and control of the placement hex. The placement hex of any new base need not be within 3 hexes of the production hex. Additionally, there can only ever be one of each type of ground base in the same hex. A new base could have other new units (aircraft or nuclear weapons) placed on it the same turn, but such units, like all new units, could not be given orders on the same turn as they are produced. Space-based units are simply produced and launched into space that turn.

If the placement hex is attacked during the turn, military units just produced may be destroyed. The arrival of enemy units in the production or placement hexes does not interfere with the production or placement of a new unit that turn. However, they could stop the new unit's movement on the following turn if they are not eliminated by then. In such a case, the new unit is already engaged (see Combat) and cannot be moved.

If there are units engaged in combat in a hex at the beginning of a turn, neither side controls that hex. As a consequence, neither side may use any factories there for plotting production that turn. However, if new aircraft or nuclear weapons are produced from an uncontested factory elsewhere, they could be placed in a hex that still has enemy units engaged. Ships may always be placed in an adjacent water hex regardless of what else is there.

Example: To produce five infantry in hex 1831, plot:

5 INF 1831

Example: To produce two bombers with the industry in hex 1831 and place them at the an airbase in 1733, plot:

2 BMB 1831 1733 / ABSE (note the ABSE is optional)

Example: To produce two submarines with the industry in hex 1424 and place them in the water in hex 1324, plot:

2 SUB 1424 1324

Note: If you wanted to place only one of the submarines in the last example in hex 1324, and the other in hex 1425, you would need to plot two separate production orders, one for the submarine to be placed in hex 1324 and one for the submarine to be placed in hex 1425.

Example: To produce an airbase with an ENG in hex 2024, using the industry in hex 2326, plot:

1 ABSE 2326 2024

Example: To produce a factory with an ENG in hex 4210, using the industry in hex 4308, plot:

1 FACT 4308 4210

Example: To produce a fighter and place it at the airbase you just produced in the example above on the same turn, plot:

1 FTR 2326 2024 / ABSE

Note: It is possible to produce an airbase too far away from a factory to place newly produced aircraft there.

Example: To produce one 5 kiloton warhead using the industry in hex 1613 and then place it on your ARCA in hex 1616, plot:

1 5K 1613 1616/ARCA

Example: To produce a laser satellite from a factory in hex 2326 and launch it into space, plot:

1 LSAT 2326

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Maintaining Military Units

Every turn, each unit you control must be maintained. This rule represents upkeep on equipment, mechanical maintenance, soldiers' pay, replacement parts, ammunition resupply, and also the necessity to feed all the personnel involved with each unit (including missile technicians, maintenance engineers, ground crews, and military police).

Your country will be charged 1 EC for every military unit and 1 Food resource unit for every 10 military units. (Each military unit not divisible by 10 adds 10% to the chance that the cost is rounded up.) These costs are charged after the turn's income and resource sabotages, so you will not be charged for units that were scrapped or destroyed that turn, but you will be charged for any new units that have been produced. Only Factories and Ranger Battalions need not be paid or fed.

If you cannot feed all your units, you will attempt to buy emergency food supplies locally at a cost of 6 EC's for each food needed. If you do not have the EC's to buy such food or make maintenance payment, randomly chosen units will be eliminated until the costs can be met. If you do not wish to bother calculating these costs, try to stockpile some food and EC's so you don't lose any units. Remember that your food resources could be sabotaged, which is a very effective espionage measure.

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Scrapping Units

To remove units from your position, you may plot to scrap them. You may scrap any of your military units anywhere at the beginning of a turn, before the economic phases. When a unit is scrapped, all of its possessions (warheads, aircraft, or cargo) are scrapped as well.

If you control the hex where a non-naval unit is scrapped, you will recover half its original cost in resources and in EC's (both calculated per individual unit; all fractions lost). You will be similarly reimbursed for scrapping naval units if you control an adjacent land hex.

You are never reimbursed for scrapping space-based units. Factories can only be scrapped if you control their hex and that hex is not industrialized (25 FACT). Plotting "all" and a unit category will scrap all your units of that category in the hex listed.

Example: To scrap an IRBM base in hex 4030, plot:

Scrap 1 IRBM 4030

Note: This would also scrap any nuclear warheads on the base before they could be fired.

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Combat

In World War IV, all countries are considered hostile toward each other unless formally allied. For this reason, their military units will automatically engage each other whenever they find themselves in the same hex.

Ground units engaged in combat are pinned and may not move out of a hex until there are no hostile units left there. Since the orders you write first have a better chance of winning initiative, you should write movement orders that you want to pin enemy units before other less critical orders. If you win initiative and move into their hex, enemy units are considered pinned and no longer able to move that turn.

Only Infantry and Vehicle ground units can be pinned. Airdrops and HMoves will be executed even if enemy units are in their hex. However, Airdrops and HMoves will pin enemy units where they end their missions, unless of course those units are Airdropping or HMoving out of that hex. Aircraft will perform their mission and then return to their base. Naval vessels will engage only if they are in the same hex after they complete their movement. Finally, nuclear weapons need to be specifically launched, dropped or fired; they will not be used automatically unless tac nuke authorized (see Nuclear Weapons).

Most military units in the game have both an attack factor and a defense factor. These factors indicate the relative offensive and defensive capabilities of each unit, even though there is no attacker or defender status per se. Combat is run as a simultaneous exchange, each side being able to inflict casualties upon the other.

Combat results are calculated by comparing the attack factor totals of each country's units in a hex with the defense factor totals of all opposing units; this provides the basis for combat results inflicted by each country's units. Each unit is checked individually for an adverse combat result; higher defense factor units having a better chance of avoiding adverse results. Then retreats are checked individually for an adjacent hex controlled by you or your allies. If there is no such hex, units that attempt to retreat will surrender instead.

Nuclear weapons are an obvious exception to this procedure because the weapon is completely consumed in the attack. For further details, see Nuclear Weapons.

For game purposes, military units represent functional entities, so no partial elimination or replacements will occur. Damaged aircraft are unable to complete any mission, will return to their base if on a mission, and be temporarily more susceptible to destruction; their combat factors are halved until the end of the turn and they are unable to relocate if their base is captured or destroyed. Damaged naval vessels have their combat factors halved until repaired.

If a unit is bombed and becomes disrupted, it is unable to move, retreat, or recon. This is a one turn temporary status. If a unit surrenders as the result of combat, it is removed the same as if it were destroyed, except in the case of ground bases which can actually be captured. To capture a base, all other enemy units must be eliminated, while at least one of your units survives. Even so, the base personnel may successfully defend their base or the base may be destroyed in the attack. Only bases may be captured, never aircraft or nuclear weapons.

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Military Units

Military units in World War IV are abstractions of actual military units. Most of the ground forces can be thought of as division size, most ships and planes can be thought of as squadrons, and nuclear weapons can be thought of as individual weapons.

The following pages contain listings of the units available in World War IV. They are organized by unit categories, each category having its own set of orders, or missions, that can be performed by units in that category. Each unit within the same category also has a similar movement capability and the same major tech requirement.

Tech levels below 34 can be considered pre-1960 technology. Tech levels between 35 and 80 are approximately 1960-the present. Anything above tech 80 would be futuristic. For instance, "Hi-tech" units are considered to have laser weaponry.

The organization of armies and fleets is simulated by the restricted number of movement orders, encouraging units to move together as groups using the word "all" instead of a quantity under "quantity" on the turn sheet.

Infantry ~ Vehicle ~ Aerospace ~ Naval ~ Nuclear ~ Return to Section II

Infantry (I)

All infantry category units can move one hex per turn on land, unless otherwise noted. If assisted by naval vessels, they may only load and/or unload (or HMove) that turn (see also Naval Vessels). Infantry may also make strategic movements or recon (see Missions below).

All attack factors listed are against I and V category units and ground bases unless otherwise noted.

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Vehicles (V)

All vehicle category units can move three hexes per turn on land. If they are assisted by naval vessels, they may only be loaded and/or unloaded that turn. If they are loaded and/or unloaded, only the naval vessel(s) may plot movement that turn. (see Naval Vessels).

Vehicles move prior to most Infantry units, giving them the ability to pin infantry units by moving into their hex first and engaging them in combat. Vehicles may also make strategic movements or recon (see Missions below).

All attack factors listed are against I and V category units and ground bases unless otherwise noted.

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Aerospace(A)

All Aerospace units have their maximum range listed on the table below. This is the maximum number of hexes they may fly out to their target hex. For each mission except CAP, CAPS, Escort, and Recall you must plot the exact flight path for that mission. After they perform their mission, they will return to the hex they started from, unless their mission was to change bases using the Transfer order.

Airbases are necessary for all aerospace units not only because they must be placed at an airbase when initially produced, but they must also end every turn at one as well (carriers function as mobile airbases). Aerospace units are never pinned in a hex, but may always fly out. Even if flying a mission that turn, they will also defend their base. Because they have radar and other early warning equipment, it is not possible to catch aircraft on the ground.

If their base is destroyed or captured, Aerospace units will attempt to reach another. If there are no controlled airbases within range, they are eliminated instead. For purposes of this rule, they will be allowed to fly twice their normal range. Aircraft will not be relocated to carriers unless they are in the same hex. Damaged aircraft are never relocated.

Aerospace units may only be sent on one mission per turn. Even though the turn could be considered long enough to facilitate many air missions, remember that the target units are usually battalion size and a hex is 300 miles across. Accordingly, one "mission" may represent many actual flights, relative to the other units in the game.

