Credits & Contents
Credits and Contents
Author
Matthew Sprange
Editor
Nick Robinson
Logo
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Giles Meakin
Introduction
Building an Army
Units
The Game Turn
Move Actions
Shoot Actions
Charge Actions
Ready Actions
Reactions
Traits
Air Units
Structures
Advanced Rules
The British Army
United States Marine Corps
United States Army
The Russian Army
Peoples Liberation Army
The Middle Eastern Alliance
The German Heer
Engagements
Scenarios
Campaigns
Blank Campaign Maps
Index
Proofreading
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Alexander Fennel
Interior Illustrations
Nathan Furman
Playtesting
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Adam Gulwell, Will Baker, Greg Bierl, Robert Gunn,
Robert Bierl
Special Thanks
National War College
Very Special Thanks
Thomasz Pieciukiewicz
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20
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25
30
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37
49
61
75
87
95
104
116
120
130
137
140
C o py r ig h t I nf o r ma t i o n
Battlefield Evolution: Modern Combat 2008 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the
written permission of the publisher is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted
by Mongoose Publishing.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To
learn more about the Open Game License, please go to www.mongoosepublishing.com.
This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any
similarity to actual people, organisations, places or events is purely coincidental.
Printed in the USA.
Introduction
INTRODUCTION
Welcome to the war, Soldier!
chance to find opponents. Additionally, the Internet hosts a
cornucopia of sites and forums about miniatures gaming.
Battlefield Evolution is a fast-paced and easy to learn
miniatures game, with enough tactical depth to keep
you hooked for years. You will command platoon and
company-sized forces, and attempt to overwhelm your
opponents with tactical skill and a dose of luck!
Ba t t l e f i e l d
E v o l ut i o n: M o dern
Combat
M in iat u r e s G a mi ng
Though based on the armies and wars of the current
world, Battlefield Evolution: Modern Combat is set in its
own alternate reality. You will see many weapons and
units that are easily recognisable in the real world, but
we have also added many what-if? items, from weapons
that were tried but never adopted, to future designs that
have not yet seen warfare.
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Miniatures gaming is a hobby in which players collect
armies of model soldiers and vehicles, and then take part
in games against like-minded opponents. Played on a
table featuring terrain ranging from open fields to burnt
out city streets, miniatures gaming allows you to act as
a general, directing your forces in a cunning battle plan
designed to bring you total victory!
You can think of it as chess but;
With freeform movement you are not restricted to
squares.
With random elements troops pinned down by
enemy fire are likely to be in real trouble, but they
might surprise you and start fighting back.
With far prettier models!
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We do not advocate re-enacting real world wars and
battles using this game, especially those that are still
ongoing. Approach this game in the same way you might
an action film or Tom Clancy novel, but always remember
real people are fighting and dying all over the world, even
as you read this
Ne e d e d F o r P l a y
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In addition to this rulebook, you will also need several
other items to begin playing this game. While additional
materials such as terrain pieces and counters for various
conditions are also useful, they are optional and not
required for basic games.
Using the rules of a miniatures game aided by a few
models, some dice and a tape measure you will be able
to lead your armies across the battlefield, dodging a hail
of incoming fire, before unleashing your finest troops
against your enemy.
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The joy of miniatures games like this one is that they
are flexible (no two games will play out quite the same
way), challenging (with all the different models you can
use there a lot of different tactics possible) and visually
appealing (nothing beats the clash of two forces over some
nice model terrain). Miniatures gaming is a fascinating
hobby that appeals to all ages and walks of life. If these
are your first steps into the hobby then you are doubly
welcome you have just found something that may well
keep your interest for a long time.
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Two or more players.
A playing surface, such as a tabletop or unobstructed
floor space.
A selection of miniatures.
A tape measure or ruler of a minimum 12 inches in
length.
Several six and ten-sided dice (at least two of
each).
R o l l i ng D i c e
This game uses two kinds of dice the ordinary, humble
six-sided dice and the chunky, exotic ten-sided dice. You
will find it beneficial to have perhaps a dozen D6s on
hand as it greatly speeds up play. D10s are used more
Your local hobby store can be a great resource for
learning about the game. Many stores run their own clubs,
tournaments and ongoing campaigns, which offer a great
Introduction
R e-R o l l s
rarely and you should not need more than a couple of
these. The size or variety does not matter they will
suffice as long as they are six-sided (numbered 1 through
6) and ten-sided (numbered 1 through 10).
Some special situations may call for you to re-roll a
dice. This simply means you ignore the first result rolled
and roll the dice again. All modifiers or conditions
that affected the first roll are also present and must be
accounted for on the re-roll. You must always accept
the result of the second roll, even if it was worse than
the first re-rolls can be used to get you out of a tricky
situation but they are never guaranteed! Also, you may
only ever re-roll a specific dice result once, even if you
have multiple opportunities to re-roll a dice result.
You will sometimes be instructed to read the results of
dice rolls in different ways. If you are simply told to roll
a dice in the rules, roll it as normal and read the number
or pips on the top. However, you will sometimes see
references telling you to roll 4xD6, 6xD6, 2xD10+1 and
so on. These are dice shorthand references.
A number before a xD tells you how many dice you
need to roll. The number after a D tells you whether to
roll D6s or D10s. For example, 4xD6 means roll four
six-sided dice (you can see why we shorten it to 4xD6).
If there is a + after the dice add the number to each dice
rolled so 4xD6+1 would tell you to roll four six-sided
dice and add one to the resulting score on each.
T ur ns
Some rules may ask you to add dice rolls together, such
as 2xD10+D6. In this case, you would roll two D10s, one
at a time, adding a separate D6 roll to each (the D6 is
rolled each time you roll a D10).
