World War II took place before dawn. Night fighting has a very different character than day-time fighting and a number of special rules apply. Obviously, sighting will be far more difficult in the dark, but morale will also be effected. People really are afraid of the dark. Darkness can be very deceptive, therefore players and Gamemasters are encouraged to use their own judgement on what can and cannot be seen at night. Sighting Any battle taking place at night will follow special sighting rules. To determine sighting chance at night measure the range as normal. Then triple the measured range. Find this new range on the chart and then apply any modifiers as normal. All sighting rules remain the same, figures and vehicles will be Concealed or Open, Firing or Moving, just as in daylight. Muzzle Flash: The muzzle flash of any weapon will be sighted far more easier than the firer in the dark. Even flash hiders will not help, because flash hiders are designed to keep the firer from being blinded by his own flash, not to hide the flash from the target. It is never possible to hide a muzzle flash. Any muzzle flash will be sighted automatically by any piece within range and Line of Sight. Figures returning fire on a muzzle flash without sighting the firer will always suffer the No Target penalty and thus be at half chance to hit. Hits will be resolved as normal. The muzzle flash of a grenade will give away the landing point of the grenade, not the location of the thrower. Thus, returning fire on a grenade flash will only have a chance of hitting figures in that area, and not necessarily the thrower. Sound: Sound becomes a key aspect in locating friends and enemies in the dark. The general direction of the sound of any weapon fire will be automatically detected by everyone, regardless of Line of Sight, at double the sighting range of the muzzle flash. Thus, the sound of rifle fire will be heard out to 48. Green troops will be unable to tell friendly weapon noises from the sound of enemy weapons. Troops of regular or higher quality are able to tell friendly weapons from enemy by sound alone. Distant Noise: Sounds still carry at much greater ranges than those listed on the chart. Any piece on the table will hear the sounds of distant battle in the direction of the fire. Pieces will be unable to tell what type of fire they hear or if it is friendly or enemy at these ranges. Pieces may be able to tell the difference between small arms and main guns. Infanty Motion: Infantry figures in motion may be heard moving even outside of Line of Sight. A moving infantry figure can be heard at triple the number of inches he moves each action. Thus a figure moving 4 per action can be heard up to 12 away. Thus, any enemy piece making a Sighting Check within 8 of the moving figure will hear the night rules Night Rules Battleground World War II noise if they make a successful roll to Sight on the Infantry Concealed chart at double the actual range. Example: A figure moving 3 per action moves to within 9 of an enemy sentry who is on Op-Fire. The sentry rolls on the Sighting Chart to Sight a concealed infantry target at 18 range, taking all modifiers into account. If the sentry rolls a sighting, then the sentries player is told of the noise of motion in the direction of the movement. Vehicle Motion: The noise of any vehicle moving will be heard by any piece within four times the vehicles movement each action. Thus, a vehicle moving 6 will be heard out to 24 away. The sound of a vehicle starting will be heard 36 away and the sound of a non-moving vehicle idling will be heard out to 12 away. Blocking Noise: Infantry troops firing their own weapons will not be able to hear the sound of movement or other weapons firing. Vehicle crews that are buttoned-up, moving, or firing will be unable to hear any noise over the noise of their own vehicle. Terrain: Terrain that is plainly obvious in the daylight can become invisible in the dark. This can have a very adverse, and amusing, effect on fast moving pieces. Ground: It will be impossible to tell Open Ground from Rough Ground in the dark, although tall fields will be visible. Hills and Roads will be readily apparent. Woods: Woods will be sighted automatically. Line of Sight within to or out of the wood will be blocked at 1. Natural Obstacles: The visibility of natural obstacles will vary by type. Brush, Hedge, and Bocage will generally be sighted once within 24. Gullies may be sighted at 12 or may not be noticed until moved over (fallen in to) at GM discretion. Emplacements: Elevated Emplacements, such as Sandbags or Roadblocks will be sighted just like Hedges and similar Natural Obstacles. Dug in Emplacements such as Trenches will be sighted like Gullies. Water: Rivers will be automatically sighted. Streams will be sighted just like a Gully. A Marsh will be sighted similar to Rough Ground. Thus, a Marsh will not be sighted until moved into unless previously known about or sighted by an alert piece at GM discretion. Buildings: Buildings will be automatically sighted. Sighting within a Building with a roof will blocked at 1. Sighting within Buildings with no roof will be as normal. Light: Light has the obvious effect of removing dark. However, light can be seen at a far greater distance then it illuminates and can give away the position of the light source. Any Sighting Checks made into an illuminated area follow all sighting rules for daylight. Sighting ranges are not tripled for Sighting Checks made within an illuminated area. Pieces within an illuminated area may not make