Aircraft with an attack factor against other aircraft will automatically defend their base hex from all air attacks, including missions plotted through their base hex to a target hex beyond. Additionally, aerospace units can be sent to fly Combat Air Patrol over any one hex within range. On such a mission, they will contest the airspace over the hex, engaging any enemy air mission out of or into that hex. They may also attempt to intercept a mission that flies through their CAP hex. Missiles cannot be intercepted at all due to their trajectory and speed. FTR, BMB, and FB units are also unable to intercept any jet aircraft because they are too slow, but they will automatically engage all aircraft ending any mission (except Recon) at their base or CAP hex. All aircraft above tech level 10 are jet aircraft except the GNSH.

Attack factors listed may be used against any units except submarines and other aircraft unless otherwise noted. Aircraft will also use their surface attack factor against surface units in their base hex, and against ships firing support into their base hex.

Return to Military Units ~ Return to Section II ~ Return to Contents

Naval Vessels (NV)

Naval Vessels are primarily used to transport and escort troops across the seas. All naval vessels may use ten hex blanks per turn (one complete line). Each movement, load, unload, repair, and support hex uses up one of the ship's 10 blank capability. Because one hex represents 90,000 square miles, naval combat is unlikely unless one side or the other is looking for a fight or both sides are attempting to control the same area. For this reason, ship-to-ship sightings are made only if the ships end in the same hex and ships can never pin other ships.

Ship-to-ship combat will occur when opposing naval units are in the same hex after all their movement. If you want your ships to follow and initiate as much combat as possible, put them on a Patrol mission. Units on patrol will pursue the first non-allied naval units they come across during the turn. If there is more than one group of units to pursue, you will pursue the group with the smallest total defense factors. They will still engage only after all their movement and they are not capable of stopping any other unit's movement, but they will keep pursuing until they are all destroyed. Units assigned to patrol will continue to patrol from turn to turn, unless they are given a new mission. Note that if the new mission is Recon, the ships will still be on patrol during naval movement.

If a naval vessel is damaged in combat, it will remain damaged until repaired. A damaged ship has all its combat factors halved until it is repaired.

Identical naval vessel types that end their turn in the same hex are treated as a whole for purposes of cargo capacities. If they are given orders to split up on subsequent turns, the first vessel(s) moving out of a hex will take as much of the cargo as possible, including nuclear warheads. This rule encourages fleets to stay together.

All attack factors are against surface vessels unless otherwise noted. Submarine attacks are resolved before all other naval combat. Each submarine will randomly select only one enemy ship to attack with each attack factor. Most ships with a surface attack factor may support fire at half strength into an adjacent land hex. Units being carried as cargo may not use their combat factors; they share the fate of the ship that is carrying them. Aircraft on a carrier are an exception to this rule in that they may engage the enemy if the carrier is engaged and they may transfer to an airbase should the carrier be sunk. AH's and VTOL's on carriers or AASH's use their surface and anti-aircraft factors, but may not relocate if the carrier is sunk.

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Nuclear Weapons (NW)

Nuclear warheads can be produced for missile units, artillery, naval vessels, space platforms and on airbases or carriers for aircraft delivery. Production costs are the same, regardless of the intended use, but once a warhead is produced and placed with a unit, the warhead may not be transferred to another unit. All nuclear capable units can possess an unlimited number of warheads unless a specific capacity is noted in the unit listing for the carrying unit. You may build a nuclear capable unit and assign it warheads on the same turn.

When you fire nuclear missiles, all players in the target hex are told what hex the missiles came from, but not the unit type that fired them or the attacking player. This applies to all types of nuclear attacks except aircraft delivered warheads.

Although aircraft can deliver nuclear warheads, the warheads are initially placed with and possessed by an airbase or carrier until delivered to a target. Units that possess nuclear weapons work similarly to naval vessels that possess cargo. If units of the same type end their turn together, their nuclear weapons will be added together. If the units subsequently move apart, the first one(s) out of the hex will take as many as possible.

Unlike conventional weapons, some nuclear weapons will irradiate a hex, negating the production of resources and economic income of that hex for a certain number of turns. Radiation has no effect on production or movement because it is assumed that other units will avoid the radiated areas. Resources and EC income, however, could still be disrupted due to continuing panic and fallout.

Part of the damage done by nuclear weapons is caused by the electro-magnetic pulse effect of a nuclear explosion. Units listed as shielded are considered protected from this effect. For this reason, shielded units have only half the chance of being knocked out by radiation in a nuclear explosion, but gain no benefit against the direct hit possibility. Neutron bombs, however, are radiation enhanced weapons. They are specifically designed to defeat nuclear shielding. Consequently, shielded units gain no benefit against neutron bombs.

To use tactical nukes automatically whenever your units encounter hostile units, you may authorize your units to use tactical warheads against enemy units within the same hex as the first action of their combat phase. Such authorization will cause all of your capable units with tactical warheads to use them if they are of the authorized size or smaller. They will use the smallest warheads first, and will never fire more warheads than the number of enemy units in the hex. Your tac nuke authorization starts at "none" and you may freely change it on any turn by plotting so on your turn sheet.

Return to Military Units ~ Return to Section II ~ Return to Contents

Miscellaneous Units

Miscellaneous Units include factories, ground bases, and space-based units. They constitute a special category because none of them may ever move. For this reason, some factories are usually captured by simply gaining control of their hex. Ground bases might be captured by defeating all the other ground units defending the base first, but usually a base will be destroyed before it falls into enemy hands. To capture a base, you must defeat all the other enemy units there and retain at least one surviving unit of your own in the hex. The chance for capturing each FACT is about 50%; the chance for capturing bases increases as combat odds increase. Bases in a contested hex are still controlled by the previous owner, but factories in a contested hex are considered to be unable to produce and will be listed as controlled by Neutral (0). Once a hex is no longer contested, the owner of the hex will also control all bases and factories that survive there. Only one of each type of ground base may be in a hex.

Space units are public knowledge; there is no way to hide a unit in orbit, and its design reveals its general purpose. Consequently, if you launch one, the entire game will be notified. Every space unit is given a unique space location number. This number is used to give each particular unit orders as if it were the only unit in a "space hex." It is also used to target space units.

Attack factors are against ground units unless otherwise noted; these conventional attack factors can never be applied outside the same hex.

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Section III. Other Stuff

Espionage ~ World Press Report

Section I ~ Section II ~ Section IV ~ Section V ~ Return to Contents


Espionage and National Security

In World War IV, there are various espionage missions that can be attempted against other nations. The minimum you can spend on any mission is 1 EC, but each EC provides only a 1 in 10 chance that the mission has enough funding to be attempted. The minimum cost for attempting any mission is a randomly determined 1-10 EC's for every mission attempted. Consequently, any mission given at least a 10 EC investment will always be attempted. If, due to lack of funding, a mission is not attempted, the funds are still expended (on personnel, equipment, contacts, etc.). If a mission is attempted, however, your agents must still defeat the national security of the target nation to succeed.

A country's national security rating reflects its ability to identify and intercept various espionage missions against it. Once a foreign power has agents within a country's borders, that country has a chance of stopping those agents based directly on its national security rating number (1% per point of national security rating). This chance is modified by subtracting the remaining amount spent on the mission after the random 1-10 EC cost has been subtracted.

After the success of an espionage mission has been determined, the target country then has a chance of identifying the country who sent the mission (and, in the case of DR, DS, DT, IN, or RH missions, that there even was a mission sent). This chance is 1/10 the failure chance if the mission was successful, or 1/2 the failure chance if the mission failed.

You may raise your national security 1 point per EC invested each turn by simply plotting how much you wish to invest in your national security on the national security line of your turn sheet. National security ratings never go below 10, nor above 90.

Your rating drops 1 point per turn for every 20 hexes you control multiplied by 1 for every multiple of 20 points of your national security level. (Hex totals and ratings not divisible by 20 add an additional 5% chance each of rounding up.) Even after infiltration bonuses, there is always at least a 1% chance that any espionage mission fails and a 1% chance that the agents are detected and identified.

Return to Section III ~ Return to Contents

The World Report

Every turn, your printout will contain a section of reports, notices, and announcements about the game. The "World Press Association" gives accurate reports written by the moderator. "Anonymous" reports may have been written by the moderator or any player and may or may not be accurate. The reports following specific country names were written by those players and need not be accurate.

Each player may submit up to three "press releases" each turn. Each such press release can contain a maximum of 245 characters, including spaces and punctuation. If you wish to continue one release story into another, please label the first one "part 1" above the text, and the second, "part 2," and the third, "part 3." This will cause all the parts to be printed together as one story.

Normally, your country will be identified as the author of your press releases, but you can also attempt to submit any or all of them anonymously by checking the option box in front of the news you wish to leak anonymously. There is a 1% chance that your agents will fail and you will be identified as the author of the attempted news leak.

It is recommended that players make use of their press releases not only to make the game more interesting for everyone involved, but also as an effective tool in fighting World War IV. Remember, a successful propaganda campaign can go a long way toward manipulating your enemies without engaging their forces directly. Press releases need not be truthful but you may not mention other players' personal names in your press releases. This is not in the spirit of the game and it is not necessary to mention someone by name (other than yourself) in the press. You can mention your own name, address, and phone number if you desire. (We also reserve the right to censor anything that might be offensive or tasteless.)

