THE SYRIA WAR. Copyright 2017 One Small Step, Bowie, MD

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THE SYRIA WAR, Bowie, MD

2 Islamic State: the Syria War Rulebook TABLE OF CONTENTS 1.0 INTRODUCTION 2.0 COMPONENTS 3.0 SET UP 4.0 SEQUENCE OF PLAY & REINFORCEMENTS 5.0 AREA CONTROL 6.0 ACTIONS 7.0 COMBAT 8.0 SPECIAL OPERATIONS FORCES 9.0 HOW TO WIN 10.0 OPTIONAL RULES 11.0 CHARTS & TABLES 1.0 INTRODUCTION 1.1 Islamic State: War in Syria (ISWS) is a two-player wargame simulating the post-russian intervention phase of the Syrian Civil War. In this game, there are two coalitions fighting parallel wars against a common foe: and Al Qaeda in Syria, with one player (the US player) commanding US/NATO Forces, Kurdish/SDF and non-islamic Syrian Rebels, and a second player (the Russian player) controlling the Syrian Arab Army (SAA, Assad s forces) and their allies (Iran/Hezbollah, Russia). and Al-Qaeda in Syria are controlled by the game system, although certain game events allow players to use these forces against each other. Design Note. is the English-language acronym for the Arabic phrase (also presented here in Anglicized form): al-dawla al-islamiya al-iraq al-sham, and meaning The Islamic State of Iraq and the Levant. CREDITS Design: Javier Romero Development: Ty Bomba Playtesters: Ty Bomba, Damián Giménez, Enric Martí, Fernando Buil, Javier Romero Game Map: Ania B. Ziolkowska Counters: Ania B. Ziolkowska Production: Jon Compton & Lise Patterson SAMPLE UNIT Front 1.2 Scales. Each game turn represents about from two to six weeks. The units of maneuver are regiments, brigades, divisions or equivalents. 1.3. Abbreviations. The following abbreviations are used on the unit-counters and in the rules below. DRM: Die Roll Modifier AT: Anti-Tank CIV: Civilians AA MANPAD: Man portable air defense weapons & other light air anti-aircraft weaponry. TOW: A type of AT missile IED: Improvised Explosive Device 2.0 COMPONENTS Anti Tank Capability Anti Aircraft Capability Firepower Rating SAMPLE COMBAT UNIT Unit ID Firepower Rating Unit Type (Militia Infantry) Unit Size (Division) Unit Type (Armor) Unit Nationality (Syrian Arab Army) 2.1 The Map shows Syria and adjacent area, and includes the following elements: The city zoom boxes in Homs, Aleppo, Ar Raqqa and Deir ez Zor are not used in the basic version of the game rules. These will be used in a future extension of the game simulating urban sieges and the Turkish intervention of the Summer of 2016. Areas. Locations in which you place units. The different types of areas are described on the Terrain Effects Chart printed on the mapsheet. Most areas are named after the major town or city in the region. Others are named after districts or sub-districts. Allied Holding Box. A convenient place on the mapsheet to put Allied units that aren t yet in play. US/NATO Available Support Units Holding Box. Store available US/NATO airstrike and drone attack markers in this box. Russian/SAA Available Support Units Holding Box. Store available Russian/SAA/Iranian air and carpet bombing strikes and drone attack markers in this box.

