I. Introduction
My S.A.B.O.T. game of futuristic land warfare includes eighteen kinds of vehicles
and soldiers. If that isn't enough, the optional-units set #1 adds fifteen more.
And if you still need more variety, this second add-in set ought to do it.
There are fifteen new unit types here. All are completely compatible with the "regular" units,
so a player who doesn't want to use them is at no disadvantage against a player who does.
Both players should agree to whether these expansion vehicles can be used.
You don't have to use the vehicles from expansion set #1 to use these vehicles.
II. Vehicles, Soldiers & Weapons
Mortar Squads become part of an existing four-squad platoon of soldiers,
replacing one of the other squads.
Command vehicles are bought individually, and an army can have no more than one
command vehicle for each 100 points.
All other vehicles are bought in platoons of four of the same kind of vehicle.
The SaboXtrB counter sheet gives each player two Mortar Squads, one of each kind of
command vehicle, and one platoon of each of the other new units.
It also has markers for a new type of weapon, rocket pods.
Name: | Assault Gun (ASG) |
Type: | Tracked vehicle |
This is a tank chassis with a heavy gun mounted facing forward, and heavy armor.
Its gun has the same limits on arcs of fire as the Hover-Tank Destroyer.
Name: | Recon/Assault Tank (RST) |
Type: | Tracked vehicle |
This versatile little tank carries a large-bore cannon and two AT missiles,
adds +1 to its scouting rolls, and is air-droppable.
Because it fires the missiles through the cannon, it can aim them in 360°.
Name: | Heavy Armored Car (HAC) |
Type: | Wheeled vehicle |
Take an armored car and replace its turret and missiles with a tank-sized cannon,
and this is what you get. It loses its troop-carrying ability, since its ammo
takes up a lot of room.
Name: | Battlefield Utility Vehicle (BUV) |
Type: | Wheeled vehicle |
These little fighting cars are the descendants of the Jeep and Humvee.
Two of each platoon carry machine guns; the other two carry two AT missiles
each, which must be fired one at a time.
Name: | Hover AA Vehicle (HAA) |
Type: | Hover vehicle |
This is a hovercraft version of the AA tank, which follows the same rules as
that tank. It lets you protect your hover units from helicopter attack.
Name: | Agrav Missile Tank (AMT) |
Type: | Anti-gravity vehicle |
This anti-grav vehicle carries one AT missile and a machine gun.
Unlike most vehicles, it carries infinite missile reloads.
It makes a good complement to the other agrav vehicles.
Name: | Agrav Support Tank (AST) |
Type: | Anti-gravity vehicle |
If you want to protect your agrav's against soldiers and light vehicles, this unit
is what you want. It carries two auto-cannons and a machine gun in three
turrets. All can aim at different targets, or the machine-gun can shoot at
the same target as one of the cannons.
Name: | Mortar Squad (MOR) |
Type: | Foot soldiers |
You can substitute one Mortar Squad for a Heavy-Weapons Squad in each infantry platoon.
They can lob mortar shells over intervening terrain, and don't need a line-of-sight to
shoot. Their shells scatter just like artillery shells.
Mortars cannot shoot at adjacent units.
Because they become part of an existing Infantry platoon,
a Mortar Squad costs nothing in build points.
Name: | Scout Combat Walker (SWK) |
Type: | Walking vehicle |
The scout walker is a little faster than other walkers.
It is armed with an auto-cannon, a small rocket pod, and a laser designator.
It can fire both weapons in the same turn at the same target,
and can use the laser in the same turn it attacks.
It adds +1 to its scouting rolls.
Once per game, it can begin flying at a rate of 4 hexes/turn;
it can do this for 1-2 turns, and once it lands, it cannot fly again. It must fly straight ahead, without turning, and cannot attack while flying.
It can be air-dropped, and will always land exactly where you want it (no scattering),
but this counts as the walker's flying move for the game.
Name: | Heavy Combat Walker (HWK) |
Type: | Walking vehicle |
This is the big guy, the walker that knocks trees over rather than going around them.
It carries a tank-sized cannon, two auto-cannons, and two heavy rocket pods, as well as
a laser designator, which it can use in the same attack as its weapons.
The auto-cannons follow the same rules as the guns of an AA tank, except that the
walker can't move and make overwatch attacks in the same turn.
It can fire its weapons at the same target, or at two separate targets.
It can't fly and is not air-droppable.
It cannot enter swamp hexes and gets no benefit from being in a prepared position.
It is able to move through forest at a rate of 1 hex/turn, however.
Name: | Assault Combat Walker (AWK) |
Type: | Walking vehicle |
Even bigger than the heavy walker, the assault walker lumbers forward on four legs.
It carries two cannons that must fire into the front three hexes and at the same target,
two auto-cannons (one into the left two hexes, one into the right two),
plus four AT missiles, and up to two squads of soldiers.
It treats rivers and shallow water as clear terrain.
It cannot enter swamp hexes and gets no benefit from being in a prepared position.
Name: | Tracked Command Vehicle (TCV) |
Type: | Tracked vehicle |
This unit has almost no combat ability.
But any friendly unit within 4 hexes of it can add 1 to its attack and defense rolls.
Name: | Wheeled Command Vehicle (WCV) |
Type: | Tracked vehicle |
This wheeled vehicle follows the same special rules as the tracked command vehicle.
Name: | Hover Command Vehicle (HCV) |
Type: | Tracked vehicle |
This hover vehicle follows the same special rules as the tracked command vehicle.
Name: | Agrav Command Vehicle (ACV) |
Type: | Tracked vehicle |
This anti-grav vehicle follows the same special rules as the tracked command vehicle.
Name: | Rocket Pod |
Type: | Weapon |
A rocket pod is a single-shot, non-reloadable weapon. It doesn't do a lot of damage,
but its rockets attack the target hex and all six surrounding hexes, so if you can
catch the enemy bunched up in a small space, you can do a lot of damage.
Use the same markers for rockets and for heavy rockets. Heavy rocket pods can make two attacks on each hex.
Extra rocket-pod markers are provided because, under these new rules,
rotary-wing vehicles can swap one pair of AT missiles for a pair of rocket pods if desired.
III. Game Tables