The World Press also contains a section for Combat Sightings, which will report on some of the larger battles that have taken place during that turn. The more units involved in combat, the greater the chance of a report here. Units listed are taken randomly from both sides forces. Some games may also provide a list of the top Victory Point Totals in the game to date, which can help players determine the state of play and see how close the game is to ending, though no actual country names will be listed. Other tables may occasionally be printed, providing info on technology, income or unit quantities.

Return to Section III ~ Return to Contents


Section IV. Writing Your Orders

Writing Orders ~ Turn Phasing and Initiative

Section I ~ Section II ~ Section III ~ Section V ~ Return to Contents


Writing Orders

When you fill out your orders on a turn sheet, you must follow the order writing formats exactly. Do not use country names or abbreviations on your turn sheet; use the position numbers given on the map in the back of this rulebook.

You must also put your orders in the appropriate section of the turn sheet. The number of blanks provided indicates not only the number of orders you are allowed in each section, but also the amount of information you need to properly format each order. To plot a mission further than ten hexes, simply continue the movement path on the next line. This will, of course, use up two unit action lines, which simulates the logistical problems with such missions.

As moderators, we will not make judgments nor ask why you ordered a Battleship to be constructed in the Caspian Sea. If the order you write is legitimate, it will be processed. We will not interfere with the play of the game, its players, or its outcome. We simply moderate the game by processing every player's orders as written. Your strategies and tactical insights (or blunders) are your own.

For this reason, please print all your orders clearly and check them over at least once for accuracy. It is probably also a good idea to keep some extra copies of the turn sheet around in case you need to change or correct your orders. Permission to copy the World War IV turn sheet is hereby granted.

When plotting unit actions, you may use the word "all" under quantity instead of a specific number. This will send all the available units on the mission. Be careful to take turn phasing into account when writing "all" orders. (E.g., all Move orders are executed before any SMoves, regardless of the order you wrote them on the turn sheet.) Plotting a number with a category of units will take the first available units within that category alphabetically. You may also plot to Move some units out of a hex using the specific number, then plot "all" to take the rest on another Move mission or a mission on a later phase. Exceptions can be found in the sections on mission orders for each unit category. This rule is designed to allow various deployments including groups of different type units using only one order. The I and V categories can be plotted together to send all your ground units on the same mission (plot: all I/V). NW and Miscellaneous category units cannot be given orders this way.

Return to Section IV ~ Return to Contents

Turn Phasing and Initiative

Orders are executed according to the phasing sequence in the back of the rulebook. Within a phase, all players' orders will be interleaved randomly, but each player's orders for that phase will be executed in the sequence they were written on his turn sheet. For each phase, a randomly determined player's first unprocessed order will be processed, then another of any player's next unprocessed order, and so on until all orders within that phase have been processed for all players. This means that the orders you write first have a better chance of being processed before other players' orders. This is important because you could move first into an enemy hex, thereby contesting it and engaging the enemy units there. Since you moved into his hex first, his units are considered pinned and no longer able to move that turn (see Combat).

All world market transactions and private trades are resolved simultaneously. Espionage missions are resolved in order of funding, largest to smallest. Ties are broken randomly. Nuclear artillery and missile attacks are done simultaneously. For Space attacks, see Miscellaneous-Missions-Attack.

World War IV Turn Phasing

Tac Nuke Authorization

Scrap Units

Foreign Aid

World Market & Private Trade

Unit Production

Expend Funds for Espionage & National Security

Purge Agents (PA mission)

Recruit Partisans (RP mission)

Make & Break Alliances

Drop Hex

Sabotage Aircraft, Nuclear Weapons, Production (SA, SN, SP orders)

LSAT Attacks

HVRG Attacks

KSAT Attacks

Nuclear Artillery & Missile Attacks

Recall

CAP & CAPS

Air-to-Air Combat (resulting from combat air patrol)

Bombing & Nuclear Bombing

Aircraft Transfer

Airdrop

HMove

Raise Guerrillas (RG mission)

Units Assigned to All Move and Patrol Orders (*Not* to loads)

Surface Movement Phase 1 (V,NV units)

Surface Movement Phase 2 (I,V,NV units)

Surface Movement Phase 3 (V,NV units)

Surface Movement Phases 4-10 (NV units)

Submarine Tac Nukes

Submarine Attacks

Naval Tac Nukes

Naval Combat

Unloads

Strategic Movement (I, V units)

Land Tac Nukes

Land Combat & Naval Support

Tech Recovery & Sabotage Tech Recovery (ST mission)

Collect Income & Resources

Sabotage Resources (SR mission)

Pay Unit Maintenance

Recon Missions (with military units)

Recon Hex (RH mission)

Determine Resources & Technology (DR, DT missions)

Infiltration (IN mission)

National Security Adjusted

Determine Security (DS mission)

Return to Section IV ~ Return to Contents


Section V. Quick Reference

Unit Orders ~ Unit Charts ~ Production Summary ~ Orders Summary

Section I ~ Section II ~ Section III ~ Section IV ~ Return to Contents

Below is your quick reference guide to World War IV, including Orders, Units and Production Costs


Unit Orders

Infantry Missions ~ Vehicle Missions ~ Aerospace Missions ~ Naval Missions

Nuclear Missions ~ Misc. Missions ~ Espionage Missions ~ Return to Section V

Infantry Missions

Drop-Airdrops the units listed in the last hex under their movement path. This mission cannot be pinned and may be escorted and intercepted (see Aerospace). Only AIR, COM, RNGR, AAIR, SPF, and HAIR may use this mission.

HMove-The units designated will use their airmobile capability to fly up to 3 hexes, right after most aerospace missions and Drop missions. They have a 25% chance of being intercepted during movement and cannot be pinned in their starting hex. However, if there are enemy aircraft based in or flying CAP over their starting or final movement hex, they will automatically engage in an air combat. Since an HMove causes units to fly over hexes, they can even fly over water, but the final hex of this mission must either be land or contain a capable carrier unit. The hexes flown over with an HMove are never captured by such movement. If HMoving to or from a carrier, you must specify both the hex and carrier unit. This mission cannot be escorted. Only ACAV, AH, AENG, and VTOL may use this mission.

Move-Moves the units indicated. Airmobile units (ACAV, AH, AENG, VTOL) cannot be intercepted if moving this way but are limited to 1 hex of movement in phase 2 like other I category units.

Recon-Allows a unit that is not moving or constructing a base to recon 1 adjacent hex.

SMove-The units designated will attempt a strategic movement from one civilized hex to another civilized hex, up to ten hexes away. Both end points of a strategic movement, and all the hexes along the path you plot must be controlled by you or your allies during the SMove phase. This is after all other movement, but before any land combat resolutions.

Example: To move 3 INF from hex 512 to hex 612, plot:

3 INF 512 Move 612

Example: To move all your I category units in hex 512 to hex 612, plot:

all I 512 Move 612

Example: To move all your I and V units in hex 512 to hex 612, plot:

all I/V 512 Move 612

Example: To recon hex 511 with one INF unit in hex 512, plot:

1 INF 512 Recon 511

Example: To airdrop your 4 AIR units into hex 910 from your airbase in hex 512, plot:

4 AIR 512 Drop 612 711 811 910

Example: To move your 2 ART units strategically from hex 512 to hex 710, plot:

2 ART 512 SMove 612 711 710

Example: To fly 1 of your ACAV from hex 1420 to your ESCA in hex 1120, plot:

1 ACAV 1420 HMove 1319 1220 1120/ESCA

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Vehicle Missions

Drop-Airdrops the AIRA units listed in the last hex under their movement path. This mission cannot be pinned and may be escorted and intercepted (see Aerospace).

Move-Moves the units designated.

Recon-Allows a unit that is not moving or constructing a base to recon 1 adjacent hex.

SMove-The units designated will attempt a strategic movement from one civilized hex to another civilized hex, up to ten hexes away. Both end points of a strategic movement, and all the hexes along the path you plot must be controlled by you or your allies during the SMove phase. This is after all other movement, but before any land combat resolutions.

Example: To move 3 MINF from hex 512, through hexes 612, and 611, to hex 710, plot:

3 MINF 512 Move 612 611 710

Example: To move all your V category units in hex 512 to hex 612, plot:

all V 512 Move 612

Example: To move all your I category units in hex 512 to hex 612 and all your V category units in hex 512 on to hex 614, plot:

All I/V 512 Move 612 613 614

Note: The I units will move to hex 612 on phase 2 and the V units will move phases 1-3, going on to hex 614.

Example: To recon hex 511 with one MINF unit in 512, plot:

1 MINF 512 Recon 511

Example: To airdrop your 4 AIRA units into hex 1817 from your airbase in hex 512, plot:

4 AIRA 512 Drop 612 712 812 912 1013 1113 1214 1314 1415 1515 1616 1716 1817

Example: To move your 2 LT units strategically from hex 512 to hex 809, plot:

2 LT 512 SMove 612 711 710 709 809

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Aerospace Missions

All air missions launched from a naval vessel must plot the naval unit type under starting hex after the hex number and a slash (/). This is necessary because there could be different ships in the same hex capable of launching the mission. This addition is also necessary for the final hex when transferring aircraft to naval vessels.

Bomb-Aircraft will attack the last hex plotted before any surface movement occurs. Do not use this order to drop warheads (see Nuclear Weapons). Plotting "all" under quantity and "A" under type will cause all capable and available units within their range to go on the mission. Only the following units may go on this mission: BMB, FB, ASWP, JBMB, ASWJ, JFB, GNSH, AASW, TAC, AFB, and SBMB.