3 Used US/NATO Support Units Holding Box. Store used airstrike and drone attack markers in this box. Used Russian/SAA Support Units Holding Box. Store used Russian/SAA/ Iranian air and carpet bombing strikes and drone attack markers in this box. Battle Display. Use it to resolve combat (see section 7.0). General Data Track. Used it to keep track of various game functions. Leaders & Killed Leaders & Capture Hostages & Pilots. More holding boxes for these kinds of units. UNIT SYMBOLS Infantry Airborne Infantry Mechanized Infantry Armor Special Ops. Air Assault 2.2 OPFOR (Opposing Forces) and Army of Caliphate Bins. These are wide-mouthed opaque containers, such as a coffee mug or cereal bowl (which you must provide). combat assets are picked from them. 2.3 Actions Bin. This is a third wide-mouth opaque container (which you must also provide). Action Chits are picked from it. UNIT SIZE III Regiment or X Brigade or XX equivalent equivalent GAME MARKERS Division or equivalent 2.4 The Playing Pieces. The die-cut cardboard pieces are called units, counters and unit-counters. The following definitions apply to the various playing pieces. Friendly Units are the units controlled by each player. Firepower Rating. A quantification of the basic amount of combat power contained within the unit. AT, AA IED, CIV. These abbreviations appear on units equipped with Anti-Tank rockets or missiles, MANPAD anti-aircraft weapons, Improvised Explosive Devices, or (civilian) human shields. Media VP Marker Game Turn Marker US/Western/non-Islamic Rebel Casualities Action Chit Leader 2.5 Non- Unit Types Special Operations Forces may perform a number of unique missions; see section 8.0. Regular Forces (US, NATO, Russians, SAA, Kurds, Syrian Rebels, Al- Qaeda) may occupy areas, and attack and defend. Support Units (artillery, air strikes, drones) may be used to either independently attack enemy forces or support friendly ground forces in combat. Drones and air strikes may also perform targeted killings ; see the last bullet point in rule 6.3. Downed Pilot Hostages Syrian Government Control 2.6 Unit Identifications: NATO COS: Comandement des Opérations Spéciales (France) SAS: Special Air Service (British) AOC: Army of the Caliphate Al Qaeda in Syria and other Islamist Forces AN: al-nusra Front (AQ in Syria) IF: Islamic Front JAF: Jaish al-fatah (Army of Conquest) US SPM: Special Purpose Marine Air-Ground Task Force DF: Delta Force NSW10: Naval Special Warfare Unit 10 Russia Spetsnaz: Special Operations Units (специального назначения) Syrian Arab Army Syrian Rebel Control Kurd/SDF Control SAA Forces SAA Syrian Arab Army RG: Republican Guards PA: People s Army militia (Jaysh al-sha bi) TF: Tiger Forces Syrian Rebels 1C, 2C: 1st, 2nd Coastal Division AV: Army of Victory D13: Division 13 FM: Falcons of the Mountain Brigade Control Islamist Rebel Control

4 Islamic State: the Syria War Rulebook HLM: Homs Liberation Movement LTR: Liwa Thuwwar al-raqqa (Allied with Kurdish YPG Forces) N: Northern RL: al-rahman Legion SDF: Syrian Democratic Forces SF: Southern Front SM: Sultan Murad Brigade (Turkomans) TAS: Tahrir al-sham (Sham Liberation) Division YA: Yarmouk Army Iran/Hezbollah IRGC: Iranian Revolutionary Guards Corps Kurds/Syrian Democratic Forces YPG: People s Protection Units (Kurds) 3.0 SET UP Set up the game in the following sequence. Place all Action Chits in the Actions Bin except 3xAction #10 Chits that could enter play later, see 6.5. Place the Media and all combat assets chits in the OPFOR Bin. Place the Army of the Caliphate units in the AotC Bin. The US player places SDF/Kurdish units in the areas marked Kurds. The US Player may pull at random 10 Syrian Rebel units and place them in the areas marked Rebels. They must deploy face down, without looking at their strengths. There must be a minimum of one unit in each Rebel controlled area. One of the players may pull at random 12 AQ units and place them in the areas marked AQ Rebels. Players alternate to place units, one at a time. They must deploy face down, without looking at their strengths. There must be a minimum of one unit in each AQ controlled area. The Russian player places SAA, RU and Iranian/Hezbollah units in areas marked SAA. Place all leaders in the Leaders holding box. Place control markers in all areas marked. Place all NATO/US and Russian/SAA Spec Ops and Support markers in their respective Ready boxes. Place the following markers in the 0 box of the General Data Track: US casualties, RU casualties, VPs, Collateral Damage, DASH Actions, RU Actions, US Actions. Place the Game turn marker in the 1 box of the General Data Track. Set aside the Hostage, downed pilot and various control markers for later use. The US player must decide whether to set up the firepower base in Kurdistan or not (see 10.1). If not, set aside the FP Base marker and the two US artillery strike markers. 