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Full Version: Wire, a consolidated suggestion
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Wire
Movement effects: Foot: +1 Motorized: +2 Mechanized:+1
Other Effects: -1 Assault; may be removed per procedure below.
An undemoralized personnel unit that spends two actions, undisturbed in a hex with a Wire marker may remove the Wire marker. If the wire-clearing unit is halted in their process it must begin again. An ENG/SAP may a Wire marker in one action. An undemoralized AFV unit can remove a Wire marker by spending three MPs in the hex (either after entering it and spending the extra MP to do so, or by activating in the hex and spending three MPs there). The AFV does not have to remain in the hex if it has MPs remaining after removing the wire.

This suggestion is based on the 4th Ed rules and TEC, PG Modern series rules and Carpathian Brigade. It seems to cover the bases.