CAP-(Combat Air Patrol)-Aircraft will cover the hex designated. Plot the starting hex of the aircraft and the CAP hex only. Do not plot an entire movement path; CAP units automatically reach their hex as long as it is within range. Plotting "all" under quantity and "A" under type will cause all available aircraft within range with an attack factor against aircraft (including bombers) to go on the mission. Allied patrolling aircraft fight as a group. If the patrolling aircraft are carrier based and the carrier moves, the aircraft are immediately recalled. (This happens after all aircraft missions are completed except recons.) Only the following units may use this mission: FTR, BMB, FB, JFTR, JBMB, JFB, AFTR, AFB, SBMB.

CAPS-Same as CAP above except that this is a standing order. The aircraft designated will continue to patrol the hex listed until they are recalled or suffer an adverse combat result. They are unavailable for any other mission until recalled or damaged. Moving a carrier will automatically recall any CAPS aircraft. To increase the number of CAPS aircraft, plot the number you wish to add, not the total; to decrease it, simply recall some.

Escort-Plot this order immediately beneath another air mission or Drop mission and the aircraft listed will escort that mission as far as their range allows. Plotting "all" under quantity and "A" under type will cause all available aircraft with an attack factor against aircraft to go on the mission. No starting hex or movement path is required. Escorting aircraft must come from the same hex (and carrier type if carrier based) as the mission they are to escort. Only the following units may go on this mission: FTR, BMB, FB, JFTR, JBMB, JFB, AFTR, AFB, and SBMB.

Recall-The aircraft designated will return from a CAPS mission. They are immediately available for another mission. Plot the airbase hex they are stationed at under "starting hex" and the hex they were assigned CAPS to after Recall. Plotting "all" under quantity and "A" under type will cause all aircraft that are CAPS over the listed hex to be recalled. If no CAPS hex is listed, then the aircraft designated will be recalled regardless of their CAPS hexes.

Recon-Aircraft will go to the last hex plotted and report what they see; JSPL's will report on the last 3 hexes plotted. On this mission, aircraft have only a 50% chance of being intercepted. JSPL's and SBMB's have only a 10% chance of being intercepted. While on this mission, aircraft do not automatically engage enemy aircraft on CAP or based in the target hex. They will still engage aircraft based in or on CAP over their own base hex. If the recon aircraft are carrier based, moving the carrier will cancel this mission because the carrier would move before the mission has been completed. This mission cannot be escorted.

Transfer-The aircraft designated will transfer from their starting base to another base; such units have their attack factor against aircraft halved but may use twice their normal range just to change bases.

Example: To bomb hex 412 with all of your aerospace units in hex 612 capable of such a mission, plot:

All A 612 Bomb 511 412

Note: You would have to have ASWP's and/or ASWJ's along to affect any submarines in hex 412.

Example: To bomb hex 910 with all of your aerospace units based in hex 612 capable of such a mission and escort them with 3 of your FTR units, and also 2 of your JFTR units, plot:

All A 612 Bomb 711 811 910 1010 1109

3 FTR Escort

2 JFTR Escort

Note: The FTR units will only escort as far as 1010 since their range is limited to 4 hexes.

Example: To transfer 3 of your FTR units from your airbase in hex 612 to your aircraft carrier in hex 310, plot:

3 FTR 612 Transfer 611 610 509 410 310/ARCA

Example: To recon hexes 911, 1011, and 1012 with your JSPL based in hex 612, plot:

1 JSPL 612 Recon 711 811 910 911 1011 1012

Example: To send 2 of your 5 FTR's from your carrier in hex 412 to fly CAP over hex 711, plot:

2 FTR 412/ARCA CAP 711

Note: To make the mission above a standing order, simply plot a CAPS mission instead.

Example: To recall one of the FTR's on a CAPS mission based at your airbase in hex 6925 and previously ordered CAPS over 7123, plot:

1 FTR 6925 Recall 7123

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Naval Missions

Move-Moves the units indicated. If a carrier moves that had aircraft plotted to CAP(S) or Recon, those missions are canceled at that time (after most air missions but before recons are done). If you plot an Unload, Repair, or Support (S-hex #), the ships may not move further that turn.

Plotting "Load" in one of the movement blanks will load unit(s) from an adjacent hex at that point in movement. The units to be loaded must be plotted to load on the next line on the turn sheet. If you are doing more than one load, you must use one load for each of the vessel's 10 slot capability. The load orders must also be listed in the order in which they will occur. Plotting "Unload" will cause the ship(s) to unload the units listed below into the adjacent land hex listed. Ships may only do one unload order per turn and may not move further after doing so. To simulate organization, supply and logistical problems, all units (except MAR, COM, RNGR, and SPF) that unload are disrupted and unable to retreat that turn.

If you plot "all" under quantity for a naval Move order with a Load, your ships will be loaded alphabetically. If you plot an "all" Load, available units will be taken alphabetically until each ship has filled its capacity, except that the other ship types will load units that cannot be carried by MSLC's first. All Move orders have their units assigned to them before any Load orders have units assigned, regardless of the order in which you write the Moves and Loads on your turn sheet. Loads have units assigned at the moment the ships execute the phase in which they have plotted "load." This means you can plot to move some units out of a hex and load the rest with an "all" Load. But if you plot to Load some and move the rest with an "all" Move, all of the units will move and none will load.

You may combine the lines for loading and unloading by plotting "L/U" for the mission. This must also be done directly under the ship move order that has a load and an unload designated. Since you are using only one line, the quantity and type must be the same, although an "all" quantity is permissible.

If there are some damaged and some undamaged ships in a hex, the undamaged ships will be assigned orders first. To repair a damaged ship, plot "repair" on one of its movement blanks at a point when it is adjacent to a hex you control. Such ships may not move further that turn.

To fire Support into one adjacent land hex, plot "S" and the hex number where you or your allies will have land units to support as the last blank used under a ship's movement order. Plotting "all" under quantity and "NV" under type will cause all your capable naval vessels in the hex that have a surface attack factor other than zero to fire support. Support fire is calculated as half your surface attack factor. Coastal units (note C) and all submarines may not fire support.

Patrol-The units listed will pursue the first non-allied naval vessels they come across during any of the turn. Patrolling units need not plot any movement, but they may if you wish. Plotting "all" under quantity and "NV" under type will cause all your naval vessels in the hex, except TR units, to go on the mission. If another naval vessel ends its turn with a naval vessel of the same type on patrol, it will join the task force and they will all be put on patrol. Patrolling units may also load, unload, repair, and fire support, but the patrol mission may cause these to fail if the ships follow enemy ships.

Recon-Allows a unit that is not given another order to recon one adjacent hex.

Example: To move your SUB in hex 4316 through the Suez Canal to hex 4518, plot:

1 SUB 4316 Move 4418 4518

Example: To move your BTLS in hex 514 to hex 414 and fire support into 513, plot:

1 BTLS 514 Move 414 S-513

Example: To load your 2 INF from hex 511 onto your TR in hex 412, move to hex 413, load 1 ART from hex 513, move to hex 616, and unload all of the units into hex 716 (assuming you control this hex at that time), plot:

1 TR 412 Move Load 413 Load 414 415 515 616 Unload

2 INF 511 Load

1 ART 513 Load

ALL I Unload 716

Note: If you also plotted an "all move" out of hex 512 or 513, the loads out of those hexes would fail because all Move orders are assigned before any of the Loads.

Example: To load your 2 INF and 2 ENG from hex 1613 onto your MSLC in hex 1713, move your MSLC and 2 DSTR to hex 1616, unload all of the units into hex 1617, and fire support with the 2 DSTR into hex 1617, plot:

ALL NV 1713 Move Load 1714 1715 1616 Unload S-1617

ALL I 1613 L/U 1617

Note: This assumes there were no other I category units that could be loaded on the MSLC in hex 1613. If there were, the MSLC would load the first 4 units alphabetically. If this did not take the units you wanted, you would have to plot:

ALL NV 1713 Move Load Load 1714 1715 1616 Unload S-1617

2 INF 1613 Load

2 ENG 1613 Load

ALL I Unload 1617

Example: To move your 2 damaged DSTR's from hex 413 to hex 514 and repair them (assuming you control an adjacent hex like 614), plot:

2 DSTR 413 Move 414 514 Repair

Note: If you also had 2 undamaged DSTR's in hex 413, they would be moved first even if you had a repair plotted.

Example: To have all your naval vessels in hex 1516 patrol the ocean looking for non-allied vessels to pursue, plot:

All NV 1516 Patrol

Note: This mission could be given a movement path as well.

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Nuclear Missions

To fire a nuclear warhead into a hex, plot the unit that is firing the warhead, and then put the warhead size under "mission." If plotting using an aircraft, the warhead will be detonated in the last hex number of your flight path. If you are firing the warhead from any other unit, do not plot a hex path, but simply list the target hex in the first blank after the warhead(s). To fire more than one warhead with the same mission, plot the number of warheads, an "x," then the size of the warheads. If you fire multiple warheads with the same mission, they must be the same size. If this mission is plotted from a missile unit, all the warheads are considered to be on the same missile as a Multiple Independently Retargeted Vehicle (MIRV). Because strategic warheads have a larger blast radii, you may not fire them into a hex that contains any of your units or those of your allies.