4.0 SEQUENCE OF PLAY 4.1 In General, the players alternates picking Action Chits and performing Russian/US actions, beginning each turn with a Russian action. Players alternate actions: the Russian player performs an action, then performs an action, then the US player performs an action. 4.2 There are eight such turns in a complete game. 4.3 The active player may perform one action (air strike, movement, etc.). When he has carried out that action, a action is conducted. To do that, pick one Action Chit from the pool and carry out that action as described in 6.2.Then, the second active player may perform another action, which is followed by a action, etc. 4.4 Use the, RU and US Action markers to keep track of the number of actions carried out each turn. When each side (Russian, US and ) has performed five actions, roll a die. On a die roll of 4, 5 or 6, the turn ends. On a die roll of 1, 2 or 3, the turn continues for one more Russian/US action and one more action. After both those actions have been carried out (if called for), the turn ends. Move the Turn marker to the next box. At the end of Turn 8, determine the winner. 4.5. End of Turn Phase At the end of each action phase, make the following Checks in the order listed. Captured Leaders Check Hostage & Downed Pilot Check Retire infi ltrated units (see action #5) The US player decides if he will setup a firepower base in the Syrian Kurdistan (see 10.1) Reinforcements check. Check the Reinforcements table and apply results. 5.0 AREA CONTROL 5.1 Each area on the map is always controlled by one side or the other. Having a unit infi ltrated does not count as control of one area. 6.0 ACTIONS 6.1 As explained in section 4.0, the players alternates conducting Russian, US and actions until they have finished a complete turn. 6.2. Actions When the sequence of play calls for picking a Action chit, any one of the players picks one from that pool, and then executes it according to the instructions below. As noted below, some chits may be played only once per game. In those cases, after picking them they re set aside and withdrawn from play. All other action chits are returned to the pool for possible later use (even during the same turn).

5 6.3 Russian and US Actions are determined by the players. That is, when they have the initiative, both players are free to choose actions from the following. Movement. Move ground units from one area to another. Take all, some or one of the units in an area and move it/them to an area connected by a road. If that force enters a -controlled area, it triggers combat (see 7.0). Russian-controlled units may not enter into US-controlled areas, and vice versa. It is allowed to drop units. Units may move up to five areas through friendly controlled areas. They may end movement in an AQ- or -controlled area, thus triggering combat. Moving one or more units from any area back to that side Available Units box is considered a movement action. Snatch & Grab Operation. Use Special Ops Forces (SOF) to capture an enemy leader or rescue downed pilots/hostages. These operations may be carried out anywhere on the map. That is, there s no need for the Ru or US player to first control an area adjacent to an S&G target area. Each such operation may only be launched by a single SOF unit. To do so, place the SOF unit in the target area. Roll on the Special Operations Table and apply those results. Important: only Western forces (US, NATO) may perform Snatch & Grab Operations to rescue hostages or capture enemy leaders (Russians and Iranians may perform them to rescue pilots, though). Targeted Killings. This action may be performed only by drones or strike aircraft units in order to try to kill leaders who have been pinpointed in a particular area of the map. Important: only US-controlled forces may try Targeted Killings against leaders. Assign number of air/drone units to the targeted killing before rolling on the FP Table. Roll one die on the FP Table per assigned air/drone unit until the leader is killed. Unused air/drone units go to the used support units box. Roll on the Collateral Damage table if the TK takes place in an urban area. Recon. This action may be performed only by SOF units. The SOF unit must be in that side s Available Units box and placed on a -controlled area. Roll one die. On a die roll of 1-3, nothing happens: place the unit in the used support units box. On a die roll of 4-6, leave the SOF unit on the area. Any subsequent targeted killing or strike attacks against enemy leaders/units in that area have a +1 drm. After performing a successful targeted killing or strike against that area (scoring a TD result), remove the recon unit and move it back to that side s Available Units box after launching a targeted killing or strike attack on that area. Strike. This action may be performed only by air or artillery