[FOBA, or the dreaded "Catyushas"- "Cats" for short - are rightly feared by wargamers of any system, even more so by those who game with miniatures in sandtables (see "Minefields"). This Chapter presents the rules relating to this ultimate, scenario-ending weapon, presented here for the first time in ASL format]
F1 HOUSE RULES: Where present, a Cat always Rules the House. Ask anyone who is owned by a Cat. There are no EXC or possible Q&A for this rule.
F2 HIP/CONCEALMENT: Cats always set up HIP, regardless of terrain [EXC: if there is a Fire in the Location, a Cat always sets up Adjacent to it, unconcealed, in the Open]. Unlike other units, Cats may Assault Move into or Dash across any terrain (including Open Ground) and still maintain Concealment.
F3.1 AREA TARGET TYPE: Players who suffer from allergies to Cats must take an immediate TC (Tickle Check) upon entering the Building, and each turn they remain therein. Failure of this TC results in an uncontrollable sneezing fit and their eyes are marked with a Flame. After the first failure, further checks are upgraded to become MC (Misery Checks) instead, each subsequent failure of which reduces the Target in quality until Broken. Players must Rout out of the Building prior to attempting Rally.
F3.2 PAATC: Players who pass their PAATC (Pre-Arrival Antihystamine Taking Check) are immune to the effects of F3.1, but suffer an immediate reduction in ELR (Energy Level Rating) to zero (0).
F4 MOTION STATUS: A player who does not remain in Motion is subject to a LC (Lap Check). All players take a LC with a Morale of 7 [EXC: players who are subject to the effects of F3.1 make their LC with their Broken Morale level of zero, even if still in Good Order).
F5.1 SCENARIO APPEARANCE: Cats know a dog when they see one, and due to their natural enmity, will leave leave the players undisturbed to suffer through an entire dog of a scenario. However, if the players are involved in a tense, down-to-the-wire scenario, then the Cats will enter the player's Location and attempt to engage in CC (Counter Confusion), regardless of the Player turn or Phase [EXC: Cats will not appear during the first half of a scenario, unless the scenario is of sufficient length and has gone sufficient time that a full replay is impossible within the timespan available to the players].
F5.2 AMBUSH: Due to their concentration on the matter in hand, players are always considered Pinned and Lax. Cats are always considered Stealthy and Concealed (even if berserk).
F5.3 ACCURACY: If Ambush is achieved, the Cat makes an accuracy dr on the following table:
1-6 Critical Hit
Modifiers: -2 attack from higher elevation; -1 attack from lower elevation; +1 attack from lap of player.
F5.31 CRITICAL HIT RESOLUTION: The more critical the situation, the greater the CC. The Cat immediately Withdraws and regains HIP status following a successful attack.
F5.311 PLAYER RESOLUTION: The players immediately resolve "I'm gonna kill that [expletive] animal when I catch it!" after a successful attack.
F5.32 MISS RESOLUTION: If the Cat fails to Ambush the players, or achieves a Miss on the Accuracy dr, Melee ensues. The player must make a Capture attempt. This is resolved on the Hand-to-Claw (HtC) table:
Modifiers: Cat -5, Player +5, Capture Attempt +1.
F5.4 BARRAGE: If multiple Cats are present, they may either operate as independent FOBA batteries, or they may combine their CC attempts as a Barrage.
F5.41 OVR: If both Cats are in the same Location, and one goes Berserk, the other automatically goes Berserk as well. Berserk Cats have 945 MF and will immediately charge the nearest BSU (Board Set Up) and attempt OVR. Cats may either make successive overuns, or form a Feline Wave. Overrunning Cats attack with 4 FP (Flying Paws) each, and with a drm equal to the negative of the current turn number. Any result other than "No Effect" is treated as a MC (Mass Confusion).
F5.411 DEFENSIVE ACTIONS: No defensive actions are permitted by the players prior to an OVR. Following an OVR, both players may engage in SFF (yelling "Stupid F***ing Feline!") if it makes them feel better.
F3.1 AREA TARGET TYPE: insert "under DM (Deep Misery)" after "Rout" in the last line.
Insert "F5.321 COLLATERAL ATTACK: During Melee, it is possible for either the Catyusha or the player(s) to cause Collateral Damage to the playing area. The attack is made on the 4 FP (Flying Paws) table, with a -1 drm for each on-board stack with >= 2 counters."
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