If a nuclear warhead successfully reaches its target hex, there is a % chance that one randomly determined unit is directly hit and automatically destroyed. The chance is reduced by 10% from 100% for each hex of distance between the firing unit and the target. Space is considered more than 10 away from any target; bombers are considered to be dropping their nuke at range 0. Each ECM, AEFR, ACRS, ABTL, ICBM, or AIBM unit in the target hex negates one warhead's direct hit. All enemy units that are not directly hit have the given chance on the table of being destroyed as well. Although enemy factories can be destroyed by nuclear warheads, factories in a contested hex will not be affected by tactical-sized warheads. This presumes that the combatants in a hex are both trying to capture them.

I, V, and NV category units may also move after firing nuclear weapons, but aircraft that deliver them may not plot another mission.

AIBM and MSLP units may fire warheads at space-based targets. To do so, plot the warhead size under mission, then "S-" and the target's unique space location number in the first "hex" blank. Such warheads do not get a chance of direct hit automatic destruction because space is considered more than 10 hexes away from anywhere.

To get the direct hit automatic destruction against a submarine, you must have an ASW factor either on your ship if firing a missile, or ASW aircraft on your carrier, or ASW aircraft if using the air mission. If you do not have an ASW factor, you will still fire up to 1 nuke per enemy sub if tac nuke authorized, but there will be no automatic destruction.

Example: To fire a 1K warhead at all the hostile units in the hex with your HSPA unit in hex 512, plot:

1 HSPA 512 1K 512

Note: This would fire the 1K before any ground movement. If Tac Nuke Authorized, the HSPA would fire its nukes automatically, but after ground movement.

Example: To drop a 100M warhead on hex 1619 with your 2 JBMB's based in hex 612, and escort it with 10 JFTR units, plot:

2 JBMB 612 100M 613 713 814 914 1015 1115 1216 1316 1417 1418 1518 1619

10 JFTR Escort

Note: The JFTR's will escort only as far as 1015 because they have a range of 5.

Example: To launch a 50K warhead into hex 1015 from your IRBM in hex 612, plot:

1 IRBM 612 50K 1015

Note: All tactical warheads can be used even if there are friendly units there.

Example: To launch five 50K warheads instead of one in the previous example, plot:

1 IRBM 612 5x50K 1015

Note: All 5 warheads are considered on the same missile as a MIRVed payload.

Example To launch a 1K warhead at Germany's LSAT<67> from your AIBM base in hex 612, plot:

1 AIBM 612 1K S-67

Note: Only AIBM and MSLP units may fire warheads at space-based units.

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Miscellaneous Units Missions

Attack-A KSAT must be given an attack mission naming the unique space location number to be attacked on the next turn after it is produced; it does not stay in orbit. LSAT and HVRG units can be given such a mission, but will not be able to fire on nuclear missiles that turn. The attack mission chance of destroying a target is based on the target: RSAT-10%, SSAT-75%, KSAT-50%, MSLP-60%, ABMP-60%, LSAT-20%, HVRG-30%, QSAT-15%. Space-based attacks are not simultaneous; LSAT's fire first, then HVRG's, then KSAT's. If 2 of the same type of unit are firing, order is determined by initiative. Only these 3 units may use this mission.

Recon-Ground bases may recon 1 adjacent hex. Of the space-based units, only RSAT, SSAT, and QSAT units may recon. An RSAT unit may recon 3 hexes only on the turn immediately after it is produced; it is a low orbit satellite that breaks up in less than 30 days, so it must be used immediately. An SSAT may recon 5 hexes per turn every turn; it is a sophisticated high orbit satellite. QSAT's are stealth satellites and can recon 3 hexes per turn.

Example: To attack Germany's SSAT<44> with the KSAT<37> that you just produced last turn, plot:

1 KSAT S-37 Attack S-44

Example: To recon hexes 1205, 1206, and 1939 with the RSAT<22> that you just produced last turn, plot:

1 RSAT S-22 Recon 1205 1206 1939

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Espionage Missions

DR-Your agents will attempt to determine the total resources stockpiled and EC's available for any country you list.

Example: To spend 13 EC's in an attempt to determine Germany's available resources, plot:

13 DR 15

DS-Your agents will attempt to determine the national security level for any country you list. If you succeed, you will get an estimate of their rating within 10 of what it actually is. If you fail, your estimate will be off by 11-20. Unfortunately, you will not be told if you succeeded or failed.

Example: To spend 6 EC's in an attempt to determine Germany's national security rating, plot:

6 DS 15

DT-Your agents will attempt to determine the tech levels of a designated country. If successful, you will learn that country's tech levels in all five fields.

Example: To spend 4 EC's in an attempt to determine Germany's tech levels, plot:

4 DT 15

IN-Your agents will attempt to infiltrate the intelligence community of a designated country. If successful, you will gain a 1-10% bonus on future espionage missions against that country. Infiltration bonuses are cumulative up to 89%.

Example: To spend 11 EC's in an attempt to infiltrate the intelligence community of Germany, plot:

11 IN 15

PA-Your agents will investigate their own agencies and purge any agents suspected of treason, whether they are guilty or not. For this order to be successful, you need only pass the adequate funding check; you need not defeat your own national security. If successful, you will purge 1-10 points of each county's infiltration bonus against you. However, the internal damage caused by such purging will also drop your national security rating by 1-10 points. You may or may not identify the infiltrators you purged, if any.

Example: To spend 8 EC's in an attempt to purge your agencies of foreign infiltrators, plot:

8 PA

RG-Your agents will attempt to raise and outfit nationalist guerrilla infantry units within a designated country. Only one attempt at raising such units may be made per country per turn. Once raised, these units are not under the control of the country which originally raised them, so they will initiate combat with any unit in their country except another guerrilla. To be raised, there must be an unoccupied hex within the original confines of the target country. Guerrillas can move but they will attempt to liberate only their country, so they will always remain within its borders. For the purposes of these units, only the original starting borders printed on the map will be considered when determining what country they are in.

If successful, each RG mission will raise 1-3 guerrilla units (see Infantry-GINF). However, if there is no placement hex available when they are to appear, none will be raised; the funding is expended in any event. All GINF will be identified as being controlled by the Guerrilla position (41).

Since everyone starts the game as a new populist government, no guerrillas may be raised turn 1.

Example: To spend 14 EC's in an attempt to raise guerrilla infantry in Germany, plot:

14 RG 15

RH-Your agents will attempt to gather reconnaissance intelligence about any land or water hex you choose.

Example: To spend 5 EC's in an attempt to gather reconnaissance information on hex 2422, plot:

5 RH 2422

RP-Your agents will attempt to recruit partisan fighters. For this order to be successful, you need only pass the adequate funding check; you need not defeat your own national security. You must also designate a hex within your starting position's borders that you currently control for them to be recruited in. If funded, each RP mission will raise 1-3 partisan units (see Infantry-PART). Once recruited, partisans become military units under your control, subject to the same rules, restrictions, and maintenance costs of other Infantry category units. Like other new units, they cannot be given orders on the turn they are recruited. Since you start the game as the leader of a new government, no partisans may be raised turn 1.

Example: To spend 9 EC's in an attempt to recruit partisan infantry in hex 3716, plot:

9 RP 3716

Note: Since hex 3716 is within Algeria's original borders, only Algeria may attempt to recruit partisans here.

SA-Your agents will attempt to sabotage a randomly chosen aircraft at a designated airbase. This mission will not work in a water hex.

Example: To spend 4 EC's in an attempt to sabotage an aircraft at the airbase in hex 2424, plot:

4 SA 2424

SN-Your agents will attempt to sabotage a randomly chosen nuclear warhead in a designated hex. This mission will not work in a water hex or in outer space.

Example: To spend 13 EC's in an attempt to sabotage a nuclear warhead owned by a unit in hex 2424, plot:

13 SN 2424

SP-Your agents will attempt to sabotage the production of a military unit at the factory or industrial hex you designate. If successful, one randomly chosen unit under production there that turn will be lost. If none were under production there, none would be lost.

Example: To spend 8 EC's in an attempt to sabotage the production at the industry in hex 2326, plot:

8 SP 2326

SR-Your agents will attempt to sabotage one designated type of natural resource. If they are successful, the target country will lose 1-6 units of this resource.

Example: To spend 4 EC's in an attempt to sabotage Germany's Food resources, plot:

4 SR 15 F

ST-Your agents will attempt to sabotage the tech recovery efforts of a designated country in a designated tech field. If successful, 3-18 EC's of the target country's investment in tech recovery that turn will be wasted (assuming they invested any).