units. Select which area will be subjected to a strike. Artillery units may be used only if the targeted area is adjacent to a friendly controlled area. Select the number of artillery/air/drone/helicopter units before rolling on the FP Table. Roll one die per unit until scoring one TD result. Unused support units are placed on the used support units box. Strikes against. When rolling one TD result, pick one unit at random and place it on the area as a reminder. If the unit selected has CIV, roll on the collateral damage table (only for US or NATO strikes). Any subsequent attack against that area will see the number of combat assets picked reduced by one. That is, if that area is an urban area, any combat against it will require the player to pick three instead of four combat assets. Strikes against other forces: When rolling one TD result, simply pick one unit in the area (owning player choice) and remove it from play. Important: the number of units may never be reduced to less than one. That is, an area occupied by a single unit may not be emptied by a strike attack. Carpet Bombing. The procedure is the same as in Strike actions. Roll on the FP (with a FP rating of 4 ) once for each attacking unit. units under carpet bombing attack may not fire back, even if they have AA printed on their counters. Important: this action can be carried out only by the Russian player (the two Kalibr markers represent the maximum number of carpet bombing attacks per turn). 6.4 regular and AoC Combat Assets are all placed in their respective pools during set up. Unless noted otherwise, combat assets eliminated in combat are returned to the pool for possible reuse at the end of the turn. They may appear a number of times during a game. The units of the Army of the Caliphate (AoC) are elite formations used for major offensive or defensive operations. 6.5 Turkish Border and elimination of leaders When all areas connecting to Turkish territory are under Kurdish, SAA or Syrian Rebel control, add two extra No Event action chits to the pool. In the event that regains contact with Turkey, withdraw the two extra No Event action chits from the pool (This simulates lack of cash/resources limiting the operational capabilities of ). The first turn that begins with five leaders captured and/or eliminated, add one No Event action chit to the action pool. 7.0 COMBAT 7.1In General, combat is mandatory whenever a Russian- or UScontrolled force enters an AQ- or -occupied area or as a result of certain random events. Russian controlled forces may only attack and AQ forces. US controlled forces may attack only AQ and forces. 7.2. Procedure To resolve each combat, place all involved Russian- or US-controlled combat units in the front row of that side within Battle Display printed on the mapsheet. Then place any support units you want to use in that battle into the display s back row of boxes. Pull the required number of combat assets from the OPFOR and AoC pools and put them in a second pool. Pull them at random and place them one by one in the boxes, beginning on the left. The number of combat assets picked depends on the type of area (see 7.6 below) as well as earlier strikes (see 6.3). Roll a die for each Ru/US controlled unit in the front row of boxes. If the RU/US unit is supported by a unit in the box directly behind it, you may reroll (once) a failed fi rst die roll, using the supporting unit FP rating. If the fired on -unit (in the box directly across from the firing Allied unit) isn t eliminated by the fi ring Allied unit(s), roll a die for that unit on the Combat Table. Apply those results. 7.3. CIV Units If a unit involved in combat has CIV printed on it, record one collateral damage point using the Collateral Damage marker. Important: Russian-controlled units ignore Collateral Damage. 7.4 Media Unit If the Media Unit is picked, place it aside and pick another unit until picking the required number of combat assets for that area (that is, if fighting in an urban area, pick four combat assets PLUS the Media Unit). The

6 Islamic State: the Syria War Rulebook Media Unit has effects on collateral damage die rolls (remember that this only affects the US player). 7.5 Collateral Damage & VPs After resolving the combat, if there were collateral damage points scored, roll on the Collateral Damage Table and apply results. Important: Russiancontrolled units ignore collateral damage effects. 