Enter reinforcement units and Dummies (see scenario instructions) (7.1, 15.5)
Recover Tactical Units (undisrupt one Tactical Unit or TF HQ; or undisrupt all Tactical Units or TF HQs in a Sanctuary; or remove 1-6 Hits from a unit) (7.2)
Reorganize, regroup, change Mode of units within one Zone (7.3)
Tactical Intelligence (8.1):
discover enemy units (roll d6 =(total combined J-2 ratings of searching units: IDF -2 dice if in an Urban Zone, -1 die if in Populated Zone): “5” = reveal one unit; “6” = two units; revealed Dummies are removed.
Irregular units may Evade (roll d6 = (total combined J-2 ratings of revealed units: +2 dice if in an Urban Zone, +1 die if in Populated Zone): “5” = one unit flips back to Underground Mode; “6” = two units)
IDF Air Recon: Tactical Intelligence with 3d6 in any Zone on the map
Operational Intelligence (8.2): inspect enemy chit hand and return it
Conduct Tactical Movement (9.1) with one regular unit (must be in Concentrated mode), or all irregular units in one Zone (up to the player’s C2 limit, Militia units may not move). Units must stop if they enter a Zone with undisrupted enemy regular units. Undisrupted enemy irregular units may Ambush units entering their Zone (11.2).
Conduct an Attack (9.2)
IDF may use as Close Air Support or Deep Strike (12.1, 12.2)
Insurgent may use to launch Rocket/Missile attack or raids on Israeli infrastructure (12.3, 12.4)
conduct Strategic Movement (one regular unit, or any number of irregular units up to the C2 level in one Zone, any distance into Sanctuary Zone) or Airmobile movement (IDF TF HQ/Light Infantry/SOF only, any Zone to any Zone.)
Play in Commitment step of Battle sequence to give Combat Support (+1 die per participating Tactical Unit (IDF requires undisrupted CSU); Insurgent may play against IDF Close Air Support or against IDF ground units)
Advance Planning: Play J-5 chit, then select three J-ops chits and place under it. Next turn you may play these three chits, and must play them consecutively.
Real-time Planning: Play J-5 chit and select one J-ops chit to place in your hand.
Networked Operations: Play a J-6 chit when you play a J-2 or J-3 chit in a zone. . All units, or any number of irregular units up to the Insurgent player’s C2 level, in that zone may conduct the same specific mission in that zone, consecutively.
Information Warfare: Roll 1d6 for each J-6 chit played. For each “5” or “6”, one random J-ops chit is removed from the enemy’s Available Pile.
IDF J-3 AIR OPERATIONS TABLE
Close Air Support
Play any number in support of units in a battle (except when defending against an Ambush). Insurgent may counter with J-4 chit as SAM fire
+3 dice to total of dice rolled.
Deep Strike –
Target: EITHER all regular enemy units (in either mode) OR all irregular enemy units in Revealed mode in one Zone.
Procedure: roll 3 dice per regular Tactical Unit in Concentrated Mode, 2 dice per regular unit in Dispersed mode or irregular unit in Revealed mode. “5” = one hit; “6” = two hits. Terrain does reduce the number of Hits: -2 hits Urban, -1 hit Populated. Insurgent player distributes hits.
Procedure: roll 3 or 2 dice as above. “5” = one hit; “6” = two hits. Terrain does not reduce # of hits.
Deep Strike –
Target: Insurgent (Syrian) TF HQ.
Procedure: roll 3 or 2 dice as in a PGM strike. Terrain does not reduce the # of hits. Any hit Disrupts (removes) the TF HQ; lower C2 level by one, place all units in OOB mat on the map as single detached Tactical Units.
Requires a J-4 chit.
Move one TF HQ, Light Infantry or SOF unit from any Zone to any other Zone on the map. SOF units may enter Insurgent Sanctuary or Syria (draw one Cascading Effects card each time).
INSURGENT J-3 SPECIAL OPERATIONS TABLE
Rocket/Missile Attacks on Infrastructure
Play one J-3 chit to “fire” up to all rocket/missile units in ONE Zone at off-map targets in Israel. Declare if target is civilian or military infrastructure. Fired rocket/missile units are flipped to Revealed mode.
SR units may fire from south of the Litani River (including Marjayoun)