Example: To spend 9 EC's in an attempt to sabotage Germany's aerospace tech recovery this turn, plot:

9 ST 15 Aer

Return to Unit Orders ~ Return to Section V ~ Return to Contents

Unit Production Chart

Infantry ~ Vehicle ~ Aerospace ~ Naval ~ Miscellaneous ~ Nuclear ~ Return to Section V

Infantry (I) [Chart]

Unit Name; Notes ; Tech Requirements; Cost; Attack Factor; Defense Factor

GINF-Guerrilla Infantry; special*G; special*G; 3; 5;

PART-Partisans special*P; special*P; 3; 2;

MIL-Volunteer Militia; I-1; None*R; 1; 2;

INF-Combat Infantry; I-1 1F,2EC 3 4

ART-Field Artillery; I-1 1I,3EC 6 3

ENG-Engineer*B; I-1 1F,1I,3EC 2 5

AIR-Airborne Infantry*D; I-10,A-5 1F,1M,5EC 3 3

HART-Heavy Artillery*N-10kT; I-15 1I,5EC 9 3

AA-Anti-Aircraft; I-15,A-10 1I,5EC 3/4*A 4

MAR-Marines*I; I-20 1F,3EC 5 6

RL-Rocket Launcher; I-25,A-35 1M,1I,2EC 15 2

COM-Commando*D,*I; I-30,A-20 1F,1M,4EC 5 4

RNGR-Ranger Battalion*D,*I,*M; I-35,A-30 1F,1M,5EC 1 5

AINF-Advanced Infantry; I-40,A-20 1F,3EC 8 10

AART-Advanced Artillery; I-45 1I,1P,3EC 20 5

AAIR-Advanced Airborne*D; I-45,A-35 1F,1M,5EC 8 8

ACAV-Air Cavalry*H; I-50,A-50 1F,1M,1O,5EC 12 20

AAA-Advanced Anti-Aircraft I-55,A-50; 1M,1P,4EC 8/15*A 12

AH-Attack Helicopter*H; I-55,A-50 1M,1O,1P,4EC 18/18*V 18/6*A

AHRT-Adv Hvy Artillery*N-10kT; I-60 1I,1P,5EC 40 5

AENG-Airmobile Engineer*B,*H; I-60,A-50 1F,1I,1O,5EC 4 12

SPF-Special Forces*D,*I; I-65,A-35 1F,1M,4EC 10 12

VTOL-Vertical Take-Off and Landing Support Aircraft*H; I-70,A-55 1M,1O,1P,7EC 20/8*A/20*V 30/10*A

HINF-Hi-tech Infantry; I-80,A-90 1F,1P,4EC 22/10*A/4*V 25

AUG-Augmented Armored Infantry; I-85 1F,1I,3EC 20 32*Z

CYB-Cybernetic Infantry; I-90,N-65 2F,1U,2EC 28 26*Z

HAIR-Hi-tech Airborne*D; I-100,A-100 1F,1M,1P,6EC 15/7*A/3*V 25

Notes:

*A-Attack factor against aircraft or defense factor against anti-aircraft fire.

*B-Capable of building a ground base or factory, but cannot move on the turn it constructs one.

*D-If they start at your airbase, AIR and COM may drop within 10 hexes; RNGR, AAIR, and SPF may drop within 15 hexes, and HAIR may drop within 20 hexes. If intercepted before they drop, these units have a nominal defense factor of 1.

*G-GINF are raised with the RG espionage mission and are not controlled by the player who raises them (see Espionage-Missions-RG).

*H-These units do not base at an airbase but must end their movement on land unless being transported by an ESCA, ARCA, NUCA, HLCA, or AASH,. They may not be transported by a TR, MSLC, or TLS. Since ACAV and AENG only have transport helicopters, these units have only a nominal defense strength of 1 if intercepted while on an HMove mission. These units are not Aerospace category units and cannot go on aerospace missions. Like other Infantry category units, they share the fate of any ships transporting them and will not relocate like Aerospace units will.

*I-These units are not disrupted when unloaded from a naval vessel.

*M-Ranger Battalions have no maintenance costs.

*N-Maximum warhead size; may fire any number of warheads per turn, but only within the same hex. Artillery delivered warheads are not affected by the ABM or ECM units. Different size warheads must be plotted as different missions (see Nuclear Weapons).

*P-PART are recruited with the RP espionage mission (see Espionage-Missions-RP).

*R-These units pay normal maintenance costs every turn, including the turn they are produced.

*V-Attack factor against naval vessels firing support only.

*Z-EMP shielded (see Nuclear Weapons).

Return to Production Chart ~ Return to Section V ~ Return to Contents

Vehicles (V) [Chart]

Unit Name; Notes ; Tech Requirements; Cost; Attack Factor; Defense Factor

CAV-Horse Cavalry V-1 2F,2EC 3 2

MINF-Motorized Infantry V-1 1F,1O,2EC 2 5

ECM-Electronic Counter-Measure SystemV-1,A-55 2P,3EC 0 1*X

LT-Light Tank V-5 1I,1O,5EC 6 4

MECH-Mechanized Infantry V-10 1F,1I,1O,2EC 4 6

MENG-Mechanized Engineers*B V-10 1F,1I,1O,3EC 2 6

SPA-Self-Propelled Artillery V-10 1I,1O,3EC 6 3

MT-Medium Tank V-15 2I,1O,5EC 8 6

HT-Heavy Tank V-25 3I,2O,5EC 12 9

HSPA-Heavy Self-PropelledArtillery*N-10kT V-25 2I,1O,3EC 9 3

MRL-Mobile Rocket launcher V-25,A-35 1M,1I,1O,6EC 20 3

SPAA-Self-propelled Anti-Aircraft V-30,A-10 1I,1O,5EC 3/4*A 5

MSBM-Mobile Strategic Ballistic Missile*N-1MT V-30,A-40 1M,1I,1O,1P,6EC 0 1

MTGM-Mobile Tactical Guided Missile*N-10kT V-35,A-50 1M,1I,1O,1P,7EC 30 5

ALT-Advanced Light Tank V-40,N-40 1M,1I,1O,8EC 19 13*Z

MABM-Mobile Anti-Ballistic Missile System V-40,A-55 1M,1I,1O,1P,8EC 1/55%*M 1

AMEC-Advanced Mechanized Inf V-45 1F,1I,1O,5EC 12 18

AIRA-Air Assault*D V-45,A-35 1F,1M,1I,1O,5EC 12 8

MAA-Mechanized Anti-Aircraft V-50,A-40 1M,1I,1O,5EC 8/10*A 12

AMT-Advanced Medium Tank V-55,N-40 1M,2I,1O,8EC 25 18*Z

ASPA-Advanced Self-Propelled Artillery*N-10kT V-60 1I,1O,4EC 18 8

AHT-Advanced Heavy Tank V-70,N-40 1M,3I,2O,8EC 40 30*Z

HTMI-Hi-Tech Mechanized Infantry V-80,A-90,N-40 1F,1M,1I,1O,6EC 25/15*A/5*V 30*Z

HVT-Hovertank V-100,A-90,N-40 1M,1U,1P,7EC 40/20*A/8*V 25*Z

Notes:

*A-Attack factor against aircraft only.

*B-Capable of building a ground base or factory, but cannot move on the turn it constructs one.

*D-May drop within 15 hexes if they start at your airbase. If intercepted before they drop, they have a nominal defense factor of 1.

*M-Percent chance to hit a ballistic missile; this unit automatically fires at ballistic missiles heading for its hex. MABM units may only fire at 4 missiles per turn, after any MIRVed attacks have separated. This unit has no effect on artillery, aircraft, guided missiles, surface-to-surface missiles, cruise missiles, or missile platform launches.

*N-Maximum warhead size; HSPA and ASPA may fire any number of warheads, but must be given multiple missions to fire different size warheads. Due to the limited range of artillery, they may fire warheads only within the same hex. MTGM may fire warheads within the same hex or up to a range of 2 hexes away. All artillery and MTGM launched warheads are not affected by any of the ABM units or space-based defenses. MSBM may fire warheads from 1 to 10 hexes away. MSBM and MTGM may plot only one nuclear weapons mission per turn. If the mission contains more than one warhead, they must be the same size and are considered to be on the same missile as a MIRV (see also Nuclear Weapons).

*V-Attack factor against naval vessels firing support only.

*X-Each ECM unit negates the direct hit automatic destruction capability of 1 nuclear warhead per attack phase. This unit affects all nuclear warheads except those delivered by artillery or aircraft (see Nuclear Weapons).

*Z-EMP shielded (see Nuclear Weapons).

Return to Production Chart ~ Return to Section V ~ Return to Contents

Aerospace (A) [Chart]

Unit Name; Notes ; Tech Requirements; Cost; Attack Factor; Defense Factor; Range

FTR-Fighter*C A-1 1M,1O,5EC 0/4*A 5 4

BMB-Bomber*N-any A-1 2M,1O,6EC 8/1*A 3 10

FB-Fighter/Bomber*C A-5 1M,1O,6EC 4/3*A 4 4

ASWP-Anti-Submarine Warfare Plane*C,*N-1MT A-10,NV-5 1M,1O,7EC 2/6*S 2 10

JFTR-Jet Fighter*C A-25 1M,1O,9EC 0/10*A 12 5

JBMB-Jet Bomber*N-any A-30 2M,1O,9EC 12/2*A 6 15

ASWJ-ASW Jet*C,*N-1MT A-30,NV-15 1M,1O,9EC 4/8*S 4 10

JFB-Jet Fighter/ Bomber*C,*N-1MT A-35 2M,1O,8EC 8/8*A,*B 10 5

JSPL-Jet Spy Plane A-40 1M,1O,1P,9EC 0 15*I 20

GNSH-Gunship Cargo Plane A-45 1M,1O,5EC 15 2 8

AASW-Advanced Antisubmarine Warfare Jet*C,*N-1MT A-55,NV-40 1M,1O,1P,7EC 6/12*S 4 15

TAC-Tactical Attack Jet*C A-60 1M,1O,1P,8EC 18 5 8

AFTR-Advanced Fighter*C A-70 2M,1O,1P,10EC 0/25*A 24 5

AFB-Advanced Fighter/Bomber*C,*N-1MT A-75 2M,1O,2P,10EC 12/20*A,*B 20 5

SBMB-Stealth Bomber*N-any A-80 2M,1O,1P,10EC 20/3*A 20*I 20

Notes:

*A-Attack factor against aircraft only.

*B-Attack factor against aircraft halved when on a Bomb or nuke mission.