7.6 Terrain Combat Effects If the area being attacked is a Key Objective area, pick four combat assets and one AoC unit. 8.2 Downed Pilots If a unit firing against an aircraft-supported unit has AA printed on it, add +1 to one of the die roll. If that unit scores a hit, roll another die: on a result of one, two or three, place a Downed Pilot marker in the area. At the end of that turn, roll another die to resolve that pilot s fate. On a result of one through four the pilot has been captured by (place a downed pilot marker in the Captured Hostages/Pilots box). On a result of five or six, he remains uncaptured and is presumed to be hiding from the forces that are searching for him (Place a downed pilot in the combat area). SOF units may attempt Snatch & Grab actions to try to rescue them (see 6.3). If the area being attacked is Urban, pick four combat assets (If an area is both a Key Objective and Urban, pick four regular and one AoC combat assets.) If the area being attacked is rural, pick three combat assets. 7.7 Russian and US-controlled units Casualty Points forces may infl ict Casualty Points on Ru/US forces. Use the Russian and US Casualties markers to record the number of such points inflicted by forces. Those CPs are converted into VPs. Also note that units with special weapon types may cause special damage. See the charts and tables for more details. 7.8 SAA & Russian Support Units may only provide support for Russian, Iranian/Hezbollah and SAA units. NATO and US support units may only provide support for Kurdish and US/NATO units. 8.3 Hostages Action #3 calls for the abduction of foreign journalists and/or NGO (Non-Governmental Organizations) staff, both of which are represented by the use of Hostage markers. When called for, pick one Hostage marker and place it in the Hostage/captured pilots Holding Box. Certain combat results pinpoint the location of one Hostage. When that happens, use the Random Location Table to move one hostage or pilot from the Hostage box to one specific area of the map. The US player (the Russian player cannot attempt hostage-rescue missions) may decide to launch a snatch and grab operation to rescue that hostage. At the end of turn, roll a die for each Hostage marker still in the Hostage Box. On a result of 5-6, nothing happens; the Hostage maker stays in the holding box for another turn. On a result of 1-4, the Hostage is executed, with the scene posted on the internet. In that case, add +1 VP to the VP total. 7.9 Occupation of Areas 8.4 Leaders may be located by certain combat results on the If all enemy units have been eliminated, the attacking forces may enter with US/RU Combat Result Table. When a leader is captured, place him one, some or all attacking units into that area. in the captured leaders box. At the end of each turn, during the Captured Enemy Leaders check, roll one die for each leader in the If the attacked area is a -controlled area, and there are surviving captured IS leaders box and check the Enhanced Interrogation Table. A forces, keep the surviving units in that area of the map as a reminder. Broken leader may provide one of the following benefi ts (US/RU player s They will defend that area during additional attacks during that same turn. choice on a case-by-case basis). That is, if a key area is attacked and two militia and one AoC unit survive, that area will be defended only by two militia and one AoC units When attacking any one area of choice during the next turn, you may look during subsequent activations during that turn. It is allowed to launch additional attacks against that same area (using units not yet engaged during that at all picked combat assets before assigning them an attacking unit. turn). At the end of the turn, return any survivors to their respective pools If there are one or more Hostage markers in that holding box, the (OPFOR, AoC). broken leader reveals the precise whereabouts of one of them. Roll on the Random Location Table and place one of the Hostage markers in that area. 7.10 Combat between proxies Certain events (See actions #1, #2 and #9) allow players to use or 8.5 Embedded SOF units SOF units in the available box may be embedded with local forces on the ground to enhance their operational capa- AQ forces to attack proxies controlled by the other player. bilities. Embedded SOF units are put on the supported units when resolving 7.11 Combat against AQ Forces combat. The US or RU player may decide if they will embed SOF units The combat procedure is similar, but AQ Forces use the FP Table to answer before picking forces. Embedded SOF units add +1 to the FP die roll fi re. When firing back, ignore the +L and +I part of the combat results. of the attacking units. Withdraw SOF units to the used support units at the 8.0 SPECIAL OPERATIONS FORCES (SOF) end of the combat (they won t be available until the next turn). Embedded SOF units may suffer casualties. When using embedded SOF units, roll one die. On a die roll of 5-6, add one US or RU casualty point. 8.1 In General, SOF units have unique capabilities. As described in 6.3, they may strike anywhere on the map, but to do so they must start in their respective Available Units holding boxes. Important: SAA units have no SOF capabilities, even though, on theory, they are SOF units. See the designer notes for an explanation.