Sighting Checks out of the illuminated area. Flashlights (Torches) Any figure that is equipped with a flashlight may turn the light on or off for free as part of any action. A flashlight will illuminate an area 1 wide and 6 long. A flashlight can be seen by anyone within LOS and within 24. Generally flashlights are covered with a dark filter to prevent the user from being sighted. A filtered flashlight will only illuminate a 1 by 1 area and will be sighted out to 6 with Line of Sight. Flares Flares are pyrotechnics fired from flare pistols. Flares may be used to illuminate an area at night. It takes one action to load a flare pistol. Flare pistols are fired exactly like rifle grenades. Place a counter on the location the flare hit. Flare pistol flares last for 3 turns once fired, as it falls to the ground. On the turn fired a flare will illuminate a 12 radius area. On the turn after a flare is fired it will illuminate a 8 radius area. On the second turn after a flare is fired it will illuminate a 6 radius area. Model flares can be made out of a washer built up with putty with a straight rod sticking up. The base is then flocked and the rod painted black, with the very tip painted white. If you are ambitious you can make 3 different heights of flare to indicate how long a flare has been burning. Starshells Some mortars and artillery pieces have special illumination rounds called starshells. Starshells will be uncommon and only available in limited supply, d6 rounds per gun if available at all. Starshells roll To Hit and deviate exactly like an HE shell from the weapon firing. Once a location is determined for the shell place a counter to indicate the starshell. Starshells last for 6 turns. On the turn fired and the following turn the starshell will illuminate a 32 radius area. On the second and third turns after being fired the starshell will illuminate a 24 radius area. On the fourth and fifth turns after being fired the starshell will illuminate a 16 radius area. Vehicles Vehicles will not be able to move full speed at night without great risk. Headlights Vehicles can use headlights to reduce the risk of accident. But in war most headlights are of the covered, black-out, variety that will not increase visibility greatly. Uncovered headlights will be very rare. Vehicles may only night rules Type Muzzle Flash Chart Sight Rifle Machine Gun Grenade Main Gun 24" 36" 18" 48" Sound 48" 72" 36" 96" night rules Battleground World War II move a limited speed safely at night. Any vehicle may exceed the limit at any time, but will face a Skill Check. Failure of the Skill Check will lead to either a collision or a Bog for the speedy vehicle. Vehicles must mark the status of their headlights during the Mark Special Fire modes phase of each turn. A vehicle may not turn its lights on or off outside of the Mark Special Fire mode phase. This to prevent players from taking unfair advantage of the Sighting rules. Sighting Headlights Full headlights will be automatically sighted at 96 range with LOS. Blackout lights will be automatically sighted at 32 range with LOS. Vehicle Sighting Vehicle crews will make Sighting Checks with the triple range as described in the Sighting rules. Headlights will illuminate 16 in front of the vehicle. Blackout lights will illuminate 6 in front of the vehicle. Sighting Checks made into an area illuminated by lights do not suffer the triple range penalty. Vehicle Speed Procedure: 1. Determine speed the vehicle is moving. 2. Determine status of the vehicles headlights. 3. Cross reference the vehicles headlight status with its movement, using the Vehicle Headlight Chart. 4. The chart will indicate either an OK or a Skill Check. If an OK is indicated the vehicle will complete the action safely. 5. If a Skill Check, or Half Skill Check is indicated, roll a d20. If the number rolled is equal or less than the crews morale (or half morale) then the action was completed safely. 6. If the number rolled was greater than the crews morale (or half morale) a mishap has occured. The vehicle in question has struck any near by vehicles, infantry, or terrain. Use the Ramming and Crushing Things rules to determine the effects on the vehicle and the item hit. If there is nothing to hit then the vehicle may have blundered into soft terrain or had a similiar mishap. Gamemasters should determine exact results based on the specifics of the terrain and vehicle. In games with no GM, players must determine the results, always deciding against the speedy vehicle and in favor of serious mishap. A speedy vehicle that fails a Skill Check can stray a significant distance from its intended course. Morale Night fighting will also have a serious effect on the Morale of the men fighting. Morale Checks The chaos of noise and muzzle flashes combined with uncertainty of friendly and enemy posistions made most soldiers far more cautious and nervous. Because of this any Morale Check made during a night engagement will be at a +2 modifier. This modifier is cumulative with all other modifiers. Squad Morale The confusion of night fighting, especially the uncertainty of friendly and enemy positioning has an effect on Squad as well. Any Squad Morale Check made at Night is with a +2 modifier. Platoon Morale Any Platoon Integrity Check made at Night will suffer a +2 modifier. Individual vehicle Morale Checks are made normally, because of the relative security of a vehicle and the close proximity with other crew members. Lights Vehicle Headlight Chart Half Off Blackouts Headlights OK OK OK Full SK OK OK Road Half SK OK