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SEWERS
In heavy urban areas the city sewer system could be
used as a way to move troops and supplies past
enemy lines to reinforce strong points, launch
scouting or sniper patrol missions, or as a way to
spring surprise attacks on the enemy. The battle
below became a deadly duel in the dark as troops
carried the fight into a citys sewers, basements and
subways.
SEWER MOVEMENT
(Taken vs. Leader's Rep)
#D6
Passed
Result
2
The squad emerges from the sewer
entrance of the players choice.
1
The squad is temporarily lost in the sewer
tunnels for this turn.
0
The squad got turned around in the
tunnels and emerges at a random sewer
entrance. Roll to determine which one
SEWER PATROL
SEWER VISIBILITY
SEWER PATROL
(Taken vs. Leader's Rep)
#D6
Passed
Result
2
Intercept! The sides encounter each other
in close quarters combat.
1
Closing In. The unit gets sign of the enemy
and starts to close in on them. On the next
roll a Pass 2d6 or Pass 1d6 results in an
interception.
0
What enemy? The unit has no idea where
the foe may be this turn.
SEWER FIGHT
#
Result
1 Interceptor surprised by enemy head on in a 2"
tunnel. Enemy allowed to immediately fire.
2 Interceptor stumbles into enemy head on in a 2"
tunnel. Enemy takes In Sight Test.
3 Interceptor catches enemy head on in a 2"
tunnel. Both sides roll 1d6 and add it to Rep of
Leader. High score allowed to take In Sight Test.
Ties go to the enemy.
4 Interceptor catches enemy head on in a 4"
tunnel. Both sides roll 1d6 and add it to Rep of
Leader. High score allowed to take In Sight Test.
Ties go to the interceptor.
5 Enemy stumbles into interceptor head on in a 2"
tunnel. Attacker takes In Sight Test.
6 Attacker surprises the enemy head on in a 2"
tunnel. Attacker allowed to immediately fire.
Result
Straight
1-2: Small: 2 wide tunnel
3-4: If extension of previous, same size. Or,
roll again
5-6: Large: 4 wide tunnel
Turn
1-3: Left turn
4-6: Right turn
Intersection
1-2: Three way intersection
3-5: 4-way intersection
6: 1d3+3 tunnel intersection in a sewer room
6 x 6
Room/Basement
1-2: Room with sewer holding pool 6x6
3-4: Basement of nearest building or rubble
pile, width/length of building
5-6: Utility room 3x3
SEWER ENCOUNTERS
Each new sewer section entered may result in a
Sewer Encounter based upon the Enemy Activity
Level. There is no safe sewer section in an urban
battle as units may enter and leave from both sides
at any time, so this roll is always made when
entering a sewer terrain segment. Determine this by
rolling on the Sewer Encounter Table. If an enemy is
encountered proceed to combat and each side takes
an In Sight Test. If the Players Leader has the
Stealth Attribute it may apply that to the In Sight
test for the entire unit.
SEWER ENCOUNTER
(Based on EAL)
(-1 EAL if the section has already been scouted)
# Dice
Passed
2d6
1d6
0d6
Result
Contacted Enemy Force or other
Encounter. Roll on the Enemy In Sewer
table.
Possible contact. Roll on the Enemy In
Sewer table but at a -2 to the score. If a
"0" is scored then no enemy contacted.
False alarm. Just a case of
nervesprobably
Result
3-4