*C-May be based on an ARCA or NUCA. Only FTR, FB, and ASWP can also be based on an ESCA.

*I-Only 10% chance of being intercepted in any hex other than their base or target hex. (Recon missions also only have a 10% chance of being intercepted at their target hex even if it has aircraft based or on CAP there.)

*N-Maximum warhead size; although each aircraft may plot only one mission, it may drop more than one warhead on the same target hex if all the warheads are the same size (see Nuclear Weapons). Although aircraft deliver the warheads, the warheads are initially placed with and possessed by an airbase or carrier until delivered to a target. Aircraft delivered warheads are not affected by the ABM or ECM units.

*S-Attack factor against submarines only.

Return to Production Chart ~ Return to Section V ~ Return to Contents

Naval Vessels (NV) [Chart]

Unit Name; Notes ; Tech Requirements; Cost; Attack Factor; Defense Factor; Cargo Capacity

TR-Transport Ship*B NV-1 1M,2I,1O,5EC 0 2 4-I/V units*F

PT-PT Boat*C NV-1 1M,1O,2EC 4/1A/4*S 2 none

GNBT-Naval Gunboat NV-1 1M,1I,1O,4EC 6/1*A 4 none

DSTR-Destroyer NV-1 1M,2I,1O,1P,5EC 8/2*A/6*S 8 none

MSLC-Mothership with Landing Craft*B NV-5 1M,2I,2O,6EC 1*A 4 4-I units*E,*F

CRSR-Cruiser NV-5 1F,1M,3I,2O,1P,8EC 16/6*A/8*S 16 none

SUB-Submarine NV-10 1M,1I,1O,5EC 8 6 none

ESCA-Escort Aircraft Carrier*B,*W NV-10 1F,1M,2I,1O,1P,8EC 1/2*A 6 6 units*P

BCRS-Battlecruiser NV-10 1F,1M,4I,3O,1P,8EC 30/4*A 20 none

BTLS-Battleship NV-15 1F,1M,5I,4O,1P,12EC 35/8*A 35 none

ARCA-Aircraft Carrier*B,*W NV-20 1F,2M,3I,2O,1P,12EC 2/4*A 16 12 units*P

TLS-Tank Landing Ship*B NV-25 1M,3I,2O,7EC 2*A 4 4-I/V units*F

BSUB-Ballistic Submarine*N-1MT NV-30,A-35 2M,1I,1O,2P,12EC 12/5*S 8*Z 16 warheads

HLCA-Helicopter Carrier*B NV-40,A-40 1M,2I,1O,1P,10EC 8*A/10*S 12*Z 10-I units*H

NSUB-Nuclear Attack Submarine*N-10kT NV-45,N-40 1M,2I,1P,1U,8EC 20/10*S 12*Z 4 warheads

GMFR-Guided Missile Frigate*N-10MT NV-45,A-50 2M,1I,2O,1P,8EC 16/16*A/16*S 12*Z 8 warheads

FAS-Fast Attack Ship*C NV-50,A-40 1M,2O,4EC 15/4*A 15 none

AASH-Amphibious Assault Ship*B NV-55,A-40 1F,1M,2I,1O, 8A/6*S 16*Z 4-I/V and 1P,8EC 5-I units*H

NUCA-Nuclear Aircraft Carrier*B,*W NV-55,N-40 1F,3M,4I,1O, 4/8*A 20*Z 25 units*P 1P,1U,20EC

AEFR-Aegis Frigate NV-65,A-65 2M,1I,2O,1P,8EC 16/8*A/8*S/55%M 20*X,*Z none

ASUB-Advanced Ballistic Missile Submarine*N-any 1U,10EC NV-75,A-75 2M,2I,2P, 18/8*S 15*Z 24 warheads

MHYD-Missile Hydrofoil*C,*N-10MT NV-80,A-40 1M,1O,1P,5EC 16/4*A 16 4 warheads

ACRS-Advanced Cruiser*N-10MT NV-85,A-50 1M,3I,2O,2P,10EC 30/16*A/ 16*S/55%*M 30*X,*Z 16 warheads

ABTL-Advanced Battleship*N-10MT NV-90,A-50 1F,1M,5I,4O,2P,12EC 65/20*A/16*S/55%*M 60*X,*Z 32 warheads

HVCR-Hi-Tech Hovercraft*N-10MT NV-100,A-90 1M,1O,1P,8EC 30/20*A 25 4 warheads

Notes:

*A-Attack factor against aircraft only.

*B-Units on a TR may only unload in a hex you or your allies already control. Units on other ships may beach invade by unloading into any hex. Carriers and the AASH may invade with ACAV, AENG, AH, or VTOL using the unload order or such units may HMove off the carrier.

*C-Coastal unit; movement limited to hexes adjacent to land. These units and all submarines may not fire support.

*E-Except ART, HART, AA, RL, AART, AAA, AHRT, and AUG.

*F-Except ACAV, AH, AENG, and VTOL.

*H-May carry only ACAV, AH, AENG and VTOL units. AENG and ACAV count as 5 units each toward a ship's capacity. For the AASH, this is an additional capacity. All units carried may unload with an "all I unload", or the H units could HMove off.

*M-Percent chance to hit a ballistic missile; these units automatically fire at ballistic missiles heading for their hex. They may only fire at 4 missiles per turn, after any MIRVed attacks have separated. They cannot fire on nuclear attacks from aircraft, guided missiles, surface-to-surface missiles, cruise missiles, NSUB's or MSLP's.

*N-Maximum warhead size; GMFR, MHYD, ACRS, ABTL, and HVCR units may fire tactical warheads into the same hex or any of their warheads up to 4 hexes away. These units fire cruise missiles that cannot be affected by ABM or space-based defenses. BSUB's may fire into an adjacent hex or up to 7 hexes away (but not into the same hex), NSUB's may only fire into the same hex, and ASUB's may fire into the same hex or up to 15 hexes away. They may all fire any number of warheads and may be given multiple missions. All warheads fired with the same mission must be the same size and are considered to be on the same missile as a MIRV (see Nuclear Weapons).

*P-Only FTR, FB, ASWP, and the note H units can be based on an ESCA. FTR, FB, ASWP, JFTR, JFB, ASWJ, TAC, AASW, AFTR, AFB, and all note H units can be based on the other aircraft carriers.

*S-Attack factor against submarines only.

*W-May possess any number of any size of warheads, but only the aircraft based on the carrier may deliver them.

*X-Each ship negates the direct hit automatic destruction capability of 1 nuclear warhead per attack phase. This unit affects all nuclear warheads except those delivered by aircraft (see Nuclear Weapons).

*Z-EMP shielded (see Nuclear Weapons).

Return to Production Chart ~ Return to Section V ~ Return to Contents

Miscellaneous Units [Chart]

Tech Level Attack Defense

Unit Name; Tech Level Requirements; Cost; Attack Factor; Defense Factor; Range

Factories

FACT-Factory*E,*F None 1F,1I,1O,2EC 0 0 N/A

Ground Bases:*E

ABSE-Airbase*W None 1M,1P,5EC 2 2 N/A

FORT-Fortifications None 1M,1I,8EC 3 25 N/A

IRBM-Intermediate Range Ballistic Missile Base*N-1MT A-25 2M,1I,1O,2P,14EC 5 15*Z 5

SSM-Surface-to-Surface Missile Base*N-100kT A-35 1M,1I,1O,1P,3EC 18 10 1

ABM-Anti-Ballistic Missile Base A-40 2M,1I,1O,2P,16EC 5/75%*M 15*Z Same Hex

SAM-Surface-to-Air Missile Base*N-10kT A-45 1M,1I,1O, 1P,5EC 5/25*A 20 Same Hex

ICBM-Intercontinental Ballistic Missile Base*N-10MT A-50 2M,1I,1O, 2P,15EC 7 30*X,*Z 20

AIBM-Advanced ICBM BaseB,*N-any A-70 2M,1I,1O, 2P,16EC 10 40*X,*Z Unlimited

Return to Production Chart ~ Return to Section V ~ Return to Contents

Space-Based Units:

RSAT-Reconnaissance Satellite*T A-40 1M,1P,5EC N/A N/A Unlimited

SSAT-Spy Satellite A-60 2M,2P,10EC N/A N/A Unlimited

KSAT-Killer Satellite*T A-65 2M,1P,8EC 0*S N/A Space

MSLP-Missile Platform*B,*N-any A-70 2M,2P,12EC N/A N/A Unlimited

ABMP-ABM Platform A-75 3M,2P,10EC 45%*M N/A Unlimited

QSAT-Stealth Satellite A-85 2M,2P,8EC N/A N/A Unlimited

LSAT-Laser Satellite A-90 2M,2P,12EC 0*S/25%*M N/A Unlimited

HVRG-Hypervelocity Rail Gun Platform A-100,N-60 2M,2P,1U,8EC 0*S/60%*M N/A Unlimited

Notes:

*A-Attack factor against aircraft only. Does not work against CAP(s). SAM tac nukes are fired first.

*B-May fire warheads at space-based units (see Nuclear Weapons).

*E-An ENG, MENG, or AENG unit is needed in the placement hex to produce new ground bases or factories in a new hex. The engineer will then be unable to move or recon during the turn of base or factory production and may only be used to place one type of such units per turn. The engineer may produce up to 20 FACT that turn (which industrializes the hex), but only 1 of each type of ground base may ever exist in a hex. If there is more than 1 type of engineer in a hex, they will be assigned production use in order of tech level, lowest to highest (i.e., ENG, MENG, then AENG).