7 9.0 HOW TO WIN 9.1 The winner is determined at the end of Turn 8. wins by accumulating more than 17 VP. If wins, both players lose the game. If the VP total is less than 17, then determine who wins: the Russian or the US player. The US player wins if the non- Islamist Syrian Rebels and the SDF forces have at least 30VPs. Control of each area of the map earns one VP. Control of urban areas is worth 3 VP each. Otherwise, the Russian-controlled side wins. There are no draws. 9.2 There are fives ways in which earns VP, as explained below: By infl icting casualties on Allied forces (see 7.7). By executing Hostages (see 4.5, 6.3, 8.4). By exploiting collateral damage (see 6.3, 7.5). Each leader who still hasn t been captured or killed by the end of Turn 8 generates one VP. Every three US or RU Casualty Points scored by throughout the game are converted to VP at the end of Turn 8 at the rate of every three casualty points generating one VP (ignore a one or two point remainder). 10.0. OPTIONAL RULES 10.1 The US Firepower base The US player may decide to setup the firepower base at the beginning of any game turn of the game (like the one they already have in Iraqi Kurdistan). The FP Base is placed in any Kurdish controlled area. Kurdish forces in that area and in any adjacent area benefit from the defensive and offensive support of the two US artillery strike counters. If the area the FP Base is in is overrun by forces, the US player must earn 32 VP instead of 30 to win. 11.0 CHARTS & TABLES 11.1 FP Combat Results Table Roll a die and cross-index the result with the fi repower rating of the firing unit. Firepower Ratings Die Roll 1 2 3 4 5 6 7 1 2 3 4 5 NE NE NE NE NE NE NE NE NE NE NE NE NE TD+L NE NE NE NE NE TD+L TD NE RR NE NE TD+L TD1 TD RR RR TD TD+L TD1 TD1 TD1 6 TD TD TD+I TD+I TD+I TD1 TD1 NE: No Effect. The unit may fire back. After firing back, return it to the area under attack. RR: Reroll the die. TD: Target Destroyed. The unit is destroyed. It may not fire back. Set it aside. Don t return it to the Combat Assets Pool until the end of the turn. TD1: Target Destroyed For 1 Complete Turn. The unit is destroyed. Set it aside. It returns to the Combat Assets Pool after being out of action for one full turn. For example: a unit suffering this result on Turn 1 wouldn t be returned to the Combat Assets Pool until the start of Turn 3. TD+I: Information. In addition to the TD result, the owning player forces gain intelligence about the location of a hostage or downed pilot. Ignore the I if rolled due to the fire of a support unit. Pick one hostage or downed pilot marker and place him on the map using the Random Location Table. L: Leader. In addition to the TD result, the owning player forces gain intelligence about the location of a leader. Deliberately pick one enemy leader from the leader box and place him on the map using the Random Location Table. Ignore the L if rolled due to the fire of a support unit. L and I information are shared by the RU and US players: that is, the US player may try a targeted killing, snatch & grab op. etc. to capture or kill a leader pinpointed by a Ru combat result. 10.2 TOW-armed units Certain Syrian Rebel units have been equipped with TOW AT missiles by their Arab sponsors (Qatar, Saudi Arabia, among others). Effects: when these units are attacked by armored, mechanized or helicopter-supported units, they have a +2DRM when firing. 10.3 Non-Islamic Rebels vs. Syrian Arab Army If using this rule, the US player is free to use the Non-Islamic Rebel units (not the Kurds) to attack SAA, Iranian/Hezbollah forces. However, they cannot receive US/NATO air, drone or artillery support. The Russian player is free to attack Non-Islamic Rebel units if he wishes to do so. He can use Russian, SAA and Iranian air, artillery or drone units to support these attacks. 11.2 Combat Results Table Firepower Ratings Die 1 2 3 4 Roll 1 NE NE NE NE 2 NE NE NE NE 3 NE NE NE NE 4 NE NE CP CP 5 NE CP CP CP 6 CP CP CP CPx2 NE: No Effect. Nothing happens. CP, CPx2: Casualty Point, 2 Casualty Points. The firing unit scores one casualty point. Keep track of hits received by using the Allied Casualty Marker on the General Data Track. CRT Die Roll Modifi e r s MANPAD: +1 DRM when firing against air units. IED: +1 DRM when fi ring against infantry, airborne, or mechanized infantry units. AT: +1 DRM when firing against armor units.