P r e-M e a s ur i ng
D i s t a nc e s
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Where multiple dice of the same type are rolled and
added together it will be noted as the number of dice
only, without the x symbol. For example, 2D6 (giving
you a total of 2 to 12), 3D6 (3 to 18) or 2D10 (2 to 20). A
numerical addition (such as the 2 in 3D10+2) is added
to the total value. Thus, if you were intended to roll four
six-sided dice, add their total together and then add a
fixed value of 1, it would be written as 4D6+1.
Players take turns to play Battlefield Evolution.
Throughout these rules, a turn is used to describe the
process a player goes through before his opponent takes
his turn and repeats that process. A Game Turn is two of
these player turns.
Na t u ra l 1s
These rules assume that an unmodified roll of 1 on a
D6 or D10 is automatically a failure. Even if subsequent
bonuses raise the result to above 1, it is still a failed roll.
This is referred to as rolling a natural 1. The natural 1
rule applies to all rolls in this game unless specifically
mentioned otherwise.
You may always pre-measure distances in Battlefield
Evolution, allowing you to check to see if an enemy is within
range before making the decision to fire, for example.
P r e p a r i ng f o r P l a y
Once you have your army and an opponent, there are
just a couple of things you need to do before battle can
commence. You will need a flat playing surface, such as
a kitchen or dining room table though many players
invest in a dedicated gaming table, complete with
modelled terrain.
Your playing surface should have plenty of terrain placed
upon it. You can use piles of books or boxes to simulate
buildings, walls and hills, though many players soon
progress onto model houses, woods, factories, ruins and
so on.
Introduction
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A more adventurous table, made
from polystyrene with a selection
of modified terrain pieces
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A basic tabletop terrain can
be made by covering a table
with a coloured sheet and using
commercially available terrain
This advanced battlefield has been
almost completely scratch built,
showing what can be achieved with
even a modicum of modelling skill
Building an Army
BUILD ING AN ARMY
BUILDING
Before you can start fighting huge and involved battles,
it will be your skill and tactical ability that will be the
deciding factor for victory.
you will need to build an army. An army can be as small
as a single squad or feature over a hundred soldiers,
supported by vehicles, command units and aircraft.
You can go on to field a whole company of troops with
additional support, limited only by the size of your
wargaming table!
We recommended your first battles were played with
forces of no more than 2,000 points each. This will give
you a game that will last up to two hours.
Ultimately, there is no limit to the size of armies that can
be played, and you will find that even games involving
thousands of points can still be completed within a fairly
short period of time, so long as both players are familiar
with the rules. The only real restraint is the size of your
gaming table, and your ability to place all your models
on it. However, even games involving armies of 6,000
or 8,000 points can still be realistically played on an
average 6 ft. by 4 ft. gaming table, though larger forces
may require you to use a wider table or even the floor!
Every unit in the game is assigned a points value, as
shown in the army lists on page 37 onwards. As you
collect units, add their points values together, as this will
show you just how large and powerful your army is.
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When you come to play a game, the force you use may
only be a fraction of your collected army. This is because
the points system is used to ensure a fair match between
yourself and your opponent. Two forces of the same
points value should be roughly equal in power, meaning
Chinese Infantry and a Type 99 main battle tank.
Units
UNI TS
UNITS
Models are grouped into units, which act together on
A unit is defined by its entry in the army lists, as shown
below.
the battlefield. A unit may be several models, such as a
squad of soldiers or a single larger or important model,
such as an armoured vehicle.
Jaeger Command Squad 145 points
Leading such units as the Gebirgsjaeger and Fallschirmjaeger, the command squad is the heart of the platoon.
Type
Soldier
Radio Operator
Lieutenant
Size
1
1
1
Move
4
4
4
Close Combat
D6
D6
D6
Target
4+
4+
4+
Save
5+
5+
5+
Kill
6+
6+
6+
Traits
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Fire Team 1: Lieutenant (unit leader) with G36 and MP7, Radio Operator with G36, 3
Soldiers with G36, Soldier with G36 and HK-69A1.
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Fire Team 2: Soldier (unit leader) with G36, Soldier with MG3.
Fire Team 3: Soldier (unit leader) with G36, Soldier with G36 and Panzerfaust 3.
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Fire Teams: The designated Soldiers may act as unit leaders to Fire Teams 2 and 3,
splitting off to act as separate units.
Field Promotions: So long as the chain of command is intact, the German Heer can
prove to be remarkably resilient, pushing forward when other forces would give up and
cower. So long as the Radio Operator is within 2, the Lieutenant may take a Ready
action to promote any one model in an out of command unit to become its unit leader.
Only one model may be promoted in this way at any one time for every Lieutenant on the
table. The Lieutenant need not come from the same platoon as the out of command unit.
Options: The squad may be mounted on board a Marder for +155 points or a Puma for +130 points. The Lieutenant
may add an AG36 to his G36 for +5 points each.
Title: The name of the unit.
Points Cost: The total points value of the unit. These are
added together to obtain the points value of your whole
army.
Type: The name of individual models in a unit.
Value: The individual points value of each model in the
unit.
Size: The Size score of each model in the unit. This is
used for a variety of purposes, such as measuring how
many models can fit inside a transport.
Move: How far each model in the unit can normally
move across the table in inches with a single Move action.
Movement is explained on page 10.
Close Combat: How many dice each model in the unit
rolls when it charges an enemy model in close combat.
Close combat is explained on page 18.
Target: The number an enemy has to roll equal to or
greater than on a single dice when making an attack
against a model in this unit.