*F-One FACT can produce one non-FACT unit per turn, starting with the turn after its own production. Whenever the number of factories in a hex is raised to 20 or more, that hex is considered industrialized and has a 25 unit production capacity. If subsequent losses take the total under 25 (even if only to 24 or 23), at least 1 FACT must be produced to raise it to 25 again. No more than 25 factories can ever be in one hex. FACT units have no maintenance costs.

*M-Percent chance to hit a ballistic missile; An ABM unit automatically fires at missiles heading for its hex; the space-based defenses (if not on an Attack mission) automatically fire at missiles heading for any of your units or controlled hexes. Space-based units fire once each at each missile, then ground-based units will fire at what the space-based units missed. ABM units may only fire at 6 missiles per turn. ABMP units may only fire 10 times, then their anti-missiles have been expended. ABM units fire at MIRVed missiles after they have separated, but the space-based defenses (ABMP, LSAT and HVRG) fire at missiles before they separate. These units have no effect on artillery, aircraft, guided missiles, surface-to-surface missiles, cruise missiles, MSLP's, or NSUB's.

*N-Maximum warhead size; may fire any number of warheads and may be given multiple missions. All warheads fired with the same mission must be the same size and are considered to be on the same missile as a MIRV (see Nuclear Weapons). Bases will fire tac nukes if authorized. SAM bases can only fire nuclear missiles at aircraft, not ground units.

*S-Attack mission success is based on the target type - see Attack below.

*T-RSAT's and KSAT's must be used on the turn immediately after they are produced. They will be removed after the next turn whether or not they are used.

*W-May possess any number of any size of warheads, but only the aircraft based at the airbase may deliver them.

*X-Each ICBM or AIBM negates the direct hit automatic destruction capability of 1 nuclear warhead per attack phase. This unit affects all nuclear warheads except those delivered by artillery or aircraft (see Nuclear Weapons).

*Z-EMP shielded (see Nuclear Weapons).

Return to Production Chart ~ Return to Section V ~ Return to Contents

Nuclear Weapons (NW) [Chart]

Unit Name; Tech Requirements; Cost; Destruction Chance; Turns of Radiation

Tactical:

10K-10 Kiloton N-10 1M,1P,3U,15EC 45% 0

5K-5 Kiloton N-15 1M,1P,2U,11EC 35% 0

1K-1 Kiloton N-20 1M,1P,1U,7EC 20% 0

50K-50 Kiloton N-25 1M,1P,4U,19EC 52% 0

100K-100 Kiloton N-40 1M,1P,5U,23EC 57% 1

500K-500 Kiloton N-50 1M,1P,6U,27EC 60% 2

1N-1 kT neutron N-60 2M,1P,1U,11EC 35% 0

5N-5 kT neutron N-70 2M,1P,2U,15EC 45% 0

10N-10 kT neutron N-80 2M,1P,3U,19EC 52% 0

50N-50 kT neutron N-90 2M,1P,4U,23EC 57% 1

100N-100 kT neutron N-100 2M,1P,5U,27EC 60% 2

Strategic:

1M-1 Megaton N-55 1M,1P,7U,31EC 62% 3

5M-5 Megaton N-60 1M,1P,8U,35EC 64% 4

10M-10 Megaton N-65 1M,1P,9U,39EC 66% 5

50M-50 Megaton N-70 1M,1P,10U,43EC 68% 6

100M-100 Megaton N-75 1M,1P,11U,47EC 70% 7

Notes:

*(None)

Return to Production Chart ~ Return to Section V ~ Return to Contents

Unit Production Summary

All units must be produced from a controlled FACT except PART.

Category Placement Hex (Factory hex is the default)

I,V Same as Factory hex

A,NW Within 3 hexes, with capable unit (ABSE is default); need not

control placement hex

NV Water hex adjacent to Factory hex

Bases With engineering type; must control placement hex

FACT Same as bases if the placement hex is other than the Factory

hex doing the production; Factories do not count against

production capacity

Space Units Space

Return to Section V ~ Return to Contents

World War IV Orders Summary

Infantry / Vehicles ~ Aerospace ~ Naval ~ Miscellaneous ~ Espionage

Infantry/Vehicles (I/V)

Airdrop

(quantity) (type) (hex) Drop ... (hex)

HMove

(quantity) (type) (hex) HMove ... (hex)

Note: HMoves involving a carrier require listing the carrier type after the starting hex, and/or after the ending hex if HMoving to a carrier.

Move

(quantity) (type) (hex) Move (hex)...

Nuclear Weapons Attack

(quantity) (firing unit) (hex) (size) (hex)

note: missiles and artillery do not use a movement path.

Recon

(quantity) (type) (hex) Recon (hex)

Strategic Move

(quantity) (type) (hex) SMove ... (hex)

Return to Orders Summary ~ Return to Section V ~ Return to Contents

Aerospace(A)

Bomb

(quantity) (type) (base hex) Bomb ... (hex)

Combat Air Patrol

(quantity) (type) (base hex) CAP (hex)

note: to make this a standing order, plot CAPS.

Escort

(quantity) (type) (___) (Escort)

Nuclear Bombing Attack

(quantity) (aircraft) (hex) (size) ...

Recall From CAPS

(quantity) (type) (base hex) Recall (CAPS hex)

Recon

(quantity) (type) (base hex) Recon ... (hex)

Transfer

(quantity) (type) (base hex) Transfer ... (base hex)

note: air missions involving a carrier require listing the carrier type after the starting hex, and/or after the ending hex if HMoving to a carrier.

Return to Orders Summary ~ Return to Section V ~ Return to Contents

Naval Vessels(N)

Move or Patrol

(quantity) (type) (hex) Move ...

or Patrol

note: if on Patrol, any of the following options will fail if a patrolling ship encounters an enemy ship:

Load/Unload

(quantity) (type) (hex) Load

(quantity) (type) (___) Unload (hex)

or

(quantity) (type) (hex) Load/Unload (hex)

note: each load and unload must be assigned a blank of the ship's movement

Support Repair

... S-(hex) ... Repair

Nuclear Weapons Attack

(quantity) (ship) (hex) (size) (hex)

note: missiles do not use a movement path

Recon

(quantity) (type) (hex) Recon (hex)

Return to Orders Summary ~ Return to Section V ~ Return to Contents

Miscellaneous Units

Ground Base Nuclear Weapons Attack

(quantity) (base) (hex) (size) (hex)

note: missiles do not use a movement path

Ground Base Recon

(quantity) (type) (type)(hex) Recon (hex)

Space-Based Attack

(quantity) (type) S(#) Attack S(#)

Space-Base Nuclear Weapons Attack

(quantity) (firing unit) S(#) (size) (hex)

note: missiles do not use a movement path

Space-Based Recon

(quantity) (type) S(#) Recon (hex) ...

Return to Orders Summary ~ Return to Section V ~ Return to Contents

Espionage

Determine National Security Recruit Partisans

(spend) DS (country#) (spend) RP (hex)

Determine Resources Sabotage Aircraft

(spend) DR (country#) (spend) SA (hex)

Determine Tech Levels Sabotage Nuclear Warheads

(spend) DT (country#) (spend) SN (hex)

Infiltrate (Sabotage Production

(spend) IN (country#) (spend) SP (hex)

Purge Agents Sabotage Resource

(spend) PA (spend) SR (country#) (resource)

Raise Guerrillas Sabotage Tech Recovery

(spend) RG (country#) (spend) ST (country#) (field)

Recon Hex

(spend) RH (hex)

Return to Orders Summary ~ Return to Section V ~ Return to Contents


WIMP Notes

To load WIMP, please read the readme.txt file on the disk. If you experience any problems, please contact us. Note that you should have around 590k free ram to run WIMP.

Please note that you cannot specify the placement hex for your additional FACTs on turn 1 using WIMP. Please include this information in another format (paper, text file, email etc.).

Also, DO NOT use the World Press feature contained within WIMP, as we are unable to use this information in our processing. To send World Press announcements, include them either in paper format, or ideally in a separate text file (or Word for Windows) with your disk or email attachment. Remember to state which announcements are anonymous.

WIMP files should be emailed as a text file or simply copied and pasted into an email message - you should not need to UUCODE (or similar) the file. Email address is orders@pagodagames.co.uk.

Some games of WWIV contain small variations on the rulebook (such as airdrop capability, production costs etc.) Note that WIMP will not take such alterations into account when you enter your orders, therefore care should be taken when using some of the automatic features in WIMP (should as buy/sell excess resources).

Download Wimp      Return to Contents


WWIV Country List.

Below is the complete list of countries available in the game.

1 Alaska
2 Ecotopia [*Western USA]
3 Canada
4 Quebec
5 United States of America
6 Texas
7 Mexico
8 Peru
9 Venezuela
10 Brazil
11 Argentina
12 United Kingdom
13 Scandinavia
14 Poland
15 Germany
16 France
17 Turkey
18 Ukraine
19 Russia
20 Kazakh
21 Iran
22 Saudi Arabia
23 Egypt
24 Algeria
25 Nigeria
26 Sudan
27 Zaire
28 Tanzania
29 South Africa
30 India
31 Indochina
32 China
33 Manchuria
34 Evenki Soviet Republic [*Near mongolia]
35 Yakutsk
36 Kamchatka
37 Japan
38 Indonesia
39 Western Australia
40 New South Wales

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Copyright ©2000 Pagoda Games