8 Islamic State: the Syria War Rulebook 11.3 Special Operations Combat Results Table Roll one die and cross reference the result with the fi repower rating of the fi ring unit Firepower Ratings A: Ambush. The mission is a failure. Roll on the Combat Results Die Roll 3 4 Table against the SOF unit and apply 1 results. If there are hostages in the A A area, roll another die. On a result of one, two or three, the hostages are 2 NE NE killed. On a die roll of four, five or six, they re removed from the map and 3 placed back in the Hostage Holding Box. Return the SOF unit to its NE S 4 respective Used Units Support Box. S S NE: No Effect. Return the SOF unit 5 to its respective Used Units Support S S Box (it cannot be used again this turn). 6 S: Success. If the SOF action was S S launched to rescue hostages or capture an enemy leader, the hostage is liberated or the enemy leader is captured. 11.4 Collateral Damage Table. Collateral Damage Table Die Roll Results 1, 2 or 3 Nothing happens. 4 or 5 Images of dead women and children flood the internet. Add +1 VP to the total. 6 Particularly gruesome images of dead women and children fl ood the internet. Add +2 VP to the total. Collateral Damage Cumulative Table Die Roll Modifiers -1 if the number of collateral damage points is less than 2. +1 if there is a Media counter in the area. 11.5 Enhanced Interrogation Table Die Roll Results 1-3 The leader won t talk; he remains in the Captured Leaders holding box. 4 The leader dies during the interrogation. Place him in the Killed Leaders box. 5-6 The leader breaks, revealing vital information. Place him in the Killed Leaders box, then randomly pick one leader, hostage or downed pilot and place him in any -controlled area determined by using the Random Location Table. 11.6 Random Location Table Roll one die to determine the Column: A, B, C, D, E or F. Roll a second die a cross reference the result with that of the first die roll. 11.7 Reinforcements Table Roll one die for each of the following forces: SAA, Iranians, AQ, Kurds/SDF, non-islamist Rebels Column DR: 1 DR: 2 DR: 3 DR: 4 DR: 5 DR: 6 A (DR:1) Al-Sukhnan Al Hazimah Al Hazimah Quarytayn Quarytayn Duma B (DR:2) Duma Dabiq Dabiq Al Tabqua Ar Raqqah Palmyra C (DR:3) Al-Tahf-Al- Al-Tahf-Al- Al Musareb Ar Raqqah Ar Raqqah Ar Raqqah Walid Walid D (DR:4) Dabiq Maadan Al Musareb Al Tabqua Al Tabqua Al-Bab E (DR:5) Al-Bab Maadan Al Buqamal Al Buqamal Dabiq Dabiq F (DR:6) Al-Bab Al Fadghami Al Shaddadi Al Shaddadi Salamiyeh Salamiyeh Example: a die roll of 2 would select column B. Roll another die and cross reference that result with column B. The second die roll is 4, so the area selected would be Dabiq. Force SAA Iranians/ Hezbollah AQ Syrian Rebels Kurds/ SDF Die roll/ Reinforcements DR 1-3: 1 units DR 4-6: 2 units DR 1-3: 0 units DR 4-6: 1 unit DR 1-2: 0 unit DR 3-4: 1 units DR 4-6: 2 units DR 1-3: 1 units DR 4-6: 2 units DR 1-2: 0 unit DR 3-4: 1 units DR 4-6: 2 units The units received may be deployed in friendly controlled areas. AQ units deployment: pull at random. Players alternate to set up AQ units, one at a time, beginning with the US player. The number of counters is a limit: no more units may be created than those already in the counter sheet.